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Temple Ruins Near Luskan.

Posted by GMFor group archive 4
GM
GM, 446 posts
Fri 10 Jan 2020
at 00:41
  • msg #1

Temple Ruins Near Luskan

As Fergan journeyed toward Luskan, he could feel the lodestone he received from Francis pull vaguely north. He ended up hitching a ride with a performance troupe headed that way, a very bawdy group to appeal to the crass city of Luskan. Fergan understood these people, who were ready to engage with him whenever he pleased, but left Fergan alone otherwise. He suspected it was his somewhat sickly complexion. Or maybe not.

About a day out from Luskan, Fergan felt that the stone's pull had shifted to the east. He had long since attached a string to it like a plumb bob, which he unfurled. It was definitely listing to the north east.

It had been 6 days since Francis had given him the stone, the old mage said its magic would last a week. Fergan parted ways with the troupe to strike out through the sparse woodlands in the direction of the young mage, Saran.

The forest grew more thick, but based on the behavior of the plumb bob, Fergan was closing in. In fact, from one hour to the next, Fergan observed that it had change directions, either that or the forest terrain had turn Fergan around- entirely possible.

Later in the day, Fergan came upon a forest wall. He supposed it could be an overgrown structure, either that or Saran was somewhere beyond it. Fergan moved perpendicular to the direction the stone indicated. The stone swung toward the wall. It looked like Saran was within.

Fergan moved up to find entry within the bushes. Upon inspection you see that the stone is worked in places as a facade. It appears to be a building that has been covered over the years by dirt and foliage. Fergan discovers an opening large enough to squeeze through. Peeking in, Fergan sees a light source. He recognizes Saran from Francis' Scrying. With Saran is a crow on his shoulder and a wingless sprite at his side, who pops out of sight.

Saran sees (Matt describe Fergan) peeking into the cave.
This message was last edited by the GM at 00:44, Fri 10 Jan 2020.
Saran Helder
player, 239 posts
Mon 13 Jan 2020
at 22:22
  • msg #2

Temple Ruins Near Luskan

Saran blinks out his light and retreats a bit behind cover until he determines that Fergan is not an immediate threat. Upon learning that Fergan was sent by Francis he is open about sharing his business with Francis, and what he is doing now. He asks if Fergan has seen any zombies and is very interested in anything Fergan has to say about it.

Open to playing any of that out, or just moving on.
Fergan
player, 217 posts
Mon 13 Jan 2020
at 23:57
  • msg #3

Temple Ruins Near Luskan

In reply to Saran Helder (msg # 2):

OOC: I don't have a mental image of Fergan. Given he is always changing his appearance, I just haven't put in the effort.

Fergan, reveals that he has seen zombies back in Neverwinter, that he dispatched of the immediate source, that he suspects that more was going on, and that his suspicion that more was going on led him to Francis and, subsequently Saran.

OOC: Maybe Joe can just reconcile the pertinent information? Fergan won't be sneaky, and will freely admit that he has some sneaky skills, though they are more suited to social situations.

He also says to Saran, telepathically: "I can also do this ever since I...died?"
This message was last edited by the player at 23:58, Mon 13 Jan 2020.
GM
GM, 449 posts
Tue 14 Jan 2020
at 00:25
  • msg #4

Temple Ruins Near Luskan

Ok, for the sake of brevity, Saran has encountered some zombified peasants on the road. One one of them, a woman, Saran found several artistic or runic cuts, all over her body. He later found her house and it was evidenced that her and another person (probably the other zombie Saran encountered) were killed in bed, then the woman was moved to a table, washed, and mutilated.

Fergan heard about zombies, found a guy that was harassing/beating prostitutes and trailed him to an inn, staking it out. In the morning, several zombies burst out and started rampaging the streets (but were destroyed by Fergan and other adventurers). Fergen investigated within and found a woman on one of the beds, mutilated similarly to woman Saran found.

Fergan tracked the man to another woman's house where he (and 3 guards) found the man mutilating the woman. Both this instance and the mutilation in the inn were done under the cover of a Silence spell (clever, right?).

There were a couple fights, mentioned in OOC. The guy was ko'd, sent to jail and killed himself before trial. One quick tidbit, let's say on Fergan's way out of town, he hears from his guard friend that the prison guards that found him tried to save him, but were too late. Part of the unofficial story reported by one of the guards (which is why I didn't mention it earlier) is that the necromancer appears to have hung himself, but was struggling mightily against it, so maybe changed his mind after kicking over the stool? The guard affirms there was no non-magical way anyone could have gotten into or out of the cell. I also want to note that this happened before Jeffery Epstein did not kill himself. If there is any last minute questions Fergan wants to ask about this, we'll retcon it here.

I think that's the only shared history needed to be covered.
Saran Helder
player, 240 posts
Tue 14 Jan 2020
at 02:38
  • msg #5

Temple Ruins Near Luskan

Saran copied the markings/runes he found on the woman. He shows them to Fergan and asks how they compare to the markings he saw.

He says he hopes that's the end of the zombie attack's, but the death of the necromancer does sound suspicious...
GM
GM, 451 posts
Tue 14 Jan 2020
at 02:57
  • msg #6

Temple Ruins Near Luskan

Here we go, might as well call you Alex Jones.
Fergan
player, 218 posts
Tue 14 Jan 2020
at 15:30
  • msg #7

Temple Ruins Near Luskan

In reply to GM (msg # 6):

Are the markings comparable, either to the one on the necromancer's hand or on the other victims.

Also, full disclosure...I have a wand that will animate the dead and, well, I guess I'm telling you that I can imagine using it if I had to and the conditions were right. I got it from the necromancer's gear and didn't want to explain it to the authorities, but I'm telling you since you might see me raise one at some point. Also, I can do a fair impersonation of the necromancer, if ever we are looking to do so.
Saran Helder
player, 241 posts
Tue 14 Jan 2020
at 17:48
  • msg #8

Temple Ruins Near Luskan

(jokingly)Are you the necromancer?

Come on, unless you need a rest, let's see what we find in this ruin


Saran casts light on his belt buckle and starts down the hall.

I'm re-rolling portent, since I don't remember when last I rolled it.

09:51, Today: Saran Helder rolled 38 using 2d20 with rolls of 19,19.  portent.

So, I got that going for me...
This message was last edited by the player at 17:52, Tue 14 Jan 2020.
Fergan
player, 219 posts
Tue 14 Jan 2020
at 17:59
  • msg #9

Temple Ruins Near Luskan

In reply to Saran Helder (msg # 8):

Rest. No, I'm not much for resting.

With a bit of a dramatic flourish, Fergan changes his appearance to that of the Lordling, then imitates his voice:

"I'll be looking and sounding like this, but I'll sound..." and then, telepathically, "like this telepathically. This voice, this way, will always tell you the truth."

Then, out loud: "like I've trailed off in thought from time to time."
GM
GM, 452 posts
Tue 14 Jan 2020
at 18:23
  • msg #10

Temple Ruins Near Luskan

Ok, Saran casts Light on his belt buckle again and notices Spot scratching at something under his wing and knows that two important things will succeed this day.

OOC: Saran has a Raven familiar named Spot and Fergan has a Spider familiar [unnamed].

The wingless sprite, seeing that everything is copacetic, pops into view and says, "I'm Sevinnuhb. Saran revived me from an eternal sleep and a deathless death. Actually, my name is Lampwick. Either name is fine," Lampwick introduces himself flatly, despite the reputation of the fey as being jovial.

By way of reminder, if Fergan wants a light source, Saran has a magical torch, if he wants to loan it Fergan.

Saran pushes his way into the opening and I go map a dungeon.
Fergan
player, 220 posts
Tue 14 Jan 2020
at 18:30
  • msg #11

Temple Ruins Near Luskan

In reply to GM (msg # 10):

I have Guidance, Light, and Mending from my class, now. Light is not a (major) concern
GM
GM, 453 posts
Thu 16 Jan 2020
at 07:33
  • msg #12

Temple Ruins Near Luskan

https://drive.google.com/file/...-g/view?usp=drivesdk

I think I have a photo bucket account which I can pst, for now, follow link.
Saran Helder
player, 242 posts
Thu 16 Jan 2020
at 16:51
  • msg #13

Temple Ruins Near Luskan

So the star is a torch or something?

Saran proceeds down the stairs into the larger room and sends Spot ahead to scout.
Fergan
player, 221 posts
Thu 16 Jan 2020
at 18:54
  • msg #14

Re: Temple Ruins Near Luskan

GM:
https://drive.google.com/file/...-g/view?usp=drivesdk

I think I have a photo bucket account which I can pst, for now, follow link.


I confirmed that you can link from Google Drive
GM
GM, 454 posts
Thu 16 Jan 2020
at 18:58
  • msg #15

Re: Temple Ruins Near Luskan

Fergan:
GM:
https://drive.google.com/file/...-g/view?usp=drivesdk

I think I have a photo bucket account which I can pst, for now, follow link.


I confirmed that you can link from Google Drive

You mean the link worked, or something else? What I mean is that if I post to something like photbucket it will render as an image. Or is there a way to link to drive and have it show up?
Saran Helder
player, 243 posts
Thu 16 Jan 2020
at 19:11
  • msg #16

Re: Temple Ruins Near Luskan

Dropbox works if you have that.
Fergan
player, 222 posts
Thu 16 Jan 2020
at 19:53
  • msg #17

Re: Temple Ruins Near Luskan

GM:
Fergan:
GM:
https://drive.google.com/file/...-g/view?usp=drivesdk

I think I have a photo bucket account which I can pst, for now, follow link.


I confirmed that you can link from Google Drive

You mean the link worked, or something else? What I mean is that if I post to something like photbucket it will render as an image. Or is there a way to link to drive and have it show up?


You can put it in drive and have it show up. I think I proved that part in the game I failed to DM
Fergan
player, 225 posts
Fri 17 Jan 2020
at 17:14
  • msg #18

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 17):

OOC: Ok. Back to playing.

Fergan bends down to inspect the patterned floor before stepping in, pushing down on tiles with his quarterstaff to see if they are trapped before moving into the room.

OOC: Do we know why we're here and I just need to read back a bit?
Saran Helder
player, 245 posts
Fri 17 Jan 2020
at 22:11
  • msg #19

Re: Temple Ruins Near Luskan

We're here to plant a scrying coin for Francis.
GM
GM, 456 posts
Sat 18 Jan 2020
at 08:42
  • msg #20

Re: Temple Ruins Near Luskan

Sorry for the delay.

Firstly. Saran sent Spot to scout ahead. The familiar flies down the stairway and almost as soon as it enters the room it appears to be whipped by something from up above, obliterating it from existence in the material plane.

Att: crit
Dam: 22

You cannot see the source of the attack, but it would seem to be above the threshold between the stairway and the large room.
Fergan
player, 226 posts
Sat 18 Jan 2020
at 18:07
  • msg #21

Re: Temple Ruins Near Luskan

In reply to GM (msg # 20):

I send the spider in on the floor and have him look up.
GM
GM, 462 posts
Sat 18 Jan 2020
at 19:47
  • msg #22

Re: Temple Ruins Near Luskan

Roll stealth. How big are spider familiars?
Fergan
player, 227 posts
Sat 18 Jan 2020
at 19:55
  • msg #23

Re: Temple Ruins Near Luskan

In reply to GM (msg # 22):

Tiny. 18.
GM
GM, 463 posts
Sat 18 Jan 2020
at 21:11
  • msg #24

Re: Temple Ruins Near Luskan

Ok, you spider crawls to the area and sees come vines and creepers growing out of the wall about the hallway threshold opening. They are not moving.
Fergan
player, 228 posts
Sun 19 Jan 2020
at 01:32
  • msg #25

Re: Temple Ruins Near Luskan

In reply to GM (msg # 24):

OOC: For the sake of convenience, let's assume I share all such info with Saran unless it is a) dangerous to be heard (in which case I would do it telepathically [if able]) or b) I explicitly say I keep it under my hat, which I do not expect to do, but may need to do at some point in time later as a protection against a Zone of Truth or some such.

Telepathically, I inform Saran of what the spider saw, creating the same image in his mind as I saw in mine through the eyes of my familiar. I then telepathically ask: "Fire?"

OOC: Two nature checks to ID the vines now, or just one?
GM
GM, 464 posts
Sun 19 Jan 2020
at 04:45
  • msg #26

Re: Temple Ruins Near Luskan

You can both roll nature or arcana checks.
GM
GM, 465 posts
Sun 19 Jan 2020
at 07:10
  • msg #27

Re: Temple Ruins Near Luskan

Rolled for you. Rolled Saran’s with advantage because of his experience in the last temple. He is near certain that these are regular vines/creepers that have been adversely affected by the magic of this place. They are probably not intelligent and are acting more on instinct, like a Venus fly trap. In his experience fire has worked fairly well, but not better than you’d expect and that was with fungus.
Fergan
player, 229 posts
Sun 19 Jan 2020
at 22:46
  • msg #28

Re: Temple Ruins Near Luskan

In reply to GM (msg # 27):

Well, I think we ought to just cantrip blast our way through this and proceed with extreme caution.
GM
GM, 466 posts
Sun 19 Jan 2020
at 22:50
  • msg #29

Re: Temple Ruins Near Luskan

How do you proceed? It is out of view until you enter into the room, at which point it is above your head.
Fergan
player, 230 posts
Sun 19 Jan 2020
at 23:14
  • msg #30

Re: Temple Ruins Near Luskan

In reply to GM (msg # 29):

Does it react to thrown inanimate objects? Ready action blasting, if so
GM
GM, 468 posts
Sun 19 Jan 2020
at 23:18
  • msg #31

Re: Temple Ruins Near Luskan

What do you throw?
Fergan
player, 231 posts
Mon 20 Jan 2020
at 03:47
  • msg #32

Re: Temple Ruins Near Luskan

In reply to GM (msg # 31):

I start my way from local debris and work my way up in value from there, on condition that the throw be repeatable (e.g. sticks, rocks, gold pieces, etc.)
GM
GM, 469 posts
Tue 21 Jan 2020
at 04:14
  • msg #33

Re: Temple Ruins Near Luskan

You find some debris and you get it to grab a branch then let go. Do you throw more after that?
Saran Helder
player, 246 posts
Tue 21 Jan 2020
at 04:59
  • msg #34

Re: Temple Ruins Near Luskan

Yes, throw more debris, firebolt if it comes down. Atk 11, dmg 10.
GM
GM, 471 posts
Tue 21 Jan 2020
at 06:26
  • msg #35

Re: Temple Ruins Near Luskan

You miss, and the vines curls up out of view.

After the second branch it stops reacting to debris.
Fergan
player, 232 posts
Tue 21 Jan 2020
at 07:11
  • msg #36

Re: Temple Ruins Near Luskan

In reply to GM (msg # 35):

"Adaptive...?"

I spider look around the room for ideas.
GM
GM, 472 posts
Tue 21 Jan 2020
at 15:10
  • msg #37

Re: Temple Ruins Near Luskan

Both roll a nature check
Saran Helder
player, 247 posts
Tue 21 Jan 2020
at 15:20
  • msg #38

Re: Temple Ruins Near Luskan

12
Fergan
player, 233 posts
Tue 21 Jan 2020
at 15:56
  • msg #39

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 38):

Less than that
GM
GM, 473 posts
Tue 21 Jan 2020
at 16:22
  • msg #40

Re: Temple Ruins Near Luskan

12 is enough. The behavior of the vine reminds you of throwing pine needles onto a spiderweb. The first couple times the spider will run over and expell it from its web, then it will not play that game. You get the sense that it is adaptive, but not in a overtly analytical way. More like it has switched to something like 'cautious mode'.
GM
GM, 474 posts
Tue 21 Jan 2020
at 16:47
  • msg #41

Re: Temple Ruins Near Luskan

[From spider]

The room appears to be an atrium of sorts with iconography on the floor matching the patterns and symbols similar to what you saw at the temple/library of Boccob. There are small alcoves in the NW and SW corners of the room which hold small tables. One holds an ornate vase, the other is empty. Above each is an unlit hanging lantern. To the N and S are doors, both shut. To the E wide stairs descend further into darkness, it seems like it continues into a large open chamber. The 'star' on the map appears to be a 5' diameter stone or marble table with a 1 foot diameter central base that flares out on the top and bottom. Though it does not resemble the reception desk at the other temple, it reminds you of it nonetheless.
Fergan
player, 234 posts
Tue 21 Jan 2020
at 17:20
  • msg #42

Re: Temple Ruins Near Luskan

In reply to GM (msg # 41):

Telepathically: "I'm more suited to social interactions, I'm afraid. My options are somewhat limited, here, but I can go gather some fire wood if we're out of options."
Saran Helder
player, 248 posts
Tue 21 Jan 2020
at 18:16
  • msg #43

Re: Temple Ruins Near Luskan

Saran casts mage hand and tries to open the north door.  If it's locked he tries the south door.
GM
GM, 475 posts
Tue 21 Jan 2020
at 19:00
  • msg #44

Re: Temple Ruins Near Luskan

In order to get line of sight you have to go near the bottom of the stairs. The vine lashes at you but misses.

The door opens without issue.
Fergan
player, 235 posts
Tue 21 Jan 2020
at 19:56
  • msg #45

Re: Temple Ruins Near Luskan

In reply to GM (msg # 44):

Telepathically: We may need to rest after this. Cover me.

I cast invisibility on myself, then (crouching/crawling) I try to sneak into the room. The goal isn't to get anywhere. The goal is to have line of sight and be out of reach, then start blasting.
Saran Helder
player, 249 posts
Tue 21 Jan 2020
at 20:01
  • msg #46

Re: Temple Ruins Near Luskan

ready action firebolt vines

preemptive rolling
atk: 10
dmg: missed
Saran Helder
player, 250 posts
Tue 21 Jan 2020
at 20:49
  • msg #47

Re: Temple Ruins Near Luskan

Can we tell how far the reach might be?
GM
GM, 477 posts
Tue 21 Jan 2020
at 21:50
  • msg #48

Re: Temple Ruins Near Luskan

Probably 10'. If you stand within 5' of the threshold, you have 3/4 cover, but can't see the plant. If you step into the room, it can attack without cover, but see it, if you step another 5' beyond that, you are out of range of the vine (probably).

OK, you sneak into the room, following the example of your spider (I rolled). You saw it start to stir and went still and then moved very slowly. You get the feeling that it's senses aren't based on sight and that you being invisible isn't as important as the fact that you are at the edge of it's reach and that it has already been hassled a lot.

How far do you go into the room in a stealthy crawl?
Fergan
player, 236 posts
Wed 22 Jan 2020
at 01:59
  • msg #49

Re: Temple Ruins Near Luskan

In reply to GM (msg # 48):

As little as possible while being out of reach and maintaining line of sight
GM
GM, 478 posts
Wed 22 Jan 2020
at 06:34
  • msg #50

Re: Temple Ruins Near Luskan

When Fergan stands, the plant drops down off the wall. Saran ready action firebolts but misses.

Everybody roll initiative.

If you beat or tie 13, go. It is 15’ away from both of you (two empty squares between you and the plant). It appears to be a mass of swinging vines, like a verdant lovecraftian tentacle monster.

It has an AC of 12.
Fergan
player, 237 posts
Wed 22 Jan 2020
at 17:09
  • msg #51

Re: Temple Ruins Near Luskan

In reply to GM (msg # 50):

Made Initiative w unmod 19. Failed attack with unmod 4
Saran Helder
player, 251 posts
Wed 22 Jan 2020
at 18:52
  • msg #52

Re: Temple Ruins Near Luskan

initiative: 16

Saran shouts an incantation and waves his hands, sending three radiant bolts at the monster, and then backs up the stairs 15 ft.

Dmg 6.

ooc: Somehow rolled a 1 on all three of the d4s.  I try to be cool about randomness, but I really wonder if this dice roller hates me.
GM
GM, 479 posts
Wed 22 Jan 2020
at 19:50
  • msg #53

Re: Temple Ruins Near Luskan

The magical bolts strike the swinging vines, but each only seem to do minor damage, blasting away peripheral creepers.

In a 15' radius around the plant monster, grasping vines, grasses and roots push out from cracks in the floor. Fergan roll strength check, DC 12 or be restrained. Area is considered difficult terrain (for non-plant creatures).

It then closes the distance between it and Fergan (moving 10').

Lampwick, sticking by Saran's side shoots an arrow which embeds into the center of mass of the plant (7 dam).
Fergan
player, 238 posts
Wed 22 Jan 2020
at 19:58
  • msg #54

Re: Temple Ruins Near Luskan

In reply to GM (msg # 53):

I am restrained
GM
GM, 480 posts
Wed 22 Jan 2020
at 21:32
  • msg #55

Re: Temple Ruins Near Luskan

Fergan's turn.

quote:
Restrained
    A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.
    Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.
    The creature has disadvantage on Dexterity saving throws.


You can use your action to attempt another str check (DC 12).
Fergan
player, 239 posts
Wed 22 Jan 2020
at 22:42
  • msg #56

Re: Temple Ruins Near Luskan

In reply to GM (msg # 55):

Crit success Strength check.

IIRC, I can still move without provoking an AoO, which I do. I want to kite the thing around the room and out the door (up the stairs?) if possible while staying far enough away to require a double move on its part under the assumption it moves at 10'.
GM
GM, 481 posts
Wed 22 Jan 2020
at 23:04
  • msg #57

Re: Temple Ruins Near Luskan

Fergan:
IIRC, I can still move without provoking an AoO, which I do.

Why? You used your action to break free, and are adjacent to it, if you move beyond its reach (10ft) you would provoke an OA. Am I missing something?
GM
GM, 482 posts
Wed 22 Jan 2020
at 23:07
  • msg #58

Re: Temple Ruins Near Luskan

However, I do like to reward crits, so let's say you get a free disengage. It has a movement of 10' so you can def kite, it but you'll have to move around the large room.

Between you kiting it and Saran and Lampwick you all make short work with EB, Firebolt, and arrows.
Fergan
player, 240 posts
Thu 23 Jan 2020
at 00:55
  • msg #59

Re: Temple Ruins Near Luskan

GM:
Fergan:
IIRC, I can still move without provoking an AoO, which I do.

Why? You used your action to break free, and are adjacent to it, if you move beyond its reach (10ft) you would provoke an OA. Am I missing something?


I didn't clock that it's reach was 10'. I thought I was 10' away with 5' reach.

Idiot thing. Good to know, however, that they are slow.

I check to see if it has any stuff and then search the room. You can roll as appropriate.

Telepathically: Want to rest a bit so you can re-summon your familiar? I could use the time to gain another spell slot

OOC: Can I use another cue to signal telepathy?
Saran Helder
player, 252 posts
Thu 23 Jan 2020
at 01:43
  • msg #60

Re: Temple Ruins Near Luskan

summoning Spot will take 11 minutes.  A short rest will get me a 1st level spell slot back. But, since I can get two slots back, let's just go with the 11 minutes.
Fergan
player, 241 posts
Thu 23 Jan 2020
at 01:55
  • msg #61

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 60):

Ok.
Fergan
player, 242 posts
Thu 23 Jan 2020
at 04:15
  • msg #62

Re: Temple Ruins Near Luskan

Fergan:
I check to see if it has any stuff and then search the room. You can roll as appropriate.

GM
GM, 483 posts
Thu 23 Jan 2020
at 20:21
  • msg #63

Re: Temple Ruins Near Luskan

You could do a short rest but not use arcane recovery, since Fergan gets a slot back every short rest. Up to you though.
Saran Helder
player, 253 posts
Thu 23 Jan 2020
at 21:14
  • msg #64

Re: Temple Ruins Near Luskan

In that case it is up to Fergan.
Fergan
player, 243 posts
Thu 23 Jan 2020
at 23:11
  • msg #65

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 64):

Let's rest. We both benefit.
GM
GM, 484 posts
Thu 23 Jan 2020
at 23:20
  • msg #66

Re: Temple Ruins Near Luskan

Big mistake!
GM
GM, 485 posts
Fri 24 Jan 2020
at 03:16
  • msg #67

Re: Temple Ruins Near Luskan

Ok, you rest like a couple pussies and search the room. It is mostly organic debris. Near the east end of the room you find a couple desiccated bodies wearing chainmail and carrying swords and shields. They have matching tabards, but they look burned and dark with decay. To the east down the stairs the room continues and you see rubble at the far end.

At the far end Fergan spots faint movement and the shuffling of decayed cloth. It looks like there might be two humanoid figures down below. (Crit perception)

Saran finds a potion of healing on one of the bodies and 20gp between the two.
Saran Helder
player, 254 posts
Fri 24 Jan 2020
at 06:59
  • msg #68

Re: Temple Ruins Near Luskan

Initiative 27 (nat 20)
Fergan
player, 244 posts
Sat 25 Jan 2020
at 00:43
  • msg #69

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 68):

In the event that it matters, and also as a way to ping Joe while Allan is distracted, I had planned on sending Paul (the spider) along the ceiling to scope the sitch upon seeing the shuffling, but Joe asked for initiative before I could respond.
GM
GM, 487 posts
Sat 25 Jan 2020
at 17:05
  • msg #70

Re: Temple Ruins Near Luskan

Ok, what does Saran do? I assume Fergan conveys what he sees. I am not seeing that they are definitely hostile, but you hear fight music start up in the background.
Fergan
player, 245 posts
Sat 25 Jan 2020
at 17:54
  • msg #71

Re: Temple Ruins Near Luskan

In reply to GM (msg # 70):

Yeah. Telepathically communicate the visual, in case Saran recognizes anything about the shuffling
Saran Helder
player, 255 posts
Sun 26 Jan 2020
at 03:41
  • msg #72

Re: Temple Ruins Near Luskan

Halt or be blasted!

Ready action firebolt if they don't halt.
GM
GM, 488 posts
Sun 26 Jan 2020
at 04:53
  • msg #73

Re: Temple Ruins Near Luskan

Fergan.
Fergan
player, 246 posts
Sun 26 Jan 2020
at 17:08
  • msg #74

Re: Temple Ruins Near Luskan

In reply to GM (msg # 73):

With a brief look of alarm to Saran, Fergan casts light at max range down the stairwell to where he saw the movement and (if monsters) moves  back to max range while maintaining line of sight
GM
GM, 489 posts
Sun 26 Jan 2020
at 22:27
  • msg #75

Re: Temple Ruins Near Luskan

Ok, you see two skeletons with decayed robes falling off their frame. They look hostile. They do not appear to be halting.
Saran Helder
player, 256 posts
Mon 27 Jan 2020
at 00:01
  • msg #76

Re: Temple Ruins Near Luskan

Saran blasts off a firebolt as a warning shot. (unless a 10 hits)

Vile fiends! This is the final warning!
GM
GM, 491 posts
Mon 27 Jan 2020
at 21:57
  • msg #77

Re: Temple Ruins Near Luskan

Lampwick winks out of sight and you hear him strafe off to the side and draw bow.

The skeletons both wind their hand back which begins to glow with chaotic energy and they hurl small globes of energy toward you. One each in alphabetical order.

The globes of energy roils as they approach, one becoming a ball of icy energy that strikes Fergan for 13 damage and the other settling on a clear sphere of force that smacks Saran for 8 damage.

Hope your HP and AC are up to date. Matt isn't that a false life boost you have. Is that factored in?
This message was last edited by the GM at 21:57, Mon 27 Jan 2020.
Fergan
player, 247 posts
Mon 27 Jan 2020
at 22:02
  • msg #78

Re: Temple Ruins Near Luskan

In reply to GM (msg # 77):

My HP rolls were up to date, the HP total was not. New facts:

Hit Points    : 29 (24+5)  Current HP : 16
Fergan
player, 248 posts
Mon 27 Jan 2020
at 22:05
  • msg #79

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 78):

Saran's turn?
GM
GM, 492 posts
Mon 27 Jan 2020
at 22:08
  • msg #80

Re: Temple Ruins Near Luskan

Correct, sorry. It goes:

Saran
Fergan
Lampwick
Skele-one
Skele-two
Fergan
player, 249 posts
Mon 27 Jan 2020
at 22:15
  • msg #81

Re: Temple Ruins Near Luskan

In reply to GM (msg # 80):

Do they each weigh a skele-ton?
GM
GM, 493 posts
Mon 27 Jan 2020
at 22:20
  • msg #82

Re: Temple Ruins Near Luskan

No bones about it.
Saran Helder
player, 257 posts
Tue 28 Jan 2020
at 16:10
  • msg #83

Re: Temple Ruins Near Luskan

Saran casts shield, deflecting the attack (AC 17 until next turn). Then he blasts Skele-one with a magic missile attack (dmg 10).
Fergan
player, 250 posts
Tue 28 Jan 2020
at 19:26
  • msg #84

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 83):

Joe can roll, but the plan is to animate the two corpses with the wand, have them attack #1, then command them to halt in the Lordlings voice (since I am in disguise as him--hold my hand up and show the symbol, etc)
GM
GM, 494 posts
Tue 28 Jan 2020
at 23:41
  • msg #85

Re: Temple Ruins Near Luskan

I really like the move, but animate dead takes 1 minute to cast (even with a wand).
Fergan
player, 251 posts
Wed 29 Jan 2020
at 00:50
  • msg #86

Re: Temple Ruins Near Luskan

In reply to GM (msg # 85):

Ok. EB skeleton 1, then move for cover
GM
GM, 495 posts
Wed 29 Jan 2020
at 01:05
  • msg #87

Re: Temple Ruins Near Luskan

Ok, you wing an eldritch blast at the skele-one, inflicting more force damage (4), it is still up. You move to cover along behind a jut in the wall (1/2 cover).

Lampwick appears as he shoots an arrow at the same skele. His arrow bursts into fiery flame and the skeleton goes down in a fiery heap. The sprite ducks behind Fergan for 1/2 cover.

The second skele attacks Saran (shield no longer up since your turn came and went when you cast magic missile) with another chaotic bolt and will hit with a 12.

pausing to determine if shielded...
Saran Helder
player, 258 posts
Wed 29 Jan 2020
at 02:08
  • msg #88

Re: Temple Ruins Near Luskan

Saran reluctantly spends his last spell slot on another shield.

Then he shoots a wild firebolt (atk 11) at Skele-two and skele-runs for cover.
Fergan
player, 252 posts
Wed 29 Jan 2020
at 06:02
  • msg #89

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 88):

Zann casts Dissonant Whispers (if possible from cover) for 11 damage. There is a save and another effect
Fergan
player, 253 posts
Wed 29 Jan 2020
at 06:07
  • msg #90

Re: Temple Ruins Near Luskan

In reply to Fergan (msg #

I think I under rolled the damage by a six?


You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At higher level

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
GM
GM, 496 posts
Wed 29 Jan 2020
at 17:02
  • msg #91

Re: Temple Ruins Near Luskan

Correct, you cast all spells at lvl 2, so, 4d6.
Fergan
player, 254 posts
Wed 29 Jan 2020
at 17:50
  • msg #92

Re: Temple Ruins Near Luskan

In reply to GM (msg # 91):

Make that a whopping 12 damage. Here's to hoping it has a garbage Wis save....
GM
GM, 497 posts
Wed 29 Jan 2020
at 19:22
  • msg #93

Re: Temple Ruins Near Luskan

The skeleton seems distracted and pained by the whispers, only for a moment then goes back to its threatening posture.

Lawpwick pops out from cover and shoots at the skele, then ducks back. The arrow strikes the skeleton in the skull, but remains mostly unphased. (7dam)

Rolled a 1d2 to determine target[Fergan]. I am saying Saran is at opposite wall as Fergan and Lampwick.

As before, the bolt undulates in a miasma of chaotic energy, as it flies through the air, but narrowly misses, barely striking the lip of the wall jutting out in front of Fergan who feels a fleeting sense of existential dread (psychic) as the bolt dissipates into the air.
Saran Helder
player, 259 posts
Wed 29 Jan 2020
at 23:54
  • msg #94

Re: Temple Ruins Near Luskan

Saran can see in his minds eye where the skeleton will be (potent), pops out from cover and sends a firebolt that deals just 3 damage. Then gets back behind cover.
Fergan
player, 255 posts
Thu 30 Jan 2020
at 02:13
  • msg #95

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 94):

Fergan tries Dissonant Whispers again:

18:11, Today: Fergan rolled 18 using 1d20 with rolls of 18.  Unmod Skele Wis Save.
18:11, Today: Fergan rolled 16 using 4d6 with rolls of 6,3,2,5.

8 Damage, No secondary effect.

We aren't good at this...
GM
GM, 498 posts
Thu 30 Jan 2020
at 02:52
  • msg #96

Re: Temple Ruins Near Luskan

That enough. The skeleton clutches it’s head in a hallow scream and crumbles to the ground.
Fergan
player, 256 posts
Thu 30 Jan 2020
at 04:37
  • msg #97

Re: Temple Ruins Near Luskan

In reply to GM (msg # 96):

Telepathically: "Well, I'm whooped. You?"

OOC: Is there a rush element to this gig? Like, would two normal people take the time to rest up here because time is not of the essence?
Saran Helder
player, 260 posts
Thu 30 Jan 2020
at 05:09
  • msg #98

Re: Temple Ruins Near Luskan

Yes, let's take a short rest. Spot would have been useful there.

I don't see any need to rush. Cast find familiar as ritual and short rest for two 1st level spell slots.
Fergan
player, 257 posts
Thu 30 Jan 2020
at 08:01
  • msg #99

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 98):

How often can you do that? What is the ability called?

So, short rest and then animate dead on all four corpses to use as shields against what's coming next?
GM
GM, 499 posts
Thu 30 Jan 2020
at 15:20
  • msg #100

Re: Temple Ruins Near Luskan

Fergan:
How often can you do that? What is the ability called?

Arcane Recovery; 1/day, recover wizard level/2 rounded up of spell slots.

Fergan:
So, short rest and then animate dead on all four corpses to use as shields against what's coming next?


There are two other non-animated skeletons down below as well. The charge expenditure is as follows:

Charges:Corpses
1:1
2:3
3:5
4:7
5:9
6:11
7:13
Fergan
player, 258 posts
Thu 30 Jan 2020
at 17:18
  • msg #101

Re: Temple Ruins Near Luskan

In reply to GM (msg # 100):

Another day of meetings. I'll bring 3 up and spend some HD to get closer to full. If you want to roll for me to move things along, that's cool
GM
GM, 500 posts
Thu 30 Jan 2020
at 18:21
  • msg #102

Re: Temple Ruins Near Luskan

What do you do while you short rest? Like typically.

While you are doing whatever you're doing, a faint light begin to emanate from within the rubble near where the arcane skeletons were.
Fergan
player, 259 posts
Thu 30 Jan 2020
at 21:27
  • msg #103

Re: Temple Ruins Near Luskan

In reply to GM (msg # 102):

I think that, typically, I would be reading, or practicing voices, or whatever. But in this case I think I want to be absolutely silent.
Saran Helder
player, 261 posts
Thu 30 Jan 2020
at 23:24
  • msg #104

Re: Temple Ruins Near Luskan

We could ear some good gruel. How many HP is Fergan down?
Fergan
player, 260 posts
Fri 31 Jan 2020
at 00:14
  • msg #105

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 104):

13, I think, but only 8 can be put back. (Temp HP)
GM
GM, 501 posts
Fri 31 Jan 2020
at 04:13
  • msg #106

Re: Temple Ruins Near Luskan

Saran Helder:
We could ear some good gruel. How many HP is Fergan down?

I want to clarify something about the gruel. Saran has a magical mess kit, each part of the kit (cup, dish, spoon) produce magical effects, but they can also be used together:

quote:
Cup: Creates water within the cup at will. (Requires 1 action)
Dish: Creates gruel at will. (Requires 1 action)
Spoon: You can chill, warm, or flavor up to 1 cubic foot of nonliving material by stirring with the spoon at will. (Requires 1 action)

Once per day, the entire mess kit is used in conjunction, it creates the effect of the Goodberry and Protection from Poison spells. The dish provides 8 bites, each equivalent to a single berry and drinking the entire contents of the cup confers the protection from poison. Using the mess kit in this way (including the consumption of the meal) takes one minute.


So, even though it is gruel, you can flavor it however you want with the spoon. Fergan could use it to gain exactly 8 hp.

Also, there is something causing light in the rubble in the room below. Do you do anything about it, or just watch and keep resting?
This message was last edited by the GM at 04:15, Fri 31 Jan 2020.
Fergan
player, 261 posts
Fri 31 Jan 2020
at 05:38
  • msg #107

Re: Temple Ruins Near Luskan

In reply to GM (msg # 106):

The coin I tossed? Can't I just dismiss the spell?

There was also the glow in the robes. We should check that out.

Isn't Saran down some HP, too?
GM
GM, 502 posts
Fri 31 Jan 2020
at 14:05
  • msg #108

Re: Temple Ruins Near Luskan

I think Saran shielded
Saran Helder
player, 262 posts
Fri 31 Jan 2020
at 20:14
  • msg #109

Re: Temple Ruins Near Luskan

yeah, I was able to shield away all the hits.  You are welcome to gruel up some HP if you want.  I say we just keep an eye on the glow and finish the rest.
Fergan
player, 262 posts
Fri 31 Jan 2020
at 20:33
  • msg #110

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 109):

Ok. I will gruel up, then we short rest, then I raise 3 skeletons, then down we go?
Saran Helder
player, 263 posts
Fri 31 Jan 2020
at 20:50
  • msg #111

Re: Temple Ruins Near Luskan

Saran also summons Spot.

I have dragon's breath.  I was thinking I would use it on Spot to enable him to deal damage during a battle.  I was a bit sad that I couldn't do this in the skele-battle, but it occurs to me that we could use it on Paul as well.  An acid breathing spider is as cool as a lightening breathing raven.  But does a spider have a mouth?  It does right?  I think we could even do it on both of them.  Is there a limit to the number of concentration spells you can have going?
GM
GM, 503 posts
Fri 31 Jan 2020
at 21:05
  • msg #112

Re: Temple Ruins Near Luskan

Wow, that's pretty good. Also note that you could have used Fergan's familiar.

Though the nice thing about using your own familiar is that you can deliver touch spells through your familiar and Dragon's Breath is a touch spell, so when Spot thinks about you he can touch himself.

Pretty good trick. I have a feeling Spot is going to need re-summoning a lot.
Saran Helder
player, 264 posts
Mon 3 Feb 2020
at 19:06
  • msg #113

Re: Temple Ruins Near Luskan

OK, so I think we are waiting for summoning and resting to be done while keeping an eye on the glow.  If nothing new happens until that's done Saran suggests sending Paul to investigate the glow.
GM
GM, 505 posts
Mon 3 Feb 2020
at 20:26
  • msg #114

Re: Temple Ruins Near Luskan

Ok, after a few minutes the glow moves and seems to be bobbing almost imperceptively. It appears to be a pale-ish rat with a light on its head.
Fergan
player, 263 posts
Mon 3 Feb 2020
at 22:04
  • msg #115

Re: Temple Ruins Near Luskan

In reply to GM (msg # 114):

From my copper piece? I dismiss the light, if so.
GM
GM, 506 posts
Mon 3 Feb 2020
at 22:10
  • msg #116

Re: Temple Ruins Near Luskan

You dismiss it, the rat-light is still there.
Fergan
player, 264 posts
Mon 3 Feb 2020
at 22:47
  • msg #117

Re: Temple Ruins Near Luskan

In reply to GM (msg # 116):

I'll send Paul sneaking along the ceiling to take a look.
GM
GM, 507 posts
Mon 3 Feb 2020
at 23:04
  • msg #118

Re: Temple Ruins Near Luskan

Through Paul, you see what appears to be a rat with an exposed brain, which glows softly.
Saran Helder
player, 265 posts
Mon 3 Feb 2020
at 23:16
  • msg #119

Re: Temple Ruins Near Luskan

Do we know anything about such rats?
GM
GM, 508 posts
Mon 3 Feb 2020
at 23:28
  • msg #120

Re: Temple Ruins Near Luskan

arcana checks
Fergan
player, 265 posts
Mon 3 Feb 2020
at 23:48
  • msg #121

Re: Temple Ruins Near Luskan

In reply to GM (msg # 120):

Modified 16.
Saran Helder
player, 266 posts
Tue 4 Feb 2020
at 00:31
  • msg #122

Re: Temple Ruins Near Luskan

Modified 23
GM
GM, 509 posts
Tue 4 Feb 2020
at 02:38
  • msg #123

Re: Temple Ruins Near Luskan

This is a cranium rat. It is like a normal rat in most respects, but can show greater intelligence when many are together. Uncertain origins.
Fergan
player, 266 posts
Tue 4 Feb 2020
at 04:35
  • msg #124

Re: Temple Ruins Near Luskan

In reply to GM (msg # 123):

Telepathically: Attack on 3?
Saran Helder
player, 267 posts
Thu 6 Feb 2020
at 06:40
  • msg #125

Re: Temple Ruins Near Luskan

Why attack. It doesn't seem threatening does it? Finish our rest first?
GM
GM, 510 posts
Thu 6 Feb 2020
at 15:39
  • msg #126

Re: Temple Ruins Near Luskan

Saran Helder:
OK, so I think we are waiting for summoning and resting to be done while keeping an eye on the glow.  If nothing new happens until that's done Saran suggests sending Paul to investigate the glow.

Your rest is over, and the rat is still rooting around. Actions at this point won't compromise the benefits of short resting.
Fergan
player, 267 posts
Thu 6 Feb 2020
at 16:30
  • msg #127

Re: Temple Ruins Near Luskan

Fergan:
In reply to GM (msg # 123):

Telepathically: Attack on 3?

Saran Helder
player, 268 posts
Thu 6 Feb 2020
at 16:36
  • msg #128

Re: Temple Ruins Near Luskan

Saran shrugs and nods and prepares a firebolt on Fergan's count.

initiative: 10
atk: 15
dmg: 4
GM
GM, 511 posts
Thu 6 Feb 2020
at 16:55
  • msg #129

Re: Temple Ruins Near Luskan

You kill the rat, no problem. All goes quiet and dark.

Fergan animates 3 skeletons.
Fergan
player, 268 posts
Fri 7 Feb 2020
at 02:49
  • msg #130

Re: Temple Ruins Near Luskan

In reply to GM (msg # 129):

I have a bit of a plan. Two similar plans. First, plain familiar scouting. Second, having the spider ride inside a skeleton to scout, under the premise that more interesting things may happen that way than just having Paul walk the ceilings.
Saran Helder
player, 269 posts
Fri 7 Feb 2020
at 17:44
  • msg #131

Re: Temple Ruins Near Luskan

Cool.  I like this plan.  Saran can cast light on something the skeleton carries, or the skull or something.
Saran Helder
player, 270 posts
Fri 7 Feb 2020
at 18:58
  • msg #132

Re: Temple Ruins Near Luskan

Let's have the lighted spideton go through the door that's already been opened by the mage hand.
Fergan
player, 269 posts
Fri 7 Feb 2020
at 19:09
  • msg #133

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 132):

Fine with me. I have to stay, what, within 100' to be able to see through its eyes?
GM
GM, 512 posts
Fri 7 Feb 2020
at 23:44
  • msg #134

Re: Temple Ruins Near Luskan

Paul, passenger of the glowing skeleton tank, explores the next area with no incident.

Broken furniture and bookshelves litter the stone floor. The shelves and floor are mostly devoid of books, but some destroyed books and scattered pages are among the debris.
Saran Helder
player, 273 posts
Fri 7 Feb 2020
at 23:48
  • msg #135

Re: Temple Ruins Near Luskan

seems like it's time for a ritual casting of detect magic.
Fergan
player, 271 posts
Fri 7 Feb 2020
at 23:49
  • msg #136

Re: Temple Ruins Near Luskan

In reply to GM (msg # 134):

Ok. Let's scope the other rooms as best we can before going into any. Don't want to get jumped with my nose in a book
Saran Helder
player, 274 posts
Sun 9 Feb 2020
at 16:44
  • msg #137

Re: Temple Ruins Near Luskan

Ok, Saran mage hands the southern door open.
GM
GM, 514 posts
Mon 17 Aug 2020
at 22:07
  • msg #138

Re: Temple Ruins Near Luskan

You explore with glowing skeleton familiar tank. (see text)

It is mostly dusty hallway with occasional animal refuse and general gunk.

In the space that is the only diagonal chamber, the skeleton enters one of the doorway and there is a flash of light. In the many eyes of the spider, you see two skeleton, one of which casts a bolt of energy. The other one following right after.

Att1: 6 (+modifiers?)
Att2: 14 (+modifiers?)

Dam1: -
Dam2: - (7, but skeleton immune to poison)

The first bolt hits the door and the second coalesces into a putrid bolt of poison, striking the skeleton to no effect.

The spider remains safe within the skeleton.
Fergan
player, 273 posts
Mon 17 Aug 2020
at 22:44
  • msg #139

Re: Temple Ruins Near Luskan

In reply to GM (msg # 138):

If it is my turn, I command the two additional skeletons to attack the hostile skeletons. Then whisper "Two." and follow after the skeletons to the  alcove for cover (if possible)
Fergan
player, 274 posts
Mon 17 Aug 2020
at 23:48
  • msg #140

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 139):

Actually, turn-age matters here, since I may have spent my action on seeing through the spider already.
GM
GM, 515 posts
Mon 17 Aug 2020
at 23:52
  • msg #141

Re: Temple Ruins Near Luskan

That was a surprise round.

Initiative:
Fergan
Spider
Saran
Chaos skeletons
Animated skeletons
Fergan
player, 275 posts
Tue 18 Aug 2020
at 03:44
  • msg #142

Re: Temple Ruins Near Luskan

In reply to GM (msg # 141):

Then I think my turn stands
Saran Helder
player, 276 posts
Tue 18 Aug 2020
at 19:14
  • msg #143

Re: Temple Ruins Near Luskan

Did Saran get to re-summon Spot?  It doesn't look like it.  I'm unclear as to where things are, but maybe it doesn't matter.

Did we cast Dragon's Breath on the skeleton or the spider?  If my character sheet is up to date we didn't, and also I'm 3 1st level slots down, with only 1 remaining.

So Paul's turn?

Assuming Paul doesn't do anything consequential to my turn, Saran follows Fergan to cover in the alcove and shoots a fire bolt at the hostile skeletons should the opportunity arise.

Atk: 20 (dirty)
dmg: 2

also, I don't remember what portent was, but I re-rolled a 9 and 13.  I don't think I had used any today.
Fergan
player, 276 posts
Tue 18 Aug 2020
at 19:21
  • msg #144

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 143):

I don't see anything for Paul the spider to do.
GM
GM, 516 posts
Wed 19 Aug 2020
at 00:46
  • msg #145

Re: Temple Ruins Near Luskan

Couple things. Saran did plan to find Spot again. Also, Lampwick, the wingless sprite is with you. Also, Saran should gain back 2 First level slots (are you level 3, half your level rounded up in slots, right? So could you do a 2nd level slot?).

A couple notes about the skeletons. The ones you fight have ac 13 (I think) and 20 something hp? They shoot a chaos bolt on their turn.

The animated skeletons are per the book, except have ac of 10 and their damage is 1d4+2 as they don’t wield weapons and don’t have scraps of armor. The reason the chaos skeletons have ac 13, is because they have a continual mage armor.
Saran Helder
player, 277 posts
Wed 19 Aug 2020
at 01:43
  • msg #146

Re: Temple Ruins Near Luskan

Yes that's right, I get two level 1 spell slots or one level 2.  I have all my twos, so I've added two level 1 slots back, so now I have three.  So Spot is or is not in the picture? It takes an hour and incense to get him back, right?  I assume the short rest does not count as that hour.  Where does Lampwick fall in the initiative?  I don't think I will change my turn, except that if Spot is back I want him to take cover with me.
GM
GM, 517 posts
Wed 19 Aug 2020
at 17:00
  • msg #147

Re: Temple Ruins Near Luskan

Lampy will go before the chaos skeletons, I guess that now? Will try to post in a bit.
GM
GM, 518 posts
Wed 19 Aug 2020
at 22:52
  • msg #148

Re: Temple Ruins Near Luskan

(I’m my defense, Lampwick was invisible, so I didn’t see him at first)

The chaos skeletons attack the Paul skeleton again.

One crit-misses, almost hitting its companero. The other bolt, perhaps mocking Saran’s feeble firebolts, forms a larger and more chaotic bolt of fire and blasts Fergan’s skeleton, which burst over its frame, burning its tattered garb and rattling its frame, singeing Paul (no damage tho), and destroying whatever sundry part of the skeleton the Light spell was focused on, which winks out. Skelepaul is down to 2hp.

Skelepaul retaliates, but his attempt is feeble and pathetic. The other skeletons crowd in the alcove but run out of turn juice.

Fergan.
Fergan
player, 277 posts
Thu 20 Aug 2020
at 15:26
  • msg #149

Re: Temple Ruins Near Luskan

In reply to GM (msg # 148):

OOC: Going on vacation for about a week starting tomorrow.

IIRC, the skeletons generated their own light in combat mode, but I could be making that up. If that's accurate, I will blast whichever skeleton mage the normie skeleton attacked. If that's not accurate, I will cast light on a copper piece, toss it into the room, and take cover.
GM
GM, 519 posts
Thu 20 Aug 2020
at 18:47
  • msg #150

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 149):

Yes, it is your skele that lost light, but there is enough ambient light from the chaos skeletons to target them effectively. I also assumed that you were bumbling down hallways without your own light source, which would either reach your targets, or would be in your favored form of a coin which you would toss (free action) toward the baddies. So, you good.

13:46, Today: GM, on behalf of Fergan, rolled 8 using 1d20+6 with rolls of 2.  EB CHAOSKELE.

WOMP WOMP
Saran Helder
player, 278 posts
Thu 20 Aug 2020
at 19:44
  • msg #151

Re: Temple Ruins Near Luskan

I want to cast Dragon's Breath on Paul, but only if I can run out and then back to cover without incurring an opportunity attack.  Since it's a bonus action, i'll also do a fire bolt and end turn with cover.

fire bolt atk: 7 (miss)
GM
GM, 520 posts
Thu 20 Aug 2020
at 19:48
  • msg #152

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 151):

I am just going to say that Paul can breathe from the skeleton ribcage and that in general the skeleton will be targeted, not Paul, unless by an area attack etc. I realize this is breakable, so as long as it doesn't get crazy, we'll roll with it.

What is the deal with Dragon's breath? what is the damage/save, etc?
Saran Helder
player, 279 posts
Fri 21 Aug 2020
at 14:22
  • msg #153

Re: Temple Ruins Near Luskan

Damage is 3d6. Chose damage type. 15 foot cone of acid, cold, fire, lightning, or poison. Save DC is 13 for half damage. Happens on Paul’s turn and takes Paul’s action. So I think that means next round. Let’s go with lightning.
GM
GM, 521 posts
Fri 21 Aug 2020
at 16:07
  • msg #154

Re: Temple Ruins Near Luskan

I think based on the scale we were working with before, this alcove is like 20x20 (which is huge, I know), so the chaos skeletons are near the back and the reg skels have walked up to them. I will say they are not providing cover for the baddies because it is pretty open, all things considered. I have you just oustide of the large threshhold ducking in and out of cover.

Lampwick scores a hit so precise, it is almost critical, doing 6 damage.

Instead of throwing bolts, the skeletons strike with them, kind of shocking grasp style, randomly picking targets (1d3, Skelepaul, skelereg1 skelereg2).

They both pummel skelereg1, first with cold, then with acid, destroying the it completely (10 & 11 damage).

Skelepaul and skelereg2 retaliate... feebly. (11 & 6 attack).

Paul's turn. I guess a spider would know how to dragon breathe?

Damage roll: [8]
chaos1 dam: 8
chaos2 dam: 8

Fergan
Fergan
player, 278 posts
Fri 21 Aug 2020
at 17:15
  • msg #155

Re: Temple Ruins Near Luskan

In reply to GM (msg # 154):

I attack whichever the skeletons are attacking: 18 to hit, 8 damage
GM
GM, 522 posts
Fri 21 Aug 2020
at 19:52
  • msg #156

Re: Temple Ruins Near Luskan

I guess I did Paul out of turn. This is the new turn order:

Paul
Fergan
Saran<---
Lampwick
Chaos skeletons
Animated skeletons

Chaos Skeleton 1 bursts apart after Fergan blasts it, eldritchly.

Chaos Skeleton218hp8 damage
Paul Skeleton2hp11 damage
Regular Skeleton13hp"no damage"

Saran
Saran Helder
player, 280 posts
Fri 21 Aug 2020
at 21:18
  • msg #157

Re: Temple Ruins Near Luskan

firebolt and duck for cover

atk: 7

Dang, I keep missing... Saran kicks a rock.
GM
GM, 523 posts
Sat 22 Aug 2020
at 18:08
  • msg #158

Re: Temple Ruins Near Luskan

Ok, the spritely sprite nails the chaos skeleton again [6dam] and it retaliates by attacking skelePaul with a direct hit of energy, but chaos smiles on it one more time, resolving the blast as poison once more, which skelepaul is immune to.

Both it and the non-spider-infested skeleton respond feebly once more, unable to gain purchase. Paul spews another blast of sheet lightning, which the chaos skeleton dodges somewhat, causing some ribs to clatter to the floor.

(going to go for Fergan...)

Fergan's EB goes wide (rolled unmodified 5 vs AC 13).

Saran. One last chance before Lampwick takes your kill (probably).
Saran Helder
player, 281 posts
Tue 25 Aug 2020
at 16:50
  • msg #159

Re: Temple Ruins Near Luskan

email, GM:
I think I will post the turn here, then copy it in the forum when it comes back up. Here goes.

Ok, the spritely sprite nails the chaos skeleton again [6dam] and it retaliates by attacking skelePaul with a direct hit of energy, but chaos smiles on it one more time, resolving the blast as poison once more, which skelepaul is immune to.

Both it and the non-spider-infested skeleton respond feebly once more, unable to gain purchase. Paul spews another blast of sheet lightning, which the chaos skeleton dodges somewhat, causing some ribs to clatter to the floor.

(going to go for Fergan...)

Fergan's EB goes wide (rolled unmodified 5 vs AC 13).

Saran. One last chance before Lampwick takes your kill (probably).

Saran Helder
player, 282 posts
Tue 25 Aug 2020
at 16:53
  • msg #160

Re: Temple Ruins Near Luskan

email, Saran:
Saran uses the help action for Lampwick to get the kill.

Also, that gives me a couple questions. Is lampwick invisible? I forgot if he can attack while invisible. If I wanted to help with a minor illusion, or even by firing a distracting fire bolt, would that be a help, or would doing those things take my action, so that I couldn’t help?


email, GM:
He was invisible until his first shot during this combat, which gave him adv, but subsequently stayed visible.

Yes, technically, I think you need to be adjacent to the enemy to use the help action. But I think that substituting other actions would work if it could feasibly distract. I am generally in support of this, but would probably limit it to once per tactic, because these different ways could potentially be done at range. Or maybe create some other limitation, like that you would need to hold action, which requires casting and concentrating on the spell, making you subject to disruption, though that is a non-issue with back to back turns (until legendary actions come up).

But I think since you're dealing with skeles and it is the last turn, you're probably ok to let your imagination run with it.

The punchline is that with advantage, Lampwick hits with a 19+6 for minimum damage (1+4), destroying the skeleton.


Ok, so I guess we should search for treasure or something, or continue searching the rooms for bad ones.
Fergan
player, 279 posts
Tue 25 Aug 2020
at 20:16
  • msg #161

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 160):

Moving Paul seems like a good idea and, if possible without risking breaking the wand, raising more. Particularly if we can get some more dragon breath action off this same casting?

Still on vacation
GM
GM, 524 posts
Tue 25 Aug 2020
at 21:07
  • msg #162

Re: Temple Ruins Near Luskan

It’s your skeletons turn, but, you command them as a bonus action on your turn. So, they would not do anything this turn, and Paul would go. We normally play that you control you familiar on its turn. So, it’s Paul’s turn, then Fergan’s turn.
Saran Helder
player, 283 posts
Tue 25 Aug 2020
at 22:35
  • msg #163

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 161):

Right, dragon's breath lasts for a minute, so we should see if we can get more use out of it.
Fergan
player, 280 posts
Wed 26 Aug 2020
at 01:28
  • msg #164

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 163):

I'm not fully paying attention, but am aligned with the plan to scout while breath is dragoning. However that works out tactically.
Saran Helder
player, 284 posts
Wed 26 Aug 2020
at 04:09
  • msg #165

Re: Temple Ruins Near Luskan

I'm not sure where we've been and where we haven't, but let's just go through the next closest door or unexplored area.  Mage hand open the door if applicable.
GM
GM, 525 posts
Thu 27 Aug 2020
at 01:05
  • msg #166

Re: Temple Ruins Near Luskan

Ok, you command the skeletons down the hall to the west which has a wide staircase leading up to a door. Before they reach it though, a part of the ceiling stretches down and whacks reg skeleton in the noggin (4 bludgeoning dam, 6 acid 3 hp left). Then a mass of gray ooze sloughs down to the floor between you and the skeletons.

We’ll keep initiative, skeletons attack, then Paul:

Ooze takes 9 skeleton claw damage and 5 lightning damage (saved).

You can almost completely disregard the dice roller since there are accidental rolls, incorrect modifiers, and other errors. No fudging though.

Fergan.
This message was last edited by the GM at 01:07, Thu 27 Aug 2020.
GM
GM, 526 posts
Thu 27 Aug 2020
at 21:41
  • msg #167

Re: Temple Ruins Near Luskan

Fergan eldritch blasts it for 5 dam
Saran Helder
player, 285 posts
Fri 28 Aug 2020
at 15:02
  • msg #168

Re: Temple Ruins Near Luskan

In reply to GM (msg # 167):

Magic missile for 8
GM
GM, 527 posts
Sat 29 Aug 2020
at 17:47
  • msg #169

Re: Temple Ruins Near Luskan

The nonstop assault proves effective in destroying the gray ooze. Each hit slicing or knocking off chunks of viscous liquid that solidifies and tumbles to the ground as stone. The volley of magic darts sends shock waves over the sludgy surface which hardens and shatters.

On the skeleton's turn it makes for the door and opens it and steps through into a new room, facing one more chaos skeleton.

The two fergan skeles attack, one of which hits for 4 slashing damage. Paul breathes lightning for 7 dam after dodge.

Fergan's turn. Attacks will be at -5 for cover behind the ally skeletons. Normal sized doorway opens into a 10'x10' room. Another door on opposite side of room.
Fergan
player, 281 posts
Sat 29 Aug 2020
at 22:35
  • msg #170

Re: Temple Ruins Near Luskan

In reply to GM (msg # 169):

If the skeleton in the way has taken significant damage, I'll ready action EB on the the friendly bone bag dropping. If not, I'll take the shot.
GM
GM, 528 posts
Sun 30 Aug 2020
at 00:36
  • msg #171

Re: Temple Ruins Near Luskan

Both of your skeles have taken significant damage.

Saran’s turn.
Saran Helder
player, 286 posts
Sun 30 Aug 2020
at 20:05
  • msg #172

Re: Temple Ruins Near Luskan

Saran tries a firebolt, but misses with a 4 (with the cover).
GM
GM, 529 posts
Tue 1 Sep 2020
at 02:32
  • msg #173

Re: Temple Ruins Near Luskan

Lampwick shoots, and hits for 5 damage, the chaos skeleton attacks skelepaul and is destroyed by psychic energy, the chaotic energy arcs out and strikes Saran for 8 force damage. Paul falls harmlessly to the ground. Fergan let’s loose an eldritch blast that almost misses but barely strikes the chaos skeleton for 6 force damage (actually missed by 1 but I thought it deserved to hit). Paul breathes lightning from the floor at a surprised chaos skeleton for 9 damage. Oh there was also a skeleton claw for 5 damage.

The lightning breath takes the skeleton down. Fergans turn I think.
Fergan
player, 282 posts
Tue 1 Sep 2020
at 03:23
  • msg #174

Re: Temple Ruins Near Luskan

In reply to GM (msg # 173):

If one is still standing, and I think one is, I hex it and then attack. Will roll and edit, because phones are awful.
Fergan
player, 283 posts
Tue 1 Sep 2020
at 03:27
  • msg #175

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 174):

Miss with a modified 10
Saran Helder
player, 287 posts
Tue 1 Sep 2020
at 13:45
  • msg #176

Re: Temple Ruins Near Luskan

But wait. I think Saran needs to roll concentration to keep dragons breath going.  Rolled 16, so we good.
Fergan
player, 284 posts
Tue 1 Sep 2020
at 15:14
  • msg #177

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 176):

OK -- I move to the western door, and interact with the door to open it. If it opens and I see a skeleton, I use my bonus action to Hex it and my action to close the door and hold it.
Saran Helder
player, 288 posts
Fri 4 Sep 2020
at 17:08
  • msg #178

Re: Temple Ruins Near Luskan

GM, text:
Next room empty but for molded and rotted furniture (bottom left)


Ok, explore a little bit?  Any doors left unopened?  Take a rest?  Search for treasure?  How much time do we have left on dragon's breath?
Fergan
player, 285 posts
Fri 4 Sep 2020
at 19:30
  • msg #179

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 178):

I think my action remains, and if we can get more dragon breath time, we should stay in initiative for a second.

IF my action remains, I use it to inspect the ceiling for goo monsters.
GM
GM, 530 posts
Sat 5 Sep 2020
at 13:47
  • msg #180

Re: Temple Ruins Near Luskan

You do not seek goo monsters, but you hear scuffling in the next room. (this used your action)

I think you have a few rounds left of D-breath.

I will note that Paul is on the floor and you have 1 skeleton with a few HP left. You can command skeletons with a bonus action.

Next up in the turn order is Saran, then Lampwick, then skeleton (then back to Paul at the top of the round I think).
Saran Helder
player, 289 posts
Sat 5 Sep 2020
at 14:01
  • msg #181

Re: Temple Ruins Near Luskan

let's go for it!

Saran opens the door, shoots a firebolt at anything that looks bad and then takes cover.

atk: 6 (which is probably a miss)

ooc: I just can't hit with the firebolt in this dungeon!
GM
GM, 531 posts
Sun 6 Sep 2020
at 00:04
  • msg #182

Re: Temple Ruins Near Luskan

Well, for one thing, your modifier should be +5 to attack with Firebolt (+3 int, +2 prof). I don't think it would have mattered on other attacks.

Also, you should not have re-rolled your portents. You rolled after the first encounter, then again when we picked back up. So, you have a 19 and a 19 to use. Honestly, though, you probably would have been better off with the other rolls since the 13 is good enough to hit things and the 9 is bad enough to force a failed save.

But you have to choose before the roll, so it is at the moment, moot.

Saran moves up 10' and bursts open the door into a hallway extending to the left and right, to his left he sees rats with glowing heads swarm into the hall from under another doorway. He fires a too-high, flaming bolt.

The Firebolt does strike the rotted door which begins to smolder.
Saran Helder
player, 290 posts
Sun 6 Sep 2020
at 00:38
  • msg #183

Re: Temple Ruins Near Luskan

In reply to GM (msg # 182):

That's funny. I think I have been rolling +3 this whole time.
GM
GM, 532 posts
Sun 6 Sep 2020
at 02:15
  • msg #184

Re: Temple Ruins Near Luskan

Any move or bonus? Fergan any bonus?
Saran Helder
player, 291 posts
Sun 6 Sep 2020
at 15:09
  • msg #185

Re: Temple Ruins Near Luskan

Other than move to cover, no.  How many rats?
GM
GM, 533 posts
Tue 8 Sep 2020
at 00:33
  • msg #186

Re: Temple Ruins Near Luskan

Like half a swarm so far.
Fergan
player, 286 posts
Tue 8 Sep 2020
at 02:02
  • msg #187

Re: Temple Ruins Near Luskan

In reply to GM (msg # 184):

I'll command the skele into the breach.
Saran Helder
player, 292 posts
Wed 7 Oct 2020
at 17:56
  • msg #188

Re: Temple Ruins Near Luskan

bump
GM
GM, 534 posts
Fri 30 Oct 2020
at 01:30
  • msg #189

Re: Temple Ruins Near Luskan

Lampwick takes out a special arrow and fires it at the swarm.

On impact it explodes in a small burst of flames and the swarm takes 7 damage.

Rats continue to swarm past the door, many of them taking damage from the door which is even more in flames (firebolt and fire arrow), 5 fire damage.

They advance enough to be free of the flames then stop. They all settle back on their hind legs, and look at Lampwick. Lampwick tilts his head to the side in curiosity then doubles over grabbing his head as if in intense struggle, but seems to shake off whatever effect the rats were inflicting.

The skeleton hurls itself into the breach attacking the swarm, tearing at the rats with its claws (2 dam).

14 dam total.

Paul<---
Fergan
Saran
Lampwick
Crainium Rat swarm
Animated skeleton

They are about 20' down the hall to the left of your door looking into the hall.
This message was last edited by the GM at 01:33, Fri 30 Oct 2020.
Saran Helder
player, 293 posts
Sat 31 Oct 2020
at 15:47
  • msg #190

Re: Temple Ruins Near Luskan

Fergan should receive a boon for Matt's birthday!
GM
GM, 535 posts
Sat 31 Oct 2020
at 16:00
  • msg #191

Re: Temple Ruins Near Luskan

I'm down with boons. Let me think about it.
GM
GM, 536 posts
Sat 31 Oct 2020
at 16:19
  • msg #192

Re: Temple Ruins Near Luskan

Got it. He'll find something after combat.
GM
GM, 537 posts
Mon 23 Nov 2020
at 16:50
  • msg #193

Re: Temple Ruins Near Luskan

Going to go for Matt

Paul moves into the hallway, climbing on the ceiling and breaths down a cone of lightning breath into the swarm of rats, frying the majority of them, then retreats back toward its master.

Fergan peaks into the hallway fires a wild blast into the mass, picking one of the remaining rats off. Then retreats back into the room.

Saran's turn. There are a few rats left, which look like they are about to scatter.
Saran Helder
player, 294 posts
Mon 23 Nov 2020
at 18:10
  • msg #194

Re: Temple Ruins Near Luskan

In reply to GM (msg # 193):

Firebolt

atk:9
dmg: 9 (if applicable)

and then retreat back into the room
GM
GM, 538 posts
Mon 23 Nov 2020
at 18:41
  • msg #195

Re: Temple Ruins Near Luskan

You shoot the door again, which continues to burn.
This message was last edited by the GM at 18:41, Mon 23 Nov 2020.
GM
GM, 539 posts
Mon 23 Nov 2020
at 19:05
  • msg #196

Re: Temple Ruins Near Luskan

Lampwick wings a hasty arrow at the remaining rats, but fails to strike true, before retreating into the room.

The rats tear the skeleton to pieces, then scatter and hide, escaping into holes in the walls and to further reaches of the hallway (probably, nobody is in the hall to notice where they go).

Out of combat.
Fergan
player, 287 posts
Mon 23 Nov 2020
at 20:19
  • msg #197

Re: Temple Ruins Near Luskan

In reply to GM (msg # 196):

OOC: Sorry for missing my turn before.

I want to sneak into the room and have a look around--but watch for traps.
Saran Helder
player, 295 posts
Mon 23 Nov 2020
at 22:11
  • msg #198

Re: Temple Ruins Near Luskan

From MO text:I think we should put out the fire, peep the south hall, then open the door
Saran Helder
player, 296 posts
Mon 23 Nov 2020
at 22:12
  • msg #199

Re: Temple Ruins Near Luskan

I don't think I have any fire dousing abilities. How big is the fire?
GM
GM, 540 posts
Mon 23 Nov 2020
at 22:54
  • msg #200

Re: Temple Ruins Near Luskan

The entire door is on fire.
Fergan
player, 288 posts
Mon 23 Nov 2020
at 23:20
  • msg #201

Re: Temple Ruins Near Luskan

In reply to GM (msg # 200):

I also lack a way to put it out. I guess we can just push it open a little? Just trying not to set anything valuable in there on fire, but it might be unavoidable.
GM
GM, 541 posts
Mon 23 Nov 2020
at 23:48
  • msg #202

Re: Temple Ruins Near Luskan

The door is very old and dry. The two firebolts all but “destroy” the door. You are able to guide it to the floor safely and break it apart/stomp it out. The smell of smoke hangs in the air.

In the room you find refuse mixed with bits of metal and coins strewn across the floor. Although it is clumped in areas, the complete coverage of the floor looks deliberate. It appears to be a very large rats nest.
Fergan
player, 289 posts
Mon 23 Nov 2020
at 23:52
  • msg #203

Re: Temple Ruins Near Luskan

In reply to GM (msg # 202):

Setting fire to debris that blocks rat-sized points of ingress to the room sounds like one way to search this grossness. Plugging holes seems like another.

@Seth -- thoughts?
Saran Helder
player, 297 posts
Tue 24 Nov 2020
at 00:05
  • msg #204

Re: Temple Ruins Near Luskan

Not sure I follow.  Are we trying to burn everything with the thinking that anything valuable will be non-flammable?  Or are we trying to give ourselves time to search without being bothered by rats?

I can do detect magic as a ritual to see if there is anything magical.  Setting fire to stuff seems a little reckless to me (but I will probably be doing it as firebolt is my go to cantrip).  I have  multi-tool that can maybe be something useful for picking through garbage.

As far a keeping rats away I would say plugging holes would be the way to go.
GM
GM, 542 posts
Tue 24 Nov 2020
at 00:38
  • msg #205

Re: Temple Ruins Near Luskan

Lampwick offers to stand guard in the hall, then pops out of sight.

I would say you have enough insight between the two of you to know that the rats will either not return because they are outmatches, or that they will come back in numbers, because they are smart, but that is only if there are enough in the tunnels to for them to form a swarm.
GM
GM, 543 posts
Tue 24 Nov 2020
at 03:35
  • msg #206

Re: Temple Ruins Near Luskan

Something catches Fergan’s eye. Something like a birthday boon. A watch. Lots of cogs and wheels.
Fergan
player, 290 posts
Tue 24 Nov 2020
at 17:22
  • msg #207

Re: Temple Ruins Near Luskan

In reply to GM (msg # 206):

Ok. Given that info, let's just search.

Fergan picks up the birthday boon.
GM
GM, 544 posts
Tue 24 Nov 2020
at 20:48
  • msg #208

Re: Temple Ruins Near Luskan

You pick it up and see the little cogs moving behind a glass cover. It looks very sophisticated, but it also seem to be in very good shape, and you suspect it is magival. It seems like the time it is showing is correct.

There is a small ruby set on the side (like where a winding wheel would be), but it doesn't pull out or twist. You suspect that it can be pressed.

Also, we missed Seth's birthday. I always forget it. I will come up with a birthday boon for him as well.

Aside from that you find this randomly generated treasure:

2300 cp, 1200 sp, 50 gp, Fine Cloth Gown (25 gp)

It actually came with a ceramic sundial and painted glass scroll case, but I figure the watch took the place of the sundial, and Seth's boon will be the scroll case (the details of the paintings are up to him.

The scroll case is empty and apparently magical.

The cloth gown is shredded, but there are 50 small gold discs sown on to it (each disc has a small hole in the middle). Each disc is worth about .5gp (due to weight).
Fergan
player, 291 posts
Wed 25 Nov 2020
at 17:34
  • msg #209

Re: Temple Ruins Near Luskan

In reply to GM (msg # 208):

OOC: Neat.

If storage and weight aren't major concerns, we should take the coins and the gold discs. If they are, abandon the copper, of course.

After that, let's search for secrets (rats don't make rooms) and then move on to the hallway to the south.
Saran Helder
player, 298 posts
Wed 25 Nov 2020
at 19:25
  • msg #210

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 209):

Agreed.  Worth doing a detect magic?  We could also do an identify via ritual or short rest.
GM
GM, 545 posts
Wed 25 Nov 2020
at 20:21
  • msg #211

Re: Temple Ruins Near Luskan

I should add some details about this treasure that maybe I left out, the coins are completely scattered among the refuse, like it was being used as part of the nest. It will take time to recover the coins. At 1 coin a sec (I would be faster if they weren’t mixed around), it would take 3,550 seconds. Which means it would take one person about an hour.

I don’t want to tell you what to do, but this is exactly the sort of task unseen servant was make for, but you have to be within 60 feet.
You can cast unseen servant, detect magic, identify, identify. That would be 42 minutes with the servant working for 32. With another 30min Fergan would get his spells back (if he has cast any since the last rest).

I’m not trying to trick you, but time does pass for anything else in the caverns. It’s up to you to decide if it better to lay low or move.
Saran Helder
player, 299 posts
Wed 25 Nov 2020
at 21:13
  • msg #212

Re: Temple Ruins Near Luskan

In reply to GM (msg # 211):

That sounds like a good idea to me. Let's start with unseen servant.
Fergan
player, 292 posts
Wed 25 Nov 2020
at 23:00
  • msg #213

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 212):

Getting a slot back would be handy (spent one one invisibility to start this off).

Let's try it.
GM
GM, 546 posts
Thu 26 Nov 2020
at 00:13
  • msg #214

Re: Temple Ruins Near Luskan

The unseen servant is brought into being and starts collecting coins when you command it to.
GM
GM, 547 posts
Thu 26 Nov 2020
at 00:41
  • msg #215

Re: Temple Ruins Near Luskan

Just saw that Fergan posted too, sounds like it’s a go for the short rest.

As Fergan rests, Saran performs arcane rituals, first to summon the servant, then to identify.

The watch is a Chronograph of Perfect Order (you can call it whatever you want, that’s the name I made up).
Instead of hands, it has three concentric glass bands or rings that rotate in alternating directions. On each ring is a magnifying glass. Under the bands are numbers, 1-24 for hours, 1-60 for minutes, and 1-60 for seconds. The numbers being magnified are the current time.

Above 60,60,24 sits the ruby. At that time (when being worn/attuned), the chronograph gains a charge and the ruby glows faintly. Forget what I said earlier about it being able to press it. When it has a charge you can decide to replace any attack/save/ability check with a 10.

You can also gain a charge if you roll a natural 20 and defer the effects of the critical (if there are critical effects for a save or ability check I will let you know and you can decide to defer them or not). It can only hold a single charge at one time.

Will post about the scroll case shortly.
Fergan
player, 293 posts
Thu 26 Nov 2020
at 00:44
  • msg #216

Re: Temple Ruins Near Luskan

In reply to GM (msg # 214):

If you will allow it, I would start my short rest after casting Invisibility and going out in the hall to have better line of sight on anything coming our way. Lasts an hour, short rest is an hour, Bob's my uncle.
GM
GM, 548 posts
Thu 26 Nov 2020
at 18:35
  • msg #217

Re: Temple Ruins Near Luskan

Actually, I am going to amend the chronograph, you have to decide you are going to use it before you roll, then you don't roll.

The exceptions to this are if you roll a 20 and want to make it not critical to charge the watch, and the other is if you roll a nat 1; in that case you can use an available charge to replace the 1 with a 10.
GM
GM, 549 posts
Thu 26 Nov 2020
at 18:45
  • msg #218

Re: Temple Ruins Near Luskan

Also, you can cast invisible and short rest and regain your slot. Mearls has spoken.

The scroll case cannot be opened.

The Scroll case works like this. Once per day, as a bonus action, you can cast a spell slot into it and attempt to convert the spell into a different spell of the same level (any spell available in the PHB). To do so you make an intelligence check DC 10 + spell level (0 for cantrips). If you fail, or if you decide to not attempt to control the outcome, the spell converts to a random spell of the same level.

The spell remains in the case until discharged. You can decide what this looks like, including the painted patterns or whatever.

Casting a spell from the scroll case has a casting time equal to the spell being cast.
Fergan
player, 294 posts
Sat 28 Nov 2020
at 20:11
  • msg #219

Re: Temple Ruins Near Luskan

In reply to GM (msg # 218):

I have seen these posts
GM
GM, 550 posts
Sat 28 Nov 2020
at 21:08
  • msg #220

Re: Temple Ruins Near Luskan

Ok, you get the treasure and the rest. Down the hallway where you slew the rats, you hear a crunching sound. Like eating.
Fergan
player, 295 posts
Sun 29 Nov 2020
at 05:26
  • msg #221

Re: Temple Ruins Near Luskan

In reply to GM (msg # 220):

I send Paul to scout.
GM
GM, 551 posts
Sun 29 Nov 2020
at 20:45
  • msg #222

Re: Temple Ruins Near Luskan

You see through Paul’s eyes something eating rats in the hall. It looks like a ball about 1” wide with four... snail looking appendages at the top.
Saran Helder
player, 300 posts
Mon 30 Nov 2020
at 02:22
  • msg #223

Re: Temple Ruins Near Luskan

Arcana check, some via text.

Ok, I rolled an 8, but it was accidentally a secret roll, which obviously doesn't count. The real roll was a 24.

Forgot to add 1d4...
Saran Helder
player, 301 posts
Mon 30 Nov 2020
at 02:28
  • msg #224

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 223):

Ok, 21
Fergan
player, 296 posts
Mon 30 Nov 2020
at 06:36
  • msg #225

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg #

Our light situation is bad, right?
GM
GM, 552 posts
Mon 30 Nov 2020
at 16:39
  • msg #226

Re: Temple Ruins Near Luskan

It is dark, if that is what you mean. Lampwick has darkvision, I am pretty sure. Paul has darkvision out to 30', so when sensing through Paul, Fergan can take advantage of the spider's darkvision.
Saran Helder
player, 306 posts
Thu 3 Dec 2020
at 03:50
  • msg #227

Re: Temple Ruins Near Luskan

Quietly, "looks like a gazer. Small, but can shoot beams from it's eyes. I think we can take it out."
Fergan
player, 300 posts
Fri 4 Dec 2020
at 07:08
  • msg #228

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 227):

Telepathically: We need some light. Get ready.

Fergan waits for Saran to nod or otherwise signal, then casts light on a coin and tosses it just outside of the doorway.
Fergan
player, 301 posts
Fri 4 Dec 2020
at 07:09
  • msg #229

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 228):

Two shakes. Remembered that wrong. Is it right outside of the door?
GM
GM, 558 posts
Fri 4 Dec 2020
at 12:20
  • msg #230

Re: Temple Ruins Near Luskan

It's like 20ft away.

You toss the coin and see the head come into view and rock back, there is a rat in its mouth and its 5 eyes squint in the coinlight.

Roll initiative.
Saran Helder
player, 307 posts
Fri 4 Dec 2020
at 14:24
  • msg #231

Re: Temple Ruins Near Luskan

26
Fergan
player, 302 posts
Fri 4 Dec 2020
at 17:30
  • msg #232

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 231):

3
GM
GM, 560 posts
Fri 4 Dec 2020
at 18:43
  • msg #233

Re: Temple Ruins Near Luskan

Order:

Saran
Lampwick
Gazer
Fergan/Paul
Saran Helder
player, 308 posts
Fri 4 Dec 2020
at 19:05
  • msg #234

Re: Temple Ruins Near Luskan

Saran pops out into the hall, hurls a firebolt, and pops back out of the hall for cover

atk: 19
dmg: 6

Is dragon's breath still active?  Probably not, we took a rest, right.  But, unseen servant is still active, right?
GM
GM, 562 posts
Fri 4 Dec 2020
at 19:26
  • msg #235

Re: Temple Ruins Near Luskan

OK, good initiative is really good. Saran shoots a mote of fiery energy which seems to surprise the gazer with its intensity and focuses its eyes on him and begins to rush forward, but is stopped dead by a small arrow from a now visble Lampwick, which pierces straight into its skull, directly above its central eye.

Combat over.
Fergan
player, 303 posts
Fri 4 Dec 2020
at 19:53
  • msg #236

Re: Temple Ruins Near Luskan

In reply to GM (msg # 235):

Whoa. Ok. Pick up the coin and do the south hallway, now?
Saran Helder
player, 310 posts
Fri 4 Dec 2020
at 23:20
  • msg #237

Re: Temple Ruins Near Luskan

sounds good
GM
GM, 563 posts
Fri 4 Dec 2020
at 23:50
  • msg #238

Re: Temple Ruins Near Luskan

You find a lecture hall/amphitheater, large commons time area with vaulted ceiling to the west of the lecture hall, then the hall loops back around to where you fought the swarm and the gazer.

See text for map.
Fergan
player, 304 posts
Tue 8 Dec 2020
at 20:09
  • msg #239

Re: Temple Ruins Near Luskan

In reply to GM (msg # 238):

Anything we can discern from the lecture hall about its purpose? Any decor on the walls, etc?
Fergan
player, 305 posts
Tue 8 Dec 2020
at 20:10
  • msg #240

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 239):

If nothing, I suggest we check the door.
GM
GM, 564 posts
Tue 8 Dec 2020
at 20:11
  • msg #241

Re: Temple Ruins Near Luskan

Fergan:
Anything we can discern from the lecture hall about its purpose? Any decor on the walls, etc?


You get the feeling that this whole complex was somewhere between academy and temple.
This message was last edited by the GM at 20:13, Tue 08 Dec 2020.
Fergan
player, 306 posts
Tue 8 Dec 2020
at 20:17
  • msg #242

Re: Temple Ruins Near Luskan

In reply to GM (msg # 241):

A'ight. Let's check the door.
GM
GM, 565 posts
Tue 8 Dec 2020
at 21:11
  • msg #243

Re: Temple Ruins Near Luskan

I need to have my phone to know what happens next. Will post probably about 2:30 Pacific.
Saran Helder
player, 311 posts
Tue 8 Dec 2020
at 23:12
  • msg #244

Re: Temple Ruins Near Luskan

Let's have the unseen servant check the door.
GM
GM, 566 posts
Wed 9 Dec 2020
at 16:02
  • msg #245

Re: Temple Ruins Near Luskan

The Unseen servant opens the door. The room starts off narrow, but is angled on the right side to open up into a large chamber. There is a lot of rubble and debris, which are covered in spiderwebs.
Fergan
player, 307 posts
Wed 9 Dec 2020
at 17:10
  • msg #246

Re: Temple Ruins Near Luskan

In reply to GM (msg # 245):

I send Paul amongst the webs to scout it out.
GM
GM, 567 posts
Thu 10 Dec 2020
at 15:19
  • msg #247

Re: Temple Ruins Near Luskan

Let's get a stealth and perception check from Paul.
Fergan
player, 308 posts
Thu 10 Dec 2020
at 16:27
  • msg #248

Re: Temple Ruins Near Luskan

In reply to GM (msg # 247):

Perception 11, Stealth: 21
GM
GM, 569 posts
Thu 10 Dec 2020
at 16:36
  • msg #249

Re: Temple Ruins Near Luskan

Nice, ok, Paul creeps like a mofo, and spots a couple spiders about the size human hands (how big is Paul? I was imagining tarantula sized). The Spiders are crouched down in wait, but it is not clear whether they have spotted Paul (probably not). They seem at ease, not extra hidy. With that stealth he is able to creep around a bit and spots a few more spiders, each a few feet away from each other. The are bright blue and sickly white, with abberantly configured eyes. The webbing isn't enough to hinder people, but if Lampwick fell into a large patch it might trip him up. The rubble is considered rough terrain.
Fergan
player, 309 posts
Thu 10 Dec 2020
at 17:00
  • msg #250

Re: Temple Ruins Near Luskan

In reply to GM (msg # 249):

Does it look like there is anything in the room that is valuable AND flammable?
GM
GM, 570 posts
Thu 10 Dec 2020
at 17:06
  • msg #251

Re: Temple Ruins Near Luskan

Webs are kind of flammable, but they are somewhat separate from each other. It may be that under the rubble there used to be furniture, but moisture and dirt have destroyed anything that was in the room. It feels generally dank.
Fergan
player, 310 posts
Thu 10 Dec 2020
at 18:16
  • msg #252

Re: Temple Ruins Near Luskan

In reply to GM (msg # 251):

I'm not sure if Fergan knows the info that Paul sees. I'm going to assume so for this next thing.

Telepathically to Saran: "5 or more spiders. I don't have anything to clear the room. Do you?"

PASS THE DICE TO SETH
GM
GM, 571 posts
Thu 10 Dec 2020
at 18:48
  • msg #253

Re: Temple Ruins Near Luskan

(Paul saw 5 more spiders before he would have to go somewhere he would be spotted, there is probably one every few feet in a very large room, but each are small, like 1 hp small, but each could possibly do damage)
Fergan
player, 311 posts
Thu 10 Dec 2020
at 18:55
  • msg #254

Re: Temple Ruins Near Luskan

In reply to GM (msg # 253):

Telepathically: "I'm thinking we throw in a dead rat or two, get them to swarm to the rat, and then hit them all at once. I just don't have the all-at-once part of the plan."
Saran Helder
player, 312 posts
Fri 11 Dec 2020
at 05:31
  • msg #255

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 254):

Can I reply telepathically?  If so, "I can put a bunch to sleep, or dragon's breath our scout again."

If not, Saran just shrugs and moves to try the rat plan.
GM
GM, 572 posts
Fri 11 Dec 2020
at 13:34
  • msg #256

Re: Temple Ruins Near Luskan

I don't know if warlock telepathy is 2-way, but let's say it is.
Fergan's turn?
Fergan
player, 312 posts
Fri 11 Dec 2020
at 19:42
  • msg #257

Re: Temple Ruins Near Luskan

In reply to GM (msg # 256):

OOC: Warlock telepathy is not two-way, per Crawford, but we can play it that way.

Telepathically: "I'll cast Light on a rat and throw it in. Maybe Lampwick can stand ready to close the door if the spiders inside choose to rush the door, rather than eat the rat. If they choose to eat the rat, then dragon's breath might be justified -- but with cold damage, maybe?"
Saran Helder
player, 313 posts
Fri 11 Dec 2020
at 21:50
  • msg #258

Re: Temple Ruins Near Luskan

Saran nods affirmation
GM
GM, 573 posts
Fri 11 Dec 2020
at 22:06
  • msg #259

Re: Temple Ruins Near Luskan

Ok, you cast light on a dead rat and throw it in. You see several spiders by the light of the rat crouch slightly, then when the rat hits, they disappear.

A few seconds later, they appear next to the rat and bite it. Then they wrap in in some webs and drag it toward a spider hidy hole. You see a few other spiders crawl to the food.
Fergan
player, 313 posts
Fri 11 Dec 2020
at 22:33
  • msg #260

Re: Temple Ruins Near Luskan

In reply to GM (msg # 259):

Ok. I throw a couple more rats in to see if we can get more to go into the hole--lighting rats as required.
Saran Helder
player, 314 posts
Sat 12 Dec 2020
at 00:28
  • msg #261

Re: Temple Ruins Near Luskan

I need to touch Paul for d'sb
GM
GM, 575 posts
Wed 20 Jan 2021
at 17:58
  • msg #262

Re: Temple Ruins Near Luskan

Ok, you throw some more rats in. The amount of activity is confined pretty close to where the rats falls and the spiders tends to pull the rats to safety. But you do notice in a instance where a rat lands next to some active spiders that they wink out of existence for a few seconds then appear again in a different location. You notice that some spiders are now just prowling around looking up to the ceiling, perhaps waiting for free raining dead rats. A few of them slows crawl toward the door.
Fergan
player, 314 posts
Mon 25 Jan 2021
at 22:42
  • msg #263

Re: Temple Ruins Near Luskan

In reply to GM (msg # 262):

Ok -- If we have materially reduced their numbers in any way, I telepathically say:

"Shoot some, Lampwick closes the door, we set up and shoot some again?"
Saran Helder
player, 315 posts
Tue 26 Jan 2021
at 06:42
  • msg #264

Re: Temple Ruins Near Luskan

Ok, firebolt

Atk:18
Dmg: 10
GM
GM, 576 posts
Thu 28 Jan 2021
at 20:08
  • msg #265

Re: Temple Ruins Near Luskan

You fry one of the spiders and all the spiders disappear.
Saran Helder
player, 316 posts
Thu 28 Jan 2021
at 23:57
  • msg #266

Re: Temple Ruins Near Luskan

ooc: Max damage on a creature with 1 hp...  Why do we care about this room?  Looking for treasure?  Maybe we should just shut the door and move on?
GM
GM, 577 posts
Fri 29 Jan 2021
at 16:27
  • msg #267

Re: Temple Ruins Near Luskan

Did you guys shut the door? Are you waiting for a particular thing to happen, just waiting? Discussing?
Fergan
player, 315 posts
Sat 30 Jan 2021
at 00:05
  • msg #268

Re: Temple Ruins Near Luskan

In reply to GM (msg # 267):

Shut the door. On my turn, I was going to stuff something at the crack.

Yes, we care for treasure/information reasons.
GM
GM, 578 posts
Sat 30 Jan 2021
at 17:47
  • msg #269

Re: Temple Ruins Near Luskan

You stuff something in the crack.

A few seconds later, all around you, a swarm of blue & white spiders appear, as if from the ethereal plane.

Roll initiative

Swarm of baby phase spiders: 9

If you roll higher, go ahead and go. Right now they are occupying the same square as Fergan.
Fergan
player, 316 posts
Mon 1 Feb 2021
at 16:49
  • msg #270

Re: Temple Ruins Near Luskan

In reply to GM (msg # 269):

Initiatve: 12 + mod.

Fergan takes the Dodge action. I like to imagine it as frantic leaping in place.
Saran Helder
player, 317 posts
Wed 3 Feb 2021
at 22:20
  • msg #271

Re: Temple Ruins Near Luskan

Initiative: 18

firebolt: 25 (crit)
damge: 12

Saran preminizes an instant before things start to happen and sparks off a bolt of fire at Fergan almost before the spiders appear, and cooks one of the buggers as it appears.

ooc: crit on a creature with one HP.
GM
GM, 579 posts
Wed 3 Feb 2021
at 23:18
  • msg #272

Re: Temple Ruins Near Luskan

Ooc: it’s a swarm now, so it damages the whole swarm’s hp. Post to come.
GM
GM, 580 posts
Fri 19 Feb 2021
at 19:21
  • msg #273

Re: Temple Ruins Near Luskan

Lampwick turns invisible and moves away.

The spiders attempt to attack Fergan with disadvantage.

Att: 14 (I have your AC as 12, if that is incorrect, please correct it)
Damage: 6 piercing, 17 poison (I rolled con save for you)

Not sure if the current hp on the sheet is right. I know you guys short rested, but I don't remember if you were damaged before, I thought you were just looking to get spells back though, iirc. Full would be either 24 or 29 for Fergan. I think the False Life curse/blessing is once/day for you (result of your near-death exp).

After attacking Fergan, the spiders vanish, though several charred spiders are left dead from the firebolt, approximately 1/3 of the swarm.

Saran's turn
Saran Helder
player, 318 posts
Fri 19 Feb 2021
at 20:50
  • msg #274

Re: Temple Ruins Near Luskan

Is Fergan down?
GM
GM, 581 posts
Fri 19 Feb 2021
at 21:03
  • msg #275

Re: Temple Ruins Near Luskan

If his sheet is correct, then yes, but I don't think his sheet is correct.
Saran Helder
player, 319 posts
Fri 19 Feb 2021
at 21:30
  • msg #276

Re: Temple Ruins Near Luskan

Well, I guess Saran doesn't have any healing magic.

If Fergan is down Saran tries to move him out of the way of danger. If that can be counted as an interact with object, then also ready a firebolt if the spiders appear. If Fergan is still up, then move back and ready the firebolt.
Fergan
player, 317 posts
Sat 20 Feb 2021
at 20:45
  • msg #277

Re: Temple Ruins Near Luskan

In reply to GM (msg # 275):

I think the sheet is correct, actually? I have to go back and see if I held on to any armor from before. Have to look.
GM
GM, 582 posts
Sat 20 Feb 2021
at 20:53
  • msg #278

Re: Temple Ruins Near Luskan

I suspect your AC is correct, not sue about your current HP. You just took a short rest, so you can roll HD if you hadn't already.
Fergan
player, 318 posts
Sat 20 Feb 2021
at 20:56
  • msg #279

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 277):

AC is right, but there is a time gap between where I was in the Fergan thread and where the games combined. However, even if you allowed a retcon to include a trip to a shop to gear up for out-of-town adventure, I don't think I can get above a 13 AC because Warlocks are not proficient with shields. Studded leather is all I can see myself having purchased that I was proficient with (the magic armor shop you rolled DID have leather armor of poison resistance, but I was not able to afford it and it wouldn't up my AC beyond 14 anyway).
GM
GM, 583 posts
Sat 20 Feb 2021
at 20:58
  • msg #280

Re: Temple Ruins Near Luskan

I am fine with the the studded retcon.
Fergan
player, 319 posts
Sat 20 Feb 2021
at 21:05
  • msg #281

Re: Temple Ruins Near Luskan

In reply to GM (msg # 280):

Looks like my HP were 24 at the time of being hit (16 + 8 from gruel), which is actually as high as they can go because the Lordling's curse (which IIRC kicks in when I long rest) is temp hitpoints.
GM
GM, 584 posts
Sat 20 Feb 2021
at 21:16
  • msg #282

Re: Temple Ruins Near Luskan

ok, so fergan is at 1hp? Fergan's turn. You are not sure what Lampwick is doing.
Fergan
player, 320 posts
Sat 20 Feb 2021
at 21:18
  • msg #283

Re: Temple Ruins Near Luskan

In reply to GM (msg # 282):

Yes.

Fergan disengages and retreats back in the direction that has already been cleared.
GM
GM, 585 posts
Wed 24 Feb 2021
at 21:58
  • msg #284

Re: Temple Ruins Near Luskan

The Swarm reappears in Saran's square, Lawpwick shoots it with an arrow (6 damage).

Saran can attack with disadvantage due to proximity. If you damage it for 18 damage, you kill it.

Then the spiders will attack Saran. I think they should get advantage from phasing in and attacking, but it is iffy. In any case the first roll was an 18 (after mod). If that hits Saran, he takes 6 piercing dam. Then roll a con save DC 10. If you fail, you take 14 poison damage, or 7 on a success.

The Swarm does not phase back out this turn.
Saran Helder
player, 320 posts
Thu 25 Feb 2021
at 23:02
  • msg #285

Re: Temple Ruins Near Luskan

I have 10 HP on my sheet and AC 12.  It doesn't seem as though I can avoid being taken down unless I had mage armor up, which it doesn't seem I did, so that would be a retcon. I'd also have to use shield.

Saran sees his demise the instant before it happens and decides to try and take as many of the spiders down with him as possible. A mote of fire shoots from his finger at the first spider to appear burning straight through as the creature writhes in agony.  As the ensuing swarm engulfs him, he in turn falls to the ground in a moment of agony as consciousness quickly fades. A slight twinkle emits from a nail like earring he is wearing.

Atk: 18 (portent 13+5 mod)
dmg:6
con save (for funsies):15

Note: Necronominail casts spare the dying and feign death, so Saran appears dead, but is stable.
GM
GM, 586 posts
Thu 25 Feb 2021
at 23:29
  • msg #286

Re: Temple Ruins Near Luskan

Would Lampwick know this? I don’t think Fergan would.

You don’t have a low roll to replace the spider roll?
Saran Helder
player, 321 posts
Fri 26 Feb 2021
at 01:06
  • msg #287

Re: Temple Ruins Near Luskan

I'm not sure if Lampwick would know, I don't think so.  I don't think it was mentioned Fergan either.

I didn't think of replacing the spider roll.  I have a 9, which would make the spider roll a 15.  I could then use shield and make it a miss.  I suppose that would be preferable if you'll allow it.
Saran Helder
player, 322 posts
Fri 26 Feb 2021
at 01:19
  • msg #288

Re: Temple Ruins Near Luskan

I guess you asking the question implies you'll allow it.

Saran sees an instant before it happens that the spiders are going to phase in and swarm, he surrounds himself with a protective force and quickly moves to safety as spiders bounce off of the invisible shield.
GM
GM, 587 posts
Fri 26 Feb 2021
at 12:43
  • msg #289

Re: Temple Ruins Near Luskan

Sorry, for all the madness, but I just realized that you would not be able to use shield because you used your reaction to firebolt, from your held action.

It might be one retcon too far to say you could skip your readied action in order to Shield.

So, I am thinking you won't want to use your 9 potent, right? Saran is therefore down, but not before his reality threatened to shatter into multiple paths.

So, now I think it would be Saran's turn, but he is incapacitated, but stable and seemingly dead.

Lampwick fires another arrow at the swarm (I think he shares initiative with Fergan), I normally post him with the swarm turn, but I'll do it up top this time. He skewers a few more spiders with a low straight shot from his bow.

Att: 14
Dam: 6

Fergan's turn, the swarm seems about 6hp away from death.
Fergan
player, 321 posts
Fri 26 Feb 2021
at 18:58
  • msg #290

Re: Temple Ruins Near Luskan

In reply to GM (msg # 289):

If a 19 is a hit, I do 4 damage.
GM
GM, 589 posts
Fri 26 Feb 2021
at 19:51
  • msg #291

Re: Temple Ruins Near Luskan

Fergan blasts some spiders to bits, then the remaining couple of spiders move over to Lampwick and attack, but miss, then disappear.
Fergan
player, 322 posts
Fri 26 Feb 2021
at 20:00
  • msg #292

Re: Temple Ruins Near Luskan

In reply to GM (msg # 291):

Fergan readies an action to attack a spider if it phases in, but only holds that for a round before going over to tend to Saran.
GM
GM, 590 posts
Fri 26 Feb 2021
at 20:07
  • msg #293

Re: Temple Ruins Near Luskan

Lampwick disappears. After a round they don't come back. Saran appears dead-dead.

Lampwick says, "This may be a ruse. I was Feigning Dead for a few hundred years before Saran found me." He inspects Saran, "No way to tell without divination magic, but my gut says this is a spell." He fingers a wicked looking nail in Saran's ear.
Fergan
player, 323 posts
Fri 26 Feb 2021
at 21:45
  • msg #294

Re: Temple Ruins Near Luskan

In reply to GM (msg # 293):

"Cover me" -- Fergan tends to Saran's wounds and then drags Saran out of the dungeon.
GM
GM, 591 posts
Fri 26 Feb 2021
at 21:51
  • msg #295

Re: Temple Ruins Near Luskan

You get to the original room and see that the entrance is block by giant webs. Then you see something behind the web, very large wink out of existence.
Fergan
player, 324 posts
Fri 26 Feb 2021
at 21:58
  • msg #296

Re: Temple Ruins Near Luskan

In reply to GM (msg # 295):

Ok. I put Saran in a corner and wait for him to come to while I stand guard.

Out loud, I say "Lampwick, what was that thing?"
GM
GM, 592 posts
Fri 26 Feb 2021
at 22:14
  • msg #297

Re: Temple Ruins Near Luskan

"I think it was a larger version of what the swarm was made out of."

(I'll put you in the coin room where you short rested)

An hour later, Saran snaps out of it, with 1 hp.
Saran Helder
player, 325 posts
Sat 27 Feb 2021
at 00:37
  • msg #298

Re: Temple Ruins Near Luskan

In reply to GM (msg # 297):

"Ugh, I don't feel good.  What's happening and where are we."

Saran fishes for his gruel maker.
Fergan
player, 325 posts
Sat 27 Feb 2021
at 00:57
  • msg #299

Re: Temple Ruins Near Luskan

In reply to GM (msg # 297):

"I think we need to take a real rest, unless you have some way of healing us--because I do not. I also am beginning to wonder about how we should proceed since neither of us are armored..."
Saran Helder
player, 326 posts
Tue 2 Mar 2021
at 01:23
  • msg #300

Re: Temple Ruins Near Luskan

"I can help a little with the armor, but I haven't studied much healing. I can set an alarm on this door or the hallway before it so that we can rest."
Fergan
player, 326 posts
Tue 2 Mar 2021
at 16:38
  • msg #301

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 300):

Let's see if we can hole up somewhere for a while.

We look for a place that we have the option to barricade ourselves in.
Saran Helder
player, 327 posts
Thu 4 Mar 2021
at 19:00
  • msg #302

Re: Temple Ruins Near Luskan

Yes we do
GM
GM, 593 posts
Thu 18 Mar 2021
at 02:17
  • msg #303

Re: Temple Ruins Near Luskan

You can in the room you rested before. Lamps can watch, don’t know if sprites need to sleep. He would also say, “I’ve slept enough.”

Somebody roll and encounter check. Straight 20 roll.
Saran Helder
player, 328 posts
Thu 18 Mar 2021
at 02:23
  • msg #304

Re: Temple Ruins Near Luskan

I rolled a 4
GM
GM, 594 posts
Thu 18 Mar 2021
at 14:04
  • msg #305

Re: Temple Ruins Near Luskan

The three of you pass the rest uneventfully.

Map recap: there is an area north of the first large chamber you entered. There is a pathway to the southwest you haven't explored (it leads to a large room which is a mirror of the phase spider swarm room, and next to it (to the left of it).

The entrance to the dungeon you know is guarded by the adult phase spider.

Over the night, Lampwick re-loaded his alchemical arrow payloads.

In response to the discussion about healing, he mentions that if he had the supplies, he could probably make basic healing potions. I am going to homebrew crafting rules on this that the cost will be 35gp - Alchemy check (1d20+6 for Lampwick (expertise in Alchemist tools, intelligence +2)). Can make one over a long rest, a nat 20 will yield a greater healing potion, a nat 1 will waste 35gp and no potion.

You do not have these supplies with you.

I don't think you leveled up, but let me go back and count up some xp since the last time I doled it out...
Saran Helder
player, 329 posts
Thu 18 Mar 2021
at 18:05
  • msg #306

Re: Temple Ruins Near Luskan

In reply to GM (msg # 305):

Is it a new day, triggering portent rolls?  Do portent rolls trigger on new day or long rest or both?
GM
GM, 595 posts
Thu 18 Mar 2021
at 18:44
  • msg #307

Re: Temple Ruins Near Luskan

Long rest.
Saran Helder
player, 330 posts
Fri 19 Mar 2021
at 01:40
  • msg #308

Re: Temple Ruins Near Luskan

OK

Portent: 1, 4

I suggest a casting of mage armor for anyone who wants it.
GM
GM, 596 posts
Fri 19 Mar 2021
at 01:58
  • msg #309

Re: Temple Ruins Near Luskan

Wow, awesome portent rolls.
Saran Helder
player, 331 posts
Tue 23 Mar 2021
at 16:42
  • msg #310

Re: Temple Ruins Near Luskan

What's our familiar status?  I think I need to re-summon Spot, but Paul is still with us, right?  I'm not sure I have the material components.  Does Fergan or Lampwick?  Would now be a good time?
GM
GM, 597 posts
Tue 23 Mar 2021
at 20:45
  • msg #311

Re: Temple Ruins Near Luskan

Let's play fast a loose with the material requirements. If you deduct 10gp from your sheet and describe what you burn or otherwise sacrifice that would be pleasing to the spirit and/or form you summon, then that will be good.

Seems as good a time as any, to me.
GM
GM, 598 posts
Thu 25 Mar 2021
at 00:18
  • msg #312

Re: Temple Ruins Near Luskan

Ok, I tallied up xp, including your totals, which you are not great at keeping up to date on the rpol sheet (Seth).

I also decided to give you xp for posting (after I close the thread).

This brings Fergan up to 2,737 and Saran up to 2,655. So, I am going to round you both to 2,700 and you can level to 4th.

Post when you are ready and I will try to remember to text you a map.
GM
GM, 608 posts
Fri 26 Mar 2021
at 01:10
  • msg #313

Re: Temple Ruins Near Luskan

Which way do you want to go?
Saran Helder
player, 338 posts
Fri 26 Mar 2021
at 17:25
  • msg #314

Re: Temple Ruins Near Luskan

here's the map


Saran Helder
player, 339 posts
Fri 26 Mar 2021
at 17:44
  • msg #315

Re: Temple Ruins Near Luskan

In reply to GM (msg # 313):

Looks like there is a hall to the north that hasn't been explored, a hall on the west going south, and a hall on the southwest.  We could also go back and try to take out the phase spider swarm.  Now that we have two potential dragon's breath familiars and mage armor, and protection from poison (if we drink from the mess kit cup [can we share?]), hopefully that will make short work of it, although that does use a lot of resources, but I guess that would be my vote.

About summoning Spot back.  Saran sketches a raven on a piece of parchment with charcoal, along with some magical wordings in special ink and burns that along with small shavings from some silver and copper pieces. The burning metals spark and pop in blue red and white colors.  As the fire dims the ashes swirl and coalesce into a black bird.
Fergan
player, 331 posts
Fri 26 Mar 2021
at 18:26
  • msg #316

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 315):

I'm for finishing the phase spider room, figuring out where it connects, then doing the area to the north since (left hand rule) since the hall to the SW looks like it might open up to a lot more space.
GM
GM, 609 posts
Fri 26 Mar 2021
at 22:15
  • msg #317

Re: Temple Ruins Near Luskan

You estimate that there will probably be enough spiders in there for two more swarms.

Is that where you go?
Fergan
player, 332 posts
Fri 26 Mar 2021
at 23:15
  • msg #318

Re: Temple Ruins Near Luskan

In reply to GM (msg # 317):

Oh -- I thought we had beaten all but 2 of them. If there are more in there, I don't know that I want any part of it.

What's the re-charge on the animate dead wand? Has it come back online after the long rest?
GM
GM, 610 posts
Fri 26 Mar 2021
at 23:33
  • msg #319

Re: Temple Ruins Near Luskan

You beat one swarm of spiders.

There are enough other spiders in that room to create two more swarms.

Wands typically recharge at dawn. I like the idea of recharging at midnight, which I think you would have passed. I want to say it was midday, and you short rested a couple times and long rested, so it is probably around 1 or 2am.

it would regain, 1d6+1 charges, I believe, if it has a 7 charge cap.
Fergan
player, 334 posts
Sat 27 Mar 2021
at 03:40
  • msg #320

Re: Temple Ruins Near Luskan

In reply to GM (msg # 319):

20:38, Today: Fergan rolled 7 using 1d6+1 with rolls of 6.  Wand Re-Charge.

That's a boo-ya.

We can skele-tank a familiar into the room with Dragon's Breath, maybe. It's expensive, but not too expensive, IMO.
GM
GM, 614 posts
Sat 27 Mar 2021
at 04:27
  • msg #321

Re: Temple Ruins Near Luskan

Skeletank is so broken that skeletons aren't going to exist outside of this dungeon.
JK. Sort of.
Saran Helder
player, 341 posts
Sat 27 Mar 2021
at 05:20
  • msg #322

Re: Temple Ruins Near Luskan

We should drink some of the protection from poison water before we take on the spiders again.
GM
GM, 616 posts
Sat 27 Mar 2021
at 05:27
  • msg #323

Re: Temple Ruins Near Luskan

Man, I had no recollection of the protection from poison. But it looks like it is a single dose, although the gruel provides 8 bites.
GM
GM, 620 posts
Sun 28 Mar 2021
at 18:25
  • msg #324

Re: Temple Ruins Near Luskan

Maybe you’re already doing this, and you don’t need my permission, but feel free to text each other to come together on a course of action. Or maybe I missed a consensus. Sounds like you are dancing around swarm fighting in the swarm room.
Fergan
player, 337 posts
Mon 29 Mar 2021
at 04:05
  • msg #325

Re: Temple Ruins Near Luskan

In reply to GM (msg # 324):

We are not -- Only chatting here, and I don't have qualms about discussing plans in front of you. You are correct that we're lacking a decision. The swarm thing is interesting in this case. A dragon breath blast would cook a ton of them if they were treated as individuals, but might not be formidable enough when they are treated as a swarm. That's mostly where I'm stuck, since I don't have any AoE spells/abilities.

Tell me about this protection from poison water?
GM
GM, 622 posts
Mon 29 Mar 2021
at 04:29
  • msg #326

Re: Temple Ruins Near Luskan

I’ll say this, when you sent in a spider spy, they seemed uninterested. It was when you started throwing rocks that they got agitated and phased out, swarmed up, and phase back to attack.

If you dragon breathed them while they were separate and spread out, you would basically need to blanket the room. I think with 15’ cones, you would have to do that 3 or 4 times to get them all, but doing it it twice before they did anything would take out a swarm.

Lampwick also has an aoe arrow. So if you could get all that off in a round, you would be pretty close to exterminating the room.
Saran Helder
player, 342 posts
Mon 29 Mar 2021
at 19:46
  • msg #327

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 325):

Saran has a cup that produces water 1/per day as an action, drinking the water provides protection from poison.  It's part of the magical mess kit.

We could probably leave the swarm alone unless we are intent on searching that room for treasure.
Fergan
player, 338 posts
Mon 29 Mar 2021
at 19:59
  • msg #328

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 327):

It is, generally, a bad idea to leave an enemy at your back--so we would need a way to block the room. In this particular case, I think it is a particularly bad idea to leave them at our back, given that the big spider moved to block our exit, which demonstrated the kind of intelligence that I don't like monsters to demonstrate.

Maybe we need to bait them again, and then dragon breath the bait?
GM
GM, 623 posts
Mon 29 Mar 2021
at 20:26
  • msg #329

Re: Temple Ruins Near Luskan

Fergan:
In reply to Saran Helder (msg # 327):

It is, generally, a bad idea to leave an enemy at your back--so we would need a way to block the room. In this particular case, I think it is a particularly bad idea to leave them at our back, given that the big spider moved to block our exit, which demonstrated the kind of intelligence that I don't like monsters to demonstrate.

Maybe we need to bait them again, and then dragon breath the bait?

Saran would know with his passive arcana that phase spiders phase into the ethereal plane, so it is unlikely you would be able to block them, since they can bypass any material plane obstacles by phasing into the ethereal plane and moving passed there.
Saran Helder
player, 344 posts
Mon 29 Mar 2021
at 21:37
  • msg #330

Re: Temple Ruins Near Luskan

Let's send in a skeletank as the front line, Saran as the mid line with protection from poison and mage armor (and sheild and/or portent if needed), and Fergan and Lampwick as the backline.
GM
GM, 624 posts
Mon 29 Mar 2021
at 21:49
  • msg #331

Re: Temple Ruins Near Luskan

Ok, if Fergan animates skeles, how many? I believe it's:

(# of charges spent) x (2) - (1) = animated skeletons or zombies

The chaos skeletons you have killed are in a few different places, and I would say there are a few others here and there. Some with piecemeal armor, which improves their ac. The chaos skeles won't have srmor.

You tell me how many you want and I will tell you how many have armor and how long it takes to gather them together and cast the spell.
Fergan
player, 339 posts
Tue 30 Mar 2021
at 00:43
  • msg #332

Re: Temple Ruins Near Luskan

In reply to GM (msg # 331):

Wait, so it is?:

1 charge = 1 skele
2 charges = 3 skeles
3 charges = 5 skeles
4 charges = 7 skeles
5 charges = 9 skeles
6 charges = 11 skeles
7 charges = 13 skeles

If that is the case, I want to raise 5 skeles (2 or 3 with armor, min).
GM
GM, 626 posts
Tue 30 Mar 2021
at 01:17
  • msg #333

Re: Temple Ruins Near Luskan

Ok, you find 3 more skeletons with armor. The other two are former chaos skeletons.
This message was last edited by the GM at 01:18, Tue 30 Mar 2021.
GM
GM, 628 posts
Wed 31 Mar 2021
at 02:44
  • msg #334

Re: Temple Ruins Near Luskan

Ok, you make it back to the swarm room without incident. I believe you left the door closed. Paul is riding in a armored skele. What about Spot?

