|
Post by Karrgos on Aug 2, 2020 9:44:58 GMT
well - I am happy to roll with that... - but it could prove quite deadly to party members if they're not able to deflect it... Using dad jokes gives the characters of pun people i.e. people who are good at punning the vicious mockery cantrip on steroids. Vicious Mockery is a Bard exclusive cantrip requiring an action on a failed wisdom save doing d4 per tier and imposing disadvantage on the next attack to a single target within 60ft. Dad Pun is a free action cantrip for all characters of pun people doing d4 per deflection to all PCs and NPCs within listening/shouting distance with no save. Being a fan of Bards and not being a pun person, give me a week and I may just may be able to think of a decent reply, I am against damaging puns. I like puns in game and enjoy the punning contests players engage in. I am opposed to pun damage. Agreed, it could be really bad for the party in a campaign but possibly fantastic for one shots. It's an optional rule that we don't have to adopt. I just did the homework that was asked of me.
|
|
|
Post by brumguvnor on Aug 2, 2020 15:06:15 GMT
Episode 14: "Yes - I think you are correct: that IS a dracolich crawling out of the eye socket of the skull of a 1,000 foot tall skeleton..."
The route to the drop off point to enter the City of the Mages went past the Bone Reef, and a thousand foot tall skeleton is always interesting, so Jorvik brought the airship down for a closer look.
One of the crew spotted figures moving around on the skull, and one of the clerics on board went pale and said "This is bad: very bad." - and at that moment a dracolich emerged from the skulls left eye socket and began to fly up towards the airship.
The party opened up with every weapon at their disposal, using thunderwave and alchemists fire heavy cross bow and ballista bolts to great effect. They turned the airship around and prepared to flee after a short but vicious fight wasn't enough to kill the undead dragon, but the dracolich put on an unexpected burst of speed, sank its talons into the rear of the airship, and breathed a huge lighting bolt at them. Masvo and Nazir went down, as did one of the clerics, but not before one of the more zealous clerics bounded forwards and sank her glaive to the hilt in the dragons eyes.
The dragon released its death grip on the airship and plummeted down - to be impaled on one of the Bone Reefs ribs.
Clerics rushed forwards to heal the fallen, hoping it would not be too late...
|
|
|
Post by brumguvnor on Aug 2, 2020 15:17:20 GMT
Episode 15: did you know that the average velocity of a purple worm in reverse is 50 feet per round?
After getting healed, Jorvik took the airship in a straight up maneuver to get as much vertical distance between the Bone Reef and them as possible. Clerics healed the fallen, and remarked that if it had been any other kind of dragons breath than lightning it would have done a damn sight more damage than "just" stopping their hears, and that they were incredibly lucky.
They all took a much needed rest to gather their strength for the task ahead.
On waking they asked all of the clerics to stay in the hold for a couple of hours, so that they would have no idea at what point they left the airship. The clerics were more than happy to comply - they were convinced that the permanent death of such a powerful undead would hurt the Lichlord severely.
Up on the bridge, Landry used a spyglass to pinpoint a landing spot, and then used a Helm of Teleportation to instantly translocate the party there.
Using the Archmage's scrying bowl, they quickly found the spot to dig. Tuo'ka donned his Claws of the Umber Hulk and started to dig down through the solid rock. Soon he broke through the ceiling of the Tower of the Stars, and the party sent down familiars to scout. The familiars reported that all of the interior of the tower seemed to have been burned away, and that halfway down there was a tunnel that intersected the tower, and that the bottom of the tower opened up into a huge cavern.
On investigating the cavern at the bottom of the tower, they saw two huge iron golems - easily three times the size of the clan golems, and made in a very different style fighting each other to a standstill. Whenever one of them got a telling blow in, a ball of flame came arcing out from the side walls, which as everyone knows, heals iron golems. The balls of flame hit both golems, the only criteria seeming to be healing whichever one was hurt most. Further investigation showed t hat some kind of imp - or at least minor demon from the lower planes - was throwing the fireballs.
Deciding against entering the cavern where two such titans were fighting, they went back up to the tunnel that intersected the tower and followed it in the direction that went - sort of - the way that they wanted.
About 300 yards down the tunnel, it's floor disappeared as it crossed over the top of the cavern they had just seen. On getting past this chasm, Nico smacked his head on a stalagmite hard enough for the sound o echo in the cavern. They all quickly hid as a demon-imp came to investigate... - and then breathed a sigh of relief as it left.
Once again sending familiars ahead of them, they reported something large and moving entirely filling the tunnel ahead of them. At this point the creature detected their presence and started to power down the tunnel, moving at a rate similar to that of a galloping horse. They all managed to other get back across the chasm or dug a hole in the wall to hide in, and the purple worm went barrelling straight into the hole and plummeted to the floor. There it created a sizeable crater... - and then got up, shook its head and began to chew its way through the floor in another tunnel.
|
|
|
Post by brumguvnor on Aug 11, 2020 11:40:44 GMT
Episode 16: who knew umber hulks used rust monsters as bait?Moving on down the tunnel that the purple worm had dug, they came to a worked passageway that extended to the east. Following this they came to what must be the Enchanters Laboratory on their map: it was an octagonal room with doors in each facet and huge, heroic murals on the inside of the domed ceiling. They chose the door in the east wall as it led most directly to the High Mages Manse. This passageway quickly changed to look as if it was natural with stalagmites, rock outcrops and an uneven floor. Then about 200 yards down it they spotted a rust monster tied to a stalagmite with a rope. Advancing carefully they prepared to engage it at long range, when an umber hulk burst out of concealment. It used its hypnotic eyes to great effect, causing them to have to try and fight it with their eyes averted. Then, when some members of the party managed to get past both creatures, a roper revealed itself and started to send tendrils down the passageway to drag them to its maw. Landry quickly cast a sphere of darkness on it, completely blinding it. Soon enough Nazir was the only one left behind, trying to kill the creatures, until he realised - he could just go past them, and leaving them behind was just as good as defeating them. They all arrived in what they realised must be the Tower of Alchemy and activated their Instant Fortress to recuperate from their endeavors. Updated Lost City of the Mages map:
|
|
|
Post by brumguvnor on Aug 14, 2020 11:36:00 GMT
Episode 17: see the beholder? - see the beholder? good boy! - now: wait for it... - go kill it!!Coming out of the Tower of Alchemy they found a tunnel heading south towards the menagerie. They realised that they could use Tuo'Ka Umber Hulk Gauntlets to tunnel directly there, missing the Lord Diviners Hall and Circle of Conjurers if they were careful about the direction they dug in. Initially, Tuo'Ka devised a clever plan to confuse any followers with a large dug-out, but then realised that whilst the gauntlets were excellent for tunneling, they didn't resolve the problem of the spoil (i.e. the tunneled out rock waste) and so had to abandon the plan. They set out with Tuo'Ka tunneling and Landry using Unseen Servant to help shove the spoil to the back. As they were just about to seal the bubble they were traveling in, by piling up the spoil behind them instead of throwing it out into the corridor, Landry became aware of the quiet footsteps of a beast - there were two glowing eyes and the soft roar of a small flame in it's throat... - and just managed to cast Leomunds Tiny Hut in time: the beast breathed fire that would otherwise have hit everyone in the confined space of the tunnel. They started tunneling in earnest: Tuo'Ka initially thought he could do the entire 18 hours or so that it would take, but then thought maybe just the 12 hours or so... - and then by 6 hours in realised that if he did do the whole thing himself he would be extremely exhausted at the end of it. So he took a break, and allowed Masvo to attune himself to the gauntlets, and the warforged started to dig. As he was