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Thread: Cyre Red (IC)

  1. - Top - End - #61
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    Amnestic's Avatar

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    Default Re: Cyre Red (IC)

    Surge's first arrow lands inside the elemental's form and causes a surge of bolts where it 'impacts', though the second one is caught by the electricity and deflected before it can find its mark. The elemental moves forward, though a tether still remains tying it to its original Conductor Stone. The nimble shifter deftly dodges past the creature's first swinging arm of lightning, but the second one seems to hone in and unleashes a scorching jolt of pain through the bow-wielder.

    Adam's conjured hammer slams down on the central elemental, and though it discharges lightning in return, Adam isn't close enough to be hurt by it.

    Spoiler: Map
    Show



    Surge hits once for 16 (barely, but a hit's a hit!), misses with the nat 1.
    The elemental moves forward and misses Surge once, then hits him in return for 14 lightning damage.

    Adam hits with spiritual weapon for 9 and sets up his Twilight Sanctuary. And yes, that description does indicate a 'lightning shield' type effect.


    Initiative order:

    Surge: [22]

    East Lightning Elemental: [19]

    Aanash: [18]
    Adam: [14]
    Iron Witch: [11]

    West Elemental 1: [11]
    Centre Elemental 2: [5]

    Honor: (1d20)[3]
    Svek: (1d20)[3]

    Adam's taken his turn, so Aanash and Iron Witch(+witchling) are up.


    In addition, whenever you cast a spell roll a d12 for me please.


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  2. - Top - End - #62
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    BlueKnightGuy

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    Default Re: Cyre Red (IC)

    Aanash
    Tiefling Barbarian/Wizard/Warlock
    AC: 19 HP: 57/57
    PP: 12 PIv: 11 PIs: 12
    Conditions: Arcane Ward (5/5), Temp HP (8)

    With just enough self control not to run in and whack a lightning elemental with his metal hammer, Aanash draws a javelin from his back with his other hand, hurling it forward. Leaning back, he looks past Svek and the Witch, taking a few steps forward to make himself a more obvious target for that lightningbug.

    Spoiler: Actions
    Show
    Javelin attack at Mid-Elemental.
    (1d20+8)[12] to hit
    (1d6+5)[11] damage on hit

    Then move 4 W.

    Last edited by RandomWombat; 2022-09-11 at 12:45 AM.

  3. - Top - End - #63
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    Default Re: Cyre Red (IC)

    The Iron Witch
    Winged Tiefling
    AC: 18 HP: 38/38 THP-/-
    PP: 14 PIv: 15 PIs: 11
    Conditions:
    Concentrating on:
    5 / 5 d8 HD
    Spell Slots- 4/4 1st, 2/2 2nd
    Misty Step 1/1 Bless 1/1 /LR
    Cannon: 0/1 Fireball wand 7/7

    Witchling
    AC13 HP: 18/18
    16PP

    Cannon turret
    AC18 HP: 25/25

    Lightning elementals emerged from the rail. The Witch almost felt bad for the things; trapped here in the apocalypse, without even a purpose to fufill. Well, no sense anthropomorphising them; elementals didn't think like people did.

    "Stay close,"
    she said, unnecessarily; the Witchling still clung to her hat as normal.

    With her teeth bared, she retrieved what looked like a stake from her belt and stabbed it into the ground. Swiftly, it unfolded, far more than should have fit in the space of such a spike, into a doll vaguely remmiscent of the Witch herself, and armoured doll perhaps three feet tall. This one had a blank face but for a single cyclopean eye. Beneath its cloak, it brought to bear a cannon it cradled in both hands, marching forward with a rythmic step.

    She whistled, a sharp, piercing note, and then a trill, and the doll leveled its cannon at the elemental and fired, a bolt of force whipping out to drive the elemental back. With mechanical motion, and zero hesitation, the doll soldier cycled its rifle.

    With a tight nod of satisfaction, the Witch took off with a great flurry of her raggedy black wings, flying south, away from the elementals.

    Spoiler: OOC
    Show

    Action: The Witch spawns a turret.
    BA: The turret marches 10ft west and 5ft south and shoots at the elemental. On a 19, if that hits, it does 13 force damage and knocks the elemental back 5 ft.
    Move: The witch (and witchling carried with her) take off and fly 15ft south.
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  4. - Top - End - #64
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    Default Re: Cyre Red (IC)

    Aanash's javelin flies true, but the moment it would have impacted against the elemental a hole opens in its electrical body and the projectile soars straight through, before it swiftly closes again, as if it had never struck at all - and indeed it seems no worse for wear. Iron Witch's turret seems to have more success, as the burst of magic causes a momentary fluctuation in its form. It rushes forward in retaliation swinging left and right with its arms. Aanash deftly dodges in return, the lightning barely getting close to him, but the stalwart turret is not so agile and receives a blow to the head that sends jolts throughout its form.

    To the north, the final elemental stabs an arm directly into Aldruarch's core, the discharge surging throughout with such power that the beast of Daanvi almost immediately fades from view. It attempts a follow up on the former steed's master, but the warforged blocks the blow from landing true.

    Spoiler: Map
    Show



    Aanash misses with his Javelin. Don't worry about the description, that's just fluff - it just didn't roll high enough vs. AC.
    Turret hits and knocksback.

    West elemental misses Aanash (nat 1 babyyy), hits turret for 15.
    I forgot to include Honor's mechanical steed on the last map, so I did for this turn...and then the centre elemental went and killed it in one hit (21 damage) so it vanished.
    It then misses Honor with its follow up attack.



    Initiative order:

    Surge: [22]

    East Lightning Elemental: [19]

    Aanash: [18]
    Adam: [14]
    Iron Witch: [11]

    West Elemental 1: [11]
    Centre Elemental 2: [5]

    Honor: (1d20)[3]
    Svek: (1d20)[3]


    Honour, Svek, and Surge (as part of the new round) are now up.

    In addition, whenever you cast a spell roll a d12 for me please.


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  5. - Top - End - #65
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    First Sergeant Honor
    Warforged Paladin of Conquest
    AC: 19 HP: 54/54
    PP: 11 PIv: 9 PIs: 14
    Conditions:
    Concentrating on:
    5 / 5 d10 HD
    Spell Slots- 4/4 1st, 2/2 2nd
    Lay on Hands- 25/25

    Honor sees the arcs of lightning flying at his compatriots when they strike the elementals. Looking to the one that menaces him and surge, he shrugs, draws his hammer off his back, and utters the command word that causes it to glow with incredible heat. "We shall see what breaks first, stormling. The hammer or the anvil." Then, with a mighty battle roar, Honor steps forward and swings mightily.

    Spoiler: OOC
    Show
    Maul attack, with flame tongue active for more damage. Two attacks- (1d20+7)[26] to hit, and (2d6+4)[15] bludgeoning, plus (2d6)[5] fire. Second attack- (1d20+7)[13] to hit, and (2d6+4)[7] bludgeoning damage, plus (2d6)[10] fire damage. If either attack hits, he will activate a level one divine smite for an additional (2d8)[11] radiant damage.
    The Bear is Back.

  6. - Top - End - #66
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    GnomeWizardGuy

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    Default Re: Cyre Red (IC)

    Svek, Kobold Sorcerer | AC: 16 HP: 52 +6 /52 | PP: 15 PIv: 10 PIs: 12
    Spell Points: 24/27 Sorcery Points: 5/5
    Conditions:


    Svek is not amused by the lightning rail. For him it is just a guide to their destination, and he has no desire to pull up the stones for a few pieces of gold, but he of course won't stop the others if that is what they want to do. Before they get a chance though, the trap is sprung.

    He sees the elementals engage his friends, but he's not quick enough to stop them. Seeing that to his east we have them outnumbered three to two, he instead turns to the west and moves to help Aanash, who is fighting one of them alone. Obviously too late, he still tries to warn Aanash.

    "Look out, Aanash. Try not to get too close."

    He then does his best to turn into a dragon, spreading his wings and lifting from the ground, flying up into the air and breathing acid down upon the elemental. It feels good to let go and become the dragon he's meant to be.
    Spoiler: OOC
    Show

    Action:Breath acid on western elemental. Acid damage (3d6)[11], DC16DEX save for half.
    Bonus Action:Cast Dragon's breath
    Reaction: shield if needed
    Movement:2S, 1W, 15' up.
    Object Interaction:
    Concentration:Dragon's breath, Round 1/10

    Spoiler: Notes
    Show
    Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
    Haydith ir'Wynarn, Princess of Karnnath
    Kellar d'Kundarak
    Mialee, a Valenar elf who is training Oargev's troops
    job in Kalazart (have map)
    rescue salvage crew
    Bring back documents
    Kundarak loot can be sold to Kundarak
    In New Cyre - Cyran Metalworks for armor and weapons
    Dalsin's Wondrous Emporium - some magic items
    Last edited by Bobthewizard; 2022-09-12 at 07:57 AM.

  7. - Top - End - #67
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    GreenSorcererElf

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    Default Re: Cyre Red (IC)

    Surge the Sellsword
    Shifter Ranger
    AC: 17 HP: 30/44
    PP: 16 PIv: 15 PIs: 13
    Conditions: Devil Panther's Sight (120 ft)
    Concentration: -

    Suffering a shocking surprise, Surge is not particularly happy, but his deteriorated archery skills need range to practice. Not wanting to be shocked again, he casts Zephyr Strike, his movements becoming smoother, almost one with the wind. Safe from lightning, he moves 3 tiles south, and four tiles west, ending up two tiles north of the Iron Witch, before He shoots at the eastern elemental twice, calling upon the wind to guide his strike.

