This post has potentially manipulated dice roll results.
Kevash nods after hearing Boresh. " A little dirt never hurt anyone anyway. " He shoots a quick hard and narrowed gaze over to Riya before turning back to the corridor. With his staff alight, he looks to see what obstacles await them next.
The party ascends a small staircase and enters a new room:
GM: No traps, secrets. Moved party around the corner and past a plain door to the square below #23. At this height of the dungeon, the floors are dry.
There is a stream running through this room that is suspended in mid-air. It enters and leaves through two tunnels, each of which is about six feet in diameter. The lowest points of the tunnels where they come through the walls are a bout two feet from the floor. The stream only half-fills the tunnel.
Consequently, when it flows through the room it is hemispherical in cross-section (see accompanying illustration for clarification).
Objects can be thrust through the sides of the stream, but no water other than a few drops will escape. It would even be possible to walk right through the stream, but only a very strong person could do so without being swept off his feet. The stream flows quite quickly, from the west to the east, and within it blind cavefish dart about. It is lukewarm.
Also in this room are six small two-man kayaks (with no paddles).
Riya smirks upon seeing the bizarre, floating stream, eyeing it with visible amusement. "Well, I might be able to help us here. But what do we want to do, folks?"
Kiellie looks at the water and how it is moving them looks at the boats. "I have seen something like this before" she says. "Lets each grab one of these boats and get in the water it will lead us to another arear I am sure." she comments as she is pointing at the tunnels.
"I could perform a short ritual that would keep us from sinking into the water. This should make things safe for us...relatively safe" He nods and begins his ritual which will take up the next 10 minutes while the others plan.
Water Walk: It can effect up to 10 creatures. So it will cap out covering everyone and his bats. The spell is good for the next hour and wont require concentration.
After Kevash's enchantment, Shariel drags a kayak to the flowing water, "Anyone want to share this thing? Even if we can't be submerged, we can still get wet and thrown around. At least there's stability in a boat. If it flips, I'm going out on a limb and hoping that we will stop the roll like we were falling in the floor. A very angry, churning floor..."
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"I'll lead." Riya offers, stepping toward the flowing water. "I uhh... can't exactly drown, and if we need to, I can change the flow of the water, among other things." She briefly sticks her head into the bottom of the flow, just enough to verify that she could indeed breathe in this water as she could in most. Assuming that was the case, she'd glance back at the figures with a smirk prominent upon her face. "Enjoy the boats." Whenever the party would get going, she'd proceed to lead them through, boatless and swimming along.
OOC: Water Genasi are amphibious, which lets them breathe underwater, and because of their Call to the Wave ability, she has the Shape Water cantrip and the Create or Destroy Water spell, both of which could presumably be used to help her in a tight spot. Also, she can swim at the same speed she can regularly move. Just to sort of explain my thought process here, in case there was any confusion.
This post has potentially manipulated dice roll results.
Feeling an odd need to not be outdone by Riya, Kevash hops into the stream and, using his Beast Shape, he transforms into a Quipper. He sticks right next to her the entire way, keeping an eye out around them.
Before going in, Riya would also grab her bottle of booze, the only thing she'd keep on hand while in the water. However, this wasn't just to have it handy, as she proceeds to cast Light upon it, allowing it to emit a phosphorescent green light. Yes, she plans to illuminate the way forward with a glowing bottle of booze.
The party goes through a dark tunnel, lit by Riya's glowing booze bottle. They enter a torch lit 35 x 25 foot room. It looks like a barracks/mess hall. There are wooden tables, chairs, bunks and some weapon/armor racks in the corners. The room is enclosed (the walls except for the one represented by the blue line under #25 were cut off in the pic). The river flows diagonally toward the upper right of the room. However, a grate covers the tunnel exit. The space between the grate's bars are too small to allow anything through it except the water. There is a lever next to the grate, that if pulled will slide it out of the way.
Standing next to the lever is a large, imposing human in plate armor. As soon as he sees the party he shouts, "To arms!"
(GM: Doing some skill checks.)
Boresh, Kiellie and Riya succeed on a history check and recognize that the man next to the lever is Sir Bluto Sans Pite. He was a respected Knight of the Realm before his indictment in the River of Blood mass murder case. His mysterious disappearance from prison left the Royal Magician-Detectives baffled. A reward of 10,000 gp was put out for his capture. If you succeeded on the check, you recognize the knight's face from wanted posters you've come across in your travels, and rumors of the fugitive knight spoken in taverns.
Eight human fighters get up from their table and prepare to attack.
