Dwarfholme (Mount Celestia) --> Winter's Hall (Pandemonium) --> Argentil (The Gates Of The Moon) --> Banehold (Acheron) --> Summeroak (The Deep Forest)
With spending about 2 years on the plane of Mount Celestia, you saw wonders rarely seen by mortals, and interacted with creatures heavenly beyond your imagination. Alessandra, and the rest of you, did very well. Lots of nat20s!
You grow TWO levels.
Update incoming. If you guys ain't sweating i'm not doin this right. The universe depends on you guys not to fail a single roll. =P
Pandemonium: Winter's Hall (Auril): The realm of Winter's Hall is a frigid tundra fraught with violent winter storms, with winds rarely slower than 30 miles per hour. Visibility is only a few feet because of the extreme blizzard conditions. It is said that as one travels deeper into the realm, it grows colder and colder until the land is covered in a vast sheet of ice. It is said that there is no colder place in the multiverse, and anyone not taking shelter would take extreme damage from the bitter cold. Auril resides in Winter's Hall - a massive ice palace floating in the plane.
NAVIGATING THE PLANE (ALL):You walk on the portal once more and punch in the coordinates to Pandemonium, home of Winter's Hall. In the blink of an eye, you are transported to a much different plane that the years you spent on Mount Celestia. Pandemonium is a plane of madness, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. It is so windy on this plane, conversation is possible only by yelling, and even then only to a maximum distance of 10 feet. As you travel to the center of the plane, you learn most of the plane’s inhabitants are creatures that were banished to the plane with no hope of escape, and many of them have been driven mad by the incessant winds or forced to take shelter in places where the winds die down until they sound like distant cries of torment. You too, after a few hours, are effected by the winds. As the hours go by, you feel your mind slowly cracking. Everyone needs to make a DC10 WIS saving throw. For every number below 10 that you roll, you get one level of exhaustion. Roll a 4 or lower and you mind breaks like a twig after the long days of travel in this place, and you are considered forever lost, and the game is over. NAVIGATING THROUGH WINTER'S HALL (ALL):You manage to find the entrance to Winter's Hall after untold days of wind and howling tunnels. As you enter Winter's Hall, the coldness is unlike anything you have heard, or could possibly imagine. With some quick thinking, you activate the Coin of Dwarfholme, and return to normal body temperature. The plane is a complete wasteland of ice. Not much can survive in this level of cold, that would, should the coin fail, immediately flash freeze you all to your core. You search for the Fortress of Auril, god of this realm. Because the snowstorm is so powerful, you can barely see, so we'll need some DC10 WIS Survival checks from each of you to make sure you all don't get lost. Work together. Use spells Failure means you get lost and can't find your way to Winter's Hall, or the coordinates to return home. GAINING AN AUDIENCE (ONE):The avatar of Auril is a enormous female humanoid made completely of clear moveable ice. Even with the Armor of Dwarfholme activated, you can still feel the chill of Winter's Hall in your bones. The cold is completely unnatural, without the armor, you have perished days ago in this extreme temperature. Auril is evil, and has no reason to help you, but yet fears the return of Umbra. While in front of her council, you try to convince a God of your mission, and why you need her assistance. One person must make a DC10 Persuasion check to grant her icy favor. Auril has no intention of giving second chances. Fail, and all will be for naught. Make this roll count. SURVIVING THE WILDLIFE (ALL): Winter's Hall has problems of it's own. Auril will release to coin into your hands if you can prove your worth. Two days from the Winter's Hall, to the south, is a young Ice Dragon named Evreos that has made it's home and is terrorizing Winter's Hall's population. While Auril's people could easily take care of the problem, she deems this a perfect test. Everyone take a turn and make an attack as if you were attacking this Dragon. The AC is 10. The goal is to accumulate at least 150 points of damage in one round combined after everyone has taken a turn. Fail, and your favor is lost, and the campaign ends. FORGING THE POWER OF THE COIN (ALL):?????? RETURNING HOME (OU812):??????
This post has potentially manipulated dice roll results.
Everyone gets an additional +3 on saving throws when within my aura. Ra'iik gains +4 thanks to his ring of protection.
