Ink walks in and claps Crownsguard on the back, "Klauth gave them an order, so I don't expect they'll deviate much from it.. So I don't think they get a say in the company we keep. Besides, I don't expect Harshnag will be joining us given he shares the ship's proportions."
Ink smiles at Harshnag as he walks up to him. "Is that the map, Harshnag? It's Rip-sized! Thank you!" Ink will discuss the map with Harshnag discussing possible logistics. He also asks where the Great Worm tribe is and the tribe he had suspected Rip's family might have been at.
While inside, Ink will complete his sketches and descriptions of the temple as he talks to Harshnag. He tried to recreate on paper the images of all the God statues in the main hall, as well as the stone giant golem and the cloud giant statue in the second floor. He'll also resummon Quill and asks Flint to look at the Breastplate armor, Ink having taken it out from the bag of holding.
After Quill has been resummoned, Ink will head back to the northern room with those who want to explore with him.
This is the plan... Ink describes the room. There are a series of rooms on either side. Entrances are broken up by (I think) forty feet of space. Last time Ink was here, he was pretty sure Quill, while flying, set off the trap. So this is the plan, and he asks that it is strictly followed because that Boulder will smoosh them flat. Everyone into the first room on the left, then Quill will fly over the space between the room they're in and the next one with Ink seeing through her eyes. If the boulder isn't released, the entire group will move into the next room on the left and repeat the check with Quill. Ink and Quill will continue this until either 1) we reach the room with the crevice or 2) the boulder gets released. If the boulder gets released, Quill will fly to Ink and he'll bamf her to her dimensional subspace until the doors reopen. He'll advise the party that they won't be able to move further north of their position without setting off the trap.
Meanwhile, Ink’s scouting reveals a good portion of the northern hallway.
The 40-by-60-foot hall stretches north into darkness. The hall is inclined at a slight angle, so that the floor in the north end of the hall would be higher than in the south end. The slope very gradual though, not enough to make it so that the frost on the floor presents a slipping hazard.
Several 30-foot-tall archways spaced along the west and east walls lead to chambers, the first of which look to be furnished with giant-sized, frost-covered stone couches. Some of these couches have tattered furs atop them.
Standing in an alcove at the southern end of the hall is a life-size statue of a stone giant.
With the entire area mapped out, you are able to determine that the boulder trap is triggered magically by entering a specific portion of the hallway (outlined in red on the map). Quill is ready this time, and easily evades the boulder, which continues its deadly roll to the end of the hallway, where the stone giant statue animates and catches it with a resounding bang. It takes the giant a few minutes to push the stone back up the incline and reset the trap.
Your point of interest is the crack in the back wall of one of the giant dormitories, which leads to what looks to be a tunnel system. The tunnel turns out to be 10-foot-high, 5-foot-wide crack in the mountain rock (too narrow for Harshnag).
// Due to the icy and uneven floors, the tunnels are difficult terrain. //
A thin layer of frost coats the walls, floor, and ceiling here in the tunnel.
Once the trap area is marked, Ink goes back to Rip. Ink asks Rip to borrow the pole of collapsing and asks him to cast light on the end of it. He then rejoins the exploration group.
Ink takes point with the pole (lighted end away). He also puts on the climbing shoes from the climber's gear in order to get a better grip on the icy floor. He asks if someone behind him could keep torches at the ready in case Rip's spell goes out. His scimitar with the ruby is in hand, should he need it.
Ink dismissed Quill to her pocket dimension given the space is too small for her to fly.
The frozen tunnel continues on for some time, curving this way and that. It’s difficult going, since this crack in the mountainside was not made with human feet in mind. With no “floor” to speak of, you must rely on your ability to brace yourself against opposing, frost-covered rock walls that slant towards each other at the bottom.
With Ink lighting the way, you eventually come to a fork in the road. That is when you notice, out of the corner of your eye, movement! Skittering legs, glowing red eyes, speeding towards from both directions!
A sticky, icy substance is launched without warning at Ink and Marav. The one aimed at Marav comes from a spider who was all but completely hidden among the nearby rocky outcroppings.
Web attack (against Ink): 19 Hit: the target is restrained by webbing and takes 1 cold damage at the start of each of its turns.
Web attack (against Marav): 23 Hit: the target is restrained by webbing and takes 1 cold damage at the start of each of its turns.
One of the spiders crawls overhead and attacks Marav from above...
Bite Attack: 16 Damage: 4 piercing, and the target must make a DC 11 Constitution saving throw, taking 6 poison damage on a failed save, or half as much damage on a successful one.
The fourth spider attacks Ink...
Bite Attack: 16 Damage: 8 piercing, and the target must make a DC 11 Constitution saving throw, taking 11 poison damage on a failed save, or half as much damage on a successful one.
Ink casts SHIELD deflecting both the web and fangs that came after him!
Ink enacts his spell song and then positions himself into the northern tunnel making sure the two spiders, and perhaps Marav, are in a space making a fifteen foot cube emanating from him.
Seeing the icy webs surrounding his dire wolf friend and the snowy spiders around him, Ink calls out, "Mind your ears - let's see how these icy webs hold up to some thunder!"
Ink casts thunderwave at third level! 21 thunder damage, DC 15 CON Save for half.
Ink walks in and claps Crownsguard on the back, "Klauth gave them an order, so I don't expect they'll deviate much from it.. So I don't think they get a say in the company we keep. Besides, I don't expect Harshnag will be joining us given he shares the ship's proportions."