To make this a little more manageable, I'm going to lump the fighters into one mob-like unit. I know this isn't usually the way things are done in D&D, but if its in the interest of streamlining the combat, I hope nobody minds. My idea is to lump all of their HP into one sum. Once one fighter's worth of HP damage has been done, I'll remove a fighter from the battle and so on, until none are left. I'm also going to assume neither group is surprised by the other. The party may be at a bit of a disadvantage, but everyone can take their turn in normal initiative order. The fighters are wearing crude fur and leather armor and wield short swords and clubs.
Boresh, recognizing who the leader of the group is, draws his weapon. "Sir Bluto, what a strange place to run into such an esteemed Knight," he begins. "Then again, a dark, damp dungeon is exactly where one should expect to find filth like you!"
Action: Cast Faerie Fire on the entire group (if Bluto or any of the other fighters fail a DC 13 Dex save, attacks against them are made with advantage)
Move: Engage directly with Bluto
OOC: Lumping the humans is alright with me, but do you intend to just roll one saving throw against my spell for all of them?
As Faerie Fire is cast, sparkles of light begin to emanate from the end of Boresh's horn, the arcane focus of his bardic magic. The light pixels move quickly and erratically, like an agitated swarm of fireflies darting about in a summer evening. They sweep across the room, filling it with spots of pale violet, before settling on three targets: Sir Bluto and two of his followers.
The targets are illuminated by the glow of the spell, and themselves shed a dim violet light 10ft outward. This makes them easy picking, providing Boresh and his allies a clear outline of where to aim their attacks.
"Alright, everyone, let 'em have it!" he encourages the rest of the party. "Make the good sir regret ever leaving the safety of his cell!"
OOC: Don't forget to roll your attacks (including ranged/melee spell attacks) with advantage if you're targeting Bluto or the two lackies (Fighter 1 and Fighter 2), fellas!
Kevash nods after hearing Boresh. " A little dirt never hurt anyone anyway. " He shoots a quick hard and narrowed gaze over to Riya before turning back to the corridor. With his staff alight, he looks to see what obstacles await them next.
Perception: 17
The party ascends a small staircase and enters a new room:
GM: No traps, secrets. Moved party around the corner and past a plain door to the square below #23. At this height of the dungeon, the floors are dry.
There is a stream running through this room that is suspended in mid-air. It enters and leaves through two tunnels, each of which is about six feet in diameter. The lowest points of the tunnels where they come through the walls are a bout two feet from the floor. The stream only half-fills the tunnel.
Consequently, when it flows through the room it is hemispherical in cross-section (see accompanying illustration for clarification).
Objects can be thrust through the sides of the stream, but no water other than a few drops will escape. It would even be possible to walk right through the stream, but only a very strong person could do so without being swept off his feet. The stream flows quite quickly, from the west to the east, and within it blind cavefish dart about. It is lukewarm.
Also in this room are six small two-man kayaks (with no paddles).
"Our truest life is when we are in dreams awake." -Henry David Thoreau
Riya smirks upon seeing the bizarre, floating stream, eyeing it with visible amusement. "Well, I might be able to help us here. But what do we want to do, folks?"
Kiellie looks at the water and how it is moving them looks at the boats. "I have seen something like this before" she says. "Lets each grab one of these boats and get in the water it will lead us to another arear I am sure." she comments as she is pointing at the tunnels.
"I could perform a short ritual that would keep us from sinking into the water. This should make things safe for us...relatively safe" He nods and begins his ritual which will take up the next 10 minutes while the others plan.
Water Walk: It can effect up to 10 creatures. So it will cap out covering everyone and his bats. The spell is good for the next hour and wont require concentration.
I'm impressed, seems like the party has an answer for everything :D So, everyone good with water walking through the tunnel?
"Our truest life is when we are in dreams awake." -Henry David Thoreau
OOC: is there a lot of headroom in those tunnels? Boresh is more than 6ft tall, it might be a bit of a squeeze for him if he just walks through it
Kiellie nods to the spell "yes that will work in case we need to fight in there"
There will be just enough headroom for Boresh. Next part coming up soon, but will take a little bit of planning. Will try to post it by mid-afternoon.
"Our truest life is when we are in dreams awake." -Henry David Thoreau
(Lazy river!)
After Kevash's enchantment, Shariel drags a kayak to the flowing water, "Anyone want to share this thing? Even if we can't be submerged, we can still get wet and thrown around. At least there's stability in a boat. If it flips, I'm going out on a limb and hoping that we will stop the roll like we were falling in the floor. A very angry, churning floor..."
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"I will get in the boat I prefer to stay as dry as possible" she replied.
"I'll lead." Riya offers, stepping toward the flowing water. "I uhh... can't exactly drown, and if we need to, I can change the flow of the water, among other things." She briefly sticks her head into the bottom of the flow, just enough to verify that she could indeed breathe in this water as she could in most. Assuming that was the case, she'd glance back at the figures with a smirk prominent upon her face. "Enjoy the boats." Whenever the party would get going, she'd proceed to lead them through, boatless and swimming along.
OOC: Water Genasi are amphibious, which lets them breathe underwater, and because of their Call to the Wave ability, she has the Shape Water cantrip and the Create or Destroy Water spell, both of which could presumably be used to help her in a tight spot. Also, she can swim at the same speed she can regularly move. Just to sort of explain my thought process here, in case there was any confusion.
Feeling an odd need to not be outdone by Riya, Kevash hops into the stream and, using his Beast Shape, he transforms into a Quipper. He sticks right next to her the entire way, keeping an eye out around them.
Perception w/ 60ft darkvision: 18
Before going in, Riya would also grab her bottle of booze, the only thing she'd keep on hand while in the water. However, this wasn't just to have it handy, as she proceeds to cast Light upon it, allowing it to emit a phosphorescent green light. Yes, she plans to illuminate the way forward with a glowing bottle of booze.
The party goes through a dark tunnel, lit by Riya's glowing booze bottle. They enter a torch lit 35 x 25 foot room. It looks like a barracks/mess hall. There are wooden tables, chairs, bunks and some weapon/armor racks in the corners. The room is enclosed (the walls except for the one represented by the blue line under #25 were cut off in the pic). The river flows diagonally toward the upper right of the room. However, a grate covers the tunnel exit. The space between the grate's bars are too small to allow anything through it except the water. There is a lever next to the grate, that if pulled will slide it out of the way.
Standing next to the lever is a large, imposing human in plate armor. As soon as he sees the party he shouts, "To arms!"
(GM: Doing some skill checks.)
Boresh, Kiellie and Riya succeed on a history check and recognize that the man next to the lever is Sir Bluto Sans Pite. He was a respected Knight of the Realm before his indictment in the River of Blood mass murder case. His mysterious disappearance from prison left the Royal Magician-Detectives baffled. A reward of 10,000 gp was put out for his capture. If you succeeded on the check, you recognize the knight's face from wanted posters you've come across in your travels, and rumors of the fugitive knight spoken in taverns.
Eight human fighters get up from their table and prepare to attack.
To make this a little more manageable, I'm going to lump the fighters into one mob-like unit. I know this isn't usually the way things are done in D&D, but if its in the interest of streamlining the combat, I hope nobody minds. My idea is to lump all of their HP into one sum. Once one fighter's worth of HP damage has been done, I'll remove a fighter from the battle and so on, until none are left. I'm also going to assume neither group is surprised by the other. The party may be at a bit of a disadvantage, but everyone can take their turn in normal initiative order. The fighters are wearing crude fur and leather armor and wield short swords and clubs.
ENCOUNTER
The Party VS Sir Bluto Sans Pite & Eight Henchmen
Initiative
1. Boresh
2. Golem (forgot his name)
3. Kiellie
4. Shariel
5. Bluto
6. Kevash
7. Riya
8. Tellan
9. The Fighters
"Our truest life is when we are in dreams awake." -Henry David Thoreau
OOC: Lumping them together is fine by me—whatever's easier for you to keep track of!
Boresh, recognizing who the leader of the group is, draws his weapon. "Sir Bluto, what a strange place to run into such an esteemed Knight," he begins. "Then again, a dark, damp dungeon is exactly where one should expect to find filth like you!"
Action: Cast Faerie Fire on the entire group (if Bluto or any of the other fighters fail a DC 13 Dex save, attacks against them are made with advantage)
Move: Engage directly with Bluto
OOC: Lumping the humans is alright with me, but do you intend to just roll one saving throw against my spell for all of them?
I'll make saving throws for the fighters individually as well as control them, but they'll share a pool of HP.
Results of Boresh's Faerie Fire: Bluto fails. Two of the eight fighters fail their checks (We'll number them 1 and 2 for reference.)
Flesh golem attacks one of the fighters and hits, doing 5 hp.
"Our truest life is when we are in dreams awake." -Henry David Thoreau
As Faerie Fire is cast, sparkles of light begin to emanate from the end of Boresh's horn, the arcane focus of his bardic magic. The light pixels move quickly and erratically, like an agitated swarm of fireflies darting about in a summer evening. They sweep across the room, filling it with spots of pale violet, before settling on three targets: Sir Bluto and two of his followers.
The targets are illuminated by the glow of the spell, and themselves shed a dim violet light 10ft outward. This makes them easy picking, providing Boresh and his allies a clear outline of where to aim their attacks.
"Alright, everyone, let 'em have it!" he encourages the rest of the party. "Make the good sir regret ever leaving the safety of his cell!"
OOC: Don't forget to roll your attacks (including ranged/melee spell attacks) with advantage if you're targeting Bluto or the two lackies (Fighter 1 and Fighter 2), fellas!