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  1. - Top - End - #301
    Troll in the Playground
     
    (Un)Inspired's Avatar

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    Well, well, well. Gryphon thinks to himself. The Old Man still has some bite in him after all. Now we can be through with this wet nurse garbage.

    The Khorovar exhales sharply, closes his eyes, and exhales slowly. When he opens his eyes again his pupils have contracted to pinpoints. He reaches out with his magical senses and feels his own body move through the currents of magic that surround and flow around all living things. Like a fish feeling the flow of the water in a river it swims in, Gryphon opens up his awareness of the arcane forces that radiant from all life.

    Glad to see you’re finally back in the fight Old Man! he calls out to Maugrim with a huge smile on his face. He’s almost giddy with anticipation. There’s going to be real mages to fight. Where there’s mages, there’s spellbooks!

    Gryphon holds his right hand up at a 90 degree angle to his body while riding, and drawing it across his body, an ivory long sword handle materializes in it. As soon as he tightens his hold on the hilt a blade of purple so dark it’s almost black erupts out of it.

    Raz, as soon as we get in we need to dismount. This phantom will burst into smoke if an attack hits it but we can still try to take cover behind it.

    Gryphon rides onward into the last zone filled with sugar-plum dreams of violently increasing his arcane hoard.


    Spoiler: OOC
    Show
    Gryphon activates Bladesong and casts Shadowblade at 3rd level.
    amazing avatar of my favorite character, Gheera, by Pesimismrocks

  2. - Top - End - #302
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    Raz

    After Maugrim says his bit, Raz bows his head for a short moment in acknowledgement of the old bear's speech. He offers a short response: "Should you fall today, is there any message you would want to be delivered, sir?" He asks in a respectful tone.

    While Gryphon gets more eager for battle, Raz is not. The encounter ahead feels like a necessity for him, nothing to look forward to, and had it been an option to prevent the bloodshed altogether, he would have preferred it. But decisions had been made, and there is no time for regrets or a way out.

    He confirms Gryphon's words first with a nod, then a short "Understood.", as he realizes that Gryphon could not see the gesture. He then adds, just loud enough for Gryphon to hear.
    Spoiler: For Gryphon
    Show
    "I hope we both leave the field living, Campġefēra*. Should my body however find final rest today, if you will, take from my belongings as you wish, but burn the memories I carry around my neck, so they may follow my spirit." His voice is calm and it is obviously an important matter to him. If there is a hint of insecurity or doubt, then it may be easily attributed to his openness towards the half-stranger wizard.

    *Goblin for brother-in-arms


    Edit:

    As he receives the blessing of the traveler, he nods to Kleris. "I thank you for the protection." He adds, in a thankful tone.
    Last edited by Niobaran; 2020-07-27 at 04:19 PM.

  3. - Top - End - #303
    Troll in the Playground
     
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    Spoiler: For Raz
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    If you fall today I will make sure your memories accompany you spirit by burning them. Eu Prometo*. If I die in this fight, don’t let them bury me in this ridiculous outfit and take care of Spritz. I still owe his a rabbit.


    *I promise in Goblin.
    amazing avatar of my favorite character, Gheera, by Pesimismrocks

  4. - Top - End - #304
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    Spoiler: For Gryphon
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    "So be it, buried in suitable clothes, and Spritz shall be safe with me. Eu prometo." He returns in a serious tone with a hint of relief. For him, this would finish the conversation.

  5. - Top - End - #305
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    Unto the Breach

    When the first peoples of what would later become the Kingdom of Galifar built a fortress on this island, they were not anticipating the birth of a city around it. As such, many of the broad avenues that sprung up around Thronehold Castle were not built with an eye towards conserving space, or serving any purpose but facilitating the movements of armies and glorifying their passing. In many ways, of all the Five Nations the Karrns have cleaved the truest to that ideal, for where else save their grim country would immortalize so many dead heroes in sun-bleached stone?

    Zhukov Street, the very same thoroughfare that you have been charging down since breaking cover back at the zone checkpoint, is bare of obstacles, and what you seek lies before you. The path is now at least forty feet across from side to side, the buildings on either side graceful manors of sober granite with thick paneled windows. Here, flanking the opposing borders of what the Karrns call the Victor's Row, the heroes of a lost kingdom sit in vigil. A procession of kings and warlords, whose like has passed and will not come again, are carved into pillars overlooking the lane: Jarot, doomed monarch, the ever-stoic Kaius I, the even-handed Galifar, and others still with blood to their names. But largest and most beloved is Karrn the Conqueror himself, who appears on no less than three separate occasions, frozen during different scenes of his life. Under his gaze fly banners of snow, ash, and blood, the stark makings of a nation of soldiers.

    Down this famed street you come, six figures alone but for the spirits beneath you. And ahead lies your task.

    The fortifications of Thronehold Castle, once the seat of a realm that spanned all of Khorvaire, dominate the sky. How can they not, when even their lowest walls are a full story taller than the nearest rooftops? Like the spine of a great beast - adamant, unassailable - the wall blots out the horizon in front of you. Between those crenelations, you see dozens of figures in the dark green and yellow gilt of House Deneith, bows at the ready yet not taken aim. In their midst are affixed onyx cauldrons, and the wooden silhouettes of trebuchets to deter all but the most tenacious of invasion forces. A pair of towers, their stature and circumference dwarfing any predecessors up to this point, protect a pair of doors of darkwood and iron large enough to crush several horses were either to ever topple.

    Before that point of dubious entry stands a force ready to repel you. The guards of Karrnath seem well-prepared for a rush at the Thronehold Gate, for they have erected barriers of metal and sharpened spikes against your advance with a narrow gap as a chokepoint. You spot a trio of armed men with weapons at the ready on either side of the entryway, which cannot be more than ten feet across and is trapped besides. The familiar sight of sharp spikes emerging from the ground is enough to tell you that charging their position will not be an easy thing. Movement from between the buildings behind the barriers betrays the presence of potential reinforcements, but they won't be the ones holding the defense together.

    At the back of the host, the commander - for none other would carry a bejeweled staff and wear gold-trimmed armor - of the Karrnathi stares in your direction. Dark eyes are set back in a chalky, angular face, the forehead high and squared at the temples, the raven hair swept back in a military-style mohawk. An oiled mustache has laid siege to his upper lip, which is now curled in sneer of open defiance. He looks to be perhaps in his late twenties, and absolutely sure of his place in the world. With a muffled command, he points your group to the pair of red-clad soldiers by his side. When they creak into motion, you see that these are no men at all, but living skeletons, their hollow eye sockets blazing with a foul red glow.

    "Should I fall," Maugrim growls, his eyes not once leaving the forces arrayed against you, "I will carry my last message with me to the Keeper, for those words have no recipients in this life." He raises his halberd towards the barricades, a kind of final salute, though whether to you or his foes is unclear.

