[5e] Courts of the Shadow Fey (Inactive)

Game Master mishima


1,601 to 1,650 of 2,785 << first < prev | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | next > last >>

AvernusArt 2Grid

Hru, sorry deities arent celestials...it was also a higher DC anyways (20). Its not permanent.

As Deimus revels in the wonderment of the portal lights, it never occurs to him they are likely a remnant of the temple assassins...used to setup their kill of the defying priests within.

----

The party continues to creep through Zobeck, a great ruined wall marking its northern border. The city behind sounds more alive, like the transition from night to morning in Midgard...but time is passing strangely here and its hard to say what exactly is driving the change.

Gorak returns with a larger ghoul force, perhaps 15 wearing strange banded colors like a proper army patrol. Lexi's cunning maneuvers stay a step ahead always...but there's a bitter suspicion you are being herded in some way.

Luckily there are no guards standing sentinel on the north wall, thankfully no twisted shadow version of the clockwork men whose duty eternally calls as in Zobeck. What is there to guard that hasn't been wholly destroyed, after all.

The Realm changes as you move out of the city. The road turns from crumbled cobbles to soft ash. The scent and taste of metal in the air becomes more acidic. Beyond the road's edge, the world seems to almost immediately end in a uniform hued gloom, darkness that covers all...

1d100 ⇒ 11

...eventually even your vision, darkvision, ahead is restricted to only about 60 ft. Kjeta's continual flames wither and diminish. The road takes on a transparent quality. Lexi, who had been scouting ahead, suddenly appears behind the party.

Something very strange is going on here.

Will get some roll option in a bit, need coffee.


1 person marked this as a favorite.
Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Inside Hrungnir panicked. This was not good. His chiseled, rugged good looks were ruined! He took a deep breath to calm himself. It was just a curse. Curses could be broken. Out of pure spite he spat on the ground, while wondering why he had a craving for wine and poetry. Was this what it was like being an elf? He suddenly realized why they were so evil. Truly it was a wretched fate that they had. He didn’t deign to speak to anyone, lost as he was in his own misery.

As they walked though, the urge to sing poems was just too great. Finally, he began to sing an old Dwarven saga:

”He hewed with the brand!
Long since he went to Northern-Land for the slaying of the Worm,
There he won glory and the name of Wyrm-doom,
Since he pierced that serpent through, with the blade of inlaid steel.
He hewed with the brand!
Young he was, when east of Oere-sound he made good breakfast for the wolves,
While his steel sang on the high-crest of the icing-death,
Blood-stained the sea, the ravens waded through.

He hewed with the brand!
Ere a hundred years has passed o'er us, we who shake our axes,
At wave-mouth was the hero laid low,
Warriors died! The crimson death colored the sea and ravens feasted.

He hewed with the brand!
The war-god loved him when he was sent to the mighty halls,
Keen was the raven feathered arrow that we sent ere his passing,
Dirge was the music of sword on scale and cleft was shield.

He hewed with the brand!
Great was his courage when he faced Icasarcht, 'mid his winged steed, died.
No jarl more fearless was sent o'er the main;
His stout heart drove him, fearless, by the ice-devil's haunt.

He hewed with the brand!
The brand bit sore, the sword flew from its sheath,
Crimson the borders of our mood-shields when he died,
Loud roared the spears of his kin, as low law the drake.

He hewed with the brand!
His life was well-nigh o'er; sharp is the pang that the serpent gives.
For the snakes nest deep in the heart. No more may his children rest
Great wrath will fly for the undoing of doom.

He hewed with the brand!
Full gladly did he go! See the Glory fly to Ancestor halls!
High-seated among the heroes shall he quaff the yellow-mead."


HP: 71 (71) | AC: 18 | Saves: Str: +0; Dex: +8; Con: +2; Int: +3; Wis: +2; Cha: +0 | Initiative: +7 | Passive Perception: 18; Passive Insight: 14; Passive Investigation: 12 | Inspiration: [ ] | Spells/Day: 3 (3)

If Infinity wanted to be truly evil he'd switch your Dwarven language proficiency with Elven.

Lexi started quietly humming the tune of Hrungnir's song.


AvernusArt 2Grid

Perception:
Carn: 1d20 + 3 ⇒ (6) + 3 = 9
Dei: 1d20 + 2 ⇒ (11) + 2 = 13
Hru: 1d20 + 4 ⇒ (1) + 4 = 5
Kjet: 1d20 + 8 ⇒ (1) + 8 = 9
Lex: 1d20 + 8 ⇒ (20) + 8 = 28
Lex, shadow touched adv: 1d20 + 8 ⇒ (9) + 8 = 17
Ras: 1d20 + 8 ⇒ (11) + 8 = 19

Lexi, Raseri:

You come to realize in fact you've passed within some kind of tunnel...the infinite gloom is rather the matte, shadowless surface of dark stone. The ceiling hangs above only 20 ft up, featureless but noticeable from the right angle.

Lexi only:

Your vision slowly adjusts and pierces the translucent ash of the road...beyond lay figures, 4 in total...three towering monstrous elementals with the Master of Roads among them. They are upside-down?
You feel yourself sink into the ash but catch yourself with a thought, not your thought but a thought...the shadow corruption whispers to you secrets...you could pass through to their side if you so willed it.

DC 20 Arcana or Survival:
The looping nature of Lexi's approach, the warped spacetime and translucent ash...these things remind you of the Moebius road encountered at Zobeck's wall. You have a strong suspicion you are caught in a much larger version...


HP: 71 (71) | AC: 18 | Saves: Str: +0; Dex: +8; Con: +2; Int: +3; Wis: +2; Cha: +0 | Initiative: +7 | Passive Perception: 18; Passive Insight: 14; Passive Investigation: 12 | Inspiration: [ ] | Spells/Day: 3 (3)

GM:

Will it help my friends? If so I'll do it.


AvernusArt 2Grid

Lexi:

Insight: 1d20 + 5 ⇒ (3) + 5 = 8

While the presence of the Master of Roads and his strange elemental companions is alarming, certainly on the other side of the road they could pose little threat to your friends? For that reason, you stay put on your side, fishing an ankle out of the strange ash.


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

Survival: 1d20 + 2 ⇒ (13) + 2 = 15 GM, just as a reminder that my Background gives me the Gleam of Glamer, in case that affects anything.

Feature: Gleam of Glamour:

The mark of the fey upon you has opened your eyes to the
world that lurks beneath what most people see and hear.
When you are near a ley line, a shadow or fey road, or an
active portal, you feel its presence: your hair stands on
end, ethereal music plays for you alone, odors waft on an
unfelt breeze, or some other vague sensation alerts you
that you’re in the vicinity of such a phenomenon.
The pulse of fey magic within you can sometimes reach
out, usually when your emotions are strongest. If you
revel and enjoy yourself, others are likely to want to join
in and have their spirits lifted. When you are angry, those
around you feel it like a wave of heat pricking their skin.

Also, Raseri has light going on the head of her maul, did it too go out?

Raseri walks over to the edge of the road and raises a knuckle as if she is going to knock on thin air. She gives two sharp raps before looking to the others.

"We appear to be in a tunnel," she states matter fo factly.


AvernusArt 2Grid

Sure take advantage on your survival roll for gleam of glamour here.

The light is not negated and does not go out completely, but here on this section of road it is diminished...limited to cast only dim light. The translucent sands also themselves give off an eerie dim light.


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

Okay, thanks!

Survival: 1d20 + 2 ⇒ (18) + 2 = 20 Oh, okay then!

"And it appears we're being tricked. Kjeta, Carnadine," Raseri says, strangely not usign the nicknames she'd bestowed upon them, "do you remember the twisting path that made the soldiers on the walls fools? Um, the, hvað er orðið? The cwlwm cysgodol? They called it a cwlwm cysgodol, ah, shadow knot."

As she speaks she gets more and more animated, but then, as she translates the umbral words, her expression falls into one of surprise.

"Hvernig veit ég það?"

She shakes her head and forces the mask back in place as she buries the budding worry in the growing pile of fear, anger, and anxiety she is trying to cut herself off from.

Keep pretending. It is only for a little while longer.

"Yes, they put a shadow knot here, a big one," she explains, her voice now flat and overly controlled. "Either to keep out unwanted guests or laid here as a trap for us. Probably the latter."


