Twice Grim can feel his greatsword cutting through the dark mass before him, but whether or not the creature suffers any necrotic damage is impossible for him to discern.
Nearby, Luna successfully directs two more blasts of eldritch energy into the darkness; the other two narrowly miss as the creature continues to shift and change its outward shape.
Within the darkness, Zephyryn senses his magical blade has found its target once, but it seems only slightly harmed by the weapon's radiance. The sound of thunder reverberates through the darkness, causing it to change its shape somewhat and, thereby, give Zephyryn more room to move and breathe.
Katar's action is next. NOTE: The sentient darkness cannot be subjected to the prone condition.
Katar gasps as the darkness tightens its grip, the endless dark seeming to devour him. He fights for breath, feeling the rigid cold and darkness seeping through his armor. Realizing it absorbs his light, his jaw moves and his teeth flashes in a tight smile. Let’s try something else. He whispers something else in a long string of chant, urging the darkness away.
Cast Dissonant Whispers: Wis Save 21 for 17 psychic damage, on a failed save it uses its reaction to move away from him
(Yes, for that last save, Katar would've benefited from Zephyryn's aura. Unfortunately, Katar fails the save with the +5)
Katar utters the word to the enchantment, sending psychic energy into the surrounding darkness. The spell works. The creature quickly ejects Katar from its cold, dark grasp, leaving the cleric prone approximately 10' away. Now he too can see the Astral Sea all around him. To his right are Luna and Grim, and overhead is Tempest. Only Zephyryn remains prisoner within the folds of the sentient darkness now.
The mass of darkness--roughly the size of a large house--moves very slowly away from Katar, but Grim is still within range of the sinister cloud. Twice it lashes out with its dark tendrils...
Tendril of Darkness melee attack 1 vs Grim: 24 for 25 force damage AND 14 cold damage
Tendril of Darkness melee attack 2 vs Grim: 18 for 12 force damage AND 10 cold damage
Not neglecting the one trapped within itself, the darkness again seeks to crush Zephyryn. (suffers 51 force damage, which can be halved with a successful DC 17 STR save)
"We have to save Zephyryn!"Luna calls out in desperation to Grim and Katar, still not seeing the brave blue paladin emerge from the evil darkness. Gritting her teeth, the white-haired half-elven maiden, continues her barrage of radiant beams from her white slender staff.
This post has potentially manipulated dice roll results.
Zephyryn falters as the dark tendril doubles it's efforts to crush him and finally finds purchase. He allows the Sun Blade to dim and stows the hilt. Then as a last ditch effort he reaches out with his innate magical ability, trying to electrocute the tendril.
Bonus Action: Switch off Sun Blade Free Action: Stow hilt Action: Shocking Grasp: 19 Damage: 21 (Lightning) (If hit can’t take reactions until start of next turn)
This post has potentially manipulated dice roll results.
The red-haired cleric gets onto his feet from being spewed out from the bowels of darkness (quite literally), some coldness seems to still cling to his bones. Slightly disoriented, he looks to see Luna and Grimaldus, behind them the vast expanse of Astral Sea, and in front of them the hulking mass of darkness. Katar has no doubt that was the creature that had devoured them, and with Zephyryn nowhere else to be seen, he has to be still trapped inside.
"The darkness swallows all light," Katar shouts to the other two, still catching his breath, "My spell does nothing to it!" He switches tactic, sonorous bells echo above the silvery sea, as he tries to combat darkness with darkness.
Three more times Luna sends a beam of crackling energy into the midst of the darkness, confident that the eldritch magic will eventually cause the sinister cloud of gloom to dissipate.
Within, Zephyryn switches tactics and finds that lightning is a much more effective weapon against this foe. The darkness seems to shudder and then distance itself from the paladin before forcibly expelling him from itself. Zephyryn tumbles out of the darkness and finds himself prone upon the "floor" of the Astral Sea. Luna, Grim, and Katar are nearby. Less than a hundred feet overhead is Tempest who emits an audible SCREECH! upon seeing Zephyryn.
Meanwhile, Katar subjects the darkness to the effects of necromancy; the cleric watches closely, noting that his spell seems to diminish the size of the creature ever so slightly.
Grim's action is next; the sentient darkness will then follow.
This post has potentially manipulated dice roll results.
(Disadv for the creature's attack due to Grim's cloak - if it hits the first time then you don't need a roll for the second attack =)
The dark knight continues his assault on the creature, drawing in a breath to catch a second wind (27 hp healed). - Attack 1: 21 Damage: 17 - Attack 2: 27 Damage: 15 - Attack 3: 30 Damage: 12 Necrotic damage for wounding (x3): 8
This post has potentially manipulated dice roll results.
Grim's greatsword carves one more gash into the wall of darkness before him.
With no creatures any longer within its folds, the cloud of darkness focuses its malice into its whip-like tendrils, lashing out at those who are within range...
Tendril of Darkness melee attack w/disadvantage vs Grim: 23 for 15 force damage AND 16 cold damage
Tendril of Darkness melee attack vs Zephyryn: 26 for 25 force damage AND 6 cold damage
NOTE: Although not implicitly stated, I'm assuming Luna and Katar have distanced themselves a bit from the darkness. The range of their spells allow for them to be too far away for the sentient darkness to move and attack them. Grim, however, as a melee fighter is close enough; so too is Zephyryn who was just deposited 10' away.
This post has potentially manipulated dice roll results.
Zephyryn lies on the floor for a moment, totally beaten down by this thing. He hears Tempest's cry from above and struggles to a knee. He looks around and is releaved to spot not only Tempest but the others as well. They looked to have faired better against the darkness than he had, which is good.
His happiness is short lived though, as the tendril crushes down on him again, causing blood to spray from his mouth.
With what seems like far too much effort, he stands up and brings his shield up to protect himself. But he goes further this time, he whispers some words of Primordial and channels his magic through the emblem on his shield. The shield seems to expand around him, a shimmering field of protection.
He once again reaches out a hand to try and electrocute the dark tendril.
If he manages to electrocute the dark tendril, he will back away and telepathically call for Tempest, otherwise he stands his ground. If he calls for Tempest and he is close enough, he will mount him.
"What manner of creature is this that can absorb the radiant light of glory!?", he bellows.
Bonus Action: Shield of Faith - AC now 22 Action: Shocking Grasp: 31 Damage: 33 (Lightning) (If hit can’t take reactions until start of next turn) Movement: If Shocking Grasp hits, will back away 22.5' and if Tempest comes and is close enough will mount him. If he misses, he will stand his ground. Concentration: Shield of Faith - Round 1/100
This post has potentially manipulated dice roll results.
Relieved to find all her companions free from the evil darkness of the void, the white-haired half-elven maiden continues her barrage of radiant beams from her white slender staff.
This post has potentially manipulated dice roll results.
Grim is finally able to deflect one of the mighty blows from the creature. "This is my first fight in the Astral Sea...you are a worthy opponent, thing of darkness. But you will be defeated - if not by my hand then by my team." He continues to maneuver about the formless blob, hacking away at it! He also pushes himself a second time, speeding up his actions. His muscles burn and his vision narrows from the strain... (Action Surge)
A searing strike of lightning...a few more blasts of eldritch energy...and multiple slashes from a magical greatsword. All of this brings the skirmish to an end. The enormous mass of darkness that greeted your arrival in the Astral Plane quickly begins to dissipate. It leaves behind no trace of its existence, and no explanation for its purpose.
This post has potentially manipulated dice roll results.
After a brief silence, the white-haired half-elven maiden draws a breath of relief, the enormous mass of darkness finally defeated. She turns to look worriedly at her brave companions, using the will of her mind to move closer to them. "Are you all alright? Perhaps we should give ourselves a moment to rest and catch our breath before heading on to the towers of darkness?" She suggests, trying to get her bearings in the endless astral space.
Perception to see anything of significance in the distance: 10
Twice Grim can feel his greatsword cutting through the dark mass before him, but whether or not the creature suffers any necrotic damage is impossible for him to discern.
Nearby, Luna successfully directs two more blasts of eldritch energy into the darkness; the other two narrowly miss as the creature continues to shift and change its outward shape.
Within the darkness, Zephyryn senses his magical blade has found its target once, but it seems only slightly harmed by the weapon's radiance. The sound of thunder reverberates through the darkness, causing it to change its shape somewhat and, thereby, give Zephyryn more room to move and breathe.
