[5e] GM Infinity's SKT [Chapter 5 Completed!] (Inactive)

Game Master mishima


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Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5

Wis save: 1d20 + 5 ⇒ (20) + 5 = 25


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Wis Save: 1d20 + 2 ⇒ (4) + 2 = 6 (dum-dum-DUMMMMMM)


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

HEY plus the three, that's 9. Your welcome


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Whoops...you are right...thanks!! Gotta remember to stick near you in the future..lol


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

That is the best thing about pallys, tho it cannot help much with a roll that low


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Molok effect: 1d10 ⇒ 10 Move and act normally this round

Saves
Harshnag, Illuvin, Elain, Melgrom, Sohar, Urth, Molok Thumps, Jax


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

Thumps isn't happy to see the friction. Quibble over formalities. "Hey now that the evil marauder who has killed hundreds himself is resting easy in the halls of his father's," He puts up a hand and talk aloud but looks like he is whispering, "Roasts in the lake of fire." He looks up "Isn't there a reason we are here. Sounds like a puzzle in the next room. Lets worry about that."

He enters into the next room where he hears the dumb laughter.

Wis: 1d20 + 5 + 3 ⇒ (17) + 5 + 3 = 25
Wis Cleric Advantage: 1d20 + 5 + 3 ⇒ (14) + 5 + 3 = 22

Arcana: 1d20 + 1 ⇒ (15) + 1 = 16
religion: 1d20 + 1 ⇒ (11) + 1 = 12

Thumps answers Melgrom's question, "I think its some magicy effect. But was it the right one . . .?" He looks up at Illuvin, "What ya think are you the type that knows runes like this and such."

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

will: 2 + 1d20 ⇒ 2 + (8) = 10 If I do benefit from Elain's Paladin aura too, then that is 13. I think I'm still confused
Jax is busy thinking about the usefulness of the dwarf's moves and is confused by his decision.


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Effect: 1d10 ⇒ 10 nothing

Wow. Harshnag, Molok, and Jax all confused. All rolled 10, the lamest random effect.

The laughing subsides and some calm returns to the temple. Some of you think the laughter sounded a bit familiar...

Illuvin, the runes are like letters of the alphabet, so its sort of the equivalent of the letter Q in literal meaning. They seem to have some magical power, perhaps another spell could assist with their meaning.


Male Mountain Dwarf Ranger Lv 7 - HP 48/61 - AC 16 - Lv 1 4/4 - Lv 2 3/3 - Ini +4 - Passive Perception 16

Seeing that it was just the rune, Melgrom shakes his head and proceeds to search the corpse's for anything useful.


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Melgrom, besides what was already mentioned for Molok on the shaman, you find the berserker's weapons and armor (greataxes and hide armor). Finally, you find that Wormblod was wearing an ornate necklace...something tells you he wont be needing it anymore.


Male Mountain Dwarf Ranger Lv 7 - HP 48/61 - AC 16 - Lv 1 4/4 - Lv 2 3/3 - Ini +4 - Passive Perception 16

"Heh, fancy necklace, anyone want it? I am not overly fond over jewelry myself."


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

Shaking his head from the effects of the magic, Illuvin apologizes, "Sorry about that everyone. I guess we should be more careful about touching these runes. Is there anything in any of these secret rooms you've found to give us clues? All my magic told me is that this is the letter 'Q' which doesn't seem very helpful. Any of you other magic folk have any ideas?"


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

Thumps turns to regard Melgrom. "Might be useful to us. Can anybody detect magic?"


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

Elain says "I would take it"


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

Thumps looks back toward Elain, "It might not just be decorative. It might have magics which might help one of us. It might be cursed too. Let's see what it is before we toss it around."


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

"If you give me another 10 mins I can cast a spell to see the auras. I think before we go touching more of these runes we should take a better look around. I'll start casting if some of you would go check out those secret rooms that Urth found."


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

"Secret rooms that sounds fun." He heads that way with anyone who'll come.


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Thumps, you push the hidden doors open to reveal small identical chambers, mindnumbingly featureless save 2 giant levers frozen in the "down" position...it is also 12 feet off the ground.


Male Mountain Dwarf Ranger Lv 7 - HP 48/61 - AC 16 - Lv 1 4/4 - Lv 2 3/3 - Ini +4 - Passive Perception 16

Melgrom is gonna check out the giant door to see if theirs any discernible locks and so on.


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Melgrom, which one? There are 5: the one you just came through, two to the south covered in a thick layer of ice, and two to the north.


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

Thumps comes out of the secret doors. "Levers 1 in each room in the down position. No other features in the room. Difficult to say what they do."


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Thumps, you could give int investigation a try if interested.


Male Mountain Dwarf Ranger Lv 7 - HP 48/61 - AC 16 - Lv 1 4/4 - Lv 2 3/3 - Ini +4 - Passive Perception 16

the one the uthgardt were trying to get into.


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

Gladly.

"Oh wait." He redoubles his searching and mutters a prayer for luck from the Lady Tymora. Casts Guidance

Investigation: 1d20 + 1 + 1d4 ⇒ (16) + 1 + (2) = 19


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Melgrom, alrighty, thats the one you just came through that Harshnag pushed open. Its hard to tell because you are so short! The door handle is 12 feet off the ground, and climbing up to it would be difficult if not impossible given a coating of frost all over it. However, with it now open, it seems easy enough to push open or closed...(DC 12 str athletics).

Illuvin, what exact spell are you casting? Detect Magic?


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Thumps, having walked back out of the small chambers and glancing back that way, you see a huge portcullis in an open hall about the same distance back as the lever. The lever probably controls that portcullis, now that you think about it. See map


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

Thumps comes out, "I think the levers control the portcullises."