getting towards the end of his six hour shift, he broke through into a large chamber and immediately stopped digging. The party manifested their familiars in the chamber beyond and saw 2 drow warriors manhandling a mummy lord towards a pentagram, with a drow caster casting some kind of spell. Once at the pentagram (which they were able to confirm was totally drow and not any other type) the drow forced the resisting mummy into the pentagram and activated it. Whilst it was held prisoner inside its mystic bonds, the drow cast a long ritual that bent the mummy to their will. They completed the ritual and the spells dropped - and the mummy bowed to them and stalked off towards where the High Mages Manse must lie. The party then climbed into their bags of holding, and Landry picked them all up and teleported them out behind the drow. Masvo cast Pass Without Trace, and the powerful spell helped everyone evade notice of the Drow. They edged around t he cavern, eventually coming to the right hand wing of the Manse. Nicodemus was unsurprised - but still annoyed - to learn that the home of the most powerful mage ever known was almost immune to mundane skills of breaking and entering. Scouting outside they manifested familiars inside and realised that the mummy the drow had sent in was fighting a beholder. Knowing drow, they would have specifically tracked down the mummy, prepared a spell in advance and used it as the best way to neutralise the beholder. Now inside the manse they looked around: they seemed to be in a palatial guest wing, suited to hosting kings and emperors. The sounds of the two titans fighting came from above them and the resolved to locate the High Mages Library. Most up to date map of the City of the Mages with your most recent tunnels added: More detailed map of the cavern of the High Mages Manse
|
|
|
Post by brumguvnor on Aug 22, 2020 9:05:15 GMT
Episode 18: and THAT boys and girls is how we stole the treasure horde of an angry beholder!The party made their way into the Manse, and realised the beholder and mummy lord were fighting it out in the opposite wing. Everyone sent their familiars ahead and were able to scout out the layout of the lair without exposing themselves to danger. Looking at the map that Landry drew in her book, they realised there were just two locations that they had not been able to reach - both of which had alert guards watching over them. They went into the main hall and then through the corridor at the bottom to the rearmost cavern where they had to all get into bags of holding to be passed through the bars of a portcullis to even get to the room. There, Masvo had an invisibility spell cast on him, and with the pass without trace spell still active, he was able to sneak past all of the drow on guard. Getting to the door they realised he could not see in the dark and therefore cast misty step to pass through the door after looking through its key hold. So, Nico stuck his head up through the bag of holding, got his arms out and proceeded to give a masterclass in lock picking: he oiled the lock and the hinges, he swept the gravel in front of the door that would otherwise have grated when it opened, picked the lock, went through the door and had it locked behind them in 20 seconds flat. Its just a shame he was invisible and no one could see him do it... They went down the corridor behind the door and came to another door - after Nico had helped them all avoid several traps in the corridor - and Nico started to pick it open. Sending familiars into the room beyond they were able to see that there were 4 of the shaggy, viscous humanoids in there - all alert, all watching the door. Landry set off her most potent mind storm spell which damaged 3 of the 4 creatures, and the rest of the party burst into the room, "fangs out and hair on fire" as the saying goes. In the short, nasty fight Tuo'Ka was ferocious - right in the front line, taking them on one to one - and he was the only member to take damage... - but it was a nasty wound. Putting the creatures down, they immediately started to look for their objective: Masvo cast detect magic and was able to tell them which of the items there were mundane and could be ignored: Tuo'Ka hammered pitons around the door to keep it shut: Nazir sent his steel companion down the corridor to keep