
Jysson |

Jysson targets the leader who is injured.
Attack 1: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 2d8 + 4 + 1d6 ⇒ (6, 5) + 4 + (1) = 16
Crit: 2d8 + 1d6 ⇒ (1, 8) + (1) = 10
Total=36
The flail swings upwards, connecting with the leaders chin and lifting him up off his feat, while at the same time shattering his jaw.
Jysson then moves to attack the other leader, using his bonus action to shift his Hunter's Mark to him.
Attack 2: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d8 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12
Unfortunately, Jysson is distracted by the halfling getting knocked around by pure air. It causes his swing to miss the second leader.

Seth Kairos |

Arcana: 1d20 + 2 ⇒ (15) + 2 = 17
Seth feels pleased that all immediate enemies are dead by now. Without the pressure of nearby opponents, the half-elf cast Faerie Fire in order to illuminate pindleton's attacker
The spell affects the leader, the invisible guy, Sohar and the bottom-left enemy

GM Infinity |

Nice, Seth
As Jysson drops the hawk, an otherworldly purplish glow surrounds those near the runed door, like light from an alien world on dew covered leaves.
Zephyros, now mildly aware of the melee, stands upright in midair, pointing at the invisible stalker "YOU! Trespasser! You were not given permission!"
Pindleton, Glor, Sohar up

Seth Kairos |

The spell affects the leader, the invisible guy, Sohar and the bottom-left enemy
It actually the bottom-right enemy

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Seizing the new opportunity, Sohar bites at the previously invisible attacker, trying to drag it to the ground.
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Action: Attack(Pack Tactics):
Bite: 1d20 + 6 ⇒ (3) + 6 = 9 or Bite: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11
DC:13 Strength check or knocked prone
Status: Wild Shape-Dire Wolf(p.321)
HP: 31/37 | AC: 14

GM Infinity |

Pindleton steadies himself against the assault but it takes him a moment to regain his bearings.
The cult leaders use the stalker's distraction to cast spells. They chant oddly in unison until foot-long golden hawk talons materialize on the party's flank.
They each cast spiritual weapon.
Talon 1 vs Glor: 1d20 + 3 ⇒ (6) + 3 = 9
Talon 2 vs Jysson: 1d20 + 3 ⇒ (5) + 3 = 8
Total misses
The stalker turns its attention to Gloriana in vengeance...
Slam 1: 1d20 + 6 ⇒ (18) + 6 = 24
dmg: 2d6 + 3 ⇒ (4, 4) + 3 = 11
Slam 2: 1d20 + 6 ⇒ (20) + 6 = 26 oops, crit you
dmg: 2d6 + 3 + 2d6 + 3 ⇒ (3, 5) + 3 + (4, 4) + 3 = 22
Glor takes 33 dmg!
Everyone in party may act. We are technically at the latter half of round 3.

Pindleton Montague IV |

Pindleton waves his bow around trying to track the invisible foe and lets loose with an arrow.
Since already at disadvantage, might as well try ranged in melee. But since Sohar is threatening, I should still get sneak attack, right?
Bow attack: 1d20 + 7 ⇒ (8) + 7 = 15
Bow disadvantage: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 4d6 + 4 ⇒ (2, 2, 2, 6) + 4 = 16

Gloriana Beesunn |

Gods! Gloriana manages to gasp, spitting blood from the wounds to her internal organs. She grits her teeth and attacks, because that's all she knows to do.
Longsword: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 4 ⇒ (4) + 4 = 8
2nd attack: 1d20 + 7 ⇒ (10) + 7 = 171d8 + 4 ⇒ (7) + 4 = 11
She then steps back and tries to catch her breath.
Second Wind: 1d10 + 5 ⇒ (4) + 5 = 9

GM Infinity |

Pindleton's cautious stance against the attacks of the stalker prevent his usual uncanny precision, regardless the arrow hangs midair as it penetrates the glowing flesh.
Gloriana's onslaught continues with 2 more strikes against the elemental hulk.
Stalker at 50/104
Seth, Jysson, Sohar still up.

Pindleton Montague IV |

Pindleton, sorry the wording seems to me to say having disadvantage disqualifies the sneak. For sneak either
A) you have advantage
or B) "if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll"
Whoops! That's what I get for just skimming rules before I lost my connection.

