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Day 4 - Vogler


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Jaqi-removebg-preview.png.b3541d0c0510d68f8de0fcef4a59de2b.pngJaqelenna Lanthaloren

Silvanesti Elf Fighter (2)


 

checked-shield.svgAC: 16 | health-normal.svg HP: 20/20 | awareness.svg PP: 13 | 2nd Wind: 1/1 |Action Surge: 1/1| Insp | Languages: Common, Draconic, Elvish


Jaqelenna goes to speak again, but the shout of Dragon makes the sound catch in her throat. Her eyes immediately search the sky, but she finds only plumes of smoke billowing across its expanse. However, the truth behind the call of Dragon becomes all too apparent as the building near her explodes in a gout of flame and charred debris. She instinctively shields her face against the explosive wave of super-heated air.

Then she sees it. Or, at least the shape of it behind a curtain of smoke and floating ash. The young Elf experiences a moment of paralyzing cognitive dissonance. For her whole life she had endured the jeers and guffaws of her peers for her bloodline. A bloodline that had claimed to harness the power of the ancient Dragons in the art of their forging. The claim had been cast off by many as a fallacy -- a trick. Yet, standing before her in this very moment is the proof of her family's claim. It stands before her as an enemy, ready to devour the innocent and turn all civilization into piles of ash. She is both proud and terrified; vindicated and humiliated; thankful and furious.

"Bring the innocents to the docks -- flee! I will draw the lóke away." With one more steadying breath, she lifts her sword over her shoulder once more and moves as quickly as her body will allow towards the center of the fork in the road. She does not stop her pace, searching high and low for the scaled beast. When it comes into sight, she has to fight against every instinct to turn and run away. "You! I am here! Come and taste my steel!" She points towards the Dragon, hoping to draw its attention, and immediately begins moving towards the nearest cover. Jaqi realizes all too quickly that any cover would not last against such a massive creature. She curses herself for her foolish actions; this is not quick thinking, this is blind stupidity. Her knees quake beneath her as she runs but she does not allow herself to fall to her knees and cower, though her mind begs her to. She only needed its attention long enough so that the villagers could get to safety. Then she would...Well, she would figure that part out when it came up.

 

OoC

Movement - **Sorry! I got ahead of myself in my last post. I think I've fixed it now so that everything is chronologically aligned.** I'd like to Dash if I can, to try and get into the structure around L8, if there's an opening there. I'm not sure if it would take a full action to try and taunt the dragon. If so, I'm fine with moving my max speed to R13 and just tell me to roll it in Discord or something, and I will.

Action - Hopefully dashing, but I will sacrifice the dash in favor of drawing the Dragon's attention.

 

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***

Location:  Vogler

Day:  4

Round:  2


Jonas reaches the villagers to the north and implores them to trust and follow him. Whether Kora's voice in their heads helps things along or not, the three all nod their heads emphatically. Their eyes are still wide with fear, but there is now a glimmer of hope where previously there had been none. They will follow him.

And not a moment too soon, as a creature stumbles out of the smoke and fog north of their position. The creature stands maybe a half a head taller than an average human, but that's where any similarities end. Its head is reptilian, with frills along the sides and curled horns at the top. Its skin, where not covered by black and red armor, is covered in brown scales. And most notably, it possesses a set of wings and a tail, though the wings are tattered and limp and the tail has been hacked near in two. This creature, fearsome though it may be when healthy, looks to be on death's door. It stumbles ahead blindly, not even noticing Jonas and his charges.

Meanwhile, Heather has delivered a series of insults that would make even a sailor blush. And even against the most strong-willed, kender have a knack for getting under the skin. And yet, the dragon pays her no mind. It simply starts to turn again, this time back toward the docks, its scales clanking like steel plates. The smoke and mist surrounding the black beast swirl with another great intake of air, and then another blast of flame shoots forth toward the waiting boats. Thankfully, the ball of fire overshoots the targets, and it gutters out harmlessly in the water beyond.

Behind Heather, Bastion hurries up to the terrified family and does what he can to reassure them. They cling to each other all the harder, but not so hard that they refuse to move. When the young squire signals them to do so, they will comply.

Kora and Jaqi both try to draw closer to the dragon, using what cover they can find. Like Heather, Jaqi finds her efforts to draw the creature's attention futile. But as she peers through the haze with her keen elven eyes, she begins to realize why. The thing terrorizing the waterfront is no dragon! As best she can tell, it is some construct of wood and metal, propelling flames through means most mundane. It has the most fearsome trappings, but it is no more a dragon than she is a true giant.

