Angus dashes upstairs with the others. I believe he also has the chest. Can we "cinematically" head for the nearest street exit? (maybe the staff entrance or through the guard stables, or through the dining hall storage? Really, whichever way seems to have the least guards in it. Maybe use one of those fireballs to create a distraction somewhere, maybe the courtyard, and then we run the other way?
Thr necromancer emerges from an ephemeral door appearing and disappearing again in the training yard, (he used dimension door,) near the western wall of the yard.
When he sees any of thr party through the open double doors, he casts cloudkill again.
"Hand over the chest! Cherthemiud may have failed Zulkir Tam, but he will be twice as harsh on the Necromancer who let his killers escape with the research after destroying the artifact. Now give up and die, already!" The Necromancer shouts into the cloud of choking, heavily obscuring fog.
(Cast was a reaction. This was 2 rounds to both get up the stairs and any distance past that. 1 to cast DD, one for this. PCs have surprised condition.
This post has potentially manipulated dice roll results.
Chadderlay's CON save: 10
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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.”
The Ilmateri monks were known to care for the poorest of creatures in the city. Although his ravaged appearance or his righteous rage could scare children, Ilmater took great cares to reassure them and protect them. He treasured all children and young creatures in general. His followers tended to the needs of the poor and the sick. Sadly, over the years, the remains of those they could not nurse to health and vigor found their final resting place in the chapel cemetery. When that filled up, the new bodies began to fill the yard before the chapel as well. Their decomposition was slow in this sanctified ground. The
The ground beneath the training yard begins to tremble, roiling and pulsing with unlife ad that which lay buried begins to claw and climb from shallow graves, propelled by an arcane energy unleashed by the arcane necromancy of a powerful force. "The Zulkir if Necromancy, himself, sent me on this mission, entrusting to me the scroll of immense potency. Now, I unfurl this scroll, and with it will come your end!" The Necromancer monologs.
As the choking gas pushes its way into the chapel and against the inner wLls of rhe training yard, you see the hands begin to emerge from the ground, bursting forth to reveal their small form. Crawling from tiny graves, dozens of bodies emerge, of boys and girls who died long ago in the care of the Ilmateri monks. But they do not feecend on the adventurers, yet they seek something. The undead crawl and limp to fi d one another, moving in unnatural ways for a humanoid firm, bent head over back, using arms broken at the wrist and woth bodies twisted about the torso, they come together. They writhe in a mass of limbs and rotting flesh to form a massive singular creature in a vaguely humanoid form. The zombie clot pulses from within with an eery radiance that shines brightest at two parallel points. Like a pair of predatory eyes, they face the double doors. The adventurers stare undead I'm the face.
"From cradle to grave: the life of our would be heroes ends the same as all the others," taunts the Necromancer, "in Death."
Edit: you can kill it if you want. This scene, this moment, it doesn't use dnd rules, at all. Do whatever you want. I think you've escaped the embassy and earned your level up.
Angus will lay hands on Sam, enough to get him up and moving, and on anyone else that was felled by the cloudkill, and then point them away from the Undead horror and shout "Run!", making a beeline for the nearest wall or exit. (I'm a little unclear as to the most direct route out of here, didn't realize that wall was scalable earlier).
Angus will lay hands on Sam, enough to get him up and moving, and on anyone else that was felled by the cloudkill, and then point them away from the Undead horror and shout "Run!", making a beeline for the nearest wall or exit. (I'm a little unclear as to the most direct route out of here, didn't realize that wall was scalable earlier).
I mean, it's dnd. It might require a check or something, but in theory, a person can climb a wall. Honestly I am surprised bobody can just fly. Worst case maybe toss a rope over the thing.
Angus will lay hands on Sam, enough to get him up and moving, and on anyone else that was felled by the cloudkill, and then point them away from the Undead horror and shout "Run!", making a beeline for the nearest wall or exit. (I'm a little unclear as to the most direct route out of here, didn't realize that wall was scalable earlier).
I mean, it's dnd. It might require a check or something, but in theory, a person can climb a wall. Honestly I am surprised bobody can just fly. Worst case maybe toss a rope over the thing.
