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About This Game

When a powerful, unstoppable... something... begins swallowing up vast swaths of land, the heroes of the Realm plunge into the unknown to try to save their world.

Game System

D&D 5e

Detailed Description

Battle Lands is a cosmic ‘game show’ of sorts. Problem is, for the contestants, it is a constant struggle between life and death! They don’t even know they are IN this… show. For us, the little people, it’s a mysterious dome that envelops an area of land, demanding investigation by those brave enough to cross through. These heroes must succeed because if they don’t, the expanding dome will cover all of the lands and more, dooming all to whatever fate befalls those who cannot stop the growing dome.

The King of Astoria has called for heroes from all across the great nation, and beyond, promising great wealth and power to those who investigate and, if possible, end the expansion and rid the kingdom of this, literally, growing threat.
 

 
 
 


You: an epic Role-player of Myth-Weavian proportions looking for a romp of combat exploits in a ‘mostly’ nonsensical story arc of desperate survival, growing wealth, and fantastic treasure that evolved from the Hack-n-Slash Game Planning thread.

Me: A somewhat scatterbrained storyteller looking to lavish players with a variety of interesting ‘ph@t 1ewts’ and run a combat heavy campaign.

  1. What's new in this game
  2. Eithne Black AC: 21 | HP: 77/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 5/10 minutes remaining StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 23 (+6) CHA 14 (+2) | SavesSTR +2 DEX +4 CON +4 INT +7 WIS +10 CHA +3 Resolve Die 1d20+2 Resolve Check 1d20+12 Corruption Save 1d20+14 | SkillsStealth +6 Sleight of Hand +6 (Untrained) Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Survival +9 Deception +5 Persuasion +5 | Spell Slots1st: 3/6 2nd: 1/3 3rd: 2/3 4th: 1/2 Spell Gem: Snare (Used) Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 4/10 | Hit Dice: 7/7 | Wild Shape: 0/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 Eithne shuddered and tried to gain more altitude. She felt awful and another sickly pulse of pain radiated through her. There was a problem before her though. Something happened to Troben. She couldn't think of any other reason for him to pause his assault. That realization led to another. If the writhing woman remained in the rear, they'd be routed soon. Her tendrils were too dangerous to ignore. Eithne summoned more flame to her hand and tried to nail her with the simple fireball. "Let's get her out of the way Remy." Mechanics Starry Form (Dragon): 9.5 min Owl Cloak: 6 rounds Bless: 6 rounds Empowering Orb: 6 rounds Polymorph: 29.8 minutes Leprosy: ? Forgot to roll for poisoned rounds after the first, so I'll roll those first. Used resistance and cleared the condition, failed leprosy. Which is a weird sentence. Moving back 10 ft. Casting produce flame on Lady Plague.
  3. It's fine. We are still in good shape. It just means Troben needs to make up for it with a crit next round. 😀
  4. I know it wasn't a good chance to succeed, but the +2 with advantage, I figured you had a chance. Well, thankfully it only lasts one round and he can only do it a couple times.
  5. hmmm... yes and no... he should have been two spaces closer
  6. I think Baldric should be next to the Plague Lord on the map based on your last turn's description. I guess we'll find out what's going on with that aura!
  7. Troben the Ragler AC: 21 | Hit Points: 95+4/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 1/1 | Unleash Incarnation: 2/4 | Heroic Strike: 0/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - 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. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. 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. Troben sees the blob of acid coming his way and he tries to duck. He manages to hide behind Cain and dodges the worst of the acid only having a small amount burn his leg. However, the commanding voice of the Plague Lord compels him to not attack this round. Despite knowing he wants to, he can't muster the will to do it. Instead, he moves his echo to help Tiberon with Psycho and uses his ring to hex the demon as well. Tabletop He needs to first start with the DC 14 Dexterity saving throw: 20! He saves and takes 5 damage, which is further halved to 2. Now the Plague Lord's attack, a DC 18 Wisdom saving throw (he gets advantage and another +2 because he's defying the Plague Lord): Failed. Well, that limits his options. He moves himself and his echo as shown and will use a bonus action to hex Psycho.
