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  1. - Top - End - #361
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    Default Re: Red Hand of Doom 5e (IC)

    The hobs pay little attention to the bird flying amongst them - it's a curiosity but not exactly an unfamiliar sight and they let it pass without issue. Zuri's hawk spots what looks like a point of potential weakness near the southeast tower. It's on the edge of the cliff, so a clean break there there would risk bringing the bridge down entirely. It's nigh-impossible, between the bright sunlight in the east and the thinning trees to make an advance under cover of stealth, and as you're approaching you're spotted by one of the sentries in the tower, who shouts a warning to his comrade, who echoes it further up the bridge. They ready their bows and prepare to fire - they definitely seem to be in the "loose first, ask questions later" mindset.

    Hearing the call of battle the dragon roars happily, its shaking cry echoing down the gorge and back up again. It stretches its wings to their full width and makes ready for flight. The hawk's overflight of the camp shows their numbers there, at least outside of the tents. Two more sentries, what's probably their leader and perhaps a spellcaster, given the light clothing and wooden staff.

    Spoiler: Map
    Show


    While you're still in the treeline you have half-cover. Stack moving forward one square and the rest of the party moving forwards two squares loses the cover.

    Initiative Order:
    Roswyn - 22
    Freya - 21
    Zuri - 19
    Gaks - 14
    Enemies - 12
    Beorn - 4

    So everyone gets a turn except Beorn (sorry stack :< ), enemies, then the full party.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

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  2. - Top - End - #362
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    GnomeWizardGuy

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    Default Re: Red Hand of Doom 5e (IC)

    Zuri

    Zuri drops concentration on her beast sense. Now that we have been discovered, she gives up her plans to bring down the bridge first. She closes her eyes, casts a spell and two giant eagles appear before her.

    "Take out the archers, first. Avoid the dragon, and try to kill as many of the others as possible."

    The eagles quickly bow their heads and take off in flight for the east tower, attacking the hobgoblin there.

    She then pulls out her wand and shoots a missile of force at the same hobgoblin.

    Spoiler: OOC
    Show

    #1 13AC, 26HP,
    beak (1d20+5)[19], damage (1d6+3)[9]
    talons (1d20+5)[6], damage (2d6+3)[7]

    #2 13AC, 26HP
    beak (1d20+5)[17], damage (1d6+3)[9]
    talons (1d20+5)[17], damage (2d6+3)[10]

    Magic Missile (3d4+3)[13] (edit: if the eagles kill this hobgoblin first, then she'll attack the other one).

    Spoiler: Giant Eagle
    Show

    Giant Eagle
    Large beast, neutral good
    Armor Class 13
    Hit Points 26 (4d10+4)
    Speed 10 ft., fly 80 ft.
    STR16 (+3) DEX17 (+3) CON13 (+1) INT8 (-1) WIS14 (+2) CHA10 (+0)
    Skills Perception +4
    Senses passive Perception 14
    Languages Giant Eagle, Understands Common And Auran But Can't Speak
    Challenge 1 (200 XP)
    Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
    Actions
    Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
    Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
    Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
    Last edited by Bobthewizard; 2020-06-08 at 05:52 PM.

  3. - Top - End - #363
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    Default Re: Red Hand of Doom 5e (IC)

    Freya

    Freya follows Zuri's lead, firing her eldritch blast spell at the east tower watcher first if he's still standing, otherwise the west one. She inspires Roswyn, "When their dog comes running, Roswyn, you show it who is boss."

    Spoiler: Actions.
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    Eldritch Blast, two beams coming up:

    Attack 1: (1d20+7)[17]
    Damage (1d10)[2]

    Attack 2: (1d20+7)[16]
    Damage (1d10)[9]

    Bonus action: Bardic Inspiration to Roswyn (1d8)
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  4. - Top - End - #364
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    Roswyn draws her new sword and gives it a few test-swings. "The big one or the little one?" she quips, bracing herself for either the arrival of the dragon or the hellhound while placing herself between the girls and the path of the oncoming beasts.
    Quote Originally Posted by fibericon View Post
    This seems like a really cool concept, so I feel like you're going to get a lot of applications. Best of luck sorting through them all. That said, I'm going to do my part to make your job that much harder by adding one to the stack.

