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[pbp] Ruins of Undermountain (D&D 5e) - ADVENTURE OVER!!! Thanks for Playing!
Posts
At the start of any of your turns you need to specify that you are "averting your gaze", meaning looking anywhere but directly at the basilisk. This state is pretty much the same as being BLINDED but only towards the one target. This state lasts until the start of your next turn where you should/could specify that you are again averting your gaze.
And dang, those ARE solid rolls! Nice.
Geth, roll 1d20-1 for DEX save vs. Prone-ness
Stats:
Philo - AC:19, HP:26/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4
Basilisk - AC: 15, HP: 19/52, Petrifying Gaze
Dural - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4, RESTRAINED
Ay (150'/180')- AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4
Salazar - AC:15, HP:26, Spells:-/4/3, SP:4, HD:2/4
@evilthecat - Up!
but then reconsiders. A few sideways glances in an attempt to see a leg or two, Salazar throws a firebolt at the beast.
Minion, roll 2#1d20l1+6 for to hit
Minion, roll 1d10 for dmg
Seeing Dural stiffen, Philo calls out the ancient Dwarvish war-cry "kravok nikt, barl nor!"*, hoping to inspire his friend to shake off the beast's powers.
*Loosely, "I'll have your beer, too, then!"
Sadly, I can't ACTUALLY help with Dural's save.
Attack the basilisk, and if I hit use Maneuvering Strike. I just want the extra damage, so whoever wants to move half their speed chime in and you can have it.
Geth, roll 1d20+5 for Attack!
Geth, roll 1d8+3 for Damage!
Geth, roll 1d8 for Maneuver!
@Mongrel Idiot - Are you averting your gaze? If so you should have had Disadvantage on that attack (not that it mattered). Otherwise you should be making your save vs stone-ing.
I'll be a nice DM as assume that you were averting your gaze.
@Bursar - Your turn!
Geth, roll 1d20+3 for Con save v. stoneing
Barran narrows his eyes, waggles his fingers, and mutters a few mystic phrases. A large, ornate helmet complete with feathery plume and a eye shield appears in the air around the basilisk's head, neatly concealing its features from anyone else. Barran focuses his concentration on making sure to keep his illusion centered on the beast's head as it moves about the room, preventing the creature from making eye contact with any more of the party.
"Don't try to pierce the illusion!" he cries, "it's keeping you safe!"
Action: Cast Silent Image
Move: back off to give the fighters more room
Steelhawk and I discussed this, and as long as Barran's able to maintain concentration and spend his actions on keeping the illusion in the proper place around the basilisk's head it should be enough to block the start of petrification (sorry, Dural) while letting you attack it without looking away.
If you really want to see through the illusion, it's a DC 12 Int (investigation) check, and attempting to hit the illusion will make it obvious that it's not really there and you'll instantly be able to see past it.
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
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
It's working.
It really is. It was not a hard sell at all.
I assume that the helmet does not cover the mouth of the beast? Otherwise it would be biting the shit out of it right now and ruining your idea.
Geth, roll 1d20-4 for INT check to spoil illusion
Stats:
Philo - AC:19, HP:26/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran - AC:16, HP: 27+5/27, Spells: -/3, HD: 2/4
Basilisk - AC: 15, HP: 19/52, Petrifying Gaze
Dural - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4, RESTRAINED
Ay (150'/180')- AC:16, HP: 31+5/31, Ki: 4/4, HD: 2/4
Salazar - AC:15, HP:26, Spells:-/4/3, SP:4, HD:2/4
@Aegis - I need your second save please. Don't fuck it up!
@am0n - You're on deck!
There are surprisingly few pictures of lizards or dinosaurs wearing helmets on the web; the internet's really let me down.
Kind of like this, but more Roman Centurion-y and not transparent:
Edit:
After casting a spell, it's now
Barran - AC:16, HP: 27+5/27, Spells: -/2, HD: 2/4
3DS FC: 0810-0331-1324 | PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
For now, the dwarf's energies are focused on not turning to stone. I be born beneath rock, surrounded by rock, he thinks to himself, Finder, don't let me return to th'rock in such literal a sense. Exhaling, he closes his eyes and focuses his inward grumpiness to shoving out whatever unnatural perversion makes up this lizard's magic. I am a dwarf! his mind yells inwardly. I will my feet forward, not some peabrained, multilimbed aberration of a lizard. I AM A DWARF!
Precious moments tick by in stern concentration until finally, suddenly, a metal boot slides on stone floor, only briefly, but enough to cause Dural to open his eyes in triumph. He then immediately looks at Philo with a surprisingly serious look, stating simply: "Hands off m'beer."
The save is at the end of my turn, so I still get to act!
Action: Attack the Basilisk again, with Disadvantage.
Move: Nowhere, because my speed is 0.
