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  1. - Top - End - #1411
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    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | ---

    "You could ask what they think of Shadow Druids, that might tell if they are one or if they were an ally. Maybe their profession too to see if they were someone important," Sam suggests. "Though my guess is the Shadow Druids are using wolfweres to abduct and kill people and maybe blame it on werewolf attacks or... otherwise deflect blame somehow." Why that would be he isn't too sure.

    Grepha remains silent, pondering the given name.

    Spoiler: Rolls
    Show
    Grepha History to see if she recognizes the name or family as anyone noteworthy.

    (1d20+2)[22]


  2. - Top - End - #1412
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    Spore's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 22 HP: 39/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: -
    Concentration: Bless [Caelyn, Sam, Vala]

    Senna nods briefly towards Sam. Where you allied with the Shadow Druids? And why where you here?

  3. - Top - End - #1413
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    Default Re: Iron Crisis Part 2 (IC)

    Your skin prickles as the mouth hangs open and thudding words echo forth. "NOT. ALLIES. BUT. THOUGHT. DRUIDS. MIGHT. TRADE." It bellows out at you, your souls reverberating back as it calls you to the grave. "SELL. FURS. WOOD. HERBS. I. WAS. A. TRADER." With the final question answered the animating magic dissipates and the light in its eyes and mouth vanishes, leaving with silence. One, and perhaps another still, remain untouched by the spell if you wish to continue the inquisition, but otherwise Seniyad looks towards the centre of the tree roots, awaiting your agreement to move on.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  4. - Top - End - #1414
    Ogre in the Playground
     
    purepolarpanzer's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 47/47
    PP: 17 PIv: 10 PIs: 17
    Conditions:
    Concentrating on:
    5 / 6 d8 HD
    Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd

    We've learned what we can from this poor, tortured soul. We should steel ourselves and move forward." Caelyn clenched her jaw when she thought about what these druids were guilty of, her instincts to destroy them reinforced despite her attempt to remain neutral.
    The Bear is Back.

  5. - Top - End - #1415
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | ---

    With a nod of agreement, Sam turns away from the hanging bodies and follows Seniyad deeper into the druids' home.

  6. - Top - End - #1416
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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 22 HP: 39/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: -
    Concentration: Bless [Caelyn, Sam, Vala]

    There are two outcomes for this, and neither paint the Shadow Druids in a positive light. Either the trader was killed on sight, or he was allowed to talk, and then tortured and killed. Both tell me the druids are not open for bartering. Caelyn, can you start a fire?

    We are fighting an overwhelming foe with a homefield advantage. I normally do not advocate for forest fires, underhanded tactics, or straight murder, but this is vile. Before you interject with Bahamut's teachings, Sam.
    Senna turns to her brother.

    This is a den of corruption and evil. We have pushed destruction and death to the least possible moment, but now is the time to act preemptively.

    With determination in her eyes, if no objections are said, Senna waits for the fire to prepare them for a fight.

  7. - Top - End - #1417
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | ---

    "It's also the druids' home," Sam answers, raising a brow ridge. "I was under the impression we were trying to retake it, not burn it down like maniacs."

  8. - Top - End - #1418
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    Seniyad seems a little bit put off by the speed of which Senna jumps to wanting to burn down his former home, and the other druid accompanying you grips his staff a little tighter. "If I wanted destruction I would have invited the city humans. We are here to remove the Shadows, not tarnish all nature with the same brushfire." His voice is firm. "Whatever darkness the Shadow have invited can be cleansed and removed, but the tree remains intact, or our alliance ends here."
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  9. - Top - End - #1419
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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 22 HP: 39/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: -
    Concentration: Bless [Caelyn, Sam, Vala]

    Senna sighs. They were right of course. But she was tired doing the morally right thing. She wanted the easy way out for once. May Deneir light....uh guide our way then. she says in magically enhanced words and lets the others take the lead. Do not be alarmed. As soon as I see hostile Shadow Druids, my boots will bring me towards them.