Seth Kairos |

The attacks against the invisible stalker have advantage now that he is on faerie fire, not sure if that change something for the party attacks this turn.
Seth tries to finish the cult leader
Eldritch blast: 1d20 + 7 ⇒ (4) + 7 = 111d10 + 4 ⇒ (10) + 4 = 14
Eldritch blast 2nd roll from advantage?: 1d20 + 7 ⇒ (1) + 7 = 81d10 + 4 ⇒ (1) + 4 = 5

GM Infinity |

Thanks for the reminder, only Sohar has missed since you cast and he had advantage (got a hit on the second roll).
The cult leader writhes in agony from the fey bolt "Damnit...you again..." His neck is badly charred, like an electric burn.
He's now 6/33
Jysson, Sohar up. And reminder to roll advantage against fairie fired foes (the injured leader and the invisible stalker both have it).

Jysson |

How many cult leaders are there? I killed one last round.
Jysson goes after the living cult leader, which he has Hunter's Mark on:
Attack 1: 1d20 + 7 ⇒ (2) + 7 = 9
Attack 1, Adv: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10
If he's injured: 1d8 ⇒ 2
If the cult leader is still up, the second attack targets him. If not, Jysson will use his bonus action to shift Hunter's Mark to the invisible stalker and then move to hit him.
Attack 2: 1d20 + 7 ⇒ (4) + 7 = 11
Attack 2, Adv: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 2d8 + 4 + 1d6 ⇒ (2, 7) + 4 + (3) = 16

GM Infinity |

Jysson, you're correct, sorry. Missed your crit and total from post 101 when I was updating. Seth took the last leader to 19, so your first hit takes him out.
Jysson topples the last standing cult leader with a few nimble blows, before turning his prowess upon the stalker.
stalker at 34/104 All other enemies dead or asleep. Zephyros still Zephyrosing. Sohar up.

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This time, Sohar leaps at the stalker's throat, finding his target and mercilessly shaking the creature like small prey, though not quite ending its life.
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Action: Attack(Pack Tactics):
Bite: 1d20 + 6 ⇒ (17) + 6 = 23 or Bite: 1d20 + 6 ⇒ (20) + 6 = 26
Damage(crit): 4d6 + 3 ⇒ (2, 4, 6, 6) + 3 = 21
DC:13 Strength check or knocked prone
Status: Wild Shape-Dire Wolf(p.321)
HP: 31/37 | AC: 14

Gloriana Beesunn |

Gloriana waits for the Sohar/wolf to break off and then she attacks without mercy, hoping to dispatch the invisible killer.
Attack 1: 1d20 + 7 ⇒ (19) + 7 = 261d8 + 4 ⇒ (8) + 4 = 12
Attack 2: 1d20 + 7 ⇒ (15) + 7 = 221d8 + 4 ⇒ (3) + 4 = 7
Crit on the first attack!

Jysson |

Jysson will grab a sleeping cultist by the ankle start dragging him to the edge, tossing the cultists over one a time, unless someone stops him.
As for the vultures, he'll try calm them down, un-saddle them, feed them (plenty of dead bodies around), and groom them. If there is a rookery around, he'll bring them to that and prepare them for the party to use.
Animal Handling?: 1d20 + 8 ⇒ (18) + 8 = 26

Seth Kairos |

THe guys seems to be telling the truth about their gift... In any case, Any idea of what to do with big Z up there?
And about Jysson actions
We need at least one living for interrogation

GM Infinity |

Jysson, the vulture's first response seems to be to attack you when you advance to a certain range, certain cues in their stance and your natural intuition tells you so-after all you've seen that trick before. Perhaps you could get closer if you donned the garb of their former masters, fooling them long enough to mount and attempt further coercion.
If you wear it, and make another DC 12 charisma animal handling check, you can ride it
Seth, Z seems to still be writhing loosely in the air, his gaze is distant, his mouth drooling. You might start to wonder just who in the hell is driving this thing.

Jysson |

Jysson will totally do that, but with a frown of disgust at the guy who previously wore the uniform.
Charisma (Animal Handling): 1d20 + 1 ⇒ (2) + 1 = 3
Go figure. Lol.
Also, why charisma? Animal Handling is typically a wisdom skill. Wouldn't have passed it either way, but just curious.

