You successfully sneak through the Abondoned Residences of Rockblight. There are three exits out of this cave, light cones from the cavern to the northeast, while only darkness seems to exist from the southeastern exit. To the south is a shallow, swiftly flowing stream, over which you see stairs rising up to an overpass above.
So will you go towards the light, the other cavern, or up to the Overlook?
You head over the stream to the south, past crystalline formations sprouting from the cave floor. Then up the rough-hewn staircase at the back of the cave, climbing 30 feet to a barren stone ledge with 4 winged statues perched atop it.
You're about 40ft away from the ledge, from which you might get a good view of the area. Do you approach the edge do get a look?
Erix slowly approaches to see what is down there, they are here because he wanted to after all.
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"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
The four winged statues' mouths turn to face Erix and Elero as they walk out onto the ledge, hissing in Primordial and their claws go to attack the adventurer's: Gargoyles. Erix' high perception allows him to see the statues move in time to act, as does LANDMOP; watching from the east. Initiative:
Group 1: Erix and LADNMOP
Group 2: Gargoyles
Group 3: Elero and Zoveldra
Erix and LANDMOP are up. Four Gargoyle's are looking to attack Erix and Elero.
Writhing ribbons of quasi-real darkness extend from your hand. As an action, you can make a melee spell attack with the tendrils against any creature within range. On a hit, the target takes 2d8 cold damage and must succeed at a Dexterity saving throw or be restrained.
A creature that starts its turn restrained by the shadow tendrils takes the cold damage again. It can take an action to make a Dexterity check against your spell save DC to free itself. On your turn, as a bonus action, you can drag a creature restrained by the shadow tendrils up to 15 feet closer to you.
The tendrils have AC 13 and 12 hit points. They are immune to bludgeoning damage and to piercing and slashing damage from nonmagical weapons. They are vulnerable to radiant damage. If the tendrils are destroyed by damage but the spell is still in effect, you can re-form them on your turn as a bonus action.
LANDMOP spouts some abysmal, dark speech and from her hand sprout writhing black tendrils of shadow that she sends at the nearest gargoyle.
Attack: 17 Damage: 8 cold
Dex save DC 15 or be restrained (details in spoiler)
LANDMOP's attack hits Gargoyle 3, restraining it in place, while Erix' Thorn Whip misses Gargoyle 1. Two Gargoyle's attack Clumulk while one attacks Elero, Gargoyle 3 attempts to break out of it's restraints:
Gargoyle 3 DEX Check: 17
Claw against Clumulk Attack: 19 Damage: 5 Slashing
Claw against Clumulk Attack: 11 Damage: 7 Slashing
Claw against Clumulk Attack: 7 Damage: 5 Slashing
Claw against Clumulk Attack: 16 Damage: 6 Slashing
As the Gargoyle escapes its restraints, it joins it's companions in flying up into the air out of the range of melee attacks. At that same time, you feel a rumbling coming up from the ground.
You all are up. The Garlgoyle's have used their Flyby ability to fly up into the air 60ft and away from the ledge.
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You successfully sneak through the Abondoned Residences of Rockblight. There are three exits out of this cave, light cones from the cavern to the northeast, while only darkness seems to exist from the southeastern exit. To the south is a shallow, swiftly flowing stream, over which you see stairs rising up to an overpass above.
So will you go towards the light, the other cavern, or up to the Overlook?
Not sure how good the forum’s poll tool is so I’ll just get you to upvote the post you’re most interested in:
Lightened cavern to the northeast
Darker cavern to the southeast
Up to the Overlook to the south.
You head over the stream to the south, past crystalline formations sprouting from the cave floor. Then up the rough-hewn staircase at the back of the cave, climbing 30 feet to a barren stone ledge with 4 winged statues perched atop it.
You're about 40ft away from the ledge, from which you might get a good view of the area. Do you approach the edge do get a look?
Erix slowly approaches to see what is down there, they are here because he wanted to after all.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Elero will go as well.
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The four winged statues' mouths turn to face Erix and Elero as they walk out onto the ledge, hissing in Primordial and their claws go to attack the adventurer's: Gargoyles. Erix' high perception allows him to see the statues move in time to act, as does LANDMOP; watching from the east. Initiative:
Group 1: Erix and LADNMOP
Group 2: Gargoyles
Group 3: Elero and Zoveldra
Erix and LANDMOP are up. Four Gargoyle's are looking to attack Erix and Elero.
Writhing ribbons of quasi-real darkness extend from your hand. As an action, you can make a melee spell attack with the tendrils against any creature within range. On a hit, the target takes 2d8 cold damage and must succeed at a Dexterity saving throw or be restrained.
A creature that starts its turn restrained by the shadow tendrils takes the cold damage again. It can take an action to make a Dexterity check against your spell save DC to free itself. On your turn, as a bonus action, you can drag a creature restrained by the shadow tendrils up to 15 feet closer to you.
The tendrils have AC 13 and 12 hit points. They are immune to bludgeoning damage and to piercing and slashing damage from nonmagical weapons. They are vulnerable to radiant damage. If the tendrils are destroyed by damage but the spell is still in effect, you can re-form them on your turn as a bonus action.
LANDMOP spouts some abysmal, dark speech and from her hand sprout writhing black tendrils of shadow that she sends at the nearest gargoyle.
Attack: 17 Damage: 8 cold
Dex save DC 15 or be restrained (details in spoiler)
DEX Save: 10
LANDMOP's attack hits Gargoyle 3, restraining it in place, while Erix' Thorn Whip misses Gargoyle 1. Two Gargoyle's attack Clumulk while one attacks Elero, Gargoyle 3 attempts to break out of it's restraints:
Gargoyle 3 DEX Check: 17
Claw against Clumulk Attack: 19 Damage: 5 Slashing
Claw against Clumulk Attack: 11 Damage: 7 Slashing
Claw against Clumulk Attack: 7 Damage: 5 Slashing
Claw against Clumulk Attack: 16 Damage: 6 Slashing
Claw against Elero Attack: 5 Damage: 8 Slashing
Claw against Elero Attack: 18 Damage: 9 Slashing
As the Gargoyle escapes its restraints, it joins it's companions in flying up into the air out of the range of melee attacks. At that same time, you feel a rumbling coming up from the ground.
You all are up. The Garlgoyle's have used their Flyby ability to fly up into the air 60ft and away from the ledge.