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Constitution saving throw
Zhuirentel Elendaril
13+3=16

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Kriv boosted con save
AJ rolled 1d20+7 and got 11

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[Arus rolls 21 total]

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Jaliera

Jaliera lets out a yelp and is thrown backwards.

Jaliera con
Gypsy rolled 1d20+3 and got 10

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Davroar

He winces at the loud sound but manages to keep his footing, but will quickly run over to see how hurt Jaliera is.

[Davroar CON save
Dugan rolled 1d20+6 and got 26]

Last edited by Dugan; Tue 07/12/21 07:41 UTC.
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Jaliera

She smiles ruefully, grateful for the attention and holds out a hand so he can help her up.

"Just bruising probably. More the surprise and loss of dignity."

She rolls her eyes.

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DM

Arus's attempt to lift the grate triggers a thunderous boom. Although Arus and Zhu are closest to the grate, they manage to keep their footing on the slippery stone walkway as the shock wave hits them, as does Davroar. Kriv and Jaliera, however, are knocked back about 10 feet, taking a bit more damage as they impact the ground.

Bern and Sindar happened to be far enough away to escape harm from the blast, but clearly hear the boom as it echoes from the stone walls. No doubt any creatures that may be waiting below the grate would have heard the sound as well.

Code
         Hit Pts  Hit Dice  
PC       Cur/Max  Cur/Max
Code
Arus      47/52     5/6
Bern      58/58     5/6
Davroar   40/43     4/6
Jaliera   26/33     4/6
Kriv      35/42     6/6
Sindar    43/43     6/6
Zhu       47/50     5/6


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<Bern>

The 'blast' from the 'trap' pushes him back a couple of steps, but he manages to remain 'upright' in the 'slippery' footing.

He shakes his head to clear it and then looks around to see how his friends are doing ... and to look for any 'new' threats that might have been attracted to the sound.


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DM

If there are any new threats attracted to the sound, they aren't obvious or visible to the party.

The grate remains where it was, still closed.

[OOC: let me know if you want to heal up, collect those spears you were talking about, and/or try again with the grate!]

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Kriv

"I suspect it would be wise to deploy a scout to the fore, versed in spotting such things." Mused the Dragonborn as they resumed their footing.

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Davroar

He helps Jaliera up to her feet, and replies to her, "I know your tough, but that was quite a blast, so..."
Holding her hand a little bit longer he casts a healing spell on her.

[Davroar Cure Wounds on Jaliera
Dugan rolled 1d8+4 and got 12]

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[OOC My hero! wink ]

Jaliera

She is not going to argue as she knows she is probably the weakest of their group. And it is nice that he cares. She smiles. "Thanks"

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<Bern>

"I would go, but I would need a light and might alert any threats", he said feeling somewhat useless.


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DM

Code
         Hit Pts  Hit Dice  
PC       Cur/Max  Cur/Max
Code
Arus      47/52     5/6
Bern      58/58     5/6
Davroar   40/43     4/6
Jaliera   33/33     4/6
Kriv      35/42     6/6
Sindar    43/43     6/6
Zhu       47/50     5/6

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Neptune Offline OP
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OOC: As Aquadyne pointed out, the grate is NOT open. You'll find it to be heavy...meaning whoever wants to lift it should provide an athletics check with their post.


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Zhu

Taking a breath, after the spell Glyph went off, she moves back to gather up the spears, pausing a moment to look for a trap. She ruefully acknowledges to herself that the horse has already left the barn on that topic, but it can't hurt. Returning she hands one to each person (DM - If there are not enough she doesn't keep one for herself as she doesn't plan to fight with a weapon anyway).

"Well, Arus, unless you have skills at detecting traps our choices seem to be that you take your chances there aren't any more, or Jaliera uses a potion and goes ahead to scout. She is the only one with any skill at removing traps among us I believe?"

She waits for the stronger men to move the grate as well as any replies.

(OOC - If she detects a trap on the spears she will not touch them.)

Perception (Wis)
Zhuirentel Elendaril
19

Last edited by Zeim; Fri 10/12/21 00:18 UTC.
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Kriv

The Dragonborn moved up to remove the obstruction.

