This post has potentially manipulated dice roll results.
3
Nobody shows up yet, but... roll initiative when you get a chance. We don't have to wait for everyone to roll to keep moving
Not sure about the Wis save question. For the short rest? Normally to learn what I told you would take an investigation check DC 19, but I actually didn't see that because the authors tucked it away in a note for a room you haven't been in. The takeaway is that short rest simply does not work. You gain nothing. Only bad things, so if I understood the question, the answer is: I'm not sure, but it seems moot.
Nobody shows up yet, but... roll initiative when you get a chance. We don't have to wait for everyone to roll to keep moving
Not sure about the Wis save question. For the short rest? Normally to learn what I told you would take an investigation check DC 19, but I actually didn't see that because the authors tucked it away in a note for a room you haven't been in. The takeaway is that short rest simply does not work. You gain nothing. Only bad things, so if I understood the question, the answer is: I'm not sure, but it seems moot.
Every time a character uses the mimic battery and expends1 charge to activate the artifact, they feel revitalized and gain the benefits of a long rest.
No saves required here; no long rest taken, just the same benefits.
Every time a character uses the mimic battery and expends1 charge to activate the artifact, they feel revitalized and gain the benefits of a long rest.
No saves required here; no long rest taken, just the same benefits.
<Yup. So where to? You've got a hallway a door and stairs, or bacjtraxk to go the way the cultists went. You have 6 rounds, so 1 actual minute before anything happens. Likelt something will happen before that unless you just stand there for 6 rounds.>
2 charges here, 1 charge for the teleporter ray, iirc. The battery started with 5 charges, so if I'm right, you have 2 left.
A stone door separates areas 7 and 8. The door is unlocked and can be opened with a successful DC 16 Strength (Athletics) check, however... it will be anticlimactic to learn that you find only an empty round room, 20ft in diameter. There are stairs on the east side that lead to other rooms, but they are blocked off by the Tenebrous Creed’s dark-purple energy dome.
Another set of stairs leading back down to where you were.
Make the DC16 Str check and we'll see how long that foray required.
You can either try the hallway to the left or follow the cultists.
2 charges here, 1 charge for the teleporter ray, iirc. The battery started with 5 charges, so if I'm right, you have 2 left.
A stone door separates areas 7 and 8. The door is unlocked and can be opened with a successful DC 16 Strength (Athletics) check, however... it will be anticlimactic to learn that you find only an empty round room, 20ft in diameter. There are stairs on the east side that lead to other rooms, but they are blocked off by the Tenebrous Creed’s dark-purple energy dome.
Another set of stairs leading back down to where you were.
Make the DC16 Str check and we'll see how long that foray required.
You can either try the hallway to the left or follow the cultists.
As you enter the hallway you hear the sound of more ritualistic chanting coming from the far end. You areive at a set if stairs. Stealthily approaching the hall at the bottom of the stairs you find a hall 10 feet wide, 65 feet long with two stone doors at each end of the northern wall. One in the northwest a d another in the northeast. There are also two southern passageways.
A surge of chaos magic fills the hall. The Far Realm’s malice grows stronger as the air grows heavier. A second later, the hall transforms into an endless sea of stars. While floating in the void, you see tiny portals open in the distance. On the other side of the portals, dragonborn are preparing to harvest magic. From your angle, you see three entities float closer to the realm, ready to feed the dragonborn a tiny portion of their raw power. The first entity manifests as a gargantuan sphere that annihilates everything that draws close. The second resembles an immense cloud of worms. The third, trapped in melting ice, is a crystalline praying mantis with scythe-like claws and three compound eyes set above its gaping maw of fangs.
3
Nobody shows up yet, but... roll initiative when you get a chance. We don't have to wait for everyone to roll to keep moving
Not sure about the Wis save question. For the short rest? Normally to learn what I told you would take an investigation check DC 19, but I actually didn't see that because the authors tucked it away in a note for a room you haven't been in. The takeaway is that short rest simply does not work. You gain nothing. Only bad things, so if I understood the question, the answer is: I'm not sure, but it seems moot.
No from the banner thing standard
@Legion4: did you mean this?
Every time a character uses the mimic battery and expends1 charge to activate the artifact, they feel revitalized and gain the benefits of a long rest.
No saves required here; no long rest taken, just the same benefits.
@everyone: so, where to?
Ya
<Yup. So where to? You've got a hallway a door and stairs, or bacjtraxk to go the way the cultists went. You have 6 rounds, so 1 actual minute before anything happens. Likelt something will happen before that unless you just stand there for 6 rounds.>
Tetrevess would also like to use the Banner to recover some.
He says “we should keep moving. Lead on- anywhere but after those cultists, I suppose.”
"Let's put that door between us and whoever those zealots went to fetch!" says Amri, as he moves to and opens the door.
So me and T get a long rest
“let’s go after the cultis then”
(OOC You do remember what happened the last time we killed a cultist, right?)
2 charges here, 1 charge for the teleporter ray, iirc. The battery started with 5 charges, so if I'm right, you have 2 left.
A stone door separates areas 7 and 8. The door is unlocked and can be opened with a successful DC 16 Strength (Athletics) check, however... it will be anticlimactic to learn that you find only an empty round room, 20ft in diameter. There are stairs on the east side that lead to other rooms, but they are blocked off by the Tenebrous Creed’s dark-purple energy dome.
Another set of stairs leading back down to where you were.
Make the DC16 Str check and we'll see how long that foray required.
You can either try the hallway to the left or follow the cultists.
Yes that charges should be correct
Athletics check 9
Amri Athletics 17
"Well, that was a dead end... hallway to the left then?"
“Sure”
As you enter the hallway you hear the sound of more ritualistic chanting coming from the far end. You areive at a set if stairs. Stealthily approaching the hall at the bottom of the stairs you find a hall 10 feet wide, 65 feet long with two stone doors at each end of the northern wall. One in the northwest a d another in the northeast. There are also two southern passageways.
A surge of chaos magic fills the hall. The Far Realm’s malice grows stronger as the air grows heavier. A second later, the hall transforms into an endless sea of stars. While floating in the void, you see tiny portals open in the distance. On the other side of the portals, dragonborn are preparing to harvest magic. From your angle, you see three entities float closer to the realm, ready to feed the dragonborn a tiny portion of their raw power. The first entity manifests as a gargantuan sphere that annihilates everything that draws close. The second resembles an immense cloud of worms. The third, trapped in melting ice, is a crystalline praying mantis with scythe-like claws and three compound eyes set above its gaping maw of fangs.