    And then it begins.

    Spoiler: OOC
    Show
    Map of Thronehold Gate

    This is it, the combat you've been waiting for! I rolled low for the enemies' Initiative, so Kett, Raz, and Kleris can all take their Round 1 actions. Once that's done, the enemies and Maugrim will act at the same time to take their Round 1 actions, and we go into our block. For the sake of simplicity, I'll say that Gryphon's Phantom Steeds and Arimart's celestial warhorse from Find Steed can go on the same time as the people they're covering or carrying.

    The pillars on the map provide either half (+2 to AC and Dexterity saving throws) or three quarters (+5 to the same stats) cover, depending on the angle of attack. If you're not sure about placement, you should be able to draw a line using the 'snap line' Roll20 tool. If the line goes through the middle of the pillar, it's three quarters cover. If you're still not sure, just ask and I can clarify on the map itself.
    Last edited by 3SecondCultist; 2020-07-27 at 05:11 PM.
    Spoiler: Stuff I'm Working On
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    Small Justice


    An ongoing web serial about politics, vengeance, and miniature lizards. Go check it out!

    Quote Originally Posted by Zeno Desaqqara View Post
    You divine bastard.

    "Life is to be lived, not controlled; and humanity is won by continuing to play in the face of certain defeat."

  6. - Top - End - #306
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    She takes a moment to roll her shoulders before bending at the knees and launching into a sprint. Finally. She thinks, her mind afire with the thrill of battle. Wind flies through her hair as she gains speed, running directly at one of the pillars. "Keep up!" She yells, blood singing as she leaps directly into the shadow of the pillar - and vanishes. Hair and skin and clothes and concealed weapons all disappear from sight. Gone for barely a hair's breadth she reappears in full form, on the opposite side of the barricades so carefully set up and prepared. They left her spot open, right next to two delicious targets. Her leap is still in progress, momentum fully conserved. She reappeared higher than she left the ground, giving her height above the enemy and uses the extra gravity of the fall to enhance her pulled back fist. It thrusts down in a powerful haymaker strike at his face just before her feet touch the ground. She's already using the momentum to spin, holding for barely a moment to tense up her leg before kicking it out at the shield-holder, aiming to throw him back on his own caltrops. It might not do much, but it'd definitely be satisfying.

    Spoiler: Actions
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    Move: Into the pillar's shadow.
    Bonus Action: Shadow Step to her new position, also in a pillar's shadow, hopefully getting a wee bit of extra cover from some of the archers at least.
    Attack (Advantage from shadowstep), on the enemy to her north: (1d20+7)[15](1d20+7)[24](1d6+4)[5]
    Extra attack: Shove him one square northeast - into the caltrops: (1d20+4)[14] Contested Athletics or Acrobatics check.

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

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    OotA IC | OOC

    Master Homebrew Index (5e)

  7. - Top - End - #307
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    Raz

    As he glides off the phantom steed, Raz has completed his transformation. Half man, half beast, he mutters a few words, as he marks their leader as his quarry. This is the strategy that they had agreed upon, and he would follow it, even if the subject takes skeletons as unliving non-meaty meat shields. Whatever hesitation had been in him has left him now, as he knocks the first arrow and let's loose a first volley.

    Spoiler: Round 1, actions
    Show

    Arriving here shifted. 7 temporary hp. Advantage on wisdom checks. Remaining rounds at the beginning of turn: 9.
    Bonus action: Hunter's mark, marking the leader. Should work with the distance (90 ft).
    First round, so the gloom stalker routine:
    1 normal attack
    1 extra attack
    1 gloom stalker attack with an extra d8 damage.
    As ranger, advantage on all attack rolls against creatures that have not yet acted.
    All attacks at +8, damage 1d8+7 against humanoids due to favored enemies, plus 1d6 hunter's mark.
    Cover to be resolved by DM.
    NormalAttackA - (1d20+8)[23], NormalAttackB - (1d20+8)[11], NormalAttackDamage - (1d8+7)[9] plus NormalAttackHunter - (1d6)[4]. In case of crit, NormalAttackCrit - (1d8)[7] plus NormalAttackCritHunter - (1d6)[5].

    ExtraAttackA - (1d20+8)[25], ExtraAttackB - (1d20+8)[15], ExtraAttackDamage - (1d8+7)[10] plus ExtraAttackHunter - (1d6)[3]. In case of crit, ExtraAttackCrit - (1d8)[3] plus ExtraAttackCritHunter - (1d6)[4].

    StalkerAttackA - (1d20+8)[21], StalkerAttackB - (1d20+8)[27], StalkerAttackDamage - (1d8+7)[12] plus StalkerAttackHunter - (1d6)[6] plus StalkerAttackExtra - (1d8)[7]. In case of crit, StalkerAttackCrit - (1d8)[4] plus StalkerAttackCritHunter - (1d6)[3] plus StalkerAttackCritExtra - (1d8)[3].

  8. - Top - End - #308
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    Kleris curses having seen the preparations the Karnathi had managed to put up. The undead at least shouldn't be too much trouble with at least 3 Paladins to push through them. He was much more worried about the damn mage with the gear towards the back that would be pounding them as they advanced, at least the Shifter seemed like he would be able to take him down if his deadly shots previously were anything to go by.

    He slams down his helmet firmly into place and draws his sword, "Mercuria, The Dusk Silver guide my hand. Let my blade be the one dealing vengeance today. My blade shall be the agent of change this day. Let the Karnathi adapt or die."

    He rushes the horse forward, charging the caltrops and defenses. As the magical horse closes on the caltrop field he slows, moving the horse slowly into the first part of the caltrops before he jumps off, he sheaths the longsword as he lands. He couldn't hit anyone at this moment so it would be used later. Instead he gathers power into two glowing orbs over his palms. Quickly after they are gathered they blast forward to hit the undead warrior that had just been hit by Kett.

    Spoiler: OOC
    Show
    Kleris moves forward on the horse 55ft into the first square of Caltrops which takes double movement. He dismounts and puts his sword away as part of his move action. He then uses Eldritch Blast on the warrior Kett attacked. He has Mirror Image up and an AC of 20.

    First Blast: attack (1d20+7)[14] and damage (1d10+4)[7]
    Second Blast: attack (1d20+7)[21] and damage (1d10+4)[8]
    "Facilis Descensus Averni." - Virgil, The Aeneid

    “Why would I want to win anything other than a beautiful game?” - Patrick Rothfuss, The Wise Man's Fear


  9. - Top - End - #309
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    When your enemies hesitate and wait for orders, the swifter portion of your group seizes the moment and strikes. Kett is the first to charge into the fray, her natural abilities allowing her to slip in and out of this plane's shadows with disturbing ease. Appearing on the far side of the barricade, the monk's first hit breaks bone, yet her attempt to push the man into the caltrop field proves unsuccessful as he holds his ground well. Kleris isn't too far behind her, spectral steed discarded as he invokes a name. Two bolts of kinetic force explode against the armor of the Karrnathi soldier from behind, felling him and starting to clear the way forward.

    The mage-commander is already moving, an arm cast outward and orders being readied when the first arrow from the shifter ambusher strikes him in the abdomen, cannily passing around the guard of his undead escort. The second hits him in the leg, and the third takes him in the upper chest. Unfortunately while such a barrage would be enough to fell a mortal man, this particular one took precautions. When he pulls out the arrows with a hiss, the impact wounds from several of them aren't as deep as they should be, and the blood has already stopped its natural flow. There is - or was - magic there, for the final arrowhead sunk deep into real flesh, and remains a threat against his life.

    "Stormfront!", the mage barks out to the rank and file. Several of them glance back, acknowledging that they've heard the order, and prepare their weapons. "Take care of the horses and the ones in front, I'll deal with the rest. On my signal." Snarling, he pulls out a pinch of dust and begins to rub it into a glass orb of water as his soldiers turn on Kett and Kleris. One of the undead shock troopers charges Kett first and the monk finds herself hard-pressed to defend herself, meanwhile Kleris manages to avoid punishment but still emerges from his first point blank volley with a few scratches. At that moment, the mage crushes the orb with his gloved hand. Suddenly, the air in the street just beyond the Karrnathi palisade begins to grow dark and tight, the thick odor of ozone striking just before a squall of freezing rain erupts into existence all across Victor's Row. In an instant, the light of day is expunged, and all that can be heard is the roaring of winds and the unspoken whisper of defeat.

    Then there comes a battlecry from the depths of the storm: "For Thaliost,", screams your companion, "and the innocent dead!" To those in the depths of the sleet vortex, there is a horse's scream, followed by a thundering of hooves, a faint light in the sky, and then nothing. Kleris, however, barely manages to avoid getting trampled by the warhorse as Maugrim Nameless emerges from the storm, halberd glowing in hand. He brings it down on a nearby soldier, cleaving his body apart in a single swing.

    Spoiler: Round 1 OOC
    Show
    Updated Map

    Some big successes and big obstacles to start us off! Raz was able to deal a nice amount of damage to the enemy mage, burning through a 4th level Stone Skin spell slot, and Kett and Kleris took out a soldier. Then the mage used his now free Concentration to throw down a Sleet Storm to cut off 3/5 of the party. Kleris, Arimart, Raz, and Gryphon will need to make Dexterity saving throws (Raz only has half-cover for the purposes of this spell) or fall prone at the start of their turn, everything marked on the map in the storm counts as difficult terrain, and it is also heavily obscured, which means that everyone inside is treated as blind.

    The enemy is also now focusing their fire. Kleris took 10 damage from a volley of arrows, while Kett took a combined 19 damage from attacks from the Karrnathi undead and one of the human melee soldiers. Thankfully Maugrim was able to make it up to the frontline thanks to his mount and take out another soldier. He'll be providing both Kett and Kleris with +3 to their saving throws as long as he's within a 10 foot range, and taking some of the aggro off of them.
    Last edited by 3SecondCultist; 2020-07-27 at 09:57 PM.
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    Small Justice


    An ongoing web serial about politics, vengeance, and miniature lizards. Go check it out!

    Quote Originally Posted by Zeno Desaqqara View Post
    You divine bastard.

    "Life is to be lived, not controlled; and humanity is won by continuing to play in the face of certain defeat."

  10. - Top - End - #310
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    As Arimart gives way at Maugrim to ride his steed, the Khoravar takes his hammer and shield, and starts advancing against his enemies; immediately, a terrible storm covers the area, and the slippery, icy terrain betrays Arimart's steps. Falling while being slapped in the face by the storm, the paladin takes all his efforts to raise up again and keep on concentrating on his shielding magic.
    Slowly advancing through the blinding wind, Arimart continues walking, feeling like a crusader lost in the endless battleground of Shavarath.
    Does this poster have a sign?

  11. - Top - End - #311
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    Kleris curses loudly and with vitriol as **** starts to go south fast. Between the Sleet Storm and the damn caltrops getting through the entrance was a nightmare and the damn Karnathi archers WERE NOT HELPING! The storm was causing all sorts of chaos including knocking him on his ass with some slippery footing among the caltrops. Then the damn lunatic nearly trampled him in his mad charge to the fight.

    Thankfully he missed, not for any active consideration on Nameless' part though he was sure and the warrior in front of him was a pile of steaming dead warrior now.

    Kleris gets up and slowly advances through the caltrops, using the bisected body to help him step safely, if not cleanly, through the danger. Once he is past he takes a quick step to the side while drawing his sword again, ending beside Kett and in front of the big undead warrior. His eyes start to glow a deep purple and his voice deepens with power "Your sins are yours to live but mine to AVENGE."

    He raises the sword as he pushes more of the growing power into the blade and steps into a mighty slash as he raises his shield to cover his side. Under his helm his ears flicker slightly, thickening and rounding slightly into a more pure human shape before returning to the default half elf.

    Spoiler: OOC
    Show
    Half move to stand up from failed dex check in the storm. 10 feet to enter the next square of caltrops, passed dex check to not stop. Then 5 feet south to end up beside Kett and in front of the undead red cloak.

    Bonus Action Vow of Enmity the undead warrior red cloak.

    Then attacking it with advantage and using a smite if it hits

    Attack: (1d20+7)[26] and advantage (1d20+7)[8]
    Damage: (4d8+4)[22]
    Last edited by GameOfChampions; 2020-07-29 at 02:38 PM.
    "Facilis Descensus Averni." - Virgil, The Aeneid

    “Why would I want to win anything other than a beautiful game?” - Patrick Rothfuss, The Wise Man's Fear


  12. - Top - End - #312
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    Holding both his footing and concentration against the snowy onslaught, Gryphon knew he needed to get out of the storm. Shifting his footing, the young wizard takes a few frantic steps forward before planting his feet, stiff-legged, and sliding atop the newly formed ice as far as he could. As he feels his momentum begin to slow he focuses for a moment, shifts his shoulders and blinks out of existence.

    He reappears in a flash on the other side of the barrier, rime still in his hair, next to Kleris With his Shadow Blade up to defend against possible attacks.

    Spoiler: OOC
    Show
    Dash and move then cast misty step to the other side of the barrier
    amazing avatar of my favorite character, Gheera, by Pesimismrocks

  13. - Top - End - #313
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    She bites back the pain, the blood welling in her mouth would pass soon enough. With reinforcements, now brought to the fray, Kett does the only logical thing: Moves away from them. The momentum had to be maintained, pushing through the defences with speed, power and - of course - lethal efficiency. Still in the shadows of the pillar Kett crouches to the ground before hopping vertically and vanishing into the darkness as before. She reappears not far - by the pillar to the north, but still in the air. She's turned though, eyes set on the spellcaster. She kicks off the pillar to give her the boost of speed she lacked from missing a chance to run, speeding past the archers. The glow from her feet starts to eke through the leather of her boots, leaving a trail of shining inner light in her wake.

