[My laptop won’t load the response box (just perpetually says ‘Loading Editor…’ even after the page is fully loaded) and I’ve tried refreshing the cookies on the site like recommended to no avail, so I had to do that last post through my phone held sideways, which is why the map might be a little bigger than usual, sorry!]
[I think the party goes first, no need to roll initiative]
Sly waves her hand in the direction of Bilyur. Time to try out some of the spells in the book she found.
As her hand describes a sweeping motion, she releases a bit of iron dust in the air. The glittering substance swirls around the gnome, infusing him, transforming him. He doubles in size!
[Yep, no need to roll initiative since the tortle has specifically chosen to allow y'all to go first! Also, using an enlarge spell on Bilyur is an awesome idea, we've got some giant bear-monk action incoming! (insert Kung-Fu Panda joke)
It's interesting how the werebear stats specifically state that the afflicted humanoid polymorphs into a Large creature whenever they go into Hybrid or Bear form, rather than just having it's size increase by one, since I assumed that's what the writers possibly intended since the base humanoid stats are Medium, as that means Bilyur goes from Small to Large in regular form, or now he goes from Medium to Huge in this kaiju-esque state! (I'm strongly resisting the urge to give him the Siege Monster trait when he's like this, though if you ever get your hands on a [magicItem] potion of growth [/spell] and use it on him, along with the spell to get him Gargantuan, I think he'll be more than worthy of earning it! He'll have punches that can go through dragon skulls...)
Also I've gotten my laptop to work again, realised the mistake was that I cleared the cookies but not the cache earlier, instead of both *facepalm* At least I'll now definitely know what to do next time if it happens again!]
Eggo Lass darts forward and waves her wand, loosing spectral cards at the werebear.
Spray of Cards @ Werebear Damage: 6+10 = 16 force DEX Save DC 14 half damage on save full damage and blinded until the end of its next turn on failure //will give advantage to all attacks against it from people that can see it but it can't see, and it'll have disadvantage on attacks against those it can't see but can see it
After loosing the spray of cards she then takes a step back towards Sly.
[Sorry, think I confused you with all the werebear talk, this Tortle isn't one!]
Eggo Lass gives a quick flick of her wrist and a twist of her wand to spray translucent cards across the tortle, which strike his shell with plumes of arcane energy. However, he just manages to bend his bulk backwards and out of the way from the majority of the cards in the nick of time. [DEX Save: 18 + 0, rolled in log, so he takes 8 force damage] She then retreats backwards towards Sly.
Techi then steps forward, striking forward with a fist in a fluid movement to summon a shadowy sword in his hand, shouting an eldritch phrase as he moves to complete the incantation. The effect of the spell seems similar to what happened when Karistridecast creation in the 7th Dungeon; it uses the dregs of arcane darkness suffusing the Shadow Weave to materialise an item, though this time tendrils of the nearby Shadow Weave portal are dragged and coiled into Techi's closed fist to form an ebony blade. He then lunges forward and strikes, the dim light emanated by the portal assisting his attack, though the dark edge of the sword hits the pale shell of the tortle and glances off in a flash of monochrome magic. [Bonus Action: Casts shadow blade, Action: Attacks the High Priest with advantage as he is in dim light: 11 + 4 + 15 to hit, which fails]
Xarkris closes into Melee range with the High Priest and has his Axe and Shield ready.
For my Bonus Actions, Xarkris will use his Channel Divinity: Vow of Enmity ability on the Tortle. Channel Divinity: Vow of Enmity, You can choose a creature you can see within 10 ft. of you and gain advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls unconscious.
For my ACTION, Xarkris will attack the Tortle with his axe. I rolled a (8,2) + 5 = 13 TO HIT for 12 points of damage. I don't think I was successful, but if I was, I will use an OTHER action of DIVINE SMITE for additional damage of 4 points. Divine Smite (Special) When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.
Xarkris channels his divine energy and connections to bind himself to a vow that pledges his opposition towards the tortle and signals his want for the tortle's defeat to his deity, and so is granted a sliver of power to assist him with this goal, allowing him to strike more accurately and stronger than before against this foe. However, even with this divine vigour, his axe still glances off the shell of the High Priest as he slashes down.
Bilyur and Salamander are still up, and although SunDial has been off for a while, I'll absolutely still give them a day or two before botting them as I know how busy they've been!
Bilyur chargesss forward as a massive bear-ish gnome. He bites down on the priest twice, a 19 to hit for 10 damage and a 12 to hit for 17 damage. Then he focuses his ki and strikes the priest twice, a 9 to hit for 9 damage and a 23 to hit for 9 damage, (If that hits I'll do Push) DC 14 STR save or be pushed 15 ft away.
Edit: I forgot to add the 1d4s.
Then he charges back up to the priest if he gets pushed away. (I'm Bigger than Xarkris for once.)
The priests eyes widen as Bilyur shifts into his new ursine form, overwhelmed simply by it's sheer size, force, and sudden appearance, but before he can react the beast is upon him and has slammed down it's jaws into his arm, before tearing away, reeling back and then lunging straight in again for another strike that it misses, as it was temporarily distracted by the blood flaring up from the deep wound. As the pain of the attack sinks in, the tortle also feels a mote of that savagery leak into him, infusing itself within his soul and blood, a curse passed down from host to host, but chooses to shun that for now. [CON Save against Werebear Lycanthropy: 7, which is a fail but the Priest does not accept the curse so can't shift willingly, HOWEVER, they still get the passive affects, including the Non-Magical Bludgeoning, Piercing and Slashing damage immunity, so it seems you've now made this fight a bit harder for yourselves, and also means that in future Bilyur will have to consider when to use his powerful Bite in case he inadvertently gives a boon to the enemy...]
The tortle priest snaps back to reality and looks to focus on the fight, the second unarmed strike from Bilyur swinging round and striking his shell in the stomach, poised to send him sprawling back, but little happens. The tortle just manages to stand his ground against the impact [STR Save: 15], and the blow seems to have left no harm beneath. The priest looks Bilyur in his huge, moon-like eyes and says hoarsely 'I have not seen a man of your strength since Mathan Bán...let us hope you do not follow his path...'
Just Salamander now, as I said previously SunDial has been busy so I'll wait a day to see if they return (not confident at all though) and if there's nothing I'll then bot their turn tomorrow when I have time!
Status High Priest: -18 Health, Passive Werebear Affects (Immunity to Non-Magical Bludgeoning, Piercing and Slashing damage)
[There is a slight chance that this fight might result in many party members getting downed, since the Tortle High Priest was pretty strong even before the Werebear boost, though once again, it's lucky that this fight is non-lethal combat! Sorry if any of you think that I'm making it feel like the fights have no real consequences because death isn't a risk, since I've had groups in the past feel that way when I've used non-lethal combat and I do get that some players want to have that danger as part of the combat else they don't feel it's fulfilling or exciting, though I do have a good reason since these Tortles aren't aiming to kill you at all, merely trying to test your worthiness and strength, so killing you would be entirely out of character for them. Hope you feel that's okay, and next dungeon I promise we will be returning to regular, blood-thirsty, flesh-hungry, brain-devouring, definitely-will-kill-you-if-you-fail enemies!]
[No, sorry, but that doesn't necessarily mean Bilyur's now useless; he can still use his attacks to addle, topple, or push, and I'd also recommend he tries to grapple due to being Huge, which could be very useful. Same luckily goes with Xarkris, he'll just have to rely on his smites to deal damage. I'll get Salamander's botted turn, the Tortle's turn, and Techi's turn hopefully out tonight if I have the time, I've been pretty busy and still have some work to do but should maybe manage to get it all out, we'll see!]
[Sorry I didn't get the post out yesterday, luckily I've got some time now to sit down and get it sorted!]
