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  1. - Top - End - #361
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    Amnestic's Avatar

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    Default Re: Red Hand of Doom 5e IC

    When Gaks wraps the caster in necrotic magic once more, he grunts in frustration, but the true pain that arrives is when the spry phantom steed darts away, allowing a flurry of archery shots to come down range. The caster briefly incants a sudden rush of magic to throw up a barrier, but the piercing arrows penetrate through, and he collapses to the ground in a pool of his own blood, his incantations falling silent as he takes his last breath.

    Buoyed on by Beorn and Zuri the remaining militiamen rush forward to surround and box in the razorspawn, but they have too few to keep it contained. It springs back, the poison dripping from its maw thickening before it unleashes a blast that encompasses all the soldiers and Beorn both. The noxious liquid is too much for the already injured and struggling soldiers, with all but one immediately succumbing to the pain, and even Beorn falling victim to it though he still clings to life. The monstrosity doesn't stay to finish off its fallen prey, instead climbing over the bodies of those it killed to approach Zuri, its razorsharp wingblades eager to slice up more.

    Spoiler: Map
    Show



    Razorspawn obviously fails the dexsave versus lightning bolt.
    The caster throws up a Shield spell, but it's not enough to save them, between Gaks and the archers he dies before getting off a proper spell.
    The razorspawn leaps back (no OAs) and unleashes a poison breath dealing 36 damage to the militia and Beorn. All but one of the militia take excess damage enough to kill them outright, while I believe Beorn is now on 0hp and unconscious.

    It is, however, below half health.
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  2. - Top - End - #362
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    GnomeWizardGuy

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    Zuri

    Zuri looks over at Beorn, "Get up! We need your help."

    Zuri then stands her ground, hoping her green dragon armor protects her if this thing breathes another poison cloud. She starts to grow fangs but second guesses herself, deciding this thing might be immune to poison. Instead she creates a long spiked vine and tries to pierce its hide with that.

    The snakes, not having any other option, fly down to attack and then fly up out of the way so no more than one could be attacked by the poison.

    Spoiler: OOC
    Show
    Zuri casts healing word on Beorn for (1d4+4)[7]

    Zuri attacks with thorn whip (1d20+7)[11], for (2d6)[10]

    Snakes fly down to attack, then fly up in the air and spread out to avoid the poison cloud.

    Snake #1 14AC 9HP 13THP H: (1d20+6)[26], D: (3d4+1)[8] +11 crit from OOC = 19
    Snake #2 14AC 9HP 13THP H: (1d20+6)[26], D: (3d4+1)[7] + 7 crit from OOC = 14
    Snake #3 14AC 9HP 5THP H: (1d20+6)[17], D: (3d4+1)[6]
    Snake #4 14AC 8HP 0THP H: (1d20+6)[7], D: (3d4+1)[9]

    For the snakes, 1 point is piercing, the rest is all poison damage

    Spoiler: Flying Snake
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    Flying Snake
    Tiny beast, unaligned
    Armor Class 14
    Hit Points 5 (2d4)
    Speed 30 ft., fly 60 ft., swim 30 ft.
    STR4 (-3) DEX18 (+4) CON11 (+0) INT2 (-4) WIS12 (+1) CHA5 (-3)
    Senses Blindsight 10 Ft., passive Perception 11
    Challenge 1/8 (25 XP)
    Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    Actions
    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage plus (3d4)poison damage.
    Last edited by Bobthewizard; 2021-10-17 at 06:42 AM.

  3. - Top - End - #363
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    Gaks brought her horse around the carnage to stand it next to the dead caster again. Specifically the hobgoblin. Along the way she added her efforts to taking down the razorspawn, knowing that it would need to fall soon.

    Spoiler: TOLL THE DEAD
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    It must make a 17 WIS save (1d20)[8] or take (2d12)[14] necrotic damage.
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  4. - Top - End - #364
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    Trellara added to the pounding onto the Razorfiend, firing down as soon as its attention was back on Beorn.
    Spoiler: TRELLARA!
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    (1d20+7)[14]; (1d8+4)[12] SNEAK ATTACK (3d6)[9]
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  5. - Top - End - #365
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    Beorn stands shakily, but does not let his brush with death prevent him from pressing the attack.
    Spoiler
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    stand, move into reach, attack monster x2
    (1d20+9)[25] for (1d4+6)[10] + (2d6)[6]
    (1d20+9)[19] for (1d4+6)[9] + (2d6)[10]

  6. - Top - End - #366
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    Freya

    Freya continues to cook this creature with lightning. She drops the bolt behind the creature so as not to hurt her allies.

