Cork save: 4 (accidentally rolled CON instead of WIS, so the 5 should really be a 4)
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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
Perhaps due to having spent the better part of the day fighting these things, their screech begin to pierce your mental defenses more easily. You feel that familiar wave of lethargy hit you.
(You all take one level of exhaustion.)
(Ember’s turn is up and then top of round 3 with Ozyre)
"May the faithful souls put to rest in this chamber find peace and tranquility in the next life." Ember repeats aloud. "But we won't be joining you, sorry!"
The little wizard rushes to her friends' aid as the shadowy creatures approach, pushing through the feeling of lethargy to unleash a torrent of flames at the fiendish trio.
((Round 2 Movement: Will move one square down and to the left from Cork's position. Action: Casts Burning Hands. DC 13 DEX save. 11 fire dmg. Aggie: Will jump to Cork's shoulder and provide the Help action.))
Noticing Cork's attempts and failures to send the creature back from whence it came, Ozyre slides his hammer out of one of his hands and, emboldened by the kenku's words, makes his massive form reach out and grasp at the oozing monster. With a quick step, provided he manages to get a handle on the monster, Ozyre will banish it to the realm behind the tear. Being careful not to get any of his own extremities in the transdimensional hole, of course.
Action:Grapple monster 1: Athletics (Bardic Inspiration, Exhaustion, Giant's Might): 22 (11 + 5 + 6) Movement: If grapple is successful, 5 feet southeast, holding the monster in the same relative spot so it goes into the tear
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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.
Ozyre’s superior strength and size manage to make the monster budge. It tries to resist but it is moved against it will back into the tear. As it touches the anomaly, a ripple of magical energy runs through its entire body and the creature begins to convulse painfully. It seems as thought it is restrained by the entropic force of the tear.
As the portal begins to pull the creature apart from the inside, it tries to reach out to the one that put it in this predicament. If it has to go back home, it will try to take the one responsible with it.
Athletics check: 17
(Ozyre, make a contested athletics or acrobatics skill check of your choice. Following that, it is Thurodim, then Cork)
Feeling his wounds heal, the massive blonde bearded warrior turns and gives Cork an acknowledging look before stepping into the fray once more, continuing his ruthless assault, swinging Skullcrusher to send the monster back through the tear.
(Rage, reckless attack, -5 to hit, +10 damage included in rolls) Skullcrusher: 17 Bludgeoning: 27
If nat 20 or enemy goes down then bonus attack on closest enemy. Skullcrusher: 17 Bludgeoning: 23
Ozyre manages to push back the creature trying to grapple him, just in time for Thurodim to put the final nail in its coffin. With one swing, he smashes what remains of the creature and it turns into a dark colored goo that is immediately sucked into the tear.
Thurodim then turns back to the shadow fiend swarming into the room and evaporates the first one that stands in its way.
With the mighty squirrel at his side, Cork prepares for a renewed push against the demon. Just then, the wave of lethargy sweeps over him, and the immensity of the fiend makes it clear he cannot succeed with his plan.
Instead, he turns his beady black eyes to the offending Shadow Friends, cracking open his beak and releasing a barely audible whisper... the sound of conspiring gossips and naysayers...
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 shadow fiend’s head begins twitching with renewed vigor as it is assaulted by Cork’s psychic spell. Its form is unable to sustain itself from all the damage it took and it dissispates into black mist.
The remaining fiend walks up to his target: Cork. It bears down its dark claws at him.
Attack: 17 Damage: 5
(Sorry for the delay. It’s now Ember’s turn, then we’re back at the top of the round with Ozyre.)
A growl rumbles through Ember's chest as the fiend claws at Cork. Relieved when it finds neither feather nor flesh to rend, she turns her attention back to the tear. But what can she do to close it? Primordial magic, the books had said, but...
The little wizard looks down at her smoldering hands. Her flames may not come from ancient beings--summoned as they are through an intermediary force-- but what is more ancient a creature than fire? Than the blaze that churns in the bellies of dragons. Than the energy that roils in the core of the world. Than the heat that warms a home and reduces empires to ash.
What is a flame but the very breath of the universe itself? Neither created nor destroyed, only changed. Immortal.
And she is its conduit.
Ember closes her eyes and whispers to an energy that's lived long before she was born and will continue long after she's gone. The energy she herself has borrowed and will become again when her human body returns to the dirt. She pulls that primal heat from her being and wreathes of flame encircle her thin wrists as she channels it like never before. Roaring as Big Man has (inadvertently) taught her, the wizard aims the ferocious flames at the edges of the tear and tries to burn away the very fabric of the portal itself.
((Movement: Moves closer to the tear if possible! Action: Will use her last spell slot to cast Burning Hands on the tear. 14 fire dmg. **Spellcasting Ability Check: (at disadvantage) 13))
The little wizard’s reasoning is sound. But as she musters the last of her arcane reserves and releases the torrent of flames, she gasps as the tear seems unaffected…initially. Upon closer inspection, it seems that the fire might be "welding" the tear back together. How a feat of magic like this could be possible from a somewhat inexperienced mage is a mystery.
As that happens, you can see the remaining shadow fiend seem to spasm for a few moments. What could cause such a reaction?
Ozyre looks curiously at the spasming living shadow. Is it that it's losing its life force as the rift closes? Maybe it's somehow getting stronger from its kin returning to nothingness? He concludes that, whatever is going on, if it's of any interest, it'll survive being hit by a big hammer. So he walks up to the fiend and does just that.
Free Action: Release the monster from the grapple Movement: Up to 25 feet to the remaining shadow fiend, possibly provoking an opportunity attack from the monster Action:Attack the shadow fiend (Maul, Giant's Might): 21 (16 + 5) to hit, 18 (9 + 3 + 6) bludgeoning damage
A decisive final strike on the remaining shadow fiend turns it into a fine black mist. You feel your mind released from the influence of the fiends.
The crypt now falls silent except for the tear’s whirling mass swooshing softly. It doesn’t look like it’ll hold for much longer, but you can’t be sure whether the area is now safe.
(You can remove the level of exhaustion from your character sheet. We are no longer in initiative order for now. The floor is yours)
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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)
Ember WIS save: 6+2 8
Thurodim Wis save: 3
Cork save: 4 (accidentally rolled CON instead of WIS, so the 5 should really be a 4)
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
Perhaps due to having spent the better part of the day fighting these things, their screech begin to pierce your mental defenses more easily. You feel that familiar wave of lethargy hit you.
(You all take one level of exhaustion.)
(Ember’s turn is up and then top of round 3 with Ozyre)
"May the faithful souls put to rest in this chamber find peace and tranquility in the next life." Ember repeats aloud. "But we won't be joining you, sorry!"
The little wizard rushes to her friends' aid as the shadowy creatures approach, pushing through the feeling of lethargy to unleash a torrent of flames at the fiendish trio.
((Round 2
Movement: Will move one square down and to the left from Cork's position.
Action: Casts Burning Hands. DC 13 DEX save. 11 fire dmg.
Aggie: Will jump to Cork's shoulder and provide the Help action.))
Noticing Cork's attempts and failures to send the creature back from whence it came, Ozyre slides his hammer out of one of his hands and, emboldened by the kenku's words, makes his massive form reach out and grasp at the oozing monster. With a quick step, provided he manages to get a handle on the monster, Ozyre will banish it to the realm behind the tear. Being careful not to get any of his own extremities in the transdimensional hole, of course.
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)
Shadow fiend 1: 14
Shadow fiend 2: 12
Shadow fiend 3: 1
Rutterkin Athletics: 14
Tear damage: 11
Rutterkin Dex save: 3
Caught by surprise by the little wizard, two of the shadow fiends catch the full brunt of the spell. If they hadn’t noticed her then, they have now.
Ozyre’s superior strength and size manage to make the monster budge. It tries to resist but it is moved against it will back into the tear. As it touches the anomaly, a ripple of magical energy runs through its entire body and the creature begins to convulse painfully. It seems as thought it is restrained by the entropic force of the tear.
As the portal begins to pull the creature apart from the inside, it tries to reach out to the one that put it in this predicament. If it has to go back home, it will try to take the one responsible with it.
