
GM Infinity |

Illuvin, with Thumps assistance, you believe you get an idea of what effect the traps would have, if triggered. Besides the confusion effect from the lower left rune, the effects from left to right are:
Reverse Gravity, Meteor Swarm, Storm of Vengeance, Conjure Earth Elementals, and Ice Storm.
Harshnag gladly obliges "Yes, we must find the oracle...I believe the visitors chambers lie beyond here, perhaps we can find some clue within..."
A 60-foot-high hall stretches northward. The hall is inclined at a slight angle, so that the floor in the north end of the hall is higher than in the south end. The slope isn’t so great that the frost on the floor presents a hazard. Fourteen 30-foot-tall archways spaced along the west and east walls lead to 60-foot-square chambers furnished with frost-covered stone couches that serve as beds. Some of these beds have tattered furs atop them. Two sets of stairs seem to lead to an upper level, as well.

GM Infinity |

The wyrmling hisses and squawks agreeably "Wux munthreki re zyak klael...algbo, si jihai dout offering di achthend."
...slipping the meat between its maw and devouring it rapidly.
Sohar, after some thought, you come to the conclusion that its probably a good idea to raise this dragon wyrmling as best you can.

Molok Granite Fist |

Molok follows the giant as they open the great doors and enter into the vast chamber beyond.
"Perhaps we should check the doors to the south to see what might be within before we go too far through these northern ones."

GM Infinity |

Elain, the dragon wyrmling nods happily and hops that direction.
Illuvin/Molok, the ice on the southern doors looks about 4 inches thick, and would probably take about an hour for a single person to chip it away or melt it with a torch. If more helped, it would lower that time proportionally. Fire magic might have an even more dramatic effect...

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I could cantrip acid splash or firebolt through the ice, other than than that blunt weapons will break ice.
From 25 feet back firebolt: 1d20 + 6 ⇒ (3) + 6 = 9 but stationary objects usually have ac 5.. dmg: 2d10 ⇒ (8, 4) = 12

GM Infinity |

The doors finally crack open, pulling towards the statues. The room within is surprisingly warm, dry, and brightly lit. The source of the light and the heat is a raging fire contained within a bowl-shaped basin in the center of the chamber. Natural gas escaping through holes in the basin feeds the fire, seemingly sustaining it indefinitely.
Arranged about the fire pit are six tables carved out of granite, with matching benches, and two 9-foot-tall stone slabs stained with blood and grease. Atop the southernmost slab are neat stacks of plates and goblets made of beaten copper, all green and black with age. The stacks of plates and goblets on the northernmost slab have been knocked over, creating a mess.
"Ah, the great feast hall..." Harshnag admires "...a meeting place for the hierarchies of giants. Perhaps we can find a cask of Grand Mead..."
The room is 240 feet wide by 440 feet deep, with a 200-foot-wide alcove in the center of the east wall. Six pillars, each 20 feet in diameter and 60 feet tall, support the vaulted ceiling. Map revealed in a sec

Thumps Windrover |

Thumps whistles quietly, "Big room." He shrugs, "Giants eh, still big room."
perception: 1d20 + 5 ⇒ (16) + 5 = 21

GM Infinity |

You make your way past the first huge table and suddenly hear a slipping of dishes and rubble from the east. An immense centipede-like beast erupts from clatter, rows of chitinous plates on its back glowing red-hot. In a cloud of steam, its body pulses with internal fire. Winglike fins flare from the back of the creature’s head, and its wide mouth brims with jagged teeth. One of the great arctic predators, the Remorhaz has awoken...
Sohar: 1d20 + 3 ⇒ (6) + 3 = 9
Pindleton: 1d20 + 4 ⇒ (13) + 4 = 17
Urth: 1d20 + 1 ⇒ (15) + 1 = 16
Jax: 1d20 + 7 ⇒ (20) + 7 = 27
Molok: 1d20 + 1 ⇒ (10) + 1 = 11
Illuvin: 1d20 + 5 ⇒ (1) + 5 = 6
Melgrom: 1d20 + 4 ⇒ (12) + 4 = 16
Thumps: 1d20 + 4 ⇒ (7) + 4 = 11
Elain: 1d20 + 0 ⇒ (10) + 0 = 10
Enemy: 1d20 + 1 ⇒ (7) + 1 = 8
Round 1:
Jax, Pindleton, Urth, Melgrom, Thumps, Molok, Elain, Sohar <--UP
Enemy
Illuvin
If anyone's init changed from levelup please let me know, I have not adjusted stuff yet
edit:I'll have to whip up a map from scratch I think, feel free to theater of mind until I have it up. 60 feet away.

