This post has potentially manipulated dice roll results.
Naroth's foot goes through the tunnel floor, a colored piece of parchment having disguised the trap. He takes 4 piercing damage from the spikes and must make a DC 10 Constitution saving throw against poison. On a failed save, he is affected as by a confusion spell for one minute (10 rounds). On a successful save, he is affected as by a confusion spell for 1 round. The effect is not magical.
Naroth stays put, his foot inside the trapped section of floor, just breathing nad doing nothing else. It lasts for only a moment or two. As everyone else is pausing for a surprised moment, he seems to kick back into gear, tugging his foot free, blood oozing, with some black icor, from his foot.
He limps along as you continue, moving past the tunnel without anyone else getting hurt.
The chamber that opens at the end of the tunnel is immense. A wide ledge runs along the left wall and drops away to a pit on the right. Many stalactites descend from the ceiling, and the sound of dripping water echoes continuously.
The lower portion of the room is 15 feet below the ledge. Wooden steps have been built down to the lower floor. The steps are enclosed in a stout iron cage with a gate at the bottom. The key to the gate hangs on a wall peg opposite the top of the stairs.
From the ledge, you can just make out the shapes of large eggs (each egg is nearly three feet tall) in the darkness below. The cavern extends into darkness beyond the range of your darkvision.
This post has potentially manipulated dice roll results.
"Well this seems way too easy, everyone be on guard." Then Naroth will look for a way down, every now and then shaking his foot to clear away the residual tingly feeling.
Taviel did not have darkvision anyway. But the view of these eggs was all she needed. Taviel whispered (just in case) "Indeed, it can not be as simple as walking down and taking the eggs? Either the key or the gates have to be warded."
Toc looked about the group, "I wonder why the armies have been sent on but some cultist remain, and they left this precious cargo. Not simple indeed. Since we can not see how far this cave goes, let us try our cultist cloaks again. It may prevent an ambush." He mutters the words of a spell and suddenly looks like the priest from the room above. He grabs the key off the wall and heads down the stairs. Once the group is there, and ready, he unlocks the door and steps cautiously into the space."
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What's the difference between a Wizard and a Sorcerer? Class.
Germain will pull a few ball bearings out of his pocket and light each of them up (Magical Tinkering, 5 foot bright, 5 more dim), distributing them to the party members to help them see better before moving to examine the door and lock to be sure they're safe to open.
Toc looks at the ball bearing. He pulls out a small cloth and binds the ball bearing to an arrow. Then he pulls out his bow, aims through the bars, and fire the arrow across the room into the darkness.
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What's the difference between a Wizard and a Sorcerer? Class.
"If there is an ambush or something like that around, would not want to be the illuminated target," Taviel accepted the ball of light with the Mage Hand and tried to check around at the maximal (for the hand) distance.
"Who these be?" A voice calls from the darkness below, as Toc walks forward in his disguise. "Trick!" another voice shouts as Toc fits the arrow with the glowing ball on it to his bow and shoots it.
Four clay pots come flying out of the darkness then... The pots land near Toc and Germain...
first Glue Bomb. Each creature within 10 feet of the bomb’s target point must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.
second Glue Bomb. Each creature within 10 feet of the bomb’s target point must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.
first Fire Bomb. Each creature within 10 feet of the bomb’s target point must succeed on a DC 11 Dexterity saving throw or take 5 fire damage (half as much damage on a successful saving throw).
second Fire Bomb. Each creature within 10 feet of the bomb’s target point must succeed on a DC 11 Dexterity saving throw or take 3 fire damage (half as much damage on a successful saving throw).
Taviel, using her mage hand at this same time, to look around the chamber, sees one of the rock formations move, a long line shooting out and grabbing at the mage hand.
Tendril. Melee Weapon Attack: 13 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.
Bite. Melee Weapon Attack: 12 to hit, reach 5 ft., one target. Hit: 22 piercing damage.
(Not sure how much of that would affect a mage hand, but figured I'd roll it up in case...)
So I guess the tendril passes through the hand without doing anything to it.
The stone on the arrow doesn't really lite anything for you, as it only is light for five feet I believe, so it is basicly a ball of light glowing in the distance. Movement below would reveal at least a couple drakes in the area below, and you would notice the figures of some kobolds hiding behind some of the pillars, these were the ones who tossed the clay pots.
(I'm unsure if those pots are divided between us, or if we're being hit by all of them. I'm going to roll all the saves then you can let me know what happens)
Naroth will summon his Echo to the left of the Roper (M25) to hopefully distract the roper and Drake #1 while Naroth will hop over the edge and advance toward the Roper (n33) as best he can pulling out his greatsword to hopefully get in one attack.
Movement: S49, T53, U57, to X57. If the ledge is high enough he'd take damage, then Reaction: Feather Fall.
Free action: draw shortsword with free hand.
