Abe feels a spiritual pressure weighing his very soul (Abe takes 8necrotic damage, already halved due to Celestial Resistance).
With one palm directed at the floating Nightwalker and the other at the dragonborn, the party's cleric deals both a curse and a boom. A magical word refreshes the sorcerer (Boomshakala heals for 22 HP) and some of the divine blessing hits the messenger (Abe heals for 5 HP). The Nightwalker tries to react:
This post has potentially manipulated dice roll results.
NOX
(@Palfatreos: I'll assume you didn't notice that the Nightwalkers have both moved in their latest turns. There is no way to hit both of them with your spell without also subjecting most of the party to it as well. I'll re-interpret your post to aim safely at just one of them, but let me know if you indeed want to submit the party to Synaptic Static).
-> Beginning-of-turn damage roll: 7 necrotic.
While Nox is able to tolerate the Nightwalkers' effect, her live ball bearings aren't. They all fall to the ground and roll into the undead sea (Each ball bearing takes 11 necrotic damage and is DEFEATED)
This post has potentially manipulated dice roll results.
SELRAHC
(@Superbad: None of them are stunned anymore. I'll assume you are targeting the one that is not flying).
-> Beginning-of-turn damage from undead sea: 4 magical piercing.
-> Beginning-of-turn CON saving throw {DC 21}: 20
Selrahc manages to shake himself free and make his way back to "dry" land, but a few undead still get a nail into the Xorn-hybrid here and there (Selrahc takes 1 magical piercing damage, already halved due to Rage).
The barbarian then gets closer to the Nightwalker in front of him and unleashes two accurate attacks. More shadow blobs are forced out of the enemy's body and begin floating freely in the air (Nightwalker#1 takes 83 magical slashing damage).
(@Ori: We will consider it a magical effect, but it is definitely not a spell).
The artificer weathers the ambient shadows magic well. Then, taking a deep breath, he tries to analyse his opponents lest he makes a rash decision:
You learn two things with a 28:
These undead giants made of shadows have a strong but highly perturbed presence in any plane other than their own. Their presence alone is enough to harm those who stand near them and, once affected by it, their prey carries that extra weight in their souls for a little while.
They are beings of anti-life. Attorney did not fall permanently due to lack of maintenance or a fluke accident. Its magic was sucked out of it. You gather anyone who perishes at the hand of these creatures will face a similar permanent fate.
Focused on his analysis, Yessaris remains in the battlefield.
This post has potentially manipulated dice roll results.
NIGHTWALKER
DM's Screen:
R: 1
The northernmost Nightwalker flies closer to the cluster of foes around its brethren and tries to nullify the annoyance that is the party's aasimar. In this exact moment, Abe feels the Nightwalkers' presence take a toll:
-> Abe's WIS CON saving throw {DC 21}: 30 (This was supposed to be a CON save, so it is just a 21).
The cleric feels the many fingers stab him, and counts himself lucky that the Dawnfather blesses him with protection (Abe takes 26necrotic damage, already halved due to Celestial Resistance).
This Nightwalker is s till in the air, but now flying 15 feet above ground in the 3 x 3 square {LG-14, LG-15, LI-16}
Edit: Abe's max HP is reduced by 12 HP.
(Tupoc is up next. Please begin your turn by rolling a {DC 21} CON saving throw).
Tupoc closes the range with the northernmost Nightwalker again, crashing into the monster with suprising ferocity. For a second, all that can be seen is a blur of fangs and limbs as the monk makes a Flurry of Blows before again disengaging and flying above and slightly in front of Nox.
The monk swoops in once more and delivers four furious blows to the weakened Nightwalker (Nightwalker#2 takes 40 magical bludgeoning damage and is DEFEATED).
The creature’s body dissipates into many tiny shadow balls, the size of pebbles. They float in the air menacingly. Tupoc pays no attention to them for now. In fact, he feels better about his own health (go ahead and get you temp HP!)
The remaining Nightwalker’s chest wound increases in size. It is now even bigger than the opening you last saw in the Goristro’s chest. The mystical mechanical contraption that serves as a heart can be seen once more.
The undead grab onto Nox and begin to pull her off the central platform (Nox takes 53 magical piercing damage). The wizard becomes grappled and restrained, but before she can be fully dragged away, her contingency spell comes to her rescue. The sudden dispel magic casting effectively banishes the chunk of undead holding on to Nox, immediately freeing her and preventing her from entering the "sea".
(OOC: I made a mistake and ended up using a +4 modifier for the save above. Selrahc's WIS save should have a +0 modifier, so we'll just say that he got a 4 on the would be Bless roll. Sounds good?)
