The air crackled with energy as MG2 unleashed a torrent of moonlight. The beam of radiant energy lanced across the battlefield, attempting to strike Trystand and Necyra. With a graceful maneuver, Necyra swooped out of the way of the deadly beam, her wings carrying her to safety. She attacked back with a Toll the Dead reply of her own. MG2 must pass a DC17 WIS saving throw or suffer from 13 Necrotic damage.
"Fascinating radiant heads." says Talorin. "A shame to see that often associated with the divine corrupted by Soth." He then listens closely, wondering if the combat triggered any awareness from nearby foes.
(Sorry I keep getting lost... been busy with a few things).
Bridgette will try to take out whichever Moonlight Guardian is in worse shape, with both of her turns. She'll just use eldritch blast, at this point she doesn't really even feel the need to waste a spell slot on hex.
Round 1: Eldritch Blast Attack: 20 Damage: 15 force Attack: 32 Damage: 19 force Attack: 24 Damage: 12 force
Round 2: Eldritch Blast again Attack: 21 Damage: 15 force Attack: 17 Damage: 15 force Attack: 25 Damage: 10 force
The air crackled with energy as MG2 unleashed a torrent of moonlight. The beam of radiant energy lanced across the battlefield, attempting to strike Trystand and Necyra. With a graceful maneuver, Necyra swooped out of the way of the deadly beam, her wings carrying her to safety. She attacked back with a Toll the Dead reply of her own. MG2 must pass a DC17 WIS saving throw or suffer from 13 Necrotic damage.
"Fascinating radiant heads." says Talorin. "A shame to see that often associated with the divine corrupted by Soth." He then listens closely, wondering if the combat triggered any awareness from nearby foes.
Talorin sees everything but doesn't hear any reinforcements.
If Talorin opens the door, or whoever else opens the door, a trap (only detectable with detect magic) is sprung.
The doorway emits a 30-foot cone of silvery light for 1 minute, centered on the middle of the double door. A creature that enters that area for the first time on a turn or starts its turn there must make a DC 17 Constitution saving throw, taking 26 (5d10) radiant damage on a failed save or half as much damage on a successful one. A creature not in its true form has disadvantage on this save; if it fails its save, the creature instantly reverts to its true form and can’t assume a different form until it leaves the light.
Once this trap is triggered, it can’t be triggered again.
A fifteen-foot-diameter sphere made of shimmering silver floats above a hexagonal dais on the west side of this thirty-foot-high chamber. The sphere is as reflective as a mirror, and it appears smooth and sleek.
The air in this 35 foot high chamber is cold and heavy, as if infused with latent magic. On the west side, a hexagonal dais rises from the floor, its surface engraved with arcane symbols that shimmer faintly. Floating above the dais is a huge sized sphere of shimmering silver, reflecting the room like a perfect mirror. The sphere gleams with an otherworldly luster, its smooth, flawless surface seemingly untouched by time or damage.
If any of the characters approach the sphere, the atmosphere grows tense. The faint hum of arcane energy thrums in your ears.
If any of the characters touch the sphere, the surface of the sphere trembles, and a faint, echoing ping resounds through the room.
A moment later, the silvery surface begins to shift. The ripples coalesce into a shape. It's the face of Lord Soth. His visage stares at them, cold and expressionless, his voice is chilling as it reverberates through the chamber.
“Who are you? And why do you not bow down before you lord and master?” he demands. His words are slow, deliberate, and laced with quiet menace.
Deception Check DC 15 to feint reverence and deference to Lord Soth. Try to come up with an explaination why you would enter Teremini's private sanctum and call on Lord Soth over this scrying device.
You can also choose to be defiant and not try to trick him, since he doesn't know better, you can easily convince Lord Soth that you work for Teremini and that this intrusion is just a mistake.
Let me know what each character will do in this scene.
Yurgojin can be the one who opens the trapped door,
Con ST: 22, (13 damage)
Second wind to regain hp: 12
Investigation: 19
Yurgojin probably wouldn't be the one to touch the sphere, but would assume it was a recording more then a live feed. "Well that's an interesting trick." He also wouldn't try to deceive when realizing what's happening and would remain silent and stand defieently. Eventually he would see if anyone wanted him to bash the sphere.
Trystane Investigation: 7 Con save at disadvantage: 21 (13 damage)
Trystane stands back, arms crossed, observing the sphere with narrowed eyes as Lord Soth’s face appears. He doesn’t bow or speak, his troll-blooded form radiating quiet defiance. He lets others handle the talking, his instincts warning him not to trust anything connected to Soth.