    Spotting the undead guard's strike coming she jumps, feet first, flattening herself to slide over the blade. Just as she's passing his arm, she latches onto it and uses him as a pivot point, spinning right into the caster's side to complete the flying double kick she'd definitely planned all along and hadn't panicked her way into when she saw the blade coming. With both feet expending their energies at once, the by-now telltale thwoom of energy bursting out of them sounds out louder than usual, though likely still drowned out by the raging sleet storm. Landing on her feet she switches stances, dropping her centre lower, more guarded. She was in the centre of the lion's den now, but she'd also broken into their backline. "Your line is shattered!" She calls out. Psychological warfare might work on the humans, even if not the undead. "Both here and in your blood. We'll end it here! NOW!"

    Spoiler: Actions
    Show

    Bonus Action: Shadowstep to the pillar north.
    Move: West then south.
    Attack Caster (Advantage, shadow step): [roll]1d20+7[roll](1d20+7)[11](1d6+4)[7] Stunning Strike - Succeed on DC14 CON save or stunned until the end of my next turn.
    Extra Attack Caster: (1d20+7)[25](1d6+4)[8] Stunning Strike - Succeed on DC14 CON save or stunned until the end of my next turn.

    Burning potentially up to two ki on it.

    Edit: Reaction Priority:
    Attack the spellcaster if they're moving away normally (with a Stunning Strike enhanced fist)
    Otherwise, Deflect Arrows, dropping the ammunition, not spending ki on returning it.

    Last edited by Amnestic; 2020-07-28 at 01:20 PM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  14. - Top - End - #314
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    Raz

    There is not time to bask in the glory of having successfully hit his prey where it hurt. While nocking the next arrow, he finds the opposing leader to reorder his troops, and then -- the world changes around Raz. Damn arcanists! he thought while he crouched down, instinctively repositioning his feet to gain better grip to the now slippery underground. As an ex-resistance fighter against Aundairian regiments, he is generally well-accustomed to the idea of their wizards changing the physics around him, and yet, he had never learned how to reliably predict it, as the idea of controlling arcane energies is simply too bizarre for his mind.

    Following an instinct, he decides to change his position, who knows what tricks the wizard still has up his sleeves. Slightly bowing down, he makes his way through the sleet storm, in a nigh-supernatural grace. So you want to play. Then, let's play. He thinks, while grabbing something from under his cloak, feeling the cold of the unnatural storm creep through his fur. Slightly averting his face, there is a fluid movement as first a stopper, then a small glass vial find the ground. Had anyone the ability to see inside the blinding storm, they would notice how the shifter suddenly has not only left his position but also the visible spectrum.

    Targeting a position where he would be neither inside the direct center of the storm (and thus potential further spell origins), but also not too far away from the action, hoping to make it out of the storm next round, one way or the other.

    Spoiler: OOC
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    Retrieving and drinking a potion of invisibility, moving full speed (s. roll20)

  15. - Top - End - #315
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    As the storm rages on, those of you on the front lines make the most of your situation. Even as Gryphon mystically emerges from the shroud of nearly sideways rain, Kleris and Kett make their moves. The bearer of vengeance calls upon the nearest skeletal soldier, his blade coming down in a brilliant arc that cleaves through metal and bone. The undead being makes no sound to indicate that it has been wounded, but the large gash that cuts through its torso is testament enough to the blow's effectiveness. While the creature is distracted, Kett manages to slip through the shadows for a second time, emerging on the far side of the courtyard and slipping through the enemy lines to close in with their spellcaster.

    Dodging the second undying bodyguard and using its body to swing about, the Phiarlan-in-law misses one strike but does manage to land a solid roundhouse kick right in the officer's jaw. Cursing loudly, he spits out blood and a molar tooth before glowering down at Kett with the weight of centuries of blood and arrogance. Rather than address her directly, he shouts "Who are we!?", to which there is a resounding response: "KARR-NATH!". Chuckling despite his numerous injuries, he indicates his quarry and nods to the archers. Five projectiles collide with Maugrim's armor in a coordinated assault that leaves more blood on the ground, all the while the further of the two red-clad sentries of the dead manages to leave a few wounds in the poor soaking wet Gryphon.

    "I agree," the wizard turns back towards Kett, eyes filled with open malice, "we should end it here." Murmuring in some black speech, the monk can feel a sudden surge of power coalesce into a ball of white fire the size of a small pebble. Then your foe turns to the assembled members of your group, having made it past the worst of the barrier, and the ball is launched through the air, tumbling towards its final destination. The light comes first, and then the heat, and in their fading they leave a sea of fire upon the battlefield. The point of impact must have been somewhere in the outer reaches of the storm, as for a moment even the clouds are pushed back and the encroaching Raz is singed. The fireball tears through your ranks like a scythe through wheat, leaving none of its targets unmarked by its passing.

    All, that is, save for Kleris, who miraculously stands completely untouched by fire. At the very moment of impact, the paladin sees a vision man standing next to him, a tall figure wrapped in armor of light. "Hold fast," Maugrim says, and he looks younger than Kleris has ever seen him: hair cropped short, face unlined by age. There is a brightness in his gaze, enough to outshine the inferno, as he pulls the disguised changeling in behind and takes the entirety of the blast without flinching.

    "I would not ask any man of mine to face their end alone."

    Then the image fades. From behind him, Kleris hears a moan and a crash of steel as Maugrim Nameless tumbles from his horse, lifeless and still.

    Spoiler: Round 2 OOC
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    Okay, so some injuries were dealt out! A fair bit of damage to deal out to people this turn, whether you're Raz or Arimart's pet Celestial horse (who took 8 damage). Kett was the only one who managed to (somehow) avoid getting hit at all other than Arimart himself, who remains in the storm. Gryphon took a total of 17 damage from swords, and then another 16 from the Fireball, which puts him down into the single digits. Raz and Maugrim also took 16 damage from the spell, on top of the 15 that Maugrim took from the volley of archers. Kleris would have taken 33 - enough to send him down - but in a surprising turn of events, Maugrim used his Channel Divinity to take all of the damage, knocking himself out instead.

    While he potentially stabilizes, you have a short window of time to end this fight before it truly turns on you. We're at the midpoint of Round 2, which means that Gryphon and Arimart should be taking their Round 2 actions and Kleris, Kett, and Raz should be looking at their top of Round 3 tactics.
    Last edited by 3SecondCultist; 2020-07-28 at 05:16 PM.
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    You divine bastard.

