With a final, resounding clash of steel and a burst of arcane energy, the death knight stumbles backward, its silvery, liquid metal form rippling unnaturally. The glow in its eyes flickers and dims as cracks spread across its body, like fractures in a mirror reflecting an otherworldly light. It lets out a deep, guttural soundbefore falling to one knee. Above the dais, the massive gargantuan liquid metal sphere begins to tremble. Its smooth, reflective surface ripples like disturbed water, both the death knight and the scrying sphere splashes into a puddle before quickly evaporating.
In the next room you find prison cells,
Iron bars form three empty cells along the walls of this room. A nondescript stone door to the east indicates the room’s exit. Lupine howls of pain sound from beyond the iron door to the west.
Bright-red light fills this twenty-foot-tall oval chamber. The light emanates from a large circular mirror set into a specially made groove on the ceiling. Kneeling on the floor of the chamber is a werewolf. It howls terribly, clutching and clawing at its body in fury. At the sight of the cell door opening, the werewolf leaps up and sprints toward you, claws extended!
As the adventurers approach cautiously, the werewolf lifts its head, sniffing the air before locking its piercing eyes on them. For a moment, there’s only silence. Then, the creature growls lowly, its voice rough but unmistakably human.
“Who… who are you?” the werewolf rasps, struggling slightly against the chains. “If you’ve come to finish me, get on with it. I won’t beg.”
You discover that the red moon light can be stopped by removing or breaking the mirror. Doing this will allow the werewolf to revert back to his human form.
"I am Valendar. Thank you for rescuing me."He slips free of his shackles easily, now that he's in this new form. "The vault contains several other mirrors like the one here. I suggests the that you find three different mirrors, each with a different color of moonlight, one for each moon. The lunar crystals are scattered throughout the Valut, each has been attuned to a different color of moonlight. Find them and shine the wrong color light on them to unbalance the crystals’ magic."
"Go now, if you can accomplish this task, I will return to my wardens and we will seek out Teremini together."
While speaking with Valendar, he adopts a sheepish demeanor. "I must admit that I didn’t properly scout the Three Moons Vault before the wardens’ attack on the castle. I have severely underestimated Teremini, assuming she was a powerless lackey of Lord Soth. Because of this oversight, our defeat was all my fault. This shame is mine alone to bear."
He finishes his confession before disappearing down the passageway, towards the front gate. "I'll meet up with my wardens and with your help we will not fail."
Necyra watched in awe as the Death Knight crumbled, its form dissolving into a pool of metallic liquid. She couldn't help but grin, a sense of satisfaction washing over her. "Well, that certainly took the wind out of his sails" she remarked, her voice lighthearted.
As they approached the cell, Necyra's gaze fell upon the werewolf, his form contorted in agony. The sight of the creature suffering was unsettling, but Necyra knew that they had to act quickly. When Valendar finally spoke, his voice rough and filled with remorse, Necyra felt a surge of sympathy for the beleaguered leader. "There's no need to dwell on past mistakes, Valendar" she said gently. "We all make them. What matters now is that we work together to rectify the situation."
She listened intently as Valendar explained the intricacies of Teremini's ritual and the importance of finding the lunar crystals. "Three colors, three moons, three crystals," she mused, "it sounds like a delicate balance."
As Valendar disappeared down the passageway, Necyra turned to her companions. "Well, it seems we have our next objective" she said, her eyes gleaming with determination. "Let's find those lunar crystals and put an end to Teremini's wicked scheme."
Talorin delights with Necyra at Soth's fall. He nods comfortingly as she assures Valendar.
"Indeedio we do have a new mission." he says and readies to ritual-cast detect magic. Looking down the hall he suggests, "Right is right? Gotta start searching somewhere."
Trystane watched the shimmering metallic remains of the death knight evaporate with a wary satisfaction, his shoulders relaxing only slightly. The fight had been brutal, but the victory was theirs. Turning his attention to the agonized howls from the west, he felt a tug in his chest—a sense of kinship that quickened his pace toward the cell.
When the werewolf lunged forward, he instinctively took a defensive stance but didn’t strike. As Valendar spoke and the truth of his suffering became clear, Trystane’s hardened expression softened. He stepped closer, his troll-blooded form looming but his voice steady and calm. “We’ve all been hunted, trapped, or underestimated at some point,” he said, his eyes meeting Valendar’s with an unspoken understanding. “You’re not alone in carrying that weight. What matters is how you move forward.” As the red moonlight faded and Valendar reverted to his human form, Trystane felt a surge of relief, even pride. “You’re not just a leader of wardens—you’re a symbol of resilience. Let’s honor that by finishing what you have started here.”
He nodded in agreement with Necyra and Talorin, his usual stoicism giving way to a rare flicker of determination. “Three moons, three crystals, three chances to disrupt Teremini’s plans. We’re with you, Valendar, but this is just the beginning.” Turning to the group, Trystane glanced down the hall Talorin had gestured to and adjusted his gear. “Right it is,” he said, his voice calm but resolute. “Let’s find those crystals and make sure this place remembers what happens when you cross us.”
Locked Rooms Though this tiered chamber was once elegantly appointed, its brass candelabras, velvet runners, and red tapestries were destroyed—likely by the room’s occupant, a desiccated Undead currently tearing at the walls. A single doorway is set into the short north wall of the room.
Treasure Vault glyph of warding trap, Dexterity Save DC 17 for (17) fire damage on a failed save or half as much damage on a successful one. This vault contains 1,900 gp, ten gems worth 100 gp each, and six paintings worth 250 gp each.
Logbook. On the desk is a log of all the treasures and prisoners transported to and from the Three Moons Vault. Of interest to the characters are the first and last pages of the log.The first page describes the six moonlight mirrors found in the original moon towers during the vault’s construction. The log notes the present location of the White Mirrors: The lunar shrine, Red Mirrors: Valendar’s cell, Black Mirrors: Royal quarters. The log’s last pages mention “a piece of the legendary Rod of Seven Parts, seized from an ungrateful dryad” as well as “three lunar crystals, procured from a powerful dragon.” The logbook doesn’t specify where the rod piece or the crystals are currently stored.
Muster Yard This empty yard has a floor of thick mud.
Circle of Undeath An interior circular stone wall creates a ringed hallway inside this tower. Archways in the wall are covered in black curtains. The outer hallway is eerily empty, but you can hear chanting coming from beyond the archways.
Three archways, each shrouded by a black curtain, connect the two spaces in this area. Once the characters walk through a curtain into the inner space, read the following:
Black candles cast dim light throughout this inner room, revealing a circle of unholy runes drawn in chalk on the floor. A black-robed figure crouches, examining the runes, while a zombie-like creature holding a black rose in a glass jar stands nearby.
A few dozen or more rooms and features are also seen, some with creatures but most rooms are empty, describing the Three Moon Vault in great detail. Once you get the logbook, you are able to go back to each room that house the ritual mirrors and you can disrupt or change them, to interfere with the ritual.
White Lunarium White moonlight glows around this smooth dais.
The moonlight barrier around this lunarium’s dais is trapped. When the barrier is touched, it emits a blinding flash of white light in a 30-foot radius centered on the dais. Any creature in that area must succeed on a DC 17 Constitution saving throw or have the blinded condition for 24 hours.
Black Lunarium Two desiccated, undead creatures, each holding a bell jar containing a black rose, stand guard here.
DW targets Necyra, phantom deathwolf. Make an Intelligence Save DC 17 or be frightened (end of turn save ends, start of turn take psychic damage)
Bite. Melee Weapon Attack:+10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 16 Wisdom saving throw or have disadvantage on saving throws against the frightened condition. This curse lasts until removed by the Remove Curse spell or other magic.
