Harmony had heard Chernok as he explained how the celestial light coming from Aria was what tempted Brimtoe to attack her. He then said that he didn't know how Elzerina knew but was glad that she did, having enjoyed this vacation and asking if they are going to try to close it. "Yes, we plan to do that. Even though you seem very nice, we have to close it so that no demons may come through and cause more harm to all the innocent people here. It was nice meeting you though, Chernok." she then said back to him, smiling and nodding her head. Then Harmony looked back at the others, thinking about what to do next. "It seems he does not know much and is harmless. Should we make our way to the City of the Dead then?" she now was asking everyone else, thinking that would be the only option left to do in order to close this circle.
Abraxas asks, "Is this the room where you came through the gate, Chernok? Or did you arrive in The City of the Dead?"
Abraxas wonders how the gate is still open if the toys are not in the positions on the map. Is the gate hidden? Is it right in front of them? How do they close it? He is humbled again by how much there is to learn about magic.
"I came through this room, yes. I have been here ever since. But, the unmarked altar in The City of the Dead is where the portal must be built and closed, or remain open, it shall! Look for the girl with the wings, and you will find the spot," Chernok answers.
Captain Staget rubs his temples and answers Harmony, "He is curious for an imp. He clearly has been here for some time and has not harmed the children, or shown any aggressiveness. I am hereby granting you all the ability to leave the villa. I will remain here and keep my eye on the situation. I think the Cassalanters will be very interested in hearing that an imp has been living in their home. Please investigate this altar in The City of the Dead, then return here to confirm if the situation has been resolved for your payment."
Harmony heard as Abraxas asked Chernok if they came through this room or from the City of the Dead, surprised to hear the altar in the City of the Dead is where the portal must be built and closed or it will stay open. She was glad that he said that as he also told them to look for the girl with the wings as that will be the spot. Then she listened as the Captain was giving them the ability to leave the villa while he stays here to keep an eye on everything. Now he was telling them to investigate the altar and return back here to confirm if the situation has been resolved before getting their payment. "Alright, we'll make sure to close the portal and fix all this." Harmony said back to him as she nodded. Soon they all left for the City of the Dead, eager to return everything back to its peaceful ways again and work with Aria on their song later. Eventually they made it there as she shivered, not so fond of spooky graveyards and creepy stuff like this.
This post has potentially manipulated dice roll results.
OOC: Each character has received 450 XP for deciphering part of the toy puzzle and discerning the location of the unmarked altar. You don't need to update this on your sheets, I have added it.
DM Screen:
2
It is evening by the time the party ventures across Waterdeep to the City of the Dead. The Midwinter Gala is still in full swing, and will probably continue throughout the night, although the revelers are steering well clear of the Cassalanter Villa. Snow has begun to fall, blanketing the city. With the celebrations taking place in the Sea Ward and the cold preventing sensible people from spending too much outside, the City of the Dead is eerily quiet, matching the dim light emanating sporadically from streetlamps in the area. Your breath forms puffs in the frigid air.
As you walk, Jove spends a moment to identify the spellbook found in the Cassalanter library. It is an enduring spellbook, its distinguishing feature being its inability to deteriorate due to fire, water, or age.
The City of the Dead covers a vast area, with many unusual statues, sculptures, and crypts lining the walkways. As you take in the view, two small imp-like creatures, with skin and wings like ice, and long, sharp beaks hover into view. It quickly becomes apparent that they are not friendly.
For Balin:
Aside from the creatures attacking you, you almost immediately notice in the distance the statue that Chernok was likely referring to; a little girl with wings, holding a candelabra with nine candles.
Tracking: The two ice mephits are diving directly toward you, 10 feet in the air and 30 feet away.
OOC: Since this is our first taste of combat, a quick reminder that to keep things moving, I roll initiative in groups for PbP games, using the average roll of that group for their initiative count. Once it is the players' turn, it is any character's turn and you can post in any order. I will resolve that actions when either every character has taken their turn or 24 hours have passed.