Thumps Windrover |

Round 1
Thumps looks at the great beast and at his allies. "Oh boy." He rubbs the nose of the face of Tymora on his buckler and says a prayer.
Casts Bless on Harshnag, Elain, and Melgrom. +1d4 on Attacks and Saves.
After his prayer keeping the pillar between himself and the creature he runs to the pillar and tries to get where he can get a jump on the creature.
stealth: 1d20 + 7 ⇒ (6) + 7 = 13

Illuvin |

What kind of knowledge would I roll to know about this thing? Mainly I'm trying to figure out if mind affecting things work or if it can't be charmed.
knowledge: 1d20 + 3 ⇒ (16) + 3 = 19 Add 2 more if aracana

GM Infinity |

You could try one of Arcana, History, or Nature and get different info.
edit: ninja'd
Arcana 21:
The chitin of the remorhaz could be used to make chitin armor. The secretion of the remorhaz, called "thrym" (sharing its name with the Son of the All-Father), was valuable to alchemists in making heat-related magical items. Its spikes were said to be hot enough to melt metals. You can't recall anything about mind-affecting spells.

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"Where is the little guy going?," Sohar asks as Elain runs off. "Uh-oh," he offers up sagely upon seeing the monster. With a small flourish, his skin hardens.
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Cast: Barkskin
2nd: 2/3

Melgrom Greystone |

"Huh, well ain't that a giant pest!"
Melgrom then chants under his breath until the Remorhaz starts to glow to his sight before unless a volley of bolts.
Heavy Xbow: 1d20 + 9 ⇒ (14) + 9 = 23
Piercing damage: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (1) = 12 Hunters mark
Heavy Xbow: 1d20 + 9 ⇒ (5) + 9 = 14
Piercing damage: 1d10 + 4 + 1d6 + 1d8 ⇒ (8) + 4 + (6) + (5) = 23 [ooc] Hunters Mark + Colossal slayer if its wounder otherwise take of the d8 [/dice]

Pindleton Montague IV |

Has the confusion subsided yet? If so...
Pindleton fires his bow at the creature.
Shortbow attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Sneak attack if Elain is within 5’ of it: 4d6 ⇒ (3, 1, 3, 4) = 11

Molok Granite Fist |

Ok, sorry did not notice that Elain had moved up to attack...
Seeing the water-born warrior move to engage the beast, Molok moves forward as well to strike at the monster.
Dash for 60" movement

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Jax will focus fire and magic missile the red creature dmg: 3d4 + 3 ⇒ (1, 4, 1) + 3 = 9

GM Infinity |

Im just going to move Urth down in the init, he might be back while everyone else is posting after enemy.
The remorhaz' great maw opens, focusing in on Elain...
Bite: 1d20 + 11 ⇒ (18) + 11 = 29
Dmg: 6d10 + 7 ⇒ (5, 5, 9, 3, 4, 5) + 7 = 38 piercing
Dmg: 3d6 ⇒ (6, 5, 6) = 17 fire
Elain takes 55 dmg and is grappled, DC 17
...the rows of razor sharp teeth flay the fighter to bits, and the waves of heat from the great beasts back scorch unmercilessly.
Harshnag bellows "You little worm...you do not belong here. Come at me!" and he dashes forth to Elain's side.
Round 1:
Thumps, Elain, Sohar, Melgrom, Molok, Pindleton, Jax
Illuvin, Urth <--UP
Enemy
Harshnag,
And other players may post round 2 actions

Illuvin |

Wow, new plan. I don't think 5 temp hp a turn is going to help very much against this thing. As strange as it may be... new plan is fairy fire.
Seeing Elain getting chewed up changes his outlook on the creature. This thing needs to go down fast. Let's see if I can speed things along. Illuvin takes a few steps forward and shouts an word that roughly translates to illuminate as a violet glow tries to appear around the beast. "Elain! Don't give up! Help is on the way!
Action to cast Fairy Fire. DC 16 Dex Save or the outline sticks. If it fails, attack rolls against the target have advantage. Bonus action to give Elain a Bardic inspiration die. FYI, in case you didn't know, all grappled does is make your speed 0. That doesn't include anything special this guy may be able to do to a grappled target.