Ink smiles at Harshnag as he walks up to him. "Is that the map, Harshnag? It's Rip-sized! Thank you!" Ink will discuss the map with Harshnag discussing possible logistics. He also asks where the Great Worm tribe is and the tribe he had suspected Rip's family might have been at.
While inside, Ink will complete his sketches and descriptions of the temple as he talks to Harshnag. He tried to recreate on paper the images of all the God statues in the main hall, as well as the stone giant golem and the cloud giant statue in the second floor. He'll also resummon Quill and asks Flint to look at the Breastplate armor, Ink having taken it out from the bag of holding.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Flint takes the armor and casts ritual identify on it. "Any o' ye plan ta wear this?"
The golden armor is a breastplate, +2.
Harshnag shows Ink where the Great Worm Cavern is on the map, at the near end of the Valley of Khedrun.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
After Quill has been resummoned, Ink will head back to the northern room with those who want to explore with him.
This is the plan... Ink describes the room. There are a series of rooms on either side. Entrances are broken up by (I think) forty feet of space. Last time Ink was here, he was pretty sure Quill, while flying, set off the trap. So this is the plan, and he asks that it is strictly followed because that Boulder will smoosh them flat. Everyone into the first room on the left, then Quill will fly over the space between the room they're in and the next one with Ink seeing through her eyes. If the boulder isn't released, the entire group will move into the next room on the left and repeat the check with Quill. Ink and Quill will continue this until either 1) we reach the room with the crevice or 2) the boulder gets released. If the boulder gets released, Quill will fly to Ink and he'll bamf her to her dimensional subspace until the doors reopen. He'll advise the party that they won't be able to move further north of their position without setting off the trap.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
"Good plan elf."
With the entire area mapped out, you are able to determine that the boulder trap is triggered magically by entering a specific portion of the hallway (outlined in red on the map). Quill is ready this time, and easily evades the boulder, which continues its deadly roll to the end of the hallway, where the stone giant statue animates and catches it with a resounding bang. It takes the giant a few minutes to push the stone back up the incline and reset the trap.
Your point of interest is the crack in the back wall of one of the giant dormitories, which leads to what looks to be a tunnel system. The tunnel turns out to be 10-foot-high, 5-foot-wide crack in the mountain rock (too narrow for Harshnag).
// Due to the icy and uneven floors, the tunnels are difficult terrain. //
A thin layer of frost coats the walls, floor, and ceiling here in the tunnel.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Once the trap area is marked, Ink goes back to Rip. Ink asks Rip to borrow the pole of collapsing and asks him to cast light on the end of it. He then rejoins the exploration group.
Ink takes point with the pole (lighted end away). He also puts on the climbing shoes from the climber's gear in order to get a better grip on the icy floor. He asks if someone behind him could keep torches at the ready in case Rip's spell goes out. His scimitar with the ruby is in hand, should he need it.
Ink dismissed Quill to her pocket dimension given the space is too small for her to fly.
Ink tries to be stealthy ...
// Stealth Check 23 //
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Marav follows quietly. Ready to use produce flame to light the way if need be.
Stealth: 17
//Steel stays behind//
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
Crownsguard will follow: 10
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Flint stealth with guidance: 4
The DM Declares Special Roll: 10
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
The frozen tunnel continues on for some time, curving this way and that. It’s difficult going, since this crack in the mountainside was not made with human feet in mind. With no “floor” to speak of, you must rely on your ability to brace yourself against opposing, frost-covered rock walls that slant towards each other at the bottom.
With Ink lighting the way, you eventually come to a fork in the road. That is when you notice, out of the corner of your eye, movement! Skittering legs, glowing red eyes, speeding towards from both directions!
Side initiative: 17
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
A sticky, icy substance is launched without warning at Ink and Marav. The one aimed at Marav comes from a spider who was all but completely hidden among the nearby rocky outcroppings.
Web attack (against Ink): 19 Hit: the target is restrained by webbing and takes 1 cold damage at the start of each of its turns.
Web attack (against Marav): 23 Hit: the target is restrained by webbing and takes 1 cold damage at the start of each of its turns.
One of the spiders crawls overhead and attacks Marav from above...
Bite Attack: 16 Damage: 4 piercing, and the target must make a DC 11 Constitution saving throw, taking 6 poison damage on a failed save, or half as much damage on a successful one.
The fourth spider attacks Ink...
Bite Attack: 16 Damage: 8 piercing, and the target must make a DC 11 Constitution saving throw, taking 11 poison damage on a failed save, or half as much damage on a successful one.
// Players up! //
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Constitution Save: 22
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
Marav casts Flaming Sphere at 3rd level.
Damage 10 Dex 13 Saving throw for 1/2 damage.
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
Flint casts bless on the forward 3 party members.
Crownsguard is going to stab the spider that is biting Ink!
Attack: 27 Damage: 9 slashing damage! Bless included. Again!
Attack: 27 Damage: 9 slashing damage! Bless included.
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Marav uses his bonus action to shift into Dire Wold form.
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
Ink casts SHIELD deflecting both the web and fangs that came after him!
Ink enacts his spell song and then positions himself into the northern tunnel making sure the two spiders, and perhaps Marav, are in a space making a fifteen foot cube emanating from him.
Seeing the icy webs surrounding his dire wolf friend and the snowy spiders around him, Ink calls out, "Mind your ears - let's see how these icy webs hold up to some thunder!"
Ink casts thunderwave at third level! 21 thunder damage, DC 15 CON Save for half.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Constitution Save: 19 for Damage Bless: 4
Concentration Save: 21 Bless: 2
Marav shakes his shaggy head at Ink and gives him a wolfy grin.
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )