"Guess we should continue onward..." Taman says, spotting nothing of concern as they travel the hall. He keeps the dragon close by his side, and sends his Tressym familiar flying ahead to scout the path before their group. "Sabastian will scout for us." He explains as the flying cat moves ahead of the group.
Taman immediately sends Sabastian to his extra dementional space, then has him reappear by Taman's side. "Guess we better start watching for traps." Taman says.
Related Data on Familiars...
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
(Excuse me for questioning, but don't you need a second action to have him reappear)
Anyways, the hallway continues to another hallway and Noldeme hits a pressure plate and giant axes swing from side to side. Everyone make a Dexterity check to make it past.
(If we are in combat, then yes it takes two actions, but, as we are not in combat, actions and such don't really apply. It takes 6 seconds to send him to the pocket space, then another 6 seconds to call him forth again.)
(Just to check on this, we should get a perception check to notice any traps we are coming up on, especially since Taman has now said they should start looking for them. we also, if anyone has the ability to do so, get a chance to disarm traps that we find. That might not be a thing though, since I am not sure anyone has the ability to disarm them. just something to keep in mind, and decide if you wish to do anything with it, as we move onward.)
Taman pauses and sends Sabastian into the pocket demention, then appear on the far side of the trap, bypassing the blades easily. He then uses guidancegiving himself Azuth's blessing before he tries to cross the trapped area.
This post has potentially manipulated dice roll results.
(Yeah, I would like to have a chance at avoiding traps, instead of instantaneously activating them despite not taking any actions. Again, I'm not attacking you, I'm just hoping we can have fair encounters.)
Instead of crossing the hallway filled with axes, Noldeme tries to examine if there's possibly a way to deactivate them from where she is.
Everyone passes the axes safely and enters another hall with sandstone tiles in 12 rows of 4 and a pit on both sides. A sign in draconic script says:
Even if someone steps there, It is not safe and sound. You won't tell where, A pressure plate will be found
Here is how this will work, you use your movement speed to navigate this, say the number of the plate you want to move to. each of the twelve rows has a pressure plate you cannot detect or disarm, if you land on it, you must succeed a Dexterity save or get hit by a trap, you can move diagonally, but dashing is not smart, the plates not triggered shift. Example: 1st, 2nd, 3rd, 2nd, 3rd, 4th. We will go in the previous initiative order. Noldeme, you go first.
Noldeme decides not to deal with this. She uses her Radiant Soul. (Aasimar skill, it gets her 30ft. of flight.) With her incorporeal wings she tries to fly over the pressure plates without touching any of them. (I hope you accept a little creativity at solving the puzzle, rather than having to do it in one way only.) Just in case, she stands on top of the third column of plates.
(Oh, thank you for the appreciation and allowing me to do this. By the way, Noldeme didn't land, she's still flying in the air, basically hovering until it comes back to her turn again. I noticed that what I said before didn't make that clear, so no worries, I hope you still accept it regardless.)
(Can the dragon fly? That will affect what I do on my turn... Not that I am going to suggest riding, since it is small, but Taman needs to do something to help himself, and others get across as safe as possible, and it is easier if the dragon can fly across without Taman's help.))
Noldeme sees Taman concerned with the dragon and says. "Don't worry, I think I can go back and pick her up for you. She can ride on my shoulder as I fly through safely if that's a concern. Sadly, I don't think I can carry any one of you with me as well."
"Guess we should continue onward..." Taman says, spotting nothing of concern as they travel the hall. He keeps the dragon close by his side, and sends his Tressym familiar flying ahead to scout the path before their group. "Sabastian will scout for us." He explains as the flying cat moves ahead of the group.
(picture of Taman's familiar)
Taman, you hit a tripwire and Sebastian falls into a trapdoor.
Taman immediately sends Sabastian to his extra dementional space, then has him reappear by Taman's side. "Guess we better start watching for traps." Taman says.
Related Data on Familiars...
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
(Excuse me for questioning, but don't you need a second action to have him reappear)
Anyways, the hallway continues to another hallway and Noldeme hits a pressure plate and giant axes swing from side to side. Everyone make a Dexterity check to make it past.
(If we are in combat, then yes it takes two actions, but, as we are not in combat, actions and such don't really apply. It takes 6 seconds to send him to the pocket space, then another 6 seconds to call him forth again.)
(Just to check on this, we should get a perception check to notice any traps we are coming up on, especially since Taman has now said they should start looking for them. we also, if anyone has the ability to do so, get a chance to disarm traps that we find. That might not be a thing though, since I am not sure anyone has the ability to disarm them. just something to keep in mind, and decide if you wish to do anything with it, as we move onward.)
Taman pauses and sends Sabastian into the pocket demention, then appear on the far side of the trap, bypassing the blades easily. He then uses guidancegiving himself Azuth's blessing before he tries to cross the trapped area.
Acrobatics check: 18
"Before we go much further should we consider being quiet and trying to stealthily sneak in?"
Taman, you and Starlight make it safely past (She chose to go with)
dex check is d20 with dex mod, am i right? in that case...11
(Yeah, I would like to have a chance at avoiding traps, instead of instantaneously activating them despite not taking any actions. Again, I'm not attacking you, I'm just hoping we can have fair encounters.)
Instead of crossing the hallway filled with axes, Noldeme tries to examine if there's possibly a way to deactivate them from where she is.
Investigation 2
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
You do not see any way to deactivate the trap.
Greylan crosses the trap safely.
(I'm just saying, this is a tomb, and they are always heavy in booby traps, pressure plates are not easy to disarm.)
Greylan uses Ready in order to prepare to use turn undead should any more skeletons and such get too close. "Everyone be careful."
Gorth pauses and looks down before using divine sense to detect any undead friends within 60ft.
There are no skeletons nearby
Everyone passes the axes safely and enters another hall with sandstone tiles in 12 rows of 4 and a pit on both sides. A sign in draconic script says:
Even if someone steps there,
It is not safe and sound.
You won't tell where,
A pressure plate will be found
Here is how this will work, you use your movement speed to navigate this, say the number of the plate you want to move to. each of the twelve rows has a pressure plate you cannot detect or disarm, if you land on it, you must succeed a Dexterity save or get hit by a trap, you can move diagonally, but dashing is not smart, the plates not triggered shift. Example: 1st, 2nd, 3rd, 2nd, 3rd, 4th. We will go in the previous initiative order. Noldeme, you go first.
Noldeme decides not to deal with this. She uses her Radiant Soul. (Aasimar skill, it gets her 30ft. of flight.) With her incorporeal wings she tries to fly over the pressure plates without touching any of them. (I hope you accept a little creativity at solving the puzzle, rather than having to do it in one way only.) Just in case, she stands on top of the third column of plates.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
(Good thinking) You fly over five rows and land on the sixth row safely and land on a solid tile. Taman, you're next
(Oh, thank you for the appreciation and allowing me to do this. By the way, Noldeme didn't land, she's still flying in the air, basically hovering until it comes back to her turn again. I noticed that what I said before didn't make that clear, so no worries, I hope you still accept it regardless.)
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
(Can the dragon fly? That will affect what I do on my turn... Not that I am going to suggest riding, since it is small, but Taman needs to do something to help himself, and others get across as safe as possible, and it is easier if the dragon can fly across without Taman's help.))
She is too young to fly
fortunately, none of these traps are deadly.
Noldeme sees Taman concerned with the dragon and says. "Don't worry, I think I can go back and pick her up for you. She can ride on my shoulder as I fly through safely if that's a concern. Sadly, I don't think I can carry any one of you with me as well."
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon