Papa Bear Posted February 1 Author Clone Share Posted February 1 Troben kills one of the remaining two maggots as Vrod charges from across the 'room', slashing deeply into the terrible thing twice, nearly killing it and leaving it vulnerable to a simple fire bolt spell from Austin to finish it off. Everyone moves toward the two maggots and pull up when they see them fall. Baldric speaks up first. "Well, I guess I was wrong. I don't hear anything from that... that passage." "I like killing foul things, but I do not like this place at all." Vrod grouses. "That makes all of us, big guy." Austin replies. ooc Troben gets three ME rolls for the maggots he's killed at 1d10 Also, the maggot Remy, Vrod and Tiberion kill produces an ME. I'll let one of you roll to see what kind it turns out to be. The last one that Vrod (Rolled good damage for Vrod) and Austin kill doesn't produce an ME. you also killed this guy; Plague Monster Mystic Essence Roll: 5d6 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted February 1 Clone Share Posted February 1 Troben the Ragler AC: 21 | Hit Points: 95/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | 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 nods as the last of the maggots is crushed. He hears Baldrick's words and scowls. He adds, "I don't trust this place. You could have heard something, and it's just lurking. Anyone need to rest or can we keep going?" Moving closer to Eithne, he adds, "And keep an eye out for mushrooms. We may need to call on our friend at some point." Tabletop Troben is ready to keep moving. He doesn't need a short rest at this point. He does suggest then use his echo avatar and send it down the passage ahead of them to see what happens. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted February 1 Clone Share Posted February 1 Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 91/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 8/10 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: 4/6 2nd: 2/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 10/10 | Hit Dice: 7/7 | Wild Shape: 2/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 "I will," Eithne nodded and struck her staff on the pulsating ground. A new prong emerged on its head to create a fork. As she wove a new spell, the shadows ceased their protection. "Speaking of the toad, it's time to use the information I got from him. I know exactly what the device looks like and, hopefully I can lead us straight there." Mechanics Eithne drops pass without trace and casts locate object. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted February 2 Author Clone Share Posted February 2 "True enough." Baldric replies to Troben. "I hope no one needs a rest so soon. We are on an hourglass of unknown duration. I would hate to be lounging about and have that cursed thing finish taking in all the power it needs." There is a round chorus of assorted 'I'm ready' responses from the group. As Eithne's spell takes hold, she gets a clear sense for where the thing is. She can sense it and its power up and to the south of her and she gets the feeling that of the 'exits' from the room, the one in which Baldric thinks he heard something is the direction she thinks is best. The 'hall' moving forward is crowded and you have to move through in single file and cannot escape touching the ooze and stink as parts of it close in small enough that even a halfling could not fit but spongy enough that it stretches to allow you to press your way through. Then the 'hall' opens up into a new kind of stink and the room seems to be puss fill welts all around the floor and with each step, the 'skin' breaks and fresh puss oozes out. In the 'room' are four strange looking creatures like strange millipedes that can stand sort of upright and having multiple tentacles. They seem to be tending to, and possibly feeding, all sorts of larvae scattered around the 'room'. In the far side, directly opposite you, is a horrible looking... thing... standing nearly 20 feet in height and is nearly as wide as it is tall. Eithne senses that the path out of the 'room' nearest this horrid thing (the big one, not the four smaller ones) is the way they need to go. The creatures don't pay any mind to the new arrivals. (new map up) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted February 2 Clone Share Posted February 2 (edited) Troben the Ragler AC: 21 | Hit Points: 95/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | 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 eyes the room and says quietly, "If we have to get beyond that behemoth, no way we get out of here without a fight. Baldrick and Vrod, take the east side. Remy and I have the west. Let's take out the servants first and then focus on that giant thing together." His echo hovers slightly above the ground to avoid the "gooey" floor. Tabletop We don't know how tough these guys are. My thought is to have Remy and Troben attack Plague Servant 1 and leave Plague Servant 2 to Vrod and Baldrick. Ranged support can go at anything. The important thing is that we are killing these things quickly to focus on the Plague Mother. Initiative: 18 Edited February 2 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative (advantage) 18 keep(2d20,highest,1)+4 14,8 Link to comment Share on other sites More sharing options...
herastor Posted February 7 Clone Share Posted February 7 Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 91/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 7/10 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: 4/6 2nd: 2/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 10/10 | Hit Dice: 7/7 | Wild Shape: 1/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 "I would've suggested the same." Eithne's form collapsed in on itself, leaving the dark form of her true self behind. From the depths of the void she had to admit her starry expanse of wings behind her were a nice touch. "On your signal then Troben. If the behemoth tries to intervene I'll do my best to delay it." Mechanics Eithne spends another minute of her cape's flight and uses one of her wild shape uses to take the archer starry form. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted February 8 Author Clone Share Posted February 8 They do NOT have initiative. You have surprise on them even though they likely see you but are ignoring you for some reason. So you each get a free round against them then I'll roll an initiative up for the Rotties and we'll go from there. Troben has a nice 18 Initiative roll already :D Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted February 8 Clone Share Posted February 8 (edited) Troben the Ragler AC: 21 | Hit Points: 95/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | 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's echo glides across the puss-covered ground towards the nearest servant. It nods back to the group and starts the attack on the mutant slug-like creature. The shadowy reflection attacks with a trio of sword swing looking to hack into the creatures. Tabletop It's go time. Troben moves the echo next to Plague Servant 1 and will attack. Attack 1 - hits AC 18 for 19 slashing and 4 fire damage. Attack 2 - hits AC 26 for 15 slashing and 1 fire damage (add 8 slashing and 4 fire, if it was a critical hit) Attack 3 - hits AC 14 for 15 slashing and 6 fire damage. Edited February 8 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack vs. Plague Servant 1 18 1d20+11 7 Slashing/fire damage 23 reroll(3d6,2,below,1)+8 6,5,4 Flaming greatsword attack #2 vs. Plague Servant 1 26 1d20+11 15 Slashing/fire damage 16 reroll(3d6,2,below,1)+8 6,2,1,1,1 If it was a critical 12 reroll(3d6,2,below,1) 3,5,4 Flaming greatsword attack #3 vs. Plague Servant 1 14 1d20+11 3 Slashing/fire damage 21 reroll(3d6,2,below,1)+8 1,5,2,2,6 Link to comment Share on other sites More sharing options...
Papa Bear Posted February 9 Author Clone Share Posted February 9 The Plague Servants AC is 15, so the final attack almost scratches it and the 26 scores a minor crit. Troben did two thirds of its life in damage :D Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted February 9 Clone Share Posted February 9 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 91/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 7/10 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: 4/6 2nd: 2/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 10/10 | Hit Dice: 7/7 | Wild Shape: 1/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 Hot on the heels of Troben's echo, Eithne swooped in behind it the add her own gout of flame to the warrior's searing slashes. A raised staff brought down a minute comet on the servant beyond. That was also the signal for the others to lock down the eastern side of the room. Mechanics Owl Cloak: 9 rounds remaining Starry Form: 9.9 minutes remaining Eithne moves south 20 ft. She uses her action to cast produce flame on servant 1. She'll use her archer attack on servant 4. Edited February 9 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Produce Flame 19 1d20+9 10 Fire Damage 9 2d8 4,5 Archer Attack 28 1d20+9 19 Radiant Damage (Minor Crit) 12 2d8+6 5,1 Link to comment Share on other sites More sharing options...
Papa Bear Posted February 11 Author Clone Share Posted February 11 (edited) Before the horrible monstrosities even seem aware of the group of heroes that entered their 'hatchery' chamber, the rush from the heroes overwhelmed the creatures, nearly killing two of them outright. The creatures turn to view their attackers as the onslaught continues. Both Baldric and Tiberion puke up their guts from the foul aura around the strange slug-like creatures. Vrod manages to hold it back. Remy utilizes the length of her Dragonspear to keep out of the aura of plague surrounding the creatures. On 2/7/2024 at 4:36 PM, Papa Bear said: They do NOT have initiative. You have surprise on them even though they likely see you but are ignoring you for some reason. So you each get a free round against them then I'll roll an initiative up for the Rotties and we'll go from there. Troben has a nice 18 Initiative roll already :D Their lowly 6 initiative means you guys get to act in the 'first round' after your surprise attack. No need for Eithne to roll for initiative as I'd be in block anyway. Plague Servants AC: 15 HP: 75 Resistances: ?? Vulnerabilities: ?? Attacks Plague Aura: DC 14 CON Save or spend your next action puking up your guts and then has the Poisoned Condition and may attempt a save each round to overcome it, including after the 'stunned' round of puking. Plague Mother AC: ?? HP: ?? Resistances: ?? Vulnerabilities: ?? Attacks ?? Edited February 11 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative for the Plague Servants 6 1d20+1 5 Link to comment Share on other sites More sharing options...