Katar's action is next. NOTE: The sentient darkness cannot be subjected to the prone condition.
Strength Save: 4 ((Does Katar still get +5 from Zephyryn’s aura?))
Katar gasps as the darkness tightens its grip, the endless dark seeming to devour him. He fights for breath, feeling the rigid cold and darkness seeping through his armor. Realizing it absorbs his light, his jaw moves and his teeth flashes in a tight smile. Let’s try something else. He whispers something else in a long string of chant, urging the darkness away.
Cast Dissonant Whispers: Wis Save 21 for 17 psychic damage, on a failed save it uses its reaction to move away from him
(Yes, for that last save, Katar would've benefited from Zephyryn's aura. Unfortunately, Katar fails the save with the +5)
Katar utters the word to the enchantment, sending psychic energy into the surrounding darkness. The spell works. The creature quickly ejects Katar from its cold, dark grasp, leaving the cleric prone approximately 10' away. Now he too can see the Astral Sea all around him. To his right are Luna and Grim, and overhead is Tempest. Only Zephyryn remains prisoner within the folds of the sentient darkness now.
The mass of darkness--roughly the size of a large house--moves very slowly away from Katar, but Grim is still within range of the sinister cloud. Twice it lashes out with its dark tendrils...
Not neglecting the one trapped within itself, the darkness again seeks to crush Zephyryn. (suffers 51 force damage, which can be halved with a successful DC 17 STR save)
All players may act, in any order.
Zephyryn
Strength Save: 16
(OOC: Can Zephyryn try and shove / push his way out?)
"We have to save Zephyryn!" Luna calls out in desperation to Grim and Katar, still not seeing the brave blue paladin emerge from the evil darkness. Gritting her teeth, the white-haired half-elven maiden, continues her barrage of radiant beams from her white slender staff.
Eldritch Blast: 19 Force: 13 Radiant: 3
Eldritch Blast: 21 Force: 6 Radiant: 1
Eldritch Blast: 30 Force: 10 Radiant: 2
Eldritch Blast: 28 Force: 14 Radiant: 2
+ another 5 radiant damage if any blast was a hit.
Zephyryn falters as the dark tendril doubles it's efforts to crush him and finally finds purchase. He allows the Sun Blade to dim and stows the hilt. Then as a last ditch effort he reaches out with his innate magical ability, trying to electrocute the tendril.
Bonus Action: Switch off Sun Blade
Free Action: Stow hilt
Action: Shocking Grasp: 19 Damage: 21 (Lightning) (If hit can’t take reactions until start of next turn)
The red-haired cleric gets onto his feet from being spewed out from the bowels of darkness (quite literally), some coldness seems to still cling to his bones. Slightly disoriented, he looks to see Luna and Grimaldus, behind them the vast expanse of Astral Sea, and in front of them the hulking mass of darkness. Katar has no doubt that was the creature that had devoured them, and with Zephyryn nowhere else to be seen, he has to be still trapped inside.
"The darkness swallows all light," Katar shouts to the other two, still catching his breath, "My spell does nothing to it!" He switches tactic, sonorous bells echo above the silvery sea, as he tries to combat darkness with darkness.
Toll the Dead: Wis Save 21 for 28 necrotic
Three more times Luna sends a beam of crackling energy into the midst of the darkness, confident that the eldritch magic will eventually cause the sinister cloud of gloom to dissipate.
Within, Zephyryn switches tactics and finds that lightning is a much more effective weapon against this foe. The darkness seems to shudder and then distance itself from the paladin before forcibly expelling him from itself. Zephyryn tumbles out of the darkness and finds himself prone upon the "floor" of the Astral Sea. Luna, Grim, and Katar are nearby. Less than a hundred feet overhead is Tempest who emits an audible SCREECH! upon seeing Zephyryn.
Meanwhile, Katar subjects the darkness to the effects of necromancy; the cleric watches closely, noting that his spell seems to diminish the size of the creature ever so slightly.
Grim's action is next; the sentient darkness will then follow.
(Disadv for the creature's attack due to Grim's cloak - if it hits the first time then you don't need a roll for the second attack =)
The dark knight continues his assault on the creature, drawing in a breath to catch a second wind (27 hp healed).
- Attack 1: 21 Damage: 17
- Attack 2: 27 Damage: 15
- Attack 3: 30 Damage: 12
Necrotic damage for wounding (x3): 8
Love God. Love Others. Any Questions?
A spark of luck is sometimes all it takes to change the tides of a battle...(using Lucky feat to reroll Attack #2) 15
Love God. Love Others. Any Questions?
Roll to reflect disadvantage vs Grim in previous attack: 22
Grim's greatsword carves one more gash into the wall of darkness before him.
With no creatures any longer within its folds, the cloud of darkness focuses its malice into its whip-like tendrils, lashing out at those who are within range...
NOTE: Although not implicitly stated, I'm assuming Luna and Katar have distanced themselves a bit from the darkness. The range of their spells allow for them to be too far away for the sentient darkness to move and attack them. Grim, however, as a melee fighter is close enough; so too is Zephyryn who was just deposited 10' away.
All players may act, in any order
Zephyryn lies on the floor for a moment, totally beaten down by this thing. He hears Tempest's cry from above and struggles to a knee. He looks around and is releaved to spot not only Tempest but the others as well. They looked to have faired better against the darkness than he had, which is good.
His happiness is short lived though, as the tendril crushes down on him again, causing blood to spray from his mouth.
With what seems like far too much effort, he stands up and brings his shield up to protect himself. But he goes further this time, he whispers some words of Primordial and channels his magic through the emblem on his shield. The shield seems to expand around him, a shimmering field of protection.
He once again reaches out a hand to try and electrocute the dark tendril.
If he manages to electrocute the dark tendril, he will back away and telepathically call for Tempest, otherwise he stands his ground. If he calls for Tempest and he is close enough, he will mount him.
"What manner of creature is this that can absorb the radiant light of glory!?", he bellows.
Bonus Action: Shield of Faith - AC now 22
Action: Shocking Grasp: 31 Damage: 33 (Lightning) (If hit can’t take reactions until start of next turn)
Movement: If Shocking Grasp hits, will back away 22.5' and if Tempest comes and is close enough will mount him. If he misses, he will stand his ground.
Concentration: Shield of Faith - Round 1/100
Relieved to find all her companions free from the evil darkness of the void, the white-haired half-elven maiden continues her barrage of radiant beams from her white slender staff.
Eldritch Blast: 27 Force: 6 Radiant: 2
Eldritch Blast: 21 Force: 10 Radiant: 2
Eldritch Blast: 18 Force: 10 Radiant: 6
Eldritch Blast: 22 Force: 6 Radiant: 4
+ another 5 radiant damage if any blast was a hit.
Grim is finally able to deflect one of the mighty blows from the creature. "This is my first fight in the Astral Sea...you are a worthy opponent, thing of darkness. But you will be defeated - if not by my hand then by my team." He continues to maneuver about the formless blob, hacking away at it! He also pushes himself a second time, speeding up his actions. His muscles burn and his vision narrows from the strain... (Action Surge)
Attack 1: 15 Damage: 12
Attack 2: 27 Damage: 12
Attack 3: 12 Damage: 14
Attack 4: 15 Damage: 7
Attack 5: 12 Damage: 9
Attack 6: 25 Damage: 14
Necrotic damage from sword of wounding: 11
Love God. Love Others. Any Questions?
And two critical hits! (Superior Critical: Your weapon attacks score a critical hit on a roll of 18–20.)
Attack 1 extra damage: 9
Attack 3 extra damage: 10
Love God. Love Others. Any Questions?
A searing strike of lightning...a few more blasts of eldritch energy...and multiple slashes from a magical greatsword. All of this brings the skirmish to an end. The enormous mass of darkness that greeted your arrival in the Astral Plane quickly begins to dissipate. It leaves behind no trace of its existence, and no explanation for its purpose.
Congratulations. Combat has ended.
After a brief silence, the white-haired half-elven maiden draws a breath of relief, the enormous mass of darkness finally defeated. She turns to look worriedly at her brave companions, using the will of her mind to move closer to them. "Are you all alright? Perhaps we should give ourselves a moment to rest and catch our breath before heading on to the towers of darkness?" She suggests, trying to get her bearings in the endless astral space.
Perception to see anything of significance in the distance: 10
From where the party stands, there is nothing discernible in the area.