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Story Hour
(5e) Against the Idol of the Sun (high level, hexcrawl)
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<blockquote data-quote="J-H" data-source="post: 8961116" data-attributes="member: 7020951"><p><strong>Session 27: 6/11/2022</strong></p><p></p><p>The party is now back up to 5 reliable members. Troudaar, the Goliath warrior (samurai), has been quietly traveling with the party for a while (that’s the excuse). We equipped him out of spare gear the party had: Broom of Flying, anti-scrying amulet, Plate +2, Maul of Extreme Pain (+2 maul, +2d8 psychic damage), Ring of Spell Turning. It took a while to get his character sheet built, so actual playtime was only about 2 hours.</p><p></p><p>The party finishes their long rest, hidden in a cave (I wanted some terrain variation). As they discuss what to do next (at my prompting), Ratel overhears fragments of discussion in the Aarakocra language in the near distance. He had the highest pre-rolled Perception, and can understand any language as a monk. There were fragments of a discussion about “they must be around here” and “the bounty on that group.” The party talks briefly about what to do, and I mention that Ratel doesn’t hear anything anymore.</p><p></p><p>Teador the paladin hastes Ratel, who heads outside. He sees two Aarakocra hidden in trees not too far away. Being a hasted monk, he runs up the tree to the farthest one, which is wielding two wands, hits the spellcaster in the face several times (no stuns), then runs the rest of the way up the tree, does his boot-drop thing for minor damage, and lands on the ground with a very loud noise. I check with the rest of the party, and they were in a “wait for him to be a diversion” mode and not “ready to rush outside” so they sit out the rest of the round. All the enemies go.</p><p>The barbarian-like enemy closest to the cave chugs a potion (Storm Giant strength). The spellcaster twins Hastes on him and on the monk Aarakocra. The monk one flies in and makes four attacks against Ratel. Three miss, but on the fourth, his hand and forearm go translucent, and he reaches inside Ratel’s chest and tries to pull his heart out. Ratel makes the Con save and only takes half of the 10d10 force damage. A lightly armored Aarakocra flies over, blinking in and out of place twice (horizon walker teleport) as he stabs Ratel twice, once with 9d6 sneak attack damage.</p><p></p><p>Ratel starts of the next round simply running dead away at Hasted Monk Dash Speed after disengaging. I don’t remember the number, something ridiculous like 320’/rd. The monk Aarakocra, also Hasted, flies after him, ending up 40’ behind.</p><p>The spellcaster moves and the horizon walker/rogue hides, disappearing from the map.</p><p>The rest of the party runs out of the cave and starts heading in the opposite direction.</p><p></p><p>In round 3, Ratel dashes further away. The enemy monk catches up, ending his turn only about 25’ overhead – just out of melee range.</p><p></p><p>The Aarakocra spellcaster casts a 4th level Mind Whip at the party but gets Counterspelled by Saqwam the Warlock. The horizon walker rogue blips in, stabbing Teador the paladin with sneak attack, and Rivkah the bard with no sneak attack. This was a mistake, as Teador got to use Sentinel to make a reaction attack for 20-30 damage against the rogue. The high strength barbarian, meanwhile, charges in, his fingers ending in two inch talons. He attacks Saqwam once and Troudaar twice, hitting every time for about 20 damage per hit; Troudaar passes his wisdom save to avoid having to attack the ally standing next to him (Beast barbarian feature). I forgot the 4th attack from Haste.</p><p></p><p>Teador smites the snot out of the horizon walker rogue with 94hp of damage inflicted. Rivkah considers using Power Word Kill but decides to use Psychic lance instead, leaving the rogue with 3hp. Saqwam fires two Eldritch blasts that blow the barbarian back 20’ away from him, and a 3rd that kills the rogue. I think he forgot the 4th ray.</p><p>Troudaar action surges, attacking the beast barbarian 6 times including one crit. The damage is decent as only about 60% of it is resisted, and that was a lot of hits.</p><p></p><p>In the distance, Ratel fires two bow shots at the monk overhead and moves somewhere. The monk easily follows, pummeling him with 3 attacks and another heart-ripping attempt, which Ratel again saves against, I think – don’t recall.</p><p></p><p>Back at the main battle, Teador drops Concentration on haste (basically stunning Ratel) and successfully Banishes the enemy caster (basically stunning the monk and barbarian). The party deals a bit more damage to the beast barbarian, and then Rivkah asks how many hit points he has left. I say he’s pretty badly hurt and allow a medicine check to determine that he in fact has 97hp. Power Word Kill, boom and dead. Saqwam Counterspells the enemy caster’s Vitriolic Sphere, then casts Danse Macabre to raise the two dead enemies and zombies, making them much harder to bring back to life.</p><p></p><p>Once both monks recover from the post-haste Lethargy, they trade blows. Ratel is on the ropes with much lower hit points, but finally succeeds with a stunning fist, and the battle is over thanks to repeated stuns at that point. The enemy sorcerer pops out of banishment just in time to receive about 12 different attacks before he gets to go, and Shield avails him nothing.</p><p></p><p>The party heads west, then curves north, with a long rest somewhere in there. The random encounter chances are very high currently due to the Aarakocra’s alert status. They run into 2 more Quetzals and have very bad group stealth checks. Ratel (very stealthy) moves normally, and the rest of the party uses a pair of Dimension Doors to get 500’ or so out of the Quetzal’s path. They evade another patrol (3 air-skiffs and 30+ Aarakocra) with some decent stealth checks, and then another (1 quetzal, 2 air-skiffs & 20 Aarakocra) the same way. A couple of people have rolled 2s or 3s for Stealth, and Rivkah turns whoever is least sneaky Invisible, which helps bring the group average up.</p><p>During one of these encounters, Saqwam orders the zombies to bury themselves in the ground as they are insufficiently stealthy… thus end the zombies.</p><p>The party is now about 12 miles away from the city where Tlaloc’s high temple is.</p><p></p><p>Also, they get to level up to 18, and loot distribution resulted in a net +4 AC for Rivkah and +1 for Saqwam, bringing them up to 20 and 19 respectively from 17 & 17.</p><p>1 potion of storm giant strength</p><p>3 potions of superior healing</p><p>Ioun Stone of Protection (Rivkah)</p><p>Ring of Protection +1 (Saqwam)</p><p>Short Sword +3 (Rivkah)</p><p>Studded Leather +3 (Rivkah)</p><p>Wand of the War Mage +2 (Rivkah)</p><p>Brooch of Shielding (Troudaar)</p><p></p><p><em>DM notes: I was worried this was going to be too tough for my players. It wasn’t! Maybe it would have been if they were at 4 instead of 5. I didn’t use the head-hunter’s stun-on-sneak-attack ability right away, and I should have. If something’s too tough for the players, it’s probably not. These were under-geared for PCs but highly geared for typical NPCs. The strategy of splitting them definitely helped, as the monk’s heart-ripping attack and speed would have been very dangerous had he faced anyone but another monk. The counterspells shut down the sorcerer, who was stuck concentrating on Haste and couldn’t bring his twinned Flesh to Stone to bear. Due to the splits and early death of the rogue, they never got to the point where he could use Twinned Power Word Pain either. He could have counterspelled the counterspell, but it was on a second page (character entry too long) and I missed it.</em></p><p><em>Still a good fight and had them worried a bit.</em></p><p><em></em></p><p><em>I think this proves I can stop worrying about throwing the kitchen sink at them.</em>….</p><p></p><p><strong>Session 28: 6/25/2022</strong></p><p></p><p>After some discussion, the group decides to head north, slightly further away from Kiayaltepetl. They search the hex for a place to make a temporary hideout/base, and in the process, discover a suspiciously round island in a round pond. Teador flies over on griffin-back and Ratel runs across the water. They determine that the island feels slightly holy, but can’t make the Religion roll. As Teador, a high-level paladin, approaches the small crater in the middle, he hears whistling noise. A boulder falls from the sky with a bright flash, shattering in the crater and sending dust and rocks flying. Inside is a golden rod, one foot long, with a large ruby at one end and an amethyst at the other end. In his head, he hears a voice: “The light of the sun does not belong only to Huitzopochtli. Wield this well.”</p><p></p><p>His response: “Oh great, another voice in my head.”</p><p></p><p>This is a Rod of the Sun:</p><p></p><p><u>Rod of the Sun</u></p><p>Legendary, requires attunement</p><p>This rod has a huge ruby at one end, and an amethyst at the other. The wearer may use it to cast Daylight at will, and Dawn once per day. The rod may also be activated (as though drawing a weapon), causing it to generate a glowing hot blade. This can be wielded as a +3 sword, with options listed below. Half of the damage dealt by the weapon is fire, and half radiant. Greatsword: Base damage 2d10; Longsword, base damage 2d8; scimitar, base damage 2d6.</p><p></p><p>Troudor the Fighter takes it, and may use it.</p><p></p><p>There’s then more discussion, and two of the four PCs go to recon Kiayaltepetl, the city of Tlaloc the rain god. Rivkah flies up on her broom at night at high altitude, then flies over the city in the clouds, and descends, using Invisibility from her Instrument of the bards. She rolls several d20s but always rolls high, so nothing happens on her approach. Her massive perception (+12) lets her make out many details in the dark despite not having Darkvision. She spends some time going over the inner city and decides to check out one of the big buildings. It has iron rods sticking up at every corner, joined together by iron bars around the roof, and only a single covered entranceway. She sticks her head in, sees that it’s a library, and in doing so, sets off the trap, taking 22 points of lightning damage and making a brief thunder-and-lightning show, so she leaves.</p><p></p><p>Meanwhile, Ratel the Monk, with 2 levels in Rogue and Expertise in Stealth, makes his way to the city, learns what’s on the outer ring, then swims across to the inner ring (because walking on a 50’ wide river at night with no cover is bad for hiding) and investigates a few buildings. When Rivkah sets off the trap, he leaves as well.</p><p></p><p>What they/the party have learned, summarized:</p><p>The entire city is surrounded by miles of chinampas, which are a cool permaculture/aquaculture nerd thing that were actually used in Mesoamerica (go look them up). The Aarakocra don’t need bridges, so approaching on foot means moving between a lot of islands across a lot of 10-25’ wide canals.</p><p></p><p>The city itself is arranged like a bullseye target. At the center is an island with the temple, which is a stepped-pyramid temple with the roof removed, leaving it a bunch of ground-level passages separated by increasingly tall stone walls. There’s a ring of water/river around it, then an inner city containing priest quarters, the library, a lush garden area, and a large stone building surrounded by two wooden fences that nobody got to take a good look at.</p><p></p><p>Then there’s another ring of water, and you’re in the outer city, which has a large market/artisanal area, two regions of high-end houses/mansions, two areas where there are garrison barracks and air-skiff parking, and a very large warehouse district with lots of small docks. The Aarakocra farmers use small barges to bring their goods here, where they are stored and trans-shipped downriver to the Aarakocra capital in bulk.</p><p></p><p>They start talking about plans of attack, and decide that they want help. The next session is probably going to involve some Teleportation movement and diplomacy, as they try to recruit the yuan-ti, some giants or goliaths, etc., to join in the attack. Both forces will have to travel >100 miles through the jungle unobserved, so a big question is going to be “how do you make this happen?” It may take a couple of weeks of in-game calendar time to facilitate this.</p><p>Teador thinks the yuan-ti need to come out of the shadows and seize an entire city.</p><p></p><p>It will probably be 4 weeks until the next session.</p><p><em>DM notes: A shorter session due to scheduling, but zero combat! Nobody flubbed stealth rolls, and Rivkah rolled high enough on the random d20 rolls to not have the permanent weather effects over the city cause her to get hit by lightning as an intruder.</em></p><p><em>They are really starting to look at the “war/logistics” side of this, rather than just “adventurers striking temples.” That’s part of getting a good/successful ending, so I’m glad they are thinking that way. Soon they will forge an alliance, and make a plan for what happens after they defeat Huitzopochtli!</em></p><p></p><p><strong>Teador vs. Ssword, Debate 3:</strong></p><p>At issue: No redemption, wipe them out.</p><p>The paladin's argument:</p><p>"While I am in agreement that those who do evil must be punished even killed in some extremes, painting a broad stroke like that runs the risk of catching several innocent people. I have met some Aarakocra that are good people, so that speaks to me that perhaps some if not many of those who serve this evil God might be doing so unwantingly."</p><p></p><p>Rolls:</p><p>Ssword 21, 13, 9</p><p>Teador 24, 28, 14</p><p></p><p>Success!</p><p></p><p><strong>Session 29: 8/6/2022</strong></p><p>Teador’s player is out sick. The group decided to wait until he’s back to assault the temple in Kiayaltepetl, so they instead head up into the nearby mountains to explore. After searching for a day or two (on foot due to no air-skiff), they spot a cave protected by a small palisade. When checking it out, Ratel notices an Aarakocra with black feathers keeping watch. They haven’t seen Aarakocra with this color scheme before. Approaching and some short discussion reveals that these are Revenant Aarakocra opposed to Huitzopochtli – the champions of a destroyed tribe, reanimated for vengeance. They have ~3 weeks left before they “die” one way or the other. The party promises to bring them in on the next major attack. All 3 of them are packing magical weapons.</p><p></p><p>Heading northwest, they search another hex of mountains. As they top a low rise, they notice some trolls hiding about 80’ away. Ratel attempts to engage in diplomacy, but is unhappy with a response of “Get in our cookpot.” Further talking is attempted, until the trolls decide that the party is trying to trick them and just attack. They are big and fast and hit for some damage, and there are 7 of them. Ultimately the party can outdamage them, and by round 2 or 3, several have gone down but popped back up. The bard, warlock, and monk all lack fire or acid damage sources.</p><p></p><p>Two Rocs pop into view in round 2, and make a pass on round 3 to pick up some snacks. I roll randomly for targeting, and one of the trolls ends up carried off. Troudar’s player then realizes that he did in fact get the Rod of the Sun, and does thus have a flaming sword. Two trolls are killed the next round – as they’d already been knocked down, they only had 10hp. The third troll Troudar scorches runs away and is finished off. Ratel hops up on top of one of the trolls he’d stunned and makes an animal handling check (21) to get a Roc to attack it, resulting in another Roc being carried away.</p><p></p><p>Power Word Kill was used to kill one troll by Rivkah the bard, and Finger of Death from Saqwam killed another troll. Flaming sword: 3 Rocs: 2 High level necromancy: 2.</p><p></p><p>The party continues exploring, and finds the village of the Blue Updraft Aarakocra tribe. They do not like Huitzopochtli, but, as a small tribe that has suffered losses, also fear him and his warriors. They have few fighters, no magic, and don’t want to do anything that would cause a fighting force larger than the entire civilian population of their tribe to be casually dispatched to hunt them. There’s some discussion of fostering better ties between the tribes/villages, but when you’re low magic and a day or two apart over dangerous terrain, options are limited.</p><p></p><p>They do relay a rumor of strange skinny rude people with green-yellow skin hunting for something off to the northeast. It’s fourth or fifth hand, so that’s all they know.</p><p></p><p><em>DM note: The Revenant’s magical weapons are good but not great at this level. They will still be a reward of sorts for the party.</em></p><p><em></em></p><p><em>I did a “roll for 2 days and combine the random encounters” for the trolls. I meant for the Rocs to be a threat for the party, but the way it turned out was fun. I’m glad someone thought to direct the Rocs towards a troll to use one threat to remove another. It’s odd to have an 18th level party with nearly no sources of acid or fire, but that’s what happens randomly sometimes. Two of the characters who had acid damage before were from players who dropped out. I know I gave someone a trollbane bota (acid spray 3x/day) but again I think that was a player that dropped. Not all parties are formed in total coordination all at once in a whiteroom optimization scenario.</em></p><p><em></em></p><p><em>Spot the gith rumor. There’s a crashed illithid UFO that I’m looking forward to them finding.</em></p><p></p><p><strong>Session 30: 8/20/2022</strong></p><p>DM notes: We are losing Rivkah (bard)’s player due to college classes. I had to help the newer players identify a couple of options they had from class features. This session lasted about 3 hours – 1 hr of planning and 2 hours of battle. The battle is paused after, I think, 4 rounds? To resume next time.</p><p></p><p>The band of four plot right away to attack the Temple of Tlaloc, the rain god. They pick up the Revenant Aarakocra, and make their approach. Saqwam the warlock uses Scrying to observe the moat around the temple, making it a valid target for his 14th level Fathomless 1 mile teleport feature. He then turns himself, Teador the paladin, Troudar the fighter, and one of the revenants invisible, and they fly to within 1 mile of the temple. The other two revenants are visible, but are at least Aarakocra when seen from a distance.</p><p></p><p>Ratel, meanwhile, borrows Teador’s summoned gryphon, and flies high above cloud level, then drops down onto the temple. The clouds thicken around him as he falls, and the last 2000’ of the fall are spent dodging lightning strikes once a round. He lands next to the altar, his Skyfall boots damaging it and the two closest Aarakocra (20d6 thunder damage, Dex DC 12 half). He immediately stabs Ssword into the altar, where the blade starts to drain power from it, and initiative is rolled.</p><p></p><p>Saqwam, the one who’s teleporting everyone else to the battle site, is dead last. Two Slayers (4x shortsword attacks for 1d6+14 each at +12 to hit) leap from the doors to engage him, and he eats several cantrips and spells. Luckily, “thunder and lightning” as a theme involves a lot of AOEs that have to be carefully targeted to avoid friendly fire, and he’s nearly surrounded, so he doesn’t go down.</p><p></p><p>The party teleports in at the edge of the temple and starts to disperse. There were 4 PCs, 3 NPC allies, and about 10 different enemies in a couple of different areas.</p><p></p><p>Every round on initiative 20, a 30’ diameter circle of enemies is hit with 4d8 lightning, Dex DC 16 half. The thunderstorm reduces visibility to 40’ and causes disadvantage on perception checks. The ground is also soon going to be muddy and difficult terrain, but that hasn’t kicked in yet (DM judgement). The altar also casts an upcast Ice Storm for 5d6+4d8 damage once per round, but the altar got Ssworded early, so that only went off once.