Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Rubin moves from his position, so he is not where he was previously when the creature comes back out again. He then casts bless on himself, Gerry, and Ardeth
Ardeth is very perplexed by these rock creatures. Reminding him of his mountain home and the mysteries and folktales his people would share around a campfire.
Snapping out of his nostalgia he casts Guiding Bolt toward the blood coveted obsidian beast:
[Lvl 4 Guiding Bolt, 7d6 radiant damage and the next attack roll against the creature has advantage. Roll from discord. To hit: 23; Damage: 14;]
Gerry and Benagol are alert, weapons drawn. Others are in the backline, ranged weapons at the ready for this creature to appear.
Gerry, for one moment the ground below you shudders. The next moment, the creature bursts from the ground shards of obsidian fly in all directions. The large creature slams down on you with his obsidian arms, in between you and Benagol. (Anyone who readied an action will get their action after the creature attacks).
Creature: Slam Attack: 19 Damage: 17 Creature: Slam Attack: 17 Damage: 11
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DM - A Quest for the Shunned City (Groups 1 and 2)
(Gerry if you want you can attack the creature out of spite)
With the barrage of attacks from the party, the creature crumbles into tiny obsidian pieces. When the pieces hit the ground, they disappear...There is no trace left of the monster. Combat is over!
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DM - A Quest for the Shunned City (Groups 1 and 2)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
"Not a very welcoming place..." Rubin says with a glance around. He moves to the others, keeping his eyes aleart for any other such creatures, while the others collect and look to their wounds.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Rubin you check the bodies, and they have only been dead for a few hours. You can see that the obsidian that scatters the ground heading to the south is disturbed and you think there were more cultists that retreated and headed to the south. You all are heading East/South East, so you are not heading in the same direction. They have 15GP among them, but did not leave much behind.
(I will post the Well of Secret's encounter tomorrow.)
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DM - A Quest for the Shunned City (Groups 1 and 2)
After seeing the cultist are not heading in the same direction, Jannell leads the party further into the Obsidian Plain. After another two days travel you arrive at the Well of Secrets.
Like a black stab wound shattering the charred land around it, a pit 30-feet wide in diameter and 200-feet deep lies before you. Shards of sharp, obsidian glass surround its edges like black teeth in the maw of some wicked gargantuan worm. The climb looks treacherous, and a quick inspection of the obsidian rocks around you finds they are razor sharp, even to the smallest of touch. You aren't sure you can tie a rope to the rocks. Jannell shakes her head, "It can never be easy can it? This is where the well is marked on the maps. It must be towards the bottom of the pit."
This encounter was written to be in increments. So here is what I will do. I will allow you all to think of a game plan to get down the pit. Once you have an idea, I will say how many checks we will need and how far down you can get. This is a dangerous descent, they may be falling or environment damage taken. Let me know if you have questions in discord, or feel free to game plan in #player-discussion
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DM - A Quest for the Shunned City (Groups 1 and 2)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
The party discuss how to best climb down the pit without putting themselves into much danger. Reggie and Rubin construct the idea of using Rope Trick to make an anchor, while then knotting additional rope to climb down the treacherous obsidian pit. The party climbs down the pit with two casts of Rope Trick and some close calls to the sharp rocks, but are able to descend into the pit without harm. At the bottom of the pit, there is a tunnel that leads east. The party careful traverse the tunnel, checking for traps, and find a dead-end into a door made of solid obsidian. After checking for traps and finding that the door doesn't have a handle, the party use their strength to shove the door open. It opens into a chamber.
