Tynnanseldom correct, never unsureRegistered Userregular
edited October 2020
Hado's no tactician. As he moves north, he'll gesture at the fray and yell to Luce and Manini, "Gear is in trouble! Go get in there and help her!"
((Manini should move to the space south of A5 and attack A1. Luce should get as close to Gear and Baber as she can and then attack the nearest enemy. We can probably put off healing Gear for one turn since she used Shield))
((yeah it's arguably more useful to yoyo me back up if I go down. Also if Manini is in place then those critters can't move without eating a reaction attack and I actually have the best AC in the party, I think? ))
Manini unsheathes their short sword with blinding speed with intent to stab a beast in the eye!
Luce slides down and flips forward, spinning her war fans around, as much to distract the beasts as being harm. Luce cuts through the nose of a beast, sending it into a rage!
Gear! You won’t give your foes an attack of opportunity if you move away on your next turn.
The cave suddenly grows an eerie blue! Hado’s moonbeam destroys a critter, but his other targets remain standing.
Manini
Geth roll 1d20+4 for Attack
Geth roll 1d6+2 for Damage
Luce
Geth roll 1d20+4 for Attack
Geth roll 1d4+2 for Damage
Geth roll 1d20+3 for Save A1
Geth roll 1d20 for Save C1
Geth roll 1d29 for Save C2
She follows up her initial strike with a backflip into two stabs as she folds up her war fans. She stabs through both sides of a beast’s neck, killing it!
“Woe betide those that stray from the light of the stars!”, Luce rants, reciting some scripture she knows.
Higher than 3, I’m gonna let her insta-kill it.
Geth roll 1d6 for More Damage
The Beasts (A5, A1, A4)
Two of them gang up on Baber!
One tries to bite his arm, the other swings for him with their tentacles from further away!
Baber! You take 6 slashing damage!
Nearby the one that had Gear grappled attempts to do so again. Gear, you only need to beat 8.
Geth roll 1d20+6 for A5 Attack
Geth roll 1d6+4 for A5 Damage
Geth roll 1d20+6 for A1 Attack
Geth roll 1d6+4 for A1 Damage
In one smooth movement gear pivots past the tentacles, slipping between baber and the beast that just tried to pin her.
Then she brings her crossbow up and there's a *whumpf* of fire as Minirogo lets loose - expertly aimed to sear A1 and A5, yet not hitting a hair of the party, followed by a crackle as she keeps her moment going and brings her crossbow slamming into the side of a4... at which point it discharges a blast of electricity straight into the beast's side.
Geth roll 2d8 for Fire, Fire can burn much brighter when Tiny-Rogo is the supplier~
Geth roll 1d20+7 for Shocking Grasp
Geth roll 1d8 for Shockin' Damage
Fire, Fire can burn much brighter when Tiny-Rogo is the supplier~:
The fire whips over he beasts, but they aren’t greatly harmed by it.
As Gear tasers the beast, the weird monster stabbing it with it’s tail is shocked too, and explodes, leaving its stinger in the side of the beast. The beast falls prone!
Collectively the beasts are going to flee! They now only want to dodge and run away.
One of the beasts lets out a strange, strangled roar. These beasts begin to shimmer, as if a mirage in a heat wave...
Hado and Baber are next!
Geth roll 1d20+2 for Dodge A1
Geth roll 1d20+2 for Dodge A5
"Bring em down if you can!" Gear shouts. "I'm pretty sure these are ex-vilelord creations. I think i could make something good out of the corpse sif we can get it!"
Gear uses her shield arm to mime a finger gun at Luce and throws a wink at her. "We'll make an adventurer of you yet, Luce! Not over yet though, we've got 3 more to dispatch!"
(@Tynnan can you do that without frying any of us? - Luce Baber and Gear are in a vertical line now, in that order. I guess you could send it up and around Luce if it has enoguh move for that?))
Tynnanseldom correct, never unsureRegistered Userregular
((As written, the beam fries people when they move into it or start their turn there. I've always interpreted that as being different from the beam moving across them? Otherwise it would be too easy to sweep across an entire battlefield each turn, since I can move it up to 60 feet with an action))
((As written, the beam fries people when they move into it or start their turn there. I've always interpreted that as being different from the beam moving across them? Otherwise it would be too easy to sweep across an entire battlefield each turn, since I can move it up to 60 feet with an action))
((Some quick googling indicates yer right - you can throw somone into it and that counts, but otherwise they have to move into it manually or start their turn there))
As she's working on the gemstone Gear looks up. "Hey. Baber... Didn't that creatures abilities seem really similar to yours? The whole... Duplicate thing? I'm wondering if we could make some sort of enhancer from its corpse for you. Or maybe apply your knowledge to make a defensive item for me or Hado from it.
Might be worth asking that God you have your blood to about"
Baber's echo flows back and melds into them, and they rub their chin for a second and say, "Huh, actually yeah, that's a good point. I'll see what they think."
