High Rollers DnD - High Rollers: Aerois #117 | The City of Glass Jump (Part 2)
Episode Date: July 8, 2021The Skyskiff has taken many hits but the Stormchasers continue their drop into the City of Glass! Check out the map for this episode on our Patreon (for free!): https://www.patreon.com/posts/53319984 ...We're sponsored by D&D Beyond! The ultimate Dungeons and Dragons toolset. Clean up your dungeon delving life and speed up your games here: http://bit.ly/HRDNDBeyond2021 Support the High Rollers and get early access to podcast episodes (and more) on our Patreon:Â www.patreon.com/HighRollers Music courtesy of Epidemic Sound Learn more about your ad choices. Visit podcastchoices.com/adchoices
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Find us at DignityMemorial.ca The Skyskiff, having left Horizon aboard this kind of scouting ship,
you are slowly descending down towards city of glass or to
the giselle peninsula i should say because not quite sure where you're going to land there are
numerous uh weapons um magitek cannons on the ground level firing up at horizon you can see
that the battle you do glance up it's only been a few seconds since you departed but already there is a fierce firefight happening between horizon and the fleet of airships and
these ground cannons all kind of erupting around you all sorts of fire and explosions going off
um and you can see fighting down on the ground thick plumes of smoke rising up to meet you but
you still have a few seconds before you are going to be close enough to try and land this vehicle.
We start the top of the round with a brand new round.
What do you guys like to do?
Again, there's no need to do initiative because you're all kind of working together.
Yeah.
I mean, how close to landing are we?
Are we like halfway down now?
So I said it was five rounds plus one D3.
So I will roll a D6 when you get to the fifth round um
right because i'm wary of actually getting to this encampment you guys
i can keep navigating that way but like it's which way to navigate we're still too high
to go to the other one yeah you still got plenty of time yeah uh
Yeah, you still got plenty of time. Yeah
Ask me what okay, I think I'll assist Lucius. Oh assist. How are you gonna do that?
What's that? Describe it trying to help it sounds like he's struggling with the physicality of steering it
So I might just try and lend him a little bit of strength to steer this
Sure the ship on course and even it out a bit like physically sure well that's just gonna be
you're taking the aid action so you use your action and lucius has advantage on his next
skill check which will be thingy oh look at that nice extra um cool okay so ayla is is helping
lucius like physically like gripping the wheel with him
like he's still having to guide like the sails like you don't know what any of that stuff does
ayla like he's but he like when he tells you to pull or twist it that way or twist it that way
you're kind of lending that extra bit of strength you know it's not it sometimes it's uh more
complicated but when he needs that raw strength you're there to aid. What about everyone else? Well, I'm going to be, again, second last on the turn, so...
So you're going to just try and navigate again?
Okay.
I will, yeah, after Sentry and Novia.
Cool.
Anything you guys want to do?
Again, feel free to get creative.
Get nuts.
Get nasty.
I'm going to end the Bless.
I'm going to cast Aura of Vitality on myself, so that emanates
a 30-foot radius of healing energy from me.
Okay, I didn't know you had that.
So I can cause one creature in that area to regain 2d6 hit points, so I'm gonna
do that on Lucius and give Lucius 2d6 hit points as a bonus action.
Awesome, so Sentry's just in the middle of this skiff, just begins radiating, you know,
golden light and as it touches Lucius, it begins to mend some of his wounds.
Nine hit points.
Nine hit points.
Thank you.
Lovely. All right. So that's Sentry's action. Nova. I would like to...
I think I'm going to hold my action
to deal with any mishaps that happen.
OK, sure. Yep. All right.
So Quill, Navigator check. No advantage this time.
Just a straight roll.
Also, I did pass before the extra D4,
but I shouldn't have added the D4.
But I get a 20, a natural 20.
That is a success this round.
Perfect.
I am going to, since we're not mega close to the ground,
I'm going to still try and head towards this encampment.
So just move one tile north west towards that okay nice so
you begin to just turn the the sky skiff a little bit to the south and then
Lucius you've not taken a turn yet do you want to try and use evasive maneuvers
do you want to try and do something else cast a spell or try and do anything with
the skiff try and give yourself some sort of boost next turn or do anything creative you you tell me um can i can i get a free action to just check my surroundings
because i feel like i'm driving blind based on quill's direction right now i kind of want to
get a gauge on if we're level if we're actually like going into trees or anything like that
you're not going into trees like you're that. You're not going into trees,
you're still quite high up.
Yeah, if you glance down,
Quill, you're at a slower descent angle, right?
So to prevent, because if you were going at a steeper angle,
it would be harder for Quill to navigate.
And also, if you took damage,
it would really make you suffer
if you were hit and you were angled downwards.
So you're at quite a slow descent angle, just trying to kind of gliding on the winds um you can see that you're now slowly
beginning to come over a section of quite forested hills like ragged rocky hills um with a big sort
of tree canopy going towards this encampment you're getting closer to the ground but there's
still significant amount of time like you're not in any danger of crashing into treetops or anything like that.
I think I want to ensure that we're taking the correct course
and that we're trying to head to the northern side of these hills
so that they're between us and the artillery fire.
Okay, make a vehicle check for me.
And if you succeed, what I'll do is I'll give you,
if you do get
knocked off course maybe like um a re-roll or like you can you can you know orient the the
skiff in a different way i'm being assisted right yeah you do have advantage good 14 and a 13
so uh even looking around even with a la, this isn't a matter of strength.
Try to orientate yourself and keep yourself on that northern embankment.
It's at that point, through no fault of Lucius or Aayla's own,
huge explosions by these mist barrages. Like, just you have to swerve at the last minute,
which prevents you from kind of getting that better approach angle.
And you just have to swerve at the last second.
You know, you kind of save the ship from careening into it,
but it means that your desired effect, unfortunately,
doesn't come to pass.
I will roll to see what happens.
Yay, four.
Barrage and obscured vision.
So this time, what happens is another big cannon,
this time with some sort of large explosive shell
or something like that,
erupts around the skiff with a blinding flash.
So the skiff is going to take an attack,
normal attack here.
That is going to be an 18.
I need to decide what it's going to hit.
That is going to hit the helm,
which is where Lucius is.
