As the battle begins, Ozyre and Ember are on the side, next to a wall, while Cork is standing near the two monsters that just came out of the tear. Meanwhile, Thurodim is close-by the door you came in through.
Initiative:
Ozyre
Monster 1
Thurodim
Cork
Monster 2
Ember
(Ozyre is up. Couldn’t find a map that represented what I had in mind well enough, so I’ll try to send a picture of a drawing, if that’s okay with all of you.)
As the runes on Ozyre's body light up, he once again grows to his giant stature. He bounds towards the creatures from the tear with his maul in hand. A fiery red line of runes starts from the axe at his hip, travels up his tattoos, and reaches the head of his massive hammer. As this happens, he swings at the monster from the tear nearest to him, and multiple flaming chains trail behind his hammer. The swing is wide, but the momentum carries it straight into the next closest thing, the tear itself, and the chains on the hammer each try their hardest to grasp the strange phenomenon and force it to close.
Bonus Action: Giant's Might: Ozyre becomes Large to the southeast for a minute Movement: 15 feet southeast Action: Attack monster 1 (Maul, Giant's Might): 7 (2 + 5) to hit, 11 (4 + 3 + 3) bludgeoning damage Action Surge: Try to close the tear using the Fire Rune
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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)
With the help of his large size and enhanced strength, Ozyre manages to grip the tear with the firery chains of his maul. In an odd way, it seems that the ancient runic magic of the giant are able to connect with this magical anomaly. As you pull with all your strength, you see and feel the tear begin to close ever so slightly. The firery chains then begin to dissipate, almost as if the tear itself was draining the magic to stitch itself back. Once the chains disappear, the runes stop glowing and your weapon is left with only the remnant heat emenating off of it.
The creature you attempted to strike catches a glimpse and turns its attention to you. It lunges towards you, attempting to bite you with its rotten teeth.
This post has potentially manipulated dice roll results.
With furious roar, the massive blonde bearded warrior charges the closest monster and swings Skullcrusher towards it.
(Rage, reckless attack, -5 to hit, +10 damage included in rolls) Skullcrusher: 12 Bludgeoning: 21 If nat 20 or enemy goes down then bonus attack on closest enemy. Skullcrusher: 8 Bludgeoning: 22
He draws his longsword and charges toward the two encroaching fiends. It is impossible to gauge emotion from his black, beady eyes and the voices he mimics. At times he has seemed nervous, even cowardly. Now, he opens his beak and a charismatic young voice cries out, "... Once more unto the breach, dear friends, once more; Or close the wall up...".
When he has time to act, [Sound of Cork Popping] will try to shove one of these monsters back into the void from whence it came... Athletics: 13
Cork follows through with his plan, charging forward and trying to shove one of the creatures (probably the one Ozyre missed) back into the breach.
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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
Thurodim charges forward in an unyielding rage and attacks the otherworldly monster. Though definitely more resistant than the immaterial creature from before, the barbarian strikes true and deals a palpabale hit. It remains standing, and is focused on the barbarian.
Cork attempts to push the dastardly creature back where it came from. However, its frame and girth make it difficult to move from its position.
(Before moving forward with the second monster’s turn, is there anything Cork would like to do as a bonus action?)
The kenku throws his shoulder into the demonic beast, shoving with all his might and straining until the faint outline of muscles emerge from under his black feathers. For all that effort, his clawed feet scratch and slide across the stone floor, but the demon does not budge. Stepping back and looking up at the towering horror, [Sound of Cork Popping] looks to Ozyre and mutters, in the voice of an injured man, "... A little help?...".
Ozyre received 1d6 Bardic Inspiration.
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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
Ember looks like a deer caught in Dancing Lights as her mind races through her options. Her fingers itch to set something ablaze, to chase after Ozyre's runic flash of fire with her own, but the vellum scroll rustles in her grip. Looking down at it then at the old words etched into the walls then at the problem of the tear, she decides to take a chance.
Her grandpa always said, There is no single right answer or path forward, but there is one right way to frame the problem.
She casts the spell from the scroll and waits for her mind to comprehend the shapes written around them, hoping to better frame their problem.
((Round 1 Action: Will use the scroll of Comprehend Languages to try and read the writing and see if it has any other hints about closing the tear. Aggie: Runs to Thurodim and provide the Help action.))
As the monster next to Ozyre is momentarily distracted by being shoved by Cork, Ozyre seizes the opportunity and grants the request for help. The monster's head turns towards Cork in what almost seems to be a feeble attempt at avoiding the massive hammer that is following in an arc alongside it. Of course, the hammer wins that race.
This post has potentially manipulated dice roll results.
Ember reads the arcana-infused words on the piece of parchment and the scroll bursts into flame. Though the scroll is gone, the little wizard feels the magic enter her mind and give her an understanding of the language written on the walls and urns. Though you’re not sure what the language is, you are able to decipher the symbols.
"May the faithful souls put to rest in this chamber find peace and tranquility in the next life."
The boxes and urns are also adorned with writings, but they are mainly names and common phrasings found on epitaphs.
Without a roll, you’re able to figure out that this chamber is most probably a crypt or something. You’re not familiar with the esthetic of the urns, and can’t associate it with a particular culture.
As the fighting continues, you can hear the pained moans of the shadow creatures reaching the door you all came in through. They make there way inside one by one and glare at you with there red smoky soulless eyes.
Ozyre swings his weapon with great might and delivers a solid strike on the creature. It still stands, but it felt that hit.
The retaliation comes immediately as the creature attempts to bite down on the massive gnome.
Attack: 8 Damage: 9
if hit, Ozyre needs to make a DC 12 con save or become poisoned
Cork takes a deep, silent breath, braces himself, and then charges with another shoulder into the adjacent monster (R1), trying to push it backward and into the breach.
Shove: 7
While pushing with all the might his scrawny, feather body can muster, he points a finger at Thurodim and opens his beak, letting out a loud, unfamiliar whistle.
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
Thurodim relentless assault manages to catch the creature with a bone-crushing hit that sends the creature down on the ground. It convulses for a few second before litterally liquifying into a puddle of black sludge. The second swing unfortunately goes wide.
Cork perseveres in trying to push the other monster back into the tear. But his efforts are in vain. The massive creature refuses to budge.
The shadow fiends make their way slowly inside the room. Somehow, they don’t seem to turn invisible in the light emitted by the tear. You can count three of them so far, with no knowledge of whether more are coming. The familiar high-pitch screech resonates throughout the chamber.
(Everyone needs to make a WIS save with disadvantage. Except for Ember because earplug and Ozyre because gnomes)
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Initiative
Rutterkin 1: 4
Rutterkin 2: 18
Shadow fiends (appear on top of round 2): 18
As the battle begins, Ozyre and Ember are on the side, next to a wall, while Cork is standing near the two monsters that just came out of the tear. Meanwhile, Thurodim is close-by the door you came in through.
Initiative:
Ozyre
Monster 1
Thurodim
Cork
Monster 2
Ember
(Ozyre is up. Couldn’t find a map that represented what I had in mind well enough, so I’ll try to send a picture of a drawing, if that’s okay with all of you.)
As the runes on Ozyre's body light up, he once again grows to his giant stature. He bounds towards the creatures from the tear with his maul in hand. A fiery red line of runes starts from the axe at his hip, travels up his tattoos, and reaches the head of his massive hammer. As this happens, he swings at the monster from the tear nearest to him, and multiple flaming chains trail behind his hammer. The swing is wide, but the momentum carries it straight into the next closest thing, the tear itself, and the chains on the hammer each try their hardest to grasp the strange phenomenon and force it to close.
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)
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)
With the help of his large size and enhanced strength, Ozyre manages to grip the tear with the firery chains of his maul. In an odd way, it seems that the ancient runic magic of the giant are able to connect with this magical anomaly. As you pull with all your strength, you see and feel the tear begin to close ever so slightly. The firery chains then begin to dissipate, almost as if the tear itself was draining the magic to stitch itself back. Once the chains disappear, the runes stop glowing and your weapon is left with only the remnant heat emenating off of it.
The creature you attempted to strike catches a glimpse and turns its attention to you. It lunges towards you, attempting to bite you with its rotten teeth.
Attack: 6 Damage: 20
(It is then Thurodim’s turn followed by Cork)
With furious roar, the massive blonde bearded warrior charges the closest monster and swings Skullcrusher towards it.
(Rage, reckless attack, -5 to hit, +10 damage included in rolls)
Skullcrusher: 12 Bludgeoning: 21
If nat 20 or enemy goes down then bonus attack on closest enemy.
Skullcrusher: 8 Bludgeoning: 22
(Extra crit damage if relevant: 8)
Cork follows through with his plan, charging forward and trying to shove one of the creatures (probably the one Ozyre missed) back into the breach.
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
R1 Athletics: 18
Thurodim charges forward in an unyielding rage and attacks the otherworldly monster. Though definitely more resistant than the immaterial creature from before, the barbarian strikes true and deals a palpabale hit. It remains standing, and is focused on the barbarian.
Cork attempts to push the dastardly creature back where it came from. However, its frame and girth make it difficult to move from its position.
(Before moving forward with the second monster’s turn, is there anything Cork would like to do as a bonus action?)
Bonus action:
The kenku throws his shoulder into the demonic beast, shoving with all his might and straining until the faint outline of muscles emerge from under his black feathers. For all that effort, his clawed feet scratch and slide across the stone floor, but the demon does not budge. Stepping back and looking up at the towering horror, [Sound of Cork Popping] looks to Ozyre and mutters, in the voice of an injured man, "... A little help?...".
Ozyre received 1d6 Bardic Inspiration.
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
Now engaged with the tall blond barbarian, the wounded monster lunges at his foe and attempts to bite its flesh.
Bite attack on Thurodim: Attack: 20 Damage: 16
(If hit, roll CON save DC 12 to avoid being poisoned)
(Afterwards, it’s Ember’s turn, then back to top of round 2 with Ozyre)
Thurodim Con save: 19
Ember looks like a deer caught in Dancing Lights as her mind races through her options. Her fingers itch to set something ablaze, to chase after Ozyre's runic flash of fire with her own, but the vellum scroll rustles in her grip. Looking down at it then at the old words etched into the walls then at the problem of the tear, she decides to take a chance.
Her grandpa always said, There is no single right answer or path forward, but there is one right way to frame the problem.
She casts the spell from the scroll and waits for her mind to comprehend the shapes written around them, hoping to better frame their problem.
((Round 1
Action: Will use the scroll of Comprehend Languages to try and read the writing and see if it has any other hints about closing the tear.
Aggie: Runs to Thurodim and provide the Help action.))
"Sure thing!" booms Big Ozyre back at Cork.
As the monster next to Ozyre is momentarily distracted by being shoved by Cork, Ozyre seizes the opportunity and grants the request for help. The monster's head turns towards Cork in what almost seems to be a feeble attempt at avoiding the massive hammer that is following in an arc alongside it. Of course, the hammer wins that race.
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 reads the arcana-infused words on the piece of parchment and the scroll bursts into flame. Though the scroll is gone, the little wizard feels the magic enter her mind and give her an understanding of the language written on the walls and urns. Though you’re not sure what the language is, you are able to decipher the symbols.
"May the faithful souls put to rest in this chamber find peace and tranquility in the next life."
The boxes and urns are also adorned with writings, but they are mainly names and common phrasings found on epitaphs.
Without a roll, you’re able to figure out that this chamber is most probably a crypt or something. You’re not familiar with the esthetic of the urns, and can’t associate it with a particular culture.
As the fighting continues, you can hear the pained moans of the shadow creatures reaching the door you all came in through. They make there way inside one by one and glare at you with there red smoky soulless eyes.
Ozyre swings his weapon with great might and delivers a solid strike on the creature. It still stands, but it felt that hit.
The retaliation comes immediately as the creature attempts to bite down on the massive gnome.
Attack: 8 Damage: 9
if hit, Ozyre needs to make a DC 12 con save or become poisoned
(Thurodim is up, followed by Cork)
The massive blonde bearded warrior continues his ruthless assault on closest monster and swings Skullcrusher towards it.
(Rage, reckless attack, -5 to hit, +10 damage included in rolls)
Skullcrusher: 19 Bludgeoning: 21
If nat 20 or enemy goes down then bonus attack on closest enemy.
Skullcrusher: 11 Bludgeoning: 18
Cork takes a deep, silent breath, braces himself, and then charges with another shoulder into the adjacent monster (R1), trying to push it backward and into the breach.
Shove: 7
While pushing with all the might his scrawny, feather body can muster, he points a finger at Thurodim and opens his beak, letting out a loud, unfamiliar whistle.
healing word: Thurodim regains 5 HP
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
Monster 1 Athletics: 19
Thurodim relentless assault manages to catch the creature with a bone-crushing hit that sends the creature down on the ground. It convulses for a few second before litterally liquifying into a puddle of black sludge. The second swing unfortunately goes wide.
Cork perseveres in trying to push the other monster back into the tear. But his efforts are in vain. The massive creature refuses to budge.
The shadow fiends make their way slowly inside the room. Somehow, they don’t seem to turn invisible in the light emitted by the tear. You can count three of them so far, with no knowledge of whether more are coming. The familiar high-pitch screech resonates throughout the chamber.
(Everyone needs to make a WIS save with disadvantage. Except for Ember because earplug and Ozyre because gnomes)