The Xorn-hybrid cannot repel the Nightwalker's power (Selrahc takes 26 necrotic damage). For a brief moment, he feels an inkling of fear creep up his neck but is too enraged to let that affect him (Mindless Rage for the win).
The Nightwalker follows that up with another attack aimed at a nearby "marked" foe:
-> Enervating Focus vs. Boomshakala: Attack: 31 Damage: 36 necrotic.
-> Boomshakala's CON saving throw {DC 21}: 25.
-> Boomshakala's concentration check {DC 22}: 31.
The dragonborn is pierced but otherwise resists additional effects (Boomshakala takes 44 magical piercing damage).
(Abe, Nox, Selrahc, Boomshakala, and Yessaris are up next. Everyone must begin their turn by rolling a {DC 21} CON saving throw).
Seizing his chance now that the heart was exposed once more, Abe goes for broke in unleashing a pocket full of sunshine straight for the device in Lysanwalker's heart, hoping more to disrupt its functions if nothing else! "Taste the light, you blighted fool!" He declares, having shuffled back a few steps before releasing the bolt flies from his hand with deadly accuracy.
Movement: To LK-16.
Action: Cast (2nd level)Guiding Bolt - Attack: 17 Damage: 12 radiant damage at Nightwalker#2(or more pointedly, the cube heart).
Action: Cast (3rd level)Dispel Magic on cube heart.
(@Lerus: Actually, if its not too late. Instead of the attack, may Abe instead cast a (3rd level)Dispel Magic on the cube heart, to see if he can disrupt any magical functioning?)
Abe is hit one more time by the Nightwalker's mysterious aura (Abe takes 4 necrotic damage, already halved due to Celestial Resistance). He reactively takes a step away from the Nightwalker, opening himself to an opportunity attack:
The cleric is fortunate to be able to call on his natural resistances (Abe takes 16necrotic damage, already halved due to Celestial Resistance). Raising a hand, Abe then tries to affect the magic of the heart contraption with a Dispel Magic spell. Once it hits, the objects' movements slow down a bit, with its many dials turning in a somewhat dysfunctional way for a moment. The Nightwalker's form flickers in an out of the room and the party can hear many shrieking screams in their heads.
Abe notices the magical cube the party carries behaving similarly to the heart. It looks like it is malfunctioning, unlike when a spell was cast directly on it (those were absorbed).
A bit shaken by her interaction with the undead pit, Nox can't avoid feeling a strange pain bubbling inside (Nox takes 20 necrotic damage). She tries to pass along some of that pain to the Nightwalker, but the creature does not seem even a bit bothered by it.
Concluding this sort of spell won't affect the Nightwalker, Noxpoofs away (nice graphic)!
The dragonborn lets his focus waver for a second before concentrating on his next spell (Boomshakala takes 14 necrotic damage). Then, inspired by the hint he saw in Abe's spell, Boomshakala focuses all of his arcane energy on Lysanderoth's heart. The contraption grinds to a halt as the sound of metal dragging on metal becomes loud and overtakes the environment, while the screams of a thousand souls overtake your minds.
The Nightwalker's image flickers even more intensely now, and Lysanderoth'shuman form can be seen in glimpses. The man looks groggy, his movements are slow and uncertain, and his expression is that of someone who is lost. The flickering Nightwalker's form mimics the man's movements, and it looks like it just needs to be pushed off the proverbial edge.
That push comes in the form of a gigantic axe. Selrahc takes advantage of the enemy's precarious situation and swings his weapon with the intent to kill. Every swing serves to separate the Nightwalker from Lysanderoth farther and farther (Nightwalker#1 takes 152 magical slashing damage and is DEFEATED).
The screams stop, the floating bits of shadow dissipate and the undead bound to the moat around the central platform begin floating in the air one by one and disappearing in sequence. The heart contraption falls to the ground with a clunk, as does the cube of similar make the party has been holding. Both objects seem to be "dead" and their parts are coming apart with each passing second.
Whatever left over magic was in the environment begin to mutate the battlefield once last time. This time however, the transformations are less aggressive than before. Much of your surroundings begin to shift into an expansion of the central stone platform you are standing on. The pit where the undead sea was shifts into a mundane water moat. The stone transforms into stairs in some places and into small obelisks in others. The winged statue and treasure chest crumble to form a set of runes on the ground, and the throne and crates collide together to reveal a beautiful crystal the size of a boulder. The crystal shines with a similar purple light you have become accustomed to seeing, though this time it is paler, softer, and less threatening.
