D&D 5E [D&D 5e] Planescape - In Through the Out Door

[section]Picayune snorted at Shandrizar. "What da 'ell's a castin' 'imperment?' Dat like metallurgics? Naw, man, I ain't no metal--." The effigy left off as Bix suggested the group make a run for the bricked in door across the courtyard. He scooted ahead of the group, popping through the room's walls and entering the aforementioned courtyard. He looked for the bricked-in door inset in the wall, then closed his eyes and focused for a moment. The door soon appeared to be a regular wooden door and looked as if it were slightly ajar, waiting to be stepped through. Picayune focused once again and changed the door's color to bright yellow.

When he was satisfied with his handiwork, he focused his mind on Graydon and tried to communicate with the young mage. "Ain't noboddie wanna walk through a brick wall, so I fixed dat. Da door's yallow, an' it looks open. Ya'll c'mon, quick."[/section]
OOC: Casting minor illusion to transform the door so that it is more easily spotted by the group. Then casting message at Graydon to alert him to the change in the door's appearance.
 

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Unsung

First Post
Even though Bix doesn't seem to touch the door, it creaks open, with the beholder sheltering behind its upper corner.

The courtyard is a crowded square, full of waist-high dead grass and overlooked by high rooftops. Hook-like crescents jut from the eaves, like the claws of some colossal bird of prey. Pockmarked brick columns prop up low, tiled awnings.

Huddled in the middle of the courtyard are the seven odd creatures Liliana saw through the keyhole. They resemble the beetle-like monsters you saw before, but smaller than the others and somehow...unfinished. Their shells are translucent, pinkish, and faintly sticky. They are clutching various blades, clubs, and other implements in their nubby pincers, however.

One turns toward the creaking door, its red pomegranate eyes glistening wetly.

What do you do?

[sblock=Oz, Shandrizar]These beings are skeroloths, the lowest of the low among the yugoloth race. Like the heavily armoured but stupid dergholoths, they represent a demotion from a higher rank. They are individually weak and consumed with a deep-running cowardice, but unlike dergholoths they retain some spark of their former intelligence.

[sblock=Intelligence (Arcana) DC 13 or Intelligence (Religion) DC 15]Nevertheless, skeroloths are still fiends, and do at least possess the yugoloths' innate magic resistance, immunity to poison, and teleportation. Furthermore, they have power unique to themselves-- the ability to make themselves so preternaturally pitiful that no thinking being could bring itself to strike them.[/sblock][/sblock]
 
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Shayuri

First Post
Shard pushes to the front and moves towards the creatures at an unhurried pace, her face a hard mask of revulsion. The stone in her forehead blazes with sudden effulgence, and a tiny sphere of swirling fire gathers in the air ahead of it, spinning like a tiny sun.

She calls out in a foreign tongue and points at the yugoloths, and the flaming sphere responds by streaking away from her and impacting the ground in their midst...then exploding with a hollow 'WHOOMP' of suddenly expanding air and crackling fire.

Then in common she says to any survivors, "Leave our path and survive. Stay and be cut down."

(Move out into the courtyard, cast Fireball upon them!)

([roll0] fire damage, Dex save DC 15 for half)
 

Unsung

First Post
OOC: [sblock=Disregard]Yugoloths: DC 15 Dexterity saving throw with advantage (Magic Resistance) vs Shard's Fireball
Yugoloth (1) - [roll0], [roll1].
Yugoloth (2) - [roll2], [roll3].
Yugoloth (3) - [roll4], [roll5].
Yugoloth (4) - [roll6], [roll7].
Yugoloth (5) - [roll8], [roll9].
Yugoloth (6) - [roll10], [roll11].
Yugoloth (7) - [roll12], [roll13].
[/sblock]

Once again:
Fire Ball and the Seven Yugoloths (DC 15 Dexterity check vs Shard's fireball): 14#1d20+5 8 16 14 13 18 18 12 7 18 18 17...

Shard's fireball destroys two of the yugoloths outright (#2 and #4). Next: initiative checks, please, everyone!

Yugoloths - Initiative: 1d20+3 8


Even caught caught off guard as they are, the little horrors scatter like roaches. The two at ground zero are incinerated in a flash-- the others badly scorched.

The dry grass in the middle of the tiny courtyard turns instantly to kindling; flames lick up the walls.

"Gahh! Are you crazy?!" Bix yelps, shrinking back. "You're gonna set the whole block on fire!" His eye rolls back as if to look over his nonexistent shoulder. The clash of battle and crackle of arcane forces continues to echo from the floor below. "...Any of the parts that aren't already, I mean!"
 
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Quickleaf

Legend
OOC: Initiative: 1d20+3 20

Arcana check (DC 13): 1d20+4 16


Shandrizar winces at the sudden and unannounced heat emanating from Shard's fireball spell. As his life force is bound in a dry stack of paper pressed between leather covers, the flames are especially nerve-wracking for him. Despite this, he takes note of Shard's unorthodox spellcasting methodology, making a point to ask her about it when their lives are not in mortal peril.

His papery features wrinkle in distaste at the chitinous hunched monsters before them. "Skereloths," he says with all the grim disdain a household exterminator might say 'cockroaches.'

Telepathically, to Graydon:

Skereloths, cowards one and all. When not agitated, they might even be bribed to betray their masters. Beware, however: they are opportunists and scavengers who can teleport to come at you from any direction. Best to keep a tight formation. And like most fiends, they have an innate resistance to magic, which I suppose makes my present spell-less state somewhat less deplorable... You know, this reminds me of a treatise on an post-vivisection interview with a fiend about... I'll, uh, *gulp*, save it for later, Conjurer?
 




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