Artius of Egorian |
Artius takes his position next to Mandraiv, weapons at the ready. Glancing back through the gloom of the keep, he catches Imsh's eye.
"I'm sure your lord in iron is going to be far more pleased with us if he can see the carnage we're inflicting," he grins. "Any chance you can rustle up some light for those of us not blessed with yours and Aredhel's night vision?"
If nobody can provide any light, I'll sheathe one sword and carry a torch.
Mandraiv Gaborza |
Moving his mirror around, Mandraiv spies into the next room. It seems to be a hallway, similarly covered in trash as the last room. Empty of all larger objects, the room has an exit to the left and right and another door straight ahead.
[dice=Wisdom (Survival) check]1d20+1
The warlock tries to read the tracks through the debris on the floor, and decides that most of the traffic leads through the doorway he is standing in through the exit on the left.
EDIT: Mandraiv, do you use devil's sight or a light source?
Mandraiv is using Devil's Sight.
GM BrOp |
The door seems to be untrapped and also unlocked. The neighboring rooms to the east and west (right and left, respectively), both seem to be unoccupied. Both the eastern and western rooms both seem to be bedrooms of some sort judging from the furniture. Both also contain two exits that lead further east and west.
GM BrOp |
The room beyond seems to be much larger than any of the rooms you have previously encountered, larger even than the entrance hall. It is roughly 30' long from east to west and 15' wide. Dominating the center of the room is a large banquet table, surrounded by dozens of wooden chairs. Human-looking skeletons, wearing the rags of fine dinner attire occupy four of the chairs. On the table in front of each chair sits a golden dinner plate, accompanied by a dusty glass goblet and dull silverware. A large stone fireplace looms in the north wall, from which Mandraiv can hear a slight scribbling sound, as if from animals. The room also contains four other doorways, two to the east and two to the west, and of which are closed.
The room seems to be unoccupied.
Mandraiv Gaborza |
Mandraiv whispers to the rest of the group. "Large room. 4 skeletons which may or may not be animated. Gold items available for the taking. 2 doorways leading off each side."
Mandraiv draws his pact weapon longsword and takes a moment to reconfigure it as a warhammer. He then enters the room far enough everybody can come in behind him.
Aredhel Morgethai |
Aredhel nods, realizing of course that Mandraiv can't see her gesture, and lowers her greatsword from her shoulder into a guarded stance. She files in with the others, moving as quietly as she can, trying to take in every doorway and potential source of trouble all at once. The gloom of the interior room causes her chainmail and helm to glitter like sunken treasure, espied down in the water depths as if she were a drowned maiden.
GM BrOp |
As the party files carefully into the room, the animal-like scratching in the chimney of the large fireplace becomes loud enough so that everyone can clearly hear it. Judging by the sound, the creatures inside the chimney must be quite large.
A second later, two melodious voices rise in harmony, beautifully calling out to every one of you to join them and fly up the chimney and from there to everlasting happiness.
Everyone please make TWO DC 11 Will ... er, Wisdom saving throws; this is a charm effect.
Also, Initiative:
Aredhel: 1d20 + 4 ⇒ (15) + 4 = 19
Artius: 1d20 + 4 ⇒ (18) + 4 = 22
Imsh: 1d20 + 1 ⇒ (1) + 1 = 2
Mandraiv: 1d20 + 2 ⇒ (5) + 2 = 7
Oso: 1d20 + 1 ⇒ (2) + 1 = 3
Singers: 1d20 + 1 ⇒ (12) + 1 = 13
GM BrOp |
Yikes, sorry Imsh.
I forgot to mention, anyone who fails at least one of the Wisdom saves spends the entire of their next turn taking a Dash action toward the chimney by the most direct route. She or he is also considered incapacitated. You get a fresh set of saving throws at the end of every turn.
Aredhel Morgethai |
Due to Fey Ancestry, I get advantage vs. charm effects.
Wisdom save: 1d20 + 2 ⇒ (13) + 2 = 15
Wisdom save: 1d20 + 2 ⇒ (6) + 2 = 8
And second roll:
Wisdom save: 1d20 + 2 ⇒ (2) + 2 = 4
Wisdom save: 1d20 + 2 ⇒ (19) + 2 = 21
Made it!
Artius of Egorian |
Wisdom saves: 1d20 + 2 ⇒ (9) + 2 = 111d20 + 2 ⇒ (2) + 2 = 4
Before anyone can react, Artius darts into the room, scrambling over the table towards the fireplace. Dropping his weapons, he begins climbing up into the chimney, a foolish grin on his face.
Athletics: 1d20 + 2 ⇒ (11) + 2 = 13
Given my mobility feat, I can cover 80 feet with a dash action, ignoring difficult terrain. Whether it's easier to go over or around, I can probably climb up out of sight. :(
GM BrOp |
Given my mobility feat, I can cover 80 feet with a dash action, ignoring difficult terrain. Whether it's easier to go over or around, I can probably climb up out of sight. :(
You're going to make two ladies very, very happy :)
GM BrOp |
The rest of the party can take their actions. The two voices will continue singing for their actions, unless Aredhel (who goes before them) does something to make them change their minds.
Aredhel Morgethai |
Aredhel curses and gives chase after Artius, moving to the chimney and looking up it, trying to see if she can grab her enchanted friend and pull him back down (and incidentally blocking access to the chimney for any other enchanted team mates).
GM BrOp |
Looking up the chimney she realizes that Artius is an incredibly fast climber, and is already a good eight feet up the chimney and out of her reach. Just beyond the entranced climber she sees two half-human creatures with the lower bodies of a vulture and the upper bodies of a naked human woman with long fangs and sharp claws: harpies! The smiles on their faces drop when they spy Aredhel below. "Argh!! She-elf! She must die!" one of them screams.
Mandraiv Gaborza |
Wisdom save: 1d20 + 3 ⇒ (6) + 3 = 9
Wisdom save: 1d20 + 3 ⇒ (4) + 3 = 7
Mandraiv drops his warhammer and heads to the chimney. With the dash that will be a 60 foot move.
Note, Mandraiv has Armor of Agathys active. This provides him with 10 temporary hit points. Furthermore any creature that damages him in melee combat while he has at least 1 temporary hit point left will take 10 points of cold damage.
GM BrOp |
Artius scurries quickly up the chimney, while Aredhel attempt in vain to grab her friend. One of the harpies continues calling to Aredhel and moves up the chimney, quickly disappearing from sight as she ducks into a small alcove located about 15' up the chimney. The other creature lets out a high-pitched shriek and drops down to the base of the chimney, lashing out with its claws and a large club it is holding, still singing her alluring so to anyone who will listen.
claw attack: 1d20 + 3 ⇒ (16) + 3 = 19
claw damage: 2d4 + 1 ⇒ (2, 3) + 1 = 6
club attack: 1d20 + 3 ⇒ (12) + 3 = 15
club damage: 1d4 + 1 ⇒ (3) + 1 = 4
Mandraiv and Imsh move up to the chimney in a trance, but simply stand on either side of Aredhel and stare in awe at the harpy.
Oso is up, after which Aredhel and Artius get to go again. Remember that everyone gets a fresh save at the end of their round, so Artius, Imsh, go ahead and roll that. You still lose your first turn, but you may get to act on your second. You have to continue making two saves, however, as both are still singing. Also note that only Aredhel is in direct contact with the harpy at the base of the chimney. Two others could come up next to her to attack, but both would be considering having cover (+2 AC and Dex saves).
Aredhel Morgethai |
Disgust and repulsion twist Aredhel's features into a snarl of fury, and stepping back, aware of her companions milling around behind her, intent on following Artius up into the unknown, she curses in Elvish and swings with everything she has at the harpy.
Using Second Wind and Action Burst for a second attack!
Second Wind: 1d10 + 1 ⇒ (4) + 1 = 5
Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11
Action Burst Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 2d6 + 3 ⇒ (3, 4) + 3 = 10
Curses! Do I have to roll something to see if my second attack is a fumble?
Oso Legumbe |
Oso hears the music in their voices and begins to grin.
Wisdom check: 1d20 - 1 ⇒ (10) - 1 = 9
Wisdom check: 1d20 - 1 ⇒ (3) - 1 = 2
The barbarian roars in dumb approval and heads for the chimney happily. He swings his shield and sword to help move quicker. This makes the light play off the walls and ceiling as he goes.
GM BrOp |
Am I right that means I can act next round? (After Oso has had his turn). And then I'll need to make another 'double save' at the end of my turn?
Correct on the first part, but incorrect on the second. You DO get to act in Round 2, but you no longer have to continue making Wisdom saves as you have successfully saved against both harpies and are now immune to their song for a day.
Curses! Do I have to roll something to see if my second attack is a fumble?
Nope. As far as I know there are no fumble rules in 5e.
ROUND 1 CONT.
Initiative:
ROUND 1
Oso (action unposted, i.e. AU)
ROUND 2
Artius (AU) and Aredhel (action posted, i.e. AP)
Harpies
Rest of the party
The elven swordwoman swings at the disgusting harpy in front of her, but her greatsword is hampered in the tight confines of the fireplace.
Artius, you can post your round 2 actions, since you're going in front of the harpies.
GM BrOp |
Sorry for the confusion. I worked a long time on previous post, and Oso sneaked one in on me ;)
GM BrOp |
Now we're just waiting for Artius' post and then we'll resolve the harpies actions. Artis is only about a 5' climb from the alcove in the chimney that I mentioned upthread, the one the other harpy ducked into.
Artius of Egorian |
Shaking himself free of the harpies' enchantment, Artius curses as he comes to his senses, his swords discarded at the base of the chimney. Unwilling to climb up to face the higher harpy unarmed and alone, he looks down at the creature beneath him in combat with Aredhel.
Releasing his grip. he allows himself to fall down towards the beast, seeking to catch it unawares and hopefully disrupt its song.
My plan is to drop down on top of it to wrestle it out of the chimney into the room with the (hopefully still immobile!) skeletons and the rest of the party. I'll wear any falling damage. Unfortunately, I'm going to be away from the keyboard for a while - so if the DM would make my rolls for me, that will mean I dont hold things up. If I can't meaningfully attack it in any way, I'll still drop down and try to retrieve my weapons.
GM BrOp |
ROUND 2
Dexterity (Stealth): 1d20 + 6 ⇒ (14) + 6 = 20
Artius drops down silently on top of the harpy, catching it unawares (and granting him advantage on the Strength (Athletics) check), but only catches her shoulder and is unable to knock her prone. She hisses at the warrior, now confronted on two sides by foes.
Artius Strength (Athletics): 1d20 + 2 ⇒ (13) + 2 = 15
Artius Strength (Athletics): 1d20 + 2 ⇒ (8) + 2 = 10
vs.
Harpy Strength: 1d20 + 1 ⇒ (19) + 1 = 20
The harpy secreted in the hidden niche above continues its song, hoping to draw off a few of the foes from her sister. Below, the second harpy at the bottom of the chimney slashes at Artius beside her, but the fighter easily parries her clumsy attacks despite the crowded conditions.
claw attack: 1d20 + 3 ⇒ (5) + 3 = 8
claw damage: 2d4 + 1 ⇒ (2, 2) + 1 = 5
club attack: 1d20 + 3 ⇒ (2) + 3 = 5
club damage: 1d4 + 1 ⇒ (3) + 1 = 4
Party is up. Everyone who hasn't successfully saved against both songs must continue making two saves. Remember that both harpies are still singing, as they can do so with bonus actions.
Aredhel Morgethai |
Aredhel feels a flood of relief as Artius drops into sight, and positioning her greatsword like a skewer, tries to ram it into the harpy's gut.
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 2d6 + 3 ⇒ (4, 4) + 3 = 11
Extra Crit Die: 2d6 ⇒ (5, 4) = 9
[ooc]I believe that's 20 damage total.[/dice]
Artius of Egorian |
Stumbling out from the chimney, Artius retrieves his weapons from the floor, pausing for a moment to assess the situation. Seeing all but Aredhel entranced by the harpies, Artius steels himself and rejoins the battle, standing side by side with the Elven swordswoman.
I'll try to block the entrance to the fireplace, inserting myself between the harpy and the rest of the party but leaving Aredhel as unimpeded as possible. I figure it will take my action to retrieve both my swords, so I'll plan to attack next round.
Oso Legumbe |
Oso saved one at the end of the round. Does he still need to save twice?
[dice=Wisdom save]1d20-1
If that previous end of round save means that Oso is immune from one harpy song then this new one should free him up to act as well. When I hear from GM I'll post Oso's actions for this round.
GM BrOp |
ROUND 2 CONT.
Artius recovers his swords from the bottom of the chimney, keeping a close eye on the screeching harpy next to him. Imsh and Mandraiv are still entranced by the harpies song, and stand slack-jawed next to their companions, staring vacantly ahead of them. Aredhel manages to overcome the restrictive confines of the chimney to land a solid blow on the harpy that sadly does not succeed at bringing her down.
Oso, go ahead and post you action, after which I'll post the harpies'. Oso may directly attack the harpy, and have no cover issues.
Aredhel Morgethai |
Posting for when her turn comes round if the Harpy is still standing.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 2d6 + 3 ⇒ (1, 2) + 3 = 6
Damage reroll: 2d6 + 3 ⇒ (1, 3) + 3 = 7
7 damage if I hit AC 10.
GM BrOp |
Oso checks his rage over having been lured in by the harpies' songs, and slashes at the one in front of him. His cut goes deep, and the creature yells out in pain as blood flows from her wound. (1-H longsword: 1d20 + 5 ⇒ (15) + 5 = 20,damage: 1d10 + 3 ⇒ (10) + 3 = 13; harpy #1 has taken 33 damage.)
The harpy facing three strong and no-longer entranced opponents decides that her situation looks bleak. Crouching momentarily, she launches into the air while still warbling, using her claws and her wings to propel her up the chimney and into the hidden niche where her companion is still singing. (Harpy #1 disengage action; harpy #2 continues singing)
Party is up; the harpies are 15' up the chimey in a niche and have cover versus ranged attacks; Aredhel can repost, since she can no longer make melee attacks.
GM BrOp |
Woot!! Of course neither is close at hand anymore...lol
But at least you can act next turn.