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Thread: RHoD 5e IC

  1. - Top - End - #331
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    Default Re: RHoD 5e IC

    Leif Fochlucan
    Tiefling Wildfire Druid 6
    HP: 24/45, AC: 16
    Conditions: None
    Spell Slots: 1st: 2/4, 2nd: 2/3, 3rd: 3/3

    Leif simply looks at the beast with pity. "What are you doing?" she asks it with an exasperated tone as it continues to fight despite now being the only creature still alive, "They already threw their lives away, so why would you do the same?"

    With a visibly reluctant sigh Leif looks at the injury Paul has received, draws up a ball of flame within her hand and tells Calcifer to do the same, which they then throw at the digester at the same time. "Must we really have to kill everything that crosses our path?"

    Spoiler
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    Leif casts Produce Flame. To hit: (1d20+8)[10], to damage: (3d8)[5][5][7](17) fire damage.
    Calcifer casts Fire Seed. To hit: (1d20+8)[28], to damage: (1d6+3)[4] fire damage.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

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    Paul's magically conjured shield blocks the digester's attack, and he counters with a jet of fire.
    Spoiler
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    Fire bolt, disadvantage in melee
    (1d20+8)[12]
    (1d20+8)[23]
    for (2d10)[14]+(1d8)[6] fire

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    Polina recovers her senses, and quickly glances back to see Paul magically blocking the third digester's attacks. She runs over and gives it a taste of her axe as well. With a whoop she calls Rax over to join from the other side. The wyrmling bites at the digester daintily, trying to keep from swallowing any acid.

    Spoiler: OOC - attacks!
    Show
    (1d20+7)[23] for (1d8+4)[7] slashing. And again:
    (1d20+7)[9] for (1d8+4)[8] slashing. If either hits, (1d6)[5] lighting added to the damage of one attack.

    Rax moves to flank and attack: (1d20+6)[16] for (1d6+3)[8] piercing.

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    Ayalla Nazonda
    Spirit Medium
    HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
    Conditions: Concentration Call Lightning
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
    Wuffles II (Wolf Familiar)
    HP: 0/36, HD: 6/6, AC: 16
    If your guess is more lightning, then you would be correct.
    Spoiler: OOC
    Show
    Call Lighting: DC 15 Dex save (1d20)[6] or take (3d10)[21] lightning damage on a failed save, or half as much damage on a successful one.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    Unwilling to give up, the beast continues its assault and doesn't flee, but this proves a fatal mistake as the party converges on the last target. Paul's close range blast goes wide, as does Leif's firebolt, but a critical strike from Calcifer, a flanking strike from the Polina-Rax team, and finally a lightning strike from above serves to bring the final Digester to an end before it can do any more harm.

    There isn't much to speak of to be found from the Digester's corpses, but a glimpse of shining metal from a gouged out stomach does produce a small ring that proves to be magical.

    Spoiler: OOC
    Show

    Battle complete - Deadly encounter so 15 experience.

    You should also assume a short rest takes place, and update any resources/hit points from HD expenditure accordingly.

    Spoiler: Ring
    Show

    Ring of True Love (Ruby)
    Wondrous item (Ring), Uncommon (Requires attunement)
    Instead of a typical gemstone setting, this ring is inset by a band of crushed ruby, carefully layered together and locked in place by dual bands of silver.

    One part of a pair of rings, this ring's magic is only partially active when it's so far apart from its companion. Nevertheless, it does still provide some benefits. While wearing and attuned to this ring you gain the Interception fighting style:-
    When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.




    After resting for a short moment to recuperate, you continue on the path as best you can, enjoying the sun as much as possible while it lasts. It's some hours later before the next obstacle on your path makes itself known, and it does so from a distance. A deep rumbling reverberates first through the ground, shaking your feet and sending vibrations running up through your body. Sound quickly follows, of a thousand thousand hoofed feet, and then the first one bursts from the treeline - a dire boar. And another. And another. And ten more. And then twenty. A stampede of boars, large and small, far too many to fight, far too many to count, all squeeling and snorting as they barrel directly towards the party. You have only moments to act.

    Spoiler: OOC
    Show

    The party should make a relevant ability check to their evading the stampede.

    Suggestions: athletics (climb trees), acrobatics (dodge around them), or survival (to intuit where the stampede will go, and not be there).
    I'm open to other ones, though some skills might have a harder time of it than others (eg. Intimidation - they're already afraid!)
    DMing:
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    Default Re: RHoD 5e IC

    Leif Fochlucan
    Tiefling Wildfire Druid 6
    HP: 24/45, AC: 16
    Conditions: None
    Spell Slots: 1st: 2/4, 2nd: 2/3, 3rd: 3/3

    Spoiler
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    Survival check: (1d20+7)[22]
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

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    Paul Mauser
    Paul pulls a wooden canister off his belt, twists the two parts, and then tosses it to land between the party and the boar. It pops open, and a thick mass of sticky gray webs forms a wall between the party and the boar.
    Spoiler
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    Last (other) 2nd level slot to cast Web, DC 15.
    I'm counting mostly on it being a visually thick and obviously obstructive mass to make them go around it. Alternatively, if they charge in, enough should get stuck to block their path.
    Plenty of trees to anchor it with.


    You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

    If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

    Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

    A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.


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    Spoiler: Athletics
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    Nature check to spot an easier to climb tree? (1d20+5)[14]
    Athletics (1d20+2)[19]

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    Polina crouches, calls Rax to grab onto her back, and then leaps up into the branches of the nearest tree.

    Spoiler: OOC - Athletics
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    (1d20+7)[20]

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    Ayalla Nazonda
    Spirit Medium
    HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
    Conditions: Concentration Call Lightning
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3
    Wuffles II (Wolf Familiar)
    HP: 0/36, HD: 6/6, AC: 16
    Ayalla draws upon her innate Genasi magic and casts Levitate on herself, then floats up to the top of a tree where she will hang onto a branch for stability.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    The stampede of boars is slowed only slightly by Paul's web, though they are slowed. When some are rendered stuck by the thick silken strands, those behind push them forward from behind, the full force of the oncoming hoard driving them through. The party proves adept at evading them though, and some quick tree-scarpering, levitation, and predicting where they'd continue on lets you all avoid being caught up in the mass of hooves, tusks, and massive musculature.

    Spoiler: OOC
    Show

    8 exp for successfully evading the stampede entirely, eyyyy.


    Within a few moments, the stampede fades away as swiftly as it had arrived, the thundering hoof-falls retreating eastward, leaving a trail of churned ground in their wake.

    From their source, you see the origin of their fear lumber into view - a mass of vegetation supported by vines and branches, clawing its way forward on masses of collected tendrils. Most notable of it though was its massive maw, lined with sharpened branches and animal horns to create teeth. They circle the mouth entirely, appearing in row after row, a cylindrical cycle of piercing tools to go with its grasping arms. It drags its way from tree to tree, sometimes uprooting those it pulls itself past in pursuit of its next meal. You could, perhaps, leave, fleeing from the fight before it begins. No doubt the dire boar hoard are more tempting a feast than a few adventurers.

    Spoiler: Int(Nature)
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    Spoiler: DC1
    Show

    It's definitely a shimmying pile. You've heard of these before.

    Spoiler: DC5
    Show

    This is a tendriculos, notable for their regenerative abilities. It is said that blunt force and acid can - temporarily - disable their ability to regrow their parts.


    Spoiler: DC10
    Show

    With unknown origins, the tendriculos is nevertheless a scourge of natural life, projecting an unnatural aura of disturbance that incites beasts and plant creatures to fear and rage. Ironically, this often serves to hinder a tendriculos' hunting ability, though it does cause significant carnage to be left in their wake, and perhaps that was the intention all along.

    Spoiler: DC15
    Show

    A tendriculos is carnivorous, and often wraps creatures with its tendrils before swallowing them hold for digestion purposes. Though visibly similar to shambling mounds in a number of ways, they lack the shambling mound's affiliation for electricity and tend to prefer marginally less swamp climates.

