The warrior was used to being alone and could even fight off the biting cold threatening to gnaw at his bones - but the sounds of madness all around him were straight out of his nightmares. He tried to steel his mind against the chaos, but it was more than he could bear and his mind shut down some of his cognitive functions...
Eventually, he was able to collect himself and knew that he needed to find his allies. From his training at the academy and their conversations with the gnome, he thought his way to Luna, willing the distance between them to disappear.
Surrounded by darkness, Katar instinctively summons the light. Glorious, radiant brilliance pours out from him, pattern of Belenus' eight spiked sun glows on his forehead, and incandescent streaks of gold trace the tails of his eyes. The cold batters him, but not as much as the sounds of the darkness, voice that was not a voice, more like a chaotic sensation that's trying to get inside his head... He's got a killer headache.
Realizing he still could not see far into the darkness despite the illumination, he unsheathes the moon-touched longsword on his side. Soft light pours out, the razor thin silver sword shiny and new, rarely seen any use, as he usually uses it as a decorative sword. He carefully approaches the darkness before him, trying to test its boundary.
((Using Corona of Light: you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.))
Zephyryn walks forwards holding the Sun Blade aloft, seeing if he is able to move around this strange darkness, with the odd sounds emanating from it. He isn't afraid, that is not possible for him any more, but he is perplexed. He was never what he would consider an intelligent person, but his brain seemed addled right now, struggling to concentrate on the details that might help him.
"Are you safe? Can you see a way out?", he telepathically send to Tempest.
He then calls for the others out loud, "Are you there? Are you safe?".
This post has potentially manipulated dice roll results.
Luna gasped as utter darkness and eerie sounds engulfs her, the cold of the void chilling her bones and the noises wracking her mind, desprerately reaching out for her companions. They had to be close, she knew it, she just had to find them.
This post has potentially manipulated dice roll results.
Katar realizes he is trapped within no ordinary darkness, for his Corona of Light illuminates only a small area around him. It's as if the light is striking a wall only a few feet away.
Tempest responds to Zephyryn, communicating to the paladin three main ideas: coldness, darkness, and a sense of being trapped. The griffon does not see any means of escape.
Grim is certain that he has successfully moved; his mere mental will to do so has enabled it, but he is still unable to detect the sight or sound of anyone, including Luna. He is certain the surrounding darkness has actually moved with him.
Likewise, Luna--despite her highly refined sensitivity to her surroundings--senses none of her companions.
A few quiet seconds pass for all of you as you struggle to comprehend what fate has befallen you. What happens next convinces you that this engulfing darkness is actually sentient and seeking to destroy you. You marvel to behold an enormous serpent-like length of darkness take form and lash violently at you...
Tendril of Darkness melee attack vs Grim: 30 for 22 force damage AND 13 cold damage
Tendril of Darkness melee attack vs Katar: 24 for 24 force damage AND 14 cold damage
Tendril of Darkness melee attack vs Luna: 31 for 19 force damage AND 17 cold damage
Tendril of Darkness melee attack vs Zephyryn: 33 for 21 force damage AND 11 cold damage
Zephyryn watches the dark tendril form and is rooted to the spot as it slams into him, knocking him senseless for a brief moment. He shakes off the dizziness and his eyes go wide and a smile crosses his face.
"Aha, you reveal yourself. If I can see you, I can strike you down", he bellows as he steps, no wills himself, forward and swings the Sun Blade twice at the tendril in a cross pattern.
He then looks to shove the creature down with his shield in a bid to show dominance.
Movement: Into melee if not already Action: Attack Sun Blade attack 1: 20 Damage: 15 (Radiant) (Extra damage die due to Improved Smite) - if this crits will use a Divine Smite rolling damage in a new post Sun Blade attack 2: 17 Damage: 18 (Radiant) (Extra damage die due to Improved Smite) - if this crits will use a Divine Smite rolling damage in a new post Bonus Action: Shield Master Shove, trying to knock tendril prone (yes I know it likely can't happen) - Athletics: 24
(OOC: I doubled the dice rolls due to the crit, so Zephyryn took 51 damage from the Tendril of Darkness. I assume as you didn't mention we could see each other now, that we can't and we are each fighting separate tendrils. If that is wrong, Zephyryn would mount Tempest as his movement)
This post has potentially manipulated dice roll results.
The white-haired half-elven maiden winces with pain as the black tendril of darkness thrashes at her but she reacts instinctively, using her divine powers to retaliate swiftly.
Reaction: Rebuke of the Tailsman, 6 psychic damage to the attacker and push it up to 10 ft. away
Luna then lets her fingers weave a mystic pattern while exclaiming a prayer to the Moonmaiden in celestial, swiftly targeting the dark serpent, then unleashing a quick series of radiant beams from her wihite slender staff against it.
The warrior can almost feel the attack coming...as the tendril lashes out, he presses his fingers together in a well-practiced pattern. This activates an adrenaline rush and gives him superhuman speed, allowing him to make six attacks in the space of a breath! (Action Surge!)
Attack 1: 14 Damage: 16
Attack 2: 28 Damage: 13
Attack 3: 14 Damage: 7
Attack 4: 17 Damage: 15
Attack 5: 29 Damage: 13
Attack 6: 16 Damage: 8
(Sword of Wounding: Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success.)
This post has potentially manipulated dice roll results.
Great Weapon Fighting: You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands. - Attack 1: 1 - Attack 4: 4 - Attack 5: 2 - Attack 6 (both dice!): 10
This post has potentially manipulated dice roll results.
The elf grits his teeth as the black tendrils reaches out from the darkness and slams him, leaving chilling cold behind. Katar exhales, almost able to see his own breath in the frigid darkness, his thin lips curves up in a belligerent smile. Deft fingers moving under his shield in patterns he knows by heart, and with a soft whisper of incantation celestial spirits rise around him, floating in a circle of light.
Casting [Tooltip Not Found]: Wis Save 21 for 10 radiant when the creature enters the area for the first time on a turn or starts its turn there, if the "darkness" is considered to be in his Corona of Light then they have disadvantage on the save.
This post has potentially manipulated dice roll results.
With his first strike, Zephyrynis able to drive his sun blade into the tendril of darkness, but the paladin discerns the radiance of his blade is much less effective than he would like. His second strike misses altogether as the darkness recoils from the damage of the initial strike. Zephyryn's dismay at his current situation is slightly lessened when he receives a telepathic message that allows him to understand his griffon is no longer trapped in the darkness.
Luna sends forth a salvo of eldritch energy; the sheer force of the blasts drive the darkness away from her, but, like Zephyryn, she senses this strange being is able to absorb light and radiance with little harm being done to itself in the process.
Grim's sword, in a whirlwind of fury, carves into the darkness three separate times, and he senses its suffocating presence beginning to back off ever so slightly.
Katar summons forth benevolent spirits, but their presence seems to do very little to aid him in this fight.
The evil darkness now responds to the wounds caused by those who would dare to resist its cold, negating grasp. Luna and Grim are immediately expelled from the black void. They find themselves prone, and approximately 10' away from them is a gargantuan black shape: the darkness within which they were just held captive. All around them is the Astral Sea, with its streaks of gray and white and pinpoints of light. Above the sentient darkness, both Lunaand Grim can see Tempest on wing; so, they understand that the griffon has been freed as well. There is no sign, however, of Zephyryn or Katar, for both of them remain somewhere within the icy, stifling darkness.
The darkness focuses its sinister will on the two creatures unfortunate enough to remain within its folds. From Luna and Grim's perspective, the darkness grows smaller and denser, shrinking in on itself. From Zephyryn and Katar's perspective, the darkness is seeking to crush them into oblivion...
Zephyryn and Katar suffer 42 force damage (which can be halved on a successful DC 17 STR save). All players may act, in any order.
This post has potentially manipulated dice roll results.
Now this...a creature with form and shape...makes sense to the veteran fighter. He wonders if his attacks might hurt those still within, but decides it would be better for them to bleeding on the outside than killed on the inside. So he wills his movement and attacks the blackness with measured strikes.
This post has potentially manipulated dice roll results.
Finding herself expelled from the evil darkness, the white-haired half-elven maiden desperately seeks to free her still trapped companions, continuing her barrage of radiant beams from her wihite slender staff.
Zephyryn feels the pressure the darkness is trying to impose on him and laughs, contests of strength were his forte. He girds himself and his muscles flex, pushing back on the darkness. It takes a toll, but he is not going to be crushed like an insect.
He then stabs out at the darkness twice with the Sun Blade, not having a better plan of how to proceed. His mind is still addled and although he sees that there is not much wisdom in repeating a failed previous act, he has no better way to proceed right now.
"I am coming, Tempest. Stay safe until you see me, then come get me", he send telepathically.
Movement: None Bonus Action: Cast Thunderous Smite - first hit adds 7 thunder damage, which can be heard 300 feet away. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. Action: Attack: 1 - Sun Blade: 24 Damage: 18 (Radiant) (Extra damage die due to Improved Smite) 2 - Sun Blade: 23 Damage: 23 (Radiant) (Extra damage die due to Improved Smite)
Ouch!! Here we go... DC21 Con Save: 20 and DC18 Int save: 18
Love God. Love Others. Any Questions?
The warrior was used to being alone and could even fight off the biting cold threatening to gnaw at his bones - but the sounds of madness all around him were straight out of his nightmares. He tried to steel his mind against the chaos, but it was more than he could bear and his mind shut down some of his cognitive functions...
Eventually, he was able to collect himself and knew that he needed to find his allies. From his training at the academy and their conversations with the gnome, he thought his way to Luna, willing the distance between them to disappear.
Love God. Love Others. Any Questions?
Luna
Con Save: 12
Int Save: 14
Con Save: 29
Int Save: 14
Surrounded by darkness, Katar instinctively summons the light. Glorious, radiant brilliance pours out from him, pattern of Belenus' eight spiked sun glows on his forehead, and incandescent streaks of gold trace the tails of his eyes. The cold batters him, but not as much as the sounds of the darkness, voice that was not a voice, more like a chaotic sensation that's trying to get inside his head... He's got a killer headache.
Realizing he still could not see far into the darkness despite the illumination, he unsheathes the moon-touched longsword on his side. Soft light pours out, the razor thin silver sword shiny and new, rarely seen any use, as he usually uses it as a decorative sword. He carefully approaches the darkness before him, trying to test its boundary.
((Using Corona of Light: you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.))
Zephyryn walks forwards holding the Sun Blade aloft, seeing if he is able to move around this strange darkness, with the odd sounds emanating from it. He isn't afraid, that is not possible for him any more, but he is perplexed. He was never what he would consider an intelligent person, but his brain seemed addled right now, struggling to concentrate on the details that might help him.
"Are you safe? Can you see a way out?", he telepathically send to Tempest.
He then calls for the others out loud, "Are you there? Are you safe?".
Luna gasped as utter darkness and eerie sounds engulfs her, the cold of the void chilling her bones and the noises wracking her mind, desprerately reaching out for her companions. They had to be close, she knew it, she just had to find them.
Perception if relevant to locate the others: 27
Katar realizes he is trapped within no ordinary darkness, for his Corona of Light illuminates only a small area around him. It's as if the light is striking a wall only a few feet away.
Tempest responds to Zephyryn, communicating to the paladin three main ideas: coldness, darkness, and a sense of being trapped. The griffon does not see any means of escape.
Grim is certain that he has successfully moved; his mere mental will to do so has enabled it, but he is still unable to detect the sight or sound of anyone, including Luna. He is certain the surrounding darkness has actually moved with him.
Likewise, Luna--despite her highly refined sensitivity to her surroundings--senses none of her companions.
A few quiet seconds pass for all of you as you struggle to comprehend what fate has befallen you. What happens next convinces you that this engulfing darkness is actually sentient and seeking to destroy you. You marvel to behold an enormous serpent-like length of darkness take form and lash violently at you...
All players may act, in any order.
Zephyryn watches the dark tendril form and is rooted to the spot as it slams into him, knocking him senseless for a brief moment. He shakes off the dizziness and his eyes go wide and a smile crosses his face.
"Aha, you reveal yourself. If I can see you, I can strike you down", he bellows as he steps, no wills himself, forward and swings the Sun Blade twice at the tendril in a cross pattern.
He then looks to shove the creature down with his shield in a bid to show dominance.
Movement: Into melee if not already
Action: Attack
Sun Blade attack 1: 20 Damage: 15 (Radiant) (Extra damage die due to Improved Smite) - if this crits will use a Divine Smite rolling damage in a new post
Sun Blade attack 2: 17 Damage: 18 (Radiant) (Extra damage die due to Improved Smite) - if this crits will use a Divine Smite rolling damage in a new post
Bonus Action: Shield Master Shove, trying to knock tendril prone (yes I know it likely can't happen) - Athletics: 24
(OOC: I doubled the dice rolls due to the crit, so Zephyryn took 51 damage from the Tendril of Darkness. I assume as you didn't mention we could see each other now, that we can't and we are each fighting separate tendrils. If that is wrong, Zephyryn would mount Tempest as his movement)
The white-haired half-elven maiden winces with pain as the black tendril of darkness thrashes at her but she reacts instinctively, using her divine powers to retaliate swiftly.
Reaction: Rebuke of the Tailsman, 6 psychic damage to the attacker and push it up to 10 ft. away
Luna then lets her fingers weave a mystic pattern while exclaiming a prayer to the Moonmaiden in celestial, swiftly targeting the dark serpent, then unleashing a quick series of radiant beams from her wihite slender staff against it.
Eldritch Blast: 21 Force: 13 Radiant: 4
Eldritch Blast: 21 Force: 11 Radiant: 2
Eldritch Blast: 33 Force: 10 Radiant: 3
Eldritch Blast: 29 Force: 6 Radiant: 1
+ another 5 radiant damage if any blast was a hit.
(Does Grim's Cloak of Displacement make the creature attack with disadvantage? =)
The warrior can almost feel the attack coming...as the tendril lashes out, he presses his fingers together in a well-practiced pattern. This activates an adrenaline rush and gives him superhuman speed, allowing him to make six attacks in the space of a breath! (Action Surge!)
(Sword of Wounding: Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success.)
Love God. Love Others. Any Questions?
- Attack 1: 1
- Attack 4: 4
- Attack 5: 2
- Attack 6 (both dice!): 10
Love God. Love Others. Any Questions?
The elf grits his teeth as the black tendrils reaches out from the darkness and slams him, leaving chilling cold behind. Katar exhales, almost able to see his own breath in the frigid darkness, his thin lips curves up in a belligerent smile. Deft fingers moving under his shield in patterns he knows by heart, and with a soft whisper of incantation celestial spirits rise around him, floating in a circle of light.
Casting [Tooltip Not Found]: Wis Save 21 for 10 radiant when the creature enters the area for the first time on a turn or starts its turn there, if the "darkness" is considered to be in his Corona of Light then they have disadvantage on the save.
With his first strike, Zephyryn is able to drive his sun blade into the tendril of darkness, but the paladin discerns the radiance of his blade is much less effective than he would like. His second strike misses altogether as the darkness recoils from the damage of the initial strike. Zephyryn's dismay at his current situation is slightly lessened when he receives a telepathic message that allows him to understand his griffon is no longer trapped in the darkness.
Luna sends forth a salvo of eldritch energy; the sheer force of the blasts drive the darkness away from her, but, like Zephyryn, she senses this strange being is able to absorb light and radiance with little harm being done to itself in the process.
Grim's sword, in a whirlwind of fury, carves into the darkness three separate times, and he senses its suffocating presence beginning to back off ever so slightly.
Katar summons forth benevolent spirits, but their presence seems to do very little to aid him in this fight.
The evil darkness now responds to the wounds caused by those who would dare to resist its cold, negating grasp. Luna and Grim are immediately expelled from the black void. They find themselves prone, and approximately 10' away from them is a gargantuan black shape: the darkness within which they were just held captive. All around them is the Astral Sea, with its streaks of gray and white and pinpoints of light. Above the sentient darkness, both Luna and Grim can see Tempest on wing; so, they understand that the griffon has been freed as well. There is no sign, however, of Zephyryn or Katar, for both of them remain somewhere within the icy, stifling darkness.
The darkness focuses its sinister will on the two creatures unfortunate enough to remain within its folds. From Luna and Grim's perspective, the darkness grows smaller and denser, shrinking in on itself. From Zephyryn and Katar's perspective, the darkness is seeking to crush them into oblivion...
Zephyryn and Katar suffer 42 force damage (which can be halved on a successful DC 17 STR save). All players may act, in any order.
Now this...a creature with form and shape...makes sense to the veteran fighter. He wonders if his attacks might hurt those still within, but decides it would be better for them to bleeding on the outside than killed on the inside. So he wills his movement and attacks the blackness with measured strikes.
Attack 1: 16 Damage: 13
Attack 2: 24 Damage: 14
Attack 3: 27 Damage: 12
Love God. Love Others. Any Questions?
[roll1d4] necrotic dmg. If creature doesn't save, it's now 2d4!
Love God. Love Others. Any Questions?
Finding herself expelled from the evil darkness, the white-haired half-elven maiden desperately seeks to free her still trapped companions, continuing her barrage of radiant beams from her wihite slender staff.
Eldritch Blast: 24 Force: 12 Radiant: 5
Eldritch Blast: 16 Force: 15 Radiant: 3
Eldritch Blast: 19 Force: 6 Radiant: 4
Eldritch Blast: 20 Force: 6 Radiant: 5
+ another 5 radiant damage if any blast was a hit.
Zephyryn
Strength Save: 29
Zephyryn feels the pressure the darkness is trying to impose on him and laughs, contests of strength were his forte. He girds himself and his muscles flex, pushing back on the darkness. It takes a toll, but he is not going to be crushed like an insect.
He then whispers some words in Primordial beseeching the elements to aid him by thunder down on the darkness.
"Get off me, foul beast!", he roars.
He then stabs out at the darkness twice with the Sun Blade, not having a better plan of how to proceed. His mind is still addled and although he sees that there is not much wisdom in repeating a failed previous act, he has no better way to proceed right now.
"I am coming, Tempest. Stay safe until you see me, then come get me", he send telepathically.
Movement: None
Bonus Action: Cast Thunderous Smite - first hit adds 7 thunder damage, which can be heard 300 feet away. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Action: Attack:
1 - Sun Blade: 24 Damage: 18 (Radiant) (Extra damage die due to Improved Smite)
2 - Sun Blade: 23 Damage: 23 (Radiant) (Extra damage die due to Improved Smite)
(OOC: Strength Save is DC 19, forgot to put that in the previous post)