there are creatures in the dungeon that are dread warriors. (None are in this room, thus, no alarm will be triggered yet). If we fight them, we have 3 rounds until the bad guy is alerted. HE can then possess one or more of them and shoot spells at us. Also, the alert will trigger other problems for us in the dungeon (not sure what).>
<Picollo knows all this because she's been stuck here for years. You probably understand what she's doing, conveying her message. I can't tell you if you believe her. There are dice mechanics for it, but I'd say just trust your gut.>
"Alright they're down. Let's retreat to the backrooms before the warriors she showed become a reality."Ethan says before he scampers to the previous room where Randy is presumably waiting.
Randy was the first to arrive at the previous room where he settles Tetrevess down in an empty corner so that he can at least repair some wounds and maybe finish off an infusion he couldn't complete previously. After turning back to see if anyone has followed him, he notices Trisk, Piccolo, Ethan, and Sam all lagging behind as his irritation increases.
"You guys are so slow! What are you stalling for again?!" He yells out in annoyance as he settles down impatiently, takes out his rations and waits for everyone else to reunite.
Rollback Post to RevisionRollBack
Wildland Shifters Pt 2 (Pt 1 with PyromaniIsDeadThankGod) Celci (The Lamb) - Non-Binary Changeling Sorcerer (Shadow Magic) Maya Kurosaki- Female Kitsune Cleric (Twilight Domain); Currently in Lancea Randy Wolftree - Male Human Artificer (Armourer); Currently in Crimson Sands of Time Shijiro Otsune- Male Kitsune Blood Hunter (Order Of The Lycan) Trojan Dseyller - Male Tortle Barbarian (Path of the Ancestral Guardian) Xenia Ironhide - Female Kobold Rogue (Soulknife)
Tetrevess - stuck in a daze, during the short rest blinks a few times and stands, and looks around confused. “lich… phylactery.. Undead. Nasty business. Sorry All. I think one of those zaps got my head, Thanks for getting me out of there. Oh our little friend is here, That’s better. we have the map. Our purpose is.. to destroy liches. one in particular, but might as well get the others if we can..”
OOC: (tet is often befuddled with his mind is messed up from too much time travel). A couple notes for newer players- we don’t use attunement slots for magic items- theres a way to add slots in beyond. Ive been playing this char in this and other games with W.E.C a while now)
Trisk leads Piccolo to the rest area and after the short rest back to the west door.
On the way he decides to share more of what Piccolo is trying to convey.
"Something else I should mention, she has shown me a lich with a black dragon under it's control (or alliance of some kind?) that sometimes visits that pillar room. And most if not all of her home was raided and she was captured. The lich tried to break her will and found all his power to be impotent against her. She is an ancient fey spirit and her power is unmeasurable!"
(When we enter the room Trisk will take the lead ahead of Piccolo.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"Sorry guys, this whole thing is new to me. I got it wrong the first time, it wasn't a lich and black dragon, it was a red wizard and black dragon."
Trisk looks around the room behind the west door before entering, just to make sure it's all clear.
"They probably work for or are under the control of a lich."
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(ooc: not sure... I'll say from where we found Piccolo.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Before you go.. do you search the bodies of the undead you e dispatched?
A ten-foot-diameter circle of runes and clear quartz fragments is set into the floor. Within the circle, a luminous white mist shimmers, obscuring what lies beyond.
This is a white gate.
A white gate’s misty energy field, when active, gives off dim light and renders its area heavily obscured. This field is also an impenetrable magical force that blocks passage (material and ethereal), sound, and scent.
If a glyph key attuned to the zone on either side of the gate is applied to the gate’s field, the mist dissipates and the energy field becomes inactive while the key remains within the gate. Therefore, a creature that has a properly attuned glyph key can hold a white gate open for others.
A glyph key is attuned to a zone or zones, allowing manipulation of gates within the attuned areas.
Touching a glyph key provides a telepathic sense of the name of its attuned zone or zones. Thus, when the characters find glyph keys, they know which zones the keys are for.
A glyph key can hold multiple attunements, and attunements can be passed from one key to another. Only one attunement can be passed at a time. To pass an attunement, one creature must hold the originating key and another creature must hold the target key. The keys must touch. Then, as an action, the creature holding the originating key must make a DC 15 Intelligence (Arcana) check. If the check succeeds, each key shares the chosen attunement. If the check fails, the attunement remains in the originating key and each key’s holder takes 2 (1d4) force damage. Also, if the check fails by 5 or more, the originating key is destroyed.
You received one glyph key to start with. It was on top of the map.
<SO, to explain out of character>
there are creatures in the dungeon that are dread warriors. (None are in this room, thus, no alarm will be triggered yet). If we fight them, we have 3 rounds until the bad guy is alerted. HE can then possess one or more of them and shoot spells at us. Also, the alert will trigger other problems for us in the dungeon (not sure what).>
You easily finished off the remaining zombies
<Picollo knows all this because she's been stuck here for years. You probably understand what she's doing, conveying her message. I can't tell you if you believe her. There are dice mechanics for it, but I'd say just trust your gut.>
So, are we resting or opening a door?
"Alright they're down. Let's retreat to the backrooms before the warriors she showed become a reality." Ethan says before he scampers to the previous room where Randy is presumably waiting.
The Wildland Shifters
Daisy Ethalena - Female Wood Elf Ranger (Monster Slayer)
Ethan Wolftree - Male Simic Hybrid Warlock (The Hexblade)
Mira Laurits - Female Harengon Sorcerer (Clockwork Soul)
Raiden Kurosaki - Male Kitsune Wizard (Bladesinger)
Rixian Nishinoya - Male Fire Genasi Paladin (Oath of Vengeance)
Tenebris Amaro - Male Dark Elf Druid (Circle of Stars)
Yurime Hanasaki - Female Kumiho Bard (College Of Creation)
Picollo nods in understanding and follows, close to Trisk, she again offers healing as she takes out some white cloth bandages from her small bag.
Randy was the first to arrive at the previous room where he settles Tetrevess down in an empty corner so that he can at least repair some wounds and maybe finish off an infusion he couldn't complete previously. After turning back to see if anyone has followed him, he notices Trisk, Piccolo, Ethan, and Sam all lagging behind as his irritation increases.
"You guys are so slow! What are you stalling for again?!" He yells out in annoyance as he settles down impatiently, takes out his rations and waits for everyone else to reunite.
Wildland Shifters Pt 2 (Pt 1 with PyromaniIsDeadThankGod)
Celci (The Lamb) - Non-Binary Changeling Sorcerer (Shadow Magic)
Maya Kurosaki - Female Kitsune Cleric (Twilight Domain); Currently in Lancea
Randy Wolftree - Male Human Artificer (Armourer); Currently in Crimson Sands of Time
Shijiro Otsune - Male Kitsune Blood Hunter (Order Of The Lycan)
Trojan Dseyller - Male Tortle Barbarian (Path of the Ancestral Guardian)
Xenia Ironhide - Female Kobold Rogue (Soulknife)
So, is that a short rest, then?
Ok. You're rested. Pick a door.
ooc- (sorry all very busy few days with worki will catch up. I was injured, but i dont think ive subtracted all the recent hits)
Tetrevess - stuck in a daze, during the short rest blinks a few times and stands, and looks around confused. “lich… phylactery.. Undead. Nasty business. Sorry All. I think one of those zaps got my head, Thanks for getting me out of there. Oh our little friend is here, That’s better. we have the map. Our purpose is.. to destroy liches. one in particular, but might as well get the others if we can..”
“west door then? we will have to fight our way through regardless. Let’s just keep moving”. Tetrevess adds
OOC: (tet is often befuddled with his mind is messed up from too much time travel). A couple notes for newer players- we don’t use attunement slots for magic items- theres a way to add slots in beyond. Ive been playing this char in this and other games with W.E.C a while now)
Trisk leads Piccolo to the rest area and after the short rest back to the west door.
On the way he decides to share more of what Piccolo is trying to convey.
"Something else I should mention, she has shown me a lich with a black dragon under it's control (or alliance of some kind?) that sometimes visits that pillar room. And most if not all of her home was raided and she was captured. The lich tried to break her will and found all his power to be impotent against her. She is an ancient fey spirit and her power is unmeasurable!"
(When we enter the room Trisk will take the lead ahead of Piccolo.)
Piccolo examines Tetrevess and applies some healing. He notes her hands are blindingly fast
Heal with heal kit: 21
(correction to Trisk, not Lich, red wizard with dragon)
"Sorry guys, this whole thing is new to me. I got it wrong the first time, it wasn't a lich and black dragon, it was a red wizard and black dragon."
Trisk looks around the room behind the west door before entering, just to make sure it's all clear.
"They probably work for or are under the control of a lich."
It's not mutually exclusive. Many red wizards are liches and many liches are red wizards. In point of fact, the god of liches was a red wizard!
*This one is not a lich, though.
So, is that the west soor from the room you started in, or the west feom the room where you found Picollo?
As you rest, the little fey girl lies down and curls up in a ball near Trisk. She seems to have no fear or concern.
(ooc: not sure... I'll say from where we found Piccolo.)
Before you go.. do you search the bodies of the undead you e dispatched?
A ten-foot-diameter circle of runes and clear quartz fragments is set into the floor. Within the circle, a luminous white mist shimmers, obscuring what lies beyond.
This is a white gate.
A white gate’s misty energy field, when active, gives off dim light and renders its area heavily obscured. This field is also an impenetrable magical force that blocks passage (material and ethereal), sound, and scent.
If a glyph key attuned to the zone on either side of the gate is applied to the gate’s field, the mist dissipates and the energy field becomes inactive while the key remains within the gate. Therefore, a creature that has a properly attuned glyph key can hold a white gate open for others.
A glyph key is attuned to a zone or zones, allowing manipulation of gates within the attuned areas.
Touching a glyph key provides a telepathic sense of the name of its attuned zone or zones. Thus, when the characters find glyph keys, they know which zones the keys are for.
A glyph key can hold multiple attunements, and attunements can be passed from one key to another. Only one attunement can be passed at a time. To pass an attunement, one creature must hold the originating key and another creature must hold the target key. The keys must touch. Then, as an action, the creature holding the originating key must make a DC 15 Intelligence (Arcana) check. If the check succeeds, each key shares the chosen attunement. If the check fails, the attunement remains in the originating key and each key’s holder takes 2 (1d4) force damage. Also, if the check fails by 5 or more, the originating key is destroyed.
You received one glyph key to start with. It was on top of the map.
The glyph key you have 'tells' you that it's 'attuned' to "THE BLOOD PENS"