Grim listens to the commotion in the streets below, and he has no doubt that some of the weak are being preyed upon by the strong. The mysterious darkness of this night has provided some of Luskan's citizens with an extra measure of courage and cruelty. So he descends the stairs and begins to stride toward that part of Luskan known as the Hinge, for he knows quite well what sort of ill-intentioned folk are likely to be found there. His mere presence in the street causes a few ruffians to scurry off as he rounds the corner near an abandoned building. A few moments later, loudly and clearly, a sinister chorus of howls falls upon Grim's ears. It is a sound he had heard before, and it is one befitting this strange, moonless night: the howls of a pack of shadow mastiffs. Quickening his pace, he makes toward the source of the noise, knowing full well that their howls indicate they are circling their prey. An expression of mild surprise crosses his face when he sees just what it is the mastiffs are hunting: a genasi, with shield in hand, standing so calmly he has yet to draw a weapon...
Katarstudies the narrow alley far below the outdoor balcony where he stands. All seems peaceful at the moment, but he can hear the rise and fall of cries for help in the distance. The cleric knows full well that, with each passing minute, the situation will only grow worse. The rising sun may bring some respite, but if a second moonless night falls upon Faerûn, then one can expect nothing less than complete chaos. As he studies the night sky, Katar's eye is distracted by a glint of light coming from a glass decanter on the table next to him. Turning his attention to the decanter, he sees the image, or is it the reflection?, of a full moon. Silhouetted in front of the moon is the shape of a shrine or a temple. Katarchecks the night sky once more, making sure some nearby light isn't creating the false image of a moon on the glassy surface. There are no lights nearby, and he understands immediately that Belenus has sent him a vision: to the Temple of the Moonmaiden he must go. After quickly gathering his things and descending the many step to the street below, Katarrushes silently toward his destination. His quick journey is interrupted, however, by unmistakable voices of hounds from Shadowfell. Shadow mastiffs! he mutters under his breath. Shar's minions at work! Moments later he sees three of the creatures preparing to do their worst...
Luna knows her course of action instantly; she must make her way toward the temple of Selûne. Last night's dream of a marble half moon being shattered upon a jet-colored stone floor has now been played out in the heavens over Faerûn. Is something amiss with Selûne? What might Shar, her wicked sister, be plotting? Staff in hand and silently flying through the crisp night air, Luna chooses the most direct path to the Temple of the Moonmaiden. With the temple spires only a few hundred feet distant, Luna becomes distracted by the chilling cry of hounds in the street below. Directing her gaze to the dimly-lit streets within the Hinge, she spies three shadow mastiffs inching their way toward a humanoid clad in plate mail...
Zephyryn, for the past half an hour, has been making his way toward the house of a dear old scholar and friend--Podimmerus Farren. He may be just the fellow to explain this mess,Zephyrynthinks to himself as he briskly places one foot in front of the other. His steps slow and become much more quiet, however, as he suddenly and clearly senses the presence of evil shadowing him. When he steps into a small, open area with a fountain nearby, three shadow mastiffs appear out the darkness and let loose their blood-curdling howls. These three hounds--no doubt in the service of the Temple of Shar--believe they have found someone to torment...
Players may act in any order. Characters are denoted by tokens in their respective colors. Mastiffs are numbered and in grey. I'm assuming Luna is utilizing winged boots, but that can be changed if necessary.
This post has potentially manipulated dice roll results.
Quietly gliding through the dark Luskan night, a fair half-elven maiden of unearthly beauty is carried by the small pegasi wings on her white boots. Her long hair is of the purest white, as is her thin garments. Golden jewelry adorns her forehead and neck and a silvery talisman is carried in a thin silver chain around her neck. She carries thin sublime staff of white moonlight, engraved with mystic celestial symbols.
Luna Silverstar had been travelling the Realms for many years, but now a vision had drawn her back towards Silverymoon and she had barely reached shore at Luskan as the dark machinations of Shar had been put in motion. Hasting towards the temple of the Moonmaiden, the otherworldly half-elf catches sight of Shar's nefarious minions prowling the streets of the City of Sails. With the intention of swiftly returning them to their Shadowfell home, the servant of Selûne utters a soft word in celestial and unleashes four beams of moonlight from her staff in quick succession towards the shadowy canines.
This post has potentially manipulated dice roll results.
Grimaldus doesn't even break his stride when he sees the shadow hounds circling the warrior - he had trained and fought for so many years that his muscles knew what to do without conscious thought. He lifted his 6'-long greatsword off of his right shoulder and gripped the dark leather hilt with both hands as he closed the distance to the nearest mastiff. The giant man - over 7' tall and 320 pounds of muscle - knew his mithral plate mail armor wasn't the quietest, so he went ahead and whistled to draw one of the beasts away and stood poised to strike it when it came within range. (Assuming Grim is more than 30' away from mastiff #3, he will move his 30' and hold his action until a mastiff gets within range, then use his attack action!)
Sword of Wounding: Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success.
Cloak of Displacement: Any creature attacking you has disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn.
For a few seconds, intense flashes of moonlight illuminate the entire area. The first three overwhelm one of the mastiffs (#1), causing it drop in a lifeless heap where it once stood. The fourth blast smashes in mastiff 2, causing it to snarl in fury. Its ill will remains focused on Zephyryn...
The third shadow hounds hears Grim's approach and turns its head so it can assess just what sort of threat has arrived on the scene.
Shadow mastiff 1 is slain; mastiff 2 is wounded; mastiff 3 is unharmed. Zephyryn and Katar can act, in any order.
This post has potentially manipulated dice roll results.
The night is dark, but not quiet. Katar looks up at the moonless night again, feeling the restlessness lurking in the shadows, predators of the dark water, rustling, preparing, waiting. The sense of dread rests heavily on his heart, he couldn’t finish his meal even as the beautiful notes of harpsichord played by skilled hands echoed in the dining hall, and turned down his companion’s request to stay longer. He wonders out on to the balcony, a glass of wine still in hand, when he sees the imagery of the moon in the water.
Katar turns to gather his things and make his way to the Temple of the Moonmaiden. He’ll go talk to Her clerics, offer his help. The elf walks along in the night, brilliant white cloak billowing behind him with his quick steps. His eyes, tan in sunlight, the color of clear tea, glowed golden in the dark. Burnt red hair brushed back falling to his shoulders. On his long legs are a pair of pristine white boots, golden silk twisting up to just below the knee. Beneath the long cloak he wears a delicate crafted half-plate, on his arm a shield engraved in gilt with the holy symbol of Belenus, a radiant sun with eight points. A thin sword carried on his hips sheds slivery moonlight around him, outlining everything in a lagoon of dream. His features are beautiful but masculine, long and straight nose, thin and handsome lips with a small, petulant divot above the upper lip.
The unmistakable growls of shadow mastiffs drew his attention. Shar’s minions. What happened to the Moonmaiden? There must be a reason they’re here. Quickening his steps, his raises one gloved finger and bright light dances towards the mastiff.
The night is dark, but not quiet. Katar looks up at the moonless night again, feeling the restlessness lurking in the shadows, predators of the dark water, rustling, preparing, waiting. The sense of dread rests heavily on his heart, he couldn’t finish his meal even as the beautiful notes of harpsichord played by skilled hands echoed in the dining hall, and turned down his companion’s request to stay longer. He wonders out on to the balcony, a glass of wine still in hand, when he sees the imagery of the moon in the water.
Katar turns to gather his things and make his way to the Temple of the Moonmaiden. He’ll go talk to Her clerics, offer his help. The elf walks along in the night, brilliant white cloak billowing behind him with his quick steps. His eyes, tan in sunlight, the color of clear tea, glowed golden in the dark. Burnt red hair brushed back falling to his shoulders. On his long legs are a pair of pristine white boots, golden silk twisting up to just below the knee. Beneath the long cloak he wears a delicate crafted half-plate, on his arm a shield engraved in gilt with the holy symbol of Belenus, a radiant sun with eight points. A thin sword carried on his hips sheds slivery moonlight around him, outlining everything in a lagoon of dream. His features are beautiful but masculine, long and straight nose, thin and handsome lips with a small, petulant divot above the upper lip.
The unmistakable growls of shadow mastiffs drew his attention. Shar’s minions. What happened to the Moonmaiden? There must be a reason they’re here. Quickening his steps, his raises one gloved finger and bright light dances towards the mastiff.
Sacred Flame: Dex Save 21 or Dice rolls not yet available for this section. radiant
This post has potentially manipulated dice roll results.
DEX save for mastiff 3 - 15
Katar calls down divine radiance and, momentarily, the battle scene is engulfed in light. When the light fades, one more mastiff lies lifeless upon the ground.
Zephyryn's action is next; only mastiff #3 remains standing.
This post has potentially manipulated dice roll results.
Zephryryn stands stock still, shield in one hand and his sword hand free, waiting for the beasts to approach him. Any whose vision can pierce the darkness to his the expression on his face would swear it was disappointment as he watches beams of energy and bright dancing lights fell two of them.
"Whoa, stay your hands friends. I appreciate the assistance but save one for me", he calls loudly as he suddenly sweeps into motion. he closes the distance between himself and the remaining shadow mastiff in a heart beat. As he moves he draws a sword, no not a sword, just the hilt of a sword, from his belt.
He sweeps the hilt around and as he does so a bright blade of pure sunlight illuminates the scene.
Anyone present can now see clearly the striking blue skinned Air Genasi, his bluish hair seemingly floating around the very discreet almost crown-like helmet. There is a beaming smile on the Genasi's face as he attacks.
The blade of light cuts towards the mastiff then reverses for another swipe.
He reaches out telepathically for his mount, Tempest - "Seems the darkness brings trouble, faithful friend. I could use you".
Movement: Closes distance to Mastiff #3 Bonus Action: Activate the Sun Blade - The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. Action: Attack 1 - Sun Blade on Mastiff #3: 22 Damage: 12 (Radiant) (Extra damage die due to Improved Smite) Attack 2 - Sun Blade on Mastiff #3: 27 Damage: 21 (Radiant) (Extra damage die due to Improved Smite)
(OOC: I have assumed his steed is somewhere around, not sure if it is within a mile though, which is the range of the telepathy)
Zephyryn, with two powerful strikes, brings down the shadow mastiff, and, momentarily, all is quiet. Seconds later, Shar's lackeys redouble their efforts.
Grim, originally prepared for the onrushing mastiff (#3) that was near Zephyryn, instead finds himself beset by another one of the beasts that becomes suddenly visible next to him. It's a small matter, really, for the sword attacks he had readied for the mastiff slain by Zephyryn, he now levels against the mastiff that has appeared out of the darkness. With two well-placed sword strokes, he slays his foe.
Immediately thereafter, however, Grim finds himself completely enshrouded in darkness. Not even the faintest pinpoint of light reaches his eyes, and he knows some dark magic is at play. Yet another shadow mastiff attempts to take advantage of Grim's condition, and the hound lunges into the darkness hoping to find a mouthful of flesh and bone...
Bite attack vs Grim8 for 7 piercing damage, if successful.
The same mysterious darkness falls up Zephyryn; the genasi can see absolutely nothing from where he stands.
Katar sees the the two warriors engulfed in a sphere of darkness; he knows that somewhere nearby there must be a spellcaster of some sort. His first clue that the mastiffs aren't the only troublemakers in the neighborhood is the sharp twanging sound created by two bows firing a volley of arrows.
Each of those arrows seeks Luna as a target. Two humanoids, shrouded in black, seem to appear from nowhere onto a nearby rooftop. Both release a pair of arrows at the airborne warlock...
Shortbow attack 1 vs Luna10 for 11 piercing damage, if successful
Shortbow attack 2 vsLuna15 for 6 piercing damage, if successful
Shortbow attack 3 vsLuna17 for 7 piercing damage, if successful
Shortbow attack 4 vsLuna22 for 10 piercing damage, if successful
All players may act in any order. Updated map includes scale. Red X's indicate fallen mastiffs. Only the two archers are visible at this time (and only Katar and Luna can see them, of course)
If you were watching the giant warrior closely, you would be amazed at how easily, and swiftly, Grimaldus swung the massive greatsword that glowed with a black light. He makes three masterful attacks at the shadow hound, only needing the first two to send it back to where it came from. Then as the sphere of magical darkness enshrouded him, his booming laughter would echo around the small square as he calls out, "You are not this first to try that trick. That is why the technomancers carved these eldritch runes into my head. But I bet you cannot see through this darkness...so I will be the hunter now."(Eldritch Adept feat with Devil's Sight =)
Grim looks around to determine where the new threat may be, staying within the confines of the magical darkness! Perception: 26
This post has potentially manipulated dice roll results.
The white-haired half-elven maiden barely flinches as she is struck by three black arrows that only seem to scratch her before falling harmlessly to the street below. She then calmly faces Shar's devious servants, uttering a soft word in celestial and unleashing another four beams of pure moonlight from her thin white staff in quick succession towards the shadowy archers.
She then lets her white winged boots swiftly carry her away from the archers and behind the building to her left (northwest) for full cover. There she notices the elf in the white billowing cloak down on the street, remembering him from her vision. She smiles as she sees the emblem of Belenus engraved on his shield, a most suitable ally in her struggle against Shar and her minions. But there were supposed to be two others, soon to enter the stage she suspected.
Grim's eyes take in every detail around him. He not only sees the two archers on the roof, he catches a glimpse of another humanoid figure lurking on the stairs approximately 40' to the west.
Four times over, one of the archers is struck by Luna's eldritch blast. The force of the attacks causes the would-be assassin to slide a few feet down the sloped roof.
Katar and Zephyryn may act; both can see the archers on the roof. Zephyryn is not within the sphere of magical darkness, for his sword has overcome it.
(Does Grim see a way to get up on the roof, or to the 4th person on the stairs? Can he shoot one of them with his crossbow, or was looking his action this round? =)
(Does Grim see a way to get up on the roof, or to the 4th person on the stairs? Can he shoot one of them with his crossbow, or was looking his action this round? =)
No quick access to the roof is visible. Switching weapons will require an action.
This post has potentially manipulated dice roll results.
The tearing sounds of arrows in quick succession cut through the night sky, aiming at the graceful figure floating in the air. Katar starts forward, then sees the luminescent shape once again flits away towards him, elegant and poised, thin gauzy garments trailing behind, barely harmed by the arrows. He meets her eyes and returns a polite smile, the curve of his lips reveals something confident and fierce underneath. Of course, Selune’s chosen. He doesn’t need to see the talisman around her fair neck to know that.
“If only we met under better circumstances, sister.” He says to her in elvish.
The warrior’s blade shines brightly through the imposed darkness, and hearing the confident calls of the other, Katar turns his attention to the assassins on the roof, one of them already mortally wounded by the beams of moonlight, which Katar thought suited them just fine, though he does not think they are the spellcaster that brought out the darkness. Muttering quiet words under his breath, directing the heat of the sun granted to him by Belenus, a great explosion of flame expands and engulfs the two dark figures on the roof.
Movement: 30' south in front of the building the assassins are on
Fireball: Dex Save 21 for 28 fire, half on success, centered on the assassins
Zephyryn looks down on the body of the shadow mastiff and frowns. Not a worthy opponent at all, not in single numbers anyway. Not noticing the darkness that falls around him due to the illumination of the Sun Blade, he concentrates on what else is going on.
He saw radiant magical energy appearing from two different directions, but there was a third potential ally out here as well. The one that had whistled then shouted the challenge, claiming to now be the hunter.
He starts to move in that direction, passing the fountain, not realising that as he moves a globe of Darkness springs up in his wake.
He then sees more beams of light, this time directed towards the rooftop in the direction he was already heading, before the whole roof erupts in fire. He doubles his pace and sprints over, his armour not seemingly slowing him down at all. In fact he moves faster than he should have any right to, although that might be put down to his Air Genasi heritage.
As he approaches the source of the voice he heard, he notices an area of pure darkness that he cannot see into or through, but it shrinks away as the light of the Sun Blade reaches it to reveal a hulking figure clad in plate armour holding an enormous Great Sword in both hands. The warrior stands ready, seemingly scanning the rooftop.
"Greetings Sir. T'is a fine night for a walk, do you not think? The name's Zephyryn", he says with a smile as he sees a shadow mastiff dead at his feet, confirming this indeed to be an ally. Or at least an enemy of his foe.
As he closes the distance, he extends his divine favours to this stranger, who likely feels some calming and securing effect.
"Do you see anything up there?", he says shield up and sword at the ready.
Movement: 45 feet towards Grimaldus Action: Dash - 45 feet further towards Grimaldus - by your scale that should be able to get him there, so he will stop at 10 feet away. Passive: Extends Aura of Protection (+5 to Saves, within 30 feet), Aura of Alacrity (+10 walking speed if start turn within 10 feet of Zephyryn) and Aura of Courage (immune to frightened, within 30 feet)
(OOC: I don't believe the Sun Blade dispels the Darkness spell, hence my description of it appearing when he moves from one and it shrinking when he arrives at the other. It means that it will block Zephyryn's line of sight if not completely illuminated by the Sun Blade, which is correct.)
"Whatever do you mean brother? What better circumstances could there be than to face the servants of Shar in glorious combat?"The white-haired half-elven maiden answers in elvish, her voice firm and clear, smiling warmly and winking as she speaks. "But you are right of course, I'm sure we will celebrate under the the blessed moonlight once the machinations of the Dark Lady has been thwarted and her minions have been dealt with." She adds as the shining warrior of Belenus sends divine fire engulfing Shar's assassins in a holy conflagration.
Grim is slinging his crossbow around to take a quick shot at one of the shadowy figures when the similarly armored genasi approaches and dispels the darkness. In response to the easy greetings, Grim nods and points out the three figures without taking his eyes from them. "Well met, brother. I am Grimaldus. Pretty sure you see the fireworks on the roof, but there is a third target over there on the steps. I do not see an easy way to get to him - thought I would send an eight-inch greeting his way."
The night sky is magically illuminated once again; this time, it is Katar's fireball spell that does so. One of the archers is utterly consumed in flame, and he falls in a smoldering heap onto the roof. The second archer is shrouded in flame momentarily, but he then whisks himself away to a different rooftop. The roof where the archers once stood erupts into flame.
The sharp twang of shortbows then fills the air multiple times as these shadowy fighters attempt to turn the fight in their favor. The rooftop archer takes aim at Grim...
Shortbow attack 1 (w/ disadvantage vs Grim) 5 for 10 piercing damage
Shortbow attack 2 (w/ disadvantage vs Grim) 15 for 11 piercing damage
The archer on the stairs focuses on Zephyryn...
Shortbow attack 1 (vs Zephyryn) 26 Damage: 7
Shortbow attack 2 (vs Zephyryn) 11 Damage: 7
And the newly-appeared archer to the northeast aims for Grim as well...
Shortbow attack 1 (w/ disadvantage vs Grim) 5 for 8 piercing damage
Shortbow attack 2 (w/ disadvantage vs Grim) 6 for 11 piercing damage
All players may act in any order. Whoever cast the darkness spells has allowed them to fade away. All archers are considered to be behind half cover. Only Grim and Zephyryn are aware of the location of archer 3.
Gracefully carried by her white winged boots, the white-haired half-elven maiden emerges from her cover and spots one of Shar's servants skulking around, swiftly uttering a word in celestial and with a motion of her hand she marks the archer with her celestial magic, then unleashing another four beams of pure moonlight from her thin white staff in quick succession towards the shadowy archer.
Grim listens to the commotion in the streets below, and he has no doubt that some of the weak are being preyed upon by the strong. The mysterious darkness of this night has provided some of Luskan's citizens with an extra measure of courage and cruelty. So he descends the stairs and begins to stride toward that part of Luskan known as the Hinge, for he knows quite well what sort of ill-intentioned folk are likely to be found there. His mere presence in the street causes a few ruffians to scurry off as he rounds the corner near an abandoned building. A few moments later, loudly and clearly, a sinister chorus of howls falls upon Grim's ears. It is a sound he had heard before, and it is one befitting this strange, moonless night: the howls of a pack of shadow mastiffs. Quickening his pace, he makes toward the source of the noise, knowing full well that their howls indicate they are circling their prey. An expression of mild surprise crosses his face when he sees just what it is the mastiffs are hunting: a genasi, with shield in hand, standing so calmly he has yet to draw a weapon...
Katar studies the narrow alley far below the outdoor balcony where he stands. All seems peaceful at the moment, but he can hear the rise and fall of cries for help in the distance. The cleric knows full well that, with each passing minute, the situation will only grow worse. The rising sun may bring some respite, but if a second moonless night falls upon Faerûn, then one can expect nothing less than complete chaos. As he studies the night sky, Katar's eye is distracted by a glint of light coming from a glass decanter on the table next to him. Turning his attention to the decanter, he sees the image, or is it the reflection?, of a full moon. Silhouetted in front of the moon is the shape of a shrine or a temple. Katar checks the night sky once more, making sure some nearby light isn't creating the false image of a moon on the glassy surface. There are no lights nearby, and he understands immediately that Belenus has sent him a vision: to the Temple of the Moonmaiden he must go. After quickly gathering his things and descending the many step to the street below, Katar rushes silently toward his destination. His quick journey is interrupted, however, by unmistakable voices of hounds from Shadowfell. Shadow mastiffs! he mutters under his breath. Shar's minions at work! Moments later he sees three of the creatures preparing to do their worst...
Luna knows her course of action instantly; she must make her way toward the temple of Selûne. Last night's dream of a marble half moon being shattered upon a jet-colored stone floor has now been played out in the heavens over Faerûn. Is something amiss with Selûne? What might Shar, her wicked sister, be plotting? Staff in hand and silently flying through the crisp night air, Luna chooses the most direct path to the Temple of the Moonmaiden. With the temple spires only a few hundred feet distant, Luna becomes distracted by the chilling cry of hounds in the street below. Directing her gaze to the dimly-lit streets within the Hinge, she spies three shadow mastiffs inching their way toward a humanoid clad in plate mail...
Zephyryn, for the past half an hour, has been making his way toward the house of a dear old scholar and friend--Podimmerus Farren. He may be just the fellow to explain this mess, Zephyryn thinks to himself as he briskly places one foot in front of the other. His steps slow and become much more quiet, however, as he suddenly and clearly senses the presence of evil shadowing him. When he steps into a small, open area with a fountain nearby, three shadow mastiffs appear out the darkness and let loose their blood-curdling howls. These three hounds--no doubt in the service of the Temple of Shar--believe they have found someone to torment...
Players may act in any order. Characters are denoted by tokens in their respective colors. Mastiffs are numbered and in grey. I'm assuming Luna is utilizing winged boots, but that can be changed if necessary.
Quietly gliding through the dark Luskan night, a fair half-elven maiden of unearthly beauty is carried by the small pegasi wings on her white boots. Her long hair is of the purest white, as is her thin garments. Golden jewelry adorns her forehead and neck and a silvery talisman is carried in a thin silver chain around her neck. She carries thin sublime staff of white moonlight, engraved with mystic celestial symbols.
Luna Silverstar had been travelling the Realms for many years, but now a vision had drawn her back towards Silverymoon and she had barely reached shore at Luskan as the dark machinations of Shar had been put in motion. Hasting towards the temple of the Moonmaiden, the otherworldly half-elf catches sight of Shar's nefarious minions prowling the streets of the City of Sails. With the intention of swiftly returning them to their Shadowfell home, the servant of Selûne utters a soft word in celestial and unleashes four beams of moonlight from her staff in quick succession towards the shadowy canines.
Eldritch Blast: 33 Force: 14
Eldritch Blast: 25 Force: 12
Eldritch Blast: 27 Force: 10
Eldritch Blast: 28 Force: 12
Grimaldus doesn't even break his stride when he sees the shadow hounds circling the warrior - he had trained and fought for so many years that his muscles knew what to do without conscious thought. He lifted his 6'-long greatsword off of his right shoulder and gripped the dark leather hilt with both hands as he closed the distance to the nearest mastiff. The giant man - over 7' tall and 320 pounds of muscle - knew his mithral plate mail armor wasn't the quietest, so he went ahead and whistled to draw one of the beasts away and stood poised to strike it when it came within range. (Assuming Grim is more than 30' away from mastiff #3, he will move his 30' and hold his action until a mastiff gets within range, then use his attack action!)
Attack 1: 16 Damage: 12
Attack 2: 15 Damage: 13
Attack 3: 26 Damage: 11
Sword of Wounding: Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success.
Cloak of Displacement: Any creature attacking you has disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn.
Love God. Love Others. Any Questions?
For a few seconds, intense flashes of moonlight illuminate the entire area. The first three overwhelm one of the mastiffs (#1), causing it drop in a lifeless heap where it once stood. The fourth blast smashes in mastiff 2, causing it to snarl in fury. Its ill will remains focused on Zephyryn...
The third shadow hounds hears Grim's approach and turns its head so it can assess just what sort of threat has arrived on the scene.
Shadow mastiff 1 is slain; mastiff 2 is wounded; mastiff 3 is unharmed. Zephyryn and Katar can act, in any order.
The night is dark, but not quiet. Katar looks up at the moonless night again, feeling the restlessness lurking in the shadows, predators of the dark water, rustling, preparing, waiting. The sense of dread rests heavily on his heart, he couldn’t finish his meal even as the beautiful notes of harpsichord played by skilled hands echoed in the dining hall, and turned down his companion’s request to stay longer. He wonders out on to the balcony, a glass of wine still in hand, when he sees the imagery of the moon in the water.
Katar turns to gather his things and make his way to the Temple of the Moonmaiden. He’ll go talk to Her clerics, offer his help. The elf walks along in the night, brilliant white cloak billowing behind him with his quick steps. His eyes, tan in sunlight, the color of clear tea, glowed golden in the dark. Burnt red hair brushed back falling to his shoulders. On his long legs are a pair of pristine white boots, golden silk twisting up to just below the knee. Beneath the long cloak he wears a delicate crafted half-plate, on his arm a shield engraved in gilt with the holy symbol of Belenus, a radiant sun with eight points. A thin sword carried on his hips sheds slivery moonlight around him, outlining everything in a lagoon of dream. His features are beautiful but masculine, long and straight nose, thin and handsome lips with a small, petulant divot above the upper lip.
The unmistakable growls of shadow mastiffs drew his attention. Shar’s minions. What happened to the Moonmaiden? There must be a reason they’re here. Quickening his steps, his raises one gloved finger and bright light dances towards the mastiff.
Sacred Flame: Dex Save 21 or 17 radiant
(( 27 for some reason the damage isn't showing ))
DEX save for mastiff 3 - 15
Katar calls down divine radiance and, momentarily, the battle scene is engulfed in light. When the light fades, one more mastiff lies lifeless upon the ground.
Zephyryn's action is next; only mastiff #3 remains standing.
Zephryryn stands stock still, shield in one hand and his sword hand free, waiting for the beasts to approach him. Any whose vision can pierce the darkness to his the expression on his face would swear it was disappointment as he watches beams of energy and bright dancing lights fell two of them.
"Whoa, stay your hands friends. I appreciate the assistance but save one for me", he calls loudly as he suddenly sweeps into motion. he closes the distance between himself and the remaining shadow mastiff in a heart beat. As he moves he draws a sword, no not a sword, just the hilt of a sword, from his belt.
He sweeps the hilt around and as he does so a bright blade of pure sunlight illuminates the scene.
Anyone present can now see clearly the striking blue skinned Air Genasi, his bluish hair seemingly floating around the very discreet almost crown-like helmet. There is a beaming smile on the Genasi's face as he attacks.
The blade of light cuts towards the mastiff then reverses for another swipe.
He reaches out telepathically for his mount, Tempest - "Seems the darkness brings trouble, faithful friend. I could use you".
Movement: Closes distance to Mastiff #3
Bonus Action: Activate the Sun Blade - The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.
Action:
Attack 1 - Sun Blade on Mastiff #3: 22 Damage: 12 (Radiant) (Extra damage die due to Improved Smite)
Attack 2 - Sun Blade on Mastiff #3: 27 Damage: 21 (Radiant) (Extra damage die due to Improved Smite)
(OOC: I have assumed his steed is somewhere around, not sure if it is within a mile though, which is the range of the telepathy)
Zephyryn, with two powerful strikes, brings down the shadow mastiff, and, momentarily, all is quiet. Seconds later, Shar's lackeys redouble their efforts.
Grim, originally prepared for the onrushing mastiff (#3) that was near Zephyryn, instead finds himself beset by another one of the beasts that becomes suddenly visible next to him. It's a small matter, really, for the sword attacks he had readied for the mastiff slain by Zephyryn, he now levels against the mastiff that has appeared out of the darkness. With two well-placed sword strokes, he slays his foe.
Immediately thereafter, however, Grim finds himself completely enshrouded in darkness. Not even the faintest pinpoint of light reaches his eyes, and he knows some dark magic is at play. Yet another shadow mastiff attempts to take advantage of Grim's condition, and the hound lunges into the darkness hoping to find a mouthful of flesh and bone...
The same mysterious darkness falls up Zephyryn; the genasi can see absolutely nothing from where he stands.
Katar sees the the two warriors engulfed in a sphere of darkness; he knows that somewhere nearby there must be a spellcaster of some sort. His first clue that the mastiffs aren't the only troublemakers in the neighborhood is the sharp twanging sound created by two bows firing a volley of arrows.
Each of those arrows seeks Luna as a target. Two humanoids, shrouded in black, seem to appear from nowhere onto a nearby rooftop. Both release a pair of arrows at the airborne warlock...
All players may act in any order. Updated map includes scale. Red X's indicate fallen mastiffs. Only the two archers are visible at this time (and only Katar and Luna can see them, of course)
If you were watching the giant warrior closely, you would be amazed at how easily, and swiftly, Grimaldus swung the massive greatsword that glowed with a black light. He makes three masterful attacks at the shadow hound, only needing the first two to send it back to where it came from. Then as the sphere of magical darkness enshrouded him, his booming laughter would echo around the small square as he calls out, "You are not this first to try that trick. That is why the technomancers carved these eldritch runes into my head. But I bet you cannot see through this darkness...so I will be the hunter now." (Eldritch Adept feat with Devil's Sight =)
Grim looks around to determine where the new threat may be, staying within the confines of the magical darkness! Perception: 26
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Eldritch Blast: 18 Force: 8
Eldritch Blast: 22 Force: 15
Eldritch Blast: 15 Force: 7
Eldritch Blast: 31 Force: 12
She then lets her white winged boots swiftly carry her away from the archers and behind the building to her left (northwest) for full cover. There she notices the elf in the white billowing cloak down on the street, remembering him from her vision. She smiles as she sees the emblem of Belenus engraved on his shield, a most suitable ally in her struggle against Shar and her minions. But there were supposed to be two others, soon to enter the stage she suspected.
Grim's eyes take in every detail around him. He not only sees the two archers on the roof, he catches a glimpse of another humanoid figure lurking on the stairs approximately 40' to the west.
Four times over, one of the archers is struck by Luna's eldritch blast. The force of the attacks causes the would-be assassin to slide a few feet down the sloped roof.
Katar and Zephyryn may act; both can see the archers on the roof. Zephyryn is not within the sphere of magical darkness, for his sword has overcome it.
(Does Grim see a way to get up on the roof, or to the 4th person on the stairs? Can he shoot one of them with his crossbow, or was looking his action this round? =)
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No quick access to the roof is visible. Switching weapons will require an action.
The tearing sounds of arrows in quick succession cut through the night sky, aiming at the graceful figure floating in the air. Katar starts forward, then sees the luminescent shape once again flits away towards him, elegant and poised, thin gauzy garments trailing behind, barely harmed by the arrows. He meets her eyes and returns a polite smile, the curve of his lips reveals something confident and fierce underneath. Of course, Selune’s chosen. He doesn’t need to see the talisman around her fair neck to know that.
“If only we met under better circumstances, sister.” He says to her in elvish.
The warrior’s blade shines brightly through the imposed darkness, and hearing the confident calls of the other, Katar turns his attention to the assassins on the roof, one of them already mortally wounded by the beams of moonlight, which Katar thought suited them just fine, though he does not think they are the spellcaster that brought out the darkness. Muttering quiet words under his breath, directing the heat of the sun granted to him by Belenus, a great explosion of flame expands and engulfs the two dark figures on the roof.
Movement: 30' south in front of the building the assassins are on
Fireball: Dex Save 21 for 28 fire, half on success, centered on the assassins
Zephyryn looks down on the body of the shadow mastiff and frowns. Not a worthy opponent at all, not in single numbers anyway. Not noticing the darkness that falls around him due to the illumination of the Sun Blade, he concentrates on what else is going on.
He saw radiant magical energy appearing from two different directions, but there was a third potential ally out here as well. The one that had whistled then shouted the challenge, claiming to now be the hunter.
He starts to move in that direction, passing the fountain, not realising that as he moves a globe of Darkness springs up in his wake.
He then sees more beams of light, this time directed towards the rooftop in the direction he was already heading, before the whole roof erupts in fire. He doubles his pace and sprints over, his armour not seemingly slowing him down at all. In fact he moves faster than he should have any right to, although that might be put down to his Air Genasi heritage.
As he approaches the source of the voice he heard, he notices an area of pure darkness that he cannot see into or through, but it shrinks away as the light of the Sun Blade reaches it to reveal a hulking figure clad in plate armour holding an enormous Great Sword in both hands. The warrior stands ready, seemingly scanning the rooftop.
"Greetings Sir. T'is a fine night for a walk, do you not think? The name's Zephyryn", he says with a smile as he sees a shadow mastiff dead at his feet, confirming this indeed to be an ally. Or at least an enemy of his foe.
As he closes the distance, he extends his divine favours to this stranger, who likely feels some calming and securing effect.
"Do you see anything up there?", he says shield up and sword at the ready.
Movement: 45 feet towards Grimaldus
Action: Dash - 45 feet further towards Grimaldus - by your scale that should be able to get him there, so he will stop at 10 feet away.
Passive: Extends Aura of Protection (+5 to Saves, within 30 feet), Aura of Alacrity (+10 walking speed if start turn within 10 feet of Zephyryn) and Aura of Courage (immune to frightened, within 30 feet)
(OOC: I don't believe the Sun Blade dispels the Darkness spell, hence my description of it appearing when he moves from one and it shrinking when he arrives at the other. It means that it will block Zephyryn's line of sight if not completely illuminated by the Sun Blade, which is correct.)
"Whatever do you mean brother? What better circumstances could there be than to face the servants of Shar in glorious combat?" The white-haired half-elven maiden answers in elvish, her voice firm and clear, smiling warmly and winking as she speaks. "But you are right of course, I'm sure we will celebrate under the the blessed moonlight once the machinations of the Dark Lady has been thwarted and her minions have been dealt with." She adds as the shining warrior of Belenus sends divine fire engulfing Shar's assassins in a holy conflagration.
Grim is slinging his crossbow around to take a quick shot at one of the shadowy figures when the similarly armored genasi approaches and dispels the darkness. In response to the easy greetings, Grim nods and points out the three figures without taking his eyes from them. "Well met, brother. I am Grimaldus. Pretty sure you see the fireworks on the roof, but there is a third target over there on the steps. I do not see an easy way to get to him - thought I would send an eight-inch greeting his way."
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The night sky is magically illuminated once again; this time, it is Katar's fireball spell that does so. One of the archers is utterly consumed in flame, and he falls in a smoldering heap onto the roof. The second archer is shrouded in flame momentarily, but he then whisks himself away to a different rooftop. The roof where the archers once stood erupts into flame.
The sharp twang of shortbows then fills the air multiple times as these shadowy fighters attempt to turn the fight in their favor. The rooftop archer takes aim at Grim...
The archer on the stairs focuses on Zephyryn...
And the newly-appeared archer to the northeast aims for Grim as well...
All players may act in any order. Whoever cast the darkness spells has allowed them to fade away. All archers are considered to be behind half cover. Only Grim and Zephyryn are aware of the location of archer 3.
Gracefully carried by her white winged boots, the white-haired half-elven maiden emerges from her cover and spots one of Shar's servants skulking around, swiftly uttering a word in celestial and with a motion of her hand she marks the archer with her celestial magic, then unleashing another four beams of pure moonlight from her thin white staff in quick succession towards the shadowy archer.
Bonus Action: Cast Mark of the Moonmaiden on archer 4
Action: Attack archer 4
Eldritch Blast: 27 Force: 7 Radiance: 1
Eldritch Blast: 24 Force: 9 Radiance: 4
Eldritch Blast: 21 Force: 8 Radiance: 6
Eldritch Blast: 29 Force: 10 Radiance: 4
She then lets her white winged boots swiftly carry her back behind the building for full cover.