Salamander is the last party member to act, and he starts his turn by bounding round the edge of the combat until he reaches a point where he's in the direct firing line of the Priest and, but would miss Techi and Bilyur if he were to shoot an arrow, for example. As he runs round he makes a strange clattering sound, like a ball bearing in a tin can, and it's unclear why this is until he's in position, at which point he holds up his tail like a hose and says an incantation that causes a spray of poison to come jetting out the end, hitting the Priest in the side of the shell, though doesn't deal much damage at all. [Poison Spray to hit: 19, 1 poison damage]
[Dunno why but I like the idea that Salamander's escapades in the Feywild also left him with a minor toon force of sorts, like he has the uncontrollable ability to do things that aren't fully explainable but don't leave any real impact, such as snapping his tail off like a twig before having it regrow, making a sound like a spray-paint can before he casts poison spray, making noises that people can't usually make naturally using just his mouth alone, stuff like that. I'd also imagine that if he took too much bludgeoning damage to the head he'd get a huge cartoon bump with little yellow birds swirling around it, or if he runs over a pit-trap, there's a fraction of a second where he stays suspended in the air before realising and his neck unravels down the hole!]
The Tortle Priest then swings into action. Seeing as he can't use ranged spell attacks without backing away and risking opportunity attacks or having disadvantage on close targets, he decides to use his claws. In a flurry of strikes he lashes out three times, once at Techi and twice at Bilyur, and although his strikes are on point, they leave no wounds on Bilyur, and the tortle gives a look of irritation as he notices how ineffective his claws were on the beast.
Tortle Priest (-19): Multiattack: Attacks Techi with his Claws once: 18 + 6 = 24 to hit, 5 slashing damage. Attacks Bilyur with his Claws twice: 13 + 6 = 19 to hit, (Non-Magical Attacks so no damage) 19 + 6 = 25 to hit, (Non-Magical Attacks so no damage)
Techi is the first of the party members to attack, stabbing down with his shadow blade at the priest's forearm nearly immediately after the tortle's claws scratch him, though once again he is just too late on the strike and the blade glances past the swinging forearm in a fluid movement, sparks of black magic flying into the air as the passing sword is sliced against the rough scales of the priest. [Attacks using his shadow blade : 16 to hit]
The party is now up!
Status: Enemies Tortle High Priest: -19 Health, Passive Werebear Affects (Immunity to Non-Magical Bludgeoning, Piercing and Slashing damage)
Bilyur points a clawed finger at the Priest, his snout-ish mouth twisting as he summons the power of the god's of death into the toll of a bell on the priest. "Show me your wisdom," The gnomish black bear growls, his hands coming down as he attempts to grab the priest. DC 14 STR/DEX (Priest's choice) or be grappled.
(I don't know if the priest has some sort of disadvantage because I'm size huge rn, [Thank you Sly!] but I am huge rn so I'm not sure there's enough space for Techi to base himself.)
Sly is slightly surprised by the even bigger and furrier Bilyur, having only just realized the true consequences of the monks escapades in the other hallway.
Not looking a gifted horse in the mouth, the wizard mumbles something about moonlit nights and then throws a handful of force quills in the air, commanding them to seek out the tortle. (15 force damage)
Eggo Lass casts a spell at the Priest's feet, causing a bonfire to burst up and surround the floor he's standing on. His reaction time is severely stunted and he can't move his bulk out of the way at all to avoid the damage, meaning the arcane flames lap up around him and burn his scales a deeper shade of charcoal grey. [DC 14 Dex Save: 3, 5 fire damage]
Bilyur then casts his signature spell to create a divine knell that blasts the priest with necrotic energy, and even with all the Priest's experience with gods, he still succumbs to the spell [DC 14 Wisdom Save: 3 + 3 = 6, 3 necrotic damage (ignore the d10 roll in log, that was an accident, I meant to click d12!)] He then uses his monk nimbleness and training to make use of a quick grab with his enormous, sweeping, black-fur arms in an attempt to pull the priest into a grappling bear-hug, though the Priest just manages to push back against the enclosing grapple and push back to shrug it off [DC 14 Strength Save: 12 + 3 = 15. Also, if I'm reading the rules right, being Huge shouldn't make a difference on the grapple, it just means you can move about with the priest unencumbered if you did manage to grapple him. I can definitely see where they're coming from, since size doesn't necessarily imply more strength to grapple with, so it should be purely dependent on the core strength of the grappler to grab them tight and on the would-be-grappled to use their strength or dexterity to push back or weave out of the grapple!]
Sly then creates three magical quills that whizz round and shoot directly towards the Priest, each striking different points of his shell to deal a large chunk of damage.
Just Xarkris and Salamander left now!
Status: Enemies Tortle High Priest: -42 Health, Passive Werebear Affects (Immunity to Non-Magical Bludgeoning, Piercing and Slashing damage)
Xarkis should still be in melee range and he will cast Thunderous Smite as a BONUS ACTION. THUNDEROUS SMITE: The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw vs DC12 or be pushed 10 feet away from you and knocked prone.
Xarkis swings his axe with ADVANTAGE (VOW OF ENMITY is still in effect for 9 more rounds) and rolls a (8,7) +5 for a 13 TO HIT. Horrible rolls. I think I miss, but THUNDEROUS SMITE is still in effect until the axe finds its target. For Damage, I rolled a 6 (+5) for 11 points of slashing damage along with a roll of 10 for thunder damage for THUNDEROUS SMITE for a total of 21 points of damage.
If I missed, then VOW of ENMITY and THUNDEROUS SMITE are still in effect.
[My laptop won’t load the response box (just perpetually says ‘Loading Editor…’ even after the page is fully loaded) and I’ve tried refreshing the cookies on the site like recommended to no avail, so I had to do that last post through my phone held sideways, which is why the map might be a little bigger than usual, sorry!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Xarkris shows his teeth in a threatening way. "Finally, some action!" he hisses as he readies his axe and shield.
He rolls an INITIATIVE of 6
[I think the party goes first, no need to roll initiative]
Sly waves her hand in the direction of Bilyur. Time to try out some of the spells in the book she found.
As her hand describes a sweeping motion, she releases a bit of iron dust in the air. The glittering substance swirls around the gnome, infusing him, transforming him. He doubles in size!
"Actualized Aggrandment!"
Concentrating on keeping the monk in this new state, Sly ducks out of the room, out of sight of the tortle.
[Bilyur now does 1d4 more damage with each attack and has advantage on strength checks and saves.]
[Yep, no need to roll initiative since the tortle has specifically chosen to allow y'all to go first! Also, using an enlarge spell on Bilyur is an awesome idea, we've got some giant bear-monk action incoming! (insert Kung-Fu Panda joke)
It's interesting how the werebear stats specifically state that the afflicted humanoid polymorphs into a Large creature whenever they go into Hybrid or Bear form, rather than just having it's size increase by one, since I assumed that's what the writers possibly intended since the base humanoid stats are Medium, as that means Bilyur goes from Small to Large in regular form, or now he goes from Medium to Huge in this kaiju-esque state! (I'm strongly resisting the urge to give him the Siege Monster trait when he's like this, though if you ever get your hands on a [magicItem] potion of growth [/spell] and use it on him, along with the spell to get him Gargantuan, I think he'll be more than worthy of earning it! He'll have punches that can go through dragon skulls...)
Also I've gotten my laptop to work again, realised the mistake was that I cleared the cookies but not the cache earlier, instead of both *facepalm* At least I'll now definitely know what to do next time if it happens again!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Eggo Lass darts forward and waves her wand, loosing spectral cards at the werebear.
Spray of Cards @ Werebear
Damage: 6+10 = 16 force
DEX Save DC 14
half damage on save
full damage and blinded until the end of its next turn on failure //will give advantage to all attacks against it from people that can see it but it can't see, and it'll have disadvantage on attacks against those it can't see but can see it
After loosing the spray of cards she then takes a step back towards Sly.
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Tendilius Paxaramus, Drakkenheim | Talorin Tebedi, Vecna: Eve
Cherry, Stormwreck | Chipper, Strahd
Beneath the Mountain | Let's Test Monsters!
Get rickrolled here. Awesome music here. Track 41, 12/1/24, O Come Divine Messiah
[Sorry, think I confused you with all the werebear talk, this Tortle isn't one!]
Eggo Lass gives a quick flick of her wrist and a twist of her wand to spray translucent cards across the tortle, which strike his shell with plumes of arcane energy. However, he just manages to bend his bulk backwards and out of the way from the majority of the cards in the nick of time. [DEX Save: 18 + 0, rolled in log, so he takes 8 force damage] She then retreats backwards towards Sly.
Techi then steps forward, striking forward with a fist in a fluid movement to summon a shadowy sword in his hand, shouting an eldritch phrase as he moves to complete the incantation. The effect of the spell seems similar to what happened when Karistride cast creation in the 7th Dungeon; it uses the dregs of arcane darkness suffusing the Shadow Weave to materialise an item, though this time tendrils of the nearby Shadow Weave portal are dragged and coiled into Techi's closed fist to form an ebony blade. He then lunges forward and strikes, the dim light emanated by the portal assisting his attack, though the dark edge of the sword hits the pale shell of the tortle and glances off in a flash of monochrome magic. [Bonus Action: Casts shadow blade, Action: Attacks the High Priest with advantage as he is in dim light: 11 + 4 + 15 to hit, which fails]
Salamander, Bilyur and Xarkris are still up!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Xarkris closes into Melee range with the High Priest and has his Axe and Shield ready.
For my Bonus Actions, Xarkris will use his Channel Divinity: Vow of Enmity ability on the Tortle.
Channel Divinity: Vow of Enmity, You can choose a creature you can see within 10 ft. of you and gain advantage on attack rolls against it for 1 minute or until it drops to 0 HP or falls unconscious.
For my ACTION, Xarkris will attack the Tortle with his axe. I rolled a (8,2) + 5 = 13 TO HIT for 12 points of damage. I don't think I was successful, but if I was, I will use an OTHER action of DIVINE SMITE for additional damage of 4 points.
Divine Smite (Special)
When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends.
END TURN
Xarkris channels his divine energy and connections to bind himself to a vow that pledges his opposition towards the tortle and signals his want for the tortle's defeat to his deity, and so is granted a sliver of power to assist him with this goal, allowing him to strike more accurately and stronger than before against this foe. However, even with this divine vigour, his axe still glances off the shell of the High Priest as he slashes down.
Bilyur and Salamander are still up, and although SunDial has been off for a while, I'll absolutely still give them a day or two before botting them as I know how busy they've been!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Bilyur chargesss forward as a massive bear-ish gnome. He bites down on the priest twice, a 19 to hit for 10 damage and a 12 to hit for 17 damage. Then he focuses his ki and strikes the priest twice, a 9 to hit for 9 damage and a 23 to hit for 9 damage, (If that hits I'll do Push) DC 14 STR save or be pushed 15 ft away.
Edit: I forgot to add the 1d4s.
Then he charges back up to the priest if he gets pushed away. (I'm Bigger than Xarkris for once.)
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
The priests eyes widen as Bilyur shifts into his new ursine form, overwhelmed simply by it's sheer size, force, and sudden appearance, but before he can react the beast is upon him and has slammed down it's jaws into his arm, before tearing away, reeling back and then lunging straight in again for another strike that it misses, as it was temporarily distracted by the blood flaring up from the deep wound. As the pain of the attack sinks in, the tortle also feels a mote of that savagery leak into him, infusing itself within his soul and blood, a curse passed down from host to host, but chooses to shun that for now. [CON Save against Werebear Lycanthropy: 7, which is a fail but the Priest does not accept the curse so can't shift willingly, HOWEVER, they still get the passive affects, including the Non-Magical Bludgeoning, Piercing and Slashing damage immunity, so it seems you've now made this fight a bit harder for yourselves, and also means that in future Bilyur will have to consider when to use his powerful Bite in case he inadvertently gives a boon to the enemy...]