watch and Landry sent her familiar there too. They quickly loaded every single book or item with any magic into their bags - just as the beholder burst through the door at the end of the corridor. Landry cast her final teleportation spell just as the beholder disintegrated the whole door and came screaming into the room. Landry had a shock as the teleport spell was diverted at the last moment and did not deliver her to her room, but instead to the above-ground part of the clanhold. Quickly gathering themselves they went to the underground clanhold and reported to Tannhauser and the archmage. The archmage looked even more haggard and drawn than before, but was able to confirm that they had the ancient tome of knowledge that they required. He consulted it and had his worst suspicions confirmed: the enemy was the dreaded Illithids. In an intense brainstorming session that follows you learn: - most of what is in the Monster Manual about mindflayers - they have mortal enemies known as the Gith - they orchestrated the Ork invasion of the Empire - the Orks are now charging straight for the Empires capital city, and the Empire is throwing everything they have against them - which is why there are very few Empire forces in the Crusade against the Lichlord - the Druids of the Great Forest have sent forces to help in the Crusade - which is the first time they have taken part in events in the wider world for hundreds of years: they have a force of three giant redwood treants which are all over 400 feet tall: each one has an entire elven and half-elven village clinging to its trunk and branches, acting as artillery and continually biffing the treants - and, whilst he had no proof, the Archmage is convinced that they are also orchestrating the Lichlords invasion... - if for no other reason than it is just too damn convenient for the Lichlord to be attacking after being quiet for decades at the exact same moment that the Empire is suddenly fighting for its life against an Ork invasion - you are charged by the Archmage to work out a way to contact these Gith - and decide which of the two factions you should contact - and get them here: if they just know about the presence of the mindflayers they will drop everything to exterminate them - you are also charged to work out a way to find the mother colony: there will always be a strong, central colony in charge of everything: you need to find it so that then the Gith can be called against it - there is no point contacting the Gith until you know the location of the mother colony. For this mission you can get 3 magic items: - any 1 uncommon or lower - any 1 rare or lower - any 1 up to legendary And you are all now fifth level! The beholders lair
|
|
|
Post by brumguvnor on Feb 27, 2021 14:55:21 GMT
I have updated the world map to show you all of the latest developments. The map key is: 1 The Bone ReefThis is the skeleton of a humanoid creature, located at the entrance to the tidal channel that winds through the heart of the Empire. It is over 1,000 feet tall, and has been where it is for over 10,000 years, and no one has any idea what it is or where it came from. There are many theories – one is that it is a fallen God from the Godwar, another that it is the remains of the first human who stole magic from the Gods. It lies face up, one hand still clenched around a sword buried point first, straight down into the seabed beneath it. As it is at the entrance to the tidal channel, a lot of debris gets washed down and caught in the skeleton. To date, nothing whatsoever has damaged it. 2 LatheThis is the capital of the Empire. It sits at the narrowest part of the tidal race that divides this continent in two. The tidal race is a deep channel, through which water surges in both directions at different times each day, pulled by the gravity of this worlds 4 moons. At certain times each year, the channel at Ylathe is almost empty, and the bridges look down on a chasm over 500 feet deep. At other times, the channel is filled to within a few feet of the top by water racing by at insane speeds. 3 The Lichlords TowerThe only structure of any note in the Lichlands, a massive tower. Assumed to be the Lichlords Tower. 4 The meeting circleA stone circle outside the ring of Standing Stones that guards the Great Forest, where the Clan can trade with the Circle of Druids. 