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[pbp] Ruins of Undermountain (D&D 5e) - ADVENTURE OVER!!! Thanks for Playing!
Posts
Just waiting for @am0n before we start round 2 and do it all again!
Philo (60'/180') - AC:19, HP:38+5/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran (25'/180') - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4, HIDDEN
Dural (50'/180') - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4
Ay - AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4
Salazar (60'/180') - AC:15, HP:30+5, Spells:-/4/3, SP:4, HD:2/4[/quote]
@Steelhawk
Unless you can Hide as a bonus action like a rogue, it takes your action to do so.
Hiding in this case represents finding enough cover/sweet spot that the trap won't hit you between statues.
If you recall, the only source the last time you went through here was the trigger rune in the large room to are heading too. For anything else you'd need to make a Perception check.
Move: 55 Feet down the hall
Action: Hide
Geth, roll 1d20+5 for Stealth
Edit: Do we remember a way to turn these *off* with the trigger rune? Or just turn it on? Can I make a Perception check as I run down the hall to see if I notice any other way to disable the traps?
@Mongrel Idiot can start us off with a new round! But really, you can all take your turns as you check in to the forums...
Philo (60'/180') - AC:19, HP:38+5/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran (25'/180') - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4, HIDDEN
Dural (50'/180') - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4
Ay (55'/180')- AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4. HIDDEN
Salazar (60'/180') - AC:15, HP:30+5, Spells:-/4/3, SP:4, HD:2/4
Thank god for darkvision.
@Steelhawk
From my previous post: Do we remember a way to turn these *off* with the trigger rune? Or just turn it on? Can I make a Perception check as I run down the hall to see if I notice any other way to disable the traps?
You remember that just inside the door there was a rune that the Goblin defenders had to touch to turn the trap on. To see what is going on now, you'd have to get into that room first.
Barran's going to keep trundling down the hallway, but with the benefit of seeing where he's going he gets to move a little faster.
Action: Dash
Move: 50 feet
Bonus: Hide
Get, roll 1d20+6 for Hide
3DS FC: 0810-0331-1324 | PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
3DS FC: 0810-0331-1324 | PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
3DS FC: 0810-0331-1324 | PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Just a few more of you (Philo, Dural and Ay) to go before we move to round 3!
Also...in reading back, I missed @am0n 's question: Yes! Of course you can make a perception check as you move down the hallway. Sorry it took so long to answer.
Philo (60'/180') - AC:19, HP:38+5/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran (75'/180') - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4, HIDDEN
Dural (50'/180') - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4
Ay (55'/180')- AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4
Salazar (120'/180') - AC:15, HP:30+5, Spells:-/4/3, SP:4, HD:2/4
Geth, roll 1d20+5 for Looking for ways to disable the trap
Edit: Solid roll, so I'll wait for some feedback before I move.
You would have to take a bit of time and spend your turn to check them out properly and not just glancing at them as you run past.
Move: Move 55 feet.
Action: If my perception check took my action, ignore. If not, Hide.
Ignore roll if Action was already used.
Geth, roll 1d20+5 for Stealth
Just one more of you ( @Aegis ) to go before we move to round 3!
Philo (120'/180') - AC:19, HP:38+5/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran (75'/180') - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4, HIDDEN
Dural (50'/180') - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4
Ay (110'/180')- AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4
Salazar (120'/180') - AC:15, HP:30+5, Spells:-/4/3, SP:4, HD:2/4
Run along the righthand side of the room (where I was originally going before I figured out I couldn't hide behind the pillar). So 10ft laterally, and 40ft forward.
Sorry, turkey was this weekend.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Back to the top of the round! Everyone go one more time!
...Its kinda boring when the stupid trap won't trigger, I know...but blame Geth for that, not me!
Dural doesn't have to worry about that lateral 10', we'll just call it 50' of forward motion.
Philo (120'/180') - AC:19, HP:38+5/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran (75'/180') - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4,
Dural (100'/180') - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4
Ay (110'/180')- AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4
Salazar (120'/180') - AC:15, HP:30+5, Spells:-/4/3, SP:4, HD:2/4
Watching Dural falling behind, Ay charges forward to one of the statues in their path and attempts to scramble up the structure and damage the rune that he suspects the lightning is arcing from.
Move: about 40 feet forward, to about where Dural will end up after his next move.
Action: I want to try and climb up the statue and break off the weapon, shield, whatever, that the rune is etched into, or somehow damage it in hopes of disabling the trap that Dural will end up next to. @Steelhawk Let me know what kind of roll that is, or if I don't have a chance in heck at succeeding.
If you give me an INT check vs. DC13 (Arcana would be ideal here) you would have an educated guess that by simply marring the runes you might interrupt the chain of electricity. (If you succeed in your attempt to mar the runes then anyone within say 10' of close to that ruined statue would get ADV on their DEX Saves as the arc of electricity skips a statue.)
If you made an INT check vs. DC15 then you would also know that to stop the flow of electricity you'd have the spoil the runes on a cluster of 4 statues (2 on each side of the hall) and that would "break the circuit".
It would take a full round to mar the runes on one statue. (finding the rune, getting to it, scratching it out with a dagger, etc...)
