Everyone moves to the middle. Drusk holds up the hag-torch. Pascal summons a spectral hand to grasp the torch, and move it to bonfire #8.
(For this encounter, everyone can act at initiative count 15, in whatever order you want. The party would plan ahead before acting.)
Pascal has the mage hand light pile #8 and move to pile #7. (Round 1, init 15) The wispy humanoid form appears over D1.
The freezing gale wind blows across across the summit. It goes around the edges of the central stone, leaving everyone at D1 unharmed. (Round 1, init 10)
The fog hand appears over bonfire #8. (Round 2, init 20)
Pascal has the mage hand light pile #7 and move to pile #6. (Round 2, init 15)
The fog hand smushes bonfire #8, extinguishing it. The freezing gale wind blows across the summit. (Round 2, init 10)
The fog hand moves 25', just fast enough to get over the top of bonfire #7. (Round 3, init 20)
The pattern repeats itself. Pascal can light a bonfire ahead of the fog hand, but with only one "Action", cannot move the torch fast enough to light more than one bonfire per round. After a few more cycles, he brings the torch back. (Mage hand expires after 1 minute.) When the fog hand extinguishes the last lit bonfire, it retreats back into the fog around the summit, the freezing wind calms down, and the wispy figure above the central stone disappears.
(OoC: As you might guess, this encounter is designed for more participants. More than one fire can be lit in a round, but that requires more Actions and Movement.
If your action is to "Use an Object" to light a bonfire with the torch, as part of that action you can hand off the torch, or receive the torch (but not both). You can use an Action to pull the torch away from someone (who is not handing it off). Another possible Action is to throw it from one bonfire to another (25').
If the party takes more damage from the freezing wind, Drusk is prepared to use Prayer of Healing on the group, so don't be afraid of taking a few cold blasts.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Hildigrim turns in circles, pointing, counting, mumbling, shaking his head, scratching his chin, and finally whooping. "Hainard's hairy toes! I think I might have figured it out." He goes on to explain this:
Round 1: Drusk and Pascal stand together at 1, and Pascal is holding the torch. Jorin is at 8, Hildigrim is at 7, and Quillary (as a half-elf) is at 7. Pascal lights 1, hands the torch to Drusk, and moves to 2. Drusk moves to 8, lights it, and hands the torch to Jorin. Jorin moves to 7, lights it, and hands the torch to Hildigrim. Hildigrim moves to 6, lights it, and hands the torch to Quillary. Quillary moves to 5 and lights it. The hand will appear and put out 1, not hitting anyone.
Round 2: Pascal moves to 3. Drusk moves back to 1. Hildigrim and Jorin jump up onto the stone under the pretense of helping everyone remember what they have to do. Quillary takes the torch to 4 and lights it. The hand will appear and put out 8, hitting no one.
Round 3: Quillary moves to 3, lights it, and hands the torch to Pascal. Pascal moves to 2 and lights it. Drusk and Hildigrim stay where they are and do nothing. Jorin moves to 8. The hand appears and puts out 7, hitting nada. (If it's too much movement for Jorin to go to the stone and then to 8, he goes straight to 8 and perhaps gets hit by the hand.)
Round 4: Pascal moves to 1, lights it, and hands the torch to Drusk. Drusk moves to 8, lights it, and hands the torch to Jorin. Jorin moves to 7 and lights the last fire!
Jorin looks on intently as Hildigrim explains his plan, occasionally nodding his head, looking up at sky, and counting on his fingers, but he is pretty sure he has it down.
OoC: I had originally intended that "handing off" from player 1 had to be matched up with "receiving" from player 2, which significantly slows down the movement of the torch. But now I realize there are some problems that are easier in person (players brainstorming with the same map in front of them) and more frustrating with play-by-post. So I will change the rules, so the chain-hand-off that DirtyDogP suggested will work.
Quillary in bear form will have problems with the torch, as the lack of opposable thumbs means she can't do a track meet baton pass. She can start round 1 with the torch handle in her jaws, and hand it off, but it won't be a free action to put the torch in her jaws.
The fog hand won't appear until init 20 after first bonfire is lit. So it won't smother a fire in round 1, only beginning in round 2.
