Piccolo goes from apprentice to apprentice, seeing that the party is done questioning them. Brutally, she slices each of their throats, showing no mercy, or emotion at all on her child like face.
Then, when the group rests, she seems to fade away, then disappear completely.
(She will use some hit dice to recover from some injuries)
(Trisk)
Trisk sees an ethereal image of Piccolo, hovering over him as he rests. She seems to be "watching" over him and the group while all rest. (OOC: Watchful Presence, but stretching its actual use as its usually for long rest, just having fun with hit)
I'm fast forwarding. All the gates you saw: they're disrupted.
The enemies that spawned in this room: defeated.
Let's see where you want to go next
You have a map. The number of black gates yiu still need to disrupt is 3. You're already able to access the temples of Extraction, where the Chosen of the gods are being held and experimented with. So your choice basically comes down to going there now or later, after you disrupt more black gates.
(Start with the closest black gate, which is the Temple of Disruption, then work all the way back to the furthest Gate at the Doomvault entrance)
Rollback Post to RevisionRollBack
Wildland Shifters Pt 2 (Pt 1 with PyromaniIsDeadThankGod) Celci (The Lamb) - Non-Binary Changeling Sorcerer (Shadow Magic) Maya Kurosaki- Female Kitsune Cleric (Twilight Domain); Currently in Lancea Randy Wolftree - Male Human Artificer (Armourer); Currently in Crimson Sands of Time Shijiro Otsune- Male Kitsune Blood Hunter (Order Of The Lycan) Trojan Dseyller - Male Tortle Barbarian (Path of the Ancestral Guardian) Xenia Ironhide - Female Kobold Rogue (Soulknife)
(ooc: I think the DM is crediting us with already having disrupted the gates we encountered so far, so we don't need to backtrack now. We can proceed forward to a new black gate?... or try to free/rescue some of the Chosen that are being held captive and experimented on?... or something else?)
Vermin Halls, the Swine Run, the Hatchery, and the Temples of Turmoil (in the Temples of Extraction sector).the Temples of Despair, Temples of Oppression (in the Temples of Extraction sector).
Actually, make it a long rest. Narratively you can do this at the gatehouse or just seal up somewhere. Doesn't matter, mechanically.
Since you haven't said where you'd like to go next, should I just pick something?
Here's my two cents:
This place has a fair number of unique things and that's all well and good. The idea is to get theough it all as fast as possible. If you try to stop and kill everything it turns into a grind. The place is too big and brimming with baddies ro take on all of it, so just take what you need to get to the next spot. Most things can't follow you, but on the last occasion, they definitely could.
I absolutely can and might allow a long rest if that's what you want, but it's opening up tje possibility for me to import higher level monsters than appear in the adventure, based in what areas you end up exploring.
Again, killing these monsters had the effect of them not killing you. That's it. So, it's up to you to decide what to do about it.
The long rest also increases the alert level which means random encounters are more interesting.
Without long rests, the party is definitely heroic. With them, you're a league of superheros. So, you'll need some super villains - and that's just what you'll be facing
Also, the doomvault is not that high level, so this solves a problem because the next chapter is higher than you're at currently. So you would have jumped more than one level up upon completion. If I csn make the monsters harder, I can level you up inside the Doomvault and the transition is more gradual, for better or worse.
Spoilers but really campaign direction. Especially for those who've been in it the longest
I have a clear path to level 20, and actual resolutions to things we set up quite some time ago. Some of you have been to the Barrier Peaks, where you met Mary Greymalkin, and were set on a quest to locate another in the series of volumes penned by Iggwillv, the Demonomicon. Both the Barrier Peaks and the home of Iggwilv's daughter, Mary's grandmother, have been updated for 5e. I have read the latter and the designers have set the 5e versions to levels 9-13.
So, what I'm wondering is this: would it make more sense to run these bookends to the introductory part for the PCs that wen there in the first place, or for different PCs, that the same players could play, if they want? I kind of favor the latter as this andventure had been a series of generations in the making. The cartophile is a descendent of Kwalish, who was inspired by Heward. Mary follows in the footsteps of her patron, Tasha. So too, can new PCs conclude the adventure started by their forebears.
Also, if you want to do this, we can launch it ASAP. Just need a level 9 party.
FYI these are coming out in Infinite Staircase, which was the name of a Planes cape adventure- that actually also links to something we're dealing with. If you recall the name 'Tenebrous' mentioned when we were dealing with the Far Realm stuff (which we will get back to after the phylactery vault) - that's where it comes from. Anyhow, if you can relate your current PC to your new PC, I think that would be fun, and maybe you can do so through Sigil, where some of you have been, or not.
Thus is just to see if anyone is I terested. I'm pla no g ro do this no matter what, but ideally I'd get so e of this group involved.
Following your long rest at the gatehouse, you are teleported ro a portion kf rhe Doomvault known as the far realm cysts. Perhaps here you will gain some knowledge that will help you overcome Szazz Tam's far realm batteries, fueled by energy siphoned from these strange dark stars, not unlike the one seen vanishing in the hall of the lich who raised your floating city, from long-gone Netheril.
You emerge from the portal beside a black gate (you can disrupt it, it counts) to find rough cavern with an uneven floor, riddled with open holes. In the east, on a spar of rock, is a contact stone (so yoi can attune to this area).
Shuffling amid holes the room you see eight zombies and two ogre zombies.
(Piccolo: Unless attacked by the bad guys....she helps in disrupting the black gate, she taps Trisk on the...waist (too short to reach higher), and points to the spar rock.
A quick few quite notes on her instrument
(an image of the spar rock, a key glowing after touching it).
(If attacked, she springs into action...and will attack on initiative 25)
Also, if not attacked, she will use her sharp eyes to search for any traps or secrets: 14 perception
Following the long rest and the teleportation, Ethan was half-expecting some stupid monsters to slow their progress. Welp. At least they're not in the mood of an assault. "Alright, you guys know the drill, right? Casters... if they attack, distract them for us three. Also, don't engage. Keep watch on them so the keys can be attuned by someone... either Randy or another mobile guy. We've got some work to do!"
He then quietly heads to the contact stone alongside his brother and takes out the black key in secret so the attunement-to-disruption progress can begin, holding an attack in case the zombies decide to turn on him and Randy, despite his peaceful approach.
Stealth just in case if needed: 5
If the monsters do fight, Initiative: 12
Rollback Post to RevisionRollBack
The Wildland Shifters Daisy Ethalena- Female Wood Elf Ranger (Monster Slayer) Ethan Wolftree - Male Simic Hybrid Warlock (The Hexblade); Crimson Sands of Time Raiden Kurosaki - Male Kitsune Wizard (Bladesinger); Lancea Campaign Rixian Nishinoya - Male Fire Genasi Paladin (Oath of Vengeance); Path Of Blood Tenebris Amaro - Male Dark Elf Druid (Circle of Stars) Yurime Hanasaki- Female Kumiho Bard (College Of Creation) DM - The Road to Redemption (Homebrew, WIP)
Piccolo moves up to 20 feet away from the closest Ogre Zombie, drawing two thorny daggers and tosses them: To hit: 25, Damage: 10 magical piercing, To hit (2): 14, damage: 10. She then uses cunning action to back up to a range of 50 feet.(North west wall)
Rollback Post to RevisionRollBack
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Piccolo goes from apprentice to apprentice, seeing that the party is done questioning them. Brutally, she slices each of their throats, showing no mercy, or emotion at all on her child like face.
Then, when the group rests, she seems to fade away, then disappear completely.
(She will use some hit dice to recover from some injuries)
(Trisk)
Trisk sees an ethereal image of Piccolo, hovering over him as he rests. She seems to be "watching" over him and the group while all rest. (OOC: Watchful Presence, but stretching its actual use as its usually for long rest, just having fun with hit)
Players win initiative over the undead.
They will attack you if you don't dispatch them.
(ooc: did we get the short rest in before we came to this room with the undead?)
(...or is this the room we're taking the short rest in and we have to dispatch the undead first?)
They're here because you rested an hour.
So, I decided i want to get through this faster.
I'm fast forwarding. All the gates you saw: they're disrupted.
The enemies that spawned in this room: defeated.
Let's see where you want to go next
You have a map. The number of black gates yiu still need to disrupt is 3. You're already able to access the temples of Extraction, where the Chosen of the gods are being held and experimented with. So your choice basically comes down to going there now or later, after you disrupt more black gates.
Here's that map again
(Sounds good…. Where to group?)
(Start with the closest black gate, which is the Temple of Disruption, then work all the way back to the furthest Gate at the Doomvault entrance)
Wildland Shifters Pt 2 (Pt 1 with PyromaniIsDeadThankGod)
Celci (The Lamb) - Non-Binary Changeling Sorcerer (Shadow Magic)
Maya Kurosaki - Female Kitsune Cleric (Twilight Domain); Currently in Lancea
Randy Wolftree - Male Human Artificer (Armourer); Currently in Crimson Sands of Time
Shijiro Otsune - Male Kitsune Blood Hunter (Order Of The Lycan)
Trojan Dseyller - Male Tortle Barbarian (Path of the Ancestral Guardian)
Xenia Ironhide - Female Kobold Rogue (Soulknife)
(ooc: I think the DM is crediting us with already having disrupted the gates we encountered so far, so we don't need to backtrack now. We can proceed forward to a new black gate?... or try to free/rescue some of the Chosen that are being held captive and experimented on?... or something else?)
Correct.
You have the following glyph key attunements:
Vermin Halls, the Swine Run, the Hatchery, and the Temples of Turmoil (in the Temples of Extraction sector).the Temples of Despair, Temples of Oppression (in the Temples of Extraction sector).
You can also just walk in some direction.
Actually, make it a long rest. Narratively you can do this at the gatehouse or just seal up somewhere. Doesn't matter, mechanically.
Since you haven't said where you'd like to go next, should I just pick something?
Here's my two cents:
This place has a fair number of unique things and that's all well and good. The idea is to get theough it all as fast as possible. If you try to stop and kill everything it turns into a grind. The place is too big and brimming with baddies ro take on all of it, so just take what you need to get to the next spot. Most things can't follow you, but on the last occasion, they definitely could.
I absolutely can and might allow a long rest if that's what you want, but it's opening up tje possibility for me to import higher level monsters than appear in the adventure, based in what areas you end up exploring.
Again, killing these monsters had the effect of them not killing you. That's it. So, it's up to you to decide what to do about it.
The long rest also increases the alert level which means random encounters are more interesting.
Without long rests, the party is definitely heroic. With them, you're a league of superheros. So, you'll need some super villains - and that's just what you'll be facing
Also, the doomvault is not that high level, so this solves a problem because the next chapter is higher than you're at currently. So you would have jumped more than one level up upon completion. If I csn make the monsters harder, I can level you up inside the Doomvault and the transition is more gradual, for better or worse.
Spoilers but really campaign direction. Especially for those who've been in it the longest
I have a clear path to level 20, and actual resolutions to things we set up quite some time ago. Some of you have been to the Barrier Peaks, where you met Mary Greymalkin, and were set on a quest to locate another in the series of volumes penned by Iggwillv, the Demonomicon. Both the Barrier Peaks and the home of Iggwilv's daughter, Mary's grandmother, have been updated for 5e. I have read the latter and the designers have set the 5e versions to levels 9-13.
So, what I'm wondering is this: would it make more sense to run these bookends to the introductory part for the PCs that wen there in the first place, or for different PCs, that the same players could play, if they want? I kind of favor the latter as this andventure had been a series of generations in the making. The cartophile is a descendent of Kwalish, who was inspired by Heward. Mary follows in the footsteps of her patron, Tasha. So too, can new PCs conclude the adventure started by their forebears.
Also, if you want to do this, we can launch it ASAP. Just need a level 9 party.
FYI these are coming out in Infinite Staircase, which was the name of a Planes cape adventure- that actually also links to something we're dealing with. If you recall the name 'Tenebrous' mentioned when we were dealing with the Far Realm stuff (which we will get back to after the phylactery vault) - that's where it comes from. Anyhow, if you can relate your current PC to your new PC, I think that would be fun, and maybe you can do so through Sigil, where some of you have been, or not.
Thus is just to see if anyone is I terested. I'm pla no g ro do this no matter what, but ideally I'd get so e of this group involved.
[magicitem]demon skin[/magicitem]
[Tooltip Not Found]
amulet of protection from turning
38
(I’m for the long rest and stronger baddies. All the rest sounds cool for the group, and we may need to be more careful)
Following your long rest at the gatehouse, you are teleported ro a portion kf rhe Doomvault known as the far realm cysts. Perhaps here you will gain some knowledge that will help you overcome Szazz Tam's far realm batteries, fueled by energy siphoned from these strange dark stars, not unlike the one seen vanishing in the hall of the lich who raised your floating city, from long-gone Netheril.
You emerge from the portal beside a black gate (you can disrupt it, it counts) to find rough cavern with an uneven floor, riddled with open holes. In the east, on a spar of rock, is a contact stone (so yoi can attune to this area).
Shuffling amid holes the room you see eight zombies and two ogre zombies.
(Piccolo: Unless attacked by the bad guys....she helps in disrupting the black gate, she taps Trisk on the...waist (too short to reach higher), and points to the spar rock.
A quick few quite notes on her instrument
(an image of the spar rock, a key glowing after touching it).
(If attacked, she springs into action...and will attack on initiative 25)
Also, if not attacked, she will use her sharp eyes to search for any traps or secrets: 14 perception
(So long rest? Fair enough)
Following the long rest and the teleportation, Ethan was half-expecting some stupid monsters to slow their progress. Welp. At least they're not in the mood of an assault. "Alright, you guys know the drill, right? Casters... if they attack, distract them for us three. Also, don't engage. Keep watch on them so the keys can be attuned by someone... either Randy or another mobile guy. We've got some work to do!"
He then quietly heads to the contact stone alongside his brother and takes out the black key in secret so the attunement-to-disruption progress can begin, holding an attack in case the zombies decide to turn on him and Randy, despite his peaceful approach.
Stealth just in case if needed: 5
If the monsters do fight, Initiative: 12
The Wildland Shifters
Daisy Ethalena - Female Wood Elf Ranger (Monster Slayer)
Ethan Wolftree - Male Simic Hybrid Warlock (The Hexblade); Crimson Sands of Time
Raiden Kurosaki - Male Kitsune Wizard (Bladesinger); Lancea Campaign
Rixian Nishinoya - Male Fire Genasi Paladin (Oath of Vengeance); Path Of Blood
Tenebris Amaro - Male Dark Elf Druid (Circle of Stars)
Yurime Hanasaki - Female Kumiho Bard (College Of Creation)
DM - The Road to Redemption (Homebrew, WIP)
Zombies initiative = 11.
They attack on sight (but you manage to get the attunement from thr contact srone and disrupt the gate.)
Map incoming
Picollo and everyone else can see the sinkholes in the floor plainly. They're 5ft wide.
The zombies attack as one, in a ravenous swell of rotting flesh. (But they're really slow)
Piccolo moves up to 20 feet away from the closest Ogre Zombie, drawing two thorny daggers and tosses them: To hit: 25, Damage: 10 magical piercing, To hit (2): 14, damage: 10. She then uses cunning action to back up to a range of 50 feet.(North west wall)