  8. Troben turns his attention to Papa Plagues and the whatever it is doll he is manipulating. The Echo carves into Papa Plagues unleashing mighty hell. If not for the power of the voodoo lord's protective barrier, the assault would have felled the man. But the Echo did the job, or nearly enough, so that when Vrod charges him (skirting the edge of the toxic puke), the big orc is able to finish off what Troben started. Eithne unloads on the insectoid, human hybrid and it cries out in terrible pain. It retaliates by slashing at Troben with its clawed hands, hitting once, then shoots a glob of acid at Eithne flying above them but the glob goes wide and sizzles against the ceiling. She is very glad that didn't hit. Baldric ignores the psychopath before him and rushes head long at the Plague Lord, taking a swipe for his troubles. Tiberion steps up and attacks Psycho, smashing the nutjob with his hammer. But Psycho directs his insane babbling at the dwarf who grabs his head in pain, dropping his hammer and shield. Remy suddenly appears beside Troben, thrusting her lance into the creepy half whatever it is, killing it. Then the Rot Monster opens the maw on its stomach again and coughs up more of its bile on Remy and Troben. Again, it does not move from its defensive position in front of the Plague Lord. Austin steps up under Eithne and launches a fire ball into the corner of the room, burning the Plague Lord and the Rot Monster. "You've come to play," The plague lord taunts, "How quaint. Come to me paladin, come to me, knight!" then he yells 'stop' at Troben. Lady Plague moves down behind Troben and Remy, her whip lashing out on the other woman's back. Remy shrieks in pain then turns her head and growls, "Oh, you're going to pay for that $#%&@" OOC: It probably does, but I'm not going to rule that it does since it is environmental. And Oh yeah, soft crit, baby! Remy and Troben need to make a DEX Save DC 14 for half damage from acid damage (11 on fail, 5 on success) With advantage, the plague lord failed the fire ball save (yay) On top of the toxic puke, Troben must make a WIS save vs. DC 18 or lose the ability to use the Attack Actions next round. Plague Lord Attacks Orb of Disease: 15 foot radius AoE, DEX save for half (DC: 16) 3d10 damage. Targets hit must also succeed at a DC 16 CON save to not catch Leprosy. This Leprosy is 'fast acting' and will deal 2d6 damage every round until you succeed at the CON save (unless you save the first time against the Leprosy). Failing the CON save deals its damage on the next round as the skin visibly rots. Taunt: Anyone hearing the Plague Lord's Voice grants the Plague Lord advantage on Saving Throws until the Plague Lord's next round. This ability also requires Concentration. Bloat Its a Dolphin right now. Sharina Dead before she ever got to do anything... good! Rot Monster AC: ?? . . . . . HP: ?? Vulnerabilities: Fire Attacks Toxic Puke: Range 30 feet, 10 foot AoE. DC 14 DEX Save and Deals 3d6 Poison damage (half on save). entering or beginning your turn in a toxic puke puddle deals 2d6 damage. Puddles last 1 minute. Cain AC: 18 . . . . . HP: ?? Vulnerabilities: ?? Attacks Acid Stream: +8, 3d4 Acid damage on hit, then 2d4 the following round and finally 1d4 the third round. This ability does not stack, but it resets the damage to the initial 3d4 damage. Papa Plagues AC: ?? . . . . . HP: ?? Vulnerabilities: ?? Attacks Something voodoo-y Psycho AC: ?? . . . . . HP: ?? Vulnerabilities: >> Attacks Psychotic Voices: Psycho can direct his insane ramblings into the head of a specific target within his line of sight. The target must succeed at a DC 16 Wisdom save or fall under Psycho's spell and will perform Commands instantly. If the command endangers himself or his allies, he gets another WIS save to break free of Psycho's spell. This ability requires concentration. Lady Plague AC: ?? . . . . . HP: ?? Vulnerabilities: ?? Attacks Whip Attack: +11, deals some damage and some other effect. Summary Another round down, you guys are up!!
  9. Eithne Black AC: 21 | HP: 77/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 5/10 minutes remaining StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 23 (+6) CHA 14 (+2) | SavesSTR +2 DEX +4 CON +4 INT +7 WIS +10 CHA +3 Resolve Die 1d20+2 Resolve Check 1d20+12 Corruption Save 1d20+14 | SkillsStealth +6 Sleight of Hand +6 (Untrained) Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Survival +9 Deception +5 Persuasion +5 | Spell Slots1st: 3/6 2nd: 1/3 3rd: 2/3 4th: 1/2 Spell Gem: Snare (Used) Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 4/10 | Hit Dice: 7/7 | Wild Shape: 0/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 The pain was horrible, but it kept Eithne focused. Focused on where she was and what she needed to do. She had to clear the