It is not that our journey has failed to achieve its end, but rather that we must continue our journey to its end. Your information is appreciated, friend, and we will take you up on your offer to lead us to the shadow crossing. But first, would it be possible to speak to the surviving acolyte as my companion has requested?
Rollback Post to RevisionRollBack
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Brevig is silent, glad to think that this uncomfortable audience is almost over. The lies he has told leave a bitter taste. He relaxes somewhat, having been ready for the conversation to turn into a melee.
"Strange allies we are then. For a time anyway," remarks Mandrithar.
The priest of Tiamat then summons the acolyte named Sarani, a diminutive human male who speaks little and makes eye contact even less. His dark grey cloak completely encompasses his frame; so, it is impossible to discern what the man might be wearing or wielding. You doubt Sarani dons any armor made of metal, for he moves about in complete silence.
His summary of Badrizar's capture is brief, and you discern the acolyte's surprise at having Mandrithar's blessing to speak so openly of this affair. Badrizar and seven acolytes, of whom Sarani was one, crossed into Shadow eighteen days ago at the usual location. En route to one of their usual destinations (about which neither Sarani nor Mandrithar elaborates), they were overtaken by several Shadar-kai who quickly killed six of the acolytes and severely wounded Badrizar and Sarani.
"With chains of teeth we were ensnared and slain," Sarani explains. "I was left for dead, but Badrizar was taken. Yet alive. To Chorandan, their tower of gloom."
Recalling these events clearly troubles Sarani, for his voice quavers as he utters the last few words. Mandrithar then explains to the acolyte that he will be tasked with leading the five of you to Chorandan. "This must be done. Badrizar Nath will not be forsaken."
<> - <> - <> - <> - <> - <> - <>
Two hours later the sun has dipped below the horizon, and the seven of you are entering a narrow vertical crevasse in a cliff face north of the keep. "One never knows the exact moment of entering the Shadowfell,"Sarani explains without cheer. "Somewhere within the darkness that lies ahead we will cross into another world."
Mandrithar says his farewell--May the Chromatic One slay those who stand against you!--and leaves you in Sarani's hands.
Sarani is correct: you do not sense that you have passed through the shadow crossing. Upon exiting the narrow crevice in the rock, however, you have no doubt that the Shadowfell stretches before you; it is an expanse of lifeless, demoralizing, ashen grey. Whether it is day or night you cannot tell. The dark sky is devoid of clouds, of stars, of lights of any kind. You doubt the brightest of suns could bring any cheer or hope here. You immediately pray that your time in this place is brief.
"This is the way," points Sarani, as he leads you down a rocky, uneven slope. Most of the rocks and boulders are small--less than a few feet in height--but with increasing regularity you pass by jagged, teeth-like protrusions of stone that are dozens of feet high. Many of these protrusions are leaning against one another, forming bizarre conical structures. As you look at the terrain before you, you realize you have at least a mile or so to walk until you are clear of these strange rock formations.
(Pausing the story here as I feel it is prudent to know what, if any, precautions the party members might be taking)
“What a lonely and desolate place is this,” says Brevig. He tests his connection to Amaunator, uttering a soft prayer and bringing radiant light to his upward facing palm for a moment. He allows the luminescence to diminish almost right away as the party begins walking, satisfied that the strength of his divine connection is maintained, even here. (OOC: yes?) “It reminds me of the story of Eclipse Faraway, the tabaxi ship’s pilot who navigated through the darkest seas known throughout the worlds.” (OOC: Inspiring Leader feat: +13 temp HP to all present, including their guide.)
Patrin grimaces as he looks at the desolate scene before him, though the darkness itself doesn’t hold sway, with his keen eyes. He takes a moment to centre himself, closing his eyes briefly, whispering and making some small gestures.
Patrin has Detect Magic up and running, and will keep it going unless events prevent it…
He also draws one of his daggers, alert to possible dangers…
Donir has said nothing beyond the one sentence he spoke, and the others of the group can tell he is rather uncomfortable with keeping up this facade. However, when they cross into the Shadowfell, that concern is replaced with enother, and he scowls as he stares at the bleak skies. He does not get out his helmet, due to Tyr's visage on it, but instead puts the mask over his head, its eyes glowing as he does so.
(Using helm infusion on the mask, rather than his normal helm)
"Prolonged exposure to the energies of this area can't be good for anyone, no matter their devotion to the darkness. I have heard horror stories about what happens to those who dwell here too long and get lost. We would do best to get in and out of here quickly, before Badrizar is exposed to too much. The same goes for us, of course."
Fargoth brings up the rear of the party, his face overly serious as he scans the surroundings for trouble, bow drawn. He calls out to the acolyte as he walks. "Where were you attacked, Sarani, and under what circumstances? Ambush?"
Sarani slinks toward Fargoth, seemingly in an effort to keep his voice no louder than a whisper. "Deep in the canyon that lies below us. An ambush, yes. Hunting for prizes to take to their queen."
The acolyte shudders momentarily and then points to a dark scar cut into the earth beyond the maze of rocks and boulders that lie before you. "That is the place. Chorandan stands on the opposite side of the canyon."
You estimate you will reach the near side of the canyon in less than an hour. The time needed to cross to the other side of it, however, is impossible to gauge from your current vantage point.
Shall I send myArcane Eyeout to get a bearing on what's ahead of us? Gwin asks rhetorically. She produces the tuft of fur from her cloak and utters the incantation.
Invisible eye go far from me, show me, show me, what you see.
@DM: The eye will travel straight out from the party for an hour toward the near side of the canyon. If it reaches the edge of the canyon then it should head down into the canyon as far as it can go before the hour runs out.
This post has potentially manipulated dice roll results.
In light of the remarks about being in the Shadowfell for as short a time as possible, I'm assuming the party is not sitting still for an hour, while waiting for the arcane eye to run its course. I imagine the magical eye would be given a head start of a few hundred feet or so, allowing it to be an effective scout on the path ahead. Hopefully, I'm not taking too much liberty with this course of action.
Gwinsends her arcane eye to scout the path ahead. The eerie, jagged rock formations become more and more abundant, and eventually she is able to see what amounts to a twisted maze. Narrow paths--some of which are only a few feet wide--wind through a forest of stony spires that stretches for miles in either direction. As if he knows just what the arcane eye is revealing, Sarani remarks, "A labyrinth lies ahead. Thousands of jagged rocks with hundreds of paths through them. It is a place for caution, for there are many places to hide."
With those words in mind, Gwin takes care to have her arcane eye travel a multitude of the narrow, labyrinthine walkways between the smooth gray rocks, looking for anything that might threaten the party. The party, therefore, reaches the edge of the maze while the arcane eye is doing its exploration among the rocks. Gwin realizes that finding a way through this bizarre terrain will likely consume the entire life of her spell. The consolation is that the arcane eye has explored a large portion of the paths directly before the party and detected nothing. Sarani assures the party he knows the way through.
A few minutes into the journey through the labyrinth, the acolyte freezes and gasps. A fraction of a second later, each of you sees what has startled your guide. Several ghosts have materialized---well, almost materialized--around the party. The faintness of the ghosts' presence tells you they stand in the Border Ethereal--that strange twilight between the Ethereal Plane and this plane. The seven specters eye you hungrily, and each of their misshapen faces flashes some sort of gruesome grin. For now they seem content to leer at those who have dared to pass through their domain.
Sarani turns around and immediately attempts to clear himself of blame. "Never have we been troubled by ghosts when walking here! I assure you!"
One of the ghosts seems to validate Sarani's claims. "Never have you walked with those so untainted by evil!" it declares in a raspy voice.
The other ghosts erupt in a chorus of malevolent laughter. All of them suddenly become a bit brighter, a bit more vivid...