    Spoiler
    Show

    Assuming the Eastern Lightning Elemental is still up, shooting it twice. If it is not up, or it goes down after the first strike, target the center elemental.
    Using Zephyr Strike on his first attack, which grants advantage, and some extra damage.
    Rolled 25 to hit. (1d8+9)[10] Piercing + (1d8)[8] Force
    2nd attack
    Rolled 21 to hit. (1d8+9)[11] piercing damage.

    Last edited by Archmage1; 2022-09-12 at 10:27 AM.
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  8. - Top - End - #68
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    When Svek takes to the air and breathes down upon the western target, it undulates wildly and the acid seems to slip through innumerable tiny gaps in its body, and that which does find its 'mark' seems to evaporate from the superheated electricity all the faster. Still, it definitely did something.

    Honor's massive maul slams down upon the more injured of the elementals beside him. Its form buckles, trying to reshape but it's slow to reform after the magical blow. The flames lick against lightning, but while it seems to be doing something to disrupt them, it's not nearly as effective as the blunt force of a (magical) hammer.

    Though Surge's spell takes effect, the ambient magic in the air catches the tail end of the spellcast and weaves it together. Before your eyes, a cloud of swirling wind and magic forms, its form seeking to unleash itself against the nearest targets it can see. It is, you are certain, a living spell. While not all areas of the Mournland create them, some are more magically volatile than others. Still, one formed from a Zephyr Strike spell is almost certainly less of a threat than three fully formed lightning elementals, so Surge's target is set. The two arrows pierce through the elemental threatening Honor, the magic imbued inside each projectile sending jolts of their own through the target. With what might have been a roar of pain, if it felt pain like mortals do, the tether binding it to the Conductor Stone breaks, and the stone shatters due to the magical backlash. The elemental vanishes.

    Spoiler: Map
    Show



    The elemental makes their save against Svek's breath, and acid resistance knocks the damage down further unfortunately.
    Honor hits with one attack (and smites with it) and misses with the other. He takes 9 lightning damage from the lightning shield. You also judge that they have fire resistance.
    Surge finishes off the eastern elemental.

    I couldn't see d12s for spellcasts this turn so I did it - Zephyr Strike rolled a 1, so a Living Spell - Zephyr Strike has spawned. It rolled a 4 on Initiative. You should assume it is hostile, probably both to you and the lightning elementals, if you think you can maneuver accordingly. In case it's hard to see on the map, it's currently in the square southeast of Honor with a little red mark on it.

    Aanash, Adam, and Iron Witch are up.


    Initiative order:

    Surge: [22]

    East Lightning Elemental: DEAD

    Aanash: [18]
    Adam: [14]
    Iron Witch: [11]


    West Elemental 1: [11]
    Centre Elemental 2: [5]

    Living Spell: Zephyr Strike: [4]

    Honor: (1d20)[3]
    Svek: (1d20)[3]


    In addition, whenever you cast a spell roll a d12 for me please.


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  9. - Top - End - #69
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    GreenSorcererElf

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    Default Re: Cyre Red (IC)

    Adam, still sort of sheltered from immediate attack by his allies, commands his spiritual hammer to swing at the center elemental once more, before he chants another spell, prompting a ringing sound in the ears of the central elemental as the inevitable end of all things reaches out to it.

    Spoiler: Actions
    Show

    Surge's Temp HP: (1d6+5)[6]
    Spiritual Weapon attack : (1d20+8)[26]
    Spiritual Weapon damage:(1d8+5)[8]
    Toll the Dead: Wisdom Save(DC 16) or (2d12)[12] Damage Spell Roll: 6(In OOC)
    Adam's temp HP: (1d6+5)[10](Only matters if more than 8)
    Last edited by Archmage1; 2022-09-13 at 07:25 AM.
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  10. - Top - End - #70
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    BlueKnightGuy

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    Default Re: Cyre Red (IC)

    Aanash
    Tiefling Barbarian/Wizard/Warlock
    AC: 19 HP: 57/57
    PP: 12 PIv: 11 PIs: 12
    Conditions: Arcane Ward (5/5), Temp HP (8)

    Aanash leans back out of the way of Svek's spray of acid, swinging his hammer on a cord tied to his wrist, around and around until an oval of rippling air forms around it. Satisfied, he seizes it in both hands and spins with the force to swing it at the elemental. As it collides, there is a thunderous boom and a wave of force that would ripple the grass - were there any to be seen - as the bubble of captive sound bursts.

    Spoiler: Actions
    Show
    Casting Booming Blade on the elemental next to him.
    (1d12)[2] for living spell
    (1d20+8)[28] to hit
    (1d10+5)[6] bludgeoning and (1d8)[5] thunder damage on a hit. If it moves away, it takes another 2d8 thunder.
    Crit damage, 2 bludgeoning and 7 thunder.

