The four of you begin to move farther into the floating debris, and as you do so some take a "higher" road while others take a "lower" one. This allows for a more dynamic view of what lies ahead, and you quickly discover that the two humanoids aren't statues at all. Furthermore, they aren't the only two creatures in the area. A total of four of them are now in your view; the two to the right (or east) appear from underneath the large pieces of stone upon which they stand. They only passed momentarily as statues because of their dull, gray skin color...
None of you have any familiarity with these creatures, whose limbs end in grotesque harpoon-like weapons. They seem intent on watching you very closely as you pass through the area.
Initiative has been rolled already and all players may act, in any order. Keep in mind it is possible to move beneath, on, or over the various blocks. Monsters are indicated with numbers.
From 20' "below" Grim calls out the other two creatures that he spotted. "Two more bogeys at your 0-9-0 negative 1. Let's keep moving 0-4-5 and see what these things do..."
Katar realizes they are now surrounded by four strange statuelike creatures. Their dark eyes seem to tell inimical intent, and the harpoon-like limbs give him a premonition of immediate danger. His jaw tight, glancing around the floating debris around them, seemingly endless. How many of these quiet sentinels are hiding around them?"There might be more," Katar says to others shortly, "Beware." He whispers the incantation under his breath, cloaking himself in protective abjuration.
This post has potentially manipulated dice roll results.
Luna looks warily over at the grotesque creatures and their harpoon-like limbs and uses the magic of her white slender staff to vanish from sight. "I am still here gentlemen but I would prefer to not be skewered by one of those abominations." She says softly for her companions to hear, then continuing forward in the formation and direction Grim suggests.
This post has potentially manipulated dice roll results.
Luna disappears from view just as a fifth monster drops into position in front of the group. Their intent is no longer hidden. You watch in in horror as two of them launch their weapon-like arms in your direction...
Creature 2 harpoon arm attack vs Zephyryn: 20 Damage: 14
Creature 4 harpoon arm attack vs Grim: 15 Damage: 23
The remaining three creatures hold their position, crouched and ready to join the fray it appears.
All players may act in any order. Luna is invisible. Map scale is 1 square = 20'
This post has potentially manipulated dice roll results.
(Attacks on Grim have disadv. I know it's a pain in the @$$ for the DM because one of my players in another game has this cloak and I always forget =)
The warrior was expecting the attack, although not the creatures' ability to launch the spikes from their arms. In some small space in his brain, the analyst wonders if the harpoons regenerate or if, like a bee, once it uses that stinger it is lost. It is of little concern to the dominant part of his mind, now decided on the course of action. "Your stings will be the death of you all..." he proclaims as he moves towards the creature that attacked him and returns the favor.
Attack 1: 26 Damage: 17
Attack 2: 29 Damage: 13
Attack 3: 13 Damage: 10
If any attack hits, add 2 necrotic damage that will stack. 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.
Zephyryn ducks the harpoon arm aimed his way and immediately goes on the offensive, telepathically instructing Tempest to close the distance to the creature.
His Sun Blade appears as they move, and when they reach it he slashes down with two sweeping swings of the blade against the creature now dwarfed by Tempest.
Movement: Tempest move and Dash to creature 2 - 28*2 = 56ft max Bonus Action: Activate Sun Blade Action: Attack: Sun Blade (advantage due to mounted combatant and creature being smaller than Tempest): 23 Damage: 11 (Radiant) (Extra damage die due to Improved Smite) - If attack crits will decide whether to use divine smite and post again if so Sun Blade (advantage due to mounted combatant and creature being smaller than Tempest): 26 Damage: 17 (Radiant) (Extra damage die due to Improved Smite)- If attack crits will decide whether to use divine smite and post again if so Special: Death Ward - Zephyryn and Tempest - approx 5 hours? Freedom of Movement - Zephyryn and Tempest - 1 hour
Katar points a gloved finger at the gray creature engaged with Zephyryn, radiant fire descends onto the harpoon-limbed monster. Then, he casts a warding spell on himself to ensure his safe passage through the debris field as he continues in their original direction.
“We shouldn’t waste time with these creatures!” The red-haired elf shouts to the two warriors. “Every second we linger is one more second of moonless chaos unleashed on Faerûn.”
