This post has potentially manipulated dice roll results.
Save 17
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
The screech is deafening and terrifying. As these creature seemingly unite their voices in a terrible chorus, you feel their influence trying to sap your will and energy.
Ember’s makeshift earplugs look like they do the trick as the little wizard is able to shrug off the effect. As well, Ozyre’s gnomish lineage help him resist.
Cork and Thurodim however, fall prey to the effect. The feel more sluggish, tired. The same sensation as yesterday takes hold of them.
As Thurodim prepares its throw, the screech distracts him just as he’s about the release the javelin. It flies off in the darkness, shattering on impact with the stone tiles.
The second group of creature begin their advance. They’re slow, but they don’t seem to have any sense of self-preservation as they approach the dust devil conjured by Ember. They get buffeted by the wind, the debris and the dust. You don’t know if it’s because of their unholy nature or something else, but out of the three that walk within range of the dust devil, two resist being pushed away. One is shoved forward into the bright light area and fades away.
(Cork and Ozyre are up, then back to the top of round 2 with Ember)
This post has potentially manipulated dice roll results.
Seeing the nearest creatures become invisible as they draw closer, [Sound of Cork Popping] opens his mouth and a raspy hiss escapes. He can't fight this way!
Wracking his brain, he tries to come up with something productive to do to help. With seconds passing, he opens his mouth and blurts out, in the voice of an angry commoner, "... Hey Marty... You suck!"
[Sound of Cork Popping] casts vicious mockery, targeting one of the still visible specters. The creature must succeed on a DC 12 Wisdom saving throw or take 4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Big Ozyre holds his hammer strong, as, though he knows that the fiends are close, he's not super sure on how close. Based on the flour that's looming not too far above, however, he's decently sure he'll know soon, so he's reared back and ready to whack any extraplanar shadows that happen to slip up and make themselves known.
Action:Ready to Attack against the fiend that makes an attack or gets covered in flour
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
"I got it, I got it!" Ember hurries in response to needing flour power, reaching one hand out towards the floating flour and the other the elemental force. The smokey hand holding the jar above tips forward and releases a steady sprinkle of the powdery substance over the area and creatures. To the Dust Devil she calls, "D.D., try and push them towards the Big Mans!"
((Round 2 Action: Controls the Mage Hand to begin pouring the flour and moves it to try and hit both visible and invisible fiends (it has 30 ft of movement, but has to stay within 30ft of Ember, so as much ground as it can cover within those restrictions please!). Bonus Action: Moves the Dust Devil to a position where it's more likely to push the creatures towards the melee fighters, clumping them together if they fail their STR saves. Any creature that ends it's turn within 5 ft must make a DC 13 STR save. On a failed save, the creature takes 8bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. Aggie: Will jump from Ozyre to Thurodim, providing the Help action on any attacks against creatures within melee range.))
Ember's mage hand begins to pour the flour on the creatures below. At first, the flour flakes stick to the closest enemies, covering a small area and three creatures. They don't seem to react to loosing their ability to be unseen. Their focus seems to be entirely on your group.
Next, as the elemental force of the dust devil moves to a position that can reach more enemies, some of the flour that fell to the ground gets caught up in the small whirlwind, scattering it further onto the other enemies, and even a bit on your own frontline fighters. Everyone within a 10 feet radius of the dust devil is not slightly buffeted with flour.
This post has potentially manipulated dice roll results.
The now "visible" shadow creatures continue their unrelenting advance towards you. They close in the distance with Thurodim and Ozyre on the frontline and try to rend them with the claws.
The opening of the corridor is now crowded with three creatures, a giant gnome and a hulking barbarian.
This post has potentially manipulated dice roll results.
With another furious roar, the massive blonde bearded warrior swings Skullcrusher towards the fiendish shadow assailing him.
(Reckless attack, -5 to hit, +10 damage included in rolls) Skullcrusher: 17 Bludgeoning: 21 If nat 20 or enemy goes down then bonus attack on closest enemy. Skullcrusher: 17 Bludgeoning: 25
Big Ozyre belts out, "HYAH!!!" His preparations do not go wasted as the monsters (and himself) are covered in countless bits of powdered wheat. He swings his giant hammer as the monsters approach, hitting the lower part of one of them with immense force.
Reaction:Attack creature 1: Nat 20 to hit, 21 (9 + 3 + 5 + 4) bludgeoning damage and a DC 13 Strength saving throw or it's knocked Prone
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
This post has potentially manipulated dice roll results.
Like twigs, Ozyre and Thurodim break the first wave shadow creatures coming for them. They vanish in the familiar black smoke from yesterday's battle, the flour coming to rest on the stone floor. The second wave of monsters approach, closing in to take the fallen's spaces. Altough, unlike the previous wave, they don't attack. These ones all open their "mouths" in unison and release another high-pitched screech that shake your will and your core.
(Everyone roll another Wisdom saving throw with disadvantage. Then it's [Sound of Cork Popping]'s turn)
Cork looks for a space between all the bodies to dart in and attack one of the dusted shadows with his long sword.
Attack: 17. Damage: 1
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PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
The repeated screeches begin taking their toll as you feel yourself get drained once more of your energy. This time, it not only affects your body, but your spirit as well. You begin to question yourself: What am I doing here? What purpose am I trying to accomplish? Why does it matter?
[Sound of Cork Popping] still manages to land a blow on one of the creatures. Though not severely injured, every bit counts.
(You all gain a level of exhaustion. It’s now Ozyre’s turn, then back to Ember at the top of round 3)
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Save 17
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
The screech is deafening and terrifying. As these creature seemingly unite their voices in a terrible chorus, you feel their influence trying to sap your will and energy.
Ember’s makeshift earplugs look like they do the trick as the little wizard is able to shrug off the effect. As well, Ozyre’s gnomish lineage help him resist.
Cork and Thurodim however, fall prey to the effect. The feel more sluggish, tired. The same sensation as yesterday takes hold of them.
(Thurodim and Cork gain one level of exhaustion)
(It is Thurodim’s turn)
Frustrated with his poor aim and the annoying screech, Thurodim roars again and throws another javelin towards the still visible shadowy fiend.
Javelin: 19 Piercing: 4
As Thurodim prepares its throw, the screech distracts him just as he’s about the release the javelin. It flies off in the darkness, shattering on impact with the stone tiles.
Creature group 2’s turn
STR saves
4: 21
damage: 8
5: 14
damage: 7
6: 16
damage: 3
The second group of creature begin their advance. They’re slow, but they don’t seem to have any sense of self-preservation as they approach the dust devil conjured by Ember. They get buffeted by the wind, the debris and the dust. You don’t know if it’s because of their unholy nature or something else, but out of the three that walk within range of the dust devil, two resist being pushed away. One is shoved forward into the bright light area and fades away.
(Cork and Ozyre are up, then back to the top of round 2 with Ember)
Seeing the nearest creatures become invisible as they draw closer, [Sound of Cork Popping] opens his mouth and a raspy hiss escapes. He can't fight this way!
Wracking his brain, he tries to come up with something productive to do to help. With seconds passing, he opens his mouth and blurts out, in the voice of an angry commoner, "... Hey Marty... You suck!"
[Sound of Cork Popping] casts vicious mockery, targeting one of the still visible specters. The creature must succeed on a DC 12 Wisdom saving throw or take 4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Big Ozyre holds his hammer strong, as, though he knows that the fiends are close, he's not super sure on how close. Based on the flour that's looming not too far above, however, he's decently sure he'll know soon, so he's reared back and ready to whack any extraplanar shadows that happen to slip up and make themselves known.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
"I got it, I got it!" Ember hurries in response to needing flour power, reaching one hand out towards the floating flour and the other the elemental force. The smokey hand holding the jar above tips forward and releases a steady sprinkle of the powdery substance over the area and creatures. To the Dust Devil she calls, "D.D., try and push them towards the Big Mans!"
