Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Two aboleths? Since when do aboleths work together? Well, I guess there's only one thing to do. :Aboleths! As an agent of the Council of Telepaths, I hereby place you under arrest for Prolonged Mind Control with Intent to Cause Widespread Harm, Disruption of Societies or Ecosystems via Prolonged Mind Control, and any other crimes my pending investigation will uncover. Stand down, call off your minions, and release the entities known as The Verdant Lord and The Verdant Lady. If you do not, I and my companions will be forced to resort to force.:
OOC: Here, DM, have a secret society.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
(From what I was reading, Aboleths have no qualms about working solo, but they are an ancient race that was deposed by the ruling Gods and have spent millenia plotting their eventual return to dominance over the world and Plane of Water.)
The two beings grin in your mind, though their faces are maws of teeth. They rumble and hiss a language you don't quite comprehend, but they seem pleased that you have made contact and are challenging you. Attack/action away!
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
I summon my blades, pumping a bit of extra power into them, and move to engage the nearest chuul, flicking my right-hand blade at its "face" in an X pattern.
Chuul1 reels at the assault, hissing at the blades.
The first aboleth probes at Perrin's mind. :Come to us. We seek to mend the wounds inflicted on The Verdant Lord's spirit. He is not well, aurely you must see this:
Perrin is up, is it safe to assume everyone is Dashing to the rescue?
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"It never ends... First the water, the then the claws from that thing, and now voices in the head. We need backup, or we will be overwhelmed by these things. So we need to go into and protect the Verdant lord and his gracious benefactors who are beautifully floating beside him... Wait, no! That's..! No! Stop! Get out of my head!"
Wisdom: 17.
"I said. Get. Out. Of. My. Head!"
With a deep breath, Perrin looks over the area. Clearly, it does not look ideal. Holding out to make sure that friends arrive would be difficult, with only two of us and so many of them. "Ah, I could try...!"
Sohyme is up, anyone still outside in The Grove will need 3 rounds of Dashing to reach the inner chamber. If there are other Actions you would like to take, you can also do so.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
(Are we assuming Vaike, Kyrthas, and Sohyme are Dashing to the rescue?)
Chuul2: Lunge at Caelynn with pincers. Attack 18 for 2d6+4[/roll]. Attack 22 for 2d6+4[/roll]. Hit results in a grappled Caelynn, Athletics or Acrobatics check on your turn (DC 14) to escape. (Flubbed the damage typing, but both missed so dramatically, it doesn't matter)
Verdant Lady: With a wave of her hand, the Verdant Lady summons 2" thick roots from the doorway ceiling to create a blockade. The roots are too close to squeeze through, but there is clear line-of-sight to each side.
Aboleth2: The second Aboleth attempts to snare Caelynn. It's thoughts dig in and latch onto her psionic consciousness, "We see your will, child. Join us; the Master has great use of you." (WIS save DC 14 or be Enslaved for 24 hours)
Chuul4: Attack to grab Caelynn in its pincers. Attack 22 for 16. Attack 9 for 13. Hit results in a grappled Caelynn, Athletics or Acrobatics check on your turn (DC 14) to escape. (Bonus 5for the crit)
Chuul1: Pincers to grab Perrin. Attack 11 for 8. Attack 23 for 15. Hit results in a grappled Perrin, Athletics or Acrobatics check on your turn (DC 14) to escape.
Blink Dogs: Attacking as a pack, they teleport behind the Chuul grabbing Perrin and attack in unison (adding +6 for our agreed houserule of +2 per Flanking creature). Attack114 for 7. Attack213 for 2. Attack311 for 3.
Chuul3: Pincer attacks against blink dogs. 25 for 10 damage. 21 for 11 damage. One of the dogs is grappled in a massive claw
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Kythas initiative is among the enemies but yes, he runs towards the fight. He will rage and try to cut the veins that are cutting the path in the chamber.
Perrin gets hit by the pincer, but manages to avoid it locking in his body. He turns to the flock of sprites and points at the aboleths.
"These things have enlsaved the Verdant. Your arrows cannot hurt the creatures, but if you shoot at those enlaved, the jolt could help them snap out of the spell. The same applies to me, so if I were to stop fighting, shoot until I come back to my senses."
Basically 3 sprites to shoot at the lady, 2 at the lord (or Caelynn if he failed his wisdom save). Any hits deal 1 damage and should let those enlaved roll their save again. Also CON check if the 2 roots were a concentration spell. And also a CON check for the special ability of the sprite arrows.
18 Realised I needed a CON check for taking damage since Woodland Beings are a concentration spell. That's a pass.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
The chamber (and roots blocking the entrance) are 2 rounds of Dashing away (I said 3 originally, but realized it might be a bit much). We are in the second of those rounds, so next round will be your Actions at the entrance. Gridolpho is hatching a plan that involves a mad-Dash at 90 speed, so he will need 2 full rounds of Dashing plus a "minor" run of 60' (2 rounds of Dash for everyone would be 120', easy math has him running the same distance to first destination, then same again to catch up, so 240' total).
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
A humanoid form made entirely of water emerges from the pool neat its edge. It steps from the pool and attempts to grab you, threatening to pull you into the water with it.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
(I accidentally made two different initiative lists. Final, corrected list is now as follows:)
Prior to the watery phantasm appearing, the sprites launch a volley of arrows at The Verdant Lady. Her natural connection to nature allows het to remain unscathed by their poison.
Attacks: 21, 10, 18. 2 arrows punch through and seem to cause a stir in The Lady: 13, 11. There seems to be a lapse in The Lady's resolve, but it steels once more, "I expected better of you. This is for the greater good..." (Sorry, crit-fail mucked up an otherwise successful attempt)
Chuul5 makes a grab for the blink dogs: 21 for 12. 19 for 10. The dog ducks under a pincer, but is caught in a deadly vice by the other. Its body goes limp and the chuul discards its prey.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
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Str save: 18
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
The chuul in the pool (going to market that next to Elf on the Shelf) charges for Perrin with it's claws and tentacles:
12 for 11 damage. 18 for 7 damage. If either hits, Perrin is grappled (DC 14 to escape)
Gridolpho22, LAIR20, Chuul5(93)19, Caelynn18, Aboleth1(135)16, Perrin15, Sohyme15, Chuul2(93)15, Vaike11, Verdant(100)11, Aboleth2(135)11, Chuul4(93)10, Chuul1(93)9, Kyrthas8, Chuul3(93)2
With that, Caelynn is up
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Dex escape: 19
Now . . .
Two aboleths? Since when do aboleths work together? Well, I guess there's only one thing to do. :Aboleths! As an agent of the Council of Telepaths, I hereby place you under arrest for Prolonged Mind Control with Intent to Cause Widespread Harm, Disruption of Societies or Ecosystems via Prolonged Mind Control, and any other crimes my pending investigation will uncover. Stand down, call off your minions, and release the entities known as The Verdant Lord and The Verdant Lady. If you do not, I and my companions will be forced to resort to force.:
OOC: Here, DM, have a secret society.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
(From what I was reading, Aboleths have no qualms about working solo, but they are an ancient race that was deposed by the ruling Gods and have spent millenia plotting their eventual return to dominance over the world and Plane of Water.)
The two beings grin in your mind, though their faces are maws of teeth. They rumble and hiss a language you don't quite comprehend, but they seem pleased that you have made contact and are challenging you. Attack/action away!
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Now . . .
I summon my blades, pumping a bit of extra power into them, and move to engage the nearest chuul, flicking my right-hand blade at its "face" in an X pattern.
24 and 20 to hit; 26 damage.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Chuul1 reels at the assault, hissing at the blades.
The first aboleth probes at Perrin's mind. :Come to us. We seek to mend the wounds inflicted on The Verdant Lord's spirit. He is not well, aurely you must see this:
Make a WIS save, DC 14
Gridolpho22, LAIR20, Chuul5(93)19, Caelynn18, Aboleth1(135)16, Perrin15, Sohyme15, Chuul2(93)15, Vaike11, Verdant(100)11, Aboleth2(135)11, Chuul4(93)10, Chuul1(67)9, Kyrthas8, Chuul3(93)2
Perrin is up, is it safe to assume everyone is Dashing to the rescue?