  10. - Top - End - #1420
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    purepolarpanzer's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 47/47
    PP: 17 PIv: 10 PIs: 17
    Conditions: Bless

    Concentrating on:
    5 / 6 d8 HD
    Spell Slots- 4/4 1st, 3/3 2nd, 3/3 3rd

    At the suggestion of burning down this monument to nature's majesty, Caelyn simply shakes her head in a "NO" motion at Senna. Seeing her point reinforced by her brother and the druids, Caelyn doesn't feel the need to elaborate, but more than ever she realized that she was not the only one who was struggling with bloodthirsty urges. Gods save us all. She muttered under her breath.
    Last edited by purepolarpanzer; 2022-08-09 at 02:32 PM.
    The Bear is Back.

  11. - Top - End - #1421
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | ---

    "Concerning how swiftly you waver between preaching pacifism and preaching war crimes," Grepha comments coolly, but a look from Sam halts her from chastising or taunting Senna further.

    "... It's been a long and mentally exhausting walk dealing with Grinder's bull****. Try not to get lost in frustration," he says, giving her the benefit of the doubt and moving forward with a nod to Seniyad.

  12. - Top - End - #1422
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    Seniyad continues to side-eye Senna, clearly far less trusting of her given her apparent propensity to jump to mass destruction, especially given her - apparent - clerical status. Wordlessly, he takes the lead with Vala as you move into the second chamber and the main root-room below the tree. They spread out from a central 'root' that descends from above and pierces even further below, but the roots have been gently shaped by magic in concert with the tree's growth to allow the druids to climb up into the centre of the tree above. It's a large chamber, some 50 feet wide and almost as long, with two more exits - one to your right, leading to an area blocked by a closed (but perhaps, unlocked) door and an open area to the north that, from a glance, appears to be a store room of some sort.

    Quietly, his voice barely more than a whisper, Seniyad utters "It's still too quiet. Our sleeping areas were to the right; there might be some there but-" He's interrupted by the tree roots shaking, and from their bark a woman's form stretches up out of it. Her eyes are pits of white, almost appearing blind, though she seems to have no trouble looking down at you from her root perch above. She's human, at least she seems to be. Patches of her skin appear to have become bark itself, and her red hair has taken on a root-like quality to it. "Find what you were looking for among the dead? Such magic is sacrilege, Seniyad." The woman mutters, though her mocking tone says that she cares little about it except to mock her quarry. "Faldorn." Seniyad's voice is strained with anger. "What is this? Where is everyone?"

    "Did you think we wouldn't know of your coming? That you could enter via a way known only to us druids and we would not make ready?" The seated shadow druid, dangling her legs over the root casually, wags her finger at your druidic companion. "We were preparing for you." The colour drains a little from Seniyad as he realises what he's done: lead you right into the maw of the beast.

    Spoiler: OOC
    Show

    You can basically declare combat whenever in word or in deed, I don't want to force you into it if you wanna chat with Faldorn first, but if you want to jump into blasting that works too and I'll roll initiative when you want - or until it seems appropriate from the conversation.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  13. - Top - End - #1423
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    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | ---

    With a nervous chuckle, Sam waves his hands in the air and tries to make a few placating gestures. "There's no reason to jump straight to violence, is there? How about we make a wager first?" offers, taking out the deck of cards at his waist and shuffling it.

    "Information on the city's weaknesses would be valuable for a war. Something to wager on," Grepha suggests.

    "The name's Sam, I'm from the Velamin Tenebris-"

    Spoiler: Actions
    Show
    (1d20+5)[19] Deception to disguise/misdirect from his material component and work his verbal components in disguised as name to get off a Darkness pre-initiative, targeting Minsc's Scarf carried by Grepha
    (1d20+5)[22] Grepha Help

    (1d20+6)[8] Initiative (Sam)
    (1d20+8)[21] Initiative (Grepha)


  14. - Top - End - #1424
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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 22 HP: 39/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: -
    Concentration: Bless [Caelyn, Sam, Vala]

    The necromancy is my doing, Faldorn. Senna steps forward since her position didnt matter during combat anyhow. She draws her shield. Butchering, no torturing these humans is a horrible crime against divine and natural rules. They came to trade, to talk. You did not let them leave, nor did I expect you to. But you inflicted great pain on them. Tell me, Faldorn. Is your cult aligned with animalistic therianthropes? Does death and murder amuse you?

    The cleric takes a deep breath, and looks to Sam, then at Seniyad. We have come to solve this conflict with as little violence as possible. We came almost alone, against the guidance of our druidic allies. Even if you try to kill us, you will not get us all, and you will pay a terrible price for trying to do so. We can bargain information, alliances and other treaties. Attacking us will only cost lives, and will do nothing but harden the hearts of man against you.

  15. - Top - End - #1425
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    Default Re: Iron Crisis Part 2 (IC)

    The shadow archdruid shrugs, mocking Senna's words. "Death is a part of the cycle. They feed the earth, and can no longer bring it harm. Harm of the sort you wished to bring. So quick to jump to fire as a solution." Faldorn admonishes Senna with a glib smirk. "I see your bluff little arsonist, you came alone because you have no support, and Seniyad is desperate. Make no mistake, you have nothing I want, except your lives. You can either fight on the side of justice, or die on the side of those who would see this land torn asunder."

    She doesn't see Sam's spell coming until the group is ensnared in darkness, but neither does she seem terribly surprised or concerned when the bubble appears around you all. "Perhaps you are closer to the darkness than I gave you credit, Seniyad." She snaps her fingers and two more figures emerge from the base of the tree roots, slipping out from the bark as if it were a veil of water instead of hardened wood - wolfweres, hulking with muscle and fur, and glistening maws. In the far distance you hear a rumbling of earth, back down the tunnel you came from, and though you can't see it you can intuit clearly that the route you took has now closed itself to you.

    Spoiler: Map
    Show



    Initiative:
    Grepha->Vala->Faldorn/Others->Party+Druids->Enemies->Party->Enemies->Etc.

    Despite rolling enemies in two groups along with the friendly druids as a group, it still turned into Party->Enemies->Party->Enemies after the first go round. RNG be like...

    Grepha's up.

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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  16. - Top - End - #1426
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    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 48/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | ---

    Hearing that word come out of Faldorn's mouth causes Sam's face to contort in disgust behind the veil of darkness. "The name of justice is poisoned when it touches your lips." Taking wing from his shoulder, Grepha ascends just a little bit into the air, placing the stone wall between herself and Faldorn. A slithering darkness gathers behind one of the wolfweres' ears and crawls inside, stinging with psychic pain.

    "The mighty Faldorn certainly lives up to her reputation... such a b**** she has only dogs to attend to her," the raven mocks as she flaps at the heart of the darkness.

    Spoiler: Actions
    Show
    Grepha flies 2 Up and West, above the hooded mook druid.
    Cast Mind Sliver on Wolfwere B.
    (1d20)[10] Int save vs DC 12 or take (1d6)[1] psychic damage and -(1d4)[3] on its next save.


  17. - Top - End - #1427
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    Default Re: Iron Crisis Part 2 (IC)

    There's a pained yip when Grepha's spell tears at their mind, but ultimately it's a minor tear at them and they press on regardless. Smug, superior, and from her position of height Faldorn incants a short spell and there's a burst of mind-fuzzing magic. Most of you resist it, the magic failing to sink its fangs into your brains, but Vala and Grepha find themselves muddled by it, and it holds Vala back from striking out as she'd planned against the charging wolfwere. The two beastial humanoids leap forward, seeking to surround you on both sides. One targets Seniyad, tearing at him from the darkness, while the other one seeks out Sam, aiming to tear the darkness from him - and finding its mark with tooth and claw, ripping out scales and drawing blood.

    There's a momentary flash of surprise from Faldorn when Senna appears at her side, but it vanishes back behind her mask of superiority.

    Spoiler: Map
    Show




    Eastern Wolfwere fails save vs. Mind Sliver, so they've got a -3 on their next save.
    Vala readies an attack for being charged at.
    Faldorn casts Confusion. The party rolled very well on their Wis saves - Faldorn's confusion only affected Grepha and Vala, everyone else (inc. druids) saved successfully.
    It does stop Vala from using her reaction though.

    Wolfweres jump forwards, flanking on both sides. Seniyad takes 11 total damage. Sam takes 5 piercing and 10 slashing damage from a bite+claw combo (even through disdavantage).

    Senna teleports. She is 20ft up, balancing on a tree root, next to Faldorn. And now everyone's up.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  18. - Top - End - #1428
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 33/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    Concentrating (Bane) | ---

    The veil of darkness proves less effective than he'd hoped, as Sam is shaken by the leg and loses his hold on the magic. He attempts to jab a mental command to stop into the creature's mind long enough to get away, while cracking open a fortune cookie. "I can only live where there is light, but shall die if the light shines on me. What am I?" he recites.

    Above, Grepha flaps unsteadily and closes her eyes, trying to force out the hallucinations spinning in her vision.

    Spoiler: Actions
    Show
    Sam
    Casts Mind Thrust on Wolfwere B as BA
    (1d20)[18] Int save at -3 vs DC 14 to halve (3d6)[14] psychic damage, if it fails it cannot take a reaction and on its next turn can only take a movement, action or bonus action
    Snap open a fortune cookie, casting Bane on the Wolfweres and Faldorn
    (1d20)[8] Faldorn Cha save vs DC 14
    (1d20)[6] Wolfwere A Cha save vs DC 14
    (1d20)[11] Wolfwere B Cha save vs DC 14
    If Wolfwere B failed its save vs Mind Thrust, Sam will move behind Hooded Druid since no reaction to AoO

    Grepha
    Confusion results in no action, save to end is 15.


  19. - Top - End - #1429
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    purepolarpanzer's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 47/47
    PP: 17 PIv: 10 PIs: 17
    Conditions:
    Concentrating on:
    5 / 6 d8 HD
    Spell Slots- 4/4 1st, 2/3 2nd, 3/3 3rd

    Caelyn snarled in fury as she raised her staff. "Begone, servants of Shadows! I have no quarrel with nature's brutes, but I will end you to get to your master!" The elf released a hail of singing missiles at the nearest wolfwere, attempting to scorch it.

    Spoiler: OOC
    Show
    Three Scorching Rays. To hit- (1d20+7)[9], (1d20+7)[23], (1d20+7)[14]. Damage- (2d6)[8], (2d6)[6], (2d6)[6]. In case of a crit- (2d6)[10]. All fire damage. Pew pew lasers.
    The Bear is Back.

  20. - Top - End - #1430
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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 22 HP: 39/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: -
    Concentration: Bless [Caelyn, Sam, Vala]

    Incanting the simplest of arcane spells, Senna slams three magic orbs into the side of Seniyad. Counterspelling was a complicated manner, disrupting concentration was far easier.

    Spoiler
    Show
    Magic Missile 3x vs Seniyad (1d4+1)[4]


  21. - Top - End - #1431
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    Sam's mind-bending spells twist across the battlefield, but even with Grepha's assistance the first one doesn't land properly against the animalistic mind of the wolfwere, perhaps too 'alien' for Sam to properly grasp at first. It doesn't save them from the followup, and all three of your opponents find themselves hindered in their assaults. Perhaps noting the relative fragility of the party, Seniyad and his companion both nod to one another and shapeshift, changing their forms into those of massive brown bears that rush to take the frontlines, swiping at the wolfweres with massive claws and receiving deep slashes from their foes in return - though Sam's mindbend stops the weaker one from doing too much damage.

    One of Caelyn's scorching rays is actively knocked aside by the wolfwere, risking the flame to swat the magic like a bug, but equally it leaves it open to the second two to slam into its chest, and by the time Vala, Caelyn and your new bear-friend are finished the wolfwere is bleeding heavily, barely standing.

    Beams of light stream at Faldorn, who still has yet to stand from her sitting position, and though it looks like she tries to ignore it the effect of the pain does bring her own confusing spell to a close, allowing you all to act freely once more. Her scowl momentarily twists to rage as her next spell creates a massive burst of sound and thunder that shakes the cavern you're in, attempting to force Senna from the tree. She stands firm, but Senna's boots end up doing the job for Faldorn anyway as she's teleported back down to the masses, back into the thick of things.

