Normont keeps his eyes on Phindis even as he shakes off the impact of the ex-gnomes psychic wave.
He fears for those behind him, and knows that Maggie is not in a good state, although she isn't down and out just yet. And the good news, Amber is still with him.
He shouts back to the others, "Everyone ok back there?", even as he takes aim at Phindis once again with his rifle. Again the clunk-click of the ammunition loading, before he pulls the trigger.
He then turns his attention to Amber, "Amber, don't be shy, we need to take Phindis down", who obliges by spewing forth a blast of force at Phindis.
Miraculously, the smoke coming from Maggie reduces to a couple of wisps, and although she is badly damaged, she is back in the fight.
Normont
Action: Attack Phindis with rifle Rifle attack - To Hit: 10+6=16, Damage: 7+4=11 [magical piercing] Bonus Action: Order Amber to attack
Maggie
Intelligence Save: 18-3=15
Amber
Action: Attack Phindis with Force Strike Force Strike - To Hit: 5+5=10, Damage: 3+2=5 [force]
Werhann again shields himself as he can from the psychic scream. It sounds dangerous, but fortunately, he doesn't feel particularly affected. Is this another of the squid's influences? No, probably not. He had faced perilous foes before too. But unlike the squidlings, the Phindis is too far, and so Werhann has no choice but to draw the pistol he was given, manually load a bullet, take aim and... bang!
Werhann's Intelligence save: 17+1=18.
Action: Attack Phindis with the pistol. 6+4=10 to hit, dealing 2+2=4 piercing damage (if it hits).
(OOC: Apparently, DDB doesn't treat the pistol as a firearm? So Werhann's attack was rolled without the proficiency bonus. Probably an issue with the source of the weapon since 2024 rules don't treat firearms separately and weapons now by default use the new rules, so I've amended that for future rolls.)
This post has potentially manipulated dice roll results.
“UNNNHHH!!,” Dev grunts when the psychic explosion crashes into him. His hands go to the sides of his head, instinctively, as if they have to keep it from bursting. He groans with effort, his eyes crackle with yellow electricity and somehow he wards off the assault. And not only wards it off. For now all fear is gone from his fiery countenance, and his lips pull up in a devilish smile. ‘I see you,” his mind seems to say to the squid creature, and following the punishing energy back to its source, Dev’s psyche looms like a dark shadow over the pits of hell and he unleashes his own attack, a melody like the screeching wail of lost souls…
(INT save: 16+2=18; Dissonant Whispers. Make a WIS DC 13 saving throw or suffer 9 psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Dev.)
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DM for Candlekeep Mysteries //Dev Horndin Curious Critters// Chierhy Nbenbe in Culuril's Strixhaven Adventure
( Also to answer an earlier query- We are foregoing the misfire rules as firearms have been around for quite some time at this point....especially in Whitestone.)
This post has potentially manipulated dice roll results.
Obviously insane and incoherent at this point the small mindflayer floated forward to the doorframe and again screamed its rage and loss at the world.....
( Hits everyone. Each creature in the area must succeed on a DC 15 Intelligence saving throw or take 24 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. )
Normont, Amber and Maggie are caught in the third psychic wave, as powerful as the last. Normont reels once again but manages to somehow resist, mostly thanks to his Gnomish heritage, but Amber and Maggie are not so lucky. Both their circuits completely fry and they fall unmoving to the ground with a loud clang followed by a slightly quieter clang!
"Nooo!", Normont calls, feeling a modicum of Phindis's anguish. He knows it is not the same of course, Phindis will be feeling magnitudes worse. He can bring his companions back if he survives and given time, an option likely not available to Phindis for his daughters. But they were dangerous, and Normont knows they had to be dealt with. And that includes Phindis too.
He takes a quick look behind him to see how the others are faring. Losing his friends would be unthinkable...
Normont
Intelligence Save (advantage due to Gnome Cunning): (6, 17)+5=22
Maggie
Intelligence Save: 12-3=9
Amber
Intelligence Save: 1+0=1
(OOC: DM - Will wait to see what happens to the others before acting this round. I make it 41 damage for the gnomish mindflayer so far (including half for dissonant whispers. How is it looking now?)
This post has potentially manipulated dice roll results.
“Oh no you don’t,” Dev’s eerie voice, now in a calmly chilling tone, replies in the wake of the psychic blast which glances off him like a match on a tinderbox only igniting his hellish anger even more. The piercing melody of shrieking souls he sends back is even more powerful than before.
(INT save: 17+2=19; Dissonant Whispers. Make a WIS DC 13 saving throw or suffer 11 psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Dev. Half damage with a successful save.)
Rollback Post to RevisionRollBack
DM for Candlekeep Mysteries //Dev Horndin Curious Critters// Chierhy Nbenbe in Culuril's Strixhaven Adventure
As another wave of mind ratting comes from the squiggly faced creature, Progo's mind just can't seem to take any more punishment. Everything fades to black in Progo's mind and his body starts to lose its tension. Still having just enough realization what's happening, dispite not being able to move his limbs he wills himself back to consciousness (Relentless Endurance). Need to escape.
This time, the psychic wave penetrates Werhann's mental defences. Werhann involuntarily releases a pained scream as he now raises his palms to cover his ears, and his mind goes temporarily blank.
Intelligence save: 2+1=3. End of turn save: 10+1=11.
Lokilia manages to keep her thoughts clear as Phindis' pain and sorrow assaults her. And with another burst of air, she sends the third stone from her hand to accelerate at the transformed gnome. (Spell Attack: 9, Damage: 5 bludgeoning)
( Re- Enemy appearance- Phindis is missing large chunks of itself, bleeding from the eyes and has a number of large nasty bruises about the head....not well)
Normont sees that his companions all remain on their feet, although some dazed by the psychic scream. He notices that Amber has disappeared, leaving only the amber jewel on the ground.
Turning back to the creature that was once Phindis, his expression set and determined, he once again fires on it with his rifle.
Clunk-click-blam!
He then leaps over the inert form of Maggie and moves around the creature, trying to give it more to think about. He sticks close though, so it doesn't get a swipe at him as he does so.
Normont
Action: Attack Phindis with rifle - burns Heroic Inspiration to no effect :-( Rifle attack - To Hit: (6, 5)+6=12, Damage: 9+4=13 [magical piercing] Movement: Leap over Maggie (flavour with the boots of leaping) and circle around Phindis, staying within 5ft but now behind him.
This post has potentially manipulated dice roll results.
None of the companions efforts seem to reach the slavering fury that was once a gnome, but Quinn resists the blast and closes as Normont makes a dangerous gamble to distract it.
He draws his blade and with two hands on the hilt brings it down on the horror.
Phindis' tentacles reach out grasping for Normonts skull to tear his brain from it when there is a sudden burst of bronze light as Quinns blade arcs through and separates the tentacled head from its shoulders, tumbling Phindis to the ground in a gout of purple-black blood.
Normont holds his rifle up defensively as the tentacles reach out for him, before they are launched into the air along with the former gnomes' head.
"Nuts and bolts, that was close!", he exclaims. "Is everyone ok?", he adds as he rushes across to pick up the amber gem that used to be Amber's heart. He then moves to Maggie and gets out what looks like a screwdriver, but soon morphs into some Smith's tools
(OOC: Uses spell slot to revive Maggie, who awakens in 1 minute)
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Normont keeps his eyes on Phindis even as he shakes off the impact of the ex-gnomes psychic wave.
He fears for those behind him, and knows that Maggie is not in a good state, although she isn't down and out just yet. And the good news, Amber is still with him.
He shouts back to the others, "Everyone ok back there?", even as he takes aim at Phindis once again with his rifle. Again the clunk-click of the ammunition loading, before he pulls the trigger.
He then turns his attention to Amber, "Amber, don't be shy, we need to take Phindis down", who obliges by spewing forth a blast of force at Phindis.
Miraculously, the smoke coming from Maggie reduces to a couple of wisps, and although she is badly damaged, she is back in the fight.
Normont
Action: Attack Phindis with rifle
Rifle attack - To Hit: 10+6=16, Damage: 7+4=11 [magical piercing]
Bonus Action: Order Amber to attack
Maggie
Intelligence Save: 18-3=15
Amber
Action: Attack Phindis with Force Strike
Force Strike - To Hit: 5+5=10, Damage: 3+2=5 [force]
Werhann again shields himself as he can from the psychic scream. It sounds dangerous, but fortunately, he doesn't feel particularly affected. Is this another of the squid's influences? No, probably not. He had faced perilous foes before too. But unlike the squidlings, the Phindis is too far, and so Werhann has no choice but to draw the pistol he was given, manually load a bullet, take aim and... bang!
Werhann's Intelligence save: 17+1=18.
Action: Attack Phindis with the pistol. 6+4=10 to hit, dealing 2+2=4 piercing damage (if it hits).
(OOC: Apparently, DDB doesn't treat the pistol as a firearm? So Werhann's attack was rolled without the proficiency bonus. Probably an issue with the source of the weapon since 2024 rules don't treat firearms separately and weapons now by default use the new rules, so I've amended that for future rolls.)
Varielky | Werhann
“UNNNHHH!!,” Dev grunts when the psychic explosion crashes into him. His hands go to the sides of his head, instinctively, as if they have to keep it from bursting. He groans with effort, his eyes crackle with yellow electricity and somehow he wards off the assault. And not only wards it off. For now all fear is gone from his fiery countenance, and his lips pull up in a devilish smile. ‘I see you,” his mind seems to say to the squid creature, and following the punishing energy back to its source, Dev’s psyche looms like a dark shadow over the pits of hell and he unleashes his own attack, a melody like the screeching wail of lost souls…
(INT save: 16+2=18; Dissonant Whispers. Make a WIS DC 13 saving throw or suffer 9 psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Dev.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Chierhy Nbenbe in Culuril's Strixhaven Adventure
(Lokilia INT Save: 16)
Lokilia grits her teeth against the horrible scream and somehow seems to avoid the effects of the psychic blast.
She then launches another stone grin her hand with a burst of air. It flies towards what remains of Phindis.
(Spell Attack: 19, Damage: 5 bludgeoning)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Normonts shot again blows away a chunk of purplish flesh, the loud boom of the rifle echoing throughout the tunnels.
Devs screech hammers at the aberrations psyche.
( Wis Save- 9 )
Lokilias stone flies true striking ' Phindis' in the temple.
Both Ambers blast and Werhanns shot go wide in the aftermath.
Quinn throws another light spear, this time at Phindis, and cover Progo in a scintillating green lattice of light. ( Sanctuary)
Attack: 11 Damage: 5
( Progo is up)
(Progo was stunned for his turn but broke free of it with the save at the end if his turn)
( Yep. Me dumb.)
( Also to answer an earlier query- We are foregoing the misfire rules as firearms have been around for quite some time at this point....especially in Whitestone.)
Obviously insane and incoherent at this point the small mindflayer floated forward to the doorframe and again screamed its rage and loss at the world.....
( Hits everyone. Each creature in the area must succeed on a DC 15 Intelligence saving throw or take 24 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. )
( Everyone may act. If they are able.)
Normont, Amber and Maggie are caught in the third psychic wave, as powerful as the last. Normont reels once again but manages to somehow resist, mostly thanks to his Gnomish heritage, but Amber and Maggie are not so lucky. Both their circuits completely fry and they fall unmoving to the ground with a loud clang followed by a slightly quieter clang!
"Nooo!", Normont calls, feeling a modicum of Phindis's anguish. He knows it is not the same of course, Phindis will be feeling magnitudes worse. He can bring his companions back if he survives and given time, an option likely not available to Phindis for his daughters. But they were dangerous, and Normont knows they had to be dealt with. And that includes Phindis too.
He takes a quick look behind him to see how the others are faring. Losing his friends would be unthinkable...
Normont
Intelligence Save (advantage due to Gnome Cunning): (
6, 17)+5=22Maggie
Intelligence Save: 12-3=9
Amber
Intelligence Save: 1+0=1
(OOC: DM - Will wait to see what happens to the others before acting this round. I make it 41 damage for the gnomish mindflayer so far (including half for dissonant whispers. How is it looking now?)
“Oh no you don’t,” Dev’s eerie voice, now in a calmly chilling tone, replies in the wake of the psychic blast which glances off him like a match on a tinderbox only igniting his hellish anger even more. The piercing melody of shrieking souls he sends back is even more powerful than before.
(INT save: 17+2=19; Dissonant Whispers. Make a WIS DC 13 saving throw or suffer 11 psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Dev. Half damage with a successful save.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Chierhy Nbenbe in Culuril's Strixhaven Adventure
Progo int save: nat 1 -1 ... 0
As another wave of mind ratting comes from the squiggly faced creature, Progo's mind just can't seem to take any more punishment. Everything fades to black in Progo's mind and his body starts to lose its tension. Still having just enough realization what's happening, dispite not being able to move his limbs he wills himself back to consciousness (Relentless Endurance). Need to escape.
End of turn Int save: 6 (still stunned)
This time, the psychic wave penetrates Werhann's mental defences. Werhann involuntarily releases a pained scream as he now raises his palms to cover his ears, and his mind goes temporarily blank.
Intelligence save: 2+1=3.
End of turn save: 10+1=11.
Varielky | Werhann
(Lokilia INT Save: 18)
Lokilia manages to keep her thoughts clear as Phindis' pain and sorrow assaults her. And with another burst of air, she sends the third stone from her hand to accelerate at the transformed gnome.
(Spell Attack: 9, Damage: 5 bludgeoning)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
( Re- Enemy appearance- Phindis is missing large chunks of itself, bleeding from the eyes and has a number of large nasty bruises about the head....not well)
Normont sees that his companions all remain on their feet, although some dazed by the psychic scream. He notices that Amber has disappeared, leaving only the amber jewel on the ground.
Turning back to the creature that was once Phindis, his expression set and determined, he once again fires on it with his rifle.
Clunk-click-blam!
He then leaps over the inert form of Maggie and moves around the creature, trying to give it more to think about. He sticks close though, so it doesn't get a swipe at him as he does so.
Normont
Action: Attack Phindis with rifle - burns Heroic Inspiration to no effect :-(
Rifle attack - To Hit: (6,
5)+6=12, Damage: 9+4=13 [magical piercing]Movement: Leap over Maggie (flavour with the boots of leaping) and circle around Phindis, staying within 5ft but now behind him.
Quinn Int Save- 20
Phindis Wis Save- 18
None of the companions efforts seem to reach the slavering fury that was once a gnome, but Quinn resists the blast and closes as Normont makes a dangerous gamble to distract it.
He draws his blade and with two hands on the hilt brings it down on the horror.
Attack: 24 Damage: 5 + Divime Smite- 12
Phindis' tentacles reach out grasping for Normonts skull to tear his brain from it when there is a sudden burst of bronze light as Quinns blade arcs through and separates the tentacled head from its shoulders, tumbling Phindis to the ground in a gout of purple-black blood.
( Combat is Over)
Normont holds his rifle up defensively as the tentacles reach out for him, before they are launched into the air along with the former gnomes' head.
"Nuts and bolts, that was close!", he exclaims. "Is everyone ok?", he adds as he rushes across to pick up the amber gem that used to be Amber's heart. He then moves to Maggie and gets out what looks like a screwdriver, but soon morphs into some Smith's tools
(OOC: Uses spell slot to revive Maggie, who awakens in 1 minute)