<i realize this section msy feel kind of ai.less and i concluded it was because im not revealing things in a logical order. So, im spoiling some things here if you want to be spoiled look at them. My opinion is thst you you should k ow these things, but the PCs really wouldn't yet.>
You want to get into the central spire of the city. It is thr key to forgotten magic of the giants and its suoressi g rbe mythalar and might effect some of your spells, too. To get in you need to do a series of 8 things as a ritual to open the barrier and enter the spire. The steps are written throughout the city. That's why there are specific buildings to go to.
I opened this adventure saying that it will take place in ancient Netheril and so on, and thst has not happened yet. It will, if you get past the demiloch Iriolarthas.
You don't know it yet, but you already failed to stop the cycle of night and Toeil was destroyed. But you, safely somewhere else, have a plan to go back and save it. The problem is there is information lost to time, and while you aren't able to time travel, you csn influence events that shaped the world before your own lifetimes. But, since you're not omniscient, you realize that the only people you know will be in a certain place at a certain time are your earlier selves and, being yourselves, you're pretty certain of hiw you'll react to certain situations, allowing you to influence you're own behavior, driving yoi inexorably to the destiny you set for yourselves. It's rather subtle, though, since few things remain for the span of time that elapsed between the moments of action and the eventual response and so you shoukd t expect a handwritten letter from your future self, but instead reflect and wonder if that turn you made was a decision, an accident, or the effect of a subtle cue placed by you're future self in ages past.
<Now that it's written, I don't think it's top spoiler-y. A hook thst involves time travel might seem like a cop-out, but when tbe whole thing is set around time travel, I think it may be more acceptable.>
Well, if there is a plan about the hands, let's hear it, otherwise; Roll for Initiative. (Target is 10)
This post has potentially manipulated dice roll results.
Chadderlay's CON save: 12
(could this work?)
Chadderlay will cast Silvery Barbs on Tetrevess (with the bless and paladin bonus you have the best chance to succeed again) and give the next advantage to Angus (it happens right in between rolls at reaction speed so Angus gets to roll with advantage)
(ooc: just trying to get some value out of this spell, lol)
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: WOW! an 85% chance of success and I still fail, lol)
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.”
Chadderlay will cast Silvery Barbs on Tetrevess (with the bless and paladin bonus you have the best chance to succeed again) and give the next advantage to Angus (it happens right in between rolls at reaction speed so Angus gets to roll with advantage)
(ooc: just trying to get some value out of this spell, lol)
Is this for tbe Con save against blight? That's a regional effect, so SB does t work because if the city fiti9ns imposed in its casting time.
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
(Ok, so what's happening here? There's a thingy in the middle of this tower that we need, but some giant spectral hands are attacking us to prevent us from getting the thingy? And dispel magic won't work? Is that the situation?)
They do move to attack as you enter the chamber. At this point, I dont k kw thst tbe PCs are actively looking for the means by which to enter the Spire of Iriolarthas, but in either case, literally anyone who rolls over initiative 10 can get to the miniature tower in the center of the chamber before the hands can act, if they wish. If you want to make it more dramatic, write can say they're in the way and you could try the tumble through rule.
"A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn."
It's just for fun, though, at the player's option. If you win initiative and you want to simply walk over to the thing, you can just do it.
Chadderlay will cast Silvery Barbs on Tetrevess (with the bless and paladin bonus you have the best chance to succeed again) and give the next advantage to Angus (it happens right in between rolls at reaction speed so Angus gets to roll with advantage)
(ooc: just trying to get some value out of this spell, lol)
Is this for tbe Con save against blight? That's a regional effect, so SB does t work because if the city fiti9ns imposed in its casting time.
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
I thik, in a vacuum, I ruled this wrong(ish), because I was evaluating the creature as the caster. Technically, RAW, it would work because allies made a Con save. It's not really hiw the flavor text describes it, though so I'm choosing to maintain my ruling based on the implied RAI.
"You magically distract the triggering creature..." really makes me think this shouldn't work to keep from falling in a pit of lava when the bridge the group is on shakes and someone makes the dex save. It just doesn't fit with the description.
So, anyone moving around the tower of conjuration? We've still got seven more key locations to get through after this one.
If Akame fails to obtain the miniature tower, then Angus will hustle over and give it a go. If the spectral hands swoop towards him, he will toss the statuette to one of his companions.
This post has potentially manipulated dice roll results.
Chadderlay's Initiative: 6
Chadderlay will join in with the others playing 'hot potatoe' with the tower statuette in hopes of keeping it away from the 4 spectral floating hands. If they go towards the one with the statue then we spread out and toss it back and forth as we head for the exit... maybe?
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.”
As soon as (whoever) touches the tower, it conjures a glowing doorway to a demiplane. The doorway is 8 feet tall, 4 feet wide, and 5 feet away from the pedestal.
Anyone want to walk through it? All you can see is white light pouring out. Anyone proficient in arcana would know this us a common trick for obscuring the interior without necessity of a door, which could be a huge inconvenience in various circumstances.
If you choose to enter, it will be before the hands act.
Tetrevess gets a 21 initiative. He says “Nothing ventured, nothing gained” … (perhaps his last words? It remains to be seen!). and steps through the glowing portal…
Rollback Post to RevisionRollBack
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Angus CON Save 12
(Great now I'm paranoid.)
Con save with +3 from paladin aura: 10
Just to he clear: You still get all the usual benefits of the rest, you just also now have the arcane blight flaw.
I think we still need Chadsrlay's save, but here is Morwena's:
19.
So, any plans for that tower with the hands then?
<i realize this section msy feel kind of ai.less and i concluded it was because im not revealing things in a logical order. So, im spoiling some things here if you want to be spoiled look at them. My opinion is thst you you should k ow these things, but the PCs really wouldn't yet.>
You want to get into the central spire of the city. It is thr key to forgotten magic of the giants and its suoressi g rbe mythalar and might effect some of your spells, too. To get in you need to do a series of 8 things as a ritual to open the barrier and enter the spire. The steps are written throughout the city. That's why there are specific buildings to go to.
I opened this adventure saying that it will take place in ancient Netheril and so on, and thst has not happened yet. It will, if you get past the demiloch Iriolarthas.
You don't know it yet, but you already failed to stop the cycle of night and Toeil was destroyed. But you, safely somewhere else, have a plan to go back and save it. The problem is there is information lost to time, and while you aren't able to time travel, you csn influence events that shaped the world before your own lifetimes. But, since you're not omniscient, you realize that the only people you know will be in a certain place at a certain time are your earlier selves and, being yourselves, you're pretty certain of hiw you'll react to certain situations, allowing you to influence you're own behavior, driving yoi inexorably to the destiny you set for yourselves. It's rather subtle, though, since few things remain for the span of time that elapsed between the moments of action and the eventual response and so you shoukd t expect a handwritten letter from your future self, but instead reflect and wonder if that turn you made was a decision, an accident, or the effect of a subtle cue placed by you're future self in ages past.
<Now that it's written, I don't think it's top spoiler-y. A hook thst involves time travel might seem like a cop-out, but when tbe whole thing is set around time travel, I think it may be more acceptable.>
Well, if there is a plan about the hands, let's hear it, otherwise; Roll for Initiative. (Target is 10)
Chadderlay's CON save: 12
(could this work?)
Chadderlay will cast Silvery Barbs on Tetrevess (with the bless and paladin bonus you have the best chance to succeed again) and give the next advantage to Angus (it happens right in between rolls at reaction speed so Angus gets to roll with advantage)
(ooc: just trying to get some value out of this spell, lol)
(ooc: WOW! an 85% chance of success and I still fail, lol)
Is this for tbe Con save against blight? That's a regional effect, so SB does t work because if the city fiti9ns imposed in its casting time.
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
(Ok, so what's happening here? There's a thingy in the middle of this tower that we need, but some giant spectral hands are attacking us to prevent us from getting the thingy? And dispel magic won't work? Is that the situation?)
They do move to attack as you enter the chamber. At this point, I dont k kw thst tbe PCs are actively looking for the means by which to enter the Spire of Iriolarthas, but in either case, literally anyone who rolls over initiative 10 can get to the miniature tower in the center of the chamber before the hands can act, if they wish. If you want to make it more dramatic, write can say they're in the way and you could try the tumble through rule.
"A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn."
It's just for fun, though, at the player's option. If you win initiative and you want to simply walk over to the thing, you can just do it.
Anyone? Roll 10 or higher initiative and act immediately.
Spoiler
This is a social encounter. Just touch the miniature tower.
I thik, in a vacuum, I ruled this wrong(ish), because I was evaluating the creature as the caster. Technically, RAW, it would work because allies made a Con save. It's not really hiw the flavor text describes it, though so I'm choosing to maintain my ruling based on the implied RAI.
"You magically distract the triggering creature..." really makes me think this shouldn't work to keep from falling in a pit of lava when the bridge the group is on shakes and someone makes the dex save. It just doesn't fit with the description.
So, anyone moving around the tower of conjuration? We've still got seven more key locations to get through after this one.
(Sure I'll try it. Initiative 13 )
(Sorry, busy weekend)
Angus Initiative 15
If Akame fails to obtain the miniature tower, then Angus will hustle over and give it a go. If the spectral hands swoop towards him, he will toss the statuette to one of his companions.
Initiative 14
Chadderlay's Initiative: 6
Chadderlay will join in with the others playing 'hot potatoe' with the tower statuette in hopes of keeping it away from the 4 spectral floating hands. If they go towards the one with the statue then we spread out and toss it back and forth as we head for the exit... maybe?
As soon as (whoever) touches the tower, it conjures a glowing doorway to a demiplane. The doorway is 8 feet tall, 4 feet wide, and 5 feet away from the pedestal.
Anyone want to walk through it? All you can see is white light pouring out. Anyone proficient in arcana would know this us a common trick for obscuring the interior without necessity of a door, which could be a huge inconvenience in various circumstances.
If you choose to enter, it will be before the hands act.
Tetrevess gets a 21 initiative. He says “Nothing ventured, nothing gained” … (perhaps his last words? It remains to be seen!). and steps through the glowing portal…