Nox grabs a Shepherd's tentacle and, expecting some sort of slimy appendage that is hard to keep a hold of, is surprised by how dry it actually feels. A spark flies from the aasimar's hand onto the Shepherd's face, but instead of of a wince of pain, Nox sees the image of the Shepherd disappear. (There are now three Shepherds left).
As Nox runs away, both magically and on foot, Summer comes bounding for the Shepherds, ending up at {CN-16}. It picks one of them and closes its maw. The bite forces another illusory version of the Shepherd to disappear. (There are now two Shepherds left).
Reaction: Seing a pointy thing going toward her chest she put a barrier (AC 24 until start of Nox turn) as a reflex, barely stopping the spear in it track.
Flynric sends two more arrows toward Graxximus. The ex-friend blocks the first with his shield, but he lowers it a bit too early. The second arrow hits right where Flynric's arcane bull-eye is, skewering his throat and bringing him down (Graxximus takes 18 magical piercing damage). Almost immediately, another Intellect Devourer springs from within his head.
The Shepherd then suddenly appears from an arcane opening just a few feet behind Nox. He closes the distance by moving to {CO-4}.
-> Tentacles vs. Nox: Attack: 19 Damage: 18psychic damage.
(@Palfatreos: Please note that you casting of Mirror Image has expired.)
The recently revealed intelelct Devourer rushes towards Flynric, arriving at {CY-4}.
-> Claws vs. Flynric: Attack: 15Damage: 10 slashing.
-> Flynric's INT saving throw {DC 12}: 10
DM's Screen:
I: 10
In dodging the brain creature's slashing paw, Flynric drops his guard for a moment and allows the disgusting quadruped to invade his thoughts (Flynric takes 8psychic damage).
LEGENDARY ACTION (end of Intellect Devourer's turn)
The Shepherd tries once more to get a hold of Nox:
-> Tentacles vs. Nox: Attack: 28 Damage: 14psychic damage.
-> Nox's CHA saving throw (Strength of the Grave) {DC 19}: 17
Flynric draws his sword and shield again as the brain closes to melee, slashing twice at the last of the annoying ‘sheep’, adding a smite for good measure
Attack: 25 Damage: 10
Attack: 22 Damage: 7
Smite (on first attack that hits): 6
After the attacks, he runs a full 50 feet away, using Cunning Action to Dash away from the Shepherd
Flynric gets a chance to retaliate against the walking brain. Both of the pokes of his rapier manage to strike true, but it isn't until divine aid intervenes that the Devourer slumps to the ground (Intellect Devourer - CMD: 23 -> DEFEATED).
The halfling then keeps running, reaching {DJ-4}. Around the corner, he finds a small hallway that is about 30 or so feet long. There is a door to his right, and another to his left further down the path.
The shepherd begins walking towards Flynric. The halfling looks over his shoulder and sees that the second Shepherd, walking just behind the first, suddenly fades away. Then, the original one one also fades, just to reappears from within a second arcane opening right in front of Flynric.
Flynric disappears with a teleport of his own (Misty Step) to DJ-2, and then runs into the new room. If there are any good places to hide, then he will do so (Stealth: 21). If not, then he heals himself for 45 hit points, getting ready to run again.
Flynric teleports a few steps away from his location and enters the southern room. What he sees is a comparatively small 25 x 35 feet room covered from wall to wall in tentacles. The many disembodied appendages have varying lengths and girths. Some move slowly other whip violently about. Most are dry and flaky, and embrace clumps of dead adventures is differing stages of sprouting their own face tentacles. Some are dry like the tentacles that envelop them, other are in the process of reaching that stage.
Five clusters of tentacles by the walls are somewhat different. They seem moist and slithery. The adventurers within are yet to sprout any extra face appendages. They look fresher than the other victims. There is a tiger-like humanoid sporting feathers in a headdress, an even more feathered bird-man, a serpentine human than looks even more slithery than the tentacles themselves, a fully armored pale-skinned humanoid, and some sort of three-eyed rocky aberration-human-hybrid. The sudden opening of the door and burst of slightly fresher air is enough to wake up these five recent catches. They are all muted by the tentacles, and clearly restrained, but seem to able to move a little bit from within their traps.
Two other near-fully transformed aberrations also wake up. Unlike the other five adventurers, they do not look too fresh, though they also seem trapped. Flynric takes the brief opportunity to heal himself a bit (45 HP).
(@All: Trying something different. You are back before the end of the fight but are restrained to begin with. Welcome back to the fight, folks.)
