OOC: soon, but for now its her secret haha. until she gets hurt...
The whole affair just got more exciting and weird at the same time. Lyra is trying hard to remember if she's ever seen or heard about anything like it.
Initiative order as follows (trying to enter the temple)
Caster 1
Thomas
Hrian
Haldur
Caster 2
OOC: I'm taking some liberties with map placement but bear with me. If you T-totally hate where I put you I can change it. Each block is 5ft. The Temple isn't actually to scale but its placement is approximate for battle purposes. The door is 20ft wide with two doors. One is shut and locked from the inside leaving a 10ft gap of the other with Thomas' blocking two Casters from entering. Hrian and Haldur have jogged the 60ft they were away from the Temple and are now 40ft away. The eyes, Arcane Agenda, rep the Casters! Please use the alpha and numeric coordinates for movement!
OOC: Sorry the dang gif ate my Caster attack.
Caster 1 a white-eyed male human focuses a gesture at Thomas 1184 casting poison spray. If hits Thomas takes 9 of poison damage and is considered poisoned until ALL HP is restored. But the Castor FAILS to make his cantrip work through the manacles magic control and wails at the young cleric!!
OOC: Vyriox give me a stealth retroactively since Lyra decided to keep the pendant to yourself to see if you were undetected in seeing it, collecting it, then studying it in the small cell with Lebenha.
Leb gets a perception check to see if she notices Lyra looking around.
Which ever is higher wins.
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Seeking to disable the two casters quickly before more can join the fray, Thomas speaks a quick prayer in Celestial, beseeching his Goddess to blind the two aggressors...
Action: Cast Blindness/Deafness at 3rd Lvl, targeting both Casters. DC15 CON Save.
Playing in: Shepherds of Truth - Thomas Roth, Shepherd of Mystra Aerovail, Cities in the Sky - Aidan Burke, Smuggler The Missing Schema - Trigger, Morgrave Trap-Breaker Echoes of the Past - Einar Barruk, Fight Club Brawler Once in Waterdeep - Nagao Jun, Windwise Wanderer
OOC: oh snap! i totally didnt realize we were locked in the same room, i thought she was in the cell next to me. Time to go to bed! It's also not that she wants to hide it intentionally, but that she is rather driven by curiosity so much that she will try to learn what she can before even thinking of asking Lebensha. Its more like a tunnelvision than trying to be stealthy, so its totally fine if she notices. Once she hits the end of the road and doesn't manage to discover anything on her own she will definitely ask for Lebenshas help!
Lyra suddenly snaps out of her investigation as she sees the elf cower on the floor. "Oh." The scenery makes her feel uncomfortable. "I must apologize, i was lost in thought. My name is Lyra. Is there anything i can do to help you? Would you mind telling me what is wrong?" She hurries into the darkness to grab what is left of the blanket, but eyeing up its horrendous condition Lyra decides to lay it down in front of the elf instead of wraping it around her. While doing so, she still tries to remember any piece of information about the weird symbol, but the elfs wellbeing has somewhat taken the first priority for now.
As Folzi stands there relieving himself in the provided bucket, he glances about his cell. Something in the along the back wall catches his eye and he has to double take at the sight of something apparently glittering. Doing his trousers back up, he then walks to the wall. He runs his hands over the surface trying to discern anything about its composition. He gives it a sniff and even goes as far as rubbing a finger on a spot then putting it to his tongue.
"Ah, hells," he quietly exclaims once he feels the stone's effect on him. "This can't be good." He kicks the straw up to the bars near the front of the cell for a place to sit, trying to avoid as much contact as possible.
Folzi you've seen this stone before and it terrifies you!
Prisons for Casters were/are notoriously built of stone quarried from the Weaves Waste site that prevents magic. Long exposure to such structures slowly 'tap' magical energies from Casters eventually leading to death!! It's best described with the levels of exhaustion per day but is not reset by sleep, food, or water. Each day with the continued exposure, danger mounts! Healing can be administered to correct its effects as well as distance from the source materials.
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
“ I am Lebenha. I... don´t like it here. I need the contact of the fresh air. I hate to be locked up. And there is more... there is this feeling... “ she looks around as if she could see anything in the very air around them. “ Something´s very wrong, not only with that jerks or with the whole situation at the encampment, but here... “
Seeing the cleric cast his spell Hrain knows he has a moment to act before the others catch up to them. Reaching over to Halberd he touches him infusing him with healing energies, as he does so he tells the brave young fighter "We go inside, no heroics holding the gate there are too many."
The eldritch warmth once again rushed through Haldur's system and the sellsword shot a fast glance at his companion, nodding his thanks and gratitude clearly evident in his wide eyes. The paladin then made another astute appraisal of the state of the situation and insisted Haldur make for the Temple rather than remain behind to fight. Though the young warrior's instincts lent themselves to wanting to defend his comrade and this brave new cleric that held the gates, he knew the wisdom of Hrain's advice and had sworn to follow his commands.
Haldur took a deep breath and broke into a dead run, his boots pounding the icy ground just behind Hrain. Summoning a bit more endurance than he usually could muster, the sellsword used the Dash Action to advance further towards the gate, placing himself right at it's threshold. He noted Hrain's position and flanked the maddened Caster, hoping to split its attention, and he placed himself bodily between the Caster and the cleric at the gate. He would take no aggressive actions however, instead watching for the right time to aid and join his allies in getting into the safety of the Temple.
This post has potentially manipulated dice roll results.
caster 2 fails wildly in all directions, hand outstretched before trying to cast frostbite at Thomas the last known opponent. 3120 if hits Thomas takes 9of cold damage FAILS
OOC: I've given one dice advantage and one disadvantage to contribute the overall disadvantage of the roll because the Caster is blinded. Hopefully, that works lol playtesting-playtesting
Top of the Round Caster 1 casts thunderwave causing all players/NPCs in a 15ft radius around her to feel it's effects if successful it deals 11 of bludgeoning damage. 8644SUCCESS
*Everyone takes 9 points of bludgeoning damage including Caster 2 then pushed back 10ft*
Thomas is pushed inside the Temple doorway, Haldur is forced against the wall, everyone is prone but Caster 1
Thomas is up!
Hrian on deck!
Castor 1 save 19
Caster 2 save 7
OOC: Keep up with HP y'all!!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Leb sees Lyra has something shiny in her hand and knowing 'riches' in camp among detainees are rare, the object Lyra doesn't try to conceal draws her attention by the sheer rarity of the sight!
OOC: Is this homebrewed AOE for the spell and are we also knocked back or prone by the thunderwave? This might effect others turns. Also, did either save at the end of their turn against the blindness?
Recognizing the Sunite Captain on his approach, Thomas calls out to Hrain while maneuvering to strike the offending caster with the blunt force of his staff... "Captain! What is going on out here!?"
Action: Attack 6 Damage 8 (rolled advantage for blindness)
As he strikes, the blue light of the Seven Stars washes over him, knitting some of his wounds back together...
Bonus Action: Cast healing word at 1st lvl Restores 10 hp
Playing in: Shepherds of Truth - Thomas Roth, Shepherd of Mystra Aerovail, Cities in the Sky - Aidan Burke, Smuggler The Missing Schema - Trigger, Morgrave Trap-Breaker Echoes of the Past - Einar Barruk, Fight Club Brawler Once in Waterdeep - Nagao Jun, Windwise Wanderer
As he shakes off the ringing in his ears Hrain realises he is on the ground, some distance away from where he'd been a moment before. With a growing sense of urgency he gets to his feet and sees the casters and his companions in a similar state of confusion, needing to reduce the threat he moves to the second of the casters who seems to have been knocked down by the same blast he'd been caught in.
"I know this is not you, but there are many lives at stake, I cannot spare you, may the lady aid your soul."
Moving to I8 he attacks the prone caster
Attack 21 damage 11
Attack 26 damage 7
OOC on the crit I will use smite (burn a 1st level slot) to add a cheesy 4d8 damage plus the extra d8 from the crit for 27 damage.
OOC I would like Hrain to move his final 5' towards the gate so ending in I7, thanks for the reminder.
Hrain's blade cuts deep into the caster as he releases a burst of radiant energy that burns the body from within, a gout of holy flame shoots out of the creatures mouth as it is killed.
The paladin straightens and scans the field, even as he steps slightly closer to the doors, as he looks for any Shepherds or Sisters who are trying to get to the temple.
Rollback Post to RevisionRollBack
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
We seem to think alike, Phade. Thomas was just about to do the same once the casters were dealt with.
Rollback Post to RevisionRollBack
Playing in: Shepherds of Truth - Thomas Roth, Shepherd of Mystra Aerovail, Cities in the Sky - Aidan Burke, Smuggler The Missing Schema - Trigger, Morgrave Trap-Breaker Echoes of the Past - Einar Barruk, Fight Club Brawler Once in Waterdeep - Nagao Jun, Windwise Wanderer
This post has potentially manipulated dice roll results.
A ferocious percussive force blasted forth from the Caster nearest to Haldur and his comrades, driving them back with such energy that it lifted them into the air and flung them away. The sellsword felt the air expelled from his lungs as the shockwave slammed into him, and then he had the less then pleasant sensation of crashing bodily into the Temple wall behind him before crumpling to the ground. The warrior drew in a raspy, wheezing breath and shot his gaze around at his allies, intent on making sure that they were alright. The cleric was up quickly, calling out to Hrain and aglow in the radiant light of his divine mistress. As for the bold young paladin himself, Hrain to was quickly back on his feet and his blade flashed with incredible speed and precision toward the supine Caster that had also been the victim of the shockwave blast.
Haldur had only a brief moment to decide on his own course of action. Should he make for the gate, leaving the remaining Caster at his back and still threatening Hrain and the cleric? Or... should he defend his allies?
The mercenary growled low in his throat, pushed himself to his feet, and with a flourish of his blood-stained halberd he lashed out at the blinded Caster.
Attacks on the blinded Caster at advantage, but Haldur is poisoned so no advantage/disadvantage, just straight roll.
Attack #1:11Damage: 8, 3
Attack #2:25Damage: 12, 3
Haldur then drove himself harder, faster, twirling his halberd in an incredible display of martial savagery. He had to stop this Caster now and allow Hrain and the cleric to clear the gate.
*Action Surge!*
Attack #3: 27Damage: 5, 2
Attack #4:11Damage:11, 4
Bonus Action; The dreaded Twirly Whirly attack:10Damage:6, 2
His flurry of attacks expended, Haldur then used his remaining movement to move directly to the Temple's gate and help hold that position, ending at H5.
OOC: soon, but for now its her secret haha. until she gets hurt...
The whole affair just got more exciting and weird at the same time. Lyra is trying hard to remember if she's ever seen or heard about anything like it.
Intelligence: 15
Religion: 14
Initiative order as follows (trying to enter the temple)
OOC: I'm taking some liberties with map placement but bear with me. If you T-totally hate where I put you I can change it. Each block is 5ft. The Temple isn't actually to scale but its placement is approximate for battle purposes. The door is 20ft wide with two doors. One is shut and locked from the inside leaving a 10ft gap of the other with Thomas' blocking two Casters from entering. Hrian and Haldur have jogged the 60ft they were away from the Temple and are now 40ft away. The eyes, Arcane Agenda, rep the Casters! Please use the alpha and numeric coordinates for movement!
OOC: Sorry the dang gif ate my Caster attack.
Caster 1 a white-eyed male human focuses a gesture at Thomas 11 84 casting poison spray. If hits Thomas takes 9 of poison damage and is considered poisoned until ALL HP is restored. But the Castor FAILS to make his cantrip work through the manacles magic control and wails at the young cleric!!
Thomas is up!
Hrian's on deck!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
OOC: Vyriox give me a stealth retroactively since Lyra decided to keep the pendant to yourself to see if you were undetected in seeing it, collecting it, then studying it in the small cell with Lebenha.
Leb gets a perception check to see if she notices Lyra looking around.
Which ever is higher wins.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Seeking to disable the two casters quickly before more can join the fray, Thomas speaks a quick prayer in Celestial, beseeching his Goddess to blind the two aggressors...
Action: Cast Blindness/Deafness at 3rd Lvl, targeting both Casters. DC15 CON Save.
Edit: Okay... figured it out.
Playing in:
Shepherds of Truth - Thomas Roth, Shepherd of Mystra
Aerovail, Cities in the Sky - Aidan Burke, Smuggler
The Missing Schema - Trigger, Morgrave Trap-Breaker
Echoes of the Past - Einar Barruk, Fight Club Brawler
Once in Waterdeep - Nagao Jun, Windwise Wanderer
OOC: oh snap! i totally didnt realize we were locked in the same room, i thought she was in the cell next to me. Time to go to bed! It's also not that she wants to hide it intentionally, but that she is rather driven by curiosity so much that she will try to learn what she can before even thinking of asking Lebensha. Its more like a tunnelvision than trying to be stealthy, so its totally fine if she notices. Once she hits the end of the road and doesn't manage to discover anything on her own she will definitely ask for Lebenshas help!
Lyra suddenly snaps out of her investigation as she sees the elf cower on the floor. "Oh." The scenery makes her feel uncomfortable. "I must apologize, i was lost in thought. My name is Lyra. Is there anything i can do to help you? Would you mind telling me what is wrong?" She hurries into the darkness to grab what is left of the blanket, but eyeing up its horrendous condition Lyra decides to lay it down in front of the elf instead of wraping it around her. While doing so, she still tries to remember any piece of information about the weird symbol, but the elfs wellbeing has somewhat taken the first priority for now.
Caster 1 sav 7 Caster 2 sav 9 both are now blinded
Hrian is up!
Haldur on deck!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
(History: 22)
As Folzi stands there relieving himself in the provided bucket, he glances about his cell. Something in the along the back wall catches his eye and he has to double take at the sight of something apparently glittering. Doing his trousers back up, he then walks to the wall. He runs his hands over the surface trying to discern anything about its composition. He gives it a sniff and even goes as far as rubbing a finger on a spot then putting it to his tongue.
"Ah, hells," he quietly exclaims once he feels the stone's effect on him. "This can't be good." He kicks the straw up to the bars near the front of the cell for a place to sit, trying to avoid as much contact as possible.
Folzi you've seen this stone before and it terrifies you!
Prisons for Casters were/are notoriously built of stone quarried from the Weaves Waste site that prevents magic. Long exposure to such structures slowly 'tap' magical energies from Casters eventually leading to death!! It's best described with the levels of exhaustion per day but is not reset by sleep, food, or water. Each day with the continued exposure, danger mounts! Healing can be administered to correct its effects as well as distance from the source materials.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
(Perception: 11)
Lebenha looks up to Lyra.
“ I am Lebenha. I... don´t like it here. I need the contact of the fresh air. I hate to be locked up. And there is more... there is this feeling... “ she looks around as if she could see anything in the very air around them. “ Something´s very wrong, not only with that jerks or with the whole situation at the encampment, but here... “
PbP Character: A few ;)
Seeing the cleric cast his spell Hrain knows he has a moment to act before the others catch up to them. Reaching over to Halberd he touches him infusing him with healing energies, as he does so he tells the brave young fighter "We go inside, no heroics holding the gate there are too many."
Casts Cure Wounds at 2nd level for 9
He then breaks for the gate himself, ending at G8
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
The eldritch warmth once again rushed through Haldur's system and the sellsword shot a fast glance at his companion, nodding his thanks and gratitude clearly evident in his wide eyes. The paladin then made another astute appraisal of the state of the situation and insisted Haldur make for the Temple rather than remain behind to fight. Though the young warrior's instincts lent themselves to wanting to defend his comrade and this brave new cleric that held the gates, he knew the wisdom of Hrain's advice and had sworn to follow his commands.
Haldur took a deep breath and broke into a dead run, his boots pounding the icy ground just behind Hrain. Summoning a bit more endurance than he usually could muster, the sellsword used the Dash Action to advance further towards the gate, placing himself right at it's threshold. He noted Hrain's position and flanked the maddened Caster, hoping to split its attention, and he placed himself bodily between the Caster and the cleric at the gate. He would take no aggressive actions however, instead watching for the right time to aid and join his allies in getting into the safety of the Temple.
Haldur used Dash to make it to G6.
caster 2 fails wildly in all directions, hand outstretched before trying to cast frostbite at Thomas the last known opponent. 31 20 if hits Thomas takes 9of cold damage FAILS
OOC: I've given one dice advantage and one disadvantage to contribute the overall disadvantage of the roll because the Caster is blinded. Hopefully, that works lol playtesting-playtesting
Top of the Round Caster 1 casts thunderwave causing all players/NPCs in a 15ft radius around her to feel it's effects if successful it deals 11 of bludgeoning damage. 86 44 SUCCESS
*Everyone takes 9 points of bludgeoning damage including Caster 2 then pushed back 10ft*
Thomas is pushed inside the Temple doorway, Haldur is forced against the wall, everyone is prone but Caster 1
Thomas is up!
Hrian on deck!
Castor 1 save 19
Caster 2 save 7
OOC: Keep up with HP y'all!!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Leb sees Lyra has something shiny in her hand and knowing 'riches' in camp among detainees are rare, the object Lyra doesn't try to conceal draws her attention by the sheer rarity of the sight!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
OOC: Is this homebrewed AOE for the spell and are we also knocked back or prone by the thunderwave? This might effect others turns. Also, did either save at the end of their turn against the blindness?
Recognizing the Sunite Captain on his approach, Thomas calls out to Hrain while maneuvering to strike the offending caster with the blunt force of his staff... "Captain! What is going on out here!?"
Action: Attack 6 Damage 8 (rolled advantage for blindness)
As he strikes, the blue light of the Seven Stars washes over him, knitting some of his wounds back together...
Bonus Action: Cast healing word at 1st lvl Restores 10 hp
Finishes turn in square H6.
Playing in:
Shepherds of Truth - Thomas Roth, Shepherd of Mystra
Aerovail, Cities in the Sky - Aidan Burke, Smuggler
The Missing Schema - Trigger, Morgrave Trap-Breaker
Echoes of the Past - Einar Barruk, Fight Club Brawler
Once in Waterdeep - Nagao Jun, Windwise Wanderer
OOC: Thanks Knight; updates made. Caster 1 failed but Caster 2 saved. ALL updated; game on!!
Hrian is up!
Haldur on deck!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
As he shakes off the ringing in his ears Hrain realises he is on the ground, some distance away from where he'd been a moment before. With a growing sense of urgency he gets to his feet and sees the casters and his companions in a similar state of confusion, needing to reduce the threat he moves to the second of the casters who seems to have been knocked down by the same blast he'd been caught in.
"I know this is not you, but there are many lives at stake, I cannot spare you, may the lady aid your soul."
Moving to I8 he attacks the prone caster
Attack 21 damage 11
Attack 26 damage 7
OOC on the crit I will use smite (burn a 1st level slot) to add a cheesy 4d8 damage plus the extra d8 from the crit for 27 damage.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
Caster 2 is dead.
OOC: Anymore movement? I can't update the map as I'm playing my home game so bear with me and note movement.
Haldur is up.
Top of round with Caster 1 on deck!
>>>>>>>>>>>>>>>>>>>>>>>>>
In the depths of the Sune dungeons Leb, Lyra, and Folzi hear a raspy voice.
"Can all of you shut up. Trying to die in peace down here," a genderless voice calls from the front cells near the door.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
OOC I would like Hrain to move his final 5' towards the gate so ending in I7, thanks for the reminder.
Hrain's blade cuts deep into the caster as he releases a burst of radiant energy that burns the body from within, a gout of holy flame shoots out of the creatures mouth as it is killed.
The paladin straightens and scans the field, even as he steps slightly closer to the doors, as he looks for any Shepherds or Sisters who are trying to get to the temple.
Vhon - Level 2 Warlock - What shall become of the Drunken Sailor?
Lyreis - Level 6 Elf Fighter - Eberron: Omega
DM - Dzenda: The Cracks - DM - Dzenda: Whispered Tales
OOC: give me a perception roll Phade!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
OOC: For Phade
We seem to think alike, Phade. Thomas was just about to do the same once the casters were dealt with.
Playing in:
Shepherds of Truth - Thomas Roth, Shepherd of Mystra
Aerovail, Cities in the Sky - Aidan Burke, Smuggler
The Missing Schema - Trigger, Morgrave Trap-Breaker
Echoes of the Past - Einar Barruk, Fight Club Brawler
Once in Waterdeep - Nagao Jun, Windwise Wanderer
A ferocious percussive force blasted forth from the Caster nearest to Haldur and his comrades, driving them back with such energy that it lifted them into the air and flung them away. The sellsword felt the air expelled from his lungs as the shockwave slammed into him, and then he had the less then pleasant sensation of crashing bodily into the Temple wall behind him before crumpling to the ground. The warrior drew in a raspy, wheezing breath and shot his gaze around at his allies, intent on making sure that they were alright. The cleric was up quickly, calling out to Hrain and aglow in the radiant light of his divine mistress. As for the bold young paladin himself, Hrain to was quickly back on his feet and his blade flashed with incredible speed and precision toward the supine Caster that had also been the victim of the shockwave blast.
Haldur had only a brief moment to decide on his own course of action. Should he make for the gate, leaving the remaining Caster at his back and still threatening Hrain and the cleric? Or... should he defend his allies?
The mercenary growled low in his throat, pushed himself to his feet, and with a flourish of his blood-stained halberd he lashed out at the blinded Caster.
Attacks on the blinded Caster at advantage, but Haldur is poisoned so no advantage/disadvantage, just straight roll.
Attack #1: 11 Damage: 8, 3
Attack #2: 25 Damage: 12, 3
Haldur then drove himself harder, faster, twirling his halberd in an incredible display of martial savagery. He had to stop this Caster now and allow Hrain and the cleric to clear the gate.
*Action Surge!*
Attack #3: 27 Damage: 5, 2
Attack #4: 11 Damage: 11, 4
Bonus Action; The dreaded Twirly Whirly attack: 10 Damage: 6, 2
His flurry of attacks expended, Haldur then used his remaining movement to move directly to the Temple's gate and help hold that position, ending at H5.