The real threat are the four beings controlling the thing. They are squat bipedal creatures, just a bit shorter than a typical human. But their heads are like those of the dragon their weapon pretends to be. And like a dragon, they each have stubby wings on their back and short tails following behind them. Two of them push the frame of the "dragon" forward and rotate as ordered, while the other two man the firing mechanisms.
 

OOC

Okay, the Dragon is not a dragon at all, but an elaborate cannon dressed up to vaguely resemble a dragon. The four draconians operating the thing are very real. There is the fifth draconian up near Jonas that looks very badly hurt.

And remember, the villagers cannot move unless one of you guys is within 10 ft of them (or they are directly threatened by an enemy). The northern group is hitched to Jonas and the southern is hitched to Bastion. When you guys move, they'll move with you. If you wish to stop escorting and move without them following, they will comply and stay wherever you leave them.
 

It's the players' turn again, so you're all up in any order. Map updated:
 

image.png.b1607de5f902580b2080ccbfb71391d5.png

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Jonas Clarkspacer.png


checked-shield.svgAC 11/14 | health-normal.svg HP: 12/12 | awareness.svg PP: 17 | Spell Slots: 1st: | Insp | Languages: Common, Draconic


Jonas grits his teeth as he stares at the monster standing between his charges and safety. Solinari, guide me. Jonas stretches out a hand, wielding the Wand of the War Mage. Arcane syllables spill from his mouth. "አስማት ሚሳይል!"

A handful of glowing white darts fly from the tip of his wand at the creature. Either that will drop it or distract it. In either case, we need to move.

He grabs the older man's arm and pulls it over his shoulder. He winces as he puts weight on his injured foot. "We must go. Now. Stay with me, close!" He does not wait for an answer, but hobbles east, toward the river. He hops the low railing, then helps the old man. "Crouch down, all of you. Let me see what is going on before we move further."


OOC

Jonas casts Magic Missile at the draconian at A13. Then he hobbles north to G15.

 

Edited by taurelin (see edit history)
Name
Magic Missile
10
3d4+3 3,3,1
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Screenshot_20230201-234440.png.db8ce705b7312ec5a47bc51f8fc3dc97.pngHeather Nonameyet 

AC: 14 | HP: 19/19 Hit dice: 2/2d10

LR Abilities:  Taunt: 1/2 | Fearless 1/1 | 1st Level 2/2

Attacks | Saves | Spells Sheet


It's no surprise that the creature makes no motion towards her; it's not even real. Heather scans across the creatures piloting it, as they try to kill the fleeing families. She chooses one, and commits herself at least to kill it before she dies. An arrow flies through the smoke and dust

BA: Hunter's mark closest enemy

Action: Attack

Name
Attack
23
1d20+7 16
Damage
7
1d6+3 4
Hunter mark dmg
2
1d6 2
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tZ7ip34.jpgKora Shadowhawk


checked-shield.svgAC: 11 (14) | health-normal.svg HP: 14/14 | awareness.svg PP: 11 | Spell Slots: 1st 2/3 | Sorcery Pts: 2/2 | Insp | Languages: Common, Draconic, Dwarven, Sylvan


A trick - and a clever one. Kora allowed herself a moment to be impressed. Although the 'creature' was no beast of legend, it was nonetheless a cunningly crafted and very dangerous weapon, one that continued to rattle her nerves every time it fired. The reptilians that operated the machine were nothing that Kora had seen before. A traitorous thought crept through her mind wondering if she would have known more about them had she remained under Mage Nightsong's tutelage. She battered the stray regret away viciously and focused on the here and now.

Kora selected one of the reptilians near the rear of the cannon, guessing that the fewer operators there were, the less effective the weapon would be. She lifted herself from her cover briefly enough to focus on her target. Her eyes turned black as she intoned the incantation she had discovered on her own. Her thoughts reached out to the mind of her victim and a mental force like the raking of rusted, jagged knives clawed on the creature's consciousness. Dark words echoed in its mind, mirroring the hollow, echoing voice coming from Kora's mouth.

Her spell cast, Kora dropped back down behind the meager cover she possessed.

Tabletop

Kora casts dissonant whispers at 1st level, aiming for draconian #2.
The target must make a Wisdom saving throw (DC 13) or suffer the damage rolled. If the target fails, it must also immediately use its reaction to move its speed away from Kora. If the creature makes its save, it takes half the damage and doesn't need to run.

