Surviving and making it to the shore had been quite a feat already, so Caern hadn't been too picky about where he'd get to sleep. That turned out to be a mistake, as he had the oddest of nightmares, so weird it seemed real. He suddenly woke up, eyes going wide open, only to notice reality itself was messed up.
He glanced at the rabbit—Wen-Tsu?—then stared at the demon floating above him, and it was obvious enough that something was really wrong. "What's going on here? What are you?" he asked, though not before deciding to act quickly against whatever the shadow being was doing before asking the Moon Rabbit what was going on. As far as he knew, good creatures didn't try to suck energy from your chest.
Real Caern:
Minor Action: Invoke Light 3 inside the hut, preferably right on top of the shadow demon.
Minor Action: Draw battle ax.
Major Action: Invoke Regeneration 3 boon.
Minor Action: Sustain Regeneration 3.
Move Action: Stand up (?), move away from the shadow and to H15.
Illusion Caern:
Move towards real Caern (I15).
The being doesn't seem to bother trying to stop you. It ceases to draw energy from you, and for a moment seems entirely unconcerned with your existence, instead concentrating on Emilia, who has burst into the front door...
You take the time to catch your breath, and invoke a powerful light upon the Shadow thing...a blazing nimbus erupts and fills the entire hut, revealing it's ugliness in full splendor.
The creature doesn't seem to notice this, either-and looking at revealed against strong light is physically revolting to your senses. It's 'body' is spidery, paper thin, like watching a pencil drawing on a wall move of it's own volition, or a being made of violin strings. It's movements are difficult to track, as it constantly shifts, vibrates, and fidgets in place.
Of interesting note is that one of the black strings it seems to be composed of, leads away to the Southwest corner of the hut and passes right the wall.
After that, Caern rises and scuttles past the creature, leaving the hut.
Emilia, noticing Wen-Tsu's slight withdrawal, understands that her short time as a guard had drawn to a close. Performing an acrobatic leap to crash through the window, she moves like swift wind towards the shadow monster's side, a single silver crescent slash to rend the darkness and cleave its neck in twain.
Emilia to a location adjacent the shadow being.
Basic attack, two-handed.
[Emilia is a hacker! (Advantage 1)
DC 16 vs Agility 1d6+1d6+1d6+1d20 (1+2+6), +1d6 (4) =12], Miss!Emilia dashes into the hut, which is now brightly lit, covering Caern as he escapes.
She sees the being much as Caern did, but for her it inspires more hatred, than revulsion-something about it is entirely horrible on a level more than merely moral. It's like seeing an bloodstain on the surface of a beautiful piece of vellum.
Emilia strikes with holy rage! She is sure she would have hit any normal being with her swing-it didn't even try to dodge her sword, instead, it just sort of...split apart, like a cloud of smoke being parted a by a strong gust of wind.
Then, reformed, it cocked it's 'head' as if amused.
"You have chosen...poorly. Not even She cannot protect you from us." It said.
Oh, that was a shadowy... demon... thing. Wen-Tsu wasn't the best acquianted with evil beasts (prefering the noble men and women who slay them) but it seemed pretty obvious that the shadow wasn't probably the best person to leave the golem-man with.
"Oh, evil thing! I don't want your scraps... and it's rude to eat in front of guests, anyway!"
That 'witty' (Well, she wasn't at her best, alright?) repartee delivered, Wen-Tsu made a defiant gesture. The monster seemed to be made of dark...
So Wen-Tsu weaved light into the wooden hand erupting from the floor, making it more ethereal than mundane. The light of the air distorted and twisted, wrapping itself around the wooden hand grasping the shadowy thing and binding it to where it stood.
Use alteration to inflict Immobile on the shadow once mr golem has gotten clear, then move out the way of the heroic valkeryie's heroics by moving to D12
[DC 16 vs Alteration 1d10+1d20 (5+13)=18]Wen-Tsu sees what the others do, and she tries to make her hand as dense as possible to trap the slippery being...
*pop*While she is sure she would have caught it, the being merely seems to dissolve into a cloud of oily black lines and slip through wooden fingers!
Perception Roll (auto-succeed, Light boon)Being able to make out the frame of the creature well enough, both Emilia and Wen watch as the Black Strings are drawn to the Southwest corner of the hut, as a spider might retract a line of webbing. Only a few of the strings seemed to have been left behind by the impact of Wen-Tsus wooden fist, and they momentarily twitch feebly on the ground like worms, before melting into a distinct nothingness.
-1 HP, ?...
"Ohhh not that eejit again. Half gnome! The bloody cheek, I'll- oooh, I feel funny. Like that time when- hmm, what was I doing? Let's see if..."
Jao concentrates hard, walks out of the hut, and tries to levitate directly 20 feet up.
From there, he presumably see the horrifying tendrils: OH DEAR GODS I must know something well-rounded about these awful feckers.
Jao floats past the dancing party guests and through the ceiling-both of the hut, and the party hall. The girl with the cheese plate seems sad.
...
His height advantage gives him a pretty clear of the battlefield and the village-he can see four pillars of darkness touching down on the cardinal points of the village...and furthermore, he can see the pillars are all attaching to one another, to something even darker, flying far above his head. And whatever that is, stretches another tendril, to something firmly to the North.
Also, the floor he's on seems to be a different hall, probably one he wasn't invited to....
Yondalla (Halfling God of Gardening), Baervan (Gnomish God of Racoons), and Chauntea (Human God of Farming) seem to be having some sort of gardening party-they're trying out various fancy dips, and passing around plates of veggies. Also, no one is wearing any clothes, and the floor is made of dirt. Jao might feel a bit embarrassed.
He seems to be in a fancy forest of some sort, with little critters jumping around everywhere...Wen-Tsu would probably like it here, but they all seem to be taking offense to Jao's presence. Segojan (Gnomish God of Gems) is also slumming in a corner here, but upon seeing you he frowns, and begins summoning his celestial Badgers, which are probably the equivalent of Holy club bouncers...
He tries to dismiss all these probable hallucinations (it occurs to him he might be having a stroke of some sort) and think.
[Lore!
DC ? vs Learning 1d8+1d20 (6+12)=18], ?He has no idea what these shadow things are specifically, but he's sure they are undead spirits. And, the one thing these beings like to do is suck life energy-since they're literally moving blots on anti-life, they constantly need to feed if they want to continue existing. Some Necromancers design beings that gain life energy in other ways, but in the end they all are things you don't wish to touch you.
Spirit Touch (melee): Entropy vs. Toughness, damaging attack
Special: 2 points of damage from a successful attack is automatically applied as lethal damage
"Companions," Anders called, keeping his attention focused on Caern's illusory shell, "there are a number of shadow pillars acting to surround us. I believe their intent may be villainous."
Attempt to arm Caern with an illusory sword made of lightning. Don't tell him what I'm doing or why I'm doing it.
It's not difficult to modify an existing illusion with your own, but it is beginning to strain your abilities.
Illusion Caern notices he seems to have received a sword that crackles with lightning. Hmm, where did that come from? It sure looks like it can do some damage!
Hearing that Caern had been found, Moubu made no waste in his time, long strides eating up ground as he swiftly made his way over to the hut.
"How is Caern doing? Can he walk? Fight?" Moubu asked, as he came up to the group, readying himself to fight off attacks from possible shadow beasts.
Minor action: Sustain Regeneration
Move Action: Move to E8
Major Action: Move to E13
Use Interrupt: Defend using might on any damaging/bane attacks that hits on allies but are below the enemies own armor.
Use Interrupt: Defend using might on any damaging attack that would down an ally so long as reducing the damage by (19-Ally AC) would stop them from being downed.
Use Interrupt: Defend using might on bane attacks that inflict: Blinded, Death, Dominated, Fear, Incapacitated 7 or 9, Stunned, or Stupefied that hit at 19 or lower.
I get advantage 2 on these defend actions. Advantage 3 if I can use my shield in my defense. Also can move 15 feet during it but idk how I'd plan that, I guess just move me if appropriate, I'm sure it'll be fine.
Moubu runs into position, which is good because...
...
At each corner of the village, the shadows seems to gather, taking more solid forms.
In the North, against Jao and Anders, two Hulking Shadowy trolls materialize from the dankness, their long arms stretching grotesquely.
In the South, against the rest, at least four shapes come into being-two of them resemble the spider-monkey beings (though much more spider, than monkey), one resembles the string thing Emilia and Wen just drove away, and one further in the back actually looks sort of like Jao-a shadow halfling, hopping on the roof of the hut. It's features are particularly difficult to make out, as it seems to be wearing a facade of stylized armor and carrying a large, tube like weapon, which it begins to aim at the party...
The party springs into action before these grotesque parodies can attack, however!
....
Initiative checks!Caern (both) 1d20 (19)=19
Moubo 1d8+1d20 (7+10)=17
Emilia 2d6+1d20 (7+7)=14
Wen-Tsu 1d4+1d20 (1+11)=12
Anders 2d6+1d20 (9+3)=12
Shadow Creatures 1d6+1d20=11Jao 1d10+1d20 (1+8)=9
Everybody, your actions are up! (Except for Jao)The land before you is pretty swampy, but it shouldn't affect your balance much-this place was once a village, the detritus of those that lived here, and the battle that ended them, is still strewn about. Several buildings of oblong, trunk-like shape lay about in rotting grandeur.
The greenery above is heavily festooned with jungle vines and branches-there are platforms above, that once allowed for easy traversal around the village, with ladders that once extended from the roofs of the buildings, but now they are all in a derelict state, traps for those with unwary footing.&=Shadow Critters
B=Monkeybees! (if there's any around)
@=Our Heroes
k=Frog Friend
One Hex=5 Ft
Movement speed for heroes=30ft a round
Grey: Pale, skinny swamp trees, with few leaves or handholds.. Very difficult to climb, requiring an agility check of 15 to reach the canopy.
Dark Brown: Log Branch Houses, with crudely carved windows and doors. Costs no extra movement to go through, if you have opened the way, otherwise it's a minor action to open them-unless they are being jammed shut in some way. Climbing on top of the houses is difficult due to their degraded state and height, requiring an agility check of 15.
Overhead: There is a dense mat of vegetation above your heads, both branches and vines-if you ascend to this level by climbing the trees or houses, you can move double speed at the cost of an agility check. An attack or rescue launched in this way would be potentially very effective, and quite comical. You can also rely on the platforms, which don't require any obvious check to move about, but are likely to be risky to step upon.
Weapon RangesMelee = Within your reach
Projectile = Weapon range (Disadvantage 1 per extra range increment)
Supernatural
1 - 3 = 25’
4 - 6 = 50’
7 - 9 = 75’
((Note: Map courtesy of
http://inkarnate.com/It's pretty useful.))
Shadow Spider ?
Shadow Man ?
Shadow Troll ?
Shadow Halfling ?
Shadow Pillar ?
Hit Points: ?
Agility ?
Fortitude ?
Might ?
Perception ?
DEFENSES
Toughness: 16
Evasion: ?
Resolve: ?
SPECIAL ATTACKS
Spirit Touch (melee): Entropy vs. Toughness, damaging attack
Special: 2 points of damage from a successful attack is automatically applied as lethal damage
Wen-TsuHit Points = 31/31 (+5 HP Bonus)
Defenses
Toughness= 10+2 (leather armor)=12
Evasion= 11+2 (leather armor)=13
Resolve= 14
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
None
Active Effects/Abilities
Lucky: The Fey are so charming that even Death itself, sometimes turns his gaze. Once per day, an attack that would reduce you to less than 1 HP, reduces you to 1 HP instead. (Available)
Fey Aura: If you have a heart, she can touch it. Once per day, she can leverage her fey aura to turn an enemies mood in a certain way. (Available)
Innocent: Who could ever accuse a face like that of evil? Once per day, Wen-Tsu can leverage her innocence to turn an enemy and cause them to take pity on her. The enemy might choose to look the other way when you’ve done something illegal, forgive a debt you could never pay, or vouch in your favor before the authorities. (Available)
Passives
Well Fed (Sunrise Soup)=+5 HP and +1 Exhaustion Level, Lasts for 24 hours
Boon Focus (Regeneration): As long the moon shines, Wen-Tsu is a beacon of life. She never fails when casting the regeneration boon. She gains advantage 2 when casting it on multiple targets.
Fey Presence: Something about Wen-Tsu reveals her inherent supernatural nature through a visible manifestation. Maybe it's the ears. Occasionally she can use your supernatural presence to gain Advantage 1 to a Presence or Persuasion action roll. From time to time the same bonus become a Disadvantage 1 instead, depending upon the beliefs and opinions of those you interact with.
Attractive: Wen-Tsu is one cute moon-rabbit-woman thing. Whenever her attractiveness would play a role in a situation, she gains advantage 1 to any relevant action rolls.
Plant Growing: WIP
Equipped Weapon: Quarterstaff (Melee, Two-handed, Reach, Forceful, Precise/Banes: Knockdown)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
JaoHit Points = 25/25 (+5 HP Bonus)
Defenses
Toughness = 14+2 (leather armor)=16
Evasion = 15+2 (leather armor)=17
Resolve = 13
Minor Action (Concentration)=Regeneration II
Active Boons=Regeneration II (1d6)
Active Banes=None
Cinematic Effects
Shoddy Black Market Gear: In retrospect, Jao considers it was less a visit to the friendly merchant, and more like a mugging by daylight.
Active Effects/Abilities
Lucky: Jao might not believe in any Gods, but it doesn't hurt to ask, right? Once per day, in a moment of need, Jao can call on luck shine to upon him. What form of luck this takes is not entirely certain... (Used)
Garls Glamourous Gala: Jao has been invited into a higher, Godly realm for an afterlife party. He gains the ability to pass freely through all physical barriers as if they were unoccupied spaces. In addition, he gains the ability to freely move in any direction in both the horizontal and vertical planes at his normal non-magical speed. Jao is immune to all attacks that target either Evasion or Toughness, however, he also cannot deliver any attacks that target Evasion or Toughness. He's only invited as long as they want him there, however-If the spell is cancelled solid structure, then he is forcibly transported to...somewhere else...
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lightning Reflexes I: Jao gains +1 Initiative from general feckishness.
Supernatural Focus (Voice, Enchantment): Jao's voice has power. Tiny, annoying power. He cannot use his Enchantment abilities without his voice, but when he does his dice are one level greater.
Well-Rounded: Jao knows everything about approximately nothing at all. Any time he makes a non-attack action roll with an attribute in which he has a score of 2 or less, he rolls an additional d20 and keep the highest of the two d20s.
Burp the Best, or Derp with the rest: Jao now grasps understands all reptilian languages with minimal effort. He gains advantage 1 when dealing with all the natives who speak froglish, or similar-for either general diplomacy or bardic abilities.
Equipped Weapon: Shortbow (Two-handed, Range 50, Precise, Swift 2/Banes: Slowed)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
EmiliaHit Points = 33/33 (+5 HP Bonus)
Defenses
Toughness = 13+4 (scale shirt)=17
Evasion = 15+4 (scale shirt)=19
Resolve = 16
Minor Action (Concentration)=None
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Divine Intervention: Emilia hears the winding of distant horns and the flutter of wings-someone watches over her. Once per day, when Emilia is subject to a Finishing Blow while her hit points are below 1, she automatically heals to a hit point total of 1. (Available)
Passives
Power Attack=Advantage 1 on all melee attacks (two handed weapon)
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Combat Momentum: When Emilia brings an enemy to zero hit points or less with a Might or Agility attack, she can immediately move up to her normal speed as a free action.
Dreams of Flying: Emilia gains a flight speed of 5’ added to her movement, a supernatural ability that cannot usually be dispelled.
Equipped Weapon: Longsword in both hands (One-handed, Versatile, Precise/Banes: None)
Equipped Armor: Scale Shirt (Toughness/Evasion +4)
MoubuHit Points = 31/31 (+5 HP Bonus)
DefensesToughness = 14+8 (Scalemail+Largeshield)=22
Evasion = 13+8 (Scalemail+Largeshield)=21
Resolve = 14
Minor Action (Concentration)=Regeneration I
Active Boons=Regeneration I (1d4)
Active Banes=Speed Penalty -5 (Armor)
Cinematic EffectsLiterally Coated in Mud: Liberally and literally. Filthy Orc! STILL DIRTY!
Active Effects/AbilitiesInspiring Warrior: In the Karthela tribe to be great warrior and a great leader is considered one and the same. No matter how strong a warrior is if his fellows will not follow him into battle, he is powerless in war. No matter how inspiring he is if he can't lead his tribe in battle to crush a foe, he is not worthy to lead. Moubu brings these ethos of personal power and leadership forward. Once per day, if he makes a show of physical force, he can use his Might attribute for a Presence roll. If his Presence score is already equal to or greater than his Might score, he gets advantage 1 on the roll. (Available)
PassivesWell Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Battlefield Defender: Moubu smash! When Moubu uses the defend interrupt action, hs also deal damages to the attacker equal to the amount by which your action roll exceeds the attacker's roll
Defensive Reflexes II: Moubu has skin of iron! Any time he uses the Defend action, he gains advantage 2 on the action roll.
