Thurodim manages to shrug off the effect of the screech.
As for Ember, Ozyre, Aggie and Cork, they suddenly feel odd. Like when a hot summer heat wave washes over you, you feel drained of energy and are left panting trying to catch your breath. Ember, you start feeling strained, similar to when you run for several minutes non stop. Ozyre and Cork, you don’t remember your weapons feeling this heavy before.
When he catches a glimpse of the monsters as the torch flickers, Ozyre immediately starts to run up to them. As he's running, the cacophony hits his ears, and it becomes harder for him to so much as hold his axe. But when things in life get hard, there's only one option. Be a bigger man. Which is exactly what Ozyre does. The tattoos across his body glow, and Ozyre becomes taller and taller and taller. Slightly taller than the ceiling, in fact, which causes a bit of a bump on his head and forces him to reduce his posture and crane his neck.
"...Scaramouche!" He swaps out his axe for his maul and swings for the fences where he saw the monsters, trying to make as wide an arc with his weapon as possible. As he prepares to swing, the runes on one of his axes light up with an orange red. Then the runes on his body near the axe's sheath glow with the same color. A path is quickly made across Ozyre's body, the runes acting as circuits to transmit this power from his axe, up his body, through his arm, and finally to the runes on the maul. As these final runes light up, literal chains of fire form on the backside of the hammer's head, trailing it as it cuts through the air and threatening to latch onto and bind any creatures that they touch.
The massive gnome throws a suggestion back to the group. "Can we turn the lights down? Our six friends (who are roughly hereabouts in case you were wondering) don't seem to like it too bright."
MOVEMENT: Up to one of the monsters BONUS ACTION: Giant's Might: Large Medium, advantage on Strength checks and saves, 1d6 extra damage on an attack each round ACTION:Attack an unseen monster with the maul: 18 (20,13 + 5) to hit, 16 (9 + 3 + 4) bludgeoning damage, plus I'll add Fire Rune, so that's 6 fire damage and a DC 12 Strength save or the monster is Restrained and takes 2d6 fire damage at the start of each turn, ending on a success at the end of a turn
Ember's hands slap over her ears at the cacophony of screams as her legs give out beneath her. She doubles over, forehead nearly touching the ground, and stares wide-eyed at the floor.
"Everything burns. Everything burns if the fire is hot enough. Don't be scared, don't be scared," she chants as she rocks back and forth.
In a desperate attempt to get the screaming things away, Ember throws her hands out, palms already smoking as she unleashes a torrent of flames into the room, sculpting them around Ozyre but caring little for anything else caught in the literal crossfire.
"Everything burns!"
Action: Burning Hands - 10 fire damage / or halved with a successful DC 13 DEX save Feat: Sculpt Spells: When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Aggie: will hop down off of Ember and use his full movement to get up onto Thurodim's shoulder, giving the Help action to provide advantage (or negate disadvantage) on his next attack.
This post has potentially manipulated dice roll results.
As your reeling from the sudden wave of tiredness, you try to push yourselves into action.
Ozyre starts growing as high as the ceiling allows him. He moves forward, maul in hand, towards one of the creatures he briefly saw, and swings his oversized weapon at it. You feel it make contact with something unseen. At first it feels solid, but as your swing progresses, you can feel the resistance fading away, until there’s nothing left. You hear a quiet wail as small wisps of shadows evaporate.
Ember releases a torrent of flames and immediately gets a response from the unseen foes. While her spell intentionally avoids the gnome, the flames seem to lick and flow around two creatures’ body, momentarily revealing their position. They howl horribly in pain, but don’t seem to be gone.
On their turn, Ozyre and Ember are the targets of the two enflamed creatures. Unseen claws lash out at you.
The claws seem as though they'll strike true and cut down the small wizard, who simply bares her teeth and growls at the sound of sharp whooshing air, but they meet smoke, not flesh as her body smolders and the protective force holds the attack at bay.
This post has potentially manipulated dice roll results.
Noticing the two enflamed creatures, the massive blonde bearded warrior steps forward, with a ROAR releasing the furious bear within him, dropping his torch before him, grabbing Skullcrusher to swing it in a wide arc to smash into the enemy with full force.
Bonus action: Rage Skullcrusher: 19 Bludgeoning: 22 (-5 to hit and +10 to damage included)
A hit. A very palpable hit. Thurodim manages to catch one of the creature with his weapon as it’s still somewhat visible thanks to the flames of Ember’s spell. Much like Ozyre, the physicality and the resistance of the creature seems to fade away into nothingness as its deathly wail echoes before falling silent.
