| Caelius Burningseeker |
"Sharptooth!" Caelius calls out as he charges in next to Baghotir. "Let's keep it distracted on us."
+1 Longsword of Kord: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d10 + 5 ⇒ (4) + 5 = 9
+1 Longsword of Kord: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d10 + 5 ⇒ (7) + 5 = 12
HP 67/67
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 7/7
Second Wind 1/1
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 3/5
| Dungeon Master Tony |
Caelius scores two hits!
'Sharptooth', got its attention. The terrible lizard roars and starts moving towards Caelius.
Everyone feel free to give some narration with your rolls, hit or miss. AC of the T Rex is 13. Otherwise all I can see is a bunch of guys beating on this thing's toe with pointy sticks.
Venn and Alisanne can start the new round!
| Alisanne Skullfist |
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Alisanne eyes the dinosaur with a wary eye. She sings a discordant couple of verses at the beast to disrupt its harmony.
Dispel Magic: 1d20 + 5 ⇒ (6) + 5 = 11 or Dispel Magic: 1d20 + 5 ⇒ (12) + 5 = 17
She shouts to Venn to stay in the fight.
Bardic Inspiration, +1d8
She then moves into the pews for cover.
| Dungeon Master Tony |
The Dispel Magic is successful.
Alisanne's song unravels the magic that had transformed the monk.
The East Wind reappears, blinking, with a wound to his gut.
| Venn Greenbough |
"You don't have to tell me twice!"
Bloodied and battered, Venn's confidence in the team, his self, and his ideals never waivers. If he's going to die, the bards will have but one song to sing - he died on his feet with his boots on.
He races over to the stunted and failed cultmaster.
ATK! 1: 1d20 + 8 ⇒ (16) + 8 = 24 for DMG: 2d6 + 6 ⇒ (4, 4) + 6 = 14
ATK! 2: 1d20 + 8 ⇒ (11) + 8 = 19 for DMG: 2d6 + 6 ⇒ (6, 6) + 6 = 18
| Dungeon Master Tony |
Venn slays the tiny man, who's body instantly turns to flaming ash and then scatters on mysterious wind that appears out of nowhere.
The East Wind screams and charges Venn.
1d20 + 5 ⇒ (4) + 5 = 9 but the ranger easily side steps the angry chop. The Monk then follows up with a kick...
1d20 + 5 ⇒ (1) + 5 = 6... Borne more out of anger than skill.
The other remaining monks flee.
PARTY UP
| Dungeon Master Tony |
Between Spirit Guardians and five party members, this fight is effectively over. Do you wish to slay this monk or take him prisoner?
| Venn Greenbough |
Venn approaches, his sword held in an overhead guard, without looking at his teammates he asks, "Can any of you speak with the dead?" It's clear the answer guides his blade.
| Viscount Belwick of Salinmoor |
"It is easier to get answers from the living than the dead. Hold your blade please, Venn. We need to make sense of things if we're to find the apparatus."
| Dungeon Master Tony |
If you wish to interrogate, post with a roll for your chosen approach, generally Persuasion, Intimidation or Deception.
| Baghotir Nightthane |
"Now look, friend, I think you're better off answering the good Viscount's questions. He's a forthright person, and he'll do what he promises. What do you say, will you help us?"
Trying to give Belwick an aid. Not sure if I need to roll to do so, but if so...
Persuasion: 1d20 + 5 ⇒ (4) + 5 = 9
| Dungeon Master Tony |
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If Baghotir is Helping [Taking The Help Action] then Belwick will have Advantage. No roll is required.
| Venn Greenbough |
"Easier, but not the only way. We can try your way... for NOW, but if I lose the last tendril of my patience, you'll have to interrogate his severed head."
Venn turns to the beaten man, "Speak. Speak clearly, honestly, and as if the destination of your soul depended on it." Intimidation: 1d20 + 0 ⇒ (19) + 0 = 19
| Dungeon Master Tony |
The Half-Orc, a zealot of The Distressed Body, is broken by Venn's strongarm tactics. The revelation of his Grand Master as a fraud, and the physical wounds, have shattered his resolve.
The East Wind doesn't remember his name. His face has been flayed from his head. He is otherwise in excellent physical condition. He surrenders his sword to you and will answer your questions.
Post questions and I'll post his answers.
