Athalie shakes off the uncanny gaze of the water horse as the hideous dreg gathers itself to leap at the boat and her companions open fire. Even as they do so, the boat jostles and rocks dangerously--and then the horse appears there again, looking. With a sudden spike of fear Athalie realizes that this water horse is going to capsize the boat and who knows what it will do then? "Sacred Flame, protect us, and abjure these fiends and their despair!" She holds out a hand and a burst of radiant Light flashes at the seaweed-maned horse peeking from the water. Perhaps she can at least scare it off...
(Cast Sacred Flame on the kelpie, Dex save DC 14 or take 7 damage.)
(Maybe we should post the campaign link in the private messages and not the public forum?)
Twinkleblossum will fly 30 feet toward the dreg and fire an arrow at it.
Attack: 12
Damage: 9 piercing damage plus the Playful Pixies that normally surround Twinkleblossum follow in the wake of the speeding arrow and strike at the dreg for 4 piercing damage.
"Get ready! I think we're about to get it from two sides at once!"
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
This post has potentially manipulated dice roll results.
Aster jumps at the sight of the kelpie and once more upon seeing the dreg. He follows suit with the others, drawing his crossbow and firing a bolt at the dreg.
(Action) Attack with Crossbow @ Spined Dreg with 21 -> A Hit -> Spined Dreg takes 7 Piercing Damage -> Spined Dreg takes 7 Total Damage
Sanimar --> Will be botted next round since Weathervision left
(Action) Attack with Fire Bolt @ Spined Dreg with 7 -> A Miss -> Spined Dreg takes no damage
(Bonus Action) Attack with Edltrich Canon @ Spined Dreg with 25 -> A Hit -> Spined Dreg takes 9 force damage -> Spined Dreg takes 16 Total Damage
Athalie (17/17 HP)
(Action) Cast Sacred Flame @ Kelpie for DEX DC of 14 or take 7 Radiant Damage -> Kelpie's DEX SAVE ... a 4 -> Kelpie takes 7 Radiant Damage -> Kelpie takes 7 Total Damage
End of Round: 12/17 HP
Twinkleblossum (25/25 HP)
Movement 30 feet towards Spined Dreg
(Action) Attack with Longbow @ Spined Dreg for 12 -> A Hit -> Spined Dreg takes 9 Piercing Damage + 4 Piercing Damage from Playful Pixies -> Spined Dreg takes 13 Piercing Damage -> Spined Dreg takes 29 Total Damage
Aster (15/15 HP)
(Action) Attack with Crossbow @ Spined Dreg for 23 -> A Hit -> Spined Dreg takes 11 Piercing Damage -> Spined Dreg takes 40 Total Damage -> Spined Dreg is now DEAD!
End of Round: Aster is IN THE WATER!
Aster can hold his breath for 30 seconds (since the modifier is 1 + CON modifier, which yours is -1 (so 0) with a minimum of 30 seconds)
30 seconds is about 5 rounds (30 seconds / 6 seconds)
Your swim speed will be the same as your walking speed (so 30 ft) -> The Boat is going to be moving at 15 ft every 6 seconds, so it is enough for you to follow
You need to spend an action with a DEX Save (DC 10) to get back on the boat or any non-water area in those 30 seconds or you'll start Suffocating
Sarűmir's bolt heads straight for the spidery dreg upon the lamppost. It howls in pain when it slices through its ribs in one sickening squelch. Yet these words don't come out from its mouth. No, it's many mouths... mouths that line along its legs as it trashes forward. From the bitter lights illuminating up ahead, you see it sway. Its blank eyes watching your boat slowly paddle against the current. It crouches.
A fiery bolt swoops through the stagnant air, alighting the darkened sky, and just for moment, it would seem it was day. Something wavers in the afterimage. You can't quite tell what it is, but peering to the left of the boat, you see something skitter. Sploosh!The fire nosedives into the river, sending small waves towards your dingy vessel. Luckily for you, it doesn't splash. Unluckily, the bolt misses by a longshot, the only thing burning tonight is a small branch that was caught in the river's currents. The flames dissipates once the waves roll over them.