Phantom Deathwolf (Recharge 5–6). The deathwolf creates a terrifying phantom of itself in the mind of a creature the deathwolf can see within 60 feet of itself. The target must succeed on a DC 17 Intelligence saving throw or have the frightened condition for 1 minute. While the target is frightened, the phantom deals 21 (6d6) psychic damage to the target at the start of each of the target’s turns. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Treasure Room DEX Save: 17+3 = 20 took 8 fire damage
For the Wand of Enemy Detection, Talorin is at max attunement so no rush to claim it there if someone else wants it.
White Lunariam CON Save: 3+11 = 14 cast lesser restoration to remove blinded //will cast it again for anyone that fails the save
gonna tick off 2 3rd level and a 5th level spell slots to partially simulate the going-through of the various encounters somewhat.
//ignore the INT save and 2d4 I rolled in the log; misread the Phantom Deathwolf target
Talorin looks on as the Deathwolf tries to instill fear into Necyra's mind.
"Hey you mangy mutt!" he shouts at the deathwolf, trying to get the the undead's attention, "Just because you had a ruff undeath doesn't mean you get to hound us for it."
After doing so flies up a bit into the air above the party and prays words of hope over them.
Bonus Action: Taunt @ Deathwolf DC 18 WIS Save or the deathwolf has disadvantage on targets other than Talorin
Action:Beacon of Hope will bolster the WIS saves to have advantage
Trystane locked eyes with the deathwolf, its eerie glow and skeletal form failing to rattle his troll-blooded resolve. As it lunged, he sidestepped with supernatural agility, the air crackling around him as the creature’s claws scraped the stone floor. “You’ve got bite, I’ll give you that,” Trystane said, his tone calm but laced with intensity. “But let’s see how you fare when someone bites back.”
With a fluid motion, he surged forward, his electrified claws gleaming in the dim light. His first strike slashed across the deathwolf’s spectral hide, sending ripples of energy coursing through its undead form. The creature snarled, but Trystane pressed the attack, each strike a precise blend of strength and discipline. His second and third blows landed with force, arcs of thunderous power echoing in the chamber. “You’ll find no fear here,” he growled, stepping back into a defensive stance. “Let’s finish this.”
Action: Attack action for two unarmed strikes Bonus: Unarmed strike Attacks: Hit 20 for 16 magical slashing and 7 thunder damage Hit 18 for 13 magical slashing and 2 thunder damage Hit 31 for 16 magical slashing and 8 thunder damage
Trystane locked eyes with the deathwolf, its eerie glow and skeletal form failing to rattle his troll-blooded resolve. As it lunged, he sidestepped with supernatural agility, the air crackling around him as the creature’s claws scraped the stone floor. “You’ve got bite, I’ll give you that,” Trystane said, his tone calm but laced with intensity. “But let’s see how you fare when someone bites back.”
With a fluid motion, he surged forward, his electrified claws gleaming in the dim light. His first strike slashed across the deathwolf’s spectral hide, sending ripples of energy coursing through its undead form. The creature snarled, but Trystane pressed the attack, each strike a precise blend of strength and discipline. His second and third blows landed with force, arcs of thunderous power echoing in the chamber. “You’ll find no fear here,” he growled, stepping back into a defensive stance. “Let’s finish this.”
Action: Attack action for two unarmed strikes Bonus: Unarmed strike Attacks: Hit 20 for 16 magical slashing and 7 thunder damage Hit 18 for 13 magical slashing and 2 thunder damage Hit 31 for 16 magical slashing and 8 thunder damage
Reaction, Imposing Slash forces Wisdom save DC 17, on the first attack to impose disadvantage and in doing so will get an extra attack, Imposing Slash: DW targets Trystane, claw Attack: 15 Damage: 12, 2d6 slash, 1d8 necrotic DW1 takes 16, 7, 13, 2, 16, 8 total 62 damage. DW1 (52/153)
Reactions The deathwolf can take up to two reactions per round but only one per turn.