    Spoiler: Map
    Show





    Recount:
    Sam: The wolfwere barely squeaked a save against Mind Thrust, taking half damage. All three failed their saves vs. Bane.
    Caelyn: Two scorching rays hit, for 12 total.
    Senna: Magic Missile hit, breaking Confusion concentration on the second roll.

    Seniyad: Wildshaped into a brown bear, smacked wolfwere A for 22 total.
    Hood-druid: Wildshaped into a brownbear, smacked B for 17 total.
    Vala: Went glowmode, hit wolfwere B for 23 total.

    Faldorn: Upcast a Thunderwave on Senna to try to knock her down. She barely made her consave, so only took 6 thunder damage instead of 13 + fall damage.
    Wolfwere A: Hit Seniyad-Bear for 20 total.
    Wolfwere B: Would've hit for 30, but between Bane and Vala's reaction this was reduced down to 2.

    Everyone's up.

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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  22. - Top - End - #1432
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    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 33/48 | AC: 13 HP: 17/17
    PP: 10|13 PIv: 15|12 PIs: 11|13
    Concentrating (Bane) | ---

    Continuing his metal assault on the wolfwere next to him, Sam tries to earn himself some space to start blasting by bombarding it with fear and doubt. Above, Grepha flaps briefly into view to hurl a serpentine shadow at Faldorn, slithering through the air. Then she glides back into cover behind the wall, to avoid reprisal.

    Spoiler: Actions
    Show
    Sam
    Casting Dissonant Whispers on the wolfwere next to him.
    (1d20)[5] Wis save vs DC 14, to halve (3d6)[11] psychic damage, if it fails it must use its reaction to flee from him

    Grepha
    Move 1 E, and EB Faldorn
    (1d20+4)[15] to hit
    (1d10)[5] force damage on hit
    Then move 1 W back behind the wall cover.


  23. - Top - End - #1433
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    purepolarpanzer's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 47/47
    PP: 17 PIv: 10 PIs: 17
    Conditions:
    Concentrating on:
    5 / 6 d8 HD
    Spell Slots- 3/4 1st, 2/3 2nd, 3/3 3rd

    Caelyn watched the wolfweres strike her druidic allies, and as she struggled to line up a shot, she realized that there may be more efficient uses of her talents. She approached the bear that emerged from Seniyad, placing a hand on his back and channeling positive energy to heal the wounds the canine fey beasts were causing.

    Spoiler: OOC
    Show
    Level one cure wounds for Seniyad, healing (1d8+4)[7] damage.
    The Bear is Back.

  24. - Top - End - #1434
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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 22 HP: 33/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: Spiritual Weapon (3rd) [1/10]
    Concentration: Bless [Caelyn, Sam, Vala]

    The dead shall not fall silent to your doing! Senna beckons forth a calm bright blue light orb. Its appearance is accentuated by a bell tolling.

    Spoiler
    Show
    Spiritual Weapon upcast to third level. Also Toll the Dead.
    Weapon (1d20+7)[26] and (2d8+4)[15] force
    Toll the Dead (1d20)[17] or take (2d12)[12] necrotic. Both on Bearwere B, with the weapon appearing above Vala.


  25. - Top - End - #1435
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    Default Re: Iron Crisis Part 2 (IC)

    Already weakened by Sam's previous spell the wolfwere is unable to muster any defense against the follow up, and finds itself forced into a swift retreat. Seniyad takes a swipe at the monster, but it ducks away before the claws can rake its back, and the bear might have been slowed by its wounds, though Caelyn puts some work into patching these up. Senna's combination of bell and glyph bring a magical assault down upon the nearby monster, and any hope it had of fleeing or victory is cut short as most of its upper body is obliterated in a surge of divine energy. What's left falls to the ground to feed the earth once more. Freed from safeguarding against the beast claws, Seniyad's companion shifts back into his human form and urges Vala forward with a pat on the shoulder, charged with natural magic. She grows, her glowing form reaching up to not quite double in size, but not far off.