</p><p></p><p>Two of the Aarcokra revenants tie up a senior priest and an air elemental off to the side. They have magic weapons and are doing okay, but the only reason they are still up is the “regenerate 10hp/rd if not damaged by radiant.”</p><p></p><p>Ratel initially stunned both Aarakocra slayers, but they passed their saves the following turn, downed him, and then stabbed him when he was down until dead. He’s immune to crits (adamantine skeleton), so it took 3 hits to kill him when he was at 0hp. The Aarakocra aren’t messing around and are really going for kills now. Teador (hasted) revivified him the following round, but Ratel went down again when the High Priestess hit most of the party with Horrid Wilting. Teador then stepped over his unconscious body and kicked him for 50hp of Lay on Hands before killing the remaining living Slayer.</p><p></p><p>Teador spent his time being the healer and also handing out a lot of smite damage. One of the revenants was with him and targeting mostly the same targets.</p><p></p><p>Troudar missed his second turn due to a failed save against Banishment, but Teador was able to break the Concentration on that pretty soon thereafter. He stood and delivered a solid 20+ damage per hit for a lot of hits, that’s what high level fighters do.</p><p></p><p>Saqwam used, if I recall correctly, Counterspell (blocked a 70hp heal), Soulcage (now self-healing himself as a bonus action), Eldritch Blast once, Synaptic Static, and Blight. He’s attuned to the Anyspell Tome and will be using that to Wish-teleport the party out when they are done.</p><p></p><p>There was a brief discussion of teleporting out after the altar was dead, but a religion check revealed that leaving the High Priestess alive makes rebuilding a lot easier. She’s now 50’ up on a wall, and they can’t quite see where she is, so we still have a couple of rounds of combat left. Other enemies still standing include 2 Ahuitzotls, 2 damaged Air Elementals, and two Senior Priests of Tlaloc.</p><p></p><p><em>DM note: I I think I’m going to drop most reactions from enemy Aarakocra. Too many things going on to remember them. This is the first character kill in quite a while, although it certainly hasn’t stuck. There’s a lot of AOE damage that’s stacking up over time, and more reinforcements are inbound. The weather-related spells are all AOEs and the Aarakocra are just now free to target the party with them without hitting a lot of their own. Whirlwind is a junky spell for the level it’s cast at, but Cone of Cold and Freezing Sphere will be incoming. Of course, the casters have lost most of their melee screen, and reinforcements are slow and mostly more priests. When seconds count, help is only minutes away…</em></p><p></p><p><strong>Session 31: 9/3/2022</strong></p><p>We pick up right where we left off. At initiative 20, people take some lightning damage based on Dex save results. Lightning continues to come down for the duration of the fight, but Dex saves are usually made.</p><p>Troudar the fighter wields his mighty mallet, finishing off the air elemental and the stunned ahuitzolotl next to him. Ratel goes next, running up the wall to near the high priestess. He shoots, hitting once for quite a bit of damage thanks to purple worm poison, which he’s almost out of. It’s then the “Enemy Caster” turn, which is most of them.</p><p></p><p>The High Priestess drops Freezing Sphere in the middle of the open area, damaging most of the party. Many of them pass their CON saves. F.S. also has the fun side effect of freezing standing water, and it’s been pouring buckets. For the remainder of the fight, the center of the temple (ground level) is covered in ice. Any creature starting its turn on the ice has to pass a DC 10 Acrobatics check or fall prone at the start of its turn. There were many failed checks.</p><p>The other casters go, but mostly miss with Guiding Bolts or things that are saved against.</p><p></p><p>The other Ahuitzotl is finished off with a Hasted stab from Teador, who then drops concentration and loses his turn by casting Circle of Power, giving everyone advantage on saves vs magic, and basically Evasion on successful saves. I think Saqwam turns invisible and moves to the side, as there are no ground targets. One of the revenants wields a Club of Humanoid Bane and catches up to the high priestess after killing one of the Senior Priests.</p><p>Troudar’s next turn is an Action Surge to double-move with his broom up to the High Priestess, where he uses Fighting Spirit to make 3 attacks and deletes her from the board. The remaining air elemental finishes off one of the revenants. </p><p>Ratel shoots at the other Senior priest (just within 30’ visibility range), doing about 40 damage thanks to poison and leaving the priest with about 60 hit points left. Teador uses Ssword’s blindsight vs divine casters to target the remaining priest with a Firebolt, then rolls a natural 20. We use big crits, so that’s 40 + 4d10 and he rolls well. That firebolt went right into the hapless priest’s beak and killed him!</p><p></p><p>The remaining lesser casters are finished off, partly by Saqwam using True Polymorph to turn into a Planetar and dealing 40+ damage per melee hit. Bodies are quickly retrieved, and the party teleports out quickly. The remaining Revenant turns down the offer to go with them in favor of staying and killing more.</p><p></p><p>Loot:</p><p>Everyone levels to 19!</p><p>Adamantine Breastplate and Club of Humanoid Bane +1 from the Revenant. It’s just a club, but against a humanoid, it’s a 3d6+1 damage club.</p><p>From the high priestess:</p><p>Cloak of Displacement (goes to Troudar, who drops his Ring of Spell Turning)</p><p>Dagger of Precision +2: +2 Dagger, Dex increased by 2 to max 22 while attuned (Goes to Ratel, who gets rid of the Skyfall boots…again…for now)</p><p>Ring of Air Elemental Control (Goes to Teador, who drops the Anyblade…again…for now. He’ll need to kill an Air Elemental for it to be much use).</p><p>Shark Leather +2, the last item in the Panoply of the Shark set. Unfortunately no takers, as the set is more for rangers and rogue types and we have none of those.</p><p></p><p>Also, Ssword gets smarter from absorbing divine energy… after all, it was made from a fragment of divine energy originally. A fragment of Sseth, the yuan-ti’s dead god. Take a bit of divinity, and add a bit more, and more, and eventually you have a god again.</p><p></p><p>The Ssword of Sseth would like to be revealed to the yuan-ti, so that they can begin worshipping Sseth again, giving the Ssword more power. Sseth was lawful evil. Troudar isn’t a fan of the idea. Saqwam is definitely against it, given orders from his patron. Ratel is fine with it because it helps kill the enemy. Teador, the wielder of the Ssword of Sseth, reveals that he’s been working on changing the Ssword’s alignment and persuading it to change its views to be more open and acceptable.</p><p></p><p>Next time, unless they change plans, they’ll be traveling to visit the yuan-ti to start spreading the word of Sseth.</p><p>They don’t have an air-skiff, and it’s 7 days until the Anyspell Tome can be used to cast Teleport again, so I’m not sure how they plan to travel. Saqwam’s player has now realized that he can True Polymorph himself into an adult dragon every day, so maybe by dragon-back.</p></blockquote><p></p>
