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Ch. 69: The Adventurers Enter the Wizard Horan's Home!

Buddy D.: whats up yall   Devin M.: Yes.   Buddy D.: whats up rick   Allowishis: Hey   Dungeon Master (GM): Ok, we can get started with Round #02 of combat here so you can make the initiative rolls now   WEAPON INITIATIVE ROLL: Allowishis the Pixie Pixie Thief, gets ready to make an attack move! Weapon INIT Roll:  0 Only 1 Initiative Roll shown to save space! ROUND 2 Xilicien , it's now your turn!   Xilicien the Enchanter, casts the MAGIC MISSILE Spell at Bugbear #01 -H11a! Level 1 Magic-User * Evocation/Invocation Priest Sphere: Force Components V, S Casting Time 1  segment Range 130  ft Duration Instant Area of Effect Targeted Creature(s) in a  10  square ft area Saving Throw None Damage:   3 ,  4 ,  3 ,  4  and  3  Force Effects:  Fires  4  missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it's target causing 1d4+1 points of damage.   Dungeon Master (GM): 14 total damage to him!   It seems that Bugbear #01 -H11a is defeated!   Xilicien 's turn is done. Carnivorous Ape #02 -H3 , it's now your turn! Carnivorous Ape #02 -H3, Attacks with the BITE at Lord Cromther! Strike Hits an AC of  -4  For  8  S/M/L Piercing Damage! ouch! that hits for 8 damage! : Carnivorous Ape #02 -H3 's turn is done. Yuan-Ti Abomination #01 -NB10 , it's now your turn!   Yuan-Ti Abomination #01 -NB10, Attacks with her SCIMITAR at Bullywug #02 -H11a! Scimitar Strike Hits an AC of  -8  For  6  S/M or  4  L Damage! a critical hit of 20!   CRITICAL EDGED WEAPON ROLL OF 20 For Yuan-Ti Abomination #01 -NB10 the Yuan-Ti Abomination results in: CriticalHitEdged Roll 43 Result Maximum Damage Effect Your weapon deals it's full maximum damage from the solid Critical Hit! that would be 8 damage then   Dungeon Master (GM): sliced him in half!   It seems that Bullywug #02 -H11a is defeated!     Yuan-Ti Abomination #01 -NB10 's turn is done. Bugbear #02 -H11b , it's now your turn!   Bugbear #02 -H11b, Attacks with his THROWING AXE at Lord Cromther! Strike Hits an AC of  4  For  4  S/M or  2  L Slashing Damage! a miss! : Bugbear #02 -H11b 's turn is done. Bullywug #03 -H11a , it's now your turn!   Bullywug #03 -H11a, Attacks with the SPEAR (6ft) at Yuan-Ti Abomination #01 -NB10! Strike Hits an AC of  7  For  2  S/M or  2  L Piercing Damage! a miss! : Bullywug #03 -H11a 's turn is done. Yuan-Ti Abomination Prisoner -T8 , it's now your turn!   Yuan-Ti Abomination Prisoner -T8, Attacks with her SCIMITAR at Bullywug #03 -H11a! Scimitar Strike Hits an AC of  2  For  5  S/M or  4  L Damage! a hit! : Yuan-Ti Abomination Prisoner -T8 's turn is done. Carnivorous Ape #01 -H3 , it's now your turn!   Carnivorous Ape #01 -H3, Attacks with the CLAWS at Xilicien! Strike Hits an AC of  14  For  3  S/M/L Damage! Gets 2 Claw attacks per round. If Both Claws Hit then an additional  3  of Rending damage is done to the victim!   Dungeon Master (GM): CRITICAL FUMBLE ROLL OF 1 For Carnivorous Ape #01 -H3 the Carnivorous Ape results in: Fumble Roll 44 Result Off-Balance Effect Your terrible attack has left you off-balance. No attack next round unless you roll your Dexterity or less. Save DC DEX
  DEXTERITY CHECK For Carnivorous Ape #01 -H3 the Rolls:  8  Needs ≤  14 ok stays on his feet : Carnivorous Ape #01 -H3 's turn is done. Bullywug #01 -H11a , it's now your turn!   Bullywug #01 -H11a, Attacks with the SPEAR (6ft) at Yuan-Ti Abomination Prisoner -T8! Strike Hits an AC of  1  For  4  S/M or  6  L Piercing Damage! missed : Bullywug #01 -H11a 's turn is done. Bullywug #04 -H11b , it's now your turn!   Buddy D.: im gonna kill you bully wog wug lol   Dungeon Master (GM): you have the ape and bugbear nearest you however : Bullywug #04 -H11b 's turn is done. Camlin , it's now your turn!   Camlin the Ranger, Attacks with the Magical +1 CALENYANDA LONG SWORD (3.5 ft) at Bugbear #02 -H11b! Strike Hits an AC of  0  For  4  S/M or  10  L HP Slashing Damage! You gain an additional +1 to damage on each consecutive strike (up to +5) against the same target. Any miss resets the cumulative effect. 3 attacks / 2 rounds.   Dungeon Master (GM): that hits for 10 damage!   Buddy D.: take that lol : Camlin 's turn is done. Allowishis , it's now your turn!   Dungeon Master (GM): remember next hit gives you +2   Buddy D.: get him allow oh sweet   Allowishis the Pixie Thief, Fires SLEEP ARROW (8") with PIXIE BOW (18") at Carnivorous Ape #01 -H3! Short Range is: 6ft to 25ft Strike Hits: AC  19  For  1  S/M/L piercing damage plus Save vs Spells or Comatose  4  hours! Gets 2 arrow attacks per turn.   Dungeon Master (GM): a miss : Allowishis 's turn is done. Bullywug #03 -H11b , it's now your turn!   Dungeon Master (GM): he jumped to there : Bullywug #03 -H11b 's turn is done. Sheila , it's now your turn!   Sheila the Cleric, strikes with the Magical +2 FOOTMAN'S MACE (2.5ft) at Carnivorous Ape #01 -H3! Strike Hits an AC of  5  for  10  S/M or  7  L HP Bludgeoning Damage!   Dungeon Master (GM): that is a hit for 7 : Sheila 's turn is done. Lord Cromther , it's now your turn!   Lord Cromther the Paladin, Attacks with his Weapon of Choice, the Magical +1/+3 Vs Regens LONG SWORD (3.5 ft) at Carnivorous Ape #02 -H3! Strike Hits an AC of  -13  For  15  S/M or  10  L HP Damage! If monster can Regenerate add +2 more on the To Hit and Damage. Gets 2 attacks / round   Dungeon Master (GM): ok a critical hit of 20! roll to see what sort of damage you do   Buddy D.: CRITICAL VERSUS ANIMALS ROLL OF 20 For Lord Cromther the Human Paladin results in: CriticalHitsVsAnimals Roll 4 Result Double Damage Effect Your weapon deals out double damage from the critical solid hit! Does not count if using PBR!   Dungeon Master (GM): ok, so 20 damage! ok anyone doing 2nd attacks? Camlin? Lord Cromther?   Camlin the Ranger, Attacks with the Magical +1 CALENYANDA LONG SWORD (3.5 ft) at Bugbear #02 -H11b!   Strike Hits an AC of  9  For  9  S/M or  18  L HP Slashing Damage! You gain an additional +1 to damage on each consecutive strike (up to +5) against the same target. Any miss resets the cumulative effect. 3 attacks / 2 rounds.   Dungeon Master (GM): that is a hit!   Allowishis, wearing the magical Gauntlets of Fencing (+3 TH & Damage), attacks with the PIXIE SWORD (21") at Carnivorous Ape #01 -H3 stealthily from behind! Backstabbing Attack Strike Hits an AC of  6  For  12  S/M or  15  L HP Piercing Damage!   Dungeon Master (GM): and camlin missed and Allowishis hits!   It seems that Carnivorous Ape #02 -H3 is defeated!   Lord Cromther the Paladin, Attacks with the TWO-HANDED SWORD (6 ft) at Carnivorous Ape #02 -H3! Strike Hits an AC of  6  For  5  S/M or  11  L HP Slashing Damage! Gets 3 attacks / 2 rounds.       Dungeon Master (GM): Lord Cromther Missed!