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  16. - Top - End - #316
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    As the paladin advances in the magical storm, his steed communes with him, sending mental images of what is happening. The Khoravar can hear of his companions and Maugrim recklessness, and of the scorching fire... when the steed tells him he has no more weight on his back, Arimart understands that the worst must have happened, and calls for the creature to bring him out of the storm.
    Brief moments seem to stand eternal, as the difficult steps of the paladin are continuosly slowed by the raging storm, but with every single movement of his cold body, he feels the internal voice of his steed approaching, and becoming nearer and nearer, until the celestial words and a neigh become one in front of him.
    Quickly, the paladin mounts his steed, and rides toward the peril.
    As he leaves the magical storm, the gallop now louder than the screaming ice, he sees in front of himself a terrible scene: Maugrim is standing down, motionless, Gryphon seems badly wounded and Kett is menaced by a horrid Skeletal soldier, while another one seems ready to attack Kleris and his other fellow Khoravar magician.

    He sees the Deneith troops waiting on the ramparts of Thronehold, motionless, useless, and his rage starts growing; now the Tribunal prosecutor feels more like the war survivor, and the inaction of the supposed law-enforcer of this city is something that spits on all that the war represented for him.

    But the time for rage will be later, as of now, Arimart can do only one thing: trying to keep his companions alive.
    He looks at the Karrnathian wizard, then starts touching his holy symbol, reciting an enchantment that is even a prayer.
    "May the burdens of this life be eased by the sweet mercy of a silvery rest."

    As he speaks, a feeling of tiredness starts growing in those caught in the area seen by the paladin.

    Then, he preapares his weapons, points it at the Deneith wardens and shouts with all his voice: "By the name of the Tribunal open this gate! Open it!"

    Spoiler: OOC
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    Casting Sleep from his second level slot: (7d8)[30] HP of people are going to have some hopefully not so sweet dreams.
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    After being pincushioned with arrows and narrowly avoiding the brunt of a fireball’s incendiary heat Gryphon strikes twice as the undead warrior in front of him.

    Spoiler: OOC
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    Bonus Action: Bladesong
    Action: Attack twice

    First Attack: (1d20+5)[17]
    Damage: (3d8+2)[11] Psychic Damage
    If Crit: (3d8)[11]

    Second Attack: (1d20+5)[20]
    Damage: (3d8+2)[17]
    If Crit: (3d8)[12]

    Use Counterspell for reaction.
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    Kleris braces as he expects the fire to wash over him. All his armor and magic wouldn't help being blasted by fire so all he could do is try to tough it out. Yet as it hit him he felt nothing, only a vision of Nameless protecting him from harm.

    As the fire passes he look around wildly for the older Paladin he had been so dismissive of. He twists just in time to spot him falling from his horse onto the ground, unmoving.


    'NOOOOOOOOO!'

    He quickly turns and grabs the fallen Paladin on the ground, refusing to entertain the idea that he would be dead. 'HEAL HIM!'

    He can feel the personality of Kleros ripping through his mind in a way he had never felt from the persona. Usually it was Istren being the intractable forceful one. Right now he can feel the change as he gathers all but the smallest fragment of his healing power that is left and pumps it into the older man. Ears becoming more elven eyes slanting slightly, face a little more ageless.

    He wrestles it under control as he sees the old man take a breath, relying in the hemet and his angle to block the view from anyone who would see.

    Spoiler: OOC
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    Not moving but reaching down to touch Maughin and heal him 11 points of Lay on Hands. Leaves Kleris with 1 point left.
    "Facilis Descensus Averni." - Virgil, The Aeneid

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  19. - Top - End - #319
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    "Oh come on, fire?" Kett mocks, "Is anyone impressed by that!? I can do that with a TORCH!" She yells after the retreating caster. She launches after him, breaking her stance to do so and eating a solid slash across her back as a reward - it would ruin her tunic. One more thing to add to the Thronehold bill. She half glances at the rest of the team. They were in dire straits, despite her words, she was still trying to win the psych game. The explosion had ripped through them hard, but they were all still up...mostly. Kind of. Didn't matter. Focus on what's in front, only what's in front. Focus. Her vision swims a bit from the pain. FOCUS. A sneaky grin crosses her face when Arimart drops the caster with a sleep spell - that should make it a touch easier to land her shots. She couldn't leave anything to chance.

    Kett's fist and foot glows once more, but this time the glow shimmers wider. Duplicates akin to mirror images fade in and out of sight as she crosses the gap between her and the mage in what seems to be a single speedy step. She slides to a stop, coming in low. Her glowing foot hooks underneath his body and launches him skyward with a detonating kick, then pulls back and and drops her hand directly into the caster's neck to throw him back down into the ground. The arm flashes forward faster than the eye before locking back into position, and for a moment nothing happens, then three more loud thwooms detonate - in a blink she'd struck him three times in rapid succession, delivering all her strength as hard as she can.

    Her attacks delivered she takes a moment, looks over the still breathing body of a soon to wake up man and scoops up his staff into her hands. Maybe this would go someway to paying off her tailoring bills.

    Spoiler: Actions
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    Move: Chasing down the caster, eating that skeleton OA.
    Attack: (1d20+7)[15](1d20+7)[26](1d6+4)[5]Stunning Strike - Succeed on DC14 CON save or stunned until the end of my next turn.
    Extra Attack: (1d20+7)[10](1d20+7)[10](1d6+4)[5] Stunning Strike - Succeed on DC14 CON save or stunned until the end of my next turn.
    Bonus Action: (1d20+7)[14](1d20+7)[14](1d6+4)[10] Stunning Strike - Succeed on DC14 CON save or stunned until the end of my next turn.
    Flurry of Blows: (1d20+7)[21](1d20+7)[22](1d6+4)[9] Stunning Strike - Succeed on DC14 CON save or stunned until the end of my next turn.

    First attack that hits deals an extra (1d6)[4] from sleepycrit.
    Advantage from sleep and then also from being prone.

    In the event that he dies before the full attacks are done she'll switch to the archer for the remaining attacks - still stunning, still flurrying, but won't have advantage on him (unless one of her hits lands a Stun).

    Potentially burning up the rest of my ki here but can't leave anything to chance.

    Pre-emptive reaction spent on Deflect Missiles. Looting the enemy staff.
    Last edited by Amnestic; 2020-07-29 at 03:45 PM.
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  20. - Top - End - #320
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    Raz

    There, a cracking inside the storm. Instinctively, Raz averted his face from the incoming fire, protecting it with his forearms and averting some of its damage. Yet, the heat has eaten through his defense and burned off part of his fur.

    Whoever spent attention to the space enclosed by walls next to the barricades as the storm suddenly disappears, might wonder whether there should not be one more of the attackers, but Raz is nowhere to be seen. Swiftly, he moves forward, passing the now caltrop-free area and his comrades, to stand at their side. He sees the mage on the ground, Kett next to him. She looks heavily injured, as does Maugrim who is on the ground, and Gryphon who stands his ground, charred from the fireball. While it concerns Raz, he shoves away any worry or hesitation. Rushing in to help one comrade, could kill another two. For now, they are sitting ducks, and the threats have to be eliminated before tending to the hurt. Hopefully, with the mage down (is he still breathing? difficult to say from where he stands...), they would yield. But if not, ... Without thinking to much about it, Raz knocks an arrow and lets it loose on the already hit archer, and letting lose another either on him or the one behind, marking him as his new prey in between.

    Spoiler: OOC
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    Moving to the square north of Kleris.
    Attacking the already injured archer first. Then casting hunter's mark. Marking this archer if he is still alive, and attack him again. Otherwise, mark and attack the one between Raz and the mage.

    Attack1A - (1d20+8)[17], Attack1B - (1d20+8)[22] for Attack1Damage - (1d8+7)[13] (if crit: Attack1CritDamage - (1d8)[7]).

    Attack2 - (1d20+8)[28], Attack2Damage - (1d8+7)[14] plus Attack2Hunter - (1d6)[6] (if crit: Attack2CritDamage - (1d8)[4] plus Attack2CritHunter - (1d6)[4])

  21. - Top - End - #321
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    When opportunities arise, they are taken. Kleris, faced with the dire possibility of seeing your group's entire plan be foiled, kneels next to the prone Maugrim and knits light through his fingertips, closing the worst of the old man's wounds. He is afforded time by Gryphon, who holds the line against his skeletal opponent. Once, twice the bladesinger lashes out with his umbral blade, and although neither strike makes a lasting cut, neither do they permit the Karrnathi undead soldier to pass.

    At that moment, Raz and Arimart enter the battle, the shifter firing off two arrows that put down a pair of archers without a sound. The Thronehold prosecutor, on the other hand, sees the wounded mage and calls forth a spell to send his target into slumber. The enemy caster, seeing the attempt for what it is, rapidly conjures a symbol out of midair and barks out an arcane word to stay awake... only for his eyes to widen as he realizes that Gryphon is mirroring his movements, and he tumbles to the ground. Kett, seeing a window to put the man down, moves in to snatch up his staff and punch him out, but in her haste the blows don’t quite land as squarely as they should, and he comes awake with a cry of pain and rage.

    Arimart, having made his plea for aid now at the foot of the gate, finds only stony faces staring down at him. Whether the Throne Wardens want to intervene or not is immaterial, as more than a few look to a man with sandy-blond hair and an officer's uniform who watches the battle impassively. He locks eyes with the prosecutor and does not look away, nor does he issue any new orders.

    Bereft of any new orders, the archers take aim indiscriminately. "Shoot down the archer," one of them calls at the others, but too late. Two missiles rush towards Kleris, neither finding the man due to the illusory crowd around him despite the first seeming like a deadeye shot. The one who shouted is a bit more careful, his arrow tearing through Raz's shoulder. Meanwhile, the Karrnathi undead launches a vicious counterattack against Gryphon. One such swing of the sword would have left the half elf bleeding on the stones, but at the last moment Arimart intercepts the cut, driving it away from its target.

    "That is enough!" The Karrnathi wizard, bleeding and bruised, rises shakily to his feet in terrible wroth. With a flick of his wrist, he calls on his final undead servant to charge Kett’s position from behind. With the monk distracted, he mutters one final incarnation, an indigo-dark aura manifesting itself around his index finger. Before Kett can dance away, the man has laid the finger on her forearm, and faster than it takes to unsheathe a weapon the woman is drained of all colour. While the woman collapses, you see that the wizard’s injuries begin to close, and the energy does not leave his fingers. To punctuate his anger, the skeleton drives its blade home in the body to bring it a few feet from death. "You all seem to forget that you stand in Karrnath. You will find no victory here, Maugrim Nameless. Lay down your arms, or the woman dies."

    The first response is a burst of terrible dawn, for Maugrim does not take this turn sitting down. Rivulets of healing energy course from his body, eradicating any traces of the disguise. Even some of the gilt and grime on his armor disappears, leaving it gleaming more clearly in the midday light. "I will not surrender to the likes of you, necromancer," he speaks, and his voice is iron. Stepping forward, the radiant aura pulses outward with his words, washing over those of you able to hear them, and you find the worst of your injuries shrinking or disappearing entirely.

    "And neither will Kett Collier."

    Spoiler: Round 3 OOC
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    With the attacks that did come in, Kleris' Mirror Image stopped a crit, but Raz took 7 damage and Gryphon took 4 (bringing him down to 1!) thanks to Arimart stopping a bigger hit. Finally, Kett took 12 damage from the mage's 5th level Vampiric Touch spell, which knocked her out and healed him by 6 points. She also took a single hit from the Karrnathi skeleton after being downed, which causes her to auto-fail her first death saving throw.

    At that point, Maugrim moved up a bit and used his (very fitting) Turn the Tide ability to heal everyone in the party by 9 hp. That would bring Kett back up to 9 hit points and conscious!
    Last edited by 3SecondCultist; 2020-07-30 at 10:18 AM.
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    Quote Originally Posted by Zeno Desaqqara View Post
    You divine bastard.

    "Life is to be lived, not controlled; and humanity is won by continuing to play in the face of certain defeat."

  22. - Top - End - #322
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    As Mhe stares into the Deneith officer's eyes, a strain of curses passes through Arimart's mind, and the desire to call him out for what is going on.
    But vengeance is not the way of the Flame, nor that of Arimart, and he has more pressing matters at hand right now.

    He sees the wizard being woke up by Kett attacks, that injure him greatly but sadly fail to finish him off.

    As the survivors of the first onslought rally and start to attack, guided by the charging undead soldiers, Arimart notices the wizard move, who drains life from Kett, only for her to receive it back again from the divine intervention mediated by the brave sir Maugrim.

    Emboldened by the efforts of his companions, Arimart designs a new strategy, and guides his trusty steed while thelepatically communicating with him.

    "Hes'nhahr, Ilu Porha, Aher Sehel Damat"*

    He advances on the horse until he reaches the fountain in the middle of the square, unmounts, looks at the wizard, points at him, and says: "This has gone long enough, you will not stop justice today!"
    As he speaks, he feigns to run toward the wizard, but immediatly goes for the undead monster, while his steed launches itself against the gravely wounded necromancer.

    Spoiler: Rolls
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    Horse Hoof Attack: to-hit (1d20+6)[7] damage (2d6+4)[6] Then DC 14 STR check to not fall prone.
    If knocked prone, second attack with advantage: to-hit (1d20+6)[13] (1d20+6)[20] (2d6+4)[11]

    Arimart Attack:
    Shove to knock the skeleton prone: STR (Athletics) check: (1d20+7)[14]

    Second smiting attack:
    To-hit: (1d20+6)[17] if advantage (1d20+6)[7] Damage with Smite: (5d8+4)[25] Bludgeoning.



