(Short rest I believe. Long rest would probably spell disaster)
If he still has it, Randy will equip the +1 Longsword that Ethan previously held before dangling the glyph keys in his hand. "I have one of the keys ready. Rest of you with the other keys, be prepared too for some disruption and carnage. We'll start with the nearest black gate then we'll work our way back from there, leaving the entrance last since it's the furthest from here. Other than that any preferences between the two I didn't mention?" Randy commands, twirling his bat once everyone has prepared themselves.
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)
There is no chance that you will not be disturbed for 8 consecutive hours. The elves might succeed, but it's up to the dice.
Mechanically. You're over-leveled for a dungeon that was never designed to have long rests. You just moved the threat level down by one, but if you long rest, the threar level goes up by two, just from the passage of time. When it goes uo, random encounter chance goes up and a roll is triggered immediately. So, it could be possible to pull iff a long rest, but it's not likely.
This post has potentially manipulated dice roll results.
You head back through the door to the north, finding Thuria and Phaia still tied up on the ground and two half-resurrexrwd undead still shuffling about.
<You left 5 apprentices knocked out over an hour ago in the room you just rested in. I'm assuming you either tied them up or killed them or something.>
Piccolo goes from apprentice to apprentice, seeing that the party is done questioning them. Brutally, she slices each of their throats, showing no mercy, or emotion at all on her child like face.
Then, when the group rests, she seems to fade away, then disappear completely.
(She will use some hit dice to recover from some injuries)
(Trisk)
Trisk sees an ethereal image of Piccolo, hovering over him as he rests. She seems to be "watching" over him and the group while all rest. (OOC: Watchful Presence, but stretching its actual use as its usually for long rest, just having fun with hit)
(ooc: did we get the short rest in before we came to this room with the undead?)
(...or is this the room we're taking the short rest in and we have to dispatch the undead first?)
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'm fast forwarding. All the gates you saw: they're disrupted.
The enemies that spawned in this room: defeated.
Let's see where you want to go next
You have a map. The number of black gates yiu still need to disrupt is 3. You're already able to access the temples of Extraction, where the Chosen of the gods are being held and experimented with. So your choice basically comes down to going there now or later, after you disrupt more black gates.
(Start with the closest black gate, which is the Temple of Disruption, then work all the way back to the furthest Gate at the Doomvault entrance)
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)
(ooc: I think the DM is crediting us with already having disrupted the gates we encountered so far, so we don't need to backtrack now. We can proceed forward to a new black gate?... or try to free/rescue some of the Chosen that are being held captive and experimented on?... or something else?)
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.”
Vermin Halls, the Swine Run, the Hatchery, and the Temples of Turmoil (in the Temples of Extraction sector).the Temples of Despair, Temples of Oppression (in the Temples of Extraction sector).
Actually, make it a long rest. Narratively you can do this at the gatehouse or just seal up somewhere. Doesn't matter, mechanically.
Since you haven't said where you'd like to go next, should I just pick something?
Here's my two cents:
This place has a fair number of unique things and that's all well and good. The idea is to get theough it all as fast as possible. If you try to stop and kill everything it turns into a grind. The place is too big and brimming with baddies ro take on all of it, so just take what you need to get to the next spot. Most things can't follow you, but on the last occasion, they definitely could.
I absolutely can and might allow a long rest if that's what you want, but it's opening up tje possibility for me to import higher level monsters than appear in the adventure, based in what areas you end up exploring.
Again, killing these monsters had the effect of them not killing you. That's it. So, it's up to you to decide what to do about it.
The long rest also increases the alert level which means random encounters are more interesting.
Without long rests, the party is definitely heroic. With them, you're a league of superheros. So, you'll need some super villains - and that's just what you'll be facing
Also, the doomvault is not that high level, so this solves a problem because the next chapter is higher than you're at currently. So you would have jumped more than one level up upon completion. If I csn make the monsters harder, I can level you up inside the Doomvault and the transition is more gradual, for better or worse.
Spoilers but really campaign direction. Especially for those who've been in it the longest
I have a clear path to level 20, and actual resolutions to things we set up quite some time ago. Some of you have been to the Barrier Peaks, where you met Mary Greymalkin, and were set on a quest to locate another in the series of volumes penned by Iggwillv, the Demonomicon. Both the Barrier Peaks and the home of Iggwilv's daughter, Mary's grandmother, have been updated for 5e. I have read the latter and the designers have set the 5e versions to levels 9-13.
