This post has potentially manipulated dice roll results.
As i understand it, you all ran past them, but once you were in range, they opened fire. You say you moved on into the room with the stepped pyramid and closed the white gate behind you, so that's where I have you.
I also see I never assigned that shot from the dread warrior, so 6
Piccolo moves 10 feet into the room and hold action until the bad guys appear. She will attack with two daggers the meanest looking undead, tossing two thorn daggers and will then dash 40 feet to the east side of the room. (Cunning action) to hit 27, 10 magic piercing
(I knew this wasn't going to work, let alone stall them)
As Ethan takes the full brunt of one of the warriors, he slows down, eyes glowing blue with absolute anger, before he returns the damage dealt to him ten fold. At least this time he's somewhat able to control his unstable anger... But not before...
#1: 17, 13 Force
#2: 24, 7 Force
#3: Nat 1, Miss
(Both attacks are homed in on the warrior who dealt the crit)
Rollback Post to RevisionRollBack
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)
tetrevess retreats to the far side of the room and readies to fire a fire bolt (20 to hit, 10 damage) on the first bad guy. “**I suppose we can make a stand here, if we want”. he says
"Change of plans! Hold down the gate! Then close it!"Randy hastily commands, smashing his mace onto the ground and causing a Shatter massive earthquake in the room, aimed at the warriors who are chasing the group down (DC 16 CON from all of them in reach or be blasted with 20 Thunder)
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)
Ethan's first hit knocks the skeleotn (who scored a crit) to pieces.
<ooc: I don't understand what this means: "Change of plans! Hold down the gate! Then close it!" You can keep it open wirb the glyph key on it. If you want to close it just remove the glyph key. After your attack, are you trying to stay in the room with the silver pillars or the one with the pyramid?>
This post has potentially manipulated dice roll results.
Trisk will move around to the side of the pyramid nearest Piccolo.
He will cast Chill Touch at the 3rd enemy to enter the pyramid room and then duck behind the pyramid hoping to get total cover from their ranged attacks.
Attack: 13 Damage: 11 necrotic damage, and it can't regain hit points until the start of my next turn. Until then, the ghostly, skeletal hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
"Let's make a stand here to keep them from following us all throughout the Doomvault!"
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.”
I think it would have nade more sense for the glyph key and gate mechanics to describe some elements differently. Right now we say glyph keys carry attunements and you have to attune them to areas. This implies attuements can be lost, which they cannot, and that the attunemnts are not readily visible, which they are. It also in no way explains the importance of contact stones or what they're for.
Instead, we can reimagibe the attunements as glyphs or runes, that get indelibly marked on the stones as you learn them. You can see these glyphs in the zones they represent carved into the contact stones, like the one atop the pyramid.
In this way it makes sense that it takes a small amount of time to add the glyph to a thing called a glyph key and I think the checks become more versatile, like using stone shape or artist's tools or nystul's or something could bypass the check or give advantage on it. It just would have made more sense. You can even copy the glyph from one key to another, instead of from the contact stone - a thing you can already do.
The only thing that would change, if desired, would be that you can add attunements (now "glyphs") by remote viewing with familiar or arcane eye. I like the idea that the glyphs themselves are always shifting, which is how modern cryptography works, with a rolling Cypher. If there's a lag between when you see it with your remote viewer and when you can inscribe it on the stone, you'll get it wrong, because it's already changed by then. Maybe if you send a warlock familiar that can pull off the whole thing, including the requisite check, then you deserve it. That should work.
Anyways, this is 99% fluff. It doesn't change anything, and I'm not even going to change it - just wish I'd thought of it sooner.
<Waiting to see if Sam kills any of them before they enter the pyramid room.
Also, not sure if Randy and Ethan are following the others into the pyramid room or not. I haven't moved them on tbe map, but nkw I'm looking at it and it's just a lot of attacks to spread on just two PCs (and maybe Sam).
I'm just going to put everyone into the pyramid room and let some of these held attacks trigger so we can keep moving.>
When the white gates mystical mists cease swirling atop the circle of stones, you see a single skeleton holding the glyph key it lays atop the ring of rocks, ready to sprint forth into melee, behind it stand several more skeletons, armed to the teeth and prepared change. Picollo snaps the first skeletons skull from its neck and as it starts to run headless toward her, shatters its spine with another dagger, felling the undead before retreating to the eastern part if the room.
The next wave of undead pour into the narrow hall.
This post has potentially manipulated dice roll results.
Tetrevess hits the next skeleton with a fire bolt, but the flaming corpse keeps coming, attacking Ethan.
It is quickly joined by two more skeletons who also attack Ethan, but the third is hit by an ephemeral necrotic hand that grabs it by the sternum a d pulls the animating force from its body. Still it manages ro attack
Crit x Ethan 4
Players are up
<Are we still stuck in this room with all this undead?>
As i understand it, you all ran past them, but once you were in range, they opened fire. You say you moved on into the room with the stepped pyramid and closed the white gate behind you, so that's where I have you.
I also see I never assigned that shot from the dread warrior, so 6
It was Picollo.
<Good think she has an ac of 19 then.>
So, what to do?
This shouldn't be a surprise, but they're just going ro open the gate and follow you into this room too, so what do you do for the next 6 seconds?
Piccolo moves 10 feet into the room and hold action until the bad guys appear. She will attack with two daggers the meanest looking undead, tossing two thorn daggers and will then dash 40 feet to the east side of the room. (Cunning action)
to hit 27, 10 magic piercing
ti hit27, 10 mp
(I knew this wasn't going to work, let alone stall them)
As Ethan takes the full brunt of one of the warriors, he slows down, eyes glowing blue with absolute anger, before he returns the damage dealt to him ten fold. At least this time he's somewhat able to control his unstable anger... But not before...
#1: 17, 13 Force
#2: 24, 7 Force
#3: Nat 1, Miss
(Both attacks are homed in on the warrior who dealt the crit)
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)
tetrevess retreats to the far side of the room and readies to fire a fire bolt (20 to hit, 10 damage) on the first bad guy. “**I suppose we can make a stand here, if we want”. he says
"Change of plans! Hold down the gate! Then close it!" Randy hastily commands, smashing his mace onto the ground and causing a Shatter massive earthquake in the room, aimed at the warriors who are chasing the group down (DC 16 CON from all of them in reach or be blasted with 20 Thunder)
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)
Ethan's first hit knocks the skeleotn (who scored a crit) to pieces.
<ooc: I don't understand what this means: "Change of plans! Hold down the gate! Then close it!" You can keep it open wirb the glyph key on it. If you want to close it just remove the glyph key. After your attack, are you trying to stay in the room with the silver pillars or the one with the pyramid?>
Con Saves x shatter
S 22
W 4
W 21
W 20
DW 19
<missed one skwlwton, and rhe other shoukd have been DA>
14
9
Both skeletons crumble in the shockwave. The warriors grah their ears, but don't buckle under rhe strain of the cacophony.
What about Sam and Trisk?
Trisk will move around to the side of the pyramid nearest Piccolo.
He will cast Chill Touch at the 3rd enemy to enter the pyramid room and then duck behind the pyramid hoping to get total cover from their ranged attacks.
Attack: 13 Damage: 11 necrotic damage, and it can't regain hit points until the start of my next turn. Until then, the ghostly, skeletal hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
"Let's make a stand here to keep them from following us all throughout the Doomvault!"
Clearing up confusion
I think it would have nade more sense for the glyph key and gate mechanics to describe some elements differently. Right now we say glyph keys carry attunements and you have to attune them to areas. This implies attuements can be lost, which they cannot, and that the attunemnts are not readily visible, which they are. It also in no way explains the importance of contact stones or what they're for.
Instead, we can reimagibe the attunements as glyphs or runes, that get indelibly marked on the stones as you learn them. You can see these glyphs in the zones they represent carved into the contact stones, like the one atop the pyramid.
In this way it makes sense that it takes a small amount of time to add the glyph to a thing called a glyph key and I think the checks become more versatile, like using stone shape or artist's tools or nystul's or something could bypass the check or give advantage on it. It just would have made more sense. You can even copy the glyph from one key to another, instead of from the contact stone - a thing you can already do.
The only thing that would change, if desired, would be that you can add attunements (now "glyphs") by remote viewing with familiar or arcane eye. I like the idea that the glyphs themselves are always shifting, which is how modern cryptography works, with a rolling Cypher. If there's a lag between when you see it with your remote viewer and when you can inscribe it on the stone, you'll get it wrong, because it's already changed by then. Maybe if you send a warlock familiar that can pull off the whole thing, including the requisite check, then you deserve it. That should work.
Anyways, this is 99% fluff. It doesn't change anything, and I'm not even going to change it - just wish I'd thought of it sooner.
<Waiting to see if Sam kills any of them before they enter the pyramid room.
Also, not sure if Randy and Ethan are following the others into the pyramid room or not. I haven't moved them on tbe map, but nkw I'm looking at it and it's just a lot of attacks to spread on just two PCs (and maybe Sam).
I'm just going to put everyone into the pyramid room and let some of these held attacks trigger so we can keep moving.>
When the white gates mystical mists cease swirling atop the circle of stones, you see a single skeleton holding the glyph key it lays atop the ring of rocks, ready to sprint forth into melee, behind it stand several more skeletons, armed to the teeth and prepared change. Picollo snaps the first skeletons skull from its neck and as it starts to run headless toward her, shatters its spine with another dagger, felling the undead before retreating to the eastern part if the room.
The next wave of undead pour into the narrow hall.
Tetrevess hits the next skeleton with a fire bolt, but the flaming corpse keeps coming, attacking Ethan.
It is quickly joined by two more skeletons who also attack Ethan, but the third is hit by an ephemeral necrotic hand that grabs it by the sternum a d pulls the animating force from its body. Still it manages ro attack
S1 22 for 5 slashing
S2 20 for 5 slashing
S3 9 for 5 slashing
(All vs. Ethan)
...
Forces continue to pour through the doorway
A living Thayan Warrior attacks Randy with a greatswors 22 for 11
Three more warriors attack Ethan at range, hurling javelins
18 for 6 piercing
23 for 6 piercing
23 for 6 piercing
One warrior fires a shortbow at Ethan 8 for 7 piercing.
A dread warrior attacks Sam 21 for 5 piercing
...