  5. - Top - End - #365
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    Default Re: Red Hand of Doom 5e (IC)

    Gaks looked up at the dragon and an order came to her throat. "Spread out!" she said. "Make the dragon pick targets!" she jogged to the other collection of trees.
    Strategies flowed through her mind - she needed to cut off the infantry on the bridge. She had to throw a web into the center of the bridge. But she wasn't near enough for that yet, and she had some time before the infantry could get to them as well.
    The injured archers had too much cover for her taste - best leave them to the giant eagle. She brought her wrist down toward the hellhound. "Duuch daan draal!" she said, rotting away at the thing.

    Spoiler: OOC
    Show
    Add its WIS save bonus to (1d20)[14]
    vs (2d8)[10] necrotic damage.

    EDIT: DC 15
    Last edited by Xihirli; 2020-06-09 at 09:20 AM.
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  6. - Top - End - #366
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    The eagles burst forth from the treeline, surrounding one of the sentries and raking him with their claws. He lets out a scream of terror before succumbing to the wounds. Bolts and beams of magic stream through the air towards the remaining one, who stands taller than his fallen comrade and doesn't fall. He looses an arrow in retaliation at Freya, which scrapes across her. Spurred on by calls from above and behind it, the hellhound rushes forward. Gaks' spell appears ineffective - it doesn't even pay attention to the tolling bell or her shouts, its red glinting eyes solely fixated on the barbarian who it leaps towards. Roswyn is ready though, and instead of its teeth finding her arm or neck, it finds only the glinting metal of her shields, bouncing off the clanging metal with a snarl of frustration and snapping teeth.

    The remaining sentries on the northern towers loose arrows at the eagles, catching one and missing the other. You can't hear the camp hobgoblins from so far off to discern their orders, but they seem to split - the leader and spellcaster rushing down the bridge while the other two look to climb the towers and take up a higher position with their comrades.

    The dragon lazily lets itself fall from the tower, spreading its wings wide as it dips into the gorge and taking a course that runs beneath the bridge, perhaps trying to get close by taking a more roundabout route to avoid interference. From its demeanour it doesn't seem to be taking this all that seriously at the moment.


    Spoiler: Map
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    The dragon is under the lip of the gorge, so not in LoS of the party for spells/ranged attacks. It is within flying distance of the eagles though, if that's a choice you want to make.

    Freya takes 3 damage (piercing)

    The left eagle takes 6 damage (piercing)

    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

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  7. - Top - End - #367
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    "Roswyn, lay into that hound, we need it down before the dragon can close. Casters, fan out." Beorn barks directions as he moves to support Roswyn.
    Spoiler
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    Roswyn +2 attacks.
    Move North 1, West 1
    Bonus action, help Roswyn, giving advantage on 1st attack

  8. - Top - End - #368
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    Default Re: Red Hand of Doom 5e (IC)

    Zuri

    Zuri commands the eagles again, "Stop the second hellhound!"

    The eagles quickly drop from the tower, descending upon the hellhound in a flurry of talons and slashing beaks.

    She then points her wand and shoots a missile of force at the hobgoblin on the west tower.

    She will move 5 squares right and one square up to get behind the tree to the right.

    Spoiler: OOC
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    #1 13AC, 26 / 26HP,
    beak (1d20+5)[22], damage (1d6+3)[8]
    talons (1d20+5)[6], damage (2d6+3)[10]

    #2 13AC, 20 / 26HP
    beak (1d20+5)[16], damage (1d6+3)[8]
    talons (1d20+5)[20], damage (2d6+3)[9]

    Magic Missile (3d4+3)[12]

    Spoiler: Giant Eagle
    Show

    Giant Eagle
    Large beast, neutral good
    Armor Class 13
    Hit Points 26 (4d10+4)
    Speed 10 ft., fly 80 ft.
    STR16 (+3) DEX17 (+3) CON13 (+1) INT8 (-1) WIS14 (+2) CHA10 (+0)
    Skills Perception +4
    Senses passive Perception 14
    Languages Giant Eagle, Understands Common And Auran But Can't Speak
    Challenge 1 (200 XP)
    Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
    Actions
    Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
    Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage.
    Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) slashing damage.
    Last edited by Bobthewizard; 2020-06-09 at 01:21 PM.