GM Infinity |

Good point, I was just reading what to do from the adventure and it said charisma animal handling. I think they were thinking it had a certain deception element to it.
The vulture squawks in surprise flitting its wings, slashing out in a futile manner before disembarking the cloud. The others follow suit and take up a attack pattern in air, seemingly about to dive bomb you...but the griffons intervene at the last minute and manage to drive them away.

GM Infinity |

The castle continues to careen from cloudtop to cloudtop, you might start to wonder if this inescapable prison will be your last stand.
As the party debates its next move, Jysson swears he spots a dragon coasting near a thundercloud.
After a few hours, Zephyros seems to calm, returning to the ground to meet you all again "F-forgive me, Wardens...my spell failed. There are sinister diviners that lay traps on the astral sinews I reach through..." he glances down at the sack of pixie dust "I should not have accepted this, it was meant for you." he hands it over.

GM Infinity |

Loot
Zephyros helps ID the magical nature of the smiling bag (which the invisible stalker was released from) as well as the pixie dust.
Bag of Holding - weighs 15 lbs regardless of whats inside. Can hold up to 500 lbs, no bigger than 64 ft^3. 10 minutes of air for breathing if one creature. Opens gate to astral plane if combined with other extradimensional spaces...
Pixie Dust - 10 uses, can substitute for any 3rd or lower spell material component. If sprinkled on a creature, roll d100:
0-70 flight 60 speed for 10 minutes
71-80 unconscious 1 minute
81-90 confusion as spell
91-100 invisibility 1 hour
Also some mundane gear there as well of course.

Seth Kairos |

At this point Seth is not really accepting any dust from that giant. Is there gold?, letters? something that hints what were the guys intentions?

GM Infinity |

Seth, the thing that stands out as far riches go are the solid gold daggers the leaders were equipped with (likely a good 1000 gold each). To the right buyer, the steel hawk motif'ed armors are finely crafted and might catch the right price...especially if the buyer was unaware of the connection to an evil cult.
You also find a document in the boot of one of leaders written in Dwarvish script, but the dialect is totally alien, it may be a wholly different language or code.
"The cloud giants seek part of their artifact in Nightstone. Use this gift to ally ourselves with one and bring us closer to the Holy Yan-C-Bin. -AK"

Seth Kairos |

Investigation: 1d20 + 5 ⇒ (11) + 5 = 16
So, The cloud are after something. That might explain Z's hospitality
If zephyros is not around I keep the document until I'm sure I can share it to the others without interference. If he is around, I'll leave it where it is until he is gone.

Gloriana Beesunn |

Gloriana tugs on Zeph's leggings to get his attention. Once done, she holds up the long dagger and says, The vulture riders called this the Sky Kris and said it controls the runed door. What does that mean, great one? They also mentioned Yan C-Bin and the Howling Hatred. Who are those people? Do they mean us harm?
She then sits down to rest, breathing heavily as if extremely tired all of a sudden. She drinks a little water, waiting for the giant to explain.

GM Infinity |

Seth, Zephyros takes occasional breaks upstairs, allowing you to share the note.
The journey is nearly halfway complete by Z's estimates, 5 of the 11 estimated days have passed.
I'm going to jump ahead to the next encounter just to keep things moving. If you'd rather plot an escape or do something else we can retcon, no problem
On the tenth day, everyone but Gloriana freeze in their tracks. Off the starboard cloud, a huge silver dragon glides through the sunshine, approaching on a collision course quickly. As it flies closer, you see a number of armored dwarves clutched in its claws...

GM Infinity |

Glor ninja'ed
"Yes...you offered to help so I made you my sentry. The one who wields the Sky Kris controls who can pass that door. Obviously those riders were clever enough to find a loophole...I swear my mind is going.
I did not know it before I dove the astral, but Yan-C-Bin is the Evil Prince of Elemental Air. Those cultists follow him...I suppose they find beauty in the primordial stages of our worlds spiritual evolution.
I took their gift as a courtesy and was attempting to divine their intentions when I was waylayed by a certain neural-psychic snare...eh...are you following?" he cocks his head to one side in earnest assessment.

