This post has potentially manipulated dice roll results.
Etrigan/Barbatos stays uncharacteristically quiet and mentally conults the still invisible Grygaxx on what kind of fiendish creature they are observing: General knowledge check:15
(OOC: Umm, so what about my voice mimicry question? And what force damage are you talking about? Etrigan wouldn´t take it off and don it unless it is deemed safe as stated earlier.)
(The cloak and pack were trapped. To remove them you are subject to force damage. Likely the only way to know that though was to try to remove them, and get zapped.)
Leann sighs as she watches the strange creatures. "Not sure what those are, but we likely shouldn't tangle with them if we can help it. Many of you seem barely standing."
(Who needs healing? Leann doesn't have much lay on hands, but she does have some. I can bump up the worst of us, or I can save it to trickle 1 HP into someone who is down, to keep them from dieing. Up to the group which we do.)
These things are probably going g ro notice you after a while. They're not typical fiends, they inhabit Malbolge but only appeared relatively recently, so not even residents of the 6th layer of Baator know much about them. It is strange that they would show up in the temple of Moloch in the past, given their understood origins, but that supports the counter theory that they predate this event and it only summoned them from a sort of hibernation.
<ooc: I can't imagine how much of that Grygax would know, but on an 11, that feels like enough>
My reading of the short rest identify mechanic is 1 item over the course of it. The things will notice you before a short rest is done, I'm just letting you leave rather than saying they attack immediately. They are not especially aware of their surroundings, after all, but shuffling around d for an hour I think they'd notice the only torch in the darkness.
So, it's established the outfit is not entirely safe. PCs really wouldn't know that unless someone touches it, but there was some miscommunication about whether one had or hadn't, so now you all as players know it's not safe, yet the PCs do not. I don't feel compelled to.make any decisions in this matter, but maybe if someone could detect magic somehow, it would be a non-issue. Just let me know if you are removing things from the body or not. You've got however much time you want, but for every say 10 minutes, I'll roll a d12 and on a 12 one of them notices you and they'll probably attack.
from asbove: "The ranger's outfit consists of studded leather armor, boots, gloves, cape, backpack and his bone sword, a ring of small keys worn on a leather strand tied to his belt,..."
there were 7 items listed, is Huarache going to ritual cast each thing in random order for 77 minutes with corpulent fiends shambling about? Is he taking them off the body or holding on to items still worn? the former probably sets off the force damage, but he would see the silver wires and could probably avoid therm. This is an agency moment in the discovery of a magic item, players should exercise their agency.
aside: I recall now that it was mentioned you'd retreat to a side room, but these things are moving around like roombas; they'll get there eventually. they rose up from puddles, i dont imagine doors are much of a hinderance, though the PCs should probably not be aware of them if theyre in a different room, except perhaps by sound. too late, cat's out of the bag. anyhow - if Idon't hear anything I guess ill just roll 1 Rcast after another, going down the list of stuff and matching increments of time with d12s till one finds you. that sounds horrible to me, so I suggest someone do something.
Sorry for not responding sooner. I suppose he would start casting on them in order that you said (for lack of a better one) until these... things find us. I don't know how long that would be.
Huarache removes the ranger's leather gloves, revealing the remains of his lacerated ringed hand. As he sits studying the gloves, the room becomes aware if a squelching sound at the door.
The Bile Spewer (that's what these are called) belches a gutteral moan from its dislocated gaping jaw, summoning the other 3 (previously mentioned) fiends from the larger adjacent room.
Spewers: 4
PCs: 3
You're in a pretty long room, 10' x 45', but the only way out is through the door with 4 of these guys in the way now.
This post has potentially manipulated dice roll results.
The front pair advance
1. Spits ar Etrigan then closes in to claw at Leann.
2. Spits at Sam then closes in on Huarache
1 spit x E 8 for 14 acid damage
1 claw x L 25 for 10 slashing and 15 poison damage
2 spit x S 7 for 12 acid damage
2 claw x H 10 for 4 slashing and 6 poison damage
The rear pair spew Bile. (Surprise!)