    Spoiler
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    Aiming for the square north of the Razorspawn so it doesn't hit Beorn.

    Lightning bolt does (3d10)[16] lightning damage. Target may make a DC 16 Dexterity save for half damage:

    razorspawn: (1d20)[1]
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  7. - Top - End - #367
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    The monstrous green dragonspawn dove too quickly and without support. Without assistance from the spellcaster, or any other backup, your coordinated attacks from all sides cut it down before it can continue it's assault. The archers don't even get to loose another volley (save Trellara, who was faster on the draw than the rest of them) before the monstrosity adds its corpse to the ever growing pile of bodies that litter the road, blocking easy movement. Even still, you hear the marching of approaching enemies, though these seem less organised than your previous foes. There's no in-step marching or running, instead scrabbling, scraping, and screaming. Unholy howls of both 'man' and 'beast', echoes of the Ghostlord's minions, no doubt.

    Spoiler: OOC
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    A lotta hits on the party's part, and already injured it wasn't able to stay alive for another turn. RIP.

    From the sounds of battle, chances are this might be the last wave down this street, though the invasion continues. You've got one round of actions to prepare, move, etc. before the next initiative gets rolled.

    DMing:
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  8. - Top - End - #368
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    GnomeWizardGuy

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    Zuri

    Zuri looks over at Beorn. He still doesn't look great. "Stay on your feet, Beorn. We still need your help."

    She also hands a him a few goodberries.

    The snakes spread out find places to hide while avoiding the flame.

    Spoiler: OOC
    Show
    Zuri casts 2nd level healing word on Beorn for (2d4+4)[12]

    I think Beorn can only eat one goodberry per round, but he can have as many as you let him eat.

    Snakes fly up in the air and spread out but stay below the roofline

    Snake #1 14AC 9HP 13THP
    Snake #2 14AC 9HP 13THP
    Snake #3 14AC 9HP 5THP
    Snake #4 14AC 8HP 0THP

    For the snakes, 1 point is piercing, the rest is all poison damage

    Spoiler: Flying Snake
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    Flying Snake
    Tiny beast, unaligned
    Armor Class 14
    Hit Points 5 (2d4)
    Speed 30 ft., fly 60 ft., swim 30 ft.
    STR4 (-3) DEX18 (+4) CON11 (+0) INT2 (-4) WIS12 (+1) CHA5 (-3)
    Senses Blindsight 10 Ft., passive Perception 11
    Challenge 1/8 (25 XP)
    Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    Actions
    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1) piercing damage plus (3d4)poison damage.

  9. - Top - End - #369
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    Gaks chugged down her potion while searching the body and retook her place at the walls.

    Spoiler: OOC
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    Short resting. (6d6+18)[35] and getting all 4 first level slots back.
    Last edited by Xihirli; 2021-10-20 at 10:22 AM.
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  10. - Top - End - #370
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    Freya

    Freya had little time to catch her breath. But since another wave was approaching, she held onto her Call Lightning spell to try and whittle the next wave down quickly.
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  11. - Top - End - #371
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    Default Re: Red Hand of Doom 5e IC

    Beorn updates the leadership through the telepathic link and checks if there are any other locations that require their attention.

  12. - Top - End - #372
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    It's a frantic scramble to move back towards the wall of bodies that has formed in place of the now-destroyed barricade. Beorn barely has time to choke down one goodberry before the enemy are upon you, and Gaks though Gaks does spot a spellbook on the dead caster she lacks the time to recover it before the sounds of approaching undead get too much and she's forced back behind the 'lines', such as they are now.

    What emerges from smoke and shadow are, indeed, the Ghostlord's minions. Two of the deadly ghost lions you fought against, and three of the zombified lifestealers, their flailing arms supplemented by the grasping tentacles protruding from their decaying chests. With a bloodcurdling roar from one of the lions, it heralds the attack, and the undead run forward. The lifedrinkers dart around the bodies, sprinting with reckless abandon to stay ahead of their ghostly allies, their clawed feet scraping gashes in the stone as they move forward. The lions seem more patient, apparently happy to let their corporeal companions take the lead as they proceed carefully. The gleam in one of the lion's eyes is filled with necrotic magic, and those who remain too close risk locking eyes with the monster, and suffering the consequences of doing so.