(Cork is up, followed by the top of round 2 with Ember and Ozyre)
As Thurodim slams his weapon into the unseen foe, [Sound of Cork Popping] calls out, in a young, brash voice, "Yes! Just like that! Just keep doing more of that and you'll do fine."
[Thurodim received 1d6 Bardic Inspiration.]
Unsure of where the monstrous creatures are hiding, and weakened by their haunting call, Cork advances forward to stay close to the others and takes the dodge action this round.
Rollback Post to RevisionRollBack
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 smoke curls around her little body, roiling and ready to catch claws once more. Unsure of where the shadow creature might now be, Ember once again casts a large net, fingers splayed outwards as she becomes a living flamethrower, bolstered by the knowledge that they, too, burn. And it hurts.
"Eat ash, you creeper!"
Aggie, meanwhile, chirps in an alarmed pitch, worried his ward is cornered by this creature, and tugs on Thurodim's earlobe to point him in her direction for help.
((Action: Burning Hands - 9 fire damage / or halved with a successful DC 13 DEX save Feat: To avoid Ozyre again if needed - Sculpt Spells Aggie: Will continue to give the Help action to Thurodim.))
Quite Large but Not Quite as Large as He Could Be Ozyre rears his massive hammer back once again and prepares for another strike. The runes that lit up with his last attack begin to fade back into normal transcriptions, their power fading from the maul, though the power in his tiny magic muscles seems to be plenty. With another "Scaramouche!" he swings for the creature that attacked Ember, sparing little pity for the creature that would hurt such an innocent wizard. Even if she did fry said creature. Twice.
ACTION:Attack the creature that hit Ember with the maul: 16 (13,11 + 5) to hit, 18 (9 + 3 + 6) bludgeoning damage
Rollback Post to RevisionRollBack
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.
Second verse is the same as the first. Ember releases another bout of flames in a direction she hopes will hit the invisible foes. The creatures, not really the agile kind, are too slow to avoid the torrent and takes the brunt of the spell. Another creature, which had been so far unseen, is hit by the flames.
With a well-timed strike, Ozyre manages to hit and destroy the creature, which was on its last leg.
This time, it’s Ozyre and Thurodim that are targeted by unseen claws in the dark.
The monster's claws find holes in the mail of Quite Large but Not Quite as Large as He Could Be Ozyre. Almost reflexively, the runes on his maul start to light up a bright sky blue, but they seem to be suppressed before they do anything, quickly fading back to their dim glow. A small amount of blood starts to trickle down the gnome's chest from where the claws got through.
"So you cando the Fandango!"
Rollback Post to RevisionRollBack
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.
Growling with frustration as invisible claws rend at him, the massive blonde bearded warrior swings Skullcrusher again in a wide arc to smash towards the unseen assailant.
Skullcrusher: 15 + Bardic inspiration: 1 Bludgeoning: 18 (-5 to hit and +10 to damage included)
If kill or crit, Skullcrusher continues into the next square, possibly hitting something more.
Skullcrusher: 1 Bludgeoning: 25 (-5 to hit and +10 to damage included)
Thurodim’s weapon draws a wide arc in front of him, but fails to come into contact with anything. Perhaps the unseen creature was a bit out of the way.
(Cork’s turn is up. Then back up to top of turn 3 with Ozyre and Ember)
Cork steps forward, gripping his longsword in two feathered hands. He takes a swing through the space where it looks like Thurodim was attacking, also hitting nothing.
Attack: 10
He then steps back a pace [potentially inviting an AOO if there is a monster hiding within 5'].
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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
... Or maybe he does hit something! Slashing damage: 2
Rollback Post to RevisionRollBack
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
"Hey! You leave him alone!" Ember growls out, the sight of Ozyre's blood making her own boil.
Realizing the others need to be able to see these things to hit them, she looks between the empty space where the creatures must be and the torch. Light or dark.
Light or dark light or dark light or dark.
Ember screws her eyes shut, plunging into a different kind of darkness, and reaches out her trembling hands, cupping them as if over the flame itself.
The fire of the torch flickers and dims.
((Round 3. Action: Control Flames to halve the torch light. Aggie: Will continue to give the Help action to Thurodim.))
[Sound of Cork Popping] manages to just barely scratch one of the creatures. He knows this because it make this painful sigh sound.
Using her influence on the torchlight, Ember makes the fire grow dim. At this moment, in the darkness, the creatures physically manifest, letting you see clearly their piercing red eyes and pained expression. Their movements are stiff and slow, and they seem focused on a single task: taking you down. You count three of them. One seems somehow to have been heavily burned.
As Ember calls out to that one, its starts to jitter slightly before the head snaps in her direction, its neck twisting in an absolutely inhuman way.
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Thurodim manages to shrug off the effect of the screech.
As for Ember, Ozyre, Aggie and Cork, they suddenly feel odd. Like when a hot summer heat wave washes over you, you feel drained of energy and are left panting trying to catch your breath. Ember, you start feeling strained, similar to when you run for several minutes non stop. Ozyre and Cork, you don’t remember your weapons feeling this heavy before.
(All those who failed gain 1 level of exhaustion)
Ozyre and Ember can take their turn
When he catches a glimpse of the monsters as the torch flickers, Ozyre immediately starts to run up to them. As he's running, the cacophony hits his ears, and it becomes harder for him to so much as hold his axe. But when things in life get hard, there's only one option. Be a bigger man. Which is exactly what Ozyre does. The tattoos across his body glow, and Ozyre becomes taller and taller and taller. Slightly taller than the ceiling, in fact, which causes a bit of a bump on his head and forces him to reduce his posture and crane his neck.
"...Scaramouche!" He swaps out his axe for his maul and swings for the fences where he saw the monsters, trying to make as wide an arc with his weapon as possible. As he prepares to swing, the runes on one of his axes light up with an orange red. Then the runes on his body near the axe's sheath glow with the same color. A path is quickly made across Ozyre's body, the runes acting as circuits to transmit this power from his axe, up his body, through his arm, and finally to the runes on the maul. As these final runes light up, literal chains of fire form on the backside of the hammer's head, trailing it as it cuts through the air and threatening to latch onto and bind any creatures that they touch.
The massive gnome throws a suggestion back to the group. "Can we turn the lights down? Our six friends (who are roughly hereabouts in case you were wondering) don't seem to like it too bright."
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's hands slap over her ears at the cacophony of screams as her legs give out beneath her. She doubles over, forehead nearly touching the ground, and stares wide-eyed at the floor.
"Everything burns. Everything burns if the fire is hot enough. Don't be scared, don't be scared," she chants as she rocks back and forth.
In a desperate attempt to get the screaming things away, Ember throws her hands out, palms already smoking as she unleashes a torrent of flames into the room, sculpting them around Ozyre but caring little for anything else caught in the literal crossfire.
"Everything burns!"
Action: Burning Hands - 10 fire damage / or halved with a successful DC 13 DEX save
Feat: Sculpt Spells: When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Aggie: will hop down off of Ember and use his full movement to get up onto Thurodim's shoulder, giving the Help action to provide advantage (or negate disadvantage) on his next attack.
2
9
11
As your reeling from the sudden wave of tiredness, you try to push yourselves into action.
Ozyre starts growing as high as the ceiling allows him. He moves forward, maul in hand, towards one of the creatures he briefly saw, and swings his oversized weapon at it. You feel it make contact with something unseen. At first it feels solid, but as your swing progresses, you can feel the resistance fading away, until there’s nothing left. You hear a quiet wail as small wisps of shadows evaporate.
Ember releases a torrent of flames and immediately gets a response from the unseen foes. While her spell intentionally avoids the gnome, the flames seem to lick and flow around two creatures’ body, momentarily revealing their position. They howl horribly in pain, but don’t seem to be gone.
On their turn, Ozyre and Ember are the targets of the two enflamed creatures. Unseen claws lash out at you.
On Ozyre: Attack: 13 Damage: 7
On Ember: Attack: 15 Damage: 8
The other creatures don’t appear to do much else…
The claws seem as though they'll strike true and cut down the small wizard, who simply bares her teeth and growls at the sound of sharp whooshing air, but they meet smoke, not flesh as her body smolders and the protective force holds the attack at bay.
((A miss thanks to Mage Armor, phew!))
Noticing the two enflamed creatures, the massive blonde bearded warrior steps forward, with a ROAR releasing the furious bear within him, dropping his torch before him, grabbing Skullcrusher to swing it in a wide arc to smash into the enemy with full force.
Bonus action: Rage
Skullcrusher: 19 Bludgeoning: 22
(-5 to hit and +10 to damage included)
A hit. A very palpable hit. Thurodim manages to catch one of the creature with his weapon as it’s still somewhat visible thanks to the flames of Ember’s spell. Much like Ozyre, the physicality and the resistance of the creature seems to fade away into nothingness as its deathly wail echoes before falling silent.
(Cork is up, followed by the top of round 2 with Ember and Ozyre)
As Thurodim slams his weapon into the unseen foe, [Sound of Cork Popping] calls out, in a young, brash voice, "Yes! Just like that! Just keep doing more of that and you'll do fine."
[Thurodim received 1d6 Bardic Inspiration.]
Unsure of where the monstrous creatures are hiding, and weakened by their haunting call, Cork advances forward to stay close to the others and takes the dodge action this round.
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 smoke curls around her little body, roiling and ready to catch claws once more. Unsure of where the shadow creature might now be, Ember once again casts a large net, fingers splayed outwards as she becomes a living flamethrower, bolstered by the knowledge that they, too, burn. And it hurts.
"Eat ash, you creeper!"
Aggie, meanwhile, chirps in an alarmed pitch, worried his ward is cornered by this creature, and tugs on Thurodim's earlobe to point him in her direction for help.
((Action: Burning Hands - 9 fire damage / or halved with a successful DC 13 DEX save
Feat: To avoid Ozyre again if needed - Sculpt Spells
Aggie: Will continue to give the Help action to Thurodim.))
Quite Large but Not Quite as Large as He Could Be Ozyre rears his massive hammer back once again and prepares for another strike. The runes that lit up with his last attack begin to fade back into normal transcriptions, their power fading from the maul, though the power in his tiny magic muscles seems to be plenty. With another "Scaramouche!" he swings for the creature that attacked Ember, sparing little pity for the creature that would hurt such an innocent wizard. Even if she did fry said creature. Twice.
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)
4
8
12
Second verse is the same as the first. Ember releases another bout of flames in a direction she hopes will hit the invisible foes. The creatures, not really the agile kind, are too slow to avoid the torrent and takes the brunt of the spell. Another creature, which had been so far unseen, is hit by the flames.
With a well-timed strike, Ozyre manages to hit and destroy the creature, which was on its last leg.
This time, it’s Ozyre and Thurodim that are targeted by unseen claws in the dark.
Attack on Ozyre: 14 Damage: 7
Attack on Thurodim: 15 Damage: 4
(After that it’s Thurodim’s turn, then Cork)
The monster's claws find holes in the mail of Quite Large but Not Quite as Large as He Could Be Ozyre. Almost reflexively, the runes on his maul start to light up a bright sky blue, but they seem to be suppressed before they do anything, quickly fading back to their dim glow. A small amount of blood starts to trickle down the gnome's chest from where the claws got through.
"So you can do the Fandango!"
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)
Growling with frustration as invisible claws rend at him, the massive blonde bearded warrior swings Skullcrusher again in a wide arc to smash towards the unseen assailant.
Skullcrusher: 15 + Bardic inspiration: 1 Bludgeoning: 18
(-5 to hit and +10 to damage included)
If kill or crit, Skullcrusher continues into the next square, possibly hitting something more.
Skullcrusher: 1 Bludgeoning: 25
(-5 to hit and +10 to damage included)
Thurodim’s weapon draws a wide arc in front of him, but fails to come into contact with anything. Perhaps the unseen creature was a bit out of the way.
(Cork’s turn is up. Then back up to top of turn 3 with Ozyre and Ember)
Cork steps forward, gripping his longsword in two feathered hands. He takes a swing through the space where it looks like Thurodim was attacking, also hitting nothing.
Attack: 10
He then steps back a pace [potentially inviting an AOO if there is a monster hiding within 5'].
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
... Or maybe he does hit something! Slashing damage: 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
"Hey! You leave him alone!" Ember growls out, the sight of Ozyre's blood making her own boil.
Realizing the others need to be able to see these things to hit them, she looks between the empty space where the creatures must be and the torch. Light or dark.
Light or dark light or dark light or dark.
Ember screws her eyes shut, plunging into a different kind of darkness, and reaches out her trembling hands, cupping them as if over the flame itself.
The fire of the torch flickers and dims.
((Round 3.
Action: Control Flames to halve the torch light.
Aggie: Will continue to give the Help action to Thurodim.))
[Sound of Cork Popping] manages to just barely scratch one of the creatures. He knows this because it make this painful sigh sound.
Using her influence on the torchlight, Ember makes the fire grow dim. At this moment, in the darkness, the creatures physically manifest, letting you see clearly their piercing red eyes and pained expression. Their movements are stiff and slow, and they seem focused on a single task: taking you down. You count three of them. One seems somehow to have been heavily burned.
As Ember calls out to that one, its starts to jitter slightly before the head snaps in her direction, its neck twisting in an absolutely inhuman way.