(Ok- it looks like on your map I could get the paraelemental and baby oozes and nothing else maybe- and avoid getting my revenge on gravity for tossing me into that trap a while back!)
(@Tesservett, If Tetrevess wants to take revenge or kill Gravity for her misdeed, that's completely understandable. I'm fine with it but let's not make it too much obvious. Gravity will figure it out.)
I can update this flavor text later but I want you all to know, that blast kills rhr paraelemental. Do explore etc. Next door was barred by steel horizontal bars
The paraelemental's movement slows to a crawl as the ooze dries in the blazing heat of Teteevess's spell. As the undulating mass of ooze slashes forward, it drags its dessicated bulk behind it, shifting the majority of its weight away from the source of the heat in an extending tentacle-like pseudopod. The arid heat outrqces the slowing stretch if the extension, and as the tip of the pseudopod solidifies, the precarious process pivots and topples to the ground, cracking into pieces under the weight of the dry ooze.
The cavern is filled with the echoing drip of moisture from stelagtites onto soft mud and the water ringing the room, which rushes around the silt island and out through the round horizontal iron bars of the grate dividing this room from what lies beyond.
<you came in from the west through a locked door, you can go back, look around, or try to bypass the grate. The mephits and oozes would not have been hindered by it by their nature, so they may have come I that way, but the small holes in the door you used might also have been sufficiently large for them to enter by that route>
“aside from all the mud it’s actually a good place to rest- off the main tack and-unlikely anything would wander in here for fear of the previous inhabitants, we can close the door to cover our tracks ”tetrevess explains
This post has potentially manipulated dice roll results.
Gravity reverts to her humanoid form and assumes the medium size by losing concentration on the spell Enlarge/Reduce intentionally.
"Uh... let's not forget about the lizard matriarch and her apprentices."
She casts Prestidigitation to create an illusory image of electric chair designed as a royal throne. The trinket disappears when she dips her head into the water of the western hall in order to determine the current position of the young lizard through tracking device.
Tetrevess fails to fi d the lizard, though the tracking device does seem to he working (I don't think we set mechanical limits on what that tracker does, but the lizard is around, and you could find it if you followed the location indicated by your equipment.)
As you take a well-deserved rest, one of you (whoever is on the second d watch- botices through the walls of your tiny hut that the water has risen several feet in the chamber. Based on youre best guess of how much time has passed (unless you have a way of telling time, moot hwre, just pointing it out) and how much the water has riaen, you conclude that if the water continues to rise at this rate, resting a full 8 hours will result in the chamber being almost totally flooded, leaving a small pocket of air near the ceiling, with the points if several stalagmites immersed in water.)
<Were it not for pbp delay, I'd have asked you for your watch order, but to move things along, I'll assume someone adequate in perception and investigation was able to figure this out instead of a bunch of die rolls that would be hard to set up concisely without giving away the information.
The point is all just to say you can get the full rest, but then there will be a limited time to leave this chamber, though you can freely exit the way you came in, presumably. Alternatively, you could take a short rest if you wanted to, because you would see the water rising, it's not a flash flood, a beaver dam didn't break - Mainly because there would be no way for you to know such a thing happened and with no rhyme or reason it would be dissatisfying. Anyhow, if there are no objections, you finish your long rest but now the room is flooded and you're in a inverted glass bowl inside a stone snow globe.>
(Firstly, the tracking device is made using 'magical tinkering' feature and emits infrasound, it's like the fantasy version of SONAR system. Since Gravity has bestial traits, she might pick up the sound and locate the lizard if it's nearby. Secondly, could we set up the tiny hurt near the nest of the lizard?)
<Seems late for that. Also, you killed its mom and its nest mates. I think it's time to leave rhe nest. The area remains s accessible, but I don't think the lizard thinks of it as "home" its just wandering around. You di have a catoblepas with you, though; Did it get waterbreathing too?)>
<sidenote: the description of the magical tracking device is great, its just not mechanical- there is no crunch like must be visible or with 1 mile or 1000ft or whatever the range is. Do solid walls block the detection. To decide what it does I'd compare it with divination spells or soell like effects and see if it's level appropriate to that.>
(Tetrevess can grant the ability to breathe to 10 willing creatures as a ritual- he will ritual cast it on all, again, along with also ritual casting telepathic bond on all. As for where we camp- it didn’t matter to him, but he thought the mud room was a good choice not realizing about the water levels, but a passive investigation of 20 and passive 16 perception might have tipped him off on that :)
Gravity will guard the area inside the tiny hut for the first two hours of the long rest. To keep track of time she will use an Hourglass.