    Spoiler: Map
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    Beorn indeed can only consume a maximum of 1 goodberry on his 'free' round.

    The enemy beat you all on initiative, so they've moved up. The lions are also Dodging. As a reminder, if you're within 30' of the "solid" lion at the start of your turn, you need to choose whether to avert your eyes or not, which lasts until the start of your next turn. Averting makes you 'Blind' (which affects spell targeting too, don't forget) but saves you from dealing with the gaze. If you don't mention averting in your post, I'll assume you're not doing it.

    Everyone's turn.
    Last edited by Amnestic; 2021-10-21 at 04:54 PM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

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  13. - Top - End - #373
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    Freya

    The enemy charged her team quickly! Freya points to a spot in the middle of the mass of enemies and a bolt of lightning strikes down, attacking the group of them. She remains in the rear position she is at, keeping away from the undead.

    Spoiler: Actions
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    Frya drops the lightning bolt in that middle square between the two lions and two of the zombies. That'll catch four enemies in the effect.

    Lightning bolt: (3d10)[16] lightning damage. Dexterity save DC 16 for half:

    Lion: (1d20)[10]
    Necro lion: (1d20)[19]
    Zombie 1: (1d20)[16]
    Zombie 2: (1d20)[11]
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  14. - Top - End - #374
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    Gaks took her webbing out of its pouch and stretched it as she cast it on the ground, layering the floor underneath two lions and two undead creatures.

    Spoiler: OOC
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    Let's see if these ghosts are affected by difficult terrain or restraining.

    Webbing all the same targets as lightning bolt. Let's do this left to right up to down
    Physical? Ghost Lion (start of turn) (1d20)[16] or restrained
    Zombie (start of turn) (1d20)[16] or restrained
    Ghost Lion (start of turn) (1d20)[11] or restrained
    Zombie (start of turn) (1d20)[10] or restrained

    And I'll layer it so that five feet of the difficult terrain is still in front of the zombies. So they're basically in the middle.

    EDIT: DC 17.
    Last edited by Xihirli; 2021-10-21 at 11:59 PM.
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  15. - Top - End - #375
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    GnomeWizardGuy

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    Zuri

    Zuri steps forward and slashes at the physical ghost with a long, spiked vine before retreating again.

    The snakes dive in and attack the physical lion, darting back to their hiding places after they attack.

    Spoiler: OOC
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    Zuri moves forward 10', attacks the physical lion with her thorn whip and moves back again.

    attack: (1d20+7)[15], damage: (2d6)[9]

    Snakes fly down, attack, and fly away using flyby.

    Snake #1 14AC 9HP 13THP H: (1d20+6)[19], D: (3d4+1)[12]
    Snake #2 14AC 9HP 13THP H: (1d20+6)[18], D: (3d4+1)[9]
    Snake #3 14AC 9HP 5THP H: (1d20+6)[12], D: (3d4+1)[10]
    Snake #4 14AC 8HP 0THP H: (1d20+6)[14], D: (3d4+1)[9]

    For the snakes, 1 point is piercing, the rest is all poison damage

    Spoiler: Flying Snake
    Show
    Flying Snake
    Tiny beast, unaligned
    Armor Class 14
    Hit Points 5 (2d4)
    Speed 30 ft., fly 60 ft., swim 30 ft.
    STR4 (-3) DEX18 (+4) CON11 (+0) INT2 (-4) WIS12 (+1) CHA5 (-3)
    Senses Blindsight 10 Ft., passive Perception 11
    Challenge 1/8 (25 XP)
    Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
    Actions
    Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1) piercing damage plus (3d4)poison damage.

  16. - Top - End - #376
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    Beorn shifts to bring the nearest lifedrinker within reach, then strikes before stepping back to cover the approach to the remaining soldiers.
    Spoiler
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    att1 (1d20+9)[17] for (1d4+6)[9] + (2d6)[3]
    att2 (1d20+9)[27] for (1d4+6)[8] + (2d6)[6]

  17. - Top - End - #377
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    Trellara nocked an arrow and waited for one of the zombies to be restrained in web before letting loose an arrow to end them.

    Spoiler: OOC
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    Ready an Action to shoot the first restrained zombie, (1d20+7)[11]/(1d20+7)[16]; (1d8+4)[7]+(3d6)[16]
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  18. - Top - End - #378
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    Freya's lightning bolt slams down upon the creatures, and though the lions shimmer in response, the damage appears to be minimal even when they didn't successfully evade its power. One of the zombies manages to dart to one side, the other less so, the electric force scorching its already dried and rotted skin. When Gaks launches a wide web net over the approaching undead, the lion creatures simply phase through it, disregarding the sticky substance as if it weren't there. The two lifedrinkers however are not so lucky. One is entrapped inside it, unable to push forward, and it is this that allows the ranged support you have to feather him with arrows and bolts. Aided by Freya's lightning bolt, the projectile rains down upon it, and it collapses. The other pushes through the web, escaping its grip and rushing forward towards Zuri and Gaks, but slowed by the webbing and the body piles it's unable to bring its deadly claws to bear.

    When Zuri and her pets descend on the lion, its potent gaze ends the life of two of them in a moment, and injures the other two. Regardless, they push on. The whipping thorns tear at its essence, but the remaining two flying snakes barely seem to make a dent in it, with the venom having seemingly no effect at all.

    The remaining, unattacked, lifedrinker leaps at Beorn, clawing at his armour, but the powerful warrior slams aside its attacks before crushing two blows with his whip, tearing thick gashes that still sizzle and jolt with power even after his weapon is pulled away.

    The lions suffer no such slowing effect from the webbing, and they both leap forwards, one pouncing on Beorn and the other on Zuri. Though its ghostly claws pass through Beorn's defenses and the magic tears at his soul, the force of the blow isn't enough to knock him off his feet. Zuri is less lucky, as her assailant throws itself upon her clawing her with enough power to throw her to the floor, and then following up by passing its spectral jaws through her body, ripping at her life force.

    Spoiler: Map
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    2 successes and 2 fails on the lightning bolt saves, though you note that lightning damage doesn't seem that effective against the lion. It is, however, more effective than the web, as both lions simply stride right through it, unaffected. One zombie is caught, the other saves. Said zombie is then destroyed by your ranged allies, who kill it in a mass volley, then hitting the (now closest) zombie for 6.

    Zuri hits with thorn whip, but since the snakes didn't avert their eyes two of them get killed by necrotic gaze. The others are damaged but still kicking. Their bites seem mostly ineffective, even though they did hit.
    Beorn smashes the zombie twice, but it's still alive. It then rushes up and retaliates, but misses both times. He also takes 4 necrotic from the gaze, having made his save.

    The more solid of the two lions then pounces Beorn, hitting him for 14 necrotic damage. He manages to stay standing and avoids getting knocked prone, which is lucky, because otherwise he'd have taken another 17+3d8.
    Zuri, however, does not stay standing. The more spectral of the two pounces her, dealing 12 necrotic, knocking her prone, and then dealing a further 22 necrotic with its followup because prone.

    Once again, gotta decide to avert eyes from less-spectral lion at the start of your turn. The allied archers in range will be averting, moving back and then attacking with disadvantage.
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  19. - Top - End - #379
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    GnomeWizardGuy

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    Zuri

    Zuri averts her eyes from the less-spectral lion. She's seen what that gaze can do. While looking the other direction, fangs appear and she tries to bite the zombie in front of her. She then disappears and reappears behind the archers.

    "Help" she says weakly.

    Spoiler: OOC
    Show
    Zuri attacks the zombie next to her with primal savagery.

    Attack: 9 from OOC, Acid damage: (2d20)[16]

    She then casts Misty step, moving 3 squares east and 4 squares south.

    Snakes are useless here so kill them off as you wish.

    Last edited by Bobthewizard; 2021-10-24 at 07:38 AM.

  20. - Top - End - #380
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    Trellara, just outside of the lion's range, fired down at the zombie in front of Gaks.

    Gaks, nearer the lions, averted her eyes and backed her horse out of there, getting some distance to join the fight another time.

    Spoiler: OOC
    Show
    Trellara will shoot the zombie adjacent to the casters. (1d20+7)[24]; (1d8+4)[7]+(3d6)[11]

    Gaks will then become un-adjacent, her horse disengaging and moving... 50 feet to the east. Gaks will then Dodge just in case.
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  21. - Top - End - #381
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    Freya

    Freya heeds Zuri's call for aid and while her lightning bolt might be too close to strike carefully, she switches up to Eldritch Blast on the zombie attacking Zuri. "Hang in there Zuri! Don't use your eyes to see those lions!" Freya will give Zuri inspiration to help her out.

    Spoiler: Actions
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    Eldritch Blasting the zombie on Zuri.

    Beam A (1d20+8)[13] (damage [roll]1d10[roll] force)
    Beam B (1d20+8)[27] (damage [roll]1d10[roll] force)

    As the bonus action, Zuri gets Bardic inspiration (1d8)
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  22. - Top - End - #382
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    The tide overwhelming him, Beorn stands his ground, trying to remove at least one threat before he falls.
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    the zombie first
    (1d20+9)[26] for (1d4+4)[6] + (2d6)[4]
    (1d20+9)[28] for (1d4+4)[5] + (2d6)[5]

  23. - Top - End - #383
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    Choosing to stay and fight, Beorn feels the sting of the lion's necrotic gaze, but it's nothing major, and he continues to strike back against the undead foe. This time, he's prepared. His shield easily deflects the clumsy lifedrinker's strikes, and when the lion moves to take Beorn's soul into his maw, his potent soul stands against it, pushing back against the necrotic claw with sheer force of will.

    The lifedrinker is hot on Zuri's retreat, but when she teleports behind one of Gak's phantom steeds its assault is deflected, its claws and tentacles ravaging the spectral skin instead of flesh. Even with the support of Zuri's totem spirit, the ghostly spirit's magic is undone by the rending claws, and it falls still. Most of your allies are forced to fall back away from the lion's gaze, but they still take potshots at the closest lifedrinker. Their aim distracted, none of them manage to pierce it's skin however.

    The lion that had moved into the centre of your formation, gleaming with dark energy, unleashes a bloodcurdling roar imbued with deadly magic, seeking to strike fear into your hearts and souls. Though most of the party manages to shirk the roar, Beorn (perhaps distracted by the lion that tried to take a bite of his life essence) falls victim to it, alongside Trellara, the crossbowmen and some of your elven rangers. In addition to the fear that strikes now into your heart, Beorn feels age creeping up on him even more than he already did - it's the same roar that aged Gaks and Zuri back in the Ghostlord's lair, but now it's powers are turned against him. Though the elves notice, the effect is minor for them. The militia soldiers clearly feel the passage of time however.

    Spoiler: Map
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    Swings and roundabouts on this one - your allied support (save Trellara) didn't hit at all thanks to averting their eyes. Beorn hit twice, Freya's first beam missed (barely) but the second hit.

    But aside from the lifedrinker killing the last non-ridden phantom steed the party took minimal damage. Temp HP kept it alive long enough to save Zuri from another hit.

    Beorn took 3 damage from the necrotic gaze. He also missed his save vs. Frightened of the more-spectral lion, and doing so made him age 20 years.
    Three of the elves, Trellara, and the all the crossbowmen are also Frightened. Those who are frightened can make a new wis save vs DC13 at the end of their turn to end the effect.

    Health update: Both zombos are a little under half health, with Beorn's being slightly more injured. Lions have had some, but minimal damage.
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  24. - Top - End - #384
    Ettin in the Playground
     
    GnomeWizardGuy

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    Default Re: Red Hand of Doom 5e IC

    Zuri

    Zuri averts her eyes and attacks the zombie. She tries to lash out with a thorny vine but attacks blindly. As she does, she summons her fey friends who appear as a pack of wolves that then surround the ghost and zombie

    "Keep your eyes closed. Kill the undead."

    The wolves keep their eyes closed and attack the nearest zombie and ghost.

    Spoiler: OOC
    Show


    Thorn Whip Attack: (1d20+7)[27], Disadvantage (1d20+7)[22], Damage: (2d6)[9]

    If the zombie falls, Zuri retreats to the east.