HP: 71 (71) | AC: 18 | Saves: Str: +0; Dex: +8; Con: +2; Int: +3; Wis: +2; Cha: +0 | Initiative: +7 | Passive Perception: 18; Passive Insight: 14; Passive Investigation: 12 | Inspiration: [ ] | Spells/Day: 3 (3)

"The so-called Master of Roads and his pets are right over there, too." says Lexi as she gestures right at them.


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

"Ah, it appears the nobles wish to play at hunting again," Raseri observes, something dangerous glimmering in her eyes.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Arcana: 1d20 ⇒ 18
Survival: 1d20 ⇒ 18

"I'm not surprised by these mind tricks. The Master of Roads must use obfuscation and allies, because he is too weak to defeat us himself."

"Shadow, if you can target the Master of Roads, please attempt to dismount him from the Alemaiden's owl. We need to be able to pin him down to the ground to defeat him." The Knight Captain Incorporeal offers while slowly drawing his terrible silver sword. Vorya kicks spoiling for a fight.


(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal

"Tzk! What are you going on about?" asks Deimus from behind Carnadine.

"I can't szee a thing..." he adds and conjures dancing lights and spreads them around them as he is getting more and more nervous, one of his tubes oscillating with a higher pitch than usual..


AvernusArt 2Grid

Init:
Carn: 1d20 + 0 ⇒ (5) + 0 = 5
Dei: 1d20 + 3 ⇒ (4) + 3 = 7
Hru: 1d20 + 3 ⇒ (17) + 3 = 20
Kjet: 1d20 + 2 ⇒ (12) + 2 = 14
Lex: 1d20 + 7 ⇒ (14) + 7 = 21
Ras: 1d20 + 0 ⇒ (19) + 0 = 19
Enemies: 1d20 + 3 ⇒ (4) + 3 = 7
Tie breaker Deimus even: 1d6 ⇒ 3

Round 1:
Lex, Hru, Ras, Kjet <--UP
Enemies
Deimus, Carn

Lexi did not see Weisbeir.

A moebius strip is a 3 dimensional object that has a single surface. If you start at a point on the surface, and trace your finger along the surface in one direction...you end up back where you started. However, halfway along, you are on the opposite side of where you started.

The moebius road is represented here as 2 rectangles, red and blue. Stepping off the edge of the red rectangle moving right, you enter the blue rectangle from the left. For example, starting from red S1 and moving 5 ft right, you would end up at blue E8. Since the moebius road loops, stepping off blue S8 and moving 5ft right you would end at red E1. Clear as mud?

Moving straight to the right from a certain square, to get back where you started takes 30 squares (150 ft) of movement. However, some monsters and even the PCs might be able to pass 'through' the road, meaning going from red to blue or blue to red without running along the surface. For example, for such a creature, a move from J3 would get you into J10.

Finally, because of the dweomered lighting here, you can not see ahead any further than 12 squares (60 ft), even with special vision.
So, Lexi sees them through the road, but also behind her.

Questions before moving on? The module recommends a 'practice battle', but I think we can try without if you all are game.


AvernusArt 2Grid

A few other meta notes, to make the tactical possibilities more concrete here. Your PC doesn't necessarily know this yet.

Characters with darkvision have a chance to see through the road. This takes a DC 20 perception check using the Search action of their turn. Shadow-touched have advantage, as Lexi did and already succeeded. If Ras acquired darkvision somehow, she would also get advantage from Gleam. Once you succeed, from then on PP applies. The other side is treated as lightly obscured for vision purposes, the translucent dimly glowing ash is similar to a light rainfall.

Spells and effects that emanate from creatures, like aura, pass through it like it wasn't there. Creatures that can see through the road can attack as if it weren't there. But against any other spell, attack, or effect (like a breath weapon), creatures on the other side have total cover.

Shadow-touched creatures can pass through the road as if it were a 5 ft square of difficult terrain (costs 10 in other words). Raseri can do this as well from Gleam, but she can not see the other side...so it would be quite the leap of faith. Otherwise, teleportation also works, treating the distance through as 5 ft of movement. Creatures cant be pushed or pulled through the road, nor can they end their turn within the road. Gravity pulls both sides toward the road.

Please take a look at the battlemap if you haven't already, lets nail down any confusions before we begin.


HP: 71 (71) | AC: 18 | Saves: Str: +0; Dex: +8; Con: +2; Int: +3; Wis: +2; Cha: +0 | Initiative: +7 | Passive Perception: 18; Passive Insight: 14; Passive Investigation: 12 | Inspiration: [ ] | Spells/Day: 3 (3)

So to make sure, does the 10' of gap space exist between the two areas, or are they next to each other (i.e. can I step from 1 square to another with (10' because of difficult terrain), do I have to walk through 2 squares of void to get there?


AvernusArt 2Grid

Thanks, good question. No that space is not there, nor does it have any meaning. I just placed it there to separate the 2 sections of the road. For example, you could go from current F3 and end up on F10 by spending 10 ft of movement through the road.

The two surfaces are like 2 sides of a piece of paper. Moving through the paper to the other side costs 10 ft movement.


HP: 71 (71) | AC: 18 | Saves: Str: +0; Dex: +8; Con: +2; Int: +3; Wis: +2; Cha: +0 | Initiative: +7 | Passive Perception: 18; Passive Insight: 14; Passive Investigation: 12 | Inspiration: [ ] | Spells/Day: 3 (3)

Okay, that's all I needed to know!


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

I think this might make things a little easier to see what's going on.Moebius map. Rows along the strip are color coded. So phasing through the floor in a blue square on Side A will get you to the blue square on Side B in the same column. The ends of the sides have the places where you end up if you keep going that direction. Hope this helps clear things up a bit.


AvernusArt 2Grid

Thanks, Ill update the tracker with those modifications after I run a few errands.


AvernusArt 2Grid

Round 1:
Lex, Hru, Ras, Kjet <--UP
Enemies
Deimus, Carn


HP: 71 (71) | AC: 18 | Saves: Str: +0; Dex: +8; Con: +2; Int: +3; Wis: +2; Cha: +0 | Initiative: +7 | Passive Perception: 18; Passive Insight: 14; Passive Investigation: 12 | Inspiration: [ ] | Spells/Day: 3 (3)

Lexi moved through the tunnel wall to the other side and engaged the Render.

Moving up next to the Render, clicking the button to activate my poison on my scorpion stilleto, then stabbing the Render twice.

Extra Attack Roll from Gloomstalker (with adv. cause he hasn't acted yet): 1d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (10) + 8 = 18
Damage Roll: 1d4 + 1d8 + 2d6 + 1d4 + 5 ⇒ (1) + (1) + (5, 6) + (3) + 5 = 21

Attack Roll (with adv. cause he hasn't acted yet): 1d20 + 8 ⇒ (1) + 8 = 91d20 + 8 ⇒ (16) + 8 = 24
Damage Roll: 1d4 + 1d4 + 5 ⇒ (2) + (1) + 5 = 8


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

Raseri feels a tingle all over her as she follows Lexi's finger. There is something here, something she can use.

"Shadow, do you see a shorter path? One is close, I can feel it!"

Waiting for Lexi to respond.

Ignore this. I got ninja'd


AvernusArt 2Grid

Lexi finds the hide of the strange hulking creature an easy target, but about as giving as dried mud. Her attack turned with a flint spark and the poison sizzling the outer layer of rock-like scales, but not penetrating into any recognizable physiology... Resistance and immune to poison for 25/2=12 dmg total


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

Okay, here's the plan:
Phase through the floor then move to M8.
Attack Render 1 with Þruma and Booming Blade, using Divine Strike.
Taunt the elf in his own language.

Raseri opens her mouth to ask Lexi if she could feel anything strange, but her question is answered as the young woman phases through the floor.

"Ah, svo það er bragð!"

A moment later, she finds the thread she needs and gives it a mental tug. Her world twists and shifts around her, disorienting her for a moment before she hears the sound of Lexi's knife striking its target.

<Words between carets are in umbral>

<So there you are! I was wondering when I'd have a chance to thank you for the fine metal you gave me,> Raseri says with a cheerful grin. Part of her is surprised at the bloodthirstiness she feels, but only part of her. She still owed this one from the wall and now the trap with the giants. <Here! Let me show you what I did with it!>

The Thorsdottir circles behind Lexi, coming up on the flank of the monster she is fighting with a battlecry that echoes on and on in this place.

