3-2 The Forgotten Abbey

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Oct 9, 2024 3:26 pm
Shaken by the sudden swallowing gloom, Eozindra purses her lips in panicked thought as she realizes this situation is going sideways rather quickly. Feeling a light touch against her back, she presses her weight into the palm of Adran before reaching her hand over to grip his forearm for support as the two walk towards the Mayor, and hopefully to the light.

"Wait! Sir! Please, this is a misunderstanding. We did not mean to intrude!"
OOC:
Trying to Persuasion deescalate the situation verbally … if it fails, then I guess combat ensues.
Oct 9, 2024 3:34 pm
Ishi listens and crosses over to the square by the red carpet hoping he can see something, that he can strike back against
Last edited October 9, 2024 3:37 pm
Oct 9, 2024 7:29 pm
The blackness surprised Morik, who had been ready to charge at first threat, but now blinded, he growled in rage. Rubbing against the wall to his right to keep track of where he was going, he dashed towards where the man was last seen.
OOC:
Using the wall to guide him, he’ll move towards the north. If he can reach the man and still have an action, he’ll attack, otherwise he’ll use Dash action to reach the guy.
Oct 10, 2024 5:15 am
OOC:
Folks, I apologize; I muffed the set-up for Eozindra's turn, as something happens to anyone in the area of the spell's effect at the start of their turn. Every character that starts its turn in the area of the spell's effect takes 2d6 cold damage, and everything in the area of the spell's effect is difficult terrain. Everyone who has posted their turn already can adjust your actions accordingly, if you care to do so. Eozindra can Dash to either get to the space in front of the Lord Mayor to the north (40'), or south to the hall where all the Lord Mayor's Men went a few moments ago (50').

20 - Ishi (24/35, 5 temp HP) Blind
18 - Lord Mayor's Men Five and Eight
15 - Elowin (12/24, 5 temp HP) Twilight, Blind
13 - Lord Mayor's Men Three, Six, and Nine
10 - Morik (Bear 34/34, Dwarf 13/33, 5 temp HP) Blind
10 - Lord Mayor's Men Two, Four, and Seven
8 - Elysia (18/24, 5 temp HP) Blind
7 - Adran (26/26, 5 temp HP) Blind
7 - Mara (20/20, 5 temp HP) Blind
3 - Lord Mayor
1 - Eozindra (12/15) Blind

Rolls

Cold damage to Eozindra at the start of her round nine turn - (2d6)

(44) = 8

Oct 10, 2024 6:50 am
OOC:
Morik will still attempt to get to the Mayor, using Dash action.

Rolls

Darkness dmg - (2d6)

(22) = 4

Oct 10, 2024 1:49 pm
OOC:
Adran will move as needed with Zin, so if a dash is needed then he will dash. Again, assuming Zin moves with him, but Red can play it as she wishes.

Rolls

Damage (Cold) - (2d6)

(45) = 9

Oct 10, 2024 1:52 pm
Elowin extends her twilight blessing to herself and her friends but she has a feeling that she won't be able to help the all in this darkness

Rolls

Darkness dmg - (2d6)

(43) = 7

Twilight Santuary - (1d6+3)

(6) + 3 = 9

Oct 10, 2024 5:03 pm
MaJunior says:
OOC:
Adran will move as needed with Zin, so if a dash is needed then he will dash. Again, assuming Zin moves with him, but Red can play it as she wishes.
OOC:
Definitely dashing forward. She’s still trying to talk this down. Doubtful it’ll work.

Also: ouchies. I don’t have a lot of HP to lose lol
Oct 11, 2024 5:45 am
OOC:
so is ishi blind from the darkness or blind blind, no matter where he is?
Oct 11, 2024 2:57 pm
forkbeard says:
so is ishi blind from the darkness or blind blind, no matter where he is?
OOC:
It's just within the area of the spell: blind from the environment, not character.
Oct 11, 2024 3:42 pm
Eozindra feels the cold of the void between stars, and takes 8 damage. She rushes forward, straining against unseen, acidic tentacles that batter at her face and body, trying to bar her way. But she is insistent and perseveres. "Wait! Sir! Please, this is a misunderstanding. We did not mean to intrude!" Suddenly she emerges into light and warmth again, standing right in front of the Lord Mayor. Seen up close, he is a fellow noble half-elf who has clearly fallen far from his heyday. His once-fine clothing is rumpled and soiled, the glowing staff he bears flickers fitfully as if the magic that causes the glow is failing, his skin is splotchy with strange growths, and he gives off a reek, not just of the sewer and body odor, but also mold.

https://i.imgur.com/eMZstoM.png

He looks at her imperiously, moved to pity despite himself. "My policy has always been to execute on sight anyone who has not been baptized into my service, but it is true that mistakes can be made. Will you rectify your error by swearing allegiance to your Lord Mayor, the rightful ruler of Grayhaven, and be bathed in the cleansing deeps? Kneel, and live!" His voice echoes strangely in this enclosed space, with faintly-heard words he didn't speak like whispers from another world. Behind him, illuminated by the flickering light of his staff, Eozindra can see rows of wooden pews with the room narrowing to a dais and altar at one end and a mildewed bed at the other end of the room.
[ +- ] The Great Room, end of round nine
OOC:
This ends round nine.
Oct 11, 2024 4:11 pm
OOC:
Was there enough room for Adran and Mara to make it into the light as well? He and Zin were moving together, but the hallway is just a hallway.
Oct 11, 2024 5:50 pm
MaJunior says:
Was there enough room for Adran and Mara to make it into the light as well? He and Zin were moving together, but the hallway is just a hallway.
OOC:
I was still in the process of finishing the end-of-round-nine post when you asked your question; the post now includes a map that should be more clear. There isn't room enough for Adran to end his turn in the same space as Eozindra, and with the magically-Difficult Terrain, Mara definitely can't make it in one turn. The Lord Mayor is blocking the doorway to the Chapel behind him, so for anyone else to get out of the spell in that direction you'd have to move him (or use something like Misty Step to get around him)...but you'd have to get there first. Adran may not realize that he can't make it in that direction, but you do: to get there, you'd have to dash to get close enough, and then be able to move enough to attempt to shove the Lord Mayor back to then be able to get into an unoccupied space to end your turn. So if you do move in that direction, you'll be ending at least one turn in the area of effect and making the saving throw to avoid taking damage. Knowing all that, you can change your mind or continue with this plan. If you want to continue north with Eozindra, my question is: do you want to move forward with Eozindra in round nine, which would move your initiative in the combat down to hers, or do you want to keep your place in the initiative and move on round ten?

Note: I'm going to post the start of round ten shortly. I'll amend round nine and the map if you decide you do still want to move with Eozindra.
Oct 11, 2024 7:08 pm
ROUND TEN
(this was preceded by round nine, followed by round eleven)

In the depths of the endless void, Ishi is chilled (Ishi takes 9 cold damage), and rushes around the corner to confront the Lord Mayor's Men when/if they return that way. He emerges into heat and light again, seeing part of an east-west hallway lined with columns, some of which have lit lanterns. Not far away, he sees a wounded archer (Lord Mayor's Man two) facing away from him.
OOC:
@forkbeard - Given that you were so close to the edge of the spell, even with the Difficult terrain, you still have 5' of movement remaining. You can have Ishi step forward and attack if you wish, or just end his turn there without drawing attention to himself (and possibly preparing an attack).
Ishi reaches down into himself and summons the familiar fury once again. Ishi enters rage, and prepares an attack for when an enemy steps into range.

The Lord Mayor's Men, meanwhile, are talking amongst themselves. Did they hear their boss just now?
"What was that?"
"That was me. I stubbed my toe on Lheri here..."
"No, no, no...I think it was the Boss!"
"The BOSS??!"
"Yeah, listen - he's talking to someone!"
"Uh...how can you tell?"
"You have a point. But let's go see!"
"Yeah, we don't want to not be there when he wants us!"

Both Ishi and Morik can hear the sound of boots running.
"Come on, lads! We don't want to keep the boss waitin'!" Lord Mayor's Men Five and Eight dash to cover the distance of the hallway, and they come into view, pulling up short when they see Ishi. They shout in surprise.
"Oy! Who are you?! What's that black stuff?!?!!"
Having used their Cunning Actions to Dash, they could still attack...but they're unsure of who Ishi is, so their hand crossbows hang loosely in their hands, not quite aimed at the barbarian. Ishi looks daggers at them, the cords standing out on his neck as his rage builds, but none of them have come within his reach yet.

Elowin is likewise chilled (Elowin takes 5 cold damage), and pushed through the tentacle-filled darkness to find a place to breathe in the corner of the room. With her darkvision, she can see a bit of the room. The writhing black surface undulating in front of her face curves up in a vast dome in front of her, but it is lower that the dome of the roof by 10'. The dwarves, elves, halflings, and humans depicted in the dome still frolic in their frescoes above, belying the seriousness of the situation. Lunea's soothing touch reassures Elowin that the stars she saw in the depths of the darkness had nothing to do with Her. I am still with you, Lunea seems to say, and Elowin responds:
O Great Luna, Mother of the Night Sky,
You who watch over the earth in silence,
Your face, ever-changing, yet constant.
By your light, we walk the sacred path.

We call upon you now, in this hour of need,
To drive away the darkness that poisons the land,
To cleanse the shadow that hides from the sun.
Let your light purify all that is foul.

In your name, O Moon Mother,
We banish the cold darkness and restore the light.
So let it be.

The goddess' will pulses forth from her beloved vessel. Elowin, Morik, Adran, Mara, and Eozindra all now have 9 temporary HP.
[ +- ] The Great Room, early in round ten
Lord Mayor's Men Three, Six, and Nine are a little slower on the uptake. They don't hear the Lord Mayor berating Eozindra in the distance, but they do hear their fellow robbers, and so when they run, these three robbers Dash after them. They pull up short in the hallway in front of Ishi, too.
"Yeh, who're yoo?" The one closest to our hero growls, gesturing with his mace in Ishi's face, wafting the smell of stale sweat at him. They do not attack this round...but Lord Mayor's Man Six has stepped close enough for Ishi to unleash his anger. "I AM YOUR DOOM!" Ishi yells, his axe lashing out. Lord Mayor's Man Six flinches back, just barely dodging the blow. "Eek!" the robber squeals, then coughs to cover the sound, acting as if he wasn't frightened, adding gruffly. "Looks like this one wants to tussle!"
[ +- ] Round ten, three more robbers appear
Morik freezes in the empty void. Morik takes 9 cold damage. Eschewing the voices he hears close by, Morik plunges through the freezing darkness toward where he saw the Lord Mayor himself. He comes up against Adran shivering in the darkness, and he can smell Eozindra in front of him, too. He manages to avoid the grasping tentacles in the darkness.

Lord Mayor's Man Two whirls around, his jaw agape at the sight of Ishi behind him. He's never seen Ishi before, but he was expecting that the intruders were where he'd left them: back in the Library. "Where did YOU come from?" he wonders, as he draws his bow back to his cheek and releases the arrow. Then he pulls, nocks, draws, and releases again. The first arrow hits, the second misses. Ishi takes 2 damage (reduced from 4 by Rage).

Lord Mayor's Men Four and Seven, furthest away from this room, have to dash to get back into view. The begin to nock arrows, but they're out of actions for this turn.

Her lungs freezing, Elysia takes 7 cold damage. In the dark, she hears more and more voices of the enemy. Not particularly wanting to rush toward the spellcaster, she pushes through the void (using her Cunning Action to Dash), emerging from the darkness at Ishi's side. Immediately assessing the situation, she lunges with her rapier at Lord Mayor's Man Six. He grunts as her blade digs into him; Lord Mayor's Man Six takes 11 damage.

Face to face with the fallen noble, Eozindra begins to exhort, "Please, sir! Let us speak calmly. I know we can resolve this peaceably..." but the Lord Mayor interjects, his own dialogue continuing:
"We told her to kneel, didn't we, Dweller?"
"We did indeed."
"If she won't kneel, then she must FALL!"

The Lord Mayor puts forth his hand and a gust of toxic fumes jets forth. The poison sprays in Eozindra's face. Eozindra takes 7 poison damage. She continues her plea, "I beg you, release us from this darkness and let us discuss as the gentlefolk I know we both are," casting Charm Person on the Lord Mayor as she does so. He resists the pull of the magic, saying "But the darkness...the darkness is so beautiful."

At the beginning of their turns, Adran and Mara try to withstand the chill of the depths of space.
Adran takes 8 cold damage.
Mara takes 5 cold damage.
[ +- ] The battle in the Great Room, near the end of round ten
Rebuffed by the unexpectedly burly resistance of the Lord Mayor, Adran ends up back in the darkness, but he blindly avoids being grasped by the unseen acidic tentacles in the void between the stars. Mara scuttles forward, and ends its turn once again by Adran's side. The tentacles grab it, however, and Mara takes 9 acid damage.
[ +- ] Great Room at the end of round ten

20 - Ishi (20/35)
18 - Lord Mayor's Men Five and Eight
15 - Elowin (12/24, 9 temp HP) Twilight
13 - Lord Mayor's Men Three, Six, and Nine
10 - Morik (Bear 34/34, Dwarf 13/33)
10 - Lord Mayor's Men Two, Four, and Seven
8 - Elysia (16/24)
3 - Lord Mayor
1 - Eozindra (12/15, 2 temp HP)
1 - Adran (22/26, 1 temp HP)
1 - Mara (7/20)

Rolls

Ishi's cold damage - (2d6)

(45) = 9

Lord Mayor's Men hearing DC15 - (1d20+1, 1d20+1, 1d20+1)

1d20+1 : (12) + 1 = 13

1d20+1 : (17) + 1 = 18

1d20+1 : (2) + 1 = 3

Elowin's cold damage - (2d6)

(32) = 5

Oct 11, 2024 7:36 pm
Elowin call out clear and strong.