    Spoiler: *
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    "Bring me here, then charge the fireballing one, try not to kill him too much."
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  23. - Top - End - #323
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    Darkness. How long it had been since she'd been dropped like that? Years at least. It did help to clear the mind, at least. All the unimportant stuff falls away. Maugrim. Karnath. Thronehold.Just the the next step on the stairs of her life. Arimart. Kleris. Gryphon. Raz. Didn't matter. Not really. Lady Dox. The Cavendish family. Countess Edana. All of it just irrelevant. They'd come and go, fleeting motes of dust to be swept away by winds of time. Her parents faces, dulled and morphed by the years that have gone by - more perfect and happy and untrue than they'd ever really been, pass by her mind. Where were they now? It didn't matter. It hadn't mattered in years. She'd forgotten them. Just like they'd wanted. Arano. Lia. The only ones she really cared about, the only ones she'd live and die for. And the only ones who would do the same for her. The smell of Arano's sweat after training, the glimmer of life in his eyes, the laugh of Lia's brilliance. All of it. She wanted to go home and hug her daughter. And now she was dying, on some stupid street against some stupid necromancer and his stupid undead. God what a waste. Arano would kill her all over again for this.

    "-lier."

    She hears barely the end of Maugrim's call as life and consciousness comes back to her, his magic snapping her eyes open as the sound of battle, crashing steel and shouts of pain and twangs of bowstrings continue to erupt around her. She was just settling into the silence too. The sky didn't match the activities below. A fight like this deserved something more than clear blue skies, but reality was rarely so accommodating. She flexes and tenses her arms, legs, feet, hands. Yep, still there. Still working. She'd love to play dead but chances are the mage would try nasty things to her body if they didn't win, so that was a no go. Her legs swing up as she jumps to her feet. "Thanks for the nap. Your turn." Not her snappiest, and she wasn't exactly in much of a position to gloat given that he'd almost killed her just then, but it'd do. She steps into his guard again, her first strike going for the back of the knee to knock him off balance. Then, take hold of the outstretched arm - they always outstretched an arm - and deliver the second strike to the elbow, shattering the joint. The pain should do more than enough to knock him down. It was really her life she was punching anyway. Kind of annoying.

    She swoops low, scooping up the mage's staff - no, her staff - from his body and ducks around behind Arimart and his righteous steed, to get her breath back, and to enjoy the glow of breaking someone's elbow. The crunch was immensely satisfying, and even if he lived she doubted it'd ever heal perfectly. "Enjoy casting spells with one hand from now on." She silently gloats.

    Spoiler: Actions
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    Attack: (1d20+7)[24] Damage: (1d6+4)[6]
    Extra Attack: (1d20+7)[25] Damage: (1d6+4)[7]

    Burning 1 ki maximum on attempting a stunning strike, so whichever attack hits first. If stun goes through, attacks get advantage.

    Bonus Action: If the mage is still alive, then Martial Arts attack: (1d20+7)[25] Damage: (1d6+4)[6]
    If still up, then last ki on Flurry of Blows: (1d20+7)[26] (1d6+4)[5]

    If the mage is down from just Attack/Extra Attack, then Step of the Wind (Disengage).

    Move: Only if the mage is still up.

    If, *somehow* the mage goes down on the first attack, she'll extra attack the skeleton and then follow the Disengage->Move line.

    Also if the mage goes down she's grabbing his staff again.

    Last edited by Amnestic; 2020-07-30 at 05:41 PM.
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  24. - Top - End - #324
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    Kleris twists his whole body back to the skeleton warrior as he feels his mirror image flicker and dissipate, swinging his blade in a long and heavy arc. He glares at the undead warrior as he does so and as the blade descends his eyes flash with a red power and he intones "Suffer the cost of your transgressions."

    As the blade descends he gathers up the last of his divine power to push into the blade, ready to rend the undead with its light.

    Spoiler: OOC
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    Kleris uses Hexblades curse, because screw this undead.
    Attack with Advantage: (1d20+7)[19] (1d20+7)[18]
    Damage: (4d8+7)[17]
    Possible Crit Damage: (4d8)[15]
    "Facilis Descensus Averni." - Virgil, The Aeneid

    “Why would I want to win anything other than a beautiful game?” - Patrick Rothfuss, The Wise Man's Fear


  25. - Top - End - #325
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    Raz

    The death of his prey gives him no satisfaction, but hearing the opponents to act out of sync does. He has hoped that they would spread their fire with another opponent on the field, and he witnesses his hopes to be true as he attempts to dodge the arrows flying his way. A few strike true, but only one makes it through his protective gear, bringing pain where flesh is torn apart. There is no time for giving into it, as he needs to observe in horror how Kett is not only assaulted by the undead warrior, but indeed the mage rises again, and starts to weave a spell. Desperately, Raz knocks an arrow, but there is no clear shot, and Kett is to injured for taking the risk. Then, for a moment, he can hear nothing in his ears but the rushing blood as he sees his ally fall, as he has seen many before. While she may be on the brink, the sight of her life being quite literally sucked out still leaves him paralyzed for a moment, the officer's spoken threat only a faint noise in the back. Then, words from the other side of the battle field. Maugrim. Whatever the man may have or have not done in the past, if he was a traitor or a savior, noble or shunned, in that moment, he is a comrade, and in fact, a captain. A captain, whose words not only lead, but also heal, bringing back life into their shunned bodies and heralding a turn of events.

    Soon, he sees his comrades spring to life again, holding their own against the armored abomination, while Arimart follows Maugrim into the fray, courageous and beautifully treacherous as he attempts to draw fire from Kett, his steed running towards the newly restored mage. And then, the warrior woman rises again, and as Raz hears the officer's bones splinter, he knows, the tide has truly come.

    He turns quickly towards the three archers. There was a chance that they would yield with their captain down, but as Raz knows from experiene, there was always the chance that it only spurs them. And as long as the grim painless would reap in their opponents rows, who could blame them from their justified hopes. Focusing on the farthest of them first, he lets lose a burst of arrows, while moving towards. Shortly before reaching them, he draws his rapier out of the sheath threatening their front row.

    Spoiler: OOC
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    So, long expositions, in the end, it's ... surprise: attack and extra attack with just a hint of recalibrating hunter's mark to the archer in the back. Should he kill the first, he shoots a non-hunter-marky arrow at the one near the pillar. I will adjust movement when I know who died, if any.
    Bonus action: target the farthest away archer with hunter's mark.
    Attack1 - (1d20+8)[22] for Damage1 - (1d8+7)[14] plus Hunter1 - (1d6)[5] (if crit: CritDamage1 - (1d8)[3] plus CritHunter1 - (1d6)[6]).