Harmony did not like how cold it is right now, having become night already and wishing that she was back in the Sea Ward, still celebrating the Midwinter Gala like everyone else. But she knew that they have to close this portal, otherwise the festivities would only be ruined again as more innocent people like Aria end up getting hurt by demons coming here. As they arrive and see the City of the Dead filled with statues, sculptures, and crypts along the walkways before seeing imp-like icy creatures and them not being friendly as they were diving directly towards them. They have to stop these things, not wanting to waste time trying to fight them when they have to close the portal soon. So Harmony then started to sing a lullaby as she was casting Sleep on the two creatures, hoping to make them both go to sleep so that they all can quickly run past them and get out of their sight in order to find the statue they need without interruptions or delay.
Action: 2nd Level Sleep, targeting it so that it will only affect the Mephits (This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.)
Hit Points: 28
Bonus Action: If neither or only one of the Mephit falls asleep, then she will give Bardic Inspiration to Halsen.
Movement: She will move forward 30 feet if both Mephits fall asleep, but if neither or only one of the Mephit falls asleep then she will move back 30 feet.
That was a great first move. I hopefully speak for the rest of the party: I think we need to know if they are asleep before we proceed. We have been cautious this far, and I don't think we will spoil the rest of combat by waking them up immediately.
If one of them doesn't fall asleep, Jove is targeting it with cause fear. It has to succeed on a DC 13 Wis save or become frightened of me.
I want it to one not approach our squishy casters and two stay away from the city.
This post has potentially manipulated dice roll results.
DM Screen:
19 26
23/23 17/21
Ice Mephit WIS Save: 9
Harmony starts to sing a gentle lullaby as the threat approaches. One of the approaching creatures suddenly falls from the sky, falling to the ground with a thud , and taking 10 bludgeoning damage in the process. Its eyes flutter back open laying prone on the ground, and cracks have appeared in its form from the impact.
Jove casts a wave of magical energy over the flying mephit, but it rolls off to no effect.
Round 1 Order: Players <===== Abraxas, Balin and Halsen are still to act Ice Mephits
Tracking: One ice mephit is diving directly toward you, 10 feet in the air and 30 feet away. The other ice mephit is laying prone and slightly wounded, 30 feet away.
This post has potentially manipulated dice roll results.
Abraxas steps forward ten feet so that the prone mephit is within thrown dagger range. As it is prone, he has advantage. To hit: 15 Damage: 3
As soon as he throws the dagger, he steps back twenty feet, behind a gravestone that will provide half cover, if possible. Mage Armor (from the action on the stage) +2 AC (from cover)=17 AC
OOC: Attacks greater than 5 feet away from a prone target are actually at disadvantage, if you would like to change Abraxas's action. Waiting a little longer for Balin's input before moving on.
Instead, Abraxas will move forward to cast True Strike at the same mephit. He then steps back to take half cover. (OOC: I'd forgotten that about prone. Glad for the reminder!)
OOC: It's been almost three weeks since Balin's last post so I will start advancing without.
DM Screen:
15/23* 17/21
Halsen DEX Save: 5 Harmony DEX Save: 16
Halsen aims true, and his arrow clips the flyping mephit's wing, spraying ice into the air. The mephit barely slows, coming to a halt a few feet away and spraying a cone of cold air over its targets. Halsen, still aiming down his bow, sees the attack too late, taking 6 cold damage as the air washes over him. Moving quickly on the edge of the attack, Harmony only takes 2 cold damage.
Claws vs. Jove: 14
Abraxas moves behind a gravestone, and hones his next attack with magic focus, preparing to strike during the prone mephit's upcoming moment of weakness as it pulls itself back to its feet and flies right above the ground straight toward Jove, leading with its claws. Jove feels a slight nick as he twists away from the attack, followed by an unnatural chill in the small wound, taking 4 slashing damage and 4 cold damage.
Round 2 Order: Players <===== Ice Mephits
Tracking: One mephit is hovering 10 feet high and 10 feet away from Halsen, Jove, and Harmony. The other is hovering 5 feet high and engaged in melee combat with Jove. Both mephits have been wounded. Abraxas is in half-cover 20 feet away from the group, and has advantage on his next attack roll against the mephit in melee with Jove.
