Metallic "Door" "Well, let me get to that lock,"Luthar states after carefully packing the locked diary into his pack and retrieving his thieves tools. "Let's see if we can't get this thing open," he continues as he visually inspects the lock.
It looks strange -- unlike any the thief recalls encountering previously -- but he is confident he will be able to bypass it.
After selecting the pick most appropriate for the task in his estimation, Luthar sets to work.
However, the instant the tip of his pick makes first contact with the "lock," it -- and the rest of the door in its entirety-- begins to animate.
Stone converted to a gray liquid, ooze.
Liquified door.jpg (51.37 KiB) Viewed 644 times
An oozy substance that, slithering like a snake, collects itself and begins to rise off the ground... like a python preparing to strike!
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14-5 = 9 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Watch Schedule Watch: Armored Sleep: No medium or heavy armor unless specifically declared.
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.
When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
"AAAAaaaaauuuugh!" yells Thrrydwulf in disgust, smacking the blob repeatedly with his polearm, slicing off sections of its congealed pseudopodae. "Feckin'. Oozes. Jellies. Molds. Thrice-damned slimes!" He backs into the corner where he stands, trying to be both away from the thing and also hit it with violent repetition.
No bonus action. Remaining in his current corner position and backing out of the way. He can hit from anywhere in this small room. Most likely, I assume others avoid his flailing with his long stick.
"What in the Nine Hells?!" blurted out Talmond as he saw the giant ooze forming up to strike. Without giving a second thought, Talmond tries to bash the ooze with his shield in hopes of disorienting it.
Alert and ready for any danger when the door opened, the ranger is quick to react to this unexpected threat if it comes within his reach. Waiting by the doorway, Vinwrick's blade flashes as he attacks the...creature?
Last edited by Scott308 on Tue Apr 06, 2021 2:24 am, edited 1 time in total.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
Realizing there is very little free space in room, readies himself should a comrade fall. Readied action: should someone fall, he will spring into the room to pull them out.
Scott308 wrote: ↑Tue Mar 23, 2021 1:53 am
Alert and ready for any danger when the door opened, the ranger is quick to react to this unexpected threat. Reaching through the doorway, Vinwrick's blades flash as he attacks the...creature?
Okay, I have started-and-stopped the update for this game six times now over the past three or four days, and I just don't want to make the call.
Scott,
I really struggled with the action for Vinwrick which, of course, happens first. Here is my issue:
Tova is positioned directly in front of the door leading to the vault;
The ooze is in a completely different room;
Vinwrick is in the corner of the adjoining room so the ooze is out of view.
I've thought about just allowing the attacks, but at disadvantage.
Or give the ooze coverage.
But, ultimately, I really do not think Vinwrick, with his short halfling arms, would be able to make an attack into another room from his current position.
Whether a creature is a friend or an enemy, you can't willingly end your move in its space.
Given the above, it's not possible for Vinwrick to move into the space Tova occupies, end his movement to make an attack, then return to his original position.
I've gone back-and-forth on this, and my thinking is he could do one of the following:
Pass through Tova's space and actually enter the room, then make his two attacks (but he's not at full health and doing this would put him in a more risky position);
He could take the 'Ready' action to attack if/when the ooze presents itself (but this would be just his action, not a bonus action for a second attack);
Or, do something completely different that I haven't thought of.
Vinwrick should be able to move into Tova's spot, which would take 10' of movement, attack, then move back to his starting position, using another 10' of movement. He would not be ending his movement when he makes his attack, so the prohibition on ending movement in an occupied space doesn't apply.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
Scott308 wrote: ↑Sun Apr 04, 2021 2:58 am
Vinwrick should be able to move into Tova's spot, which would take 10' of movement, attack, then move back to his starting position, using another 10' of movement. He would not be ending his movement when he makes his attack, so the prohibition on ending movement in an occupied space doesn't apply.
See, I interpret the second line of the 'Moving Around Other Creatures' rule differently:
Moving Around Other Creatures
You can move through a nonhostile creature's space. In contrast, you can move through a hostile creature's space only if the creature is at least two sizes larger or smaller than you. Remember that another creature's space is difficult terrain for you.
Whether a creature is a friend or an enemy, you can't willingly end your move in its space.
If you leave a hostile creature's reach during your move, you provoke an opportunity attack, as explained later in the section.
My thinking is, even if Vinwrick fully intends on continuing his move afterward (as part of the 'Breaking Up Your Move' rule), he is still voluntarily ending his move (albeit, only part of it) in Tova's space.
Tova controls that space:
Space A creature's space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5‐foot-wide doorway, other creatures can't get through unless the hobgoblin lets them.
A creature's space also reflects the area it needs to fight effectively.
So, you can pass through the space -- quickly -- but not stop in that space, attack, then flee from it.
I had not seen that Jeremy Crawford tweet before. The situation I described is one that plays out occasionally in games I've been in. It's like a number of rule interpretations- individual DMs will read a rule differently. Since you're leaning that way anyway, just say Vinwrick can't make the action posted, have him stay where he is, maybe hold an attack action in case the creature appears where it no longer has total cover from him. I'm fine with that. Actually, I'll go change my post.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
Round 1 Vinwrick, lingering just at the edge of the doorway, readies his short sword and prepares to slice through the goo should it present itself.
"Feckin'. Oozes. Jellies. Molds. Thrice-damned slimes!"Thrrydwulf curses in disgust, backing as far into the corner as he can as he prepares to jab at the ooze once it enters his reach.
Hearing the commotion coming from inside the adjoining room, Gulnur presses Rumple further into the corner and positions himself at the doorway, ready to respond if misery should happen to befall a companion.
"What in the Nine Hells?!"Talmond blurts out as he observes the giant ooze forming up to strike. The fighting man prepares to bash the slime with his shield from around the corner, hoping to disorient the sludge, or prevent it from seeping its way into the study the group occupies.
The wait for those holding actions is brief as the ooze suddenly lurches at Tova!
Anticipating the attack, Vinwrick and Thrydwulf poke and hack into the blob quickly and effectively, slicing away a majority of its mass before it is even able to launch a strike of its own. Then, a formidable bash from Talmond's shield quickly eliminates the threat as the gray, oozy mass is reduced to mere droplets which seep into cracks in the floor and disappear.
While the threat is no more, and the entity failed to even manage an attack, not everything escaped without harm.
A brief sizzling sound is heard as the metal in Vinwrick's short sword, the bladed edge of Thrydwulf's glaive, and Talmond's shield all succumb to minor deterioration from the corrosive element they came into contact with.
The weapons take a permanent −1 penalty to damage rolls.
The shield also loses some effectiveness and its protection is reduced from +2 to +1.
With the threat alleviated, the now exposed vault comes into view.
Valut.jpg (53.63 KiB) Viewed 569 times
The walls of this large chamber are covered with a pale gray stucco, which has been carved in an intricate pattern of swirls and curves. A thick layer of dust covers the wooden floorboards.
The room is devoid of any contents and appears as if no one has visited it in many years.
---
Actions?
---
Date: 2 Martius 490 Time: 14:08
Daily Forecast
Sunrise: 7:59 Sunset: 19:23
Temperature: 72°
High: 72° Low: 67°
Light Sources: None Known Conditions:
Thrydwulf enters Rage on Round 2 (Ends: Round 12).
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14-5 = 9 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Watch Schedule Watch: Armored Sleep: No medium or heavy armor unless specifically declared.
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.
When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
Thrydwulf purses his lips and regards the empty room suspiciously from the rear rank. "Sneaky wizards. You guys should poke around for invisible things." He ruefully examines his polearm, to find a way to clean it. He finally resigns himself to briefly return to the previous room and wipe it on the tapestries.
Looks into the from the outside with a frown on his face. "I agree, Thyrdwulf" said Talmond while he checks his shield of the damage done from the slime. "We should have someone check for any traps or hidden doors. Though I don't know much of slimes, I'm not too confident in stepping inside that room." continued Talmond.
Frowning when he sees the damage to his sword, Vinwrick will look for something to clean it with- the rug on the floor, something soft in the previous room- before swapping it to his offhand, thereby having the better sword as his main weapon. Hmm. Looks like nobody has been in there for some time. That ooze probably had something to do with that. Doesn't look like there is anything in there, and if there was, someone would likely got rid of the grey blob of slime to get any valuable anyway. I'm fine with skipping that room.
The player in me thinks we might be missing something not so obvious in that room- because I trust nothing -, but I can't see why Vinwrick would be interested in checking out an empty room that might have more corrosive stuff in it. As needed: [1d20]=15; Reroll if a 1: [1d20]=12
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
The long-ignored adjoining room, which appears devoid of all content, is now fully exposed after the ooze, which had been functioning as a door, was dispatched of.
Some reluctance.
Valut.jpg (53.63 KiB) Viewed 544 times
If ignored, the only way to proceed is through the door to the south, which presumably opens into a continuation of the stairway.
---
Actions?
---
Date: 2 Martius 490 Time: 14:09
Daily Forecast
Sunrise: 7:59 Sunset: 19:23
Temperature: 72°
High: 72° Low: 67°
Light Sources: None Known Conditions:
Thrydwulf enters Rage on Round 2 (Ends: Round 12).
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
> Marullus as Thrydwulf | Male | Variant Human | Barbarian (1) | HD (1d12): 1 | HP: 14-5 = 9 | AC: 15 | SP: 30' | Initiative: +3 | Darkvision: No
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.
Watch Schedule Watch: Armored Sleep: No medium or heavy armor unless specifically declared.
Sleeping in Armor
Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy armor makes it difficult to recover fully during a long rest.
When you finish a long rest during which you slept in medium or heavy armor, you regain only one-quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, the rest doesn’t reduce your exhaustion level.
Taking a good look at the bare room from outside as to avoid Thrydwulf's sweeping arcs. The fighter doesn't think the room is actually "bare". Talmond takes his time to study the room from a safe distance.
Vinwrick will open the door to the south and peek into the hall.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.