Akai notices Gregor's unresponsive state and tries to alert him. "Ey! Scar-beard! Alarm goes off and you sit in stupor! That spell tell you anything good, or rest of us have to scout out?" he chirps in annoyance.
"I think Volo might have been on to something," Gregor whispers suddenly, his eyes clearing, "There is movement in the taproom. Movement, but no body... like a man-sized wind."
”Well, we might as well go introduce ourselves then, shall we?”
(Ian intends to head down and converse with the ghost. He intends to use persuasion to convince the ghost to ally with the party or at least decipher it’s desires or intents that still bind it to this plane. If the ghost decides to attack the party he will use Tasha’s Hideous Laughter on the target and then begin mocking it mercilessly with vicious mockery, if it saves on wisdom he will use Tasha’s hideous laughter again. If he encounters other creatures such as rats he will use sleep and then switch to his rapier and dagger and attack.)
If an attack on the party occurs, Irma will move to cover them with his shield.
He will focus on defending the party members as best he can. He will cast Shield of Faith on the character with the lowest AC (not Ian as he is already buffed).
If an attack on the party occurs, Irma will move to cover them with his shield.
He will focus on defending the party members as best he can. He will cast Shield of Faith on the character with the lowest AC (not Ian as he is already buffed).
"Shield of Faith"
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
If an attack on the party occurs, Irma will move to cover them with his shield.
He will focus on defending the party members as best he can. He will cast Shield of Faith on the character with the lowest AC (not Ian as he is already buffed).
"Shield of Faith"
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Akai's AC is 17, so he probably won't need this. Instead, he'll stay close to the center of the party. A move like this won't stop a ghost, but it will keep him safe from physical attackers.
As the party tramps down the stairs to investigate the disturbance, the sounds of revelry reach their ears. The tavern is warm and full of light. The stairwell echoes with song and laughter, the clink of glasses, the clatter of platters, the jolly conversation of a convivial company. Each party member is suddenly filled with a rush of happy intoxication. Their heads start to reel with giddy glee, and the stairs begin to swim beneath their feet.
Everyone, please make a Wisdom Saving Throw - Ian with Advantage.
Ian and Falshen shake off the illusion, regaining control of their nerves and their balance.
For Gregor, Irma, and Akai, the convivial noise and light also fade away, but they are left stricken with a sick and dizzy sensation. They gain the Poisoned condition (disadvantage on attack rolls and ability checks) until their next Rest (long or short), and must make a Dexterity Saving Throw at Disadvantage to stay upright on their feet and not go tumbling down the stairs.
Ian and Falshen shake off the illusion, regaining control of their nerves and their balance.
For Gregor, Irma, and Akai, the convivial noise and light also fade away, but they are left stricken with a sick and dizzy sensation. They gain the Poisoned condition (disadvantage on attack rolls and ability checks) until their next Rest (long or short), and must make a Dexterity Saving Throw at Disadvantage to stay upright on their feet and not go tumbling down the stairs.
Irma unsteady and swaying at his feet, makes an attempt to straighten himself out.
This post has potentially manipulated dice roll results.
While Ian and Falshen make it to the bottom of the stairs more or less upright, the other three tumble down like ninepins, taking Bludgeoning damage amounting to: 4. They are still Poisoned, and also now Prone.
Shadow lies deep on the ruined taproom of Trollskull Manor. Only Ian, with the eyesight gifted him by his bloodline, discerns a shimmer in the air about the middle of the room - which gives him Advantage on the Dexterity Saving Throw he must make when a broken bottle comes hurtling at his head!
Akai notices Gregor's unresponsive state and tries to alert him. "Ey! Scar-beard! Alarm goes off and you sit in stupor! That spell tell you anything good, or rest of us have to scout out?" he chirps in annoyance.
Falshen readies his rapier and takes to the shadows, preparing to make his way downstairs as stealthily as he is able.
Stealth check: 24
"I think Volo might have been on to something," Gregor whispers suddenly, his eyes clearing, "There is movement in the taproom. Movement, but no body... like a man-sized wind."
Ian says,
”Well, we might as well go introduce ourselves then, shall we?”
(Ian intends to head down and converse with the ghost. He intends to use persuasion to convince the ghost to ally with the party or at least decipher it’s desires or intents that still bind it to this plane. If the ghost decides to attack the party he will use Tasha’s Hideous Laughter on the target and then begin mocking it mercilessly with vicious mockery, if it saves on wisdom he will use Tasha’s hideous laughter again. If he encounters other creatures such as rats he will use sleep and then switch to his rapier and dagger and attack.)
"Yes! Show this interloper who rules this hall! Man or ghost, none will take Akai's realm from him!"
Irma stands at the ready, he picks up his shield.
If an attack on the party occurs, Irma will move to cover them with his shield.
He will focus on defending the party members as best he can. He will cast Shield of Faith on the character with the lowest AC (not Ian as he is already buffed).
"Shield of Faith"
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Akai's AC is 17, so he probably won't need this. Instead, he'll stay close to the center of the party. A move like this won't stop a ghost, but it will keep him safe from physical attackers.
As the party tramps down the stairs to investigate the disturbance, the sounds of revelry reach their ears. The tavern is warm and full of light. The stairwell echoes with song and laughter, the clink of glasses, the clatter of platters, the jolly conversation of a convivial company. Each party member is suddenly filled with a rush of happy intoxication. Their heads start to reel with giddy glee, and the stairs begin to swim beneath their feet.
Everyone, please make a Wisdom Saving Throw - Ian with Advantage.
Wisdom Save with Advantage: 17
5
Wisdom Save Roll: 10
Falshen' Wisdom save: 18
Akai's Wisdom save: 4
Ian and Falshen shake off the illusion, regaining control of their nerves and their balance.
For Gregor, Irma, and Akai, the convivial noise and light also fade away, but they are left stricken with a sick and dizzy sensation. They gain the Poisoned condition (disadvantage on attack rolls and ability checks) until their next Rest (long or short), and must make a Dexterity Saving Throw at Disadvantage to stay upright on their feet and not go tumbling down the stairs.
Irma unsteady and swaying at his feet, makes an attempt to straighten himself out.
Dexterity Saving Roll: 1
Akai tries to shake off his light-headedness.
Dexterity: 11
7
While Ian and Falshen make it to the bottom of the stairs more or less upright, the other three tumble down like ninepins, taking Bludgeoning damage amounting to: 4. They are still Poisoned, and also now Prone.
Shadow lies deep on the ruined taproom of Trollskull Manor. Only Ian, with the eyesight gifted him by his bloodline, discerns a shimmer in the air about the middle of the room - which gives him Advantage on the Dexterity Saving Throw he must make when a broken bottle comes hurtling at his head!
Dexterity Save With Advantage: 23