Big Ozyre responds to the existential questions that now plague his thoughts with a very large hammer. He swings at the (notably diminished) horde once again, though his hands seem to waver as he does so.
Seeing the flour-y silhouettes all clumped together, Ember grits her teeth against the doubt that grips her spirit. Forcing a grin, she drags her thumb over her palm like striking a match and it begins to flicked with flames. "Your butts are about to get real toasty!" she offers as a warning, then splays her fingers out towards the fiends. Fire wreathes then erupts from her hands, parting around her friends, but licking violently at their prey.
((Round 3 Bonus Action: Moves the Dust Devil to wherever it will hit the most targets. Action: Casts Burning Hands, using Sculpt Spell and hopefully hitting at least fiends 4, 6, 3, and 7 for 10 fire damage. Any creature that ends its 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: Continues to provide the Help action on any attacks against creatures within melee range.))
This post has potentially manipulated dice roll results.
Through the grow sense of tiredness, Ozyre manages to swing at the fiend and make him disappear in a puff of black smoke.
Ember lets out a cone of flames that circles around Ozyre and fully hits most of the creatures, making them squeal in pain. One even looks like it’s barely holding on (number 7).
Fiend 3 mindlessly walks towards the giant gnome, doing the only purpose it has in life: trying to kill.
This post has potentially manipulated dice roll results.
With another furious roar, the massive blonde bearded warrior swings Skullcrusher again towards the closest fiendish shadow.
(Reckless attack, -5 to hit, +10 damage included in rolls) Skullcrusher: 6 Bludgeoning: 20 If nat 20 or enemy goes down then bonus attack on next closest enemy. Skullcrusher: 14 Bludgeoning: 18
As the shadowy fiend lashes out towards Ozyre with dangerous speed and force, the runes on Ozyre's hammer begin to glow a sky blue. With shocking and clearly supernatural speed, Ozyre pushes the hammer through the air, as if it were weightless, and intercepts the dark claws in an instant. The hammer effortlessly guides the claws towards another fiend, redirecting the entire attack, with all its deadliness, towards one of the attacker's friends instead of one of its foes.
Reaction: Cloud Rune that crit from fiend 3 over to a fiend that seems to be doing fairly well
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.
At the last moment, as Fiend 3 is about to land a vicious blow on Ozyre, his cloud rune activates and deviates the attack on fiend 5, which tears off its arm in the process. It is still standing but can barely hold on.
Thurodim follows up with two mighty swings from his hammer, each felling a different shadowy fiend into black smoke (fiends 3 and 5). As Fiend 3 disappears, you feel the creature’s hold on your mind dissipate slightly.
(You may subtract one level of exhaustion for those who had one)
Fiends 6 and 7 each advance to confront the melee fighters of the group. Since they are standing close to the dust devil, they are buffeted again by the strong wind and debris.
Hit by a wave of exhaustion, the Kenku is disoriented. All around him is fire and shadow, shouting voices and swinging hammers. He feels as though he is swimming slowly through the world around him, involved but also somehow apart from it all. It is reminiscent of that time he drank alcohol....
He shakes his head and the worst of the exhaustion seems to break. Regaining a bit of focus, he once again raises his longsword and tries to stab it through a gap between Thurodim and Ozyre, hoping to clip one of the fiends.
Attack: 20(dirty) Damage: 6
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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
Ozyre tries to smash with his hammer at the same time that Cork tries to pierce with his longsword. Cork's longsword gets to the fiend first, however, and the creature is put off balance by the attack just the right amount for it to stumble out of the way of Ozyre's hammer in the nick of time, causing him to strike the floor with full force.
Action:Attack the same fiend as Cork: 7 (2 + 5) to hit, 11 (5 + 3 + 3) 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)
With the concentrated effort of Ember's dust devil and [Sound of Cork Popping]'s sword, there are only two, very hurt fiends left in the way. But yet, they are undeterred from their goal.
(It is back to the top of the turn with Ember. Fiends 6 and 7 are left, standing in front of Thurodim and Ozyre respectively)
Dust kicks up around Ember, her clothes fluttering about as though buffeted by wind as she continues to concentrate on the spell that keeps her elemental force sustained. She orders the dust devil to bear down on the remaining two fiends, then fires off a sizzling mote between Ozyre's legs complete with "pew, pew" sound effects.
((Round 4 Bonus Action: Moves the Dust Devil behind the two fiends (or anywhere it might hit them both). DC 13 STR save. Action: Casts Fire bolt at Fiend 7. To hit: 20 | Damage: 2 fire Aggie: Continues to provide the Help to Thurodim action on any attacks against creatures within melee range.))
Sensing victory drawing near, the massive blonde bearded warrior swings Skullcrusher again towards the closest fiendish shadow.
(Reckless attack, -5 to hit, +10 damage included in rolls) Skullcrusher: 10 Bludgeoning: 18 If nat 20 or enemy goes down then bonus attack on next closest enemy, moving first if necessary. Skullcrusher: 17 Bludgeoning: 23
[Sound of Cork Popping] breathes heavily but silently, his chest heaving as he pulls back his sword, and then once again stabs it through a gap between the larger warriors, hoping to once again nick a fiend.
Attack: 20 Damage: 9
It feels like he got a piece of something. He quietly hopes it wasn't any part of Thurodim or Ozyre.
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
With the concentrated effort from everyone, the remaining fiends are banished from this chamber. As they disappear, you feel a regain of your energy, as there are no more of these creatures to harass your mind.
(You may substract another level of exhaustion, if any, from your character)
The ruins return to their eerie silence as the threat seems to have gone…for now.
You are free to explore this large circular chamber, with a shallow bassin at the center. Beside it, there is a vague shape lying motionless. You can’t quite make out the details from this distance. To your right, there used to be a passageway that has collapsed, probably under the weight of the years of neglect. Another passage continues on the left and another straight ahead.
Still quite weary after the draining battle with the shadow fiends, Thurodim simply stands leaning against Skullcrusher, catching his breath. "You go ahead, I just need a moment."
[Sound of Cork Popping] is about to lean himself against a wall to break, when Thurodim calls for someone to inspect the object on the floor. Seeing no one else advance, the kenku steadies himself on his feet.
He keeps his longsword drawn with two hands as he steps gingerly across the room, the clicks of his clawed toes on the stone floor echoing softly. When he nears the object, he reaches out and gives it a few soft pokes with the end of his blade to make sure it isn't alive, and then tries to use the weapon like a shovel to turn it over for a look.
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 Dust Devil dissipates as Ember releases the spell, leaving just a pile of dust and debris behind. She swipes at the beads of sweat upon her brow then reaches up towards the smoking hand, lowering it so she can retrieve and recap the jar of flour.
Worried for her friends who took the entirety of the onslaught, Ember scurries around them to inspect their wounds, then sees Cork heading alone towards the motionless shape. She hurries to his side, one hand holding onto the hem of his tunic and the other held outwards, ready to roast the thing if it proves a nasty.
While Thurodim catches a break and his breath, the bird man and the child step forward toward the shape.
(I assume you have the torch or some kind of way to light your way)
As you approach the shape, you begin to make out more details. First it’s a leg, then another, then an arm, and so forth. When [Sound of Cork Popping] turns it on its back, you find an unmoving corpse. You recognize the curly red hair of the broad shouldered-man from the picture. He looks (and smells) like he’s been rotting here for some time now. Unlike the corpses you found at the house, this one as been torn apart. It’s a grisly sight as there are deep gashes running along its body.
With him, you find a satchel made of fabric. There are stains of dried blood on it, probably from its owner. In it, you find a small batch of rolled up pieces of parchment, a waterskin and some bandages. A few feet further away, there lies a short knife, the kind you’d use for gardening.
(Everyone make a perception check)
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Big Ozyre responds to the existential questions that now plague his thoughts with a very large hammer. He swings at the (notably diminished) horde once again, though his hands seem to waver as he does so.