Effect: Moubu can craft delicious meals, much as if he took the cooking feat. These meals have tangible benefits, most providing a HP bonus for the next 24 hours, usually about +5 stacking per level. Among other benefits, depending on his ingredients!
Recipe List+Bees and Beans
This tasty concoction is made of tangy Howler Bee meat and a generous portion of beans and bacon, among other bits and bobs of meat. It certainly fills up the belly, and toughens the constitution. Also gives you terrible gas.
Effect: +5 HP, Resistance +2 Defense vs Might Attacks (24 hours)
+Lampsur Fruit=
Sunrise Soup
Lampsur Fruit is not only delicious, but has amazing healing properties. Kai Warriors use this traditional dish to prepare for a long day of labors, or as a quick pick me up.
Effect: +5 HP (24 hours), Heals One Level of Exhaustion (Once a day)
+Wen-Tsu=
Tasty Rabbit Surprise
Those ears are really meaty!
Effect:
Equipped Weapon: Warhammer (Melee, One-Handed, Forceful/Banes: Knockdown)
Equipped Armor: Scale Shirt (Toughness/Evasion +6), Large Shield (Toughness/Evasion +2)
AndersHit Points = 19/19 (+5 HP Bonus)
Defenses
Toughness= 10+2 (Leather armor)=12
Evasion= 15+2 (Leather armor)=17
Resolve= 12
Minor Action (Concentration)=Keeping the Illusion Caern 'Real'
Active Boons=
Active Banes=
Cinematic Effects
None
Active Effects/Abilities
Dagonspeak (Elder): Anders has practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Twice per day, when he converses with an intelligent creature for at least five minutes, he can choose to learn one useful secret of the GM’s choosing about the creature.
Effect: He can now use Dagonspeak twice in one day, and he can ask a single specific question about an intelligent being he is interested in. (2 Available)
Passives
Well Fed (Bees and Beans)=+5 HP and +2 Defense vs Might Attacks, Lasts for 24 hours
Lethal Strike I: Anders gain Advantage I on his attacks when his target is caught off guard or otherwise unaware of the attack, or if his target is within melee attack range of an ally.
Evasive Footwork: When Anders moves from a space adjacent to an enemy to another space not adjacent to that enemy, the enemy does not get the usual opportunity attack.
Combat Momentum: When Anders brings an enemy to zero hit points or less with a Might or Agility attack, he can immediately move up to his normal speed as a free action.
Blessing of Mother Hydra: Anders heals particularly quickly when in saltwater (Regeneration I when at least half his body is in salt water), and can act as though he had Sylvan ally with regard to fish, aquatic reptiles, and creatures of dark and deep aquatic places. Granted, he's also automatically detested by dogs, cats, and most wholesome creatures that walk under the light.
Equipped Weapon: Dagger (One-handed, Precise, Swift 4, Range 25/Banes: Persistent Damage)
Equipped Armor: Leather Armor (Toughness/Evasion +2)
Caern (Illusion)Hit Points = 30/30
Defenses
Toughness: 15+2+2(Large Shield+Natural Defense)=19
Evasion: 10+2+2(Large Shield+Natural Defense)=14
Resolve: 15
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Totally not real, or is he?
Big Honking Lightning Sword
Active Effects/Abilities
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to his Toughness and Evasion defenses.
Equipped Weapon: Battleaxe
Equipped Armor: Large Shield (Toughness/Evasion +2)
Caern (Real)Hit Points = 30/30
Defenses
Toughness: 15+2+2(Large Shield+Natural Defense)=19
Evasion: 10+2+2(Large Shield+Natural Defense)=14
Resolve: 15
Minor Action (Concentration)=None
Active Boons=None
Active Banes=None
Cinematic Effects
Totally confused right now
Active Effects/Abilities
Resilient: Once per day, Caern can automatically succeed a Fortitude action roll of Challenge Rating less than or equal to 10 + twice his fortitude score. (Current Bonus=20, Available)
Passives
Beserking: As a free action on your turn, Caern may enter a rage. While raging, he has advantage 1 on his attacks. Additionally, if he is not wearing armor, all of his defense scores are increased by 5. If he takes three consecutive turns without making an attack roll against a creature, the rage ends. When the rage ends, he automatically suffers 1 level of the fatigue bane.
Natural Defense I (+2 Evasion/Toughness): When Caern is not wearing armor, he gains an armor bonus to hisToughness and Evasion defenses.
Equipped Weapon: Battleaxe
Equipped Armor: Large Shield (Toughness/Evasion +2)