The Shining Shrine

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Feb 21, 2025 7:17 am
OOC:
@MaJunior moving from B40 to H24 that is 16 squares, normal movement i 6. How do you move this fare?
Your familiar could do 16 squares by move 40ft = 8 and then dash as action. But that would take its action.

Besides I would like to know how an invisible creature can provide help, while maintaining its invisiblity
Feb 21, 2025 2:13 pm
OOC:
Oh, I see. I was looking at the wrong icon. I guess he didn't advance once everyone was in position. 🤷‍♂️

Ok, scrap my turn. I'll just move up. Imp stays with me.

Not dashing, btw.
Last edited February 21, 2025 2:15 pm
Feb 21, 2025 2:57 pm
MaJunior says:
OOC:
Oh, I see. I was looking at the wrong icon. I guess he didn't advance once everyone was in position. 🤷‍♂️

Ok, scrap my turn. I'll just move up. Imp stays with me.

Not dashing, btw.
OOC:
So somewhere about #35? Do you do anything with the SunSpirit right next to him? Disenage? Attack?
Feb 21, 2025 3:08 pm
OOC:
Sounds fine. And no. It can make its AoO.
Feb 21, 2025 6:17 pm
Round 2
Anders
Anders realises that the action have started and standing back talking didn't do any good.
Sunsprite
The summoned sun spirits disappears. They are replaced with Disorienting Light
OOC:
Disorienting Lights. Flares and sparkles erupt in a deluge, confusing and disorienting creatures in a 20-foot cube in the owlbear’s lair . Each creature in the area other than the owlbear must succeed on a Constitution saving throw or be affected by a disorienting madness per the confusion spell until the end of its next turn
Suneater owlbear
The Suneater owlbear attacks Quercus
17 pricing and slashing dage to Quercus


Initiative group Action taken Conditions
A Quercus kill sunspiret Blessed +1d4
A Anders moves
B Lair Disorienting Light
B Suneater Attacks Quercus
C Arten
C Jeckle Blessed +1d4
C Flash Blessed +1d4
D Faerie-o'-Fire invisible
D Sunsprite
D Summoned Sunsprite
OOC:
@tblue1994 @mojo.bojo @GreyWord are up

Rolls

Sunsprite: AOO @ Anders - (1d20+7, 1)

1d20+7 : (11) + 7 = 18

1 : () + 1 = 1

Quercus: Con - Save vs Disorienting Light DC14 - (1d20+8+1d4)

(14) + (2) + 8 = 24

Jeckle: Con - Save vs Disorienting Light DC14 - (1d20+1+1d4)

(13) + (1) + 1 = 15

Owlbear: Beak @ Querus AC17 - (1d20+8, 2d8+5)

1d20+8 : (12) + 8 = 20

2d8+5 : (11) + 5 = 7

Owlbear: Claw @ Querus AC17 - (1d20+8, 2d4+5)

1d20+8 : (19) + 8 = 27

2d4+5 : (23) + 5 = 10

Solar Beam (Recharge 5–6) - (1d6)

(4) = 4

Feb 21, 2025 6:50 pm
Jeckle moves next to Quercus and lays healing hands on his comrade.
OOC:
I move to J26 cast a 2nd Level Cure Wounds on Quercus.
[ +- ] Cure Wounds
OOC:
Also, just want to note that my "Disciple of Life" trait should also restore 2 + the spell slot's HP, so Quercus will get +4 on top of the roll.
[ +- ] Discple of Life

Rolls

Cure Wounds (2nd Level) - (4d8+2)

(4366) + 2 = 21

Feb 21, 2025 6:59 pm
Shaking off his madness, Arten will dash and get behind the cover of the small shrine to the south.

Muttering to himself Alright beastie, you are in for it now...