5 SkaygenA town on the Great Wall that defends the Empire from the Orclands. 6 DrayburnA well known hive of scum and villainy. 7 The OverwatchThe Overwatch is an outpost set up by the Conclave and the Circle to keep watch on the Bone Reef after the Clan told them about the attack of the Dracolich and the ritual being performed on the skull. 8 The RedoubtThe Redoubt was originally the forward base from which the Conclave staged the invasion of the Lichlands. Now, after the invasion of the Lichlands it has become a besieged, beleaguered fortress in a seething sea of foul undead. The Druids recently arrived and are helping in the defence. Attachments:
|
|
|
Post by brumguvnor on Mar 6, 2021 18:54:44 GMT
The group went and kitted themselves out from the magic item vaults, in an intensely cool montage scene. The Vault Keeper is a crusty, ancient, sarcastic, bat tempered old half-ork named Que. As he hands out your items, it is always with a "now don't break it this time" or "if you break that it is coming out of your salary", and to Landry "ah, the Rakdos riteknife is it? - we only have the one - the archmage took it himself off the corpse of a foe you know: be careful with it will you?" Then they pop over to the Enclave (the monastery / retreat maintained by the Conclave of the Faithful on the mountain spur, outside of the Spyre) and convince them to charge their clanmarks with a cure light wounds spell. As they do so a revelation comes over them: if the commune with their clanmark for an hour, they can set conditions upon which the spell stored in it is triggered, and also if the healing in it is triggered. Then they met with one of the whores they had rescued from the House of Blue Lights when they escaped from Skaygen, and got one of her shoes: this served as an "associated object' to teleport safely to the room it had been in. On arriving they saw three large shapes slumped in sleep and proceeded to quickly and efficiently curbstomp them. Then they waited until the small hours of the night and sneaked across the rooftops using flight to get to the abandoned arakocra tower. They set up camp here and from it Landry sent out her familiar and spied the entrance to the Summerhouse, where they had entered to rescue their comrades the last time they were here. Landrys spider familiar crawled through the tunnels and maze and returned with a stone from a passage way: the group teleported through to where the stone had come from. (that's two uses of the helm of telepathy in a single day... - yes, I am counting...) From there they could see into a very large hall, which looked exactly like a heavily guarded entrance to a mindflayer colony. But is it the mother colony from which all others spawned? In the attached map, you are entering from the bottom / south. At the point where the passageway enters the room, there are continual drips of water from the ceiling: imagine a row of 4 shower heads that is 5 rows deep. In the room itself, the floor is rough and unworked, as are the walls and ceilings. The pathway is the only worked part of it and looks carved and built. The colour of the floor anywhere off the path is noticeably different. The circles with an S in them are stalagmites hanging from the ceiling: these are big and wide. At the far end there is (that you can see) - a shield wall of 10 hobgoblines with swords and javelins - at least 3 drow skulking behind them with longbows - 3 storm giants standing there with a HUGE sword. All are quietly observant, not fidgeting or talking - just watching. Steve: Winged boots, +2 light crossbow, luck blade shortsword; spell: greater invisibility. Jonny: Luck blade rapier, shadowfell tattoo, ring of mind shielding. Spell is intellect fortress. Dave: Uncommon winged boots, Rare helm of teleportation, Legendary Rakdos riteknife, Spell summon UndeadLawrence: Helm of Telepathy, Cloak of the Bat-drow, Staff of the Magi. Not looked at a spell yet. Sammy: Uncommon: Winged Boots, Rare: Sunblade, Very Rare: Spellguard Shield, Spell: Faithful HoundAttachments:
|
|
|
Post by kurgamemnon on Mar 7, 2021 15:00:09 GMT
Spell for Dravid is Cure Wounds cast at level 4. Trigger is "When HP get to zero for one round activate spell and HP"
|
|
|
Post by brumguvnor on Mar 13, 2021 17:34:59 GMT
What the hell have they got in there?!
