This post has potentially manipulated dice roll results.
CON: 15 (12+ 3 From bless; He's out of flashes)
"ARE YOU KIDDING ME?! WHAT THE HELL WAS THAT USELESS COUNTERSPELL?!" Randy yells out furiously as he gets blasted by the necrotic damage and recoils slightly. "Screw the non-lethal stuff! I'll start blasting!"
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)
<I have never accounted for spell components in a 5e game, as yet. Is this something you'd be interested in?>
While searching the wizard's, Picollo finds some other items of interest:
Phaia carries a +1 dagger, a spell scroll of darkvision, and a potion of water breathing.
Phaia has a glyph key, but you don't yet know what zone it's attuned to, yet, if any.
Thuria wears a gold circlet set with rubies (worth 1,000 gp) and a gold cuff (100 gp). He carries a spell scroll of fly and a potion of healing (greater).
Accepting the component pouches proffered by Picollo, and smiling back in thanks and recognition of her wink, Trisk will secure them away in his backpack.
"Never hurts to have a few extra. Do you want one Tetrevess?"
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"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.”
This post has potentially manipulated dice roll results.
Trisk will move the 20 foot cube in a Southwest direction from where it currently is and when it reaches the 10 foot limited distance it can move there is... 1
(rest of turn imminent...)
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"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.”
Once the cube reaches the extent of it's 10 feet movement dozens and dozens of bouquets of flowers appear inside the 20m foot cube and anyone inside, or who goes inside the cube has to make a DC 18 DEX save or be blinded until the start of my next turn as the flowers spray water in their faces.
When the silence spells ends, "Do you think the person on the table yet lives? If so, maybe they know something of value?"
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.”
Tetrevess will accept a component pouch, and takes the potion of healing, the dagger, and the darkvision scroll. “**I can carry these things, but when we can, we will divide the spoils equally, I would like to add this darkvision spell to my books. Lets see what we can find here. This Glyph Key will be useful, I bet” he says.
he will check the body of the elf for signs of life, and search the chamber, ensuring the wizard who was left unconscious is tied up. (yes he woupd have held off o killing her)
Once the cube reaches the extent of it's 10 feet movement dozens and dozens of bouquets of flowers appear inside the 20m foot cube and anyone inside, or who goes inside the cube has to make a DC 18 DEX save or be blinded until the start of my next turn as the flowers spray water in their faces.
When the silence spells ends, "Do you think the person on the table yet lives? If so, maybe they know something of value?"
Ethan steels himself for a bit. "It never hurts to inspect now than later. They could be on the brink of death before we know it. And yeah, maybe we should get used to the nature of those glyph keys before it's too late. Has anyone checked on my brother? I hope he hasn't lost any of those yet..." He looks back towards Randy, currently the source of nearly all of the glyph keys. Does he even know how those keys even mesh together? He thinks as he advances with the rest, but does take some spell components from Piccolo if there are any left. "Uh... thanks. I guess."
As they "win" the exchange, Piccolo lets out notes of congratulations from her instrument.
Piccolo continues to look around the room, not only at the bodies but the tables, lab equipment, even for secret doors and hatches under tables. On studying her movements, she seems to move twice as fast as most people, but moves more like a fox than a human, her agility and speed clear. (Fast hands/ cunning action) She seems small, but both mighty and confident in her own abilities, yet, as she gathers items and finds things, she gives all of them to the party, taking none for herself.
Tetrevess sees thsttbe man on tbe tsbke is actually a half-elf and he is hanging in the delicate balance between life and death. Magic is drawing forth from his body a wispy shape that resembles him, and this shape screams in an echoing voice. Strands of energy flow from the shape into the table and from there into other forms in the room, laying in other tables, but thise dissipated remains will likely rise at most as skeletons or zombies, too far gone to even be raised as wights.
The tables themselves look pretty elaborate, with many carvings and some moving parts, as wells, more than just tables to lay the dead, it would appear.
The room is line with dozens, maybe hundreds of urns, like the one thrown at Picollo earlier. They all appear valuable.
<anybody have a detect magic up? I dont think so, but im asking just in case.>
(Can the half-elf be healed? If so, Piccolo will attend to it with a healing kit (Healer feat): As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice.)
Tetrevess studies the tables and the man. “It seems these tables drain lifeforce to create undead. We should help this man, if we can. Perhaps he can provide information.Meanwhile, I should detect magic to study this room.”
