This post has potentially manipulated dice roll results.
desperate times, desperate measures..
Tetrevess yells wildly, and runs to Thesslar, swinging his staff wildly but casts thunder step hitting Thasslar, his homunculus, and the Hydra for 11 electrical damage (Con DC 19 for half) as he teleports 90’ to the south.
This post has potentially manipulated dice roll results.
Getting a bearing of her surroundings briefly, and eyeing the creature who had injured her, standing with care, Etny draws one of her thundersteel arrows, and aims. Breathing a silent prayer to the All-Mother, her eyes glow slightly as she is able to mark this creature.
(I cast Hunter's Mark on my next shots as a bonus action. This will add the obligatory 1d6 to my damage roll.)
Etny let's the arrow fly. 19, and 4 piercing damage + 3 lightning damage, with the 1 from Hunter's Mark, if the attack hits.
With multiattack, she draws a second thundersteel arrow, and fires at the thessalgorgon. 22 to hit. If hits, 6 piercing, 7 lightning, and 3 from Hunter's Mark.
Drawing upon her inner strength to push past the pain, she draws yet one more thundersteel arrow (I use my action surge). 29 to hit. 5 piercing, 4 lightning, and finally 3 from Hunter's Mark.
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My Characters:
Etny Elvenbridge Female Human (Variant) Ranger 6/Fighter 2/Barbarian 1
Eline Rygr Female Human (Variant) Fighter 3/Paladin 1
At this point the PCs have cut off 4 of the 8 serpent heads from the thessalgorgon. It now grows back 2 for every one removed, bringing the total to 12. It seems to grow stronger with each snake it regrows.
The gorgon blasts Etrigan and Tetrevess with a cone of petrifying breath. DC 16 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
The gorgon then moves to attack Barril
The hydra, meanwhile dashes into the room, following Thessalar who likewise dashes into the fray, flailing his arms in front of him, pressing his hands against the shimmering iridescent ball which surrounds him.
Etrigan, still in the appearance of a lizard folk shaman barely resists the petrifying breath and turns to blast the thessalgorgon with his rod. Eldritch blast: 17 Damage: 15 Eldritch blast: 27 Damage: 15 Crit damage:6
(“The guide has 6 charges, and regains 1d6 expended charges daily at dawn. Teleporting itself and the party to either adventure locale or back to its home manor costs a guide 1 charge. A guide can also be commanded to spend 1 or more charges to manipulate time in the local area at either adventure location.
Guides can gain additional charges by harvesting life energy from creatures. The cost is 2d6 per charge…”
Is there a reason we have not teleported the party with the gems to a different adventure locale or back to its home manor? 2d6 would not kill Barril right now)
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Leif Pedersen - Human Druid - Beyond the Ragnarök
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
(OOC: Oops, there has been a lot of information to digest in this game, coming in mid game, and I admit that I didn´t read this part, believing the guide could make us time travel and nothing else. Sounds like a brilliant idea, Etrigan is all for it :-)
Is that what you all wish to do? I think I still need a save from Tetrevess, but it could still work on a failed save.
<My thoughts on the mechanical guide and how its been working in our game:>
I have long considered this point and mentioned it the last time the party wished to teleport out of the dungeon. I have considered whether you would opt for it and while I think it was intended by the authors as just a means of bypassing overland travel, I see no reason it wouldn't just work. This feature is not handled as a spell - there are no further details given about it. The issue is that it might be pretty OP given that it works on the same charge mechanic that draws on a relatively large and renewable pool of HP - something I did to encourage the use of the INTERESTING mechanic the guide has. So, here's where I'm at with the guides: this concept, while interesting, was not a hit. I did not manage to improve it to the point of making it viable and I don't think I'd include it again, making time skips written into the game the result of a random dice roll rather than a choice and completely eliminating the need to have a robot walking around the dungeon with the PCs and all the quirks that accompany it.
In the short term, I'm going to let this work, but I'm thinking of what it looks like - I see it as a calculation of transporting the group and itself to the destination, it feels like a ritual. So, after this use, I'm saying it has a longer casting time - I think 10 minutes makes sense for it. I'm also saying that if you take it with you into the dungeon (as opposed to leaving it parked outside) the time skip effects become random triggers (rather than requiring charges). Based on this 'playtest' I'd say the throw out ability has become a 'parachute' of immense value and the actual feature of the thing has proven an unwanted liability - a curse, if you will. Given the huge shift in how it works, the charges will also be different. I think 1 per day is simple enough. Yes I am rewriting the rules of how this works mid-game, because I think it was designed poorly to begin with and because this is indeed mid-game. You're leaving the first of 2 dungeons, having pretty much completed what you set out to do, the other part is basically a different module.
