(ooc: so since Blink has a 10 foot teleport of sorts when you return the next turn it would follow the same rules... able to return within 10 feet so long as it's still within the zone you started in?)
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"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.”
<Yes, it's just about the barriers between zones. Specific areas might have effects on various spells, but as far as the barriers, they just confine you to a zone and require an attuned glyph key. You can get more glyph keys and you can get back to the gate house through the black gates like the one in this room you came through. The glyph keys themselves can be used at the white gates. There's also a way to talk to with Syranna and she can help you attune your glyph key to an adjacent zone. It's kind of a lot. Mostly just things for the DM to really know and the players to just be aware of. You should just fi d these things organized really as you progress theough the dungeon. Plus, ask NPCs. They'll tell you stuff. They're mostly hostile. But they aren't suicidal (speaking only for the huma old ones, hence "NPC" vs. "MONSTER")>
So, what the plan? The zombies aren't moving, you're all just standing still so far.
Tetrevess looks at the map to try to figure out where we landed. He turns it around in his hands a few times. Mentally, he says to the group “well. let’s see what we can find. south or west? watch these vines. Look nasty.. and of course lets see if these undead stop us from opening a door”.
<I wish I had that map ar higher res, but I really don't. I actually had to google-fu the one in owlbear.rodeo but that has details that aren't on the player map I posted here.
Tetevess’ manifest mind (a wizened, ghostly green glowing head) appears. Tetrevess wears the crystal pendant prominently, and cautiously approaches the doors to the south. “**Just passing through**” he says to the guardians out loud.
After moving ten feet animated vines shoot out of the holes and into every part of the room.
The vines ignore the undead. Any non-undead creature in the room when the vines emerge must succeed on a DC 13 Dexterity saving throw or become restrained by a vine. A creature takes 11 piercing damage each time it starts its turn restrained in this way.
As an action, a restrained creature can free itself or another creature with a successful DC 13 Strength (Athletics) check, or free only itself with a successful DC 13 Dexterity (Acrobatics) check. A vine that’s restraining a creature can also be cut and killed.
While the vines are present, the area is lightly obscured and difficult terrain. A creature takes 2 piercing damage for every 5 feet it moves through the room. A creature that moves more than 15 feet on its turn must immediately make a DC 13 Dexterity saving throw. On a failed save, the creature becomes restrained as described above.
This post has potentially manipulated dice roll results.
Trisk's DEX save: 19
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 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.”
Trisk will use a 4th level spell slot to cast False Life on himself for 22 temporary hit points.
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.”
<if anyone rolls above initiative 14, you can tell the one zombie is unaffected and intercede to stop it attacking Sam, but you as players already know it will miss, so it seems a moot point.>
(ooc: so since Blink has a 10 foot teleport of sorts when you return the next turn it would follow the same rules... able to return within 10 feet so long as it's still within the zone you started in?)
<Yes, it's just about the barriers between zones. Specific areas might have effects on various spells, but as far as the barriers, they just confine you to a zone and require an attuned glyph key. You can get more glyph keys and you can get back to the gate house through the black gates like the one in this room you came through. The glyph keys themselves can be used at the white gates. There's also a way to talk to with Syranna and she can help you attune your glyph key to an adjacent zone. It's kind of a lot. Mostly just things for the DM to really know and the players to just be aware of. You should just fi d these things organized really as you progress theough the dungeon. Plus, ask NPCs. They'll tell you stuff. They're mostly hostile. But they aren't suicidal (speaking only for the huma old ones, hence "NPC" vs. "MONSTER")>
So, what the plan? The zombies aren't moving, you're all just standing still so far.
Tetrevess looks at the map to try to figure out where we landed. He turns it around in his hands a few times. Mentally, he says to the group “well. let’s see what we can find. south or west? watch these vines. Look nasty.. and of course lets see if these undead stop us from opening a door”.
<I wish I had that map ar higher res, but I really don't. I actually had to google-fu the one in owlbear.rodeo but that has details that aren't on the player map I posted here.
So, anybody going to move or anything?
Tetevess’ manifest mind (a wizened, ghostly green glowing head) appears. Tetrevess wears the crystal pendant prominently, and cautiously approaches the doors to the south. “**Just passing through**” he says to the guardians out loud.
(he watches carefully to see if they will attack)
After moving ten feet animated vines shoot out of the holes and into every part of the room.
The vines ignore the undead. Any non-undead creature in the room when the vines emerge must succeed on a DC 13 Dexterity saving throw or become restrained by a vine. A creature takes 11 piercing damage each time it starts its turn restrained in this way.
As an action, a restrained creature can free itself or another creature with a successful DC 13 Strength (Athletics) check, or free only itself with a successful DC 13 Dexterity (Acrobatics) check. A vine that’s restraining a creature can also be cut and killed.
While the vines are present, the area is lightly obscured and difficult terrain. A creature takes 2 piercing damage for every 5 feet it moves through the room. A creature that moves more than 15 feet on its turn must immediately make a DC 13 Dexterity saving throw. On a failed save, the creature becomes restrained as described above.
Seeing this, the undead become hostile.
Trisk's DEX save: 19
Everyone is up. Initiative target = ...14
Tetrevess ▶️
Samogri 19 ✅️
Ethan ▶️
Randy ▶️
Triskellion 20 ✅️
Undead 14 ✅️
<I didn't move T. He can start where he is or move ten feet prior to initiative if he chooses.>
Iniative 19
Sam will chant in a almost forgotten toung and use his holy symbol
channel divinity turn undead Wis save 16
Trisk's Initiative: 10
Trisk will use a 4th level spell slot to cast False Life on himself for 22 temporary hit points.
<OOC: Just wanted to say hello. I'll be joining you soon enough>
Wis saves
Z1
Z2
Z3
Z4 12
Z5 5
Z6 13
Z7 20
W1 10
W2 5
Z1 15
Z2 13
Z3 2
The undead are already crowding around the doors as it is, so they're just going to dodge.
Sam's primeval utterances evoke terror in the undead who press toward the doors in an effort to flee the chosen of the world serpent.
All save a lone zombie, who attacks Sam. 18 for 4 bludgeoning.
Tetrevess, Randy, and Ethan are up.
<if anyone rolls above initiative 14, you can tell the one zombie is unaffected and intercede to stop it attacking Sam, but you as players already know it will miss, so it seems a moot point.>
(Hey new player! nice to meet!).
T dex save 10 in log.
T init in log: 3.
Tetrevess is startled by a vine, which shoots out and wraps around the hapless wizard.
on his turn he will misty step to the door in the south, and attempt to open it.