"Do you know where any of the portals lead or what's behind the doors to the South and to the West?"
Trisk pats Randy on the shoulder, "All is well and good, as much as it can be down here I suppose."
"Here let me help you with that," Trisk holds out his hand, "It takes two or more people to copy a glyph key. You have to hold one and I'll hold the other, then touch yours to mine... the glyph key that is." And Trisk will try to suppress a full smirk so that only a half-one is noticeable.
Addressing the whole group, "We should try to copy all the glyph key's attunements to each other so that they are fully loaded and then spread them out amongst each other. That way if any of us get separated all the keys won't be on one person. And I recommend Tetrevess and I each get one, being wizards gives us an advantage to copy them."
"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'll share what I knoe, but please, let me out of thjs death trap!" implores tbe half-elf.
"Besides the gatehouse, i k ow the Thayans use the black portals to travel to various 'temples', as they refer to them, within the conplex. Part of the temple's original construction, they were devised as a means of security by the creator of this portal network. Though ancient, it's said that even today, beneath the Doomvault, the demilich Kazit Gul slumbers in his Phylactery Vault."
"These temples, they arent really temples as one might expect. Maybe once they were, I can't say. The ones they call The Temples of Despair are used for the torture and execution of those who oppose Szass Tam."
"The Temples of Extraction aren’t temples at all but research facilities where Szass Tam’s followers conduct profane magical experiments. Few know the specifics of what happens there."
"Some of this I learned from Red Wizards, themselves. Many are undfl8nchingly loyal to Tam, but others, it seems, csn be persuaded to pursue other avenues if they think it is in their best interest. Now, please: Get me out of here and I will be ever in your debt."
Thuria has a glyph key attuned to his zone, the Vermin Halls, the Swine Run, the Hatchery, and the Temples of Turmoil. Phaia has a glyph key attuned to this zone and the Temples of Oppression
5
1
2
It takes 6 successes if yoi want to transfer all the unattended zones to your original glyph key, 2 to do so for the key from Thuria and 5 to do so for the one from Phiai.
DC15 probability varies based on who makes the attempt but on a failure of 5 or more, the glyph key is destroyed.
(Using bardic inspiration could greatly enhance your chances of attainment and my pc gets them all back on a short rest. No brainer as 1d10 added to roll. Bless would Also stack so another 1d4)
Tzedaka plays a quick tune. (You see images of yourself attuning the glyph keys and them breaking at times. Then you see the same image with Piccolo playing soothing music in the background, and your ability to attune the keys is greatly enhanced by her magic)
Trisk moves his away so that Randy can't make the attempt.
"We'll have a better chance of success with anything others can do to help."
"Since they're vital to being able to get around down here we should be careful with them and the attempts we make to copy them."
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.”
"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.”
A stepped monument of gray marble shot through with red dominates an open courtyard surrounded by closed doors. Blue light shines from the top of the monument. The air around it hums with power, its vibration overwhelming other sensations. Red Wizards and other Thayans kneel on the lower two tiers, eyes fixed on the monument.
As far as I'm concerned corned, all the players go first here. You knew you'd open this door. Those guys are in the middle of something.
<also, feel free to start feom wherever in the necromancy lab you like, I just put you vaguely where it seemed like you were. I think all the spell effects are dropped, but we csn fix it if I'm wrong. It's been over 11 minutes, though, so I do t think any are that persistent.
You did leave thise two demi-wights standing and the two red wizards KO'd and tied up, so they're still on the map.
As soon as the door opens, the little fey girls childlike smile turns to one of hate. She sprints in right behind two of the wizards. The familiar sound of her piccolo is heard as she weaves a spell
You see the strangest thing. Small winged cherubs holding small flutes form from her instrument and spread out around her. The flying cherubs then begin viciously attacking Red Wizards and other Thayans, everyone with their sharp flutes (ALL Enemies that she sees in the 15ft radius around her, (30 ft diameter)
(Spirit guardians: Designates all party members as allies, everyone else in the area of effect takes 3d8 radiant damage on their turn and move is halved)
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw (DC 21). On a failed save, the creature takes3d8 radiant damageOn a successful save, the creature takes half as much damage.
Caught completely off-guard, the mesmerized Thayans are seared by the blinding brilliance of Picollo's spirit guardians.
Screaming with the shock of undisciplined novices, the trio turn to face the threat and ready their counter-attack.
<I kind if forgot about this, because it doesn't come up all that often, but did we say we like AD / DA for High / low ground or not? Because this room definitely has potential for that. It would just be for the to-hit on ranged attacks. It's whatever you guys prefer. It's a yes if I get positive comments from a simple majority of players.>
(up to you DM, as I have ready over the cunning action/ fast hands ability, I have seen it recommended it can be used to throw an item, chair, pick pocket, grenades, etc. (I have a few of these in my bag of holding. If I'm pushing it too much, no worries, just trying to be creative. Also, for Spirit Guardians, I believe each thing takes damage on its turn, and it move is halved, and AOE is also up/ down, every direction. I"m not sure how the AD/ DA works, but I'd be in favor of it.)
Fast Hands: Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
"Do you know where any of the portals lead or what's behind the doors to the South and to the West?"
Trisk pats Randy on the shoulder, "All is well and good, as much as it can be down here I suppose."
"Here let me help you with that," Trisk holds out his hand, "It takes two or more people to copy a glyph key. You have to hold one and I'll hold the other, then touch yours to mine... the glyph key that is." And Trisk will try to suppress a full smirk so that only a half-one is noticeable.
Addressing the whole group, "We should try to copy all the glyph key's attunements to each other so that they are fully loaded and then spread them out amongst each other. That way if any of us get separated all the keys won't be on one person. And I recommend Tetrevess and I each get one, being wizards gives us an advantage to copy them."
"I'll share what I knoe, but please, let me out of thjs death trap!" implores tbe half-elf.
"Besides the gatehouse, i k ow the Thayans use the black portals to travel to various 'temples', as they refer to them, within the conplex. Part of the temple's original construction, they were devised as a means of security by the creator of this portal network. Though ancient, it's said that even today, beneath the Doomvault, the demilich Kazit Gul slumbers in his Phylactery Vault."
"These temples, they arent really temples as one might expect. Maybe once they were, I can't say. The ones they call The Temples of Despair are used for the torture and execution of those who oppose Szass Tam."
"The Temples of Extraction aren’t temples at all but research facilities where Szass Tam’s followers conduct profane magical experiments. Few know the specifics of what happens there."
"Some of this I learned from Red Wizards, themselves. Many are undfl8nchingly loyal to Tam, but others, it seems, csn be persuaded to pursue other avenues if they think it is in their best interest. Now, please: Get me out of here and I will be ever in your debt."
Thuria has a glyph key attuned to his zone, the Vermin Halls, the Swine Run, the Hatchery, and the Temples of Turmoil. Phaia has a glyph key attuned to this zone and the Temples of Oppression
5
1
2
It takes 6 successes if yoi want to transfer all the unattended zones to your original glyph key, 2 to do so for the key from Thuria and 5 to do so for the one from Phiai.
DC15 probability varies based on who makes the attempt but on a failure of 5 or more, the glyph key is destroyed.
This would suggest that some of these are less important than others.
(Using bardic inspiration could greatly enhance your chances of attainment and my pc gets them all back on a short rest. No brainer as 1d10 added to roll. Bless would Also stack so another 1d4)
Tzedaka plays a quick tune. (You see images of yourself attuning the glyph keys and them breaking at times. Then you see the same image with Piccolo playing soothing music in the background, and your ability to attune the keys is greatly enhanced by her magic)
"Maybe we should wait to attune the glyph keys."
Trisk moves his away so that Randy can't make the attempt.
"We'll have a better chance of success with anything others can do to help."
"Since they're vital to being able to get around down here we should be careful with them and the attempts we make to copy them."
So, portal? Door? Here's the map again.
You're in the hall of necromancy: fourth room down from the top right.
Door to the South.
<Sweet.>
A stepped monument of gray marble shot through with red dominates an open courtyard surrounded by closed doors. Blue light shines from the top of the monument. The air around it hums with power, its vibration overwhelming other sensations. Red Wizards and other Thayans kneel on the lower two tiers, eyes fixed on the monument.
Each tier of the monument is 5 feet high, and clambering onto it requires 5 extra feet of movement.
Three Thayan apprentices kneel on the lower tier of the monument. Atop the monument is a circle of glowing glyphs that serves as a contact stone.
Piccolo studies the group more carefully, interested in whose who of wizards (perception:28)
Thayans act on initiative 16.
As far as I'm concerned corned, all the players go first here. You knew you'd open this door. Those guys are in the middle of something.
<also, feel free to start feom wherever in the necromancy lab you like, I just put you vaguely where it seemed like you were. I think all the spell effects are dropped, but we csn fix it if I'm wrong. It's been over 11 minutes, though, so I do t think any are that persistent.
You did leave thise two demi-wights standing and the two red wizards KO'd and tied up, so they're still on the map.
<Edited. >
They're just three acolytes
As soon as the door opens, the little fey girls childlike smile turns to one of hate. She sprints in right behind two of the wizards.
The familiar sound of her piccolo is heard as she weaves a spell
You see the strangest thing. Small winged cherubs holding small flutes form from her instrument and spread out around her. The flying cherubs then begin viciously attacking Red Wizards and other Thayans, everyone with their sharp flutes (ALL Enemies that she sees in the 15ft radius around her, (30 ft diameter)
(Spirit guardians: Designates all party members as allies, everyone else in the area of effect takes 3d8 radiant damage on their turn and move is halved)
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw (DC 21). On a failed save, the creature takes 3d8 radiant damage On a successful save, the creature takes half as much damage.
Cunning Action: Dodge
<Arming and throwing a grenade:
1. Where did that come from?
2. Unless I'm not catching some reflavored BA, this is clearly an action. If it is a spell or class ability, etc. What is it?>
Wis saves:
1 20
2 8
3 10
Random rolls:
E 4
4 4
5 2
6 3
I would have expected the player to roll it, but here's the 3d8 radiant damage. 10
Caught completely off-guard, the mesmerized Thayans are seared by the blinding brilliance of Picollo's spirit guardians.
Screaming with the shock of undisciplined novices, the trio turn to face the threat and ready their counter-attack.
<I kind if forgot about this, because it doesn't come up all that often, but did we say we like AD / DA for High / low ground or not? Because this room definitely has potential for that. It would just be for the to-hit on ranged attacks. It's whatever you guys prefer. It's a yes if I get positive comments from a simple majority of players.>
PCs are up.
I'll probably recolor spirit guardians.
(up to you DM, as I have ready over the cunning action/ fast hands ability, I have seen it recommended it can be used to throw an item, chair, pick pocket, grenades, etc. (I have a few of these in my bag of holding. If I'm pushing it too much, no worries, just trying to be creative. Also, for Spirit Guardians, I believe each thing takes damage on its turn, and it move is halved, and AOE is also up/ down, every direction. I"m not sure how the AD/ DA works, but I'd be in favor of it.)
Fast Hands: Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.