Edit: Lowered DC's because those were just TOO high. Also want to clarify that your 40' of movement is already accounted for and is kosher. If Ay can hit an INT roll to figure it out he is good to go on his plan.
Geth, roll 1d20-1 for Int
Edit: Go Go Dump Stat!
Given we are already mostly through this, I'll just mar the one that is closest to where Dural will end up, protecting he and myself.
Ay leaps up a statue along his team's path and quickly jabs one of his kunai into the elaborately etched rune. A small spark occurs followed by a puff of smoke, leading him to believe at least this statue is disconnected. Calling out to the others, "The runes statues create a circuit the electricity travels through. I think I've disabled this one."
Philo (120'/180') - AC:19, HP:38+5/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran (75'/180') - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4,
Dural (100'/180') - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4
Ay (150'/180')- AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4
Salazar (120'/180') - AC:15, HP:30+5, Spells:-/4/3, SP:4, HD:2/4
If I don't find a statue with a rune on it, uh, have me smack a random statue along my path. Moving 50 ft or until the next runed statue, whichever comes first.
minion, roll 1d20+2 for Strength (I guess?)
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Philo (120'/180') - AC:19, HP:38+5/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran (75'/180') - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4,
Dural (125'/180') - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4
Ay (150'/180')- AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4
Salazar (120'/180') - AC:15, HP:30+5, Spells:-/4/3, SP:4, HD:2/4
Hey guys, I'm gonna be in a cabin in the woods without wifi through Sunday, so I'll be a little late. If you need Philo to do a thing, he'll probably do it. He's a hell of a guy like that.
Just waiting for @Bursar & @evilthecat to let me know where they end up before we can move this along.
@Mongrel Idiot - If you could drop a DEX save for me, it would save me the trouble of having to do one if you are away. Unless you want to move through the door and be "safe"
Also, I'll be away from my computers this weekend too, but I will check in on my phone often.
Philo (180'/180') - AC:19, HP:38+5/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran (75'/180') - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4,
Dural (125'/180') - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4, ADV on Save vs. Trap
Ay (150'/180')- AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4, ADV on Save vs Trap
Salazar (120'/180') - AC:15, HP:30+5, Spells:-/4/3, SP:4, HD:2/4
dashing 60ft to safety.
So far, neither Philo or Salazar have entered the next room unless I get confirmation from their players.
Philo (180'/180') - AC:19, HP:38+5/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran (75'/180') - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4,
Dural (125'/180') - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4, ADV on Save vs. Trap
Ay (150'/180')- AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4, ADV on Save vs Trap
Salazar (180'/180') - AC:15, HP:30+5, Spells:-/4/3, SP:4, HD:2/4
Bonus action: Dash
Move: 50 feet ahead (can I specify to the statue across from the one Dural has broken?)
Action: Hide
Geth, roll 1d20+6 for Hide
3DS FC: 0810-0331-1324 | PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Finally, the building static in the air unleashes all at once! The blue glow forms at far end of the hallway and before your minds can register the speed at which it is moving the electrical lattice forms between the statues (with a notable gap in 2 places) and arcs through your bodies!!!
@Aegis - Please make a DC12 DEX Save with Advantage
@am0n - Please make a DC12 DEX Save with Advantage
@Bursar - You have successfully taken cover from the trap. No damage for you!
@evilthecat - Please make a DC12 DEX Save UNLESS you choose to go through the set of double doors at the end of your turn.
@Mongrel Idiot - Please make a DC12 DEX Save UNLESS you choose to go through the set of double doors at the end of your turn.
Geth, roll 3d6 Electrical Damage
Philo (180'/180') - AC:19, HP:38+5/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran (125'/180') - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4, Hidden from Trap
Dural (125'/180') - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4, ADV on Save vs. Trap
Ay (150'/180')- AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4, ADV on Save vs Trap
Salazar (180'/180') - AC:15, HP:30+5, Spells:-/4/3, SP:4, HD:2/4
And he passes! So only takes 4 damage.
Geth, roll 1d20+1 for Philo's DEX Save.
Sure.
Standing next to Philo who, instead of opening the doors and proceeding to the next room, is now just standing there, stoically staring at the back of his shield, Salazar wonders whether he isn't having a PTSD episode.
"We're going to get hit! DON'T JUST STAND THERE!"
He would have chastised him some more but the sparks jumping between his horns seemingly shortcircuited that particular idea.
minion, roll 1d20+2 for how bad is this going to hurt.
Waiting for Dural & Ay to make their Saving throws and in the meantime I will keep the stat block updated and reset the trap. Its the top of the round so anyone who is not at the door should probably try to go through the door and get away from the trapped statues. But hey, "this is D&D" as Jerry like say on the C-Team, and you can do whatever you want to do.
Philo (180'/180') - AC:19, HP:38+1/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran (125'/180') - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4,
Dural (125'/180') - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4, ADV on Save vs. Trap
Ay (150'/180')- AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4, ADV on Save vs Trap
Salazar (180'/180') - AC:15, HP:26, Spells:-/4/3, SP:4, HD:2/4
Edit: Thank you Geth for your wonderful sense of timing and adding to the urgency of getting through this scene.
Geth, roll 1d4 for Trap Reset