This 30-foot diameter circular chamber was expertly carved from the obsidian. And it appears that someone once lived here. A large, round, stone table 10-feet across dominates the center of the room, well-used mining tools and eating implements spread over it. The table rests over a large, colorful carpet that, oddly, hasn't been affected by the extreme heat as it looks in pristine condition. At the southern end of a room, a map of the continent of Elsath hangs on the wall. A shield made of what-looks-like shimmering feathers rests against it. Finally, sitting at the table opposite of the map is a skeleton wearing brightly color armor, but unlike any you've ever seen. The skeleton's skull is elongated like a lizard, with two huge eye sockets. A bony ridge extends from the top of it's head like a fin. Through its vacant eye sockets, the skeleton stares at the map on the wall. One of its bony hands is raised in front of it, fingers upward as if it was once holding something.
Jannell scans the room. She firsts eyes the skeleton, approaches to get a closer looks, then says "This must have been Brother Riane. My father's journal described him well, he was the last of the Couatl Heralds to ever leave the Blood Jungle. Before disappearing, Riane told the tale of the 'True Last Heralds'. He states, that one hundred years after the death of the Last Herald, four braves souls would be chosen by the gods to find the Shunned City and enter its sacred temple. The True Last Heralds are meant to defeat the Black Tezcatlipoca, the elder god, and banish them to the Realm Beyond." (Jannell would have told you that the jungle of Elsath was called the Blood Jungle). " Riane must have made a home here, not to be disturbed in his last years of life."
Jannell then looks to the map on the wall. She immediately recognizes the outline as Elsath from the map in her fathers journal.
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DM - A Quest for the Shunned City (Groups 1 and 2)
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Gerry will do so, then ready an attack for if it surfaces near him.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Rubin moves from his position, so he is not where he was previously when the creature comes back out again. He then casts bless on himself, Gerry, and Ardeth
Round 1 Action:
Ardeth is very perplexed by these rock creatures. Reminding him of his mountain home and the mysteries and folktales his people would share around a campfire.
Snapping out of his nostalgia he casts Guiding Bolt toward the blood coveted obsidian beast:
[Lvl 4 Guiding Bolt, 7d6 radiant damage and the next attack roll against the creature has advantage. Roll from discord. To hit: 23; Damage: 14;]
Round 2 initiative:
Benagol
Creature
Reggie
Rubin
Gerry
Ardeth
Benagol begins to move forward, using the Dash to get within 10 feet of Gerry.
DM - A Quest for the Shunned City (Groups 1 and 2)
Gerry and Benagol are alert, weapons drawn. Others are in the backline, ranged weapons at the ready for this creature to appear.
Gerry, for one moment the ground below you shudders. The next moment, the creature bursts from the ground shards of obsidian fly in all directions. The large creature slams down on you with his obsidian arms, in between you and Benagol. (Anyone who readied an action will get their action after the creature attacks).
Creature: Slam Attack: 19 Damage: 17
Creature: Slam Attack: 17 Damage: 11
DM - A Quest for the Shunned City (Groups 1 and 2)
Reggie, you fire your heavy crossbow and crit the creature! 12 damage from the cross bow, 17 + 15 sneak attack damage.
DM - A Quest for the Shunned City (Groups 1 and 2)
Ardeth also casts guiding bolt at the creature dealing 14 radiant damage.
DM - A Quest for the Shunned City (Groups 1 and 2)
(Gerry if you want you can attack the creature out of spite)
With the barrage of attacks from the party, the creature crumbles into tiny obsidian pieces. When the pieces hit the ground, they disappear...There is no trace left of the monster. Combat is over!
DM - A Quest for the Shunned City (Groups 1 and 2)
Gerry will give the rock pile a lil’ poke just for good measure.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
It has disappeared, at least from this plane.
DM - A Quest for the Shunned City (Groups 1 and 2)
Ardeth looks at the area the creature used to inhabit and wonders to himself
”What a wonderful welcome to this place...”
"Not a very welcoming place..." Rubin says with a glance around. He moves to the others, keeping his eyes aleart for any other such creatures, while the others collect and look to their wounds.
After the dust settles is there anything you all would like to do?
DM - A Quest for the Shunned City (Groups 1 and 2)
Continue on.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Gerry shrugs, and follows.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Rubin would look around the area for any bodies or remains of others the creature might have killed.