 

Name
Damage (psychic) from dissonant whispers
13
3d6 3,6,4
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Bastion

Bastion Wrencrest TokenBastion Wrencrest, Squire of Solamnia Banner

My words | My thoughts | My Actions
AC 14 HP 11/15 Speed 40 ft., PP 13
Sneak Attack 1d6 Precise Strike 2/2

Attacks and Scores

 

 

Scores Skills
Strength 8 (-1)
Save -1
  • Athletics +1

Dexterity 16 (+3)
Save +5

  • Acrobatics +5
  • Sleight of Hand +7
  • Stealth +7
Constitution 13 (+1)
Save +1
 
Intelligence  15 (+2)
Save +4
  • Arcana +2
  • History +2
  • Investigation +4
  • Nature +2
  • Religion +2
Wisdom 12 (+1)
Save +1
  • Animal Handling +1
  • Insight +1
  • Medicine +1
  • Perception +3
  • Survival +3
Charisma 10 (+0)
Save +0
  • Deception +0
  • Intimidation +0
  • Performance +0
  • Persuasion +0

Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total

Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition

Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.

Class and Race Abilities

Mobile
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Squire of Solamnia
Your training in the ways of the Knights of Solamnia grants you these benefits:

  • Mount Up. Mounting or dismounting costs you only 5 ft. 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 2 times per long rest, but a use is expended only if the attack hits.

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies.

  • Stealth
  • Sleight of Hand

Sneak Attack
1 per turn
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Well, that's a twist: it's not a dragon at all.

But the things manning the beast? They are very real.

Arrow at the ready, he notches it on his bowstring and draws back, preparing to do what needs to be done.

"When I fire this arrow, we go. Stay behind me, stay close, stay together. It's not a real dragon. We'll take care of those... things on the cannon. But you need to do us all a favor and get to safety." He stops, raising his voice for Heather. "I'm getting these people to safety. Think you can manage?"

He fires, and begins to move, not even looking to see if the arrow finds its mark. He turns to the people, and leads onward, heading for the wharf.

Out of Character

Situational: Talk some words, give some orders.
Move: After firing, move as far as the villagers can go while staying within 5 feet of them, preferably getting as far as W11 at the very least but open to further as allowable
Action: Attacking Draconian 4
Bonus Action:
Reaction:
Ongoing Effects/Conditions:

Name
Attack D4
25
1d20+5 20
Critical Damage
9
2d6+3 3,3
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  • 2 weeks later...

Jaqi-removebg-preview.png.b3541d0c0510d68f8de0fcef4a59de2b.pngJaqelenna Lanthaloren

Silvanesti Elf Fighter (2)


 

checked-shield.svgAC: 16 | health-normal.svg HP: 20/20 | awareness.svg PP: 13 | 2nd Wind: 1/1 |Action Surge: 1/1| Insp | Languages: Common, Draconic, Elvish


Peeking from behind her cover, Jaqi sees the truth behind the so-called dragon and exhales a breath of relief that she didn't even realize she had been holding. It is no dragon, that is a relief. The winged monsters of legend would remain just that -- a legend. However, the creatures pushing the cleverly disguised cannon seem to be of draconic lineage. But they would still bleed just like any other mortal. She looks to the areas where she knows her allies to be, checking if they had made the same realization as she. Arrows fly free towards their enemies and Jaqi cannot help but smirk. These are people she can rely on when it matters most. Jonas and Bastion would handle the innocents. It is time to do her part.

The towering elf's first goal is to keep that cannon from firing another shot. One hit on its intended target would be devastating. She leapt into action, moving westward to cut the creatures off from behind. She moved through an opening in the damaged structure's side. She stood tall amongst the smoke and flames with her blade held firmly at her side. "Here, you scaled mongrels! Behind! Your lives -- they end here!" Hoarse from shouting and smoke inhalation, her voice is not as intimidating as she had hoped it would be. But it is not her voice that her enemies need to fear. The muscles in her calves ache in denial as she pushes off her back foot and sprints forward while raising her greatsword. The blade comes down hard on one of the scaled critters and, using her momentum to her advantage, Jaqi channels her strength to bring its edge in a sideways swipe towards a second target.

 

OoC

Movement - Not exactly sure where the openings are in this structure that Jaqi is in, but if there is one nearby, I should be able to make it to P5, or at least O5 using my full movement. If that's incorrect, let me know and I'll make changes.