I invite your feedback on this; let me know your thoughts.
This post has potentially manipulated dice roll results.
(I thought tetrevess was further south than the others since I used thunder step, but here’s a con save: He absolutely wants to teleport to safety if possible!)
She had to be within 10 ft of the targets to use it on them, then move 90ft south. If ut was not supposed to hit the hydra she could ve further south, hit then the forfon would have just been firther south.
It's cropped from these maps, but in the full map posted previously it shows these to be 10ft squares. Sorry for the likely confusion. If he couldn't get both if you, he'd have lined up a different pair.
If you use the guide to escape, you leave 3 'gems' (infernal machine components) behind (for now at least).
You can rest in town or at the tomb or wherever you want. Sooner or later, you'll end up at the Tomb of Horrors and when you collect 3 more gems you advance to level 10. Alternately, you could come back to the temple of Moloch at any time and try to get the remaining gems (and possibly the missing gemsmith) and level up upon collecting those gems - (though not in the dungeon, rather over the course of a long rest).
So, can we get confirmation on the plan? Tetrevess is mute - frozen in stone (though his player can still express an opinion). Barril is presumed to still want to do it, Etrigan sounded like he was in favor of it. Correct me if im wrong on any of that. Etny has yet to voice her opinion on the matter.>
<sidenote: once per long rest use is wrong. I think once per 7 day is more in line with other infernal machine powered effects of similar magnitude. It is interesting that they use a 7 day system, per Oerth standards, rather than the 'tenday' favored on Toril. IRL the ten day week seems pretty rare historically - ancient China and post-revolution France being the only examples I'm aware of for that specific arrangement.>
<the manor is a relic of copy/paste for the mechanics of the guide that I didn't prune. I cut the whole intro to this story as it felt superfluous like the Baldur's Gate part of the accompanying hard-cover. In this campaign there are no manors as referred to in that rule, but you can simply return to the relevant questgiver herein - Moghadam the architect of the Tomb of Horrors.>
OK. Sounds like we're doing this. I'm inclined to just send you to Moghadam and let you turn in the loot. Sam at least is working for him, the rest of you can just be sub-contractors. He is actively recruiting people and you'll be no worse off for having not signed a contract with him. If you want to avoid him or approach hiim on diferent terms, thats up to you. I'm just transporting the party to the Tomb of Horrors. FYI - they have appropriated the manual of golems from the Temple of Moloch. I'd say its capable of being used to restore someone petrified by a gorgon.
The silent silver skeleton begins to glow brightly, the outline of its metallic bones shining through the beige woolen robe it wears.
In a flash of blinding light, the party is transported to the hill Sam alone would recognize as the site of the Temple where they met Moghadam -the architect of the Tomb being built on this site. As the brilliantly illuminated skeleton dims, a soft buzzing noise is heard as the pulsating subsonic waves of pressure that swelled as the light grew cease upon arrival at the worksite. It is twilight as a two small bands of dwarves clear their tables from meals just ended and make ready to bed down for the evening.
(PCs earlier never ventured into the tomb nor determined much about it. They don't know who it is for or what his goals or personality are like. There are some dwarven workers camped near the entrance and Moghaddam's office is accessible, more or less, directly from the exterior of the tomb. They two groups of dwarves are unfriendly with one another and both complain about the wages and woek conditions -though that is kind of par for the course with dwarves.)
End of combat. Roleplay is not turn-based. Proceed as you please.
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desperate times, desperate measures..
Tetrevess yells wildly, and runs to Thesslar, swinging his staff wildly but casts thunder step hitting Thasslar, his homunculus, and the Hydra for 11 electrical damage (Con DC 19 for half) as he teleports 90’ to the south.
Con save 18
The Thessalhyda cringes as it takes thunder damage
<Weird. it reparsed the roll when I added the description. originally it was a 20. I'm going with whatever it says when I hit save this time.>
Awaiting round 2 actions from Samogri and Etny.
<I was planning on posting a map at the end of the round.>
<Sam? Etny? Stuck in Holiday traffic?>
Sam will cast cure wounds on him self
2nd level
9
(Sorry, on it! Post incoming!)