The party teleported down to the entrance to the large chamber and debated what to do. Nicodemus used mage hand to hold a trp over his head, went invisible and flew through the dripping liquid - which turned out to be acid. Flying around the room he got a general sense that there was a heightened awareness from the guards - and then there came a small screeching sound, from what looks like a brain with four clawed feet. Seemingly guided by this thing, one member of the guards at a time could target Nico - so he stayed up by the ceiling and behind cover at all times. The storm giants let off lightning bolt after lightning volt, and Nico thought it only a matter of time until they successfully hit him - especially when he started to be targeted by some strange attack that he could sense - when when it just missed him. He sent his bat familiar down to pick up a stone from the area behind the semi-circle of guards - but as it was taking off, there was the slightest scraping sound from the stone against the floor - and one of the drow whirled round and chopped the bat in half. Nico got the hell out... Landry then teleported in, grabbed a stone covered in the white dust that was everywhere on the floor of this cavern and put it in a small, strong leather pouch, and teleported back. Then she teleported all of them back to the arokocra tower. Landry got the stone out and when it was subjected to a flame, it erupted in a small, very fierce flame which singed her and burnt both eyebrows off. (-2 to any seduction rolls until they grow back... - unless the target has a no-eyebrow fetish, in which case you get +5 to seduce them...) Then they heard sounds from the street below and saw groups of orks entering every building in sight, one after the next, searching. They think they are safe in the arokocra tower as it has no stairs to the living quarters from the outside. Landry is starting to get worried about the looks that Dravid is giving her... The mindflayers front porch
|
|
|
Post by brumguvnor on Mar 18, 2021 17:17:51 GMT
Updated map of Skaygen, showing the location of the Summer House, the Arokocra Tower, and the House of Blue Lights. And here we have a delightful residence, Arokocra Towers: would suit a family of 37 easily, as long as they could all fly. One careful lady owner, only ever took it out on Sundays.
|
|
|
Post by brumguvnor on Mar 20, 2021 11:52:37 GMT
We go in, kill anything that looks at us funny, and grab the first thing that looks like it might know whats going on, and then get the feck out of there
The party holed up in the Aarakocra Tower and wanted to take a rest to recuperate their powers and items. Tuo'ka saw a pair of aarakocra take off from the cliff to the side of the town and start to search the place from the air. Reasoning that they might have intellect devourers in their packs, the party decided to move up the "get the feck out of here" part of the plan to right now.
Nico and Tuo'ka sneaked out of the tower to the base of the cliff where the aarakocra had taken off from, and sent familiars up to get a look: operating at the limits of the range where they could see through their eyes,, they saw a mind witness and several shaggy shapes lurking in the cave entrance.
The rest of the party descended the tower and started towards them, at which point an insane howling was heard - and a pack of quaggoths came charging up the street.
Landry went invisible and Nazir used his winged boots to walk straight up - and Dravid let rip with a fireball from his Staff of the Magi which obliterated half of the pack. Nico, Landry and Tuo'ka bided their time... - and let Dravid continue to deal with the pack of quaggoths, so that the moment the mind witness looked over the edge of the cliff they could strike. This they did with extreme violence, taking it down. Landry used her powers to keep it from dying too quickly, and then teleported them all back to the Spyre.
Once there, Professor Knuckles and Professor Nails of the Department of Applied Brutality took over the questioning and quickly established that this was the only mindflayer nest on the planet.
The party were told to take a quick rest, use this chance to swap out their magic items if needed (although there are no more items with wishes in - that is one per person total-per-lifetime) and then decide if they would contact the githyanki or the githzerai, and to please - just get on with it.
The Archmage looked like he had aged 20 years since the last time you saw him: the war is taking a big toll on him.
|
|
|
Post by brumguvnor on Mar 24, 2021 19:51:02 GMT
Retcon the second
When you all got back to the Spyre it was empty - almost literally. There are a very few halflings around, and Zahel, your "controller" in the main Ops Room. In fact - the Ops Room is about the only place with light and heat: remember - the Spyre is a mountain that tops out at 15,000 feet: without magic it is cold in there and with very thin air. And right now, there ain't no magic being spared for anything except life-or-death essentials. The Archmage himself is levitating in midair in the middle of the Ops Room, locked behind a swirling magic barrier. There are programmed illusions and sending stones all over the place, relaying the information from the battlefronts. Zahel tells you that Tannhauser took off a few hours ago in the last of the Clan airships and took pretty much everyone who could fight, every magical item (except of course for those you want to use in the next phase of the "Get the Gith here right fucking now" mission) and every weapon. Why? - because of this: Zahel looks at Tuo'ka and activates a programmed illusion of Tannhauser. "Sorry not to be there in person to brief you - but you can see the update of the progress of the war as well as I can. Tuo'ka: you did a damn fine job with that tribe of Aarakocra you brought back from Skaygen. Normally we'd have taken our time to make sure of them - as it is we just inducted them on he spot, and they are accompanying me to the front. It is obvious that all of this was co-ordinated, and it is also obvious where the center of attention is. You lot are a last throw of the dice to see if utterly annihilating the mindflayer colony can stop what is already in motion. Because of that, I want that entire fucking place obliterated. Get the biggest magical weapons of mass destruction from the vault, and go in after the Gith and fuck that place up. The Gith by all accounts will utterly massacre the mindflayers... - but there will be thralls, objects and other things that are not mindflayers themselves that need to be eradicated. We can't be sure that the Gith will get everything - you are the insurance to make gods-damned sure everything they made or controlled is utterly destroyed. It's been an honour and a pleasure. If everything does go to the hells and you live through it, look me up in Skalgard: there'll be a place in any hall I have for you for the rest of your lives."
