Saj, whistles softly, looking at the map-copying stone. "That's handy... Does it make copies too?" He shakes his head to regain his focus, trunk and ears flopping and flapping. "So I guess that's it then? We pick a starting place, clear it out, move on to the next, so on and so forth until we succeed or more likely die screaming?" He looks around at the others, his trunk grabbing another apple and starts munching on it. "I guess if I have other questions, I'll ask them later if I'm not dead. Or maybe write them down for someone else to ask after I die... Either way. I guess I'm ready when the rest of you are."
"Our size, could be an issue until we learn, how, to work together. Perhaps, this area in the upper right, near the dark gardens. That name suggests more open area which may keep our size from being a deterrent. From there we can head south. Masters Domain seems a place of control." Offers Sopa.
"Very well then,"says Syranna as the tapestry disintegrates revealing a magical portal behind it. "Please follow me."The red wizard then drops her invisibility spell revealing a short, thin female human in gold and crimson robes. Her head was completely bald and a crimson cloth was draped across the lower half of her face, shielding a full view of her appearance. She looked menacing, even dangerous, but this was to be expected of a Red Wizard, even an initiate. She stepped through the portal to demonstrate that it was indeed safe to do so, and the others followed her one by one.
On the other side, they found themselves entering a dark room reminiscent of the basement of a fortress. Large stone blocks formed the walls and floor, and the ceiling was so high that the darkness obscured it's surface. Numerous chains reached from control consoles of large levers into the darkness above and a large, semi-circular alcove featured a softly glowing magic circle on the ground. Upon a small table laid a lodestone attached to a silk string. The stone, which was about the size of a closed fist, also glowed gently in the same color array as the magic circle.
The tapestry of the Doomvault map hung on a far wall, as if it hadn't been moved in centuries. Syranna stood before it. "So, have you all decided on what point of entry you would like to use?"
' Rogues Will Be Rogues ' (Circle of Fives Admission Rules, § 6 par. IV) " Put It Down. Now. Or Be Sorry. " (D. Khar-Errendis' Reported Tips For Curing Soul Ailments And Assorted Bad Behaviours, v. LIV p.XIII) " Tween thisThy and yonThou, shall I prove to Thee that these art what thou dost see ? " (Grimoire of The Great Pananthyr) " This One has said enough. Now, we fight. This way please ?" (8th Grade Bronze Disciple Raulnar Drohjo, Way of the Open Palm)
"The Doomvault is divided into seven primary sectors, each focusing on a unique and terrifying motif: the Abyssal Prisons, the Blood Pens, the Masters’ Domain, the Far Realm Cysts, the Forests of Slaughter, the Ooze Grottos, the Predator Pools. Each sector is split into four zones, each of which explore a different facet of the theme. Within each zone is a number of areas detailing particular variations of the overarching sector motif."
She points to the lodestone on the small table as she pulls several large levers: "I can attune the glyph key on that table to any one of these seven teleportation circles." The room shakes as stone walls recede into the floor revealing six additional teleportation alcoves, three on each side of the original circle. "They correspond to the entry points within seven of the Doomvault's major sectors - this is how you will enter the complex.Two additional sectors exist: the Temples of Extraction and the Phylactery Vault, but they cannot be accessed from the gatehouse...though your ultimate goal is to find and enter these sectors, I do not have the ability to send you there directly. You must find another way from inside the Doomvault."
"Your glyph key and any others you may find along the way must first be attuned to a zone before it can be used to control the gates within that zone. Touching a glyph key provides a telepathic sense of any zones it is already attuned to. To attune a glyph key to a zone, you must locate the contact stones within that zone...these appear as a circle of magical glyphs displayed on a wall or an object. From these locations anyone holding a glyph key can telepathically contact me here in the gatehouse. From here I can remotely attune your glyph keys to that zone."
"It looks as though your friend has suggested beginning in the Blood Pens - a place of foul vermin, deadly swarms and much, much worse...if you are all certain of that selection, then please pick up your glyph key and gather onto the second teleportation circle from the left..."
"Hmm..." Yama says, her lips turning down into a frown. "Swarms, I hate swarms. Not because of the bugs or all that but because they are a pain kill. If we are doing that...maybe I should bring a few bottles of strong alcohol. Add a little fire and we'll have some crispy critters. " She gives a little smile and then brings up her arm to hide behind but that just shows an Oni smile from the tattoo on her forearm.
Saj gives a placid shrug. "All those names sound... Really unappetizing. But we have to start somewhere. Starting at the... Ugh, the Blood Pens is fine by me."
