As the party regains their bearings, Necyra's eyes widen in surprise. The sudden teleportation, the unfamiliar surroundings, and the presence of the legendary mages left her momentarily stunned. "Well, this is unexpected," she muttered, her voice carrying a hint of amusement. "I suppose the universe has a peculiar sense of humor." she deadpans.
Turning her attention to Talorin, she couldn't help but chuckle at his antics. "Yes, yes, I'm sure this has nothing to do with my little summoning spell," she teased, a playful glint in her eye.
As Necyra approached the mages, her demeanor a mix of respect and curiosity, a subtle shimmer danced across her skin. The tiny white stars that freckled her face seemed to come alive, swirling and swirling in a mesmerizing display. "Necyra," she introduces herself while bowing deeply, her voice carrying a note of authority. "I am a humble servant of the divine, a wanderer seeking knowledge and adventure." Then, having introduced herself, she stood back allowing the others to interact with the legendary mages. Her mind raced, taking in the information they had shared and considering the implications of their mission.
Trystane's muscles tensed, half-shifted into his hulking half-troll form as the teleportation ripped him from the quiet solace of his villa. His hands flexed, nails elongating slightly, his amber eyes narrowed in readiness to strike—until he realized his surroundings. The lavish parlor, the candlelight flickering gently, and the sight of his companions slowly registering their own disorientation calmed him. His transformation subsided, though his eyes still darted cautiously from the regal woman in blue to the sharp-eyed Mordenkainen and the dark-clad Natasha. He caught Talorin's excitement and Necyra's composed introduction, and his guard lowered further. With a low, gravelly sigh, Trystane straightened from his defensive stance, rolling his shoulders to shake off the remaining tension. He glanced at the legendary trio, then at his friends, and finally spoke with his usual understated tone.
“Trystane," he said simply, inclining his head slightly toward the three mages. His gaze lingered on Mordenkainen, recognizing him from old stories, but his expression remained neutral. "Seems we were brought here for a reason… and if it involves this lich, Vecna, well—" he glanced at Yurgojin and Talorin with a knowing smirk. Though his demeanor had relaxed, his eyes remained sharp, ready for whatever this new challenge might bring.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Mordenkainen strides over to a cabinet full of magic items and picks up a silver chime (chime of exile). He then approaches the party, displays the chime, and says the following:
“I worried that perhaps our Wish wouldn’t stop one as powerful as Vecna. Alustriel, please forgive me, but I did plan a contingency.
“Vecna is too powerful to stop directly at this point. However, no power is absolute. I suspect Vecna will be vulnerable while he weaves his ritual. If you confront and weaken him, this Chime of Exile can banish him to Oerth. He would no longer be able to affect multiple realms at once. His plan to remake the multiverse would fail.”
Mordenkainen’s eyes gleam with excitement as he continues:
“There is an artifact that is, I believe, the only way to weaken Vecna so the chime can be used against him. It’s called the Rod of Seven Parts. Unfortunately, its component pieces are scattered across existence."
“While my esteemed colleagues researched the magic needed to cast a Wish spell powerful enough to stop Vecna, I looked into finding the rod’s pieces should we need them. The first piece is deep in the Underdark, somewhere inside a hidden safe house for worshipers of the demon-god Lolth. Web’s Edge, it’s called.
“Find that first piece of the rod, my friends. The portal on the dais will take you to it. Once you locate the first piece, the magic inherent in the artifact will point you to the second piece, and then to the third, and so on. This sanctum’s portal reacts to powerful magic such as this artifact, so as you find each piece, this portal will lead to the next. No need to use another key; the most recent piece of the rod will suffice.
“There’s no time to waste. Once you’ve reassembled the rod, we can all confront Vecna and stop his heinous plan. You’ll be the heroes of the multiverse! How does that sound?” Mordenkainen leads the party up to the dais and activates a teleportation circle. "Step through this portal to reach the Web's Edge."
