(So then, if it were me, I would not risk the spell slot betting on maintaining concentration in the middle of a battle for 10 rounds. But it's not me, so you of course will have to decide.)
Akame follows, muttering under his breath about how he could probably have just blown up the guy with another fireball or two. He's really freaked out by the kitten though.
You alight the stairs to find the chapel now converted to tbe quarters if the Thayan Knights, but rhey seem to be absent at the moment, likely due to the commotion caused by the party. The space is laid out with 8 beds, wardrobes and chests arranged neatly where once pews filled the chapel. Stairs leading up to the knight commander's quarters are located in this room. At the far end, to the south, is a large double door, wide open.
Is wveryone going upstairs? Necromancer acts next, but he's in the corner out if sight unless you now bust through a web to go get him, so Angus and Sam are up, but if they are following the others upstairs, we're back to the top. Even assuming a dash, you're still in the chapel, without dashing you'd be at rhe north end. So, you're in the chapel and it's back to Akame and Chadderly
It's the training yard, a walled in area of grass where you've either seen or heard if knights and guards training for combat regularly. There is another smaller courtyard, the "chapel courtyard" just beyond the north wall, but there's no door to access it from the chapel, directly. Instead, you'd normally go through the double doors, take a left then immediately left through a door to the breezeway under the belltower into the chapel courtyard if you wanted to get there from the chapel.
Courtyards are, by their nature, walled in. From outside the building it would be clear there are no doors or gates in the courtyard walls. The main courtyard, on the other side of the embassy, does have a gate: the "courtyard entrance"
Still don't actuslly know where Sam and Angus are, upstairs or down. Also who has the chest. Whats the escape plan, then? You've 'studied' the maps, in-game. So, what's the plan?
We should just pause initiatives until you figure out all of the above.
Angus dashes upstairs with the others. I believe he also has the chest. Can we "cinematically" head for the nearest street exit? (maybe the staff entrance or through the guard stables, or through the dining hall storage? Really, whichever way seems to have the least guards in it. Maybe use one of those fireballs to create a distraction somewhere, maybe the courtyard, and then we run the other way?
Thr necromancer emerges from an ephemeral door appearing and disappearing again in the training yard, (he used dimension door,) near the western wall of the yard.
When he sees any of thr party through the open double doors, he casts cloudkill again.
"Hand over the chest! Cherthemiud may have failed Zulkir Tam, but he will be twice as harsh on the Necromancer who let his killers escape with the research after destroying the artifact. Now give up and die, already!" The Necromancer shouts into the cloud of choking, heavily obscuring fog.
(Cast was a reaction. This was 2 rounds to both get up the stairs and any distance past that. 1 to cast DD, one for this. PCs have surprised condition.
The Ilmateri monks were known to care for the poorest of creatures in the city. Although his ravaged appearance or his righteous rage could scare children, Ilmater took great cares to reassure them and protect them. He treasured all children and young creatures in general. His followers tended to the needs of the poor and the sick. Sadly, over the years, the remains of those they could not nurse to health and vigor found their final resting place in the chapel cemetery. When that filled up, the new bodies began to fill the yard before the chapel as well. Their decomposition was slow in this sanctified ground. The
The ground beneath the training yard begins to tremble, roiling and pulsing with unlife ad that which lay buried begins to claw and climb from shallow graves, propelled by an arcane energy unleashed by the arcane necromancy of a powerful force. "The Zulkir if Necromancy, himself, sent me on this mission, entrusting to me the scroll of immense potency. Now, I unfurl this scroll, and with it will come your end!" The Necromancer monologs.
As the choking gas pushes its way into the chapel and against the inner wLls of rhe training yard, you see the hands begin to emerge from the ground, bursting forth to reveal their small form. Crawling from tiny graves, dozens of bodies emerge, of boys and girls who died long ago in the care of the Ilmateri monks. But they do not feecend on the adventurers, yet they seek something. The undead crawl and limp to fi d one another, moving in unnatural ways for a humanoid firm, bent head over back, using arms broken at the wrist and woth bodies twisted about the torso, they come together. They writhe in a mass of limbs and rotting flesh to form a massive singular creature in a vaguely humanoid form. The zombie clot pulses from within with an eery radiance that shines brightest at two parallel points. Like a pair of predatory eyes, they face the double doors. The adventurers stare undead I'm the face.
"From cradle to grave: the life of our would be heroes ends the same as all the others," taunts the Necromancer, "in Death."
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(So then, if it were me, I would not risk the spell slot betting on maintaining concentration in the middle of a battle for 10 rounds. But it's not me, so you of course will have to decide.)
<Sorry, busy day.>
The door isn't locked.
I believe this is correct, but I'd have to check to be sure if it comes up. That does seem logical, though.
Akame follows, muttering under his breath about how he could probably have just blown up the guy with another fireball or two. He's really freaked out by the kitten though.
You alight the stairs to find the chapel now converted to tbe quarters if the Thayan Knights, but rhey seem to be absent at the moment, likely due to the commotion caused by the party. The space is laid out with 8 beds, wardrobes and chests arranged neatly where once pews filled the chapel. Stairs leading up to the knight commander's quarters are located in this room. At the far end, to the south, is a large double door, wide open.
Is wveryone going upstairs? Necromancer acts next, but he's in the corner out if sight unless you now bust through a web to go get him, so Angus and Sam are up, but if they are following the others upstairs, we're back to the top. Even assuming a dash, you're still in the chapel, without dashing you'd be at rhe north end. So, you're in the chapel and it's back to Akame and Chadderly
Also, you notice the kitten, who you didnt see pass you on the stairs, now stands before you in the chapel, as if awaiting your arrival.
<so, who has that chest exactly?>
It's the training yard, a walled in area of grass where you've either seen or heard if knights and guards training for combat regularly. There is another smaller courtyard, the "chapel courtyard" just beyond the north wall, but there's no door to access it from the chapel, directly. Instead, you'd normally go through the double doors, take a left then immediately left through a door to the breezeway under the belltower into the chapel courtyard if you wanted to get there from the chapel.
Courtyards are, by their nature, walled in. From outside the building it would be clear there are no doors or gates in the courtyard walls. The main courtyard, on the other side of the embassy, does have a gate: the "courtyard entrance"
Still don't actuslly know where Sam and Angus are, upstairs or down. Also who has the chest. Whats the escape plan, then? You've 'studied' the maps, in-game. So, what's the plan?
We should just pause initiatives until you figure out all of the above.
1. Is Angus just following the others or upstairs or doing something else?
2. Same for Sam
3. What's the plan? I said we're running it as a cinematic scene, but you're leading the writing there. Be creative, but just give me a rough idea.
*You're not out of danger, yet.
Angus dashes upstairs with the others. I believe he also has the chest. Can we "cinematically" head for the nearest street exit? (maybe the staff entrance or through the guard stables, or through the dining hall storage? Really, whichever way seems to have the least guards in it. Maybe use one of those fireballs to create a distraction somewhere, maybe the courtyard, and then we run the other way?
<Okay. I just wanted to make sure the plan wasn't just jump over the wall of the courtyard. Probably what I would have done.
Ok, so it sounds like Angus and I'm assuming Sam also came upstairs.>
<Still not sure who has the box>
Thr necromancer emerges from an ephemeral door appearing and disappearing again in the training yard, (he used dimension door,) near the western wall of the yard.
When he sees any of thr party through the open double doors, he casts cloudkill again.
(I'll get a map up)
"Hand over the chest! Cherthemiud may have failed Zulkir Tam, but he will be twice as harsh on the Necromancer who let his killers escape with the research after destroying the artifact. Now give up and die, already!" The Necromancer shouts into the cloud of choking, heavily obscuring fog.
(Cast was a reaction. This was 2 rounds to both get up the stairs and any distance past that. 1 to cast DD, one for this. PCs have surprised condition.
(Everyone except the kitten should get +3 to their save)
(Yeah I should probably roll damage on that)
5d8 poison ½ with Con save DC 15
20
Lucky cat.
Maybe actually rolling dice for damage would help 26
Angus CON Save17
24 con save
Your kidding (can we use the spell book to teleport us 4 out of here)
The Ilmateri monks were known to care for the poorest of creatures in the city. Although his ravaged appearance or his righteous rage could scare children, Ilmater took great cares to reassure them and protect them. He treasured all children and young creatures in general. His followers tended to the needs of the poor and the sick. Sadly, over the years, the remains of those they could not nurse to health and vigor found their final resting place in the chapel cemetery. When that filled up, the new bodies began to fill the yard before the chapel as well. Their decomposition was slow in this sanctified ground. The
The ground beneath the training yard begins to tremble, roiling and pulsing with unlife ad that which lay buried begins to claw and climb from shallow graves, propelled by an arcane energy unleashed by the arcane necromancy of a powerful force. "The Zulkir if Necromancy, himself, sent me on this mission, entrusting to me the scroll of immense potency. Now, I unfurl this scroll, and with it will come your end!" The Necromancer monologs.
As the choking gas pushes its way into the chapel and against the inner wLls of rhe training yard, you see the hands begin to emerge from the ground, bursting forth to reveal their small form. Crawling from tiny graves, dozens of bodies emerge, of boys and girls who died long ago in the care of the Ilmateri monks. But they do not feecend on the adventurers, yet they seek something. The undead crawl and limp to fi d one another, moving in unnatural ways for a humanoid firm, bent head over back, using arms broken at the wrist and woth bodies twisted about the torso, they come together. They writhe in a mass of limbs and rotting flesh to form a massive singular creature in a vaguely humanoid form. The zombie clot pulses from within with an eery radiance that shines brightest at two parallel points. Like a pair of predatory eyes, they face the double doors. The adventurers stare undead I'm the face.
"From cradle to grave: the life of our would be heroes ends the same as all the others," taunts the Necromancer, "in Death."