This was Sparhawks original post on day one of the campaign.
A notice is posted in inns, taverns, the port dock, and at your place of worship. One is even found in a corked ale bottle floating in the sea. Likely the worries of a madman or one touched by spotted fever most surmise.
The end of our world draws near. You feel it in the sea, you hear it in the air, and you see it in those that live. Something comes, and some feel the hand of death and decay.
A gateway has opened in the Yatil Mountains.
A Demonomicon must be recovered, as a forgotten star is on a path to destroy our world.
If the coming cataclysm cannot be averted, the world will be swallowed in darkness.
Seeking stout brave individuals with strong faith or beliefs to save and protect our world.
You do this because you must, or your god or goddess commands you to do so.
If my message speaks to YOU, join me in my quest, as fate brings us together. If you seek to stand in the path of myself or my crew, then I suggest you re-evaluate your life goals.
Head to Port Nyanzaru. Find me at the Thundering Lizard Tavern on the eve of the next new moon.
As Sparhawk steps forward toward the altar, Gharzun shifts his stance slightly—just enough to place himself at a more direct angle between the paladin and the tome. His eyes remain fixed on the book, his expression unreadable, but his voice cuts through the flickering light with quiet firmness.
“Hold, Captain.”
He raises a hand—not to forbid, but to caution.
“I examined the altar while we spoke. The binding marks aren’t just for show. This book radiates layered enchantment—old, reinforced, and probably reactive.”
He glances briefly at Sparhawk, then toward the others, before continuing.
“I don’t know all of what it’s meant to do. But I do know this: if one of us must touch it, it should be me.”
His hand rests on the head of his warhammer, but it is his poise that holds weight, not his weapon.
“I’m trained for this. My will is stronger. My mind more shielded. If there’s influence waiting in that hide-bound trap, I’ve a better chance of resisting it than you.”
He doesn’t challenge Sparhawk’s authority—he offers it like a shield.
“Let me take the risk.”
OOC to DM:
Arcana Check: 18
Gharzun offers to handle the tome in Sparhawk’s place, as his saving throws (especially Wisdom/Charisma-based) are stronger and more resistant to magical influence.
Channel Divinity: Watcher’s Will As an action, you can choose up to 4 creatures you can see within 30 ft of you. For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Arcane Deflection When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
Fortune from the ManyMotM, pg. 23 If you miss with an attack roll or fail a saving throw, you can gain a bonus to the roll equal to the number of allies you can see (up to a +3 bonus).
At the first touch, the book flips open, and its pages shuffle as if disturbed by a phantom wind. A coruscating, 5-foot-wide, 10-foot-tall slash of red energy tears through the air above the pages, revealing a marred Abyssal landscape beyond.
(Just before touching the book) Sparhawk stops and listens to Gharzun. "Your counsel is wise, and if you believe you are up to the task, then I will trust you. However, the power of this tomb can not be underestimated. I will use my powers to aid your resistance.": Sparhawk casts Bless on Gharzun, Tess, and Kos. (Add1d4 to all attacks, and saves) In addition, his Aura of protection is present within 10 feet of him for +4 all saves)
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
All of a sudden everyone sees a small dark shrouded Fairy come flying out of the rift.
Tenebril comes flying out of the rift, slightly dazed and definitely confused as he was just communing with his patron mere moments ago. As he looks down, he sees he is flying above a battle between adventurers and Chasmes. He knows these creatures, being one of the many he can summon. He takes one look at the creatures being attacked by them and aims at Chasme attacking what the Fairy is assuming is a gnome (Kos).
He hurriedly hawks 3 beams of force energy at it to try and knock it away from the gnome (Repelling Blast).
Attack 1: 18 to hit, 13 damage, 10ft knock back
Attack 2: 21 to hit, 13 damage, 10ft knock back
Attack 3: nat 20 (30 total) to hit, 15 damage, 10ft knock back
"Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 16 (4d6 + 2) Piercing damage plus 21 (6d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the Necrotic damage taken."
As the book shudders open and the rift screams into being, Gharzun’s hammer is already in motion. The Abyssal wind tears at his cloak, his shield braced against the rush of foul air. His eyes narrow as the chasmes buzz through, their proboscides sinking into his allies before he can intercept.
“Kos! Tess! Hold your ground!”
Before he can even advance, a dark blur darts out of the rift—some shrouded, winged figure throwing beams of force at the demon attacking Kos. Gharzun doesn’t question it yet; if it strikes at his enemies, it earns at least a moment’s trust.
He charges into the fray, hammer raised high. The first strike comes down like a meteor aimed for one of the chasmes’ twisted forms, followed by another vicious swing meant to drive the creature back.
Now that he has some breathing room Kos will use a 3rd level spell slot to upcast Melf's Acid Arrow at the demon that just got pushed away from him.
Attack: 25
Damage: 14 acid damage.