Action: Attack Kobold 2 - Attack: 12 Damage: 8
Toc takes a few quick steps towards the ledge to the east, drawing his blade as he leaps off and gracefully hits the ground, charging past one of the huge stone pillars, his blade snaps out at the nearest Kobold.
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What's the difference between a Wizard and a Sorcerer? Class.
This post has potentially manipulated dice roll results.
Taviel casts a spell, sending a line of heat at the roper... dex save: 16
Naroth Jumps down the 15 feet to the floor, landing badly. He takes 1 falling damage. Struggling to his feet he moves towards the roper, only to find it is now 30 feet above his head now. He strikes at it through his echo, which is up near the roper. The weapon glances off of its thick hide though.
germain Sends a blast of energy at the roper, scortching it and causing damage.
"Hey, that hurt." The roper says in common, surprising you, as ropers usually cannot speak. (Not sure why they made this one speak common, but there you go.)
Toc (The ledge is 15 feet above the floor, so you can either do feather fall or give me an acrobatics check to see if you land without taking damage.)
Either way you move to the kobold and strike it down.
Valen follows the other's lead and jumps fromt he ledge. acrobatics: 10
He then slices his forearm with his glaive. 4 damage. His glaive sparks with lightning.
Valen then will cast bless on himself, Naroth, and Germain.
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Naroth's foot goes through the tunnel floor, a colored piece of parchment having disguised the trap. He takes 4 piercing damage from the spikes and must make a DC 10 Constitution saving throw against poison. On a failed save, he is affected as by a confusion spell for one minute (10 rounds). On a successful save, he is affected as by a confusion spell for 1 round. The effect is not magical.
Naroth roll your save and your confusion roll.
Naroth Con Save: 9
Confusion Roll: 10
Naroth stays put, his foot inside the trapped section of floor, just breathing nad doing nothing else. It lasts for only a moment or two. As everyone else is pausing for a surprised moment, he seems to kick back into gear, tugging his foot free, blood oozing, with some black icor, from his foot.
He limps along as you continue, moving past the tunnel without anyone else getting hurt.
The chamber that opens at the end of the tunnel is immense. A wide ledge runs along the left wall and drops away to a pit on the right. Many stalactites descend from the ceiling, and the sound of dripping water echoes continuously.
The lower portion of the room is 15 feet below the ledge. Wooden steps have been built down to the lower floor. The steps are enclosed in a stout iron cage with a gate at the bottom. The key to the gate hangs on a wall peg opposite the top of the stairs.
From the ledge, you can just make out the shapes of large eggs (each egg is nearly three feet tall) in the darkness below. The cavern extends into darkness beyond the range of your darkvision.
"Well this seems way too easy, everyone be on guard." Then Naroth will look for a way down, every now and then shaking his foot to clear away the residual tingly feeling.
Perception: 3
Taviel did not have darkvision anyway. But the view of these eggs was all she needed. Taviel whispered (just in case) "Indeed, it can not be as simple as walking down and taking the eggs? Either the key or the gates have to be warded."
Meili Liang Lvl 5 Monk
Dice
Toc looked about the group, "I wonder why the armies have been sent on but some cultist remain, and they left this precious cargo. Not simple indeed. Since we can not see how far this cave goes, let us try our cultist cloaks again. It may prevent an ambush." He mutters the words of a spell and suddenly looks like the priest from the room above. He grabs the key off the wall and heads down the stairs. Once the group is there, and ready, he unlocks the door and steps cautiously into the space."
What's the difference between a Wizard and a Sorcerer?
Class.
Germain will pull a few ball bearings out of his pocket and light each of them up (Magical Tinkering, 5 foot bright, 5 more dim), distributing them to the party members to help them see better before moving to examine the door and lock to be sure they're safe to open.
Investigation: 14 + guidance 4
Toc looks at the ball bearing. He pulls out a small cloth and binds the ball bearing to an arrow. Then he pulls out his bow, aims through the bars, and fire the arrow across the room into the darkness.
What's the difference between a Wizard and a Sorcerer?
Class.
"If there is an ambush or something like that around, would not want to be the illuminated target," Taviel accepted the ball of light with the Mage Hand and tried to check around at the maximal (for the hand) distance.
Meili Liang Lvl 5 Monk
Dice
"Who these be?" A voice calls from the darkness below, as Toc walks forward in his disguise. "Trick!" another voice shouts as Toc fits the arrow with the glowing ball on it to his bow and shoots it.