So the helm has 50 hit points.
So this is going to hit the helm which is where lucius is uh so the helm has 50 hit points um so this is going to hit that's going to be 19 points of damage to the helm um not enough to cause a mishap but it does
go over the damage threshold so you're all going to take nine points of force damage each um as
this explosion erupts around um and then also this blinding explosion is going to take nine points of force damage each as this explosion erupts around.
And then also this blinding explosion
is going to make it harder for you to navigate.
So the DC is going to increase
for the next navigation check you want to make
as you're like peering through like eyes
trying to kind of see where you're going.
How many points of damage is that? Nine.
It was 19 and then all of you take nine individually.
So 19 to the helm.
Let's roll concentration for aura of vitality.
The DC would be 10. 50.
Okay, so I passed that. It's fine.
Right. So it was 18.
Was that the roll to hit? The initial roll?
The damage is 19.
Yeah. The roll to hit was initial roll. The damage is 19.
The roll to hit was 18.
Yeah.
We're still good, we're still up.
31.
Getting close though.
Yep.
Cool.
Helms on 31 hit points.
Yeah.
But not enough to cause a mishap luckily.
A mishap to the helm would have potentially locked the steering and you wouldn't have
been able to do any sort of piloting or anything like that.
It would have just been you're going in that direction
unless you get hit and knocked around.
But okay.
We're going the right direction at the moment.
You're going the right direction.
So keeping the skiff on course, this explosion erupts around,
but Quill, you're kind of blinking your vision
kind of slightly filled by halos and other effects
around you does the hit careen us though and make us drift thank you tom hazel it does it is a hit
against the skiff which will make you cause you to drift let's see which direction 1d8 uh counting
around so if the top is one we go one two three six, seven. It's going to actually send you up towards City of Glass like this.
Okay.
That puts us pretty much exactly where we wanted to be.
Rocks you to the skiff and you begin screening
towards the walls of the City of Glass.
Two rounds left for the variant duration.
You guys, what do you guys want to do?
Quill, where are we heading? Are we going left or right?
We need to go left more now. Left, I think. I think it's left.
We were hit. I can't see anything.
That's the role play. Essentially, I'm doing the same thing.
Yep. You're welcome, everyone. That's the roleplay. Essentially, I'm doing the same thing. Yep.
You're welcome, everyone.
That's the roleplay.
Kind of crazy.
I got a mildly crazy idea for Nova.
This is exactly the time to do those crazy ideas.
It's probably a bit of a... Not up there, but...
Can I fire Eldritch Blast out in an attempt to try and basically track the
path and see kind of like you know just i don't know punch a hole through this kind of you know
just almost track the trajectory of where it goes and see like you know if it'll punch a hole through
the obscurity so you want to try and use eldritch blast like to kind of where like the smoke and the light
from this explosion is kind of disrupting the vision you want to try and use eldritch blast
to almost be like a beacon of like a or an orientation right like that's what you kind
of want like a guidance laser almost okay make a just make one attack roll i know you've got the three beams but let's
assume that this is like we're going to basically use your spell attack bonus instead of a skill
check to try and do this right so you're going to try and use your three blasts to try and
triangulate where you are so just make one spell attack 25 yeah i'd say okay so with that
make one spell attack 25 yeah i'd say okay so with that you do manage to kind of give quill an indication like you know of where things are like where things are quite blurry and maybe the
the smoke is kind of like blocking line of sight or you know quill's vision is blurry like these
lines kind of give him something to base on and you've got a vague you've got a vaguer idea of
where you are i'll reduce the penalty because of that. Okay, cool.
That's cool.
Sure.
Anyone else?
I think I'll try and assist Lucius again
with managing some of the sails.
Okay.
The strength check.
Give me a strength check.
Yep.
That is a 19 plus 7.
Easy.
So yeah, once again, kind of running over to the sails,
you begin hoisting them as Lucius calls things out.
You rotate them and position them as is needed,
giving advantage to the next pilot in check.
Sentry.
Are there any birds around?
I think that... I found one! Quill! He's right here!
I mean, for the sake of...
Because I want whatever you're thinking of
to be a thing that you can do,
yes, I think that you can see that in the treetops below you,
because you're over these tree lines,
and maybe, like, on the walls of the City of Glass,
there are birds, but they're panicked. They'reicked they're like hidden and they're hiding from the the loud explosions and the fighting and
things like that but there's some yeah what do you want to do i want to i want to use speak with
animals but i want i want i want to use the birds as kind of like a warning signal for incoming fire
so like maybe a brave a brave few can perch on
the skiff and i can get i love this right so okay mark off the spell you cast the spell and then do
a persuasion check as you try and speak to the birds and like bird friends we need your help I'm into it. Seven plus eight.
Eight sixty-fifteen.
Fifteen.
I'll say fifteen's enough.
I'll say fifteen's enough.
And you want them to be, like, an early warning if you're about to be attacked, right?
And they'll do a little squawk to, like, warn us.
And then that gives Lucius, like, a, like,
oh, like, you know,
like, throws the ship to the side or whatever.
Okay, sure.
All right, I'll give Lucius advantage as if he'd taken invasive maneuvers right so like uh we'll we'll say that
the birds but the one this is a one-time thing birds won't do this again like the birds are
you know terrified of all these loud explosions and things like that so yeah um i love it nice
and then i can make a 2d6 healing as a bonus action.
Oh yeah, you get to do that as well. Awesome.
Thank you. Nice.
That's five for Quill.
Man, I am already seeing the godlike plays when we both cast Aura of Vitality.
Already seeing it. Already feeling it.
I will do... I'm going to stack them.
My perception... Do I have advantage? I don't, do I? I don't to stack them. My perception... Do I have advantage?
I don't, do I?
I don't believe you do. It was less DC, lower DC.
Less of a penalty.
The DC's lower.
Yes.
Oh, good God.
The DC was higher, and then you've lowered it.
So it's like a little bit higher.
17, I think.
17 is not enough, unfortunately.
That's what you needed before the penalty,
and then even with Nova's reduction, it's still going to miss.
So because of the the the smoke division even with even with nova's guiding light it's it's difficult
to see and get your bearings your the vision begins to clip i need you to roll a d8 for me quill
yes uh d eight is uh
is uh eight i think that that's straight up no so one so one two three four five six seven eight yeah i actually i went i put you eight when i should have put you to the side um but that's
okay that was just my error so it's gonna be this direction okay uh. I mean,
not bad. It's not terrible.
So, when you
begin careening towards the City of Glass
and you can see that these tall
glass spires, as you are getting
lower and lower, the skiff is going
to start getting into the position where it's
going to potentially start smashing through
these spires itself as you
begin to careen down towards the City of Glass.
Lucius.
The question we ask ourselves at this point is,
do we bail out and use our wings?
The question I'm asking myself is, what's happened to your voice?
What do you mean?
Yeah, your voice has gone a bit weird.
Something's gone.
Has it?
Yep. Like a bit fishbowly.
Very panicked.
Is that better?
Yes.
What was the question again?
Do you want to jump out, basically?
Do you want to bail?
I'm seeing towers and spires through the plumes
of smoke.
I don't really want us to collide with those before we can eject.
Um, can we, if all goes well, Mark, would we be able to sort of U-turn back to the correct destination?
If you guys jump out, I will let you go backwards because you can then angle yourselves
but when you are when you leave the skiff you all begin tracking your own trajectories individually
okay but that allows you you have more freedom of movement right you can you can go backwards
you can spin around you also move quicker so you'll get to the ground so you might be able
to all get to the thing next round if you jump ground. So you might be able to all get to the thing next round.
If you jump out now, you might all be able to get to where you want to go immediately.
So, Lucius...
Nova had a question.
Just how high off the ground are we at the moment?
So, I'm not going to give it in feet because it's like...
Actually, Senna, you want to know because you want to cast a spell, don't you?
That's why.
Is it within 500 foot?
I'm going to say no, because I want to use the cool mechanics.
But I guess like, I don't want to stop you doing a cool thing that your character can do.
So we jumped at 2,000.
Approximately 2,000.
jumped at two approximately two thousand so if i divide that by five that works out to be two thousand two hundred what's that two thousand divided by a turn four hundred a turn so four
so four eight sixteen so yeah you'd be about six hundred so you I'd say this turn you're about 600-700, 600-800 feet
above the ground, next turn
you'd be at 500 feet
so you could try and use the portal
if you drop the skiff
if you drop the skiff I could portal us down
it needs to go lower though
buckle up
there's no time for no buck buckles so here we go
race action we jump you've already used your action i'm afraid century you've already done
it is it just me left it's just you know one action which case i'm gonna pull uh down on i
guess so you want to just pitch it down so it just goes, okay.
Make a
land vehicles check for me on this.
You have advantage.
First one is a 19.
Good. Okay.
And then I got a nat 20, a 27.
27.
Lucius pitches it down with Ayla kind of pulling
in all the sails. You actually bring all the sails
in Ayla to give it that kind of drop.
And you all feel that sudden shift in gravity as this just pitches down,
straight down,
careening towards this large crystalline set of manor houses or towers or
buildings, whatever they once were.
And it is going to, it is going to crash into them.
There is one more round before you guys are going to reach the bottom
where I'm going to roll to see what happens.
Fair enough.
Four.
This is barrage and obscured vision.
So one of the airships is going to take a shot at the skiff
and then this is going to kind of create a blinding environment.
So we're jumping blind.
That is a 28. of create a you know blinding blind blind 28 28 to hit the skiff so the damage does it have disadvantage because of the bird screeching uh i didn't roll that's very well remembered i will roll roll. The birds, damn it! My first one was an 18,
and my second attack roll was a 19,
so yes, it's still going to hit.
So the birds, as soon as it pitches downwards,
they're just like,
and they just fly like...
Understandable.
Understandable, have a good day.
Peace out.
Bye!
That's 18 more points of damage to the skiff, to the hull.
No mishap.
However, it is still going to knock you off course.
One square.
Oh.
Further into the city.
Further into the city, it does.
Oh.
53, the skiff.
Oh, we are far away now. i mean we're going there anyway the skiff uh careens off to the side um from this barrage and again this kind of explosion of light
all of you are kind of like blinking your eyes smoke and debris flames on the front of the the
skiff itself,
clouding your vision,
making it harder to navigate where you would like to go.
It hasn't potentially reached the ground.
Like I said, it's a variable amount,
but I'd say with Lucius pitching down,
this is going to potentially crash this turn.
What do you guys want to do?
I mean, we also have obscured vision, right?
Yeah.
Yeah, so can I see the ground?
I would say you can guess where you thought there was a point
and you can see where the pool takes you.
We all get an action here.
Yeah.
Yeah.
But I will say this.
If you want to go through Nova's portal that has to be your
action oh so nova can cast it and move through it on her turn but the rest of you if you do anything
else you won't be able to use nova's portal but you could bail out independently you could i'd
say that jumping out is a free action you can just decide to be like, I'm out of here. Bye. I'm putting all my
trust in Nova's portal
and holding on.
Waiting for that portal.
I'm putting all my trust in
Nova's portal, but also aiding.
In case
she needs to make a roll. That's your action.
And that would be your action, Quill.
And then I'm just going to
open my wings and just watch the ship plummet into the ground. And then I'm just going to open my wings
and just watch the ship plummet into the ground.
Do you want to just jump off?
Do you want to just be like, I'm out. Peace.
I mean, how long would it take me to get to the ground
if I was to do that?
Literally just wings out and then just free fall.
What's your fly speed?
Oh, it'd be the same as everybody else.
Like you'd be free falling.
Yeah, it'd be the same as everyone else.
The only difference is, Quill, you don't need the chute.
You don't need the pack.
You can just free-fall and then be like...
That's the thing.
I'm thinking, as Perception Boy,
if I help Nova get this portal correct
and then free-fall and not go through the portal,
would I be able to find them?
Probably. Maybe. Sure, cool. free fall and not go through the portal sure would i be able to find them probably maybe
it's your call let's let's you're going to decide now we're blinded and i really want everyone else safe i'm gonna okay i'm gonna do that all right so you're gonna aid nova sure okay all right nova
you'll have advantage on whatever check i make you make in a moment century and ayla what are you guys doing
oh essentially do you what do you want it what what are you torn oh what are you torn about
because i want to know what's like your current... Are there any badgers nearby? Badgers? No.