That is Jove using his bonus action to give Abraxas bardic inspiration.
For his movement and action, Jove is going to move right in the middle of the two mephits, even if it promotes an opportunity attack. Then he casts arms of hadar. Each creature within 10 feet must make a DC strength save.
OOC: I am on mobile at the moment. I would appreciate Barty rolling the 2d6 damage for me!
OOC: Ready to advance once an action is posted. It seems we've interviewed about as much as we possibly can, what's next?
See my profile for all my PbP threads!
Harmony had heard Chernok as he explained how the celestial light coming from Aria was what tempted Brimtoe to attack her. He then said that he didn't know how Elzerina knew but was glad that she did, having enjoyed this vacation and asking if they are going to try to close it. "Yes, we plan to do that. Even though you seem very nice, we have to close it so that no demons may come through and cause more harm to all the innocent people here. It was nice meeting you though, Chernok." she then said back to him, smiling and nodding her head. Then Harmony looked back at the others, thinking about what to do next. "It seems he does not know much and is harmless. Should we make our way to the City of the Dead then?" she now was asking everyone else, thinking that would be the only option left to do in order to close this circle.
Abraxas asks, "Is this the room where you came through the gate, Chernok? Or did you arrive in The City of the Dead?"
Abraxas wonders how the gate is still open if the toys are not in the positions on the map. Is the gate hidden? Is it right in front of them? How do they close it? He is humbled again by how much there is to learn about magic.
Death on the Water and Baldur's Gate Bodyguard
"I came through this room, yes. I have been here ever since. But, the unmarked altar in The City of the Dead is where the portal must be built and closed, or remain open, it shall! Look for the girl with the wings, and you will find the spot," Chernok answers.
Captain Staget rubs his temples and answers Harmony, "He is curious for an imp. He clearly has been here for some time and has not harmed the children, or shown any aggressiveness. I am hereby granting you all the ability to leave the villa. I will remain here and keep my eye on the situation. I think the Cassalanters will be very interested in hearing that an imp has been living in their home. Please investigate this altar in The City of the Dead, then return here to confirm if the situation has been resolved for your payment."
See my profile for all my PbP threads!
Abraxas, assuming the others are comfortable, arrives with them at the City of the Dead.
Death on the Water and Baldur's Gate Bodyguard
Harmony heard as Abraxas asked Chernok if they came through this room or from the City of the Dead, surprised to hear the altar in the City of the Dead is where the portal must be built and closed or it will stay open. She was glad that he said that as he also told them to look for the girl with the wings as that will be the spot. Then she listened as the Captain was giving them the ability to leave the villa while he stays here to keep an eye on everything. Now he was telling them to investigate the altar and return back here to confirm if the situation has been resolved before getting their payment. "Alright, we'll make sure to close the portal and fix all this." Harmony said back to him as she nodded. Soon they all left for the City of the Dead, eager to return everything back to its peaceful ways again and work with Aria on their song later. Eventually they made it there as she shivered, not so fond of spooky graveyards and creepy stuff like this.
If the travel to the City of the Dead takes ten minutes, Jove would like to cast identify as a ritual on the book Abraxas and I found.
--- --- We want Grung! --- ---
~https://www.dmsguild.com/browse.php?author=DragonbornDoug ~
OOC: Each character has received 450 XP for deciphering part of the toy puzzle and discerning the location of the unmarked altar. You don't need to update this on your sheets, I have added it.
DM Screen:
2
It is evening by the time the party ventures across Waterdeep to the City of the Dead. The Midwinter Gala is still in full swing, and will probably continue throughout the night, although the revelers are steering well clear of the Cassalanter Villa. Snow has begun to fall, blanketing the city. With the celebrations taking place in the Sea Ward and the cold preventing sensible people from spending too much outside, the City of the Dead is eerily quiet, matching the dim light emanating sporadically from streetlamps in the area. Your breath forms puffs in the frigid air.