Attack (Þruma, Booming Blade) v. Render 1: 1d20 + 6 ⇒ (9) + 6 = 15 Nope, I'm using my inspiration on this one.
Attack (Þruma, Booming Blade) v. Render 1: 1d20 + 6 ⇒ (15) + 6 = 21 That's more like it.

Damge (Bludgeoning, Thunder, Divine Strike): 2d6 + 4 + 2d8 ⇒ (6, 4) + 4 + (3, 1) = 18

An explosive peal of thunder echoes through the passage as Raseri connects,


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Moving with Lexi and Raseri, the dwelf raised his hammer to attack.

Booming Blade: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Sonic: 1d8 ⇒ 4

Hit: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Nothing here made any sense, but it was easier to go forward than back.


AvernusArt 2Grid

Hrungnir, you cant pass through the road the way they did, but you could move dash in either left or right direction to get within sight of the enemies. If you move left, you could step into melee range of the sculptor. But again it would require move/dash.


1 person marked this as a favorite.
Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

Move/dash it is, and please feel free to use the rolls above for next round


character sheet

Kjeta looks around in wonder as Lexi and Raseri seem to fold themselves through the ground and reappear down the road. Not sure if I've been drinking too much...or not enough!?!?

Well, when in doubt...The Alemaiden takes a draught of her Blessed Brew.

She looks through the haze--the sacred flame of Ninkash burning bright around her neck--and sees a great opportunity to distract some of their foes.

"Ninkash, Mother of Ales, please display your radiant glory, that these fey might reconsider their ale-forsaken ways!"

With that, she takes off as quickly as her dwarven legs can carry her toward the melee.

Use Object: Drink Blessed Brew, choose +1 to DC of Enchantments
Action: HypPat DC 17 Will in 30' cube that touches all foes & no friends
Move: 25' toward the fray


AvernusArt 2Grid

Raseri pounds the glassy obsidian walker, feeling Thor carry her wrist through the swing...but the render's surface merely chips...only the thunder seems to roll further inside the mysterious creature. Resistance...dealt 15 blunt and 3 thunder. 15/2=7 blunt and 3 for 10 total damage.

Hrungnir wastes no time turning back on the strange infinite strip to meet his foes.

Roren vs Kjeta: 1d20 + 4 ⇒ (19) + 4 = 23
Roren vs Kjeta, elf adv: 1d20 + 4 ⇒ (3) + 4 = 7
Sculptor vs Kjeta: 1d20 ⇒ 9
Shadowrock Render 1 vs Kjeta: 1d20 ⇒ 8
Shadowrock Render 2 vs Kjeta: 1d20 ⇒ 4

Suddenly the creatures seem to halt their guard, perplexed by a weaving tapestry of colors reminiscent of a dirty tavern's after hours smoke haze. Sculptor and both Renders charmed and incapacitated.


AvernusArt 2Grid

Arcana: 1d20 + 4 ⇒ (16) + 4 = 20

The Master of Roads eyes narrow at Kjeta "Im not surprised to see such class from a dwarf. I think you should know your place if you are to grace our courts..."

Haylcaster's movements seem unreal, the speed of his feet alone is a blur...but that blade. His 10 ft glaive cycles between a static glimmer and an invsible whistling as he turns the polearm in his approach...

Glaive: 1d20 + 8 ⇒ (4) + 8 = 12
Glaive, EA: 1d20 + 8 ⇒ (13) + 8 = 21
Dmg: 1d10 + 5 ⇒ (8) + 5 = 13 slashing
Dmg: 2d6 ⇒ (6, 3) = 9 poison

22 hp hit to Kjeta. DC 11 concentration check for Hypnotic Gaze please Kjeta.


character sheet

17, I think, since I have resistance to poison.

Con: 1d20 + 3 ⇒ (12) + 3 = 15

Kjeta winces at the cut, but maintains her focus. Smiling through the pain, she declares, "Hey master-of-roads, tremble at the spendor and power of the MASTER OF ALES!!"

To her companions, she shouts, "FOCUS ALL YOUR FORCE ON THE 'MASTER' OF ROADS! THE REST ARE STUPIFIED UNLESS YOU HARM THEM!"