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"It never ends... First the water, the then the claws from that thing, and now voices in the head. We need backup, or we will be overwhelmed by these things. So we need to go into and protect the Verdant lord and his gracious benefactors who are beautifully floating beside him... Wait, no! That's..! No! Stop! Get out of my head!"
Wisdom: 17.
"I said. Get. Out. Of. My. Head!"
With a deep breath, Perrin looks over the area. Clearly, it does not look ideal. Holding out to make sure that friends arrive would be difficult, with only two of us and so many of them. "Ah, I could try...!"
Perrin casts Conjure Woodland Beings (and obviously Shillelagh as bonus action).
Choosing the 8 CR1/4 creatures, will give orders whn they are summoned.
What kind of animals would you like? Pixies or blink dogs?
Edit: Going with a combo of (7) blink dogs and 5 Sprites. Initiative: Dogs: 19, Sprites: 14
Gridolpho22, Sprites 5(10)21, LAIR20, Chuul5(93)19, Caelynn18, Aboleth1(135)16, Perrin15, Sohyme15, Chuul2(93)15, Vaike11, Verdant(100)11, Aboleth2(135)11, Chuul4(93)10, Chuul1(93)9, Kyrthas8, Dogs3(66)6, 6Chuul3(93)2
Sohyme is up, anyone still outside in The Grove will need 3 rounds of Dashing to reach the inner chamber. If there are other Actions you would like to take, you can also do so.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
(Are we assuming Vaike, Kyrthas, and Sohyme are Dashing to the rescue?)
Chuul2: Lunge at Caelynn with pincers. Attack 18 for 2d6+4[/roll]. Attack 22 for 2d6+4[/roll]. Hit results in a grappled Caelynn, Athletics or Acrobatics check on your turn (DC 14) to escape. (Flubbed the damage typing, but both missed so dramatically, it doesn't matter)
Verdant Lady: With a wave of her hand, the Verdant Lady summons 2" thick roots from the doorway ceiling to create a blockade. The roots are too close to squeeze through, but there is clear line-of-sight to each side.
Aboleth2: The second Aboleth attempts to snare Caelynn. It's thoughts dig in and latch onto her psionic consciousness, "We see your will, child. Join us; the Master has great use of you." (WIS save DC 14 or be Enslaved for 24 hours)
Chuul4: Attack to grab Caelynn in its pincers. Attack 22 for 16. Attack 9 for 13. Hit results in a grappled Caelynn, Athletics or Acrobatics check on your turn (DC 14) to escape. (Bonus 5for the crit)
Chuul1: Pincers to grab Perrin. Attack 11 for 8. Attack 23 for 15. Hit results in a grappled Perrin, Athletics or Acrobatics check on your turn (DC 14) to escape.
Blink Dogs: Attacking as a pack, they teleport behind the Chuul grabbing Perrin and attack in unison (adding +6 for our agreed houserule of +2 per Flanking creature). Attack114 for 7. Attack213 for 2. Attack311 for 3.
Chuul3: Pincer attacks against blink dogs. 25 for 10 damage. 21 for 11 damage. One of the dogs is grappled in a massive claw
Gridolpho22, Sprites 5(10)21, LAIR20, Chuul5(93)19, Caelynn18, Aboleth1(135)16, Perrin15, Sohyme15, Chuul2(93)15, Vaike11, Verdant(100)11, Aboleth2(135)11, Chuul4(93)10, Chuul1(83)9, Kyrthas8, Dogs3(51)6, Chuul3(93)2
Unless anyone has any other Action(s) to take for their respective turns, we are back to the top with Gridolpho.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Kythas initiative is among the enemies but yes, he runs towards the fight. He will rage and try to cut the veins that are cutting the path in the chamber.
PbP Character: A few ;)
<Secret action reported to DM>
DCI: 3319125026
Acrobatics check: 17
Perrin gets hit by the pincer, but manages to avoid it locking in his body. He turns to the flock of sprites and points at the aboleths.
"These things have enlsaved the Verdant. Your arrows cannot hurt the creatures, but if you shoot at those enlaved, the jolt could help them snap out of the spell. The same applies to me, so if I were to stop fighting, shoot until I come back to my senses."
Basically 3 sprites to shoot at the lady, 2 at the lord (or Caelynn if he failed his wisdom save). Any hits deal 1 damage and should let those enlaved roll their save again. Also CON check if the 2 roots were a concentration spell. And also a CON check for the special ability of the sprite arrows.
18 Realised I needed a CON check for taking damage since Woodland Beings are a concentration spell. That's a pass.
*what is the range from the roots blocking the way? Or should I wait my action for Kythas to cut through the roots?*
Good point brought up in OOC: I had forgotten about Caelynn's attack on Chuul1. I updated the damage and Caelynn gets an opportunity attack.
Gridolpho22, LAIR20, Chuul5(93)19, Caelynn18, Aboleth1(135)16, Perrin15, Sohyme15, Chuul2(93)15, Vaike11, Verdant(100)11, Aboleth2(135)11, Chuul4(93)10, Chuul1(57)9, Kyrthas8, Chuul3(93)2
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
The chamber (and roots blocking the entrance) are 2 rounds of Dashing away (I said 3 originally, but realized it might be a bit much). We are in the second of those rounds, so next round will be your Actions at the entrance. Gridolpho is hatching a plan that involves a mad-Dash at 90 speed, so he will need 2 full rounds of Dashing plus a "minor" run of 60' (2 rounds of Dash for everyone would be 120', easy math has him running the same distance to first destination, then same again to catch up, so 240' total).
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Wis save: 16
Opportunity attack: 15 to hit, dealing 7 damage.
Second crit bonus die for chuul's attack: 1
:Attempted Mind Control of a Council of Telepaths Agent with Intent to Hinder Said Agent in the Performance of Their Duties. . .:
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
(Perrin, I need an INT save, DC 14)
A humanoid form made entirely of water emerges from the pool neat its edge. It steps from the pool and attempts to grab you, threatening to pull you into the water with it.
Gridolpho22, LAIR20, Chuul5(93)19, Caelynn18, Aboleth1(135)16, Perrin15, Sohyme15, Chuul2(93)15, Vaike11, Verdant(100)11, Aboleth2(135)11, Chuul4(93)10, Chuul1(49)9, Kyrthas8, Chuul3(93)2
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Int save: 23
Perrin closes his eyes momentarily and takes a deep breath. He then looks at the watery figure again, and its illusory nature becomes apparent.
Also, what happened to the Sprites and Blink Dogs? Sprites had initiative 21, so should be straight after Grido (following the command given to them).
(I accidentally made two different initiative lists. Final, corrected list is now as follows:)
Prior to the watery phantasm appearing, the sprites launch a volley of arrows at The Verdant Lady. Her natural connection to nature allows het to remain unscathed by their poison.
Attacks: 21, 10, 18. 2 arrows punch through and seem to cause a stir in The Lady: 13, 11. There seems to be a lapse in The Lady's resolve, but it steels once more, "I expected better of you. This is for the greater good..." (Sorry, crit-fail mucked up an otherwise successful attempt)
Chuul5 makes a grab for the blink dogs: 21 for 12. 19 for 10. The dog ducks under a pincer, but is caught in a deadly vice by the other. Its body goes limp and the chuul discards its prey.
Gridolpho22, Sprites 5(10)21, LAIR20, Chuul5(93)19, Caelynn18, Aboleth1(135)16, Perrin15, Sohyme15, Chuul2(93)15, Vaike11, Verdant(98)11, Aboleth2(135)11, Chuul4(93)10, Chuul1(49)9, Kyrthas8, Dogs3(41)6, 6Chuul3(93)2
Caelynn is up!
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero