herastor Posted February 16 Clone Share Posted February 16 (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: 3/6 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 The one problem that Eithne realized when her spell took hold, was just how attached she was to the target, literally. The mother's thrashing whipped the tender through the air. Her choice to continue to attack proved to be a foolish one. She rained more cosmic light and debris on her foes, but nothing that would stick to either target. "Try to keep her in the vines!" she shouted above the mother's din, "Austin, I'm leaving any maggots that might grow to you." Mechanics Owl Cloak: 7 rounds remaining Starry Form: 9.7 minutes remaining Wall of Thorns: 4.9 minutes remaining Eithne moves 10 feet east. She uses her bonus action to attack servant three with her arrow attack. She maintains wall of thorns on the mother. DC 17 DEX Save or they take 7d8 piercing damage at the start of their turn. Also using an action to cast guiding bolt on her too. Edited February 16 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Piercing Damage 35 7d8 3,7,2,6,6,6,5 Arrow Attack 13 1d20+9 4 Guiding Bolt 15 1d20+9 6 Link to comment Share on other sites More sharing options...
Papa Bear Posted February 20 Author Clone Share Posted February 20 (edited) There is a grunt of confusion from the Plague Mother when Troben suddenly switches places with the echo, that pops when her tentacles squeeze it. The layers of decaying flab on the mother seem to absorb half of Troben's attacks. The plague Mother moves and twists, somehow pulling her massive bulk through the wall of thorns with virtually nothing more (this time) than scratches all while dodging out of the way of Eithne's guiding bolt. The Plague Mother's obscene waddling practically runs Remy over, who dives out of the terror's way, then, with a growl and a thrust, shoves her spear into the belly of the creature. Then, the Lance in Remy's hands begins to glow like hot metal and 'Dragon Breath' shoots out of the end of spear head while it is still in the belly of the Plague Mother, who cries out in a significant amount of pain. Flailing around in pain, the Plague Mother causes Remy to lose her footing and she stumbles backwards and misses with her second thrust. Vrod, Tiberion, and Baldric all lay into her with their weapons, causing even more harm while Austin finishes off the remaining Plague Servant. Not liking the feel of the Dragon Lance, the Plague Mother 'licks' Remy, painfully. Remy staggers back and yells, "Gods, those things stink!" but there is pain in her voice. OOC: The plague Mother doesn't get to use both attacks. The tentacles have to squeeze the echo for it to pop. Remy's Dragon Lance can launch fire as a paladin's smite up to her Proficiency Bonus times per long rest... then she rolled a natty 1. 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: Why don't one of you roll for the last Plague Servant that Austin killed. You guys are up! Edited February 20 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Plague Mother Save 18 1d20+1 17 Link to comment Share on other sites More sharing options...
Shadeus Posted February 20 Clone Share Posted February 20 (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. The echo knight is hardly surprised that his sword blows are dulled by the rage of the massive, blubbery creature. Well, now it's in a nice flank making his job that much easier. It's a huge creature though, so he's unsure how long it will take to carve through the layers of fat. He knew it was time to just wail on this great demon. As the creature licks Remy with its awful tongue, Troben drives his sword deep in through the layers of filth carving deep into its flesh. Savagely tearing the weapon out, he slices off yet another piece of it. He then summons another echo on the other side of the demon. Tabletop Troben is attacking the Plague Mother again (with advantage from a flank): Attack #1 - Critical Hit! For 12 fire and 29 slashing damage (41 total) Attack #2 - Hits for 15 slashing and 6 fire damage (21 total) He uses a bonus action to summon his echo. A good round for Troben with max fire damage (18) from his pair of hits. I'm hoping the fire damage isn't halved like physical damage. Edited February 20 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Plague Mother 31 keep(2d20,highest,1)+11 20,16 Critical slashing/fire damage 41 reroll(3d6,2,below,1)+26 4,2,6,5 Flaming greatsword attack #2 vs. Plague Mother 27 keep(2d20,highest,1)+11 16,11 Slashing/fire damage 21 reroll(3d6,2,below,1)+8 3,4,6 Link to comment Share on other sites More sharing options...
Papa Bear Posted February 20 Author Clone Share Posted February 20 OOC: hint hint. No, fire affects the Mother normally... Which is why she focused on Remy and the Dragonfire smite. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted February 21 Clone Share Posted February 21 (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: 3/6 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 As the mother escaped the wall of death, Eithne swooped back to keep away from those murderous tentacles. In her wake she left fire and light for the abomination. They weren't anywhere near the mighty blows the other's just displayed, but they were something. Mechanics Owl Cloak: 6 rounds remaining Starry Form: 9.6 minutes remaining Wall of Thorns: 4.8 minutes remaining Eithne moves 10 feet north. She uses her bonus action and action attack the mother with her arrow attack and produce flame. She maintains wall of thorns in case anything comes their way. Edited February 21 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Produce Flame 24 1d20+9 15 Fire Damage 13 2d8 7,6 Arrow Attack 20 1d20+9 11 Radiant Damage 10 1d8+6 4 Link to comment Share on other sites More sharing options...
Papa Bear Posted February 22 Author Clone Share Posted February 22 (edited) The group pours on the pain and the Plague Mother succumbs, falling to the squishy ground and making a sound much like a pumpkin being dropped from a tree. Her tentacles twitch, perhaps as a nervous system response or perhaps she is not 'completely' dead yet. As the group starts to relax, and the thud of the plague mother dies out, you can hear squishing, rapid squishing... something is coming... wait, many somethings are coming. It makes sense when you see more of the Plague Servants rush into the room as it seems likely that each of the 'exits' from this chamber lead to other 'nurseries' where other horrors are being 'raised' by these awful creatures coming to defend the nest and the Plague Mother. Three barely make it into the room while two more rush head long into the thorns toward the Plague Mother, unconcerned for their own well-fare as the thorns rip and tear at their hides. OOC: You guys have the initiative on the new arrivals. 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: 250 Resistances: None Vulnerabilities: None Special Abilities: Rage (only after a large number of deaths of her 'babies' and servants) Loving Embrace I: 3d12+7 Targeted Heal (Touch) Loving Embrace II: 3d8+5 AoE Heal (Radius) 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. Swallow: A target that has been grappled for two consecutive rounds will be drawn to the Plague Mother's mouth and swallowed (Nom Nom). While Swallowed, there is very little room to move. Any attacks made must first succeed at a DC 15 STR save at Disadvantage (Except for spells that do not require a somatic component), then are made at disadvantage and the damage is halved. While inside the Plague Mother, the target suffers 2d8 Acid damage from the stomach acids and 1d8 additional slashing damage from the 'teeth' that eat away at your flesh. Slam: +8, 2d8+2. Plague Mother doesn't often use the slam attack as it takes the place of her Tentacle Attack. However, she will use slam on a round when she is Swallowing something. Mystic Energy Roll: 4d4, +3 Normally, with the Expanded Chart available. But with the Essence Drain, the ME Roll becomes 7d8 Summary Mystic Energy rolls: EVERYONE contributed. Let's split the Plague Mother's ME Roll up among you. Troben and Eithne get a 2d8 roll. The others get a 3d8 roll. I rolled an Expanded Chart but it becomes a reroll because of the drain... but I did get a Corrupting Essence and a 'double' Vital Essence. The Drain: Also, Eithne, Tiberion, Baldric and Austin have been inside this thing now a little while and can feel the Essence Drain pulling at them. Each must make a Save using their Casting Modifier (WIS for Eithne, Tibby, and Baldric, CHA for Austin). The DC is 'easy' for now (but will grow by +1 as you get closer to the Arcane Sponge. DC 12 With each fail, you keep a cumulative total of the points by which you fail. Every 10 points accumulated equals 1 spell drain. This can be a first level spell, a sorcery point, a use of a magical ability, etc. If you opt to drain a higher level spell slot, then it downgrades to the next lower spell slot (a level 3 spell slot downgrades to a level 2 spell slot, etc). I'm still trying to figure out how, if at all, this will affect Troben's Abilities. Vrod and Remy are unaffected. The Dragonlance is immune to the drain. Hehe, good thing Eithne maintained the Thorn Wall :) You guys are up! Edited February 22 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Thorn stabby damage 31 7d8 4,6,2,3,6,6,4 Link to comment Share on other sites More sharing options...
Shadeus Posted February 22 Clone Share Posted February 22 (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 barely takes a moment to breath as the new group comes charging in. He moves his echo to cut off the nearest plague servant in the hopes of crushing it as the wall does its gory task. He says to Vrod, "Take those two to the west. I will help once these two are dead." A bit louder to the others, "I've got the south. Someone else should help Vrod with the west!" The echo cuts one of the creatures down and wounds the second. Tabletop Troben moves his echo as shown to attack Plague Servant 8 and it will attack three times. Attack #1 - Hits for 18 slashing and 4 fire damage Attack #2 - Hits for 20 slashing and 4 fire damage. That should kill it, which gives him an additional attack as a bonus action. He shifts to Plague Servant 7. Attack #3 - Miss! Bonus attack - Hits for 13 slashing and 5 fire damage. Edited February 22 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Plague Servant 8 17 1d20+11 6 Slashing/fire damage 22 reroll(3d6,2,below,1)+8 5,5,4 Flaming greatsword attack #2 vs. Plague Servant 8 22 1d20+11 11 Slashing/fire damage 24 reroll(3d6,2,below,1)+8 6,6,4 Flaming greatsword attack #3 vs. Plague Servant 7 12 1d20+11 1 Bonus Flaming greatsword attack vs. Plague Servant 7 24 1d20+11 13 Slashing/fire damage 18 reroll(3d6,2,below,1)+8 4,1,5,1 Link to comment Share on other sites More sharing options...
herastor Posted February 23 Clone Share Posted February 23 (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: 2/6 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 Eithne dove in close to her two partners, her robes swirling behind. She raised her hand and a blaze of light heralded another stream of cosmic particles. Finding a measure of metaphysical "purchase," she pushed even harder into her attack. "I'm on it. Vrod, care to put on a show?" Mechanics Owl Cloak: 5 rounds remaining Starry Form: 9.5 minutes remaining Wall of Thorns: 4.7 minutes remaining Eithne moves 25 feet south. She uses a 1st lv. guiding bolt on servant 5. She'll eat the advantage for her arrow attack. She maintains wall of thorns. Edited February 23 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Guiding Bolt 18 1d20+9 9 Radiant Damage 19 4d6 6,3,5,5 Arrow Attack 28 1d20+9 19 Advantage 16 1d20+9 7 Radiant Damage (Minor Crit!) 18 2d8+6 4,8 Link to comment Share on other sites More sharing options...
Papa Bear Posted February 24 Author Clone Share Posted February 24 (edited) Troben makes quick work of the Plague Servant closest to the Plague Mother and to cut into the second. Eithne brings down natural judgement upon her own target as Vrod, in a rage and not really thinking too tactically, charges the closer of the two to him, his blade cutting in deeply. Remy, not wanting to get caught up in the stench of the dead Plague Servant, turns her Dragon Spear on the closest of them and unleashes a small gout of flame. Baldric and Tiberion charge, but the dwarf takes a deep breath as he runs and starts choking on the odor. Baldric cuts in deep with the first of his swings, but the thing reels from him and the second cut misses. Austin lobs more fire at it, but catches some of the carapace, which resists some of the burn (I rolled low). For the second time in less than a minute, one of the Plague Servants 'shuts Remy down' and she fails to overcome the casting of its command spell and she drops to the ground. The Plague Servant by Troben tries to move closer to the Plague Mother, its tentacles trying to 'lick' her, but the thorns rip and tear at its flesh causing it to fall to its accumulated wounds. The Plague Servant that Eithne blasted with radiant energy decides to return the favor and launches several rot flies (or some such thing) that swirl around and home in on the druidess in a similar way as the Magic Missile spell, for those who had seen its use before (and you've probably all seen that). And the final Plague Servant doesn't seem to do much of anything. OOC: Troben killed #8 by 2 HP... of course, it wouldn't have survived the thorn wall... but Troben gets to claim it as a kill against Remy's total (of which he has a solid lead) Actually, the servant used command on Baldric and I rolled a natty 1. For some reason I wrote in what I did above and decided to keep it that way so switched the spell over to Remy instead of Baldric. Baldric does more damage up close than Remy does at Range... so it works out to your favor. For flavor, the magic missile spell does necrotic damage. The last Plague Servant tries to use Command on Vrod but he saved. Plague Servants AC: 15 HP: 75 Resistances: ?? Vulnerabilities: ?? Special Abilities Healing Touch: Bonus Action, Touch Heal 5d6 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, Magic Missile (Necrotic version) Mystic Energy Roll: 2d8, +1 (but 3d10 with the essence drain) Plague Mother AC: 18 HP: 250 Resistances: None Vulnerabilities: None Special Abilities: Rage (only after a large number of deaths of her 'babies' and servants) Loving Embrace I: 3d12+7 Targeted Heal (Touch) Loving Embrace II: 3d8+5 AoE Heal (Radius) 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. Swallow: A target that has been grappled for two consecutive rounds will be drawn to the Plague Mother's mouth and swallowed (Nom Nom). While Swallowed, there is very little room to move. Any attacks made must first succeed at a DC 15 STR save at Disadvantage (Except for spells that do not require a somatic component), then are made at disadvantage and the damage is halved. While inside the Plague Mother, the target suffers 2d8 Acid damage from the stomach acids and 1d8 additional slashing damage from the 'teeth' that eat away at your flesh. Slam: +8, 2d8+2. Plague Mother doesn't often use the slam attack as it takes the place of her Tentacle Attack. However, she will use slam on a round when she is Swallowing something. Mystic Energy Roll: 4d4, +3 Normally, with the Expanded Chart available. But with the Essence Drain, the ME Roll becomes 7d8 Summary Mystic Energy rolls: two, one each :) Eithne Suffers 13 necrotic damage. You guys are up! Edited February 24 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Thorn Wall 30 7d8 4,3,1,7,2,8,5 Magic Missile on Eithne 13 4d4+4 4,2,1,2 Link to comment Share on other sites More sharing options...
Shadeus Posted February 24 Clone Share Posted February 24 (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: 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 nods satisfied as the two plague servants closest to him die. He turns his attention to Vrod's side and says, "Thanks, buddy! I got your back. We are putting these guys down so we get a second before continuing. That siphon is getting stronger the closer we get, so best to take care of them now." His echo moves next to the orc barbarian to give him a hand. The echo is effective, although not spectacular, in carving up the nether-creature. Its pair of strikes lands well, but the creature is tougher than it looks, and in a sudden burst of speed, the echo slashes again with a look of grim determination on its ethereal face. The sword lands home yet again, spilling its black blood on the disgusting floor. Tabletop The drain is a pretty cool effect! Troben will move his echo next to Plague Servant 6 and will attack. Attack #1 - Hits for 17 slashing and 6 fire damage. Attack #2 - Hits for 15 slashing and 4 fire damage. He'll use a "unleash incarnation" to do an extra attack as a bonus action: Bonus Attack - Hits for 16 slashing and 6 fire damage. That's a total of 64 damage, which will hopefully kill it. Edited February 24 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Plague Servant 6 23 1d20+11 12 Slashing/fire damage 23 reroll(3d6,2,below,1)+8 4,1,2,5,6 Flaming greatsword attack #2 vs. Plague Servant 6 18 1d20+11 7 Slashing/Fire damage 19 reroll(3d6,2,below,1)+8 2,3,1,4,4 Flaming greatsword bonus attack vs. Plague Servant 6 20 1d20+11 9 Slashing/fire damage 22 reroll(3d6,2,below,1)+8 2,3,6,5 Link to comment Share on other sites More sharing options...
herastor Posted February 28 Clone Share Posted February 28 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 78/91 | 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: 2/6 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 Eithne's stars rippled and flickered as those flies wrought their course across her void and struck the woman within. The tender was hardly going to let that invasion pass lightly. Her flames bit at the worm just as eagerly and her light impaled it. Mechanics Owl Cloak: 4 rounds remaining Starry Form: 9.4 minutes remaining Wall of Thorns: 4.6 minutes remaining Eithne stays put. She uses produce flame as her action and her arrow attack as her bonus action on servant 5. She maintains wall of thorns. Edited February 28 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Produce Flame 25 1d20+9 16 Fire Damage (Minor Crit!) 14 4d8 1,6,2,5 Arrow Attack 21 1d20+9 12 Radiant Damage 14 1d8+6 8 Link to comment Share on other sites More sharing options...
Papa Bear Posted February 28 Author Clone Share Posted February 28 (edited) Troben again ends one of the Plague Servants via his echo. (((SO close to killing it with just the two attacks!))). Vrod grunts and steps forward to attack the next closest one and suddenly chokes up his breakfast. Tiberion recovers from the plague stench and steps up with a mighty what of his mallet. Baldric slips on the slimy ground and his blade bites into the soft, squishy floor. He regains his balance and lands a nice hit on the Plague Servant's midsection. It then casts Blur on itself. With Vrod puking up his guts, Austin turns and launches flaming death at the Plague Servant that Eithne struck. The flame burns the thing and it flops around on the ground dying slowly and painfully. OOC: Troben missed killing the Plague Servant with the two attacks by three :( But Austin finished off Eithne's by 1! Plague Servants AC: 15 HP: 75 Resistances: ?? Vulnerabilities: ?? Special Abilities Healing Touch: Bonus Action, Touch Heal 5d6 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, Magic Missile (Necrotic version), Blur Mystic Energy Roll: 2d8, +1 (but 3d10 with the essence drain) Plague Mother AC: 18 HP: 250 Resistances: None Vulnerabilities: None Special Abilities: Rage (only after a large number of deaths of her 'babies' and servants) Loving Embrace I: 3d12+7 Targeted Heal (Touch) Loving Embrace II: 3d8+5 AoE Heal (Radius) 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. Swallow: A target that has been grappled for two consecutive rounds will be drawn to the Plague Mother's mouth and swallowed (Nom Nom). While Swallowed, there is very little room to move. Any attacks made must first succeed at a DC 15 STR save at Disadvantage (Except for spells that do not require a somatic component), then are made at disadvantage and the damage is halved. While inside the Plague Mother, the target suffers 2d8 Acid damage from the stomach acids and 1d8 additional slashing damage from the 'teeth' that eat away at your flesh. Slam: +8, 2d8+2. Plague Mother doesn't often use the slam attack as it takes the place of her Tentacle Attack. However, she will use slam on a round when she is Swallowing something. Mystic Energy Roll: 4d4, +3 Normally, with the Expanded Chart available. But with the Essence Drain, the ME Roll becomes 7d8 Summary Mystic Energy rolls: two, one each :) The last Plague Servant has blur up so you have disadvantage on attacks against it. You guys are up! Edited February 28 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted February 28 Clone Share Posted February 28 (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: 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 looks annoyed at the blurred plague servant, but it's good to know that they have these capabilities. He says, "Mental note. Don't let these guys prepare for us to attack. They have a few tricks." The echo knight looks beyond the corpse of the Plague Mother and considers his options. Quickly, he swaps places with his echo and sends it to finish off the last plague servant. Attacking it twice, the first strike hits a shimmering image and the second smacks it hard. Tabletop Bonus: Switch with echo. Move it next to Plague Servant 9. Action: Attack Plague Servant 9 (with disadvantage) Attack #1 - Miss! Attack #2 - Hit for 17 slashing and 3 fire damage. Edited February 28 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Flaming greatsword attack #1 vs. Plague Servant 9 14 keep(2d20,lowest,1)+11 3,8 Flaming greatsword attack #2 vs. Plague Servant 9 21 keep(2d20,lowest,1)+11 10,19 Slashing/fire damage 20 reroll(3d6,2,below,1)+8 3,6,3 Link to comment Share on other sites More sharing options...
Papa Bear Posted February 29 Author Clone Share Posted February 29 I hate to say it, but Troben was just shy of killing the Plague Servant. Pretty much a hit that does anything more than few damage kills it at this point. Hopefully Eithne can finish it off, but if Disadvantage scrooms her, SOMEONE else is going to hit it for something and kill it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted February 29 Clone Share Posted February 29 (edited) Eithne Black Lv. 8 Hexblood Druid (Circle of Stars) AC: 21 | HP: 78/91 | 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: 2/6 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 The servant somehow threw up a spell, almost literally, and witnessed her flames consume nothing. But that did give her the information to guestimate the servant's actual location and pin it to the ground with more searing light. Mechanics Owl Cloak: 3 rounds remaining Starry Form: 9.3 minutes remaining Wall of Thorns: 4.5 minutes remaining Eithne moves east. Same as the previous round. She uses produce flame as her action and her arrow attack as her bonus action on servant 9. She maintains wall of thorns. Edited February 29 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Produce Flame 20 1d20+9 11 Disadvantage 14 1d20+9 5 Arrow Attack 18 1d20+9 9 Disadvantage 21 1d20+9 12 Radiant Damage 7 1d8+6 1 Link to comment Share on other sites More sharing options...
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