"I am not too fond of swarms myself. They get absolutely everywhere don't they, Athrú?" Saoirse comments. Perhaps triggered by the mention of said swarms the fey hound suddenly starts scratching itself with its hind foot.
"However if that is where we want to begin then so be it. If we are looking for alternatives, perhaps the Forests of Slaughter would also be a good choice."
Rollback Post to RevisionRollBack
Active Characters Tink - Elf ArtificerNicholas Meloncreek - Human Fighter Thurkear - Lizardfolk WarlockBjorn "Whitewalker" Akannathi - Goliath Ranger
"Ahh..I understand. Yes, the Blood Pens will be acceptable. They are adjacent to the Temple of Extraction which is our ultimate goal. Let us start there." Votes Sopa.
"Very well," says Syranna as the group gathers on the teleportation circle. Seeing that no one has heeded her instruction to take the glyph key, she uses a mage hand spell to lay it at their feet. "You'll need this, don't forget it," she says. "Look for the contact stones, that's how you can talk to me remotely. Remember, your goal is to explore the Doomvault and deal as much damage to the Thayans as possible. Ultimately, you must learn how to access the Phylactery Vault, and destroy all the phylacteries within. It won't be like smashing a teacup though...there's far more involved in destroying a lich's source of unlife and power."
"Kill as many of the monsters as you can, but understand that some will be beyond your ability. Others may be willing to help you if given the right incentive...not all that you encounter must be dealt with using violence. Also, two prisoners: Shalendra Floshin and Kelson Darktreader may be able to aid you on your quest if you can find and rescue them. Unfortunately, I have no idea where they are being held."
"I'm sure you will pick up the rest along your way, but stay keen and don't tarry...the dungeon will 'know' that you are inside it and it will take measure to purge itself of your presence...good luck..." And with that, the party winks out of existence in the gatehouse and appears in the northeast corner of what looks like an abandoned garden. Dead and blackened thorny vines cover the walls and floor, which are peppered with small, circular holes the size of a human fist. A group of zombies led by a pair of wights press against two sets of double doors situated on the western and southern walls.
Yama was surprised and then not surprised at the sudden scenery change and the a group of undead in front of them. With shield already out she reaches down to draw her blade.
Magnus seems nonplussed about the whole situation. What his "master" was seeking lay in the Doomvault, of that he was certain. He grabs the glyph from the floor and opens his mouth to finally weigh in on the matter, before he found himself in a garden of the dead. Seeing the undead, he mutters under his breath, "Why does it seem the gods mock me?"
Out loud he says, "Be on your guard. Oblivion awaits."
(Initiative: 16 )
Rollback Post to RevisionRollBack
DM - Saturday and Tuesday: Eberron
Player - PBP: (Vaxis, Dragonborn Cleric of Bahamut, DoIP), Discord: Byron Bojengles III (Dragonmarked Half-Elf Rogue/Warlock Hexblade)
This post has potentially manipulated dice roll results.
Yama crouches low, almost most impossibly low and leans forward with her shield arm to the side and her sword down by her left hip. She breaths a deep calming breath and then springs forward at the Wright. At the last moment she completes her spell and lashes out with all its power.
Action: move 25 to strike Wright, then after Action move 5ft away. No AoO due to swashbuckler trait
Action: strike with booming blade spell for crazy damage
Attack 13 21 to hit
Sword does radiant damage +1d8 if undead, +1d8 thunder for booming blade + 2d6 sneak due to swash trait.
Unable to parse dice roll. thunder + 6 sneak, 7 additional thunder if it willingness moves.
Bonus: if wasn't allowed sword to be ignited prior to turn and initiating combat, ignite it. If it was allowed then bonus action dash to return to starting position
This post has potentially manipulated dice roll results.
As soon as Yama moves forward, animated vines shoot out of the holes and into every part of the room. All non-undead creatures in the room when the vines emerge must succeed on a DC 13 Dexterity saving throw or become restrained by a vine. A creature takes 7 piercing damage each time it starts its turn restrained in this way.
Saj, whistles softly, looking at the map-copying stone. "That's handy... Does it make copies too?" He shakes his head to regain his focus, trunk and ears flopping and flapping. "So I guess that's it then? We pick a starting place, clear it out, move on to the next, so on and so forth until we succeed or more likely die screaming?" He looks around at the others, his trunk grabbing another apple and starts munching on it. "I guess if I have other questions, I'll ask them later if I'm not dead. Or maybe write them down for someone else to ask after I die... Either way. I guess I'm ready when the rest of you are."
"Our size, could be an issue until we learn, how, to work together. Perhaps, this area in the upper right, near the dark gardens. That name suggests more open area which may keep our size from being a deterrent. From there we can head south. Masters Domain seems a place of control." Offers Sopa.
**This Space for Rent**
"Very well then," says Syranna as the tapestry disintegrates revealing a magical portal behind it. "Please follow me." The red wizard then drops her invisibility spell revealing a short, thin female human in gold and crimson robes. Her head was completely bald and a crimson cloth was draped across the lower half of her face, shielding a full view of her appearance. She looked menacing, even dangerous, but this was to be expected of a Red Wizard, even an initiate. She stepped through the portal to demonstrate that it was indeed safe to do so, and the others followed her one by one.
On the other side, they found themselves entering a dark room reminiscent of the basement of a fortress. Large stone blocks formed the walls and floor, and the ceiling was so high that the darkness obscured it's surface. Numerous chains reached from control consoles of large levers into the darkness above and a large, semi-circular alcove featured a softly glowing magic circle on the ground. Upon a small table laid a lodestone attached to a silk string. The stone, which was about the size of a closed fist, also glowed gently in the same color array as the magic circle.
The tapestry of the Doomvault map hung on a far wall, as if it hadn't been moved in centuries. Syranna stood before it. "So, have you all decided on what point of entry you would like to use?"
"This One will serve, as This One has previously stated," Rohjo said bluntly. "May we all perform well on this day, no matter where... !"
' Rogues Will Be Rogues ' (Circle of Fives Admission Rules, § 6 par. IV)
" Put It Down. Now. Or Be Sorry. " (D. Khar-Errendis' Reported Tips For Curing Soul Ailments And Assorted Bad Behaviours, v. LIV p.XIII)
" Tween thisThy and yonThou, shall I prove to Thee that these art what thou dost see ? " (Grimoire of The Great Pananthyr)
" This One has said enough. Now, we fight. This way please ?" (8th Grade Bronze Disciple Raulnar Drohjo, Way of the Open Palm)
"Does anybody else, have a preference? If not then let us head to the gardens in the north east corner." Poses Sopa.
**This Space for Rent**
"The Doomvault is divided into seven primary sectors, each focusing on a unique and terrifying motif: the Abyssal Prisons, the Blood Pens, the Masters’ Domain, the Far Realm Cysts, the Forests of Slaughter, the Ooze Grottos, the Predator Pools. Each sector is split into four zones, each of which explore a different facet of the theme. Within each zone is a number of areas detailing particular variations of the overarching sector motif."
She points to the lodestone on the small table as she pulls several large levers: "I can attune the glyph key on that table to any one of these seven teleportation circles." The room shakes as stone walls recede into the floor revealing six additional teleportation alcoves, three on each side of the original circle. "They correspond to the entry points within seven of the Doomvault's major sectors - this is how you will enter the complex.Two additional sectors exist: the Temples of Extraction and the Phylactery Vault, but they cannot be accessed from the gatehouse...though your ultimate goal is to find and enter these sectors, I do not have the ability to send you there directly. You must find another way from inside the Doomvault."
"Your glyph key and any others you may find along the way must first be attuned to a zone before it can be used to control the gates within that zone. Touching a glyph key provides a telepathic sense of any zones it is already attuned to. To attune a glyph key to a zone, you must locate the contact stones within that zone...these appear as a circle of magical glyphs displayed on a wall or an object. From these locations anyone holding a glyph key can telepathically contact me here in the gatehouse. From here I can remotely attune your glyph keys to that zone."
"It looks as though your friend has suggested beginning in the Blood Pens - a place of foul vermin, deadly swarms and much, much worse...if you are all certain of that selection, then please pick up your glyph key and gather onto the second teleportation circle from the left..."
"Hmm..." Yama says, her lips turning down into a frown. "Swarms, I hate swarms. Not because of the bugs or all that but because they are a pain kill. If we are doing that...maybe I should bring a few bottles of strong alcohol. Add a little fire and we'll have some crispy critters. " She gives a little smile and then brings up her arm to hide behind but that just shows an Oni smile from the tattoo on her forearm.
Saj gives a placid shrug. "All those names sound... Really unappetizing. But we have to start somewhere. Starting at the... Ugh, the Blood Pens is fine by me."
"I am not too fond of swarms myself. They get absolutely everywhere don't they, Athrú?" Saoirse comments. Perhaps triggered by the mention of said swarms the fey hound suddenly starts scratching itself with its hind foot.
"However if that is where we want to begin then so be it. If we are looking for alternatives, perhaps the Forests of Slaughter would also be a good choice."
Active Characters
Tink - Elf Artificer Nicholas Meloncreek - Human Fighter
Thurkear - Lizardfolk Warlock Bjorn "Whitewalker" Akannathi - Goliath Ranger
"Ahh..I understand. Yes, the Blood Pens will be acceptable. They are adjacent to the Temple of Extraction which is our ultimate goal. Let us start there." Votes Sopa.
