"Hang on give me a moment! I've got these two pests I need to boot first before we carefully proceed around the trap!" Ethan calls out as he swings his pact weapon again at the one who missed.
Strike 1: 22, 13 Total
Strike 2: 19, 17 Total
Sentinel reaction (on the one that tried to attack Sam): 19, 13 Total
If the target crumbles to dust, Ethan will then move around the left edge of the pit carefully so he doesn't fall in on the way to the door in the west section. "This way. Go around the edges so you don't fall."
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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)
Grinning once Sam turns all but two of the zombies away, he figures now's the best time to resort to melee combat as he charges at the zombie that's attacking Sam with his new weapon strapped to his cannon and attempts to impale him.
Longsword/Bayonet Impale (1-handed): 22, 13 Slashing + 3 and an extra 15 Thunder if it's even alive by then.
Hit or miss, he'll then blast at the zombie targeting Ethan: 28 Damage: 11 Force, pushed into the pit if it's close to there
If both zombies are dead, he'll gesture to the others to tread carefully around the pit's edges. "Follow Ethan. He knows his way around this damned pit better than I do! Watch your footing!"
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)
"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.”
To help the group (if there is a trap), the little dextrous girl comes forward and tries to spot a trap. If she finds one, she will try to disarm it. (Perception: 17), then using fast hands and thieves tools, Disarm trap (Dex) : 24). She then joins the group if they begin to head west.
(sorry all, I am back, work, travel, life). Tetrevess has been following along and watching the group with an admiring gaze, but also muttering to himself, showing he’s not all there. Following the rest, he ritual casts Telepathic Bond and Water Breathing (hey, who knows) on the group.
Either way I think the party is sticking together, no one has stated they are splitting the party into 2 or more groups.
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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.”
Ok, Piccolo plays a melodic tune on her flute as she moves toward the west passage and looks for traps: (Perception: 28)
(You see an image of Tetrevess attuning a gate key to the white gate, then joining the group) (OOC: He has an Arcana of +11 and has advantage on rolls, and really, he should do all the attuning as it is almost automatic for him)
(Tetrevess)
You see Piccolo's eyes wink at you, she glances at the white gate as she plays her tiny instrument. You feel her suggestion to go to the white gate and attune a key. Maybe it's her childlike innocence or her obvious magical presence, but you almost feel compelled to do so, maybe simply to get her approval or favor, maybe for another reason, but the suggestion is powerful. (Persuasion 19)
Either way I think the party is sticking together, no one has stated they are splitting the party into 2 or more groups.
Unless you have a way through the white gate, it seems so.
To clarify, you need to copy an attunement from a key that already has it or from the contact stone in that area. You have neither option available yet.
As you move down the short but wide set of steps to the next room, you feel a slippery surface underfoot. The floor of this chamber is covered with viscous slime that drips from four stalagmites, creating difficult terrain throughout the chamber. These 10-foot-diameter spires of rock rise 20 feet above the floor and exude the otherworldly slime. Their sides are slick and smooth, difficult to climb.
This zone is bathed in a weird green glow that provides dim illumination. You feel like you're being watched. Then you see it: hundreds of unblinking eyes stare into this room from long walls of glistening green stone.
Clinging to the cavern walls by the hundreds, between this world and the Far Realm, are the manifestations of beholder spawn.
Everyone, make a DC12 Wisdom save.
<these creatures are so numerous, they are handled like an environmental hazard, similar to a trap, but not.>
"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.”
You're goal is to get to the other side. In a minute those zombies are going to follow after you, but even if you deal with them you still have nowhere to go. The question is what's you're route?
Do you use teleportation? Take the left right or center.
Try invisibility?
Free-form stuff here, but every 'round', more hazards.
Piccolo charm save with advantage: 21 including bless
If everyone comes into the new room, Piccolo will play a few notes, creating an illusion of a wall matching the adjoining walls, (creating an illusion of a wall where this entrance is...(North stairway) maybe tricking the undead into wandering aimlessly with no target).
T wis save 14. “**This slime looks… slimy. and these beholder spawn… nasty. Let’s get through quickly.**”. Tetreveas avtivates his wings of flying and flies across the chamber.
<also, if anyone wants to join the tie-in adventure, send me a level 9 character idea, class and soecies are fine, but mostly want to know what they're doing in the mountains, why they would explore a cave or search for an artifact and if theyre feom Oerth or Toril. "Other" also works, but youve got to get them to one of those two>
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"Hang on give me a moment! I've got these two pests I need to boot first before we carefully proceed around the trap!" Ethan calls out as he swings his pact weapon again at the one who missed.
Strike 1: 22, 13 Total
Strike 2: 19, 17 Total
Sentinel reaction (on the one that tried to attack Sam): 19, 13 Total
If the target crumbles to dust, Ethan will then move around the left edge of the pit carefully so he doesn't fall in on the way to the door in the west section. "This way. Go around the edges so you don't fall."
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)
Grinning once Sam turns all but two of the zombies away, he figures now's the best time to resort to melee combat as he charges at the zombie that's attacking Sam with his new weapon strapped to his cannon and attempts to impale him.
Longsword/Bayonet Impale (1-handed): 22, 13 Slashing + 3 and an extra 15 Thunder if it's even alive by then.
Hit or miss, he'll then blast at the zombie targeting Ethan: 28 Damage: 11 Force, pushed into the pit if it's close to there
If both zombies are dead, he'll gesture to the others to tread carefully around the pit's edges. "Follow Ethan. He knows his way around this damned pit better than I do! Watch your footing!"
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)
Ok zombies are dead / turned. Zombie problem solved.
South or west?
West.
The South is still blocked by the turned zombies?
To help the group (if there is a trap), the little dextrous girl comes forward and tries to spot a trap. If she finds one, she will try to disarm it. (Perception: 17), then using fast hands and thieves tools, Disarm trap (Dex) : 24). She then joins the group if they begin to head west.
(sorry all, I am back, work, travel, life). Tetrevess has been following along and watching the group with an admiring gaze, but also muttering to himself, showing he’s not all there. Following the rest, he ritual casts Telepathic Bond and Water Breathing (hey, who knows) on the group.
Ritual casting takes over ten minutes. Turn undead only lasts for 1.
But I digress.
Picollo spots no hidden traps. There are Giles in the ground, but they're pretty obvious if you're not a zombie.
Edit: (I missed something)
Down the stairs to the east is an active white gate. You do not have a glyph key for this yet.
They move away from Sam, so if he just walks there and yoi stay together as a group, they'll move back uo to the north.
Really ,expending that resource should just turn the undead fkr a monite. The specifics are just minutiae.
That’s what Sam will do
So we are going South instead of West?
Either way I think the party is sticking together, no one has stated they are splitting the party into 2 or more groups.
Ok, Piccolo plays a melodic tune on her flute as she moves toward the west passage and looks for traps: (Perception: 28)
(You see an image of Tetrevess attuning a gate key to the white gate, then joining the group) (OOC: He has an Arcana of +11 and has advantage on rolls, and really, he should do all the attuning as it is almost automatic for him)
(Tetrevess)
You see Piccolo's eyes wink at you, she glances at the white gate as she plays her tiny instrument. You feel her suggestion to go to the white gate and attune a key. Maybe it's her childlike innocence or her obvious magical presence, but you almost feel compelled to do so, maybe simply to get her approval or favor, maybe for another reason, but the suggestion is powerful. (Persuasion 19)
Unless you have a way through the white gate, it seems so.
To clarify, you need to copy an attunement from a key that already has it or from the contact stone in that area. You have neither option available yet.
So, moving south...
As you move down the short but wide set of steps to the next room, you feel a slippery surface underfoot. The floor of this chamber is covered with viscous slime that drips from four stalagmites, creating difficult terrain throughout the chamber. These 10-foot-diameter spires of rock rise 20 feet above the floor and exude the otherworldly slime. Their sides are slick and smooth, difficult to climb.
This zone is bathed in a weird green glow that provides dim illumination. You feel like you're being watched. Then you see it: hundreds of unblinking eyes stare into this room from long walls of glistening green stone.
Clinging to the cavern walls by the hundreds, between this world and the Far Realm, are the manifestations of beholder spawn.
Everyone, make a DC12 Wisdom save.
<these creatures are so numerous, they are handled like an environmental hazard, similar to a trap, but not.>
Trisk's WIS: 18
You're goal is to get to the other side. In a minute those zombies are going to follow after you, but even if you deal with them you still have nowhere to go. The question is what's you're route?
Do you use teleportation? Take the left right or center.
Try invisibility?
Free-form stuff here, but every 'round', more hazards.
Piccolo charm save with advantage: 21 including bless
If everyone comes into the new room, Piccolo will play a few notes, creating an illusion of a wall matching the adjoining walls, (creating an illusion of a wall where this entrance is...(North stairway) maybe tricking the undead into wandering aimlessly with no target).
T wis save 14. “**This slime looks… slimy. and these beholder spawn… nasty. Let’s get through quickly.**”. Tetreveas avtivates his wings of flying and flies across the chamber.
https://www.owlbear.rodeo/room/V64TuMcUPJi8/TheAridCatch
Ok, so T is largely theough the cavern. What about the rest?
<also, if anyone wants to join the tie-in adventure, send me a level 9 character idea, class and soecies are fine, but mostly want to know what they're doing in the mountains, why they would explore a cave or search for an artifact and if theyre feom Oerth or Toril. "Other" also works, but youve got to get them to one of those two>