But Sanimar is not done yet. No, she has a trick up her sleeve. Raising up her Eldritch Cannon, she shots a bullet through the air which would have sent her small frame knocked backwards if it wasn't for her dwarfish sturdiness. The bullets seizes upon its target, ripping flesh from bone as it grazes the top of the once-an-elf's skull. It tears off a great chunk from the side of its face. The viscera is swallowed up by the many hungry mouths from the sides of its legs. Several mouths snap at nothing but air.
"Sacred Flame, protect us, and abjure these fiends and their despair!"
Just as she says this, radiant light bursts from her hand. Not a ray nor a bolt, but enveloping. Like the Flame she serves, it is warm, comforting, inviting. The water horse cries out, hooves kicking the air before its cries are cut short instead bubbles once its disappears under the surface again. You see bits of seaweed flake off its mane before it descends.
Flying above the boat, Twinkleblossum manages to get an aerial view of the situation. She sees that the Ferryman is headed straight for a rock. It looks like he is paddle away from it, towards his right. But another sight catches her eye the most. The one of the spined dreg.
Aiming. Fire.
Twinkleblossum's arrow heads straight into the head of the dreg. If Sanimar's cannon didn't loosen it, then Twinkleblossum's definitely did. It lands bulleyes right in the center between its eyes, knocking it off the spine completely as its head collapses back, leaving only the neckbone to dangle it. The pixies do a great job of detaching it further. It rolls off to the side of the lamppost with a splash. Yet it does not stop moving. The hungry mouths cry out, opening and closing in unison with a chorus of screams. Its spindly legs crouch and leap into the air-
And Aster's crossbow slams the monster to its side, knocking it into the river where the rapid flow causes it to be pinned between the two rocks that the same lamppost is caught on.
And now... all is quiet.
Spined Dreg (Full HP)
End of Round: DEAD
Kelpie (Full HP)
(Movement) Swim 30 ft towards Boat
(Action) Slams boat for 11 -> Boat's AC 10 -> All players must make a DEX SAVE of 10 to not fall into the water
Aster's DEX Save -> 5 :/ bruh -> Aster falls into the water -> Rolled for Contamination
Athalie's DEX Save -> 19 -> Athalie does not fall into the water
Sarűmir's DEX Save -> 19 -> Sarűmir does not fall into the water
End of Round: Takes 7 Total Damage
Ferryman (Full HP)
Move boat 15 ft northward
A creak is heard from within the boat. Turning, you all see a sudden body (Dreg A) lurch forward. Arms flailing and mouths open wide, it lunges for Sarűmir, its bite thwarted by the man's armor. However at the same time, a knock comes from beneath the boat. Everything shakes. Suddenly a splash is heard as Aster falls into the water below! The kelpie's tail flickers beneath the waves as it quickly pops its head above the water, snorting.
At the same time another head pops up past the rocks. Twinkleblossum sees it first. Another dreg claws its way forward. It writhes as it drags itself onto the rock, looking like a seal sunning itself on the shore. An antenna… or something attached from its head starts glowing. It sways; the light is… beckoning. Athalie feels her head pounding.
The same light that she used upon the kelpie engulfs her vision. Rather than the calming fire, she feels it burn against her skin and retina. Like the sun, you can’t help but stare. You feel the world melting around you.
A taste of bitterness fills your throat. Like the worst of herbal teas, this light somehow is choking.
SURPRISE!