They stand still and plant their feet shoulder width apart, holding their trident upright with the bottom on the ground and their left hand hanging loosely at their side. They breathe in and out deeply and close their eyes, then they Send to Xorbt,
"Xorbt, I came across a creation of the Vilelord that could... duplicate itself? I don't know if it's related to my abilities. Could it be?"
It would be dark here, if not for the light sources of your nearby companions. The glowing worms population is thinning the further you go into the cave.
Looking at the gemstone chunk doesn’t reveal as much as you’d like. You reckon applied force releases something in the gem; a resonance that radiates outwards. It is certainly magic, and deeply so.
—
Baber
You are stood in a canyon world upon world away.
The canyon is an eye.
It is the eye of Xorbt. You feel very small. The wind blows and your blood runs cold.
“Yes it could.”, Xorbt says, or rather, burns into your brain, “You must delve deep into this place. Forget all else, it is vital that we know all there is to offer here. If the Vilelord could graft their own abilities onto monsters...”
Xorbt lets the unfinished sentence linger.
“Call again when you’re able, there’s someone at the door.”
With that you are ripped across space and return to your body. In your hand is a simple, mundane glass jar. You don’t remember having that.
"Uhhh, yeah, okay, they want me to find out more. So, onward?"
Baber squints closely at the jar then stows it safely in their pack. That done, they heft their trident and start quietly heading towards where the beastie went.
Geth roll 1d20+1 for stealth
stealth:
1d20+119 [1d20=18]
0
Options
Tynnanseldom correct, never unsureRegistered Userregular
Hado will also head down the passageway the beast retreated into.
As you sneak north quiet as a very large mouse, you hear a rustling above. Two things are hung from the ceiling, sleeping. They appear boneless, like living cloaks wrapped around themselves.
Just a few feet in front of you the beast is struggling! One of those things is attached to its face, suffocating it! The pair scramble on the floor; neither senses you.
Beyond them the tunnel narrows drastically.
Currently nothing has spotted you, and you can continue to move in concealment. If you make too much noise from this point, you’ll draw attention to yourself. What do you do?
—
Baber
After speaking to a god, you move with unusual silence and grace, following your ally into the unknown.
—
The Party
Gear and Luce are still studying the gemstone, with Manini acting as a guard.
One of the things opens its wings and moans, an eerie sound that seems to permeate to the bone!
Everyone make a Wisdom saving throw verses the aberrant power of the thing! This effects has 13 DC. Should you fail, you will be unable to move until your next turn!
The other drops from the ceiling and launches itself at Gear!
Gear! Make a Dexterity saving throw with disadvantage to dodge out of the way, else it envelopes your head!
In addition, everyone roll for initiative. From this point on, you’ll keep your initiative for the entire cave.
Geth roll 2d20 for Beast at disadvantage
Geth roll 2d20+2 for Cloakers
The cloak-like creature anticipates your movements, and rushes by your head as you stand stone stiff, the moan of its brethren momentarily stunning you.
It wraps viciously around a rock before launching itself vertically, aware it has not yet got its mark.
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((Manini should move to the space south of A5 and attack A1. Luce should get as close to Gear and Baber as she can and then attack the nearest enemy. We can probably put off healing Gear for one turn since she used Shield))
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Luce and Manini scramble up the the boulder.
Manini unsheathes their short sword with blinding speed with intent to stab a beast in the eye!
Luce slides down and flips forward, spinning her war fans around, as much to distract the beasts as being harm. Luce cuts through the nose of a beast, sending it into a rage!
Gear! You won’t give your foes an attack of opportunity if you move away on your next turn.
The cave suddenly grows an eerie blue! Hado’s moonbeam destroys a critter, but his other targets remain standing.
Geth roll 1d20+4 for Attack
Geth roll 1d6+2 for Damage
Luce
Geth roll 1d20+4 for Attack
Geth roll 1d4+2 for Damage
Geth roll 1d20+3 for Save A1
Geth roll 1d20 for Save C1
Geth roll 1d29 for Save C2
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She follows up her initial strike with a backflip into two stabs as she folds up her war fans. She stabs through both sides of a beast’s neck, killing it!
“Woe betide those that stray from the light of the stars!”, Luce rants, reciting some scripture she knows.
Geth roll 1d6 for More Damage
The Beasts (A5, A1, A4)
Two of them gang up on Baber!
One tries to bite his arm, the other swings for him with their tentacles from further away!
Baber! You take 6 slashing damage!
Nearby the one that had Gear grappled attempts to do so again. Gear, you only need to beat 8.
Geth roll 1d20+6 for A5 Attack
Geth roll 1d6+4 for A5 Damage
Geth roll 1d20+6 for A1 Attack
Geth roll 1d6+4 for A1 Damage
Geth roll 1d20+4 for A4 Grapple
Geth roll 1d20+2 for Dodgin'
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Then she brings her crossbow up and there's a *whumpf* of fire as Minirogo lets loose - expertly aimed to sear A1 and A5, yet not hitting a hair of the party, followed by a crackle as she keeps her moment going and brings her crossbow slamming into the side of a4... at which point it discharges a blast of electricity straight into the beast's side.
Geth roll 2d8 for Fire, Fire can burn much brighter when Tiny-Rogo is the supplier~
Geth roll 1d20+7 for Shocking Grasp
Geth roll 1d8 for Shockin' Damage
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As Gear tasers the beast, the weird monster stabbing it with it’s tail is shocked too, and explodes, leaving its stinger in the side of the beast. The beast falls prone!
Collectively the beasts are going to flee! They now only want to dodge and run away.
One of the beasts lets out a strange, strangled roar. These beasts begin to shimmer, as if a mirage in a heat wave...
Hado and Baber are next!
Geth roll 1d20+2 for Dodge A5
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“I still beat it. Did you see? Gear!”, she shouts.
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Geth roll 1d8+3 for damage
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Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
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Stream: https://www.twitch.tv/thezombiepenguin/
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((Some quick googling indicates yer right - you can throw somone into it and that counts, but otherwise they have to move into it manually or start their turn there))
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Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
[OOC: yeah, but I'm sure a 21'll hit it. But I'll roll again, just in case I get a nat20!]
As the moonbeam cascades from the cave’s ceiling, all but one of the beasts melts before your eyes.
The true beast flees north! It’s quickly out of eye-line, but it can’t have got far.
Will you allow it to escape?
The fact it chose to run means it’s not about to pull any teleportation stuff, you’ve seen the limits of its ability.
It could make some fine material components, no doubt.
Map references:
>^^ = the way the beast has run.
/\ = narrow, 3 feet wide rather than 5.
Then she pauses, wheels and goes over to poke the gemstone.
Geth roll 1d20+6 for Arcana the gemstone.
(Question: Is it dark enough to trigger Midnight Blessing?)
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Might be worth asking that God you have your blood to about"
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Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
They stand still and plant their feet shoulder width apart, holding their trident upright with the bottom on the ground and their left hand hanging loosely at their side. They breathe in and out deeply and close their eyes, then they Send to Xorbt,
"Xorbt, I came across a creation of the Vilelord that could... duplicate itself? I don't know if it's related to my abilities. Could it be?"
It would be dark here, if not for the light sources of your nearby companions. The glowing worms population is thinning the further you go into the cave.
Looking at the gemstone chunk doesn’t reveal as much as you’d like. You reckon applied force releases something in the gem; a resonance that radiates outwards. It is certainly magic, and deeply so.
—
Baber
You are stood in a canyon world upon world away.
The canyon is an eye.
It is the eye of Xorbt. You feel very small. The wind blows and your blood runs cold.
“Yes it could.”, Xorbt says, or rather, burns into your brain, “You must delve deep into this place. Forget all else, it is vital that we know all there is to offer here. If the Vilelord could graft their own abilities onto monsters...”
Xorbt lets the unfinished sentence linger.
“Call again when you’re able, there’s someone at the door.”
With that you are ripped across space and return to your body. In your hand is a simple, mundane glass jar. You don’t remember having that.
Baber squints closely at the jar then stows it safely in their pack. That done, they heft their trident and start quietly heading towards where the beastie went.
Geth roll 1d20+1 for stealth
Geth roll 1d20+1+1d4 for stealth(guidance)
Hado
As you sneak north quiet as a very large mouse, you hear a rustling above. Two things are hung from the ceiling, sleeping. They appear boneless, like living cloaks wrapped around themselves.
Just a few feet in front of you the beast is struggling! One of those things is attached to its face, suffocating it! The pair scramble on the floor; neither senses you.
Beyond them the tunnel narrows drastically.
Currently nothing has spotted you, and you can continue to move in concealment. If you make too much noise from this point, you’ll draw attention to yourself. What do you do?
—
Baber
After speaking to a god, you move with unusual silence and grace, following your ally into the unknown.
—
The Party
Gear and Luce are still studying the gemstone, with Manini acting as a guard.
They head up to join the rest of the party and stare at the beasts.
((Ooc gear, off course, wants to fight)
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One of the things opens its wings and moans, an eerie sound that seems to permeate to the bone!
Everyone make a Wisdom saving throw verses the aberrant power of the thing! This effects has 13 DC. Should you fail, you will be unable to move until your next turn!
The other drops from the ceiling and launches itself at Gear!
Gear! Make a Dexterity saving throw with disadvantage to dodge out of the way, else it envelopes your head!
In addition, everyone roll for initiative. From this point on, you’ll keep your initiative for the entire cave.
Geth roll 2d20 for Beast at disadvantage
Geth roll 2d20+2 for Cloakers
Geth roll 1d20+1 wis
Geth roll 2d20+2 dst
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Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
The cloak-like creature anticipates your movements, and rushes by your head as you stand stone stiff, the moan of its brethren momentarily stunning you.
It wraps viciously around a rock before launching itself vertically, aware it has not yet got its mark.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
Geth roll 1d20+1 for initiative
Geth roll 1d20+1 for Manini Initiative
Geth roll 1d20+2 for Luce Initiative