(and at the end of it's next turn it will take another 3d4 acid damage.)
"Thanks for the help, I Hate demons!"
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
<I've been trying to sirt the order of events because I've got a PC joining mid-combat but rolling initiative above the monsters which only matters about their positioning. I think it should be on round 1 before they attack, but the demon (1) attacking Kos gets pushed then uses its movement before attacking Kos, meaning it ends its turn at Kos, rather than 30ft away and Gharzun doesn't have to travel to attack it in melee. If someone prefers it the other way around, it's fine with me. I'm just trying to reconcile 5e initiative and mid-combat roster changes.>
The demon explodes in a cloud of dark red ichor, splattering the floor.
Some players are still up. (Checking now, will update.)
Sparhawk (A huge strange looking orc/bugbear looking man wearing full plate) moves in with the command of an experienced warrior. "We need to take these enemies out, quickly!" he calls to the fairy, "we mean you no harm, and your help is appreciated friend."
Sparhawk attacks one or more of the Proboscis, also using a huge well made maul: 28 to hit: 23 bludgeoning damage, 24 to hit: 19 damage.
The bugbear smashes the second demon with a pair if vicious blows, but the bloodthirsty wretch is relentless, and stabs its pointed mouth at Sparhawks neck ...
<At the top of round 2, Tenebril has the initiative, so they can post now. (I could have mentioned this yesterday, sorry. Im still going to post momster acrions here, but they will follow Tenebril's action, so possible retcon needed, but doubtful)>
Demon x Sparhawk 22
As the chasme fights Captain Sparhawk, two more of his ilk emerge from the tear in reality.
This post has potentially manipulated dice roll results.
The two new arrivals zero in on Tenebril, both stabbing at the fairy with their blood-soaked proboscides.
1. 18
2. 20
16 Piercing damage plus 21 Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the Necrotic damage taken.
This was Sparhawks original post on day one of the campaign.
A notice is posted in inns, taverns, the port dock, and at your place of worship. One is even found in a corked ale bottle floating in the sea. Likely the worries of a madman or one touched by spotted fever most surmise.
The end of our world draws near. You feel it in the sea, you hear it in the air, and you see it in those that live. Something comes, and some feel the hand of death and decay.
A gateway has opened in the Yatil Mountains.
A Demonomicon must be recovered, as a forgotten star is on a path to destroy our world.
If the coming cataclysm cannot be averted, the world will be swallowed in darkness.
Seeking stout brave individuals with strong faith or beliefs to save and protect our world.
You do this because you must, or your god or goddess commands you to do so.
If my message speaks to YOU, join me in my quest, as fate brings us together.
If you seek to stand in the path of myself or my crew, then I suggest you re-evaluate your life goals.
Head to Port Nyanzaru. Find me at the Thundering Lizard Tavern on the eve of the next new moon.
Ask for Captain Sparhawk.
As Sparhawk steps forward toward the altar, Gharzun shifts his stance slightly—just enough to place himself at a more direct angle between the paladin and the tome. His eyes remain fixed on the book, his expression unreadable, but his voice cuts through the flickering light with quiet firmness.
“Hold, Captain.”
He raises a hand—not to forbid, but to caution.
“I examined the altar while we spoke. The binding marks aren’t just for show. This book radiates layered enchantment—old, reinforced, and probably reactive.”
He glances briefly at Sparhawk, then toward the others, before continuing.
“I don’t know all of what it’s meant to do. But I do know this: if one of us must touch it, it should be me.”
His hand rests on the head of his warhammer, but it is his poise that holds weight, not his weapon.
“I’m trained for this. My will is stronger. My mind more shielded. If there’s influence waiting in that hide-bound trap, I’ve a better chance of resisting it than you.”
He doesn’t challenge Sparhawk’s authority—he offers it like a shield.
“Let me take the risk.”
OOC to DM:
At the first touch, the book flips open, and its pages shuffle as if disturbed by a phantom wind. A coruscating, 5-foot-wide, 10-foot-tall slash of red energy tears through the air above the pages, revealing a marred Abyssal landscape beyond.
Two chasmes buzz out from the rift and attack.
Initiative:
Chasmes: 15
Grudak ❓️
Gharzun 6
Sparhawk 12
Tess❓️
Kos 2
(Just before touching the book)
Sparhawk stops and listens to Gharzun. "Your counsel is wise, and if you believe you are up to the task, then I will trust you. However, the power of this tomb can not be underestimated. I will use my powers to aid your resistance.": Sparhawk casts Bless on Gharzun, Tess, and Kos. (Add1d4 to all attacks, and saves) In addition, his Aura of protection is present within 10 feet of him for +4 all saves)
Initiative for Sparhawk: 12
Gharzun initiative: 6.
Kosileg's Initiative: 2
5
4
The demons attack Kos and Tess, jabbing with their ebon proboscides.
x Kos 18 for 15 piercing plus 21 necrotic damage.
x Tess 11 for 15 piercing plus 21 necrotic damage.