|
|
|
Post by brumguvnor on Mar 27, 2021 15:51:20 GMT
Get your arse to Limbo
After a being brought up to speed by Zahel, they decided to get to Limbo as soon as possible.
Dravid read the manual for the Staff of the Magi and was careful to word the command well: he asked to be transported to Limbo "near to a Githzerai fortress-monastery".
They arrived in the chaos of Limbo and were assaulted by the ever-changing insane chaos of the place: Landry and Nico concentrated and between them managed to exert some brief, local control over the raw chaos around them, and changed gravity so that the looking shape they could see in the near distance was "down" and lowered themselves onto it.
They knocked at the doors and were answered by a truly bad-ass looking Gith... - who as soon as they mentioned "we know where some mindflayers are" paid them very close attention. They were invited in and within a very few minutes were in the middle of a large amphitheater with a lot of Gith watching hem, telling their story.
Brother Bad-Ass introduced them to someone he only called Pathfinder, and asked the party to lead him to as many entrances to the colony that they could find.
They all planeshifted back to Skaygen and hid from an orc patrol in a house: they then snuck up to see the mindwitness cave entrance and Landree teleported them all to the last large cavern before the Mindflayers Front Porch. This seemed to be enough for Pathfinder and he simply told them "I know you want to go and kill everything in there that is not a mindflayer. We have no problem with that... - just... - do not be in front of us."
They all teleported back the the Aarakocra Tower and waited a few minutes - it was not long before they saw and heard the sounds of distant fighting. They left it for about 20 minutes and went in through the mindwitness cave: the tunnel was massively uneven and would take a lot of effort to traverse if you were not flying: eventually hey came to a single mindflayer hidden under a pile of dead orcs, hobgolblins, drow and quaggoths who was quickly dispatched. They went through the rest of the rooms and destroyed as much as they could - Landree taking a souvenir of the broken glass that was the elder brains home.
Landree then suggested they check out the smoke that was coming from the tower on the top of the valley sides - and on getting there they found Satarian and a few Empire legionaries who had fled the fall of the Wall Castle and got up here and then barricaded the way behind them.
Then they teleported back to the Operations Room. They were told that Tannhauser had taken literally everyone who could fight to the Overwatch that was watching over the Godkiller - there were a mere handful of elderly halflings left in the Spyre, and large areas had their magic that generated light and heat withdrawn.
At that moment the archmage seemed to have an attack of some kind - but Landree leapt in and healed him up.
Then all of the scrying screens lit up to a truly terrible sight... - the Godkiller shuddered and a wave of necrotic energy swept out from it, and sucked the souls and lifeforce out of everything in a large area... - and then the one thousand foot tall skeleton that had lain dormant for a thousand years started to stand up.
Zahel looked at the screens and said to them in a voice shaking with fear: "It is coming straight for us."
|
|
|
Post by zaphodbeebledoc on Mar 31, 2021 10:21:51 GMT
If Masvo was organic, you might have heard a little *parp* noise...
|
|