    Now far larger, the spear wielding warrior leaps up, climbing at the tree's side and swinging her way onto the branch on which Faldorn sits, forcing the smug shadow druid to finally stand and treat the matter seriously. Vala's spear lashes forward slicing at her opponent who fails to adequately dodge as it draws blood and causes a cry of pain. "You will feed the earth!" She cries out as she channels another spell and Vala leaps back in preparation, but at the last moment Faldorn retargets to your collected group on the ground below.

    All around your the earth churns, burst in great streams of mud and stone from above, below, and the walls around you. Only Sam seems to grasp the flow of the earth, and the rest of you receive the full brunt of the natural assault. So great is it that Seniyad's companion fails to maintain his enlarging spell, and Vala quickly shrinks back down to a small size. You're left with uneven earth beneath your feet, promising a difficult path - not that it affects Senna, whose boots kick into action once more and send her to balance perilously atop the branch on the opposite side of Faldorn to Vala, flanking her.

    And below them both, Seniyad and the remaining wolfwere trade claws and bites, locking each other into animalistic combat. Seniyad lands a particularly harsh blow, but the injured wolfwere gives as good as he gets and very nearly 'kills' Seniyad's animal form, were it not for Caelyn's healing and the quick reaction of Vala deflecting some of the damage with her divine light.

    Spoiler: Map
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    Recount:
    Wolfwere fails its save vs. Dissonant whispers and runs off. Seniyad fails his OA.
    Grepha misses Faldorn, but just barely.
    Caelyn heals Seniyad (which turns out to be important).
    Senna nukes wolfwere B.

    Seniyad crits once for 13 on the wolfwere, then misses. The other druid comes out of Wildshape and casts Enlarge on Vala.
    Vala uses her speed and size to climb the tree (had she not been enlarged, she'd have had to dash) and attacks Faldorn recklessly, hitting twice for 10 and 15.

    Faldorn casts Erupting Earth (4th) on the party. Sam makes his save, so he only takes 13 damage, but Senna, Caelyn, Grepha and Hood-Druid take 26 magical bludgeoning damage. Hood Druid barely flubs his concentration save on Enlarge, so Vala shrinks again and loses her damage bonus. I'm relatively sure that nukes Grepha, but in case I missed something I kept her token around just in case.

    The brown square is now Difficult Terrain, from Erupting Earth.

    The wolfwere tears into Seniyad-Bear, and drops it very low, but still in place thanks to Caelyn's healing and Vala's reaction.

    Everyone's up!
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  26. - Top - End - #1436
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock | Imp Warlock
    AC: 12 HP: 20/48 | AC: 13 HP: Banished
    PP: 10|13 PIv: 15|12 PIs: 11|13
    Concentrating (Bane) | ---

    The sudden surge of broken, churning earth blasts through Grepha's body, leaving her spirit the short trip back to its passive bound form. Leaping out of the pit of shattered clumps and squelching mud, Sam releases a focused howl of rippling air up at Faldorn on her imperious perch.

    Spoiler: Actions
    Show
    Sam
    Move 1 N, 2 NW.
    Use Platinum Breath on Faldorn.
    (1d20)[4] Dex save vs DC 13, to halve (3d6)[16] force damage


  27. - Top - End - #1437
    Titan in the Playground
     
    Spore's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Senna
    Human Arcana Cleric
    AC: 22 HP: 7/39
    PP: 17 PIv: 12 PIs: 17
    Conditions: Spiritual Weapon (3rd) [2/10]
    Concentration: -

    Senna's concentration is crushed by an onslaught of earth and wildly teleporting around. As she appears next to Faldorn on the tree again, her hair is covered in earth and mud, her face and body bruised and battered by rocks. She definitely has seen better days.

    Take out the leader! the cleric shouts before channeling the full force of magic into Faldorn's side.

    Spoiler
    Show
    Magic Missile for a third level spell. (1d4+1)[4] x5
    Weapon (1d20+7)[27] and (2d8+4)[14] force (+7 crit damage rolled in Discord) Target is Faldorn. 4 squares over and 2 up should suffice for the weapon to hover over to Faldorn.
    No bless anymore, and I am not recasting since I feel we need to burst the caster down before continuing.