He lines up a poisoned crossbow shot on the beast and it should catch the beast off guard since Quercus is nearby.
OOC:

Bonus Action: Cunning Action Dash to get behind small shring (put me in K35)
Action: Crossbow shot @ Owlbear w/ sneak attack (as Quercus is w/ 5ft) w/ Cunning Strike (I need a CON Save (DC 14) from the Owlbear, or it will have the Poisoned condition (Ends on save at end of turn))

Rolls

Light Crossbow - (1d20+6, 1d8+3)

1d20+6 : (19) + 6 = 25

1d8+3 : (4) + 3 = 7

Sneak Attack - (2d6)

(31) = 4

Feb 22, 2025 8:07 am
Realizing the inevitable need of destruction flash turn around and around here start to crackle. She move toward Quercus with a strange item in hands, changing magic words she sends an air kiss to Quercus. Electrical sparkles cover both Quercus and Flash connecting the two for a short moment and rip the fabric of reality - it looks like a slimy tentacle reach out of nowhere trying to strike owlbear.
Flash then moves back to a safe distance with her electric speed, or at lease where she feel like safe.
OOC:

Bonus action: Innate Sorcery
[ +- ] Innate Sorcery
Casting Haste as twinned spell, choosing Flash and Quercus as targets
[ +- ] Haste
Extra action - dash. For simplicity let's say I finish turn where i started.
[ +- ] Twinned Spell
And since I used Metamagic , my magic shard try to impact owlbear psychic if it fail Cha save
[ +- ] Effect - Charsima save DC 16

Rolls

Psychic damage on failed DC16 CHA save - (3d6)

(455) = 14

Feb 22, 2025 10:24 am
Round 2
Flash

Rush forward, cast a hast spell on Quercus and herself and rush back.
runekyndig sent a note to GreyWord
Suneater owlbear
The Suneater Emits a blinding flash that blindes Arden
OOC:
Blinding Flash (Costs 2 Legendary Actions). The owlbear’s featherfronds release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 15 Constitution saving throw or be blinded until the end of the creature’s next turn.

Legendary Actions can be taken after another player's turn, but due to the nature of PBP I can't always stack the actions right. Instead I will add one or more than the time allows. Pro: the monster gets it Legendary Actions. Cons: effects, like the blindness, will no be imposed on posts like Flash casting haste retrospectively.

Owlbear will use a Legendary Resistance to avoid being frightened.
Owlbear claws Quercus and draws some more blood from the barbarian.
9 points of slashing damage.

Faerie-o’-Fires
The Faerie-o’-Fires appears behind Jeckle and freys him with its solar flair. He is now glowing as he was hit with the faery fire spell
7 points of damage
OOC:
attack rolls against the creature have advantage, and the creature can’t benefit from being invisible.


Initiative group Action taken Conditions
A Quercus kill sunspiret Blessed +1d4, Hasted
A Anders moves
B Lair Disorienting Light
B Suneater Attacks Quercus poisoned
C Arten attacks Suneater
C Jeckle cure wounds Blessed +1d4, under faeriefire effect until end of Jackels turn
C Flash cast hast Blessed +1d4, Hasted
Legendary Actions Blinding Flash
Legendary Actions Attack attack Quercus
D Faerie-o'-Fire attack Jeckle
D Sunsprite turns invisible invisibel
OOC:
Sorry Arten was out of range for the blast - forgot to move his token
Also forgot to roll the owlbears attack with disadvantage
End of round 2

Rolls

Arten Redmiter: Con - Save DC15 vs Blindness - (1d20+4)

(1) + 4 = 5

Jeckle: Con - Save DC15 vs Blindness - (1d20+1+1d4)

(19) + (4) + 1 = 24

Quercus: Con - Save DC15 vs Blindness - (1d20+8+1d4)

(5) + (4) + 8 = 17

Owlbear Con save DC14 vs poison (arden) - (1d20+4)

(2) + 4 = 6

Owlbear Cha save DC16 vs psysic & fear (flash) - (1d20+6)

(3) + 6 = 9

Legendary action: Claw @ Quercus AC17 - (1d20+8, 2d4+5)

1d20+8 : (18) + 8 = 26

2d4+5 : (13) + 5 = 9

Faerie-o’-Fires: Solar Flare @Jeckle AC9 - (2d20H1+5, 2d8)

2d20H1+5 : (614) + 5 = 19

2d8 : (52) = 7

Jeckle: Concentration bless DC10 - (1d20+1)

(13) + 1 = 14

Legendary action: Claw @ Quercus AC17 dis due to poison - (1d20+8)

(14) + 8 = 22

Owlbear: con save DC14 to end poison condition - (1d20+4)

(13) + 4 = 17

Feb 22, 2025 9:38 pm
Anders will move forward, until the owlbear is in range, thrn channel his will through his hand crossbow.
OOC:
OK, trying this routine again. If my math is right... Moving to G30. Having the invisible imp familiar fly (40 ft.) forward and provide the help action, granting advantage.
Casting True Strike (with advantage) using the hand crossbow, dealing radiant damage and pushing the beast back 10 feet.
The imp will begin coming back after the help action.

If successful, the Vex property will apply for me next turn.

As for how an invisible creature provides the help action without losing invisibility... the long answer is that the conditions for the imp losing invisibility are 1) if it attacks or 2) if it loses concentration (as if on a spell).

The help action is not an attack.

Narratively, the imp could fly up near the beast and yell in its ear/make a sudden noise, providing a momentary distraction that Anders was watching for because he knew what the imp was doing.

Rolls

Attack (True Strike) w/Help - (2d20H1+10)

(54) + 10 = 15

Damage (Radiant) - (2d6+8)

(52) + 8 = 15

Feb 23, 2025 9:24 am
Feeling his group standing behind him standing strong - Quercus smiles a toothy smile and hefts his maul with both hands. Suddenly roots are trying to grap on of the smaller monster and bring it to the goliaths side.
Planting his feet wide, the goliath slams the huge weapon brutaly at the smaller thingy and the special owlbear, ready to smash limbs and body.
OOC:

If there is a save to be made that isn't DEX (because of haste), then I'll use my luck feat. :)


Free: Give Jeckle 2d6 temp HP
Reaction: Branches of the Tree - DC: 15 Str save from "st", or be pulled to I25

If "st" saves, then all attacks go with topple at the Owlbear.

Standard: 1 Reckless Attack at "st". TOPPLE DC: 15 Con save please, or be prone
Extra Attack: If "st" is alive, same again (Topple, ...) - or the Owlbear if not.
Haste Attack: same as Extra attack (Topple, ...)
Move: -
Bonus: -
----------------------
Status: AC: 19, HP 55/65, Raged, Reckless, Haste
Last edited February 23, 2025 9:29 am

Rolls

Jeckle Temp HP - (2d6)

(21) = 3

1. St with save VS Topple - (2d20h1+7, 2d6+6)

2d20h1+7 : (1716) + 7 = 24

2d6+6 : (52) + 6 = 13

2. St or OB with save VS Topple - (2d20h1+7, 2d6+6)

2d20h1+7 : (142) + 7 = 21

2d6+6 : (22) + 6 = 10

Haste: St or OB with save VS Topple - (2d20h1+7, 2d6+6)

2d20h1+7 : (73) + 7 = 14

2d6+6 : (63) + 6 = 15

Feb 23, 2025 3:51 pm
Round 3
Goal: Remove the Suneater Owlbear from the shining shrine
OOC:
I would suggest that you recap what you have learned about this creature ingame
Anders
Anders shoots his glowing arrow at the Owlbear. The bolt sinks into the Owlbears side, but then something strange happens. The radiant energy surrounding the bolt seems to dissipate and the bolt is pushed out of the Owlbears fleash again. There are no traces of
OOC:
Quote:
Vex: If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
I'm sorry, you hit, but did not deal damage. The opposite in fact
Quercus
OOC:
I'm assuming that by "st" is referring to the "fe" Faerie-o’-Fires as it is the only visible small critter available. And it teleports to an unoccupied space

Quercus'es world tree touches the Faerie-o’-Fires and teleports it next to Quercus. His mighty axe sliced through the small ball of fire, and just like fire there was very little substance. Two of the tree attacks do hit and its brightness is diminished to half its original intensity.
OOC:
Its immune to prone and has damage resistance to bludgeoning, piercing, and slashing from nonmagical attacks
Lair

The owlbears territorial rage affects all other creatures as they can feel rage bubbling up inside them.
OOC:
Quote:
Rage. The owlbear’s territorial rage affects all other creatures within the lair. Each creature must succeed on a Wisdom saving throw or immediately use its reaction to make one weapon attack against a random creature within reach/range
If more than one option I will roll a die
Faerie-o’-Fires is also in rage, but does not have a weapon attack, only spell attacks. But its reaction is spent
Arten
Arten who is susceptible to the emotional changes of this place, shoots Quercus
10 pricing damage
Jeckle
Jeckle participates in the Hit-Quercus-sport
7 bludgeoning damage
Imp

An imp appears out of nowhere and attacks Quercus as well
6 pricing and 9 poison
Sunsprite

Shoots at the owlbear, but its small arrow sticks into the owlbear feathers, but deals no damage
OOC:
That was a fun lair action - well fun for the GM not so much for Quercus. And now a tiny fiend have joined the fray
Suneater owlbear

The owlbear was shoved back into the water by Anders attack, but returns to Quercus as they have unfinished business.
18 piercing damage to Quercus
16 slashing damage to Quercus




Initiative group Action taken Conditions
A Quercus teleports and attacks Faerie-o’-Fires Blessed +1d4, Hasted, rage, reckless attacked, sap (dis to next attack)
A Anders shoots Owlbear to no effect
A Imp attacks Q reaction spent, visible
B Lair Rage
B Suneater attacks Q
C Arten reaction spent
C Jeckle Blessed +1d4, under faeriefire effect until end of Jackels turn, reaction spent
C Flash Blessed +1d4, Hasted
D Faerie-o'-Fire reaction spent
D Sunsprite reaction spent
OOC:
I forgot that Quercus has +2 AC for hast, but it didn't change the outcome of the beating he got this round. I also forgot to give Jeckle and Arten advantage to their attack, but that would just be crit fishing now. I'll let it go
@mojo.bojo @tblue1994 @GreyWord you are up

Rolls

Faerie-o’-Fires STR save vs Branches of the Tree DC15 - (1d20-1)

(2) - 1 = 1

Flash: Wis - Save Rage DC14 - (1d20+3+1d4)

(14) + (3) + 3 = 20

Anders Scarrow (HtgMh): WIS - Save Rage DC14 - (1d20+1)

(13) + 1 = 14

Jeckle: Wis - Save Rage DC14 - (1d20+5+1d4)

(4) + (1) + 5 = 10

Quercus: Wis - Save Rage DC14 - (1d20+2+1d4)

(12) + (4) + 2 = 18

Arten Redmiter: Wis - Save Rage DC14 - (1d20+2)

(10) + 2 = 12

Anders Imp: Wis - Save Rage DC14 - (2d20H1+1)

(25) + 1 = 6

Faerie-o’-Fires: Wis - Save Rage DC14 - (1d20+2)

(11) + 2 = 13

Jeckle hits Quercus with his mace - (1d20+5+1d4, 1d6+3)

1d20+5+1d4 : (12) + (3) + 5 = 20

1d6+3 : (4) + 3 = 7

Arten targets (1:A, 2:Q, 3:J, 4:F, 5:fe, 6:Owlbear) - (1d6)

(2) = 2

Arten shoots Quercus AC17 - (1d20+6, 1d8+3)

1d20+6 : (18) + 6 = 24

1d8+3 : (7) + 3 = 10

Imp attacks Quercus AC17 pircing + poison - (2d20H1+5, 1d4+3, 2d6)

2d20H1+5 : (182) + 5 = 23

1d4+3 : (3) + 3 = 6

2d6 : (36) = 9

Secret Roll

Sunsprite: Wis - Save Rage DC14 - (1d20+1)

(5) + 1 = 6

Sunsprite targets (1: owlbear 2:flash, 3: imp, 4:Q, 5: fe, 6: J)) - (1d6)

(1) = 1

Sunsprite: Sunbow @Owlbear AC15 pircing, radiant - (1d20+5, 1, 1d8)