Action - Attack against D3, then Action Surge! and I'll attack D3 again if it's still up. If the first strike kills it, then I will target D2.

 

Edited by Spektor (see edit history)
Name
Greatsword attack against D3
20
1d20+5 15
Action Surge! Greatsword Attack (D3 or D2)
13
1d20+5 8
Damage (Attack 1)
11
2d6+3 5,3
Damage (Attack 2)
11
2d6+3 4,4
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***

Location:  Vogler

Day:  4

Round:  3


Seeing the injured reptilian creature stumbling toward his charges, Jonas does not hestitate. He fires off a barrage of magical flechettes that perforate its scaly hide. Still on its feet, the creature convulses as its flesh begins to rapidly shrivel around its bones. Within moments, the thing has lost half its bulk, with armor sloughing off to clatter at its feet. And then, as it approaches skeletal proportions, the creature violently explodes in a shower of bone shards. Thankfully, Jonas and the civilians are not close enough to be harmed, and the young mage is able to move his group safely toward the water's edge.

Elsewhere, Heather fires upon one of the draconic humanoids operating the metallic dragon. The arrow sinks into its hide and elicits a roar of pain. Abandoning its post, it turns toward the kender and draws two shortswords. Passing just behind Heather, Bastion lets loose an arrow of his own and further skewers the creature, enraging it further, even as it struggles to stay upright. He continues onward toward the docks with his group of civilians in tow.

In a surge of determination born of its impending demise, the thing charges at Heather and unleashes a barrage of vicious attacks. The blows quickly bring the kender to the ashen ground where she lies unmoving, her bow clattering to the cobblestones from limp fingers.

On the other side of the mechanized dragon, Kora singles out a different enemy and reaches out toward its mind. A cacophony of maddening whispers floods its mind, forcing it to abandon its own post. It grabs the sides of its head with both its clawed hands and howls something in a language nobody understands except for Jaqi. Even she has difficulty understanding, given the creature's unusual vocal characteristics and pained state. But based on her studies of dragons, she believes it is casting aspersions toward Kora. It runs past Jaqi as it attempts to put as much distance between itself and the source of its pain. Though distance does not quell the whispers.

One of the creature's compatriots makes the connection to Kora and charges at her. Wielding a shortsword in each hand, it swings with wild abandon. Luckily, Kora's magical sheathe of armor confounds the thing, causing both attacks to miss.

Meanwhile, Jaqi has marched into the thick of the action, swinging her greatsword and catching her opponent with two solid strikes. The force of the first brings the creature to its scaly knees, and the second nearly cleaves it in half. Unexpectedly, the creature immediately begins to turn to stone, and Jaqi is only just barely able to yank her sword free before the stone hardens around the blade. At the same time, a strange gas flows forth from the cracks and pores in the stone...
 

OOC

First of all, Jaqi can take an AoO against #2 as it flees past her from Kora. Then I need Jaqi to make a DC11 CON save vs the gas coming out of the draconian she just killed.

The injured draconian at the top of the map was finished off by Jonas. Please note that it looked different than the one Jaqi killed, hence the different death effect. The bone shard explosion would have likely killed all those civilians if it had been closer.

Three draconians remain, but they are no longer manning the "dragon" so that is of no consequence. #1 is uninjured, #2 is moderately hurt (or worse pending possible AoO from Jaqi) and forced to flee Kora, and #4 is looking very rough.

Heather took two crits for 20 HP damage total, so she's down. Unfortunately, as we don't have anyone with healing spells, someone is going to need to stabilize her with a Medicine check. Otherwise she's at the mercy of the death save dice.

It's the players' turn again, so you're all up in any order. Map updated:
 

image.jpeg.cd3e1ebedd556cb417d7da3fdc08d913.jpeg

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Jonas Clarkspacer.png


checked-shield.svgAC 11/14 | health-normal.svg HP: 7/7 | awareness.svg PP: 17 | Spell Slots: 1st: 3/1 | InspX | Languages: Common, Draconic | Conditions: Limping (-5 Move)


Jonas starts moving again, beckoning the villagers to follow. "Please, help your friend. I will try to keep the monsters from us." He limps down the waterfront, keeping low and hoping his charges have the good sense to do likewise.

As he moves he keeps peeking above the seawall, trying to better understand what is going on in the chaos of the battle. His keen ears pick up one of the creatures yelling something about a "black-headed mind witch", and looks up to see a monster fleeing Kora, even as another charges towards her, swords drawn. He gasps and, without thinking, stands up and releases a blast of fire from his wand.