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)
Seeing the flour-y silhouettes all clumped together, Ember grits her teeth against the doubt that grips her spirit. Forcing a grin, she drags her thumb over her palm like striking a match and it begins to flicked with flames. "Your butts are about to get real toasty!" she offers as a warning, then splays her fingers out towards the fiends. Fire wreathes then erupts from her hands, parting around her friends, but licking violently at their prey.
((Round 3
Bonus Action: Moves the Dust Devil to wherever it will hit the most targets.
Action: Casts Burning Hands, using Sculpt Spell and hopefully hitting at least fiends 4, 6, 3, and 7 for 10 fire damage.
Any creature that ends its 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: Continues to provide the Help action on any attacks against creatures within melee range.))
Dex saves
6: 19
3: 11
7: 1
Group 1: 2
Through the grow sense of tiredness, Ozyre manages to swing at the fiend and make him disappear in a puff of black smoke.
Ember lets out a cone of flames that circles around Ozyre and fully hits most of the creatures, making them squeal in pain. One even looks like it’s barely holding on (number 7).
Fiend 3 mindlessly walks towards the giant gnome, doing the only purpose it has in life: trying to kill.
Attack against Ozyre: Attack: 17 Damage: 5
(Woof…Didn’t expect to have a solid hit like that)
(Thurodim’s turn is up)
STR save:
3: 13
Damage: 7
With another furious roar, the massive blonde bearded warrior swings Skullcrusher again towards the closest fiendish shadow.
(Reckless attack, -5 to hit, +10 damage included in rolls)
Skullcrusher: 6 Bludgeoning: 20
If nat 20 or enemy goes down then bonus attack on next closest enemy.
Skullcrusher: 14 Bludgeoning: 18
As the shadowy fiend lashes out towards Ozyre with dangerous speed and force, the runes on Ozyre's hammer begin to glow a sky blue. With shocking and clearly supernatural speed, Ozyre pushes the hammer through the air, as if it were weightless, and intercepts the dark claws in an instant. The hammer effortlessly guides the claws towards another fiend, redirecting the entire attack, with all its deadliness, towards one of the attacker's friends instead of one of its foes.
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)
At the last moment, as Fiend 3 is about to land a vicious blow on Ozyre, his cloud rune activates and deviates the attack on fiend 5, which tears off its arm in the process. It is still standing but can barely hold on.
Thurodim follows up with two mighty swings from his hammer, each felling a different shadowy fiend into black smoke (fiends 3 and 5). As Fiend 3 disappears, you feel the creature’s hold on your mind dissipate slightly.
(You may subtract one level of exhaustion for those who had one)
Fiends 6 and 7 each advance to confront the melee fighters of the group. Since they are standing close to the dust devil, they are buffeted again by the strong wind and debris.
Fiend 6 on Ozyre: Attack: 17 Damage: 4
Fiend 7 on Thurodim: Attack: 5 Damage: 4
STR saves:
6: 7
damage: 5
7:16
damage:1
(Cork’s turn is up)
Hit by a wave of exhaustion, the Kenku is disoriented. All around him is fire and shadow, shouting voices and swinging hammers. He feels as though he is swimming slowly through the world around him, involved but also somehow apart from it all. It is reminiscent of that time he drank alcohol....
He shakes his head and the worst of the exhaustion seems to break. Regaining a bit of focus, he once again raises his longsword and tries to stab it through a gap between Thurodim and Ozyre, hoping to clip one of the fiends.
Attack: 20 (dirty) Damage: 6
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
Ozyre tries to smash with his hammer at the same time that Cork tries to pierce with his longsword. Cork's longsword gets to the fiend first, however, and the creature is put off balance by the attack just the right amount for it to stumble out of the way of Ozyre's hammer in the nick of time, causing him to strike the floor with full 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)
With the concentrated effort of Ember's dust devil and [Sound of Cork Popping]'s sword, there are only two, very hurt fiends left in the way. But yet, they are undeterred from their goal.
(It is back to the top of the turn with Ember. Fiends 6 and 7 are left, standing in front of Thurodim and Ozyre respectively)
Dust kicks up around Ember, her clothes fluttering about as though buffeted by wind as she continues to concentrate on the spell that keeps her elemental force sustained. She orders the dust devil to bear down on the remaining two fiends, then fires off a sizzling mote between Ozyre's legs complete with "pew, pew" sound effects.
((Round 4
Bonus Action: Moves the Dust Devil behind the two fiends (or anywhere it might hit them both). DC 13 STR save.
Action: Casts Fire bolt at Fiend 7. To hit: 20 | Damage: 2 fire
Aggie: Continues to provide the Help to Thurodim action on any attacks against creatures within melee range.))
Sensing victory drawing near, the massive blonde bearded warrior swings Skullcrusher again towards the closest fiendish shadow.
(Reckless attack, -5 to hit, +10 damage included in rolls)
Skullcrusher: 10 Bludgeoning: 18
If nat 20 or enemy goes down then bonus attack on next closest enemy, moving first if necessary.
Skullcrusher: 17 Bludgeoning: 23
[Sound of Cork Popping] breathes heavily but silently, his chest heaving as he pulls back his sword, and then once again stabs it through a gap between the larger warriors, hoping to once again nick a fiend.
Attack: 20 Damage: 9
It feels like he got a piece of something. He quietly hopes it wasn't any part of Thurodim or Ozyre.
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
With the concentrated effort from everyone, the remaining fiends are banished from this chamber. As they disappear, you feel a regain of your energy, as there are no more of these creatures to harass your mind.
(You may substract another level of exhaustion, if any, from your character)
The ruins return to their eerie silence as the threat seems to have gone…for now.
You are free to explore this large circular chamber, with a shallow bassin at the center. Beside it, there is a vague shape lying motionless. You can’t quite make out the details from this distance. To your right, there used to be a passageway that has collapsed, probably under the weight of the years of neglect. Another passage continues on the left and another straight ahead.
Still quite weary after the draining battle with the shadow fiends, Thurodim simply stands leaning against Skullcrusher, catching his breath. "You go ahead, I just need a moment."
[Sound of Cork Popping] is about to lean himself against a wall to break, when Thurodim calls for someone to inspect the object on the floor. Seeing no one else advance, the kenku steadies himself on his feet.
He keeps his longsword drawn with two hands as he steps gingerly across the room, the clicks of his clawed toes on the stone floor echoing softly. When he nears the object, he reaches out and gives it a few soft pokes with the end of his blade to make sure it isn't alive, and then tries to use the weapon like a shovel to turn it over for a look.
Investigation: 18
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 Dust Devil dissipates as Ember releases the spell, leaving just a pile of dust and debris behind. She swipes at the beads of sweat upon her brow then reaches up towards the smoking hand, lowering it so she can retrieve and recap the jar of flour.
Worried for her friends who took the entirety of the onslaught, Ember scurries around them to inspect their wounds, then sees Cork heading alone towards the motionless shape. She hurries to his side, one hand holding onto the hem of his tunic and the other held outwards, ready to roast the thing if it proves a nasty.
While Thurodim catches a break and his breath, the bird man and the child step forward toward the shape.
(I assume you have the torch or some kind of way to light your way)
As you approach the shape, you begin to make out more details. First it’s a leg, then another, then an arm, and so forth. When [Sound of Cork Popping] turns it on its back, you find an unmoving corpse. You recognize the curly red hair of the broad shouldered-man from the picture. He looks (and smells) like he’s been rotting here for some time now. Unlike the corpses you found at the house, this one as been torn apart. It’s a grisly sight as there are deep gashes running along its body.
With him, you find a satchel made of fabric. There are stains of dried blood on it, probably from its owner. In it, you find a small batch of rolled up pieces of parchment, a waterskin and some bandages. A few feet further away, there lies a short knife, the kind you’d use for gardening.
(Everyone make a perception check)