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Sohar dismisses his wolf-form and summons Ghost to his shoulder. "The death and destruction that would cause..." He shakes his head. "It is a peculiar type of evil to embrace such chaos. So, you are feeling... well, again?"

GM Infinity |

He grins but quickly returns to a serious face "It isn't the first time I've been assaulted on my planar excursions...every time I feel I lose a piece of myself, scattered there among the stars...without direction. But I've mostly returned, and with something new: a new thought, a proper course. I suppose its an exchange..." He glances over you all "I'm sorry you had to witness that, hardly hospitable. And I will have to revise the door...I hadn't considered extra-dimensional spaces."

GM Infinity |

If you guys are done chatting it up...
On the tenth day, everyone but Gloriana freeze in their tracks. Off the starboard cloud, a huge silver dragon glides through the sunshine, approaching on a collision course quickly. As it flies closer, you see a number of armored dwarves clutched in its claws...

Seth Kairos |

What does clutched exactly means?

GM Infinity |

The dwarves are armed and armored and seem to be using the dragon's claws as transport. Their hostility isn't clear, but its a damn scary sight. All but Gloriana have a round to prepare.
edit: Sorry, not a round. You have 1 minute to prepare. So Gloriana could surely be notified in that time as well...

Pindleton Montague IV |

Pindleton creates a magical image of a puff of cloud near the door drifting out of the cloud base the tower is on. He tries to position so that he can slip into it unseen, where he activates his Winged Boots and drifts into the air with it.
Silent Image to create a hopefully natural looking section of cloud that billows out of the main cloud base and drifts into the air, and then he hides inside of it. Not sure what the ruling would be on what I see from inside something I know is an illusion. Even if he can't see, he will just estimate distances and listen for their approach since it's unlikely they are very quiet. Oh - and he tries to stay over the base of the tower, so that if he falls, it's not ALL the way down. ;)
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16 Unless they are too close to try pulling this off - or if they are far enough, whether the illusion grants any advantage. :)

Seth Kairos |

I have the feeling walking would had been a better idea for us
Seth looks for a high place where he can snipe in case the dwarf are less than friendly.

GM Infinity |

Seth, outside the tower has a few flying buttresses that you could climb onto (see map, bottom right). They reach about halfway to the second floor where Zephyros does his mysterious business. If you warn Z, he might be willing to lift you up. Inside, there's the furniture mentioned previously (table, chair, statues).

GM Infinity |

"...no. No dragon is a friend to giants. Take cover, Wardens! They will seek the navigation orb in my upper chamber, the reigns that guide this flying horse...without it we would be stranded, but they'll never let me live." he starts casting a spell "Contradictus...impellus." Shield

GM Infinity |

As the group gets closer, some of you might recognize the uniforms of the dwarves, their faction: the Lord's Alliance.
Rathar than make it a roll, I'll just leave it to player choice if you want your character to be aware of them or not. Chances are they would, unless living under a rock/isolated. They are throughout northern Faerun, sort of a group of knights under the leaders of Neverwinter, Waterdeep, etc.
The Lords’ Alliance is a coalition of rulers from cities and towns across Faerûn (primarily in the North), who collectively agree that some solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities in the region dominate the Alliance, and every lord in the Alliance works for the fate and fortune of his or her own settlement above all others. The agents of the Alliance include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty, and are trained in observation, stealth, innuendo, and combat. Backed by the wealthy and the privileged, they carry quality equipment (often disguised to appear common), and spellcasters tend to have a large number of scrolls with communication spells.
To seek out and destroy threats to their homelands, agents of the Lords’ Alliance must be highly trained at what they do. Few can compare to their skills in the field. They fight for the glory and the security of their people and for the lords who rule over them, and they do so with pride. However, the Lords’ Alliance can only survive if its members “play nice” with one another, which requires a certain measure of diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections have been known to occur.
BELIEFS
If civilization is to survive, all must unite against the dark forces that threaten it.
Glory comes from protecting one’s home and honoring its leaders.
The best defense is a strong offense.
GOALS
To ensure the safety and prosperity of the cities and other settlements of Faerûn by forming a strong coalition against the forces that threaten all, eliminate such threats by any means necessary whenever and wherever they arise, and be champions of the people.