With a bestial howl, the fiend is sent back to his home plane (presumably one of: Acheron, Gehenna, Hades, and Carceri).
KINGSPORT stares eyelessly at Angus, tilting his head quizzically, feelers groping the air before his face. Deciding after a momebt kf stillness that the matter is settled, the penguin approaches. "You help." He quacks "Have books. Master says good books." "He shakes his head, dismissing his prior words, "No, not master, Scrivenscry gone. You help me." The penguin pushes a cart filled with books toward Angus.
Treasure (take it, it's yours):
Scrivenscry carried three spell scrolls (Leomund’s tiny hut, plane shift, and wall of ice) and a chime of opening with a single use remaining. (All consumables, none count towards magic item limits)
Kingsport’s cart contains six texts that Scrivenscry deems valuable. Each one is a treatise on the Outer Planes and is worth 250 gp to a collector of such works.
Assuming you do head to the tower if conjuration, you already know what's there. It's 4 spectral hands around a model tower with 4 yellow lights around the room. This is all up the stairs, there's really nothing in the the lower tower.
Chadderlay will inform the others of the hands and what else they might find there, just so the whole group can better be prepared for what lies in store.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Tetrevess thanks the strange penguin and says “we are glad to be able to help you. No one should be treated that way.” He helps load the treasure and books into our portable hole, and listens intently to Chaderly.. “I’m ready to go exploring now, or if we want we could rest and start fresh. It seems like perhaps a puzzle that needs to be solved to uncover the mystery in the tower? I’d like to see it.”
Glowing orbs are set into the walls of this thirty-foot-diameter circular chamber. Four giant hands made of shimmering force hover in the center of the room, guarding a tiny ornamental tower perched on a pedestal.
<there really is nothing else to find in the tower other tban whats written above. Assume you Nat 20'd perception. WYSIWYG>
The hands living spells, which are not described terribly well in terms of mechanics I can fi d, but they are decidedly creatures, having tbe construct tag. My interpretation of the RAW is that they are no longer spells or spell effects, they were conjured and now simply exist here. Liv8ng spells are mechanically weird. I might rukr otherwise, treating them as spells, so globe was fine, but technically I think they could get through it, I just preferred that it work as intended and keep them at bay for one minute, so that ruling stands, but I can say Dispel magic, for example, will not.
< Btw: the penguin was under the awaken so he's got a few weeks to be an awakened penguin. That is what dispel magic would have removed from him.>
(ooc: short rest or long rest?... wanted to clarify before I apply anything.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
on failure, you become infected with the arcane blight, gaining the following flaw:
“I don’t trust anyone.”
This flaw, which supersedes any conflicting flaw, is fed by delusions that are difficult for the character to distinguish from reality. Common delusions include the belief that that allies are conspiring to steal the victim’s riches or otherwise turn against the victim.
Other symptoms include clammy skin, hair loss, and myopia (nearsightedness)
on failure, you become infected with the arcane blight, gaining the following flaw:
“I don’t trust anyone.”
This flaw, which supersedes any conflicting flaw, is fed by delusions that are difficult for the character to distinguish from reality. Common delusions include the belief that that allies are conspiring to steal the victim’s riches or otherwise turn against the victim.
Other symptoms include clammy skin, hair loss, and myopia (nearsightedness)
<i realize this section msy feel kind of ai.less and i concluded it was because im not revealing things in a logical order. So, im spoiling some things here if you want to be spoiled look at them. My opinion is thst you you should k ow these things, but the PCs really wouldn't yet.>
You want to get into the central spire of the city. It is thr key to forgotten magic of the giants and its suoressi g rbe mythalar and might effect some of your spells, too. To get in you need to do a series of 8 things as a ritual to open the barrier and enter the spire. The steps are written throughout the city. That's why there are specific buildings to go to.
I opened this adventure saying that it will take place in ancient Netheril and so on, and thst has not happened yet. It will, if you get past the demiloch Iriolarthas.
You don't know it yet, but you already failed to stop the cycle of night and Toeil was destroyed. But you, safely somewhere else, have a plan to go back and save it. The problem is there is information lost to time, and while you aren't able to time travel, you csn influence events that shaped the world before your own lifetimes. But, since you're not omniscient, you realize that the only people you know will be in a certain place at a certain time are your earlier selves and, being yourselves, you're pretty certain of hiw you'll react to certain situations, allowing you to influence you're own behavior, driving yoi inexorably to the destiny you set for yourselves. It's rather subtle, though, since few things remain for the span of time that elapsed between the moments of action and the eventual response and so you shoukd t expect a handwritten letter from your future self, but instead reflect and wonder if that turn you made was a decision, an accident, or the effect of a subtle cue placed by you're future self in ages past.
<Now that it's written, I don't think it's top spoiler-y. A hook thst involves time travel might seem like a cop-out, but when tbe whole thing is set around time travel, I think it may be more acceptable.>
Well, if there is a plan about the hands, let's hear it, otherwise; Roll for Initiative. (Target is 10)
This post has potentially manipulated dice roll results.
Chadderlay's CON save: 16
(could this work?)
Chadderlay will cast Silvery Barbs on Tetrevess (with the bless and paladin bonus you have the best chance to succeed again) and give the next advantage to Angus (it happens right in between rolls at reaction speed so Angus gets to roll with advantage)
(ooc: just trying to get some value out of this spell, lol)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
— A basic prayer.
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(you can add 1d4 to those attack rolls if you wish, Legion)
Akame is still up, but Scrivenscry is not.
With a bestial howl, the fiend is sent back to his home plane (presumably one of: Acheron, Gehenna, Hades, and Carceri).
KINGSPORT stares eyelessly at Angus, tilting his head quizzically, feelers groping the air before his face. Deciding after a momebt kf stillness that the matter is settled, the penguin approaches. "You help." He quacks "Have books. Master says good books." "He shakes his head, dismissing his prior words, "No, not master, Scrivenscry gone. You help me." The penguin pushes a cart filled with books toward Angus.
Treasure (take it, it's yours):
Scrivenscry carried three spell scrolls (Leomund’s tiny hut, plane shift, and wall of ice) and a chime of opening with a single use remaining. (All consumables, none count towards magic item limits)
Kingsport’s cart contains six texts that Scrivenscry deems valuable. Each one is a treatise on the Outer Planes and is worth 250 gp to a collector of such works.
So, off to the tower with the hands, then?
Assuming you do head to the tower if conjuration, you already know what's there. It's 4 spectral hands around a model tower with 4 yellow lights around the room. This is all up the stairs, there's really nothing in the the lower tower.
Chadderlay will inform the others of the hands and what else they might find there, just so the whole group can better be prepared for what lies in store.
Tetrevess thanks the strange penguin and says “we are glad to be able to help you. No one should be treated that way.” He helps load the treasure and books into our portable hole, and listens intently to Chaderly.. “I’m ready to go exploring now, or if we want we could rest and start fresh. It seems like perhaps a puzzle that needs to be solved to uncover the mystery in the tower? I’d like to see it.”
You arrive at the tower.
<same description>
Glowing orbs are set into the walls of this thirty-foot-diameter circular chamber. Four giant hands made of shimmering force hover in the center of the room, guarding a tiny ornamental tower perched on a pedestal.
<there really is nothing else to find in the tower other tban whats written above. Assume you Nat 20'd perception. WYSIWYG>
The hands living spells, which are not described terribly well in terms of mechanics I can fi d, but they are decidedly creatures, having tbe construct tag. My interpretation of the RAW is that they are no longer spells or spell effects, they were conjured and now simply exist here. Liv8ng spells are mechanically weird. I might rukr otherwise, treating them as spells, so globe was fine, but technically I think they could get through it, I just preferred that it work as intended and keep them at bay for one minute, so that ruling stands, but I can say Dispel magic, for example, will not.
< Btw: the penguin was under the awaken so he's got a few weeks to be an awakened penguin. That is what dispel magic would have removed from him.>
(Were we going to take a rest in between or not?)
Rest, From.. the "fight"? You can. Just let me know.
Random rolls:
59 4366923288
(ooc: short rest or long rest?... wanted to clarify before I apply anything.)
1. 3
2. 4
3. 2
4. 1
Long rest is good, I don’t think we have any time constraints. Tetrevess peruses the valuable books just acquired to brush up on his planar knowledge.
@Everyone: Please make a DC15 Con save
on failure, you become infected with the arcane blight, gaining the following flaw:
“I don’t trust anyone.”
This flaw, which supersedes any conflicting flaw, is fed by delusions that are difficult for the character to distinguish from reality. Common delusions include the belief that that allies are conspiring to steal the victim’s riches or otherwise turn against the victim.
Other symptoms include clammy skin, hair loss, and myopia (nearsightedness)
Con save 15 +4 because bless
Con save 20 plus 4 bless (plus paladin bonus)
Angus CON Save 12
(Great now I'm paranoid.)
Con save with +3 from paladin aura: 10
Just to he clear: You still get all the usual benefits of the rest, you just also now have the arcane blight flaw.
I think we still need Chadsrlay's save, but here is Morwena's:
19.
So, any plans for that tower with the hands then?
<i realize this section msy feel kind of ai.less and i concluded it was because im not revealing things in a logical order. So, im spoiling some things here if you want to be spoiled look at them. My opinion is thst you you should k ow these things, but the PCs really wouldn't yet.>
You want to get into the central spire of the city. It is thr key to forgotten magic of the giants and its suoressi g rbe mythalar and might effect some of your spells, too. To get in you need to do a series of 8 things as a ritual to open the barrier and enter the spire. The steps are written throughout the city. That's why there are specific buildings to go to.
I opened this adventure saying that it will take place in ancient Netheril and so on, and thst has not happened yet. It will, if you get past the demiloch Iriolarthas.
You don't know it yet, but you already failed to stop the cycle of night and Toeil was destroyed. But you, safely somewhere else, have a plan to go back and save it. The problem is there is information lost to time, and while you aren't able to time travel, you csn influence events that shaped the world before your own lifetimes. But, since you're not omniscient, you realize that the only people you know will be in a certain place at a certain time are your earlier selves and, being yourselves, you're pretty certain of hiw you'll react to certain situations, allowing you to influence you're own behavior, driving yoi inexorably to the destiny you set for yourselves. It's rather subtle, though, since few things remain for the span of time that elapsed between the moments of action and the eventual response and so you shoukd t expect a handwritten letter from your future self, but instead reflect and wonder if that turn you made was a decision, an accident, or the effect of a subtle cue placed by you're future self in ages past.
<Now that it's written, I don't think it's top spoiler-y. A hook thst involves time travel might seem like a cop-out, but when tbe whole thing is set around time travel, I think it may be more acceptable.>
Well, if there is a plan about the hands, let's hear it, otherwise; Roll for Initiative. (Target is 10)
Chadderlay's CON save: 16
(could this work?)
Chadderlay will cast Silvery Barbs on Tetrevess (with the bless and paladin bonus you have the best chance to succeed again) and give the next advantage to Angus (it happens right in between rolls at reaction speed so Angus gets to roll with advantage)
(ooc: just trying to get some value out of this spell, lol)