...RP here if needed, ask questions, then continue below...
After stepping through the portal, the characters emerge deep in the Underdark in Faerûn...
There is a strange wall that seems to be some sort of entrance way. It is a 10-foot-wide, smooth section of stone, as if a double-door should be there.
If you can see invisibility, there is a nondescript iron door cloaked in a permanent invisiblity effect.
If you can detect magic, you can also see an Arcane Lock spell has been used to block people from entering the invisible iron door. DC 22 Dexterity (Sleight of Hand) check using thieves’ tools will open this Arcane Lock.
Also visible to characters who can see invisible objects are eight symbols subtly carved into the rock above the doorway. Tiny Undercommon characters are embedded in each symbol. If you can read Undercommon then the symbols spell out “Web’s Edge” in Undercommon. You think the symbols are buttons and you don't notice any traps.
...You must find a way to detect the invisible door, to get past the puzzle or arcane lock, to reach the other side of the door...
Once inside you find W1: False Front
The remains of mold-covered broken wagons and barrels languish in this large foyer. Humanoid skeletal remains lie strewn about, their swords and armor bent and rusted. Something gleams next to the bodies propped along the northern wall. Double doors on the east, northeast, and southeast walls are rusted shut, and a semicircular chamber that opens in the southwest wall contains a shrine.
Toward the northern chamber gleams two fist-sized rubies tucked next to two skeletons, both dwarves. Towards the southern chamber are three skeletons, an elf, a gnome, and a tiefling.
Heading North and passing over the "two fist-sized rubies tucked next to two skeletons."
Perception DC 12, you hear summoning and casting of spells coming from the other side of the door. When the summoning stops, you hear monstrous sounds and a gnomish voice speaking Abyssal. When a McGuffin opens the door, everyone rolls initiative.
Talorin looks at the chimes with curious wonder. A part of him is tempted to run his hand through the chimes to hear their song. But instead he just asks a question, "But if banished, couldn't he just plane shift back?"
[[ In the Lolth dungeon ]]
When the party comes across the lock, Talorin offers Yurgojin guidance with picking it. "You seem quite adept at these things." he remarks. If the lockpicking check fails, he'll spend a 2nd level slot on knock to let the party through.
He'll also expend the See Invisibility granted via Vecna's Link. And could ritual Detect Magic for the party's purposes.
If the lockpicking check fails, he'll spend a 2nd level slot on knock to let the party through. He'll also expend the See Invisibility granted via Vecna's Link. And could ritual Detect Magic for the party's purposes.
Detect Magic lights up the doorway, then See Invisibility shows you the puzzle buttons. If you understand and can read undercommon, you can open the door by pressing each button in order to spell Web's Edge.
Otherwise, if someone can roll the Slight of hand DC 22 with your Guidance then you won't need to cast knock.
As the portal to the Underdark flared to life, Trystane moved through it without hesitation. His body was already shifted, the familiar sensation of transformation flooding his muscles ebbed. His skin had darkened to an earthy green, rough like bark, and his limbs extended into the long, sinewy forms of his half-troll state. He flexed his hands, watching his claws grew, now gleaming faintly as he whispered the ancient words of his ancestors—a rite to imbue his natural weapons with the sharpness of old magic. His claws shimmered briefly, then returned to their dark, deadly sheen. (3 necrotic damage taken)
Stepping into the eerie dimness of the Underdark, Trystane’s nostrils flared as the scent of blood reached him. His heightened senses told him there had been violence here, and recently. Trystane paced, his claws idly flexing, scratching the air as he muttered under his breath. His nerves were alive, thrumming with anticipation. He glanced impatiently at the others. "I can smell it," he growled softly, his voice low and rough. "Blood... death. They were slaughtered here." He cast a glance toward the sealed door, then back to the room. "We need to move. Whatever did this... it’s still waiting." His eyes gleamed in the low light, his body tense, ready to leap into action the moment the way forward opened. (Initiative: 8)
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
This post has potentially manipulated dice roll results.