Perception: 24
Rubin you check the bodies, and they have only been dead for a few hours. You can see that the obsidian that scatters the ground heading to the south is disturbed and you think there were more cultists that retreated and headed to the south. You all are heading East/South East, so you are not heading in the same direction. They have 15GP among them, but did not leave much behind.
(I will post the Well of Secret's encounter tomorrow.)
DM - A Quest for the Shunned City (Groups 1 and 2)
After seeing the cultist are not heading in the same direction, Jannell leads the party further into the Obsidian Plain. After another two days travel you arrive at the Well of Secrets.
Like a black stab wound shattering the charred land around it, a pit 30-feet wide in diameter and 200-feet deep lies before you. Shards of sharp, obsidian glass surround its edges like black teeth in the maw of some wicked gargantuan worm. The climb looks treacherous, and a quick inspection of the obsidian rocks around you finds they are razor sharp, even to the smallest of touch. You aren't sure you can tie a rope to the rocks. Jannell shakes her head, "It can never be easy can it? This is where the well is marked on the maps. It must be towards the bottom of the pit."
This encounter was written to be in increments. So here is what I will do. I will allow you all to think of a game plan to get down the pit. Once you have an idea, I will say how many checks we will need and how far down you can get. This is a dangerous descent, they may be falling or environment damage taken. Let me know if you have questions in discord, or feel free to game plan in #player-discussion
DM - A Quest for the Shunned City (Groups 1 and 2)
Gerry scratches his head, and stares thoughtfully at the pit.
"Uh . . .lots and lots of padding? Anyone have any spikes?"
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
The party discuss how to best climb down the pit without putting themselves into much danger. Reggie and Rubin construct the idea of using Rope Trick to make an anchor, while then knotting additional rope to climb down the treacherous obsidian pit. The party climbs down the pit with two casts of Rope Trick and some close calls to the sharp rocks, but are able to descend into the pit without harm. At the bottom of the pit, there is a tunnel that leads east. The party careful traverse the tunnel, checking for traps, and find a dead-end into a door made of solid obsidian. After checking for traps and finding that the door doesn't have a handle, the party use their strength to shove the door open. It opens into a chamber.
This 30-foot diameter circular chamber was expertly carved from the obsidian. And it appears that someone once lived here. A large, round, stone table 10-feet across dominates the center of the room, well-used mining tools and eating implements spread over it. The table rests over a large, colorful carpet that, oddly, hasn't been affected by the extreme heat as it looks in pristine condition. At the southern end of a room, a map of the continent of Elsath hangs on the wall. A shield made of what-looks-like shimmering feathers rests against it. Finally, sitting at the table opposite of the map is a skeleton wearing brightly color armor, but unlike any you've ever seen. The skeleton's skull is elongated like a lizard, with two huge eye sockets. A bony ridge extends from the top of it's head like a fin. Through its vacant eye sockets, the skeleton stares at the map on the wall. One of its bony hands is raised in front of it, fingers upward as if it was once holding something.
Jannell scans the room. She firsts eyes the skeleton, approaches to get a closer looks, then says "This must have been Brother Riane. My father's journal described him well, he was the last of the Couatl Heralds to ever leave the Blood Jungle. Before disappearing, Riane told the tale of the 'True Last Heralds'. He states, that one hundred years after the death of the Last Herald, four braves souls would be chosen by the gods to find the Shunned City and enter its sacred temple. The True Last Heralds are meant to defeat the Black Tezcatlipoca, the elder god, and banish them to the Realm Beyond." (Jannell would have told you that the jungle of Elsath was called the Blood Jungle). " Riane must have made a home here, not to be disturbed in his last years of life."
Jannell then looks to the map on the wall. She immediately recognizes the outline as Elsath from the map in her fathers journal.
DM - A Quest for the Shunned City (Groups 1 and 2)