"Lofwyr, is that you?" BdB called out. It had to be ... exposed bone and ripping muscle flesh, who else in the group could it be? Moving his other foot, BdB bumped into a face, a jaw set in determination and the unmistakable scent of entitlement and overconfidence. Ms. Jane, that you? Everyone else alive and well?
That was the strangest part of it all. It had been a long time since BdB had woken up in a pile of bodies...but those times were different, with memories of pleasure or the empty pursuit of it still in one's mind. Here ... well, he remembered little except he was fairly certain no one in this heap of Slashers had chosen to be here. But why would someone go through all this trouble just to capture them and throw them in the dark. Ransom? Ha! The band was—as usual—almost entirely broke. Revenge? Well, why not just kill them straight out. Maybe that was coming later today.
BdB thought about what he should do. A goblin of action would have already pulled out the tools he always kept stashed in his pink mohawk. Or maybe cast a light spell by now. All good things to do. But BdB was a man of thought-then-action, or he was trying to become that at least. Besides, Spyder needed everyone to stay still as he searched for his glasses. So, with everyone under Drow Elf arrest, BdB recalled his dream.
"It was another one of those George Fred dreams," he begins to nobody and to anyone who would listen. "You remember G.F., right? He's that wise, though one-eyed and mangy, old almiraj who hops a bit to the left because of his bad rear leg. Anyway ... there I was in a field of buffel grass marked by a few boulders coming out of sandy regions where some prairie crocus had established their roots. And there's G.F. ... with a prairie crocus bloom in his mouth, chewing away and contemplating. He notices me and hops over; then he hops over some more to correct his path; then I just decide it would be simpler for me to walk over to my right so he doesn't have to keep going on in wide-left hopping patterns. Anyway, so G.F. looks up at me and smiles in the way he does, where he brings up his paws and tilts his head so his good eye is at the center. And he says to me: 'Among walnuts, the empty shells are the ones that speak from the soul.' Then poof! he wiggles his nose and disappears. And so do I."
BdB waits for a response. Sometimes when he relates those tales, it turns out he is quoting a folklore from one of the band members' home region. Bonkers, right? Sometimes Spyder will scoff at "Oh, that New-Age tripe," except to everyone else it's already a 100-year old saying, so it practically counts as wise, ancient philosophy. Well, who knows what response he might get.
And as he waited, BdB did what BdB does best—what any of this group does best, really. He improvised. He jammed. He brought the tune to the tragedy.
Hey ... here's one I've been thinking of...starts out low. Dark. One voice on stage.
We've got fresh new packs. Each has a shiny, untried blade.
Our moms have sent sandwiches with marmalade.
We climbed down that well.
Fearful, we shake and quell
The growing panic inside our head
Because, as it's been truly said
"And here's the second voice as the lights stay off, maybe with the percussion coming in?"
We're noobs in the dark.
Noobs in the dark.
Trying to find our parts
Hoping to cast our spells.
Seeking to make our names,
Among adventurers and tarts.
Taking our fare-the-wells
And returning with loot and gains.
We're noobs in the dark.
Noobs in the dark ...
"Anyone want to take it from there?"
Saving throws:
Free Action:
Dice Roll:
1d4
4
Move:
Action: singing and talking /
Dice History check:
1d20+4
(10)+4
Total = 14
Reaction:
Bonus Action:
Condition:
Concentrating:
Baron de Boom | Goblin | Artificer Artillerist Level 4 / Bard School of Eloquence Level 3 Character sheet HP: 52/52 AC: 12 Spell stats: Modifier +3 / Spell Attack +6 / Save DC 14 Spells:
Cantrips: Light, Mending, Minor Illusion, Prestidigitation
Level 1: Catapult, Cure Wounds, Feather Fall, Purify Food and Drink, Shield, Sleep, Snare, Speak with Animals, Tasha's Hideous Laughter, Thunderwave
Level 2: Detect Thoughts, Invisibility, Zone of Truth
Always Prepared: Shield, Thunderwave
Others currently Available: Catapult, Cure Wounds, Feather Fall, Purify Food and Drink, Snare Skills Acrobatics +3 / Arcana +6 / Deception +4 / History +4 / Insight +2 / Intimidation +4 / Investigation +6 / Nature + 4 / Performance +9 / Persuasion +9 / Religion +4 / Slight of Hand +3 / Stealth +3 [/b] Special skills/traits: Bardic Inspiration, Create Cannon, Nimble escape, Unsettling words, Fury of the small, Infuse items, The right tool for the job Languages: Common, Goblin, Sylvan Active Infusions: none Weapons: none Attuned: Carrying for Party: Possessions kept in dark unknown place: Almiraj-print underwear; thieves' tools
Darkness, unresolved odors, head shoved under something -- this is not an entirely unusual situation for Jane as she swims to consciousness. Neither is the sound of Spyder yelling for his glasses. Partying has its consequences. At least she still has her ponytail holders, those magically carved ice-blue quartz circlets her parents gifted her when her sorcery powers began to manifest. She pushes the moldy something off her head and sits up in the darkness. The cold, deep, garbage-smelling darkness. Eff. Head hurts. Floor stinks. She cracks her knuckles. History check:
The most important thing at this moment is to find Durza's robe. Durza's robe is one of Jane's most prized possessions. I mean, it's Durza's possession technically, but once Jane has crept into it and inhabited it, she knows how to make herself difficult to extract. The robe is multicolored, big, floofy, smells comfortingly like spicy orc, and it is the primary route to sanity and safety in a difficult morning. If she can get to Durza's robe (before Durza gets to it) she can figure out the rest of it. But she needs to be encased in its warm embrace, before brain function can resume.
She quietly puts up her dancing lights, four blue balloons with marker faces that reflect her current mood. They spread out around her and in the direction of Spyder's voice, and she begins to creep across the floor, her cold fingers searching for the fleecy goodness that she knows must be somewhere around here. Very important to find it and shove her limbs deep into it before Durza wakes up to stake some kind of nonsense "That's my robe and I want to wear it" claim on it.
OOC: I know the robe isn't here! Poor Jane! Saving throws: Move: Creeps around feeling across the floor. Action: Cast "Dancing Lights" History check : 14 Bonus Action: Reaction: Free Action:
Dice Roll:
1d4
4
Condition: Concentrating:
Dagger Jane | Eladrin Aberrant Mind Sorcerer / Lore Bard | Level 4/3 | Character Sheet HP: 41/41 AC: 12 Spells: Level 1: 4/4 | Level 2: 4/4 | Level 3: 3/3 | Level 4: 1/1 Sorcery Points: 4/4 | Bardic/Magical Inspiration: 4/4
Metamagic: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.Quickened Spell or When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.Extended Spell Skills: Sleight of Hand +8 | Intim/Perform/Persuade +7 | Arcana/Decep/Hist/Inv +5
Passive Perception: 13 (+3) | Passive Investigation: 15 (+5) | Passive Insight 13 (+3) Abilities: Song of Rest, As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll, ability check, or damage roll, you can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. You can do so after the roll but before knowing the result.Cutting Words, As a bonus action, choose one creature you can see within 30 ft. of you. You and the chosen creature can speak telepathically with each other while you are within 4 miles of each other). The telepathic connection lasts for 4 minutes.Telepathic Speech, Once per short rest as a bonus action, you can magically teleport up to 30 ft. to an unoccupied space you can see. [3rd] Your Fey Step gains an additional effect based on your current season (DC 15 if the effect requires a saving throw).Fey Step 1/SR Fey Baby: Darkvision, Advantage on saving throws against charms, cannot be put to sleep by magic. Weapons: Dagger, +5 to hit, 1d4+2 piercing damage Attuned: Spell Info: Save DC 15, Attack Bonus +7 Cantrips: Dancing Lights, Mage Hand, Message, Prestidigitation You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.Mind Sliver (Int DC 15), A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.Ray of Frost (+7), You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.Sword Burst (Dex DC 15), You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.Vicious Mockery (Wis DC 15) Level 1: Arms of Hadar, Disguise Self, Dissonant Whispers, Unseen Servant, Witch Bolt Level 2: Calm Emotions, Detect Thoughts, Locate Object, Invisibility, Magic Mouth, Mirror Image, See Invisibility, Snowball Swarm, Spider Climb, Suggestion Carrying for Party:
Last edited by lostcheerio; Dec 15th, 2020 at 11:28 AM.
Durza lay prone on the floor in the nice, comforting darkness. Carefully not moving made the headache much more tolerable, so she just stayed there quietly, ignoring Spyder's accidental kicks to her ribs, and listening to BeeDeeb's highly confusing dream story.
"Walnuts, though. I am hungry, now you mention it. What's... what's this stuff anyway?" Pulling the moist, nubbly material up to her face, Durza stuck a corner of it in her mouth and tasted. "Nah, not walnuts."
The Baron's song was getting into full flight now. Brilliant! Durza reached out for her maracas but grasped only empty air and scrapes of slime.
"Oh no. Beebs, mate. Spyder. I can't find me shakers." She rolled over, very carefully, on the flagstones and sat up. "I haven't got me kecks neither."
Dagger Jane's dancing lights floated up, giving off just enough light to be able to see-
Justin couldn't tell if he was awake or still asleep, since nothing seemed to change whether he had his eyes closed or not. The throbbing headache reminded him that maybe he was awake. So did the Baron's powder. But the pain was so intense that death seemed like it was better than the migraine in Justin's head.
"Aaaaasimar, did you cast Darkness again?! I swear, dude, if you-" The eladrin felt around, and tried to get up gingerly, shaking the pins and needles off his limbs. Vertigo then kicked in, making him lightheaded and woozy. "Whoa..... This is some trip, man." Speaking of limbs, Justin realized he had nothing on except his 100% bamboograss fiber eco-friendly boxers on. Not a very uncommon occurence, since he was very comfortable in his flawless olive skin, but stuck like this with his bandmates didn't happen every day. Heck, not even every month. He felt inside his underoos for... yeah, that's intact... his hard, slightly-damp, eight-inch, dryad-approved yew wand, kept for back up purposes. "Hey, what happened, man..."
BdB started going on about some almiraj he used to know, and Justin tuned him out, trying to remember the events of the previous night. "Yeah d'Boom, that's got a nice ring to it..." he replied to the goblin absent-mindedly. Was that really Veren, out in that tavern, with her latest manchild toy? Did she do this? She would definitely be capable. Thoughts were like exes; they tease you with possibilities then disappear when you need them the most. Soon it was becoming too painful to think. The space behind his eyelids were quickly becoming islands of violence.
A low grumble escaped Lofwyr's mouth. Well, more of a low growl like the sound of gravel and bones thrown under a millstone. "Adælaide, You blanket thief." The Aasimar yawned. But it wasn't Adælaide's voice that came. It was Spyder's. Lofwyr sat up from whatever moist rug? hopefully, it was a rug that he was laying on and rubbed his temples. "Shots?" Everything was a bit foggy.
"Well yeah, the usual man. Rat poison, a few drops of monster blood, oh and this time I managed to get a hold of some Illithid dust. But I've never had any-- Wait! I can't see! BdB was right! I've gone blind!" Then he heard de Boom calling out. If he can't see either... If anyone knew what to do it would be BdB. So, when he talked, Lofwyr listened.
"Walnuts? Empty shells? Oh, the broken ones. Is that supposed to be us? Broken and emptied out by powers greater than ourselves so that we may find our own worth? So they finally got me then. Who was it? The fist of Torm? Bahamut's Blades, The Purifiers? Or maybe the other side. The Dark Stars or Tiamet's Wyrms?" He waited for a cultist or celestial to confirm his suspicions. But what came next was BdB again. This time with a song.
Everyone was waking up. The gang's all here. Jane shed some light on their situation. Oh, they're all stripped. Definitely underground too, good acoustics. "Nah, Justin. Wasn't me bro. But my head, ugh. You don't have any of that dreamleaf do you? Might help us think straight? What about you, Hingalon? have any more of that hobbit flower for your pipe?"
The Skald looked down at himself. Just his leather trunks, that's not all that strange, but no blood. He didn't fight? Someone just threw the entire band underground and he didn't even have a tooth in his knuckle? That was odd. Of course, his greatsword and handaxes were gone. Was he even carrying them? They went out to celebrate right. First night in Vallos, yeah that's right.
He stood up and started to pace around the room. "Okay, this isn't funny anymore. I'm starting to get mad. Somebody is going to answer for this!
|Fallen Aasimar Bardbarian(Valor-Berserker)|Level 7|Lofwyr Sheet HP: 53/53|AC:12/12 Passives: Perception:13| Investigation: 11| Insight: 13 Spells:
Level 1: [ ][ ][ ][ ]
Level 2: [ ][ ][ ]
Bardic Inspiration: 1d6 [ ][ ][ ]
Rage: [ ][ ][ ] Skills: Athletics +8, Insight +3, Intimidation +9, Nature +3, Perception +3, Deception/Performance/Persuasion +4 Abilities/Features:Bonus Action, Duration 1 minute(10 rounds)
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.Rage , While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.Unarmored Defense, When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack, You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.Danger Sense, Bous Action: While raging, you can choose to frenzy. You can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.Frenzy, Jack of All Trades, If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.Song of Rest, A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll, or, when an attack roll is made against the creature, it can use its reaction to roll the die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.Combat Inspiration Boons of Celestial Blood: Darkvision, You have resistance to necrotic damage and radiant damage.Celestial Resistance, 1 Action
Once per long rest as an action, touch a creature and restore 7 hit points.Healinh Hands, You know the light cantripLight Bearer, 1 Action
Once per long rest as an action, you can transform, causing all within 10 ft. to make a CHA saving throw (DC 14) or be frightened of you until the end of your next turn. This lasts for 1 minute or until you end it as a bonus action. Once on your turn you can have one attack or spell deal 7 points of extra necrotic damage to one target.Necrotic Shroud Weapons: -- Attuned: -- Spell Info: CHA|DC 14|Attack Bonus +6 Cantrips:[c]Casting Time: 1 action
Range/Area: Touch/20ft.
Components: V, M(a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.[/c]Light, [c]Casting Time: 1 action
Range/Area: 10ft.
Components: V, S
Duration: 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.[/c]Prestidigitation, [c]Casting Time: 1 action
Range/Area: 5ft.
Components: S
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).[/c]Thunderclap, [c]Casting Time: 1 action
Range/Area: 30ft.
Components: S
Duration: Concentration, up to 1 round
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.[/c]True Strike 1st Level:[c]Casting Time: 1 action
Range/Area: 30ft.
Components: V, S, M(a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.[/c]Bane, [c]Casting Time: 1 action
Range/Area: 60ft.
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.[/c]Dissonant Whispers, [c]Casting Time: 1 action
Range/Area: 10ft.
Components: V, S
Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.[/c]Earth Tremor, [c]Casting Time: 1 action
Range/Area: Self/15ft.
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.[/c]Thunderwave 2nd Level:[c]Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.[/c]Crown of Madness, [c]Casting Time: 1 action
Range/Area: Touch
Components: V, S, M(fur or a feather from a beast)
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.[/c]Enhance Ability, [c]Casting Time: 1 action
Range/Area: 60ft.
Components: V, S, M(a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.[/c]Heat Metal Carrying for the party: The soul-crushingly dark existential dread of the relentless marching of time towards the meaningless and inevitable death of all things.
__________________
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You all see Jane’s Hangover-Face balloons rise in the black. But they spill no light, and almost immediately, the scrawly mouths yawp wide into OH! NO! BAD SURPRISE! mouths and BANG!BANG!BANG!BANG! they burst like realllllly loud popcorn. Ow. You could have done without that.
It’s dark. SO very dark. You do not smell anyone making coffee.
Spyder: You do not find your glasses. You remember---someone had them last night? Something about? Tatted string? Someone holding your glasses said something about Never lose again! and Tatted string! For sure. You have literally NO forking idea what tatted string is, but you feel positive that if you did know, you would not admit it. It does not sound cool.
You all hear BdB’s song, and it heartens you, but when he warble-grombles out in his warble-gromble gobby voice, Our moms have sent sandwiches with marmalade --- it’s just so plaintive. More than one of you are glad for the dark. A tear rises. YOU want a sandwich with Marmalade. And a blanket. Maybe pants! But then the Baron’s voice cuts out. He remembers something!
MEMORY ONE: OH HEY! When you got to Vallos, the BAND SCHEDULE was out. This is a three day festival, and you were scheduled to play at 8 pm on the last day. THE ANCHOR SLOT. Last band before the winners are announced. WHAT! Other bands from small regions like yours were stuck with like, 10 AM day one, or 2 AM day three. You have what might be the best slot of the whole fest... you must be SRS CONTENDERS! HELLZ YEAH! Oh, except the fest begins this morning (if it even IS morning) so you have mayyybe three days (depending on how long you were out) before your name is called...fat lot of good that career-making time slot will do you, as you squat here sadly in the dark-dark.
Jane: Your ponytails are intact. You turn so whatever moldy chunk of furniture you were stuffed under is firmly behind you. You aren’t sure what direction you are going, except that it is not “Up.” You crawl over mossy stone. Over nubbly wooliness. Over shattered lumber. Over shards of glass. Too bad it is dark, because this is super punk, crawling over all this trash. You are even probably knee-bleeding, just a little, real sexy-like, hellsyeah! You wish you could see you! You do not find Durza’s robe, but you find the SMELL of Durza’s robe, which is, essentially Durza. You crawl across her bare feet and calves and legs. She seems to be lying face down on the woolly part of your crawl-over trash. Also? You remember something!
MEMORY 2: Last night, you heard all the top tier front-running bands were going to some chichi joint called WARBLERS. You you guys wanted to scope out the competition. But one of you didn’t go in? You guys never split up! But, you are certain of this. ONE of you refused. REFUSED TO GO INTO A BAR. ...Weird. .
Durza, you are licking a really old rug. You have licked old rugs before, in circumstances that shall remain mercifully murky. This is definitely a similar experience. You smell and taste alpaca wool, mildew, ancient foot. Foot of the ages. As you snurfle in the decaying fibers, you realize that near your head, to your right, you also smell---turtle? Yes. Turtle. Your Gran (orcside) used to make “Mock Turtle” Soup, in which “Mock Turtle” was actually “Halfling.” But your human parent insisted she replace the “Mock Turtle” with actual turtle made of turtle. And Gran liked to use ‘em ripe. Definitely a very very very very dead turtle, very nearby. Also? Jane is crawling up your legs.
Justin: Whew! There’s that wand. Always good to check. You try very hard, but you remember nothing of last night. You try to remember if you saw Veren, because if crap is going bad---oh, and it is--- of course your mind goes to Veren. Who can hold a grudge like a fey? But, nah. It’s a blank. You decide, willfully, to remember that you wore electric blue eyeliner and looked amazing. So there, brain.
Hingalon lies like a deflated little Hin-scrap on the stones, inert, wishing he had thicker foot-fur, or what his Ma used to call, “The abomination of socks.”
Lofwyr. You are too mad to be still. You pace! In a random direction! In the blackness! movement reduced by 10 feetThe rough cold stone hurts your feet BUT WHO CARES RAWR YOU SO MAD! And – Oh. Huh. You step out of the darkness into...a very dark room. But hey, you aren’t godborn for nothing! You can see. In grayscale.
You also notice you have Spyder’s glasses. They hang jauntily around your neck on a tatted string one of the MeeMaws made you. Why, yes, it is lovingly hand-beaded with tumbled rocks. Oh, dear.
Lofwyr: You are in what looks like an old, dank, sub-sub basement studio apartment. These city-dweller ratholes are cheap on rent, on high on infectious disease. No one has lived in this one for a long time. Any area or item you see on the map (and perhaps some you do not see) exists and can be investigated.
Behind you, a solid slab of clearly magical darkness rises to the ceiling, spreading in a 15 foot radius. You hear your friends rustling and hollering inside.
North is an old bookshelf full of moldering tomes. The ground is littered with mostly-burned reading torches.
South is a training area, and you can see part of a decayed, ruined, collapsed bedroom that way as well. The rest? Well, the darkness acts as a corner.
WAIT! Wha---- Directly in front of you, three vicious birches stand ready to murder you! You might pee a little. No one but you knows. Two lady archers with fierce, cruel faces and--- and a---Oh wait. Those are statues. If anyone asks, you definitely did not pee. Hard to tell in grayscale, but they look metal? Brass? Still, they are so lifelike! They seem to shimmer in the gray, as if at any second they might come AT you, bro. The center statue is---
IT IS A DOOR! A big brass door, with the figure of beautiful woman with impressive brass cleavage and an even crueler face sculpted on it. Instead of a knob, she extends one hand, cupped, open, demanding. Her other hand holds a small whip with many bladed tails. She has a sneery mouth and coldly arched eyebrows. The eyebrows say, We have seen your kind before. The eyebrows are not impressed.
You. Might. Be. In. Love.
At the same time, she is spooky AF. You feel actively anxious about getting any closer...
The cold rough stone hurts your feet. (Movement speed cut by 10 as long as you are barefoot.)
MEMORY ROLLS: This entry assumes that you will all immediately blat out whatever you remember to the whole band. You are a team, and you all have poor impulse control. If you would keep clues to yourself, please let me know, and I will change the method I am using here.
If you did not roll history last turn, this is your last chance before you are too awake to access the clues you feel sure are lodged in your subconscious minds. If you failed, IT IS OKAY there will be more chances!
Also, if I ask you for a roll, you can assume it is a free action unless I say otherwise.
BdB has tools, Jane has her focus, Justin’s got his Yew Wand, Lofwyr has Spyder’s glasses... (Hey, are the glasses a focus, or?) Anyone else smuggling?
Those of you who moved, your direction was determined by your D4, as you have no way to orient. If you wish to move in the darkness this turn, please either Roll a D4 in free action again, or indicate your direction based on sounds/smells or explain the non-random method you use to choose a direction.
__________________ New here? Come play a NEW PLAYER SOLO GAME
That's the Baron scrabbling at her face, and here is Durza's leg. Jane grabs onto both with her pinchy little hands, and grips the hardest.
"It's me Jane," she says sharply and unnecessarily. She is the worst pincher. Her wicked fingers are unmistakable. "We've got to find Spyder's glasses! He needs them!"
He needs them to see? Questionable. He needs them to maintain his elegant mystique? Certainly. If the fans saw those sweet sad plaintive hazel eyes, where they'd imagined deep pits of pure darkness, it would only confuse them.
"Spyder, we're coming!" she assures him. "Please don't try to look at anyone until we have your specs back on!"
Jane goes scooting along on the floor, hoovering up whatever she finds, exploring boldly with her hands. She's unafraid of touching whatever she touches, because she's desperate to get her hands on those lenses. As she goes, she sends up a little duckling string behind her of upset Dancing Lights.
OOC: Maybe there's something useful on the floor in here. Maybe she needs to roll with disadvantage given the darkness? Saving throws: Move: If Durza or Baron has a definite direction she'll allow herself to be led. If not, she'll go randomly:
Dice Roll:
d4
4
Action: Cast "Dancing Lights" again and search the floor:
Dice Investigation:
d20+5
(14)+5
Total = 19
Bonus Action: Reaction: Free Action:
Dice *
Roll:
1d4
4
Condition: Concentrating:
Dagger Jane | Eladrin Aberrant Mind Sorcerer / Lore Bard | Level 4/3 | Character Sheet HP: 41/41 AC: 12 Spells: Level 1: 4/4 | Level 2: 4/4 | Level 3: 3/3 | Level 4: 1/1 Sorcery Points: 4/4 | Bardic/Magical Inspiration: 4/4
Metamagic: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.Quickened Spell or When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.Extended Spell Skills: Sleight of Hand +8 | Intim/Perform/Persuade +7 | Arcana/Decep/Hist/Inv +5
Passive Perception: 13 (+3) | Passive Investigation: 15 (+5) | Passive Insight 13 (+3) Abilities: Song of Rest, As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll, ability check, or damage roll, you can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. You can do so after the roll but before knowing the result.Cutting Words, As a bonus action, choose one creature you can see within 30 ft. of you. You and the chosen creature can speak telepathically with each other while you are within 4 miles of each other). The telepathic connection lasts for 4 minutes.Telepathic Speech, Once per short rest as a bonus action, you can magically teleport up to 30 ft. to an unoccupied space you can see. [3rd] Your Fey Step gains an additional effect based on your current season (DC 15 if the effect requires a saving throw).Fey Step 1/SR Fey Baby: Darkvision, Advantage on saving throws against charms, cannot be put to sleep by magic. Weapons: Dagger, +5 to hit, 1d4+2 piercing damage Attuned: Spell Info: Save DC 15, Attack Bonus +7 Cantrips: Dancing Lights, Mage Hand, Message, Prestidigitation You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.Mind Sliver (Int DC 15), A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.Ray of Frost (+7), You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.Sword Burst (Dex DC 15), You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.Vicious Mockery (Wis DC 15) Level 1: Arms of Hadar, Disguise Self, Dissonant Whispers, Unseen Servant, Witch Bolt Level 2: Calm Emotions, Detect Thoughts, Locate Object, Invisibility, Magic Mouth, Mirror Image, See Invisibility, Snowball Swarm, Spider Climb, Suggestion Carrying for Party:
"Yeah dude, you bet your bottom dollar someone's paying for this..." Justin replied to the aasimar, "This AIN'T the five star accomodations we were promised. Fresh out of the sweet, sweet weed, and I think I need some of BdB's kale cleansers to clean out my- Oh, hello there."
The eladrin finally dug out his wand from... wherever recesses he had it stuffed in, and said "Chillax, guys, got my wood!"
Four purple and orange orbs of light burst out of Justin's wand, streaking bright colours and hopefully some aid to vision here as they groped about in the darkness of love on the rocks. He tried to follow the sound of Lofwyr's voice, who seemed angry at first but stopped because he... discovered something? "Hey bro, what'd ya find? Coffee? The manager? Seriously, we should file a complaint; this ain't the way to treat your rising stars, man..."
Wand arm held high, the summoned lights continued to dance and hover around Justin as his feet experienced the low-budget spa treatment on his way to his best bro."Guys, how you doing, guys? Anyone got my eyeliner? Wait. This isn't our hotel?"
Justin stumbled out of the darkness and onto... more disgusting, unglamorous fare.
Saving throws:
Free Action:
Dice Roll:
d4
4
(4)
Move: towards Lofwyr's voice
Action: Perception to look around:
Sniff... Drowkkar N'elf? I've always thought it was too spicy, too obviously masculine, but I have to admit, it's not a bad fragrance after all.
Hingalon felt all around him, but as far as he could reach (admittedly not much) there was only damp soil. He felt all over himself, but he was naked, except for a soiled loincloth. Now, was it tautologically 'soiled' because he was lying onto soil, or... better not to investigate that particular mystery. Sometimes being lost in pitch-black darkness had its advantages.
When Jane cast some blue light on their sorry lot, he could see that the band was all there. But after a moment... BANG! KAPOW! Jane's balloons seemed to explode right within the poor halfling's head. He laid back on... his back, closed his eyes again against the darkness.
"No, Lof, I haven't got any hobbit flower. Just my loincloth, and I doubt even you would want to smoke that. Could be hallucinogenic, though... in fact, I was just dreaming of a strange planet with a pink sky, twin moons and whole forests of gigantic mushrooms. There were mutants roaming about. But I don't think that helps, right now."
Was Lofwyr even still there? Hingalon needed a moment to put his thoughts in order. The darkness wasn't helping. He toyed with the idea of getting back under the pink sky, slipping so easily in another dimension...
But he couldn't. He really had to do something, try to help the guys. Right? Wearily, he tried to concentrate. Perhaps he could perceive the shape of the darkness, find an exit...
OOC: I don't know if I'm late, but I'm rolling the History roll. If it's too late, just ignore it!
I'm not moving at all and using my at-will Detect Magic to perceive the shape of the darkness and (eventually) find the exit, so I'll be able to guide everyone outside. Of course assuming this is possible, it's a legal use of Detect Magic and it makes any sense...
Saving throws: Free Action: Rolled History, got 15 Move: Action: Detect Magic -- 30' radius Reaction: Bonus Action: Condition: Concentrating: the little I can possibly manage
"OW!" Durza tried to yank her legs away from Pincher Jane's nippy little claws and to roll on top of her to quiet her down. But Jane was already gone to cause mischief somewhere else.
"Lofes, mate, calm down. You know we've woken up in worse places and every time we were the ones what put us there. You gotta get a handle on this paranoia.
"You remember the other week when you started that fight in a tavern because you thought that dwarf had stolen yer mead? You remember punchin' him in the face until you realised yer mead was right there in yer other hand all along? Justin remembers. You remember, don't ya, Justin?"
Durza wrapped the dead turtle rug around her shoulders. It felt comforting, sort of, in a mouldy way. Just like Gramgram's soup, in fact.
"I bet we had a good reason for bein' here. Just gotta remember it. So the last thing I remember from last night was..."
Saving throws:
Free Action: Try to remember what happened last night
Dice History:
1d20
12
(12)
Move:
Action: I'm putting this stinky, mouldy rug on and wearing it like a toga. Yeah, you just watch me.
Reaction:
Bonus Action:
Condition:
Concentrating:
Durza Dera | Half-orc Bard (College of Valor) | Level 7 | Character Sheet HP: 52/52 AC: 12 Spells:
Level 1: 4/4
Level 2: 3/3
Level 3: 3/3
Level 4: 1/1 Features, traits, and feats:
Bardic Inspiration (1d8): 2/2
Relentless Endurance: 1/1
Lucky: 3/3 Skills:Acrobatics/Intimidation +5, Animal Handling +3, Medicine +6, Nature +2, Performance +8 Weapons: Attuned: Spell Info: DC 13, Attack Bonus +5 Cantrips: Dancing Lights. Friends. Minor Illusion Level 1: Cure Wounds. Faerie Fire. Level 2: Calm Emotions. Enthrall. Level 3: Hypnotic Pattern. Leomund's Tiny Hut. Speak With Plants. Tongues. Level 4: Confusion. Freedom of Movement. Carrying for Party: Dead Turtle Rug
Last edited by bothers; Jan 26th, 2021 at 04:44 PM.
The situation was urgent, with overtones of extreme danger and deceit. Where were those damn glasses?! Jane was on the case, bless her, but he wasn't about to rest on his laurels.
He stood stock still, scared to move in case he stood on them. Wait, wait, he thought, just think this through… if you were a pair of custom made smoked-glass spectacles, where would you be?
"On my face," he growled. This wasn't getting him anywhere.
"Any luck, Jane?" he questioned the darkness, "anybody?"
It was then that Lofwyr called, letting everyone know he had found something. Spyder rushed towards his voice, tripping over something kind of soft and nearly falling on his face. Luckily eighty years in the Underdark had trained him for this kind of thing, and his body acted automatically. He fell into a jog, standing on somebody's foot and then into the light.
Ouch. He squinted for a moment until his eyes adjusted. It wasn't actually particularly bright, so it didn't take long, and he had a look around.
"Lofwyr, mate, you're a legend!" he said, rushing over to the big man and accepting the glasses. "Tatted string, right. So that's what that meant!"
With a sigh of relief he settled the glasses on his nose and then had to squint again, this time because it was so dark. But if that was the cost of style, so be it.
Finally he examined the surroundings and noticed the big wall of darkness.
"Emergency over, guys," he called, "I've got 'em. You lot are in a darkness spell; anybody remember casting that? Don't think it was me."
He looked around the room and noted the ominous statues. "Don't fancy yours much, mate," he grinned, patting Lofwyr on the lower bit of one of his biceps.
He ambled over towards the bookshelf, wondering idly if any of them might be a musician's biography or even sheet music. He selected the least burnt-looking torch he could find and, humming a couple of bars, Prestidigitationcaused it to burst alight. He'd need the extra light to compensate for the dark glasses.
BdB hears the voices of Lofwyr, Spyder, Jane, Durza and Justin ... he smells Hingalon, who is apparently alive but perhaps not yet up and conscious. From what de Boom can make out from the conversation, there apparently is a way out of the darkness.
"You up, lad?" he calls to the halfling. "I won't leave here until we're sure everyone is up and out."
And, really, what's the rush? Where do they have to go?
The group has three days to prepare for the concert.
Why seek elsewhere when you don't know your own soul and mind?
With an inward breath, de Boom sits up and concentrates on the darkness around him. After all, if there is some deep dark secret of one's soul or of a freaky jail, wouldn't the best place to hide it be right next to you? Right at the core of the dark you seek to escape? I mean ... isn't that the whole, like, concept of the Wayward Warlocks groundbreaking fifth album?
You cannot escape the dungeon
Of your own creation. You cannot
barricade your daughter or your son
from you. Face what you have sought
Is just another illusion, a grand delusion
Of your union with your collusion.
[and here's where BdB came in with his guest cannonade performance]
With ... In-iq-ui-ty! In-iq-ui-ty!
Give it to me, giveittome, giveittome!
GiveITtoMEeeeeeeeeeeeeeeeeeeeeee!
Yeah, like you can't beat those classic dungeon songs. BdB smiled at the memory of those progressive rhythms and 10-foot-pole percussion sections.
In fact, he got so drawn into those memories, he practically forgot he meant to investigate the I mean, he rolled a 9 ... talk about a lousy debut Baron boyheck out of the darkness around him.
When Lofwyr stumbled out into the light, well less-dark, his legs trembled a bit and his stomach growled. That low rumble that he often adds just before Spyder's solo. Then he realized, he's got something hanging around his neck. "Oh hey! Guys, the ultra-black isn't the whole room! Follow my voice. Especially you, Spyder." The Aasimar took a look around, he'd stayed at worse places. He jumped a little when he saw the huntresses with their bows leveled at his milky white chest. Once he realized they were statues; he looked around to make sure nobody saw how they startled him.
He winked at the warrior women and continued to give the newfound room a cursory scan. "The dark is magical, maybe it can be dispelled? Justin, I don't really think now is the time to be tuning up that instrument. Oh, and sorry but this isn't the swank suite we had in mind. Looks like that old flophouse we spent the winter in 3 years ago when that blizzard happened. There's no coffee either. Damn, I could really go for a chai. Thanks, Hingalon but you'd best keep that loincloth, for now, I am interested in taking a trip to that pink skyed mushroom planet sometime though"
Lofwyr scratched his head and tried to History: 7remember anything about last night. It sure felt like something big went down. When Spyder emerged from the inky darkness the Aasimar waggled the smoky specs, and his eyebrows, for the Lute God. One by one, his mates stumble fumbled out. "Hey Justin, what do you make of these fine ladies?" He said while gesturing towards the west wall. "They look familiar?"
While others were drawn to the books, Lofwyr went south to Investigation: 12check out the destroyed bedding. If he were to hide anything it would be there in that mess rather than obviously tucked into a book. "Must've been some party last night! I think I blacked out again though, anyone remember if I kept it chill?" Did he break this bed?
Saving throws: Free action: History: 7 Move: Walk to the ruined bed Action: Investigate (12) ruined bed Reaction: Bonus Action: Condition: Exhaustion: Concentrating:
|Fallen Aasimar Bardbarian(Valor-Berserker)|Level 7|Lofwyr Sheet HP: 53/53|AC:12/12 Passives: Perception:13| Investigation: 11| Insight: 13 Spells:
Level 1: [ ][ ][ ][ ]
Level 2: [ ][ ][ ]
Bardic Inspiration: 1d6 [ ][ ][ ]
Rage: [ ][ ][ ] Skills: Athletics +8, Insight +3, Intimidation +9, Nature +3, Perception +3, Deception/Performance/Persuasion +4 Abilities/Features:Bonus Action, Duration 1 minute(10 rounds)
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.Rage , While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.Unarmored Defense, When you make your first attack on your turn, you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack, You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.Danger Sense, Bous Action: While raging, you can choose to frenzy. You can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.Frenzy, Jack of All Trades, If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.Song of Rest, A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll, or, when an attack roll is made against the creature, it can use its reaction to roll the die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.Combat Inspiration Boons of Celestial Blood: Darkvision, You have resistance to necrotic damage and radiant damage.Celestial Resistance, 1 Action
Once per long rest as an action, touch a creature and restore 7 hit points.Healing Hands, You know the light cantripLight Bearer, 1 Action
Once per long rest as an action, you can transform, causing all within 10 ft. to make a CHA saving throw (DC 14) or be frightened of you until the end of your next turn. This lasts for 1 minute or until you end it as a bonus action. Once on your turn you can have one attack or spell deal 7 points of extra necrotic damage to one target.Necrotic Shroud Weapons: -- Attuned: -- Spell Info: CHA|DC 14|Attack Bonus +6 Cantrips:[c]Casting Time: 1 action
Range/Area: Touch/20ft.
Components: V, M(a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.[/c]Light, [c]Casting Time: 1 action
Range/Area: 10ft.
Components: V, S
Duration: 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.[/c]Prestidigitation, [c]Casting Time: 1 action
Range/Area: 5ft.
Components: S
Duration: Instantaneous
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).[/c]Thunderclap, [c]Casting Time: 1 action
Range/Area: 30ft.
Components: S
Duration: Concentration, up to 1 round
You point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.[/c]True Strike 1st Level:[c]Casting Time: 1 action
Range/Area: 30ft.
Components: V, S, M(a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.[/c]Bane, [c]Casting Time: 1 action
Range/Area: 60ft.
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.[/c]Dissonant Whispers, [c]Casting Time: 1 action
Range/Area: 10ft.
Components: V, S
Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.[/c]Earth Tremor, [c]Casting Time: 1 action
Range/Area: Self/15ft.
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.[/c]Thunderwave 2nd Level:[c]Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: Concentration, up to 1 minute
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.
The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.
On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.[/c]Crown of Madness, [c]Casting Time: 1 action
Range/Area: Touch
Components: V, S, M(fur or a feather from a beast)
Duration: Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.[/c]Enhance Ability, [c]Casting Time: 1 action
Range/Area: 60ft.
Components: V, S, M(a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.[/c]Heat Metal Carrying for the party: The soul-crushingly dark existential dread of the relentless marching of time towards the meaningless and inevitable death of all things.
__________________
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