(They all had high stealth with advantage so this Surprise round comes without your action in between from the other monsters previously, though you may all act afterwards)
Dreg A (Full HP)
(1st Action) Teleport 60 ft (from shore) into Boat
(2nd Action) Attack @ Sarűmir with Spear for 12 < 19 AC -> A Miss -> Sarűmir takes no damage
Dreg B (Full HP)
(Action) Attack @ Athalie with Octarine Beam -> CON Save 10 or take 10 Radiant Damage on a Failed Save or half (5) as much on a Success -> On a Fail takes 1 level of contamination
Athalie's CON Save -> 18 - 1 = 17 > DC 10 -> Athalie takes 5 Radiant Damage -> Athalie is now at 12/17 HP
You are all heading 15 ft towards Dreg B on this boat. You can try to convince the ferryman to stop or pick another path. Persuasion checks won't count as an action.
Sarűmir roars loudly as the dreg attempts to bite him, now quite furious with the monster. He puts away his crossbow, then proceeds to take his maul from his belt, turning on the dreg. It is at this moment he hears Aster fall into the water, and in response he shouts, "Hold on, Aster! I will come for you in a moment!"
ACTION
Attack with Maul: 8
Damage: 8
BONUS ACTION
Sarűmir uses his Blood Curse of Binding on the kelpie, which now must succeed on a DC 12 Strength save or have its movement reduced to 0 and lose usage of reactions until the end of Sarűmir's next turn.
Rollback Post to RevisionRollBack
Hi there! My name's Elk. I'm NoiSilverheart's doppelgänger. I'm a demi/grayromantic, socially awkward Okie who may or may not be a pyromaniac. *random confetti blast*
I'm a warlock of the Archcrone, and my patron is TheFriendlyArchfey. I was nicknamed AchatesCervus8337 by VitusW and given the titles "Swashbuckling Scorcher", "The Unpredictable Jedi", "Burning Fury of the Ancients", and "Combustion Knight" by DrummerBoyDragonSlayer.
Athalie splays her arms around, keeping her balance as the kelpie rocks the boat, and cries out as Aster hits the water with a splash. She knows the water is too dangerous to touch. But soon they may all be overboard! She swings back around to look at the water horse, drawing her sword, but there's a dreg in the boat now. She stumbles across the rocking watercraft to try and join Sarumir in his assault--my, he does overwhelm the ears--but her uneasy footing gives her no sure strength in her swing, and she can't see that she's done any damage to the creature. (Longsword to hit: 6)
Athalie drops her sword in the bottom of the boat and reaches out to try and give a hand to Aster to climb back into the boat.
A hand surges up from the water's surface as Aster flailed his way up for air. Upon getting a good, full breath, he makes his way towards the boat and attempts to climb back aboard.
(Action) Attack with Maul @ Dreg A with 8 -> A Miss -> Dreg A takes no damage :(
(Bonus Action) Use Blood Curse of Binding @ Kelpie --> Kelpie must succeed on a DC 12 STRENGTH SAVE or have its movement reduced to 0 and lose use of its reaction until Sarűmir's next turn
Kelpie's Strength Save = 14 > DC 12 Save --> Kelpie is NOT subject to the Blood Curse of Binding ... sorry
Athalie (12/17 HP)
(Action) Attack with Longsword @ Dreg A for 6 dang -> A Miss -> Dreg A takes no damage
Aster (15/15 HP)
(Action) Climb back on board with DEX SAVE 18 > DC 10 --> A Success --> Aster is out of the water and back on the boat!
Sanimar --> Botted by me
(Action) Attack with Fire Bolt @ Dreg B with 15 -> A Hit -> Dreg B takes 9 fire damage --> Dreg B has 9 Total Damage
(Bonus Action) Attack with Eldtrich Canon @ Dreg B with 17 -> A Hit -> Dreg B takes 9 force damage -> Dreg B has 18 Total Damage
The monster in front of Sarűmir hisses through its multiple sets of teeth, mouths on each appendage (hands and feet). They curve inward like suckers on a leech. Its tattered forest green cloak hangs off to the side, flickering in the air reminiscent of a flag waving on a pole despite the lack of wind. "Nragghhh."It tries to go in for the bite, but Sarűmir is much faster. Pulling out the maul from his belt, Sarűmir pounds it right into the monster's chest... only to hear the clamber of metal against metal when he realizes it meets chainmail. Despite the watery distraction and quick as he is, the blood hunter brings the maul upwards to be able to shove the handle into the dreg's upper mouth before it can close in on him. Its teeth gnaw on the wooden hilt as it struggles to break free.