  9. - Top - End - #369
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    Default Re: Red Hand of Doom 5e (IC)

    Gaks noted the speed at which the infantry had organized and swore under her breath. She ran forward, reaching for the web in her component pouch. She pulled it out, ready to cast... and waited. The spell had left her lips, and she was ready to spin the web, but nothing had materialized just yet.

    Spoiler: OOC
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    Ready action to cast Web on the bridge, starting two squares above where the hellhound is now and extending the full 20 feet up the bridge, layered over the ground and going as high as the bridge's wall supports allow. Trigger: An enemy enters the determined area.
    Last edited by Xihirli; 2020-06-09 at 03:54 PM.
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  10. - Top - End - #370
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    Freya

    Freya hikes it to the west side of the woods, firing off her blasting spell at the archer in that near-west tower.

    Spoiler: Actions
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    Moving 30 feet left (6 squares). Halfway during this move, she shoots (and hopefully scores hits):

    Shot 1: (1d20+7)[17]
    damage (1d10)[10]

    Shot 2: (1d20+7)[19]
    damage (1d10)[9]
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  11. - Top - End - #371
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    Roswyn obliges her companion. The sword still felt somewhat awkward in her grip compared to the constant whirling of her trusted flail, but she had picked up many weapons in her time. She brings it to bear against the hellhound, two quick thrusts while she keeps her shield in front of her.

    Spoiler
    Show
    Attack: (1d20+5)[8] or (1d20+5)[16] for (1d88+3)[25]+(1d6)[3] 10+3
    Extra Attack: (1d20+5)[9] for (1d88+3)[40]+(1d6)[4] 7+4
    Last edited by WhismurWanders; 2020-06-10 at 08:59 AM.
    Quote Originally Posted by fibericon View Post
    This seems like a really cool concept, so I feel like you're going to get a lot of applications. Best of luck sorting through them all. That said, I'm going to do my part to make your job that much harder by adding one to the stack.

  12. - Top - End - #372
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    Between Beorn's encouraging actions and Roswyn's brutal strikes, the hellhound is forced back. Large crystals of ice begin to form across its dark crimson fur. It hops back for a moment and the flames around its jaw start to grow, but Roswyn drives further forwards and drives her blade through the hounds skull before it can unleash its barrage. It collapses to the ground, ice slowly forming over its body until its fully encased. It almost immediately begins to sizzle and melt in the summer sun though.

    The eagles cut into the northern hellhound but find it tougher than the hobgoblin they just killed, and it stays standing albeit wounded. The sentry on the south-western tower continues to take a beating from both Zuri and Freya. Seemingly giving up his position, he drops his longbow and draws his sword, leaping over the edge of the tower towards the eagle that's now below him. With a roar, his sword ignites in flames - just as the one back in Vraath Keep's had - and he plunges it into the back of the bird, using the creature's flying body to soften his fall as he drags the blade through feather and flesh. The fire plays havoc on the eagle's flesh and ultimately it flops to the ground and begins to disappear - its magic expended. The hobgoblin looks to be on his last legs, but gives a shout of triumph.

    On the north towers, the two 'reinforcements' have finally made their way to the peak of the towers though they're unable to bring their arrows to bear. Those sentries who were already there assist the hound in assaulting the remaining eagle, peppering it with arrows. The hound fails to find its mark but it's distracting enough for the archers to bring it down. Its body vanishes into the ether, almost as quickly as it had appeared.

    At the same time, the dragon seems to have made a looping curve up over the lip of the gorge to fly back over the top of the bridge. You can't be sure if he's overly cautious or just having fun. As he skims over the top of the bridge a bolt of energy flits down from one of its claws and connects with the hell hound. Immediately it grows larger, its limbs extending and widening until its at least twice its normal size, if not more. Throbbing muscles ripple in its legs as it bounds forwards towards its companion - and the party.

    What could be judged as the leader dashes forward to follow, only to be suddenly caught in Gaks' webs. He struggles for a moment but manages to extricate himself and steps back, unable to cross further. In response the spellcaster steps forward and utters a short incantation, unleashing a fireball against the webs to clear the way. It immediately detonates, igniting all of the spidersilk. Any hopes that the fireball would catch the hobgoblinss is quickly blown away, as the flames seem to split and go around those nearby, never touching them. Standing behind the flames, the leader growls in frustration as it waits for the obstacle to be cleared and allow him to push forwards.

    Spoiler: Map
    Show



    Both the eagles are dead.

    Gaks' webs are on fire.

    One hellhound dead, one injured but not grievously so - and the remaining one is now BIG. The remaining south sentry (now on the ground level, no longbow) is a stiff breeze away from death.

    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

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    OotA IC | OOC

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  13. - Top - End - #373
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    Default Re: Red Hand of Doom 5e (IC)

    Beorn sees the near hound go down, so he move on toward the next one, keeping his shield high. "Freya, the extra size should make it easier to catch in your spell, if you can't get the dragon. Roswyn, let us put this one down before it can make mischief.""
    Spoiler
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    move toward the big hound
    bonus action - advantage for Freya if she decides to attack it
    action - 2 attacks for Roswyn

  14. - Top - End - #374
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    GnomeWizardGuy

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    Default Re: Red Hand of Doom 5e (IC)

    Zuri

    Crushed to see her eagles be so ineffective, Zuri tries again, conjuring another army of animals. Upon casting the spell, 8 wolves appear around the enlarged Hellhound and immediately attack.

    Her bear spirit appears in the middle of the fight and a shimmering light briefly covers all of the party and the wolves.

    Spoiler: OOC
    Show
    Action: conjure animals for 8 wolves.

    Bonus Action: Bear spirit totem so everyone gets 10 temporary HP.

    The wolves attack the hellhound. If it falls, any that have not yet attacked move towards the nearest hobgoblin and attack him instead, with ones that have already attacked following 20' behind. At least 4 go with any that need to attack the hobgoblin. If the wolves kill the hobgoblin too, they will scatter as best they can to avoid another fireball.

    Wolves
    #1 AC13, 11HP, 10THP attack: (1d20+4)[19] pack tactics (1d20+4)[13] damage (2d4+2)[8]
    #2 AC13, 11HP, 10THP attack: (1d20+4)[23] pack tactics (1d20+4)[13] damage (2d4+2)[9]
    #3 AC13, 11HP, 10THP attack: (1d20+4)[7] pack tactics (1d20+4)[11] damage (2d4+2)[5]
    #4 AC13, 11HP, 10THP attack: (1d20+4)[5] pack tactics (1d20+4)[16] damage (2d4+2)[8]
    #5 AC13, 11HP, 10THP attack: (1d20+4)[22] pack tactics (1d20+4)[16] damage (2d4+2)[5]
    #6 AC13, 11HP, 10THP attack: (1d20+4)[19] pack tactics (1d20+4)[11] damage (2d4+2)[9]
    #7 AC13, 11HP, 10THP attack: (1d20+4)[16] pack tactics (1d20+4)[11] damage (2d4+2)[7]
    #8 AC13, 11HP, 10THP attack: (1d20+4)[14] pack tactics (1d20+4)[12] damage (2d4+2)[7]

    On each hit, the target must make a DC11 STR save or fall prone.



    Spoiler: Wolf
    Show
    Wolf
    Medium beast, unaligned
    Armor Class 13 (Natural Armor)
    Hit Points 11 (2d8+2)
    Speed 40 ft.
    STR12 (+1) DEX15 (+2) CON12 (+1) INT3 (-4) WIS12 (+1) CHA6 (-2)
    Skills Perception +3, Stealth +4
    Senses passive Perception 13
    Challenge 1/4 (50 XP)
    Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
    Actions
    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone
    Last edited by Bobthewizard; 2020-06-10 at 06:28 PM.

  15. - Top - End - #375
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    Freya

    With the webs quickly burning away, Freya needed to put a stop to the army's ability to march over and attack. She points to a spot in between the two enemies on the bridge and recites, "Ólyktandi ský." A gout of noxious gas spews forth on the bridge. She moves a bit farther through the trees, spreading out in case the now massive hell house decides to go after her and Gaks.

    Spoiler: OOC
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    I considered attacking the big hell hound, but I will try to keep the bridge locked down a few more rounds so we can avoid fighting too many enemies at once.

    Okay, so range of Stinking cloud is 90 feet. That should put it on the bridge somewhere between the two enemies there, just south of the burning web (hopefully I counted the squares correctly). Area is 20-foot radius sphere, so that'll be pretty huge. Should catch both enemies.

    Spoiler: Stinking Cloud text
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    You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the Duration.

    Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

    A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.


    The con save is DC 15.

    For movement, Freya moved three squares left and one square up. I think that's still partial cover.
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  16. - Top - End - #376
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    Gaakach looked up at the cloud of poison obscuring the wolves. Perfect. Well, Zuri might not have had that sentiment due to her wolves being coated in poison. But for Gaks it meant...
    Gaakach ceased focus on the webbing, allowing what was left of it to vanish into thin air. She moved over a bit to ensure that the other caster couldn't see her through the obscuring cloud of noxious gas, then wound another spiderweb right where the previous one had been. She then noted the dragon and moved away from that.

    Spoiler: OOC
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    Moving one square to the right, then five squares south. Dropped concentration on old Web if that means anything, made a new one in the same place.
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    Roswyn watches as the pack of summoned wolves tears into the unfortunately large hellhound and grimaces slightly. It was a bloody spectacle. Robbed of targets, she prepares herself for the worst, dreading the approach of the dragon.

    Spoiler
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    Dodge action in place.
    Quote Originally Posted by fibericon View Post
    This seems like a really cool concept, so I feel like you're going to get a lot of applications. Best of luck sorting through them all. That said, I'm going to do my part to make your job that much harder by adding one to the stack.

  18. - Top - End - #378
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    Default Re: Red Hand of Doom 5e (IC)

    The wolves tear into the enlarged hellhound, ripping large chunks of flesh and fur from it without any sort of reprieve. It snaps and spins trying to find a way out but ultimately is unable to escape the onslaught. Likewise, the cheering southern sentry, so proud of his flying eagle kill, is quickly overwhelmed. The northern archers attempt to avenge their comrade against the wolves, but the quickly descending cloud of rancid air hides the canine attackers from sight, and all their arrows go wide, plinking pointlessly against rock.

    Unfortunately for him, the hobgoblin leader is caught inside the cloud. though he manages not to be caught in Gaks' webs, he's unable to maintain his composure and hold his breath, instead retching as he tries to find a pocket of clean air to breathe. The spellcaster, seeing this, moves up and casts a spell that seems to harden the leader's skin to stone, giving it a craggy and rough appearance. Though it doesn't seem to do much for his breathing in the immediate.

    Swirling through the air, the dragon gleefully flaps through Freya's cloud, roaring with delight. Clearly, it has little effect on the dragon, who seems to be enjoying it. He swoops up onto the south-eastern tower, perching on its peak before casually flicking a beam of magic at a nearby wolf, almost lazily. The wolf sees it coming but isn't fast enough to dodge, and yelps in pain as the sickly green energy swirls around the animal.


    Spoiler: Map
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    The wolf on the far right takes 13 poison damage and is Poisoned until the end of the dragon's next turn.

    Leader made his dex save on the web but failed his con save on the cloud. Other than that it was a fairly uneventful round from the opponents - they managed to miss all their arrow shots.

    Dragon is in line of sight of the party for the first time since battle started, but the wolves won't be able to reach him since he's on the top of the tower, rather than on the platform.

    The three wolves in stinking cloud need to make Con saves (DC15) to avoid retching for the turn.


    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

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  19. - Top - End - #379
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    Default Re: Red Hand of Doom 5e (IC)

    So I tried to copy this post to make my new one and accidentally just edited this one. I think it's all been used but I apologize anyway.

    * post roll count doesn't match database
    Last edited by Bobthewizard; 2020-06-12 at 12:23 PM.

  20. - Top - End - #380
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    Default Re: Red Hand of Doom 5e (IC)

    Zuri

    "Gaks, Freya. Drop your spells. We need the wolves to attack the spellcaster now since we can't get to the dragon yet."

  21. - Top - End - #381
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    Default Re: Red Hand of Doom 5e (IC)

    Gaks turned to Zuri. Her web and Freya's cloud was cutting off a powerful chunk of the enemy - even if the leader never got caught in the stuff, wading through the web would keep him out of the fight for another few critical seconds in which he would be stuck in the stinking cloud - that was working, she noted - or he would have to retreat. The other spellcaster had already wasted resources on getting rid of the web, and didn't seem to have a counter at all to the cloud. She didn't agree, she and Freya had already dealt with the problem of the leader and spellcaster, she thought.
    Defiance came to her tongue - this was the wrong call, she was sure. But she didn't say any of that. She put the web in her hand back into her component pouch and gave a single nod - the webbing around the leader dissipated.
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  22. - Top - End - #382
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    Default Re: Red Hand of Doom 5e (IC)

    Quote Originally Posted by Bobthewizard View Post
    "Gaks, Freya. Drop your spells."
    Freya

    "Drop my...? Ehh, maybe not terrible idea, but commander wants to rock our world when he stops graveling for breath," Freya says. She dismisses the spell, then takes a couple shots at the dragon. It was inevitable that they'd have to face it, and Freya was going to take the initiative to strike first while she had the moment.

    "You are doing great, Zuri, keep up the wolf attack!" she encourages with bardic inspiration.

    Spoiler: Actions!
    Show
    Ending concentration on the cloud. Things get interesting now!


    Eldritch blast at the dragon, because fortune favors the bold. But maybe not the dice.

    Beam 1: (1d20+7)[22]
    Damage (1d10)[9]

    Beam 2: (1d20+7)[22]
    Damage (1d10)[3]

    Lastly, Bardic Inspiration on Zuri (1d8) cause I feel some saves are coming up for us. XD
    Last edited by DigoDragon; 2020-06-11 at 07:12 PM.
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  23. - Top - End - #383
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    Default Re: Red Hand of Doom 5e (IC)

    Roswyn grows impatient hanging back and decides enough is enough. She charges forward, still holding her shield up defensively while shouting at the dragon, "C'mon, you great overbloated lizard! Come down here and fight!"

    Spoiler
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    Move to the square on the other side of the hellhound from Beorn (left-adjacent to the hound's bottom left square), and another Dodge action.
    Quote Originally Posted by fibericon View Post
    This seems like a really cool concept, so I feel like you're going to get a lot of applications. Best of luck sorting through them all. That said, I'm going to do my part to make your job that much harder by adding one to the stack.

  24. - Top - End - #384
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    Beorn stands ready for whatever comes next.
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    dodge, I guess

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    Default Re: Red Hand of Doom 5e (IC)

    Gaks ran toward the dragon, ending up next to Beorn as she went as close to it as she could manage. "Merthaan karlaar!" she declared, then held the crackling, cackling yellow energy back, waiting to release it until her target approached.

    Spoiler: Actions
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    Move 30 straight diagonally up/right.
    Ready Action: Taasha's Hideous Laughter on the dragon as soon as it's in range.
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  26. - Top - End - #386
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    Some of the wolves struggle to reach the bridge-bound hobgoblins but a few break through, with one knocking the leader to the ground. He tries to swing his greatsword but the wolf dodges back too quickly for him and the swing goes wide. Another wolf grasps on the spellcaster's wrists for a moment - failing to fall him, but managing to break the protective spell placed on the leader which vanishes as his skin smoothens from its previous cragginess. With a barking command from the caster, flames dance up around his arms, flying forwards to strike the ground in front of their leader where the wolfpack awaits. Immediately a 20' tall wall of flame springs up in front of the hobgoblins, cutting them off from the southern side. One of the wolves is slow to react and immediately incinerated, while the other manages to leap back in time to only receive minor burns.