path to the lord, no matter what. While Troben used his echo to suppress what ever the twisted man an his rag doll mockery of her friend, she focused on the insectoid that blocked his path. Mechanics Starry Form (Dragon): 9.6 min Owl Cloak: 7 rounds Bless: 7 rounds Empowering Orb: 7 rounds Resistance: 7 rounds Polymorph: 29.9 minutes Failed again, so I'll keep the damage Eithne took from before. She'll move 25 ft. to the west and cast at 3rd level on Cain. I'm assuming a 31 soft crits. If it doesn't, then I split up the damage. Either 60 radiant or 26. She'll use woe on an attack that she can prevent from landing on her or someone nearby with her reaction. Does disease damage require a concentration check?
  10. No. He has a magic resistance version of Stoneskin on him. The fire does full damage, the magic weapon suffers resistance. But Vrod is probably going to 'help' you out again (He likes 'kill stealing')
  11. Was that enough damage to kill Papa Plagues?
  12. Thanks for reminding me! I am so glad you take my scattered brain in stride.
  13. Oh, that's right! Well, Vrod had failed too. Baldrick had his initiative before Vrod so he'd have used it on the orc.
  14. Baldric is immune to disease (Divine Health is a level 3 ability), so he shouldn't need to take an action to remove disease, unless he chooses to do so to someone else in the party.
  15. Troben the Ragler AC: 21 | Hit Points: 95+6/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 1/1 | Unleash Incarnation: 2/4 | Heroic Strike: 0/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - 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. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. 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. Troben watches the chaos unfold around him and something draws his attention: whatever the crazy voodoo guy is doing. They need to plow the field and kill off as many of these annoying minions as they can before unloading everything they have left on the Plague Lord. He guides the echo towards Papa Plagues while he moves himself towards Cain. But with whatever is going on with that voodoo doll. It's time to finish this guy off before he does...well, whatever he does. Troben cracks a big can of Asskick (patent pending) on this guy with the voodoo doll with his echo. The echo is a temporal wrecking machines and tries to put down the minion before it can inflict any worse damage. Tabletop Troben and his echo move as shown. He's going to focus his attack on Papa Plagues. The voodoo doll kind of has him freaked out...so, yeah, time to kill that guy hard! Using his echo, he attacks Papa Plagues: Attack #1 - hits AC 19. Assuming that's a hit, he will use his heroic strike to turn it into a critical hit. It inflicts 49 slashing and 7 fire damage. This also triggers an extra bonus action attack with GWM. Attack #2 - hits AC 29, I will assume a soft critical. It inflicts 39 slashing and 10 fire damage. Bonus Attack - hits AC 26 doing 24 slashing and 4 fire damage. If Papa Plagues has AC 16 or less, then it's a soft critical worth an additional 14 slashing and 4 fire damage. Total damage is 112 slashing damage and 21 fire damage (if the last attack is a soft crit, the total is 126 slashing and 25 fire damage). If the first two attacks kill Papa Plagues (88 slashing and 17 fire damage), then the third attack will go against Cain.
  16. With everyone puking and retching from the orb of disease (I gargle leprosy!), Troben recovers first and charges at the bloated woman with many tentacles for her right arm. He and his echo exchange back to back cuts, cutting from one side then the other, unleashing a massive amount of damage upon the mutated woman, dazing her. From the void, the largest minion of the Plague Lord feels the pain and terror of the dolphin from Eithne's past. The massive blob of flesh shrieks in a progressively higher and higher tone until it becomes a dolphin flopping around, shrieking just as a dolphin would. Baldric brings a blessing upon himself, healing himself of the Leprosy he had contracted from the Orb of Disease then rushes along the western 'wall' toward the enemy. Vrod, as he usually does, flies into a bloodthirsty rage and chases after Troben to the betentacle woman. With a bestial howl, the big orc brings his ax down on the horrible woman, cleaving deep into the bloated body, then catching her/it with another swing that finishes her off. Remy starts toward Bloat, but seeing the massive creature flop to the ground as a dolphin, she corrects her defensive charge to come up along side Troben and Vrod Austin rushes down behind the line of warriors and grins. A Fire Ball spell will serve him well at this moment. "Wait for me!" Tiberion shouts after calling down a blessing from his god to heal himself. The Rot Monster takes a step toward the three warriors and the sorcerer in the middle of the room, but it does not leave its master. Instead it sends a glob of puke out of the mouth in its belly ahead of it... a toxic, foul puke. Cain, a creature that looks to be half man, half insect, moves from around the tumor and spews acid in a stream at Vrod. The big orc's skin sizzles as the acid eats away at his flesh. Papa Plagues moves back from the tumor he was hiding behind, laughing in a deep voice "Ha ha ha." Though the heroes don't know it, because they've never seen such a thing, Papa Plagues is a Voodoo master and in his hands, he molds a little cloth and twig figure which begins to resemble Troben, laughing the whole time. The scrawny, crazy looking Psycho steps out in front of Tiberion and Baldric, muttering his insane babble and focusing on Baldric. The paladin grabs his head, shaking the voices away. From the east side of the dangling tumor, Lady Plague comes, cackling like a cartoon witch and cracking a rather nasty looking whip. She whips it out at Eithne but misses by a mile. "Ah, now isn't this fun. You 'heroes' are off to a good start, I must say!" The plague Lord says, mockingly. OOC: Oi, I guess I misspoke. Technically, Eithne won't suffer the Leprosy damage until next turn, then she can save again to try and rid herself of it. That might not matter as Tiberion and Baldric won't be able to reach her flying along as she is before the next round to heal it. But 'technically'. Vrod got a crit! Yay Vrod Remy is dodging. Baldric Saves from Psycho's Psychotic Voices. Lady Plague got a critical fail on her attack against Eithne so loses her second attack. The Plague Lord 'Taunts' You. Plague Lord Attacks Orb of Disease: 15 foot radius AoE, DEX save for half (DC: 16) 3d10 damage. Targets hit must also succeed at a DC 16 CON save to not catch Leprosy. This Leprosy is 'fast acting' and will deal 2d6 damage every round until you succeed at the CON save (unless you save the first time against the Leprosy). Failing the CON save deals its damage on the next round as the skin visibly rots. Taunt: Anyone hearing the Plague Lord's Voice grants the Plague Lord advantage on Saving Throws until the Plague Lord's next round. This ability also requires Concentration. Bloat Its a Dolphin right now. Sharina Dead before she ever got to do anything... good! Rot Monster AC: ?? . . . . . HP: ?? Vulnerabilities: Fire Attacks Toxic Puke: Range 30 feet, 10 foot AoE. DC 14 DEX Save and Deals 3d6 Poison damage (half on save). entering or beginning your turn in a toxic puke puddle deals 2d6 damage. Puddles last 1 minute. Cain AC: ?? . . . . . HP: ?? Vulnerabilities: ?? Attacks Acid Stream: +8, 3d4 Acid damage on hit, then 2d4 the following round and finally 1d4 the third round. This ability does not stack, but it resets the damage to the initial 3d4 damage. Papa Plagues AC: ?? . . . . . HP: ?? Vulnerabilities: ?? Attacks Something voodoo-y Psycho AC: ?? . . . . . HP: ?? Vulnerabilities: >> Attacks Psychotic Voices: Psycho can direct his insane ramblings into the head of a specific target within his line of sight. The target must succeed at a DC 16 Wisdom save or fall under Psycho's spell and will perform Commands instantly. If the command endangers himself or his allies, he gets another WIS save to break free of Psycho's spell. This ability requires concentration. Lady Plague AC: ?? . . . . . HP: ?? Vulnerabilities: ?? Attacks Whip Attack: +11, deals some damage and some other effect. Summary The death of Sharina does not produce Mystic Energy. She was a 'corrupted' hero from one of the realms brought into the battle lands. You lot are up! And actually, you had a good round. The Plague Lord was right. Killed one, turned one into a dolphin, saved or was missed from several enemy attacks. Does the Plague Lord show as having suffered 14 damage on the 'count up' HP meter?
  17. hehe you've never expressed this before... worried hmmm :devilish grin: Yeah, I typically reveal AC after you hit a target or at least only miss it by a point. I wasn't going to reveal her AC until my post OOC: Ack, I lied... I misremembered who Sharina was (I mixed her up with Lady Plague)... all three attacks hit Sharina. She only has a 14 AC (but a lot more HP). I probably shouldn't post at work like that in battle when I can't use Roll20 on my phone.
  18. Eithne Black AC: 21 | HP: 77/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 5/10 minutes remaining StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 23 (+6) CHA 14 (+2) | SavesSTR +2 DEX +4 CON +4 INT +7 WIS +10 CHA +3 Resolve Die 1d20+2 Resolve Check 1d20+12 Corruption Save 1d20+14 | SkillsStealth +6 Sleight of Hand +6 (Untrained) Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Survival +9 Deception +5 Persuasion +5 | Spell Slots1st: 3/6 2nd: 1/3 3rd: 3/3 4th: 1/2 Spell Gem: Snare (Used) Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 4/10 | Hit Dice: 7/7 | Wild Shape: 0/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 Nothing could have prepared Eithne for what came at her just as the Plague Lord ended his speech. Her answer was more resolute than her constitution. As she was infested with disease and felt her form twisting from the inside, the words that issued from her void said all that needed to be said. "No." An image of a distant memory formed in her head. A lonely shore with a beached dolphin on its sands, trapped there by the receding water. Pointing her staff, she shared that memory and enveloped the largest of their opponents in the same magic she used to change herself. Mechanics Starry Form (Dragon): 9.7 min Owl Cloak: 8 rounds Bless: 8 rounds Empowering Orb: 8 rounds Resistance: 8 rounds Whelp. Eithne loses the temp HP I forgot to roll last time and takes a total of 10 damage on her actual HP from the blast, the leprosy, and the poison air. In turn, she will move 20 ft, cast on the Bloat, and use the rest of her boosted movement to back up Troben. DC 17 WIS save. If it succeeds, the Bloat will take the form of a dolphin. A beached dolphin. If it doesn't, she'll skirt the Bloat's reach for a space near to where she'd at.
  19. Having ACs would be very helpful. I know you typically do that once we attack them, but with so many people, it might be difficult to resolve. I'm not even sure which of our foes to go after next. I imagine it will be determined by their actions more than anything.
  20. Yeah, attack two misses, but the rest nearly kills her.
  21. Troben the Ragler AC: 21 | Hit Points: 95+6/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 1/1 | Unleash Incarnation: 2/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - 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. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. 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. Troben sees the glob of disgustingness coming for him and he nimbly dodges out of the way. The enchanted amulet around his neck absorbs most of the splatter. The putrid disease tries to seep through his skin and the warrior just laughs and he can almost see the disease molecules looking at him sadly saying, "We are not wanted here!" The echo knight says, "That's some real nasty stuff! I mean, this whole place is like a festering arm pit, but man...I have to admit: that was no fun. Well, I guess you have had your fun. My turn!" Moving next to the nearest monstrosity, along with his echo, Troben hacks at Sharina repeatedly looking to kill it quickly. It is by far not his best effort though and he's sure its death is coming soon! Tabletop Let's start by trying to make that Dexterity saving throw (DC 16). He gets a bonus +2 because he's defying the Plague Lord and advantage: 19 He takes 10 damage and it's further halved due to the amulet of the stone witch to 5. Now he must make the DC 16 Constitution saving throw against the Leprosy: 30! Ha, Troben gargles Leprosy-flavored mouth wash...no problem! Troben and his echo move as shown next to Sharina. It's time to put the hurt down! Attack #1 - hits AC 18 inflicting 26 slashing and 5 fire damage (include the orb of empowerment) Attack #2 - hits AC 15 (jeez!) for 25 slashing and 3 fire damage (likely a miss) Attack #3 - hits AC 24 inflicting 27 slashing and 4 fire damage (messy dice) He will use the Unleash Incarnation bonus action attack as well. Bonus attack - hits AC 20 inflicting 26 slashing and 4 fire damage. Assuming attack #2 misses, that's a total of 79 slashing and 13 fire damage.
  22. "Welcome." A foul voice says, gravelly as if phlegm is 'dancing' in the throat of the speaker. You hear the voice muffled as it travels down the corridor to the Plague Lord's throne room. Then behind you, the corridor begins to collapse, pushing you steadily forward. "I've been waiting for you, as have the multitude of extra-planar beings who do so enjoy these 'games'. And with your deaths, you will be the final essence that will usher in my ultimate victory. Millenia of these games and finally there will be a winner. I will be victorious and the entirety of the multiverse will be my plaything. Imagine, everything you know, trees, animals, people, monsters, all suffering with festering boils, rotting flesh, and corrupted genetics continually mutating them in painful agony. Beautiful. And all of that feeding me so that I grow ever stronger than I will already be." the voice says. "You could surrender now and be assured a place in my elite ranks, should you choose." The collapsing passage behind you forces you out into the throne room of the Plague Lord where you quickly assess the enemies before you. Two Massive, cancerous tumors dangle down from the ceiling, resting on the floor (the two black globs in the room). "There you are." the Plague Lord says with a grin and launches an orb of disease at you. OOC: They didn't win by much, but they won. Without rolling everyone's initiative individually, I'm opting instead to have the Plague Lord act first BUT then you lot, followed by the Plague Lord's Minions and the Plague Lord himself. At least you don't have to endure the entire room attacking you. The Orb of Disease is a gelatinous glob of blood and rot. It explodes over all of you and rains down its putridness. DC 16 DEX save for half of the initial damage (25 on fail, 13 on a save), then a DC 16 CON save to not catch Leprosy. This Leprosy is 'fast acting' and will deal 2d6 damage every round until you succeed at the CON save (unless you save the first time against the Leprosy) Double OOC: I was thinking 'wow, what a scary damage roll' and checked... it was supposed to be 3d10 but I did a typeo at 4d10... so let's drop that initial damage to 20 on fail, 10 on success. of the NPCs, Austin, Vrod and Tiberion failed the DEX save but only Baldric and Vrod failed the CON save. Good luck to you two. You lot are up!!! Let the 'game' begin!
  23. Eithne Black AC: 21 | HP: 87/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 5/10 minutes remaining StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 23 (+6) CHA 14 (+2) | SavesSTR +2 DEX +4 CON +4 INT +7 WIS +10 CHA +3 Resolve Die 1d20+2 Resolve Check 1d20+12 Corruption Save 1d20+14 | SkillsStealth +6 Sleight of Hand +6 (Untrained) Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Survival +9 Deception +5 Persuasion +5 | Spell Slots1st: 3/6 2nd: 1/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare (Used) Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 4/10 | Hit Dice: 7/7 | Wild Shape: 0/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 Eithne's palate was never going to be the same. Not with the aggressiveness of this stench. "I'll try to take out the big one. Succeed or fail, Remy and Baldric should break for the woman on the right. She's too tucked in over there to not have a nasty trick for us. Austin and Tiberion, take the left path. Troben and I will go down the center. If we can clump them up there, then blast away Austin." Mechanics Starry Form (Dragon): 9.8 min Owl Cloak: 9 rounds Bless: 9 rounds Empowering Orb: 9 rounds Resistance: 9 rounds Rolling a 1 on initiative and failing the poison save. I'll subtract the damage once the turn starts in earnest.
  24. Holy tapioca pudding Trob-Man, those are terrible initiative rolls! 5 and 2? Yikes! Good, get the bad rolls out of the way!! :D And thanks for the heads up on the two you can't see... give me a min... OK, I forgot to click 'see' for player permissions for those two. Hopefully that's all of the map booboos And yes, fantastic roll for your CON Save. No more worries!... well, at least not for the room's mechanics. Probably some worries about those corrupted heroes and, of course, the Plague Lord.
  25. Troben the Ragler AC: 21 | Hit Points: 95+11/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 0/1 | Action Surge: 1/1 | Unleash Incarnation: 3/4 | Heroic Strike: 1/1 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - 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. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. 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. Troben looks across the final, grotesque chamber of this vile fortress. The Plague Lord has arrayed a foul group of guardians to kill them. The echo knight knows they are all that stand between this demon lord's invasion of the safe places of this realm, and they cannot fail. It is time to unleash all their might they have been saving for this moment. With a grin, he breaths in the stench of the room and grins says, "Smells like a fight! We gotta these critters out and save the day. It will make an excellent chapter in the tales of Troben the Ragler! And then I eat me some pie!" He winks over at Remy and gets ready for one helluva fight. Tabletop Just adding IC that he is going to use his Empowerment Orb, as Herastor suggested. I'm also going to roll that initial Constitution saving throw: Saved! No more saves needed. Just looking at the map for the first time tonight. Wow! I hope we survive this! Please note we cannot see the health bar of the guy with the top hat and the one just inside the Plague Lord's aura. Initiative: 9
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