If pressed for a response, he mutters under his breath, “I don’t bow to anyone,” but otherwise keeps his distance, ready to act if the situation turns hostile.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
If pressed for a response, he mutters under his breath, “I don’t bow to anyone,” but otherwise keeps his distance, ready to act if the situation turns hostile.
At the first sign of irreverance, the sphere drips liquid metal dropplets that form together into a Death Knight DK1 init 2
Lord Soth's face fades as he speaks, "Die insolent scum."
Trystane shrugs at Sloth's response and throws himself at the appearing death knight.
Action: Attack for 2 unarmed strikes @DK1 Bonus: 1 unarmed strike @DK1 Attacks: Hit 21, for 12 magical slashing and 1 thunder damage Critical Miss 16 Hit 34, for 17 magical slashing and 5 thunder damage
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Necyra, watching from a safe distance, couldn't help but chuckle as Yurgojin opened the door and triggered the trap. "Looks like someone got a little overzealous," she remarked, a mischievous glint in her eyes. "You alright, Yurgojin?" She waited patiently for the effects of the trap to subside, ready to assist Yurgojin if needed.
OOC: @Engineered Beard, let me know if Yurgojin needs any healing, and I'll retcon an earlier post to heal him.
Necyra, her eyes fixed on the shimmering sphere, felt a shiver run down her spine. The image of Lord Soth, his face cold and expressionless, was both terrifying and mesmerizing. She remained silent, observing the creature with a mixture of caution and defiance. She knew that this was a crucial moment, a test of their resolve.
As the sphere began to drip with liquid metal, Necyra couldn't help but chuckle. "Well, well," she murmured, "looks like this big toy ball's got a bit of a temper. Perhaps a nice cold glass of water would help him cool down."
With a swift gesture, Necya casts Conjure Elemental (@ 8th level), summoning a large Water Elemental right next to the Death Knight.
Each round, the Death Knight must pass a DC17 DEX Saving Throw, or be Restrained and suffer from 79 cold damage.
OOC: Note that the tooltip showing for the Conjure Elemental spell she just cast is pointing to the legacy/old version of the spell. Here's a link to the new 2024 version:
I noticed two versions of the spell appeared in the listing for the tooltip generation tool I use (Beyond Help extension)....let me try both here and see if they show up as the old and new versions of the spell, or if they're both the old versions.
Dang....they're both pointing to the old version. I think my Beyond Help extension is deprecated, so it's no longer being updated and doesn't likely point to any new spells. Ho-hum.
Upon his wings Talorin flies into the room. Then, diving into a form he's used with Tiny back home, he chants the arcane words and bursts into a large dinosaur ready to attack the death knight.
Movement: into the room in a suitable place to drop into spinosaurs
Bonus Action: quickened polymorph into [monster]Spinosaurus Dinosaur[/spell]
Action: Multiattack
Bite @ Soth Attack: 13 Damage: 34 piercing on a hit Soth is grappled (Escape DC 18) and restrained while grappled like so
//gonna put the other attacks in the next once I see if there's advantage from restraining
OOC: Note that the tooltip showing for the Conjure Elemental spell she just cast is pointing to the legacy/old version of the spell. Here's a link to the new 2024 version:
I noticed two versions of the spell appeared in the listing for the tooltip generation tool I use (Beyond Help extension)....let me try both here and see if they show up as the old and new versions of the spell, or if they're both the old versions.
Dang....they're both pointing to the old version. I think my Beyond Help extension is deprecated, so it's no longer being updated and doesn't likely point to any new spells. Ho-hum.
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
Trystane shrugs at Sloth's response and throws himself at the appearing death knight.
Action: Attack for 2 unarmed strikes @DK1 Bonus: 1 unarmed strike @DK1 Attacks: Hit 21, for 12 magical slashing and 1 thunder damage Critical Miss 16 Hit 34, for 17 magical slashing and 5 thunder damage
DK1 uses parry against the first attack, AC 20 becomes AC 26 DK1 takes 17, 5, total 22 damage. DK1 (158/180) Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon
Necyra's DC14 DEX ST (expending 1 luck point to roll @ advantage): 21
Last to know and first to be blamed...
As a free action, can I regret my life choices?
