I'll rez you if you die there, it's just for fun unless you win, then it counts.
(I’ll be living if I say I would want to do the potential TPK fight I’m down for both options but will let the other players decide) sam will keep the flame toung on
At the end of the hall is a door, slightly ajar, allowing you to see the room on the other side.
The room is 15 feet wide and 30 feet long. Tables and cabinets hug the walls of this room, which is filled with smith’s tools, metal objects that resemble humanoid limbs, and other contraptions used for building constructs.
Lighting. Complete darkness.
Overcharged Door. The Tenebrous Creed cultists forced this door open to gain access to the workshop. When the cultists got what they needed, they were unable to fully close the door, leaving a 1-inch gap between the door and wall.
The mechanism on the side of the wall, facing the door is also exposed. The door and the mechanism around it are overflowing with Far Realm energy. The dangerous energy visibly coruscates across the door.
(I'm up for the final battle. I've already died once, LOL, what's the worst that could happen?)
Famous last words
So, you want an eyedrake to push the door open? Understanding this suggestion, they look in unison at the door, then back to you, then the door, then back to you again and give you a very hard stare. This door us crackling with far realm energy. It looks visibly dangerous
<can I suggest an Int (arcana) or (Investigation) check?>
Investigation 23. “That door looks dangerous..”. Tetrevess says. “But I’d like to see what is in the room beyond. “. He asks the eyedrakes what they know of this place.
The eyedrakes literally just got here from an incomprehensible dimension. They seem nonplussed: "you just summoned us here. What would I know about this place?"
<you have, in fact, made the door safe. If I let the eyedrakes open it before the investigation check, which somwhow alloes you to mcguyver (old reference) the thing out of the danger zone (even older reference, new sequel) it woukd have exploded. A lot. The door was arguably a bigger threat than the monsters.>
The room beyond the door is 15 feet wide and 30 feet long. Tables and cabinets hug the walls of this room, which is filled with smith’s tools, metal objects that resemble humanoid limbs, and other contraptions used for building constructs.
Lighting. Complete darkness
Any creature that searches the room finds two potions of superior healing in one of the cabinets.
Characters who make a successful DC 15 Intelligence (Investigation) check while searching the room find scroll cases containing diagrams and detailed instructions on how to create these constructs. The detailed clockwork creatures are similar to those encountered in previous adventures in Xorvintroth. The Far Realm symbols are confusing, and exactly how the scrolls are used to create a new peacekeeper is unclear, but the characters realize
Zehira and the Harpers will want to see them.
The scrolls also detail how to disassemble the peacekeepers and use one of its limbs to open any doors inside the Supreme Forge. A character who makes a successful DC 17 Intelligence (Arcana or Investigation) check can activate a metallic peacekeeper’s limb for 1 hour and use it to open any doors in the Supreme Forge without triggering traps.
<i really dont care about these checks. Its just content you dont get if you fail, so what's the point?>
Not sure if thsts to examine the documents or use the machines,, but either way we'll call it a success.
Amri would be familiar with the peacekeepers robots, btw.
Also, this is just what the book says. Do whatever you want with these things. Kwalish might like to see something of these, automatons being his specialty. (For those of you who know who that even is).
If you're ready we can move to the next zone. I'll automatically push forward in a few hours unless either way.
Being a Harper, Amri will stuff the scrolls and cases into his pack. He'll also grab one of the healing potions.
(OOC my suggestion on the eyedrakes and the door was that I figured they were from the Far Realm, so maybe "Far Realm energy" wouldn't hurt them. Guess I was wrong about that.)
<there's only one room left. In this room, the characters face the Tenebrous Creed’s last remaining members, its leadership. If defeated, this small sect of Shar’s followers that wants to bring Father Llymic to the Material Plane will be no more.
The room is 50 feet in diameter. The northeast stairwell leads to a room blocked off by the dark-purple energy dome. The room’s 40-foot high ceiling is . . . missing, replaced by a portal to the Far Realm.
