(Do you want the Athletics rolls, or are we just saying we eventually succeed?)
(Sounds like Sam needs a recharge. After, shall we take the corridor to the left?)
Re: This and the short rest.
You guys know the cultists just ran off toward chanting down a corridor. Do you think you have an hour before someone shows up to kill you?
Also, remember this?:
Short or Long Rests
Resting while inside the dark-purple energy dome won’t work.
Feel free to paint the picture to your players that, during this part, the Tenebrous Creed’s leaders are in the Supreme Forge and have taken the necessary steps to prevent people like the adventurers or the Thayans getting in their way as they summon Father Llymic. Additionally, the Far Realm’s influence is strong in this area and further prevents the necessary relaxation.
A creature that takes a short or long rest must succeed on a DC 16 Wisdom saving throw or take 3 (1d6) psychic damage for every hour spent resting and gain the They’re in the Dark flaw (see the “Eastern Shore” section in part 1).
I was debating if you have time to bypass the Str check. Seems like the perfect time for one, actually.
Looks like Sam got one. Do you want to try for another?
I'll just tell you, per the previous post: failure results in me rolling a D6, at which point, cultists show up. If you don't fail, I never roll the d6 and you can continue to explore.
Looks like Sam got one. Do you want to try for another?
I'll just tell you, per the previous post: failure results in me rolling a D6, at which point, cultists show up. If you don't fail, I never roll the d6 and you can continue to explore.
You are in room 7 of 11 rooms total
I’ll test my luck
athletes 22
would using the artifact excuses the wisdom saving throw as that would Sam would of done by using the battery
Looks like Sam got one. Do you want to try for another?
I'll just tell you, per the previous post: failure results in me rolling a D6, at which point, cultists show up. If you don't fail, I never roll the d6 and you can continue to explore.
You are in room 7 of 11 rooms total
I’ll test my luck
athletes 27
would using the artifact excuses the wisdom saving throw as that would Sam would of done by using the battery
This post has potentially manipulated dice roll results.
3
Nobody shows up yet, but... roll initiative when you get a chance. We don't have to wait for everyone to roll to keep moving
Not sure about the Wis save question. For the short rest? Normally to learn what I told you would take an investigation check DC 19, but I actually didn't see that because the authors tucked it away in a note for a room you haven't been in. The takeaway is that short rest simply does not work. You gain nothing. Only bad things, so if I understood the question, the answer is: I'm not sure, but it seems moot.
Nobody shows up yet, but... roll initiative when you get a chance. We don't have to wait for everyone to roll to keep moving
Not sure about the Wis save question. For the short rest? Normally to learn what I told you would take an investigation check DC 19, but I actually didn't see that because the authors tucked it away in a note for a room you haven't been in. The takeaway is that short rest simply does not work. You gain nothing. Only bad things, so if I understood the question, the answer is: I'm not sure, but it seems moot.
Every time a character uses the mimic battery and expends1 charge to activate the artifact, they feel revitalized and gain the benefits of a long rest.
No saves required here; no long rest taken, just the same benefits.
Every time a character uses the mimic battery and expends1 charge to activate the artifact, they feel revitalized and gain the benefits of a long rest.
No saves required here; no long rest taken, just the same benefits.
<Yup. So where to? You've got a hallway a door and stairs, or bacjtraxk to go the way the cultists went. You have 6 rounds, so 1 actual minute before anything happens. Likelt something will happen before that unless you just stand there for 6 rounds.>
2 charges here, 1 charge for the teleporter ray, iirc. The battery started with 5 charges, so if I'm right, you have 2 left.
A stone door separates areas 7 and 8. The door is unlocked and can be opened with a successful DC 16 Strength (Athletics) check, however... it will be anticlimactic to learn that you find only an empty round room, 20ft in diameter. There are stairs on the east side that lead to other rooms, but they are blocked off by the Tenebrous Creed’s dark-purple energy dome.
Another set of stairs leading back down to where you were.
Make the DC16 Str check and we'll see how long that foray required.
You can either try the hallway to the left or follow the cultists.
2 charges here, 1 charge for the teleporter ray, iirc. The battery started with 5 charges, so if I'm right, you have 2 left.
A stone door separates areas 7 and 8. The door is unlocked and can be opened with a successful DC 16 Strength (Athletics) check, however... it will be anticlimactic to learn that you find only an empty round room, 20ft in diameter. There are stairs on the east side that lead to other rooms, but they are blocked off by the Tenebrous Creed’s dark-purple energy dome.
Another set of stairs leading back down to where you were.
Make the DC16 Str check and we'll see how long that foray required.
You can either try the hallway to the left or follow the cultists.
Sam will
attempted to move one of the placks and put it into the portal able hole
Athletics 18
Re: This and the short rest.
You guys know the cultists just ran off toward chanting down a corridor. Do you think you have an hour before someone shows up to kill you?
Also, remember this?:
Short or Long Rests
Resting while inside the dark-purple energy dome won’t work.
Feel free to paint the picture to your players that, during this part, the Tenebrous Creed’s leaders are in the Supreme Forge and have taken the necessary steps to prevent people like the adventurers or the Thayans getting in their way as they summon Father Llymic. Additionally, the Far Realm’s influence is strong in this area and further prevents the necessary relaxation.
A creature that takes a short or long rest must succeed on a DC 16 Wisdom saving throw or take 3 (1d6) psychic damage for every hour spent resting and gain the They’re in the Dark flaw (see the “Eastern Shore” section in part 1).
I was debating if you have time to bypass the Str check. Seems like the perfect time for one, actually.
Looks like Sam got one. Do you want to try for another?
I'll just tell you, per the previous post: failure results in me rolling a D6, at which point, cultists show up. If you don't fail, I never roll the d6 and you can continue to explore.
You are in room 7 of 11 rooms total
Just need to know if you want to try for the other 2 or just move on. Again there are 3 places to go without backtracking.
I invite anyone to make a perception check. Totally optional.
I’ll test my luck
athletes 22
would using the artifact excuses the wisdom saving throw as that would Sam would of done by using the battery
And let’s try For the last one
athletics 25
3
Nobody shows up yet, but... roll initiative when you get a chance. We don't have to wait for everyone to roll to keep moving
Not sure about the Wis save question. For the short rest? Normally to learn what I told you would take an investigation check DC 19, but I actually didn't see that because the authors tucked it away in a note for a room you haven't been in. The takeaway is that short rest simply does not work. You gain nothing. Only bad things, so if I understood the question, the answer is: I'm not sure, but it seems moot.
No from the banner thing standard
@Legion4: did you mean this?
Every time a character uses the mimic battery and expends1 charge to activate the artifact, they feel revitalized and gain the benefits of a long rest.
No saves required here; no long rest taken, just the same benefits.
@everyone: so, where to?
Ya
<Yup. So where to? You've got a hallway a door and stairs, or bacjtraxk to go the way the cultists went. You have 6 rounds, so 1 actual minute before anything happens. Likelt something will happen before that unless you just stand there for 6 rounds.>
Tetrevess would also like to use the Banner to recover some.
He says “we should keep moving. Lead on- anywhere but after those cultists, I suppose.”
"Let's put that door between us and whoever those zealots went to fetch!" says Amri, as he moves to and opens the door.
So me and T get a long rest
“let’s go after the cultis then”
(OOC You do remember what happened the last time we killed a cultist, right?)
2 charges here, 1 charge for the teleporter ray, iirc. The battery started with 5 charges, so if I'm right, you have 2 left.
A stone door separates areas 7 and 8. The door is unlocked and can be opened with a successful DC 16 Strength (Athletics) check, however... it will be anticlimactic to learn that you find only an empty round room, 20ft in diameter. There are stairs on the east side that lead to other rooms, but they are blocked off by the Tenebrous Creed’s dark-purple energy dome.
Another set of stairs leading back down to where you were.
Make the DC16 Str check and we'll see how long that foray required.
You can either try the hallway to the left or follow the cultists.
Yes that charges should be correct
Athletics check 9
Amri Athletics 18
"Well, that was a dead end... hallway to the left then?"