    Last edited by Spore; 2022-08-22 at 08:59 AM.

  28. - Top - End - #1438
    Ogre in the Playground
     
    purepolarpanzer's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Caelyn Syol'arael
    Wood Elf Druid
    AC: 15 HP: 21/47
    PP: 17 PIv: 10 PIs: 17
    Conditions:
    Concentrating on: Healing Spirit (10 rounds)
    5 / 6 d8 HD
    Spell Slots- 3/4 1st, 1/3 2nd, 3/3 3rd

    Jostled, bruised, and pained by the erupting earth, Caelyn shouts "Spread out! Make it harder for her to catch us all togeth- OOPH!" A leaping stone caught her in the jaw before she could finish her sentence, and when she looked up at the Shadow Druid there was red, fiery murder in her eyes. But, gripping her wounded body, she swallowed her hatred and stayed on task. Raising one hand, she summoned Bokono in a rush of flames, but did so far away from anyone, making sure the eruption didn't strike her allies. Besides, it was not the elementals offensive capabilities that she was counting on.

    With her other hand, she summoned her old healing spirit directly under Seniyad, determined to keep his bear form fighting fit as long as possible. The rabbit nuzzled the bear, and the searing heat of her magic knit wounds together with the boosted efficiency of her bond with her wildfire spirit.

    Spoiler: OOC
    Show
    Moving to try to get some space from our allies so we are not in a conveniently AOE'd cluster. Summoning Bokono, but far away from anyone to avoid burning allies. Casting healing spirit as a bonus action under Seniyad, healing the bear for (1d6)[1] plus (1d8)[2].
    The Bear is Back.

  29. - Top - End - #1439
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Iron Crisis Part 2 (IC)

    Sam's breath engulfs Faldorn and threatens to knock her off the perch, but she remains standing, only to receive a burst of magical energy from Senna's missiles and spiritual glyph causes her to fall. She laughs as she goes, her body disintegrating from the pure energy but what hits the ground is no corpse, but a small sewn doll of cloth and straw. Faldorn's laughter carries up into the tree, echoing as if her spirit is escaping from you.

    Seniyad, buoyed by another burst of healing from Caelyn, combines his strikes with that of his fellow druid to bring the final wolfwere down before it can do more damage with its claws. To make sure it's dealt with, Seniyad crushes its skull with one massive paw when it goes down, in a shower of brain-juice. Retaining his bear form, Seniyad sniffs at the air and then shakes his massive furred head. It seems he judges you're not under any imminent threat, but given the sudden appearance of the wolfweres that might not mean much.

    Vala, still atop the tree, scopes what she can see but there's little to remark upon. "I'm guessing she won't have gone far? She did seem pretty confident still."



    Spoiler: OOC
    Show

    Combat over. Few options: Give chase? Explore more of the 'below the tree' area? Rest to recuperate? Maybe something else I didn't consider.

    Hood druid will offer to drop some spell slots on healing if you're going to push on without resting.


    Spoiler: Int (Arcana) DC18 on the doll
    Show

    Dolls like these are sometimes used by hags, binding portions of creature's souls to objects to allow them to act through them while staying safe elsewhere, though the cost to do so is not minor, and destruction of such dolls can have great repercussions on the bound individual.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  30. - Top - End - #1440
    Firbolg in the Playground
     
    BlueKnightGuy

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    Apr 2013

    Default Re: Iron Crisis Part 2 (IC)



    Cheerful Sam | Grepha
    Half-Dragon Warlock/Bard | Imp Warlock
    AC: 12 HP: 20/48 | AC: 13 HP: Banished
    PP: 10|13 PIv: 15|12 PIs: 11|13
    --- | ---

    Landing from his wing-assisted jump, Sam spins around, scanning the area. But it all seems silent after the Shadow Druid's strange doll falls and the wolfweres are silenced. He draws closer to the effigy and prods it with a toe, frowning. "Some kind of double? I'm guessing she's got more trouble waiting for us upstairs, but it's not safe to get comfortable here when they could come out of the walls. We should go after her."

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