Kriv dealing with the grate (athletics)
AJ rolled 1d20+4 and got 21


"That should do it. Jaleira, if you're willing, I suspect this won't be the only such chokepoint."

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DM

Zhu's inspection of the spears shows they're ordinary. And there are a half dozen of them, meaning everyone who wants one gets one, including Zhu if Arus prefers to keep his trident instead.

The grate is back to its ordinary iron self now, and is easily removed as Kriv lifts it up and out of the way of the opening. Up from the opening beneath comes.... nothing, really.

As the party carefully approaches the opening with their light and peers down, they can see an iron ladder affixed to the stonework sides of the vertical tunnel below, the rungs still damp from the recent drainage. But there is no obvious water within sight. The ladder descends to a stone floor about thirty feet below, also with some residual puddles of water on it but clearly able to be walked on.

Halfway down the ladder, the tunnel opens up, reaching the 15-foot high ceiling of the room below.

[OOC: Let me know anything else you'll do before you head down. And get those dice warmed up!]

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<Bern>

He continues watching for uninvited guests ...


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Jaliera

"Sure but if I hit water I'll have to come back. I'll send Whisper down first though."

She directs her little owl down to take a look at the tunnel below.

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DM

Whisper flies down the shaft, just below ceiling height 15 feet below. The steps continue for another 15 feet but at this height Jaliera can observe the large room through the owl's eyes. The large room is roughly square, about 90 feet along each wall, although the half opposite the ladder curves around in a semicircle. Murky water fills most of the room. The water level just barely reaches the edge of three ten-foot-wide walkways, the nexus of which is at the base of the ladder which you need descend to reach it. To the left and right of the ladder, each walkway follows the wall for about 45 feet before turning at a right angle and following the side wall towards a handwheel which is manned by an aquatic humanoid unlike the ones you encountered above. each is armed with what appears to be a harpoon.
[Linked Image]

Midway along each curved wall past the handwheels is a large water pipe, but nothing is flowing through either of them at the moment.

Through the middle of room, the walkway leads to a stone building set against the opposite wall, rising the full 15 feet from the walkway to the ceiling, with a steel door. Halfway down this middle stretch, the walkway expands in a circular pillar, with four additional handwheels set into the floor, two on each side of the walkway.

When whisper first arrives, the steel door to the building is open, revealing a portion of the room beyond. And the view through the door is disturbing ...

A large creature, clearly not of this world, glances back outside the door at Whisper with a sneer. It is clearly aware of the familiar's presence. The creature has the face of a fish but with two small horns. It stands on two legs but has four very long appendages that end with oddly human-like hands. In one of its four hands is a 3-headed obsidian flail. It gives off an eerie glow. In another is a wand that pulsates with energy. Against the wall behind the creature are what appears to be two young lordlings, eyes open in fear and half encased in cocoons from the waist down, their hands trapped by their sides.

The monstrosity turns its back on Whisper, laying its free hands on each noble. It appears to be sucking the life force out of them, as their eyes seem to roll back and their heads fall forward limply.
[Linked Image]
Also in the chamber are a few of the kuo-tao that Jaliera remembers from the encounter in the upper level. They were had all been focused on the steps and as soon as they see Whisper one of the spellcaster kuo-tao is gesturing and an unholy flamelike radiance descends on Whisper.

OOC: Dex save please for Whisper, DC 12. She gets a 1d20+1 roll. Yes, the dreaded readied action: Release the spell on the next living thing that it sees. Neither Whisper or her assailants were surprised.

KTW-2 Sacred Flame damage
Neptune rolled 1d8 and got 5

Not that the amount of damage would matter.

Last edited by Neptune; Sat 11/12/21 05:51 UTC.

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[OOC Is Whisper living? We have discussed this before and you said she is deemed to be a magical construct. ]

In case it is needed:

Whisper Save
Gypsy rolled 1d20+1 and got 14

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(OOC - It is a magical spirit, not a magical construct. So it is alive, but not an "animal".)

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OK smile

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[[ While Whisper might ... or might =not= ... be 'an animal' ... clearly you are Zeim <gd&r lmao> ]]


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