(Can Tel'ure use his shadow web ability to catch the broach?)
With your action, you can create spiderwebs from your fingertips for 1 minute. The webs can extend for up to 60 feet, with the following effects available: • You can shoot a web on an object and pull it toward you. If the object is bigger than 5 cubic feet, you must pull it normally, using your own strength. • You can attach the web to objects or solid surfaces and gain advantage on Strength (Athletics) or Dexterity (Acrobatics) checks when climbing them. • You can use the web to block an area up to 20 feet in diameter that is between two solid objects; a creature entering the blocked area must make a Strength check or become immobilized until the end of its next turn.
No, that requires your action, and it is not your turn, so it won't work here. If it were a reaction then possibly.
The Penumbral Plane is a gloomy and strange mirror of the Material Plane (or Physical Plane, where the laws of physics are known and predictable). Characters feel as if they are spirits roaming the streets of the Capital, passive observers to the activity of the people in the city, who cannot see them. Sometimes people disappear in front of the PCs’ eyes, or pass through them in a flash. Characters can pass through people and animals, but not walls and surfaces.
Destination: Imperial Palace. The PCs need to get on the runway that begins at the Imperial Palace and projects itself upward and eastbound. It is common knowledge that the main entrance to the palace is at the east gate. Walls around it are 40 feet high, smooth on the Material Plane, and even smoother in the penumbra, requiring a DC 20 Strength (Athletics) check to be climbed. Once the PCs approach the gates, they see a faint blue strip ahead. It is not difficult to enter the palace, as guards often open service doors or even the main gates for visitors or people leaving.
Collecting yourselves, you gather together and move towards the palace, winding your way through the people on the streets, none of which can see you. As you approach the gates, they are currently closed, but you see the blue light of a runway through the gates. You can either wait for the gates to be opened, to admit a visitor, or you can attempt to climb the walls.
(Question: Can Tel'ure see a 'gate lever' on the other side, or is it the kind that needs to be raised with a crank? He can make portals up to 30 ft. for his hands to go through.)
Corgretor knows his limits well enough to know that he can't scale those walls, but he has rope and is willing to try and help someone else up who would then pull him up on the rope.
(Question: Can Tel'ure see a 'gate lever' on the other side, or is it the kind that needs to be raised with a crank? He can make portals up to 30 ft. for his hands to go through.)
It is a crank, which requires two guards to opperate.
(Let's not make this overly difficult...) As you stare up at the overly-smooth walls several figures move towards the gate, and the gates swing open to admit them. They look like a guard patrol returning to the palace. Slipping in with the patrol, you find yourself inside the gates of the imperial palace.
Following the blue glow of the runway you move towards the Imperial Gardens... Entering the gardens you move towards a large water mirror.
Light. Bioluminescent plants and fungi glow purple and blue, creating bright light in an area 30 feet around them and dim light for a further 15 feet. Those plants and fungi are the only sources of light near the water mirror, as the sun, although visible in the penumbra, barely illuminates the environment, which even during the day is always in dim light.
As you approach the water mirror though, six man-sized aborations stand between you and the runway.
I need two checks from each of you. A DC 14 Nature check, and an Initiative roll. Madwalkers have advantage on the Nature check.
Emogum Aberrations The emogum are aberrations generated in the Penumbral Plane as embodiments of emotions, created by the invisible collective emotional energies released in the air by beings inhabiting the Physical Plane. Born from intense negative feelings released by Tanarean creatures in the Material Plane, they look and behave like their name. Explorers and scholars debate why only the result of negative feelings have been found; the leading theory is that these vibrations, being more dense, accumulate, join energies of a similar nature, condense, and ultimately give birth to aberrations. Positive feelings are believed to spread naturally and could even dissipate the denser vibrations. Most emogum are relatively common and simple, like the manifestations of Anger or Fear.
This post has potentially manipulated dice roll results.
Stor stares up at the smooth walls of the Imperial Palace, trying to determine a way up when the gates open to admit a returning patrol. Thanking the gods for the bit of good luck, Stor follows the others as they slip through the gates unseen, following the searching for the portal back to the real world.
He pauses at the sight of the aberrations standing between them and the portal. He grips his warhammer, fashioned from his old blacksmith’s hammer, a little tighter in his hand as he tries to figure out just what these creatures are, and what they may want.
Stor stares up at the smooth walls of the Imperial Palace, trying to determine a way up when the gates open to admit a returning patrol. Thanking the gods for the bit of good luck, Stor follows the others as they slip through the gates unseen, following the searching for the portal back to the real world.
He pauses at the sight of the aberrations standing between them and the portal. He grips his warhammer, fashioned from his old blacksmith’s hammer, a little tighter in his hand as he tries to figure out just what these creatures are, and what they may want.
Nature: 16.
Initiative: 9.
You are able to recognize some strange plants nearby...
Although the Penumbral Plane is known for its monstrous manifestations of emotions, it also has native flora and fauna that resembles what is found in the Physical Plane, but completely adapted to the gloomy environment and with dark and nightmarish features of their own. The penumbral bush is hostile vegetation with dark leaves and purple flowers with faint bioluminescence; it tries to entwine and feed on all creatures, which are usually drawn to it by the strange beauty of the flowers.
Stor watches the aberrations warily, but his eyes are drawn to some of the strange plants in the shadows.
“Be careful of those plants with the purple flowers, they will try to entangle you and kill you.” he warns the others. He may be a stranger to this plane, but he had heard the stories of the dangers from others.
Tel'ure Takes out one of the bushes with a quick shot.
bush2 Russles a bit, but remains put as it cannot move.
anger2 Does a large arch around the bushes, out to the East, then back to threaten Indi. It cannot attack as it took the dash action, but it's anger aura is in affect... Anger Aura (10 ft). A creature beginning its turn in or entering the Anger Aura must make a DC 11 Wisdom save. On a failure, it will start to feel irritated and angry, often shouting, yelling, and becoming more aggressive. Until the creature finishes a short rest, it will suffer a −1 penalty to its AC and gain a +1 bonus to damage from Strength-and Dexterity-based attacks. Only one Anger Aura can affect a creature at a time. Spells and effects such as calm emotions and minor restoration nullify the effects of the Anger Aura. If a target’s saving throw is successful or if the effect ends for it, the target is immune to the Anger Aura for 24 hours.
Everyone will need to give me a DC 11 Wis save for the above. Indi passed her save; I rolled it on her sheet already.
grudge2 Also gives the bushes a good amount of space as it passes, moving in to threaten Indi and Stor. It dashes so cannot attack this round.
Stor is now up.
I believe I fixed the map, let me know if you still cannot see the characters. I did forget to remove bush3, so will have that updated on the next map.
This post has potentially manipulated dice roll results.
Stor WIS save 8.
Stor braces himself as the aberrations rush forward toward the group. With a prayer to Tamera, his warhammer glows with a radiant light and he swings at the Grudge standing to his front.
Attack: 11 Damage: 6 on a hit, the grudge takes an additional 7 radiant damage and sheds dim light in a 5 foot radius.
(OOC: still can't see the full map from the link here, but it is visible in the map channel in discord)
No, that requires your action, and it is not your turn, so it won't work here. If it were a reaction then possibly.
The Penumbral Plane is a gloomy and strange mirror of the Material Plane (or Physical Plane, where the laws of physics are known and predictable). Characters feel as if they are spirits roaming the streets of the Capital, passive observers to the activity of the people in the city, who cannot see them. Sometimes people disappear in front of the PCs’ eyes, or pass through them in a flash. Characters can pass through people and animals, but not walls and surfaces.
Destination: Imperial Palace.
The PCs need to get on the runway that begins at the Imperial Palace and projects itself upward and eastbound. It is common knowledge that the main entrance to the palace is at the east gate. Walls around it are 40 feet high, smooth on the Material Plane, and even smoother in the penumbra, requiring a DC 20 Strength (Athletics) check to be climbed. Once the PCs approach the gates, they see a faint blue strip ahead. It is not difficult to enter the palace, as guards often open service doors or even the main gates for visitors or people leaving.
Collecting yourselves, you gather together and move towards the palace, winding your way through the people on the streets, none of which can see you. As you approach the gates, they are currently closed, but you see the blue light of a runway through the gates. You can either wait for the gates to be opened, to admit a visitor, or you can attempt to climb the walls.
(Question: Can Tel'ure see a 'gate lever' on the other side, or is it the kind that needs to be raised with a crank? He can make portals up to 30 ft. for his hands to go through.)
Corgretor knows his limits well enough to know that he can't scale those walls, but he has rope and is willing to try and help someone else up who would then pull him up on the rope.
It is a crank, which requires two guards to opperate.
(Let's not make this overly difficult...)
As you stare up at the overly-smooth walls several figures move towards the gate, and the gates swing open to admit them. They look like a guard patrol returning to the palace. Slipping in with the patrol, you find yourself inside the gates of the imperial palace.
Following the blue glow of the runway you move towards the Imperial Gardens... Entering the gardens you move towards a large water mirror.
Light. Bioluminescent plants and fungi glow purple and blue, creating bright light in an area 30 feet around them and dim light for a further 15 feet. Those plants and fungi are the only sources of light near the water mirror, as the sun, although visible in the penumbra, barely illuminates the environment, which even during the day is always in dim light.