ROLLING FOR INITIATIVE:
Graxx: 20;
Abe: 16;
Selrahc: 3;
Nox: 5;
Yessaris: 12
Mind Flayers: 4
LEGENDARY ACTION (end of Flynric's turn)
The Shepherd lets loose a Magic Missile aimed at Flynric, who is just beyond the still open door. The halfling takes 13force damage.
Graxx eyes go wide in his new predicament. He hates these tentacles but... he likes this new body. He extends his claws from his paws and attempts to thrashes back and both making a claw attack on his restraints at disadvantage?
Attack: 17 Damage: 2
Graxx will go limp eyes open and staring off into space using bonus action to hide.
This post has potentially manipulated dice roll results.
Graxx scratches the largest tentacle securing him and it instinctively retracts. Smaller tentacles still secure the lower half of his body to the wall. Realizing he will need a bit more time, the cat-man decides to fake ill health, expertly adopting the limber stance of a rag-doll.
Nox grabs a Shepherd's tentacle and, expecting some sort of slimy appendage that is hard to keep a hold of, is surprised by how dry it actually feels. A spark flies from the aasimar's hand onto the Shepherd's face, but instead of of a wince of pain, Nox sees the image of the Shepherd disappear. (There are now three Shepherds left).
As Nox runs away, both magically and on foot, Summer comes bounding for the Shepherds, ending up at {CN-16}. It picks one of them and closes its maw. The bite forces another illusory version of the Shepherd to disappear. (There are now two Shepherds left).
-> Shepherd's STR saving throw {DC 13}: 5DM's Screen:
MI: 24
The Shepherd then lets his fog loose on this annoying dog. Spirits raise once more and rush Summer just as it rushed the Shepherd himself:
-> Summer's CON saving throw {DC 18}: 15 - the hound is swallowed by a wave of undead apparitions for 58 necrotic damage and is completely consumed.
Graxximus is startled by Nox shouting behind him. Now fully recovered, he grabs his spear and attempts to shove it into Nox:
-> Spear vs. Nox: Attack: 22 Damage: 11 piercing.
-> Spear vs. Nox: Attack: 17
Damage: 11 piercing.Nox reacts by bringing a magical shield up (reference) and avoiding the spear attack.
(Flynric is next up.)
Reaction:
Seing a pointy thing going toward her chest she put a barrier (AC 24 until start of Nox turn) as a reflex, barely stopping the spear in it track.
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Turning back at the sound of the scuffle, Flynric sends two more arrows at Graxximus, benefiting from Nox’s distraction.
Attack: 21 Damage: 9
Attack: 18 Damage: 12
Sneak Attack Damage (As Nox is still up, I’m assuming Graxximus isn’t taking the AoO and instead remains engaged): 9
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Flynric sends two more arrows toward Graxximus. The ex-friend blocks the first with his shield, but he lowers it a bit too early. The second arrow hits right where Flynric's arcane bull-eye is, skewering his throat and bringing him down (Graxximus takes 18 magical piercing damage). Almost immediately, another Intellect Devourer springs from within his head.
The Shepherd then suddenly appears from an arcane opening just a few feet behind Nox. He closes the distance by moving to {CO-4}.
-> Tentacles vs. Nox: Attack: 19 Damage: 18 psychic damage.(@Palfatreos: Please note that you casting of Mirror Image has expired.)
END OF INITIATIVE ROUND 8
THE RETURN TO THE FOGGY PASTURES:
(Intellect Devourer is up next.)
The recently revealed intelelct Devourer rushes towards Flynric, arriving at {CY-4}.
-> Claws vs. Flynric: Attack: 15
Damage: 10 slashing.-> Flynric's INT saving throw {DC 12}: 10
DM's Screen:
I: 10
In dodging the brain creature's slashing paw, Flynric drops his guard for a moment and allows the disgusting quadruped to invade his thoughts (Flynric takes 8 psychic damage).
LEGENDARY ACTION (end of Intellect Devourer's turn)
The Shepherd tries once more to get a hold of Nox:
-> Tentacles vs. Nox: Attack: 28 Damage: 14 psychic damage.
-> Nox's CHA saving throw (Strength of the Grave) {DC 19}: 17
-> Nox becomes grappled, stunned, unconscious, prone, incapacitated, and must start rolling DEATH saving throws in her turns.
(Nox and Flynric are up next. Nox, please roll your first DEATH saving throw.)
Nox deth save: 4
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Flynric draws his sword and shield again as the brain closes to melee, slashing twice at the last of the annoying ‘sheep’, adding a smite for good measure
Attack: 25 Damage: 10
Attack: 22 Damage: 7
Smite (on first attack that hits): 6
After the attacks, he runs a full 50 feet away, using Cunning Action to Dash away from the Shepherd
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Nox's brain begins to shut down (DEATH saving throws - successes: 0, failures: 1).