Note: If the first attack misses, due to imposing slash and disadvantage) the total damage is 39 or 23 fewer damage)
Yurgojin steps aside of the first slash of the creatures claws, deflecting the biting mouth with his shield, but that gave an opening to another claw to strike him. "Shields up!" Yurgojin calls out moving his hand old the flaming sword out towards the incoming claw as a magical force shield comes between the two of them. Clearly throwing off the deathwolf for it didn't try for another swing, or is that what it was it just tried, hard for Yurgojin to tell, nor did he care. "Let's try this again, I think we started off on the wrong foot." (BA Steady Aim)
Attack 1: Crit (19 on first roll which is a crit for Yurgojin, didn't roll second) for 10 piercing plus 11 fire and 42 sneak
Attack 2: 16 to hit, 12 piercing and 7 fire
19 wis save if tries to give disadvantage
Also can't move if he decides to teleport away before Attack 2
Attack 1: Crit (19 on first roll which is a crit for Yurgojin, didn't roll second) for 10 piercing plus 11 fire and 42 sneak Attack 2: 16 to hit, 12 piercing and 7 fire
19 wis save if tries to give disadvantage
Reaction, Imposing Slash forces Wisdom save (you already rolled and passed) still grants an extra attack, Imposing Slash: DW targets Yurgojin, claw Attack: 29 Damage: 21, 2d6 slash, 1d8 necrotic DW1 takes 10, 11, 42, 12, 7, total 82 damage. DW1 (-44/153)
With a final, resounding clash of steel and a burst of arcane energy, the death knight stumbles backward, its silvery, liquid metal form rippling unnaturally. The glow in its eyes flickers and dims as cracks spread across its body, like fractures in a mirror reflecting an otherworldly light. It lets out a deep, guttural soundbefore falling to one knee. Above the dais, the massive gargantuan liquid metal sphere begins to tremble. Its smooth, reflective surface ripples like disturbed water, both the death knight and the scrying sphere splashes into a puddle before quickly evaporating.

In the next room you find prison cells,
Iron bars form three empty cells along the walls of this room. A nondescript stone door to the east indicates the room’s exit. Lupine howls of pain sound from beyond the iron door to the west.
Bright-red light fills this twenty-foot-tall oval chamber. The light emanates from a large circular mirror set into a specially made groove on the ceiling. Kneeling on the floor of the chamber is a werewolf. It howls terribly, clutching and clawing at its body in fury. At the sight of the cell door opening, the werewolf leaps up and sprints toward you, claws extended!
As the adventurers approach cautiously, the werewolf lifts its head, sniffing the air before locking its piercing eyes on them. For a moment, there’s only silence. Then, the creature growls lowly, its voice rough but unmistakably human.
“Who… who are you?” the werewolf rasps, struggling slightly against the chains. “If you’ve come to finish me, get on with it. I won’t beg.”
You discover that the red moon light can be stopped by removing or breaking the mirror. Doing this will allow the werewolf to revert back to his human form.
"I am Valendar. Thank you for rescuing me." He slips free of his shackles easily, now that he's in this new form. "The vault contains several other mirrors like the one here. I suggests the that you find three different mirrors, each with a different color of moonlight, one for each moon. The lunar crystals are scattered throughout the Valut, each has been attuned to a different color of moonlight. Find them and shine the wrong color light on them to unbalance the crystals’ magic."
"Go now, if you can accomplish this task, I will return to my wardens and we will seek out Teremini together."
While speaking with Valendar, he adopts a sheepish demeanor. "I must admit that I didn’t properly scout the Three Moons Vault before the wardens’ attack on the castle. I have severely underestimated Teremini, assuming she was a powerless lackey of Lord Soth. Because of this oversight, our defeat was all my fault. This shame is mine alone to bear."
