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?
"DM if I moved away from the torch light would the shadow dragon see me due to umbral sight? " Sam
<Meta knowledge. You're actually question is something like, does it have darkvision? How about true sight? Normally, I'd say "try it and see" but, ... wait, actually, nwvermind. That is what I say. "Try it and see." Apologies if it was just "is the space dark?" It is, besides the torchlight. Given that the dome is described as purple, I'd have to imagine it like a dark night outdoors. It's not black, it's just , you know dark, even if there is moonlight. It's midnight irl right now and I can still tell my shed is white and the grass is lighter color than the leaves on the trees. Overcast skies, but I know the moon is a sliver of a crescent tonight. I'm not trying to be a jerk here, I just really lime what Monte Cook did with Numenera and how it forces exploration by trial to foster discovery. It really strives to make discovery the focus of the game and I would also like to foster that, as seen in some bot in my homebrew magic rules, tied to the lack of attunement, where normally that would tell you everything about an item, it now just doesn't exist. identify still does, though.>
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 22
(Anyone within 10 ft of Angus gets +3 to saves, immune to charm, immune to frightened)
Wis save 10
initiative25
DM if I moved away from the torch light would the shadow dragon see me due to umbral sight?
Tet goes first but I'll post action now
Angus draws his longsword and moves to within melee distance of the dragon. He then casts (BA) branding smite at first level, then attacks:
First longsword attack Attack: 27 Damage: 12 magical slashing + 2 radiant damage
Second longsword attack Attack: 12 Damage: 10 magical slashing + 4 radiant damage
First attack to hit causes additional 9 radiant damage and the creature begins to shed dim light in 5 foot radius.
"DM if I moved away from the torch light would the shadow dragon see me due to umbral sight? " Sam
<Meta knowledge. You're actually question is something like, does it have darkvision? How about true sight? Normally, I'd say "try it and see" but, ... wait, actually, nwvermind. That is what I say. "Try it and see." Apologies if it was just "is the space dark?" It is, besides the torchlight. Given that the dome is described as purple, I'd have to imagine it like a dark night outdoors. It's not black, it's just , you know dark, even if there is moonlight. It's midnight irl right now and I can still tell my shed is white and the grass is lighter color than the leaves on the trees. Overcast skies, but I know the moon is a sliver of a crescent tonight. I'm not trying to be a jerk here, I just really lime what Monte Cook did with Numenera and how it forces exploration by trial to foster discovery. It really strives to make discovery the focus of the game and I would also like to foster that, as seen in some bot in my homebrew magic rules, tied to the lack of attunement, where normally that would tell you everything about an item, it now just doesn't exist. identify still does, though.>
<Tetrevess us up, then Samogri. I'll try to get a map up. Busy day, irl.>
Both of Angus' attacks miss the dragon.
Wide and zoomed in a bit. Here's the link to the game in owlbear: https://www.owlbear.rodeo/game/GxscMDWCP
Building D is the tower you just exited with the teleport ray etc.
Sam will move within striking range of the beast
bouns action zephyr strike
Attacks
28
17
dread attack with zephyr strike advantage
27
damge
13
12
15 + 1 + 5 force damage