The bile spewer shoots a line of vomit and bile out to 60 feet. Creatures caught in the line must make a DC 1 5 Dexterity saving throw, suffering 35 acid damage on a failure, or half as much on a success. This literally covers the entire room, putting out Etrigan's torch leaving the room dark.
(OOC: Umm, wouldn´t there have been some time to react after "the room becomes aware if a squelched sound at the door". It should take at least a round or so for the Bile spewer to summon the others and attack right? It wouldn´t make sense for us to just stand there, at least Etrigan wouldn´t)
Nope, I'm just narrating inompetently; that's why I'm not a novelist. I could have asked for perception checks, but you already were told they exist because you heard them from the other room. After that there was a lot of waiting to Rcast every item the ranger wore sequentially, which I described as "horrible" if memory serves. Now projectile vomit fiends block the door.
Players are up. DC15 Dex (nonmagical) please and actions.
(Guys I am done here. Thanks for the game. I haven't been enjoying this of late, and have more than enough other games i can spend my time on. DM, just as a FYI, only one of the group was identifying things, so I think it perfectly safe to assume at least one, if not more, were keeping a lookout in this clearly dangerous place. As I don't wish to continue backseat DMing here, and feel you likely don't enjoy it any more than I do, I'll pull out of the game and you can continue along.)
(OOC: Well Etrigan would have tried to hide hearing the noise by the door you described, just saying. So with initiative tied, who would go first? Also, any chance for a map? Etrigan would have to retreat but I don´t know whereto he could do that.)
(Guys I am done here. Thanks for the game. I haven't been enjoying this of late, and have more than enough other games i can spend my time on. DM, just as a FYI, only one of the group was identifying things, so I think it perfectly safe to assume at least one, if not more, were keeping a lookout in this clearly dangerous place. As I don't wish to continue backseat DMing here, and feel you likely don't enjoy it any more than I do, I'll pull out of the game and you can continue along.)
(Ok, so then there is Huarache, Sam and Etrigan I guess. and let´s be honest Sam isn´t very active in this game. If we are to continue at all I suggest Etrigan will use his action to dimension door him and Huarache out of here and regroup somewhere more safe while we sort out who is interested in committing to further gaming.)
A lookout for puddles seeping under a door. Indeed. If anyone is still interested in exploring the dungeon, please do so. One might think that spending a single spell slot to cast detect magic was a good value for a magic item of substantial power, or even just taking everything outside the dungeon via the exit 20ft away, but these are not the choices players made. Sometimes when you sit still wandering monsters appear. Nobody is *surprised*, initiative is tied, should I just say you win initiative instead of any randomness? I'm really trying ro see what players don't like about an ill advised short rest in the guard barracks of an evil temple resulting in monsters appearing after rolling a 12 on a d12 at 10 minute intervals.
you have a map and picked a room with one entrance to hole up in. You're virtually indestructible, yet as a unit very cautious, but not careful.
If you succeed on a check to notice these monsters, what changes? Maybe I'm missing something and I would rather know it than live in ignorance. You still fight the monsters, starting with roll initiative, right? The hallway that ends at the door here is an almost identical scenario, so even if you, I don't know, pushed them through the doorway to fight out in the hall, virtually nothing is different, save maybe they stagger formation slightly.
Anyhow, we're at three players so I'm going to tap the wait list and grab some more. Feel free to post actions for this round, those who remain. I should have more by the end of the day, I expect.
Maps were posted earlier in the thread. I'll grab them from imgur and repost. They're dungeon maps from the module, hinted at by the battle map centered on one room. They're not one to one, but you're not in the main room of the battle map, so disregard that.
Etrigan/Barbatos stays uncharacteristically quiet and mentally conults the still invisible Grygaxx on what kind of fiendish creature they are observing:
General knowledge check:15
(OOC: Umm, so what about my voice mimicry question? And what force damage are you talking about? Etrigan wouldn´t take it off and don it unless it is deemed safe as stated earlier.)
(The cloak and pack were trapped. To remove them you are subject to force damage. Likely the only way to know that though was to try to remove them, and get zapped.)
Leann sighs as she watches the strange creatures. "Not sure what those are, but we likely shouldn't tangle with them if we can help it. Many of you seem barely standing."
(Who needs healing? Leann doesn't have much lay on hands, but she does have some. I can bump up the worst of us, or I can save it to trickle 1 HP into someone who is down, to keep them from dieing. Up to the group which we do.)
Etrigan/Barbatos seems to be in good condition. (No healing needed. Waiting for identification by Huarache before donning Barbatos´equipment.)
Yes, go ahead and adjust background.
These things are probably going g ro notice you after a while. They're not typical fiends, they inhabit Malbolge but only appeared relatively recently, so not even residents of the 6th layer of Baator know much about them. It is strange that they would show up in the temple of Moloch in the past, given their understood origins, but that supports the counter theory that they predate this event and it only summoned them from a sort of hibernation.
<ooc: I can't imagine how much of that Grygax would know, but on an 11, that feels like enough>
My reading of the short rest identify mechanic is 1 item over the course of it. The things will notice you before a short rest is done, I'm just letting you leave rather than saying they attack immediately. They are not especially aware of their surroundings, after all, but shuffling around d for an hour I think they'd notice the only torch in the darkness.
So, it's established the outfit is not entirely safe. PCs really wouldn't know that unless someone touches it, but there was some miscommunication about whether one had or hadn't, so now you all as players know it's not safe, yet the PCs do not. I don't feel compelled to.make any decisions in this matter, but maybe if someone could detect magic somehow, it would be a non-issue. Just let me know if you are removing things from the body or not. You've got however much time you want, but for every say 10 minutes, I'll roll a d12 and on a 12 one of them notices you and they'll probably attack.
(OOC: So what about Huaraches identify attempts?)
from asbove: "The ranger's outfit consists of studded leather armor, boots, gloves, cape, backpack and his bone sword, a ring of small keys worn on a leather strand tied to his belt,..."
there were 7 items listed, is Huarache going to ritual cast each thing in random order for 77 minutes with corpulent fiends shambling about? Is he taking them off the body or holding on to items still worn? the former probably sets off the force damage, but he would see the silver wires and could probably avoid therm. This is an agency moment in the discovery of a magic item, players should exercise their agency.
aside: I recall now that it was mentioned you'd retreat to a side room, but these things are moving around like roombas; they'll get there eventually. they rose up from puddles, i dont imagine doors are much of a hinderance, though the PCs should probably not be aware of them if theyre in a different room, except perhaps by sound. too late, cat's out of the bag. anyhow - if Idon't hear anything I guess ill just roll 1 Rcast after another, going down the list of stuff and matching increments of time with d12s till one finds you. that sounds horrible to me, so I suggest someone do something.
Sorry for not responding sooner. I suppose he would start casting on them in order that you said (for lack of a better one) until these... things find us. I don't know how long that would be.
Shonisaurus, Artificer Enthusiast
Leather armor 11 minutes 2 no magic
Boots 1 22 minutes no magic
Gloves 12 no magic
After 33 minutes of casting ritual magic, something oozes in under the door, rears up from the muck and takes shape.
Huarache removes the ranger's leather gloves, revealing the remains of his lacerated ringed hand. As he sits studying the gloves, the room becomes aware if a squelching sound at the door.
The Bile Spewer (that's what these are called) belches a gutteral moan from its dislocated gaping jaw, summoning the other 3 (previously mentioned) fiends from the larger adjacent room.
Spewers: 4
PCs: 3
You're in a pretty long room, 10' x 45', but the only way out is through the door with 4 of these guys in the way now.
The front pair advance
1. Spits ar Etrigan then closes in to claw at Leann.
2. Spits at Sam then closes in on Huarache
1 spit x E 8 for 14 acid damage
1 claw x L 25 for 10 slashing and 15 poison damage
2 spit x S 7 for 12 acid damage
2 claw x H 10 for 4 slashing and 6 poison damage
The rear pair spew Bile. (Surprise!)
The bile spewer shoots a line of vomit and bile out to 60 feet. Creatures caught in the line must make a DC 1 5 Dexterity saving throw, suffering 35 acid damage on a failure, or half as much on a success. This literally covers the entire room, putting out Etrigan's torch leaving the room dark.
The two that get hit don't even remotely try to dodge. They are utterly unaffected by it.
(OOC: Umm, wouldn´t there have been some time to react after "the room becomes aware if a squelched sound at the door". It should take at least a round or so for the Bile spewer to summon the others and attack right? It wouldn´t make sense for us to just stand there, at least Etrigan wouldn´t)
Nope, I'm just narrating inompetently; that's why I'm not a novelist. I could have asked for perception checks, but you already were told they exist because you heard them from the other room. After that there was a lot of waiting to Rcast every item the ranger wore sequentially, which I described as "horrible" if memory serves. Now projectile vomit fiends block the door.
Players are up. DC15 Dex (nonmagical) please and actions.
(Guys I am done here. Thanks for the game. I haven't been enjoying this of late, and have more than enough other games i can spend my time on. DM, just as a FYI, only one of the group was identifying things, so I think it perfectly safe to assume at least one, if not more, were keeping a lookout in this clearly dangerous place. As I don't wish to continue backseat DMing here, and feel you likely don't enjoy it any more than I do, I'll pull out of the game and you can continue along.)
(OOC: Well Etrigan would have tried to hide hearing the noise by the door you described, just saying. So with initiative tied, who would go first? Also, any chance for a map? Etrigan would have to retreat but I don´t know whereto he could do that.)
(Ok, so then there is Huarache, Sam and Etrigan I guess. and let´s be honest Sam isn´t very active in this game. If we are to continue at all I suggest Etrigan will use his action to dimension door him and Huarache out of here and regroup somewhere more safe while we sort out who is interested in committing to further gaming.)
A lookout for puddles seeping under a door. Indeed. If anyone is still interested in exploring the dungeon, please do so. One might think that spending a single spell slot to cast detect magic was a good value for a magic item of substantial power, or even just taking everything outside the dungeon via the exit 20ft away, but these are not the choices players made. Sometimes when you sit still wandering monsters appear. Nobody is *surprised*, initiative is tied, should I just say you win initiative instead of any randomness? I'm really trying ro see what players don't like about an ill advised short rest in the guard barracks of an evil temple resulting in monsters appearing after rolling a 12 on a d12 at 10 minute intervals.
you have a map and picked a room with one entrance to hole up in. You're virtually indestructible, yet as a unit very cautious, but not careful.
If you succeed on a check to notice these monsters, what changes? Maybe I'm missing something and I would rather know it than live in ignorance. You still fight the monsters, starting with roll initiative, right? The hallway that ends at the door here is an almost identical scenario, so even if you, I don't know, pushed them through the doorway to fight out in the hall, virtually nothing is different, save maybe they stagger formation slightly.
Anyhow, we're at three players so I'm going to tap the wait list and grab some more. Feel free to post actions for this round, those who remain. I should have more by the end of the day, I expect.
Maps were posted earlier in the thread. I'll grab them from imgur and repost. They're dungeon maps from the module, hinted at by the battle map centered on one room. They're not one to one, but you're not in the main room of the battle map, so disregard that.
Etrigan dimension doors out of the temple 500´closer to civilization bringing Huarache if he so desires.
(I´m not sure who´s virtually indestructible, Etrigan certainly isn´t and wouldn´t have survived another round in this fight.)