Three cultists have gathered the dragonborn bones in this area and tries to summon their memories related to the Far Realm. Something goes horribly wrong as the characters arrive. Rogar, a bald human cultist in black robes, cries out in pain, his body twisting into something incomprehensible, and pleads to the other two for help dispelling his magical ritual. However, the other cultists, Spencel and Teld, are unable to do anything. A character who wants to help Rogar must make a successful DC 19 Intelligence (Arcana) check or cast a dispel magic spell on the cultist (treating the transformation as a 5th-level effect). If the character is within a dark or dimly lit area, they have disadvantage on any related check.
I don't think you covered or snuffed your lights, but you decide if you were trying to be stealthy or whatever.
I actually messed this up: this was stylised to come before the vision, but it happens regards of the outcome, what follows is determined by your actions
(Tesservett had a continual flame dagger, but again, for stealth, maybe sheathed it. Not declared and it would invite DA, so I assume it's out and lit)
I might allow help on arcana if the helper is proficient or has some prior experience.
<For me, the DM, I'm good with either outcome. It's not like a door that just won't open; something different happens, that's why I'm pausing to really wait for an outcome.>
(Amri would probably be ready to kill the cultist rather than let some Far Realm starspawn cross over, but I have the metaknowledge about the Power Word Kill so I'm reluctant to sacrifice another character. Amri has zero magical ability or knowledge.)
"Rogar, a bald human cultist in black robes, cries out in pain, his body twisting into something incomprehensible, and pleads to the other two for help dispelling his magical ritual."
This is the prompt that would potentially incite intervention, whether you consider it helping Rogar or stopping the ritual, they are they same thing.
The cultist explodes as the main vision fades. The stars linger on, growing larger and larger before transforming into eyes that are then consumed by dragons. Two eyedrakes appear before the characters and attack!
This post has potentially manipulated dice roll results.
(The eyedrakes are size Large)
The halfling warrior will charge ahead to the nearest eyedrake. At the last second, he drops into a slide, passing right under the first eyedrake and ending up behind it (Halfling Nimbleness)
He will then attack thrice (level 12 fighter, also Amri scores critical hit on natural 19 or 20)
First longsword Attack: 27 Damage: 7magical slashing
Second longsword Attack: 21 Damage: 10magical slashing
Third longsword Attack: 27 Damage: 8magical slashing
Fire ray at Tetrevess DC14 Dex Dave for ½ of 21 fire damage
Debilitating ray at Amri (not Angus, I won't change the precious post, but always Amri, not Angus) DC 14 Con save or 14 thunder damage and incapacitated until end if next turn
Tetrevess, Amri and Sam are up
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<this is all scripted, but out of curiosity I paused to see your reactions>
Three cultists have gathered the dragonborn bones in this area and tries to summon their memories related to the Far Realm. Something goes horribly wrong as the characters arrive. Rogar, a bald human cultist in black robes, cries out in pain, his body twisting into something incomprehensible, and pleads to the other two for help dispelling his magical ritual. However, the other cultists, Spencel and Teld, are unable to do anything. A character who wants to help Rogar must make a successful DC 19 Intelligence (Arcana) check or cast a dispel magic spell on the cultist (treating the transformation as a 5th-level effect). If the character is within a dark or dimly lit area, they have disadvantage on any related check.
I don't think you covered or snuffed your lights, but you decide if you were trying to be stealthy or whatever.
I actually messed this up: this was stylised to come before the vision, but it happens regards of the outcome, what follows is determined by your actions
For super-duper clarity, I just want to know if you're planning to try to save Rogar and, if so, how?
Amri does not have darkvision, so he would be carrying a torch, unless one of the others has a light spell going.
The halfling will cry, "He may be accidentally summoning a creature of the Far Realm! Can either of you block the spell??"
(Don't know if it's possible to help with an arcana check, but Amri will do what he can.)
Sam looks to T “well this is your expertise”
(Tesservett had a continual flame dagger, but again, for stealth, maybe sheathed it. Not declared and it would invite DA, so I assume it's out and lit)
I might allow help on arcana if the helper is proficient or has some prior experience.
<For me, the DM, I'm good with either outcome. It's not like a door that just won't open; something different happens, that's why I'm pausing to really wait for an outcome.>
Anybody want to try or should we just go with 'no help attempted,' which is identical to "fail to help"?
(Amri would probably be ready to kill the cultist rather than let some Far Realm starspawn cross over, but I have the metaknowledge about the Power Word Kill so I'm reluctant to sacrifice another character. Amri has zero magical ability or knowledge.)
"Rogar, a bald human cultist in black robes, cries out in pain, his body twisting into something incomprehensible, and pleads to the other two for help dispelling his magical ritual."
This is the prompt that would potentially incite intervention, whether you consider it helping Rogar or stopping the ritual, they are they same thing.
<It's not so bad, it's just 2 eyedrakes>
The cultist explodes as the main vision fades. The stars linger on, growing larger and larger before transforming into eyes that are then consumed by dragons. Two eyedrakes appear before the characters and attack!
Roll for initiative!
Eyedrakes 5
Initiative 23
Amri initiative 25
(The eyedrakes are size Large)
The halfling warrior will charge ahead to the nearest eyedrake. At the last second, he drops into a slide, passing right under the first eyedrake and ending up behind it (Halfling Nimbleness)
He will then attack thrice (level 12 fighter, also Amri scores critical hit on natural 19 or 20)
First longsword Attack: 27 Damage: 7 magical slashing
Second longsword Attack: 21 Damage: 10 magical slashing
Third longsword Attack: 27 Damage: 8 magical slashing
Tetrevess initiative 9.
fascinated and disturbed by the vision, T is slow to act.
Sam seeing the small halfling move will rush up to him and attack
Bonus action war preist
action attacks
14 damage 11
16 damage 13
dread attack 11 damge 8 + 6
War priest
19 damage 14
Stalkers flurry on war prest attack
12
Sam and Angus deal immense damage to the eyedrake, but it shrugs off the attacks and ...
Ed 1 1, 3, 3,
Ed 2 3, 3, 5,
Freezing ray x Sam DC14 Con save for ½ of 14 cold damage and avoid speed halved until end of next turn.
Paralyzing ray x Tetrevess DC14 Con save or paralyzed one minute, repeatable on end of turn
Repulsion ray against Sam and Angus (DC14 Str save ir pushed back 60ft and take 14 force damage
Rerolls for doubles 3, 6
Fire ray at Tetrevess DC14 Dex Dave for ½ of 21 fire damage
Debilitating ray at Amri (not Angus, I won't change the precious post, but always Amri, not Angus) DC 14 Con save or 14 thunder damage and incapacitated until end if next turn
Tetrevess, Amri and Sam are up