This clockwork machine in the northwest corner is cobbled together from artifacts and mechanical parts found in the Supreme Forge. The machine is 20 feet long and has four metal tubes that pierce the portal where the room’s ceiling would be.
Twenty Far Realm batteries are attached to the device. The apostles of the Tenebrous Creed assembled this to tear an opening in reality and summon Father Llymic to the Material Plane. The machine is immune to all damage while the apostles are conscious. Lighting. Complete darkness
Stone double-doors recess into the walls when it opened. Each door is 5 feet wide and 10 feet tall.
On the wall next to the stairs is a magical 1-foot-square panel. The panel has an engraving of a dragon decorated with spiked fittings. Below it, another engraving in Draconic reads:
“I transform myself to let my people reach the viridian sphere beyond the veil of stars. I turn myself into a weapon. Forged from the knowledge of my elders and powered by the stars. Our wrath roars. Our fury grows. We will be free. Bend the knee.”
Any character who has 20 hit points or fewer can see the engraving on the panel glowing green and can understand the writing even if they don’t speak Draconic. Alternatively, a character can use the mimic battery and expend 3 charges to make the panel glow green until a creature touches it. A willing character who touches the panel while it’s glowing green can transform into one of the Inquest’s greatest inventions
Tetrevess arcana 27 to consult on the various items- he helps load things into the portable hole(as long as they are safe to transport there!).
“Fight with us- there is plenty of treasure here to share” Tetrevess tells the Eye drakes. He manifests his book’s spectral form (looks like a wizened old man’s head, glowing green). and sends it in ahead to scout the room- and see who is there to fight.
Tetrevess arcana 27 to consult on the various items- he helps load things into the portable hole(as long as they are safe to transport there!).
“Fight with us- there is plenty of treasure here to share” Tetrevess tells the Eye drakes. He manifests his book’s spectral form (looks like a wizened old man’s head, glowing green). and sends it in ahead to scout the room- and see who is there to fight.
Sam turns to T “what do you think of this” pointing towards the door “with your experience in the astral sea or wherever you went to during the embassy attack you think we should have a mutual benefit about this place, the world serpent teaches us… I mean me that my kind” point to his scales “regardless of what type yuti, naga, lizard folk and in a case Dragonborn should be the ones in charge, it’s my belief that certain humans like your self should be allowed into this ringlet of races if you will” he pause to see if anything changes “if you think your new colours” suggesting about the red wizards “ don’t suit you and you don’t want to go back to your original time I will be needing a wizard like yourself in my court I plan on making”
Ok, are we in the room? How many cultists? Are Tet and Sam conversing outside the room? If so, Amri will wait for them before confronting cult leadership.)
Instead of a ceiling, you see a night sky filled with bright stars and monstrous tentacles writhing from afar. Father Llymic, encased in melting ice, is slowly descending to the portal’s location in the Far Realm. The three Tenebrous Creed apostles look at you as you enter. Except for their faces, their features are obscured by ragged, bright-yellow robes.
One has a feline face with glowing, starry flesh.
Another is a tortle with glossy, emeraldine skin and faded yellow eyes.
The last is a goliath who bears the facial markings used by Icewind Dale’s Thuunlakalaga clan.
All three recite the unholy words of the Tenebrous Creed:
“From afar he comes. Here the light succumbs. Shadows will overwhelm. As frost embraces the realm. For Shar. For Shar.”
<straight copy paste. I do assume you enter. Technically Tetrevess' book sees this first, which gives you the option to just not enter, i guess. An easy retcon, if needed.>
Amri recognize the goliath as one of Kaskur Spearsong’s (Thuunlakalaga clan leader) hunters and close friends, who fled Xorvintroth with objects from the ruins.
Roll for initiative!
Torltle 11
Goliath 16
Tabaxi 10
Rollback Post to RevisionRollBack
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I'll rez you if you die there, it's just for fun unless you win, then it counts.
(I’ll be living if I say I would want to do the potential TPK fight I’m down for both options but will let the other players decide) sam will keep the flame toung on
While you decide...
At the end of the hall is a door, slightly ajar, allowing you to see the room on the other side.
The room is 15 feet wide and 30 feet long. Tables and cabinets hug the walls of this room, which is filled with smith’s tools, metal objects that resemble humanoid limbs, and other contraptions used for building constructs.
Lighting. Complete darkness.
Overcharged Door. The Tenebrous Creed cultists forced this door open to gain access to the workshop. When the cultists got what they needed, they were unable to fully close the door, leaving a 1-inch gap between the door and wall.
The mechanism on the side of the wall, facing the door is also exposed. The door and the mechanism around it are overflowing with Far Realm energy. The dangerous energy visibly coruscates across the door.
What do you do?
(Have an eyedrake push the door open, maybe?)
(I'm up for the final battle. I've already died once, LOL, what's the worst that could happen?)
Famous last words
So, you want an eyedrake to push the door open? Understanding this suggestion, they look in unison at the door, then back to you, then the door, then back to you again and give you a very hard stare. This door us crackling with far realm energy. It looks visibly dangerous
<can I suggest an Int (arcana) or (Investigation) check?>
Investigation 16
(Bah work too busy lately! I’ll carch up tonight)
Ssm cones up with an ingenious plan to stabilize the Far Realm energy around the door and the mechanism.
<you make uo the details if you want. Mechanically, you succeed. The door is, evidently, safe>
Investigation 23. “That door looks dangerous..”. Tetrevess says. “But I’d like to see what is in the room beyond. “. He asks the eyedrakes what they know of this place.
I’m up for the battle. Are there more artifacts we should have in order to increase our odds? Tetrevess can converse with the eyedrakes in draconic.
The eyedrakes literally just got here from an incomprehensible dimension. They seem nonplussed: "you just summoned us here. What would I know about this place?"
<you have, in fact, made the door safe. If I let the eyedrakes open it before the investigation check, which somwhow alloes you to mcguyver (old reference) the thing out of the danger zone (even older reference, new sequel) it woukd have exploded. A lot. The door was arguably a bigger threat than the monsters.>
The room beyond the door is 15 feet wide and 30 feet long. Tables and cabinets hug the walls of this room, which is filled with smith’s tools, metal objects that resemble humanoid limbs, and other contraptions used for building constructs.
Lighting. Complete darkness
Any creature that searches the room finds two potions of superior healing in one of the cabinets.
Characters who make a successful DC 15 Intelligence (Investigation) check while searching the room find scroll cases containing diagrams and detailed instructions on how to create these constructs. The detailed clockwork creatures are similar to those encountered in previous adventures in Xorvintroth. The Far Realm symbols are confusing, and exactly how the scrolls are used to create a new peacekeeper is unclear, but the characters realize
Zehira and the Harpers will want to see them.
The scrolls also detail how to disassemble the peacekeepers and use one of its limbs to open any doors inside the Supreme Forge. A character who makes a successful DC 17 Intelligence (Arcana or Investigation) check can activate a metallic peacekeeper’s limb for 1 hour and use it to open any doors in the Supreme Forge without triggering traps.
<i really dont care about these checks. Its just content you dont get if you fail, so what's the point?>
sam
investigation 16
Not sure if thsts to examine the documents or use the machines,, but either way we'll call it a success.
Amri would be familiar with the peacekeepers robots, btw.
Also, this is just what the book says. Do whatever you want with these things. Kwalish might like to see something of these, automatons being his specialty. (For those of you who know who that even is).
If you're ready we can move to the next zone. I'll automatically push forward in a few hours unless either way.
Being a Harper, Amri will stuff the scrolls and cases into his pack. He'll also grab one of the healing potions.
(OOC my suggestion on the eyedrakes and the door was that I figured they were from the Far Realm, so maybe "Far Realm energy" wouldn't hurt them. Guess I was wrong about that.)
<there's only one room left. In this room, the characters face the Tenebrous Creed’s last remaining members, its leadership. If defeated, this small sect of Shar’s followers that wants to bring Father Llymic to the Material Plane will be no more.
The room is 50 feet in diameter. The northeast stairwell leads to a room blocked off by the dark-purple energy dome. The room’s 40-foot high ceiling is . . . missing, replaced by a portal to the Far Realm.
This clockwork machine in the northwest corner is cobbled together from artifacts and mechanical parts found in the Supreme Forge. The machine is 20 feet long and has four metal tubes that pierce the portal where the room’s ceiling would be.
Twenty Far Realm batteries are attached to the device. The apostles of the Tenebrous Creed assembled this to tear an opening in reality and summon Father Llymic to the Material Plane. The machine is immune to all damage while the apostles are conscious. Lighting. Complete darkness
Stone double-doors recess into the walls when it opened. Each door is 5 feet wide and 10 feet tall.
On the wall next to the stairs is a magical 1-foot-square panel. The panel has an engraving of a dragon decorated with spiked fittings. Below it, another engraving in Draconic reads:
“I transform myself to let my people reach the viridian sphere beyond the veil of stars. I turn myself into a weapon. Forged from the knowledge of my elders and powered by the stars. Our wrath roars. Our fury grows. We will be free. Bend the knee.”
Any character who has 20 hit points or fewer can see the engraving on the panel glowing green and can understand the writing even if they don’t speak Draconic. Alternatively, a character can use the mimic battery and expend 3 charges to make the panel glow green until a creature touches it. A willing character who touches the panel while it’s glowing green can transform into one of the Inquest’s greatest inventions
...
Tetrevess arcana 27 to consult on the various items- he helps load things into the portable hole(as long as they are safe to transport there!).
“Fight with us- there is plenty of treasure here to share” Tetrevess tells the Eye drakes. He manifests his book’s spectral form (looks like a wizened old man’s head, glowing green). and sends it in ahead to scout the room- and see who is there to fight.
Sam turns to T “what do you think of this” pointing towards the door “with your experience in the astral sea or wherever you went to during the embassy attack you think we should have a mutual benefit about this place, the world serpent teaches us… I mean me that my kind” point to his scales “regardless of what type yuti, naga, lizard folk and in a case Dragonborn should be the ones in charge, it’s my belief that certain humans like your self should be allowed into this ringlet of races if you will” he pause to see if anything changes “if you think your new colours” suggesting about the red wizards “ don’t suit you and you don’t want to go back to your original time I will be needing a wizard like yourself in my court I plan on making”
(I don't think we have 3 charges left, do we?
Ok, are we in the room? How many cultists? Are Tet and Sam conversing outside the room? If so, Amri will wait for them before confronting cult leadership.)
Instead of a ceiling, you see a night sky filled with bright stars and monstrous tentacles writhing from afar. Father Llymic, encased in melting ice, is slowly descending to the portal’s location in the Far Realm. The three Tenebrous Creed apostles look at you as you enter. Except for their faces, their features are obscured by ragged, bright-yellow robes.
One has a feline face with glowing, starry flesh.
Another is a tortle with glossy, emeraldine skin and faded yellow eyes.
The last is a goliath who bears the facial markings used by Icewind Dale’s Thuunlakalaga clan.
All three recite the unholy words of the Tenebrous Creed:
“From afar he comes. Here the light succumbs. Shadows will overwhelm. As frost embraces the realm. For Shar. For Shar.”
<straight copy paste. I do assume you enter. Technically Tetrevess' book sees this first, which gives you the option to just not enter, i guess. An easy retcon, if needed.>
Amri recognize the goliath as one of Kaskur Spearsong’s (Thuunlakalaga clan leader) hunters and close friends, who fled Xorvintroth with objects from the ruins.
Roll for initiative!
Torltle 11
Goliath 16
Tabaxi 10