Round 3 Lord Cromther 's turn is done. Xilicien , it's now your turn!   Devin M.: Is the ape an enemy?   Dungeon Master (GM): indeed it is!   Xilicien the Magic-User, attacks with the magical STAFF OF STRIKING (6ft) at Carnivorous Ape #01 -H3! Strike hits an AC of  5  for: 1 Charge use:  5  S/M/L or 3 charges used:  11  HP Damage! DM please note charges expended!   Dungeon Master (GM): that is a hit for the full 11 damage i take it?   Devin M.: Yes.   It seems that Carnivorous Ape #01 -H3 is defeated!   Xilicien 's turn is done. Yuan-Ti Abomination #01 -NB10 , it's now your turn!   Dungeon Master (GM): ok, the Yuan-Ti moves to the rear of the compound and sees that Tasloi are busy watching the back and inside of the compound at the moment : Yuan-Ti Abomination #01 -NB10 's turn is done. Bugbear #02 -H11b , it's now your turn!   Bugbear #02 -H11b, Attacks with his FAUCHARD at Camlin! Strike Hits an AC of  4  For  3  S/M or  2  L Slashing Damage! he missed : Bugbear #02 -H11b 's turn is done. Bullywug #03 -H11a , it's now your turn!   Allowishis: (Tasloi are Allies right?)   Dungeon Master (GM): dead [Yes they are supposed to be, but these guys are right here with the head honcho, so no telling yet how they react!] : Bullywug #03 -H11a 's turn is done. Yuan-Ti Abomination Prisoner -T8 , it's now your turn!   Yuan-Ti Abomination Prisoner -T8, Attacks with her SCIMITAR at Bullywug #01 -H11a! Scimitar Strike Hits an AC of  7  For  7  S/M or  3  L Damage! he missed him! : Yuan-Ti Abomination Prisoner -T8 's turn is done. Bullywug #01 -H11a , it's now your turn!   Bullywug #01 -H11a, Attacks with the SPEAR (6ft) at Yuan-Ti Abomination Prisoner -T8! Strike Hits an AC of  16  For  1  S/M or  5  L Piercing Damage! a miss : Bullywug #01 -H11a 's turn is done. Bullywug #04 -H11b , it's now your turn!   Bullywug #04 -H11b, Attacks with the SPEAR (6ft) at Camlin! Strike Hits an AC of  5  For  5  S/M or  5  L Piercing Damage! a miss! : Bullywug #04 -H11b 's turn is done. Camlin , it's now your turn!   Camlin the Ranger, Attacks with the Magical +1 CALENYANDA LONG SWORD (3.5 ft) at Bullywug #04 -H11b! Strike Hits an AC of  4  For  8  S/M or  17  L HP Slashing Damage! You gain an additional +1 to damage on each consecutive strike (up to +5) against the same target. Any miss resets the cumulative effect. 3 attacks / 2 rounds.   Dungeon Master (GM): a hit for for 17 since you missed last swing   It seems that Bullywug #04 -H11b is defeated!   Camlin 's turn is done. Allowishis , it's now your turn!   Buddy D.: no second attack this round also   Dungeon Master (GM): right   Allowishis, wearing the magical Gauntlets of Fencing (+3 TH & Damage), attacks with the PIXIE SWORD (21") at Bugbear #02 -H11b stealthily from behind! Backstabbing Attack Strike Hits an AC of  -5  For  18  S/M or  15  L HP Piercing Damage!   Dungeon Master (GM): that is a critical hit of 20 so roll to see what type of damage you do   Allowishis: CRITICAL EDGED WEAPON ROLL OF 20 For Allowishis the Pixie Pixie Thief results in: CriticalHitEdged Roll 76 Result Finger Removed Effect Your Finger is Removed,  5 : 1=index, 2=ring, 3=middle, 4=pointer, 5=thumb. Dexterity reduced  3  points ! If finger already missing re-roll a 1d6. haha   Dungeon Master (GM): ok, you slashed his guts out and in the process also removed a thumb!   It seems that Bugbear #02 -H11b is defeated!   Allowishis 's turn is done. Bullywug #03 -H11b , it's now your turn!   Dungeon Master (GM): He hops over to Camlin and attacks Bullywug #03 -H11b, Attacks with the SPEAR (6ft) at Camlin! Strike Hits an AC of  4  For  1  S/M or  6  L Piercing Damage! a miss! : Bullywug #03 -H11b 's turn is done. Sheila , it's now your turn!   Allowishis: shes done for now : Sheila 's turn is done.
Lord Cromther , it's now your turn!   Lord Cromther the Paladin, Attacks with the TWO-HANDED SWORD (6 ft) at Bullywug #03 -H11b! Strike Hits an AC of  2  For  6  S/M or  20  L HP Slashing Damage! Gets 3 attacks / 2 rounds.   Dungeon Master (GM): a hit!   It seems that Bullywug #03 -H11b is defeated!     Buddy D.: eot   Dungeon Master (GM): 2nd attacks from anyone?   Buddy D.: no : Round 4 Lord Cromther 's turn is done. Xilicien , it's now your turn!   Dungeon Master (GM): looks like you can just stay back or assist the Yuan-ti Devin are you there???   Xilicien: What is that wooden thing there?   Dungeon Master (GM): steps going up to the porch   Xilicien: Xilicien the Enchanter, casts the MAGIC MISSILE Spell at Bullywug #01 -H11a! Level 1 Magic-User * Evocation/Invocation Priest Sphere: Force Components V, S Casting Time 1  segment Range 130  ft Duration Instant Area of Effect Targeted Creature(s) in a  10  square ft area Saving Throw None Damage:   4 ,  5 ,  5 ,  2  and  2  Force Effects:  Fires  4  missile(s) at one or more targets designated by the caster before the spell is cast. Each missile unerringly strikes it's target causing 1d4+1 points of damage.   Dungeon Master (GM): when you measure, press the right mouse button to change the direction while keeping your finger pressed on the left one and that hits for 16 damage   It seems that Bullywug #01 -H11a is defeated!     Dungeon Master (GM): ok, yea, end of combat right now   Buddy D.: search the bodies   Dungeon Master (GM): perhaps the Tasloi are afraid of a rear assault and stay on the wall currently ok, nothing of value is found upon any of them   Allowishis: go up on the porch   Dungeon Master (GM): the Yuan-ti stays back there to watch what they do   Buddy D.: the Tasloi are a formative foe   Dungeon Master (GM): Tasloi #03 -H1, Attacks with the JAVELIN (4 ft) at Yuan-Ti Abomination #01 -NB10! Strike Hits an AC of  15  For  6  S/M/L Piercing Damage! one of them tossed a javelin he had but it goes wide of the yuan-ti. He is not sure if the miss was intentional or not.   Buddy D.: is this a friendly   Dungeon Master (GM): they are supposed to be yes   Buddy D.: i thought so Tasloi are evil charaters if my memory serve me. Jungle creatures   Sheila The Human Cleric Says, "Leave them alone, see if they make any moves later"   Buddy D.: I agree   Dungeon Master (GM): alright   Allowishis: door locked?   Buddy D.: door locked? lol dayum you beat me to it   Dungeon Master (GM): yes it is   Buddy D.: do you have thieves tools allow   Allowishis the Pixie warlock, attempts to gain entry, by PICKING OPEN a LOCK! Result Whispered to DM   (From Allowishis):  OPEN LOCKS Roll:  80 % Needs ≤  47 %   Allowishis: Yes   Dungeon Master (GM): ok, Allowishis failed to pick open the lock!   Allowishis: any other Thieves?   Buddy D.: I stayed at a holiday inn before does that count? lol Xilicien: I have a knock spell prepared.   Buddy D.: sweet lets try it   Allowishis: Yes cast Knock
Xilicien the Enchanter, casts the KNOCK Spell! Level 2 Magic-User * Alteration Priest Sphere: Universal Components V Casting Time 1  Segments Range 60 ft Duration Special Area of Effect 10 square ft / level:  70 ft square Saving Throw None Effects:  The spell will open stuck or held or wizard-locked doors. It will also open barred or otherwise locked doors. It causes secret doors to open. The knock spell will also open locked or trick opening boxes or chests. It will loosen welds, shackles or chains as well. ​ ​ If it is used to open a wizard-locked door, the knock does not remove the former spell, but it simply suspends its functioning for 1 turn . ​ ​ In all other cases, the knock will p ermanently open locks or welds - although the former could be closed and locked again thereafter. It will not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. ​ Note that the effect is limited by the area; a 3rd-level wizard can cast a knock spell on a door of 30 square feet or less (for example, a standard 4-ft. × 7-ft. door). Each spell can undo up to two means (two functions), of preventing egress through a portal. Thus if a door is locked, barred, and held, or triple locked, opening it requires two knock spells. In all cases, the location of the door or item must be known—the spell cannot be used against a wall in hopes of discovering a secret door.   Dungeon Master (GM): ok, I am back, it's like someone put laxative in my milk at dinnertime as this is the 2nd trip since then! ok looks like the knock spell will still work here, at least temporarily so the door pops open....   Xilicien: Go! Go! Go!   Dungeon Master (GM): into a cloud of mist! let me rehide the inside of the house ok, that 10 ft section is all you can make out due to the thickness of the fog here Hello Kurtis!   Allowishis the Pixie Thief, casts the DISPEL MAGIC Spell! Level 3 Magic-User * Abjuration Priest Sphere: Universal Components V,S Casting Time 3  Segments Range 120 ft /  120  yds outdoors Duration Permanent Area of Effect 30 ft cube Saving Throw None Effects:  When cast this spell neutralizes or negates the magic it comes in contact with as follows: First, it removes spells and spell-like effects (including device effects and innate abilities) from creatures or objects. A dispel magic will not affect a specially enchanted item such as a scroll, magic ring, wand, rod, staff, miscellaneous magic item, magic weapon, magic shield, or magic armor. (2E: Unless it is cast directly upon the item.) ====== 2E Addendum: This renders the item nonoperational for 1d4 rounds. An item possessed and carried by a creature gains the creature’s saving throw against this effect; otherwise, it is automatically rendered nonoperational. An inter-dimensional interface (such as a bag of holding) rendered nonoperational would be temporarily closed. Note that an item’s physical properties are unchanged: A nonoperational magical sword is still a sword. Artifacts and relics are not subject to this spell; however, some of their spell-like effects may be, at the DM’s option. ====== Second, it disrupts the casting or use of these in the area of effect at the instant the dispel is cast. Third, it destroys magical potions (which are treated as 12th level for purposes of this spell). Each effect or potion in the spell’s area is checked to determine if it is dispelled. It removes spells cast upon persons or objects, or counter the casting of spells in the area of effect. The caster can always dispel his own magic; The base chance for success of a dispel magic spell is 50% on 1D100 (2E: or 11 or higher on 1d20 to dispel). For every level of experience of the character casting the dispel magic above that of the creature whose magic is to be dispelled (or above the efficiency level of the object from which the magic is issuing), the base chance increases by 5%, so that if there are 10 levels of difference, there is a 100% chance. For every level below the experience/efficiency level of the creature/object, the base chance is reduced by 2%. Note that this spell can be very effective when used upon charmed and similarly beguiled creatures. It is automatic in negating the spell caster’s own magic.   Kurtis S.: Hello!   Dungeon Master (GM): You have arrived as the party is about to enter into the wizard Horan's home!   Kurtis S.: perfect timing   Allowishis: Yes I tried a Dispel Magic on the fog   Dungeon Master (GM): ok, you have a 40% chance of that dispel working for you Xilicien opps Allowishis   Allowishis: No Allowishis   Dungeon Master (GM): roll a d100   Allowishis: rolling 1d100( 66 ) = 66   Dungeon Master (GM): ok, it did not dispel the fog!   Buddy D.: damn   Allowishis the Pixie Thief, casts the DANCING LIGHTS Spell! Level 1 Magic-User * Alteration Priest Sphere: Fire Components V,S Casting Time 1  segment Range 40 ft +  10 ft / level:  120 ft Duration 2  rounds / level:  16  rounds Area of Effect Special Saving Throw None Effects:  When cast, the magic user creates, at his or her option, from 1 to 4 lights which resemble either A) torches and/or lanterns (and cast that amount of light), B) glowing spheres of light (such as evidenced by will-o-wisps), or C) one faintly glowing, vaguely man-like shape, somewhat similar to that of a creature from the Elemental Plane of Fire. The dancing lights move as the spell caster desires, forward or back, straight or turning corners, without concentration upon such movement by the magic-user. The spell will wink out if the range or duration is exceeded. Can we see the lights?   Dungeon Master (GM): yes, they would appear like headlights do in a fog so you would see them though the farther away things are the less is visible around the light
  Sheila, casts the DISPEL MAGIC Spell! Level 3 Cleric * Abjuration Priest Sphere: Protection Components V,S Casting Time 6  Segments Range 60 ft /  60  yds outdoors Duration Permanent Area of Effect 30  ft Cube Saving Throw None Effects:  When a cleric casts this spell, it neutralizes or negates the magic it comes in contact with. Base Chance of success is 50% + 5% for every level of experience of the caster above that of the creature whose magic is to be dispelled or efficiency level of the magic object. For every level below the creature/object the caster is it is reduced by -2%. Specially enchanted items, such as scrolls, ring, wand, rod, staff, misc item, weapon, shield or armor is rendered non-operational for  1  rounds. Please see spell description for more information.   Dungeon Master (GM): for the sake of simplicity just say it's half the distance out than normal that you can see ok, 40% chance for her to dispel it.   Allowishis: rolling 1d100( 34 ) = 34   Dungeon Master (GM): ok, that's a good roll! the fog dissipates away! let me post you the room description In the center of the wood floor is a square, stone fire pit. In the ceiling above is a smoke hole. Attached to an iron rod frame over the pit is a teakettle-like pot with a large handle. About the room are several rice straw mats, two low tables and a built-in shelf with several statuettes.   Allowishis: check out the statuettes   Dungeon Master (GM): alright how do you do that? they are right by the cabinet to Allowishis's right   Allowishis the Pixie warlock, attempts to FIND or REMOVE a TRAP! Result Whispered to DM   (From Allowishis):  FIND/REMOVE TRAP:  85 % Needs ≤  40 %   Allowishis: Touch them move them around   Dungeon Master (GM): ok, if the cabinet with the low shelves had a lock it could not be picked...there wasn't one anyways   Sheila, using the holy symbol, casts the DETECT MAGIC Spell! Level 1 Cleric * Divination Priest Sphere: Divination Components V,S,M Casting Time 1 Round Range 30 Duration 1  Turn]] rounds Area of Effect 10ft path, 30ft/yds long Saving Throw Special Effects:  When cast, the cleric detects magical radiations in the direction he / she is facing. The caster can turn 60° per round. The intensity of the magic can be detected (dim, faint, moderate, strong, or overwhelming). The caster has a 10% chance per level to determine the sphere of the magic: [[10 * 7%. But unlike the wizard version of the spell, the type of magic (alteration, conjuration, etc.) cannot be divined. Note that stone walls of 1ft or more thickness, solid metal of but 1/12’ thickness, or 3’ or more of solid wood will block the spell.   Dungeon Master (GM): ok, as soon as Allowishis touched the first statue you hear from the statue, as you see its mouth apparently move and say, "Help! Help! Save Us! Save Us!" next thing you know you hear the same thing thoughout the room apparently coming from every object and statue ok every loose object in the room emits a magical aura   Buddy D.: holy shiat   Allowishis: Allowishis will focus on one of the statuettes and cast ESP   Dungeon Master (GM): She comes up blank as the statue appears to have no mind   Allowishis the Pixie Thief, casts the ESP Spell upon Allowishis! Level 2 Magic-User * Divination Priest Sphere: Mentalism Components V,S Casting Time 2  Segments Range 5 ft / level, 90 ft maximum:  40 ft Duration 1 round/level:  8  rounds Area of Effect One Creature per probe Saving Throw Special Effects:  When used, the caster is able to detect the surface thoughts of any creatures in range - except for those of the undead and creatures without minds (as we know them). The ESP is stopped by 2 or more feet of rock, 2 or more inches of any metal other than lead, or a thin sheet of lead foil. The magic-user employing the spell is able to probe the surface thoughts of: 1 creature per probe: Levels 1-6 1 creature per round: Levels 7+ Getting simple instinctual thoughts from lower order creatures. Probes can continue on the same creature from round to round, or can move on to other creatures. The caster can use the spell to help determine if some creature lurks behind a door, for example, but the ESP will not always reveal what sort of creature it is. If used as part of a program of interrogation, an intelligent and wary subject receives an initial saving throw. If successful, the creature successfully resists and the spell reveals no additional information. If the saving throw is failed, the caster may learn additional information, according to the DM’s ruling. The creature’s Wisdom adjustment applies, as may additional bonuses up to +4, based on the sensitivity of the information sought.   Dungeon Master (GM): yea, Allowishis, came up blank on the ESP so it appears the statue has no mind   Allowishis: Giggles and tosses it over her shoulder "Its a trick"   Dungeon Master (GM): Kurtis, we can have Regnom come sneaking into the compound here and meeting the party has they entire the house   Allowishis: That a door?   Kurtis S.: works for me   Dungeon Master (GM): Regnom, would see all the dead Bullywugs, bugbears, carnivorous apes and leopards laying about and then spies a yuan-ti as he peeks around the corner of the house there! what does Regnom doe from that point?   Allowishis: Just follow the trail of bodies hehe   Xilicien: afk   Dungeon Master (GM): ok, Devin   Buddy D.: let the bodies hit the floor hows it going kurtis   Kurtis S.: First ever game of D&D so I may be a little slow....Regnom is a fighter so he would fight the Yuan-ti   Buddy D.: absolutely we got you bro   Kurtis S.: Doing well! Super excited to be here!   Dungeon Master (GM): right, in the barbarian's mind the Yuan-ti are up to no good in spite of the prosperity that they have brought to the Isle of dread and the Forbidden city so thus in this case he sees their magics as bad magic for sure however, Regnom is not aware that there are rebellious Yuan-Ti who know what the Demon Lord Sertrous really has in mind to destroy everything. So those Yuan-ti are trying to stop it all from happening.
so play it out as you wish here Kurtis, after you spot that read and black Abomination on the steps of the porch.   Xilicien: btk   Kurtis S.: Well I guess then Regnom may question the Yuan-Ti to find out what exactly happened here?   Dungeon Master (GM): ok, yes you could do that click on Regnom's token and you will see a "Say-Something" button, you can use that to talk in character   Regnom Stilltaker The Human Barbarian Says, "Hey there Yuan-Ti...what happened here! Who did this?"   Yuan-Ti Abomination Prisoner -T8 The Yuan-Ti Abomination Says, "It was my friends and I that did this. For your safety I would advise you to leave as Horan has magics more powerful than even I have knowledge of and his mistress is also a wizard."   Yuan-Ti Abomination Prisoner -T8 The Yuan-Ti Abomination Says, "I am here to stop Sertrous and Horan and those whom live under the city. Do not be afraid of me."   Regnom Stilltaker The Human Barbarian Says, "For your safety I would advise you take me to your friends! I fear little and trust less. Best to prove your innocence if you have nothing to hide!"   Yuan-Ti Abomination Prisoner -T8 The Yuan-Ti Abomination Says, "Very well then, they have entered the house after clearing what appeared to be magical fog and i just heard a commotion of voices go on inside, sounding like a warning for Horan. There is another yaun-ti here watching the back of the house. You may go inside." Regnom would see Xilicien just inside the opened front door I should point out that that is a door directly north of Allowishis   Regnom Stilltaker The Human Barbarian Says, "Hello stranger! I am Regnom Stilltaker....what is going on here?"   Xilicien The Elven Magic-User Says, "An investigation, who are you?"   Regnom Stilltaker The Human Barbarian Says, "I already told you who I am. I followed the trail of cranage to the Yuan-Ti out front. He pointed me in this direction to meet his friends. "   Dungeon Master (GM): Kurtis, I should mention that allowishis is usually Invisible to all of you, thus why she has that stealth token on her token currently so you know she is not seen.   Kurtis S.: got ya   Xilicien The Elven Magic-User Says, "Should we trust this guy?"   Sheila The Human Cleric Says, "Hey, Newcomer, I am Shiela, a Priestess, my friends are on a mission to try to stop Sertrous from coming to this plane, if your willing to help, join us now"   Regnom Stilltaker The Human Barbarian Says, "Where I am from trust is earned. I will join your mission. Perhaps in time we too can call each other friend"   Sheila The Human Cleric Says, "He came in from the outside, hes dressed as a Warrior, and hes Human, I say hes trustworthy"   Dungeon Master (GM): alright, from here we can move on with whatever your plan of attack here will be So what do you all have in mind?   Allowishis: Is the door locked?   Dungeon Master (GM): i shall check on that, by the way this door is the type that slides over to the side   Allowishis: Oriental style   Dungeon Master (GM): ok, there is no visible lock on the door right welcome back Buddy!   Allowishis the Pixie warlock, attempts to FIND or REMOVE a TRAP! Result Whispered to DM   (From Allowishis):  FIND/REMOVE TRAP:  56 % Needs ≤  40 %   Dungeon Master (GM): Allowishis believes there is no trap on the door   Allowishis: Slides the door open   Buddy D.: i ready my bow   Dungeon Master (GM): This room contains large bags, hanging baskets of dried fruits and herbs, and wooden tubs filled with unusual pickled foods (plums, vegetables, etc.) ok, Camlin   Allowishis: To Ragnom Would hear a voice "Snack time" after seeing the door slide open   Dungeon Master (GM): ok, how does Ragnom react to a voice out of no where?   Kurtis S.: Ragnom looks puzzled as he is unsure where this voice is coming from but ultimately agrees that is is snack time and heads toward the food   Dungeon Master (GM): i just pinged where the food is   Regnom Stilltaker The Human Barbarian Says, "Where is this strange voice coming from?"   Allowishis The Pixie Pixie Thief "Are you hungry? Maybe you should stock up while you have the chance" giggles   Dungeon Master (GM): ok, at least Regnom gets a sense of the general direction of the voice which is coming just north of him.   Sheila The Human Cleric Says, "You’re being pranked by a Pixie, shes usually invisible to most eyes"   Dungeon Master (GM): (To GM)rolling d100( 70 ) = 70
Regnom Stilltaker The Human Barbarian Says, "Well then I suppose you are right! I should stock up on some food!"   Regnom Stilltaker The Human Barbarian Says, "I have heard that pickled plums are very good!"   Dungeon Master (GM): ok, after Regnom takes some food what will the party do next? It appears the one way forward is to go down the north going hallway. ok, one moment as i check on something here ok, now to reveal the hallway for allowishis you have a sliding door just northwest of Regnom   Allowishis The Pixie Pixie Thief turns visible "Long hallway east then opening South   Regnom Stilltaker The Human Barbarian Says, "What is this room?" Points to the door to Regnoms left   Allowishis: Slides it open   Faithful Hound, Attacks with the BITE(8ft) at Allowishis! Strike Hits for Strike Hits an AC of  9  For  11  S/M/L HP Piercing Damage! ok it missed her and then she hears barking but cannot see where it is coming from Allowishis: darn hound haha! They can see me can’t it?   Dungeon Master (GM): yep, the hound can see you Allowishis, however it appears you cannot see it. I would guess due to it being on a different plane. That's one thing i was checking on   Dungeon Master (GM): what is your reactions to that?   Allowishis The Pixie Pixie Thief Says, "Darn magic dog, I hate them and we used our dispels already"   Dungeon Master (GM): I may as well roll the fumble result too   CRITICAL FUMBLE ROLL OF 1 For Faithful Hound the results in:   Fumble Roll 89 Result Wound Friend Critically Effect You manage to would a friend critically, he/she takes double the amount of damage for the attack.   Kurtis S.: afk brb   Dungeon Master (GM): ok, so just a bit of a stumble on the dog's part for missing the pounce on Allowishis because she unexpectedly moved   Allowishis: she will try to hit it with her sword   Allowishis the Pixie Thief, wearing the magical Gauntlets of Fencing, (+3 TH & Damage), attacks with the PIXIE SWORD (21") at Allowishis! Strike Hits an AC of  4  For  4  S/M or  5  L HP Damage! Gets 1 attack / 1 round.   Dungeon Master (GM): ok I will allow it, at a -4 but let me check something again alright for all she knows she missed the invisible dog!   Sheila, calling to Ra} and using a War Hammer, which disappears when cast, casts the SPIRITUAL HAMMER Spell! Level 2 Cleric * Invocation Priest Sphere: Combat Components V,S,M Casting Time 5  Segments Range 30 ft Duration 1 round/level:  7  Rounds at level 7 Area of Effect One Opponent Saving Throw Special Damage:  Spiritual Hammer Strike Hits: AC  -4  Plus Spell Bonus :  3  HP S/M or  3  HP Large Effects:  The spell brings into existence a field of force which is shaped vaguely like a hammer. This area of force is hammer-sized, and as long as the cleric who invoked it concentrates upon the hammer, it will strike at any opponent within its range as desired by the cleric. The force area strikes as a magical weapon equal to one plus per 3 levels of experience of the spell caster for purposes of being able to strike creatures, although it has no magical plusses whatsoever “to hit”, and the damage it causes when it scores a hit is exactly the same as a normal war hammer. Furthermore, the hammer strikes at exactly the same level as the cleric controlling it, just as if the cleric was personally wielding the weapon. As soon as the cleric ceases concentration, the spiritual hammer is dispelled. Note: If the cleric is behind an opponent, the force can strike from this position, thus gaining all bonuses for such an attack and negating defensive protections such as shield and dexterity.   Dungeon Master (GM): ok are you for sure going to cast that right now?   Allowishis: Yes, but shes not going to attack with it right away   Dungeon Master (GM): alright   Sheila The Human Cleric Says, "Show yourself!! So I dont hit you." Then she starts swinging hehe   Dungeon Master (GM): ok, to apparently no effect!   Kurtis S.: Back   Dungeon Master (GM): ok   Allowishis: Lasts 7 rounds so keep swining   Dungeon Master (GM): ok so which way will the party go, west through the door or down the hall?   Allowishis: Hey Xilicient Do you have a Dispel Magic?   Kurtis S.: I think we should check out the right room to the west. That’s my vote   Allowishis: Ah but this door has a magical invisible dog guarding it its worth getting into   Kurtis S.: Ok hallway it is….but could be worth getting into the room…has to be guarding something   Allowishis: Thats my thinking they dont use them to guard empty rooms   Kurtis S.: Anyway we can make the dog visible ?   Xilicien: Yes, but only one, I figured it would be best to hold onto in case we end up magically sealed in here.   Allowishis: Guess we keep trying to beat the dog cant make it visible its made of magical energy not a real dog   Dungeon Master (GM): [Allowishis is going on the fact she can not see the dog so thus that is likely why]   Kurtis S.: Can I take a shot at the dog? I guess a blind swing at the door area?   Dungeon Master (GM): yes you can
Allowishis: sure hope you roll high   Kurtis S.: Let’s give it a shot   Allowishis the Pixie Thief, wearing the magical Gauntlets of Fencing, (+3 TH & Damage), attacks with the PIXIE SWORD (21") at Faithful Hound!   Strike Hits an AC of  14  For  5  S/M or  6  L HP Damage! Gets 1 attack / 1 round.   Dungeon Master (GM): Allowishis missed   Regnom Stilltaker the Barbarian, strikes with the BATTLE AXE (4ft; two-handed Double Specialized) at Faithful Hound! Strike Hits an AC of  10  for  10  S/M/L HP Slashing Damage!   Dungeon Master (GM): That is a critical fumble roll of 1 so now click on RollfumbleCritHitResults then click Fumble   Kurtis S.:   CRITICAL FUMBLE ROLL OF 1 For Allowishis the Pixie Pixie Thief results in: Fumble Roll 35 Result Trip Effect You accidentally trip & fall, stunned for  1  rounds, unless you roll your Dexterity or less. Save DC DEX     DEXTERITY CHECK For Regnom Stilltaker the Barbarian Rolls:  3  Needs ≤  15   Dungeon Master (GM): ok, you are good, you did not trip ok, what is next? are you two just going to keep flailing away?   Allowishis: Been fun but we can probably call it Kurtis Welcome to the game Hope you have fun and stay awhile   Dungeon Master (GM): Yea, we can stop right here for the night   Kurtis S.: Thanks! I plan on being here for as long as you will have me   Allowishis: For next week thats the plan keep swinging until stops barking   Dungeon Master (GM): alright then, Thank You all for Playing tonight and I shall see you all next week!   Devin M.: Goodbye.   Dungeon Master (GM): Good night all!