If
Quill jumps off the ship,
Sentry will want to make sure that Quill
is safe and she'll want to jump off with him.
Jump off with Quill.
Yeah.
Yeah. If that's what
Sentry would do, do what Sentry
would do. Because she doesn't look good in case
he gets into trouble. She wants to help. If it helps, Sentry would do. In case he gets into trouble, she wants to help.
If it helps,
I probably
wouldn't be telling anyone that I'm going to do this.
I'm just like, yeah, you need to go down
that way. You don't need to say that
that's what you're doing. It's clear that you're helping
Nova and you're not making
preparations to go through her portal.
Yeah, you won't have the time.
And Sentry would know that.
Cool. Alright. Ayla. You're not making preparations to go through her portal. Yeah, you won't have the time. And Sentry would know that. Yeah, cool.
All right, Ayla.
Can I prepare myself to rage as a bonus action
and jump through in case Nova's portal crashes us somewhere?
I need to like brace myself like, ah!
Yeah, sure.
Yeah, you can just, yeah, you can do that.
Plus, Ayla's probably mad as hell.
She's probably mad as hell
that they're in a nosedive and she doesn't
like airships falling,
so she's probably pissed off as it is,
but she will be like, okay,
Nova, do it! And then she'll go through the portal.
And then just fucking roll. Cool. Alright,
Nova, the big call here.
What you need to do here is, like,
you have a vague memory of the layout
before the blinding flash and the smoke.
I'm trying to decide, and you can sway me on this,
whether it would be a perception check
or whether this would be, like,
maybe an intelligence,
like, just a straight intelligence roll
because it's more based on, like, your memory of like i think i remembered like this safe spot i'm gonna go
intelligence i'm pretty sure this would be an intelligence check not perception because i think
this is more about your photo memory yeah sure okay straight up intelligence i got plus two
intelligence as a point you are somewhere between 400 and 500 feet up in the air.
The falling damage is 1d6 per 10 feet fallen as an FYI.
We're dead otherwise, so let's just roll.
Let's roll.
Let's go.
We got wings.
I rolled an 18 and a 5.
18 plus 2 is an unnatural 20.
All right.
You don't know whether...
You summon the two ends of the portal,
and you, Lucius, and Ayla disappear through.
Sentry and Quill...
Quill, you're like...
You know, you're describing what you saw,
and you're helping with Nova's memory.
You're like... It was 300 feet or 500 feet down and then on the left next to the
tall spy picture in your mind you're like describing it to her from what you remember as well
but in doing so you don't have the time and as that portal comes century i'm gonna i'd like you
century to roll i think this would be uh initiative for me because you're the one that
as quill is like helping nova nova cost us on the three of them disappear quill is like getting
ready to fall back you see that the skiff because of the angle is about to slam into the side of a
crystal spire like it is about to crash um and you've got one chance to grab quill and like pull him off the the skiff before
it does okay 11 oh do i need that at all that is the total minus it was zero you were helping you
were helping nova where it's like centuries action was like waiting to jump off with you which is why
i'm giving it to century you're just too slow century it's just like you see it coming and you're like
rushing towards him um quill you luck up in time as the skiff smashes through this glass tower
glass spreads everywhere the portal vanishes glass spreads everywhere i need you and century
um yeah make deck saving throws for me both of of you. Oh, I get a plus d4 for this.
Oh, and a plus 3 as well.
You don't get the d4, the bless is gone.
Bless is gone.
Oh, my, okay.
No!
You rolled a 1!
Yep.
Yes, I did.
Yep.
Oh, dexterous century.
Of all the times.
It's okay.
Most of the damage to this glass spire was you going through it.
True.
So, a couple of things, right?
The skiff smashes through this glass tower.
You're both covered in debris of glass that was once stone,
so it's these thick chunks.
You're both going to take a significant amount of damage here.
33 points of damage to both of you. You're like, you know, tore like pieces of glass torn you.
And then you are separated from the skiff.
Lucius, Ayla and Nova,
you all arrive on the ground in that square
that you're currently in. You guys are safe.
You guys land on the ground.
You emerge from the portal, kind of maybe tumbling out of it, slamming
into the side, but Nova put this portal
in a really safe place.
You tumble out of it. As you see
up ahead, the skiff
hit the tower and just glass
in a debris shield.
You have to kind of like duck for cover.
You like duck under like an awning
as the glass shatters around you.
Quill and Sentry, you guys are still free for...
It's a visual dream.
I wish I could see that.
You guys are in the air.
Very cool.
I'm going to scatter you both because you both hit the spire,
and then we're going to go from there.
Okey-dokey.
Okay. 1d8 for quill 4 1 2 3 4 you go southways uh you took 33 points of damage i'm not actually i'm just gonna have you go one square
uh century perfect i'm going where i wanted to go see you guys He's one square closer. Two. One, two. You go to the north.
This is the plan all along.
You guys are still in the air.
You have got one turn.
So while you guys are on your own,
this is the rules that would have been
if you had jumped off the skiff, by the way.
Both of you need to make a perception check
at the start of your turn to try and navigate,
to try and get back to your path, basically.
So individually perception checks, please.
Well, I've already rolled on that one.
This can't get any more worse than it already is.
There we go.
Being thrown off course,
you both drift again, basically.
You're both going to drift one more time.
So Quill, you're going to go three.
One, two, three.
You're out in the ocean.
Sentry, also.
Sentry, you are flying.
You are like careening underneath one of the enemy airships.
You can see it overhead and it's looking around.
By the way, I'm assuming this each turn isn't six seconds.
Like we have been launched
six miles in six seconds no yeah so the other thing as well is like that's why i'm like moving
you like one brief thing it's not six seconds or anything like that it's also to represent that
because you're so high up like moving slightly up high means that your landing is quite far away
down right like you're not going like two miles late. It's D&D you can't accurately
I'm trying to make this cool and fun not necessarily. Yeah, no
What does that mean we dead no, you're not dead
No, cuz you're gonna have a chance to pull like what quill you can just fly so you can just like
You begin flapping to stop yourself. This is pretty much where you guys are going to land the only thing i was rolling was to see uh there technically be one more roll on the events
table for each of you um quill the one i rolled for you is a sudden burst of strong wind threatens
to blow you off course can you make a strength check please oh a strength check i'm good at those
oh that was strength save save. That'll do.