O Great Luna, Mother of the Night Sky,
You who watch over the earth in silence,
Your face, ever-changing, yet constant.
By your light, we walk the sacred path.

We call upon you now, in this hour of need,
To drive away the darkness that poisons the land,
To cleanse the shadow that hides from the sun.
Let your light purify all that is foul.

In your name, O Moon Mother,
We banish the cold darkness and restore the light.
So let it be.
Oct 11, 2024 8:08 pm
grifter730 says:
Morik will still attempt to get to the Mayor, using Dash action.
OOC:
@grifter730 - You declared this before I'd posted an updated map, so I'll ask for confirmation whether you still want to do this. Morik is in much the same situation as Adran: he can just reach Eozindra's square if he Dashes, but she's already there, so he'd have to stop short, remaining inside the Lord Mayor's spell effect this turn. He doesn't know that, but you do. Morik has also heard a bunch of the Lord Mayor's Men just come pounding up in the hall to the south.

Do you want to run to back up Eozindra (who is currently confronting the Lord Mayor alone), or run to join Ishi and not have to Dash (allowing you to perform an action when you get there)? Or do you want to do something else?
Oct 11, 2024 11:19 pm
OOC:
Well, we described it as moving together so I'll stick with that. We can both have dashed on her initiative, Adran will stay behind her, so... still in the dark for this round.
Oct 12, 2024 12:59 am
OOC:
I’ll back up Eozindra. Nuzzle whoever is front and tell them to step forward and make a bit of space lol. I’ll take the extra dmg it’s fine.
Last edited October 12, 2024 1:10 am
Oct 12, 2024 1:06 pm
I am your DOOM! Ishi shouts and attacks #3.

BONUS - RAGE

Rolls

Attack with great sword - (1d20+6, 2d6+6)

1d20+6 : (2) + 6 = 8

2d6+6 : (34) + 6 = 13

Oct 13, 2024 1:29 am
MaJunior says:
Well, we described it as moving together so I'll stick with that. We can both have dashed on her initiative, Adran will stay behind her, so... still in the dark for this round.
OOC:
OK, amending round nine...
On her way forward in the freezing darkness, Eozindra gropes and finds Adran's hand, and the two of them clutch onto each other for comfort in the uncaring Void. Eozindra moves forward, and the artificer follows her.
Chilled and disoriented, Adran takes 9 cold damage. When Eozindra emerges from the blackness, Adran is stuck just behind her, still in its effect. Adran tries to avoid the clammy grip of the caustic tentacles. Inspired by the warmth of her hand in his, he avoids being grasped.
Mara, struggling to keep up with its creator, takes 9 cold damage, and then skitters in the dark, trying to avoid the acid damage. The construct is too slow, however, and the caustic members coil around it. Mara takes 4 acid damage.
[ +- ] The Great Room, end of turn nine

20 - Ishi (24/35, 5 temp HP)
18 - Lord Mayor's Men Five and Eight
15 - Elowin (12/24, 5 temp HP) Twilight
13 - Lord Mayor's Men Three, Six, and Nine
10 - Morik (Bear 34/34, Dwarf 13/33, 5 temp HP)
10 - Lord Mayor's Men Two, Four, and Seven
8 - Elysia (18/24, 5 temp HP)
3 - Lord Mayor
1 - Eozindra (12/15)
1 - Adran (22/26)
1 - Mara (12/20)

Rolls

Cold damage to Adran at the start of his turn - (2d6)

(63) = 9

Adran's DEX save DC13, acid damage on fail - (1d20+4, 2d6)

1d20+4 : (20) + 4 = 24

2d6 : (64) = 10

Cold damage to Mara at the start of its turn - (2d6)

(63) = 9

Mara's DEX save DC13, acid damage on fail - (1d20+3, 2d6)

1d20+3 : (1) + 3 = 4

2d6 : (22) = 4

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