During the first hour, she will attempt to determine the characteristics of the Black Slime and the Para-elemental while trying to figure out if she can extract alchemical essences from the remnant of the Steam Mephits.
Para-elemental:Nature9(Is this a hybrid/chimera of earth-water elemental and ooze?)
During the next hour, she will observe the expression, change of behavior and physical movement of the Calf to determine if he's sensing the presence of infrasound. After that, she will watch and admire the sleeping wizard like a creepy woman.
<@Tesseverett: I know you can cast it on the calf, I just want to keep people aware thst they've elected to adopt a pet, for roleplay)
<here is some info on paraelementals. I'll get back to you on what essences you might harvest fir crafting purposes when I get a chance.
A paraelemental is an amalgamation of two elemental energies bound within a single life force. Because it is a combination of two elemental forces, a paraelemental can be volatile and dangerous. While extremely rare in the Material Plane, they dwell in regions where their respective Elemental Planes overlap.
Elemental Nature. A paraelemental doesn’t require air, food, drink, or sleep.>
Options for moving on include backtracking (almost always), trying to bypass the horizontal bars in the flooding cavern, or continuing south past the door you opened to access the cavern. The rest of the system is also filling with water, so you're now swimming/underwater moving until further notice.
This post has potentially manipulated dice roll results.
Gravity votes for the second option which involves the action of trying to bypass the horizontal bars in the flooding cavern. But before that, she attempts to search for the source of the excessive amount of water and figure out how to activate or fix the drainage system.
Investigation (11, 10) (If advantage is applicable from Tinkers' Tools/ Superior Mason's Tools)
These are natural caves carved by the river, embellished by inhabitants. There is no drainage system, but someone did think it worthwhile to bar this tunnel to keep things out... or in.
Did you want to try the mason's tools with the roll above to defeat the bars?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Gravity's enlarged blade cuts deep. The paraelemntal is injured, but still stalks the cavern.
<poke> one more hit will probably kill this thing, unless you roll really low damage.
(You scared me with the water elementals, as a badly hurt tetrevess is standing in the water by himself out in the hall!)
tetreves blasts the ooze with a firebolt.
15 to hit
11 damage
(@Tesservett, If Tetrevess wants to take revenge or kill Gravity for her misdeed, that's completely understandable. I'm fine with it but let's not make it too much obvious. Gravity will figure it out.)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
I can update this flavor text later but I want you all to know, that blast kills rhr paraelemental. Do explore etc. Next door was barred by steel horizontal bars
(Ha he’s still mad but he’s not going to hurt gravity. That was just a cheeky comment by me.)
The paraelemental's movement slows to a crawl as the ooze dries in the blazing heat of Teteevess's spell. As the undulating mass of ooze slashes forward, it drags its dessicated bulk behind it, shifting the majority of its weight away from the source of the heat in an extending tentacle-like pseudopod. The arid heat outrqces the slowing stretch if the extension, and as the tip of the pseudopod solidifies, the precarious process pivots and topples to the ground, cracking into pieces under the weight of the dry ooze.
The cavern is filled with the echoing drip of moisture from stelagtites onto soft mud and the water ringing the room, which rushes around the silt island and out through the round horizontal iron bars of the grate dividing this room from what lies beyond.
<you came in from the west through a locked door, you can go back, look around, or try to bypass the grate. The mephits and oozes would not have been hindered by it by their nature, so they may have come I that way, but the small holes in the door you used might also have been sufficiently large for them to enter by that route>
Tettevess says “I need to rest, I have few spells left. I know this isn’t the most pleasant of rooms but I can make it a bit more comfortable.”
he searches the room 18 investigation
If others agree, he will ritual cast Leomund’s tiny hut for a secure place to rest.
Sam agrees with tettevess
“aside from all the mud it’s actually a good place to rest- off the main tack and-unlikely anything would wander in here for fear of the previous inhabitants, we can close the door to cover our tracks ”tetrevess explains
Gravity reverts to her humanoid form and assumes the medium size by losing concentration on the spell Enlarge/Reduce intentionally.
"Uh... let's not forget about the lizard matriarch and her apprentices."
She casts Prestidigitation to create an illusory image of electric chair designed as a royal throne. The trinket disappears when she dips her head into the water of the western hall in order to determine the current position of the young lizard through tracking device.
Perception 5
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Tetrevess fails to fi d the lizard, though the tracking device does seem to he working (I don't think we set mechanical limits on what that tracker does, but the lizard is around, and you could find it if you followed the location indicated by your equipment.)
As you take a well-deserved rest, one of you (whoever is on the second d watch- botices through the walls of your tiny hut that the water has risen several feet in the chamber. Based on youre best guess of how much time has passed (unless you have a way of telling time, moot hwre, just pointing it out) and how much the water has riaen, you conclude that if the water continues to rise at this rate, resting a full 8 hours will result in the chamber being almost totally flooded, leaving a small pocket of air near the ceiling, with the points if several stalagmites immersed in water.)
<Were it not for pbp delay, I'd have asked you for your watch order, but to move things along, I'll assume someone adequate in perception and investigation was able to figure this out instead of a bunch of die rolls that would be hard to set up concisely without giving away the information.
The point is all just to say you can get the full rest, but then there will be a limited time to leave this chamber, though you can freely exit the way you came in, presumably. Alternatively, you could take a short rest if you wanted to, because you would see the water rising, it's not a flash flood, a beaver dam didn't break - Mainly because there would be no way for you to know such a thing happened and with no rhyme or reason it would be dissatisfying. Anyhow, if there are no objections, you finish your long rest but now the room is flooded and you're in a inverted glass bowl inside a stone snow globe.>
(Ok- well everyone has water breathing- duration is long on that!)
(Firstly, the tracking device is made using 'magical tinkering' feature and emits infrasound, it's like the fantasy version of SONAR system. Since Gravity has bestial traits, she might pick up the sound and locate the lizard if it's nearby. Secondly, could we set up the tiny hurt near the nest of the lizard?)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
<Seems late for that. Also, you killed its mom and its nest mates. I think it's time to leave rhe nest. The area remains s accessible, but I don't think the lizard thinks of it as "home" its just wandering around. You di have a catoblepas with you, though; Did it get waterbreathing too?)>
<sidenote: the description of the magical tracking device is great, its just not mechanical- there is no crunch like must be visible or with 1 mile or 1000ft or whatever the range is. Do solid walls block the detection. To decide what it does I'd compare it with divination spells or soell like effects and see if it's level appropriate to that.>
(Tetrevess can grant the ability to breathe to 10 willing creatures as a ritual- he will ritual cast it on all, again, along with also ritual casting telepathic bond on all. As for where we camp- it didn’t matter to him, but he thought the mud room was a good choice not realizing about the water levels, but a passive investigation of 20 and passive 16 perception might have tipped him off on that :)
Gravity will guard the area inside the tiny hut for the first two hours of the long rest. To keep track of time she will use an Hourglass.
During the first hour, she will attempt to determine the characteristics of the Black Slime and the Para-elemental while trying to figure out if she can extract alchemical essences from the remnant of the Steam Mephits.
Black Slime: Nature 7
Para-elemental: Nature 9 (Is this a hybrid/chimera of earth-water elemental and ooze?)
During the next hour, she will observe the expression, change of behavior and physical movement of the Calf to determine if he's sensing the presence of infrasound. After that, she will watch and admire the sleeping wizard like a creepy woman.
Insight 11
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
<@Tesseverett: I know you can cast it on the calf, I just want to keep people aware thst they've elected to adopt a pet, for roleplay)
<here is some info on paraelementals. I'll get back to you on what essences you might harvest fir crafting purposes when I get a chance.
A paraelemental is an amalgamation of two elemental energies bound within a single life force. Because it is a combination of two elemental forces, a paraelemental can be volatile and dangerous. While extremely rare in the Material Plane, they dwell in regions where their respective Elemental Planes overlap.
Elemental Nature. A paraelemental doesn’t require air, food, drink, or sleep.>
Options for moving on include backtracking (almost always), trying to bypass the horizontal bars in the flooding cavern, or continuing south past the door you opened to access the cavern. The rest of the system is also filling with water, so you're now swimming/underwater moving until further notice.
You have completed a long rest
Gravity votes for the second option which involves the action of trying to bypass the horizontal bars in the flooding cavern. But before that, she attempts to search for the source of the excessive amount of water and figure out how to activate or fix the drainage system.
Investigation (11, 10) (If advantage is applicable from Tinkers' Tools/ Superior Mason's Tools)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
These are natural caves carved by the river, embellished by inhabitants. There is no drainage system, but someone did think it worthwhile to bar this tunnel to keep things out... or in.
Did you want to try the mason's tools with the roll above to defeat the bars?