The tortle priest snaps back to reality and looks to focus on the fight, the second unarmed strike from Bilyur swinging round and striking his shell in the stomach, poised to send him sprawling back, but little happens. The tortle just manages to stand his ground against the impact [STR Save: 15], and the blow seems to have left no harm beneath. The priest looks Bilyur in his huge, moon-like eyes and says hoarsely 'I have not seen a man of your strength since Mathan Bán...let us hope you do not follow his path...'
Just Salamander now, as I said previously SunDial has been busy so I'll wait a day to see if they return (not confident at all though) and if there's nothing I'll then bot their turn tomorrow when I have time!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
[There is a slight chance that this fight might result in many party members getting downed, since the Tortle High Priest was pretty strong even before the Werebear boost, though once again, it's lucky that this fight is non-lethal combat! Sorry if any of you think that I'm making it feel like the fights have no real consequences because death isn't a risk, since I've had groups in the past feel that way when I've used non-lethal combat and I do get that some players want to have that danger as part of the combat else they don't feel it's fulfilling or exciting, though I do have a good reason since these Tortles aren't aiming to kill you at all, merely trying to test your worthiness and strength, so killing you would be entirely out of character for them. Hope you feel that's okay, and next dungeon I promise we will be returning to regular, blood-thirsty, flesh-hungry, brain-devouring, definitely-will-kill-you-if-you-fail enemies!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
[Does the damage from the Werebear claws count as magic?]
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
[No, sorry, but that doesn't necessarily mean Bilyur's now useless; he can still use his attacks to addle, topple, or push, and I'd also recommend he tries to grapple due to being Huge, which could be very useful. Same luckily goes with Xarkris, he'll just have to rely on his smites to deal damage. I'll get Salamander's botted turn, the Tortle's turn, and Techi's turn hopefully out tonight if I have the time, I've been pretty busy and still have some work to do but should maybe manage to get it all out, we'll see!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
I can still addle, push, and Topple, but it makes me really glad I took toll the dead
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
[Sorry I didn't get the post out yesterday, luckily I've got some time now to sit down and get it sorted!]
Salamander is the last party member to act, and he starts his turn by bounding round the edge of the combat until he reaches a point where he's in the direct firing line of the Priest and, but would miss Techi and Bilyur if he were to shoot an arrow, for example. As he runs round he makes a strange clattering sound, like a ball bearing in a tin can, and it's unclear why this is until he's in position, at which point he holds up his tail like a hose and says an incantation that causes a spray of poison to come jetting out the end, hitting the Priest in the side of the shell, though doesn't deal much damage at all. [Poison Spray to hit: 19, 1 poison damage]
[Dunno why but I like the idea that Salamander's escapades in the Feywild also left him with a minor toon force of sorts, like he has the uncontrollable ability to do things that aren't fully explainable but don't leave any real impact, such as snapping his tail off like a twig before having it regrow, making a sound like a spray-paint can before he casts poison spray, making noises that people can't usually make naturally using just his mouth alone, stuff like that. I'd also imagine that if he took too much bludgeoning damage to the head he'd get a huge cartoon bump with little yellow birds swirling around it, or if he runs over a pit-trap, there's a fraction of a second where he stays suspended in the air before realising and his neck unravels down the hole!]
The Tortle Priest then swings into action. Seeing as he can't use ranged spell attacks without backing away and risking opportunity attacks or having disadvantage on close targets, he decides to use his claws. In a flurry of strikes he lashes out three times, once at Techi and twice at Bilyur, and although his strikes are on point, they leave no wounds on Bilyur, and the tortle gives a look of irritation as he notices how ineffective his claws were on the beast.
Techi is the first of the party members to attack, stabbing down with his shadow blade at the priest's forearm nearly immediately after the tortle's claws scratch him, though once again he is just too late on the strike and the blade glances past the swinging forearm in a fluid movement, sparks of black magic flying into the air as the passing sword is sliced against the rough scales of the priest. [Attacks using his shadow blade : 16 to hit]
The party is now up!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Eggo Lass makes use of the priest's unwillingness to move, causing a bonfire to appear where he stands.
[spell]Create Bonfire[/roll]
5 fire DEX Save DC 14
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Tendilius Paxaramus, Drakkenheim | Talorin Tebedi, Vecna: Eve
Cherry, Stormwreck | Chipper, Strahd
Beneath the Mountain | Let's Test Monsters!
Get rickrolled here. Awesome music here. Track 41, 12/1/24, O Come Divine Messiah
Bilyur points a clawed finger at the Priest, his snout-ish mouth twisting as he summons the power of the god's of death into the toll of a bell on the priest. "Show me your wisdom," The gnomish black bear growls, his hands coming down as he attempts to grab the priest. DC 14 STR/DEX (Priest's choice) or be grappled.
(I don't know if the priest has some sort of disadvantage because I'm size huge rn, [Thank you Sly!] but I am huge rn so I'm not sure there's enough space for Techi to base himself.)
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Sly is slightly surprised by the even bigger and furrier Bilyur, having only just realized the true consequences of the monks escapades in the other hallway.
Not looking a gifted horse in the mouth, the wizard mumbles something about moonlit nights and then throws a handful of force quills in the air, commanding them to seek out the tortle. (15 force damage)
Eggo Lass casts a spell at the Priest's feet, causing a bonfire to burst up and surround the floor he's standing on. His reaction time is severely stunted and he can't move his bulk out of the way at all to avoid the damage, meaning the arcane flames lap up around him and burn his scales a deeper shade of charcoal grey. [DC 14 Dex Save: 3, 5 fire damage]
Bilyur then casts his signature spell to create a divine knell that blasts the priest with necrotic energy, and even with all the Priest's experience with gods, he still succumbs to the spell [DC 14 Wisdom Save: 3 + 3 = 6, 3 necrotic damage (ignore the d10 roll in log, that was an accident, I meant to click d12!)] He then uses his monk nimbleness and training to make use of a quick grab with his enormous, sweeping, black-fur arms in an attempt to pull the priest into a grappling bear-hug, though the Priest just manages to push back against the enclosing grapple and push back to shrug it off [DC 14 Strength Save: 12 + 3 = 15. Also, if I'm reading the rules right, being Huge shouldn't make a difference on the grapple, it just means you can move about with the priest unencumbered if you did manage to grapple him. I can definitely see where they're coming from, since size doesn't necessarily imply more strength to grapple with, so it should be purely dependent on the core strength of the grappler to grab them tight and on the would-be-grappled to use their strength or dexterity to push back or weave out of the grapple!]
Sly then creates three magical quills that whizz round and shoot directly towards the Priest, each striking different points of his shell to deal a large chunk of damage.
Just Xarkris and Salamander left now!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Xarkis should still be in melee range and he will cast Thunderous Smite as a BONUS ACTION.
THUNDEROUS SMITE: The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw vs DC12 or be pushed 10 feet away from you and knocked prone.
Xarkis swings his axe with ADVANTAGE (VOW OF ENMITY is still in effect for 9 more rounds) and rolls a (8,7) +5 for a 13 TO HIT. Horrible rolls. I think I miss, but THUNDEROUS SMITE is still in effect until the axe finds its target.
For Damage, I rolled a 6 (+5) for 11 points of slashing damage along with a roll of 10 for thunder damage for THUNDEROUS SMITE for a total of 21 points of damage.
If I missed, then VOW of ENMITY and THUNDEROUS SMITE are still in effect.
END TURN