Action: Sacred Flame on creature 2: Dex Save 21 or 23 radiant
This post has potentially manipulated dice roll results.
Luna follows Katar to the northwest, still invisible, trying do determine if there are more abominations hiding in the field of boulders. "I'm here with you Katar." She says softly. Perception: 22 Stealth: 27
Grim's blade does its work, carving into the eerie monster three times, and the fighter watches the necrotic tissue spreading from the wounds. Nearby, Zephyryn and Kataroverwhelm another one of the creatures with a double combination of radiant damage. Luna, still unseen, moves forward and sees no additional threats.
The five creatures then move in unison, clearly seeking to encircle the four of you.
The monsters closest to Zephyryn make no physical attacks, but the paladin senses their malice within his own mind. They are seeking to scar him psychically...
8 psychic damage from creature 1 on a failed DC 15 WIS saving throw
4 psychic damage from creature 2 on a separate failed DC 15 WIS saving throw
Grim, atop one of the massive stone blocks faces the same kind of mental attack...
6 psychic damage from creature 4 on a failed DC 15 WIS saving throw
The other two creatures simultaneously launch their harpoon-like appendages at Katar...
((Katar has sanctuary. The creatures need to make a DC21 Wis Save to attack him.))
Though unable to see Luna, Katar feels her flit lightly beside him. "Good." He whispers to her, the corner of his lips curving up. "Don't let me lose you." An invisible, protective ward settles over Luna, glimmering and rippling in the unseen way. The cleric holds out a gloved hand to Luna, expecting her to take it as they make it past the creatures.
Katar feels a warm slender hand take his gloved. "That would rather depend on where you intend to bring me Katar."He hears Luna's soft voice, a hint of playfulness in it briefly as she follows the red-haired elf, for now.
Action: dash, continuing in the northwest direction with Katar
Zephyryn feels the intrusion into his mind, and pushes back, resisting as much as he can.
Wis Save (advantage for Heroes’ Feast): 21 Wis Save (advantage for Heroes’ Feast): 26
He then retaliates once again, sweeping his Sun Blade down on the first one that tried to harpoon him, and if it still stands, he sweeps it across trying to finish it off. If it is already down, he has Tempest move to the other creature and slices down on that one.
"Responding to a challenge or an attack is never a waste of time, to run away would only bring dishonour, there is not glory to it", he calls back to Katar.
"Let them run, for I shall not!".
He then smacks the creature in front of him with his shield, aiming to knock it down.
Tempest moves around and between the creatures during the combat, not moving away but making it difficult for them to target him.
Zephyryn Action: Attack: Sun Blade on creature 2 (advantage due to mounted combatant and creature being smaller than Tempest): 28 Damage: 14 (Radiant) (Extra damage die due to Improved Smite) Sun Blade on creature 2 (or 1 if 2 is down) (advantage due to mounted combatant and creature being smaller than Tempest): 34 Damage: 13 (Radiant) (Extra damage die due to Improved Smite) Bonus Action: Shield Master Shove, trying to knock prone - Athletics: 33
Tempest Movement: Only if he needs to move between attackers. Action: Dodge
(OOC: I am using the rules for mounted combat where Tempest shares Zephyryn's turn but has limited capability. He is intelligent so can act of his own volition as well, but that would mean he has separate initiative right?)
Grimaldus laughs at the mental attack - "You think this hurts? You should meet my drill master, Master Sergeant McGarn. He knew how to lace together an insult that would leave you with a real scar!" He adds three more strikes for emphasis, slicing and dicing the wounded creature.
If the creature falls, Grim will move his max amount NW following Katar, calling out to Zephryn, "A tactical maneuver is advised - we should not waste ourselves here unless they pursue." He will turn to face any oncoming creatures (like #5)...
Rollback Post to RevisionRollBack
Love God. Love Others. Any Questions?
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Grim encourages someone to move to the blocks 'above' while he moves to the blocks 'below' the party and moves along with the group.
Love God. Love Others. Any Questions?
Zephyryn happily directs Tempest to rise up and move around the blocks above them. He keeps a close eye on the statues whichever route they take.
(OOC: Happy to head North East as well)
The four of you begin to move farther into the floating debris, and as you do so some take a "higher" road while others take a "lower" one. This allows for a more dynamic view of what lies ahead, and you quickly discover that the two humanoids aren't statues at all. Furthermore, they aren't the only two creatures in the area. A total of four of them are now in your view; the two to the right (or east) appear from underneath the large pieces of stone upon which they stand. They only passed momentarily as statues because of their dull, gray skin color...