**This Space for Rent**
"Very well," says Syranna as the group gathers on the teleportation circle. Seeing that no one has heeded her instruction to take the glyph key, she uses a mage hand spell to lay it at their feet. "You'll need this, don't forget it," she says. "Look for the contact stones, that's how you can talk to me remotely. Remember, your goal is to explore the Doomvault and deal as much damage to the Thayans as possible. Ultimately, you must learn how to access the Phylactery Vault, and destroy all the phylacteries within. It won't be like smashing a teacup though...there's far more involved in destroying a lich's source of unlife and power."
"Kill as many of the monsters as you can, but understand that some will be beyond your ability. Others may be willing to help you if given the right incentive...not all that you encounter must be dealt with using violence. Also, two prisoners: Shalendra Floshin and Kelson Darktreader may be able to aid you on your quest if you can find and rescue them. Unfortunately, I have no idea where they are being held."
"I'm sure you will pick up the rest along your way, but stay keen and don't tarry...the dungeon will 'know' that you are inside it and it will take measure to purge itself of your presence...good luck..." And with that, the party winks out of existence in the gatehouse and appears in the northeast corner of what looks like an abandoned garden. Dead and blackened thorny vines cover the walls and floor, which are peppered with small, circular holes the size of a human fist. A group of zombies led by a pair of wights press against two sets of double doors situated on the western and southern walls.
Yama was surprised and then not surprised at the sudden scenery change and the a group of undead in front of them. With shield already out she reaches down to draw her blade.
Iniative 24
ROLLING INITIATIVE:
24 - YAMATSUNAMI
11 - SAOIRSE // ATHRÚ
13 - MAGNUS
10 - DROHJO
22 - SCREECH
2 - SAJ
12 - SOPA // CLANK // CLINK
5 - CLUNK
3 - WIGHT 1
19 - WIGHT 2
11 - ZOMBIE 1
5 - ZOMBIE 2
15 - ZOMBIE 3
7 - ZOMBIE 4
1 - ZOMBIE 5
15 - ZOMBIE 6
7 - ZOMBIE 7
Magnus seems nonplussed about the whole situation. What his "master" was seeking lay in the Doomvault, of that he was certain. He grabs the glyph from the floor and opens his mouth to finally weigh in on the matter, before he found himself in a garden of the dead. Seeing the undead, he mutters under his breath, "Why does it seem the gods mock me?"
Out loud he says, "Be on your guard. Oblivion awaits."
(Initiative: 16 )
DM - Saturday and Tuesday: Eberron
Player - PBP: (Vaxis, Dragonborn Cleric of Bahamut, DoIP), Discord: Byron Bojengles III (Dragonmarked Half-Elf Rogue/Warlock Hexblade)
Other games: (Aardwolf MUD, Diablo 3, Starcraft 2, Pokemon, Borderlands {all})
Yama crouches low, almost most impossibly low and leans forward with her shield arm to the side and her sword down by her left hip. She breaths a deep calming breath and then springs forward at the Wright.
At the last moment she completes her spell and lashes out with all its power.Action: move 25 to strike Wright, then after Action move 5ft away. No AoO due to swashbuckler traitAction: strike with booming blade spell for crazy damageAttack 13 21 to hitSword does radiant damage +1d8 if undead, +1d8 thunder for booming blade + 2d6 sneak due to swash trait.Unable to parse dice roll. thunder + 6 sneak, 7 additional thunder if it willingness moves.Bonus: if wasn't allowed sword to be ignited prior to turn and initiating combat, ignite it. If it was allowed then bonus action dash to return to starting positionMessed up radiant code 6 radiant + 3 thunderThis is not the post you're looking for.
**This Space for Rent**
As soon as Yama moves forward, animated vines shoot out of the holes and into every part of the room. All non-undead creatures in the room when the vines emerge must succeed on a DC 13 Dexterity saving throw or become restrained by a vine. A creature takes 7 piercing damage each time it starts its turn restrained in this way.
DC 13 Dexterity Saves:
13 - YAMATSUNAMI
15 - SAOIRSE
14 - ATHRÚ
10 - DROHJO
7 - SCREECH
14 - SAJ
16 - SOPA
15 - CLANK
15 - CLICK
2 - CLUNK
And she becomes stuck. Growling, she attempts to rip her legs free of the vine and tries to free
Action: Athletics check 17
Bonus action second wind 6
POSTING FOR SOPA:
Screech tries to twist its tiny body free of the vines:
Dexterity (Acrobatics): 6 vs. DC13