From this past encounter:
-Each of you earns 2330 Experience Points
-The Party has found Treasure:
--Sword of The East Wind (magical), Longsword
--Sword of The West Wind (magical), Longsword
--Vorpal Claws. These are shards of a Vorpal Sword. Perhaps it can be re-forged. (magical)
--Each Monk had a hooked polearm of exotic design (mundane)
--The Elder Monks who fled have dropped their strange, glowing, pike weapons. (Not magical, but... Weird? No, it's got to be magical.)
The body of The Grand Master is some kind of exo-skeleton.
The Exo Skeleton had a tiny driver's seat in its chest--the grand master was really the tiny man who drove this remarkable piece of arcane machinery built into the insectile exo-skeleton.
| Dungeon Master Tony |
In this chapel there is the throne, covered in strange buttons, switches and lights, and:
At the far end of the nave, a throne resembling a twisted metal captain’s chair rises from a metallic dais backed by an ornate arch.
| Viscount Belwick of Salinmoor |
Belwick takes a moment to make sense of things while Venn secures their prisoner through sheer will alone.
Arcana, DC 19: 1d20 + 8 ⇒ (12) + 8 = 20
Arcana, DC 11: 1d20 + 8 ⇒ (1) + 8 = 9
"A bone devil. Incredible that it's here. Alas, slaying it merely sent it back to the Nine Hells. Though I would expect the body to disintegrate. Odd that it's still here."
He then turns his attention to the East Wind. "You have been duped, and defeated. If you seek redemption, you must speak truth. And I have questions..."
Belwick will ask:
- What other denizens are there here?
- What magic do the swords and pikes contain?
- Where can we find any texts or artifacts of Kwalish? He'll describe the apparatus as a specific example.
| Dungeon Master Tony |
- What other denizens are there here?
*There are another 15 Monks and 3 Elder Monks here on the island. Two escaped here, so 5 Elder Monks total.
*There are approximately 30 Prisoners at work down below, laboring to maintain the power that keeps the island floating upon air.
*Sometimes when The Grand master blesses a new supplicant [flays off their face], their visages are awakened into a new kind of creature. There are a few of those lurking about.
*The Enlightened Ones are in what was called, "The Control Room", by the Grand Master. This man has never looked upon The Enlightened Ones.
- What magic do the swords and pikes contain?
*A Polymorph Blade. Longsword, requires attunement. A critical hit will transform the target as per a Polymorph spell. The East Wind Will not give you his weapon and you will need to take it by force. He has a mania about it, and nothing short of beating him unconscious will stop him.
*A Blade of The Medusa. Longsword, requires attunement. A critical hit will turn the target to stone. The West Wind is dead and you may claim his blade.
The pikes are Force Pikes. They are melee or ranged, 40/100 feet. It is a finess weapon, and two-handed. It does 1d10 force damage. The attack has disadvantage against any target with polished metal armor or shield, and has its ranged halved when firing through smoke or fog. They are not magical--Detect Magic confirms it. They're something else, something you don't understand.
If you wish to become proficient, you will need to spend a feat on it, and find someone able to train you.
- Where can we find any texts or artifacts of Kwalish? He'll describe the apparatus as a specific example.
*He does not know. He says there was a Treasury he was not allowed in. It is towards the back of the island past the magic floating bridge.
*Kwalish was gone from this place before this man was born. The Grand Master would occasionally speak of the notorious arcanist, but The East Wind has never seen any of the artifacts of Kwalish, except for the marvels of The Monastery around them.
| Dungeon Master Tony |
OH,and The Ferryman. Who does nothing but ferry people across between the docks. He scares everyone, but to The East Wind's knowledge has never harmed any of the monks, prisoners, or anyone else.
Then the guardian of the far dock, of course.
| Baghotir Nightthane |
Baghotir is astounded at the find. Such weaponry! And some of it clearly magical, and yet not magical at the same time. It’s fascinating stuff, and he listens with rapt attention to all the party learns from their prisoner and their own investigations so far.
He himself doesn’t want any of the items. He prefers axe and hammer to the long sword. And those odd ranged/melee sticks are just that. Odd. Still, it would give him a ranged weapon…
He shrugs, his mental train of thought going to the last station. He gets off and offers to carry some of the newfound gear.
”So, we let this guy go, poor bastard, and go room by room? After a break of course. Happy to spend a few resources on basic healing if anyone needs it.”
"Oh! And I forgot to reply earlier, but I can speak with dead with a little prep. Shall I plan to do so tomorrow so we can maybe talk to the imp? It'll be tough as we're enemies I should warn you, but it is possible if I change up my spells a little."