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3 posters
Tomb of the Nine Gods
navyik- Posts : 5048
Join date : 2012-03-22
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- Post n°851
Re: Tomb of the Nine Gods
Blue follows suit with his mage hand in the silver chest.
Chris- Posts : 9531
Join date : 2011-10-26
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- Post n°852
Re: Tomb of the Nine Gods
et viola!
a silver button appears on the sarcophagus.
the buttons are in the same order, left to right, as the chests: onyx, rusty iron, silver
what do you do now?
a silver button appears on the sarcophagus.
the buttons are in the same order, left to right, as the chests: onyx, rusty iron, silver
what do you do now?
whit10- Posts : 6629
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- Post n°853
Re: Tomb of the Nine Gods
Alright... BEFORE we hit the buttons, let's make sure we're ready to fight if needed.
Can you have a wand in each hand? (or does that deny the ability to cast spells due to components and what not?)
Can you have a wand in each hand? (or does that deny the ability to cast spells due to components and what not?)
navyik- Posts : 5048
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- Post n°854
Re: Tomb of the Nine Gods
If we push the onyx first, maybe Tynman gets released, or maybe he gets disintegrated?
Chris- Posts : 9531
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- Post n°855
Re: Tomb of the Nine Gods
whit10 wrote:Alright... BEFORE we hit the buttons, let's make sure we're ready to fight if needed.
Can you have a wand in each hand? (or does that deny the ability to cast spells due to components and what not?)
BEFORE - gotcha this time
You can dual wield wands, however, then you don't have your arcane focus, so you can't cast. We don't play with components. If 1 wand is Wand of the War mage, then that counts as your focus. Or if you have Warcaster, you don't need to hold a focus, as 2 wands can replace w\s or 2xweapons.
Chris- Posts : 9531
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- Post n°856
Re: Tomb of the Nine Gods
navyik wrote:If we push the onyx first, maybe Tynman gets released, or maybe he gets disintegrated?
or both?
whit10- Posts : 6629
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- Post n°857
Re: Tomb of the Nine Gods
ok, gotcha. Just the war mage wand then.
heh, you're guess is as good as mine Alan. I doubt it will be good, but I have no idea.
Push all three at once? (not sure that this is a good idea either but...)
heh, you're guess is as good as mine Alan. I doubt it will be good, but I have no idea.
Push all three at once? (not sure that this is a good idea either but...)
Chris- Posts : 9531
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- Post n°858
Re: Tomb of the Nine Gods
any consensus on button pushing?
poor Tynman is stuck in a box
whit10- Posts : 6629
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- Post n°859
Re: Tomb of the Nine Gods
I was waiting for a response from Mr. Beaman....
navyik- Posts : 5048
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- Post n°860
Re: Tomb of the Nine Gods
“Hide behind the chests.” Once everyone has cover, Blue uses mage hand to press the red button only.
Chris- Posts : 9531
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- Post n°861
Re: Tomb of the Nine Gods
navyik wrote:“Hide behind the chests.” Once everyone has cover, Blue uses mage hand to press the red button only.
Ok, so Adder, Blue and Baldric hide, one behind each of the 3 chests. Tynman is still within the Onyx chest.
Blue pushes the red (rusty iron) button....
the party can hear a "click" as the rusty iron chest unlocks itself. nothing else seems to have happened
what do you do now?
navyik- Posts : 5048
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- Post n°862
Re: Tomb of the Nine Gods
Open the rusty chest. If empty, Blue puts one of his purple feathers in the box and relocks it. Pushes red button again and examines contents of chest.
Chris- Posts : 9531
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- Post n°863
Re: Tomb of the Nine Gods
navyik wrote:Open the rusty chest. If empty, Blue puts one of his purple feathers in the box and relocks it. Pushes red button again and examines contents of chest.
The rusty chest is empty upon opening.
Blue tests with a purple feather. He uses the Mage Hand to relock it. The rusty iron button again pops up on the sarcophagus. When it is pushed, the party hears a click as the rusty iron chest is again unlocked. Blue opens it and sees a purple feather in the same condition as when he placed it.
whit10- Posts : 6629
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- Post n°864
Re: Tomb of the Nine Gods
may just have to push all three buttons at once?
navyik- Posts : 5048
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- Post n°865
Re: Tomb of the Nine Gods
Okay. Blue pushes the onyx button.
Chris- Posts : 9531
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- Post n°866
Re: Tomb of the Nine Gods
navyik wrote:Okay. Blue pushes the onyx button.
Tynman needs to make a CON SV please
navyik- Posts : 5048
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- Post n°867
Re: Tomb of the Nine Gods
After spending a luck point
Result of the throw of dice "1d20 +8" :
15 + 8 = 23
Stat block coming
Result of the throw of dice "1d20 +8" :
15 + 8 = 23
Stat block coming
Chris- Posts : 9531
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- Post n°868
Re: Tomb of the Nine Gods
navyik wrote:After spending a luck point
Result of the throw of dice "1d20 +8" :
15 + 8 = 23
Stat block coming
a wise use of Lucky
Pressing the button simultaneously unlocks the associated
chest and triggers a trap within it:
Pushing the onyx button forces any creature inside the
onyx chest to succeed on a DC 15 Constitution saving
throw or take 75 (10d6 + 40) force damage. A creature
reduced to 0 hit points by this damage turns to a pile of
dust, leaving behind whatever gear it was holding or
wearing.
Tynman is free
Only the Silver button remains to be pushed
navyik- Posts : 5048
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- Post n°869
Re: Tomb of the Nine Gods
Tynman gets behind the box with Blue.
Blue pushes the silver button.
Blue pushes the silver button.
Chris- Posts : 9531
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- Post n°870
Re: Tomb of the Nine Gods
There is a noticeable rush of cold air that escapes the Silver chest
Pushing the silver button causes any creature inside the
silver chest to make a DC 15 Constitution saving throw,
taking 45 (10d8) cold damage on a failed save, or half as
much damage on a successful one.
Once all three buttons on the sarcophagus lid have been
pressed, read:
The stone sarcophagus turns to transparent crystal,
revealing a mummified monkey-like creature within.
Clutched in its desiccated claws is a fearsome mace.
Pushing the silver button causes any creature inside the
silver chest to make a DC 15 Constitution saving throw,
taking 45 (10d8) cold damage on a failed save, or half as
much damage on a successful one.
Once all three buttons on the sarcophagus lid have been
pressed, read:
The stone sarcophagus turns to transparent crystal,
revealing a mummified monkey-like creature within.
Clutched in its desiccated claws is a fearsome mace.
whit10- Posts : 6629
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- Post n°871
Re: Tomb of the Nine Gods
Adder will re-conjure Mage Hand and get ready to lift the Mace to see if there is a reaction from the corpse
Chris- Posts : 9531
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- Post n°872
Re: Tomb of the Nine Gods
Adder summons his helping hand, but it can't reach the mace
Chris wrote:
The stone sarcophagus turns to transparent crystal
whit10- Posts : 6629
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- Post n°873
Re: Tomb of the Nine Gods
ah, didn't quite understand.. sorry.
"anybody else think that we may have to actually fight this one if we break the glass?" says Adder
Baldric is ready to swing on it when ready. He gives the lid a nudge though to see if it moves at all now...
Any other ideas?
"anybody else think that we may have to actually fight this one if we break the glass?" says Adder
Baldric is ready to swing on it when ready. He gives the lid a nudge though to see if it moves at all now...
Any other ideas?
Chris- Posts : 9531
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- Post n°874
Re: Tomb of the Nine Gods
The crystal sarcophagus makes a high-pitched TINK sound, like a fine wine glass, when nudged by Baldric's metal gauntlet.
whit10- Posts : 6629
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- Post n°875
Re: Tomb of the Nine Gods
"I'm about to smash this, everybody ready?" says Baldric
Chris- Posts : 9531
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- Post n°876
Re: Tomb of the Nine Gods
Acererack is ready
whit10- Posts : 6629
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- Post n°877
Re: Tomb of the Nine Gods
well, just to let Alan comment first....
Baldric will smash it as soon as the go ahead is given
Baldric will smash it as soon as the go ahead is given
navyik- Posts : 5048
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- Post n°878
Re: Tomb of the Nine Gods
Go ahead
Chris- Posts : 9531
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- Post n°879
Re: Tomb of the Nine Gods
Baldric easily shatters the crystal sarcophagus. To nobody's surprise....
When the sarcophagus turns crystalline, it becomes brittle,
having AC 5, 10 hit points, vulnerability to bludgeoning and
thunder damage, and immunity to poison and psychic damage.
It shatters if reduced to 0 hit points, whereupon the sumonster
mummy within animates and attacks.
roll initiative
When the sarcophagus turns crystalline, it becomes brittle,
having AC 5, 10 hit points, vulnerability to bludgeoning and
thunder damage, and immunity to poison and psychic damage.
It shatters if reduced to 0 hit points, whereupon the sumonster
mummy within animates and attacks.
roll initiative
whit10- Posts : 6629
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- Post n°880
Re: Tomb of the Nine Gods
I didn't really have any ideas about how to avoid this one.... maybe it couldn't be avoided this time.
Baldric:
Roll(1d20)+0:
20,+0
Total:20
drat, waste of a 20.
Adder:
Roll(1d20)+2:
9,+2
Total:11
Baldric:
Roll(1d20)+0:
20,+0
Total:20
drat, waste of a 20.
Adder:
Roll(1d20)+2:
9,+2
Total:11
Chris- Posts : 9531
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- Post n°881
Re: Tomb of the Nine Gods
you guys did GREAT avoiding 2 of the 3 trapped chests, but this fight couldn't be avoided. this fight is a LOT harder if you just got beat up by 3 nasty traps
navyik- Posts : 5048
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- Post n°882
Re: Tomb of the Nine Gods
Blue initiative
Result of the throw of dice "1d20 +4" :
4 + 4 = 8
Stat block coming.
Result of the throw of dice "1d20 +4" :
4 + 4 = 8
Stat block coming.
navyik- Posts : 5048
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- Post n°883
Re: Tomb of the Nine Gods
Tynman Initiative advantage
Rolling "1d20 +2" 2 times
1: 9 + 2 = 11
2: 20 + 2 = 22 (also wastes a 20)
Stat block coming.
Rolling "1d20 +2" 2 times
1: 9 + 2 = 11
2: 20 + 2 = 22 (also wastes a 20)
Stat block coming.
Chris- Posts : 9531
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- Post n°884
Re: Tomb of the Nine Gods
navyik- Posts : 5048
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- Post n°885
Re: Tomb of the Nine Gods
How high off the floor is the sarcophagus?
Are the pit walls sheer or rough?
Are the pit walls sheer or rough?
Chris- Posts : 9531
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- Post n°886
Re: Tomb of the Nine Gods
navyik wrote:How high off the floor is the sarcophagus?
Are the pit walls sheer or rough?
sarcophagus is 3ft high
pit walls are like floor tiles, so smooth, but not slippery, worked stone
navyik- Posts : 5048
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- Post n°887
Re: Tomb of the Nine Gods
Tynman
Initiative 2 adv.
Hp 85 /85
Ac 23 (27vs multiple attacks)
HD 9d10
Boon - The host can use an action to
turn invisible. Anything the host
is wearing or carrying is invisible
as long as it is on the host’s
person. The effect ends if the
host attacks, casts a spell, forces
a saving throw, or deals damage.
Lucky (3) x
Second wind 1d10+(1/short rest)
Spells
1:4 x
2:3
Tynman casts hunter’s mark and moves to the pit and leaps down to D-50.
Athletics Result of the throw of dice "1d20 +8" :
13 + 8 = 21
He attacks with the moon touched scimitar twice.
Rolling "1d20 +8" 2 times
1: 7 + 8 = 15
2: 8 + 8 = 16
If hits
Rolling "2d6 +6" 2 times
1: 5 + 6 + 6 = 17
2: 6 + 6 + 6 = 18
If both hit, add wounded prey to the second attack
Result of the throw of dice "1d8" :
4
Initiative 2 adv.
Hp 85 /85
Ac 23 (27vs multiple attacks)
HD 9d10
Boon - The host can use an action to
turn invisible. Anything the host
is wearing or carrying is invisible
as long as it is on the host’s
person. The effect ends if the
host attacks, casts a spell, forces
a saving throw, or deals damage.
Lucky (3) x
Second wind 1d10+(1/short rest)
Spells
1:4 x
2:3
Tynman casts hunter’s mark and moves to the pit and leaps down to D-50.
Athletics Result of the throw of dice "1d20 +8" :
13 + 8 = 21
He attacks with the moon touched scimitar twice.
Rolling "1d20 +8" 2 times
1: 7 + 8 = 15
2: 8 + 8 = 16
If hits
Rolling "2d6 +6" 2 times
1: 5 + 6 + 6 = 17
2: 6 + 6 + 6 = 18
If both hit, add wounded prey to the second attack
Result of the throw of dice "1d8" :
4
Chris- Posts : 9531
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- Post n°888
Re: Tomb of the Nine Gods
Tynman's attack protocol kicks into high gear! He moves to the edge of the pit (to gain LoS) and marks his prey before jumping down with a mighty overhead swing. The first blow lands squarely on the monkey mummy sending bits of burial wrapping spraying like blood. Sensing weakness, Tynman presses his assault with an even deadlier follow up. Chunks of bone litter the floor of the pit.
The beast is clearly injured
Baldric is up
can he finish the horror before it can even move?
The beast is clearly injured
Baldric is up
can he finish the horror before it can even move?
whit10- Posts : 6629
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- Post n°889
Re: Tomb of the Nine Gods
Baldric takes two might swings at this bag of bones; 1 2nd level spell slot used for smite
Roll(1d20)+8:
9,+8
Total:17
Roll(1d20)+8:
16,+8
Total:24
I'll roll damage for the 2nd one since I think that would hit.... let me know about the first atack
Damage (with smite)
Roll(4d8)+6:
4,8,8,4,+6
Total:30
Roll(1d20)+8:
9,+8
Total:17
Roll(1d20)+8:
16,+8
Total:24
I'll roll damage for the 2nd one since I think that would hit.... let me know about the first atack
Damage (with smite)
Roll(4d8)+6:
4,8,8,4,+6
Total:30
Chris- Posts : 9531
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- Post n°890
Re: Tomb of the Nine Gods
both are hits, Alan hit on a 15 and 16 above
whit10- Posts : 6629
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- Post n°891
Re: Tomb of the Nine Gods
ack... didn't see that (morning brain)
Damage for 1st attack:
Roll(1d8)+6:
8,+6
Total:14
heh.... tack another 14 damage onto that then.
Baldric is done
AC: 22
+1 Full Plate and +1 Shield
HP: 76;
Init: 0
Saves: Charisma and Wisdom – 12 and 9; +4 to all others from Aura of Protection
Movement: 30’
1 Inspiration Point
Currently: down on 2nd level spell slot
Damage for 1st attack:
Roll(1d8)+6:
8,+6
Total:14
heh.... tack another 14 damage onto that then.
Baldric is done
AC: 22
+1 Full Plate and +1 Shield
HP: 76;
Init: 0
Saves: Charisma and Wisdom – 12 and 9; +4 to all others from Aura of Protection
Movement: 30’
1 Inspiration Point
Currently: down on 2nd level spell slot
Chris- Posts : 9531
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- Post n°892
Re: Tomb of the Nine Gods
The mummy monkey crumbles to dust at Baldric's feet. The fearsome looking mace clangs loudly on the stone floor.
Combat is over (all too easy)
Mummy
AC 11
HP 58
dead-er before it could even move
it had some nasty abilities, so this is a good thing
Combat is over (all too easy)
Mummy
AC 11
HP 58
dead-er before it could even move
it had some nasty abilities, so this is a good thing
whit10- Posts : 6629
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- Post n°893
Re: Tomb of the Nine Gods
"awww.... Rags here didn't want to play anymore." Quips Baldric
whit10- Posts : 6629
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- Post n°894
Re: Tomb of the Nine Gods
Baldric will also pick up the mace and examine it
Chris- Posts : 9531
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- Post n°895
Re: Tomb of the Nine Gods
whit10 wrote:Baldric will also pick up the mace and examine it
Red smoke seethes from the head of the mace, forming
the outline of a monkey with a long tail. With a roar, the
smoky apparition leaps at you, screaming, “Let me in!”
CHA SV or willingly fail for Trickster God possession
whit10- Posts : 6629
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- Post n°896
Re: Tomb of the Nine Gods
Charisma Save:
Roll(1d20)+8:
15,+8
Total:23
Roll(1d20)+8:
15,+8
Total:23
Chris- Posts : 9531
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- Post n°897
Re: Tomb of the Nine Gods
The spirit of Wongo returns to the mace to wait for another chance to inhabit someone.
Baldric holds a MACE OF TERROR
Mace of Terror
Requires Attunement
This Magic Weapon has 3 Charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended Charges daily at dawn.
and with that.... you have completed level 1, the Rotten Halls!
+1up
go ahead and take a long rest (you are safe in this room) and level up.
We will continue when you are ready to go down to Level 2: Dungeon of Deception
I will start a new thread for DoD when ready
Baldric holds a MACE OF TERROR
Mace of Terror
Requires Attunement
This Magic Weapon has 3 Charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended Charges daily at dawn.
and with that.... you have completed level 1, the Rotten Halls!
+1up
go ahead and take a long rest (you are safe in this room) and level up.
We will continue when you are ready to go down to Level 2: Dungeon of Deception
I will start a new thread for DoD when ready
whit10- Posts : 6629
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- Post n°898
Re: Tomb of the Nine Gods
Sweet!!
Hey Alan, we did it!!! One level down and we're all still alive. lol
I'll update my character page later today. Long rest will be accounted for.
Baldric will hold onto the Mace for now... "this is powerful and evil my friends"
Just for my own clarification - does the Mace's attunement require failing the save? (I thought it did)
Hey Alan, we did it!!! One level down and we're all still alive. lol
I'll update my character page later today. Long rest will be accounted for.
Baldric will hold onto the Mace for now... "this is powerful and evil my friends"
Just for my own clarification - does the Mace's attunement require failing the save? (I thought it did)
Chris- Posts : 9531
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- Post n°899
Re: Tomb of the Nine Gods
whit10 wrote:Sweet!!
Hey Alan, we did it!!! One level down and we're all still alive. lol
I'll update my character page later today. Long rest will be accounted for.
Baldric will hold onto the Mace for now... "this is powerful and evil my friends"
Just for my own clarification - does the Mace's attunement require failing the save? (I thought it did)
no, remember in 5e there are attunement rules, you can only have 3 items attuned at a time. some items don't require attunement, but others do
whit10- Posts : 6629
Join date : 2012-03-27
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- Post n°900
Re: Tomb of the Nine Gods
oh, I know it's only 3 items. No worries on that.
I just couldn't remember if he needed to 'fail' the save to use the Mace's powers (which would include him having to attune with it)
I just couldn't remember if he needed to 'fail' the save to use the Mace's powers (which would include him having to attune with it)