Lysanderoth kneels on the ground, breathing harder than before. He looks exactly like he did when you first met him... like Lot, except he is beaten and battered. There is no wound on his chest. He slowly rises ready for a final bout.
Selrahc will attempt to break free from the grapple: 31 plus 4 Athletics Check DC 25.
Using his strength to break free, Selrahc will use his hasted and his bonus action to attack the non-stunned creature. (GWM and Reckless)
-> Feeblemind 2.0 vs. Lysandercreepy: Attack: Bless: 3 + 24 Damage: 42
-> Feeblemind 2.0 vs. Lysandercreepy: Attack: Bless: 4 + 25 Damage: 52
Retaliation/Sentinel: Attack: 31 Damage: 40
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
ABE
Abe feels a spiritual pressure weighing his very soul (Abe takes 8 necrotic damage, already halved due to Celestial Resistance).
With one palm directed at the floating Nightwalker and the other at the dragonborn, the party's cleric deals both a curse and a boom. A magical word refreshes the sorcerer (Boomshakala heals for 22 HP) and some of the divine blessing hits the messenger (Abe heals for 5 HP). The Nightwalker tries to react:
-> Nightwalker#1 DEX saving throw {DC 19}: 23
The floating monster dodges effectively.
Edit: Beginning-of-turn damage roll: 8.5
-> Sanctuary drops.
NOX
(@Palfatreos: I'll assume you didn't notice that the Nightwalkers have both moved in their latest turns. There is no way to hit both of them with your spell without also subjecting most of the party to it as well. I'll re-interpret your post to aim safely at just one of them, but let me know if you indeed want to submit the party to Synaptic Static).
-> Beginning-of-turn damage roll: 7 necrotic.
While Nox is able to tolerate the Nightwalkers' effect, her live ball bearings aren't. They all fall to the ground and roll into the undead sea (Each ball bearing takes 11 necrotic damage and is DEFEATED)
-> Concentration on Animate Objects is dropped.
Next, the wizard experiments with Synaptic Static. She places it next to the farthest NIghtwalker:
-> Nightwalker#2 INT saving throw {DC 19}: 11
The creature shrieks in pain (Nightwalker#2 takes 20 psychic damage).
-> End-of-turn Blink roll: 4 - Nox stays on the battlefield.
SELRAHC
(@Superbad: None of them are stunned anymore. I'll assume you are targeting the one that is not flying).
-> Beginning-of-turn damage from undead sea: 4 magical piercing.
-> Beginning-of-turn CON saving throw {DC 21}: 20
Selrahc manages to shake himself free and make his way back to "dry" land, but a few undead still get a nail into the Xorn-hybrid here and there (Selrahc takes 1 magical piercing damage, already halved due to Rage).
The barbarian then gets closer to the Nightwalker in front of him and unleashes two accurate attacks. More shadow blobs are forced out of the enemy's body and begin floating freely in the air (Nightwalker#1 takes 83 magical slashing damage).
BOOMSHAKALA
-> Beginning-of-turn CON saving throw {DC 21}: 16
-> Beginning-of-turn damage roll: 14 necrotic.
The sorcerer pouts for at least two reasons (Boomshakala takes 8 necrotic damage).
-> Boomshakala's concentration check {DC 10}: 27
He retaliates by forcing the nearby Nightwalker to feel a similar pain, but not really... (Nightwalker#1 takes 26 force damage).
YESSARIS
(@Ori: We will consider it a magical effect, but it is definitely not a spell).
The artificer weathers the ambient shadows magic well. Then, taking a deep breath, he tries to analyse his opponents lest he makes a rash decision:
You learn two things with a 28:
Focused on his analysis, Yessaris remains in the battlefield.
END OF INITIATIVE ROUND 20
SHOWDOWN!:
NOTES: The northernmost Nightwalker is flying.
(Nightwalker#2 goes next).
NIGHTWALKER
DM's Screen:
R: 1
The northernmost Nightwalker flies closer to the cluster of foes around its brethren and tries to nullify the annoyance that is the party's aasimar. In this exact moment, Abe feels the Nightwalkers' presence take a toll:
-> Enervating Focus vs. Abe: Attack: 10 Damage: 22 necrotic.
-> Abe's
WISCON saving throw {DC 21}: 23 (This was supposed to be a CON save, so it is just a 20).-> Enervating Focus vs. Abe: Attack: 30 Damage: 34 necrotic.