My Characters:
Etny Elvenbridge Female Human (Variant) Ranger 6/Fighter 2/Barbarian 1
Eline Rygr Female Human (Variant) Fighter 3/Paladin 1
Getting a bearing of her surroundings briefly, and eyeing the creature who had injured her, standing with care, Etny draws one of her thundersteel arrows, and aims. Breathing a silent prayer to the All-Mother, her eyes glow slightly as she is able to mark this creature.
(I cast Hunter's Mark on my next shots as a bonus action. This will add the obligatory 1d6 to my damage roll.)
Etny let's the arrow fly. 19, and 4 piercing damage + 3 lightning damage, with the 1 from Hunter's Mark, if the attack hits.
With multiattack, she draws a second thundersteel arrow, and fires at the thessalgorgon. 22 to hit. If hits, 6 piercing, 7 lightning, and 3 from Hunter's Mark.
Drawing upon her inner strength to push past the pain, she draws yet one more thundersteel arrow (I use my action surge). 29 to hit. 5 piercing, 4 lightning, and finally 3 from Hunter's Mark.
My Characters:
Etny Elvenbridge Female Human (Variant) Ranger 6/Fighter 2/Barbarian 1
Eline Rygr Female Human (Variant) Fighter 3/Paladin 1
At this point the PCs have cut off 4 of the 8 serpent heads from the thessalgorgon. It now grows back 2 for every one removed, bringing the total to 12. It seems to grow stronger with each snake it regrows.
The gorgon blasts Etrigan and Tetrevess with a cone of petrifying breath. DC 16 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
The gorgon then moves to attack Barril
The hydra, meanwhile dashes into the room, following Thessalar who likewise dashes into the fray, flailing his arms in front of him, pressing his hands against the shimmering iridescent ball which surrounds him.
Etrigan con save:22 Last use of lucky feat:22
Etrigan, still in the appearance of a lizard folk shaman barely resists the petrifying breath and turns to blast the thessalgorgon with his rod.
Eldritch blast: 17 Damage: 15
Eldritch blast: 27 Damage: 15 Crit damage:6
He then goes on retreating 30´ further south.
(“The guide has 6 charges, and regains 1d6 expended charges daily at dawn. Teleporting itself and the party to either adventure locale or back to its home manor costs a guide 1 charge. A guide can also be commanded to spend 1 or more charges to manipulate time in the local area at either adventure location.
Guides can gain additional charges by harvesting life energy from creatures. The cost is 2d6 per charge…”
Is there a reason we have not teleported the party with the gems to a different adventure locale or back to its home manor? 2d6 would not kill Barril right now)
Leif Pedersen - Human Druid - Beyond the Ragnarök
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
(OOC: Oops, there has been a lot of information to digest in this game, coming in mid game, and I admit that I didn´t read this part, believing the guide could make us time travel and nothing else. Sounds like a brilliant idea, Etrigan is all for it :-)
Barril will instruct Logan to teleport the party to its home manor.
(Let me know if it had 0 charges available as Barril will gladly take 7 damage to get us all out of this.)
Leif Pedersen - Human Druid - Beyond the Ragnarök
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
Is that what you all wish to do? I think I still need a save from Tetrevess, but it could still work on a failed save.
<My thoughts on the mechanical guide and how its been working in our game:>
I have long considered this point and mentioned it the last time the party wished to teleport out of the dungeon. I have considered whether you would opt for it and while I think it was intended by the authors as just a means of bypassing overland travel, I see no reason it wouldn't just work. This feature is not handled as a spell - there are no further details given about it. The issue is that it might be pretty OP given that it works on the same charge mechanic that draws on a relatively large and renewable pool of HP - something I did to encourage the use of the INTERESTING mechanic the guide has. So, here's where I'm at with the guides: this concept, while interesting, was not a hit. I did not manage to improve it to the point of making it viable and I don't think I'd include it again, making time skips written into the game the result of a random dice roll rather than a choice and completely eliminating the need to have a robot walking around the dungeon with the PCs and all the quirks that accompany it.
