(OOC: Ok, Etrigan is still up but I guess at least Cormac and Sam, and maybe even Huarache and Leann are down by this point. Etrigan wouldn´t know of this but perhaps it´s time for that time travel thing now, taking us back to our last short rest for some planning on how to take care of these adversaries. Etrigan can use Dispel magic but I don´t know if that has any reasonable chance of dispelling the effects that´s keeping the ranger and the thessalhydra alive. Who took the thessalhydra vial you found earlier? Perhaps it can be used?.)
(OOC: Ok, Etrigan is still up but I guess at least Cormac and Sam, and maybe even Huarache and Leann are down by this point. Etrigan wouldn´t know of this but perhaps it´s time for that time travel thing now, taking us back to our last short rest for some planning on how to take care of these adversaries. Etrigan can use Dispel magic but I don´t know if that has any reasonable chance of dispelling the effects that´s keeping the ranger and the thessalhydra alive. Who took the thessalhydra vial you found earlier? Perhaps it can be used?.)
The time travel mechanic is usable theough your mechanical guide Logan. You expend charges to alter time locally, to unknown effect. Currently the guide has 0 charges, but as Leann demonstrated, it can be fueled by HP (mechanically) life/soul energy in-story. Logan is in the northwest room where everyone short rested. He will move as commanded.
Just to remind/ clarify time travel can be forward or reverse - its predetermined in the module which it is - and specific to the room/area. Its almost always beneficial but does cost charges / hp, otherwise you'd probably use it in every room.
here is the full text on the mechanics, again.
The Infernal Machine components placed into the mechanical guides allow the characters to order a guide to spend 1 or more charges to alter time within individual areas of the Tomb of Horrors and the Temple of Moloch. If the localized time in an area at either site can be altered, that area’s description has a “Manipulating Time” section, detailing the effects that result when a mechanical guide spends charges to alter the flow of time in that area.
A guide spends 1 or more charges using its action. Commanding a guide to spend a charge requires no action.
Neither the characters nor the agents know in advance which rooms are subject to localized time effects, which areas can be affected by multiple charges, whether spending charges advances or rewinds time, or if the effects will be helpful, harmful, or simply wondrous in nature. Ultimately, some amount of experimentation might be necessary.
By spending 1 or more charges in an area, a mechanical guide alters the flow of time within that area in a limited way. As time flows forward or backward, the characters see the area and its occupants move like ghosts into the future or the past, then settle back into the normal time frame once more. As was seen at the clock tower in chapter 1, this time manipulation affects only the immediate area and that area’s original inhabitants. The characters, any creatures accompanying them, and any creatures that enter the area while time is shifting are not affected.
For example, having a mechanical guide spend 1 or more charges in a specific room might cause that room’s occupants to move to a different location, as local time speeds forward or back to a point when those occupants are going on or off duty, starting or ending a rest period, and so on. The characters and other outside observers see the affected occupants retreating or advancing in time, but cannot interact with them.
Once the affected creatures arrive at their new time and location, they start acting as they normally would from that point forward. This means that creatures going back in time have their memories revert, such that they forget any interactions with characters in the area they just left. Likewise, time-manipulated creatures will suddenly “discover” characters if they encounter them in the area where they return to normal time.
By manipulating time in either adventure locale, NPCs and monsters can be moved into new positions so that combat can be avoided (even if that combat is already underway). Likewise, characters who fail badly in negotiations with NPCs can try to wind back the clock to replay those negotiations as desired.
this is meta but already posted in the ooc thread:
The PCs shouldn't know how much it costs, but I'm willing to admit it's 2d6 HP per charge.
"This is going down hill fast." Leann says with a frown. She moves to the time-construct. "Use my life force and rewind time for me." She commands, holding out an arm.
(Handwaving movement so Logan can reach Leann in 1 round.)
HP draw: 6
As Logan approaches Leann, those attuned can sense a small part of her life force siphoning into the winged silver skeleton. An instant later, the world blurs and refocused, revealing amid the fire and chaos, four lizardfolk guards and a lizardfolk shaman opening the secret door to the south and conveying the bodies down the south corridor before vanishing from sight.
<ooc: I know, it's underwhelming, but that's what's in the book. Still waiting on actions.>
(OOC: I´m so confused. Could Etrigan have attuned himself to the device at the short rest? The time effect hasn´t really happened yet right? Is the time effect moving us forwards or backwards? What exactly is the situation in the room after the effect? If time effect backwards, how long? Do you regain spent spells and hit points for that period?)
(OOC: I´m so confused. Could Etrigan have attuned himself to the device at the short rest? The time effect hasn´t really happened yet right? Is the time effect moving us forwards or backwards? What exactly is the situation in the room after the effect? If time effect backwards, how long? Do you regain spent spells and hit points for that period?)