((Round 2
Action: Controls the Mage Hand to begin pouring the flour and moves it to try and hit both visible and invisible fiends (it has 30 ft of movement, but has to stay within 30ft of Ember, so as much ground as it can cover within those restrictions please!).
Bonus Action: Moves the Dust Devil to a position where it's more likely to push the creatures towards the melee fighters, clumping them together if they fail their STR saves.
Any creature that ends it's turn within 5 ft must make a DC 13 STR save. On a failed save, the creature takes 8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
Aggie: Will jump from Ozyre to Thurodim, providing the Help action on any attacks against creatures within melee range.))
Ember's mage hand begins to pour the flour on the creatures below. At first, the flour flakes stick to the closest enemies, covering a small area and three creatures. They don't seem to react to loosing their ability to be unseen. Their focus seems to be entirely on your group.
Next, as the elemental force of the dust devil moves to a position that can reach more enemies, some of the flour that fell to the ground gets caught up in the small whirlwind, scattering it further onto the other enemies, and even a bit on your own frontline fighters. Everyone within a 10 feet radius of the dust devil is not slightly buffeted with flour.
Group 1: 5
The now "visible" shadow creatures continue their unrelenting advance towards you. They close in the distance with Thurodim and Ozyre on the frontline and try to rend them with the claws.
The opening of the corridor is now crowded with three creatures, a giant gnome and a hulking barbarian.
Creature 8 (on Thurodim) Attack: 6 Damage: 5
Creature 2 (on Ozyre) Attack: 24 Damage: 5
Creature 1 (on Ozyre) Attack: 19 Damage: 1
(Following this, it's Thurodim's turn)
STR save 8: 3
Damage: 4
STR save 2: 18
Damage: 5
STR save 1: 13
Damage: 3
With another furious roar, the massive blonde bearded warrior swings Skullcrusher towards the fiendish shadow assailing him.
(Reckless attack, -5 to hit, +10 damage included in rolls)
Skullcrusher: 17 Bludgeoning: 21
If nat 20 or enemy goes down then bonus attack on closest enemy.
Skullcrusher: 17 Bludgeoning: 25
Big Ozyre belts out, "HYAH!!!" His preparations do not go wasted as the monsters (and himself) are covered in countless bits of powdered wheat. He swings his giant hammer as the monsters approach, hitting the lower part of one of them with immense force.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Like twigs, Ozyre and Thurodim break the first wave shadow creatures coming for them. They vanish in the familiar black smoke from yesterday's battle, the flour coming to rest on the stone floor. The second wave of monsters approach, closing in to take the fallen's spaces. Altough, unlike the previous wave, they don't attack. These ones all open their "mouths" in unison and release another high-pitched screech that shake your will and your core.
(Everyone roll another Wisdom saving throw with disadvantage. Then it's [Sound of Cork Popping]'s turn)
STR save 4: 11
Damage: 1
STR save 5: 21
Damage: 1
STR save 6: 17
Damage: 6
STR save 7: 6
Damage: 8
Ozyre's mental resistances seem to be wearing down as the screeching goes on.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Ember shrieks back as the chorus of screeching pierces through her mind and heart.
((WIS Save: 10))
Thurodim Wis Save: 5
WIS: 9
Cork looks for a space between all the bodies to dart in and attack one of the dusted shadows with his long sword.
Attack: 17. Damage: 1
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
The repeated screeches begin taking their toll as you feel yourself get drained once more of your energy. This time, it not only affects your body, but your spirit as well. You begin to question yourself: What am I doing here? What purpose am I trying to accomplish? Why does it matter?
[Sound of Cork Popping] still manages to land a blow on one of the creatures. Though not severely injured, every bit counts.
(You all gain a level of exhaustion. It’s now Ozyre’s turn, then back to Ember at the top of round 3)