Sensing the water-horse coming closer, despite its lack of scent, Sarűmir feels the rushing of blood in its veins (it's alive!) and hones in on it. Stay. Poking its head from up above the water at the moment, the kelpie looks almost frozen, jettisoned among the waves crashing onto it, a face just as still as the seaweed it pretends to be.
The dreg trashes under Sarűmir's grip, reaching to grab Sarűmir with its mouth-fist. And suddenly the connection is gone. Sarűmir's body feels like it was just struck with pins and needles.
With a splash, the kelpie once again dives underwater.
While Sarűmir tries to tame the horse, Athalie swoops in to slash at the dreg. But the swaying of the boat makes her miss her step. It creaks, and the ferryman groans, trying to resettle it. The longsword goes sweeping past the monster's reach, striking it in the side where its armor peeks through from under its cloak. You can almost make out a name inscribed on the metal chain around its neck (with the help of the light from the other more luminous dreg that straddles the rock). The light becomes near too much to bear.
Your sword hits the wood at the bottom of the boat. Reaching out to grab the hand that surges out from the water, Athalie makes good on her promise to the Sacred Flame: to protect, to not stand idle or indifferent. Like the statue of Saint Tarna with her Torch, bending down to give warmth to the needy, the paladin reaches out to Aster, grabbing hold of his hand while he hauls himself up with the other.
The half-elf brings himself over the side of the boat, causing it to shake in the process. But nonetheless, with a good full breath, he is back on dry land. Or well, as dry of land as you can get on a rocking boat.
Once more Sanimar throws another fire bolt at the monsters. The blast of her eldritch canon is what next follows. The blast causes some of the rock that the dreg stands on to shake as it slips before it sinks. But with a clawed hand back up at the air, it manages to climb back on just as Aster is able to.
You have a feeling that these dregs are much more hardier than the other one.
Currently @Brian_Avery is up!
No rush on this!!! I know I take a while. This update is just so I can keep track of threads.
Rollback Post to RevisionRollBack
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
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((We're currently at Level 3!
edited: put the link in the PMs ))
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
Athalie shakes off the uncanny gaze of the water horse as the hideous dreg gathers itself to leap at the boat and her companions open fire. Even as they do so, the boat jostles and rocks dangerously--and then the horse appears there again, looking. With a sudden spike of fear Athalie realizes that this water horse is going to capsize the boat and who knows what it will do then? "Sacred Flame, protect us, and abjure these fiends and their despair!" She holds out a hand and a burst of radiant Light flashes at the seaweed-maned horse peeking from the water. Perhaps she can at least scare it off...
(Cast Sacred Flame on the kelpie, Dex save DC 14 or take 7 damage.)
(Maybe we should post the campaign link in the private messages and not the public forum?)
((Oh you’re right!! I’ll edit it now. Sorry bout that))
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
Twinkleblossum will fly 30 feet toward the dreg and fire an arrow at it.
Attack: 12
Damage: 9 piercing damage plus the Playful Pixies that normally surround Twinkleblossum follow in the wake of the speeding arrow and strike at the dreg for 4 piercing damage.
"Get ready! I think we're about to get it from two sides at once!"
Aster jumps at the sight of the kelpie and once more upon seeing the dreg. He follows suit with the others, drawing his crossbow and firing a bolt at the dreg.
Attack: 23
Damage: 11
Sarűmir's bolt heads straight for the spidery dreg upon the lamppost. It howls in pain when it slices through its ribs in one sickening squelch. Yet these words don't come out from its mouth. No, it's many mouths... mouths that line along its legs as it trashes forward. From the bitter lights illuminating up ahead, you see it sway. Its blank eyes watching your boat slowly paddle against the current. It crouches.