    DMing:
    Iron Crisis IC | OOC
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    Day 6, Day

    Eyeing the shambling mass of vines and plantlife, the party opts to simply ignore it and leave. Doing so proves fairly trivial, as the monster is more interested in the mass of fleeing boars than a few spindly little humanoids, and you slip away back into the thick forest, leaving the thunderous steps behind you.

    Spoiler: OOC
    Show

    No exp for choosing to simply avoid the Trendiculos, but you do get 5 for evading the boar stampede with no damage taken.


    Day 6, Evening

    Though you have some hours of sun remaining to you, it's hard to deny that the day's exertions have tired you out - traipsing through a forest is no easy task, especially on alert for any rabid beasts that might come your way. For the last mile or so, the ground has started becoming more and more swampy, with boot-sucking bogs and a vast quantity of buzzing flies. Ponds of deadwater packed with algae are becoming more and more commonplace, and the stench of rotting greenery - and sometimes flesh - begins to bubble up from around you.

    Spoiler: OOC
    Show

    Pushing on would require Forced March saves against Exhaustion for at least 1 hour; or you can choose to camp here for the night, though it does not appear particularly pleasant to do so. How unpleasant? You'd have to camp to find out.
    DMing:
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    Ayalla Nazonda
    Spirit Medium
    HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
    Wuffles III (Wolf Familiar)
    HP: 36/36, HD: 6/6, AC: 16
    When there is a free moment Ayalla performs the ritual to bring Wuffles back.

    With the inundation of insects she spends some time binding herbs into an incense bundle that will burn slow and hopefully repel the bugs.
    Spoiler: OOC
    Show
    Herbalism: (1d20+5)[11], Advantage if somebody helps: (1d20+5)[17].
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    Day 6, Night

    It's not a particularly pleasant evening. The air smells, there are persistent animal sounds, and every other squelch and splash of a rotting log falling into water or an animal hunting in the night sounds like it could well be an approaching monster. Jumping at shadows and the lights of swampgas lead to a restless night, but it does pass without anything that goes bump to disturb your rest, and the herb concoction does help to keep the majority of insects at bay.

    Spoiler: OOC
    Show

    Each party member (including pets) needs to make a DC12 Constitution saving throw against...well, something.


    Day 7, Day

    The swamp is massive. It already seemed so from the map you had, but there's a far cry between knowing something is big and experiencing it for yourself. The samey-terrain of lush forests have given way entirely to the far more unpleasant samey-terrain of slopping wetness. More than once you find yourself forced to remove leeches from your legs and ankles after they somehow snuck onto you, and every half-trip threatens to permanently infuse you with a disgusting scent. There are signs everywhere that this was once a lush and lived in land. Buildings half-submerged, rotten roadsigns long heralding a path that hasn't existed for decades, and more than once a body rotted and picked clean to the bone. But that was then, and then is long behind you.

    Through the mass of thick hanging trees, across watery gap, you spot what looks like a shrine of stone of modest size - something you'd see in a rural village rather than any larger town or city - looking remarkably intact, albeit still touched by age and elements. It's still too early to camp yet even if it does look like a small spot of respite, though if you crossed the murky and algae-choked water you might be able to investigate regardless.
    DMing:
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    Day 7, Day

    Stepping out onto the swampy waters, there's a light ripple, but nothing more as you start to make yourself across the choking swamp. A tension fills the air as you look down and around, peering out at the thick reeds and-
    Two massive crustaceans burst forth beside you! Their backs are bent over, like overgrown shrimp, with massive pincers to grab at their foes and flailing tentacled mouths reaching to drag their pray down and devour them. They seem clearly at home in the swampy waters of deceptive depth, their mud-covered shells

    Spoiler: Int (Nature)
    Show

    Spoiler: DC1
    Show

    You're telling me a swamp shrimp snuck up on us?


    Spoiler: DC5
    Show

    This is a Chuul, a magical aberration of moderate intelligence. They primarily act as ambush predators.


    Spoiler: DC10
    Show

    Their pincers are quite capable of grabbing and grappling, and their tentacles bear a strong paralytic secretion. When fighting them near water, they frequently drag enemies beneath its depths to drown them.


    Spoiler: DC15
    Show

    They generally live solitary, in pairs, or rarely in groups of 3-5. They're also often hoarders, taking trophies from those they kill. They also have the natural ability to sense magical energies, and use this preternatural sense to help lay traps for those who approach bathed in spells and magic items.




    Spoiler: Map
    Show



    Inadequate stealth to actually get Surprise, but enough so that they're maybe closer than you would prefer.

    Initiative Order:-
    Ayalla:(1d20)[16]

    LC:(1d20)[15]

    Polina: (1d20)[6](1d20)[11]
    Leif:(1d20)[3]
    Paul: (1d20+1)[2]

    RC: (1d20)[2]


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

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    Default Re: RHoD 5e IC

    Leif Fochlucan
    Tiefling Wildfire Druid 6
    HP: 45/45, AC: 16
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3

    Leif calls out to the others "Get back to land! These things are always in a bad mood and like to drag us down with them!"

    With that she calls Calcifer to her side and all five of them (Calcifer, Leif, Polina, Ayalla and Paul) teleport towards the shore. Leif then makes a break for the shore, hoping that taking the fight to land might even the odds a little.

    Spoiler
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    Leif summons Calcifer in the square 10ft to her east, then has him move 15ft west and teleport everyone within 5ft southwest 15ft. Leif then moves 25ft directly south.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

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    Ayalla Nazonda
    Spirit Medium
    HP: 39/39, HD: 6/6, AC: 15, Resistance: Lightning
    Conditions: Concentration (Stardust)
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
    Wuffles III (Wolf Familiar)
    HP: 36/36, HD: 6/6, AC: 16
    Ayalla holds up her hands and thousands of glittering motes of dust spray towards the nearest shelled creature.

    Spoiler: OOC
    Show
    New level 6 class ability.
    Stardust: Starting at 6th level as an action, you can cause stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as would a candle, and it cannot benefit from concealment or any invisibility effects. The creature has disadvantage on attack rolls and sight-based Perception checks. This effect lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). Sightless creatures cannot get disadvantage from this ability. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
    Last edited by Izzarra; 2023-08-25 at 11:26 PM.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

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    Ayalla glamours the closest crustacean with a shimmering blindness that will no doubt hinder its next set of strikes, even as the left westerly one moves in, aiming its pincers at Polina and Paul. Prepared that they are, the first one is deflected by an axe sending it into the water, the other strikes only a magical bulwark, clamping down on a construct of pure force.

    Spoiler: Map
    Show



    No real map changes, but the Right Chuul is afflicted by the glimmering burst.

    The left chuul attacked Polina and Paul with its Pincers; the second attack would've hit Paul but he expends a Shield to save him from it. Lucky he chose to as well, because he would've failed the save vs. paralysis and been dragged away by the grapple. Not that you knew that at the time!

    Polina, Leif (now, please note initiative order!) and Paul are now up.

    Initiative Order:-
    Ayalla:(1d20)[16]

    LC:(1d20)[15]

    Polina: (1d20)[6](1d20)[11]
    Leif:(1d20)[3]
    Paul: (1d20+1)[2]

    RC: (1d20)[2]


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  19. - Top - End - #349
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    Leif calls out to the others "Get back to land! These things are always in a bad mood and like to drag us down with them!"

    Polina rallies the others, calling back defiantly, "Let them try!"

    Polina and Rax double-team the chuul in front of them. They move in; Polina gives a short whistle and Rax takes a slightly longer route to move to a more flanking position. Polina continues hacking away at its pincers, taking particular aim at the more vulnerable joints.

    The small blue wyrmling jumps up and down, nipping at one of the crab's rear legs.

    Spoiler: OOC - attacks
    Show
    Polina's two axe-swings: (1d20+7)[16] for (1d8+4)[12] slashing damage. And again: (1d20+7)[25] for (1d8+4)[5] slashing damage.
    If either hits, Rax's reaction adds (1d6)[1] lightning damage to one attack.