INITIATIVE:
Ghosts15
Brevig15
Donir 19
Fargoth13
Gwin 8
Patrin19
Sarani 7
Sarani, with blinding speed, draws a rapier from beneath his cloak and takes a few steps backward. He prepares to dodge any ghost that approaches.
Fargothacts first, followed by the ghosts. Sarani is represented by the grey marker. The rocks are numbered to help with explaining movement (e.g. "Brevig moves 10' toward rock 24")
Fargoth slowly draws his new dagger, and keeps a hold of his bow in his off-hand. Sighing as he ponders what he believes might be a futile gesture, he calls out to the ghosts. "We have no quarrel with you, spirits. Let us pass, and let us leave each other be!"
NOTE: All saves include the +3 from Brevig's Aura of Protection
All but one of the ghosts rush in upon the party, each one reaching out with its withering touch in an effort to drain the life from the living...
Ghost 1 vs Donir: 9 Damage: 13
Ghost 4 vs Brevig: 20 Damage: 15
Ghost 5 vs Patrin: 9 Damage: 16
Ghost 6 vs Gwin: 20 Damage: 20
Ghost 7 vs Fargoth: 6 Damage: 17
The ghost that remains at a distance twists its face into a horrifying visage, hoping to overwhelm each of you with fear. Donir is, however, the only one immediately overcome with dread, and he feels his body supernaturally growing older...
Donir instantaneously ages 4 x 10 years. At the end of his turn, he can end the frightened condition on a successful DC 13 WIS save
The ghost that descended upon Sarani disappears into the acolyte, who is now possessed.
Donir (who is frightened), Brevig, Gwin, and Patrin may act in any order, concluding the round.
As ghosts rush the party Gwin grasps the amulet around her neck. The ground begins to tremble as the cleric’s eyes flash with holy fire.
Phantom in the shadow, clothed in night Phantom in the shadow, flee the light Phantom in the shadow, clothed in night Phantom in the shadow, flee my sight!
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 16). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
NOTE: The most recent map incorrectly shows ghost 2 adjacent to Donir. That is the one ghost that remained at a distance; so, it is too far away for Gwin to effect it
Gwin's voice falls silent and immediately thereafter the air is filled with the shrieks and moans of those ghosts rebuked by the divine.
Brevig, Donir, and Patrin may act in any order. Keep in mind, wounding a ghost that has been turned will undo the cleric's effect upon it. Only two ghosts have not been turned: 2 and 5. Refer to the first map for the proper location of ghost 2.
Donir opens his mouth wide and lets out a mix between a scream and a guttural howl, as his features begin to change, his face becoming more sunken and pale, and his beard accruing a few more slivers of silver. He does not move, just stands still with his mouth open, staring sightlessly with shock and fear at the ghost.
Save at the end of the turn: 24
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
This post has potentially manipulated dice roll results.
Quickly gauging the effect of Gwin’s effective divine powers, and as is his wont, Patrin ignores the ghost next to him, knowing his attacks are more potent at range, and he sends silver and gold coruscating blasts of force into Ghost2…
"Ghosts!,"yells Brevig, "The most craven of spirits, unable or unwilling to let go of the past! Turning their own worthless fears upon others! How I despise them!"
He reads a word of power from a small piece of parchment adhered to the back of his shield, and its runes detach and encircle his body as the parchment dissolves into radiant light. The aasimar then turns to the drifting undead form beside him, his enchanted morning star whirling through the stultifying air.
Patrin's blast momentarily chases away the surrounding gloom as it engulfs its spectral target. Brevig, with two divinely powered swings, vanquishes the ghost standing near the party.
Round 1 concludes. Fargothmay act; the ghosts will then will follow. Ghost 2 is wounded. Ghost 5 is slain. All others have been turned.
Patrin is wholly confident that Mandrithar is telling the truth.
It is not that our journey has failed to achieve its end, but rather that we must continue our journey to its end. Your information is appreciated, friend, and we will take you up on your offer to lead us to the shadow crossing. But first, would it be possible to speak to the surviving acolyte as my companion has requested?
‘The hardest thing in this world is to live in it.’ - Buffy Summers
Brevig is silent, glad to think that this uncomfortable audience is almost over. The lies he has told leave a bitter taste. He relaxes somewhat, having been ready for the conversation to turn into a melee.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
"Strange allies we are then. For a time anyway," remarks Mandrithar.
The priest of Tiamat then summons the acolyte named Sarani, a diminutive human male who speaks little and makes eye contact even less. His dark grey cloak completely encompasses his frame; so, it is impossible to discern what the man might be wearing or wielding. You doubt Sarani dons any armor made of metal, for he moves about in complete silence.
His summary of Badrizar's capture is brief, and you discern the acolyte's surprise at having Mandrithar's blessing to speak so openly of this affair. Badrizar and seven acolytes, of whom Sarani was one, crossed into Shadow eighteen days ago at the usual location. En route to one of their usual destinations (about which neither Sarani nor Mandrithar elaborates), they were overtaken by several Shadar-kai who quickly killed six of the acolytes and severely wounded Badrizar and Sarani.
"With chains of teeth we were ensnared and slain," Sarani explains. "I was left for dead, but Badrizar was taken. Yet alive. To Chorandan, their tower of gloom."
Recalling these events clearly troubles Sarani, for his voice quavers as he utters the last few words. Mandrithar then explains to the acolyte that he will be tasked with leading the five of you to Chorandan. "This must be done. Badrizar Nath will not be forsaken."
<> - <> - <> - <> - <> - <> - <>
Two hours later the sun has dipped below the horizon, and the seven of you are entering a narrow vertical crevasse in a cliff face north of the keep. "One never knows the exact moment of entering the Shadowfell," Sarani explains without cheer. "Somewhere within the darkness that lies ahead we will cross into another world."
Mandrithar says his farewell--May the Chromatic One slay those who stand against you!--and leaves you in Sarani's hands.
Sarani is correct: you do not sense that you have passed through the shadow crossing. Upon exiting the narrow crevice in the rock, however, you have no doubt that the Shadowfell stretches before you; it is an expanse of lifeless, demoralizing, ashen grey. Whether it is day or night you cannot tell. The dark sky is devoid of clouds, of stars, of lights of any kind. You doubt the brightest of suns could bring any cheer or hope here. You immediately pray that your time in this place is brief.
"This is the way," points Sarani, as he leads you down a rocky, uneven slope. Most of the rocks and boulders are small--less than a few feet in height--but with increasing regularity you pass by jagged, teeth-like protrusions of stone that are dozens of feet high. Many of these protrusions are leaning against one another, forming bizarre conical structures. As you look at the terrain before you, you realize you have at least a mile or so to walk until you are clear of these strange rock formations.
(Pausing the story here as I feel it is prudent to know what, if any, precautions the party members might be taking)
“What a lonely and desolate place is this,” says Brevig. He tests his connection to Amaunator, uttering a soft prayer and bringing radiant light to his upward facing palm for a moment. He allows the luminescence to diminish almost right away as the party begins walking, satisfied that the strength of his divine connection is maintained, even here. (OOC: yes?)
“It reminds me of the story of Eclipse Faraway, the tabaxi ship’s pilot who navigated through the darkest seas known throughout the worlds.”
(OOC: Inspiring Leader feat: +13 temp HP to all present, including their guide.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Patrin grimaces as he looks at the desolate scene before him, though the darkness itself doesn’t hold sway, with his keen eyes. He takes a moment to centre himself, closing his eyes briefly, whispering and making some small gestures.
Patrin has Detect Magic up and running, and will keep it going unless events prevent it…
He also draws one of his daggers, alert to possible dangers…
Donir has said nothing beyond the one sentence he spoke, and the others of the group can tell he is rather uncomfortable with keeping up this facade. However, when they cross into the Shadowfell, that concern is replaced with enother, and he scowls as he stares at the bleak skies. He does not get out his helmet, due to Tyr's visage on it, but instead puts the mask over his head, its eyes glowing as he does so.
(Using helm infusion on the mask, rather than his normal helm)
"Prolonged exposure to the energies of this area can't be good for anyone, no matter their devotion to the darkness. I have heard horror stories about what happens to those who dwell here too long and get lost. We would do best to get in and out of here quickly, before Badrizar is exposed to too much. The same goes for us, of course."
"Ignorance is bliss, and you look absolutely miserable."
Brevig is relieved to see that his light cantrip functions as hoped, and, thus far, Patrin detects nothing magical in the party's vicinity.
(Will wait to hear from Fargoth and Gwin before continuing)
Fargoth brings up the rear of the party, his face overly serious as he scans the surroundings for trouble, bow drawn. He calls out to the acolyte as he walks. "Where were you attacked, Sarani, and under what circumstances? Ambush?"
Sarani slinks toward Fargoth, seemingly in an effort to keep his voice no louder than a whisper. "Deep in the canyon that lies below us. An ambush, yes. Hunting for prizes to take to their queen."
The acolyte shudders momentarily and then points to a dark scar cut into the earth beyond the maze of rocks and boulders that lie before you. "That is the place. Chorandan stands on the opposite side of the canyon."
You estimate you will reach the near side of the canyon in less than an hour. The time needed to cross to the other side of it, however, is impossible to gauge from your current vantage point.
Shall I send my Arcane Eye out to get a bearing on what's ahead of us? Gwin asks rhetorically. She produces the tuft of fur from her cloak and utters the incantation.
Invisible eye go far from me, show me, show me, what you see.
@DM: The eye will travel straight out from the party for an hour toward the near side of the canyon. If it reaches the edge of the canyon then it should head down into the canyon as far as it can go before the hour runs out.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
In light of the remarks about being in the Shadowfell for as short a time as possible, I'm assuming the party is not sitting still for an hour, while waiting for the arcane eye to run its course. I imagine the magical eye would be given a head start of a few hundred feet or so, allowing it to be an effective scout on the path ahead. Hopefully, I'm not taking too much liberty with this course of action.
Gwin sends her arcane eye to scout the path ahead. The eerie, jagged rock formations become more and more abundant, and eventually she is able to see what amounts to a twisted maze. Narrow paths--some of which are only a few feet wide--wind through a forest of stony spires that stretches for miles in either direction. As if he knows just what the arcane eye is revealing, Sarani remarks, "A labyrinth lies ahead. Thousands of jagged rocks with hundreds of paths through them. It is a place for caution, for there are many places to hide."
With those words in mind, Gwin takes care to have her arcane eye travel a multitude of the narrow, labyrinthine walkways between the smooth gray rocks, looking for anything that might threaten the party. The party, therefore, reaches the edge of the maze while the arcane eye is doing its exploration among the rocks. Gwin realizes that finding a way through this bizarre terrain will likely consume the entire life of her spell. The consolation is that the arcane eye has explored a large portion of the paths directly before the party and detected nothing. Sarani assures the party he knows the way through.
A few minutes into the journey through the labyrinth, the acolyte freezes and gasps. A fraction of a second later, each of you sees what has startled your guide. Several ghosts have materialized---well, almost materialized--around the party. The faintness of the ghosts' presence tells you they stand in the Border Ethereal--that strange twilight between the Ethereal Plane and this plane. The seven specters eye you hungrily, and each of their misshapen faces flashes some sort of gruesome grin. For now they seem content to leer at those who have dared to pass through their domain.
Sarani turns around and immediately attempts to clear himself of blame. "Never have we been troubled by ghosts when walking here! I assure you!"
One of the ghosts seems to validate Sarani's claims. "Never have you walked with those so untainted by evil!" it declares in a raspy voice.
The other ghosts erupt in a chorus of malevolent laughter. All of them suddenly become a bit brighter, a bit more vivid...
INITIATIVE:
Sarani, with blinding speed, draws a rapier from beneath his cloak and takes a few steps backward. He prepares to dodge any ghost that approaches.
Fargoth acts first, followed by the ghosts. Sarani is represented by the grey marker. The rocks are numbered to help with explaining movement (e.g. "Brevig moves 10' toward rock 24")
Fargoth slowly draws his new dagger, and keeps a hold of his bow in his off-hand. Sighing as he ponders what he believes might be a futile gesture, he calls out to the ghosts. "We have no quarrel with you, spirits. Let us pass, and let us leave each other be!"
Also dodging as an action
Saving throws:
NOTE: All saves include the +3 from Brevig's Aura of Protection
All but one of the ghosts rush in upon the party, each one reaching out with its withering touch in an effort to drain the life from the living...
The ghost that remains at a distance twists its face into a horrifying visage, hoping to overwhelm each of you with fear. Donir is, however, the only one immediately overcome with dread, and he feels his body supernaturally growing older...
Donir instantaneously ages 4 x 10 years. At the end of his turn, he can end the frightened condition on a successful DC 13 WIS save
The ghost that descended upon Sarani disappears into the acolyte, who is now possessed.
Donir (who is frightened), Brevig, Gwin, and Patrin may act in any order, concluding the round.
As ghosts rush the party Gwin grasps the amulet around her neck. The ground begins to tremble as the cleric’s eyes flash with holy fire.
Phantom in the shadow, clothed in night
Phantom in the shadow, flee the light
Phantom in the shadow, clothed in night
Phantom in the shadow, flee my sight!
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 16). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
‘The hardest thing in this world is to live in it.’ - Buffy Summers
WIS saves for ghosts:
NOTE: The most recent map incorrectly shows ghost 2 adjacent to Donir. That is the one ghost that remained at a distance; so, it is too far away for Gwin to effect it
Gwin's voice falls silent and immediately thereafter the air is filled with the shrieks and moans of those ghosts rebuked by the divine.
Brevig, Donir, and Patrin may act in any order. Keep in mind, wounding a ghost that has been turned will undo the cleric's effect upon it. Only two ghosts have not been turned: 2 and 5. Refer to the first map for the proper location of ghost 2.
Donir opens his mouth wide and lets out a mix between a scream and a guttural howl, as his features begin to change, his face becoming more sunken and pale, and his beard accruing a few more slivers of silver. He does not move, just stands still with his mouth open, staring sightlessly with shock and fear at the ghost.
Save at the end of the turn: 24
"Ignorance is bliss, and you look absolutely miserable."
Quickly gauging the effect of Gwin’s effective divine powers, and as is his wont, Patrin ignores the ghost next to him, knowing his attacks are more potent at range, and he sends silver and gold coruscating blasts of force into Ghost2…
’Clear thinking Gwin, thank you!’ he adds
Attack 1: 26 Damage: [roll](if([roll:-1:critical], =0, 1d10, 2{1d10}.expand()))+5[/roll
Attack 2: 13 Damage: 13
(accidentally broke the damage for the first attack:
Damage: 12 )
"Ghosts!," yells Brevig, "The most craven of spirits, unable or unwilling to let go of the past! Turning their own worthless fears upon others! How I despise them!"
He reads a word of power from a small piece of parchment adhered to the back of his shield, and its runes detach and encircle his body as the parchment dissolves into radiant light. The aasimar then turns to the drifting undead form beside him, his enchanted morning star whirling through the stultifying air.
Bonus action: Cast shield of faith
Action: Morning Star Attacks against Ghost #5, adding divine smites to hits.
Attack #1: 11 Damage: 8
Divine Smite 2nd Level + extra 1d8 vs. undead: 18 additional damage
Attack #2: 19 Damage: 11
Divine Smite 1st Level + extra 1d8 vs. undead: 7 additional damage
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Patrin's blast momentarily chases away the surrounding gloom as it engulfs its spectral target. Brevig, with two divinely powered swings, vanquishes the ghost standing near the party.
Round 1 concludes. Fargoth may act; the ghosts will then will follow. Ghost 2 is wounded. Ghost 5 is slain. All others have been turned.