    Attack2 - (1d20+8)[27] for Damage2 - (1d8+7)[8] plus Hunter2 - (1d6)[2] (if crit: CritDamage2 - (1d8)[6] plus CritHunter2 - (1d6)[3]).
    Last edited by Niobaran; 2020-07-30 at 05:08 PM.

  26. - Top - End - #326
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    Default Re: Tales of Neutral Ground IC

    Seeing the tide start to shift in his sides favor, Gryphon quickly slashes the undead in front of him twice with his shadow blade.

    Spoiler: OOC
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    First Attack: (1d20+5)[10]
    Damage: (3d8+2)[9] Psychic Damage
    If Crit: (3d8)[13] Psychic Damage

    Second Attack: (1d20+5)[10]
    Damage: (3d8+2)[19] Psychic Damage
    If Crit: (3d8)[13] Psychic Damage
    amazing avatar of my favorite character, Gheera, by Pesimismrocks

  27. - Top - End - #327
    Titan in the Playground
     
    3SecondCultist's Avatar

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    Default Re: Tales of Neutral Ground IC

    Maugrim's announcement is the herald to your success, the man's presence bringing you all back to your feet. Gryphon and Kleris are the first to react, both half-elves working in tandem in a display of quick twin swordsmanship that blends night and day together to devastating effect. The long dead soldier, called to heel by the magics of his nation, raises its shield to block the first major glowing swing from the paladin, but in doing so it overcommits on the defense, leaving itself open to retaliation from the other comer. The Khoravar wizard's first strike goes through the abomination's wrist, severing its shield arm and causing it to drop on the ground. The second goes through its midsection. Despite its best efforts the creature cannot hold itself together, collapsing into true dust and bones.

    Before the Karrnathi wizard even has his chance to express his outrage at the sudden reversal, his would-be victim is on her feet and striking at his knee. Falling to the ground, he is helpless before the next attack, which cracks bone and drives him to the ground again. This time, he does not rise, but the faint movement of his chest indicates that he's breathing. Staff in hand, Kett retreats just in time for Arimart to charge in on his steed, leaping off as he unleashes a series of attacks against the second member of the wizard's undead honor guard. While ineffective, it provides enough cover for Raz to get off more arrows at the assembled archers and close in with them, blade in hand.

    As what little semblance of order among the Karrnathi ranks goes down with their mage-commander, the Karrnathi threaten to break rank. It's only the presence of the last undead sentinel that prevents a complete retreat, as the soldiers' final cries of 'Death holds no terror' prove their dedication to king and country and accompany a final salvo of slashes that manage to draw blood from the shifter. The necromantic soldier itself stands firm against Arimart, giving no ground and even scoring a blow of its own against the Flamite. All the same, it's clear that the battle is as good as over; to punctuate the victory, Maugrim wastes no time charging northward, halberd lashing out and separating the head of the nearest soldier from his body in a single brilliant swing.

    Spoiler: Round 4 OOC
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    Updated Map

    Less damage this time around! Kett took down the mage and Gryphon was able to bring his undead opponent down to 0 and it failed its Con save to remain integrated, so it's a goner. As far as damage that occurred this turn, it was pretty minimal - Raz took 9 from soldiers and Arimart took 7 from the undead - since the enemies are so depleted at this point. This was absolutely the turning point for this fight, and you look like you're in the clear!
    Last edited by 3SecondCultist; 2020-07-31 at 03:02 PM.
    Spoiler: Stuff I'm Working On
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    Small Justice


    An ongoing web serial about politics, vengeance, and miniature lizards. Go check it out!

    Quote Originally Posted by Zeno Desaqqara View Post
    You divine bastard.

    "Life is to be lived, not controlled; and humanity is won by continuing to play in the face of certain defeat."

  28. - Top - End - #328
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Tales of Neutral Ground IC

    Kett twirls her newly acquired staff, getting a feel for its weight, heft, and how the air flowed around it. She was capable with them, but as a general rule preferred fists. It was a lot harder to smuggle a staff than it was a her own hands, after all. Part of he wanted to just leave the rest of the cleanup to the other four, but she wasn't the only one hurt and it would be a touch unfair - and by that, she thinks that it'd reflect poorly on her - if she did sit out.

    She grips the staff with both hands and slips past Arimart's horse, spotting just a flicker of movement to the south as she does so. First thing's first though - beating the damn skeleton to re-death. She strikes low first, trying to shatter a calfbone, enjoying the solid feel of the staff. She follows through with the motion, spinning first to strike again on his arm with the staff, and then again, almost in the same moment deliver a boot to his head. It'd have to be enough for now. "Movement behind me!" She calls out, a little breathless from the fight's exertions. "If they're friends they're late."

    Spoiler: Actions
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    Move: Through the horse and mage squares to slip behind the undead.


    Attack (Advantage from flanking?) : (1d20+7)[13](1d20+7)[8][/roll]1d10+4[/roll]
    Extra Attack (Advantage from flanking?): (1d20+7)[12](1d20+7)[19][/roll]1d10+4[/roll] Edit: 9 damage, via discord.

    Bonus Action - Martial Arts (Advantage from flanking?): (1d20+7)[14](1d20+7)[13](1d6+4)[7]

    Reaction: Deflect Missiles.


    Last edited by Amnestic; 2020-07-31 at 04:48 PM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

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    OotA IC | OOC

    Master Homebrew Index (5e)

  29. - Top - End - #329
    Ogre in the Playground
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    Feb 2014
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    Default Re: Tales of Neutral Ground IC

    As the enemies start falling and his companions regroup, Arimart redoubles his efforts against the undead creature who hurt him.

    With a couple of swings he tries to finish Kett and his Steed work.

    As Kett alerts him of other people incoming, he looks to understand if they are friend or foe.

    Spoiler: Rolls
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    Smite Attack with advantage: (1d20+6)[8] or (1d20+6)[10] Smite (4d8+4)[21]
    Smite Attack with advantage: (1d20+6)[12] or (1d20+6)[7] Smite (4d8+4)[13]
    Does this poster have a sign?

  30. - Top - End - #330
    Bugbear in the Playground
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    Aug 2018

    Default Re: Tales of Neutral Ground IC

    Raz

    Seeing that the guards not yield, and start to harass him in melee, he is relieved to see that Maugrim joins his rank. Raz does not manage to seriously injure his last opponent who stands with his back against a pillar -- a fact that Raz accounts to a mixture of being a bit out of training in fencing and feeling taken back by trying to not fatally hurt the guard. At least he holds his own against the guard, giving the rest of the group the time required to put the undead to final rest. Hearing Kett's words however fill his movements with more urgency...

    Spoiler: OOC
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    Rolls in roll20, no hits.

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