    Summons Wolves around the ghost and zombie. They attack, pack tactics offsets blindness, all attacks are magical

    1-3 surround the zombie and attack, moving to the ghost if the zombie falls
    Wolf #1 AC13, 15HP, Attack: (1d20+4)[7], Damage (2d4+2)[8]
    Wolf #2 AC13, 15HP, Attack: (1d20+4)[15], Damage (2d4+2)[9]
    Wolf #3 AC13, 15HP, Attack: (1d20+4)[18], Damage (2d4+2)[7]

    4-8 attack the ghost
    Wolf #4 AC13, 15HP, Attack: (1d20+4)[14], Damage (2d4+2)[7]
    Wolf #5 AC13, 15HP, Attack: (1d20+4)[9], Damage (2d4+2)[9]
    Wolf #6 AC13, 15HP, Attack: (1d20+4)[13], Damage (2d4+2)[5]
    Wolf #7 AC13, 15HP, Attack: (1d20+4)[20], Damage (2d4+2)[10]
    Wolf #8 AC13, 15HP, Attack: (1d20+4)[8], Damage (2d4+2)[10]

    Spoiler: Wolves
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    Wolf
    Medium beast, unaligned
    Armor Class 13 (Natural Armor)
    Hit Points 11 (2d8+2) (15 with mighty summoner)
    Speed 40 ft.
    STR12 (+1) DEX15 (+2) CON12 (+1) INT3 (-4) WIS12 (+1) CHA6 (-2)
    Skills Perception +3, Stealth +4
    Senses passive Perception 13
    Challenge 1/4 (50 XP)
    Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
    Actions
    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone



    Last edited by Bobthewizard; 2021-10-26 at 09:14 AM.

  25. - Top - End - #385
    Spamalot in the Playground
     
    DigoDragon's Avatar

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    Default Re: Red Hand of Doom 5e IC

    Freya

    Freya hears Zuri's words and averts her eyes from the nearby spectral lion. She commands a bolt of lightning between the zombie and the lion near Zuri, away from striking her ally. She then moves a little bit northwest across the roof to get into better position to heal Beorn and bring him back up into the fight, while getting a little distance from that spectral lion.

    Spoiler: Actions
    Show
    Averting eyes from the spectral lion.

    Calling Thunder, the bolt strikes the square south of the zombie attacking Zuri. This should also hit the spectral lion.
    Damage is (3d10)[23] lightning. Dexterity save (DC 16) for half damage.

    Zombie: (1d20)[1]
    Spec lion: (1d20)[10]

    Freya then moves four squares Northwest. As her Bonus action, she casts Healing Word on Beorn to get him back into the fight.
    Healing Word (1st level slot): (1d4+5)[7] HP healed to Beorn.

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  26. - Top - End - #386
    Titan in the Playground
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    Default Re: Red Hand of Doom 5e IC

    Beorn stands, yet again, increasingly fatigued, but sets back about his work.
    Spoiler
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    vs zombie (1d20+9)[11] for (1d4+4)[5] (2d6)[5]
    (1d20+9)[10] for (1d4+4)[8] (2d6)[3]

  27. - Top - End - #387
    Titan in the Playground
     
    Xihirli's Avatar

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    Default Re: Red Hand of Doom 5e IC

    Gaks determines that eventually, they'll need to find a way to kill those lions. She's not sure she's equipped to so much as scratch them.
    For now, she lifts a hand toward the zombie chasing Zuri and lets loose a tongue of flame to strike it.
    Trellara took aim at the zombie nearest Beorn, hoping to reduce the threats near the weakening paladin.
    Spoiler: OOC
    Show

    Firebolt on Zombie b: (1d20+9)[12]; (2d10)[11]
    Shoot Zombie a: (1d20+7)[25]; (1d8+4)[9]+(3d6)[11]


    If possible, Trellara backs further away from the lions.
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  28. - Top - End - #388
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    Amnestic's Avatar

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    Default Re: Red Hand of Doom 5e IC

    When Zuri summons her wolves and lashes out at the enemy, her ripping whip tears a chunk of flesh out of the undead, and her wolves follow suit, ripping and tearing at rotten bone and spectral essence both. Trellara's arrow flies past the fight to strike the lifedrinker, though her heart being stoppered by the spectral lion's roar keeps it from doing as much as she would like. It's Freya's calling down of another bolt of lighting from above that finally ends the unlife of the closest lifedrinker, though even with the tearing maws of the wolves and the assistance from your allies the spectral lion remains 'standing'. Its maw reaches down upon one of Zuri's wolves, clamping down on the spiritshaped fey, and immediately ending its existence on this plane with a shower of necrotic energy. Even Gaks' firebolt isn't enough to deter it from its task, though you note that its essence is looking particularly shaky at this point.