1d20+5 : (9) + 5 = 14

1 : () + 1 = 1

1d8 : (2) = 2

Owlbear: Beak @ Querus AC17 (piercing) - (2d20H1+8, 2d8+5)

2d20H1+8 : (1817) + 8 = 26

2d8+5 : (67) + 5 = 18

Owlbear: Claw @ Querus AC17 (slashing) - (2d20H1+8, 2d4+5)

2d20H1+8 : (207) + 8 = 28

2d4+5 : (23) + 5 = 10

Owlbear: Claw crit - (2d4)

(33) = 6

Sunbeam recharge (5-6) - (1d6)

(2) = 2

Feb 23, 2025 5:08 pm
Being pommeld from all sides and the barbarian is still standing. The anger, that his "friends" are falling all over one-another to stab him in the back fills him with new energy. "First this one - then all of you!" he proclaims enraged!
OOC:
Down to 16 HP.
Feb 24, 2025 2:48 am
Jeckle holds his necklace up towards the Owlbear and says a prayer to the moon goddess.
OOC:
Cast Divine Spark as a Magic Action.
[ +- ] Divine Spark
OOC:
@runekyndig I assume you'll want to do the saves for NPCs, but let me know if it's faster in the future to do them myself and I will.
Then Jeckle kneels and closes his eyes, mumbling a prayer under his breath – a prayer nobody can hear, but whose quietness betrays its power, as a pulse of air vibrates outward from the small cleric's figure.
OOC:
Cast Level 3 Mass Healing Word as a Bonus Action, focusing on all allies within reach, including myself (which should be everybody, since it has a 60ft radius.)
[ +- ] Mass Healing Word
OOC:
Due to Blessed Healer and Disciple of Life, everyone should get an additional 4HP on top of the roll.

Rolls

Mass Healing Word: Arten - (2d4+2)

(32) + 2 = 7

Mass Healing Word: Anders - (2d4+2)

(11) + 2 = 4

Mass Healing Word: Quercus - (2d4+2)

(22) + 2 = 6

Mass Healing Word: Flash - (2d4+2)

(34) + 2 = 9

Mass Healing Word: Jeckle - (2d4+2)

(44) + 2 = 10

Feb 24, 2025 3:59 am
mojo.bojo says:
OOC:
@runekyndig I assume you'll want to do the saves for NPCs, but let me know if it's faster in the future to do them myself and I will.
OOC:
yes I will roll the saves. But please roll the damage and inform me of SC and damage type
Feb 24, 2025 3:25 pm
Flash moves closer to monster again and aims Lighting bolt to not hit his friends. Slimy tentacle reach out to Suneater again
Flash elf moves away, running past Anders and over the bridge. I'm not going to die here elf comments, but still stay within reach planning to shoot from range.
OOC:
Move to L 27 (or similar for Lightning Bolt to hit both Faerie-o'-Fire and Suneater but none north of them
use metamagic for cause Suneater to make Dex Save with disadvantage
[ +- ] Heightened Spell
[ +- ] Lightning Bolt
[ +- ] Effect - Charsima save DC 16
Extra actionL dash to C35
Bonus Action - nothing

Rolls

Lightning BOlt damage (DC 16 des save half) - (8d6+4)

(22641323) + 4 = 27

Psychic damage on failed DC16 CHA save - (3d6)

(616) = 13

Feb 24, 2025 4:00 pm
runekyndig says:
mojo.bojo says:
OOC:
@runekyndig I assume you'll want to do the saves for NPCs, but let me know if it's faster in the future to do them myself and I will.
OOC:
yes I will roll the saves. But please roll the damage and inform me of SC and damage type
OOC:
Okay, sorry about that. I'll use Necrotic damage and the roll is attached to this comment.
Just noting: on a fail, it'll take half damage.

Rolls

Divine Spark: Necrotic Damage - (1d8+2)

(2) + 2 = 4

Feb 25, 2025 7:15 pm
Gah, stay out of me head, Beastie!

Arten steadies his aim, loads and fires his crossbow at the owlbear. He aims for its legs to give his companions a chance to move away.