    Last edited by RandomWombat; 2022-09-13 at 03:03 PM.

  11. - Top - End - #71
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    Default Re: Cyre Red (IC)

    The Iron Witch
    Winged Tiefling
    AC: 18 HP: 38/38 THP:10
    PP: 14 PIv: 15 PIs: 11
    Conditions:
    Concentrating on:
    5 / 5 d8 HD
    Spell Slots- 4/4 1st, 2/2 2nd
    Misty Step 1/1 Bless 1/1 /LR
    Cannon: 0/1 Fireball wand 7/7

    Witchling
    AC13 HP: 18/18 THP: 8
    16PP

    Cannon turret
    AC18 HP: 10/25

    Electricity coursing through its frame, the doll fired spasmodically, harmlessly blowing a crater in the soil. The Witch tsked through her teeth and readied her longarm, loading a cartridge into the breach. The cartridge - a little shorter than her finger - was a smooth cylinder with grooves carved equidistant lengthways, from which a cold blue light shone dimly. She sighted, fired, and a icy ray bloomed frost into the air and struck the same elemental as before. The spell-stuff the cantrip left wriggled unpleasantly in the air, striving to come alive, then slowly faded away.

    Her black wings beat as they kept her aloft, the sound of them strangely muted.

    Spoiler: OOC
    Show

    Action: The Witch casts Ray of Frost for 11 damage and slows the enemy by 10ft until my next turn.
    BA: the turret shoots and as PPP jinxed my roll misses miserably
    Move: 10ft E
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  12. - Top - End - #72
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    Default Re: Cyre Red (IC)

    Aanash's hammer swings through the elemental's form. Though the mundane metal doesn't seem to do much, the thrum of thunder that follows in its wake sends ripples and shocks throughout the creature of lightning. Though it becomes ensconced in the energies, it doesn't seem to feel the need to move, especially when a beam of frost from the Iron Witch temporarily slows its undulation. It lashes out again, swinging its arms at both turret and Aanash with wild abandon. The mournling deftly dodges away from the horizontal swipe, but the turret's tiny legs can't carry it away in turn and a further discharge runs through it.

    In the centre, Adam's spells both tear at his foe, the twin energies of radiance and necrosis swirling against the monster that presses deeper into the party's core. A further retaliation from the creature stabs deep into Adam, sending charged energy running through his body, but the elemental's attempted strike at Honor is deflected before it can land. Even while recovering from the elemental's strike, Adam is still able to deflect the surging wind that comes from the living spell.

    Spoiler: Map
    Show



    Aanash does only half damage with his weapon critit since it's non-magical, but full damage with the thunder crit. No movement though.
    Adam hits with both spiritual weapon and TtD.
    Iron Witch does full damage with the ray of frost, they're not resistant to cold (surprisingly).

    Centre elemental hits Adam for 17 lightning, misses Honor.
    West elemental misses Aanash, crits the turret for 20 lightning damage. With the 15 from last turn I think it's gone now? Left it on the map just in case I'm wrong.

    Zephyr Strike spell misses Adam with their strike.

    Honor, Svek, and Surge are now up.


    Initiative order:

    Surge: [22]

    East Lightning Elemental: DEAD

    Aanash: [18]
    Adam: [14]
    Iron Witch: [11]
    West Elemental 1: [11]
    Centre Elemental 2: [5]

    Living Spell: Zephyr Strike: [4]

    Honor: (1d20)[3]
    Svek: (1d20)[3]



    In addition, whenever you cast a spell roll a d12 for me please.


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  13. - Top - End - #73
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    GnomeWizardGuy

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    Default Re: Cyre Red (IC)

    Svek, Kobold Sorcerer | AC: 16 HP: 52 +9 /52 | PP: 15 PIv: 10 PIs: 12
    Spell Points: 24/27 Sorcery Points: 5/5
    Conditions:


    Svek is not sure what to do. He doesn't think his spells that restrain or frighten will work on this creature. Acid works but doesn't seem terribly effective. His other spells are probably not worth casting right now since the risk of creating a living spell is more than the effect they will have on the lightning.

    "I can at least help Aanash and the turret."

    He flies down closer to the lightning beast and breathes a bit of acid into its face, missing Anash and the turret.
    Spoiler: OOC
    Show

    Action:Breath acid on western elemental. Acid damage (3d6)[12], DC16DEX save for half.
    Bonus Action:none
    Reaction: shield if needed
    Movement:moves down to 10' from the elemental, breathes on it, and then flies back to his current location.
    Object Interaction:
    Concentration:Dragon's breath, Round 2/10

    Spoiler: Notes
    Show
    Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
    Haydith ir'Wynarn, Princess of Karnnath
    Kellar d'Kundarak
    Mialee, a Valenar elf who is training Oargev's troops
    job in Kalazart (have map)
    rescue salvage crew
    Bring back documents
    Kundarak loot can be sold to Kundarak
    In New Cyre - Cyran Metalworks for armor and weapons
    Dalsin's Wondrous Emporium - some magic items
    Last edited by Bobthewizard; 2022-09-16 at 07:59 AM.

