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3 posters

    Tomb of the Nine Gods

    Chris
    Chris


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    Post  Chris Wed Apr 01, 2020 2:49 pm

    whit10 wrote:are there any recognizable marks (regarding alignment) on the cubes?

    no, just the names of the gods and their animal totem\symbol

    this probably didn't make sense before because you didn't know the word was the name of the god. this was in the background info thread


    Tomb of the Nine Gods - Page 2 9_keys11
    navyik
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    Post  navyik Wed Apr 01, 2020 3:01 pm

    The alignments are given with the names of the 9 trickster gods above.
    Chris
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    Post  Chris Wed Apr 01, 2020 3:05 pm

    here, now both are on the same forum page

    Chris wrote:nice rolls and use of skills!

    Religion informs Baldric about the natures of the 9 Trickster Gods


    I’jin (female) Chaotic Neutral
    Fickle and unpredictable
    “I never stick to a
    plan.”



    Kubazan (male) Chaotic Good
    Wild and spirited
    “I am fearless and not
    afraid to take great risks.”


    Moa (male) Lawful Good
    Truthful and kind
    “I must always speak
    the truth.”


    Nangnang (female) Neutral Evil
    Selfish and cruel
    “I won’t share with
    others.”


    Obo’laka (female) Lawful Neutral
    Nervous and obsessive
    “I am risk-averse and a
    slave to routine.”


    Papazotl (male) Lawful Evil
    Shrewd and conniving
    “I bow before no one
    and expect others to do as
    I command.”


    Shagambi (female) Neutral Good
    Wise and virtuous
    “I never show mercy to
    evildoers.”


    Unkh (female) Neutral
    Selfabsorbed and indecisive
    “I am incapable of
    making decisions.”

    Wongo (male) Chaotic Evil
    Violent and deranged
    “I act without concern
    for the well-being of
    others.”



    Adder's knowledge of the Arcane arts leads him to suspect that the Evocation aura on the door would inflict some sort of damaging effect if the keys are put into the door in the wrong combination. Adder's deduces from his Investigation that the order the keys are inserted is not as important as their locations.
    whit10
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    Post  whit10 Wed Apr 01, 2020 3:25 pm

    before we actually do this; it seems like they should just go where the names designate? Alan, please chime in.

    I would suggest starting at Neutral and then go from there? Or start with CE? I'm probably second guessing myself though
    navyik
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    Post  navyik Wed Apr 01, 2020 5:03 pm

    Placing them in the right slots is the key. Which you place first doesn’t matter, according to your arcana check.

    Tynman interposes himself between the wizard and the door. He holds out his hand. “By your command...”. He will place the stones as Edmund directs. He knows that he is more resistant to damage.
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    Post  navyik Wed Apr 01, 2020 5:12 pm

    Baldric should stand just in range to give tynman a bonus while the wizard and Blue stand behind Baldric.
    Chris
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    Post  Chris Wed Apr 01, 2020 5:27 pm

    navyik wrote:Baldric should stand just in range to give tynman a bonus while the wizard and Blue stand behind Baldric.

    ok, ready for the keys placement whenever you are

    map updated


    Tomb of the Nine Gods - Page 2 Door_m12


    Last edited by Chris on Wed Apr 01, 2020 5:39 pm; edited 1 time in total
    whit10
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    Post  whit10 Wed Apr 01, 2020 5:38 pm

    ok, let's do this.

    Pally next to Tynman and in front of Edmund (and Blue I presume)

    Edmund will direct Tynman according to what was discussed above (proper key to proper god)
    Chris
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    Post  Chris Wed Apr 01, 2020 5:43 pm

    whit10 wrote:
    Edmund will direct Tynman according to what was discussed above (proper key to proper god)

    I don't understand what this means.

    imagine the 9 holes are like numbers on a phone pad

    1  2  3

    4  5  6

    7  8  9


    tell me per number, which cube (by god name), goes into which slot
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    Post  navyik Wed Apr 01, 2020 5:50 pm

    Tynman places the gods according to the alignment chart

    LG NG CG
    LN N. CN
    LE NE CE
    navyik
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    Post  navyik Wed Apr 01, 2020 5:54 pm


    6
    I’jin (female) Chaotic Neutral
    Fickle and unpredictable
    “I never stick to a
    plan.”


    3
    Kubazan (male) Chaotic Good
    Wild and spirited
    “I am fearless and not
    afraid to take great risks.”

    1
    Moa (male) Lawful Good
    Truthful and kind
    “I must always speak
    the truth.”

    8
    Nangnang (female) Neutral Evil
    Selfish and cruel
    “I won’t share with
    others.”

    4
    Obo’laka (female) Lawful Neutral
    Nervous and obsessive
    “I am risk-averse and a
    slave to routine.”

    7
    Papazotl (male) Lawful Evil
    Shrewd and conniving
    “I bow before no one
    and expect others to do as
    I command.”

    2
    Shagambi (female) Neutral Good
    Wise and virtuous
    “I never show mercy to
    evildoers.”

    5
    Unkh (female) Neutral
    Selfabsorbed and indecisive
    “I am incapable of
    making decisions.”
    9
    Wongo (male) Chaotic Evil
    Violent and deranged
    “I act without concern
    for the well-being of
    others.
    whit10
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    Post  whit10 Wed Apr 01, 2020 5:55 pm

    yep, Alan got it right... sorry, my bad
    Chris
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    Post  Chris Wed Apr 01, 2020 6:16 pm

    navyik wrote:Tynman places the gods according to the alignment chart

    LG NG CG
    LN  N. CN
    LE  NE CE


    cheers   BINGO!

    I thought that is what you guys meant, I just wasn't sure.  

    from the clues  "the enemies oppose.  one stands in the middle"



    The nine cubes flare with light, then disappear. Growling
    like an angry beast, the slab begins to slide up into the
    ceiling.

    When the door opens, the puzzle cubes teleport back to
    their respective shrines in Omu.



    FYI - the bold type is taken directly from the module book

    map updated

    Tomb of the Nine Gods - Page 2 Door_m13

    Another slab blocks the hallway twenty feet beyond the
    first door. An iron lever is set into the door’s surface,
    with a graven stone skull leering down from above.



    cyclops Tyn spots a seam in the tile floor ahead!    (PP!)   cyclops
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    Post  navyik Wed Apr 01, 2020 8:38 pm

    Blue starts quickly for the next slab before looking down to see his feet are not touching the ground.

    “Structural threat detected,” Tynman drones. He is holding Blue up by his hood and sets him down.

    Blue looks at the seam. “Doh! Maybe there’s a mechanism. Look Eddie!”

    Blue investigates what he can reach if the seam without stepping on its adjacent slabs.

    Result of the throw of dice "1d20 +9" :

    4 + 9 = 13

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    Post  whit10 Wed Apr 01, 2020 9:11 pm

    GM, did you need a PP from everyone or just Tynman? (or did I just not understand that last line?)
    Chris
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    Post  Chris Wed Apr 01, 2020 9:36 pm

    whit10 wrote:GM, did you need a PP from everyone or just Tynman? (or did I just not understand that last line?)

    that's the beauty of PASSIVE perception!  I never need a check for it unless you want to try and roll higher than your PP score.   Tyn just has the highest PP, so I credited him with spotting it.  It was only DC 15 so everyone except Adder noticed it, in all fairness. I will try to be more accurate in the future.  

    I just automatically tell you if you notice something that is within your range.  At this point, I would be suspicious if you DON'T notice anything  drunken

    navyik wrote:
    Blue looks at the seam. “Doh!  Maybe there’s a mechanism. Look Eddie!”

    Blue investigates what he can reach if the seam without stepping on its adjacent slabs.

    Result of the throw of dice "1d20 +9" :

    4 + 9 = 13


    without entering the hallway, the only mechanism that Blue can find is the iron lever protruding from the door at the far end.

    or did you mean that Blue would skirt one of the sides in his investigation?
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    Post  whit10 Wed Apr 01, 2020 9:40 pm

    Edmund casts mage hand and sends it over to the lever (once's he is in range, he will move up next to Tynman at the 1st open door)

    Awaiting the rest of this though, no further action yet
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    Post  Chris Wed Apr 01, 2020 9:51 pm

    map updated

    I am not 100% sure of everyone's location since Blue stepped forward, then Tyn lifted him by his collar, so I moved Tyn back a square, then Adder moved up

    mage hand

    Tomb of the Nine Gods - Page 2 Mage_h10


    map update

    Tomb of the Nine Gods - Page 2 Door_m14
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    Post  navyik Wed Apr 01, 2020 10:42 pm

    Doesn’t look like there’s an edge to skirt. Blue will fly to the lever looking for other mechanisms along the way.
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    Post  Chris Wed Apr 01, 2020 10:56 pm

    door description reminder

    Chris wrote:
    Another slab blocks the hallway twenty feet beyond the
    first door. An iron lever is set into the door’s surface,
    with a graven stone skull leering down from above.



    navyik wrote:Doesn’t look like there’s an edge to skirt. Blue will fly to the lever looking for other mechanisms along the way.

    When a character reaches the midpoint of the hall, read:

    The skull’s jaws creak open, and a skeletal hand holding
    a crystal hourglass-style timer emerges from within.
    With a click, the timer rotates and sand starts to trickle
    into its lower globe.


    Count down slowly from 10, and let the players tell you
    what, if anything, their characters do in that time.



    study since we are not sitting around a table unfortunately, this won't quite work as the author intended


    each character gets 1 full turn (1 move, 1 action, 1 bonus, 1 reaction) and each player can only make 1 more post each before the sands of the hourglass run out.  

    I cannot answer questions during this 10 second runoff (sorry)

    map update

    Tomb of the Nine Gods - Page 2 Door_m15

    what does each character do?

    tic

    toc

    tic

    toc
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    Post  navyik Wed Apr 01, 2020 11:34 pm

    I missed the mage hand. Blue stays put.



    Last edited by navyik on Wed Apr 01, 2020 11:58 pm; edited 1 time in total
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    Post  navyik Wed Apr 01, 2020 11:50 pm

    Tynman goes through the door if the floor doesn’t collapse. He believes the chamber is designed to seal them into the dungeon.
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    Post  whit10 Wed Apr 01, 2020 11:50 pm

    I was hoping you didn't do that....

    "Stop!  Don't move." Says Edmund...

    Mage Hand before he gets there?  Pull the lever and hope the little bugger doesn't die

    Baldric will move up to the opened door though, just in case he has to jump through quickly (right behind the wizard)
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    Post  navyik Thu Apr 02, 2020 12:10 am

    Ha we might be dead already.
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    Post  Chris Thu Apr 02, 2020 9:51 am

    study I think the fair way to do this is in order of posting and resolve everything all at once.


    The party acts all at once as the Panic Trap does its job!

    Blue stays put

    Tynman steps through the door onto the floor with the seam

    Adder calls for him to stop and pulls the lever with his mage hand

    Baldric steps up behind the wizard.

    As soon as Adder's mage hand pulls the lever....


    Pit Trap. Pulling the lever causes the floor between the
    two doors to split open along a central seam. Each creature
    standing on the floor when the lever is pulled tumbles into a
    20-foot-deep pit lined with poisoned spikes.

    Each creature falling into the pit takes  (2d10)
    bludgeoning damage and is impaled on 1d4 spikes, each of
    which deals  (1d6) piercing damage and  (1d10) poison
    damage.


    Tyn falls into the pit!  

    spike number

    Result of the throw of dice "1d4" :

    2

    Tyn is impaled on 2 spikes

    damage:
    Result of the throw of dice "2d10" :

    2 + 5 = 7  bludgeoning

    DC 15 Dex SV for 1/2

    Result of the throw of dice "2d6" :

    2 + 2 = 4  piercing

    Result of the throw of dice "2d10" :

    9 + 7 = 16  poison

    Any creature that takes poison damage from one or
    more spikes is poisoned for 24 hours, or until the condition is
    removed with a lesser restoration spell or similar magic.


    there is no save, sorry, but Tyn would only take 1/2 from the poison damage

    Poisoned condition:

    A poisoned creature has disadvantage on Attack rolls and Ability Checks.



    the first door remains open and the second door remains closed.  the hourglass timer stopped when the lever was pulled, it had not quite run out


    map updated

    Tomb of the Nine Gods - Page 2 Door_m16


    actions?
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    Post  whit10 Thu Apr 02, 2020 10:07 am

    well shit, sorry Alan...

    Baldric will lower some rope to help Tynman get out.

    Hourglass?
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    Post  Chris Thu Apr 02, 2020 10:22 am

    Baldric puts his dungeoneering pack to good use and lowers a rope to Tynman

    whit10 wrote:
    Hourglass?

    the timer that was counting down 10 seconds

    Chris wrote:

    When a character reaches the midpoint of the hall, read:

    The skull’s jaws creak open, and a skeletal hand holding
    a crystal hourglass-style timer emerges from within.
    With a click, the timer rotates and sand starts to trickle
    into its lower globe.



    Count down slowly from 10, and let the players tell you
    what, if anything, their characters do in that time.



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    Post  whit10 Thu Apr 02, 2020 10:36 am

    as soon as Baldric is able to pull Tynman out, Edmund will move the lever back to it's starting position (hopefully that works)
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    Post  Chris Thu Apr 02, 2020 11:10 am

    whit10 wrote:as soon as Baldric is able to pull Tynman out, Edmund will move the lever back to it's starting position (hopefully that works)

    ok, as soon as Alan has a chance to go as well
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    Post  navyik Thu Apr 02, 2020 11:51 am

    Tynman

    Initiative 2 adv.
    Hp 85 / 66
    Ac 23 (27vs multiple attacks)

    Lucky (3)
    Second wind (1/short rest)
    Spells
    1:4
    2:3

    Condition poisoned disadvantaged 24 hrs attack and ability

    Climbing out with disadvantage
    Rolling "1d20 +8" 2 times

    1: 8 + 8 = 16
    2: 17 + 8 = 25
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    Post  navyik Thu Apr 02, 2020 11:57 am

    Blue investigates the trap. “Don’t close it yet.”
    Result of the throw of dice "1d20 +9" :

    15 + 9 = 24
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    Post  whit10 Thu Apr 02, 2020 12:02 pm

    Edmund is holding as per request for a moment
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    Post  Chris Thu Apr 02, 2020 12:08 pm

    Tyn manages to climb out of the pit without getting poked again.  He stands on the outside of the pit near Adder and Balrdic.

    Blue flies over and investigates the trap.  As best that he can figure...  the lever just drops the floor open or pulls it up to closed again.  It has no other function.  

    Since Blue doesn't find any other mechanisms, his best deduction is that the timer is some kind of counter-weight to open the 2nd door.  Blue determines that if the party had done nothing, the sand would have run out and opened the 2nd door.  The Panic Trap is designed  for adventurers to pull the lever under time pressure and self-inflict injuries.  Restoring the lever and waiting should open the second door and possibly close the first door, as Tyn thought.
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    Post  navyik Thu Apr 02, 2020 12:28 pm

    “Okay as soon as the floor closes we need to move through the opening,” Blue warns.

    Tynman’s circuits bum a little louder and a couple sparks are visible in his joints. “Stealth mode and sentinel system offline. System reboot required.”

    Blue looks at Baldric and Edmund, “can you fix him!”

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    Post  whit10 Thu Apr 02, 2020 12:42 pm

    yep, was just waiting for that:

    Baldric burns a 2nd level spell slot - casts Lesser Restoration on Tynman (that ought to take care of the poison condition)

    Edmund will then raise the lever back to it's original position
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    Post  navyik Thu Apr 02, 2020 12:54 pm

    “The next trap will prolly hurt us if we are defibrillate,” Blue says.
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    Post  Chris Thu Apr 02, 2020 1:13 pm

    The anti-malware restoration software burns the poisoned condition from Tynman's system!

    Adder's mage hand pulls the lever back to the UP position.  The hourglass again clicks and the sands complete their drop into the lower globe.  The party can hear massive stones grinding against each other.

    If the characters don’t pull the lever by the time you’ve finished your
    countdown, the lever and the sand timer retract as the door
    sinks into the floor, revealing area 5 beyond.


    map updated

    Tomb of the Nine Gods - Page 2 Door_m18

    There is still daylight streaming in from the outside, but the deeper the party goes into the dungeon, the more the light begins to fade.  


    A moss-covered corridor extends beyond the second
    door. Tree roots hang from the sagging ceiling, and the
    air reeks of rot and damp. Ahead, a bas-relief carving of
    a bearded devil’s face adorns the wall at a T-shaped
    intersection. The devil’s open mouth is a well of utter
    darkness.


    Tomb of the Nine Gods - Page 2 Bearde10

    Blue notes irregularities in the floor’s tile patterns  as indicated by Xs on the map
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    Post  navyik Thu Apr 02, 2020 2:10 pm

    Assuming That 10 minutes might not yet have passed, blue studies the room for auras, especially the mouth. “Don’t step there, there, or there.” Can he pass without significant trouble?
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    Post  Chris Thu Apr 02, 2020 3:36 pm

    navyik wrote:Assuming That 10 minutes might not yet have passed, blue studies the room for auras, especially the mouth.  “Don’t step there, there, or there.”  Can he pass without significant trouble?  

    Sure, how far down the hallway does Blue want to go?

    He needs to go about halfway to get within 30ft of the Devil Mouth to detect auras.  I will assume he goes at least that far, but let me know if Blue wants to go all the way to the T-intersection.

    As Blue navigates down the hallway, past the first irregular floor tile, he notices (PP)  moss obscures the tiny holes in the walls  cyclops

    Staring at the Devil Mouth, Blue sees...

    The face is sculpted from stone and melds seamlessly with the
    surrounding wall, and its mouth is wide enough for a Medium
    or smaller creature to crawl through. A detect magic spell or
    similar effect reveals an aura of illusion magic over the face.


    map update

    Tomb of the Nine Gods - Page 2 Door_m19
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    Post  whit10 Thu Apr 02, 2020 3:40 pm

    Edmund and Baldric will move up to where the second door opened (just to be closer to all of this)
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    Post  navyik Thu Apr 02, 2020 4:07 pm

    “Oooo... dart holes...”


    Last edited by navyik on Thu Apr 02, 2020 4:11 pm; edited 1 time in total
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    Post  navyik Thu Apr 02, 2020 4:11 pm

    Blue will creep to the edge for a peek around the corner.
    Result of the throw of dice "1d20 +12" :

    20 + 12 = 32 Stealth wasting a 20

    Tynman follows quietly behind
    Result of the throw of dice "1d20 +6" :

    16 + 6 = 22
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    Post  Chris Thu Apr 02, 2020 5:35 pm

    After Baldric and Adder pass the 2nd door, the 1st door descends back into place, sealing the party inside the Tomb of the Nine Gods.   You now face the long dark of the Tomb.  


    from PHB Vision and Light

    Darkvision

    Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can't discern color in darkness, only shades of gray.



    Tomb of the Nine Gods - Page 2 Gandal10

    A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.





    Since everyone has darkvision and no light source currently, everything is considered dim light and lightly obscurred.  All Perception checks are at Disadvantage (-5 to PP) in dim light.  And all you can see is black and white.

    Blue peeks down the T-shaped intersection and sees 2 hallways.  

    To his left, set in the floor about midway, he sees A rusted iron grate is set into the corridor floor.
    Creepers and vines cling to the walls of this corridor, at the end of which is an arched crystal window, six feet wide and ten feet high. Through it, you can see a dark chamber.

    crystal window = blue line on the map to the left
    iron grate is 15 ft left of Blue

    To his right, the hallway disappears into darkness beyond what appears to be another T-shaped intersection.


    map updated


    Tomb of the Nine Gods - Page 2 Toa11

    General features of the Tomb, unless otherwise noted:


    Ceilings
    Unless specified otherwise, ceilings in the tomb are 8 feet high
    in corridors and 12 feet high in rooms.

    Lighting
    All areas of the tomb are unlit unless noted otherwise.
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    Post  navyik Thu Apr 02, 2020 6:38 pm

    “Well I guess if that racket didn’t bring any heat, a little working light will prolly be okay. Besides, setting off a trap could be worserly probletactible.” Blue draws his moontouched blade to verify that there are no further traps in the hallway.
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    Post  whit10 Thu Apr 02, 2020 6:41 pm

    cool, my Pally was going to light a torch but that's so much better (and Chris, where exactly does that -5 to PP come from? I didn't see that when I looked up their rules for dim light)

    my two guys will move up to where Alan's guys are, avoiding the "X's"


    weapons, shield, spell focus wand at the ready; Pally in front of Wiz.
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    Post  Chris Thu Apr 02, 2020 7:20 pm

    whit10 wrote: (and Chris, where exactly does that -5 to PP come from? I didn't see that when I looked up their rules for dim light)

    Chris wrote:
    A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.[/b]

    Adv gives +5 and Dis gives -5 to PP.  


    Moon-touched blade
    In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.


    Ok, so the party has effectively a 15ft radius of light around Blue, after that it goes back to dim light.  

    Adder and Baldric join Blue and Tyn.

    Blue does not spot any additional clues.  


    map updated

    Tomb of the Nine Gods - Page 2 Toa12
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    Post  whit10 Thu Apr 02, 2020 8:07 pm

    Baldric picks up a rock and tosses it through the medium sized hole... "no reason for us to rash"

    Looking intently to see if anything happens (perception?)
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    Post  navyik Thu Apr 02, 2020 8:57 pm

    Blue points to the mouth. “Eddie, there’s an ILLUSION,” he says adding a spooky emphasis to the word. “Maybe you can misspell it so we can see what it really is?”
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    Post  whit10 Thu Apr 02, 2020 9:15 pm

    don't really want to waste a dispel magic this early if possible...
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    Post  navyik Thu Apr 02, 2020 9:41 pm

    “Man... I wanted to watch,”. He waits to see if Baldrics rock does anything.

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