Navigating the Plane- Wisdom:22 + Guidance 4 Winter's Hall- Survival:6 + Guidance: 2 Gaining an Audience. Once again, Ra'iik will attempt to help the charasmatic Aless with her negotiations. Fighting the dragon- Ra'iik's Turn. In preperation, he will cast haste on both himself and OU812 He will also call upon his Channel Divinity: Vow of Emnity on Everos as a bonus action in preperation.
OOC: So, in summary, we need to make the following rolls?
All: DC10 WIS saving throw to not go nuts (4 or less and it's game-over) [+3 buff due to Ra'iik]
All: DC10 Survival Check to not get lost (9 or less and it's game-over)
One PC: DC10 Persuasion Check to get Auril's favor (9 or less and it's game-over)
All: One turn of attacks against AC10 dragon and total damage must exceed 150 HP
All: Unknown challenge to get the coin
OU812: DC5 Arcana Check to successfully cast the spell to get us teleported back home (1 and it's game-over, 2-4 means we're all teleported somewhere else than back home)
What buffs/bonuses do we have that can help us out for the above 17+ game-ending rolls? Grianne's Guidance offers 1d4 bonus to any one skill check. Others?
OU812: That's correct except the very last part. If you fail the roll, you're teleported someone else completely lost. Game over. Like, somewhere in deep space or into Tiamat's gullet.
NAVIGATING THE PLANE (ALL):You walk on the portal once more and punch in the coordinates to Pandemonium, home of Winter's Hall. In the blink of an eye, you are transported to a much different plane that the years you spent on Mount Celestia. Pandemonium is a plane of madness, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. It is so windy on this plane, conversation is possible only by yelling, and even then only to a maximum distance of 10 feet. As you travel to the center of the plane, you learn most of the plane’s inhabitants are creatures that were banished to the plane with no hope of escape, and many of them have been driven mad by the incessant winds or forced to take shelter in places where the winds die down until they sound like distant cries of torment. You too, after a few hours, are effected by the winds. As the hours go by, you feel your mind slowly cracking. Everyone needs to make a DC10 WIS saving throw. For every number below 10 that you roll, you get one level of exhaustion. Roll a 4 or lower and you mind breaks like a twig after the long days of travel in this place, and you are considered forever lost, and the game is over.
This post has potentially manipulated dice roll results.
With their last trip being a success, Alessandra found herself ready for the next challenge. Every single one of them had their strengths, and each of them was willing to lend a helping hand in any way they could, including traversing the icey plane.
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
NAVIGATING THE PLANE (ALL):You walk on the portal once more and punch in the coordinates to Pandemonium, home of Winter's Hall. In the blink of an eye, you are transported to a much different plane that the years you spent on Mount Celestia. Pandemonium is a plane of madness, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. It is so windy on this plane, conversation is possible only by yelling, and even then only to a maximum distance of 10 feet. As you travel to the center of the plane, you learn most of the plane’s inhabitants are creatures that were banished to the plane with no hope of escape, and many of them have been driven mad by the incessant winds or forced to take shelter in places where the winds die down until they sound like distant cries of torment. You too, after a few hours, are effected by the winds. As the hours go by, you feel your mind slowly cracking. Everyone needs to make a DC10 WIS saving throw. For every number below 10 that you roll, you get one level of exhaustion. Roll a 4 or lower and you mind breaks like a twig after the long days of travel in this place, and you are considered forever lost, and the game is over.
This post has potentially manipulated dice roll results.
Assuming we're all helping each other out, here goes (sorry in advance, folks...I just know in my gut I'm going to fail miserably):
DC10 WIS saving throw to not go nuts: 24 + 2Guidance bonus
DC10 Survival Check to not get lost: 17 + 3Guidance bonus
DC10 Persuasion Check to get Auril's favor: N/A (someone else is rollin' that one!)
One turn of attacks against the dragon:
When OU812 appears in front of the dragon, the dragon see's him and has to roll a DC12 WIS saving throw to not be frightened of him (barbarian Intimidating Presence).
Intimidating PresencePHB
You can frighten a creature that you can see within 30 ft. If it can see and hear you, it must succeed on a WIS saving throw (DC 12 or be frightened until the end of your next turn. You can use your action to extend the duration of this effect each turn, unless it moves out of line of sight or more than 60 ft. away from you.
OU812 then rages+reckless+frenzy attacks the dragon:
Attack #1: 26 Damage: 19 + 4 additional "Flamestrike" damage from his greataxe
Attack #2: 25 Damage: 17 + 9 additional "Flamestrike" damage from his greataxe
Frenzy Attack: 27 Damage: 20 + 7 additional "Flamestrike" damage from his greataxe
NAVIGATING THE PLANE (ALL): You walk on the portal once more and punch in the coordinates to Pandemonium, home of Winter's Hall. In the blink of an eye, you are transported to a much different plane that the years you spent on Mount Celestia. Pandemonium is a plane of madness, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. It is so windy on this plane, conversation is possible only by yelling, and even then only to a maximum distance of 10 feet. As you travel to the center of the plane, you learn most of the plane’s inhabitants are creatures that were banished to the plane with no hope of escape, and many of them have been driven mad by the incessant winds or forced to take shelter in places where the winds die down until they sound like distant cries of torment. You too, after a few hours, are effected by the winds. As the hours go by, you feel your mind slowly cracking. Everyone needs to make a DC10 WIS saving throw. For every number below 10 that you roll, you get one level of exhaustion. Roll a 4 or lower and you mind breaks like a twig after the long days of travel in this place, and you are considered forever lost, and the game is over.
NAVIGATING THROUGH WINTER'S HALL (ALL): You manage to find the entrance to Winter's Hall after untold days of wind and howling tunnels. As you enter Winter's Hall, the coldness is unlike anything you have heard, or could possibly imagine. With some quick thinking, you activate the Coin of Dwarfholme, and return to normal body temperature. The plane is a complete wasteland of ice. Not much can survive in this level of cold, that would, should the coin fail, immediately flash freeze you all to your core. You search for the Fortress of Auril, god of this realm. Because the snowstorm is so powerful, you can barely see, so we'll need some DC10 WIS Survival checks from each of you to make sure you all don't get lost. Work together. Use spells Failure means you get lost and can't find your way to Winter's Hall, or the coordinates to return home.
This post has potentially manipulated dice roll results.
Wisdom save 15
Grianne, having grown up in harsh conditions is well equipped to not freeze to death. She will make bonfires to keep her allies warm and if needed, turn into a fire elemental for half a day to radiate more hear.
Alessandra was grateful at the assistance everyone was giving one another as they all made through the frozen halls, but she knew their mission was far from over. One the way, Aless had striken up a small conversation with Ra'iik on how they should present their case to Auril.
The Aasimar wasted no time in explaining their plan to the evil goddess when given the chance to speak, using the paladin's assistance to aid in the best way to convince her in giving the group the coin. Evrik even gave her a friendly pat on the shoulder for his own kind of assistance before she started. "I know you all fear the return of Umbra. We are here to stop it."
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
GAINING AN AUDIENCE (ONE): The avatar of Auril is a enormous female humanoid made completely of clear moveable ice. Even with the Armor of Dwarfholme activated, you can still feel the chill of Winter's Hall in your bones. The cold is completely unnatural, without the armor, you have perished days ago in this extreme temperature. Auril is evil, and has no reason to help you, but yet fears the return of Umbra. While in front of her council, you try to convince a God of your mission, and why you need her assistance. One person must make a DC10 Persuasion check to grant her icy favor. Auril has no intention of giving second chances. Fail, and all will be for naught. Make this roll count.
Alessandra's charms and negotiations win the day!
SURVIVING THE WILDLIFE (ALL):Winter's Hall has problems of it's own. Auril will release to coin into your hands if you can prove your worth. Two days from the Winter's Hall, to the south, is a young Ice Dragon named Evreos that has made it's home and is terrorizing Winter's Hall's population. While Auril's people could easily take care of the problem, she deems this a perfect test. Everyone take a turn and make an attack as if you were attacking this Dragon. The AC is 10. The goal is to accumulate at least 150 points of damage in one round combined after everyone has taken a turn. Fail, and your favor is lost, and the campaign ends.
A total of 171 damage was done between OU812 and Ra'iik. Incredible!!!!
FORGING THE POWER OF THE COIN (ALL):Within the great fortress of Winter's Hall, the threat of the return of Umbra and the test of might is enough to win the favor of the Queen of Ice. With her bare hands, she forges a bit of her power into the coin. While not trusting you all completely, the avatar of Auril knows that armed with another coin, you must be worthy at an attempt to destroy the threat of Umbra. She wishes you well, and good luck. The Coin of Auril, once activated, will protect you from extreme temperatures of deep space. Without this coin, all would have been lost. Attuning to the coin will require a DC10 Arcana check. Those who fail will die from the cold of the cosmos, and the mission will be considered a failure.
RETURNING HOME (OU812):Should you survive the attunement process, it's aDC10 Arcana, OU812, to go back to the warehouse. Take us home, boy.
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Dwarfholme (Mount Celestia)--> Winter's Hall (Pandemonium) --> Argentil (The Gates Of The Moon) --> Banehold (Acheron) --> Summeroak (The Deep Forest)Last to know and first to be blamed...
As a free action, can I regret my life choices?
Grianne is glad to have been successful and breaths a sigh of relief when they return.
That felt too easy.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Too easy? I was sweatin'! Someone take some levels in Bard, most my skill rolls are flat rolls hahaha
Speaking of levels, do we grow one?
"CoS" Rumble- Tabaxi Shadow Monk
With spending about 2 years on the plane of Mount Celestia, you saw wonders rarely seen by mortals, and interacted with creatures heavenly beyond your imagination. Alessandra, and the rest of you, did very well. Lots of nat20s!
You grow TWO levels.
Update incoming. If you guys ain't sweating i'm not doin this right. The universe depends on you guys not to fail a single roll. =P
Pandemonium: Winter's Hall (Auril): The realm of Winter's Hall is a frigid tundra fraught with violent winter storms, with winds rarely slower than 30 miles per hour. Visibility is only a few feet because of the extreme blizzard conditions. It is said that as one travels deeper into the realm, it grows colder and colder until the land is covered in a vast sheet of ice. It is said that there is no colder place in the multiverse, and anyone not taking shelter would take extreme damage from the bitter cold. Auril resides in Winter's Hall - a massive ice palace floating in the plane.
NAVIGATING THE PLANE (ALL): You walk on the portal once more and punch in the coordinates to Pandemonium, home of Winter's Hall. In the blink of an eye, you are transported to a much different plane that the years you spent on Mount Celestia. Pandemonium is a plane of madness, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. It is so windy on this plane, conversation is possible only by yelling, and even then only to a maximum distance of 10 feet. As you travel to the center of the plane, you learn most of the plane’s inhabitants are creatures that were banished to the plane with no hope of escape, and many of them have been driven mad by the incessant winds or forced to take shelter in places where the winds die down until they sound like distant cries of torment. You too, after a few hours, are effected by the winds. As the hours go by, you feel your mind slowly cracking. Everyone needs to make a DC10 WIS saving throw. For every number below 10 that you roll, you get one level of exhaustion. Roll a 4 or lower and you mind breaks like a twig after the long days of travel in this place, and you are considered forever lost, and the game is over.
NAVIGATING THROUGH WINTER'S HALL (ALL): You manage to find the entrance to Winter's Hall after untold days of wind and howling tunnels. As you enter Winter's Hall, the coldness is unlike anything you have heard, or could possibly imagine. With some quick thinking, you activate the Coin of Dwarfholme, and return to normal body temperature. The plane is a complete wasteland of ice. Not much can survive in this level of cold, that would, should the coin fail, immediately flash freeze you all to your core. You search for the Fortress of Auril, god of this realm. Because the snowstorm is so powerful, you can barely see, so we'll need some DC10 WIS Survival checks from each of you to make sure you all don't get lost. Work together. Use spells Failure means you get lost and can't find your way to Winter's Hall, or the coordinates to return home.
GAINING AN AUDIENCE (ONE): The avatar of Auril is a enormous female humanoid made completely of clear moveable ice. Even with the Armor of Dwarfholme activated, you can still feel the chill of Winter's Hall in your bones. The cold is completely unnatural, without the armor, you have perished days ago in this extreme temperature. Auril is evil, and has no reason to help you, but yet fears the return of Umbra. While in front of her council, you try to convince a God of your mission, and why you need her assistance. One person must make a DC10 Persuasion check to grant her icy favor. Auril has no intention of giving second chances. Fail, and all will be for naught. Make this roll count.
SURVIVING THE WILDLIFE (ALL): Winter's Hall has problems of it's own. Auril will release to coin into your hands if you can prove your worth. Two days from the Winter's Hall, to the south, is a young Ice Dragon named Evreos that has made it's home and is terrorizing Winter's Hall's population. While Auril's people could easily take care of the problem, she deems this a perfect test. Everyone take a turn and make an attack as if you were attacking this Dragon. The AC is 10. The goal is to accumulate at least 150 points of damage in one round combined after everyone has taken a turn. Fail, and your favor is lost, and the campaign ends.
FORGING THE POWER OF THE COIN (ALL): ??????
RETURNING HOME (OU812): ??????
If possible, Grianne would use wind walk to try to shorten their journey and use guidance on herself and her allies to help them not get lost.
Would we benefit from Ra'iiks paladin aura to buff our saves ?
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Sure. You want to do anything to not fail these rolls.
Everyone gets an additional +3 on saving throws when within my aura. Ra'iik gains +4 thanks to his ring of protection.
Navigating the Plane- Wisdom: 22 + Guidance 4
Winter's Hall- Survival: 6 + Guidance: 2
Gaining an Audience. Once again, Ra'iik will attempt to help the charasmatic Aless with her negotiations.
Fighting the dragon- Ra'iik's Turn.
In preperation, he will cast haste on both himself and OU812
He will also call upon his Channel Divinity: Vow of Emnity on Everos as a bonus action in preperation.
Let's Punch ON! All six divine fists coming your way Crispy:
Attack1: Attack: Attack: 17 Damage: 17 Bludgeoning/ radiant
Attack 2: Attack: 28 Damage: 13 Bludgeoning/ radiant
Bonus Attack 3: Attack: 22 Damage: 11 Bludgeoning/ radiant
Haste Attack 4: Attack: 30 Damage: 34 Bludgeoning/ radiant
Smite damage on attacks which hit in order from 1-4
1- 10
2- 7
3- 9
4- 12
(If we don't get a round to prepare attacks, then just minus the haste attack off- that's all that will change.)
"CoS" Rumble- Tabaxi Shadow Monk
"CoS" Rumble- Tabaxi Shadow Monk
OOC: So, in summary, we need to make the following rolls?
What buffs/bonuses do we have that can help us out for the above 17+ game-ending rolls? Grianne's Guidance offers 1d4 bonus to any one skill check. Others?
Last to know and first to be blamed...
As a free action, can I regret my life choices?
OU812: That's correct except the very last part. If you fail the roll, you're teleported someone else completely lost. Game over. Like, somewhere in deep space or into Tiamat's gullet.
NAVIGATING THE PLANE (ALL): You walk on the portal once more and punch in the coordinates to Pandemonium, home of Winter's Hall. In the blink of an eye, you are transported to a much different plane that the years you spent on Mount Celestia. Pandemonium is a plane of madness, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. It is so windy on this plane, conversation is possible only by yelling, and even then only to a maximum distance of 10 feet. As you travel to the center of the plane, you learn most of the plane’s inhabitants are creatures that were banished to the plane with no hope of escape, and many of them have been driven mad by the incessant winds or forced to take shelter in places where the winds die down until they sound like distant cries of torment. You too, after a few hours, are effected by the winds. As the hours go by, you feel your mind slowly cracking. Everyone needs to make a DC10 WIS saving throw. For every number below 10 that you roll, you get one level of exhaustion. Roll a 4 or lower and you mind breaks like a twig after the long days of travel in this place, and you are considered forever lost, and the game is over.
Ra'iik: MAJOR SUCCESS!!!!
OU812: ?????
Alessandra: ?????
Grianne: ?????
Evrik: ?????
Finally, I think I made that dragon challenge too easy. I'll know better next time =P
Hehe naaaaa we're just too uber cool :p
"CoS" Rumble- Tabaxi Shadow Monk
With their last trip being a success, Alessandra found herself ready for the next challenge. Every single one of them had their strengths, and each of them was willing to lend a helping hand in any way they could, including traversing the icey plane.
Aless Wis Save: 28
Evrik Wis Save: 24 + Guidance 3
((Helm bless that +3))
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
NAVIGATING THE PLANE (ALL): You walk on the portal once more and punch in the coordinates to Pandemonium, home of Winter's Hall. In the blink of an eye, you are transported to a much different plane that the years you spent on Mount Celestia. Pandemonium is a plane of madness, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. It is so windy on this plane, conversation is possible only by yelling, and even then only to a maximum distance of 10 feet. As you travel to the center of the plane, you learn most of the plane’s inhabitants are creatures that were banished to the plane with no hope of escape, and many of them have been driven mad by the incessant winds or forced to take shelter in places where the winds die down until they sound like distant cries of torment. You too, after a few hours, are effected by the winds. As the hours go by, you feel your mind slowly cracking. Everyone needs to make a DC10 WIS saving throw. For every number below 10 that you roll, you get one level of exhaustion. Roll a 4 or lower and you mind breaks like a twig after the long days of travel in this place, and you are considered forever lost, and the game is over.
Ra'iik: MAJOR SUCCESS!!!!
OU812: ?????
Alessandra: SUCCESS!
Grianne: ?????
Evrik: SUCCESS!
Assuming we're all helping each other out, here goes (sorry in advance, folks...I just know in my gut I'm going to fail miserably):
When OU812 appears in front of the dragon, the dragon see's him and has to roll a DC12 WIS saving throw to not be frightened of him (barbarian Intimidating Presence).
You can frighten a creature that you can see within 30 ft. If it can see and hear you, it must succeed on a WIS saving throw (DC 12 or be frightened until the end of your next turn. You can use your action to extend the duration of this effect each turn, unless it moves out of line of sight or more than 60 ft. away from you.
OU812 then rages+reckless+frenzy attacks the dragon:
Attack #1: 26 Damage: 19 + 4 additional "Flamestrike" damage from his greataxe
Attack #2: 25 Damage: 17 + 9 additional "Flamestrike" damage from his greataxe
Frenzy Attack: 27 Damage: 20 + 7 additional "Flamestrike" damage from his greataxe
Last to know and first to be blamed...
As a free action, can I regret my life choices?
NAVIGATING THE PLANE (ALL): You walk on the portal once more and punch in the coordinates to Pandemonium, home of Winter's Hall. In the blink of an eye, you are transported to a much different plane that the years you spent on Mount Celestia. Pandemonium is a plane of madness, a great mass of rock riddled with tunnels carved by howling winds. It is cold, noisy, and dark, with no natural light. It is so windy on this plane, conversation is possible only by yelling, and even then only to a maximum distance of 10 feet. As you travel to the center of the plane, you learn most of the plane’s inhabitants are creatures that were banished to the plane with no hope of escape, and many of them have been driven mad by the incessant winds or forced to take shelter in places where the winds die down until they sound like distant cries of torment. You too, after a few hours, are effected by the winds. As the hours go by, you feel your mind slowly cracking. Everyone needs to make a DC10 WIS saving throw. For every number below 10 that you roll, you get one level of exhaustion. Roll a 4 or lower and you mind breaks like a twig after the long days of travel in this place, and you are considered forever lost, and the game is over.
Ra'iik: MAJOR SUCCESS!!!!
OU812: WOW BARELY!!!
Alessandra: SUCCESS!
Grianne: SUCCESS!!!
Evrik: SUCCESS!!!!
NAVIGATING THROUGH WINTER'S HALL (ALL): You manage to find the entrance to Winter's Hall after untold days of wind and howling tunnels. As you enter Winter's Hall, the coldness is unlike anything you have heard, or could possibly imagine. With some quick thinking, you activate the Coin of Dwarfholme, and return to normal body temperature. The plane is a complete wasteland of ice. Not much can survive in this level of cold, that would, should the coin fail, immediately flash freeze you all to your core. You search for the Fortress of Auril, god of this realm. Because the snowstorm is so powerful, you can barely see, so we'll need some DC10 WIS Survival checks from each of you to make sure you all don't get lost. Work together. Use spells Failure means you get lost and can't find your way to Winter's Hall, or the coordinates to return home.
Ra'iik: SUCCESS!!!!
OU812: SUCCESS!!
Alessandra: SUCCESS!!
Grianne: SUCCESS!!!
Evrik: SUCCESS!!!
Wisdom save 15
Grianne, having grown up in harsh conditions is well equipped to not freeze to death. She will make bonfires to keep her allies warm and if needed, turn into a fire elemental for half a day to radiate more hear.
Grianne Wildpaw: Wood Elf Druid level 12 (8W-4L)- - Coliseum of Conquest: Master of Faerie Fire. Just don't ask her to spell it.
Grianne Wildpaw: Wood Elf Druid level 6 (2W-1L)- - Coliseum Reborn : Master of a Myriad of forms.
Runt, the Stormchosen: Half-Orc barbarian level 5 -- The Guild
Tomoe Gozen: Human Fighter Samurai level 5 -- Cronero (Solo Campaign)
Alessandra was grateful at the assistance everyone was giving one another as they all made through the frozen halls, but she knew their mission was far from over. One the way, Aless had striken up a small conversation with Ra'iik on how they should present their case to Auril.
Aless Survival: 21 + Guidance 2
Evrik Survival: 21 + Guidance 3
The Aasimar wasted no time in explaining their plan to the evil goddess when given the chance to speak, using the paladin's assistance to aid in the best way to convince her in giving the group the coin. Evrik even gave her a friendly pat on the shoulder for his own kind of assistance before she started. "I know you all fear the return of Umbra. We are here to stop it."
Persuasion: 8 + friendly pat 3
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
GAINING AN AUDIENCE (ONE): The avatar of Auril is a enormous female humanoid made completely of clear moveable ice. Even with the Armor of Dwarfholme activated, you can still feel the chill of Winter's Hall in your bones. The cold is completely unnatural, without the armor, you have perished days ago in this extreme temperature. Auril is evil, and has no reason to help you, but yet fears the return of Umbra. While in front of her council, you try to convince a God of your mission, and why you need her assistance. One person must make a DC10 Persuasion check to grant her icy favor. Auril has no intention of giving second chances. Fail, and all will be for naught. Make this roll count.
Alessandra's charms and negotiations win the day!
SURVIVING THE WILDLIFE (ALL): Winter's Hall has problems of it's own. Auril will release to coin into your hands if you can prove your worth. Two days from the Winter's Hall, to the south, is a young Ice Dragon named Evreos that has made it's home and is terrorizing Winter's Hall's population. While Auril's people could easily take care of the problem, she deems this a perfect test. Everyone take a turn and make an attack as if you were attacking this Dragon. The AC is 10. The goal is to accumulate at least 150 points of damage in one round combined after everyone has taken a turn. Fail, and your favor is lost, and the campaign ends.
A total of 171 damage was done between OU812 and Ra'iik. Incredible!!!!
FORGING THE POWER OF THE COIN (ALL): Within the great fortress of Winter's Hall, the threat of the return of Umbra and the test of might is enough to win the favor of the Queen of Ice. With her bare hands, she forges a bit of her power into the coin. While not trusting you all completely, the avatar of Auril knows that armed with another coin, you must be worthy at an attempt to destroy the threat of Umbra. She wishes you well, and good luck. The Coin of Auril, once activated, will protect you from extreme temperatures of deep space. Without this coin, all would have been lost. Attuning to the coin will require a DC10 Arcana check. Those who fail will die from the cold of the cosmos, and the mission will be considered a failure.
RETURNING HOME (OU812): Should you survive the attunement process, it's a DC10 Arcana, OU812, to go back to the warehouse. Take us home, boy.