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About This Game

Avert the cataclysmic return of Takhisis in this adventure for the world’s greatest roleplaying game. In an audacious bid for power, the Cult of the Takhsis leads the charge in an unholy campaign to resurrect the dead Queen of Dragons. Alongside their dragon allies and the a faction of power-hungry Knights of the Thorn, they sweep from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. The threat of annihilation has become so dire that groups as disparate as the Citadel of Light and Knights of Neraka are banding together to fight the cult. The heroes must succeed, or the cultists will disturb the balance of Krynn that keeps Chaos at bay. Regardless of the quest's outcome, the world will never be the same.

Game System

D&D 5e

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04/19/2024

Detailed Description

The Queen of Many Colors and None is dead.

She is not widely mourned. Even her dark consort, Sargonnas the God of Vengeance, sheds no tears for her. Briefly, she was mourned by Mina, her most devoted follower. However, even Mina has come to learn the depths of Takhisis' deception and has forsaken her former queen.

Across Ansalon, mortals curse her name, for her fall from heaven also unseated the Platinum Dragon, Paladine, who now walks the earth in the form of the elf Valthonis. The Walking God chose mortality to preserve the Balance and preserve life on Ansalon. His former followers mourn his sacrifice and devotion, honoring his memory. Of the two great dragons, only one is mourned.

But there are those who would see Takhisis restored. Her ogres struggle to find purpose without her guidance, even as they still blame her for their ancient fall from grace. Goblins and draconians might flock to her banner again, as they did of old, if only someone would raise it. And there are those, lurking in the shadows, who have begun to put a plan into motion. For should the dead god rise, the Balance would be destroyed. Darkness would cover the face of Ansalon, and a new Age of Dragons would begin to replace the Age of Mortals.

Eons ago, in the Age of Starbirth, the Queen of Dragons poured her power into a great artifact, the Mask of the Dragon Queen, which she used to corrupt the first dragons to her cause. Now, her last cultists seek to reunite the scattered pieces of this artifact. They hope to use the divine power stored within to return Takhisis to life and power. Even now, in the Solamnic province of Southlund, the Cult of Takhisis begins to stir, putting their fell schemes into motion.

The Queen of Many Colors and None is dead... for now.
 