    Though Freya's healing spell does restore Beorn to consciousness, and he continues to trade blows with his aggressors - neither side landing any notable hits - he is left open to the potent necrotic gaze of the ghost lion once more. Its steely gaze strikes pain into his heart and once again he falls back into a state of unconsciousness.

    Spoiler: Map
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    Zuri hits for 9, her wolves hit the lifedrinker for 16, the lion for 22.
    Freya picks Beorn up for 7 healing, her lightning strike hits true on both undead, finishing off the lifedrinker and damaging the lion for 11 due to resistances.
    Beorn, unfortunately, missed with his attacks.
    Gaks' firebolt retargets to the nearest lion, hitting for 5 due to resistances.
    I rolled Trellara's disadvantage but she still hit the lifedrinker for 9 - no sneak attack due to being frightened. She did however make her end of turn save to now end that effect, so she's good to go next turn.
    The allied archers did a total of 14 damage to the spectral lion after resistance calculations. 1 ranger and 2 crossbowmen made their end of turn frightened save to end the effect.

    The spectral lion killed a wolf outright, knocking the number down to 7/8.
    The remaining lifedrinker and lion both miss Beorn with their attacks, but since he didn't avert his eyes (which would have given the creatures advantage against him) he gets hit by the necrotic gaze. He makes it save, but it still deals 9 necrotic damage...which knocks him down again, I believe. On the plus side, he did also make his save vs. Frightened, so that's not an issue anymore.

    The more spectral lion is now on rather low HP, while the more physical one is still going strong.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
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  29. - Top - End - #389
    Ettin in the Playground
     
    GnomeWizardGuy

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    Default Re: Red Hand of Doom 5e IC

    Zuri

    Zuri averts her eyes and attacks the ghost. She lashes out with a thorny vine, again attacking blindly. She continues to cheer on her fey friends.

    "Keep going! Keep your eyes closed. Finish the ghost and then move to the one on Beorn."

    The wolves keep their eyes closed and attack the nearest ghost. If it falls, they move to the more substantial one, hunting by sound.

    Spoiler: OOC
    Show
    Zuri moves just into thorn whip range, does not pull ghost.

    Thorn Whip Attack: (1d20+7)[22], Disadvantage (1d20+7)[21], Damage: (2d6)[6]

    The wolves attack, pack tactics offsets blindness, all attacks are magical, starting with the ghost and then the lion. If the ghost falls, move all wolves to the lion.

    Wolf #1 AC13, 15HP, Attack: (1d20+4)[8], Damage (2d4+2)[8]
    Wolf #2 AC13, 15HP, Attack: (1d20+4)[22], Damage (2d4+2)[7]
    Wolf #3 AC13, 15HP, Attack: (1d20+4)[16], Damage (2d4+2)[5]
    Wolf #4 AC13, 15HP, Attack: (1d20+4)[15], Damage (2d4+2)[7]
    Wolf #5 AC13, 15HP, Attack: (1d20+4)[5], Damage (2d4+2)[9]
    Wolf #6 AC13, 15HP, Attack: (1d20+4)[22], Damage (2d4+2)[8]
    Wolf #7 AC13, 15HP, Attack: (1d20+4)[21], Damage (2d4+2)[8]

    Spoiler: Wolves
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    Wolf
    Medium beast, unaligned
    Armor Class 13 (Natural Armor)
    Hit Points 11 (2d8+2) (15 with mighty summoner)
    Speed 40 ft.
    STR12 (+1) DEX15 (+2) CON12 (+1) INT3 (-4) WIS12 (+1) CHA6 (-2)
    Skills Perception +3, Stealth +4
    Senses passive Perception 13
    Challenge 1/4 (50 XP)
    Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
    Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
    Actions
    Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone




  30. - Top - End - #390
    Spamalot in the Playground
     
    DigoDragon's Avatar

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    Default Re: Red Hand of Doom 5e IC

    Freya

    Freya keeps her eyes averted from the spectral lion, focusing on Beorn's predicament. She switches staff hands and points the Staff of Healing at her unconscious ally. "We can rest when we're dead, Beorn! Rise up and kick their necrotic butts back to Hades!"

    Spoiler: Actions
    Show
    Freya takes up the Staff of Healing and casts Heal (1 charge) on Beorn.

    Beorn heals 70 HP, and cures blindness, deafness, and any diseases affecting him. I don't think there are any, but just mentioning it.

    Freya will remain where she is. Still averting eyes from the spectral lion.
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