  14. - Top - End - #74
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    Default Re: Cyre Red (IC)

    First Sergeant Honor
    Warforged Paladin of Conquest
    AC: 19 HP: 48/54
    PP: 11 PIv: 9 PIs: 14
    Conditions:
    Concentrating on:
    5 / 5 d10 HD
    Spell Slots- 3/4 1st, 2/2 2nd
    Lay on Hands- 25/25

    The rush of battle is no stranger to Honor, but years of honing his perceptions like a blade have left him more aware than most as to the flow of battle. His squad was receiving damage, but it did not appear to be anything overwhelming... yet. So Honor kept up his work, attempting to eliminate the foes before him with massive hammer swings.

    Spoiler: OOC
    Show
    Two attacks, first at the elemental, then at the elemental again (or the living spell if the elemental goes down). First attack- (1d20+7)[13] to hit and (2d6)[4][4](8)+4 and (2d6)[3][6](9) fire damage. Second attack- (1d20+7)[24] to hit and (2d6)[1][3](4)+4 (1 changed to 2 for 1 additional damage) and (2d6)[6][6](12) fire damage. Crits and Great Weapon Style rerolls will be done in the discord and edited in. If either attack hits he will level one smite for (2d8)[1][5](6) (1 changed to an 8 for 7 additional damage)
    Last edited by purepolarpanzer; 2022-09-16 at 10:57 AM.
    The Bear is Back.

  15. - Top - End - #75
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    Default Re: Cyre Red (IC)

    Surge the Sellsword
    Shifter Ranger
    AC: 17 HP: 30/44
    PP: 16 PIv: 15 PIs: 13
    Conditions: Devil Panther's Sight (120 ft)
    Concentration: Zephyr Strike

    Nervously, the hunter aims at the elemental battling his comrade in arms Adam. The others seem mostly fine, and the shifter could not care LESS about the destruction of the creepy doll. Shakily, he fears to hit his friend, further ruining his trust in his marksmanship.

    Feeling vaguely threatened, Surge dashes to the rocks in the west.

    Spoiler
    Show
    natural 1 for first attack
    27 to hit and 12 magical piercing damage.
    Moving west onto the westernmost rock. It looks smooth enough to stop on.


  16. - Top - End - #76
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    Honor's maul swings down, the elemental narrowly scurrying away from the first strike but leaving it open to be cleaved by a wide swing that sends jolts flying everywhere. It reforms, though notably slower, and a bit smaller, than it was before, and the tether binding it seems a bit weaker.

    Surge and Svek move to flank their western target from both sides, but the elemental proves remarkably agile, again slipping between the acidic globules spit by the kobold, and though one of Surge's arrows goes wide, the second tears through the centre of the lightning form, tearing a chunk of pure electricity from it. The hole is filled, but again notably slower than it was reforming before.

    Spoiler: Map
    Show



    In hindsight I didn't need to put a gap because the eastern elemental is dead, but I guess it makes it less overwhelmingly all at once for me to update.

    I also forgot Aanash's retaliatory damage last turn - he took 6 lightning damage from their lightning shield effect.

    Western elemental again makes their save against acid breath, plus resistance so takes 3 total.
    Surge hits for 12.
    Honor misses once, hits and smites for 28 total. They take 8 in retaliatory lightning damage.

    Both elementals are looking pretty close to gone.

    Aanash, Adam, and Iron Witch are now up. Perhaps enough mop up the fight? Or perhaps not.


    Initiative order:

    Surge: [22]

    East Lightning Elemental: DEAD

    Aanash: [18]
    Adam: [14]
    Iron Witch: [11]


    West Elemental 1: [11]
    Centre Elemental 2: [5]
    Living Spell: Zephyr Strike: [4]

    Honor: (1d20)[3]
    Svek: (1d20)[3]


    In addition, whenever you cast a spell roll a d12 for me please.


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  17. - Top - End - #77
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    GreenSorcererElf

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    Default Re: Cyre Red (IC)

    Adam, with an elemental in the face and lightning coursing through his veins does the only reasonable thing. He sends his hammer around to the back of the lightning elemental, and has it swing down, trying to ground out the existence of the elemental before him while he works to suppress the jitters remaining in his fingers, before trying to cast a spell.

    Then, if it is still alive, another bell tolls, ringing through it's existence.

    Spoiler: rolls
    Show

    (1d20+8)[28] Spirit attack
    (1d8+5)[6] Spirit damage(+1 from crit)

    Wis Save, DC 16, or the elemental takes (2d12)[17] damage
    If it is already dead, then toll the dead on the spell spawn thing. (2d8)[12] damage(I believe it hasn't taken any damage thus far. If this isn't the case, then it takes the 2d12

    Wild magicish roll? (1d12)[11]
    Last edited by Archmage1; 2022-09-17 at 07:42 AM.
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  18. - Top - End - #78
    Ogre in the Playground
     
    Awful's Avatar

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    Default Re: Cyre Red (IC)

    The Iron Witch
    Winged Tiefling
    AC: 18 HP: 38/38 THP:11
    PP: 14 PIv: 15 PIs: 11
    Conditions:
    Concentrating on:
    5 / 5 d8 HD
    Spell Slots- 4/4 1st, 2/2 2nd
    Misty Step 1/1 Bless 1/1 /LR
    Cannon: 0/1 Fireball wand 7/7

    Witchling
    AC13 HP: 18/18 THP: 9
    16PP

    Cannon turret
    AC18 HP: 1/25

    With another sharp whistle, the near-ruined doll soldier took aim. There was no hesitation by it from pain or pity when the construct fired a bolt of force and blew the elemental into sparks.

    Without hesitation, the tiefling loaded another frost cartridge into her longarm and took aim.

    If the remaining elemental was still around, she would fire at it, the frost blooming in the air. If it wasn't, she would take aim at the living spell, hoping that the magic cold would freeze the vitality within the rogue magic.

    After firing, her great wings beat mutedly against the air, carrying her and her passenger westwards, away from the remaining foes.

    Spoiler: OOC
    Show

    Action: The Witch casts Ray of Frost, rolls 14 again, for 9 damage and slows the enemy by 10ft until my next turn.
    BA: the turret shoots kills the western elemental
    Move: 10ft W
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  19. - Top - End - #79
    Firbolg in the Playground
     
    BlueKnightGuy

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    Default Re: Cyre Red (IC)

    Aanash
    Tiefling Barbarian/Wizard/Warlock
    AC: 19 HP: 57/57
    PP: 12 PIv: 11 PIs: 12
    Conditions: Arcane Ward (5/5), Temp HP (2)

    Barely registering the electrical shock that came up through his arm, Aanash whirls around once the elemental is fallen. He grabs another javelin from his back and hurls it the remaining mass of lightning. "You know what I love about fighting elementals?" he asks, looking up at Svek above him with a grin and not waiting to see where his javelin lands. "You don't even have to be gentle with 'em! They'll just reform back home! Heck, we're practically abolitionists snapping these guys' tether cords!"

    Spoiler: Actions
    Show
    Move 2 E and throw Javelin at the last Elemental after turret lad caps the west one.
    (1d20+8)[22] to hit
    (1d6+5)[8] damage on hit


  20. - Top - End - #80
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    Amnestic's Avatar

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    Default Re: Cyre Red (IC)

    With a swift combination of attacks, Aanash, Iron Witch and Adam finish off the lightning elementals, whose tethers (and conductor stones) shatter as their forms are finally broken beyond reformation. The living spell likewise is destroyed before it can truly bring its magic to bear, what remains of the spell's magic scattering to the 13 winds. As quickly as they came, they're gone, and you're left with the lingering stench of a dead battlefield and the singed hair from lightning as the only remnants of your fight for your lives.

    Spoiler: OOC
    Show

    Combat over. Decide how you're going to patch yourselves up, if at all, and then we've got next step on your journey.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  21. - Top - End - #81
    Ogre in the Playground
     
    Awful's Avatar

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    Default Re: Cyre Red (IC)

    The Iron Witch
    Winged Tiefling
    AC: 18 HP: 38/38 THP:11
    PP: 14 PIv: 15 PIs: 11
    Conditions:
    Concentrating on:
    5 / 5 d8 HD
    Spell Slots- 4/4 1st, 2/2 2nd
    Misty Step 1/1 Bless 1/1 /LR
    Cannon: 0/1 Fireball wand 7/7

    Witchling
    AC13 HP: 18/18 THP: 9
    16PP

    Well, that was that.

    The Witch let her wings carry her back down to the blood-stained sands. At a sharp whistle, the doll-soldier bowed and folded itself back into the stake, which she slid back into its sheath on her bandolier.
    "Seems to have solved the problem," she said. "Anyone injured?"
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  22. - Top - End - #82
    Titan in the Playground
     
    Spore's Avatar

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    Default Re: Cyre Red (IC)

    Surge the Sellsword
    Shifter Ranger
    AC: 17 HP: 30/44
    PP: 16 PIv: 15 PIs: 13
    Conditions: Devil Panther's Sight (120 ft), 6 tHP
    Concentration: -

    Never a tired fight in here. Surge's hair stands on end due to the electrocution he had gotten. Putting away his bow, Surge looks for any salvagable arrows. The magical weapon up north also intrigues him, though he knows mundane things can just happen to glow here. Yea, I got roughed up a bit, but it should be fine, if I avoid the frontline.

  23. - Top - End - #83
    Ettin in the Playground
     
    GnomeWizardGuy

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    Default Re: Cyre Red (IC)

    Svek, Kobold Sorcerer | AC: 16 HP: 52 +9 /52 | PP: 15 PIv: 10 PIs: 12
    Spell Points: 24/27 Sorcery Points: 5/5
    Conditions:


    Since he's already flying, Svek briefly flies up and scans the area to see if there is any more imminent danger. He thens descends and joins the others.

    "Nice work, everyone."

    Having avoided the lightning during the encounter, Svek waits for others to decide whether to rest and heal or push forward.
    Spoiler: OOC
    Show
    Perception: (1d20+5)[14]
    Action: (1d20+5)[14] Edit: error
    Bonus Action:none
    Reaction: shield if needed
    Movement:none
    Object Interaction:
    Concentration:none

    Spoiler: Notes
    Show
    Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
    Haydith ir'Wynarn, Princess of Karnnath
    Kellar d'Kundarak
    Mialee, a Valenar elf who is training Oargev's troops
    job in Kalazart (have map)
    rescue salvage crew
    Bring back documents
    Kundarak loot can be sold to Kundarak
    In New Cyre - Cyran Metalworks for armor and weapons
    Dalsin's Wondrous Emporium - some magic items
    Last edited by Bobthewizard; 2022-09-18 at 02:26 PM.

  24. - Top - End - #84
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    GreenSorcererElf

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    UTC-5

    Default Re: Cyre Red (IC)

    As the battlefield falls silent, Adam bows his head in a brief prayer of thanks for their victory, before looking over the battlefield, his eyes grim. "Even if the mourning ended today, it would be years before there was any hope of a restored Cyre, and the other nations would never allow it." He shakes his head sadly, before responding to The Iron Witch's question. "Some singeing, but nothing serious. I would appreciate a brief break, to pray that those who fell here, originally, found their way to the gods safely."

    Spoiler: Temp HP for all!
    Show

    There is still some duration left on twilight sanctuary, so everyone should get one more roll of temp hp, which might be helpful. Said temp hp lasts until we do a long rest.

    (1d6+5)[10] Surge
    (1d6+5)[8] Anash
    (1d6+5)[11] Honor
    (1d6+5)[10] Adam
    (1d6+5)[8] The Iron Witch
    (1d6+5)[8] Witchling
    (1d6+5)[6] Turret
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  25. - Top - End - #85
    Ogre in the Playground
     
    purepolarpanzer's Avatar

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    Default Re: Cyre Red (IC)

    First Sergeant Honor
    Warforged Paladin of Conquest
    AC: 19 HP: 40/54 Temp HP 11
    PP: 11 PIv: 9 PIs: 14
    Conditions:
    Concentrating on:
    5 / 5 d10 HD
    Spell Slots- 2/4 1st, 2/2 2nd
    Lay on Hands- 25/25

    Onatar's Wrath glows with greater intensity while Honor looks around the battlefield, searching for a new foe to smite. When he finds none, he whispers the dwarvish word to calm the hammer, the metal slowly losing it's glow and cooling down. He turns to face the others, eyes roaming over them to check for wounds. At Adam's comment, he growls a low response. "It does not matter what the other nations wish. Cyre will be restored. As long as it's people are alive, this dream lives. And I don't plan on dying any time soon until I see it done."

    Honor stomps over to the site where his mount was dispersed, going to a knee and tracing a symbol of order into the hard dirt of the Mournland. "My apologies, Aldruarch. I did not mean to leave you exposed. Until next time, my friend." Then the warforge stood, holding his hand out, palm up, and allowing a mote of grey energy to emit upwards. "If anyone needs healing, we should deplete my supply first. It has always been reliable in the Mournlands, it doesn't seem to risk creating living spells, and it replenishes every day. I can also look over your wounds to make sure they are clean and healing appropriately. Some years ago I went through field medic training."
    The Bear is Back.

  26. - Top - End - #86
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Cyre Red (IC)

    As the rest of the party deals with recovery as needed, they leave Surge to his hunting. Outside of his own arrows, he finds very little in the way of usable materiel that can be recovered - while the Mournland doesn't let bodies decay, the same can't be said for equipment, and what few unbroken arrow shafts he does find are all rusted and require new fletching. It would, frankly, be faster, cheaper and easier to make entirely new ones than attempt a restoration of the items you find. When he approaches the the sword surrounded by a glowing green aura it fluctuates and fades, and for a moment it seems like absolutely nothing has happened or will happen.