LEGENDARY ACTION (end of Nox's turn)
The shepherd has an insatiable appetite:
-> Extract Brain vs. Nox: Attack: 25 Damage: 46 piercing damage.
Another brain bites the dust.
DM's Screen:
SS: 5
Flynric gets a chance to retaliate against the walking brain. Both of the pokes of his rapier manage to strike true, but it isn't until divine aid intervenes that the Devourer slumps to the ground (Intellect Devourer - CMD: 23 -> DEFEATED).
The halfling then keeps running, reaching {DJ-4}. Around the corner, he finds a small hallway that is about 30 or so feet long. There is a door to his right, and another to his left further down the path.
(Shepherd will go next.)
The shepherd begins walking towards Flynric. The halfling looks over his shoulder and sees that the second Shepherd, walking just behind the first, suddenly fades away. Then, the original one one also fades, just to reappears from within a second arcane opening right in front of Flynric.
END OF INITIATIVE ROUND 9
THE RETURN TO THE FOGGY PASTURES:
(Lair action next.)
The apparitions are called from within the fog once more:
-> Flynric's CON saving throw {DC 18}: 16
They scratch and bite at the halfling, dealing 53 necrotic damage.
(Flynric is next up.)
Flynric disappears with a teleport of his own (Misty Step) to DJ-2, and then runs into the new room. If there are any good places to hide, then he will do so (Stealth: 21). If not, then he heals himself for 45 hit points, getting ready to run again.
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Flynric teleports a few steps away from his location and enters the southern room. What he sees is a comparatively small 25 x 35 feet room covered from wall to wall in tentacles. The many disembodied appendages have varying lengths and girths. Some move slowly other whip violently about. Most are dry and flaky, and embrace clumps of dead adventures is differing stages of sprouting their own face tentacles. Some are dry like the tentacles that envelop them, other are in the process of reaching that stage.
Five clusters of tentacles by the walls are somewhat different. They seem moist and slithery. The adventurers within are yet to sprout any extra face appendages. They look fresher than the other victims. There is a tiger-like humanoid sporting feathers in a headdress, an even more feathered bird-man, a serpentine human than looks even more slithery than the tentacles themselves, a fully armored pale-skinned humanoid, and some sort of three-eyed rocky aberration-human-hybrid. The sudden opening of the door and burst of slightly fresher air is enough to wake up these five recent catches. They are all muted by the tentacles, and clearly restrained, but seem to able to move a little bit from within their traps.
Two other near-fully transformed aberrations also wake up. Unlike the other five adventurers, they do not look too fresh, though they also seem trapped. Flynric takes the brief opportunity to heal himself a bit (45 HP).
(@All: Trying something different. You are back before the end of the fight but are restrained to begin with. Welcome back to the fight, folks.)
ROLLING FOR INITIATIVE:
LEGENDARY ACTION (end of Flynric's turn)
The Shepherd lets loose a Magic Missile aimed at Flynric, who is just beyond the still open door. The halfling takes 13 force damage.
The Shepherd then walks up to the door and extends his cold and dry fingers to touch Flynric:
-> Paralyzing Touch vs. Flynric: Attack: 14
Damage: 11 cold damage.-> Flynric's passive insight: you can tell the Shepherd is absolutely livid that you got into this room.
END OF INITIATIVE ROUND 10
THE RETURN TO THE FOGGY PASTURES:
(Graxx is next up.)
Graxx eyes go wide in his new predicament. He hates these tentacles but... he likes this new body. He extends his claws from his paws and attempts to thrashes back and both making a claw attack on his restraints at disadvantage?
Attack: 17 Damage: 2
Graxx will go limp eyes open and staring off into space using bonus action to hide.
Stealth: 30
Graxx scratches the largest tentacle securing him and it instinctively retracts. Smaller tentacles still secure the lower half of his body to the wall. Realizing he will need a bit more time, the cat-man decides to fake ill health, expertly adopting the limber stance of a rag-doll.
-> Graxx has upgraded from restrained to just grappled.
LEGENDARY ACTION (end of Graxx’s turn)
The Shepherd tries once again to stop the halfling on his tracks.
-> Paralyzing Touch vs. Flynric: Attack: 28 Damage: 11 cold damage.
-> Flynric’s CON saving throw {DC 18}: 14 - nothing else happens.
DM’s Screen:
SS: 1
(Abe, Yessaris, and Flynric are up next).