It sounds like the idea is to light five fires in round 1, one fire in round 2 (with everyone except the torch-holder doing a Move+Dash to get to new positions), and then multiple fire lighting in round 3. In theory, all 8 bonfires could be lit by init 15 of round 3. Two modifications suggested:
Quillary-bear starts with the torch in round 1, and then moves to the central stone in round 2, watching for more danger. (She can hand off the torch as part of her lighting Action, but it would take a full Action to pass the torch to her.)
Pascal stays in the central stone slab, and is replaced by Pascal's mage hand. Since the hand can't Move+Dash, it will be last in the chain in round 1, light one fire in round 2, and start the chain in round 3.
Does that sound right? If so, I'll execute the plan.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
Pascal stands at the edge of the central stone, so he is close enough to bonfire #5 to maintain Mage Hand. (Volo is resting on his shoulder, watching the events with interest.)
The rest of the party stand by their bonfires: Quillary-bear (1), Drusk (8), Jorin (7), Hildigrim (6), Pascal-hand (5). When everyone is in position, Hildigrim gives the signal to start acting.
(Round 1, init 15) Each party member lights their bonfire pile, moves to the next bonfire (counter-clockwise), and hands the torch to the next person. (With the power of D&D magic, all this sequential lighting and movement happens in 6 seconds.)
(Round 1, init 10) Five bonfires are burning brightly. The wispy humanoid figure above D1 becomes more substantial, but the freezing gale blowing across the summit is also more intense. DEX saves vs. DC 10, take 10 points cold damage, half with successful save: Q-bear 8 , Drusk 5 , Jorin (w/adv) 20 , Hildigrim 7
(Round 2, init 20) The fog hand appears above bonfire number 7 . This was unexpected, but Hildigrim yells out for everyone to stick with the plan.
(Round 2, init 15) Pascal-hand lights bonfire #4, and moves to #3. Everyone moves to the center D1 area. Drusk will use Dash to stand at pile #2. Hildigrim will stand at the edge of D1 closest to pile #2. Jorin will stand at the edge closest to pile #5, ready to sprint like the anchor of a track relay team. Pascal moves counter-clockwise along the edge of D1 to keep the mage hand in range.
(Round 2, init 10) The fog hand smothers bonfire #5. (Right now, the unlit bonfires are 2, 3, and 5.) Drusk is the only one outside of D1, so he rolls for a DEX save: 13 He is thrown against the pile of wood and buffeted by the gale winds (10 cold damage), but he holds his ground.
(Round 3, init 20) The fog hand moves to bonfire #4 and hovers above it, ready to flatten it.
(Round 3, init 15) Pascal-hand lights bonfire #3, and moves to #2. Drusk lights pile #2, and moves onto the central stone slab. Hildigrim takes the torch from Drusk, goes directly across D1 to Jorin. Jorin takes the torch from Hildigrim, marches to pile #5, and ignites it.
All 8 bonfires are currently lit, and only Jorin is outside the central D1 area.
(I will leave this as a cliffhanger, and post what happens in a few hours.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
During the 2nd round, when everyone (except Drusk) as on the circular stone, the wispy form became more defined. It looks like Llyneth, but not the warped figure throwing bones into the Eye, and not the bestial wereboar that tested your courage on the hill. She is a middle-aged woman, unbent by age. Her black hair is streaked with gray, and she has it swept up in elaborate braids that are laced with flowers. She is wearing druid vestments of rich wool, which are splendidly decorated with knotwork.
The fog overhead also thins. With each bonfire lit, the moon overhead waxes from new to full. When all eight bonfires are lit, Llyneth’s spirit fully manifests, and the moon is full. Quillary and Jorin briefly feel dizzy and nauseous, as the lycanthropy tries to change them, but the power of the moonwell suppresses the disease for now. (You won't be able to voluntarily change, and no more immunity to non-magic weapons.)
The spirit of Llyneth looks around, aware of her surrounding for the first time. She slices the air with her hand. The freezing wind dies down, and the claw of fog dissipates as if it were nothing but the morning mist. Llyneth nods in thanks to you. “You have allowed me to find myself again. And now we must return.”