Everyone but Roren/Master of Roads is charmed and out of the fight for a full minute...BUT WE BRING THEM BACK INTO THE FIGHT IF WE DAMAGE THEM NOW. Let's all focus fire on Roren. Then we can take down the others 1 at a time. Sound good?


AvernusArt 2Grid

Right, 17 thanks.

The strange elementals stand oddly stupified...but some notice the small scrapes they've received reforming, chips in the stone smoothing itself out...regen

Carn and Deimus, up for Round 1, then rest of party to begin Round 2.


(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal

Deimus jumps off Carnadine's horse and tags behind Hrungnir, as the Dwarf seems to be making sense of this mad mad place. Hearing Kjeta, he 'tzk' and concentrates on Roren, trying to wrap his mien with phantasmal fire.

Casting Faerie Fire on Roren, Dex save DC 16 or everybody gets advantage. Position should be beside Hrungnir, but closer to the edge of the road.


HP: 71 (71) | AC: 18 | Saves: Str: +0; Dex: +8; Con: +2; Int: +3; Wis: +2; Cha: +0 | Initiative: +7 | Passive Perception: 18; Passive Insight: 14; Passive Investigation: 12 | Inspiration: [ ] | Spells/Day: 3 (3)

Lexi nods at Kjeta and then waits for Raseri to move into position before joining her in attacking the Master of Roads.

Basically delaying until after Raseri goes.

Main Hand attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage Roll w/poison: 1d4 + 1d4 + 5 ⇒ (4) + (2) + 5 = 11

Off-Hand Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage Roll: 1d4 ⇒ 4

Sneak Attack: 2d6 ⇒ (4, 5) = 9


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

That last hit did 4 Thunder damage. Booming Blade did 1d8 and Divine Strike added another 1d8. Not that it matters all that much, since I goofed up on the modifier and seemed to be thinking we were using Pathfinder rules. Thankfully the math works out the same.

Raseri heeds the Alemother's words and races past the great beast to go after Roren. She takes Þruma in both hands and lets the storm flow through her. Her worries, her fears, her cares all disappear under the roar of thunder and flash of lightning. She has a foe and no traps to save him this time.

Oh no, this time he yields or he dies.

Attack (Þruma, Booming Blade) v. Roren: 1d20 + 6 ⇒ (7) + 6 = 13 Well, this bites.
Damge (Booming Blade, Divine Strike): 2d6 + 3 + 2d8 ⇒ (2, 5) + 3 + (4, 6) = 20 Doing this just to see how big of an explosion he just dodged.

If he fails his saving throw against Deimus' Fairie Fire: 1d20 + 6 ⇒ (8) + 6 = 14 Nope, still the same outcome I bet.

*KRAKOOOM*

Raseri snarls as she finds her aim off and her strike hitting the wall instead of the shadow fey. Her annoyance only adds fuel to the fire blazing in her eyes.

<Have you always been such an ass, or is it something you cultivate like the fungus on your groin ye call yer manhood?!>


HP: 71 (71) | AC: 18 | Saves: Str: +0; Dex: +8; Con: +2; Int: +3; Wis: +2; Cha: +0 | Initiative: +7 | Passive Perception: 18; Passive Insight: 14; Passive Investigation: 12 | Inspiration: [ ] | Spells/Day: 3 (3)

Lexi titters at Raseri's comment.


AvernusArt 2Grid

Just a quick roll from work so you know FF result...

Dex vs Deimus: 1d20 + 8 ⇒ (9) + 8 = 17 pass
Dex vs Deimus, Haste adv: 1d20 + 8 ⇒ (19) + 8 = 27


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Here goes. I think Carnadine can move toward F9/F10 and emerge at F2/F3. This post assumes that. It would be better if the connecting numbers were labeled the same, so F1-5 showed on both red and blue.