[QUOTE="J-H, post: 8961116, member: 7020951"] [B]Session 27: 6/11/2022[/B] The party is now back up to 5 reliable members. Troudaar, the Goliath warrior (samurai), has been quietly traveling with the party for a while (that’s the excuse). We equipped him out of spare gear the party had: Broom of Flying, anti-scrying amulet, Plate +2, Maul of Extreme Pain (+2 maul, +2d8 psychic damage), Ring of Spell Turning. It took a while to get his character sheet built, so actual playtime was only about 2 hours. The party finishes their long rest, hidden in a cave (I wanted some terrain variation). As they discuss what to do next (at my prompting), Ratel overhears fragments of discussion in the Aarakocra language in the near distance. He had the highest pre-rolled Perception, and can understand any language as a monk. There were fragments of a discussion about “they must be around here” and “the bounty on that group.” The party talks briefly about what to do, and I mention that Ratel doesn’t hear anything anymore. Teador the paladin hastes Ratel, who heads outside. He sees two Aarakocra hidden in trees not too far away. Being a hasted monk, he runs up the tree to the farthest one, which is wielding two wands, hits the spellcaster in the face several times (no stuns), then runs the rest of the way up the tree, does his boot-drop thing for minor damage, and lands on the ground with a very loud noise. I check with the rest of the party, and they were in a “wait for him to be a diversion” mode and not “ready to rush outside” so they sit out the rest of the round. All the enemies go. The barbarian-like enemy closest to the cave chugs a potion (Storm Giant strength). The spellcaster twins Hastes on him and on the monk Aarakocra. The monk one flies in and makes four attacks against Ratel. Three miss, but on the fourth, his hand and forearm go translucent, and he reaches inside Ratel’s chest and tries to pull his heart out. Ratel makes the Con save and only takes half of the 10d10 force damage. A lightly armored Aarakocra flies over, blinking in and out of place twice (horizon walker teleport) as he stabs Ratel twice, once with 9d6 sneak attack damage. Ratel starts of the next round simply running dead away at Hasted Monk Dash Speed after disengaging. I don’t remember the number, something ridiculous like 320’/rd. The monk Aarakocra, also Hasted, flies after him, ending up 40’ behind. The spellcaster moves and the horizon walker/rogue hides, disappearing from the map. The rest of the party runs out of the cave and starts heading in the opposite direction. In round 3, Ratel dashes further away. The enemy monk catches up, ending his turn only about 25’ overhead – just out of melee range. The Aarakocra spellcaster casts a 4th level Mind Whip at the party but gets Counterspelled by Saqwam the Warlock. The horizon walker rogue blips in, stabbing Teador the paladin with sneak attack, and Rivkah the bard with no sneak attack. This was a mistake, as Teador got to use Sentinel to make a reaction attack for 20-30 damage against the rogue. The high strength barbarian, meanwhile, charges in, his fingers ending in two inch talons. He attacks Saqwam once and Troudaar twice, hitting every time for about 20 damage per hit; Troudaar passes his wisdom save to avoid having to attack the ally standing next to him (Beast barbarian feature). I forgot the 4th attack from Haste. Teador smites the snot out of the horizon walker rogue with 94hp of damage inflicted. Rivkah considers using Power Word Kill but decides to use Psychic lance instead, leaving the rogue with 3hp. Saqwam fires two Eldritch blasts that blow the barbarian back 20’ away from him, and a 3rd that kills the rogue. I think he forgot the 4th ray. Troudaar action surges, attacking the beast barbarian 6 times including one crit. The damage is decent as only about 60% of it is resisted, and that was a lot of hits. In the distance, Ratel fires two bow shots at the monk overhead and moves somewhere. The monk easily follows, pummeling him with 3 attacks and another heart-ripping attempt, which Ratel again saves against, I think – don’t recall. Back at the main battle, Teador drops Concentration on haste (basically stunning Ratel) and successfully Banishes the enemy caster (basically stunning the monk and barbarian). The party deals a bit more damage to the beast barbarian, and then Rivkah asks how many hit points he has left. I say he’s pretty badly hurt and allow a medicine check to determine that he in fact has 97hp. Power Word Kill, boom and dead. Saqwam Counterspells the enemy caster’s Vitriolic Sphere, then casts Danse Macabre to raise the two dead enemies and zombies, making them much harder to bring back to life. Once both monks recover from the post-haste Lethargy, they trade blows. Ratel is on the ropes with much lower hit points, but finally succeeds with a stunning fist, and the battle is over thanks to repeated stuns at that point. The enemy sorcerer pops out of banishment just in time to receive about 12 different attacks before he gets to go, and Shield avails him nothing. The party heads west, then curves north, with a long rest somewhere in there. The random encounter chances are very high currently due to the Aarakocra’s alert status. They run into 2 more Quetzals and have very bad group stealth checks. Ratel (very stealthy) moves normally, and the rest of the party uses a pair of Dimension Doors to get 500’ or so out of the Quetzal’s path. They evade another patrol (3 air-skiffs and 30+ Aarakocra) with some decent stealth checks, and then another (1 quetzal, 2 air-skiffs & 20 Aarakocra) the same way. A couple of people have rolled 2s or 3s for Stealth, and Rivkah turns whoever is least sneaky Invisible, which helps bring the group average up. During one of these encounters, Saqwam orders the zombies to bury themselves in the ground as they are insufficiently stealthy… thus end the zombies. The party is now about 12 miles away from the city where Tlaloc’s high temple is. Also, they get to level up to 18, and loot distribution resulted in a net +4 AC for Rivkah and +1 for Saqwam, bringing them up to 20 and 19 respectively from 17 & 17. 