I posted the whole block on the mechanical guide. It is a creature, possessing components of the Infernal Machine that allow it to warp time and to teleport, in both cases taking multiple creatures with it. It has very fine control over teleporting arrival locations, but evidently only a rough control over temporal anomalies it induces. To travel back hundeds of years, as the party has, Kwalish had some big power sources in his lab within a pocket dimension, though these remain largely unexplored.
In this particular case, (again I'm quoting the book,) it seems like a transient pattern, like a ghost parade, of guards carrying the many bodies that were in the room upon the dais which was smashed by the statue of Moloch out through the secret door through with Etrivan and rhe statue entered this room.
(OOC: I´m sorry but I still don´t understand. I read what you are refering to, twice at least, and I still don´t find the answer to any of my questions above.)
Its probably something the PCs struggle with,, bit I'd say the time effect is moving the whole room. Probably forward, since the bodies that are being removed were there on arrival and cease to be there when the lizardfolk depart. The situation is that some of the scenery had changed, fewer bodies on the floor than before, although if I'm pressed to say how this all happened without the current inhabitants of the room interfering with the proceedings, I'd direct one to HG Wells' The Time Machine, effectively Dis-placing the travelers from the happenings of the room. The alternative would be all the lizardfolk joining on the attack the PCs. I stead, this one's just a dud - no tangible benefit, but no specific harm for the PCs, beyond the fuel for the effect.
edit: If I hadn't rolled doubles on initiative, the timeshift would have been the thing that woke the Thessalhydra. It was only knocked out for a max. of 1 hour.
(Leann is not even close to down, and not likely to get there anytime soon.)
Dex save Vs acid... 13
Did she ever make a DC 17 Dexsave vs. fireball in round 3? I think the 30ft cones Sadie breathed would have missed her, but not so for the wall of fire (20ft diameter circle +10ft peripheral effect area =40ft diameter AOE). She would have made a save vs that DC 17, with advantage from Yuan‐ti.
Update: Cormac has not formally entered the circle of wall.of flame, unless he wishes to. I didn't make it clear that he was outside of it when it was cast and later clarified. If passing the wall took him down, I'd say withdraw that action and do something else.
Leann ordered the timeshift from Logan, but that's his action, not hers. She can still act this round.
Etrigan cast EB x 2
Sam's player is on Vacation. I'll deal with that when I roll initiative after others post.
Huarache and Echo, I think, are still up. I do not closely monitor everyone's hit points, but with his player traveling, so I don't know for sure if H&E are up or down, without having to go back and check the math.
Waiting on posts from Huarache, Leann and Cormac R5
(I don't really like keeping track of rounds out loud. I'm doing it to try keep everyone on the same page, but I feel like it discourages outside the box thinking. I'll keep doing it for the time being, though.)
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Acid spit is aimed at Leann
(OOC: Ok, Etrigan is still up but I guess at least Cormac and Sam, and maybe even Huarache and Leann are down by this point. Etrigan wouldn´t know of this but perhaps it´s time for that time travel thing now, taking us back to our last short rest for some planning on how to take care of these adversaries. Etrigan can use Dispel magic but I don´t know if that has any reasonable chance of dispelling the effects that´s keeping the ranger and the thessalhydra alive. Who took the thessalhydra vial you found earlier? Perhaps it can be used?.)
The time travel mechanic is usable theough your mechanical guide Logan. You expend charges to alter time locally, to unknown effect. Currently the guide has 0 charges, but as Leann demonstrated, it can be fueled by HP (mechanically) life/soul energy in-story. Logan is in the northwest room where everyone short rested. He will move as commanded.
(Leann is not even close to down, and not likely to get there anytime soon.)
Dex save Vs acid... 13
Willw ait to see what the decision is on the time travel option, prior to doing Leann's action.
Just to remind/ clarify time travel can be forward or reverse - its predetermined in the module which it is - and specific to the room/area. Its almost always beneficial but does cost charges / hp, otherwise you'd probably use it in every room.
here is the full text on the mechanics, again.
By spending 1 or more charges in an area, a mechanical guide alters the flow of time within that area in a limited way. As time flows forward or backward, the characters see the area and its occupants move like ghosts into the future or the past, then settle back into the normal time frame once more. As was seen at the clock tower in chapter 1, this time manipulation affects only the immediate area and that area’s original inhabitants. The characters, any creatures accompanying them, and any creatures that enter the area while time is shifting are not affected.
For example, having a mechanical guide spend 1 or more charges in a specific room might cause that room’s occupants to move to a different location, as local time speeds forward or back to a point when those occupants are going on or off duty, starting or ending a rest period, and so on. The characters and other outside observers see the affected occupants retreating or advancing in time, but cannot interact with them.
