Gawain drops the now empty carriage and moves towards the empress. If he can get within 10 ft he will channel divinity to restrain her with grasping vines. If he cannot get close enough he will free the last hippogrpyh by crushing the carriage.
Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
FE-26 has now assessed the battlefield appropriately, and identifies the danger that the Empress poses. They had planned for attempting escape, but without help, that would not be feasible. To get help, they would need to destabilize this encounter to allow for chaos and disorder. The other champions provided that outlet, so FE-26 had a new mission. Kill the Empress The cold logic of it washed over them as they spun into action.
Stepping out of the snow onto the stone next to themselves, FE-26 charges down the stone to avoid the delay of the deep snow. Not in range to launch a bolt or engage any of their new melee functionalities, a compartments in their shoulder opens where a small mini cannon appears, firing off bolts of force towards the Empress.
Moving down the path right next to me. Should be halfway down it, then casting Magic Missle.
Grung! You succeeded, and feel a blast of hail sweep across you! Your innate frog-like biology allows you to overcome the freezing of your blood.
Wild Candle! Barlowe! You failed, ice forms across your skin! But did you survive?
The cone of cone throws up snow and further freezing a dome of falling snowflakes into brief hailstones.
Gawain
Barlowe is nearest, and so you stabilise him! He’s half knelt in the snow, eyes closed. His heart beats!
Barlowe!You don’t have to make a death saving throw.
The Empress
Is she out of spells, or just so enraged?
The Empress lashes out at Gawain!
Geth roll 1d20+2 for Tentacles Hit
Geth roll 2d6+2 for Tentacles Damage
Geth roll 1d20+2 for Save Against Being Stuck
The Empress
She breaks free of her bonds, and sprints west, her body undulating and recreating with each step.
High above obvious unrest is growing. Some peasants want to escape the barred arena, some want answers, from the guards, and from the nobles... but even the nobles are now at odds with each other!
Geth roll 1d20+2 for Save Against Being Stuck
Death Saving Throw
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
chances of succeeding on a saving throw. Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
—
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.
The Empress (black square, gold outline, ‘emp’) has just clambered up a rock. She’s making room for herself, but isn’t running away, her amorphous body turns around once she’s on the rock.
Notably the sword of ice she summoned is still waiting in the air, she has some serious range on that spell!
FE-26 is further north than the rest of you, a bolt through his knee, carrying more stolen weapons than he can use. You reckon going near that sword will incur an attack!
Grung, Barlowe and Wild Candle are downed by a blast of supernatural cold, but perhaps not out!
Gawain has Barlowe’s head in his hands. He’s poured the last of his vitality into him. He looks faint...
Fight to the death!
Endless_Serpents on
0
Options
joshgotroDeviled EggThe Land of REAL CHILIRegistered Userregular
Grung, one more time pulls a weapon from nowhere, this time a spear twice his size, aims, and let's loose at the Empress.
Geth roll 1d20+3 to hit
Geth roll 1d8+3 for damage
Geth roll 2d4 for poison damage
Grung
Ne’er a spear had been loosed so definitely. The spear pierces the front of the Empress, a bullseye! After a shriek of pain, she swallows the spear into her mass. You see the poison pulse around her strange, translucent system.
Turn Order
1. Grung
2. Wild Candle
3. Barlowe
4. The Empress
5. Gawain
6. The Empress
7. FE-26
Grung has acted, Wild Candle missed their turn (and I literally just finished PMing them about a death saving throw), which means Barlowe has rightfully healed the monk!
His old body battered and broken by the elements, the Monk is able to hold on just awhile longer, as his companion the Dwarf comes to his aid once again!
The Old Cat is having a hard time breathing. He pulls himself unsteadily to his feet... turning back once towards the Dwarf, the Tabaxi growls an appreciation, nods a thanks, at him and the others, and says:
"I thank you. Now, finish this."
With the last of his strength, the Tabaxi breaks off into a sprint, attempting to draw the ire of the floating blades....
[Wild Candle will run directly Southwest as far as he can get, hoping to draw the Empress's overhead defense at himself. If he manages to get so far, he will then attack the Empress]
FE-26 is still further away than their combat programming required for an effective engagement of the target. Metallic legs drove them forward but into the path of danger with a floating stationary sword. Evasive actions required.
Turning to the side, FE-26 began pathing around the sword, losing ground on the Empress for now but attempting to position better to try and fully engage.
Too far to do anything, so moving around the broken trolley to avoid the sword and get a better angle next turn
Wild Candle, (his left eye closed and bleeding, and his right ear beginning to blacken from frostbite) follows directly in the creature's wake, trailing it through the path it carves in the snow. The Tabaxi's astral form wavers and fades around him, dimming as the cat pursues it's prey. Running up behind the Empress as she flees, Wild Candle focuses with the last of his efforts, and wildly attacks the Evil Elemental...
[Move directly to the Empress, attack with mace and unarmed strike, *immediately* expend my very last KI point to perform a Flurry of Blows]
In a round about way, I believe it’s Grung next. Then it’ll be the Empress.
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Options
joshgotroDeviled EggThe Land of REAL CHILIRegistered Userregular
Grung leaps and runs straight up to the Empress.
Geth roll 1d20+3 to hit with shortsword
Geth roll 1d20 to hit with dagger
Geth roll 1d6+3 for shortsword damage
Geth roll 1d4 for dagger damage
Geth roll 2d4 for shortsword poison damage
Geth roll 2d4 for dagger poison damage
Grung will use 1 Ki point for each hit to do Flurry of Blows
to hit with shortsword:
1d20+317 [1d20=14]
to hit with dagger:
1d2019 [1d20=19]
shortsword damage:
1d6+37 [1d6=4]
dagger damage:
1d41 [1d4=1]
shortsword poison damage:
2d47 [2d4=4, 3]
dagger poison damage:
2d45 [2d4=4, 1]
+1
Options
joshgotroDeviled EggThe Land of REAL CHILIRegistered Userregular
Geth roll 1d20+3 to hit flurry of blows
Geth roll 1d20+3 to hit flurry of blows
Geth roll 1d20+3 to hit flurry of blows
Geth roll 1d20+3 to hit flurry of blows
Geth roll 1d4 flurry damage
Geth roll 1d4 flurry damage
Geth roll 1d4 flurry damage
Geth roll 1d4 flurry damage
to hit flurry of blows:
1d20+319 [1d20=16]
to hit flurry of blows:
1d20+321 [1d20=18]
to hit flurry of blows:
1d20+314 [1d20=11]
to hit flurry of blows:
1d20+38 [1d20=5]
flurry damage:
1d41 [1d4=1]
flurry damage:
1d44 [1d4=4]
flurry damage:
1d41 [1d4=1]
flurry damage:
1d43 [1d4=3]
+1
Options
joshgotroDeviled EggThe Land of REAL CHILIRegistered Userregular
Posts
Geth roll 1d20+5 Cat's Grace
Her turns take place before and after Gawain’s action.
The Empress’s limbs cannot grasp the lithe monk, and in her fury unleashes her full power!
She rears back and reveals a terrible maw, and from it she breaths a cone of cold!
Wild Candle, Barlowe and Grung, make a Constitution saving throw! On a failed save, you take full damage. On a success, only half.
Grung’s eyes only:
Geth roll 6d6 for Damage
-
Thorns attempt to ensnare the Empress! She seems willing to tear off caught limbs to escape! But it is not enough, there she remains.
Geth roll 1d20+2 for Save
-
Gawain, you are now the size of a hill giant! Add +1 to your attack rolls and damage!
Stepping out of the snow onto the stone next to themselves, FE-26 charges down the stone to avoid the delay of the deep snow. Not in range to launch a bolt or engage any of their new melee functionalities, a compartments in their shoulder opens where a small mini cannon appears, firing off bolts of force towards the Empress.
Geth, roll 3d4+3 for Missle Dmg
"If only . . . "
Barlowe falls.
Gawain is now out of lay on hands
Wild Candle! Barlowe! You failed, ice forms across your skin! But did you survive?
The cone of cone throws up snow and further freezing a dome of falling snowflakes into brief hailstones.
Gawain
Barlowe is nearest, and so you stabilise him! He’s half knelt in the snow, eyes closed. His heart beats!
Barlowe! You don’t have to make a death saving throw.
The Empress
Is she out of spells, or just so enraged?
The Empress lashes out at Gawain!
Geth roll 1d20+2 for Tentacles Hit
Geth roll 2d6+2 for Tentacles Damage
Geth roll 1d20+2 for Save Against Being Stuck
The Empress
She breaks free of her bonds, and sprints west, her body undulating and recreating with each step.
High above obvious unrest is growing. Some peasants want to escape the barred arena, some want answers, from the guards, and from the nobles... but even the nobles are now at odds with each other!
Geth roll 1d20+2 for Save Against Being Stuck
Death Saving Throw
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
chances of succeeding on a saving throw. Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
—
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours.
The Empress (black square, gold outline, ‘emp’) has just clambered up a rock. She’s making room for herself, but isn’t running away, her amorphous body turns around once she’s on the rock.
Notably the sword of ice she summoned is still waiting in the air, she has some serious range on that spell!
FE-26 is further north than the rest of you, a bolt through his knee, carrying more stolen weapons than he can use. You reckon going near that sword will incur an attack!
Grung, Barlowe and Wild Candle are downed by a blast of supernatural cold, but perhaps not out!
Gawain has Barlowe’s head in his hands. He’s poured the last of his vitality into him. He looks faint...
Fight to the death!
Geth roll 1d20+3 to hit
Geth roll 1d8+3 for damage
Geth roll 2d4 for poison damage
@Endless_Serpents DC 12 Con save on hit
Ne’er a spear had been loosed so definitely. The spear pierces the front of the Empress, a bullseye! After a shriek of pain, she swallows the spear into her mass. You see the poison pulse around her strange, translucent system.
Geth roll 1d20+3 for Con Save
Barlowe will move SW-ish with the goal of unclumping the group in case of another blast.
Barlowe nods his thanks to Gawain as he takes a few ragged breaths. "Not . . . yet . . . friend."
Geth roll 2d8+2 for Cure Wounds
1. Grung
2. Wild Candle
3. Barlowe
4. The Empress
5. Gawain
6. The Empress
7. FE-26
Grung has acted, Wild Candle missed their turn (and I literally just finished PMing them about a death saving throw), which means Barlowe has rightfully healed the monk!
Geth Roll 1d20 for Lives-Left
The Empress
The Empresses rears up, exposing her maw of broken ice shards for teeth. She’ll react to something, perhaps anyone getting too close...
"I thank you. Now, finish this."
With the last of his strength, the Tabaxi breaks off into a sprint, attempting to draw the ire of the floating blades....
[Wild Candle will run directly Southwest as far as he can get, hoping to draw the Empress's overhead defense at himself. If he manages to get so far, he will then attack the Empress]
The Empress
She gives chase! She besets the monk, raking at his back!
Geth roll 1d20+2 for Hit
Geth roll 1d6+5 for Bite
Allegiances are tearing apart at the seams, guards have begun to fire on nobles and peasants alike!
Geth roll 1d20+6 to attack
Geth roll 1d8+4 for dmg
Much of the Empress’s body begins to melt away, given off a freezing cold vapour. Her heart is exposed! A black crystalline thing!
If you end your turn within 5 feet of the Empress from now on, you will take 1 damage.
White Candle, Gawain, you take 1 damage.
Turning to the side, FE-26 began pathing around the sword, losing ground on the Empress for now but attempting to position better to try and fully engage.
The Empress once again seeks room to manoeuvre.
1. Grung
2. Wild Candle
3. Barlowe
4. The Empress
5. Gawain
6. The Empress
7. FE-26
The Empress trails freezing mist as she crawls through the snow. You’re... winning!
Geth roll 1d20+5 for Firebolt
Geth roll 1d20 for fire damage
[Move directly to the Empress, attack with mace and unarmed strike, *immediately* expend my very last KI point to perform a Flurry of Blows]
Geth roll 1d6 bludgeoning
Geth roll 1d20+5 Cat’s Slash#1
Geth roll 1d4+2 slashing
Geth roll 1d20+5 Cat’s Slash#2
Geth roll 1d4+2 slashing
Geth roll 1d20+5 Cat’s Slash#3
Geth roll 1d4+2 slashing
TIGER STANCE
FOUR IMMACULATE LIONESSES POUNCE ON HAPLESS ZEBRA
...
The majority of the strikes connect! The Empress’s body blasts out in sheets of cold.
Only the black ice heart remains, hovering above the snow.
Wild Candle takes 1 damage.
Geth roll 1d20 to hit with dagger
Geth roll 1d6+3 for shortsword damage
Geth roll 1d4 for dagger damage
Geth roll 2d4 for shortsword poison damage
Geth roll 2d4 for dagger poison damage
Grung will use 1 Ki point for each hit to do Flurry of Blows
Geth roll 1d20+3 to hit flurry of blows
Geth roll 1d20+3 to hit flurry of blows
Geth roll 1d20+3 to hit flurry of blows
Geth roll 1d4 flurry damage
Geth roll 1d4 flurry damage
Geth roll 1d4 flurry damage
Geth roll 1d4 flurry damage
Grung, make an Intelligence saving throw.