Athletics check: 17
(Ozyre, make a contested athletics or acrobatics skill check of your choice. Following that, it is Thurodim, then Cork)
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)
Feeling his wounds heal, the massive blonde bearded warrior turns and gives Cork an acknowledging look before stepping into the fray once more, continuing his ruthless assault, swinging Skullcrusher to send the monster back through the tear.
(Rage, reckless attack, -5 to hit, +10 damage included in rolls)
Skullcrusher: 17 Bludgeoning: 27
If nat 20 or enemy goes down then bonus attack on closest enemy.
Skullcrusher: 17 Bludgeoning: 23
Ozyre manages to push back the creature trying to grapple him, just in time for Thurodim to put the final nail in its coffin. With one swing, he smashes what remains of the creature and it turns into a dark colored goo that is immediately sucked into the tear.
Thurodim then turns back to the shadow fiend swarming into the room and evaporates the first one that stands in its way.
With the mighty squirrel at his side, Cork prepares for a renewed push against the demon. Just then, the wave of lethargy sweeps over him, and the immensity of the fiend makes it clear he cannot succeed with his plan.
Instead, he turns his beady black eyes to the offending Shadow Friends, cracking open his beak and releasing a barely audible whisper... the sound of conspiring gossips and naysayers...
Dissonant Whispers (upcast at Lvl 2)
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
Wis save: 10
The shadow fiend’s head begins twitching with renewed vigor as it is assaulted by Cork’s psychic spell. Its form is unable to sustain itself from all the damage it took and it dissispates into black mist.
The remaining fiend walks up to his target: Cork. It bears down its dark claws at him.
Attack: 17 Damage: 5
(Sorry for the delay. It’s now Ember’s turn, then we’re back at the top of the round with Ozyre.)
A growl rumbles through Ember's chest as the fiend claws at Cork. Relieved when it finds neither feather nor flesh to rend, she turns her attention back to the tear. But what can she do to close it? Primordial magic, the books had said, but...
The little wizard looks down at her smoldering hands. Her flames may not come from ancient beings--summoned as they are through an intermediary force-- but what is more ancient a creature than fire? Than the blaze that churns in the bellies of dragons. Than the energy that roils in the core of the world. Than the heat that warms a home and reduces empires to ash.
What is a flame but the very breath of the universe itself? Neither created nor destroyed, only changed. Immortal.
And she is its conduit.
Ember closes her eyes and whispers to an energy that's lived long before she was born and will continue long after she's gone. The energy she herself has borrowed and will become again when her human body returns to the dirt. She pulls that primal heat from her being and wreathes of flame encircle her thin wrists as she channels it like never before. Roaring as Big Man has (inadvertently) taught her, the wizard aims the ferocious flames at the edges of the tear and tries to burn away the very fabric of the portal itself.
((Movement: Moves closer to the tear if possible!
Action: Will use her last spell slot to cast Burning Hands on the tear. 14 fire dmg.
**Spellcasting Ability Check: (at disadvantage) 13))
The little wizard’s reasoning is sound. But as she musters the last of her arcane reserves and releases the torrent of flames, she gasps as the tear seems unaffected…initially. Upon closer inspection, it seems that the fire might be "welding" the tear back together. How a feat of magic like this could be possible from a somewhat inexperienced mage is a mystery.
As that happens, you can see the remaining shadow fiend seem to spasm for a few moments. What could cause such a reaction?
Ozyre looks curiously at the spasming living shadow. Is it that it's losing its life force as the rift closes? Maybe it's somehow getting stronger from its kin returning to nothingness? He concludes that, whatever is going on, if it's of any interest, it'll survive being hit by a big hammer. So he walks up to the fiend and does just that.
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)
A decisive final strike on the remaining shadow fiend turns it into a fine black mist. You feel your mind released from the influence of the fiends.
The crypt now falls silent except for the tear’s whirling mass swooshing softly. It doesn’t look like it’ll hold for much longer, but you can’t be sure whether the area is now safe.
(You can remove the level of exhaustion from your character sheet. We are no longer in initiative order for now. The floor is yours)