    Rax's attack (Polina's bonus action): (1d20+6)[16] for (1d6+3)[5] piercing damage.

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    Paul Mauser
    Half-orc Artillerist Artificer
    AC: 18 HP: 35/45
    PPer: 14 PInv: 18 PIst: 11
    Conditions: --
    Concentrating: Faerie Fire
    Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif


    Paul barely has time to recover from the near-miss before Leif summons her fire elemental, teleporting everyone ashore. Suddenly clear, he decides to fling a glass globe at the water between the two Swamp Shrimp. It cracks, sending tiny flickers of purple light everywhere, which settle onto the Chuul.
    Spoiler
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    Faerie Fire, 20' cube just barely hits both.
    Dex DC 15 or all attacks against them have advantage until I stop concentrating or 1 minute passes.
    LC (1d20)[5]+mods
    RC (1d20)[18]+mods
    Last edited by J-H; 2023-08-24 at 06:36 PM.

  21. - Top - End - #351
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    Default Re: RHoD 5e IC

    Taking the closest foe from both sides, Polina and Rax manage to land some narrow blows against the massive alien-y shrimp creature. Though some of the strikes come close to glancing off its thick armoured exterior, each one nevertheless seems to take a chunk out of it, and they are repositioned - albeit perhaps only slghtly - when Calcifer appears to teleport them closer to the shore, just in time to be out of the way of Paul's glitterbomb. The injured one is smothered in the bright lights, though the one blitzed by Ayalla's own dust spray manages to roll away from it in time. It retaliates against its closest foe - Ayalla - with its massive pincers. One of them snaps around her leg, and with its target snared it proceeds to drag her away from the rest of the party, flailing its mucus covered tentacles at the genasi's face to try to paralyze her - to no avail. It may be incredibly gross, but it's not enough to stop her.

    Spoiler: Map
    Show



    Polina and Rax narrowly hit with all three attacks, dealing a combined 20 damage.
    Leif/Calcifer teleports most people a distance away, and then gets some distance by running back to shore.
    Paul's Faerie Fire lands on the left Chuul, but not the right.

    The right Chuul attacks Ayalla twice with its pincers. Despite disadvantage, the first pincer hits for 12 bludgeoning damage and Grapples her, dragging her away from the party. She can use an action to attempt to escape - DC14 Athletics/Acrobatics - if she wants to. She also resists the attempt to Paralyze her from the tentacles, and the second Pincer strike misses.

    Ayalla is up.

    Initiative Order:-
    Ayalla:(1d20)[16]

    LC:(1d20)[15]

    Polina: (1d20)[6](1d20)[11]
    Leif:(1d20)[3]
    Paul: (1d20+1)[2]

    RC: (1d20)[2]


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

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

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    Default Re: RHoD 5e IC

    Ayalla Nazonda
    Spirit Medium
    HP: 27/39, HD: 6/6, AC: 15, Resistance: Lightning
    Conditions: Concentration (Stardust)
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
    Wuffles III (Wolf Familiar)
    HP: 36/36, HD: 6/6, AC: 16
    Ayalla struggles free floats above the surface of the water and risks running to the shore.
    Spoiler: OOC
    Show
    Acrobatics: (1d20+3)[20]
    Bonus action: Telekinetically shove the Chuul. Succeed on a Strength saving throw DC 15 (1d20)[19] or be moved 5 feet away.
    As the shove looks like it failed I am going to have to risk provoking an attack and make a break for the shore.
    Last edited by Izzarra; 2023-08-25 at 11:49 PM.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

  23. - Top - End - #353
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    Amnestic's Avatar

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    Default Re: RHoD 5e IC

    Ayalla slips free from the pincer and attempts a retreat, but the aberrant monstrosity is strong, pushing against her mental shove and lashing out with another claw, which finds her leg and pulls her off balance back into reach. The other - having had little effect at striking Polina - instead targets the still-present Rax. One of its claws skitters across scaled hide, but the other one latches the drake around its neck. The chuul drags the struggling, unparalyzed Rax away from the rest of the party, towards deeper water.


