So this opening is the most of what there is. But their is a small tunnel that goes for maybe 10 feet, before turning into a smaller cavern. Two nest looking things are inside, and no other tunnels, the cavern has bones of all different types of sea life, even some humanoid sea peoples. It would be a good solid place for a rest. Once the Mist is feeling more up to it the party moves on.
You get to the base of the trench, and follow the compass, things are dark here, but the few glow stones provide some light. You get to the opening of a cave, there is a mix of demonic and Tesora d'Mar feeling. Rows of mounted harpoon ballistas, left unmaned sit, and a door, open leading in.
This post has potentially manipulated dice roll results.
Jecob is distracted by Kraven cleaning feathers.
Perception (from game log): 9
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
Kuatho takes a short rest before heading out again. He uses 3 hit die of healing. 16. He is interested in the eel’s tooth as it shocked him so much. After resting and recovering, he continues on.
Hit Die recovery : 17
Perception : 4 (rolled in log)
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Varlan yells "look out" but just too late, as a barrel come crashing down to the sea floor. They burst open, I need everyone to make Con saves (DC15) at disadvantage, except for Varlan whoes will be a normall roll, on a fail you will take 14 poison damage and be stuned for a round, if you succed you will only take 7 points and not be stuned.
As you look to where Varlan pointed you see 2 fish with laps hanging from their head.
If you make the roll you may take your turns, roll20 is not loading for me right now to add the monsters.
Kraven instinctively jumps to the side when Varlan yells out, unfortunately he jumps right into the path of the other barrel as it explodes in front of him. He is now bent over coughing trying to expel the barrels contents from his lungs.
This post has potentially manipulated dice roll results.
Jecob CON save (in game log): 18 (other die roll was a 19+6)
With Varlan pointing out their fishy attackers, Jecob swims to the nearest foe and bashes with his weapon. "You will regret trying to poison attack our crew."
(In his fury at the sneak attack, Jecob rolled really, really well in the game log.) Attack 1: to-hit 24 damage 10 bludgeoning + 7 radiant Attack 2: to-hit 26 damage 10 bludgeoning + 8 radiant
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
The coral colored fish (the one Varlan and Jecob are attacking) is going to use its use its Esca lamp (like how I spelled lamp corectly this time) to hit Jecob, it flair up sending out a bit of lightning. 11 to hit, just in case it does hit, 14 lightning damage (crap to attack, but a max on damage).
The teal colored fish's lamp will flash a bright hypnotic light as uses its Esca Lure action: All creatures with in 30 feet must make a DC 13 Wisdom saving throw. On a success, the creature is unaffected. On a failure, a creature is stunned and charmed for 1 round. Which is everyone but Jecob.
Recovering from the poison Kraven ruffles his feathers and just in time is able to raise a feathered arm across his eyes covering them from the bright light emanating out of the other fish.
So this opening is the most of what there is. But their is a small tunnel that goes for maybe 10 feet, before turning into a smaller cavern. Two nest looking things are inside, and no other tunnels, the cavern has bones of all different types of sea life, even some humanoid sea peoples. It would be a good solid place for a rest. Once the Mist is feeling more up to it the party moves on.
You get to the base of the trench, and follow the compass, things are dark here, but the few glow stones provide some light. You get to the opening of a cave, there is a mix of demonic and Tesora d'Mar feeling. Rows of mounted harpoon ballistas, left unmaned sit, and a door, open leading in.
(I have updated roll20.)
Make perception checks please.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Mist dozes off immediately upon finding the cave. He wakes with a yawn and a stretch, feeling revitalized.
(Rolled hit dice in the game log.)
Perception: 7 (in game log)
"Looks good! Let's get a move on and get back home so we can get paid, eh?"
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
Kraven is too busy cleaning some of his feathers to notice anything much around him.,
Perception: 9
Jecob is distracted by Kraven cleaning feathers.
Perception (from game log): 9
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Varlan perception: 20
Kuatho takes a short rest before heading out again. He uses 3 hit die of healing. 16. He is interested in the eel’s tooth as it shocked him so much. After resting and recovering, he continues on.
Hit Die recovery : 17
Perception : 4 (rolled in log)
A wizard is never late, nor is he early, he arrives precisely when he means to.
And one more hit die as well. : 5
A wizard is never late, nor is he early, he arrives precisely when he means to.
(( Varlan used 1 HD for 7 ))
Varlan yells "look out" but just too late, as a barrel come crashing down to the sea floor. They burst open, I need everyone to make Con saves (DC15) at disadvantage, except for Varlan whoes will be a normall roll, on a fail you will take 14 poison damage and be stuned for a round, if you succed you will only take 7 points and not be stuned.
As you look to where Varlan pointed you see 2 fish with laps hanging from their head.
If you make the roll you may take your turns, roll20 is not loading for me right now to add the monsters.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Con Save: 3 (rolled a natural 1)
Kraven instinctively jumps to the side when Varlan yells out, unfortunately he jumps right into the path of the other barrel as it explodes in front of him. He is now bent over coughing trying to expel the barrels contents from his lungs.
Con save: 5
(So much for hit dice. Mist is just above half health and stunned.)
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
Kuatho con save : 10
A wizard is never late, nor is he early, he arrives precisely when he means to.
Jecob CON save (in game log): 18 (other die roll was a 19+6)
With Varlan pointing out their fishy attackers, Jecob swims to the nearest foe and bashes with his weapon.
"You will regret trying to poison attack our crew."
(In his fury at the sneak attack, Jecob rolled really, really well in the game log.)
Attack 1: to-hit 24 damage 10 bludgeoning + 7 radiant
Attack 2: to-hit 26 damage 10 bludgeoning + 8 radiant
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Varlan: 16
Varlan follows Jecob, attacking the same target as energy surges over his armour, replenishing the spent barrier.
Attack 16, damage 10
Attack 12, damage 6
Kuatho is stunned this round. He stands, motionless and off guard after the sudden attack.
A wizard is never late, nor is he early, he arrives precisely when he means to.
The coral colored fish (the one Varlan and Jecob are attacking) is going to use its use its Esca lamp (like how I spelled lamp corectly this time) to hit Jecob, it flair up sending out a bit of lightning. 11 to hit, just in case it does hit, 14 lightning damage (crap to attack, but a max on damage).
The teal colored fish's lamp will flash a bright hypnotic light as uses its Esca Lure action: All creatures with in 30 feet must make a DC 13 Wisdom saving throw. On a success, the creature is unaffected. On a failure, a creature is stunned and charmed for 1 round. Which is everyone but Jecob.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Recovering from the poison Kraven ruffles his feathers and just in time is able to raise a feathered arm across his eyes covering them from the bright light emanating out of the other fish.
Wis Save: 16
I forgot to add this, if you succed you may take your turn.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Kraven will swim up a little bit attempting to guard Mist from the green creature and then toss a couple of daggers at the red fish.
Psychic Dagger: 14 to hit and 9 damage
Corpse Psychic Dagger: 13 to hit and 8 damage
Sneak Attack on 1st hit: 11