Only after waiting several moments for the others, giving them time to act as they please, Broma steps forward, strolling up to the edge of the fog. He clears his throat, a metallic ring piercing his tone of voice as it permeates his helm. "Good marauders! It would seem we're at quite a predicament, wouldn't you say?" His voice is even, warm and without malice or exertion; given the circumstances, it sounds quite detached.
"Now, I daresay the situation is a tad grim on your end. Your path has been blocked, your men battered, and your inhuman allies felled." He spreads his arms, the cold blue lights of his helm glimmering through through the fog. "As it stands, we are in more than an advantageous position to kill you all. However, we instead offer clemency. We will offer sanctuary from your leader and treat your wounds. Furthermore, if you provide information relevant to the defeat of your leaders, we will more than likely free you of their influence. They do not seem the type to surrender, and would likely face the fate you might avoid, here and now. You need only surrender."
[Persuasion: 17]
Broma calls out expectantly, but only silence greets him in return.
Faintly, Broma and Alaina hear the sound of footsteps, muffled slightly by the fog, becoming quieter.
Capone darts past his allies and barrels straight into the webs without fear of entanglement, for if he gets stuck he knows he can drop the effect. (Dex save 21 and avoids it) He darts nimbly between the strands, his small size aiding him in avoiding restraint, and emerges from the other side of the fog.
Here, he will take 1 of 2 possible actions. (Unless the situation here is wildly different than expected.
1. If there are enemies stuck in the web, he will dash to clear the area of the web, staying out of their reach where he is able. But will provoke if he must, shielding if hit. Then, if any enemy is just on the edge of the web, he will TK push them back into it.
2. If no enemies are in the web, he will drop the effect and relay that he's done so to allies. Then TK yank the nearest enemy back 5ft to slow their exit and fire a ray of fire at em.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Capone darts past his allies and barrels straight into the webs without fear of entanglement, for if he gets stuck he knows he can drop the effect. (Dex save 21 and avoids it) He darts nimbly between the strands, his small size aiding him in avoiding restraint, and emerges from the other side of the fog.
Here, he will take 1 of 2 possible actions. (Unless the situation here is wildly different than expected.
1. If there are enemies stuck in the web, he will dash to clear the area of the web, staying out of their reach where he is able. But will provoke if he must, shielding if hit. Then, if any enemy is just on the edge of the web, he will TK push them back into it.
2. If no enemies are in the web, he will drop the effect and relay that he's done so to allies. Then TK yank the nearest enemy back 5ft to slow their exit and fire a ray of fire at em.
Beyond the fog lies the web, and the little-and-definitely-organic-fellow-organisms sorcerer weaves between the deliberately Capone sized gaps in his own spell.
As soon as he emerges from the fog, he sees the situation as it stands. None of their foes lie within the fog, the web lying empty. Indeed, all are further down the passageway, and running further.
He takes aim at Halorin, and tags him with a blast of heat from his outstretched oddly metalic hand. (26 to hit, 7 fire damage.) And then tries to yank him back, DC15 Str save.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
He takes aim at Halorin, and tags him with a blast of heat from his outstretched oddly metalic hand. (26 to hit, 7 fire damage.) And then tries to yank him back, DC15 Str save.
Capone'sFire Ray streaks forward in a bloom of scorching flame where it finds the blackguard Halorin, shield stretched forward to cover himself and Mycete. For a moment there is only the sound of roaring inferno then it is over, and his shield is red and white, hissing and popping. It is not enough to distract him. Somehow the villain has the strength of mind and body to hold firm against Capone'sattempt to pull him forward from his party with his telekinetic powers.
Str Save: 20 (15+5)
Unaware that the little sorcerer has moved past her and beyond the fog, Gudrunethe dwarven fighter finds the wall of the fog and moves up until she is shoulder to shoulder with the presumed front line of the party, reaching out carefully to feel for the edge of the web but finding nothing.
Myceteis not so considered. She flinches back from the heat, following the rest of her band. She casts a hand out unthinkingly summoning a bloom of funguses behind her to slow her enemy, fleeing in a panic.
Fungal Growth.Mycetecauses fungi to proliferate from a point she can see within 60 feet of her. Solid surfaces in a 10-foot square centered on that point become difficult terrain, and a creature who enters that area for the first time on a turn or starts their turn there must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute
That's top of the round again. The initiative tracker says it's actually round 5 not round 4 now, so I must have miscounted last round, sorry.
Following the sounds made by Capone's arcane assault, Lorken breaks into a run. He bursts out of the fog, hooves pounding the stone, and he charges recklessly through the sprouting fungi. (Saved on a 20).
Locking eyes with Halorin, Lorken howls with glee. "Tired of dancing, my friend? Why don't you put your feet up."
With a final leap, Lorken tries to overpower Halorin, grappling him and pinning him to the ground.
(Two attacks, grapple then shove if the grapple succeeds, otherwise two attempts to grapple. Attack 1, Halorin's check vs 22. Attack 2, Halorin's check vs 15.)
This post has potentially manipulated dice roll results.
Jayson says, "Hesitate not, my comrade! Onward!!"
MOVE:Jayson moves up to 30ft so he's 15ft from Lestheris 10ft in front of Capone through the spores: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
Save vs spores6vs DC15 This occurs prior to his casting of hex so no concentration check I believe
Once through the spores he'll us Bonus action and Action below.
BONUS: Cast Hex, pointing at Lestheris. ACTION: Cast Eldritch Blast, pointing at the at Lestheris.
Beam #1 attack roll: 13 Damage: 8 (Force Range up to 240ft) + 6 (Hex - Necrotic Target disadvantage on Dex saves) = 14
Beam #2 attack roll:11 Damage: 8 (Force Range up to 240ft) + 2 (Hex - Necrotic Target disadvantage on Dex saves) = 10
Reaction: Any available
Rollback Post to RevisionRollBack
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
MOVE:Jayson moves up to 30ft so he's 15ft from Lestheris 10ft in front of Capone through the spores: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
Save vs spores7vs DC15 This occurs prior to his casting of hex so no concentration check I believe
Once through the spores he'll us Bonus action and Action below.
BONUS: Cast Hex, pointing at Lestheris. ACTION: Cast Eldritch Blast, pointing at the at Lestheris.
Beam #1 attack roll: 16 Damage: 8 (Force Range up to 240ft) + 5 (Hex - Necrotic Target disadvantage on Dex saves) = 13
Beam #2 attack roll:20 Damage: 12 (Force Range up to 240ft) + 3 (Hex - Necrotic Target disadvantage on Dex saves) = 15
Reaction: Any available
Beam #1 disadvantage roll 16
Beam #2 disadvantage roll 8
Take lower roll of the matching beam atk for disadvantage.
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Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
With his shield red-hot, Halorinnever sees Lorkencoming. Not until the satyr gives his battle-cry and slips under his startled guard to grasp him by one rusted gauntlet. Cloven feet planted firmly, the barbarian is able to turn and use his weight to bring Halorindown to the ground beneath him, wrenching his wrist one-eighty in the process. Halorindoesn't make a sound, but his eyes lock on to Lorken's, hatred making his gaze dark.
Lestherisis a moment from acting to help her soldier. Jaysonis quicker. Even poisoned as he is, dark words shudder through the air to congeal around her limbs, then two actinic flashes reach out their claws to strike at her eyes. Something happens. Even as his Hex strikes, Lestherisis stumbling backward, touching something at her hip and then she is vanished. The Eldritch Blasts fly through where she used to be.
Halorinseizes on the distraction. Straining his face closer to Lorken's, so close the satyr can smell the flecks of old meat that linger in the man's beard, Halorinpushes to try and break the barbarian's grapple.
HalorinStrength Check to escape: 11. Can Lorkengive a Str(Athletics) check to contest this, please.
Jedar shouts angrily. "Let him go you abomination!" Whatever the reason for his rage, it does not help his aim. A inky bolt of evil flies far wide of the wrestling warriors to strike the ceiling of the passageway.
JedarAttack Roll: Natural 1.
At some unspoken command, Jedarmoves sideways from the opening of the passageway to take cover from those within the corridor. From somewhere deeper into the room a second dark bolt stabs out, firing towards Capone.
LestherisAttack Roll on Capone: 24. Necrotic Lance damage roll: 4 necrotic
When Jedarsteps back into this new cavern, the Light Spell that covers his mace shines out to illuminate the depths of this new place and darken the shadows that dwell at its edges.
A blast furnace and a mechanical bellows powered by a waterwheel dominate the cavern. The furnace is cold and dark, but heaps of coal are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a ten-foot-wide channel cut into the floor of the room, but the channel is dry. Passages exit to the west, south, and east. The empty waterway channel exits to the north and to the east, though how far the northern end extends is lost to you in a yawning maw of deepest darkness.
More than a dozen withered corpses lie scattered around the room—individuals still wearing remnants of armor. Floating above them is a skull engulfed in green flame, and its eyes turn towards you, as half of those who lay dead and decomposing begin to rise once more.
Sometimes, villains fall in great shows of rage or pomp. They bemoan their evil ends have brought them to an evil end. More often, the world does not mark or mourn their passing. For one who has trucked in as much death and horror as Mycete, a witch through and through, few will honour the news of her passing with more than perhaps the deepest phlegm that they can spit or else a sign to ward off evil.
For all that she upended death for others, its hold on her is as tight as an eagle’s claw upon the neck of a hare.
She falls to the floor wordlessly when Alaina’s first arrow strikes her and moves no more.
This may backfire, but Capone skuttles out 20ft to right in front of Halorin, there, he will twin spell a Dissonant Whispers targeting both Halorin (DC 16 WIS or 7 psychic) and the glowing flaming skull (DC 16 Wis Save or 15 psychic). His Far Realm Shard activates and the otherworldly tendril also lashes out at the flameskull (DC 16 CHA or 11 psychic).
If Halorin failed his save and flees back towards the party (provoking attacks ideally)like he hopes, Capone steps back 5ft into the space the dude previously occupied. If he doesn't flee, Capone moves back 10ft and will be just south of Zorken.
Edit: OH and He TK shoves the nearest zombie back 5 ft if it fails a DC15 STR save as his Bonus Action.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
With the clank of his authentic and organic joints, Caponerushes out into the fray. For a moment it seems the Flameskullis the only thing he can see, its green eye-sockets fixing onto the little sorcerer, magic of a strange sort recognising something of itself in its enemy. It is not Capone'sfirst rodeo.
He splits his focus, keeping two streams of thought in parallel like many adult humanoids, and his mind slips forth like silk over gravel, insinuating its way into both Halorinand the grinning skull in the center of the cavern.
Halorin'seyes roll up for a moment, then his face turns pale, and the whites of his eyes seem far larger. He tries to run, bucking in Lorken'sgrip.
Halorinfails Wis save against Capone'sDissonant Whispers.
The Flameskull'steeth begin to chatter, gnashing against each other in a clacking, clattering clamor that echoes of the old stone of the abandoned mine. It is not afraid, instead it is laughing at the touch of Capone'smind against its own, the sorcerer realises.
Flameskullsucceeds Wis save against Capone'sDissonant Whispers.
The tendril that strikes out at the Flameskullmoments after is much more successful. It wallops the undead on the top of its head which rings like a gong.
Flameskullfails the Cha save against Capone'sForgotten Realm tendril.
Zombiesucceeds Str save against Capone'sTelekinetic Shove.
Broma is the last to the scene, a most regrettable turn given the nature of said scene unfolding before him. However, he was quite careful with the rolling fog and toxic fungal blooms [Con save: 23]. The fog was far easier, having memorized the layout earlier, but the fungus required care. After all, what could he do if it got inside his armor? He almost chuckles aloud to the thought, but quickly stops himself, given the situation. Ah, yes. What is the situation? More undead? Fascinating, simply marvelous.
He cannot quite discern the full nature of the field from the edge of the fungal blooms, but nonetheless prepares himself for the fight ahead. Ahhh, but this is going to be fun!
Halorin'spanic is enough that Lorkensees he means to run from them, and he lets the pallid fighter do it. All the better for a well deserved blow to the back, which sends him sprawling head first, right into the haft of Gudrune'saxe.
It's enough. When Halorinhits the floor he does not get up again. Grunts from where his nose presses against the stone show that he lives still, but it is clear that his fight is over. All that waits for him now is justice, once this grisly business is concluded.
Broma laughs as he steps into the edge of the fungal field, a deep throaty and full-bodied chortle that reverberates from within his armor to echo back from the walls of the cave. He dodges aside as Gudruneflies above his head. He stops laughing as Halorinfalls. There are more bodies in need of his ministrations, and he shall see to them all, given time.
Round 6: Turn order:
Jaysonand Lorken
Lestheris,Halorin, Jedar, Flameskull, 8 x Zombies
Alaina, Capone, Broma, Gudrune
((I have hidden Halorin as he is unconscious now. In terms of this protracted combat, with a new enemy group in the area, if you want to make any skill rolls, or to make any tactical IC decisions regarding engagement or talking to the enemy -- feel free to do it as a free action at the start of this round))
This post has potentially manipulated dice roll results.
Jayson Investigation: 4Jayson checks out the creatures for intel.
Jayson says, "This is the moment we change the course of history!"
MOVE:Jayson moves up to 20ft transfers Hex to priority Lestheris or Jadar or Skull in that order of what he can eldritch blast thenn moves back 5-10ft: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.) BONUS: Cast Hex, pointing at to priority Lestheris or Jadar or Skull in that order, up to 90ft range. ACTION: Cast Eldritch Blast, pointing at to priority Lestheris or Jadar or Skull in that order, up to 240ft range. If any fall the second beam goes to the next priority minus the Hex if shifted since it wouldn't be transferred yet.
Beam #1 attack roll: 25 Damage: 8 (Force Range up to 240ft) + 1 (Hex - Necrotic Target disadvantage on Dex saves) = 9
Beam #2 attack roll: 23 Damage: 6 (Force Range up to 240ft) + 5 (Hex - Necrotic Target disadvantage on Dex saves) = 11
Reaction: Any available
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Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
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((Capone remaining in this turn.))
Capone darts past his allies and barrels straight into the webs without fear of entanglement, for if he gets stuck he knows he can drop the effect. (Dex save 21 and avoids it) He darts nimbly between the strands, his small size aiding him in avoiding restraint, and emerges from the other side of the fog.
Here, he will take 1 of 2 possible actions. (Unless the situation here is wildly different than expected.
1. If there are enemies stuck in the web, he will dash to clear the area of the web, staying out of their reach where he is able. But will provoke if he must, shielding if hit. Then, if any enemy is just on the edge of the web, he will TK push them back into it.
2. If no enemies are in the web, he will drop the effect and relay that he's done so to allies. Then TK yank the nearest enemy back 5ft to slow their exit and fire a ray of fire at em.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
He takes aim at Halorin, and tags him with a blast of heat from his outstretched oddly metalic hand. (26 to hit, 7 fire damage.) And then tries to yank him back, DC15 Str save.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
That's top of the round again. The initiative tracker says it's actually round 5 not round 4 now, so I must have miscounted last round, sorry.
Following the sounds made by Capone's arcane assault, Lorken breaks into a run. He bursts out of the fog, hooves pounding the stone, and he charges recklessly through the sprouting fungi. (Saved on a 20).
Locking eyes with Halorin, Lorken howls with glee. "Tired of dancing, my friend? Why don't you put your feet up."
With a final leap, Lorken tries to overpower Halorin, grappling him and pinning him to the ground.
(Two attacks, grapple then shove if the grapple succeeds, otherwise two attempts to grapple. Attack 1, Halorin's check vs 22. Attack 2, Halorin's check vs 15.)
Jayson says, "Hesitate not, my comrade! Onward!!"
MOVE: Jayson moves up to 30ft so he's 15ft from Lestheris 10ft in front of Capone through the spores: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
Save vs spores 6 vs DC15 This occurs prior to his casting of hex so no concentration check I believe
Once through the spores he'll us Bonus action and Action below.
BONUS: Cast Hex, pointing at Lestheris.
ACTION: Cast Eldritch Blast, pointing at the at Lestheris.
Beam #1 attack roll: 13 Damage: 8 (Force Range up to 240ft) + 6 (Hex - Necrotic Target disadvantage on Dex saves) = 14
Beam #2 attack roll: 11 Damage: 8 (Force Range up to 240ft) + 2 (Hex - Necrotic Target disadvantage on Dex saves) = 10
Reaction: Any available
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Inspiration roll if allowed. Jayson
14 for spores save.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
OOC - ugh wow I can't win..lol
I marked off level 1 spell hex. Marked off inspiration.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Take lower roll of the matching beam atk for disadvantage.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Lorken hammers Halorin's head back onto the ground.
"I said, 'put your feet up'."
(Str check: 26)
Alaina runs through the fog and spores and says, "Wow, a lot going on here," as she fires at Mycete.
[[She stops just past the spores,]]
Longbow (SS) AC 21, 25 force Damage
Longbow (SS) AC 12, 26 piercing
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
This may backfire, but Capone skuttles out 20ft to right in front of Halorin, there, he will twin spell a Dissonant Whispers targeting both Halorin (DC 16 WIS or 7 psychic) and the glowing flaming skull (DC 16 Wis Save or 15 psychic). His Far Realm Shard activates and the otherworldly tendril also lashes out at the flameskull (DC 16 CHA or 11 psychic).
If Halorin failed his save and flees back towards the party (provoking attacks ideally)like he hopes, Capone steps back 5ft into the space the dude previously occupied. If he doesn't flee, Capone moves back 10ft and will be just south of Zorken.
Edit: OH and He TK shoves the nearest zombie back 5 ft if it fails a DC15 STR save as his Bonus Action.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
((Broma's go to end out this round))
(If it's needed, Lorken's attack of opportunity on Halorin is a 25 to hit, 6 damage - aiming for non-lethal, in case that matters)
Broma is the last to the scene, a most regrettable turn given the nature of said scene unfolding before him. However, he was quite careful with the rolling fog and toxic fungal blooms [Con save: 23]. The fog was far easier, having memorized the layout earlier, but the fungus required care. After all, what could he do if it got inside his armor? He almost chuckles aloud to the thought, but quickly stops himself, given the situation. Ah, yes. What is the situation? More undead? Fascinating, simply marvelous.
He cannot quite discern the full nature of the field from the edge of the fungal blooms, but nonetheless prepares himself for the fight ahead. Ahhh, but this is going to be fun!
[Broma takes the Dodge action].
Jayson Investigation: 4 Jayson checks out the creatures for intel.
Jayson says, "This is the moment we change the course of history!"
MOVE: Jayson moves up to 20ft transfers Hex to priority Lestheris or Jadar or Skull in that order of what he can eldritch blast thenn moves back 5-10ft: (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
BONUS: Cast Hex, pointing at to priority Lestheris or Jadar or Skull in that order, up to 90ft range.
ACTION: Cast Eldritch Blast, pointing at to priority Lestheris or Jadar or Skull in that order, up to 240ft range. If any fall the second beam goes to the next priority minus the Hex if shifted since it wouldn't be transferred yet.
Beam #1 attack roll: 25 Damage: 8 (Force Range up to 240ft) + 1 (Hex - Necrotic Target disadvantage on Dex saves) = 9
Beam #2 attack roll: 23 Damage: 6 (Force Range up to 240ft) + 5 (Hex - Necrotic Target disadvantage on Dex saves) = 11
Reaction: Any available
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;