    Spoiler: Map
    Show



    Ayalla escapes the grapple, though the TK shove fails. The Chuul hits with its OA (again, even with disadvantage - 10+6) for a further 10 damage and, unfortunately, grapples her again.

    The left Chuul hits Rax with one of its pinchers (other one missed), grappling it as well for 9 damage. Rax makes their save vs. tentacle paralysis though.

    Polina, Leif, and Paul are up.

    Initiative Order:-
    Ayalla:(1d20)[16]

    LC:(1d20)[15]

    Polina: (1d20)[6](1d20)[11]
    Leif:(1d20)[3]
    Paul: (1d20+1)[2]

    RC: (1d20)[2]


    Last edited by Amnestic; 2023-08-26 at 07:49 AM.
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  24. - Top - End - #354
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    Default Re: RHoD 5e IC

    [QUOTE=Infernally Clay;25852673]
    Leif Fochlucan
    Tiefling Wildfire Druid 6
    HP: 45/45, AC: 16
    Conditions: None
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 2/3

    "Nobody ever listens to the druid," Leif chuckles before turning to Calcifer, "You get Ayalla, I'll get Rax."

    Leif then wades back into the water, summons up multiple bolts of flame and hurls them at the crab grappling with Rax, each one punctuating her words as she yells: "Pick on someone your own size!"

    Calcifer then moves next to Ayalla and teleports her to safety, potentially inflicting light wounds on the giant enemy crab too.

    Spoiler
    Show
    For the sake of clarity:


    Leif casts Scorching Ray at third level.
    To hit: [roll0], to damage: [roll1] fire damage.
    To hit: [roll2], to damage: [roll3] fire damage.
    To hit: [roll4], to damage: [roll5] fire damage.
    To hit: [roll6], to damage: [roll7] fire damage.
    Ignores fire resistance and any 1s are treated as 2s.

    Calcifer casts Fiery Teleportation.
    [roll8] fire damage if any enemies within 5ft fail the DC 16 dex save.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  25. - Top - End - #355
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    Leif casts Scorching Ray at third level.
    To hit: (1d20+8)[23], to damage: (2d6)[6][4](10) fire damage.
    To hit: (1d20+8)[17], to damage: (2d6)[1][2](3) fire damage.
    To hit: (1d20+8)[14], to damage: (2d6)[1][4](5) fire damage.
    To hit: (1d20+8)[26], to damage: (2d6)[6][6](12) fire damage.
    Ignores fire resistance and any 1s are treated as 2s.

    Calcifer casts Fiery Teleportation.
    (1d6+3)[8] fire damage if any enemies within 5ft fail the DC 16 dex save, half if they succeed.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  26. - Top - End - #356
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    Paul Mauser
    Half-orc Artillerist Artificer
    AC: 18 HP: 45/45
    PPer: 14 PInv: 18 PIst: 11
    Conditions: --
    Concentrating: Faerie Fire
    Infusions active: Wand (me) +1 AC armor (Polina) Ring of Spell Fueling (restore 1 3rd level slot as action): Leif

    Paul points his wand at the glowing Chuul and fires three jets of flame at it.
    Spoiler
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    Scorching Ray, first one to hit does (1d8)[8] additional damage due to Arcane Firearm
    Advantage due to Faerie Fire. If it goes down, shift any remaining rays to the other one.
    Ray 1 (1d20+8)[26] or (1d20+8)[11] for (2d6)[7] fire
    Ray 2 (1d20+8)[27] or (1d20+8)[11] for (2d6)[8] fire
    Ray 3 (1d20+8)[9] or (1d20+8)[27] for (2d6)[2] fire

  27. - Top - End - #357
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    HalflingRogueGirl

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    Default Re: RHoD 5e IC

    Rax wriggles and attempts to escape the grip of the chuul, but is unsuccessful.