    The heat pushing south is immense, and it's clear that staying close to the wall, or trying to pass through it, will result in fiery pain.

    The sentries on the north tower try to focus on the remaining wolf left north of the firewall, but it deftly manages to evade all four of their arrows, bobbing and weaving through the projectiles.

    The dragon doesn't seem to care much about Roswyn's taunts at first, until the bolts of energy from Freya strike it. This is, evidently, enough to have it join the fray proper rather than lounging around. It immediately swoops down from the tower towards the party. Gaks' spell fizzles and you're not sure it even felt it as it flies past, belching a cloud of poison down on Roswyn and Beorn, but keeping its eyes locked on the unfortunate bard who has now earned its ire.

    Spoiler: Gaks
    Show

    As you cross over the trail, for the briefest of moments as the stinking cloud dissipates you catch a glimpse of the spellcaster properly for the first time - and realise that you know them. Or, well, knew them. Krakash, a spellcaster from the Academy. Like so many others he specialised in flame spells. Given his historical pride, it's unlikely he'll surrender willingly no matter how lost the battle looks.

    Any hope of exchanging words across the battlefield is lost when the Wall of Flame goes up though, blocking him and the northern half of the bridge from sight.



    Spoiler: Map
    Show



    The red rectangle is the wall of fire. The wolf on the left is dead, the wolf on the right takes 11.

    Both Roswyn and Beorn take 14 poison damage - after saves and Protection reduction.

    The dragon is still airborne for now, about 20' up.

    I could play coy with the wall of fire effects and say it's not identical to the spell but...it is.



    Spoiler: Wall of Fire
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    Casting Time: 1 action
    Range: 120 feet
    Components: V S M (A small piece of phosphorus)
    Duration: Up to 1 minute
    Classes: Druid, Sorcerer, Wizard
    You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
    At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.


    Note that its persistent effects don't give a save - if you take any damage from it now, it's full 5d8 no save.

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  27. - Top - End - #387
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    Default Re: Red Hand of Doom 5e (IC)

    Gaks snarled and pointed once more at the dragon to try and bring it down into the fight. "Merthaan karlaar!" she bellowed again.

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    Okay dragon get proned and incapacitated.

    I believe I've seen its WIS save so (1d20+4)[8] about a coin flip.
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  28. - Top - End - #388
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    Default Re: Red Hand of Doom 5e (IC)

    Beorn takes the dragon's assault, waiting for the opportune moment. "Roswyn, if it hits the ground, lay into it!" As it hits the ground, he rushes towards it to keep it there.
    Spoiler
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    ACTION: Roswyn gets +2 attacks

    Move adjacent to dragon

    Bonus action: overwhelming mark (short version, after it takes 1 hit, it is staggered (defined below) and takes +1d6 damage from each attack, including the triggering one)

    As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to create openings against a hostile creature within 60 feet of you.

    The next time that creature is hit by an attack by an allied creature before the start of your next turn, the opening is exploited, and the creature is staggered until the end of its next turn. A staggered creature's movement speed is halved, it cannot take reactions, and it has disadvantage on Constitution saves to maintain concentration; if you spend two or more Leadership Dice, it also has disadvantage on Dexterity saving throws while staggered, and if you spend three or more Leadership Dice it also makes one fewer attacks when using its action to take the attack or multiattack action (minimum one) while staggered. (can't spend 2 until next level)

    Each time the staggered creature takes damage (including the staggering hit), up to a number of times equal to the Leadership Dice spent, it takes additional damage equal to a Leadership Die. (1d6)

    Also, have mageslayer and am adjacent to the dragon
    (When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
    When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
    You have advantage on saving throws against spells cast by creatures within 5 feet of you.)
    Last edited by stack; 2020-06-12 at 11:51 AM.