As you walk, Jove spends a moment to identify the spellbook found in the Cassalanter library. It is an enduring spellbook, its distinguishing feature being its inability to deteriorate due to fire, water, or age.
The City of the Dead covers a vast area, with many unusual statues, sculptures, and crypts lining the walkways. As you take in the view, two small imp-like creatures, with skin and wings like ice, and long, sharp beaks hover into view. It quickly becomes apparent that they are not friendly.
For Balin:
Aside from the creatures attacking you, you almost immediately notice in the distance the statue that Chernok was likely referring to; a little girl with wings, holding a candelabra with nine candles.
Initiative:
Abraxas: 14
Harmony: 6
Balin: 6
Halsen: 8
Jove: 4
Average: 17.6
Ice Mephit: 8
Ice Mephit: 17
Average: 16.5
Round 1 Order:
Players <=====
Ice Mephits
Tracking:
The two ice mephits are diving directly toward you, 10 feet in the air and 30 feet away.
OOC: Since this is our first taste of combat, a quick reminder that to keep things moving, I roll initiative in groups for PbP games, using the average roll of that group for their initiative count. Once it is the players' turn, it is any character's turn and you can post in any order. I will resolve that actions when either every character has taken their turn or 24 hours have passed.
See my profile for all my PbP threads!
Harmony did not like how cold it is right now, having become night already and wishing that she was back in the Sea Ward, still celebrating the Midwinter Gala like everyone else. But she knew that they have to close this portal, otherwise the festivities would only be ruined again as more innocent people like Aria end up getting hurt by demons coming here. As they arrive and see the City of the Dead filled with statues, sculptures, and crypts along the walkways before seeing imp-like icy creatures and them not being friendly as they were diving directly towards them. They have to stop these things, not wanting to waste time trying to fight them when they have to close the portal soon. So Harmony then started to sing a lullaby as she was casting Sleep on the two creatures, hoping to make them both go to sleep so that they all can quickly run past them and get out of their sight in order to find the statue they need without interruptions or delay.
Action: 2nd Level Sleep, targeting it so that it will only affect the Mephits (This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.)
Hit Points: 28
Bonus Action: If neither or only one of the Mephit falls asleep, then she will give Bardic Inspiration to Halsen.
Movement: She will move forward 30 feet if both Mephits fall asleep, but if neither or only one of the Mephit falls asleep then she will move back 30 feet.
That was a great first move. I hopefully speak for the rest of the party: I think we need to know if they are asleep before we proceed. We have been cautious this far, and I don't think we will spoil the rest of combat by waking them up immediately.
If one of them doesn't fall asleep, Jove is targeting it with cause fear. It has to succeed on a DC 13 Wis save or become frightened of me.
I want it to one not approach our squishy casters and two stay away from the city.
--- --- We want Grung! --- ---
~https://www.dmsguild.com/browse.php?author=DragonbornDoug ~
DM Screen:
19
26
23/23
17/21
Ice Mephit WIS Save: 9
Harmony starts to sing a gentle lullaby as the threat approaches. One of the approaching creatures suddenly falls from the sky, falling to the ground with a thud , and taking 10 bludgeoning damage in the process. Its eyes flutter back open laying prone on the ground, and cracks have appeared in its form from the impact.
Jove casts a wave of magical energy over the flying mephit, but it rolls off to no effect.
Round 1 Order:
Players <===== Abraxas, Balin and Halsen are still to act
Ice Mephits
Tracking:
One ice mephit is diving directly toward you, 10 feet in the air and 30 feet away.
The other ice mephit is laying prone and slightly wounded, 30 feet away.
See my profile for all my PbP threads!