The air crackled with energy as MG2 unleashed a torrent of moonlight. The beam of radiant energy lanced across the battlefield, attempting to strike Trystand and Necyra. With a graceful maneuver, Necyra swooped out of the way of the deadly beam, her wings carrying her to safety. She attacked back with a Toll the Dead reply of her own. MG2 must pass a DC17 WIS saving throw or suffer from 13 Necrotic damage.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
[[ Pretty sure it's dead now. ]]
"Fascinating radiant heads." says Talorin. "A shame to see that often associated with the divine corrupted by Soth." He then listens closely, wondering if the combat triggered any awareness from nearby foes.
Perception: 10+7+2 = 19
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
MG2 takes 6, 4, 13, 23, 14, total 60. MG2 (45/105)
MG2 takes 18, 7, 17, 3, total 45. MG2 (0/105)
MG2 takes 15, 19, 12, 15, 15, 10, total 86. MG2 (-86/105)
MG2 takes 13 more damage. MG2 (-99/105)
Moonlight Guardina Rewards
4,600 XP (920 XP each)
Talorin sees everything but doesn't hear any reinforcements.
If Talorin opens the door, or whoever else opens the door, a trap (only detectable with detect magic) is sprung.
The doorway emits a 30-foot cone of silvery light for 1 minute, centered on the middle of the double door. A creature that enters that area for the first time on a turn or starts its turn there must make a DC 17 Constitution saving throw, taking 26 (5d10) radiant damage on a failed save or half as much damage on a successful one. A creature not in its true form has disadvantage on this save; if it fails its save, the creature instantly reverts to its true form and can’t assume a different form until it leaves the light.
Once this trap is triggered, it can’t be triggered again.
The stone statue has mounted in one hand a Longsword, +1 and in the open hand lays a Potion of Vitality
This tunnel stretches one hundred feet before ending at a flat wall.
Investigation Check DC 20 on the "flat wall"
DM Note: Will return to this corner of the hallway if anyone passes this skill check.
Four ghostly soldiers patrol these hallways. Their eyes are red, and each wears spectral, ridged armor and carries a hollowed-out goat horn.
Hand Wave combat with 4x wraiths W1, W2, W3, W4
A fifteen-foot-diameter sphere made of shimmering silver floats above a hexagonal dais on the west side of this thirty-foot-high chamber. The sphere is as reflective as a mirror, and it appears smooth and sleek.
The air in this 35 foot high chamber is cold and heavy, as if infused with latent magic. On the west side, a hexagonal dais rises from the floor, its surface engraved with arcane symbols that shimmer faintly. Floating above the dais is a huge sized sphere of shimmering silver, reflecting the room like a perfect mirror. The sphere gleams with an otherworldly luster, its smooth, flawless surface seemingly untouched by time or damage.
If any of the characters approach the sphere, the atmosphere grows tense. The faint hum of arcane energy thrums in your ears.
If any of the characters touch the sphere, the surface of the sphere trembles, and a faint, echoing ping resounds through the room.
A moment later, the silvery surface begins to shift. The ripples coalesce into a shape. It's the face of Lord Soth. His visage stares at them, cold and expressionless, his voice is chilling as it reverberates through the chamber.
“Who are you? And why do you not bow down before you lord and master?” he demands. His words are slow, deliberate, and laced with quiet menace.
Deception Check DC 15 to feint reverence and deference to Lord Soth. Try to come up with an explaination why you would enter Teremini's private sanctum and call on Lord Soth over this scrying device.
You can also choose to be defiant and not try to trick him, since he doesn't know better, you can easily convince Lord Soth that you work for Teremini and that this intrusion is just a mistake.
Let me know what each character will do in this scene.
Yurgojin can be the one who opens the trapped door,
Con ST: 22, (13 damage)
Second wind to regain hp: 12
Investigation: 19
Yurgojin probably wouldn't be the one to touch the sphere, but would assume it was a recording more then a live feed. "Well that's an interesting trick." He also wouldn't try to deceive when realizing what's happening and would remain silent and stand defieently. Eventually he would see if anyone wanted him to bash the sphere.
Trystane Investigation: 7
Con save at disadvantage: 21 (13 damage)
Trystane stands back, arms crossed, observing the sphere with narrowed eyes as Lord Soth’s face appears. He doesn’t bow or speak, his troll-blooded form radiating quiet defiance. He lets others handle the talking, his instincts warning him not to trust anything connected to Soth.
If pressed for a response, he mutters under his breath, “I don’t bow to anyone,” but otherwise keeps his distance, ready to act if the situation turns hostile.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
At the first sign of irreverance, the sphere drips liquid metal dropplets that form together into a Death Knight DK1 init 2
Lord Soth's face fades as he speaks, "Die insolent scum."
"And here I thought this was going to be boring!"
Flame Tounge on (BA)
Attack 1: 15 to hit
Attack 2: 16 to hit
Action Surge:
Attack 3: 14 to hit
Attack 4: 18 to hit ... bah humbug
Talorin Investigation: 1
//lol, he's kind of bumbling there
Initiative: 11+1 = 12
[[
@party, Considering the option of twinned polymorph for two spinosaurus dinosaur. So if you want to be a dinosaur...
@Nathan, how big is the room?
]]
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Wow a 2. Players go first!
miss x4
I should have said that the sphere is gargatuan but the death knight is just medium.

Round 1
Yurgojin
Bridgette, Talorin, , Trystane, Necyra << your turn
death knight DK1 (180/180)
Trystane shrugs at Sloth's response and throws himself at the appearing death knight.
Action: Attack for 2 unarmed strikes @DK1
Bonus: 1 unarmed strike @DK1
Attacks:
Hit 21, for 12 magical slashing and 1 thunder damage
Critical Miss 16
Hit 34, for 17 magical slashing and 5 thunder damage
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Necyra, watching from a safe distance, couldn't help but chuckle as Yurgojin opened the door and triggered the trap. "Looks like someone got a little overzealous," she remarked, a mischievous glint in her eyes. "You alright, Yurgojin?" She waited patiently for the effects of the trap to subside, ready to assist Yurgojin if needed.
OOC: @Engineered Beard, let me know if Yurgojin needs any healing, and I'll retcon an earlier post to heal him.
Necyra, her eyes fixed on the shimmering sphere, felt a shiver run down her spine. The image of Lord Soth, his face cold and expressionless, was both terrifying and mesmerizing. She remained silent, observing the creature with a mixture of caution and defiance. She knew that this was a crucial moment, a test of their resolve.
As the sphere began to drip with liquid metal, Necyra couldn't help but chuckle. "Well, well," she murmured, "looks like this big toy ball's got a bit of a temper. Perhaps a nice cold glass of water would help him cool down."
With a swift gesture, Necya casts Conjure Elemental (@ 8th level), summoning a large Water Elemental right next to the Death Knight.
Each round, the Death Knight must pass a DC17 DEX Saving Throw, or be Restrained and suffer from 79 cold damage.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
OOC: Note that the tooltip showing for the Conjure Elemental spell she just cast is pointing to the legacy/old version of the spell. Here's a link to the new 2024 version:
https://www.dndbeyond.com/spells/2619047-conjure-elemental
I noticed two versions of the spell appeared in the listing for the tooltip generation tool I use (Beyond Help extension)....let me try both here and see if they show up as the old and new versions of the spell, or if they're both the old versions.
Option 1: Conjure Elemental
Option 2: Conjure Elemental
Dang....they're both pointing to the old version. I think my Beyond Help extension is deprecated, so it's no longer being updated and doesn't likely point to any new spells. Ho-hum.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
[[
@Merlin, you want to go with spells instead of spells in the bracket for 5.5 spells.
Conjure Elemental should point to the new one.
]]
Upon his wings Talorin flies into the room. Then, diving into a form he's used with Tiny back home, he chants the arcane words and bursts into a large dinosaur ready to attack the death knight.
Movement: into the room in a suitable place to drop into spinosaurs
Bonus Action: quickened polymorph into [monster]Spinosaurus Dinosaur[/spell]
Action: Multiattack
Bite @ Soth
Attack: 13 Damage: 34 piercing
on a hit Soth is grappled (Escape DC 18) and restrained while grappled like so
//gonna put the other attacks in the next once I see if there's advantage from restraining
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Darn. Nat-1. :(
Claws1 @ Soth
Attack: 32 Damage: 40 slashing
Claws2 @ Soth
Attack: 19 Damage: 22 slashing
Legendary Action (taken after Bridgette's turn)
Tail @ Soth
Attack: 21 Damage: 18 bludgeoning
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
DK1 uses parry against the first attack, AC 20 becomes AC 26
DK1 takes 17, 5, total 22 damage. DK1 (158/180)
Parry. The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon
miss, miss, miss