  29. - Top - End - #389
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    Default Re: Red Hand of Doom 5e (IC)

    Roswyn grins as the dragon finally comes down. "Let's go, you lizardy lubber!" The band of halfling heroes appears around her as she charges forward against the dragon. The magical sword glistens in the light as she becomes a veritable tornado of blade and shield.

    Spoiler
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    Bonus Action: RAGE
    Reckless Attack: (1d20+5)[21] or (1d20+5)[13] for (1d8+5)[10]+(1d6)[5]
    Extra Attack: (1d20+5)[11] or (1d20+5)[19] for (1d8+5)[11]+(1d6)[4]
    Even More Attack: (1d20+5)[7] or (1d20+5)[14] for (1d8+5)[11]+(1d6)[2]
    Going Beyond More Attack: (1d20+5)[11] or (1d20+5)[10] for (1d8+5)[13]+(1d6)[6]
    Quote Originally Posted by fibericon View Post
    This seems like a really cool concept, so I feel like you're going to get a lot of applications. Best of luck sorting through them all. That said, I'm going to do my part to make your job that much harder by adding one to the stack.

  30. - Top - End - #390
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    Default Re: Red Hand of Doom 5e (IC)

    Zuri

    The wolf on the other side of the wall continues to attack the spellcaster. The others look to Zuri for a new command until she moves out of her hiding spot and yells to the wolves "Dragon!." All of the wolves on this side of the fire simultaneously perk up their ears and immediately run full speed south, surrounding the dragon and nipping at it without yet biting down.

    She yells to Gaks, "Geat job, Gaks! Can you cast that again if it starts to fly away?"

    She waits for Roswyn to attack and then points her wand at the dragon and 3 bolts of force shoot our of her wand.

    Spoiler: OOC
    Show

    Magic Missile (3d4+3)[7]

    Wolves

    #1 AC13, 11HP, 10THP attack: [roll]1d20+4 (18 from OOC) damage (2d4+2)[6] (lone wolf attacking spellcaster)

    The remaining wolves dash south and surround the dragon, taking up about every other square around it as best thy can, making sure to leave openings for Roswyn and Beorn. I think that works with 40' of movement plus dash action, so they won't be able to attack this round but will be in position for AOOs.

    These are for their AOOs if the dragon tries to fly away.

    #2 AC13, 11HP, 10THP attack: (1d20+4)[20] pack tactics (1d20+4)[24] damage (2d4+2)[4] (+ 4 for crit)
    #3 AC13, 11HP, 10THP attack: (1d20+4)[9] pack tactics (1d20+4)[9] damage (2d4+2)[8]
    #4 AC13, 11HP, 10THP attack: (1d20+4)[12] pack tactics (1d20+4)[10] damage (2d4+2)[10]
    #5 AC13, 11HP, 10THP attack: (1d20+4)[24] pack tactics (1d20+4)[8] damage (2d4+2)[8] (+ 3 for crit)
    #6 AC13, 11HP, 10THP attack: (1d20+4)[19] pack tactics (1d20+4)[19] damage (2d4+2)[5]
    #7 AC13, 10HP, 0THP attack: (1d20+4)[22] pack tactics (1d20+4)[10] damage (2d4+2)[9]
    #8 AC13, 11HP, 10THP DEAD

    On each hit, the target must make a DC11 STR save or fall prone.

    Spoiler: Wolf
    Show
    Wolf
    Medium beast, unaligned
    Armor Class 13 (Natural Armor)
    Hit Points 11 (2d8+2)
    Speed 40 ft.
    STR12 (+1) DEX15 (+2) CON12 (+1) INT3 (-4) WIS12 (+1) CHA6 (-2)
    Skills Perception +3, Stealth +4
    Senses passive Perception 13
    Challenge 1/4 (50 XP)
    Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
    Actions
    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone
    Last edited by Bobthewizard; 2020-06-12 at 12:32 PM.

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