Shadeus Posted February 11 Clone Share Posted February 11 (edited) Troben the Ragler AC: 21 | Hit Points: 95/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | 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's echo looks to finish off the badly wounded plague servant that Eithne pushed to the brink of death. With a silent growl, he drives his sword into the massive pile of putrid flesh, and it collapses in a pile of ooze. Troben moves in further and sends his echo to help Vrod. He cuts it once and then winds up slicing through the mid-section of the icky puss monster cleaving it in two parts. Troben says to Vrod, "The big lady is next! Leave the other tentacly guys to the others." Looking to the woman close to him, he adds, "You're getting slow Remy. Our side is down. When are you guys going to catch up?!" He knows that will rile her, but hopefully in a competitive way and not an aggressive one. Tabletop Troben will try to finish off Plague Servant 1. Attack #1 - hits with a soft critical for a total of 39 damage. That will kill it, for certain. Troben moves closer and then he moves his echo next to Plague Servant 4 and continues his attack. Please note the extra bonus attack for GWM. Attack #2 - hit for 17 slashing and 3 fire damage. Bonus Attack - soft critical hit for 21 slashing and 9 fire damage. That likely kills Plague Servant 4 too. Let us know what the ME rolls are! Edited February 11 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Plague Servant 1 27 1d20+11 16 Soft Critical slashing/fire damage 39 reroll(6d6,2,below,1)+8 6,6,2,1,6,5,5,3 Flaming greatsword attack #2 vs. Plague Servant 4 23 1d20+11 12 Slashing/fire damage 20 reroll(3d6,2,below,1)+8 2,5,3,4 Flaming greatsword bonus attack vs. Plague Servant 4 27 1d20+11 16 Soft Critical slashing/fire damage 30 reroll(6d6,2,below,1)+8 1,1,4,2,6,1,2,1,6,3 Link to comment Share on other sites More sharing options...
herastor Posted February 14 Clone Share Posted February 14 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 91/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 7/10 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: 4/6 2nd: 2/3 3rd: 3/3 4th: 2/2 Spell Gem: Snare 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: 1/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 It was time for Eithne to hold up her end. Another comet flew and dove into the torso of the unattended servant. She knew it wouldn't kill the thing. In reality she was softening it up for what came next. The Measure grew thorns and spike as both her hands grasped the haft and raised the staff above her head. With a resounding crack, the head split into razor sharp vines and tendrils. They tore through the soft ground to rise like a wave that crested upon three of the putrid creatures. Mechanics Owl Cloak: 8 rounds remaining Starry Form: 9.8 minutes remaining Wall of Thorns: 5 minutes remaining Eithne stays put. She uses her bonus action to attack servant three. With her action she uses 6 charges from her staff to cast wall of thorns with her action as a 60 ft. line through servant 3, servant 4, and the plague mother. DC 17 DEX Save or they take 7d8 piercing damage. If they save they take half. At the start of their turn, since they're in the wall, they take the damage and the save again. Every one foot of movement costs four feet, 5 ft costs 20 ft. This mostly applies to the plague mother, but if she can't make it off that line by the end of her turn she'll have to make a 3rd save and damage. Edited February 14 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Archer Attack 22 1d20+9 13 Radiant Damage 13 1d8+6 7 Wall of Thorns (Piercing Damage) 38 7d8 6,7,5,1,5,6,8 Link to comment Share on other sites More sharing options...
Papa Bear Posted February 15 Author Clone Share Posted February 15 (edited) Troben and his echo get the killing blows on two of the Plague Servants that were near death. Eithne creates a wall of thorns that causes hundreds of larvae to squeal a high pitched screech as they die painfully. A few dying at once can hardly be heard. But the mass of them being ripped apart by the thorns creates a brief, loud 'nails on the chalk board' kind of sound. Tiberion and Baldric finish off the nearest Plague Servant (though, Tiberion's hammer may have only grazed it) as Remy presses her attack on the Plague Servant emerging through the thorny wall, missing with the first attack as she moves forward then recoils. Still, the great reach of her Dragon Lance allows her to remain outside of the horrid stench of the thing. With the thing dead at their feet, Tiberion and Baldric step away from the foul stench to regain their composure. You could hear Austin's incantations behind you, but whatever happened to the fire bolt he launched is anybody's guess. Vrod turns as the Plague Servant he was fighting dies (and is also engulphed in thorns) and charges at the Plague Mother, slashing into her twice. But the blade doesn't seem to affect her as much as the death of three of her Servants and hundreds of her 'babies', which sends her flying off into a rage. A massive mane from her head whips down on Vrod who dared to 'touch' her. It is covered in sharp, jagged 'teeth' and it draws blood from the brute orc. While the strange mane/tongue thing slashes at Vrod, the many tentacles from her face reach out to Troben and wrap around him, holding and squeezing him. The strange Plague Servant hisses something in its tongue and Remy gets a glazed look on her face and plops down on the ground in front of it. OOC: Troben is grappled. He needs a DC 15 Escape Artist (DEX) to get out of the hold (of course, that won't stop his Echo...but still, squeeze damage, which was 13 this turn... it can get a lot higher) Remember, the Plague Mother is a Huge creature that has a 15 foot reach. Plague Servants AC: 15 HP: 75 Resistances: ?? Vulnerabilities: ?? Attacks Plague Aura: DC 14 CON Save or spend your next action puking up your guts and then has the Poisoned Condition and may attempt a save each round to overcome it, including after the 'stunned' round of puking. Spells: Command Mystic Energy Roll: 2d8, +1 (but 3d10 with the essence drain) Plague Mother AC: 18 HP: ?? Resistances: ?? Vulnerabilities: ?? Special Abilities: Rage (only after a large number of deaths of her 'babies' and servants) Attacks 'Tongue Lash': +11, 5d6+6 (+3 more with rage) Tentacle Grab: +11 2d8+2 (+3 more with rage). The target must succeed at a DC 15 Escape Artist check or remain in the grapple. The Plague Mother gets an automatic squeeze on any target in her grasp. She can split her tentacles between two targets but the damage is halved. Summary Mystic Energy rolls: Lets roll one each. The one killed by Baldric yielded a roll of 7, 7, and 3... so nothing. Troben is grappled and suffers 13 damage. Vrod's rage really helped reduce the damage that was done to him. You guys are up! Edited February 15 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Plague Servant 3 Save 13 1d20+1 12 Plague Servant 4 Save 16 1d20+1 15 Plague Mother first Save 15 1d20+2 13 Plague Mother second Save 14 1d20+2 12 Plague Mother 'bite' on Vrod 25 1d20+11 14 Plague Mother Grapple/Squeeze on Troben 28 1d20+11 17 Squeeze Damage on Troben 13 2d8+5 1,7 Link to comment Share on other sites More sharing options...
Shadeus Posted February 15 Clone Share Posted February 15 (edited) Troben the Ragler AC: 21 | Hit Points: 82/105 | Passive Perception: 16 | Init: +4 (adv) Second Wind: 1/1 | 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 down at the tentacles wrapped around him and grins. He says, "Someone is in for a surprise!" Without much fanfare, he switches places with his echo and then quickly moves in to attack the Plague Mother next to Vrod. He hacks at the monstrosity twice and manages to carve through it's layers of slime and inflict some damage. Tabletop My understanding of the grapple rules are that you can make either an Athletics or Acrobatics check to escape. Escape Artist was a 3.5e skill, if I remember right. 😀 Regardless, it's a moot point because he isn't escaping. He's teleporting! Bonus action: Switch places with his echo. Action: Time to attack the Plague Mother! Attack #1 - hits for 18 slashing and 3 fire damage. Attack #2 - Miss! Edited February 15 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Plague Mother 21 1d20+11 10 Slashing/fire damage 21 reroll(3d6,2,below,1)+8 5,5,3 Flaming greatsword attack #2 vs. Plague Mother 17 1d20+11 6 Link to comment Share on other sites More sharing options...
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