Could Sam just clime over it as a large creature
Rollback Post to RevisionRollBack
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Angus dashes upstairs with the others. I believe he also has the chest. Can we "cinematically" head for the nearest street exit? (maybe the staff entrance or through the guard stables, or through the dining hall storage? Really, whichever way seems to have the least guards in it. Maybe use one of those fireballs to create a distraction somewhere, maybe the courtyard, and then we run the other way?
<Okay. I just wanted to make sure the plan wasn't just jump over the wall of the courtyard. Probably what I would have done.
Ok, so it sounds like Angus and I'm assuming Sam also came upstairs.>
<Still not sure who has the box>
Thr necromancer emerges from an ephemeral door appearing and disappearing again in the training yard, (he used dimension door,) near the western wall of the yard.
When he sees any of thr party through the open double doors, he casts cloudkill again.
(I'll get a map up)
"Hand over the chest! Cherthemiud may have failed Zulkir Tam, but he will be twice as harsh on the Necromancer who let his killers escape with the research after destroying the artifact. Now give up and die, already!" The Necromancer shouts into the cloud of choking, heavily obscuring fog.
(Cast was a reaction. This was 2 rounds to both get up the stairs and any distance past that. 1 to cast DD, one for this. PCs have surprised condition.
(Everyone except the kitten should get +3 to their save)
(Yeah I should probably roll damage on that)
5d8 poison ½ with Con save DC 15
20
Lucky cat.
Maybe actually rolling dice for damage would help 26
Angus CON Save17
6 con save
Your kidding (can we use the spell book to teleport us 4 out of here)
Chadderlay's CON save: 10
The Ilmateri monks were known to care for the poorest of creatures in the city. Although his ravaged appearance or his righteous rage could scare children, Ilmater took great cares to reassure them and protect them. He treasured all children and young creatures in general. His followers tended to the needs of the poor and the sick. Sadly, over the years, the remains of those they could not nurse to health and vigor found their final resting place in the chapel cemetery. When that filled up, the new bodies began to fill the yard before the chapel as well. Their decomposition was slow in this sanctified ground. The
The ground beneath the training yard begins to tremble, roiling and pulsing with unlife ad that which lay buried begins to claw and climb from shallow graves, propelled by an arcane energy unleashed by the arcane necromancy of a powerful force. "The Zulkir if Necromancy, himself, sent me on this mission, entrusting to me the scroll of immense potency. Now, I unfurl this scroll, and with it will come your end!" The Necromancer monologs.
As the choking gas pushes its way into the chapel and against the inner wLls of rhe training yard, you see the hands begin to emerge from the ground, bursting forth to reveal their small form. Crawling from tiny graves, dozens of bodies emerge, of boys and girls who died long ago in the care of the Ilmateri monks. But they do not feecend on the adventurers, yet they seek something. The undead crawl and limp to fi d one another, moving in unnatural ways for a humanoid firm, bent head over back, using arms broken at the wrist and woth bodies twisted about the torso, they come together. They writhe in a mass of limbs and rotting flesh to form a massive singular creature in a vaguely humanoid form. The zombie clot pulses from within with an eery radiance that shines brightest at two parallel points. Like a pair of predatory eyes, they face the double doors. The adventurers stare undead I'm the face.
"From cradle to grave: the life of our would be heroes ends the same as all the others," taunts the Necromancer, "in Death."
@everyone: ESCAPE! (cinematically)
Edit: you can kill it if you want. This scene, this moment, it doesn't use dnd rules, at all. Do whatever you want. I think you've escaped the embassy and earned your level up.
This is a victory lap.
(I say we book it. I could try to turn the thing, but that only lasts for one minute)
( I agree)
Angus will lay hands on Sam, enough to get him up and moving, and on anyone else that was felled by the cloudkill, and then point them away from the Undead horror and shout "Run!", making a beeline for the nearest wall or exit. (I'm a little unclear as to the most direct route out of here, didn't realize that wall was scalable earlier).
(Fly, you fools! :))
I mean, it's dnd. It might require a check or something, but in theory, a person can climb a wall. Honestly I am surprised bobody can just fly. Worst case maybe toss a rope over the thing.
Could Sam just clime over it as a large creature