Melgrom Greystone |

"By Moradins beard, hold on, lass! We will have you out as fast as we can!"
Melgrom proceeds to rapidly take aim at the beast's head before loose two bolts towards what he thinks is the throat.
Heavy Xbow: 1d20 + 9 ⇒ (14) + 9 = 23
Advanatge
Heavy Xbow: 1d20 + 9 ⇒ (14) + 9 = 23
Piercing Damage: 1d10 + 4 + 1d6 + 1d8 ⇒ (3) + 4 + (1) + (3) = 11 Hunters Mark+Colossal Slayer
Heavy Xbow: 1d20 + 9 ⇒ (17) + 9 = 26
Advanatge
Heavy Xbow: 1d20 + 9 ⇒ (13) + 9 = 22
Piercing Damage: 1d10 + 4 + 1d6 ⇒ (9) + 4 + (3) = 16 Hunters Mark

Thumps Windrover |

Friendly reminder. Harshnag, Elain and Melgrom have bless going.

Molok Granite Fist |

Seeing the monster almost devour the poor waterling, Molok roars out his anger and smashes his maul into the neck of the beast.
Attack: 1d20 + 9 ⇒ (20) + 9 = 29Crit
Damage: 2d6 + 12 + 6 ⇒ (2, 5) + 12 + 6 = 25(re-roll 2: 1d6 ⇒ 6)=29
Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Adv. Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 2d6 + 6 ⇒ (3, 3) + 6 = 12

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Switching to the familiar form if a white bear, Sohar charges the creature.
-------------------------------------------------------------------
Bonus: Wildshape - Polar Bear(p.334)
Action: MultiAttack
Bite: 1d20 + 7 ⇒ (18) + 7 = 25
Damage(P): 1d8 + 5 ⇒ (6) + 5 = 11
Claws: 1d20 + 7 ⇒ (8) + 7 = 15
Damage(S): 2d6 + 5 ⇒ (6, 2) + 5 = 13
HP: 42/42 | AC: 16(Barkskin)
HP:45/45
2nd: 2/3

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Jax pumps a little more power into it this time Time to pump up the magic level 2 magic missile at the creature that grappled Elain if it ain't dead yet, otherwise the mm's go on the next hostile creature dmg: 4d4 + 4 ⇒ (4, 2, 1, 3) + 4 = 14

GM Infinity |

Melgrom's bolt work is uncanny, streaming dwarven metal fletchery into the hot back of the ice worm. It screeches a maddening scream, giving Elain a chance to work her way out of the jaws. Soharbear bolts out of the backline latching on to one of the remorhaz' prehensile appendages. Finally Jax alters reality in such a way that a tremendous force is experienced by the creature at just the right space in just the right time.
Round 2:
Elain, Sohar, Melgrom, Molok, Jax, Pindleton, Thumps <--UP
Enemy
Harshnag, Illuvin, Urth
Sohar-bear does indeed have one attack to resolve with the benefit of faerie fire.
Rem 219/300 hp, 19 AC

Pindleton Montague IV |

Pindleton is unnerved seeing the creature getting hit hard by many of his companions but still standing strong. But he takes a deep breath and follows the creature with his bow waiting for the exact right moment.
Shortbow attack: 1d20 + 7 ⇒ (16) + 7 = 23
Shortbow attack advantage: 1d20 + 7 ⇒ (20) + 7 = 27 Criticaaaaaallll!!!
Damage with sneak attack and critical: 2d6 + 8d6 + 4 ⇒ (1, 3) + (6, 6, 4, 4, 6, 1, 2, 2) + 4 = 39

Thumps Windrover |

Round2
Thumps pops around the corner And fires a bolt at the creature.
The worm is otherwise engaged and I'm Firing from previously hiding so I think I have sneak attack.
Hand Crossbow Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Hand Crossbow Attack Advantage: 1d20 + 7 ⇒ (18) + 7 = 25
Damage If Sneak Applies: 1d6 + 4 + 2d6 ⇒ (1) + 4 + (3, 4) = 12
Thumps leans against the pillar. He whispers a prayer. Then he calls out, "Anvil's calling."
Casts Spiritual Weapon.
Spiritual Weapon Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Spiritual Weapon Damage: 1d8 ⇒ 2

GM Infinity |

Also Thumps, moved you up for 30 ft hand xbow range.
For those who caught a glimpse it was a masterful shot. Pindleton's arrow cracks the exoskeleton on one the remorhaz' compound eyes, digging deeper into its cranium and dissapearing completely. A thick stream of some kind of yellowish body fluid spurts uncontrollably around the room.
Thumps likewise catches the remorhaz off guard with a shot from his trusty mechanisms, followed up by the holiest of all anvils dropping with a merry *ding dong* from heaven.