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The Rise of Takhisis
  1. What's new in this game
  2. I'll delay my turn to after modar. Either he acts and drops the fire and lets me attack with the Hand, or he does something else whacky and i can just blast him with burning hands through his fire wall. Whats the worst he can do!
  3. Yes. If you want to do that, you'll have to delay your turn until after Rath Modar moves or ready the action to use as a reaction if Modar drops the Wall of Fire. Let me know which you'd like. Delaying your turn will have Callista move between Modar and the gargoyles.
  4. If Alura's ploy works and he drops the wall of fire, callista can continue her action to grab him. If it doesn't work we'll have to reassess but i think i could just use burning hands into the area, that should work.
  5. It looks like it's opaque both ways. So Rath Mordar wouldn't be able to see us either. Hmm, it honestly doesn't seem like a great deal for either of us.
  6. Sure, can i use my "15" left in my Portent +1 in Persuasion to make that a 16 total?
  7. Callista would have to delay her action. Rath Modar would drop the wall of fire at his point in the initiative order. He also may not, since he could construe that as a dangerous act. Would you add a Persuasion check to your post? I'm going to use that to help me decide.
  8. If he listens to Alura's request to drop his fire wall then Callista can see him and still grab him with her spell. She could hold her action until the end of the round if Modar complies with Alura.
  9. I had never realized this until now. I generally rule that you can target an area without being able to see it, but you can't target a creature or object without line of sight. So Alura can cast Nathair's mischief on the area covered by the wall of fire. But Callista cannot see Rath Modar, so she cannot target the 5' square he is in. She could, however, cast fireball or cloudkill or any other spell which targets a specific area and have that area overlap with the wall of fire spell. I'll update tomorrow to give you time to edit Callista's post.
  10. AC: 16 | Hit Points: 75/75 | Passive Perception: 19 | Passive Insight: 16 | Init: +4 Descriptive Text "Valagar Thinking" "Valagar Speaking"
  11. I actually never considered if you could see through a Wall of Fire, that'll have to be resolved first i suppose.
  12. Niles Gilderbrandt Level 8 Arcane Mystic () AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 4 of 4 | 2nd Level: 2 of 3 | 3rd Level: 2 of 3 | 4th Level: 2 of 2 Spell Attack Bonus: +8 | Bonus Spells Available: Hex: yes | Invisibility: no | Misty Step: Yes | Ray of Sickness: Yes Initiative: +3 Passive Perception: 14 | Channel Divinity: Yes Niles darts to the side looking for some sort of cover. He quickly casts a Hex on the closest gargoyle, with a focus on the creature's Dexterity. He then casts a fire bolt at the hexed gargoyle. Sorry, at work and I can't do Roll20 on my phone so a very generic first round.
  13. AC: 21 | Hit Points: 105/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 2/3 | Commanding Rally: 1/3 | Warding Maneuver: 4/4 Skills+8 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +2 A. Handling +5 Insight +2 Medicine +5 Perception +5 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion | SavesStrength: +8 Dexterity: +0 Constitution: +7 Intelligence: -1 Wisdom: +5 Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic Class Features: - Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits: - Mount Up. Mounting or dismounting costs you only 5 feet of movement. - Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: - Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Aubryn scowls at Rath Modar's explanation and justification. As violence erupts around her, she says, "I am Aubryn Grace, Knight of the Crown and here to stop you. And despite your failed logic, I do not want Paladine back if it means the rise of your vile goddess as well. Let them both sleep." Turning her attention, she knows the gargoyles are a danger to the spellcasters and she has to protect them. She says quickly, "Cole, I will protect Alura and Callista. Harry Rath!" She focuses on the nearest gargoyle, looking to end its threat. As one attacks the nearest zombie, though, she lashes out quickly with her sword, looking to give it a harsh lesson when you ignore a knight. She slashes at it twice injuring it in some fashion. Looking back to Cole, she says, "Hit them hard!" Tabletop I'm sorry for the poor post rate lately. I have one more week of a difficult schedule at work, and things should return to normal for me. She will get an opportunity attack for Gargoyle 3 attacks the Zombie next to her thanks to the Sentinel feat: Opportunity Attack - hits AC 21 for 14 damage. Aubryn will ignore the one attacking her and continue attacking Gargoyle 3. Attack #1 - hits AC 13 (that's too low at this level, so I'm going to guess it's a miss) Attack #2 - hits AC 24 for 15 slashing damage. Finally, she uses the Commanding Rally feature to grant Cole an extra attack (which does an extra 1d8 dmg on a hit).
  14. I am going to edit my post to included Alura asking him to call off his guards and drop his fire spell.
  15. At the risk of being a stick in the mud... . Can you target someone you can't see with those spells?
  16. Okay, I'm not going to post a full update, but I did resolve Alura's and Callista's spells. Rath Modar fails his Wisdom save and is charmed by Alura. Unlike other charm spells, Nathair's mischief doesn't say the effect ends if an ally attempts a hostile action, so he will be charmed for the rest of this round. The charm extends to Alura only. Rath Modar fails his Strength save and is restrained by Maximillian's earthen grasp. He makes his concentration check, so the wall of fire remains in effect.
  17. Nothing upsets a caster more than not letting them cast lol
  18. And also too effective at stopping enemy spells! (jk)
  19. We have been uncharacteristically diplomatic of late lol
  20. AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (10/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▢ ▢] Scorching Ray, Earthen Grasp, Crown of Madness Level 3 [▢ ▢ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▣ ▢] Blight, Wall of Fire, Conjure Minor Elementals As she finishes her counterspell she looks to Alura and seems.. amused perhaps, certainly not surprised. It was no doubt a somewhat forgone conclusion to start with. Though she doesn't like being so close to the action, the zombies between her and the enemy give her some confidence, she directs them first. The two in front of her move to attack their respective gargoyles, aiming to at least occupy their attention while the one to her left does the same, assisting Aubyrn. Confident that they can at least buy her a few moments she focuses on the sorcerer in front of her, intoning the ancient words of her spell, heard and forgotten by those around her and lifts her hand, as she lifts dust appears and sheds from her hand and in response, an enormous mirror of her hand made from dust and debris rises against Modar, reaching and grasping to capture him. Mechanics Attacks Actions Attack Target To-Hit Damage Effects • Casting: Maximilian's Earthen Grasp • Strength saving throw vs 16 • On fail, take 2d6 damage and is Restrained. Zombie A HP: 14/30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie B HP: 16/30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie C HP: 30/30 AC: 8 Attack: +7 Damage: 1d6+1
  21. Watching the character interaction from the sidelines. Action scene! Let me get the popcorn.
  22. LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura tells her companions, "Take them down now." She speaks the words of power and conjures chaotic magic on the ring of fire. Her Mischievous spell will try the patience of the dark sorcerer. [Edit] "Call off your guards and drop your fire spell Modar, please ... for me." OoC Alura is going to cast Nathair's Mischief right on the Ring of Fire, which does the following: [1] The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. I assume if he fails his saving throw and is charmed until the start of the next turn he will not attack this round. [Edit] She will ask him to drop his fire wall using her Persuasion +1 with a 15 Portent for a total of 16 Persuasion. Nathair's Mischief Source: Fizban's Treasury of Dragons 2nd-level Illusion Casting Time: 1 Action Range: 60ft Components: S, M (a piece of crust from an apple pie) Duration: Concentration, up to 1 minute You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll. 1d4 [1] The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. [2] Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. [3] Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. [4] Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn.
  23. Thanks for your patience and . Your characters will be in the next room the party searches.
  24. Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction As Alura speaks to Callista, Rath Modar speaks a word of command and makes an arcane gesture with his hands. While the sorcerer hopes the two wizards are distracted, Callista quickly counterspells Modar's spell, causing it to fail. Modar growls in frustration. "Get them, my pretties!" he shouts, as the gargoyles in the four corners come to life. Before you can react, they attack! The first two gargoyles attack one of the zombies. They claw and bite it, ripping rotting flesh away from its corpse. The third gargoyle attacks another zombie, again stripping flesh from bone. The fourth gargoyle attacks Aubryn, but its stone teeth and claws slide harmlessly off her armor. Rath Modar raises his staff and then slams it down into the ground. A ring of fire one foot thick and twenty feet wide springs up around him, rising all the way to the ceiling of the room. Tabletop You are in Area 12. Callista successfully counterspells Rath Modar's teleport spell. We are in combat. The full party is up. The red circle is Rath Modar's wall of fire spell. Any character who comes within 10 feet of the wall must make a DC 15 Dexterity Save. Map
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