Tet makes a 26 arcana check. If we have time, he will ritual cast detect magic.
(unless anyone wants anything now, ill add the loot to my sheet in a separate place for dividing)
A detect magic spell reveals an aura of necromancy on the whole area, signifying the magic that helps in the creation of undead. Also, the urns are suffused with necromancy magic.
Despite his ordeal, the half-elf can be restored to health through normal means, although he is in no condition to help.
With some coughing and wheezing, the man rouses as the dark misty tendrils of soul energy cease to escape his body. when he regains his bearings, he sees the bound wizards and thanks you profusely. "I knew Thay was dangerous, but I thought I could evade the eyes of the Zulkirs. I was a fool. Please, do you have a glyph key? I don't know what business you need to attend down here, but I am sure I will only slow you down. If you can spare one, I just need to get out of here."
Rwminder: A creature can render a black gate’s field inactive by holding any glyph key to the field, whereupon the smoky energy dissipates. If the key is attuned to a zone containing a different black gate, then the creature holding the key can also open a magical portal that leads to the other black gate’s area. While the portal is open, the destination gate’s field also becomes inactive. A black gate’s field remains inactive until no glyph key is applied to it. A portal created within a black gate remains open until the creature that opened the portal leaves the area of either connected black gate.
You assume th8s is one of the captured adventurers Syranna mentioned.
(Does the party have a way to teleport back to Syranna, then back to one of the areas we have already explored? My character can't leave, but can others?)
(ooc: I thought we just found another 2 glyph keys.)
If we now have 3 or more and any 2 are alike, maybe we can spare one to help get this tortured adventurer out and back to relative safety?
But let's not give up any glyph key that we only have one of just in case we need it for a specific zone.
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.”
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.
Phaia had a glyph key attuned to this zone (Hall of Necromancy) and the Temples of Oppression
Thuria had a glyph key attuned to the Dark Gardens, the Vermin Halls, the Swine Run, the Hatchery, and the Temples of Turmoil
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.
Contact Stones. Each zone contains a circle of magical glyphs displayed on a wall or an object. These locations serve as contact stones, allowing someone who has a glyph key to contact the gatehouse. The characters can use any contact stone to contact Syranna and have her attune glyph keys to the zone where the contact stone is located.
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Con save 13 + 1 bless =14 (fff)
contraction on bless 21
after being blasted by the necrotic energy and then seeing the human try to attack him “insect”
attack 1 10
attack 2 11
bouns action war preist
Attack 25 to hit 13 slashing + 2 cold
CON: 15 (12+ 3 From bless; He's out of flashes)
"ARE YOU KIDDING ME?! WHAT THE HELL WAS THAT USELESS COUNTERSPELL?!" Randy yells out furiously as he gets blasted by the necrotic damage and recoils slightly. "Screw the non-lethal stuff! I'll start blasting!"
Ballista Attack: 25 Damage: 6
Fire Bolt Attack: 25 Damage: 17
(Both are Non-lethal)
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)
<I have never accounted for spell components in a 5e game, as yet. Is this something you'd be interested in?>
While searching the wizard's, Picollo finds some other items of interest:
Phaia carries a +1 dagger, a spell scroll of darkvision, and a potion of water breathing.
Phaia has a glyph key, but you don't yet know what zone it's attuned to, yet, if any.
Thuria wears a gold circlet set with rubies (worth 1,000 gp) and a gold cuff (100 gp). He carries a spell scroll of fly and a potion of healing (greater).
Thuria likewise has a glyph key on his person.
Anyone else?
Accepting the component pouches proffered by Picollo, and smiling back in thanks and recognition of her wink, Trisk will secure them away in his backpack.
"Never hurts to have a few extra. Do you want one Tetrevess?"
Trisk will move the 20 foot cube in a Southwest direction from where it currently is and when it reaches the 10 foot limited distance it can move there is... 1
(rest of turn imminent...)
Once the cube reaches the extent of it's 10 feet movement dozens and dozens of bouquets of flowers appear inside the 20m foot cube and anyone inside, or who goes inside the cube has to make a DC 18 DEX save or be blinded until the start of my next turn as the flowers spray water in their faces.
When the silence spells ends, "Do you think the person on the table yet lives? If so, maybe they know something of value?"
Tetrevess will accept a component pouch, and takes the potion of healing, the dagger, and the darkvision scroll. “**I can carry these things, but when we can, we will divide the spoils equally, I would like to add this darkvision spell to my books. Lets see what we can find here. This Glyph Key will be useful, I bet” he says.
he will check the body of the elf for signs of life, and search the chamber, ensuring the wizard who was left unconscious is tied up. (yes he woupd have held off o killing her)
Ethan steels himself for a bit. "It never hurts to inspect now than later. They could be on the brink of death before we know it. And yeah, maybe we should get used to the nature of those glyph keys before it's too late. Has anyone checked on my brother? I hope he hasn't lost any of those yet..." He looks back towards Randy, currently the source of nearly all of the glyph keys. Does he even know how those keys even mesh together? He thinks as he advances with the rest, but does take some spell components from Piccolo if there are any left. "Uh... thanks. I guess."
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)
As they "win" the exchange, Piccolo lets out notes of congratulations from her instrument.
Piccolo continues to look around the room, not only at the bodies but the tables, lab equipment, even for secret doors and hatches under tables. On studying her movements, she seems to move twice as fast as most people, but moves more like a fox than a human, her agility and speed clear. (Fast hands/ cunning action) She seems small, but both mighty and confident in her own abilities, yet, as she gathers items and finds things, she gives all of them to the party, taking none for herself.
Perception: 26
Tetrevess sees thsttbe man on tbe tsbke is actually a half-elf and he is hanging in the delicate balance between life and death. Magic is drawing forth from his body a wispy shape that resembles him, and this shape screams in an echoing voice. Strands of energy flow from the shape into the table and from there into other forms in the room, laying in other tables, but thise dissipated remains will likely rise at most as skeletons or zombies, too far gone to even be raised as wights.
The tables themselves look pretty elaborate, with many carvings and some moving parts, as wells, more than just tables to lay the dead, it would appear.
The room is line with dozens, maybe hundreds of urns, like the one thrown at Picollo earlier. They all appear valuable.
<anybody have a detect magic up? I dont think so, but im asking just in case.>
(Can the half-elf be healed? If so, Piccolo will attend to it with a healing kit (Healer feat): As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice.)
Tetrevess studies the tables and the man. “It seems these tables drain lifeforce to create undead. We should help this man, if we can. Perhaps he can provide information.Meanwhile, I should detect magic to study this room.”
Tet makes a 26 arcana check. If we have time, he will ritual cast detect magic.
(unless anyone wants anything now, ill add the loot to my sheet in a separate place for dividing)
A detect magic spell reveals an aura of necromancy on the whole area, signifying the magic that helps in the creation of undead. Also, the urns are suffused with necromancy magic.
Despite his ordeal, the half-elf can be restored to health through normal means, although he is in no condition to help.
With some coughing and wheezing, the man rouses as the dark misty tendrils of soul energy cease to escape his body. when he regains his bearings, he sees the bound wizards and thanks you profusely. "I knew Thay was dangerous, but I thought I could evade the eyes of the Zulkirs. I was a fool. Please, do you have a glyph key? I don't know what business you need to attend down here, but I am sure I will only slow you down. If you can spare one, I just need to get out of here."
Rwminder: A creature can render a black gate’s field inactive by holding any glyph key to the field, whereupon the smoky energy dissipates. If the key is attuned to a zone containing a different black gate, then the creature holding the key can also open a magical portal that leads to the other black gate’s area. While the portal is open, the destination gate’s field also becomes inactive. A black gate’s field remains inactive until no glyph key is applied to it. A portal created within a black gate remains open until the creature that opened the portal leaves the area of either connected black gate.
You assume th8s is one of the captured adventurers Syranna mentioned.
(Does the party have a way to teleport back to Syranna, then back to one of the areas we have already explored? My character can't leave, but can others?)
(ooc: I thought we just found another 2 glyph keys.)
If we now have 3 or more and any 2 are alike, maybe we can spare one to help get this tortured adventurer out and back to relative safety?
But let's not give up any glyph key that we only have one of just in case we need it for a specific zone.
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.
Phaia had a glyph key attuned to this zone (Hall of Necromancy) and the Temples of Oppression
Thuria had a glyph key attuned to the Dark Gardens, the Vermin Halls, the Swine Run, the Hatchery, and the Temples of Turmoil
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.
Contact Stones. Each zone contains a circle of magical glyphs displayed on a wall or an object. These locations serve as contact stones, allowing someone who has a glyph key to contact the gatehouse. The characters can use any contact stone to contact Syranna and have her attune glyph keys to the zone where the contact stone is located.