As you approach the water mirror though, six man-sized aborations stand between you and the runway.
I need two checks from each of you. A DC 14 Nature check, and an Initiative roll. Madwalkers have advantage on the Nature check.
Emogum Aberrations
The emogum are aberrations generated in the Penumbral Plane as embodiments of emotions, created by the invisible collective emotional energies released in the air by beings inhabiting the Physical Plane.
Born from intense negative feelings released by Tanarean creatures in the Material Plane, they look and behave like their name. Explorers and scholars debate why only the result of negative feelings have been found; the leading theory is that these vibrations, being more dense, accumulate, join energies of a similar nature, condense, and ultimately give birth to aberrations. Positive feelings are believed to spread naturally and could even dissipate the denser vibrations. Most emogum are relatively common and simple, like the manifestations of Anger or Fear.
Nature Check w/ Advantage: 10
Initiative: 24
Stor stares up at the smooth walls of the Imperial Palace, trying to determine a way up when the gates open to admit a returning patrol. Thanking the gods for the bit of good luck, Stor follows the others as they slip through the gates unseen, following the searching for the portal back to the real world.
He pauses at the sight of the aberrations standing between them and the portal. He grips his warhammer, fashioned from his old blacksmith’s hammer, a little tighter in his hand as he tries to figure out just what these creatures are, and what they may want.
Nature: 5.
Initiative: 12.
Corgretor nature check: 7
Initiative: 5
You are able to recognize some strange plants nearby...
Although the Penumbral Plane is known for its monstrous manifestations of emotions, it also has native flora and fauna that resembles what is found in the Physical Plane, but completely adapted to the gloomy environment and with dark and nightmarish features of their own. The penumbral bush is hostile vegetation with dark leaves and purple flowers with faint bioluminescence; it tries to entwine and feed on all creatures, which are usually drawn to it by the strange beauty of the flowers.
Stor watches the aberrations warily, but his eyes are drawn to some of the strange plants in the shadows.
“Be careful of those plants with the purple flowers, they will try to entangle you and kill you.” he warns the others. He may be a stranger to this plane, but he had heard the stories of the dangers from others.
Corgretor nods, "How do we get back? And where's Taram?"
"I sense a portal beyond these monsters." Tel'ure replies. "It will bring us back. Taram is dealing with the dragon."
Indi frowns. "Let's get this done with then, I think I'd rather be anywhere but in this place a moment longer..."
(OOC: I'll try to get the combat started tomorrow. Had a migraine most of the day so didn't get as much game time as I had hoped today.)
(OOC: No prob. Feel better soon.)
Initiative order is...
Tel'ure > bush2 > anger2 > grudge2 > Stor > pain1 > anger1 > grudge1 > Indi > Corgretor > bush1 > pain1 > bush3
Tel'ure is up.
Map
Tel'ure shoots at the bush at F9.
Attack: 22 Damage: 11 piercing.
(@DM: I can't see the party on the map. I assume Tel'ure is shooting from far enough away (40 ish feet) to avoid being engaged in melee.)
Tel'ure
Takes out one of the bushes with a quick shot.
bush2
Russles a bit, but remains put as it cannot move.
anger2
Does a large arch around the bushes, out to the East, then back to threaten Indi. It cannot attack as it took the dash action, but it's anger aura is in affect...
Anger Aura (10 ft). A creature beginning its turn in or entering the Anger Aura must make a DC 11 Wisdom save. On a failure, it will start to feel irritated and angry, often shouting, yelling, and becoming more aggressive. Until the creature finishes a short rest, it will suffer a −1 penalty to its AC and gain a +1 bonus to damage from Strength-and Dexterity-based attacks. Only one Anger Aura can affect a creature at a time. Spells and effects such as calm emotions and minor restoration nullify the effects of the Anger Aura. If a target’s saving throw is successful or if the effect ends for it, the target is immune to the Anger Aura for 24 hours.
Everyone will need to give me a DC 11 Wis save for the above.
Indi passed her save; I rolled it on her sheet already.
grudge2
Also gives the bushes a good amount of space as it passes, moving in to threaten Indi and Stor. It dashes so cannot attack this round.
Stor is now up.
I believe I fixed the map, let me know if you still cannot see the characters. I did forget to remove bush3, so will have that updated on the next map.
Updated Map
Stor WIS save 8.
Stor braces himself as the aberrations rush forward toward the group. With a prayer to Tamera, his warhammer glows with a radiant light and he swings at the Grudge standing to his front.
Attack: 11 Damage: 6 on a hit, the grudge takes an additional 7 radiant damage and sheds dim light in a 5 foot radius.
(OOC: still can't see the full map from the link here, but it is visible in the map channel in discord)
Tel'ure WIS save: 8