In the short term, I'm going to let this work, but I'm thinking of what it looks like - I see it as a calculation of transporting the group and itself to the destination, it feels like a ritual. So, after this use, I'm saying it has a longer casting time - I think 10 minutes makes sense for it. I'm also saying that if you take it with you into the dungeon (as opposed to leaving it parked outside) the time skip effects become random triggers (rather than requiring charges). Based on this 'playtest' I'd say the throw out ability has become a 'parachute' of immense value and the actual feature of the thing has proven an unwanted liability - a curse, if you will. Given the huge shift in how it works, the charges will also be different. I think 1 per day is simple enough. Yes I am rewriting the rules of how this works mid-game, because I think it was designed poorly to begin with and because this is indeed mid-game. You're leaving the first of 2 dungeons, having pretty much completed what you set out to do, the other part is basically a different module.
I invite your feedback on this; let me know your thoughts.
(I thought tetrevess was further south than the others since I used thunder step, but here’s a con save: He absolutely wants to teleport to safety if possible!)
11. Con save.
She had to be within 10 ft of the targets to use it on them, then move 90ft south. If ut was not supposed to hit the hydra she could ve further south, hit then the forfon would have just been firther south.
It's cropped from these maps, but in the full map posted previously it shows these to be 10ft squares. Sorry for the likely confusion. If he couldn't get both if you, he'd have lined up a different pair.
Tetrevess is turned to stone.
So, are we doing the thing, then?
<Here's the mechanics of the guided escape:
If you use the guide to escape, you leave 3 'gems' (infernal machine components) behind (for now at least).
You can rest in town or at the tomb or wherever you want. Sooner or later, you'll end up at the Tomb of Horrors and when you collect 3 more gems you advance to level 10. Alternately, you could come back to the temple of Moloch at any time and try to get the remaining gems (and possibly the missing gemsmith) and level up upon collecting those gems - (though not in the dungeon, rather over the course of a long rest).
So, can we get confirmation on the plan? Tetrevess is mute - frozen in stone (though his player can still express an opinion). Barril is presumed to still want to do it, Etrigan sounded like he was in favor of it. Correct me if im wrong on any of that. Etny has yet to voice her opinion on the matter.>
<sidenote: once per long rest use is wrong. I think once per 7 day is more in line with other infernal machine powered effects of similar magnitude. It is interesting that they use a 7 day system, per Oerth standards, rather than the 'tenday' favored on Toril. IRL the ten day week seems pretty rare historically - ancient China and post-revolution France being the only examples I'm aware of for that specific arrangement.>
(Well I’d vote for doing it! )
(I'm down with getting teleported out of here to the manor. That plan had my vote.)
My Characters:
Etny Elvenbridge Female Human (Variant) Ranger 6/Fighter 2/Barbarian 1
Eline Rygr Female Human (Variant) Fighter 3/Paladin 1
<the manor is a relic of copy/paste for the mechanics of the guide that I didn't prune. I cut the whole intro to this story as it felt superfluous like the Baldur's Gate part of the accompanying hard-cover. In this campaign there are no manors as referred to in that rule, but you can simply return to the relevant questgiver herein - Moghadam the architect of the Tomb of Horrors.>
OK. Sounds like we're doing this. I'm inclined to just send you to Moghadam and let you turn in the loot. Sam at least is working for him, the rest of you can just be sub-contractors. He is actively recruiting people and you'll be no worse off for having not signed a contract with him. If you want to avoid him or approach hiim on diferent terms, thats up to you. I'm just transporting the party to the Tomb of Horrors. FYI - they have appropriated the manual of golems from the Temple of Moloch. I'd say its capable of being used to restore someone petrified by a gorgon.
The silent silver skeleton begins to glow brightly, the outline of its metallic bones shining through the beige woolen robe it wears.
In a flash of blinding light, the party is transported to the hill Sam alone would recognize as the site of the Temple where they met Moghadam -the architect of the Tomb being built on this site. As the brilliantly illuminated skeleton dims, a soft buzzing noise is heard as the pulsating subsonic waves of pressure that swelled as the light grew cease upon arrival at the worksite. It is twilight as a two small bands of dwarves clear their tables from meals just ended and make ready to bed down for the evening.
(PCs earlier never ventured into the tomb nor determined much about it. They don't know who it is for or what his goals or personality are like. There are some dwarven workers camped near the entrance and Moghaddam's office is accessible, more or less, directly from the exterior of the tomb. They two groups of dwarves are unfriendly with one another and both complain about the wages and woek conditions -though that is kind of par for the course with dwarves.)
End of combat. Roleplay is not turn-based. Proceed as you please.