You don't see any sign of a hidden due or anything to suggest anything other rhan a contiguous stone wall.
<in-universe: It's an access tower. It's really like a gatehouse, as one might be equipped wirh a barbican for pouring hot oil or some such down on invaders passing theough, but allowing safe passage for ordinary traversal. It would be surprising to see it used as storage or living space. In game design: an excuse for a bit of funhouse dungeoun antics, like disintegrating fog.>
Make a DC 17 Constitution saving throw. On a failed save, Angus' Intelligence score reduced by 1 while he remains within the purple dome that surrounds the city. On a success, the northern wall in the small exit room sinks to the ground, revealing a way out the tower.
(See, that's how you hide a secret exit: you make it the whole wall)
As you exit rhe tower, you have a clear view of yiue surroundings. The island you’re on is surrounded by a frozen lake that glows a faint purple. Beyond the lake stand gigantic towers, each made from colossal slabs of stone. Expansive bridges, rune-marked walkways, and carved stone stairs fill the spaces between each building. All the architecture is studded with translucent green stones. The only bridge connected to the island leads to the eastern shore. Under the shadowy purple dome overhead, a humanoid in yellow-and-black robes produces trilling and gurgling noises in a rhythmic manner, as if performing a chant or ritual.
Angus looks at his companions. "We are supposed to find out the history of this place and how the Far Realm came to have influence here. Shall we go talk to this priest?"
Gray sand, rocks, and tiny chunks of green, translucent crystals litter the shore. From south to east, the ancient walls of the Supreme Forge have multiple stone entryways.
<"Complete darkness" is what the description says, so mechanically that's how we'll handle it, but I still present to you all these things you probably won't see. Like the color of the priest's robes or the rocks on the shore, until you get close with a torch, darkvision being greyscale>
Must and earthy scents fill the air
The dome is impenetrable and can’t be bypassed via planar travel or teleportation. Also, creatures inside the dome can’t be banished, but can teleport as long as the origin and destination are both inside the dome.
The lone cultist’s chant echoes across the dark-purple energy dome that seals the area. Rivulets of black ichor flow from its eyes before the silhouette of a shadow dragon rises behind it. In one swift motion, the dragon bites off the cultist’s head, before focusing on you, ready to attack.
@Everyone: make a DC17 Wis save. On a failed save, Until the character is treated with a greater restoration spell or similar magic, they gain the following flaw:
They’re in the Shadows. “Reality is flawed. Whenever I’m in the dark, I see, through time and space, a group of hooded figures in long, tattered yellow-and-black robes performing a plainchant of the unholy Tenebrous Creed. I understand their words, but can’t interact with them. They’re fixed in their time and chant on regardless of my actions.”
This post has potentially manipulated dice roll results.
<for clarity's sake: the flaw has no mechanical impact, it's a replaying thing, though it does take GR to remove, if you choose to do so. The roll is imposed by hearing the chant, so ot really should include @wveryone. He's not quite aboit summoning an adult shadow dragon in a suiciide ritual.>
<for clarity's sake: the flaw has no mechanical impact, it's a replaying thing, though it does take GR to remove, if you choose to do so. The roll is imposed by hearing the chant, so ot really should include @wveryone. He's not quite aboit summoning an adult shadow dragon in a suiciide ritual.>
Initiative
Dragon: 2
Angus: ?
Samogri: ?
Tetrevess: ?
DM if I moved away from the torch light would the shadow dragon see me due to umbral sight?
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You don't see any sign of a hidden due or anything to suggest anything other rhan a contiguous stone wall.
<in-universe: It's an access tower. It's really like a gatehouse, as one might be equipped wirh a barbican for pouring hot oil or some such down on invaders passing theough, but allowing safe passage for ordinary traversal. It would be surprising to see it used as storage or living space. In game design: an excuse for a bit of funhouse dungeoun antics, like disintegrating fog.>
(and the smaller room?)
Same response.
Edit: I did mention there's a panel, right?
(Is the smaller room just an empty closet? Is there anything at all in it?)
A paladin
(Everybody's a comedian ;)
"Everybody, be alert, I am going to activate this panel. If the miasma starts to drain down toward us, I suggest seeking refuge in the stairwell."
Angus will then push the panel with the down arrow, and run to the stairs if the disintegrating fog descends.
Make a DC 17 Constitution saving throw. On a failed save, Angus' Intelligence score reduced by 1 while he remains within the purple dome that surrounds the city. On a success, the northern wall in the small exit room sinks to the ground, revealing a way out the tower.
(See, that's how you hide a secret exit: you make it the whole wall)
Angus CON save 7
"All righty then, let's get out of here while we can and see what the situation is."
Angus will exit the tower.
As you exit rhe tower, you have a clear view of yiue surroundings. The island you’re on is surrounded by a frozen lake that glows a faint purple. Beyond the lake stand gigantic towers, each made from colossal slabs of stone. Expansive bridges, rune-marked walkways, and carved stone stairs fill the spaces between each building. All the architecture is studded with translucent green stones. The only bridge connected to the island leads to the eastern shore. Under the shadowy purple dome overhead, a humanoid in yellow-and-black robes produces trilling and gurgling noises in a rhythmic manner, as if performing a chant or ritual.
Angus looks at his companions. "We are supposed to find out the history of this place and how the Far Realm came to have influence here. Shall we go talk to this priest?"
“Might as well what could possibly go wrong”
Headed for the eastern shore then?
Gray sand, rocks, and tiny chunks of green, translucent crystals litter the shore. From south to east, the ancient walls of the Supreme Forge have multiple stone entryways.
<"Complete darkness" is what the description says, so mechanically that's how we'll handle it, but I still present to you all these things you probably won't see. Like the color of the priest's robes or the rocks on the shore, until you get close with a torch, darkvision being greyscale>
Must and earthy scents fill the air
The dome is impenetrable and can’t be bypassed via planar travel or teleportation. Also, creatures inside the dome can’t be banished, but can teleport as long as the origin and destination are both inside the dome.
The lone cultist’s chant echoes across the dark-purple energy dome that seals the area. Rivulets of black ichor flow from its eyes before the silhouette of a shadow dragon rises behind it. In one swift motion, the dragon bites off the cultist’s head, before focusing on you, ready to attack.
@Everyone: make a DC17 Wis save. On a failed save, Until the character is treated with a greater restoration spell or similar magic, they gain the following flaw:
They’re in the Shadows. “Reality is flawed. Whenever I’m in the dark, I see, through time and space, a group of hooded figures in long, tattered yellow-and-black robes performing a plainchant of the unholy Tenebrous Creed. I understand their words, but can’t interact with them. They’re fixed in their time and chant on regardless of my actions.”
<for clarity's sake: the flaw has no mechanical impact, it's a replaying thing, though it does take GR to remove, if you choose to do so. The roll is imposed by hearing the chant, so ot really should include @wveryone. He's not quite aboit summoning an adult shadow dragon in a suiciide ritual.>
Initiative
Dragon: 6
Angus: ?
Samogri: ?
Tetrevess: ?
Tetrevess 22 (natural 20) init
Angus Initiative 8
Angus WIS Save 25
(Anyone within 10 ft of Angus gets +3 to saves, immune to charm, immune to frightened)
Wis save 12
initiative14
DM if I moved away from the torch light would the shadow dragon see me due to umbral sight?