I believe that before, Fergan was using the darkvision of his familiar to see in the room when it scouted inside.
Saran Helder
player, 345 posts
Wed 31 Mar 2021
at 18:04
  • msg #335

Re: Temple Ruins Near Luskan

In preparation for ensuing violence, Saran drinks the protection from poison water and casts mage armor on himself.  He casts dragon's breath on Paul.  Do we need two dragon's breath-ed familiars?  I'm thinking we maybe save the slot for now and let Spot sit this one out.  It's a bonus action, so we can pretty easily add him in during the fray if necessary.
Fergan
player, 341 posts
Wed 31 Mar 2021
at 20:21
  • msg #336

Re: Temple Ruins Near Luskan

In reply to GM (msg # 334):

I'm for conserving. Let's give it a try.
GM
GM, 630 posts
Wed 31 Mar 2021
at 21:08
  • msg #337

Re: Temple Ruins Near Luskan

OK, so what's the opening move? Skeleton to advance through door?

I know it is not RAW, but I like to let players have an opening action if they are initiating combat, but just for the first person.

In this case, the skeleton could go in and attack, then we roll initiative.

If you wanted to risk it, Paul could go in (probably unmolested) and get a breath off, then we roll initiative.

So, I have you preparation, what is your plan of action?
Fergan
player, 342 posts
Wed 31 Mar 2021
at 22:08
  • msg #338

Re: Temple Ruins Near Luskan

In reply to GM (msg # 337):

I think it makes sense to have Paul go in solo, actually, and do what he can do. Since he was left alone previously, he might be again. It would also be a good idea to see into the room before we barge in.
GM
GM, 631 posts
Wed 31 Mar 2021
at 22:17
  • msg #339

Re: Temple Ruins Near Luskan

OK, Paul goes in, and it looks like the first 3rd of the room is mostly devoid of Spiders. Like the ones you provoked earlier owned that property and it wasn't backfilled (or it is the least desirable of the room and not wanted). You might surmise that the 2nd third of the room would make up another swarm and the last third would make another. There is a door on the far end of the room which looks busted and water/plant damaged.

Choose damage type and roll dragon breath damage if you would like to use dragon's breath. Either way, I will start counting down the rounds that you have left of the the spell.
Fergan
player, 343 posts
Thu 1 Apr 2021
at 03:32
  • msg #340

Re: Temple Ruins Near Luskan

In reply to GM (msg # 339):

I would prefer to line up the first shot, spending an action to sneak into position if required, before firing (I recommend fire on the off chance some webs get caught up in it). Trying to Quigley Down Under this sitch and get two for the price of one, if possible.
GM
GM, 632 posts
Thu 1 Apr 2021
at 03:38
  • msg #341

Re: Temple Ruins Near Luskan

Fergan:
In reply to GM (msg # 339):

I would prefer to line up the first shot, spending an action to sneak into position if required, before firing (I recommend fire on the off chance some webs get caught up in it). Trying to Quigley Down Under this sitch and get two for the price of one, if possible.

Doable, but only if you beat spider initiative once the breath fires off.
Fergan
player, 344 posts
Thu 1 Apr 2021
at 03:59
  • msg #342

Re: Temple Ruins Near Luskan

In reply to GM (msg # 341):

Kicking myself for not casting guidance on Paul and saying it out loud so I can get a reminder next time.
GM
GM, 633 posts
Thu 1 Apr 2021
at 04:07
  • msg #343

Re: Temple Ruins Near Luskan

Let's say you cast it on yourself and you can use it for your initiative check (which is an ability check). Guidance is concentration for 1 min, I believe, so you should be able to be holding it while Paul gets into position. I don't think this breaks the initiative system.
Saran Helder
player, 346 posts
Thu 1 Apr 2021
at 04:49
  • msg #344

Re: Temple Ruins Near Luskan

Does Fergan have guidance?

Fire it is.  Let's light this mutha!
Fergan
player, 345 posts
Thu 1 Apr 2021
at 17:20
  • msg #345

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 344):

Ok -- Paul's initiative is 8. I was going to have him sneak around into position, and his roll for that is 13 if it matters.
GM
GM, 634 posts
Thu 1 Apr 2021
at 21:59
  • msg #346

Re: Temple Ruins Near Luskan

Ok, just roll damage, the spiders did not save.

Then everyone roll initiative
GM
GM, 635 posts
Thu 1 Apr 2021
at 22:00
  • msg #347

Re: Temple Ruins Near Luskan

If you roll above a 12, you can go.
Saran Helder
player, 347 posts
Thu 1 Apr 2021
at 23:40
  • msg #348

Re: Temple Ruins Near Luskan

Dragon breath damage:15
Initiative:23

Note a phone error caused a second roll on dragon's breath, but the first roll was 15.
GM
GM, 636 posts
Fri 2 Apr 2021
at 00:14
  • msg #349

Re: Temple Ruins Near Luskan

The spiders are wreathed in flame, destroying a sizable number of them. The rest begin to huddle up and form a swarm, linking instincts, but have not-yet phased out of view. The spiders in the room beyond them skulk back in their hiding holes.

Phase spider swarm
HP: 17/32
AC: 14

Initiative:
Saran/Spot 23
Fergan/Paul/Skeles 16
Lampwick 13
Spiders 12

I decided to a) combine familiar/minion initiatives with their master, they share initiative and the master decides who goes when during that initiative count, b) roll for Fergan and ignore the roll he gave earlier.
Saran Helder
player, 348 posts
Fri 2 Apr 2021
at 00:35
  • msg #350

Re: Temple Ruins Near Luskan

In reply to GM (msg # 349):

Saran casts mind sliver to disrupt their ability to link instincts.
INT save vs DC 14 or take 1 damage.  Take that!

Spot stays safe with a dodge action away from the fray
GM
GM, 639 posts
Fri 2 Apr 2021
at 00:56
  • msg #351

Re: Temple Ruins Near Luskan

Spiders fail save, as per OOC, adjusting damage to a total of 5.

Swarm 12/32
-4 to next save
Fergan
player, 346 posts
Sat 3 Apr 2021
at 02:08
  • msg #352

Re: Temple Ruins Near Luskan

In reply to GM (msg # 351):

Sounds like we keep blasting.
GM
GM, 641 posts
Sat 3 Apr 2021
at 04:10
  • msg #353

Re: Temple Ruins Near Luskan


GM
GM, 643 posts
Tue 6 Apr 2021
at 00:31
  • msg #354

Re: Temple Ruins Near Luskan

OK, I rolled Edritch blast, dragon's breath, and Lampwick att.

EB missed, Dragon's breath landed (10 damage), Lampwick finishes them off.

The rest of the spiders in the room phases out of sight.

Saran's turn.
Saran Helder
player, 351 posts
Tue 6 Apr 2021
at 06:04
  • msg #355

Re: Temple Ruins Near Luskan

Saran makes a mental note that it would be handy to be able to see into the ethereal plane, and readies another mind sliver if the spiders phase in.
Fergan
player, 347 posts
Tue 6 Apr 2021
at 21:50
  • msg #356

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 355):

While Dragon's Breath is still running, we should send Paul through to the next room that Joe mentioned to see if there is anything else to nuke.
GM
GM, 644 posts
Tue 6 Apr 2021
at 21:58
  • msg #357

Re: Temple Ruins Near Luskan

You mean continue through this room to the door on the north side? Or double back and loop around to find the room that is a mirror of the phase spider swarm room?

Fergan it is your turn. You are in initiative still, so just tell Skelepaul what to do.
Fergan
player, 348 posts
Tue 6 Apr 2021
at 23:04
  • msg #358

Re: Temple Ruins Near Luskan

In reply to GM (msg # 357):

Continue through this room, so we have the skeleton open the door on the north side, unless there is enough space for Paul to squeeze under it to take look at what's in there.
GM
GM, 645 posts
Wed 7 Apr 2021
at 03:29
  • msg #359

Re: Temple Ruins Near Luskan

The next room is a very large chamber (50' x 50'?) with a vaulted ceiling (40' up). There are four large pillars that go nearly to the top, but are broken off before they get all the way up. The ceiling in the middle of the chamber is broken and filled with a canopy of foliage, vines, creepers, branches, roots. The creepers hang down and are attached to the pillars which also are cover in them.

The floor is covered in rubble, dirt, and decaying vegetation, as well as moss and fungus. This time of night has already brought dew to cover the rocks and plants.

Above the pillars, intermixed among the canopy, you see the small spiders phase in and settle in. You can see glimmers of web spanning some of the gaps within the canopy. This appears to be their hunting ground.
Fergan
player, 349 posts
Wed 7 Apr 2021
at 19:04
  • msg #360

Re: Temple Ruins Near Luskan

In reply to GM (msg # 359):

OOC: Looks like a dangerous scene....

Telepathically: "If we're going to do this, the time is now--unless we are banking on finding some useful equipment elsewhere in this complex."
Saran Helder
player, 352 posts
Thu 8 Apr 2021
at 01:39
  • msg #361

Re: Temple Ruins Near Luskan

Let's do it! Maybe we can sneak past. Do the spiders come back to the room we are in?
GM
GM, 646 posts
Thu 8 Apr 2021
at 01:44
  • msg #362

Re: Temple Ruins Near Luskan

They seem to be settled in on the canopy in the next room.
Saran Helder
player, 353 posts
Thu 8 Apr 2021
at 04:33
  • msg #363

Re: Temple Ruins Near Luskan

In reply to GM (msg # 362):

Can we see if there are any other doors or areas beyond the large room?
GM
GM, 647 posts
Thu 8 Apr 2021
at 04:37
  • msg #364

Re: Temple Ruins Near Luskan

Maybe? I will send you a map when I get to my phone.
GM
GM, 649 posts
Thu 8 Apr 2021
at 22:53
  • msg #365

Re: Temple Ruins Near Luskan

Forgot to do this
GM
GM, 650 posts
Fri 9 Apr 2021
at 23:51
  • msg #366

Re: Temple Ruins Near Luskan

OK, I guess this is something I can't do, so I will go by memory.

To the left there is a door to a room that is a mirror image of the spider room, but minus the spiders. It looks like these rooms were lecture halls. The new one looks mostly in tact, but with some benches and desks knocked over and general rot.

The rest of the vaulted room is difficult to see the edges of for you because of general darkness, debris, foliage, etc. There may be other doors, but you can't tell for sure.
This message was last edited by the GM at 23:51, Fri 09 Apr 2021.
Saran Helder
player, 354 posts
Sun 11 Apr 2021
at 01:48
  • msg #367

Re: Temple Ruins Near Luskan

Let's search the room we just cleared of the spiders. Then it looks like we can go around and check the mirror image room.
Fergan
player, 350 posts
Mon 12 Apr 2021
at 15:57
  • msg #368

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 367):

Ok, but we lose out on the casting of Dragon's Breath.
Saran Helder
player, 355 posts
Mon 12 Apr 2021
at 22:12
  • msg #369

Re: Temple Ruins Near Luskan

In reply to Fergan (msg # 368):

True.  We can go back to the front for the big spider.  I think the ones on the ceiling are out of reach for dragon's breath though.  Maybe we should go around and see what we run into.
GM
GM, 652 posts
Mon 12 Apr 2021
at 22:22
  • msg #370

Re: Temple Ruins Near Luskan

Saran Helder:
In reply to Fergan (msg # 368):

True.  We can go back to the front for the big spider.  I think the ones on the ceiling are out of reach for dragon's breath though.  Maybe we should go around and see what we run into.

Unless Paul climbed up. The Skele could potentially climb as well, half speed.
Fergan
player, 352 posts
Mon 12 Apr 2021
at 23:57
  • msg #371

Re: Temple Ruins Near Luskan

In reply to GM (msg # 370):

I think we want to stay off the webs, because of web sense.

I'm for going around and seeing what we run into, sure.
Saran Helder
player, 356 posts
Tue 13 Apr 2021
at 21:45
  • msg #372

Re: Temple Ruins Near Luskan

OK, we go south down the hall and back around north trying to get to the mirror image room.
GM
GM, 653 posts
Wed 14 Apr 2021
at 04:27
  • msg #373

Re: Temple Ruins Near Luskan

Ok, you venture around to the other room. You see a few more skeletons (the normal, dead kind).

The large chambers appear to be commons areas with tables and benches and other debris.

The mirror room is as previously described (lecture hall, benches, chairs, debris). There are a few more skeletons in this room.
Fergan
player, 353 posts
Sat 17 Apr 2021
at 04:09
  • msg #374

Re: Temple Ruins Near Luskan

In reply to GM (msg # 373):

I guess we have Paul scout the room, looking for anything of interest.
GM
GM, 655 posts
Sat 17 Apr 2021
at 04:53
  • msg #375

Re: Temple Ruins Near Luskan

There is nothing of obvious interest to the spider, except some (normal-sized) bugs.
GM
GM, 656 posts
Sat 17 Apr 2021
at 04:54
  • msg #376

Re: Temple Ruins Near Luskan

What sort of thing are you looking for, are you scanning the room or searching it. If you are searching it, roll perception or investigation, or cast spells. Are you searching the bodies, the debris, the walls, the floor?
Fergan
player, 354 posts
Sun 18 Apr 2021
at 17:47
  • msg #377

Re: Temple Ruins Near Luskan

In reply to GM (msg # 376):

I'm looking for a reason to go into the room because, if there isn't one, it makes sense to me that we skip it. A non-exhaustive list of reasons to go into the room would include loot, containers that may hold loot, monsters that could attack us from the rear, or books/other information that might reveal some lore about the place.
GM
GM, 657 posts
Mon 19 Apr 2021
at 04:08
  • msg #378

Re: Temple Ruins Near Luskan

It is a very large room. The last treasure you found was intermingled with a bunch of rats nest refuse.

You could search corpses, detect magic, look for secret doors, or comb through debris.
Fergan
player, 355 posts
Mon 19 Apr 2021
at 16:18
  • msg #379

Re: Temple Ruins Near Luskan

In reply to GM (msg # 378):

Paul comes out. Fergan says: "Nothing obvious. Let's go in."
GM
GM, 658 posts
Mon 19 Apr 2021
at 21:25
  • msg #380

Re: Temple Ruins Near Luskan

You get eaten by mimics. End of campaign.

JK.

It's musty. Moisture from the next area has gotten in. The air hangs heavy with the smell of mold and decay, like churned compost.

On the corpses, most organic material is gone. You find a few that look like soldiers, with metal and leather armor. You find a shield that is mostly in tact with a symbol of a broken arrow above a bundle of arrows, which looks familiar to Fergan.

GM msg #112:
After a few hours of study, and because of the symbol is weapon themed, you find in a book depicting battle standards the symbol you are looking for. At least, it is the same basic symbol, but cleaner. Something that would definitely look good on a flag, or shield, or breastplate. The meaning is obvious, "Apart we break, together we prevail" or similar. It can be interpreted other ways too, after all, an arrow in a quiver isn't of much use if it is never drawn. Arrows are made to be used up. Some would say the same of soldiers.

In any case, this standard was held by a commander from the distant past. He gained and lost many cities in conquest. It is written he slew thousands with the stroke of his wand. After a successful campaign near the Spine of the World, he disappeared. Some say he took his armies north and either died on conquered in the frozen wastes. Or became part of the Northern Tribes. Or that he was assassinated. Or that he simply fell ill. But the accounts agree that his reign of terror in the Sword Coast region ended abruptly.

He was called The Dreaded Korosk. There is no mention of the symbol being used as a holy symbol. The banners were pulled down almost as quickly as they were erected, then forgotten to time.


Others look like people in robes.

You intuit that this temple/academy was raided and left to rot in occupied land during the days of Korosk.

How many skeles do you have? 3?
Saran Helder
player, 357 posts
Mon 19 Apr 2021
at 22:09
  • msg #381

Re: Temple Ruins Near Luskan

Do we still have time left on Dragon's Breath? If so, let's use it on the phase spiders. If not, we can search for treasure. But it sounds like maybe we are already searching for treasure.
GM
GM, 659 posts
Mon 19 Apr 2021
at 22:16
  • msg #382

Re: Temple Ruins Near Luskan

Well, this is assuming that you would be hurrying down around and doing a quick search, but I would let you have 1d2 rounds left by the time you got Paul into position, which would require him or the skele to climb one of the pillars.
GM
GM, 660 posts
Mon 19 Apr 2021
at 22:16
  • msg #383

Re: Temple Ruins Near Luskan

Or 1d2+1 if you mounted Paul on Spot's back...
Saran Helder
player, 358 posts
Tue 20 Apr 2021
at 16:33
  • msg #384

Re: Temple Ruins Near Luskan

Let's try to snipe them around cover of doorway or something. Or I'm thinking they might just leave us alone.
Fergan
player, 356 posts
Wed 21 Apr 2021
at 17:57
  • msg #385

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 384):

We have three skeletons, yes.

I'm good with a snipe attempt.

Fergan, after seeing the emblem, says telepathically: "We are in danger, here. I know that sign."
GM
GM, 661 posts
Wed 21 Apr 2021
at 22:09
  • msg #386

Re: Temple Ruins Near Luskan

Fergan:
Fergan, after seeing the emblem, says telepathically: "We are in danger, here. I know that sign."

Wanted to make sure it was clear these are very old. Not saying you are not in danger and that the symbol is not important (maybe it is, maybe it isn't), just wanted to make sure that was clear.
Saran Helder
player, 359 posts
Thu 22 Apr 2021
at 00:16
  • msg #387

Re: Temple Ruins Near Luskan

Ok, snipe on. Shall we send Paul?
Saran Helder
player, 360 posts
Thu 22 Apr 2021
at 01:16
  • msg #388

Re: Temple Ruins Near Luskan

Saran posts up beside one of the doors into the big room where the spiders are, preparing for the snipe. When Fergan is set, firebolt.

Ark:14
Dmg:8

And then back to cover around the doorway.
GM
GM, 662 posts
Thu 22 Apr 2021
at 05:24
  • msg #389

Re: Temple Ruins Near Luskan

Firebolt is not super effective when they are not swarmed up (unlike dragon's breath since it's area of effect).

