This post has potentially manipulated dice roll results.
After seeing Dog and Kulloda off on their journey, Tristan confers with Haleek, giving instructions to track down the whereabouts of Finnegan and his Tabaxi friend, and to try to determine the location of the stolen plans and any progress they may have made on construction. He also sends word to the Crowns contact near Jasperdown, asking them to subtly make their way to the area and find out more information on the Duergar hammer.
The Temple of Torm is an interesting experience. He is not really the self-sacrificing type, but he spends his time dutifully and gathers the required information. Others may find it useful. The first real break comes when investigating the circus, which is also where they draw the first threat.
“Not likely, they are no friends of mine”Tristan returns Llyrs quip as the creatures come out of hiding. “My guess is they follow the demon who destroyed the circus, which means they still have an interest in the area.” Tristan draws his own rapier, makes a series of gestures with his off hand and with a short song releases a synaptic static burst of psychic energy between the two creatures.
23 psychic damage or half with an INT 18 save. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success
As they careen through their teleportation attempt, Dog grits his teeth and grimaces, absorbing some of the pain.
He then lands in the snow, and kneels, taking a deep breath for a second wind: 15
When he sees the angel-like figure, he goes for his own lightning-shaped javelin, and as Kulloda beats him to it, javelins flying past the target, he pauses and raises a small wand. He points it at the angel figure and fires 6 magic missile darts at it, for 18 force damage.
Then the goliath moves forward, stowing the wand and drawing his sword, Frostbite, and securing his shield. He clangs the sword on the shield almost to bait the foe into looking his way. He's wearing his breastplate and normal clothes and his winged boots, but he's not bundled up at all, despite the frigid temperature. He seems to feel almost comfortable in this environment.
This post has potentially manipulated dice roll results.
Martin
Martin nods to the Djinn. “If you’ve come looking for a fight, you got one…“
Martin draws his oath bow, and marks the djinn as his sworn enemy, as well as with hunter’s mark before firing twice and running backwards from the djinn.
This post has potentially manipulated dice roll results.
Martin flees from the water elemental (attack of opportunity at disadvantage, thanks to Escape the Horde) and continues trying to put arrows in the Djinn
The Eladrin reached into his pouch and from it plucked a handful of Silver Coins. Twelve, to be exact. He then lazily chucked them in the air in front of him, alongside some intricate, graceful motions with his free hand, and whispered to them, in the language of the Fey, Sylvan. “Hello, my pretties. Kill them for me, would you?”
The Coins — Shields, he believed they were called — would gain a life of their own. They buzzed with excitement and, rushed towards the overgrown insects.
That part done, the and a smile blossoming on his lips, Llyr twirled his Crystal scimitar, and it too hummed, melodically. This Elf had a Song of his own.
For his bonus action, Llyr’s used a Bladesong. This raises his AC by 3, to a total of 19, gives him a total of 40 ft of movement, also makes his Con save a +12 for concentration checks. He will remain in place, though. Also, apologies for the metagaming, but as a reminder, my character is Resistant to Necrotic damage.
For his action, the Bladesinger cast Animate Objects at 6th level, on the silver coins. This means there are now 12 tiny creatures in play, that act on his turn, and can do everything a creature can, including take Attacks of Opportunity. Each one of them has +8 to hit, does 1d4+4 damage, has 20 hit points, an AC of 18, and 30 feet of movement, which it’d use, taking the dash action, for a total of 60’ towards the Chasme. I'm not entirely sure 60 is enough to get them in melee range as is, but they would interpose themselves between the magic duo and the fiends, at least. And again, because they can take AoOs, if the demons want to move through them to reach Tristan and Llyr, it’s 12 hits rolled. The damage will fall under piercing, slashing or bludgeoning, depending on what you think it should be, MD.
Animate Objects allows the sentient creatures you’ve rolled to automatically move to carry out a task until it’s done, so it will take a bonus action to change the orders they were given, but no action economy cost to have them continue to act on the order they’ve been given already. It’s a big, complicated spell, so I hope I haven’t bored you too much with the details. Excited to finally use it, though!
Edit: 6
Forgot something important. Adding Spren, my character’s familiar, to the initiative (see roll above). For its turn, whenever it comes, it’ll use the Flyby feature to Help (take the Help action) Llyr without provoking opportunity attacks, and then fly 50 feet away — 30 up and 20 to one side).
Gash strafes between the huge tombs and lets loose a bolt of flame at just the right moment. It arcs over the barlgura, striking the djinn in a splash of fire.
The djinn launches into the air, allowing the barlgura a chance to swipe at it.
Fist Attack: 20 Damage: 12
It lands in front of Gash and stabs at the goblin with its trident.
Trident Attack: 15 Damage: 10
"I really wanted a goblin for my collection," it says, and stabs again.
Trident Attack: 23 Damage: 10
The water elemental pursues Martin. (Recharge: 2) It tries to slam him with large solid fists of water in rapid succession.
Slam Attack: 17 Damage: 14
Slam Attack: 10 Damage: 9
The barlgura bounds across the graveyard and attacks as before.
Fist Attack: 12 Damage: 10
Fist Attack: 17 Damage: 6
Bite Attack: 9 Damage: 10
Fumble roll: 81 (No weapon to drop, so nothing happens.)
The chasmes both lift off the ground, buzzing over the top of the little army of coins and coming down a good 10' away from Tristan.
They do not attack, but Llyr and Tristan must each make a CON(12) save or fall unconscious at the start of every turn they are within 30' of the chasmes. The coins have no ears so are immune.
Kulloda grimaces at the impact of the double flail attack then lets out a growl in response, pulling his great sword from its scabbard across his back, slashing down at the angel in the same movement.
Using the momentum of the blade he pivots and slashes down low against the angel with a second attack.
Great Sword: Attack: 14 Damage: 15 magical slashing damage plus 10 divine fury damage (radiant)
Great Sword: Attack: 31 Damage: Unable to parse dice roll.
This post has potentially manipulated dice roll results.
Mt. Ulaa:
Critical fumble roll: 17
DEX(10) save: 15
Oops! I forgot. Kulloda's proximity to the angel requires a WIS(17) save at the start of his turn.
WIS(17) save: 2
The proximity to the angel is alluring. It seems to whisper promises of power and influence in an inaudible way. The barbarian resists the temptations he feels and swings, albeit loosely, at the creature. Kulloda nearly throws his sword at the insane angel but tightens his grip at the last moment. His recovery is solid, furiously slashing the creature with divine might. The the divine energy on his blade appear to be partially absorbed by the creature, however.
The angel mumbles something as it looks indirectly at its foes. When it raises its arms, a towering column of radiant energy springs from the ground right in front of Dog.
[It] chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the [it's] next turn. Each creature in the cylinder when it appears or that ends its turn there must make a DC 17 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.
This post has potentially manipulated dice roll results.
Con save, before anything else. 19
The Con Save was 26, in case it changes, for whatever reason.
Aided by his familiar, which then promptly flew away (30 ft. up vertically, and 20 ft north), Llyr rushed downwards and approached one of the Demons (2) from the West. As his Blade danced, it crackled with Lightning and he swung at the Fiend. This energy crawled from his blade into the creature’s torso, threatening to lock it in place, and as the thing worried about what had happened to it, the Eladrin struck true yet again, before Telekinetically shunting himself away from the insectoid, and retreating, a full ten feet, just as his newfound silvery friends finally converged on the winged creatures and, in a dervish of slashing and bludgeoning, sought to make life particularly difficult for them both.
Attack rolls:
Booming Blade: (At advantage because of Spren’s Help) — Attack: Attack: 19 Damage: 6 Slashing +13 Thunder (doubled if crit), + 18 Thunder, if willingly moves.
2nd Attack:Attack: 26 Damage: 9 Slashing Damage
Coin Attacks:
Attack1: 13 Damage: 5
Attack2: 9 Damage: 6
Attack3: 24 Damage: 5
Attack4: 19 Damage: 8
Attack5: 22 Damage: 8
Attack6: 23 Damage: 6
Attack7: 11 Damage: 5
Attack8: 18 Damage: 7
Attack9: 22 Damage: 8
Attack10: 10 Damage: 8
Attack11: 23 Damage: 8
Attack12: 10 Damage: 7
Movement:
Spren (owl) moved 30 ft vertically up, and then 20 feet north.
Coins moved 30 feet towards Chasme 2, and then stayed.
Llyr moved 20 feet south, then 10 feet west, attacked twice, and then used his Bonus Action to Telekinetically shove himself 5 feet back, away from the Chasme’s range (Because Forced Movement doesn’t provoke AoOs), and finally walked the final 10 feet of his 40 of movement back north, in order to hopefully force the Chasme to move in order to deal damage, and thereby trigger the 2nd half of Booming Blade.
Dog tries to shield himself with his cloak, but it doesn't fully protect himself. In fact, it's still smoking. His brow furrows. His cloak is always smoking. Dog runs forward, getting just close enough to Kulloda to say, "wanna see a magic trick?"and he casts dimension door through the Cape of the Mountebank and takes himself and the barbarian right next to the pile of bones, but not on them. He arrives with a pop, facing the creepy angel's back, and prepares to meet its next attack.
Divine Graveyard:
Barlgura initiative roll: 7
The demon is momentarily disoriented. It will go after the djinn.
Martin is up!
After seeing Dog and Kulloda off on their journey, Tristan confers with Haleek, giving instructions to track down the whereabouts of Finnegan and his Tabaxi friend, and to try to determine the location of the stolen plans and any progress they may have made on construction. He also sends word to the Crowns contact near Jasperdown, asking them to subtly make their way to the area and find out more information on the Duergar hammer.
The Temple of Torm is an interesting experience. He is not really the self-sacrificing type, but he spends his time dutifully and gathers the required information. Others may find it useful. The first real break comes when investigating the circus, which is also where they draw the first threat.
“Not likely, they are no friends of mine” Tristan returns Llyrs quip as the creatures come out of hiding. “My guess is they follow the demon who destroyed the circus, which means they still have an interest in the area.” Tristan draws his own rapier, makes a series of gestures with his off hand and with a short song releases a synaptic static burst of psychic energy between the two creatures.
23 psychic damage or half with an INT 18 save.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success
Llyr and Tristan:
Chasme 1 INT(18) save: 17
For a moment, it seems as if the chasme will shake off the psychic blast but the spell is too strong and its mind is fully wracked by the attack.
Llyr is up!
Dog stone's endurance: 6
As they careen through their teleportation attempt, Dog grits his teeth and grimaces, absorbing some of the pain.
He then lands in the snow, and kneels, taking a deep breath for a second wind: 15
When he sees the angel-like figure, he goes for his own lightning-shaped javelin, and as Kulloda beats him to it, javelins flying past the target, he pauses and raises a small wand. He points it at the angel figure and fires 6 magic missile darts at it, for 18 force damage.
Then the goliath moves forward, stowing the wand and drawing his sword, Frostbite, and securing his shield. He clangs the sword on the shield almost to bait the foe into looking his way. He's wearing his breastplate and normal clothes and his winged boots, but he's not bundled up at all, despite the frigid temperature. He seems to feel almost comfortable in this environment.
Martin
Martin nods to the Djinn. “If you’ve come looking for a fight, you got one…“
Martin draws his oath bow, and marks the djinn as his sworn enemy, as well as with hunter’s mark before firing twice and running backwards from the djinn.
Attack: 13 Damage: 7 + hm 6
Attack: 31 Damage: 15 + hm 3
+ 11 from the oath bow on one hit
Paladin - warforged - orange
Martin and Gash:
"I was inviting you to a good time," the djinn says, furious at the arrow sticking from his arm. "But THIS is how you treat my wonderful invitation?"
With motions of his hands and speaking aquan words of magic, he summons a water elemental right next to Martin.
"Drip-drop," says the djinn, his voice icy now. "Drown them."
Drip-drop initiative: 8
The barlgura charges forward at the djinn and smashes at it twice with its huge fists, then bites at it once.
Fist Attack: 22 Damage: 6
Fist Attack: 16 Damage: 6
Bite Attack: 22 Damage: 8
Drip-drop attempts to envelop Martin in itself. STR(15) save: 6 But Martin is able to break free.
Martin and Gash are up!
Kulloda is up!
Martin flees from the water elemental (attack of opportunity at disadvantage, thanks to Escape the Horde) and continues trying to put arrows in the Djinn
Attack: 29 Damage: 9 + hm 6
Attack: 25 Damage: 9 + hm 4
and oath bow damage on one of the hits 13
Paladin - warforged - orange
Divine Graveyard:
Gash tries to back peddle away from the djinn and the elemental and give himself some space. "Keep on him, Barlgura!"
Gash summons up a hand full of fire and throws it at the djinn.
Fire Bolt Attack: 19 Damage: 9
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Barlgura CHA save: 3
The Eladrin reached into his pouch and from it plucked a handful of Silver Coins. Twelve, to be exact. He then lazily chucked them in the air in front of him, alongside some intricate, graceful motions with his free hand, and whispered to them, in the language of the Fey, Sylvan. “Hello, my pretties. Kill them for me, would you?”
The Coins — Shields, he believed they were called — would gain a life of their own. They buzzed with excitement and, rushed towards the overgrown insects.
That part done, the and a smile blossoming on his lips, Llyr twirled his Crystal scimitar, and it too hummed, melodically. This Elf had a Song of his own.
For his bonus action, Llyr’s used a Bladesong. This raises his AC by 3, to a total of 19, gives him a total of 40 ft of movement, also makes his Con save a +12 for concentration checks. He will remain in place, though. Also, apologies for the metagaming, but as a reminder, my character is Resistant to Necrotic damage.
For his action, the Bladesinger cast Animate Objects at 6th level, on the silver coins. This means there are now 12 tiny creatures in play, that act on his turn, and can do everything a creature can, including take Attacks of Opportunity. Each one of them has +8 to hit, does 1d4+4 damage, has 20 hit points, an AC of 18, and 30 feet of movement, which it’d use, taking the dash action, for a total of 60’ towards the Chasme. I'm not entirely sure 60 is enough to get them in melee range as is, but they would interpose themselves between the magic duo and the fiends, at least. And again, because they can take AoOs, if the demons want to move through them to reach Tristan and Llyr, it’s 12 hits rolled. The damage will fall under piercing, slashing or bludgeoning, depending on what you think it should be, MD.
Animate Objects allows the sentient creatures you’ve rolled to automatically move to carry out a task until it’s done, so it will take a bonus action to change the orders they were given, but no action economy cost to have them continue to act on the order they’ve been given already. It’s a big, complicated spell, so I hope I haven’t bored you too much with the details. Excited to finally use it, though!
Edit: 6
Forgot something important. Adding Spren, my character’s familiar, to the initiative (see roll above). For its turn, whenever it comes, it’ll use the Flyby feature to Help (take the Help action) Llyr without provoking opportunity attacks, and then fly 50 feet away — 30 up and 20 to one side).
Divine Graveyard:
Gash strafes between the huge tombs and lets loose a bolt of flame at just the right moment. It arcs over the barlgura, striking the djinn in a splash of fire.
The djinn launches into the air, allowing the barlgura a chance to swipe at it.
Fist Attack: 20 Damage: 12
It lands in front of Gash and stabs at the goblin with its trident.
Trident Attack: 15 Damage: 10
"I really wanted a goblin for my collection," it says, and stabs again.
Trident Attack: 23 Damage: 10
The water elemental pursues Martin. (Recharge: 2) It tries to slam him with large solid fists of water in rapid succession.
Slam Attack: 17 Damage: 14
Slam Attack: 10 Damage: 9
The barlgura bounds across the graveyard and attacks as before.
Fist Attack: 12 Damage: 10
Fist Attack: 17 Damage: 6
Bite Attack: 9 Damage: 10
Fumble roll: 81 (No weapon to drop, so nothing happens.)
Barlgura CHA(17) save: 17
Map:
Martin and Gash are up!
The open field:
The chasmes both lift off the ground, buzzing over the top of the little army of coins and coming down a good 10' away from Tristan.
They do not attack, but Llyr and Tristan must each make a CON(12) save or fall unconscious at the start of every turn they are within 30' of the chasmes. The coins have no ears so are immune.
Map:
Tristan and Llyr are up!
Kulloda grimaces at the impact of the double flail attack then lets out a growl in response, pulling his great sword from its scabbard across his back, slashing down at the angel in the same movement.
Using the momentum of the blade he pivots and slashes down low against the angel with a second attack.
Great Sword: Attack: 14 Damage: 15 magical slashing damage plus 10 divine fury damage (radiant)
Great Sword: Attack: 31 Damage: Unable to parse dice roll.
Mt. Ulaa:
Critical fumble roll: 17
DEX(10) save: 15
Oops! I forgot. Kulloda's proximity to the angel requires a WIS(17) save at the start of his turn.
WIS(17) save: 2
The proximity to the angel is alluring. It seems to whisper promises of power and influence in an inaudible way. The barbarian resists the temptations he feels and swings, albeit loosely, at the creature. Kulloda nearly throws his sword at the insane angel but tightens his grip at the last moment. His recovery is solid, furiously slashing the creature with divine might. The the divine energy on his blade appear to be partially absorbed by the creature, however.
The angel mumbles something as it looks indirectly at its foes. When it raises its arms, a towering column of radiant energy springs from the ground right in front of Dog.
[It] chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the [it's] next turn. Each creature in the cylinder when it appears or that ends its turn there must make a DC 17 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.
Kulloda CON(17) save: 30
Dog CON(17) save: 15
Both warriors take 11.5 radiant damage.
Map:
Dog is up!
Con save, before anything else. 19
The Con Save was 26, in case it changes, for whatever reason.
Aided by his familiar, which then promptly flew away (30 ft. up vertically, and 20 ft north), Llyr rushed downwards and approached one of the Demons (2) from the West. As his Blade danced, it crackled with Lightning and he swung at the Fiend. This energy crawled from his blade into the creature’s torso, threatening to lock it in place, and as the thing worried about what had happened to it, the Eladrin struck true yet again, before Telekinetically shunting himself away from the insectoid, and retreating, a full ten feet, just as his newfound silvery friends finally converged on the winged creatures and, in a dervish of slashing and bludgeoning, sought to make life particularly difficult for them both.
Attack rolls:
Booming Blade: (At advantage because of Spren’s Help) — Attack: Attack: 19 Damage: 6 Slashing +13 Thunder (doubled if crit), + 18 Thunder, if willingly moves.
2nd Attack:Attack: 26 Damage: 9 Slashing Damage
Coin Attacks:
Attack1: 13 Damage: 5
Attack2: 9 Damage: 6
Attack3: 24 Damage: 5
Attack4: 19 Damage: 8
Attack5: 22 Damage: 8
Attack6: 23 Damage: 6
Attack7: 11 Damage: 5
Attack8: 18 Damage: 7
Attack9: 22 Damage: 8
Attack10: 10 Damage: 8
Attack11: 23 Damage: 8
Attack12: 10 Damage: 7
Movement:
Spren (owl) moved 30 ft vertically up, and then 20 feet north.
Coins moved 30 feet towards Chasme 2, and then stayed.
Llyr moved 20 feet south, then 10 feet west, attacked twice, and then used his Bonus Action to Telekinetically shove himself 5 feet back, away from the Chasme’s range (Because Forced Movement doesn’t provoke AoOs), and finally walked the final 10 feet of his 40 of movement back north, in order to hopefully force the Chasme to move in order to deal damage, and thereby trigger the 2nd half of Booming Blade.
Chasme 2 INT(18) save: 18
It also took 30 damage.
Dog tries to shield himself with his cloak, but it doesn't fully protect himself. In fact, it's still smoking. His brow furrows. His cloak is always smoking. Dog runs forward, getting just close enough to Kulloda to say, "wanna see a magic trick?" and he casts dimension door through the Cape of the Mountebank and takes himself and the barbarian right next to the pile of bones, but not on them. He arrives with a pop, facing the creepy angel's back, and prepares to meet its next attack.
Kulloda is up!
Kulloda Stealth Check: 13