Natural 20.
Natural 20, alright.
Yeah, you don't get blown off course.
You're gonna land basically where you are, out in the sea.
Essentially.
Oh, this is where I've landed?
Yeah.
Yeah.
You're gonna land in that square, the two mile radius of that square.
Damn it, okay.
It's entry.
I rolled a six, which is heavy barrage.
As this airship sees the falling golden guardian
and is like, fire at will!
As it's going to fire three times.
They just think I'm one of Sentry's birds.
The first one is a 18.
So you just, you like knock it aside with a shield,
just this great beam of light.
Send it flying.
The next one is going to be a 22.
Uh-huh.
Oh, my God.
16 points of force damage.
Okie dokie.
And then the last one's, yeah, definitely going to hit.
That's like a 24.
Nice.
I've also drawn the map.
Two 10s and two 9s.
Oh my god.
38 force damage as this last one
punches you down.
Oh my god.
Christ.
You hit the water.
Like, you managed to activate the shoot, the wind shoot,
but you do it quite low to the water and you just plumb it in, just like sploosh.
At least the wind chute activated.
Yeah, for sure.
And yeah.
I've also drawn on the map the route that we've taken.
I've landed exactly where we started.
The same tile.
Technically, you started... Hang on, you started here.
Literally one square to the right. Entirely technically you started hang on you started here
Literally one square to the right
And it all happened so quickly
Okay, well let me just move the other three back to where they, uh, landed.
And, yeah.
So, Ayla, Lucius, and Nova, you guys emerge.
The glass kind of falls down like rain around you. And after a few moments, it clears and it stops.
You don't see...
You see, like, Quill and Sentry, like, drifting off,
like, in the distance.
You see them, like, falling outside of the city walls are we even recognizable amongst the debris
yeah yeah sentry yeah these guys your century
douche about it uh but you definitely see them like yeah like landing outside the city
uh what do we do? They've gone.
I'm just looking at the debris of the
smashed skiff
and putting my hand up
to all this debris of glass smashing at us.
I think we need to get somewhere
safe real quick. Let's get
somewhere where we're shielded
in the city and then we'll
figure it out. We'll figure out what to do. We don't know what's
in here.
Right.
Quill doesn't have a messenger ring.
No, but he can still
send his little brain things.
Maybe. He does
that, right?
There's a building near. How close
is that to us, considering this is a two-mile square?
These squares are pretty big. You can get there in...
It depends on the movement you want to move at, right?
So moving around this map, if you want to move quickly,
you can basically move...
It's basically 30 minutes to go from one square to another, right?
If you move quickly.
If you do that, you have disadvantage on perception checks
and potentially enemies will have bonuses to know you're coming.
If you'd like to move at a normal speed, it takes about 45 minutes to go from one square to another or one section of the city to the next.
You don't have any penalties, you don't get any benefits.
Or you can go at a slow pace and it takes an hour to go from one square to the next, so one city section to another, but you can use stealth if you do that.
That's travel pace.
So to move around in the square that you're in, you can get there in a few minutes.
You can get there in five, ten minutes.
It just depends on how quickly you want to move around.
Is there any forces near us at the moment that we can see in visual range so i will say this the city the
city of glass was once this dense metropolis like this this shining beacon of what eros culture was
before the valkyrian before the valkyrian war the streets are tight and compact with tall buildings
all of which have been turned to this translucent glass. Now, this causes like reflections and distortions in it.
You don't see any enemies immediately around you,
but this empty city echoes sound.
Not only that explosion of the skiff hitting the tower,
but you can begin to hear sounds of fighting,
but you have no idea where it's coming from.
It's like bouncing all around the city.
There is definitely activity
here in the city whereabouts you don't know but you don't see any immediate threats right
i uh i could potentially go and get one of them uh i have a crazy plan it's pretty dangerous
might hurt but i could do it how dangerous uh okay go invisible, fly up, figure out where one of them is, fly over to them,
and dimension door back to this spot. Uh, dimension door is 500 feet, I believe,
or is it bigger than that? Uh, dimension door doesn't have a range on
it. Um, it just says... I'm certain it does. It says on it... Hold on, I was just looking. Oh certain it says on it hold on i was just looking oh yeah sorry
otherwise it's teleport yeah i was gonna say otherwise it's gonna be or i could tell a bit
so yes you can the one thing i will remind you on teleport is that there is a chance that you can
it can you can be off target yeah yeah can i try and communicate with Sentry?
Yeah, Sentry, have you got messenger ring attuned?
I do, yeah.
Then yeah, you can talk.
Sentry?
Sentry?
Ayla?
Ayla?
Where are you?
I'm in the ocean, I went under an enemy ship but I-
Ocean?
Where's Quill?
Where's Quill?
Quill! He doesn't Where's Quill? Where's Quill?
Quill!
He doesn't have a ring on.
We don't know where he is.
Are you safe? Are you hurt? Are you okay?
I'm a bit hurt,
but I'm okay. I'm okay.
I think I can get back. If I can get
Alnus Six out, I can
fly back.
I just... I hope Quill's
okay.
If you can get on...
I don't know how to contact him.
Sentry,
I think we saw him
falling in the ocean as well,
south of you. I don't know how
far, but definitely outside the city of
glass walls. If you can get
back on and start to fly, head in that direction and maybe look for him staying
low stay below the tree line okay good plan okay I'll head south thank you I
think what we'll try and do is I guess head to the wall on the east side and
meet up at the wall of city of Glass or something like that.
Okay, stay close to the buildings. Find cover. I'll be with you soon.
Will do. Good luck.
Okay.
What's the plan?
I don't have a messenger ring.
Oh, uh...
The sentry's okay.
Yeah.
They're in the ocean.
Okay.
She's going to go and try and fly and find Quill and
we're gonna try and rendezvous together.
I don't know where, whether we should go on top of the wall to meet them or
this side of the wall, that side of the wall, I don't know.
She did say to take cover. Well, you're saying the word wall a lot.
So let's head, I guessing, head to the wall.
I can make us invisible. That's easy.
We can get there.
That'd be good.
You know, I can make us invisible.
Obviously, don't know if anyone can see through invisibility,
but it's something.
Sound is still a problem.
Sound also a bit, but if you move,
I'd say if you move at a normal pace,
so if you don't go at the fast pace,
but you're invisible,
I'll say it's very unlikely that you'll encounter enemies.
Cool.
Because, like, even if they could hear you you they won't know where to look for you you can just move you know ahead or stop and
wait for them to pass and then carry on um it's basically like you can stealth without doing it
invisibility lasts an hour right nova yes so they'll basically be moving into the next square
and then sort of moving in that square
will be the duration of the spell.
So you can move one square under the effects of invisibility
pretty easily, moving at a normal pace.
Okay, so you guys know the cast invisibility
and you begin making your way east towards the wall.
You can see the wall.
It's easy to navigate to.
Moving through the City of Glass invisibly,
there are still feral guardians here.
You remember that there were hundreds of feral guardians when you came here last time.
Many of them under Herald's command, but they are still packs of them roving around like wild animals.
Many of them with disjointed or broken parts.
Many of them looking like they've been in ill repair for centuries.
But you avoid them with the invisibility and moving through.
You manage to avoid any conflicts, but there are enemies here for sure.
You guys make your way to the wall.
Let's jump over to Quill.
Quill, I mean, you managed to kind of bring yourself
to like a stop with your wings and you're you're hovering in the air after the fall.
I don't land in the water because that would ruin me.
I think as I'm falling, I cast Expeditious Retreat on myself
and then I swoop up just along the top of the water.
I'm going like 100 feet a turn at this point with Expeditious Retreat.
Yeah, yeah, yeah.
Flashes of waves behind me.
I look cool as fuck.
And my plan is to go,
to basically just head north
towards where I guess I would have seen Century falling.
Yeah, you would have seen her flying off, yeah.
So is a bonus action to Expeditious Retreat and a spell?
Do I have like a,
if this is multiple turns or whatever,
can I also do sending as an action so first the first
question i have for you is how long does expeditious retreat last for is it a minute or is it an hour
10 minutes 10 minutes okay um so it's not going to be massively useful for like these longer
distances because these are like two miles but it will it will help it'll definitely speed it up a
little bit um do you so my next
question to you is if you're moving north do you want to go at a fast pace a normal pace or a slow
pace and try and stealth uh i would just go at a because i know that fast will be exhausting i've
done this before i'll go at just a normal pace my plan is to just get to century in relatively
short time um Sure, okay.
Yeah, but without killing myself in the process.
Okay, no, that's fine.
And then you want to cast Sending?
Yes, I wanted to cast Sending to Sentry to basically tell her
to head south along the coast so that I'll be heading north along the coast,
we'll meet up somewhere on the coast
so she doesn't just wander off into the middle of nowhere and I can't find her okay all right century you receive that message you can respond you get like
25 words if you want to just i'm assuming it'd be like a okay or like i'll see you there kind of
thing yeah just yeah following what quill says yeah sure uh right so century so we see quill
kind of wings outstretched gliding using the air to kind of save his strength
and this spell almost propelling him forward
as he scores along the water
in the direction towards Century.
Century, things are a little bit different with you.
As the rest of the group are making their way
through the City of Glass,
you kind of break water.
Like, you hear the messages from Aayla and Lucius.
You send those back to Quill.
By the time those are all done you realize that that airship is is knows that you're down here and it
is coming down and it's looking for you you can hear like people like calling out and stuff like
that um you are out in the sea i need you to make an athletics check just like you know you're kind
of like keep you can tread water for as long as you're exhausted until you start getting tired.
But if you want to go somewhere,
you're going to have to basically fight like you're going to have to swim.
So just give me a straight up athletics check.
16 plus 9, 25.
Yeah, easily enough.
So my question to you is what do you want to do, Century?
Like this airship knows you're down here.
You know, it saw you rocket rocket past it shot at you and
everything else um and it's it's searching for you uh what do you want to do do you want to try
and summon the periton and get up on the periton i think that's the plan i think sentry will uh go
under the water stay under the water for cover and then while she's down there summon yeah summon
alnissix and try and head towards the coast and then go
south all right you summon the periton uh it takes a minute to do that so trying to stay on the water
for all that time you can do it you you kind of just you don't need to breathe so you just stay
under there um you kind of like drifted around a bit but you focus on the spell the periton is like
are you summoning it underwater are you going to come up
and then summon it like because if this periton is summoned underwater it's not going to be very
happy yeah i imagine like i guess like sentry will like as as the periton's coming out like
sentry will swim up to try and breach water and then the periton comes out and there's such golden
light spreading its wings of cool and stuff sure sure sure yeah jump on you
swim up the the periton like this great metallic uh mixture of metal and branches and vines with
this golden light the periton kind of breaches the water with you on it because it's your mount
right like you can get it yeah that is the airship sees this it's gonna see that yeah i'm gonna say we're gonna roll
initiative um oh cool okay the century versus the airship well so quill will probably get there like
you guys are gonna arrive because it takes time to summon the periton and this airship takes time
to get down so i'm not gonna go have you this isn't just gonna be century it's gonna be century
to begin with but then hopefully quill and the others will will arrive but i will say
this century looking up the airship's cannons like it has these big sort of like under hull
arcane turrets that you know you were very powerful when they hit you looking up the crew
it's not like this is elite valkyrian soldiers. Most of them look like normal airship sailors
with a couple of bits of Valkyrian equipment and weapons
and things like that.
There's maybe 15 to 20 of them up on the airship itself,
but the biggest threat is those turrets.
Those turrets are definitely going to be the biggest threat,
but this might not be as impossible.
It's not an impossible battle here
um this is you know you are you are sentinel prime no uh right bloody hell i have to uh put
together an encounter for this now give me a minute i mean that's a that's a hell of a vote
of confidence where century you are pretty much on your own. And Marcus just said, yeah, you could take an airship.
Well, Sentry is injured, though.
That's the other biggest problem.
Yeah, it's not a good spot.
She's injured.
That's the thing.
So the other thing is you could try and basically avoid, like, just try and get away from this thing and try and, like, take evasive maneuvers like you were before.
I guess before we roll initiative, actually, yeah.
What does Sentry want to do do you want to just try and like x-wing dodge this thing and
be like you know evasive maneuvers or do you want to fly up and get stuck into a combat i think
she'd want to try and get to quill i think yeah i think she'll try and evade this ship and just
just find as soon as possible all right let's have a look at some stuff
then periton okay cool 60 feet okay so if the periton if all the periton does is fly you can
basically go about 120 feet around the airship flies not that it's actually not as fast as that
but it's obviously going to have range of weaponry
so you're going to be in range of its weapons for a fair few turns um however they're slow so
rather than using your dexterity and stuff like that let's use the peritons because it makes way
more sense uh yeah so on your turn century do you basically just want to try and use your mount to
try and avoid and duck and weave and and try and present as difficult a hit to hit target
as you possibly can.
Just trying to duck and weave as much as possible.
Give me an animal handling check
to represent you controlling your mount, right?
Rock and roll.
1926.
26.
So yeah, what's the parrot's name? I can never pronounce it. What's the periton's name?
I can never pronounce it.
It's Alnissix.
Alnissix.
Alnissix, under your command,
sweeps and dives and docks and weaves.
And yeah, it's going to present a much harder target to hit.
The weapons will try and hit the periton.
So they're going to try and hit the Periton.
Do you want to use your reaction to protection?
Hell yeah.
Yeah, disadvantage, sure.
And then I'll increase his AC as well.
Nice.
So disadvantage, whoops.
That is going to be a plus seven.
That's going to be a 16, which would normally hit him,
but because of the defensive flying,
I'm going to give him a plus five AC.
So as long as you can keep him defensive,
he'll have an AC of 18.
So the first barrage just smacks into the water,
this heavy force arcane cannon kind of blasting
as you dip and weave to the side.
A few of the figures on the top are going to try and shoot at you
with their normal rifles.
However, just this blast of fire erupts all around you.
Can you give me another animal handling check
as you try and keep the mount?
20, a natural 20.
20, yes, the same thing.
AC of 18, and then disadvantage on the attack roll for the first one.
That's going to be 9 plus 7, 16.
So again, a narrow miss, like this blast impacts near your mount,
churning up water as it splashes into the ocean
as this giant beam of light kind of cascades downwards.
And then up above the crew
is going to take a shot natural one their aim just completely ineffectual as it tries to rain
down fire it up against you and then lastly uh that is going to be the same thing oh animal
handling check sorry can you give me another animal handling check yeah oh that's a not 11
11 this time not enough to give uh like you can sense that the
mount's getting tired and you're trying to spur it on but it doesn't have the strength to however
uh with your shield this time thanks to the deflection ability you turn around and this
one beam you manage to tank on the shield as preventing it from hitting your mount just like
splitting the energy of light around you as it's like...
Oh, my God.
...erupts into the water.
The crew on top, however,
this time they do manage to succeed.
Their blast, their kind of arcane force rifles
slamming down into the mount.
Five points of force damage.
He has 33 hit points, by the way,
so he has 28 left.
Flying on for like this distance quill you can
see in the distance um you can see the sentry and the airship coming to uh you're probably going to
get there before the others because they're moving on on foot and you've got the the expeditious
retreat as well so i'm going to say you get there first um okay yeah these guys are still several
hundred feet ahead but you can see see this sentry coming towards you.
I mean, we intend to, once we meet up,
we intend to head into the city of glass,
so this ship is going to be a problem for a long time.
So I want to try a divine intervention, please.
And I am asking for a strong wind to throw the thing off course,
so it basically spirals.
Don't make that face!
Oh, wait, I've tried this before, haven't I?
It didn't work.
Yep.
Yeah.
Yeah.
I'm trying again anyway.
Quill is hoping.
Even here with the winds around you,
with Siaska still
effectively
asleep or dead
whatever you want to call it
and with Hesper's guidance
has to roll
under his level
I got a 92 so it was way off
it wouldn't have happened anyway
I'm dyslexic okay
I go the other way around
that was fine.
But yeah, sadly, no prayer to answer.
Century.
Anything you want to do?
Or you just want to keep trying this tactic?
Just get in a quill.
Just keep going.
Do you want to use your action to lay on hands yourself?
That's a good idea, actually. I could do with that. Would you like to use your action to lay on hands yourself? That's a good idea, actually.
I could do with that.
Would you like to heal yourself?
I will heal myself.
It's also like I can tell Rhiannon's like,
stuff's happening.
It's easy to forget stuff.
I'll do 50 lay on hands points.
That's quite a lot of points.
I'm not looking good.
I'm on a 53.
Oh, damn. Yeah, so you feel the matrix kind of rejuvenates you as actually century as you're nearing the border because you've kind of been out
at sea and you're kind of flying your way towards the coast as you're drawing closer to the city of glass it's almost it's like hearing dozens of voices a distance you can hear not
they're whispers but they're louder like they're coming from a great distance like there's this
great song or voice or chant or something coming from the city of glass you can hear well not here you can
feel all of these voices some of them enraged some of them afraid some of them desperate for
sustenance hungry some of them you can sense presence, but it's like their silence.
It's like hearing their silence.
It's a very strange sensation.
Like you can hear the absence of their voices,
where voices should be dozens, hundreds, thousands of them.
I think in that moment, Sentry would get,
I think she would get a little distracted, and maybe Alnissix would slow down and she would just glance over to where it was coming from.
Okay, sure. So do you want to not use your defensive ability this turn?
Yeah, she'd be distracted. She'd be like, yeah, what is going on okay uh as you're distracted as you're like looking
a great barrage from the airship connects with the with the peritone
that's a 10 and a 9 uh 23 30 points of damage uh the mount just comes apart into pieces.
You have 28 HP left.
The mount just kind of breaks apart beneath you.
And again, you feel yourself beginning to plummet down towards the coast.
What do you want to do?
What have I got to do?
What can I do?
What can I do?
Can I...
How far from the coast am i uh i'd say that you're kind of bordering on
the edges of the coast the the bigger issue is you're about sort of you know 80 90 feet up in
the air um you're probably going to impact with the coast reaching the coast is not a problem
it's the the force and speed of which you are currently decelerating, which is perhaps more of an issue.
Can I... Can... OK.
Can I use Misty Step to teleport up before I hit the ground?
OK, yeah.
To kind of negate the force.
Yeah, yeah, yeah, yeah, yeah, yeah, yeah, yeah, yeah.
So you kind of time yourself.
You hold the spell energy in the matrix. And as you feel yourself about to impact the ground, Yeah, yeah, yeah, yeah, yeah, yeah, yeah, yeah, yeah. So you kind of time yourself.
You hold the spell energy in the matrix.
And as you feel yourself about to impact the ground,
you launch yourself about 30 feet diagonally forward to try and minimize that fall.
You do still come smashing down.
You're going to take 3d6 of fall damage.
A double jump to negate fall damage.
Yeah, yeah.
That's going to be 12 points of bludgeoning damage so you do take some like you'll you kind of smash into the stone debris
kind of popping up erupting all around you as you kind of roll um and now you stand on like a rocky
uh almost uh cliff-like face um not cliff-like like a rocky shoreline um you can see that you know maybe sort of a few
hundred feet behind you are the walls of the city of glass these crumbling glassed over ruinous walls
um but you are now out in the open on the shoreline looking up as this airship is turning
to bring all of its guns to bear this is the where Quill, you're kind of swooping along the shoreline.
You're going to join the fight,
as well as Aayla, Lucius, and Nova.
You guys have made your way to the wall
and found like an old battlements ladder
that the defenders of this city would have used
and kind of making your way up.
You emerge up onto the walls,
onto the battlements.
As you look down,
you see Sentry landing,
come skidding,
kind of like dust and rock and dirt being churned up
as she turns to look at this airship
that is now basically engaged in battle
about 200 feet in front of you from the walls.
You can see this battle taking place as then Quill.
And that's where we end today's episode.
Can I land behind the shield?
Oh, yes.
Three-point landing.
What a spicy situation
we found ourselves in.
It's just an airship.
Just an airship. We can take it.
We can take it. Yeah.
Yeah. It an airship. We can take it. We can take it. Yeah.
Yeah.
Yeah. It would help them.
Horizon, at least.
It will.
It definitely will.
I did say I wanted to get rid of some weapons.
That's true.
This is what I wanted.
Didn't get my treasure, though, did I?
Not yet.
You nearly did.
You bloody nearly did.
It was close.
Really close. So close. So close. close got yeeted into the sea instead
yeah
if you can deal with all of these
problems maybe you can sneak by
Tom on your way out once all
of these problems are solved
go back later it's fine
yeah
what later are you expecting there to be i'm not sure once this is
we save fine we save the city of glass giselle is just like wow that was amazing and you looked
really cool we're going to join you now also open borders you're free to travel wherever you want
including that okay do you want a convoy there? I'm a dreamer.
I'm a dreamer. I admit it.
I love it.
That was amazing.
That was super, super cool. I know you were saying you only put it together today
and it was clumsy or whatever.
It didn't feel like it was awesome.
The mechanics, are they perfect? No.
Were they fun? Yeah, I think so.
Hell yeah.
You did do a bit of a loop.
I did like the fact it was like started here, ended here.
That was quite fun.
Out of the bottom.
Spiraling.
To where we want to be.
Yeah.
But it could have.
The other thing as well is like whenever you put the dice involved, like the quite a few
times you guys rolled really badly, like Quill had some really unfortunate rolls.
Lucius had some really unfortunate rolls that ended up you guys failing like if you guys had
succeeded on a lot of those roles you would have just picked where you were going and then you
would have just gotten there it would be fine but combined with the random roles for the direction
like you could have ended up so many other places there and it would have changed things dramatically
i think we ended up in an okay. An okay. Could have been worse.
Four tiles away from the target, so accuracy is not on point, but we're alive.
Yeah, but at least we're up in the area where we need to go and see people, rather than
yeeted into the ocean further, or completely off the other direction,
like miles and miles and miles and
miles to travel we wanted to get onto the ground we're on the ground we're on the ground it was
one of those things where because when you guys were talking last week you were i think like i
like not the last week the week before i mentioned the skiff idea and you were like now we'll just
fly we can use fly spells i was like okay so part of this was like i had this idea of
like the whole time you guys would be like battle royale all individually and the idea of all of you
just being like randomly scattered we would have been scattered miles from each other i would have
loved that that'd be amazing we could have done like one-on-one sessions where it's just like
right this session is three hours of just me and Quill, as Quill treks across the fucking world to this iron shelf.
Oh, God, we would all die.
We would all just die.
No, it would have been cool.
No, speak for yourself.
Yeah.
It would have been dope.
I mean, Nova's just like, teleport, so.
Oh, yeah.
And also, yeah, and I'm invisible as well.
I've got the action.
I can use an action to turn invisible.
So I would have just gone invisible and zipped around trying to find you.
So the individual episodes were changing quality so much.
Me and Lucius's solo episodes would just be like,
and just running.
Meanwhile, Sentry and Aayla's episodes,
oh yeah, we took down an airship each.
Yeah.
Yeah, that would have been great. I just check out this army.
What you been doing?
Screaming in a circle?
Bunch of treasure, though.
I tried to
define a dimension. Why is it not working?
I had
little ideas planned for
the forests, and
if each of you ended up, I did have some ideas for future sessions.
I'm glad you thought ahead of that.
Jesus.
I don't know how I would have handled that as a DM.
I was like, well, it didn't end up anywhere I wanted them to be.
They're just scattered.
Yeah, it would have been great.
I cannot believe you put the statue in there
from the random note that I've had since episode one.
Dude, that statue has been there.
I knew exactly where
it was day one session zero like i was like since day one but because when you came to the seat of
the glass last time you basically only ever went to the very tip of the peninsula yeah and you
didn't have a map or anything like that you literally just went down you crashed in fact
because the airship blew up so you didn't have a chance to scout around or
look around so i just put it there there it is what a defensible location a great place to land
and bone of treasure perfect to crash exactly that's it from us uh we will see you next week
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um the good stuff take care everyone
bye
bye love you
bye