    Polina comes to the aid of Ayalla, confident that Rax is plenty capable of salvaging the situation. She runs over and thwacks the one holding the genasi, hoping to break its grip once and for all.

    Spoiler: OOC - Polina Attacks
    Show
    (1d20+7)[18] for (1d8+4)[10] slashing, and again: (1d20+7)[19] for (1d8+4)[11] slashing.
    Last edited by Archemist; 2023-08-26 at 06:20 PM.

  28. - Top - End - #358
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    Default Re: RHoD 5e IC

    A barrage of flame batters down upon the Chuul grappling Rax, though to no avail - its pincer stays locked in on the drake. Though its shell is battered and burned, it maintains its solid grip. Polian swings around to assault the one gripping Ayalla just as she's teleported out of reach by Calcifer, and delivers two slicing blows against its hard carapace. It attempts a retaliation, but hindered as it is by Ayalla's magic it can do little more than flail in the water against the goliath's armour and skills.

    Spoiler: Map
    Show



    Polina hits twice; also Rax can use his reaction while grappled, so I rolled an extra 2 lightning damage on the right Chuul.
    Leif hits with 3 of the 4 Scorching Rays (I rolled faerie fire advantage but it didn't change anything), the right Chuul fails its save vs. the teleport and Ayalla is freed. I also rolled Ayalla's concentration from the OA, and it was successfully saved, so the disadvantage is still active.
    Paul hits with all three scorching rays due to FF advantage. The left Chuul is bloodied.

    The right Chuul attacks Polina with both pincers, and misses.

    Ayalla is up!

    Initiative Order:-
    Ayalla:(1d20)[16]

    LC:(1d20)[15]

    Polina: (1d20)[6](1d20)[11]
    Leif:(1d20)[3]
    Paul: (1d20+1)[2]

    RC: (1d20)[2]


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  29. - Top - End - #359
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    Izzarra's Avatar

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    Default Re: RHoD 5e IC

    Ayalla Nazonda
    Spirit Medium
    HP: 27/39, HD: 6/6, AC: 15, Resistance: Lightning
    Conditions: Concentration (Stardust)
    Spell Slots: 1st: 4/4, 2nd: 3/3, 3rd: 3/3
    Wuffles III (Wolf Familiar)
    HP: 36/36, HD: 6/6, AC: 16
    After being freed from the grasp of the crustacean, Ayalla hits it with sacrid flames and another telekinetic shove for good measure before running for the shore.
    Spoiler: OOC
    Show
    Sacred Flame: DC 15 Dex save (1d20)[2] or take (2d8)[6] radiant damage. The target gains no benefit from cover for this saving throw.
    Bonus action: Telekinetically shove - DC 15 Strength save (1d20)[17] or be moved 5 feet away.
    "Time is an abstract concept created by carbon-based life-forms to monitor their ongoing decay." - Thunderclese

  30. - Top - End - #360
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    Default Re: RHoD 5e IC

    Radiant flame scorches the crustacean beside Polina, but its partner gives it no heed, dragging Rax beneath the deepening waters. Stalwart, the drake resists the paralysis once more, but thrashing around in the choking liquid makes Rax easy prey for the creature's pincers which latch on two separate legs to crunch down with a crushing grip.

    Spoiler: Map
    Show



    Ayalla hits with Sacred Flame, though the TK shove doesn't go off. Shrimp too strong.

    The left Chuul (now the upper Chuul) fails to paralyze Rax, but it does clamp down with both its pincers for a total of 24 damage, and drags it a further 15ft away. Both are now Underwater and so subject to Underwater Combat rules. Further, the thick algae and cloudy water makes them more difficult to see; you can only target them if you're within 10ft. Finally, because both pincers are now locked on Rax the escape DC increases from 14 to 16!

    Polian, Leif, and Paul are up.

    Initiative Order:-
    Ayalla:(1d20)[16]

    LC:(1d20)[15]

    Polina: (1d20)[6](1d20)[11]
    Leif:(1d20)[3]
    Paul: (1d20+1)[2]

    RC: (1d20)[2]


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