But a couple spiders drop from the vaulted ceiling with a crunchy splat on the ground. A few spiders around the ones you shot phase out.
GM
GM, 664 posts
Tue 27 Apr 2021
at 02:25
  • msg #390

Re: Temple Ruins Near Luskan

You and Lampwick snipe spiders. They sometimes disappear. After sniping like 10, they either crawl up to the forest above, or reappear in the adjacent room. Finding them there, Lampwick is able to snipe them using his invisibility. The ordeal takes about 20 minutes.
GM
GM, 665 posts
Tue 27 Apr 2021
at 02:26
  • msg #391

Re: Temple Ruins Near Luskan

Oh, and Fergan with eldritch blast.
Fergan
player, 357 posts
Tue 27 Apr 2021
at 19:09
  • msg #392

Re: Temple Ruins Near Luskan

In reply to GM (msg # 391):

Then I say Saran should search the room while Lampwick, Paul, and I keep watch.
GM
GM, 666 posts
Wed 28 Apr 2021
at 04:45
  • msg #393

Re: Temple Ruins Near Luskan

Ok, Saran casts detect magic via ritual and searches the room. He finds a magic quill. In the same knapsack he finds some coins, (3gp, 12sp, 5cp) plus another gold piece that is a different style than the others. Unlike the customary (see coins of Waterdeep pic at bottom) 'dragon' gold coin, it is round. On one side is the face of Tymora, goddess of good fortune, or Lady Luck (see below). On the other side is her very flattering backside.

Unlike the other coins, it looks newly polished and shiny. You would swear it was magic, except it is not pinging off of your detect magic.



Coins of Waterdeep


COINS OF WATERDEEP
Here are the images of the city's coins and their size to scale.

NIB: Copper coin about the size of a thumbnail
SHARD: Silver coin, slightly smaller than the nib
DRAGON: Gold coin, half again as large as a nib
TOAL: Brass coin, about two inches square with a hold large enough for a nib to fit in
SUN: Platinum coin, twice as large as a nib
HARBOR MOON: Platinum crescent inset with electrum, about three inches long with a hole large enough for a nib to fit in

CoinNib Value
1 Nib1 Nib
1 Shard10 Nibs
1 Dragon100 Nibs
1 Toal200 Nibs
1 Sun1,000 Nibs
1 Harbor Moon5,000 Nibs

Also, roll 1d100 six times.
This message was last edited by the GM at 04:48, Wed 28 Apr 2021.
Fergan
player, 358 posts
Thu 29 Apr 2021
at 01:41
  • msg #394

Re: Temple Ruins Near Luskan

In reply to GM (msg # 393):

18:40, Today: Fergan rolled 273 using 6d100 with rolls of 90,14,49,28,56,36.
GM
GM, 667 posts
Thu 29 Apr 2021
at 02:09
  • msg #395

Re: Temple Ruins Near Luskan

OK, roll

3d6 gp
12d6 sp
10d6 cp
Fergan
player, 359 posts
Thu 29 Apr 2021
at 16:47
  • msg #396

Re: Temple Ruins Near Luskan

In reply to GM (msg # 395):

09:47, Today: Fergan rolled 16,45,37 using 3d6,12d6,10d6.
GM
GM, 668 posts
Thu 29 Apr 2021
at 22:12
  • msg #397

Re: Temple Ruins Near Luskan

Ok, someone can note taking that.

Now what do you do?
Saran Helder
player, 361 posts
Thu 3 Jun 2021
at 22:42
  • msg #398

Re: Temple Ruins Near Luskan

I added the coin the my character sheet.  Let's keep exploring the rooms.
GM
GM, 671 posts
Fri 4 Jun 2021
at 19:53
  • msg #399

Re: Temple Ruins Near Luskan

My biggest issue right now is that gmail is no longer functioning for me on my work computer. Kind of an interesting indicator regarding security. Spotify also stopped working.

Anyway, I think the last map I sent was fairly large. Take a look at it and tell me which way you go. I think I have it pretty well memorized.
Saran Helder
player, 362 posts
Fri 4 Jun 2021
at 20:37
  • msg #400

Re: Temple Ruins Near Luskan

I think the last large map we got is on page 13 of this thread.  We also got a few rooms via text.  It looks like there is an opening on the northeast of the vaulted room.  Let's check that.  Maybe send Paul as scout.
GM
GM, 673 posts
Fri 4 Jun 2021
at 20:41
  • msg #401

Re: Temple Ruins Near Luskan

Ok, it opens to a wide open expansive room, that leads to the east. It is filled with rubble and becomes progressively more caved-in in that direction until it ends in a pile of dirt and rubble.
Saran Helder
player, 363 posts
Mon 7 Jun 2021
at 19:06
  • msg #402

Re: Temple Ruins Near Luskan

Saran casts unseen servant as a ritual (unless we have any dragon's breath left) and has the servant search the new room.  He takes a second look at the lucky coin and tries to polish it up a bit.
GM
GM, 677 posts
Tue 8 Jun 2021
at 00:36
  • msg #403

Re: Temple Ruins Near Luskan

It is already pretty polished, but you manage to get some dirt and dust off or it.

The room is mostly dirt and rubble. You find some old dead bodies, but none of them animated.

There are two doors on the north side of the room. You also figure out that you have been in this room through the door on the south side. I believe you fought a few skeles in here originally.
Saran Helder
player, 364 posts
Tue 8 Jun 2021
at 23:52
  • msg #404

Re: Temple Ruins Near Luskan

Shall we try to the doors to the north?  Saran has the unseen servant open the leftern door with a firebolt ready if anything jumps out.
GM
GM, 681 posts
Thu 10 Jun 2021
at 00:18
  • msg #405

Re: Temple Ruins Near Luskan

It is pretty dark in what looks like a good sized room. You'll have to send light in. How far away are you standing?

Nothing jumps out.
Saran Helder
player, 365 posts
Thu 10 Jun 2021
at 17:06
  • msg #406

Re: Temple Ruins Near Luskan

I would say about 15' away and to the side a bit.  Paul has dark vision, right?  I think we should send him in.
GM
GM, 683 posts
Thu 10 Jun 2021
at 19:38
  • msg #407

Re: Temple Ruins Near Luskan

I assume Fergan accedes.

Fergan, through Paul, sees a store room with long expired food stuffs, but it mostly looks barren, as if raided a long time ago.
Saran Helder
player, 366 posts
Thu 10 Jun 2021
at 20:47
  • msg #408

Re: Temple Ruins Near Luskan

If it looks free from bad guys I send the unseen servant in to search the place initially.  Seems like a detection of magic (ritual) may be worth it.
GM
GM, 684 posts
Thu 10 Jun 2021
at 22:17
  • msg #409

Re: Temple Ruins Near Luskan

You find a magical ceramic disk, 1" thick, 12" diameter that looks like this:

Evocation magic
Saran Helder
player, 367 posts
Fri 11 Jun 2021
at 21:12
  • msg #410

Re: Temple Ruins Near Luskan

cool. I put it in my pack (added to sheet).

Let's search the kitchen as well.
GM
GM, 688 posts
Sat 12 Jun 2021
at 19:33
  • msg #411

Re: Temple Ruins Near Luskan

Sorry, that was actually in the kitchen. You do not find anything else of note.
Saran Helder
player, 368 posts
Mon 14 Jun 2021
at 22:36
  • msg #412

Re: Temple Ruins Near Luskan

Well, let's keep exploring then.  I guess I'm not sure what to do with the oops.  Is there a chamber below where the oops is?  We could try that.  If not, then let's try one of the hallways on the east that we haven't explored yet.
GM
GM, 690 posts
Tue 15 Jun 2021
at 01:37
  • msg #413

Re: Temple Ruins Near Luskan

Did I write oops on the map, or something?
Saran Helder
player, 369 posts
Tue 15 Jun 2021
at 03:01
  • msg #414

Re: Temple Ruins Near Luskan

In reply to GM (msg # 413):

Yes.  Scroll up in the text thread 5 or 6 texts ago.
GM
GM, 691 posts
Tue 15 Jun 2021
at 03:12
  • msg #415

Re: Temple Ruins Near Luskan

Oh. Yeah. That oops area has been stricken from existence. Adjust reality accordingly.
Saran Helder
player, 370 posts
Wed 14 Jul 2021
at 23:01
  • msg #416

Re: Temple Ruins Near Luskan

In reply to GM (msg # 415):

It looks like there are a few hallways off the room on the east that looks a bit crab shaped.  Lets check it out.  I believe we are going left hand rule, so the short NE hall just south of the big room with rubble.
GM
GM, 696 posts
Fri 23 Jul 2021
at 22:50
  • msg #417

Re: Temple Ruins Near Luskan

So, what is the marching order. There is an empty hallway in front of you with another door at the end. Don't read too much into it.
GM
GM, 700 posts
Wed 28 Jul 2021
at 02:49
  • msg #418

Re: Temple Ruins Near Luskan

The Unseen Servant seems to traverse the hallway without issue, but it's hard to see ;)

Skelepaul moves down the hallway and about halfway, disappears. Fergan, roll a 5d100, Also roll a 1d12.
This message was last edited by the GM at 02:54, Wed 28 July 2021.
Fergan
player, 361 posts
Fri 13 Aug 2021
at 20:30
  • msg #419

Re: Temple Ruins Near Luskan

In reply to GM (msg # 418):

13:29, Today: Fergan rolled 177,8 using 5d100,1d12 with rolls of 59,47,44,11,16,8.
GM
GM, 713 posts
Mon 20 Sep 2021
at 16:51
  • msg #420

Re: Temple Ruins Near Luskan

Do you think you would still be able to sense a familiar when it is more than 100' away?

I didn't see anything about that in the spell. What do you think?
Fergan
player, 362 posts
Tue 21 Sep 2021
at 18:26
  • msg #421

Re: Temple Ruins Near Luskan

In reply to GM (msg # 420):

I do not think there are any "sensing" abilities conferred by the spell, at any range, without spending an action. If I were DMing, I would treat a familiar as an obedient animal NPC with whom a special connection was possible while it was within 100', at the cost of an action. While in a skeletank, I think it is just obeying my commands. If it were to get snuffed out of sight, I do not think I would know--and if it were to get snuffed out of sight and beyond 100', I think I could only come to know via mundane means.
GM
GM, 714 posts
Tue 21 Sep 2021
at 18:39
  • msg #422

Re: Temple Ruins Near Luskan

Sounds good to me. I believe you can still shunt it into a pocket dimension, then pull it back out at your location. I feel like you would know whether the spell was still active, like whether the familiar was still on the same plane, or obliterated.

So, yeah, skeletank disappears, if Paul exists anywhere, it is beyond 100'.
Saran Helder
player, 371 posts
Fri 24 Sep 2021
at 19:11
  • msg #423

Re: Temple Ruins Near Luskan

Let's command the unseen servant to make a small noise, tap a rock on the wall or something.
GM
GM, 717 posts
Fri 24 Sep 2021
at 22:23
  • msg #424

Re: Temple Ruins Near Luskan

You see a pebble float up and bump the wall.
Saran Helder
player, 372 posts
Mon 27 Sep 2021
at 21:41
  • msg #425

Re: Temple Ruins Near Luskan

"Odd. What do you suppose happened to the skeleton? Some kind of trap or something?"

When is the last time we cast detect magic?  Do we want to take 10 minutes to cast it now?
GM
GM, 719 posts
Mon 27 Sep 2021
at 22:19
  • msg #426

Re: Temple Ruins Near Luskan

I suggest not doing things by committee if time doesn't seem to be a factor. Just a suggestion. If Matt feels strongly enough against it, he will interrupt it or push for a retcon.

How long have you had unseen servant up? How long does it last, I will leave it up to you to tell me if it runs out.

You cast Detect magic.

You sense your unseen servant at the end of the hall, and divination magic at the end of the hall. The hallway where the skelepaul disappeared does not seem to emanate magic of any kind.
Saran Helder
player, 373 posts
Tue 28 Sep 2021
at 18:25
  • msg #427

Re: Temple Ruins Near Luskan

OK, Saran moves forward carefully looking for traps, and especially pits or ceiling monsters.
Fergan
player, 363 posts
Wed 29 Sep 2021
at 00:04
  • msg #428

Re: Temple Ruins Near Luskan

In reply to Saran Helder (msg # 427):

Fergan puts a hand on Saran as he starts to move forward and telepathically says:

"Hang on a second. Looks like a very dangerous place."

If we took the time to cast Detect Magic as a ritual, I would also have attempted to re-summon a spider familiar.
GM
GM, 720 posts
Wed 29 Sep 2021
at 02:09
  • msg #429

Re: Temple Ruins Near Luskan

(Saran stops)

I am going to say that you can shunt Paul into pocket dimension and pull him back out next to you in two actions, as per spell. It was transported more than 100' away, you surmise.
Saran Helder
player, 374 posts
Wed 29 Sep 2021
at 17:00
  • msg #430

Re: Temple Ruins Near Luskan

I forgot about Spot.  I think I re-summoned him, right?  Let's have Spot and/or Paul scout the hall.
GM
GM, 721 posts
Wed 29 Sep 2021
at 18:47
  • msg #431

Re: Temple Ruins Near Luskan

You send Spot down the hall and halfway down the hall he disappears.

Roll a 5d100, Also roll a 1d12.
Saran Helder
player, 375 posts
Wed 29 Sep 2021
at 18:59
  • msg #432

Re: Temple Ruins Near Luskan

In reply to GM (msg # 431):

11:59, Today: Saran Helder rolled 5 using 1d12 with rolls of 5.

11:59, Today: Saran Helder rolled 235 using 5d100 with rolls of 91,44,27,19,54.

Spot was flying I assume, right?
This message was last edited by the player at 19:00, Wed 29 Sept 2021.
GM
GM, 722 posts
Wed 29 Sep 2021
at 19:06
  • msg #433

Re: Temple Ruins Near Luskan

Sure, flying.

Spot disappears and is not within 100'.
Saran Helder
player, 376 posts
Wed 29 Sep 2021
at 21:41
  • msg #434

Re: Temple Ruins Near Luskan

In reply to GM (msg # 433):

So whatever is happening it's not a touch trigger.  Saran does the in and out of pocket dimension thing with Spot.  Saran attempts to ask Spot what happened and where he went, in whatever way that may be possible...
GM
GM, 723 posts
Wed 29 Sep 2021
at 22:00
  • msg #435

Re: Temple Ruins Near Luskan

You get the feeling that he appeared in the forest, on the ground.
Fergan
player, 364 posts
Thu 30 Sep 2021
at 22:25
  • msg #436

Re: Temple Ruins Near Luskan

In reply to GM (msg # 435):

Is there light down the hall? Let's send some light down the hall. We do that.
GM
GM, 724 posts
Thu 30 Sep 2021
at 22:50
  • msg #437

Re: Temple Ruins Near Luskan

By what means?
Fergan
player, 365 posts
Fri 1 Oct 2021
at 00:56
  • msg #438

Re: Temple Ruins Near Luskan

In reply to GM (msg # 437):

Sling stone? I think we have a sling.
GM
GM, 725 posts
Fri 1 Oct 2021
at 01:04
  • msg #439

Re: Temple Ruins Near Luskan

Ok, one of you casts light on a stone, then throw it down the hall (or sling it).

It appears to be an empty hallway with a closed door at the end. Maybe 30'? I don't remember how long of a hallway.

(let's just say, for brevity) that you have the unseen servant pick up the lighted rock and more it around, touching the walls and door. Nothing happens.
Fergan
player, 366 posts
Fri 1 Oct 2021
at 04:48
  • msg #440

Re: Temple Ruins Near Luskan

In reply to GM (msg # 439):

I have Paul carry something small that is lit up down the hall to see what happens to him
GM
GM, 726 posts
Fri 1 Oct 2021
at 20:03
  • msg #441

Re: Temple Ruins Near Luskan

Paul and the thing disappear and are teleported away 5d100 feet in a d12 direction corresponding with a clock.
Fergan
player, 367 posts
Fri 1 Oct 2021
at 20:46
  • msg #442

Re: Temple Ruins Near Luskan

In reply to GM (msg # 441):

OK. On my phone so can't roll, but I do the pocket dimension thing to get him back, then propose that we go close enough that we can see through their senses to determine if there is something on the floor that is causing this to happen.
GM
GM, 727 posts
Fri 1 Oct 2021
at 21:06
  • msg #443

Re: Temple Ruins Near Luskan

Yeah, the rolling doesn't really matter at this point.

roll perception or investigation
Saran Helder
player, 378 posts
Mon 15 Nov 2021
at 23:49
  • msg #444

Re: Temple Ruins Near Luskan

Spot got teleported while flying through, so I don't think it's triggered by weight.

Investigation check: 25 (nat 20)
GM
GM, 729 posts
Tue 16 Nov 2021
at 04:11
  • msg #445

Re: Temple Ruins Near Luskan

Dang, ok. It appears that this hallway has a lot of wear on the first half, and none on the second half. If anything finds its way into the hall, it makes it halfway then is teleported away. The door on the other side appear to be in good repair. I think you previously dicoverwd that your unseen servant made it to the other side without being teleported away.

There does not appear to be anything in the hall that is causing or projecting the teleportation. I don’t remember if you tried this, but as part of your investigation, you find that inanimate objects pass through the teleportation point. You notice that even cobwebs appear to be only on your side of the hall.

While you are thus investigating you see light slowly appear through the cracks on the far door as if someone is walk by with a light source.
GM
GM, 732 posts
Sun 26 Dec 2021
at 22:41
  • msg #446

Re: Temple Ruins Near Luskan

Saran feels a shift in weight in his pack, and the crinkle of paper.
Saran Helder
player, 379 posts
Tue 28 Dec 2021
at 15:12
  • msg #447

Re: Temple Ruins Near Luskan

Let's wait quietly to see what happens with the light through the far door.  Then open the present in my pack.
GM
GM, 735 posts
Tue 17 Jan 2023
at 23:32
  • msg #448

Re: Temple Ruins Near Luskan

Hmm, I didn't remember that you posted this.

I am going to fast forward. You open the present, which apparently I didn't note down anywhere that still exists. It is a small spellbook containing the following divination spells:

1st: Gift of Alacrity
2nd: Fortune's Favor
2nd: Mind Spike


Fergan

You get a gift as well. It is a ring with a blue opaque stone, inlaid with ivory in the shape of a snowflake. It is cold to the touch. The ring has three charges. You may expend any number of remaining charges to cast Armor of Agathys at a level equal to the number of charges expended. It regains 1d3 charges per day.

While attuned, you know the spell Armor of Agathys and can cast it with an available spell slot.
GM
GM, 736 posts
Wed 18 Jan 2023
at 03:47
  • msg #449

Re: Temple Ruins Near Luskan

The rest of the dungeon was quite an awesome adventure. You met a demilich type guy who was someone who was caught between dimensions who needed the assistance of a diviner wizard to be able to discern between multiple possible outcomes and bend fate toward one. He returned to his home dimension via a banishment spell, but because he was native to both the plane you are on and the same plane in a different dimension, it did not send him on his way. He needed a nudge by someone who could see the strings of fate.

As a reward he left you with a teleportation circle spell scroll and he draws out the glyphs for a circle near where Lampwick the wingless sprite wants to go with you guys (Previously I had called it Fayhaven, but I renamed it Sprinkerrt). you would just wait until Saran had a good roll to ensure that the scroll worked. Before casting it.
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