If'n we are fixing to leave now is the time!
OOC:

Bonus action, Steady Aim (adv on attack, cannot move)

Sneak attack with crossbow, cunning strike trip Dex Save (DC 14), Weapon mastery Slows

Last edited February 25, 2025 7:19 pm

Rolls

Light Crossbow - (2d20+6, 1d8+3)

2d20+6 : (1415) + 6 = 35

1d8+3 : (6) + 3 = 9

sneak attack - (2d6)

(55) = 10

Feb 25, 2025 7:51 pm
Round 3
Goal: Remove the Suneater Owlbear from the shining shrine

Flash

Flash unleashes the lightning that utterly destroys the Faerie-o’-Fires and seriously scorches the owlbear who roars in pain and anger
OOC:
It will use its legendary resistance to avoid the frightened condition, so makes it cha save
Jeckle

Jeckel inflicts a bit of necrotic damage to the owlbear

Arten

Arten places a bolt in the owlbears foot, causing it to loose its footing
OOC:
Owlbear is prone
Sunsprite
The small Sunspirit flyes over the water and launches an arrow at Jeckle
3 points of damage



Initiative group Action taken Conditions
A Quercus teleports and attacks Faerie-o’-Fires Blessed +1d4, Hasted, rage, reckless attacked, sap (dis to next attack)
A Anders shoots Owlbear to no effect
A Imp attacks Q reaction spent, visible
B Lair Rage
B Suneater attacks Q prone
C Arten shoots and prones owlear
C Jeckle heals Blessed +1d4
C Flash cast lightning ball Blessed +1d4, Hasted
D Sunsprite shoots af Jeckle reaction spent
OOC:
This concludes round 3
@Quercus @MaJunior are up

Rolls

Owlbear: Dex save DC16 vs lightning - (1d20+1)

(5) + 1 = 6

Owlbear: Cha DC16 vs psy + figthened - (1d20+3)

(11) + 3 = 14

Owlbear: Con Save vs Divine Spark DC13 - (1d20+4)

(16) + 4 = 20

Owlbear: Dex Save DC14 vs Trip - (1d20+1)

(5) + 1 = 6

Sunsprite: Sunbow @Jeckle AC9 pircing, radiant - (1d20+5, 1, 1d8)

1d20+5 : (13) + 5 = 18

1 : () + 1 = 1

1d8 : (2) = 2

Jeckle: Concentration (Bless) DC10 - (1d20+1)

(11) + 1 = 12

Feb 26, 2025 1:42 pm
The goliath roars his defiance into the Owlbear's face and clenches his teeth. What does one say when feeling Kelemvor's gaze upon onself??? Not today!!!

Swinging his huge maul in an violent circle the barbarian fixates on the beast they came to kill and smashes it joyfully!

Brambles sprout from the ground and are trying to hold the imp in its place.

Vanisihing for a brief moment, Quercus reappears on step to the right.
OOC:

Free: Give Jeckle 2d6 temp HP
Standard: 3 Attacks (thanks to haste) on the prone Owlbear infront of him (no reckless attack!)
Move: -
Reaction: Branches of the Tree - DC: 15 Str save from "the imp", or be hold in place with speed 0
Bonus: Giant Ancestry - Cloud's Jaunt (Cloud Giant): Teleport to J25

- If the beast should fall this round, then the remaining attacks go to the imp - no advantage.
- If there is a save to be made this round, that isn't DEX or STR (because of Danger Sense & Rage), then I'll use my luck feat. :)
Status: AC: 19 (normal attack as there is no more reckless active atm), HP 26/65, Raged, Haste

Rolls

Jeckle Temp HP - (2d6)

(56) = 11

Attack vs. prone Enemey - (2d20h1+7, 2d6+6)

2d20h1+7 : (616) + 7 = 23

2d6+6 : (26) + 6 = 14

Attack vs. prone Enemey - (2d20h1+7, 2d6+6)

2d20h1+7 : (31) + 7 = 10

2d6+6 : (63) + 6 = 15

Attack vs. prone Enemey? - (2d20h1+7, 2d6+6)

2d20h1+7 : (123) + 7 = 19

2d6+6 : (56) + 6 = 17

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