Drusk holds up his hands. "Whoa whoa whoa! All of us have taken some damage. Some of us more than others. We need some time to recover." Llyneth cannot delay the trip back for an hour, so no short rest. But with impatience, she will wait the 10 minutes for Drusk to cast Prayer of Healing on the group, good for 13 apiece. That heals up everyone to full, except Drusk. He will gobble down the remaining Goodberries to get to full health as well.
(If there are any other preparations to be done during these 10 minutes, let me know. Otherwise, you are headed back for the boss fight. Quillary still has 30 min. remaining with her bear form.)
EDIT: As the party is preparing to leave, Hildigrim notices (with his high passive Perception and Investigation) a colorful gem at his feet, that stands out from the surround chalky bone soil. He has the option of putting the polished agate into his pocket, for later investigation, if he wishes. (OoC: This is a magic item aimed at Hildigrim, but it does require attunement, so that will have to wait for later.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
OOC > Hey, sorry for being absent, down with a fever of 102º for a few days. Glad Quillary is still in bear form. Time to fight!
Quillary-bear snuffles and rumbles, but doesn't add much to the party's successful solution of the puzzle. She does give Hildigrim an appreciative head butt though, for his clear thinking.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Jorin smiles and bangs his blades together as Pascal embiggens him, "Ha, yes, I love being huge! Llyneth, we will free you of this place. Let us fight!"
(OoC: The next post will be the map. That will take a bit of time, so before that I want everyone to roll initiative and roll a d12. I am going to use ordinary fixed initiative, as it will get too complicated to do concurrent for this combat, with lair actions and potential hit-and-run tactics.
Drusk: 3 and the d12: 6
Enemy minions: 12, 8, 15, 12, 9
It is night when you emerge from the moonwell, and a half-moon shines above, drenching the grove in silvery light. Llyneth’s spirit hovers over the moonwell and points a finger in challenge at the Shadow of the Beast. “Kauth! Your prison is broken. Now begone from here!”
(You may wonder what happened to the 4 werewolves that were helping before. (OoC: I am. The author forgot about them.) When Llyneth first arrives, a wave of her spiritual hand created a gust of wind, sending the werewolves flying into the trees around the grove. They are either dead or unconscious for hours.)
Llyneth’s misshapen physical body slumps to the ground and rapidly returns to normal. Then a thick, red mist streams out of her mouth and coalesces into a menacing spiritual predator. “My prey returns, and she brought fresh meat,” he growls. “You couldn’t best me before. What makes you think you can do so now?”
“I’m not alone this time,” Llyneth answers.
Kauth snorts in derision and howls. Shadowy hounds emerge from the darkness of the forest. “Neither am I,” he snarls and rushes at her.
“Leave Kauth to me!” she shouts in warning. “You can’t harm him. Slay his pack!”
The 2 spirits ascend over the moonwell, swirling in a combat that you can't comprehend or directly influence. The water of the moonwell churns and roils, reflecting each of them attempting to gain control of its power.
There are 5 hound-like (medium sized) creatures from the shadow fell around the party. One of the Shadow Mastiffs is larger and growling directions at the others, obviously the pack alpha.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Everyone moves to the middle. Drusk holds up the hag-torch. Pascal summons a spectral hand to grasp the torch, and move it to bonfire #8.
(For this encounter, everyone can act at initiative count 15, in whatever order you want. The party would plan ahead before acting.)
The pattern repeats itself. Pascal can light a bonfire ahead of the fog hand, but with only one "Action", cannot move the torch fast enough to light more than one bonfire per round. After a few more cycles, he brings the torch back. (Mage hand expires after 1 minute.) When the fog hand extinguishes the last lit bonfire, it retreats back into the fog around the summit, the freezing wind calms down, and the wispy figure above the central stone disappears.
(OoC: As you might guess, this encounter is designed for more participants. More than one fire can be lit in a round, but that requires more Actions and Movement.
If your action is to "Use an Object" to light a bonfire with the torch, as part of that action you can hand off the torch, or receive the torch (but not both). You can use an Action to pull the torch away from someone (who is not handing it off). Another possible Action is to throw it from one bonfire to another (25').