"የእሳት!"


OOC

Jonas limps to J15. Fwiw, Jonas has studied Draconic as well.

Fire Bolt Fire damage

Jonas burns his Inspiration to re-roll his critical failure

Fire BoltFire Damage

 

Edited by taurelin (see edit history)
Name
Fire Bolt
7
1d20+6 1
Fire damage
5
1d10 5
Fire Bolt
7
1d20+6 1
Fire Damage
8
1d10 8
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Bastion

Bastion Wrencrest TokenBastion Wrencrest, Squire of Solamnia Banner

My words | My thoughts | My Actions
AC 14 HP 11/15 Speed 40 ft., PP 13
Sneak Attack 1d6 Precise Strike 2/2

Attacks and Scores

 

 

Scores Skills
Strength 8 (-1)
Save -1
  • Athletics +1

Dexterity 16 (+3)
Save +5

  • Acrobatics +5
  • Sleight of Hand +7
  • Stealth +7
Constitution 13 (+1)
Save +1
 
Intelligence  15 (+2)
Save +4
  • Arcana +2
  • History +2
  • Investigation +4
  • Nature +2
  • Religion +2
Wisdom 12 (+1)
Save +1
  • Animal Handling +1
  • Insight +1
  • Medicine +1
  • Perception +3
  • Survival +3
Charisma 10 (+0)
Save +0
  • Deception +0
  • Intimidation +0
  • Performance +0
  • Persuasion +0

Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total

Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition

Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.

Class and Race Abilities

Mobile
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Squire of Solamnia
Your training in the ways of the Knights of Solamnia grants you these benefits:

  • Mount Up. Mounting or dismounting costs you only 5 ft. 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 2 times per long rest, but a use is expended only if the attack hits.

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies.

  • Stealth
  • Sleight of Hand

Sneak Attack
1 per turn
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Looking down the street, he sees Jonas, sees the other group, and knows they're on the verge of making it. But then his senses get the better of him: he knows how bad things are behind him, hearing the draconian that has come for Heather, hearing the sick sound of an attack rending flesh and armor, of her bow hitting the ground. He turns, his heart leaping out of his chest: he did that. He chose to save this group and now Heather is paying for it. His face pale, he looks at the group, puzzled: what does he do? He's a squire of Solamnia, the right thing to do is save these people.... but knights of Solamnia don't leave their own behind, and Heather wants to—no, Heather will be a Knight of Solamnia.

"Don't go past the edge of the building. Stay here. If I say so, run for the wharf without me, I'll hold them off."

He charges through the group, notching an arrow to the bowstring as he does so, and slides out into the alleyway.

"Hey ugly! Catch!"

He fires, not even registering Jaqi beyond the alleyway.

Out of Character

Situational: Words words words
Move: Move to W8
Action: Fire at will, commander
Bonus Action:
Reaction:
Ongoing Effects/Conditions:

Name
Attack
8
1d20+5 3
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Screenshot_20230201-234440.png.db8ce705b7312ec5a47bc51f8fc3dc97.pngHeather Nonameyet 

AC: 14 | HP: 0/19 Hit dice: 2/2d10

LR Abilities:  Taunt: 1/2 | Fearless 1/1 | 1st Level 2/2

Attacks | Saves | Spells Sheet


Heather slumps to the ground...

Edited by Knave (see edit history)
Name
Death save
11
1d20 11
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tZ7ip34.jpgKora Shadowhawk


checked-shield.svgAC: 11 (14) | health-normal.svg HP: 14/14 | awareness.svg PP: 11 | Spell Slots: 1st 2/3 | Sorcery Pts: 2/2 | Insp | Languages: Common, Draconic, Dwarven, Sylvan


Kora barely had any time to be pleased with the results of her spell before the reptilian warrior was upon her. She felt the impacts of the blade strikes even through her arcane armor, wincing as pale white sparks flashed at the hits. She almost stumbled back but found her focus. Her eyes turned black and she spoke again, dark syllables sliding from her lips like a cancerous ooze. The words reached into the reptilian's mind - not as strongly as the magic she had thrown at its compatriot - but Kora's alien speech sifted through the creature's ego and sense of self. It tugged and pawed about, looking for kinks in its confidence and worth where secret shames and failings were tucked away. The simple spell sought to bring those to the forefront and make a mockery of the reptilian's confidence.