None of you have any familiarity with these creatures, whose limbs end in grotesque harpoon-like weapons. They seem intent on watching you very closely as you pass through the area.
Initiative has been rolled already and all players may act, in any order. Keep in mind it is possible to move beneath, on, or over the various blocks. Monsters are indicated with numbers.
From 20' "below" Grim calls out the other two creatures that he spotted. "Two more bogeys at your 0-9-0 negative 1. Let's keep moving 0-4-5 and see what these things do..."
Love God. Love Others. Any Questions?
Katar realizes they are now surrounded by four strange statuelike creatures. Their dark eyes seem to tell inimical intent, and the harpoon-like limbs give him a premonition of immediate danger. His jaw tight, glancing around the floating debris around them, seemingly endless. How many of these quiet sentinels are hiding around them?"There might be more," Katar says to others shortly, "Beware." He whispers the incantation under his breath, cloaking himself in protective abjuration.
Casting Freedom of Movement on Self.
Zephyryn sees what they are dealing with and notices Katar as he prpeares for what is to come, and does similarly.
He also casts Freedom of Movement, targeting both himself and Tempest.
"I would prefer to face these things head on, but I will do what is best to achieve our goal", he says and moves as Grim suggests.
Special:
Death Ward - Zephyryn and Tempest - approx 5 hours?
Freedom of Movement - Zephyryn and Tempest - 1 hour
Luna looks warily over at the grotesque creatures and their harpoon-like limbs and uses the magic of her white slender staff to vanish from sight. "I am still here gentlemen but I would prefer to not be skewered by one of those abominations." She says softly for her companions to hear, then continuing forward in the formation and direction Grim suggests.
Cast Invisibility
Perception: 15
Stealth: 17
Luna disappears from view just as a fifth monster drops into position in front of the group. Their intent is no longer hidden. You watch in in horror as two of them launch their weapon-like arms in your direction...
The remaining three creatures hold their position, crouched and ready to join the fray it appears.
All players may act in any order. Luna is invisible. Map scale is 1 square = 20'
(Attacks on Grim have disadv. I know it's a pain in the @$$ for the DM because one of my players in another game has this cloak and I always forget =)
The warrior was expecting the attack, although not the creatures' ability to launch the spikes from their arms. In some small space in his brain, the analyst wonders if the harpoons regenerate or if, like a bee, once it uses that stinger it is lost. It is of little concern to the dominant part of his mind, now decided on the course of action. "Your stings will be the death of you all..." he proclaims as he moves towards the creature that attacked him and returns the favor.
Love God. Love Others. Any Questions?
Zephyryn ducks the harpoon arm aimed his way and immediately goes on the offensive, telepathically instructing Tempest to close the distance to the creature.
His Sun Blade appears as they move, and when they reach it he slashes down with two sweeping swings of the blade against the creature now dwarfed by Tempest.
Movement: Tempest move and Dash to creature 2 - 28*2 = 56ft max
Bonus Action: Activate Sun Blade
Action: Attack:
Sun Blade (advantage due to mounted combatant and creature being smaller than Tempest): 23 Damage: 11 (Radiant) (Extra damage die due to Improved Smite) - If attack crits will decide whether to use divine smite and post again if so
Sun Blade (advantage due to mounted combatant and creature being smaller than Tempest): 26 Damage: 17 (Radiant) (Extra damage die due to Improved Smite)- If attack crits will decide whether to use divine smite and post again if so
Special:
Death Ward - Zephyryn and Tempest - approx 5 hours?
Freedom of Movement - Zephyryn and Tempest - 1 hour
Katar points a gloved finger at the gray creature engaged with Zephyryn, radiant fire descends onto the harpoon-limbed monster. Then, he casts a warding spell on himself to ensure his safe passage through the debris field as he continues in their original direction.
“We shouldn’t waste time with these creatures!” The red-haired elf shouts to the two warriors. “Every second we linger is one more second of moonless chaos unleashed on Faerûn.”
Action: Sacred Flame on creature 2: Dex Save 21 or 23 radiant
Bonus Action: Sanctuary
Movement: 30’ in the same northwest direction
Disadvantage is negated for these particular monsters; they have a feature that gives them advantage when they work as a group.
Luna follows Katar to the northwest, still invisible, trying do determine if there are more abominations hiding in the field of boulders. "I'm here with you Katar." She says softly.
Perception: 22
Stealth: 27
Grim's blade does its work, carving into the eerie monster three times, and the fighter watches the necrotic tissue spreading from the wounds. Nearby, Zephyryn and Katar overwhelm another one of the creatures with a double combination of radiant damage. Luna, still unseen, moves forward and sees no additional threats.
The five creatures then move in unison, clearly seeking to encircle the four of you.
The monsters closest to Zephyryn make no physical attacks, but the paladin senses their malice within his own mind. They are seeking to scar him psychically...
Grim, atop one of the massive stone blocks faces the same kind of mental attack...
The other two creatures simultaneously launch their harpoon-like appendages at Katar...
All players may act, in any order. Updated map:
((Katar has sanctuary. The creatures need to make a DC21 Wis Save to attack him.))
Though unable to see Luna, Katar feels her flit lightly beside him. "Good." He whispers to her, the corner of his lips curving up. "Don't let me lose you." An invisible, protective ward settles over Luna, glimmering and rippling in the unseen way. The cleric holds out a gloved hand to Luna, expecting her to take it as they make it past the creatures.
Bonus Action: Sanctuary on Luna
Action: dash, continuing in the northwest direction
(( Also reminder everyone has advantage on wisdom saves from Heroes' Feast. ))
Katar feels a warm slender hand take his gloved. "That would rather depend on where you intend to bring me Katar." He hears Luna's soft voice, a hint of playfulness in it briefly as she follows the red-haired elf, for now.
Action: dash, continuing in the northwest direction with Katar
Zephyryn feels the intrusion into his mind, and pushes back, resisting as much as he can.
Wis Save (advantage for Heroes’ Feast): 21
Wis Save (advantage for Heroes’ Feast): 26
He then retaliates once again, sweeping his Sun Blade down on the first one that tried to harpoon him, and if it still stands, he sweeps it across trying to finish it off. If it is already down, he has Tempest move to the other creature and slices down on that one.
"Responding to a challenge or an attack is never a waste of time, to run away would only bring dishonour, there is not glory to it", he calls back to Katar.
"Let them run, for I shall not!".
He then smacks the creature in front of him with his shield, aiming to knock it down.
Tempest moves around and between the creatures during the combat, not moving away but making it difficult for them to target him.
Zephyryn
Action: Attack:
Sun Blade on creature 2 (advantage due to mounted combatant and creature being smaller than Tempest): 28 Damage: 14 (Radiant) (Extra damage die due to Improved Smite)
Sun Blade on creature 2 (or 1 if 2 is down) (advantage due to mounted combatant and creature being smaller than Tempest): 34 Damage: 13 (Radiant) (Extra damage die due to Improved Smite)
Bonus Action: Shield Master Shove, trying to knock prone - Athletics: 33
Tempest
Movement: Only if he needs to move between attackers.
Action: Dodge
(OOC: I am using the rules for mounted combat where Tempest shares Zephyryn's turn but has limited capability. He is intelligent so can act of his own volition as well, but that would mean he has separate initiative right?)
(OOC: Also, let me know if Zephyryn hears the flirting as Katar and Luna run away, passive perception 16 :-) )
Special:
Death Ward - Zephyryn and Tempest - approx 5 hours?
Freedom of Movement - Zephyryn and Tempest - 1 hour
Grim DC 15 WIS (w/Adv): 12
Grimaldus laughs at the mental attack - "You think this hurts? You should meet my drill master, Master Sergeant McGarn. He knew how to lace together an insult that would leave you with a real scar!" He adds three more strikes for emphasis, slicing and dicing the wounded creature.
Attack 1: 13 Damage: 15
Attack 1: 27 Damage: 15
Attack 1: 25 Damage: 13
Necrotic damage (x2 wounds): 4
If the creature falls, Grim will move his max amount NW following Katar, calling out to Zephryn, "A tactical maneuver is advised - we should not waste ourselves here unless they pursue." He will turn to face any oncoming creatures (like #5)...
Love God. Love Others. Any Questions?