[[OOC: Don't forget that Lord Akkron has Truesight. I imagine that Khessa would know that the lich sees more that most with his "eyes."]]
In that case, while Khessa attempts her Dispel, Lord Akkron instead tries to make good use of his Truesightto discover what awaits the party in the darkness.
No matter what Lord Akkron sees, Vrox suggests that the Golgari move back to the back of the line "at least until we know what devilry lurks ahead."
Vrox will ever the room just behind Khessa (only because he doubts that she'll be gainsaid), explaining, 'The Unseelie Court sometimes uses shadows and darkness to confuse their foes, and I have experience fighting in darkness." Vrox isn't sure what they'll face, but if they'll be fighting in darkness, he guesses that their enemies will attack at close range. He equips his shield and Elven sword, ready for melee. Then he closes his eyes and focuses on his hearing.
[[OOC: With the Feral Senses feature:
As long as you are conscious and can hear, you are also aware of the location of any invisible creature within 30 ft. that isn’t hidden.
Vrox essentially has 30-ft Blindsight and should not suffer disadvantage if we have to fight opponents in darkness as long as we're not also deafened.]]
"We have nothing to fear from those who cower in darkness," Clarac says. Not underestimating whatever is in the room, however, she keeps her sword ready and her shield raised. She trusts in her divine sense to determine whether demonic presences are truly present, even though she had failed to detect the demons in the statues in this way.
OOC:
Clarac has 10 ft. of blindsight from her fighting style. Action: Use Divine Sense (4th of 7)
Khessa tries to dispel the darkness with magic, before. If still no effect... well, yes, she enters despite the darkness; she thinks we have not come so far to let ourselves be stopped by lack of light...
As you cast your spell, it has no effect and the darkness remains.
As you enter into the darkness, your senses are overwhelmed by the blackness, and the eerie sounds. Then you begin to see a vision:
You see a molten land, mostly colored in red, orange and rust. You feel an overwhelming heat upon you. Violent storms rage across crimson skies, sending gale-force blasts seemingly composed of pure rage whipping across the plains and mountains. These angry winds tear into the land itself and rip up great chunks of stone and blood-drenched earth, tossing them violently back down hundreds of leagues away in explosions of raw destruction.
Earthquakes send gouts of molten brass skyward, burning up the storm clouds, temporarily ending their rage until the winds re-gather to begin their assaults anew. New mountains erupt from flat land in an instant, some thrusting into the sky like gigantic living swords, others acting as shields against the advance of the storms. Rivers of boiling blood criss-cross the hellish landscape, dividing the realm into territories over red demons wage war. The blood-flows are not content to allow the conquered lands to rest idle. From deep below the ground, new rivers strike through the surface, splitting the lands. Brass-spewing volcanoes send liquid metal into the rivers, evaporating the blood within and sealing the wounds with burning fury.
In the distance you see sitting upon an iron throne, a broad and muscular humanoid who stands hundreds of feet tall. He has the face of a savage, snarling dog, though his twisted features are all but hidden by a baroque helm decorated with the skulls of conqueror kings. The exaggerated physique is further distorted by heavy, overlapping plates of armor fashioned from brass and blackened iron. The throne itself sits upon a mound of skulls from creatures too numerous to count. Next to the throne, a great two-handed sword leans.
In your mind, you hear "Heed my warning and turn back, for you shall lose and be made part of my realm. To use your phrase, abandon hope all who enters here!"
Lord Akkron using his true sight, sees the room for what it truly is. It is a study, the room itself is 15 feet wide and 45 feet long. Lining the walls are more bookshelves, and there are desks and tables on either side of the center of the room. It appeared that the Golgari scholars would do research in here, as the desks are dwarven size, but there are a few normal size, perhaps speaking to a time where exchanges were made with the outside. Everything is covered in a heavy layer of dust and cobwebs. On two desks, there appears to be aq staff taying across it with a book open next to it, and on a second desk a wand.