 

 

Tabletop

Kora will use her action to cast vicious mockery on her opponent. It must make a DC 13 Wisdom saving throw or suffer the damage rolled below. If it fails its save, it also rolls its next attack with disadvantage.

If the creature manages to land a hit on Kora, but the attack roll is no more than 18, Kora will use her reaction to cast shield, granting her a +5 to her AC (total 19) and deflecting the strike. If the creature misses her completely, she will just look smug.

 

Name
Vicious Mockery (psychic damage)
3
1d4 3
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Jaqi-removebg-preview.png.b3541d0c0510d68f8de0fcef4a59de2b.pngJaqelenna Lanthaloren

Silvanesti Elf Fighter (2) | Conditions: Paralyzed (Petrifying)


 

checked-shield.svgAC: 16 | health-normal.svg HP: 20/20 | awareness.svg PP: 13 | 2nd Wind: 1/1 |Action Surge: 1/1| Insp | Languages: Common, Draconic, Elvish


A guttural grunt of effort follows Jaqi's final slash that ends the scaled being's existence. She spots the other Draconian sprinting past her and prepares herself to cut it down as it runs past. She would make her fellow squires proud this day. However, before she can make her strike, a spewing of smoke and fog clouds her vision. Strangely enough, it seems to have come from the creature she had just killed. Distracted, she inhales the smoke deeply and lets out a sputtering cough. Just then, she felt her skin begin to harden and her muscles seize. "Nghn...What is this...?" She has just enough time to mutter before the paralysis takes over her...

 

OoC

Movement - Paralyzed.

Action - Start to petrify :(

 

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***

Location:  Vogler

Day:  4

Round:  4


Jonas has never truly been in a combat situation before, and no amount of practice, even against illusions, can prepare oneself for the horrors of war. His hand shakes as he brandishes his want. And though he trusts in the power contained both in it and himself, his nerves cause the bolt of fire to fly wide of his target. But the young mage does not let his failing freeze him in his tracks. No sooner does he register the miss than he turns to shepherd his charges further along the shore toward the docks. They are the true objective, after all.

Jonas's errant attack causes the draconian opposite Kora to flinch, and she looks to take full advantage of the momentary distraction. She speaks her alien tongue, darkness flowing from her words and attempting to seep into the creature's mind. Unfortunately, the magic finds no purchase. Perhaps its mind is even more alien than her words, or maybe the frenzy of battle has steeled its will. Whatever the case, it snaps its attention back to her and snarls.

Again it swipes at her with its jagged shortswords, but again her arcane armor deflects the blows. The creature roars its frustration, vile spittle flying from its rows of razor-sharp teeth. But Kora stands firm in its presence. Neither looks ready to submit to the other.

Across the field of battle, Heather lies unconscious at the clawed feet of one of the other draconians. It raises its swords, intent on finishing the fallen kender, but Bastion arrives just in time to give it a livelier target. His arrow misses the mark, but he achieves his goal of drawing the creature's attention. It lumbers toward him, favoring one leg and holding one eye shut from the wrong-colored blood oozing from its skull. It nearly stumbles moving across the rubble, but it catches itself and then uses the momentum of the near fall to propel itself at Bastion. Twice it swings wildly, but the young squire is able to deftly duck and dodge the sloppy attacks.

The third draconian has just barely evaded Jaqi as it continues to run away from Kora. The elven squire might have thought to give chase, but she suddenly finds her muscles seizing up and her skin starting to feel like stone...
 

OOC

Rough round. Whole lot of missing. Nobody hit anything. Though Heather did succeed on a death save, so that's something. Only other bookkeeping necessary is that Jaqi needs to make a second DC11 CON save. If she succeeds, the paralysis ends (and technically that save would be at the end of your last turn, so you'd be free to act now). If you fail, you'll be petrified for a minute. So consider using that inspiration if you fail the first try.

It's the players' turn again, so you're all up in any order. Map updated:
 

image.png.e4de21eaee284b3d6ca4f1109e166781.png

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Screenshot_20230201-234440.png.db8ce705b7312ec5a47bc51f8fc3dc97.pngHeather Nonameyet 

AC: 14 | HP: 0/19 Hit dice: 2/2d10

LR Abilities:  Taunt: 1/2 | Fearless 1/1 | 1st Level 2/2

Attacks | Saves | Spells Sheet


There is a lot of blood pooling around Heather's motionless body.

Edited by Knave (see edit history)
Name
Death save
7
1d20 7
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