So, what I'm wondering is this: would it make more sense to run these bookends to the introductory part for the PCs that wen there in the first place, or for different PCs, that the same players could play, if they want? I kind of favor the latter as this andventure had been a series of generations in the making. The cartophile is a descendent of Kwalish, who was inspired by Heward. Mary follows in the footsteps of her patron, Tasha. So too, can new PCs conclude the adventure started by their forebears.
Also, if you want to do this, we can launch it ASAP. Just need a level 9 party.
FYI these are coming out in Infinite Staircase, which was the name of a Planes cape adventure- that actually also links to something we're dealing with. If you recall the name 'Tenebrous' mentioned when we were dealing with the Far Realm stuff (which we will get back to after the phylactery vault) - that's where it comes from. Anyhow, if you can relate your current PC to your new PC, I think that would be fun, and maybe you can do so through Sigil, where some of you have been, or not.
Thus is just to see if anyone is I terested. I'm pla no g ro do this no matter what, but ideally I'd get so e of this group involved.
Following your long rest at the gatehouse, you are teleported ro a portion kf rhe Doomvault known as the far realm cysts. Perhaps here you will gain some knowledge that will help you overcome Szazz Tam's far realm batteries, fueled by energy siphoned from these strange dark stars, not unlike the one seen vanishing in the hall of the lich who raised your floating city, from long-gone Netheril.
You emerge from the portal beside a black gate (you can disrupt it, it counts) to find rough cavern with an uneven floor, riddled with open holes. In the east, on a spar of rock, is a contact stone (so yoi can attune to this area).
Shuffling amid holes the room you see eight zombies and two ogre zombies.
(Short rest I believe. Long rest would probably spell disaster)
If he still has it, Randy will equip the +1 Longsword that Ethan previously held before dangling the glyph keys in his hand. "I have one of the keys ready. Rest of you with the other keys, be prepared too for some disruption and carnage. We'll start with the nearest black gate then we'll work our way back from there, leaving the entrance last since it's the furthest from here. Other than that any preferences between the two I didn't mention?" Randy commands, twirling his bat once everyone has prepared themselves.
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)
There is no chance that you will not be disturbed for 8 consecutive hours. The elves might succeed, but it's up to the dice.
Mechanically. You're over-leveled for a dungeon that was never designed to have long rests. You just moved the threat level down by one, but if you long rest, the threar level goes up by two, just from the passage of time. When it goes uo, random encounter chance goes up and a roll is triggered immediately. So, it could be possible to pull iff a long rest, but it's not likely.
You've got 1 in tbe room immediately north (1) and another in the room immediately west (2). 2
You head back through the door to the north, finding Thuria and Phaia still tied up on the ground and two half-resurrexrwd undead still shuffling about.
5
3
The room now also hosts an additional wight and 3 zombies.
You enter the room from the south, the black gate sits at the north end of the room.
<You left 5 apprentices knocked out over an hour ago in the room you just rested in. I'm assuming you either tied them up or killed them or something.>
Piccolo goes from apprentice to apprentice, seeing that the party is done questioning them. Brutally, she slices each of their throats, showing no mercy, or emotion at all on her child like face.
Then, when the group rests, she seems to fade away, then disappear completely.
(She will use some hit dice to recover from some injuries)
(Trisk)
Trisk sees an ethereal image of Piccolo, hovering over him as he rests. She seems to be "watching" over him and the group while all rest. (OOC: Watchful Presence, but stretching its actual use as its usually for long rest, just having fun with hit)
Players win initiative over the undead.
They will attack you if you don't dispatch them.
(ooc: did we get the short rest in before we came to this room with the undead?)
(...or is this the room we're taking the short rest in and we have to dispatch the undead first?)
They're here because you rested an hour.
So, I decided i want to get through this faster.
I'm fast forwarding. All the gates you saw: they're disrupted.
The enemies that spawned in this room: defeated.
Let's see where you want to go next
You have a map. The number of black gates yiu still need to disrupt is 3. You're already able to access the temples of Extraction, where the Chosen of the gods are being held and experimented with. So your choice basically comes down to going there now or later, after you disrupt more black gates.