[[ OOC: I imagine Anator, with his Blindsight, is perceiving the room in much the same way as Lord Akkron. ]]
Khessa, partly reassured and partly disappointed that the Nefarious Duo isn't in the room to confront—and banish, replies to the voice: "You are truly uncharacteristically merciful, granting us all these chances to go back and save ourselves... Aren't you getting a bit too soft? If I were you, I'd seize the opportunity... and come here and squash us like insects! So much for giving us advice on our salvation! Or... are you, by any chance... afraid?"
Lord Akkron, meanwhile, taking advantage of being able to see the room as it really is, identifies the staff and wand and takes a look at the book.
All who enter the darkness, please make a saving throw DC 18 Wisdom.
[[OOC: When we're making a saving throw like this, it would be useful to know whether it's a "spell" or not and whether the consequence of a failed saving throw is a specific condition. Based on the post below, I'd guess that it might include Frightened. At level 20, with Khessa's idol, Clarac's aura, and various legendary magic items, we have a variety of possible immunities or buffs that might apply depending on some of those details.]]
All who enter the darkness, please make a saving throw DC 18 Wisdom.
Vrox enters, just behind Khessa and is soon buffeted by the hellish winds and the vision of Azash.
Vrox - WIS saving throw: 25 (Since Clarac is within 30-ft of Vrox, he benefits from her aura of protection (+6 on saving throws) and her Holy Avenger (advantage on saving throws against spells and other magical effects.)
Vrox - WIS saving throw: 25 (Since Clarac is within 30-ft of Vrox, he benefits from her aura of protection (+6 on saving throws) and her Holy Avenger (advantage on saving throws against spells and other magical effects.)
[[OOC: Even if that doesn't count as a magical effect, and he should not have advantage, Vrox still gets a 19 = 8+5+6, thanks to Clarac's the Aura of Protection.]]
Bolstered by Clara's presence, Vrox resists whatever magic affects this room. He calls back at Azash, "You cannot win! The Peoples unite against you, and that Strength is enough to resist your schemes and violence! Your followers will be defeated, and your plans will come to naught!"
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[[OOC: Don't forget that Lord Akkron has Truesight. I imagine that Khessa would know that the lich sees more that most with his "eyes."]]
In that case, while Khessa attempts her Dispel, Lord Akkron instead tries to make good use of his Truesight to discover what awaits the party in the darkness.
No matter what Lord Akkron sees, Vrox suggests that the Golgari move back to the back of the line "at least until we know what devilry lurks ahead."
Vrox will ever the room just behind Khessa (only because he doubts that she'll be gainsaid), explaining, 'The Unseelie Court sometimes uses shadows and darkness to confuse their foes, and I have experience fighting in darkness." Vrox isn't sure what they'll face, but if they'll be fighting in darkness, he guesses that their enemies will attack at close range. He equips his shield and Elven sword, ready for melee. Then he closes his eyes and focuses on his hearing.
[[OOC: With the Feral Senses feature:
Vrox essentially has 30-ft Blindsight and should not suffer disadvantage if we have to fight opponents in darkness as long as we're not also deafened.]]
"We have nothing to fear from those who cower in darkness," Clarac says. Not underestimating whatever is in the room, however, she keeps her sword ready and her shield raised. She trusts in her divine sense to determine whether demonic presences are truly present, even though she had failed to detect the demons in the statues in this way.
OOC:
Clarac has 10 ft. of blindsight from her fighting style.
Action: Use Divine Sense (4th of 7)
As you cast your spell, it has no effect and the darkness remains.
All who enter the darkness, please make a saving throw DC 18 Wisdom.
Sparhawk: 18
Yoht: 24
Maynard: 24
Golgari: 19
As you enter into the darkness, your senses are overwhelmed by the blackness, and the eerie sounds. Then you begin to see a vision:
You see a molten land, mostly colored in red, orange and rust. You feel an overwhelming heat upon you. Violent storms rage across crimson skies, sending gale-force blasts seemingly composed of pure rage whipping across the plains and mountains. These angry winds tear into the land itself and rip up great chunks of stone and blood-drenched earth, tossing them violently back down hundreds of leagues away in explosions of raw destruction.