<On a hit, the target also has maximum hp reduced by the amount of necrotic damage taken.>
Players are up
Initial: 23 (game log)
All of a sudden everyone sees a small dark shrouded Fairy come flying out of the rift.
Tenebril comes flying out of the rift, slightly dazed and definitely confused as he was just communing with his patron mere moments ago. As he looks down, he sees he is flying above a battle between adventurers and Chasmes. He knows these creatures, being one of the many he can summon. He takes one look at the creatures being attacked by them and aims at Chasme attacking what the Fairy is assuming is a gnome (Kos).
He hurriedly hawks 3 beams of force energy at it to try and knock it away from the gnome (Repelling Blast).
Attack 1: 18 to hit, 13 damage, 10ft knock back
Attack 2: 21 to hit, 13 damage, 10ft knock back
Attack 3: nat 20 (30 total) to hit, 15 damage, 10ft knock back
<@everyone: that's a new player I invited. Welcome @Razzec.>
Demon 1 gets knocked back 30ft, byzzing loudly as it flaps its bings trying to keep itself upright
Players still up
(Ooc confirming the players lose max hp equal to necrotic damage? That’s a lot!)
"Proboscis. Melee Attack Roll: +5, reach 5 ft. Hit: 16 (4d6 + 2) Piercing damage plus 21 (6d6) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the Necrotic damage taken."
As the book shudders open and the rift screams into being, Gharzun’s hammer is already in motion. The Abyssal wind tears at his cloak, his shield braced against the rush of foul air. His eyes narrow as the chasmes buzz through, their proboscides sinking into his allies before he can intercept.
“Kos! Tess! Hold your ground!”
Before he can even advance, a dark blur darts out of the rift—some shrouded, winged figure throwing beams of force at the demon attacking Kos. Gharzun doesn’t question it yet; if it strikes at his enemies, it earns at least a moment’s trust.
He charges into the fray, hammer raised high. The first strike comes down like a meteor aimed for one of the chasmes’ twisted forms, followed by another vicious swing meant to drive the creature back.
“Back to your pit!”
OOC to DM:
Now that he has some breathing room Kos will use a 3rd level spell slot to upcast Melf's Acid Arrow at the demon that just got pushed away from him.
Attack: 25
Damage: 14 acid damage.
(and at the end of it's next turn it will take another 3d4 acid damage.)
"Thanks for the help, I Hate demons!"
<I've been trying to sirt the order of events because I've got a PC joining mid-combat but rolling initiative above the monsters which only matters about their positioning. I think it should be on round 1 before they attack, but the demon (1) attacking Kos gets pushed then uses its movement before attacking Kos, meaning it ends its turn at Kos, rather than 30ft away and Gharzun doesn't have to travel to attack it in melee. If someone prefers it the other way around, it's fine with me. I'm just trying to reconcile 5e initiative and mid-combat roster changes.>
The demon explodes in a cloud of dark red ichor, splattering the floor.
Some players are still up. (Checking now, will update.)
Initiative:
Tenebril 23 ✅️
Chasmes: 15 ✅️
Grudak ❓️▶️
Gharzun 6 ✅️
Sparhawk ▶️
Tess❓️▶️
Kos 2 ✅️
<Players have the rest of today to post. We're moving on this evening. >
Sparhawk (A huge strange looking orc/bugbear looking man wearing full plate) moves in with the command of an experienced warrior. "We need to take these enemies out, quickly!" he calls to the fairy, "we mean you no harm, and your help is appreciated friend."
Sparhawk attacks one or more of the Proboscis, also using a huge well made maul: 28 to hit: 23 bludgeoning damage, 24 to hit: 19 damage.
The bugbear smashes the second demon with a pair if vicious blows, but the bloodthirsty wretch is relentless, and stabs its pointed mouth at Sparhawks neck ...
<At the top of round 2, Tenebril has the initiative, so they can post now. (I could have mentioned this yesterday, sorry. Im still going to post momster acrions here, but they will follow Tenebril's action, so possible retcon needed, but doubtful)>
Demon x Sparhawk 22
As the chasme fights Captain Sparhawk, two more of his ilk emerge from the tear in reality.
The two new arrivals zero in on Tenebril, both stabbing at the fairy with their blood-soaked proboscides.
1. 18
2. 20
16 Piercing damage plus 21 Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the Necrotic damage taken.
Initiative:
Tenebril 23 ✅️▶️
Chasmes (3): 15 ✅️✅️
Grudak ❌️▶️
Gharzun 6 ✅️▶️
Sparhawk ✅️▶️
Tess ❌️▶️
Kos 2 ✅️▶️
(I will NPC Tess unless player does action today) Tess will shoot a firebolt at one that looks damaged: 25 to hit, 31 fire damage.