    From the ground up a spectral form begins to appear, starting from armoured greaves and working its way up until before you 'stands' the ephemeral form of a translucent halfling man, clad in armour emblazoned with Cyre's heraldry, with an exact replica of the sword from the ground slung into his belt. The ghost - if that is what it is - looks at Surge, with his arms clasped gently behind his back, before speaking:

    "Hello."
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  27. - Top - End - #87
    Firbolg in the Playground
     
    BlueKnightGuy

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    Apr 2013

    Default Re: Cyre Red (IC)

    Aanash
    Tiefling Barbarian/Wizard/Warlock
    AC: 19 HP: 57/57
    PP: 12 PIv: 11 PIs: 12
    Conditions: Arcane Ward (5/5), Temp HP (8}

    In the aftermath of the fight, Aanash takes a moment to collect his two javelins and stow them back in their quiver. Setting his worrying block back in his jaw, he peers around at the stones to count on his fingers how many intact ones have still survived. They wouldn't be bringing them back, but Orien would still pay for the location.

    Offering prayers for those who died here seems silly to him, after all the clouds of faces and the bodies frozen in time suggest they've anything but moved on. And who really wants to move on? he ponders silently to himself, When even the dead must fade. An eternity walking a land of glorious chaos... to him, it seemed paradise compared to an inevitable decay into oblivion.

    Seeing the spectre rise up from the blade brings a bright expression to Aanash's face, his estimations proven (to him) correct. He quickly scuttles over the uneven terrain to gawk at the ghost. "Ooah yoo?" he babbles around the wooden block before picking it out of his mouth and wiping some of the slobber off.
    Last edited by RandomWombat; 2022-09-19 at 04:14 PM.

  28. - Top - End - #88
    Ogre in the Playground
     
    Awful's Avatar

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    Default Re: Cyre Red (IC)

    The Iron Witch
    Winged Tiefling
    AC: 18 HP: 38/38 THP:11
    PP: 14 PIv: 15 PIs: 11
    Conditions:
    Concentrating on:
    5 / 5 d8 HD
    Spell Slots- 4/4 1st, 2/2 2nd
    Misty Step 1/1 Bless 1/1 /LR
    Cannon: 0/1 Fireball wand 7/7

    Witchling
    AC13 HP: 18/18 THP: 9
    16PP

    As the ghost rose from the ground, the Witch didn't quite aim at him. But a catridge slid into the breech and her longarm was kept close to hand as she watched how it was going down, ready to intervene if necessary.

    For anything more than that, she kept silent, simply watching over the scene for now.

    Spoiler: OOC
    Show

    Prepare a casting of Ray of Frost, but don't actually cast it unless the ghost gets hostile.
    And the far stars cried, and the planets yearned;
    But no man may know, for she'll ne'er return.

  29. - Top - End - #89
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Cyre Red (IC)

    "Finas Teyas, corporal in Cyre's Seventh Infantry Regiment. Or, I was." The spirit theatrically looks down at themself. "Now I'm a spirit or a ghost or something of that sort. Speaking of, I don't suppose any of you would happen to be spirit binders?"
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  30. - Top - End - #90
    Ettin in the Playground
     
    GnomeWizardGuy

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    Lower Menthis

    Default Re: Cyre Red (IC)

    Svek, Kobold Sorcerer | AC: 16 HP: 52 +9 /52 | PP: 15 PIv: 10 PIs: 12
    Spell Points: 24/27 Sorcery Points: 5/5
    Conditions:


    Svek sits around a little bored while the others rest, but not bored enough to go off exploring on his own in the Mournland. That's too dangerous. He steps back a little when the ghost forms, becoming slightly more comfortable when he sees that it is only the size of a halfling. But when the ghost mentions being a corporal in the Cyre's Seventh Infantry, Svek becomes friendly, and quickly walks over to the ghost, almost flying with his wings but just using them more for short hops.

    "Seventh you say? Adam and I were in the Fourth. You all saw some serious battles if I remember right. You have my respect. I don't think any of us are spirit binders, but is there any other way we can help you?"

    When he says none of us are spirit binders, he looks over his shoulders at the others to make sure that is accurate.
    Spoiler: OOC
    Show

    Action: [S] none
    Bonus Action: none
    Reaction: shield if needed
    Movement:none
    Object Interaction: none
    Concentration: none

    Spoiler: Notes
    Show
    Duvi (Duvamil Sparklegem) gnome, Majordomo for Prince Oargev.
    Haydith ir'Wynarn, Princess of Karnnath
    Kellar d'Kundarak
    Mialee, a Valenar elf who is training Oargev's troops
    job in Kalazart (have map)
    rescue salvage crew
    Bring back documents
    Kundarak loot can be sold to Kundarak
    In New Cyre - Cyran Metalworks for armor and weapons
    Dalsin's Wondrous Emporium - some magic items
    Finas Tiyas, halfling ghost

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