-> Abe's
WISCON saving throw {DC 21}: 30 (This was supposed to be a CON save, so it is just a 21).The cleric feels the many fingers stab him, and counts himself lucky that the Dawnfather blesses him with protection (Abe takes 26 necrotic damage, already halved due to Celestial Resistance).
This Nightwalker is s till in the air, but now flying 15 feet above ground in the 3 x 3 square {LG-14, LG-15, LI-16}
Edit: Abe's max HP is reduced by 12 HP.
(Tupoc is up next. Please begin your turn by rolling a {DC 21} CON saving throw).
Con Save: 22
Tupoc closes the range with the northernmost Nightwalker again, crashing into the monster with suprising ferocity. For a second, all that can be seen is a blur of fangs and limbs as the monk makes a Flurry of Blows before again disengaging and flying above and slightly in front of Nox.
Attack: 27 Damage: 9
Attack: 20 Damage: 14
Attack: 13 Damage: 10
Attack: 26 Damage: 7
Edit: Forgotten Bless Rolls: 4, 2, 1, and 2
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
TUPOC
The monk swoops in once more and delivers four furious blows to the weakened Nightwalker (Nightwalker#2 takes 40 magical bludgeoning damage and is DEFEATED).
The creature’s body dissipates into many tiny shadow balls, the size of pebbles. They float in the air menacingly. Tupoc pays no attention to them for now. In fact, he feels better about his own health (go ahead and get you temp HP!)
The remaining Nightwalker’s chest wound increases in size. It is now even bigger than the opening you last saw in the Goristro’s chest. The mystical mechanical contraption that serves as a heart can be seen once more.
(Lair action is next.)
LAIR ACTION
The wave of undead crashes against the eastern part of the platform, reaching Nox this time:
-> Nox's STR saving throw {DC 25}: 15 Damage: 53 magical piercing.
The undead grab onto Nox and begin to pull her off the central platform (Nox takes 53 magical piercing damage). The wizard becomes grappled and restrained, but before she can be fully dragged away, her contingency spell comes to her rescue. The sudden dispel magic casting effectively banishes the chunk of undead holding on to Nox, immediately freeing her and preventing her from entering the "sea".
-> The lair attack deals a bit less damage now.
NIGHTWALKER
DM's Screen:
R: 2
The sole Nightwalker points at the Selrahc this time:
-> Selrach's WIS saving throw {DC 21}: 22 Damage: 40 necrotic.
(OOC: I made a mistake and ended up using a +4 modifier for the save above. Selrahc's WIS save should have a +0 modifier, so we'll just say that he got a 4 on the would be Bless roll. Sounds good?)
The Xorn-hybrid cannot repel the Nightwalker's power (Selrahc takes 26 necrotic damage). For a brief moment, he feels an inkling of fear creep up his neck but is too enraged to let that affect him (Mindless Rage for the win).
The Nightwalker follows that up with another attack aimed at a nearby "marked" foe:
-> Enervating Focus vs. Boomshakala: Attack: 31 Damage: 36 necrotic.
-> Boomshakala's CON saving throw {DC 21}: 25.
-> Boomshakala's concentration check {DC 22}: 31.
The dragonborn is pierced but otherwise resists additional effects (Boomshakala takes 44 magical piercing damage).
(Abe, Nox, Selrahc, Boomshakala, and Yessaris are up next. Everyone must begin their turn by rolling a {DC 21} CON saving throw).
Selrahc Con DC 21 Save: 21
Selrahc will attack the last remaining creature, with GWM and Reckless.
-> Feeblemind 2.0 vs. Lysanweirdo: Bless: 2 + Attack: 28 Damage: 51
-> Feeblemind 2.0 vs. Lysanweirdo: Bless: 2 + Attack: 16 Damage: 51
-> Feeblemind 2.0 vs. Lysanweirdo: Bless: 2 + Attack: 22 Damage: 38
-> Feeblemind 2.0 vs. Lysanweirdo: Bless: 4 + Attack: 25 Damage: 46
Retaliation/Sentinel: Attack: 15 Damage: 32
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Abe's Turn:
Turn Start - Con Save(DC 21): 14.
Seizing his chance now that the heart was exposed once more, Abe goes for broke in unleashing a pocket full of sunshine straight for the device in Lysanwalker's heart, hoping more to disrupt its functions if nothing else! "Taste the light, you blighted fool!" He declares, having shuffled back a few steps before releasing the bolt flies from his hand with deadly accuracy.
Movement: To LK-16.
Action: Cast (2nd level)Guiding Bolt - Attack: 17 Damage: 12 radiant damage at Nightwalker#2(or more pointedly, the cube heart).Action: Cast (3rd level)Dispel Magic on cube heart.
(@Lerus: Actually, if its not too late. Instead of the attack, may Abe instead cast a (3rd level)Dispel Magic on the cube heart, to see if he can disrupt any magical functioning?)(Much appreciated, boss.)
When you realize you're doing too much: Signature.
DC21 Consave: 17
Boom with barely any breath left in his body sighs out...
”You may take my life but I will take your heart.” says Boom.
Boom will cast 9th level Dispel Magic on the “heart”.
Nox bit horriefied after almost been dragged away. (OOC: it reminds me death stranding) She move to LL-17
Nox con Save DC21: 19
Nox cast Toll the Dead on the walker WIS DC19: 14 necrotic damage on failure
blink: 14
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
ABE
-> Beginning-of-turn damage roll: 8 necrotic.
Abe is hit one more time by the Nightwalker's mysterious aura (Abe takes 4 necrotic damage, already halved due to Celestial Resistance). He reactively takes a step away from the Nightwalker, opening himself to an opportunity attack:
-> Enervating Focus vs. Abe: Attack: 26 Damage: 33 necrotic.
-> Abe's CON saving throw {DC 21}: 28.
The cleric is fortunate to be able to call on his natural resistances (Abe takes 16 necrotic damage, already halved due to Celestial Resistance). Raising a hand, Abe then tries to affect the magic of the heart contraption with a Dispel Magic spell. Once it hits, the objects' movements slow down a bit, with its many dials turning in a somewhat dysfunctional way for a moment. The Nightwalker's form flickers in an out of the room and the party can hear many shrieking screams in their heads.
Abe notices the magical cube the party carries behaving similarly to the heart. It looks like it is malfunctioning, unlike when a spell was cast directly on it (those were absorbed).
-> The lair attack deals a bit less damage now.
(I'll resolve other pending turns next).
NOX
-> Beginning-of-turn damage roll: 20 necrotic.
A bit shaken by her interaction with the undead pit, Nox can't avoid feeling a strange pain bubbling inside (Nox takes 20 necrotic damage). She tries to pass along some of that pain to the Nightwalker, but the creature does not seem even a bit bothered by it.
Concluding this sort of spell won't affect the Nightwalker, Nox poofs away (nice graphic)!
BOOMSHAKALA
-> Beginning-of-turn damage roll: 14 necrotic.
-> Boomshakala's concentration check {DC 10}: 16.
The dragonborn lets his focus waver for a second before concentrating on his next spell (Boomshakala takes 14 necrotic damage). Then, inspired by the hint he saw in Abe's spell, Boomshakala focuses all of his arcane energy on Lysanderoth's heart. The contraption grinds to a halt as the sound of metal dragging on metal becomes loud and overtakes the environment, while the screams of a thousand souls overtake your minds.
The Nightwalker's image flickers even more intensely now, and Lysanderoth'shuman form can be seen in glimpses. The man looks groggy, his movements are slow and uncertain, and his expression is that of someone who is lost. The flickering Nightwalker's form mimics the man's movements, and it looks like it just needs to be pushed off the proverbial edge.
-> The lair attack deals a lot less damage now.
SELRAHC
That push comes in the form of a gigantic axe. Selrahc takes advantage of the enemy's precarious situation and swings his weapon with the intent to kill. Every swing serves to separate the Nightwalker from Lysanderoth farther and farther (Nightwalker#1 takes 152 magical slashing damage and is DEFEATED).
The screams stop, the floating bits of shadow dissipate and the undead bound to the moat around the central platform begin floating in the air one by one and disappearing in sequence. The heart contraption falls to the ground with a clunk, as does the cube of similar make the party has been holding. Both objects seem to be "dead" and their parts are coming apart with each passing second.
Whatever left over magic was in the environment begin to mutate the battlefield once last time. This time however, the transformations are less aggressive than before. Much of your surroundings begin to shift into an expansion of the central stone platform you are standing on. The pit where the undead sea was shifts into a mundane water moat. The stone transforms into stairs in some places and into small obelisks in others. The winged statue and treasure chest crumble to form a set of runes on the ground, and the throne and crates collide together to reveal a beautiful crystal the size of a boulder. The crystal shines with a similar purple light you have become accustomed to seeing, though this time it is paler, softer, and less threatening.
Lysanderoth kneels on the ground, breathing harder than before. He looks exactly like he did when you first met him... like Lot, except he is beaten and battered. There is no wound on his chest. He slowly rises ready for a final bout.
ROLLING FOR INITIATIVE:
(I'll post an initiative tracker next).