The gathered people show no signs of being anything beyond human, but there almost seems to be some sort of cloud about them, something emanating from the thing on the altar.
Dorn's Deep
Be sure to read and follow the guidelines for our forums.
The gathered people show no signs of being anything beyond human, but there almost seems to be some sort of cloud about them, something emanating from the thing on the altar.
"Nothing better for friends than mamas recipes" he whispers in gnomish adding a friendly wink.
Maralie slips the key into his hand and only then does Ug register her wide eyes and curious stares. could she? Maybe?
Does little friend no a best mother named Nancy?" Ug asks, his heart rate starting to speed up again.
The fiend.
How dare he.
Twist the tenets of Ilmater like this. Disgracing all he's been taught from birth, all the power he's been given to help prevent needless suffering. Zenithral turns to the acolytes and his eyes burst alight.
"FOOLS!" he shouts, voice booming. "Ilmater does not teach to submit to suffering, he teaches to take upon it to save others from suffering!" He points a finger at the form on the altar. "Poquein is no priest! In the name of the true Ilmater, open your eyes and look at what you're really worshiping!"
(Undead must make a DC 16 WIS saving throw or be turned for 1 minute or until it takes damage.)
Rolls
Persuasion? (-5 if Intimidation is required instead) - (1d20+7)
(4) + 7 = 11
Inspiration - (1d20+7)
(16) + 7 = 23
The bloodstained cloth draped over the altar stirs with every word from Zenithral, as though pained by his demands. It rises up suddenly, revealing a winged statue on the altar, stone hands folded before her as though praying. A red cord binds the hands together. Dark stains mar the statue's surface.
Above the statue, the cloth floats in the air, taking a vaguely humanoid shape as though draped over a person's head and shoulders. It shies away from Zenithral, rising higher into the air and moving toward the stalactites that line the cavern's ceiling.
Brother Perdiem growls and raises his own voice, one condemning finger pointed toward Zenithral. "We have been warned of you, Zenithral! You do not determine what is right and what is wrong! We Ilmatari are synoptic; we see with one eye, one mind. We see with the eye of our god. If we lose our sight, we must follow one who can lead. This is why we follow Poquelin."
He looks over the Ilmatari, some of whom begin to show signs of clarity like Brother Gus. "Those who falter will be cast into the Abyss to burn for their transgressions!" Gus grabs his head in both hands, tears rolling down his cheeks. Several more of the men and women begin stumbling away.
Perdiem puts one hand on the statue, blood from his wounds further staining the thing. "I can leave no soul untouched, no nerve dulled." Then, with a sudden roar, he hefts the statue and slams it into a wandering acolyte's head, dropping the man to the floor.
The statue's eyes burn.
Brother Gus and the others return to their stupors.
Perdiem, breathing heavily, holds the statue high. "Those who are spiritually lacking will serve Ilmater from beyond the grave. Teach these heathens the errors of their ways!"
The Ilmatari move forward toward the party. Most move with shambling steps (Acolytes), but there are a handful who stalk with determined strides (Adepts). Two others nearer to the altar begin chanting spells (Priests 1 and 2).
Rolls
Altar thing wisdom save (adv vs turning) - (1d20+8, 1d20+8)
1d20+8 : (1) + 8 = 9
1d20+8 : (4) + 8 = 12
Basically none of those rolls are valid and Al spent her turn missing.
HP: 144/144 + 16THP
AC: 20
Rolls
Attack w/ feint - (1d20+10, 1d20+10)
1d20+10 : (6) + 10 = 16
1d20+10 : (8) + 10 = 18
Strain 😖 - (1d100)
(57) = 57
Damage - (2d10+5, 2d6)
2d10+5 : (109) + 5 = 24
2d6 : (65) = 11
Attack 2 v statue w/ feint - (1d20+10, 1d20+10)
1d20+10 : (2) + 10 = 12
1d20+10 : (5) + 10 = 15
Attack 3 v statue - (1d20+10)
(6) + 10 = 16
Then Al's words hit him, Oops, guess I should have gone for the statue...
Statue Spirit takes 25 damage from Eldritch Blast.
HP:87/87(+16THP)
AC:18
Ki:7/7
SS:2/2(+1)
HD:14/14
Rolls
Eldritch Blast vs spirit - (1d20+8, 1d20+8, 1d20+8)
1d20+8 : (17) + 8 = 25
1d20+8 : (6) + 8 = 14
1d20+8 : (14) + 8 = 22
Damage - (3d10)
(6109) = 25
(Spirit takes 116 damage. Priest 1 takes 25 damage)
98/98 HP + 16 THP
AC 17
Rolls
Longbow 1, 2, & 3 vs Spirit (Sharp) - (1d20+5, 1d20+5, 1d20+5)
1d20+5 : (8) + 5 = 13
1d20+5 : (20) + 5 = 25
1d20+5 : (4) + 5 = 9
Damage - (3d8+47)
(174) + 47 = 59
Bursting Arrow - (2d6+12)
(23) + 12 = 17
Longbow 4 & 5 vs Spirit - (1d20+5, 1d20+5)
1d20+5 : (8) + 5 = 13
1d20+5 : (5) + 5 = 10
Damage - (2d8+26)
(86) + 26 = 40
Longbow 6 vs Priest 1 (Sharp) - (1d20+5)
(20) + 5 = 25
Damage - (1d8+21)
(4) + 21 = 25
Ras casts Watery Sphere
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.
Any creature in the sphere’s space must make a Strength saving throw (DC 18). On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
AC 19
Rolls
Ry of Frost vs Spirit - (1d20+9)
(18) + 9 = 27
Cold Damage - (3d8)
(417) = 12
Ray of Frost vs Spirit (quickened) - (1d20+9)
(2) + 9 = 11
Inspiration - (1d20+9)
(11) + 9 = 20
Cold Damage - (3d8)
(266) = 14
Ug growls as his piercing glare attempts to paralyze the priest.
(Brother P must make a dc 14 save or take 3d6 damage and become paralyzed.
Ug hp: 152/138
When the fight begins, Erevain raises his shield high and makes his way toward Brother Gus, then lays a hand on the man's shoulder, attempting to banish whatever evil influence is upon him.
Erevain casts Protection From Evil and Good on Brother Gus.
On the ground, the battle is on in force, as one of the priests calls down a pillar of fire and light upon the party's back rank. Ug rolls out of the worst of it, but Zenithral is caught in the middle, flames biting his skin as radiance sears his soul (Ug takes 12 fire and radiant damage, and Zen takes 10 fire damage and 7 radiant damage - resisting the radiant).
Alalla plows forward through the Ilmatari cultists to reach the altar. They whack at her with simple clubs and knives, but her armor repels most of the blows. She steps up onto the raised portion alongside Perdiem and strikes out at the statue in his hands. Just as her sword is about to land, however, the carved image catches her attention. That face...
Meanwhile, the Ilmatari press forward as a wave upon the party (the weakling acolytes deal pretty pitiful damage to the party: Al takes 9, Erevain takes 6, Reo takes 4, Vince takes 3). Most of them are simple clergy with little or no combat training, but there are a handful of men and women who move with purpose, strength, and grace. Bearing no weapons at all, they circle widely around the party and each pick a target. Hands and feet striking as hard as longswords, they lay into the companions with powerful strikes.
Well-trained in this sort of unarmed combat, Vincent easily turns aside the jabbing fists of his opponent. Ras fares less well, however. His fine dragon scale armor absorbs the weight of a kick, but the adept before him spins suddenly in the air, her other foot lashing out to catch Ras in the side of the head with force enough to stun the small druid (Ras takes 8 bludgeoning and is stunned for the next round).
Reòthad's nimble foe slides across the stones to deliver a painful kick to the dwarf's knee (Reo takes 17 bludgeoning damage), but Reòthadh proves his sturdiness as he refuses to buckle. A ray of frost leaves the sorcerer's hand to flash out at the spirit above, but it seems to have no effect on the spectral creature.
Ug's unarmed opponent has even less success. A rapid flurry of punches lands on the goliath's muscled side, but even without his rage Ug can hardly feel them.
Zenithral blinks away the aftermath of the flamestrike spell to find one of the adepts attempting to wrestle away his bow. The half-elf keeps a firm grip on the weapon, however, and even manages to get off a parting shot at the spirit, glowing arrow passing through the cloth and undead form to pierce a stalactite nearby. The ensuing explosion showers the combatants below with rocks, and when the dust clears the only sign of the spirit is the tattered, stained cloth that flutters to the ground.
Brother Perdiem shrieks in rage and hefts the statuette with both hands, swinging it sidelong at Alalla. She feels her strength leave her suddenly as she recognizes whose likeness the idol bears. Her memory flashes back to her trip across the planes to the bank of the River Styx, and the awesome being she met there. Only her warrior instincts kicking in at the last moment allow Alalla to doge back from Zariel's stone face. Are the statue's hands bound by the red cord, or breaking free of it?
Perdiem's eyes bulge as he grips the statue. "When your world is turned upside-down, when your understanding of the universe is stolen from you, all you have left is faith. From my faith, all I can hold onto is law. It is the law that we obey. It is ALL we can offer!" Perdiem brings the statue around for another swing, and Alalla finds her footing precarious as she takes another step back, reaching the edge of the raised platform. Brother Perdiem pauses in his assault to look out at the battleground and makes eye contact with Ug. "No! N-" His cry is cut off as his body freezes in place, held fast by Ug's chilling gaze, with the statue held out before him (Perdiem is paralyzed!).
Nearby, the other priest finishes his chant and several members of the party find their minds assaulted by magic meant to steal away their free will. They each manage to fight it off, except for Alalla. Even as she moves to strike at the vulnerable statue, she freezes in place just as surely as Brother Perdiem before her (Al is also paralyzed).
Head still ringing, Ras shows remarkable fortitude as he finishes his own spell, conjuring forth a swirling globe of water that covers both of the spellcasting priests. As the globe rises off the floor and into the air, Ras feels clarity slip from him. Maintaining his concentration on the spell for long will likely be impossible (Normally being stunned makes it so you can't concentrate on spells, but we usually play that concentration spells get at least 1 round of effect. Basically the watery sphere spell will end after this coming round, rather than right now).
As Erevain casts his spell to remove evil influences from Brother Gus, the bearded Ilmatari once more blinks in confusion. Erevain pulls the man to one side, hoping to keep him out of harm's way.
Rolls
Acolyte dmg to Al - (5d4)
(11412) = 9
Acolyte dmg to Erevain - (2d4)
(33) = 6
Acolyte dmg to Reo - (1d4)
(4) = 4
Acolyte dmg to Vince - (1d4)
(3) = 3
Adept attacks vs Vince (3) - (1d20+6, 1d20+6, 1d20+6)
1d20+6 : (1) + 6 = 7
1d20+6 : (10) + 6 = 16
1d20+6 : (11) + 6 = 17
Adept attacks vs Reo (3) - (1d20+6, 1d20+6, 1d20+6)
1d20+6 : (9) + 6 = 15
1d20+6 : (16) + 6 = 22
1d20+6 : (15) + 6 = 21
Dmg to Reo - (2d8+8)
(45) + 8 = 17
Reo Dex saves (2) DC 14 - (1d20+1, 1d20+1)
1d20+1 : (16) + 1 = 17
1d20+1 : (20) + 1 = 21
Adept 3 attacks vs Ras (3) - (1d20+6, 1d20+6, 1d20+6)
1d20+6 : (11) + 6 = 17
1d20+6 : (9) + 6 = 15
1d20+6 : (13) + 6 = 19
Dmg to Ras - (1d8+4)
(4) + 4 = 8
Ras con save dc 14 - (1d20+2)
(9) + 2 = 11
Adept 4 vs Zen (3 attacks) - (1d20+6, 1d20+6, 1d20+6)
1d20+6 : (18) + 6 = 24
1d20+6 : (17) + 6 = 23
1d20+6 : (3) + 6 = 9
Dmg to Zen - (2d8+8)
(61) + 8 = 15
Zen str saves DC 14 (2 saves) - (1d20+4, 1d20+4)
1d20+4 : (12) + 4 = 16
1d20+4 : (12) + 4 = 16
Adept 5 vs Ug (3 attacks) - (1d20+6, 1d20+6, 1d20+6)
1d20+6 : (5) + 6 = 11
1d20+6 : (1) + 6 = 7
1d20+6 : (8) + 6 = 14
Perdiem vs Al (2 attacks) - (1d20+8, 1d20+8)
1d20+8 : (7) + 8 = 15
1d20+8 : (3) + 8 = 11
Al wis save DC 15 (vs Hold Person) can't remember her modifier... - (1d20+1)
(1) + 1 = 2
Zen wis save DC 15 (vs Hold Person) - (1d20+3)
(17) + 3 = 20
Reo Wis save DC 15 (vs Hold Person) - (1d20)
(15) = 15
Ug wis save DC 15 (vs Hold Person) - (1d20+2)
(18) + 2 = 20
Priests Dex saves vs watery sphere (1, 2) - (1d20+2, 1d20+2)
1d20+2 : (15) + 2 = 17
1d20+2 : (12) + 2 = 14
Perdiem Con save vs chilling gaze - (1d20+3)
(4) + 3 = 7
Zen Dex save DC 15 vs Flamestrike - (1d20+3)
(1) + 3 = 4
Ug Dex save DC 15 vs Flamestrike (adv) - (1d20+2, 1d20+2)
1d20+2 : (15) + 2 = 17
1d20+2 : (18) + 2 = 20
Flamestrike damage (fire, radiant) - (4d6, 4d6)
4d6 : (6211) = 10
4d6 : (6423) = 15
Al indomitable! - (1d20+1)
(7) + 1 = 8
Chilling gaze dmg - (3d6)
(532) = 10
Perdiem is also paralyzed, so advantage! Also auto-crits if you can get next to him! Not autocrits on the statue, even though it's not moving either. Its AC and hp represent it being really hard and difficult to break.
The two priests are currently restrained in the watery sphere, and so are granting advantage.
Every party member except Al and Erevain has an adept next to them trying to punch them in the face. Also, acolytes are swarming over the front rank (Reo and Vince?) They probably won't do much damage, but they're there, so you never know.
Some acolytes are probably also doubling back to Al, since she's vulnerable.
To clarify, Al has not done anything this turn, as she is still paralyzed. At the end of her turn she succeeds the save and is free for her next turn.
HP: 144/144 + 7THP
AC: 20
Rolls
Wisdom save - (1d20+1)
(20) + 1 = 21
"Ilmater may or may not answer your prayers, but I am here to be your end."
Vincent uses 1 ki to disengage, and casts fear. DC 16 WIS save.
HP:87/87(+13THP)
AC:18
Ki:6/7
SS:1/2(+1)
HD:14/14
His bow would be next to useless with so many in the way. He couldn't afford to hit any of them, and there was no escape, save his limited flight. His best bet would be to give his allies some openings. Trusting the priests to be unable to hear from the warbling mass of water around them, and Peridium to be frosted over, Zenithral tries to taunt the nearby enemies that aren't fleeing from Vincent's spell.
"If I am such an enemy to Ilmater, then come destroy me!" Oh dear...I think I'm letting this get to my head...
(Zenthral takes the Dodge action, completely focused on avoiding attacks. He'll cast Shield if he's hit)
82/98 HP
AC 17 (Dodging)
Rolls
Persuasion - (1d20+7)
(17) + 7 = 24