Here's that map again
(Sounds good…. Where to group?)
(Start with the closest black gate, which is the Temple of Disruption, then work all the way back to the furthest Gate at the Doomvault entrance)
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)
(ooc: I think the DM is crediting us with already having disrupted the gates we encountered so far, so we don't need to backtrack now. We can proceed forward to a new black gate?... or try to free/rescue some of the Chosen that are being held captive and experimented on?... or something else?)
Correct.
You have the following glyph key attunements:
Vermin Halls, the Swine Run, the Hatchery, and the Temples of Turmoil (in the Temples of Extraction sector).the Temples of Despair, Temples of Oppression (in the Temples of Extraction sector).
You can also just walk in some direction.
Actually, make it a long rest. Narratively you can do this at the gatehouse or just seal up somewhere. Doesn't matter, mechanically.
Since you haven't said where you'd like to go next, should I just pick something?
Here's my two cents:
This place has a fair number of unique things and that's all well and good. The idea is to get theough it all as fast as possible. If you try to stop and kill everything it turns into a grind. The place is too big and brimming with baddies ro take on all of it, so just take what you need to get to the next spot. Most things can't follow you, but on the last occasion, they definitely could.
I absolutely can and might allow a long rest if that's what you want, but it's opening up tje possibility for me to import higher level monsters than appear in the adventure, based in what areas you end up exploring.
Again, killing these monsters had the effect of them not killing you. That's it. So, it's up to you to decide what to do about it.
The long rest also increases the alert level which means random encounters are more interesting.
Without long rests, the party is definitely heroic. With them, you're a league of superheros. So, you'll need some super villains - and that's just what you'll be facing
Also, the doomvault is not that high level, so this solves a problem because the next chapter is higher than you're at currently. So you would have jumped more than one level up upon completion. If I csn make the monsters harder, I can level you up inside the Doomvault and the transition is more gradual, for better or worse.
Spoilers but really campaign direction. Especially for those who've been in it the longest
I have a clear path to level 20, and actual resolutions to things we set up quite some time ago. Some of you have been to the Barrier Peaks, where you met Mary Greymalkin, and were set on a quest to locate another in the series of volumes penned by Iggwillv, the Demonomicon. Both the Barrier Peaks and the home of Iggwilv's daughter, Mary's grandmother, have been updated for 5e. I have read the latter and the designers have set the 5e versions to levels 9-13.
So, what I'm wondering is this: would it make more sense to run these bookends to the introductory part for the PCs that wen there in the first place, or for different PCs, that the same players could play, if they want? I kind of favor the latter as this andventure had been a series of generations in the making. The cartophile is a descendent of Kwalish, who was inspired by Heward. Mary follows in the footsteps of her patron, Tasha. So too, can new PCs conclude the adventure started by their forebears.
Also, if you want to do this, we can launch it ASAP. Just need a level 9 party.
FYI these are coming out in Infinite Staircase, which was the name of a Planes cape adventure- that actually also links to something we're dealing with. If you recall the name 'Tenebrous' mentioned when we were dealing with the Far Realm stuff (which we will get back to after the phylactery vault) - that's where it comes from. Anyhow, if you can relate your current PC to your new PC, I think that would be fun, and maybe you can do so through Sigil, where some of you have been, or not.
Thus is just to see if anyone is I terested. I'm pla no g ro do this no matter what, but ideally I'd get so e of this group involved.
[magicitem]demon skin[/magicitem]
demonskin
amulet of protection from turning
54
(I’m for the long rest and stronger baddies. All the rest sounds cool for the group, and we may need to be more careful)
Following your long rest at the gatehouse, you are teleported ro a portion kf rhe Doomvault known as the far realm cysts. Perhaps here you will gain some knowledge that will help you overcome Szazz Tam's far realm batteries, fueled by energy siphoned from these strange dark stars, not unlike the one seen vanishing in the hall of the lich who raised your floating city, from long-gone Netheril.
You emerge from the portal beside a black gate (you can disrupt it, it counts) to find rough cavern with an uneven floor, riddled with open holes. In the east, on a spar of rock, is a contact stone (so yoi can attune to this area).
Shuffling amid holes the room you see eight zombies and two ogre zombies.