"Unfortunately i don't think so. They are only strong while my magic fuels them, and this specific spell fuels only for one minute . . . after that they turn into normal vines."He comments, turning towards the flute, "Well . . . that's a . . . possibility. We don't know this place, after all."
“That’s a good idea, Drogomar. It will make the place a little more homey as well.” Amory inspects the walls of the cabin, looking for a suitable place to drape the drapes. “I wonder if the flute is a tool with which to draw people into the void,” Amory says as she searches, “by first producing presumably beautiful music to lure people in, then using its darkness to suck them into the void. That's just one thought.”
Amory notices an appropriate place for the drapes on the northern wall. There's a small hole towards the upper side of this wall where a light breeze appears to be blowing in, causing a draft. If you have an appropriate tool to attach the drapes to the wall, it should be quite easy to fasten.
By this time, the drapes' colors have entirely vanished. Now, the drapes are a muted and dull husk of their former selves, and pale, grey tones replace the once vibrant and lively colors which decorated The Star of the North.
Zerel feels a pinprick of sharp, cold energy run through his hand as he picks up the flute. His life force almost seems as if it's trying to form a connection to the flute, trying to bend and to yield to its will. Then, a flash of light - and a vision. The vision is blurry, as if seen through a foggy window. What Zerel sees first is a middle aged human man, sitting on the cabin stairs. He plays the flute, to the same tune which you heard at the mountain's base. The cabin sits in a marsh in what appears to be a hot and humid climate. It appears to be a wetland, or perhaps a swamp. The bottom half of the stairs are completely submerged in water. Perhaps that is what the wooden stilts were for?
What Zerel sees next flashes by quickly, almost too quickly to process: a cold, black wind rushing past the cabin. The man, the color draining from his eyes and face as the flute clatters down the steps and into the murky water. His body tenses up and freezes as his veins turn black. Then total, complete darkness. And then, a voice as cold and as empty as the Void itself: "BE SILENT. HERE.IN OUR EMBRACE."
Zerel is now under the effects of a command spell. A single word fills Zerel'smind, compelling them to obey: "KNEEL."
Then, with a blast of wind bursting from the center of the flute comes a specter... the pure manifestation of a person's essence. Tattered clothes hang from this specter, its face all but obscured. It regards the five of you, before releasing a bone chilling scream.
Then, outside, you hear a rumble. The sound of earth being dug up and disturbed. And then, a clattering of bones...
Upon seeing the spirit appearing and the sound of bones echoing from outside. "Damn!" He roars, raising his hand upward, "Silver veil, Please, lend me the strength of the stars! Shine down onto my enemies and bring them retribution!" The genasi proclaims, and a ray of silver light shines down from one of the cabin's windows, hitting the specter and burning his skin.
DC 12 CON save or take 18 radiant damage, half on a success
Amory drops the drapes when she sees the specter inside and hears the ascending clattering of bones outside. She leaps into action and sends a curse of her own at the specter.
OOC:
Movement: If the front door opens inward, she will throw herself against it, hoping to make the skeletons push her out of the way if they want to get in. If it opens outward, she will go to the opposite wall. Bonus Action: Cast Hex on the specter --> reducing intelligence checks Action: Cast Eldritch Blast on the specter --> 23 to hit for 9 force and 2 necrotic damage
Drogomar looks at the specter with a bit of a smile on his lips, "You got in a good shot, boyo but, let's see how you like it." He makes a gesture and speaks a word of power sending a burst of sorcerous power at the specter.
Osmund takes the ready as he positions himself by the door, ready to swing both of his blades should a monster burst through. He grips his shortsword and scimitar and leans back into a fighting stance.
BOOM! The door crumbles to pieces with a resounding noise, drowning out all others momentarily. Five empty eyes stare hungrily at the five of you. The closest skeleton steps into the door frame, though it has not yet entered.
Amory approaches the doorway and casts a spell. She holds out her hands, from which springs a wide sheet of flame covering the stairs and skeletons.
OOC: Action: Cast Burning Hands on the skeletons (all five if possible, but focusing on the nearest few at least) —> DC 14 Dex save to take half of 18 fire damage
Movement: to doorway, so she doesn’t ignite the cabin itself (hopefully)
Drogomar tries to keep his distance but moves to have a clear path to the skeletons. As Amoryattempts to burn the attackers, Drogomar points his staff at the lead skeleton and speaks an arcane phrase, releasing a stream of sorcerous energy at the walking pile of bones.
[Tooltip Not Found] To Hit: 19 Dmg: 4 pts 'thunder' (sonic)
"A bit noisy but one does what one must in the moment..." Drogomar shifts to prepare for the next skeleton to surge forward.
"Unfortunately i don't think so. They are only strong while my magic fuels them, and this specific spell fuels only for one minute . . . after that they turn into normal vines." He comments, turning towards the flute, "Well . . . that's a . . . possibility. We don't know this place, after all."
Zerel, frustrated and bored, walks over and picks up the flute.
"Well. Should we rest here or try to continue on?"
“That’s a good idea, Drogomar. It will make the place a little more homey as well.” Amory inspects the walls of the cabin, looking for a suitable place to drape the drapes. “I wonder if the flute is a tool with which to draw people into the void,” Amory says as she searches, “by first producing presumably beautiful music to lure people in, then using its darkness to suck them into the void. That's just one thought.”
Amory notices an appropriate place for the drapes on the northern wall. There's a small hole towards the upper side of this wall where a light breeze appears to be blowing in, causing a draft. If you have an appropriate tool to attach the drapes to the wall, it should be quite easy to fasten.
By this time, the drapes' colors have entirely vanished. Now, the drapes are a muted and dull husk of their former selves, and pale, grey tones replace the once vibrant and lively colors which decorated The Star of the North.
Zerel feels a pinprick of sharp, cold energy run through his hand as he picks up the flute. His life force almost seems as if it's trying to form a connection to the flute, trying to bend and to yield to its will. Then, a flash of light - and a vision. The vision is blurry, as if seen through a foggy window. What Zerel sees first is a middle aged human man, sitting on the cabin stairs. He plays the flute, to the same tune which you heard at the mountain's base. The cabin sits in a marsh in what appears to be a hot and humid climate. It appears to be a wetland, or perhaps a swamp. The bottom half of the stairs are completely submerged in water. Perhaps that is what the wooden stilts were for?
What Zerel sees next flashes by quickly, almost too quickly to process: a cold, black wind rushing past the cabin. The man, the color draining from his eyes and face as the flute clatters down the steps and into the murky water. His body tenses up and freezes as his veins turn black. Then total, complete darkness. And then, a voice as cold and as empty as the Void itself: "BE SILENT. HERE. IN OUR EMBRACE."
Zerel, make a Wisdom Saving Throw.
DM - Adrift in the Void Sea
Wisdom save: 22
Zerel is now under the effects of a command spell. A single word fills Zerel's mind, compelling them to obey: "KNEEL."
Then, with a blast of wind bursting from the center of the flute comes a specter... the pure manifestation of a person's essence. Tattered clothes hang from this specter, its face all but obscured. It regards the five of you, before releasing a bone chilling scream.
Then, outside, you hear a rumble. The sound of earth being dug up and disturbed. And then, a clattering of bones...
Initiative Order
Specter: 18
Skeletons: 19
Drogomar Murginak: 9
Amory Lavenza: 15
Zerel Venagelida: 22
Cobalt: 7
Osmund Rusk: 20
DM - Adrift in the Void Sea
Turn Order (any in bold can post):
Zerel, Osmund > Specter, Skeletons (5) > Amory, Drogomar, Cobalt
DM - Adrift in the Void Sea
Upon seeing the spirit appearing and the sound of bones echoing from outside. "Damn!" He roars, raising his hand upward, "Silver veil, Please, lend me the strength of the stars! Shine down onto my enemies and bring them retribution!" The genasi proclaims, and a ray of silver light shines down from one of the cabin's windows, hitting the specter and burning his skin.
DC 12 CON save or take 18 radiant damage, half on a success
Zerel is forced to drop to his knees, but keeps his grip on his rapier. Scowling and cursing he makes ready to rise and attack on his next turn.
Osmund draws his scimitar and shortsword, and rushes the specter.
Scimitar Attack: 20 Damage: 7 (nonmagical) slashing damage.
Shortsword Attack: 8 Damage: 8 (nonmagical) piercing damage.
The specter, with a chilling and emotionless stare, barrels towards Drogomar, extending its hand and firing a grey orb of necrotic energy.
Life Drain Attack: 5 Damage: 10
IF HIT, Drogomar must make a DC 10 Constitution saving throw or his hit point maximum is reduced by an amount equal to the damage taken.
You can hear the thump thump of boots on the wooden steps outside as the skeletons move towards the door.
Turn Order (any in bold can post):
Amory, Drogomar, Cobalt > Zerel, Osmund > Specter, Skeletons (5)
DM - Adrift in the Void Sea
The grey orb splashes dead center on Drogomar's chest, seeming to seep into his form.
Drogomar CON save: 10 {game log}
He staggers yet stands. "if ye have magic, USE IT or we are all dead soon enough!"
Amory drops the drapes when she sees the specter inside and hears the ascending clattering of bones outside. She leaps into action and sends a curse of her own at the specter.
OOC:
Movement: If the front door opens inward, she will throw herself against it, hoping to make the skeletons push her out of the way if they want to get in. If it opens outward, she will go to the opposite wall.
Bonus Action: Cast Hex on the specter --> reducing intelligence checks
Action: Cast Eldritch Blast on the specter --> 23 to hit for 9 force and 2 necrotic damage
Drogomar looks at the specter with a bit of a smile on his lips, "You got in a good shot, boyo but, let's see how you like it." He makes a gesture and speaks a word of power sending a burst of sorcerous power at the specter.
Sorcerous Burst
To Hit: 11 Dmg: ( 8 + 3 ) 11 Psychic {game log}
Once the burst is released, he will shuffle backward to gain distance between himself and the specter; leaning heavily on his staff for support.
BOOM! Amory's Eldritch Blast strikes its target, causing the specter to wail in pain.
Drogomar's Sorcerous Burst narrowly skips past the specter's head.
Specter CON save: 16
The apparition, once struck with Cobalt's spell, bursts in a bright flash of flight into nothingness. The specter has been felled!
Turn Order (any in bold can post):
Zerel, Osmund > Skeletons (5) > Amory, Drogomar, Cobalt
DM - Adrift in the Void Sea
Osmund takes the ready as he positions himself by the door, ready to swing both of his blades should a monster burst through. He grips his shortsword and scimitar and leans back into a fighting stance.
DM - Adrift in the Void Sea
Drogomar turns and pokes at Zerel on the floor with the butt of his staff, "You back with us?"
Zerel rises from where he was kneeling on the floor (move action).
He readies himself to cut down the first enemy to get within range.
The skeletons use their movement to move towards the door, before beginning to pound on it, attempting to burst the door open.
Skeleton Athletics Check: 13
BOOM! The door crumbles to pieces with a resounding noise, drowning out all others momentarily. Five empty eyes stare hungrily at the five of you. The closest skeleton steps into the door frame, though it has not yet entered.
Turn Order (any in bold can post):
Amory, Drogomar, Cobalt > Zerel, Osmund > Skeletons (5)
DM - Adrift in the Void Sea
Amory approaches the doorway and casts a spell. She holds out her hands, from which springs a wide sheet of flame covering the stairs and skeletons.
OOC:
Action: Cast Burning Hands on the skeletons (all five if possible, but focusing on the nearest few at least) —> DC 14 Dex save to take half of 18 fire damage
Movement: to doorway, so she doesn’t ignite the cabin itself (hopefully)
Drogomar tries to keep his distance but moves to have a clear path to the skeletons. As Amory attempts to burn the attackers, Drogomar points his staff at the lead skeleton and speaks an arcane phrase, releasing a stream of sorcerous energy at the walking pile of bones.
[Tooltip Not Found] To Hit: 19 Dmg: 4 pts 'thunder' (sonic)
"A bit noisy but one does what one must in the moment..." Drogomar shifts to prepare for the next skeleton to surge forward.