The ghost knight urges Voyra forward to frightfully charge the Master of Roads. Carnadine slashes down with his terrible silver sword, while Voyra turns attempting to trample the Roren under his hooves.
Longsword 1 with advantage: 1d20 + 6 ⇒ (18) + 6 = 241d20 + 6 ⇒ (15) + 6 = 211d8 + 5 ⇒ (4) + 5 = 9
Longsword 2 with advantage: 1d20 + 6 ⇒ (8) + 6 = 141d20 + 6 ⇒ (19) + 6 = 251d8 + 5 ⇒ (5) + 5 = 10

Bonus action for Voyra's hooves: 1d20 + 6 ⇒ (2) + 6 = 82d6 + 4 ⇒ (1, 2) + 4 = 7
Advantage for Voyra's hooves if Faerie Fired: 1d20 + 6 ⇒ (5) + 6 = 11

Frightful Charge: when you move at least 20 feet and attack a creature, it must succeed on a Wisdom saving throw (DC 13) or become frightened of you until the start of your next turn.


AvernusArt 2Grid

Round 1:
Carn, Deimus
---
Round 2:
Lex, Ras, Kjeta, Hru <---UP
Enemies
Carn, Deimus

Hru, I can certainly apply your first rolls if you still want, just confirm target for me.

Sorry for terse post, this week is kicking my ass.


character sheet

Kjeta calls again on the Alemother to bless her tankard, and uses it to try to brain the Master of Roads.

Tankard-lellagh: 1d20 + 8 ⇒ (7) + 8 = 15
Damage+Divine Strike: 2d8 + 5 ⇒ (2, 5) + 5 = 12


Wounds (0) HP (91) AC (20) Saves (7/-1/7/2/1/0) lvl1 (4/4) lvl2 (0/2) [CAMPAIGN COMPLETE]

The master of roads if possible, and yes please use the rolls


AvernusArt 2Grid

The fae was no stranger to Deimus' forest magics, nimbly leaping aside the blast as if infused with quickling blood...leaping directly into the path of the charging ghost knight.

Wis vs Carn: 1d20 + 4 ⇒ (18) + 4 = 22

The two titans clashed, and remarkably the Roren noble nearly turned the mounted combatant's attacks with a single one handed brace of his glaive...barreling over the silvered longsword like an athlete over hurdles. But Carnadine's sword arm was trained for such footmen, twirling around and coming back down from above in a graceful but practiced right shoulder riposte. The master of roads stumbled from the cuts, but dived forward to minimize the damage. Just a fluff sentence, no resistance or anything.

In the same swift movement, he carried his momentum forward under the swing of Whitescale, as if to intentionally frustrate her timing.

But Lexi saw his ploy unravelling as if in slow motion, and with Raseri's cutting words besetting the slightest hesitation, the assassin was ready for his dodge with a series of powerful dagger thrusts...

The surprised and poisoned fighting-man staggered, by luck perhaps, between the bludgeoning blows of Kjeta's trusty mug and the thunderously enchanted morningstar of the runesman...but not his followup counterswing. Haylcaster took a stomach full of spiky magic ball. "*OOF* Sorry, I think you were using the new morningstar there but wasn't 100% sure

Enemies up.


AvernusArt 2Grid

Lex, that was just a normal 100 gp vial of poison, right?

Roren vs poison: 1d20 + 5 ⇒ (2) + 5 = 7

Status:
Round 2
Init... HP ...Status
Kjeta... 62 ...7 HD spent
Lexi... 63 ...shadow touched
Carn... 72 ...1 HD spent
Voyra... 37
Ras... 42 ...3 HD spent
Deimus... 22 ...5 HD spent
Hru... 75 ...5 HD spent
Render1 56 ...charm, incap, BB
Render2 68 ...charm, incap
Sculptor 126 ...charm, incap
Roren 81


AvernusArt 2Grid

Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Slashing: 1d10 + 5 ⇒ (5) + 5 = 10
Poison: 2d6 ⇒ (6, 5) = 11 halved for 5

After a quick swipe across Kjeta's side, the bored looking fey muses "Ha, I've fought orc with better manners...indeed better technique. Not surprising for those who would travel with dwarven inbreeders. Allow me to rouse my companion, he has a particular opinion of dwarven kind...an exotic one, is he not?"

In a burst of shadows, the noble scathesidhe teleports back over amidst his companions, shaking one awake.

He then steps through the road and disappears completely.

Lexi can see him move through the road. Deimus and Kjeta see his reappear behind them, mid red.