Earlier
Necyra, her eyes fixed on the Chime of Exile, considers Talorin's question. "A good point," she replies, her voice thoughtful. "Maybe what Master Mordenkainen is saying (correct me if I'm wrong...), while Vecna is a powerful being, his ability to plane shift may be limited. The Chime of Exile, combined with the weakened state induced by the Rod of Seven Parts, could potentially prevent him from returning." She pauses, her mind racing. "However, we cannot rely solely on this. We must prepare for every contingency. Perhaps there are other means of preventing his return, such as sealing the portal through which he arrived."
At the nondescript iron door
"I can read Undercommon," Necyra announces to the party, her voice carrying a note of confidence. "The symbols above the door spell out 'Web's Edge'." She then attempts to solve this puzzle by pressing the buttons in order, spelling out 'W...E...B...S...E...D...G...E'.
Once inside
As the party enters the chamber, Necyra's eyes scan the scene with a mix of curiosity and caution (Perception: 19). The remnants of the wagons and barrels, along with the scattered skeletal remains, paint a grim picture of the chamber's history. Her gaze falls upon the two fist-sized rubies, their crimson glow contrasting with the dull hues of the surrounding debris. However, her instincts warn her against touching them. "Obvious traps... leave them be," she announces to the party. "No decrepitly poor follower of Lolth is stupid enough to leave precious jewels laying around like that," she announces to the party, a muffled cackle escaping her lips.
As the party moves towards the northern chamber, Necyra listens intently to the sounds emanating from beyond the door (Perception: 16). Although she doesn't understand Abyssal, she can discern the intensity of the magical activity. A battle is brewing, and she must prepare accordingly.
Looks like the mage brought the monster's init down. Players go first.
An enormous pentagram drawn in chalk, with stubby unlit candles placed at each of its five points, covers the floor of this open chamber. A hooded figure hunches over a cluttered table in the southwest corner, finishes a summoning as two demons emerge from the spell.
Necyra's eyes widen as she takes in the scene before her. A chuckle escapes her lips as she wisecracks "Well, this is certainly a lively little gathering."
"I wonder what kind of mischief you're up to?" she calls over to the mage.
With a swift gesture, Necyra activates her Antilife Shell. An aura of shimmering light surrounds her, a protective barrier that will repel any creature that attempts to approach.
"Indeed." says Talorin to Necyra's lively gathering comment. He calls out to the mage, impressed with his summoning, "It may be an evil circle but I'll give you a hand." A quick invocation later and spectral hand shoots forth, reaching for the mage's chest.
Chill Touch @ Mage To-Hit: 5+11 = 16 Damage: 4+6+7 = 17 necrotic on a hit the Mage cannot regain hit points until the start of Talorin's next turn
Reaction notice: Talorin will likely use his reaction to counterspell if the mage is still alive after the party's turn.
"Indeed." says Talorin to Necyra's lively gathering comment. He calls out to the mage, impressed with his summoning, "It may be an evil circle but I'll give you a hand." A quick invocation later and spectral hand shoots forth, reaching for the mage's chest.
Chill Touch @ Mage To-Hit: 5+11 = 16 Damage: 4+6+7 = 17 necrotic on a hit the Mage cannot regain hit points until the start of Talorin's next turn
Reaction notice: Talorin will likely use his reaction to counterspell if the mage is still alive after the party's turn.
With mage armor pre-cast, the mage has AC 15 and as a reaction casts shield for an AC 20. Do you want to counterspell the shield?
"Indeed." says Talorin to Necyra's lively gathering comment. He calls out to the mage, impressed with his summoning, "It may be an evil circle but I'll give you a hand." A quick invocation later and spectral hand shoots forth, reaching for the mage's chest.