Four clay pots come flying out of the darkness then... The pots land near Toc and Germain...
first Glue Bomb. Each creature within 10 feet of the bomb’s target point must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.
second Glue Bomb. Each creature within 10 feet of the bomb’s target point must succeed on a DC 11 Dexterity saving throw or be restrained. The target or another creature within reach of it can use an action to make a DC 11 Strength check; if the check succeeds, the effect on the target ends.
first Fire Bomb. Each creature within 10 feet of the bomb’s target point must succeed on a DC 11 Dexterity saving throw or take 5 fire damage (half as much damage on a successful saving throw).
second Fire Bomb. Each creature within 10 feet of the bomb’s target point must succeed on a DC 11 Dexterity saving throw or take 3 fire damage (half as much damage on a successful saving throw).
Taviel, using her mage hand at this same time, to look around the chamber, sees one of the rock formations move, a long line shooting out and grabbing at the mage hand.
Tendril. Melee Weapon Attack: 13 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.
Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.
Bite. Melee Weapon Attack: 12 to hit, reach 5 ft., one target. Hit: 22 piercing damage.
(Not sure how much of that would affect a mage hand, but figured I'd roll it up in case...)
Sage advice:
https://www.sageadvice.eu/2015/04/06/mage-hand-is-attacked-what-happens/
So I guess the tendril passes through the hand without doing anything to it.
The stone on the arrow doesn't really lite anything for you, as it only is light for five feet I believe, so it is basicly a ball of light glowing in the distance. Movement below would reveal at least a couple drakes in the area below, and you would notice the figures of some kobolds hiding behind some of the pillars, these were the ones who tossed the clay pots.
Roll initiative.
Taviel Initiative: 17
Meili Liang Lvl 5 Monk
Dice
Toc Initiative : 5
(I'm unsure if those pots are divided between us, or if we're being hit by all of them. I'm going to roll all the saves then you can let me know what happens)
Dex save vs Glue 1: 13
Dex save vs Glue 2: 22
Dex save vs Fire 1: 7
Dex save vs Fire 2: 13
What's the difference between a Wizard and a Sorcerer?
Class.
Naroth Initiative: 14
Saves if I need them.
Dex vs Glue #1: 9
Dex vs Glue #2: 2
Dex vs Fire #1: 2
Dex vs Fire #2: 11
Germain
Init: 8
Dex saves:
18
19
11
5
initiative order...
person
Taviel
Naroth
germain
Toc
Valen
kobolds
drakes
Roper
Toc manages to evade the glue bombs, but the first of the fire bombs hits him for 5 damage. he evades the second fire.
Germain evades both glue bombs, but both fire ones hit him, for a total of 8 damage.
No one else was targetted.
Please post actions.
Map is here:
https://www.dropbox.com/s/d8bahjqcbkjqhqn/hdq map 7.xlsx?dl=0
(I thought the dc for the saves was 11 for half, I got 5 dmg for Germain then.)
Germain will raise his glowing gauntlet and discharge a blast of lightning at the roper.
Attack: 25 Damage: 14
That tendrils looked like a bad news. Taviel sent a ray of fire toward the "rock":
Disregard that, please
Ray 1: Attack: 17 Damage: 10
Ray 2: Attack: 14 Damage: 7
Ray 3: Attack: 10 Damage: 3
Aganazzar’s Scorcher for 13 (Dex DC13 for half)
Meili Liang Lvl 5 Monk
Dice
Naroth will summon his Echo to the left of the Roper (M25) to hopefully distract the roper and Drake #1 while Naroth will hop over the edge and advance toward the Roper (n33) as best he can pulling out his greatsword to hopefully get in one attack.
Acrobatics: 9
Greatsword Attack: Attack: 15 Damage: 8
Toc:
Bonus Action: BladeSong.
Movement: S49, T53, U57, to X57. If the ledge is high enough he'd take damage, then Reaction: Feather Fall.
Free action: draw shortsword with free hand.
Action: Attack Kobold 2 - Attack: 12 Damage: 8
Toc takes a few quick steps towards the ledge to the east, drawing his blade as he leaps off and gracefully hits the ground, charging past one of the huge stone pillars, his blade snaps out at the nearest Kobold.
What's the difference between a Wizard and a Sorcerer?
Class.
Taviel
casts a spell, sending a line of heat at the roper...
dex save: 16
Naroth
Jumps down the 15 feet to the floor, landing badly. He takes 1 falling damage. Struggling to his feet he moves towards the roper, only to find it is now 30 feet above his head now. He strikes at it through his echo, which is up near the roper. The weapon glances off of its thick hide though.
germain
Sends a blast of energy at the roper, scortching it and causing damage.
"Hey, that hurt." The roper says in common, surprising you, as ropers usually cannot speak. (Not sure why they made this one speak common, but there you go.)
Toc
(The ledge is 15 feet above the floor, so you can either do feather fall or give me an acrobatics check to see if you land without taking damage.)
Either way you move to the kobold and strike it down.
Valen
follows the other's lead and jumps fromt he ledge.
acrobatics: 10
He then slices his forearm with his glaive. 4 damage. His glaive sparks with lightning.
Valen then will cast bless on himself, Naroth, and Germain.