He finishes his confession before disappearing down the passageway, towards the front gate. "I'll meet up with my wardens and with your help we will not fail."
You have gained Valendar's Secret
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Necyra watched in awe as the Death Knight crumbled, its form dissolving into a pool of metallic liquid. She couldn't help but grin, a sense of satisfaction washing over her. "Well, that certainly took the wind out of his sails" she remarked, her voice lighthearted.
As they approached the cell, Necyra's gaze fell upon the werewolf, his form contorted in agony. The sight of the creature suffering was unsettling, but Necyra knew that they had to act quickly. When Valendar finally spoke, his voice rough and filled with remorse, Necyra felt a surge of sympathy for the beleaguered leader. "There's no need to dwell on past mistakes, Valendar" she said gently. "We all make them. What matters now is that we work together to rectify the situation."
She listened intently as Valendar explained the intricacies of Teremini's ritual and the importance of finding the lunar crystals. "Three colors, three moons, three crystals," she mused, "it sounds like a delicate balance."
As Valendar disappeared down the passageway, Necyra turned to her companions. "Well, it seems we have our next objective" she said, her eyes gleaming with determination. "Let's find those lunar crystals and put an end to Teremini's wicked scheme."
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Talorin delights with Necyra at Soth's fall. He nods comfortingly as she assures Valendar.
"Indeedio we do have a new mission." he says and readies to ritual-cast detect magic. Looking down the hall he suggests, "Right is right? Gotta start searching somewhere."
[[ do any of us have light? ]]
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
Let's Test Monsters! | We Are Modron
Get rickrolled here. Awesome music here. Track 45, 2/3/25, Adiemus
Trystane watched the shimmering metallic remains of the death knight evaporate with a wary satisfaction, his shoulders relaxing only slightly. The fight had been brutal, but the victory was theirs. Turning his attention to the agonized howls from the west, he felt a tug in his chest—a sense of kinship that quickened his pace toward the cell.
When the werewolf lunged forward, he instinctively took a defensive stance but didn’t strike. As Valendar spoke and the truth of his suffering became clear, Trystane’s hardened expression softened. He stepped closer, his troll-blooded form looming but his voice steady and calm. “We’ve all been hunted, trapped, or underestimated at some point,” he said, his eyes meeting Valendar’s with an unspoken understanding. “You’re not alone in carrying that weight. What matters is how you move forward.” As the red moonlight faded and Valendar reverted to his human form, Trystane felt a surge of relief, even pride. “You’re not just a leader of wardens—you’re a symbol of resilience. Let’s honor that by finishing what you have started here.”
He nodded in agreement with Necyra and Talorin, his usual stoicism giving way to a rare flicker of determination. “Three moons, three crystals, three chances to disrupt Teremini’s plans. We’re with you, Valendar, but this is just the beginning.” Turning to the group, Trystane glanced down the hall Talorin had gestured to and adjusted his gear. “Right it is,” he said, his voice calm but resolute. “Let’s find those crystals and make sure this place remembers what happens when you cross us.”
|| Oriace - Halfling Bard - Dragon Heist || Trystane - Trollblood Lycanthrope - Vecna || Valerian - Pallid Elf Rogue - Wildnis || Cy Naïlo - Wood Elf Crossbowman - ChatGPT || b'Reh - Stig Order Cleric - Humblewood || Rowan - Halfling Giant Path Barbarian - Runewarren || Reyhana - Elf Champion Dervish - Seventh Sojourn ||
16x skeletons
9x zombies
2x ogre zombies
...easily defeated
Locked Rooms
Though this tiered chamber was once elegantly appointed, its brass candelabras, velvet runners, and red tapestries were destroyed—likely by the room’s occupant, a desiccated Undead currently tearing at the walls. A single doorway is set into the short north wall of the room.
1x black rose bearer
...easily defeated
2x minotaur skeletons
...easily defeated
Treasure Vault
glyph of warding trap, Dexterity Save DC 17 for (17) fire damage on a failed save or half as much damage on a successful one.
This vault contains 1,900 gp, ten gems worth 100 gp each, and six paintings worth 250 gp each.
1x beholder zombie
...easily defeated
Veteran Camp
A sloping mound of rubble creates a rough bridge over the moat west of the white tower. Six humans in dented armor pace atop the slope.
10x veterans
...easily defeated
Teremini’s Quarters
This bedroom includes a four-poster bed, a writing desk, several bookshelves, and a footlocker.
The footlocker is a mimic
Logbook. On the desk is a log of all the treasures and prisoners transported to and from the Three Moons Vault. Of interest to the characters are the first and last pages of the log.The first page describes the six moonlight mirrors found in the original moon towers during the vault’s construction. The log notes the present location of the White Mirrors: The lunar shrine, Red Mirrors: Valendar’s cell, Black Mirrors: Royal quarters. The log’s last pages mention “a piece of the legendary Rod of Seven Parts, seized from an ungrateful dryad” as well as “three lunar crystals, procured from a powerful dragon.” The logbook doesn’t specify where the rod piece or the crystals are currently stored.
Muster Yard
This empty yard has a floor of thick mud.
2x earth elemental
...easily defeated
Circle of Undeath
An interior circular stone wall creates a ringed hallway inside this tower. Archways in the wall are covered in black curtains. The outer hallway is eerily empty, but you can hear chanting coming from beyond the archways.
Three archways, each shrouded by a black curtain, connect the two spaces in this area. Once the characters walk through a curtain into the inner space, read the following:
Black candles cast dim light throughout this inner room, revealing a circle of unholy runes drawn in chalk on the floor. A black-robed figure crouches, examining the runes, while a zombie-like creature holding a black rose in a glass jar stands nearby.
1x necromancer
1x black rose bearer
...easily defeated
Temple
A stone altar at the back of this temple is its only notable fixture. Dusty windows set in iron frames overlook the courtyard.
Behind a secret door, DC 13 Wisdom (Perception) check Wand of Enemy Detection
A few dozen or more rooms and features are also seen, some with creatures but most rooms are empty, describing the Three Moon Vault in great detail. Once you get the logbook, you are able to go back to each room that house the ritual mirrors and you can disrupt or change them, to interfere with the ritual.
White Lunarium
White moonlight glows around this smooth dais.
The moonlight barrier around this lunarium’s dais is trapped. When the barrier is touched, it emits a blinding flash of white light in a 30-foot radius centered on the dais. Any creature in that area must succeed on a DC 17 Constitution saving throw or have the blinded condition for 24 hours.
Black Lunarium
Two desiccated, undead creatures, each holding a bell jar containing a black rose, stand guard here.
2x black rose bearers
...easily defeated
Red Lunarium
A shadowy, skeletal wolf walking upright like a human stalks the area here.
1x deathwolf initiative 18

Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Yurgojin init: 14
Treasure Room trap: Dex save 18
Temple: Perception 26
White Lunarium: Con Save 22
Necyra’s Initiative: 20
Earlier: Necyra casts Cure Wounds (5th level) on herself, healing for 29 hp.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
DW (deathwolf) goes first
DW targets Yurgojin, bite Attack: 21 Damage: 24, 2d8 pierce, 2d8 necrotic
DW targets Yurgojin, claw Attack: 24 Damage: 14, 2d6 slash, 1d8 necrotic
DW targets Necyra, phantom deathwolf. Make an Intelligence Save DC 17 or be frightened (end of turn save ends, start of turn take psychic damage)
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 9 (2d8) necrotic damage. The target must succeed on a DC 16 Wisdom saving throw or have disadvantage on saving throws against the frightened condition. This curse lasts until removed by the Remove Curse spell or other magic.
Phantom Deathwolf (Recharge 5–6). The deathwolf creates a terrifying phantom of itself in the mind of a creature the deathwolf can see within 60 feet of itself. The target must
succeed on a DC 17 Intelligence saving throw or have the frightened condition for 1 minute. While the target is frightened, the phantom deals 21 (6d6) psychic damage to the target at the start of each of the target’s turns. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Round 1
deathwolf DW (153/153)
Bridgette, Talorin, Trystane, Necyra. Yurgojin << your turn
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Treasure Room DEX Save: 17+3 = 20
took 8 fire damage
For the Wand of Enemy Detection, Talorin is at max attunement so no rush to claim it there if someone else wants it.
White Lunariam CON Save: 3+11 = 14
cast lesser restoration to remove blinded
//will cast it again for anyone that fails the save
gonna tick off 2 3rd level and a 5th level spell slots to partially simulate the going-through of the various encounters somewhat.
//ignore the INT save and 2d4 I rolled in the log; misread the Phantom Deathwolf target
Talorin looks on as the Deathwolf tries to instill fear into Necyra's mind.
"Hey you mangy mutt!" he shouts at the deathwolf, trying to get the the undead's attention, "Just because you had a ruff undeath doesn't mean you get to hound us for it."
After doing so flies up a bit into the air above the party and prays words of hope over them.
Bonus Action: Taunt @ Deathwolf
DC 18 WIS Save or the deathwolf has disadvantage on targets other than Talorin
Action: Beacon of Hope
will bolster the WIS saves to have advantage
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
Let's Test Monsters! | We Are Modron
Get rickrolled here. Awesome music here. Track 45, 2/3/25, Adiemus
Yurgojin pushes back the attacks with his shield, "OH so you want to play do you, well I'm game!"
BA: activate Flame Tongue
Attack 1: 11 to hit
Attack 2: 19 to hit, 8 piercing plus 7 fire and 24 sneak
(Wis save of 17 if attempting to for disadvantage with reaction)
Necyra's Cuddly Strixhaven Mascot squeaks a cute little squeak, protecting her from being frightened (DC17 INT Saving Throw @ Advantage: 18).
Last to know and first to be blamed...
As a free action, can I regret my life choices?
OOC: Sorry, been out of town all weekend. Lame/uncreative post incoming!
Necyra casts Toll the Dead on the Deathpuppy: DC17 WIS saving throw or take 13 necrotic damage.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
[[ Looks like Yurgojin's attack is a hit, so you'd be able to go for the 3d12 instead of 3d8 I think. ]]
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
Let's Test Monsters! | We Are Modron
Get rickrolled here. Awesome music here. Track 45, 2/3/25, Adiemus
Trystane locked eyes with the deathwolf, its eerie glow and skeletal form failing to rattle his troll-blooded resolve. As it lunged, he sidestepped with supernatural agility, the air crackling around him as the creature’s claws scraped the stone floor. “You’ve got bite, I’ll give you that,” Trystane said, his tone calm but laced with intensity. “But let’s see how you fare when someone bites back.”
With a fluid motion, he surged forward, his electrified claws gleaming in the dim light. His first strike slashed across the deathwolf’s spectral hide, sending ripples of energy coursing through its undead form. The creature snarled, but Trystane pressed the attack, each strike a precise blend of strength and discipline. His second and third blows landed with force, arcs of thunderous power echoing in the chamber. “You’ll find no fear here,” he growled, stepping back into a defensive stance. “Let’s finish this.”
Action: Attack action for two unarmed strikes
Bonus: Unarmed strike
Attacks:
Hit 20 for 16 magical slashing and 7 thunder damage
Hit 18 for 13 magical slashing and 2 thunder damage
Hit 31 for 16 magical slashing and 8 thunder damage
|| Oriace - Halfling Bard - Dragon Heist || Trystane - Trollblood Lycanthrope - Vecna || Valerian - Pallid Elf Rogue - Wildnis || Cy Naïlo - Wood Elf Crossbowman - ChatGPT || b'Reh - Stig Order Cleric - Humblewood || Rowan - Halfling Giant Path Barbarian - Runewarren || Reyhana - Elf Champion Dervish - Seventh Sojourn ||
DW1 attempts Taunt Wisdom Save DC 18 vs 20
Reaction, Imposing Slash forces Wisdom save with an extra attack,
Imposing Slash: DW targets Yurgojin, claw Attack: 16 Damage: 19, 2d6 slash, 1d8 necrotic
DW1 takes 8, 7, 24, total 39 damage. DW1 (114/153)
DW1 attempts Toll the Dead Wisdom Save DC 18 vs 14
Reaction, Imposing Slash forces Wisdom save DC 17, on the first attack to impose disadvantage and in doing so will get an extra attack,
Imposing Slash: DW targets Trystane, claw Attack: 15 Damage: 12, 2d6 slash, 1d8 necrotic
DW1 takes 16, 7, 13, 2, 16, 8 total 62 damage. DW1 (52/153)
Reactions
The deathwolf can take up to two reactions per round but only one per turn.
Note: If the first attack misses, due to imposing slash and disadvantage) the total damage is 39 or 23 fewer damage)
DW Phantom Deathwolf Rechard (5-6): 6
DW targets Yurgojin, bite1 Attack: 21 Damage: 24, 2d8 pierce, 2d8 necrotic
DW targets Yurgojin, claw2 Attack: 29 Damage: 14, 2d6 slash, 1d8 necrotic
DW targets Yurgojin, claw3 Attack: 11 Damage: 20, 2d6 slash, 1d8 necrotic
Round 2
deathwolf DW (52/153)
Bridgette (2), Talorin, Trystane, Necyra. Yurgojin << your turn
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
From above Talorin calls down holy light upon the undead wolf.
Sacred Flame
Damage: 5+5+5 = 15 radiant
DEX Save DC 20
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
Let's Test Monsters! | We Are Modron
Get rickrolled here. Awesome music here. Track 45, 2/3/25, Adiemus
Yurgojin steps aside of the first slash of the creatures claws, deflecting the biting mouth with his shield, but that gave an opening to another claw to strike him. "Shields up!" Yurgojin calls out moving his hand old the flaming sword out towards the incoming claw as a magical force shield comes between the two of them. Clearly throwing off the deathwolf for it didn't try for another swing, or is that what it was it just tried, hard for Yurgojin to tell, nor did he care. "Let's try this again, I think we started off on the wrong foot." (BA Steady Aim)
Attack 1: Crit (19 on first roll which is a crit for Yurgojin, didn't roll second) for 10 piercing plus 11 fire and 42 sneak
Attack 2: 16 to hit, 12 piercing and 7 fire
19 wis save if tries to give disadvantage
Also can't move if he decides to teleport away before Attack 2
"Much better"
DW1 attempts Sacred Flame Dexterity Save DC 20 vs 25
Instead of 13 necrotic, rolling 3d12 (14)
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
OOC: Sorry, been out of town all weekend. Lame/uncreative post incoming!
Necyra casts Toll the Dead on the Deathpuppy: DC17 WIS saving throw or take 13 necrotic damage.
DW1 attempts Toll the Dead Wisdom Save DC 18 vs 14
Instead of 13 necrotic, rolling 3d12 (14)
deathwolf DW takes 14 damage. DW (38/153)
Reaction, Imposing Slash forces Wisdom save (you already rolled and passed) still grants an extra attack,
Imposing Slash: DW targets Yurgojin, claw Attack: 29 Damage: 21, 2d6 slash, 1d8 necrotic
DW1 takes 10, 11, 42, 12, 7, total 82 damage. DW1 (-44/153)
Deathwolf Rewards
13,000 XP (each 2,600 XP)
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)