1 potion of storm giant strength 3 potions of superior healing Ioun Stone of Protection (Rivkah) Ring of Protection +1 (Saqwam) Short Sword +3 (Rivkah) Studded Leather +3 (Rivkah) Wand of the War Mage +2 (Rivkah) Brooch of Shielding (Troudaar) [I]DM notes: I was worried this was going to be too tough for my players. It wasn’t! Maybe it would have been if they were at 4 instead of 5. I didn’t use the head-hunter’s stun-on-sneak-attack ability right away, and I should have. If something’s too tough for the players, it’s probably not. These were under-geared for PCs but highly geared for typical NPCs. The strategy of splitting them definitely helped, as the monk’s heart-ripping attack and speed would have been very dangerous had he faced anyone but another monk. The counterspells shut down the sorcerer, who was stuck concentrating on Haste and couldn’t bring his twinned Flesh to Stone to bear. Due to the splits and early death of the rogue, they never got to the point where he could use Twinned Power Word Pain either. He could have counterspelled the counterspell, but it was on a second page (character entry too long) and I missed it. Still a good fight and had them worried a bit. I think this proves I can stop worrying about throwing the kitchen sink at them.[/I]…. [B]Session 28: 6/25/2022[/B] After some discussion, the group decides to head north, slightly further away from Kiayaltepetl. They search the hex for a place to make a temporary hideout/base, and in the process, discover a suspiciously round island in a round pond. Teador flies over on griffin-back and Ratel runs across the water. They determine that the island feels slightly holy, but can’t make the Religion roll. As Teador, a high-level paladin, approaches the small crater in the middle, he hears whistling noise. A boulder falls from the sky with a bright flash, shattering in the crater and sending dust and rocks flying. Inside is a golden rod, one foot long, with a large ruby at one end and an amethyst at the other end. In his head, he hears a voice: “The light of the sun does not belong only to Huitzopochtli. Wield this well.” His response: “Oh great, another voice in my head.” This is a Rod of the Sun: [U]Rod of the Sun[/U] Legendary, requires attunement This rod has a huge ruby at one end, and an amethyst at the other. The wearer may use it to cast Daylight at will, and Dawn once per day. The rod may also be activated (as though drawing a weapon), causing it to generate a glowing hot blade. This can be wielded as a +3 sword, with options listed below. Half of the damage dealt by the weapon is fire, and half radiant. Greatsword: Base damage 2d10; Longsword, base damage 2d8; scimitar, base damage 2d6. Troudor the Fighter takes it, and may use it. There’s then more discussion, and two of the four PCs go to recon Kiayaltepetl, the city of Tlaloc the rain god. Rivkah flies up on her broom at night at high altitude, then flies over the city in the clouds, and descends, using Invisibility from her Instrument of the bards. She rolls several d20s but always rolls high, so nothing happens on her approach. Her massive perception (+12) lets her make out many details in the dark despite not having Darkvision. She spends some time going over the inner city and decides to check out one of the big buildings. It has iron rods sticking up at every corner, joined together by iron bars around the roof, and only a single covered entranceway. She sticks her head in, sees that it’s a library, and in doing so, sets off the trap, taking 22 points of lightning damage and making a brief thunder-and-lightning show, so she leaves. Meanwhile, Ratel the Monk, with 2 levels in Rogue and Expertise in Stealth, makes his way to the city, learns what’s on the outer ring, then swims across to the inner ring (because walking on a 50’ wide river at night with no cover is bad for hiding) and investigates a few buildings. When Rivkah sets off the trap, he leaves as well. What they/the party have learned, summarized: The entire city is surrounded by miles of chinampas, which are a cool permaculture/aquaculture nerd thing that were actually used in Mesoamerica (go look them up). The Aarakocra don’t need bridges, so approaching on foot means moving between a lot of islands across a lot of 10-25’ wide canals. The city itself is arranged like a bullseye target. At the center is an island with the temple, which is a stepped-pyramid temple with the roof removed, leaving it a bunch of ground-level passages separated by increasingly tall stone walls. There’s a ring of water/river around it, then an inner city containing priest quarters, the library, a lush garden area, and a large stone building surrounded by two wooden fences that nobody got to take a good look at. Then there’s another ring of water, and you’re in the outer city, which has a large market/artisanal area, two regions of high-end houses/mansions, two areas where there are garrison barracks and air-skiff parking, and a very large warehouse district with lots of small docks. The Aarakocra farmers use small barges to bring their goods here, where they are stored and trans-shipped downriver to the Aarakocra capital in bulk. They start talking about plans of attack, and decide that they want help. The next session is probably going to involve some Teleportation movement and diplomacy, as they try to recruit the yuan-ti, some giants or goliaths, etc., to join in the attack. Both forces will have to travel >100 miles through the jungle unobserved, so a big question is going to be “how do you make this happen?” It may take a couple of weeks of in-game calendar time to facilitate this. Teador thinks the yuan-ti need to come out of the shadows and seize an entire city. It will probably be 4 weeks until the next session. [I]DM notes: A shorter session due to scheduling, but zero combat! Nobody flubbed stealth rolls, and Rivkah rolled high enough on the random d20 rolls to not have the permanent weather effects over the city cause her to get hit by lightning as an intruder. They are really starting to look at the “war/logistics” side of this, rather than just “adventurers striking temples.” That’s part of getting a good/successful ending, so I’m glad they are thinking that way. Soon they will forge an alliance, and make a plan for what happens after they defeat Huitzopochtli![/I] [B]Teador vs. Ssword, Debate 3:[/B] At issue: No redemption, wipe them out. The paladin's argument: "While I am in agreement that those who do evil must be punished even killed in some extremes, painting a broad stroke like that runs the risk of catching several innocent people. I have met some Aarakocra that are good people, so that speaks to me that perhaps some if not many of those who serve this evil God might be doing so unwantingly." Rolls: Ssword 21, 13, 9 Teador 24, 28, 14 Success! [B]Session 29: 8/6/2022[/B] Teador’s player is out sick. The group decided to wait until he’s back to assault the temple in Kiayaltepetl, so they instead head up into the nearby mountains to explore. After searching for a day or two (on foot due to no air-skiff), they spot a cave protected by a small palisade. When checking it out, Ratel notices an Aarakocra with black feathers keeping watch. They haven’t seen Aarakocra with this color scheme before. Approaching and some short discussion reveals that these are Revenant Aarakocra opposed to Huitzopochtli – the champions of a destroyed tribe, reanimated for vengeance. They have ~3 weeks left before they “die” one way or the other. The party promises to bring them in on the next major attack. All 3 of them are packing magical weapons. Heading northwest, they search another hex of mountains. As they top a low rise, they notice some trolls hiding about 80’ away. Ratel attempts to engage in diplomacy, but is unhappy with a response of “Get in our cookpot.” Further talking is attempted, until the trolls decide that the party is trying to trick them and just attack. They are big and fast and hit for some damage, and there are 7 of them. Ultimately the party can outdamage them, and by round 2 or 3, several have gone down but popped back up. The bard, warlock, and monk all lack fire or acid damage sources. Two Rocs pop into view in round 2, and make a pass on round 3 to pick up some snacks. I roll randomly for targeting, and one of the trolls ends up carried off. Troudar’s player then realizes that he did in fact get the Rod of the Sun, and does thus have a flaming sword. Two trolls are killed the next round – as they’d already been knocked down, they only had 10hp. The third troll Troudar scorches runs away and is finished off. Ratel hops up on top of one of the trolls he’d stunned and makes an animal handling check (21) to get a Roc to attack it, resulting in another Roc being carried away. Power Word Kill was used to kill one troll by Rivkah the bard, and Finger of Death from Saqwam killed another troll. Flaming sword: 3 Rocs: 2 High level necromancy: 2. The party continues exploring, and finds the village of the Blue Updraft Aarakocra tribe. They do not like Huitzopochtli, but, as a small tribe that has suffered losses, also fear him and his warriors. They have few fighters, no magic, and don’t want to do anything that would cause a fighting force larger than the entire civilian population of their tribe to be casually dispatched to hunt them. There’s some discussion of fostering better ties between the tribes/villages, but when you’re low magic and a day or two apart over dangerous terrain, options are limited. They do relay a rumor of strange skinny rude people with green-yellow skin hunting for something off to the northeast. It’s fourth or fifth hand, so that’s all they know. [I]DM note: The Revenant’s magical weapons are good but not great at this level. They will still be a reward of sorts for the party. I did a “roll for 2 days and combine the random encounters” for the trolls. I meant for the Rocs to be a threat for the party, but the way it turned out was fun. I’m glad someone thought to direct the Rocs towards a troll to use one threat to remove another. It’s odd to have an 18th level party with nearly no sources of acid or fire, but that’s what happens randomly sometimes. Two of the characters who had acid damage before were from players who dropped out. I know I gave someone a trollbane bota (acid spray 3x/day) but again I think that was a player that dropped. Not all parties are formed in total coordination all at once in a whiteroom optimization scenario. Spot the gith rumor. There’s a crashed illithid UFO that I’m looking forward to them finding.[/I] [B]Session 30: 8/20/2022[/B] DM notes: We are losing Rivkah (bard)’s player due to college classes. I had to help the newer players identify a couple of options they had from class features. This session lasted about 3 hours – 1 hr of planning and 2 hours of battle. The battle is paused after, I think, 4 rounds? To resume next time. The band of four plot right away to attack the Temple of Tlaloc, the rain god. They pick up the Revenant Aarakocra, and make their approach. Saqwam the warlock uses Scrying to observe the moat around the temple, making it a valid target for his 14th level Fathomless 1 mile teleport feature. He then turns himself, Teador the paladin, Troudar the fighter, and one of the revenants invisible, and they fly to within 1 mile of the temple. The other two revenants are visible, but are at least Aarakocra when seen from a distance. Ratel, meanwhile, borrows Teador’s summoned gryphon, and flies high above cloud level, then drops down onto the temple. The clouds thicken around him as he falls, and the last 2000’ of the fall are spent dodging lightning strikes once a round. He lands next to the altar, his Skyfall boots damaging it and the two closest Aarakocra (20d6 thunder damage, Dex DC 12 half). He immediately stabs Ssword into the altar, where the blade starts to drain power from it, and initiative is rolled. Saqwam, the one who’s teleporting everyone else to the battle site, is dead last. Two Slayers (4x shortsword attacks for 1d6+14 each at +12 to hit) leap from the doors to engage him, and he eats several cantrips and spells. Luckily, “thunder and lightning” as a theme involves a lot of AOEs that have to be carefully targeted to avoid friendly fire, and he’s nearly surrounded, so he doesn’t go down. The party teleports in at the edge of the temple and starts to disperse. There were 4 PCs, 3 NPC allies, and about 10 different enemies in a couple of different areas. Every round on initiative 20, a 30’ diameter circle of enemies is hit with 4d8 lightning, Dex DC 16 half. The thunderstorm reduces visibility to 40’ and causes disadvantage on perception checks. The ground is also soon going to be muddy and difficult terrain, but that hasn’t kicked in yet (DM judgement). The altar also casts an upcast Ice Storm for 5d6+4d8 damage once per round, but the altar got Ssworded early, so that only went off once. Two of the Aarcokra revenants tie up a senior priest and an air elemental off to the side. They have magic weapons and are doing okay, but the only reason they are still up is the “regenerate 10hp/rd if not damaged by radiant.” Ratel initially stunned both Aarakocra slayers, but they passed their saves the following turn, downed him, and then stabbed him when he was down until dead. He’s immune to crits (adamantine skeleton), so it took 3 hits to kill him when he was at 0hp. The Aarakocra aren’t messing around and are really going for kills now. Teador (hasted) revivified him the following round, but Ratel went down again when the High Priestess hit most of the party with Horrid Wilting. Teador then stepped over his unconscious body and kicked him for 50hp of Lay on Hands before killing the remaining living Slayer. Teador spent his time being the healer and also handing out a lot of smite damage. One of the revenants was with him and targeting mostly the same targets. Troudar missed his second turn due to a failed save against Banishment, but Teador was able to break the Concentration on that pretty soon thereafter. He stood and delivered a solid 20+ damage per hit for a lot of hits, that’s what high level fighters do. Saqwam used, if I recall correctly, Counterspell (blocked a 70hp heal), Soulcage (now self-healing himself as a bonus action), Eldritch Blast once, Synaptic Static, and Blight. He’s attuned to the Anyspell Tome and will be using that to Wish-teleport the party out when they are done. There was a brief discussion of teleporting out after the altar was dead, but a religion check revealed that leaving the High Priestess alive makes rebuilding a lot easier. She’s now 50’ up on a wall, and they can’t quite see where she is, so we still have a couple of rounds of combat left. Other enemies still standing include 2 Ahuitzotls, 2 damaged Air Elementals, and two Senior Priests of Tlaloc. [I]DM note: I I think I’m going to drop most reactions from enemy Aarakocra. Too many things going on to remember them. This is the first character kill in quite a while, although it certainly hasn’t stuck. There’s a lot of AOE damage that’s stacking up over time, and more reinforcements are inbound. The weather-related spells are all AOEs and the Aarakocra are just now free to target the party with them without hitting a lot of their own. Whirlwind is a junky spell for the level it’s cast at, but Cone of Cold and Freezing Sphere will be incoming. Of course, the casters have lost most of their melee screen, and reinforcements are slow and mostly more priests. When seconds count, help is only minutes away…[/I] [B]Session 31: 9/3/2022[/B] We pick up right where we left off. At initiative 20, people take some lightning damage based on Dex save results. Lightning continues to come down for the duration of the fight, but Dex saves are usually made. Troudar the fighter wields his mighty mallet, finishing off the air elemental and the stunned ahuitzolotl next to him. Ratel goes next, running up the wall to near the high priestess. He shoots, hitting once for quite a bit of damage thanks to purple worm poison, which he’s almost out of. It’s then the “Enemy Caster” turn, which is most of them. The High Priestess drops Freezing Sphere in the middle of the open area, damaging most of the party. Many of them pass their CON saves. F.S. also has the fun side effect of freezing standing water, and it’s been pouring buckets. For the remainder of the fight, the center of the temple (ground level) is covered in ice. Any creature starting its turn on the ice has to pass a DC 10 Acrobatics check or fall prone at the start of its turn. There were many failed checks. The other casters go, but mostly miss with Guiding Bolts or things that are saved against. The other Ahuitzotl is finished off with a Hasted stab from Teador, who then drops concentration and loses his turn by casting Circle of Power, giving everyone advantage on saves vs magic, and basically Evasion on successful saves. I think Saqwam turns invisible and moves to the side, as there are no ground targets. One of the revenants wields a Club of Humanoid Bane and catches up to the high priestess after killing one of the Senior Priests. Troudar’s next turn is an Action Surge to double-move with his broom up to the High Priestess, where he uses Fighting Spirit to make 3 attacks and deletes her from the board. The remaining air elemental finishes off one of the revenants. Ratel shoots at the other Senior priest (just within 30’ visibility range), doing about 40 damage thanks to poison and leaving the priest with about 60 hit points left. Teador uses Ssword’s blindsight vs divine casters to target the remaining priest with a Firebolt, then rolls a natural 20. We use big crits, so that’s 40 + 4d10 and he rolls well. That firebolt went right into the hapless priest’s beak and killed him! The remaining lesser casters are finished off, partly by Saqwam using True Polymorph to turn into a Planetar and dealing 40+ damage per melee hit. Bodies are quickly retrieved, and the party teleports out quickly. The remaining Revenant turns down the offer to go with them in favor of staying and killing more. Loot: Everyone levels to 19! Adamantine Breastplate and Club of Humanoid Bane +1 from the Revenant. It’s just a club, but against a humanoid, it’s a 3d6+1 damage club. From the high priestess: Cloak of Displacement (goes to Troudar, who drops his Ring of Spell Turning) Dagger of Precision +2: +2 Dagger, Dex increased by 2 to max 22 while attuned (Goes to Ratel, who gets rid of the Skyfall boots…again…for now) Ring of Air Elemental Control (Goes to Teador, who drops the Anyblade…again…for now. He’ll need to kill an Air Elemental for it to be much use). Shark Leather +2, the last item in the Panoply of the Shark set. Unfortunately no takers, as the set is more for rangers and rogue types and we have none of those. Also, Ssword gets smarter from absorbing divine energy… after all, it was made from a fragment of divine energy originally. A fragment of Sseth, the yuan-ti’s dead god. Take a bit of divinity, and add a bit more, and more, and eventually you have a god again. The Ssword of Sseth would like to be revealed to the yuan-ti, so that they can begin worshipping Sseth again, giving the Ssword more power. Sseth was lawful evil. Troudar isn’t a fan of the idea. Saqwam is definitely against it, given orders from his patron. Ratel is fine with it because it helps kill the enemy. Teador, the wielder of the Ssword of Sseth, reveals that he’s been working on changing the Ssword’s alignment and persuading it to change its views to be more open and acceptable. Next time, unless they change plans, they’ll be traveling to visit the yuan-ti to start spreading the word of Sseth. They don’t have an air-skiff, and it’s 7 days until the Anyspell Tome can be used to cast Teleport again, so I’m not sure how they plan to travel. Saqwam’s player has now realized that he can True Polymorph himself into an adult dragon every day, so maybe by dragon-back. [/QUOTE]
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