The creature no doubt had a certain affinity for stone. This elemental artist raised an eyebrow to consider his work before turning to Hrungnir...most of its damage was fusing back together, and he nodded to himself in satisfaction before a quick lunge...

Slam1: 1d20 + 8 ⇒ (14) + 8 = 22
Slam1, adv: 1d20 + 8 ⇒ (4) + 8 = 12
Dmg: 2d8 + 5 ⇒ (4, 7) + 5 = 16 + you are grappled, escape on your turn vs DC 15

Slam2: 1d20 + 8 ⇒ (16) + 8 = 24
Slam2, adv: 1d20 + 8 ⇒ (15) + 8 = 23
Dmg: 2d8 + 5 ⇒ (4, 2) + 5 = 11

...as if from air, the elemental sculptor gathers a sandy binding around its grip on Hrungnir, solidifying fast like concrete.

Party up. Map updated.

Current:
Round R2
Init... HP ...Status
Kjeta... 47 ...7 HD spent
Lexi... 63 ...shadow touched
Carn... 72 ...1 HD spent
Voyra... 37
Ras... 42 ...3 HD spent
Deimus... 22 ...5 HD spent
Hru... 48 ...5 HD spent, grappled
Render1 66 ...charm, incap, BB
Render2 68 ...charm, incap
Sculptor 126
Roren 81


HP: 71 (71) | AC: 18 | Saves: Str: +0; Dex: +8; Con: +2; Int: +3; Wis: +2; Cha: +0 | Initiative: +7 | Passive Perception: 18; Passive Insight: 14; Passive Investigation: 12 | Inspiration: [ ] | Spells/Day: 3 (3)

The basic poison yes.


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

GM, would it be okay to throw in some Thaumaturgy effects for flavor. Roren just royally pissed Raseri off.


AvernusArt 2Grid

Yep, always ok for flavor. Kick his ass, sea bass. :)


CG Female Elfmarked Cleric(Tempest Domain) 9/Sorcerer 1 HP: 78/78, HD: d8- 9/9, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 3/4, 2nd 3/3, 3rd 0/3, 4th 0/2, 5th 1/2, | Inspiration: 0, Arrows: 0, Status:

Goody. >:)

I'm assuming that if Raseri steps through as well, she'll see him. If not, well, just ignore everything after she phases through the floor. Also, We can draw 1 weapon as a free action, right? If both of those are the case, she drops Þruma, draws Heiður, phases through the floor, and whiffs (See roll below.) while putting on a what should have been a frightful display of her temper snapping its leash.

Attack (Heiður, Booming Blade, Divine Strike): 1d20 + 6 ⇒ (8) + 6 = 14 C'mon dice! Work with me here!

The Master of Roads pushes Raseri one insult too far. Þruma falls from her hands as her face goes bone white with fury. Sparks of lightning begin to dance over her as she trembles in rage and the ground begins to rumble and shake from the rolling thunder echoing up and down the road. Her eyes blaze with blue-white fire as she draws the longsword that the others have never seen her use. Its runes crackle with the flames of her ire as she disappears through the road once more.

She leaps from the floor just feet from Roren, the Master of Roads with a howl like a winter gale on her lips. Her leap is off, but not by much as her blade comes inches from tasting the shadow elf's blood. This is fine, Raseri thinks in her enraged state. She wants this one to know fear before she kills him. She snarls as she takes up the ox stance with her shimmering blade.

"When I take your head," she says with cold and utter certainty, her voice sounding in every language she knows at once, "I shall leave it to rot in a ditch. No one shall mourn you. No one shall remember you except as a fool who tempted fate with the fateless."

She stands there, wreathed in lightning and sure footed on the trembling ground as thunder rolls all about her. Her eyes burn like storm fire on a ship's mast as she dared the elf to run from her again.


HP: 71 (71) | AC: 18 | Saves: Str: +0; Dex: +8; Con: +2; Int: +3; Wis: +2; Cha: +0 | Initiative: +7 | Passive Perception: 18; Passive Insight: 14; Passive Investigation: 12 | Inspiration: [ ] | Spells/Day: 3 (3)

Lexi blushes.

1,601 to 1,650 of 2,785 << first < prev | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [5e] Courts of the Shadow Fey Gameplay All Messageboards

Want to post a reply? Sign in.