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

Yep, detect magic. I was giving others a chance to explore while I sat back for a bit.


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Illuvin, as the ritual ebbs towards completion you sense multiple auras all around, coming into your mental view like ghosts from another realm: the iron sconces lit by Urth conjuration), the magic portal (conjuration), and the necklace (illusion).


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

Anyone have Identify?


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

Heh, I do... as a ritual

wanders around the room taking note of the auras as he goes. He pays particular attention to the runes and the portal searching for any magical clues to their purpose and use.

arcana: 1d20 + 5 ⇒ (14) + 5 = 19
investigation: 1d20 + 5 ⇒ (6) + 5 = 11

Room description from before:
Within, a thick frost clings to every surface of this 100-foot-high vaulted chamber. Seven enormous statues dominate the room. The largest of them is an 80-foot-tall robed giant, his arms outstretched and his face hidden beneath a stony cowl, facing a glowing archway in the east wall. Kneeling in rows to each side of this statue are six statues half its size, each impressive in its own right and depicting a paragon of a type of giant: hill, stone, frost, fire, cloud, and storm. These smaller statues face the bigger one in the room’s center. In their outstretched arms, five of the giants hold weapons — gifts for their All-Father. Only the frost giant statue is unarmed.

The archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty, ice-covered sconces made of iron.


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

Maybe try identify, see if that will do anything for the portals and runes as well


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Illuvin, it seems odd that none of the statues or weapons radiated auras, all the magic of the portal seems self contained. There are six runes and six statues. Harshnag is a frost giant and knew the "Ise" rune, but not the others. The archway, like everything else here, seems sized for giants. With the auras of the runes visible, it is clear that each contains a trap triggered by touch, but how to bypass the trap is unclear.


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You guys by chance actually have everything needed to solve the puzzle right now, but there's basically no way in hell you would ever guess to do what is required based on whats known. Let's not get too hung up here unless you just really enjoy this sort of thing, exploring the complex may turn something else up.

Illuvin, if you turn your attention to the necklace, it seems to resist your spell at first, almost playfully, before giving up and revealing itself to you:

Amulet of Proof against Detection and Location:

Requires Attunement.

While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Molok, feeling that something is maybe not right within himself, keeps to himself for the next little while, as the others run around and search all the rooms.

How long does this compulsion last, or is it already worn off?


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A minute, with a new save (DC 15 wis) and new effect rerolls every 6 seconds. If you make the save it ends early


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

"Well, I'm stumped. All those runes are trapped with no obvious way to disarm it. Is there anyway to get through these doors that are frozen over? By the way, if you wear this necklace, divination magics fail against you."


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

"I will take it if no-one else needs it, otherwise i don't need it"


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

"Anybody have a spell casting enemy worried about what you might be up to?" He shrugs, "Other than a few barroom bullies that thought they could crush the little guy or goblin clans I don't have a real nemesis."

Thumps will compare notes with that Illuvin on the weird door.

Thats advantage and guidance.

Dark Archive

M Half-elf NG Druid: 6 | HP: 45 | AC: 16 | Ini: 3 | Per: 6 | Darkvision: 60' | Speed: 30' |

After Melgrom wanders off, Sohar turns his attention to the wyrmling, offering it some dried meat rations and an under-the-chin scratch. "I wonder what your name is, little fella. How would you feel about Calcryx?," he asks in a soothing tone, not expecting to be understood.


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

Elain will translate

Dark Archive

M Half-elf NG Druid: 6 | HP: 45 | AC: 16 | Ini: 3 | Per: 6 | Darkvision: 60' | Speed: 30' |

"Thank you. Boy or girl? And is he or she speaking Draconic, or the tribesmens' language?"


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

I assume Draconic, IDK tho


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Rogue 6 | Init: +4 | AC 15 | HP 39/39 | Saves: S +0 D +7 Co +1 I +5 W -1 Ch +2 | Perception +5 (15) | Spell slots: 3/3 | Inspiration: [N]

Working on catching up on 90 posts and seeing if I can think of anything for this puzzle... hmmm...

Wis Save: 1d20 - 1 ⇒ (7) - 1 = 6


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

I feel dumb. I totally missed the doors to the north. I thought our only options were the portal or the iced over doors. Are the northern doors to big for us to open easily?

Illuvin walks over to the western set of doors on the north wall and sticks his ear to it to try to hear anything on the other side.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16


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Illuvin you can make a new single int Arcana roll for the Thumps assistance, it may offer something new. As for the door, nothing but silence. The handle is too high for you to reach by yourself, but just the right size for Harshnag. He would likely open it for you if asked. (Once opened, same deal as the other one. Str athletics DC 12 to push open/close on your own)

Sohar, make cha persuasion check as well as an int arcana check.


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Also no one said the iced over doors to the south were an impenetrable barrier. You guys have fire magic and strong weapons that could probably chip it away.


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

My bad Thumps, I need to work on my reading skills. Adding guidance to first roll and reroll for adv.
guidance to add to first roll: 1d4 + 19 ⇒ (3) + 19 = 22
int arcana advantage; guidance: 1d20 + 5 + 1d4 ⇒ (6) + 5 + (3) = 14

I thought we may be able to but path of least resistance and all that. I'm sure that'll never bite us on the backside in a dungeon.

"Harshnag, can you give us a hand over here? These doors are really inconvenient. I guess that's a feature in a place like this"


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Pindleton Confusion Effect: 1d10 ⇒ 1

Quote:
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.

1d8 ⇒ 5

Pindleton suddenly flies into the southeast corner at incredible speed.

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