A fiery bolt swoops through the stagnant air, alighting the darkened sky, and just for moment, it would seem it was day. Something wavers in the afterimage. You can't quite tell what it is, but peering to the left of the boat, you see something skitter. Sploosh! The fire nosedives into the river, sending small waves towards your dingy vessel. Luckily for you, it doesn't splash. Unluckily, the bolt misses by a longshot, the only thing burning tonight is a small branch that was caught in the river's currents. The flames dissipates once the waves roll over them.
But Sanimar is not done yet. No, she has a trick up her sleeve. Raising up her Eldritch Cannon, she shots a bullet through the air which would have sent her small frame knocked backwards if it wasn't for her dwarfish sturdiness. The bullets seizes upon its target, ripping flesh from bone as it grazes the top of the once-an-elf's skull. It tears off a great chunk from the side of its face. The viscera is swallowed up by the many hungry mouths from the sides of its legs. Several mouths snap at nothing but air.
"Sacred Flame, protect us, and abjure these fiends and their despair!"
Just as she says this, radiant light bursts from her hand. Not a ray nor a bolt, but enveloping. Like the Flame she serves, it is warm, comforting, inviting. The water horse cries out, hooves kicking the air before its cries are cut short instead bubbles once its disappears under the surface again. You see bits of seaweed flake off its mane before it descends.
Flying above the boat, Twinkleblossum manages to get an aerial view of the situation. She sees that the Ferryman is headed straight for a rock. It looks like he is paddle away from it, towards his right. But another sight catches her eye the most. The one of the spined dreg.
Aiming. Fire.
Twinkleblossum's arrow heads straight into the head of the dreg. If Sanimar's cannon didn't loosen it, then Twinkleblossum's definitely did. It lands bulleyes right in the center between its eyes, knocking it off the spine completely as its head collapses back, leaving only the neckbone to dangle it. The pixies do a great job of detaching it further. It rolls off to the side of the lamppost with a splash. Yet it does not stop moving. The hungry mouths cry out, opening and closing in unison with a chorus of screams. Its spindly legs crouch and leap into the air-
And Aster's crossbow slams the monster to its side, knocking it into the river where the rapid flow causes it to be pinned between the two rocks that the same lamppost is caught on.
And now... all is quiet.
A creak is heard from within the boat. Turning, you all see a sudden body (Dreg A) lurch forward. Arms flailing and mouths open wide, it lunges for Sarűmir, its bite thwarted by the man's armor. However at the same time, a knock comes from beneath the boat. Everything shakes. Suddenly a splash is heard as Aster falls into the water below! The kelpie's tail flickers beneath the waves as it quickly pops its head above the water, snorting.
At the same time another head pops up past the rocks. Twinkleblossum sees it first. Another dreg claws its way forward. It writhes as it drags itself onto the rock, looking like a seal sunning itself on the shore. An antenna… or something attached from its head starts glowing. It sways; the light is… beckoning. Athalie feels her head pounding.
The same light that she used upon the kelpie engulfs her vision. Rather than the calming fire, she feels it burn against her skin and retina. Like the sun, you can’t help but stare. You feel the world melting around you.
A taste of bitterness fills your throat. Like the worst of herbal teas, this light somehow is choking.
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance
Sarűmir roars loudly as the dreg attempts to bite him, now quite furious with the monster. He puts away his crossbow, then proceeds to take his maul from his belt, turning on the dreg. It is at this moment he hears Aster fall into the water, and in response he shouts, "Hold on, Aster! I will come for you in a moment!"
ACTION
Attack with Maul: 8
Damage: 8
BONUS ACTION
Sarűmir uses his Blood Curse of Binding on the kelpie, which now must succeed on a DC 12 Strength save or have its movement reduced to 0 and lose usage of reactions until the end of Sarűmir's next turn.
Hi there! My name's Elk. I'm NoiSilverheart's doppelgänger. I'm a demi/grayromantic, socially awkward Okie who may or may not be a pyromaniac. *random confetti blast*
I'm a warlock of the Archcrone, and my patron is TheFriendlyArchfey. I was nicknamed AchatesCervus8337 by VitusW and given the titles "Swashbuckling Scorcher", "The Unpredictable Jedi", "Burning Fury of the Ancients", and "Combustion Knight" by DrummerBoyDragonSlayer.
Extended sig
Athalie splays her arms around, keeping her balance as the kelpie rocks the boat, and cries out as Aster hits the water with a splash. She knows the water is too dangerous to touch. But soon they may all be overboard! She swings back around to look at the water horse, drawing her sword, but there's a dreg in the boat now. She stumbles across the rocking watercraft to try and join Sarumir in his assault--my, he does overwhelm the ears--but her uneasy footing gives her no sure strength in her swing, and she can't see that she's done any damage to the creature. (Longsword to hit: 6)
Athalie drops her sword in the bottom of the boat and reaches out to try and give a hand to Aster to climb back into the boat.
A hand surges up from the water's surface as Aster flailed his way up for air. Upon getting a good, full breath, he makes his way towards the boat and attempts to climb back aboard.
DEX Save: 18
The monster in front of Sarűmir hisses through its multiple sets of teeth, mouths on each appendage (hands and feet). They curve inward like suckers on a leech. Its tattered forest green cloak hangs off to the side, flickering in the air reminiscent of a flag waving on a pole despite the lack of wind. "Nragghhh." It tries to go in for the bite, but Sarűmir is much faster. Pulling out the maul from his belt, Sarűmir pounds it right into the monster's chest... only to hear the clamber of metal against metal when he realizes it meets chainmail. Despite the watery distraction and quick as he is, the blood hunter brings the maul upwards to be able to shove the handle into the dreg's upper mouth before it can close in on him. Its teeth gnaw on the wooden hilt as it struggles to break free.
Sensing the water-horse coming closer, despite its lack of scent, Sarűmir feels the rushing of blood in its veins (it's alive!) and hones in on it. Stay. Poking its head from up above the water at the moment, the kelpie looks almost frozen, jettisoned among the waves crashing onto it, a face just as still as the seaweed it pretends to be.
The dreg trashes under Sarűmir's grip, reaching to grab Sarűmir with its mouth-fist. And suddenly the connection is gone. Sarűmir's body feels like it was just struck with pins and needles.
With a splash, the kelpie once again dives underwater.
While Sarűmir tries to tame the horse, Athalie swoops in to slash at the dreg. But the swaying of the boat makes her miss her step. It creaks, and the ferryman groans, trying to resettle it. The longsword goes sweeping past the monster's reach, striking it in the side where its armor peeks through from under its cloak. You can almost make out a name inscribed on the metal chain around its neck (with the help of the light from the other more luminous dreg that straddles the rock). The light becomes near too much to bear.
Your sword hits the wood at the bottom of the boat. Reaching out to grab the hand that surges out from the water, Athalie makes good on her promise to the Sacred Flame: to protect, to not stand idle or indifferent. Like the statue of Saint Tarna with her Torch, bending down to give warmth to the needy, the paladin reaches out to Aster, grabbing hold of his hand while he hauls himself up with the other.
The half-elf brings himself over the side of the boat, causing it to shake in the process. But nonetheless, with a good full breath, he is back on dry land. Or well, as dry of land as you can get on a rocking boat.
Once more Sanimar throws another fire bolt at the monsters. The blast of her eldritch canon is what next follows. The blast causes some of the rock that the dreg stands on to shake as it slips before it sinks. But with a clawed hand back up at the air, it manages to climb back on just as Aster is able to.
You have a feeling that these dregs are much more hardier than the other one.
<---- me irl slow reader, even slower writer easily jumpy thanks for being patient
DM: Drakkenheim Mind and Matter + Blood Secrets + What's in the Here and Now;
Player: Dragonlance