minion, roll 2d20l1+4 for Attack
minion, roll 1d8+2 for Damage
minion, roll 1d20+3 for Saving Throw (Petrify)
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Stats:
Philo - AC:19, HP:26/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran - AC:16, HP: 27+5/27, Spells: -/2, HD: 2/4
Basilisk - AC: 15, HP: 19/52, Petrifying Gaze, BLIND-ish
Dural - 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 - AC:15, HP:26, Spells:-/4/3, SP:4, HD:2/4
No longer diverting Gaze
Action: Attack
Minor: Flurry, Prone then Reaction priority
Geth, roll 1d20+5 for Attack QStaff
Geth, roll 1d8+3
Geth, roll 1d20+5 for Attack Unarmed1
Geth, roll 1d4+3
Geth, roll 1d20+5 for Attack Unarmed2
Geth, roll 1d4+3
@Steelhawk Roll DC13 Dex ST for the last Flurry hit to avoid being knocked Prone
Stats:
Philo - AC:19, HP:26/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran - AC:16, HP: 27+5/27, Spells: -/2, HD: 2/4
Basilisk - AC: 15, HP: 5/52, Petrifying Gaze, BLIND-ish
Dural - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4
Ay - AC:16, HP: 31+5/31, Ki: 2/4, HD: 2/4
Salazar - AC:15, HP:26, Spells:-/4/3, SP:4, HD:2/4
Geth, roll 1d20-1 for DEX save vs. 13
minion, roll 1d20+6 for firebolt
minion, roll 1d10 for damage
Philo - AC:19, HP:26/38, 4/4 Sup. Dice, HD: 2/4, Cold Resistance
Barran - AC:16, HP: 27+5/27, Spells: -/2, HD: 2/4
Basilisk - AC: 15, HP: 2/52, Petrifying Gaze, BLIND-ish
Dural - AC:18, HP:40+5/40, Spells:-/3, LoH:20/20, HD: 2/4
Ay - AC:16, HP: 31+5/31, Ki: 2/4, HD: 2/4
Salazar - AC:15, HP:26, Spells:-/4/3, SP:4, HD:2/4
Geth, roll 1d20+5 for Stabbin'!
Geth, roll 1d8+3 for Damagin'!
Fantastic! I almost turned one of you to stone. What more can a DM ask for?
Now what?
Retrieving a tinderbox and flint from his bag, he strikes once, twice, and one final time until the torches catch fire and the campfire is burning, his boots along with it. "An offering of travels, iron, and predators slain," Dural speaks, head bowed in front of the fire, "As thanks fer the Finder's path remainin' illuminated in front of me, hopefully for some time t'come." He'll remain head bowed in prayer for some time or until spurred on by the others, his hairy toes wiggling idly now and again.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
"I really have to wonder how they wrangled this beast in here in the first place," he says, but then notices the variety of goblinoid statues in various states of damage around the room. "On the plus side, the room we snuck into before is probably empty. Care for another peek, Ay?"
Barran gives Dural some time to attend to his prayers, taking the opportunity to boot the Hobgoblin corpse by the door so that its arm drops away from the activation rune. The irregular drone of rushing electricity from the hallway falls silent.
3DS FC: 0810-0331-1324 | PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Does this roll prevent somebody else from trying the Int roll? If it does, I'd rather let somebody cleverer take a crack at it, but in case it doesn't...
Geth, roll 1d20+1
The disappearance of the frightening animated suits of armor...the dead man's switch on the statue trap...releasing the Basilisk from its room...It's clear to Philo that Lady Zarr is getting nervous now.
She has pulled back and consolidated her defenses. Her usual horde is far away make their delivery of slaves in the Underdark. The fodder she had left at her disposal has been devastated: The loss of one of her Captains and his men while trying to loot the Bone Throne, the troops holding the main entrance, another gang of her fodder while they where learning to get along and even more as they ate their lunch, freeing her personal chef, the slaying of her family of pet spiders and the loss of one of her fellow Dark Elves as well as his hunting party...
If there ever was a time to lop the head off of these Drow slavers, now is the time!!!
(He does wonder where the scary suits of armor went though...)
Except these aren't your soldiers, he reminds himself. "I think," he says, letting the command-voice slip away, "that we won't have a better chance than now to get to the heart of Zarr's lair and put an end to her slaving, for good. I propose we move on her lair with all speed." He glances at Ay and grins. "Well, maybe not all of us at all speed. You wouldn't want to go in twenty marks before the rest of us, Ay."
Once you enter the dungeon, how/where you want to proceed? I'll re-post the map tomorrow when I'm not on my phone with a key corresponding to the rooms your discovers at the last state they were in.
Until then, think about how you want to assault this base of operations!
Lady Zarr's Area Map:
[/quote]
Room 4: Zarr's Army Ready Room/Parade Square/Goblin & Kobold Camp - CLEAR
Room 5: Basilisk Den - CLEAR
Room 6: Mess Hall - BIG MESS, PROBABLY CLEAR
6A: Kitchen - PROBABLY CLEAR
6B: Pantry & Fresh Water Supply - PROBABLY CLEAR
Room 7: Language School - PROBABLY CLEAR
Room 8: Slave Pens - CLEAR
Room 9: Hobgoblin Barracks & Bugbear Dens - ???
Room 10: Spider Lair - PROBABLY CLEAR (but I wouldn't check unless I was feeling my Wheaties today)
Room 11: Stirge Room - RESET BECAUSE HALASTER IS A JACKASS
Rooms 12 & 13: Nevermind and Not Relevant to the Adventure anymore
Rooms 14 thru 20: Unexplored and this is where you need to go.
He then start burning off the flesh, eating bits of it here and there.
As he's doing so he'll squint at the map and listen to Philo's tactical suggestions.
"Sure, yeah, why not! ..anyone want some?"
3DS FC: 0810-0331-1324 | PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
The room looks exactly the same as before. The statues and old mural and half eaten people-statues.
It's a large room, a dark room, and there are plenty of places where items of value could be stashed...
Perception check, please.
Geth, roll 1d20+5 for Looking over the Halfling
Ay nods and follows Barran into the room. "If anything, maybe we can figure out more about her defenses." Ay looks about with Barran, trying to either find out more information about Lady Zarr and her lair, or what the creature may have been guarding.
And if there isn't any obvious danger in the room, Ay will move into the room to explore/examine things better. Won't run in, but passive perception style looking around to make sure I don't step on a trap or anything, too.
3DS FC: 0810-0331-1324 | PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970