Chill Touch @ Mage To-Hit: 5+11 = 16 Damage: 4+6+7 = 17 necrotic on a hit the Mage cannot regain hit points until the start of Talorin's next turn
Reaction notice: Talorin will likely use his reaction to counterspell if the mage is still alive after the party's turn.
With mage armor pre-cast, the mage has AC 15 and as a reaction casts shield for an AC 20. Do you want to counterspell the shield?
[[ That's a tough one. Almost feels like a waste use a 3rd level slot against a 1st, but on the other hand was preparing use a 3rd or higher to counterspell so if the mage is able to be killed prior to that due to not having Shield... then it's like pre-counterspelling his big spell and hopefully helps us to be able to focus on the demons quicker too. Let's do it! ]]
the mage casts a spell that's promptly counterspelled by Talorin, so he takes 17 necrotic damage and can't heal until the start of Talorin's next turn. M1 (23/40)
As the mage’s shield spell fizzled under Talorin’s counterspell, Trystane's nostrils flared. He could smell the sharp, metallic scent of magic unraveling—like the first hint of blood on the wind. His instincts surged to the surface, the trollish hunger for battle driving him forward. “Defenses down…” he growled, his eyes gleaming with predatory focus.
With a burst of speed, Trystane pounced. His powerful legs propelled him across the room, claws gleaming in the dim light of the chamber. He closed the distance between himself and the mage in an instant, his claws slashing through the air in a vicious arc, aiming to tear through the mage’s robes and flesh. The satisfaction of striking first flooded him as he raked his claws down, seeking to spill blood and disrupt whatever ritual the mage had started.
"Let’s see you weave your spells through this," he snarled, his voice low and dangerous, as he pressed the attack, determined to end the threat quickly.
Action: 1) Unarmed Strike @M, hit 32! (Crit) for 12 magical slashing damage and 6 lightning damage 2) Unarmed Strike @M, hit 26 for 10 magical slashing damage and 6 lightning damage Bonus: 3) Unarmed Strike @M, hit 20 for 12 magical slashing damage and 3 lightning damage
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
As the party regains their bearings, Necyra's eyes widen in surprise. The sudden teleportation, the unfamiliar surroundings, and the presence of the legendary mages left her momentarily stunned. "Well, this is unexpected," she muttered, her voice carrying a hint of amusement. "I suppose the universe has a peculiar sense of humor." she deadpans.
Turning her attention to Talorin, she couldn't help but chuckle at his antics. "Yes, yes, I'm sure this has nothing to do with my little summoning spell," she teased, a playful glint in her eye.
As Necyra approached the mages, her demeanor a mix of respect and curiosity, a subtle shimmer danced across her skin. The tiny white stars that freckled her face seemed to come alive, swirling and swirling in a mesmerizing display. "Necyra," she introduces herself while bowing deeply, her voice carrying a note of authority. "I am a humble servant of the divine, a wanderer seeking knowledge and adventure." Then, having introduced herself, she stood back allowing the others to interact with the legendary mages. Her mind raced, taking in the information they had shared and considering the implications of their mission.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Trystane's muscles tensed, half-shifted into his hulking half-troll form as the teleportation ripped him from the quiet solace of his villa. His hands flexed, nails elongating slightly, his amber eyes narrowed in readiness to strike—until he realized his surroundings. The lavish parlor, the candlelight flickering gently, and the sight of his companions slowly registering their own disorientation calmed him. His transformation subsided, though his eyes still darted cautiously from the regal woman in blue to the sharp-eyed Mordenkainen and the dark-clad Natasha. He caught Talorin's excitement and Necyra's composed introduction, and his guard lowered further. With a low, gravelly sigh, Trystane straightened from his defensive stance, rolling his shoulders to shake off the remaining tension. He glanced at the legendary trio, then at his friends, and finally spoke with his usual understated tone.
“Trystane," he said simply, inclining his head slightly toward the three mages. His gaze lingered on Mordenkainen, recognizing him from old stories, but his expression remained neutral. "Seems we were brought here for a reason… and if it involves this lich, Vecna, well—" he glanced at Yurgojin and Talorin with a knowing smirk. Though his demeanor had relaxed, his eyes remained sharp, ready for whatever this new challenge might bring.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Mordenkainen says, “I have an alternative plan.”
Mordenkainen strides over to a cabinet full of magic items and picks up a silver chime (chime of exile). He then approaches the party, displays the chime, and says the following:
“I worried that perhaps our Wish wouldn’t stop one as powerful as Vecna. Alustriel, please forgive me, but I did plan a contingency.
“Vecna is too powerful to stop directly at this point. However, no power is absolute. I suspect Vecna will be vulnerable while he weaves his ritual. If you confront and weaken him, this Chime of Exile can banish him to Oerth. He would no longer be able to affect multiple realms at once. His plan to remake the multiverse would fail.”
Mordenkainen’s eyes gleam with excitement as he continues:
“There is an artifact that is, I believe, the only way to weaken Vecna so the chime can be used against him. It’s called the Rod of Seven Parts. Unfortunately, its component pieces are scattered across existence."
“While my esteemed colleagues researched the magic needed to cast a Wish spell powerful enough to stop Vecna, I looked into finding the rod’s pieces should we need them. The first piece is deep in the Underdark, somewhere inside a hidden safe house for worshipers of the demon-god Lolth. Web’s Edge, it’s called.
“Find that first piece of the rod, my friends. The portal on the dais will take you to it. Once you locate the first piece, the magic inherent in the artifact will point you to the second piece, and then to the third, and so on. This sanctum’s portal reacts to powerful magic such as this artifact, so as you find each piece, this portal will lead to the next. No need to use another key; the most recent piece of the rod will suffice.
“There’s no time to waste. Once you’ve reassembled the rod, we can all confront Vecna and stop his heinous plan. You’ll be the heroes of the multiverse! How does that sound?”
Mordenkainen leads the party up to the dais and activates a teleportation circle. "Step through this portal to reach the Web's Edge."
...RP here if needed, ask questions, then continue below...
After stepping through the portal, the characters emerge deep in the Underdark in Faerûn...
There is a strange wall that seems to be some sort of entrance way. It is a 10-foot-wide, smooth section of stone, as if a double-door should be there.

If you can see invisibility, there is a nondescript iron door cloaked in a permanent invisiblity effect.
If you can detect magic, you can also see an Arcane Lock spell has been used to block people from entering the invisible iron door. DC 22 Dexterity (Sleight of Hand) check using thieves’ tools will open this Arcane Lock.
Also visible to characters who can see invisible objects are eight symbols subtly carved into the rock above the doorway. Tiny Undercommon characters are embedded in each symbol. If you can read Undercommon then the symbols spell out “Web’s Edge” in Undercommon. You think the symbols are buttons and you don't notice any traps.
...You must find a way to detect the invisible door, to get past the puzzle or arcane lock, to reach the other side of the door...
Once inside you find W1: False Front
The remains of mold-covered broken wagons and barrels languish in this large foyer. Humanoid skeletal remains lie strewn about, their swords and armor bent and rusted. Something gleams next to the bodies propped along the northern wall. Double doors on the east, northeast, and southeast walls are rusted shut, and a semicircular chamber that opens in the southwest wall contains a shrine.
Toward the northern chamber gleams two fist-sized rubies tucked next to two skeletons, both dwarves. Towards the southern chamber are three skeletons, an elf, a gnome, and a tiefling.
Heading North and passing over the "two fist-sized rubies tucked next to two skeletons."
Perception DC 12, you hear summoning and casting of spells coming from the other side of the door. When the summoning stops, you hear monstrous sounds and a gnomish voice speaking Abyssal. When a McGuffin opens the door, everyone rolls initiative.
glabrezu init 18
evil, svirfneblin mage init 4
hezrou init 11
Bridgette initiative: 11
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[[ Prior to portalling. ]]
Talorin looks at the chimes with curious wonder. A part of him is tempted to run his hand through the chimes to hear their song. But instead he just asks a question, "But if banished, couldn't he just plane shift back?"
[[ In the Lolth dungeon ]]
When the party comes across the lock, Talorin offers Yurgojin guidance with picking it. "You seem quite adept at these things." he remarks.
If the lockpicking check fails, he'll spend a 2nd level slot on knock to let the party through.
He'll also expend the See Invisibility granted via Vecna's Link. And could ritual Detect Magic for the party's purposes.
[[ Now at the battle. ]]
Talorin Initiative: 14+1 = 15
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Detect Magic lights up the doorway, then See Invisibility shows you the puzzle buttons. If you understand and can read undercommon, you can open the door by pressing each button in order to spell Web's Edge.
Otherwise, if someone can roll the Slight of hand DC 22 with your Guidance then you won't need to cast knock.
As the portal to the Underdark flared to life, Trystane moved through it without hesitation. His body was already shifted, the familiar sensation of transformation flooding his muscles ebbed. His skin had darkened to an earthy green, rough like bark, and his limbs extended into the long, sinewy forms of his half-troll state. He flexed his hands, watching his claws grew, now gleaming faintly as he whispered the ancient words of his ancestors—a rite to imbue his natural weapons with the sharpness of old magic. His claws shimmered briefly, then returned to their dark, deadly sheen. (3 necrotic damage taken)
Stepping into the eerie dimness of the Underdark, Trystane’s nostrils flared as the scent of blood reached him. His heightened senses told him there had been violence here, and recently. Trystane paced, his claws idly flexing, scratching the air as he muttered under his breath. His nerves were alive, thrumming with anticipation. He glanced impatiently at the others. "I can smell it," he growled softly, his voice low and rough. "Blood... death. They were slaughtered here." He cast a glance toward the sealed door, then back to the room. "We need to move. Whatever did this... it’s still waiting." His eyes gleamed in the low light, his body tense, ready to leap into action the moment the way forward opened. (Initiative: 8)
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Earlier
Necyra, her eyes fixed on the Chime of Exile, considers Talorin's question. "A good point," she replies, her voice thoughtful. "Maybe what Master Mordenkainen is saying (correct me if I'm wrong...), while Vecna is a powerful being, his ability to plane shift may be limited. The Chime of Exile, combined with the weakened state induced by the Rod of Seven Parts, could potentially prevent him from returning." She pauses, her mind racing. "However, we cannot rely solely on this. We must prepare for every contingency. Perhaps there are other means of preventing his return, such as sealing the portal through which he arrived."
At the nondescript iron door
"I can read Undercommon," Necyra announces to the party, her voice carrying a note of confidence. "The symbols above the door spell out 'Web's Edge'." She then attempts to solve this puzzle by pressing the buttons in order, spelling out 'W...E...B...S...E...D...G...E'.
Once inside
As the party enters the chamber, Necyra's eyes scan the scene with a mix of curiosity and caution (Perception: 19). The remnants of the wagons and barrels, along with the scattered skeletal remains, paint a grim picture of the chamber's history. Her gaze falls upon the two fist-sized rubies, their crimson glow contrasting with the dull hues of the surrounding debris. However, her instincts warn her against touching them. "Obvious traps... leave them be," she announces to the party. "No decrepitly poor follower of Lolth is stupid enough to leave precious jewels laying around like that," she announces to the party, a muffled cackle escaping her lips.
As the party moves towards the northern chamber, Necyra listens intently to the sounds emanating from beyond the door (Perception: 16). Although she doesn't understand Abyssal, she can discern the intensity of the magical activity. A battle is brewing, and she must prepare accordingly.
Once the McGuffin ruins our surprise
Necyra's initiative: 14
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Looks like the mage brought the monster's init down. Players go first.

An enormous pentagram drawn in chalk, with stubby unlit candles placed at each of its five points, covers the floor of this open chamber. A hooded figure hunches over a cluttered table in the southwest corner, finishes a summoning as two demons emerge from the spell.
Round 1
Bridgette, Mysleen, Necyra Talorin, Trystane, Yurgojin << your turn
glabrezu G1
mage M1
hezrou H1
Necyra's eyes widen as she takes in the scene before her. A chuckle escapes her lips as she wisecracks "Well, this is certainly a lively little gathering."
"I wonder what kind of mischief you're up to?" she calls over to the mage.
With a swift gesture, Necyra activates her Antilife Shell. An aura of shimmering light surrounds her, a protective barrier that will repel any creature that attempts to approach.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
"Indeed." says Talorin to Necyra's lively gathering comment. He calls out to the mage, impressed with his summoning, "It may be an evil circle but I'll give you a hand." A quick invocation later and spectral hand shoots forth, reaching for the mage's chest.
Chill Touch @ Mage
To-Hit: 5+11 = 16
Damage: 4+6+7 = 17 necrotic
on a hit the Mage cannot regain hit points until the start of Talorin's next turn
Reaction notice: Talorin will likely use his reaction to counterspell if the mage is still alive after the party's turn.
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
With mage armor pre-cast, the mage has AC 15 and as a reaction casts shield for an AC 20. Do you want to counterspell the shield?
[[ That's a tough one. Almost feels like a waste use a 3rd level slot against a 1st, but on the other hand was preparing use a 3rd or higher to counterspell so if the mage is able to be killed prior to that due to not having Shield... then it's like pre-counterspelling his big spell and hopefully helps us to be able to focus on the demons quicker too. Let's do it! ]]
Reaction: counterspell (3rd level) the Shield
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
the mage casts a spell that's promptly counterspelled by Talorin, so he takes 17 necrotic damage and can't heal until the start of Talorin's next turn. M1 (23/40)
As the mage’s shield spell fizzled under Talorin’s counterspell, Trystane's nostrils flared. He could smell the sharp, metallic scent of magic unraveling—like the first hint of blood on the wind. His instincts surged to the surface, the trollish hunger for battle driving him forward. “Defenses down…” he growled, his eyes gleaming with predatory focus.
With a burst of speed, Trystane pounced. His powerful legs propelled him across the room, claws gleaming in the dim light of the chamber. He closed the distance between himself and the mage in an instant, his claws slashing through the air in a vicious arc, aiming to tear through the mage’s robes and flesh. The satisfaction of striking first flooded him as he raked his claws down, seeking to spill blood and disrupt whatever ritual the mage had started.
"Let’s see you weave your spells through this," he snarled, his voice low and dangerous, as he pressed the attack, determined to end the threat quickly.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
The mage takes 18 then 16 damage and dies.
The third attack can target the hezrou, H1 takes 12 magical slashing damage and half of 3 (1) lightning damage. H1 (123/136)
Round 1
Necyra Talorin, Trystane
Bridgette, Mysleen, Yurgojin << your turn
glabrezu G1 (157/157)
mage M1 (dead)
hezrou H1 (123/136)
Yurgojin will run up to Hezrou and BA activate his flame tongue.
Attack 1: 25 to hit, damage 11 piercing (re rolled damage dice from feat) plus 8 fire damage plus 9 sneak
Attack 2: 12 to hit, damage 8 piercing plus 2 fire
hezrou H1 takes 11 and 9 magic piercing and half of 8 (4) fire damage. H1 (99/136)
Bridgette will go ahead and hex the hezrou with her bonus action. Then she'll zap it with all three Eldritch Blast beams.
EB vs. Hezrou
Attack: 29; Damage: 12 (force) + 6 (necrotic)
Attack: 14; not bothering to roll damage
Attack: 14; not bothering to roll damage
Bridgette curses under her breath. That was incredibly unimpressive.
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