Once the affected creatures arrive at their new time and location, they start acting as they normally would from that point forward. This means that creatures going back in time have their memories revert, such that they forget any interactions with characters in the area they just left. Likewise, time-manipulated creatures will suddenly “discover” characters if they encounter them in the area where they return to normal time.
By manipulating time in either adventure locale, NPCs and monsters can be moved into new positions so that combat can be avoided (even if that combat is already underway). Likewise, characters who fail badly in negotiations with NPCs can try to wind back the clock to replay those negotiations as desired.
this is meta but already posted in the ooc thread:
The PCs shouldn't know how much it costs, but I'm willing to admit it's 2d6 HP per charge.
@Thessaltoxin not directly related to the hydra, most things in this place start with "Thessal-"
Huarache has it in his inventory.
"This is going down hill fast." Leann says with a frown. She moves to the time-construct. "Use my life force and rewind time for me." She commands, holding out an arm.
(Handwaving movement so Logan can reach Leann in 1 round.)
HP draw: 6
As Logan approaches Leann, those attuned can sense a small part of her life force siphoning into the winged silver skeleton. An instant later, the world blurs and refocused, revealing amid the fire and chaos, four lizardfolk guards and a lizardfolk shaman opening the secret door to the south and conveying the bodies down the south corridor before vanishing from sight.
<ooc: I know, it's underwhelming, but that's what's in the book. Still waiting on actions.>
(OOC: I´m so confused. Could Etrigan have attuned himself to the device at the short rest? The time effect hasn´t really happened yet right? Is the time effect moving us forwards or backwards? What exactly is the situation in the room after the effect? If time effect backwards, how long? Do you regain spent spells and hit points for that period?)
I posted the whole block on the mechanical guide. It is a creature, possessing components of the Infernal Machine that allow it to warp time and to teleport, in both cases taking multiple creatures with it. It has very fine control over teleporting arrival locations, but evidently only a rough control over temporal anomalies it induces. To travel back hundeds of years, as the party has, Kwalish had some big power sources in his lab within a pocket dimension, though these remain largely unexplored.
In this particular case, (again I'm quoting the book,) it seems like a transient pattern, like a ghost parade, of guards carrying the many bodies that were in the room upon the dais which was smashed by the statue of Moloch out through the secret door through with Etrivan and rhe statue entered this room.
(OOC: I´m sorry but I still don´t understand. I read what you are refering to, twice at least, and I still don´t find the answer to any of my questions above.)
Its probably something the PCs struggle with,, bit I'd say the time effect is moving the whole room. Probably forward, since the bodies that are being removed were there on arrival and cease to be there when the lizardfolk depart. The situation is that some of the scenery had changed, fewer bodies on the floor than before, although if I'm pressed to say how this all happened without the current inhabitants of the room interfering with the proceedings, I'd direct one to HG Wells' The Time Machine, effectively Dis-placing the travelers from the happenings of the room. The alternative would be all the lizardfolk joining on the attack the PCs. I stead, this one's just a dud - no tangible benefit, but no specific harm for the PCs, beyond the fuel for the effect.
edit: If I hadn't rolled doubles on initiative, the timeshift would have been the thing that woke the Thessalhydra. It was only knocked out for a max. of 1 hour.
(all right, better move on then)
Etrigan unleashes another two blasts at Sadie III
Eldritch blast:23 Damage:12
Eldritch blast:13 Damage:9
And moves to full cover.
(+ crit damage:5)
wall of fire is opaque, so EB is with DA
dnd 5e - What are the rules for attacking a creature inside a Wall of Fire? - Role-playing Games Stack Exchange
1st blast 2nd roll:20
2nd blast 2nd roll:12
... anybody else?
(Umm I’m still down then? I’m kind of lost at this point.)
Did she ever make a DC 17 Dexsave vs. fireball in round 3? I think the 30ft cones Sadie breathed would have missed her, but not so for the wall of fire (20ft diameter circle +10ft peripheral effect area =40ft diameter AOE). She would have made a save vs that DC 17, with advantage from Yuan‐ti.
Update: Cormac has not formally entered the circle of wall.of flame, unless he wishes to. I didn't make it clear that he was outside of it when it was cast and later clarified. If passing the wall took him down, I'd say withdraw that action and do something else.
Leann ordered the timeshift from Logan, but that's his action, not hers. She can still act this round.
Etrigan cast EB x 2
Sam's player is on Vacation. I'll deal with that when I roll initiative after others post.
Huarache and Echo, I think, are still up. I do not closely monitor everyone's hit points, but with his player traveling, so I don't know for sure if H&E are up or down, without having to go back and check the math.
Waiting on posts from Huarache, Leann and Cormac R5
(I don't really like keeping track of rounds out loud. I'm doing it to try keep everyone on the same page, but I feel like it discourages outside the box thinking. I'll keep doing it for the time being, though.)