Earthquakes send gouts of molten brass skyward, burning up the storm clouds, temporarily ending their rage until the winds re-gather to begin their assaults anew. New mountains erupt from flat land in an instant, some thrusting into the sky like gigantic living swords, others acting as shields against the advance of the storms. Rivers of boiling blood criss-cross the hellish landscape, dividing the realm into territories over red demons wage war. The blood-flows are not content to allow the conquered lands to rest idle. From deep below the ground, new rivers strike through the surface, splitting the lands. Brass-spewing volcanoes send liquid metal into the rivers, evaporating the blood within and sealing the wounds with burning fury.
In the distance you see sitting upon an iron throne, a broad and muscular humanoid who stands hundreds of feet tall. He has the face of a savage, snarling dog, though his twisted features are all but hidden by a baroque helm decorated with the skulls of conqueror kings. The exaggerated physique is further distorted by heavy, overlapping plates of armor fashioned from brass and blackened iron. The throne itself sits upon a mound of skulls from creatures too numerous to count. Next to the throne, a great two-handed sword leans.
In your mind, you hear "Heed my warning and turn back, for you shall lose and be made part of my realm. To use your phrase, abandon hope all who enters here!"
Lord Akkron using his true sight, sees the room for what it truly is. It is a study, the room itself is 15 feet wide and 45 feet long. Lining the walls are more bookshelves, and there are desks and tables on either side of the center of the room. It appeared that the Golgari scholars would do research in here, as the desks are dwarven size, but there are a few normal size, perhaps speaking to a time where exchanges were made with the outside. Everything is covered in a heavy layer of dust and cobwebs. On two desks, there appears to be aq staff taying across it with a book open next to it, and on a second desk a wand.
Khessa and anyone near her is under the effect of the sacred statuette's Protection from Evil and Good, but if we still need to roll:
Khessa's DC 18 Wisdom Saving Throw: 25
Lord Akkron's DC 18 Wisdom Saving Throw: 26
[[ OOC: I imagine Anator, with his Blindsight, is perceiving the room in much the same way as Lord Akkron. ]]
Khessa, partly reassured and partly disappointed that the Nefarious Duo isn't in the room to confront—and banish, replies to the voice: "You are truly uncharacteristically merciful, granting us all these chances to go back and save ourselves... Aren't you getting a bit too soft? If I were you, I'd seize the opportunity... and come here and squash us like insects! So much for giving us advice on our salvation! Or... are you, by any chance... afraid?"
Lord Akkron, meanwhile, taking advantage of being able to see the room as it really is, identifies the staff and wand and takes a look at the book.
[[OOC: When we're making a saving throw like this, it would be useful to know whether it's a "spell" or not and whether the consequence of a failed saving throw is a specific condition. Based on the post below, I'd guess that it might include Frightened. At level 20, with Khessa's idol, Clarac's aura, and various legendary magic items, we have a variety of possible immunities or buffs that might apply depending on some of those details.]]
Vrox enters, just behind Khessa and is soon buffeted by the hellish winds and the vision of Azash.
Vrox - WIS saving throw: 25 (Since Clarac is within 30-ft of Vrox, he benefits from her aura of protection (+6 on saving throws) and her Holy Avenger (advantage on saving throws against spells and other magical effects.)
[[OOC: Even if that doesn't count as a magical effect, and he should not have advantage, Vrox still gets a 19 = 8+5+6, thanks to Clarac's the Aura of Protection.]]
I think that Tyekanik is entering last, in a rear guard position. If the effect is still in place when he enters...
Tyek - WIS saving throw 11, with +6 from Clarac's Aura of Protection.
If we also get advantage from the Holy Avenger's aura, then it's 11
[[OOC: Ha! No help from advantage there. But note that Tyek has immunity to most conditions as benefits from Annam's Greataxe.]]
[[OOC: Ha! Just strolling around the room where others see a vision of one of the Lower Planes, looking for magic items. So lich-like!]]
Bolstered by Clara's presence, Vrox resists whatever magic affects this room. He calls back at Azash, "You cannot win! The Peoples unite against you, and that Strength is enough to resist your schemes and violence! Your followers will be defeated, and your plans will come to naught!"