Halsen draws her bow and takes a shot at the one in the air:
Attack: 15 Damage: 8
Halsen - Human Monk - Winter Splendor
Aradurk - Half-Orc Fighter - Barty's Blade Bizarre
Aradurk - Half-Orc Fighter - Betrayal at Devilsfall
Aradurk - Half-Orc Fighter - Barty's "The Hidden War" (Doom Portals Part 4A)
Aradurk - Half-Orc Fighter - Barty's "The Whispered Word (Doom Portals Part 5)
Garu - Tabaxi Paladin - Barty's "Beyond Twilight" (Rikirta Part 3)
Abraxas steps forward ten feet so that the prone mephit is within thrown dagger range. As it is prone, he has advantage. To hit: 15 Damage: 3
As soon as he throws the dagger, he steps back twenty feet, behind a gravestone that will provide half cover, if possible. Mage Armor (from the action on the stage) +2 AC (from cover)=17 AC
Death on the Water and Baldur's Gate Bodyguard
OOC: Attacks greater than 5 feet away from a prone target are actually at disadvantage, if you would like to change Abraxas's action. Waiting a little longer for Balin's input before moving on.
See my profile for all my PbP threads!
Instead, Abraxas will move forward to cast True Strike at the same mephit. He then steps back to take half cover. (OOC: I'd forgotten that about prone. Glad for the reminder!)
Death on the Water and Baldur's Gate Bodyguard
OOC: It's been almost three weeks since Balin's last post so I will start advancing without.
DM Screen:
15/23*
17/21
Halsen DEX Save: 5
Harmony DEX Save: 16
Halsen aims true, and his arrow clips the flyping mephit's wing, spraying ice into the air. The mephit barely slows, coming to a halt a few feet away and spraying a cone of cold air over its targets. Halsen, still aiming down his bow, sees the attack too late, taking 6 cold damage as the air washes over him. Moving quickly on the edge of the attack, Harmony only takes 2 cold damage.
Claws vs. Jove: 14
Abraxas moves behind a gravestone, and hones his next attack with magic focus, preparing to strike during the prone mephit's upcoming moment of weakness as it pulls itself back to its feet and flies right above the ground straight toward Jove, leading with its claws. Jove feels a slight nick as he twists away from the attack, followed by an unnatural chill in the small wound, taking 4 slashing damage and 4 cold damage.
Round 2 Order:
Players <=====
Ice Mephits
Tracking:
One mephit is hovering 10 feet high and 10 feet away from Halsen, Jove, and Harmony.
The other is hovering 5 feet high and engaged in melee combat with Jove.
Both mephits have been wounded.
Abraxas is in half-cover 20 feet away from the group, and has advantage on his next attack roll against the mephit in melee with Jove.
See my profile for all my PbP threads!
Jove tells "Get away! At least 10 feet back!"
"Abraxas, strike him down when I hold him back!"
That is Jove using his bonus action to give Abraxas bardic inspiration.
For his movement and action, Jove is going to move right in the middle of the two mephits, even if it promotes an opportunity attack. Then he casts arms of hadar. Each creature within 10 feet must make a DC strength save.
OOC: I am on mobile at the moment. I would appreciate Barty rolling the 2d6 damage for me!
--- --- We want Grung! --- ---
~https://www.dmsguild.com/browse.php?author=DragonbornDoug ~
Halsen repeats the previous attack on the mephit in the air:
Attack: 19 Damage: 5
Halsen - Human Monk - Winter Splendor
Aradurk - Half-Orc Fighter - Barty's Blade Bizarre
Aradurk - Half-Orc Fighter - Betrayal at Devilsfall
Aradurk - Half-Orc Fighter - Barty's "The Hidden War" (Doom Portals Part 4A)
Aradurk - Half-Orc Fighter - Barty's "The Whispered Word (Doom Portals Part 5)
Garu - Tabaxi Paladin - Barty's "Beyond Twilight" (Rikirta Part 3)
Dark tendrils begin to appear around Jove and Abraxas sees the mephit hover in concern. He weighs his dagger and prepares to throw it:11
Just as he releases the blade he is inspired by Jove's words:1
This gives him a 12 to hit for 4 damage.
He stays behind the gravestone for now.
Death on the Water and Baldur's Gate Bodyguard
Balin utters a prayer to Moradin and speaks some words of power, unleashing a torrent of radiant energy towards the higher imp.
Guiding Bolt Attack: 18 Damage: 16
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep