Papa Bear Posted February 29 Author Clone Share Posted February 29 Troben's echo cleaves into the flesh of the blurry Plague Servant, unhindered by the effects of its defensive spell. But it does not fall until the starry blast of her radiance hits it. It falls to the ground, dead as Remy, Vrod, and Baldric lash out with their respective weapons that flash through thin air. Remy turns quickly toward Troben. "You did not score that kill." She says, knowing Troben's count exceeds her own. "Any o' ye need patchin' oop?" Tiberion says. "Me fears any wound be festerin' an' soon in a this place." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted February 29 Clone Share Posted February 29 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 grins at Remy and says, "Nope, I sure didn't. Even if I got that kill, you guys did all the work. Kill poaching is for chumps." He answers the dwarf saying, "Sure, I just need a little. I will manage the rest on my own." Finally, he says, "Let's keep going. Before Eithne lost her spell, she was saying we need to keep going south here beyond the big demon lady over there. Let's heal up and keep moving." Tabletop The last instruction from the locate object was to go south. We can easily go around that wall of thorns or just stop concentrating on it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted March 1 Author Clone Share Posted March 1 On 2/22/2024 at 6:53 AM, Papa Bear said: 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. FYI, all of your allies made the save. I didn't see if Eithne made the save yet. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted March 1 Clone Share Posted March 1 Ah, I haven't. Here you go. If it's treated like a save, then the total gets 4 added to it. Name xDiceName xDiceResult xDiceString xDiceRolls Drain (WIS) 17 1d20+6 11 Link to comment Share on other sites More sharing options...
Papa Bear Posted March 1 Author Clone Share Posted March 1 Yeah, it's a save... Everyone saved so far. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted March 1 Author Clone Share Posted March 1 There are three exits. Two smaller ones east and west and a larger one south Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 1 Clone Share Posted March 1 *points up at his last response* South! Oh, search for loot before leaving the room too. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
herastor Posted March 1 Clone Share Posted March 1 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 As the last servant toppled, Eithne severed the vines anchored to her staff and reopened the southern path. With their source vacant, the icy thorns quickly melted away into nothing, joining the wretched fluid the floor was awash in. The tender wasted no time in solidifying the various orbs nearby now that she was free to move about. "I wouldn't be averse to some healing, if you have the spells to share. Otherwise, I too can provide some healing for those that need it." Mechanics Owl Cloak: 3 rounds remaining Starry Form: 9.3 minutes remaining Eithne keeps starry form up until she runs out of time for it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted March 2 Author Clone Share Posted March 2 (edited) Tiberion assesses the wounds of Vrod, Troben and Eithne and uses his divine blessings to mostly close up the wounds (Tiberion is a Life Cleric, that's where the high bonus comes from). There is little in the room but viscera and it soon becomes apparent that there is nothing for them to take with them but the Essence that Eithne solidified into orbs. The larger passageway south leads to another similar room as the one that the companions had just fought in, however there is no Plague Servants or a Plague Mother to watch over the foul things growing up in this 'nursery area'. However, there are many large larvae and what looks like baby versions of some of the horrible things they have already fought in this realm, including several things that would likely grow up into somethings they had not yet seen. (((OOC: You can chose to kill the terrible 'baby' things, but it will take some time (not a whole lot) and/or resources (such as Austin lobbing in a fireball to burn it all up quickly). Just let me know if you move through or kill away (and what resources you might use up if you do to save some time))) There is another opening in the new area to the south as well as two others, one east and west as if the 'room' were a mirror image of the room where you fought the Plague Mother. Continuing on, you notice that the foulness doesn't seem to be quite a bad, which is welcomed. At any other time, you'd likely be losing your lunch, but after what you've already experienced here, this is positively quaint. Not too much later, you come upon a figure in the corridor. "There you are." the thing says then taking a heavy, gasping breath. "You've been very - wheezing breath -naughty." it says then grins in a wide, disgusting smile before it gasps again. "Why have you come?" Edited March 2 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Tiberion heals Troben 15 2d8+8 2,5 Tiberion heals Eithne 18 2d8+8 5,5 Link to comment Share on other sites More sharing options...
Shadeus Posted March 3 Clone Share Posted March 3 Troben the Ragler AC: 21 | Hit Points: 97/105 | 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 pats the dwarf on the back feeling great. As they pass through more of the horrid room full of their vile creatures. The echo knight frowns and says, "I hate to leave them alive, but I am not sure it's worth the effort. Plus, Austin only has so many spells; I would rather save it for the demon lord." As they trek further and come upon the new chamber, a strange mirror of the room they fought in. As the unusual demon talks to them, Troben grins. It didn't ask who we were! That cannot only mean he's already heard of me! He then says, "Well, then. It seems we need no introduction. Our legend grows, even in this place. I wouldn't call us 'naughty,' but more what we must do. Unfortunately, we are at a disadvantage. You clearly have heard of us, but who are we speaking to?" Tabletop I'm not sure I want to announce our intentions yet. Is this guy the demon lord? He may also be with the toad demon....maybe an ally. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted March 3 Author Clone Share Posted March 3 "I am - wheezing gasp - Mourn and I only - wheezing gasp - know you to be - wheezing gasp - invaders to this - wheezing gasp - place." As the abomination speaks you notice the strange red pustules on the side of its head throb. Slowly you feel a sense of calm wash over you and you begin to feel as if you can trust this... well, not quite as horrible looking thing as you initially thought... OOC: OK, I'll need DC 15 Wisdom Saves from you for, what I'm assuming, is an obvious reason. Austin and Vrod Failed (Vrod critically). Everyone else succeeded Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 3 Clone Share Posted March 3 (edited) Troben the Ragler AC: 21 | Hit Points: 97/105 | 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 strangely at the odd creature and then starts laughing. He points at the hideous thing doubled over in laughter and says, "He tried to CHARM me! Oh, it's on! Kill it!" Tabletop He will make a Wisdom saving throw with advantage due to the mantle of spell resistance: Saved! Troben plans to kill it. Edited March 3 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Wisdom Saving Throw (advantage; DC 15) 20 keep(2d20,highest,1)+6 1,14 Initiative (advantage) 19 keep(2d20,highest,1)+4 15,6 Link to comment Share on other sites More sharing options...
herastor Posted March 6 Clone Share Posted March 6 (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 didn't say anything. She was much too busy fighting off the emaciated figure's intrusion into her mind. She did manage to do it, but only by the skin of her teeth. Leaving those other larvae to grow and fester did leave a sour taste in her mouth. Lucky she had a new target to vent some of her frustration on. Mechanics Starry Form: ? minutes remaining Not certain how long it took for us to get here, so starry form may still be active. Edited March 6 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls DC 15 WIS Saving Throw 16 1d20+10 6 Initiative 9 1d20+3 6 Link to comment Share on other sites More sharing options...
Papa Bear Posted March 7 Author Clone Share Posted March 7 OOC: Let's call is three minutes @herastor OK, if your initiative beats this roll, go ahead and make your attack. Name xDiceName xDiceResult xDiceString xDiceRolls Mourne's Initiative 24 1d20+4 20 Vrod's Initiative 14 1d20+1 13 Link to comment Share on other sites More sharing options...
Papa Bear Posted March 7 Author Clone Share Posted March 7 (edited) "Fight for me!" Wheeze - Mourne says with a sickening grin on its hideous face. Vrod turns toward the group aggressively. OOC: OK, No one beat Mourne's initiative. But if you beat Vrod's initiative, you may act. Austin must save again or come under Mourne's control. Vrod with his crit fail is already under Mourne's control. Everyone who saved (the rest of you) must save again, but having saved the first time, you have advantage this time. Save again, and Mourne will not be able to control you (with this ability, at least). Baldric failed the save, so he'll stand there like Austin did 'last round' I'm going to roll here for the second save for Austin to see if he just continues to stand there (if he saves) or if he'll attack you like Vrod will since this is a save that directly affects you guys. WHOOPS! Austin shrieks behind you, takes a step back as he interlocks his thumbs and splays his fingers toward you. Flames burst from his hands engulfing the corridor but stopping just short of Mourne. Tiberion, seeing Baldric's eyes glass over, reaches out and touches the Paladin. OOC: Austin upcasts Burning Hands on the group (including Vrod). You'll need a DC 17 DEX Save. If you save, you talk 10 Fire damage or 21 if you fail. Troben may act. Tiberion cast Resistance Cantrip on Baldric who will not act this round but I pre-rolled his save against being controlled next round and he succeeded. After Troben acts, Vrod will go. After Vrod, everyone else goes until next round when Mourne and Austin start it off. Initiative order Mourne Austin Troben Tiberion Vrod Baldric (not this round) Remy Eithne Edited March 7 by Papa Bear (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Austin's Second Save 4 1d20+2 2 Austin's Initiative 21 1d20+1 20 Austin's Burning Hands 21 6d6 2,2,1,4,6,6 Link to comment Share on other sites More sharing options...
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