D&D 5E (OOC) Vault of the Dracolich 5E (Full)


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@FitzTheRuke, how far is it for SnorLoska and Zanders to go before they can jump across to the other side? And do they need to do a Str(athletic) check to see if they made it across? Zanders can't see in the dark (stupid humans!), can SnorLoska use the Help action to get him across (to negate disadvantage)? And more questions along those lines...
Essentially, SnorLoska and Zanders will approach the mercs and Archer, ready to attack if they raise their bows, but I hope Zanders will do the talking with Valindra.

You could do it 10 feet ahead if you want to make a dc16 athletics check (mostly because it's slippery, and also because it's far). Or you could do it with no check 45 feet away. Of course, to dash in this muddy place you need to roll a dc12 dex save or fall on your butt. So you might as well go for it. I'll let you help Zander (as an action) so he doesn't get disadvantage. Or you could wait until the Guards have gone, and then they'll move the lantern close enough that he can see. (Running away from Lorenn's fireball.)

Speaking of which - if you want to wait for a Bad Guy to go with my lack-of-Init system, just say so in your post and I'll have them go in the same post as I resolve what you want to do.

EDIT: Don't worry about it. The fight is over. You can take your time getting over there and take them prisoner. They won't resist after seeing the hailstorm that the skeletons take.
 
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So... it's easy enough for the River Gang to return to where they left off (the room with the ancient elven ship) but... what about the Dispensables? I kind of think they might feel they've had quite enough of the Temple. But what other way to go? Do they go back to the Audience chamber? Do they follow the recent escaped cultists through the Obelisk? Do they back through the 'sewers' and go up into the Store-room like the River Gang did once?
 

I think that given that the two parties need to "attack" the place from two angles, at roughly the same time. We don't want to divide and get conquered. Part of the reason the Dispensable had such trouble is because the River Gang was on the sides not putting pressure on the cultists/mercs.

Also, should we split the idols?
 

The idol might be naturally split. SnorLoska has one and did Mord take another one? Can't remember if anyone claimed the third.


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Pyrus can take the third one. Being able to Hold a person three times could help a lot, and fits with his battlefield control motif.

Part of me wants the Dispensables to go through the Obelisk. I want to chase down those cultists and keep them from being able to recover.


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As long as I don't have to run too many fights with 13 PCs. (It helps if you get rid of the NPCs too. I like to play them outside of fights, but when I have this many villains... It all gets a bit much.)
 

I'm still willing to split into three groups if you want, too. Ancalagon's probably right that that would be a bad idea if you're too far apart but it might work (and be easier for me) if two groups are near the same place, fighting at the same time.

To use the last fight as an example, if we had had four go after the Cultists, four after the Mercs, and five fighting the skeletons (or whatever), I could theoretically run that in three groups .

Or the same kind of thing could be done with two groups. Anyway, it would stop the insanity we have here. (Not that I mind it much, or I wouldn't be doing it this way.)
 


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