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

I took a glance at the thread (don't want to read too much, bad for possible metagaming) and it seems you kicked some butt - and also, if for some storytelling reasons the GM wants the parties to unite, or at least talk to each other, it would be possible - the dispensable party hides and takes a rest, in the meantime the River Gang concludes their lizard-men fight, then the timelines are almost aligned again.

I'll be honest, I was a little dubious about this multi-team thing, but it's working out really well! Again, my hats to the GM and the players :)
 

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LOL. My characters wouldn't mix too well. Bob would likely try to bash Mord's head the cirst time he saw one of his spell castings. Especially after fighting Selakul.

Squirrels are evil!
 

I'll be honest, I was a little dubious about this multi-team thing, but it's working out really well! Again, my hats to the GM and the players :)

You should have seen it when I first ran it, years ago, as a Gameday. I had three DMs and 17 players and I played the part of Imani and kept the groups informed of the other's progress, coached the DMs beforehand, and brought players to different tables as their characters switched around. (All while running an open Comic Store).

It was widely considered one of the best one-day games we've ever hosted.
 





Mord looks to the rear of the cave and judges his distances carefully before casting a spell to summon in a very small section of his master's realm. Three of the lizardmen, (assuming the one that beats me in initiative doesn't move away,) disappear into a zone of pure blackness from which strange noises can be heard. A small smile lights upon Mords lips as he listens to the sounds of surprise, pain and terror from within the zone.

OOC: 20ft radius zone of darkness from I6, (should just miss Aquaria)
Anyone in the zone is blinded
Anyone who starts their turn in it suffers Cold dmg: 2D6 = [6, 3] = 9

Anyone who ends their turn in it must succeed a DC 14 Reflex save or take Acid damage: 2D6 = [2, 5] = 7
I am curious as of what kind of Darkness is this that causes cold and acid damage? :confused:
 



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