If the party takes more damage from the freezing wind, Drusk is prepared to use Prayer of Healing on the group, so don't be afraid of taking a few cold blasts.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Hildigrim turns in circles, pointing, counting, mumbling, shaking his head, scratching his chin, and finally whooping. "Hainard's hairy toes! I think I might have figured it out." He goes on to explain this:
Round 1: Drusk and Pascal stand together at 1, and Pascal is holding the torch. Jorin is at 8, Hildigrim is at 7, and Quillary (as a half-elf) is at 7. Pascal lights 1, hands the torch to Drusk, and moves to 2. Drusk moves to 8, lights it, and hands the torch to Jorin. Jorin moves to 7, lights it, and hands the torch to Hildigrim. Hildigrim moves to 6, lights it, and hands the torch to Quillary. Quillary moves to 5 and lights it. The hand will appear and put out 1, not hitting anyone.
Round 2: Pascal moves to 3. Drusk moves back to 1. Hildigrim and Jorin jump up onto the stone under the pretense of helping everyone remember what they have to do. Quillary takes the torch to 4 and lights it. The hand will appear and put out 8, hitting no one.
Round 3: Quillary moves to 3, lights it, and hands the torch to Pascal. Pascal moves to 2 and lights it. Drusk and Hildigrim stay where they are and do nothing. Jorin moves to 8. The hand appears and puts out 7, hitting nada. (If it's too much movement for Jorin to go to the stone and then to 8, he goes straight to 8 and perhaps gets hit by the hand.)
Round 4: Pascal moves to 1, lights it, and hands the torch to Drusk. Drusk moves to 8, lights it, and hands the torch to Jorin. Jorin moves to 7 and lights the last fire!
Pascal blinks. He gives a thumbs up, “Well, makes sense!”
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Jorin looks on intently as Hildigrim explains his plan, occasionally nodding his head, looking up at sky, and counting on his fingers, but he is pretty sure he has it down.
OoC: I had originally intended that "handing off" from player 1 had to be matched up with "receiving" from player 2, which significantly slows down the movement of the torch. But now I realize there are some problems that are easier in person (players brainstorming with the same map in front of them) and more frustrating with play-by-post. So I will change the rules, so the chain-hand-off that DirtyDogP suggested will work.
Quillary in bear form will have problems with the torch, as the lack of opposable thumbs means she can't do a track meet baton pass. She can start round 1 with the torch handle in her jaws, and hand it off, but it won't be a free action to put the torch in her jaws.
The fog hand won't appear until init 20 after first bonfire is lit. So it won't smother a fire in round 1, only beginning in round 2.
It sounds like the idea is to light five fires in round 1, one fire in round 2 (with everyone except the torch-holder doing a Move+Dash to get to new positions), and then multiple fire lighting in round 3. In theory, all 8 bonfires could be lit by init 15 of round 3. Two modifications suggested:
Does that sound right? If so, I'll execute the plan.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Works for me!
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Pascal stands at the edge of the central stone, so he is close enough to bonfire #5 to maintain Mage Hand. (Volo is resting on his shoulder, watching the events with interest.)
The rest of the party stand by their bonfires: Quillary-bear (1), Drusk (8), Jorin (7), Hildigrim (6), Pascal-hand (5). When everyone is in position, Hildigrim gives the signal to start acting.
All 8 bonfires are currently lit, and only Jorin is outside the central D1 area.
(I will leave this as a cliffhanger, and post what happens in a few hours.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
LOL
We did it! I think? Great job DDP!
During the 2nd round, when everyone (except Drusk) as on the circular stone, the wispy form became more defined. It looks like Llyneth, but not the warped figure throwing bones into the Eye, and not the bestial wereboar that tested your courage on the hill. She is a middle-aged woman, unbent by age. Her black hair is streaked with gray, and she has it swept up in elaborate braids that are laced with flowers. She is wearing druid vestments of rich wool, which are splendidly decorated with knotwork.
The fog overhead also thins. With each bonfire lit, the moon overhead waxes from new to full. When all eight bonfires are lit, Llyneth’s spirit fully manifests, and the moon is full. Quillary and Jorin briefly feel dizzy and nauseous, as the lycanthropy tries to change them, but the power of the moonwell suppresses the disease for now. (You won't be able to voluntarily change, and no more immunity to non-magic weapons.)
The spirit of Llyneth looks around, aware of her surrounding for the first time. She slices the air with her hand. The freezing wind dies down, and the claw of fog dissipates as if it were nothing but the morning mist. Llyneth nods in thanks to you. “You have allowed me to find myself again. And now we must return.”
Drusk holds up his hands. "Whoa whoa whoa! All of us have taken some damage. Some of us more than others. We need some time to recover." Llyneth cannot delay the trip back for an hour, so no short rest. But with impatience, she will wait the 10 minutes for Drusk to cast Prayer of Healing on the group, good for 13 apiece. That heals up everyone to full, except Drusk. He will gobble down the remaining Goodberries to get to full health as well.
(If there are any other preparations to be done during these 10 minutes, let me know. Otherwise, you are headed back for the boss fight. Quillary still has 30 min. remaining with her bear form.)
EDIT: As the party is preparing to leave, Hildigrim notices (with his high passive Perception and Investigation) a colorful gem at his feet, that stands out from the surround chalky bone soil. He has the option of putting the polished agate into his pocket, for later investigation, if he wishes. (OoC: This is a magic item aimed at Hildigrim, but it does require attunement, so that will have to wait for later.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Pascal will Twin Cast Enlarge Person on Drusk and Jorin (assuming that the teleportation doesn’t dispel it)!
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Hildigrim may be a rogue, but he is no thief. He asks Llyneth if the agate is hers.
She is currently a spirit, trapped here by Kauth until the party just freed her. She tells you she has no possessions here.
(Edit: Modified last sentence to verify that she said no, after the next post.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
I'm interpreting your answer as she said no. Hildigrim pockets the gem for later.
OOC > Hey, sorry for being absent, down with a fever of 102º for a few days. Glad Quillary is still in bear form. Time to fight!
Quillary-bear snuffles and rumbles, but doesn't add much to the party's successful solution of the puzzle. She does give Hildigrim an appreciative head butt though, for his clear thinking.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin smiles and bangs his blades together as Pascal embiggens him, "Ha, yes, I love being huge! Llyneth, we will free you of this place. Let us fight!"
(OoC: The next post will be the map. That will take a bit of time, so before that I want everyone to roll initiative and roll a d12. I am going to use ordinary fixed initiative, as it will get too complicated to do concurrent for this combat, with lair actions and potential hit-and-run tactics.
It is night when you emerge from the moonwell, and a half-moon shines above, drenching the grove in silvery light. Llyneth’s spirit hovers over the moonwell and points a finger in challenge at the Shadow of the Beast. “Kauth! Your prison is broken. Now begone from here!”
(You may wonder what happened to the 4 werewolves that were helping before. (OoC: I am. The author forgot about them.) When Llyneth first arrives, a wave of her spiritual hand created a gust of wind, sending the werewolves flying into the trees around the grove. They are either dead or unconscious for hours.)
Llyneth’s misshapen physical body slumps to the ground and rapidly returns to normal. Then a thick, red mist streams out of her mouth and coalesces into a menacing spiritual predator. “My prey returns, and she brought fresh meat,” he growls. “You couldn’t best me before. What makes you think you can do so now?”
“I’m not alone this time,” Llyneth answers.
Kauth snorts in derision and howls. Shadowy hounds emerge from the darkness of the forest. “Neither am I,” he snarls and rushes at her.
“Leave Kauth to me!” she shouts in warning. “You can’t harm him. Slay his pack!”
The 2 spirits ascend over the moonwell, swirling in a combat that you can't comprehend or directly influence. The water of the moonwell churns and roils, reflecting each of them attempting to gain control of its power.
There are 5 hound-like (medium sized) creatures from the shadow fell around the party. One of the Shadow Mastiffs is larger and growling directions at the others, obviously the pack alpha.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
edit: oooo, high initiative, you know Jorin is going after dat alpha!
Quillary as bear initiative: 14
d12: 8
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Pascal: 4
d12: 6
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist