((Athalie has TERRIBLE Constitution lol so that is expected. If you are rolling them secretly I will refrain then! That makes it more exciting anyway :D))
((LOL NOOOO deadddd
yeah I felt so bad after I rolled it I was like 'nooo.' but hehe yesss mystery >:3 ))
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<---- 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;
"And we were so close to shore, we almost made it." Twinkleblossum feels the loss of any good spirits in the current mood of the situation.
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"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.”
(Action) Climb back onto the boat with DEX SAVE 13 > DC 10 -> A Success -> Sarűmir is back on the boat!
End of Round: Sarűmir is now at 30/31 HP
Aster (15/15 HP)
(Bonus Action) Cast Spiritual Weapon and Attack @ Dreg A for 23 (not CRIT) > Dreg A's AC -> A Hit -> Dreg A takes 9 Force Damage -> Dreg A now has a Total Damage of 9 Damage
(Action) Shove @ Dreg A with DC 5 to push Dreg A 5 ft away
Dreg A's DEX SAVE 22 (with a Nat 20) -> A Success -> Dreg A does NOT get shoved off the boat
Athalie (7/17 HP)
(Action) Climb back into boat with DEX SAVE 13 > DC 10 -> A Success -> Athalie is now back on the boat
Twinkleblossum (25/25 HP)
Twinkleblossum is definitely in range of the Dregs to shoot them with a Longbow!
(Action) Attack @ Dreg A with Longbow for 21 (not CRIT) > Dreg A's AC -> A Hit. -> Dreg A takes 4 + 6 (from Playful Pixies) for 10 Piercing Damage -> Dreg A is now has a Total Damage of 19 -> Dreg A is BLOODIED!
(Bonus Action) Cast Healing Word on Sarűmir for 5 HP -> Sarűmir is now at 30/31 HP
Sanimar --> Botted by me
(Action) Attack with Fire Bolt @ Dreg A with 9 < Dreg A's AC -> A Miss -> Dreg A takes no damage
(Bonus Action) Attack with Eldtrich Canon @ Dreg B with 13 -> A Miss -> Dreg B takes no damage either ...
Sarűmir's shout is head from across the water. A raggedy bird sitting on the edges of the shores squawks before it flies away, leaving behind a trail of black feathers in its wake. Swimming frantically, he makes toward the boat in time before the ferryman drags it away.
Similarly, Athalie flails around, splashing. After having locked eyes with the kelpie, she now finds herself in its watery domain. The water feels sticky against her skin, like watered down honey, never as sweet as the original.
She makes it in time to catch the ferry, hauling ass to hoist herself up onto the unsteady raft. She makes contact onto the surface of the wood but the stickiness never quite leaves her skin.
Meanwhile, while still on the ship, Aster is locked in melee with the dangerous dreg. In just a few short words and a grasp of an amulet, a spectral sword appears. It slashes down upon its victim, slicing away at the dreg's arm. It cleans through, like a cleaver to ham. The smell of rot permeates the air.
Sanimar raises her arm at the creature, aiming it but takes the shot just as Aster shoves the creature out the way... Or well at least attempts to. Upon seeing the course of direction, Sanimar switches positions, the canon on her arm shooting a hair's distance away from Aster's head and over the creature's. The metal ball splashes unceremoniously into the water just past the dreg. Drawing her arm back again, she reaches forth for another surge of energy from her arm. This time towards the sitting dreg on the rock. It singes the dreg's hair.
Aster dashes forward to strike. The dreg and him leave in a tussle. In the corner of his eye though, he sees Twinkleblossum aim at the same dreg before him. Leaning out the way, the shot goes through the dreg's chest and not his. The dreg stumbles, mouths flying open and close randomly, drool and (what can only guess is) blood out dribbling out from all of the. Several pixies fly forth from Twinkleblossum's vicinity and viciously stabs the dreg with the same amount of fury that it does them.
Drag A ((Total Damage: 19 - BLOODIED))
(Recharge) Teleport (Recharges with 4-6)
(Teleport) Teleport to the square that Twinkleblossum is in 30 ft diagonally southwest
Before or after teleporting, Dreg can make one melee attack. If the attack hits target will take an extra 7 Physic Damage.
(Bonus Action) Dreg A's Melee Attack ... 10 < Twinkleblossum's AC 15 -> A Failure -> Twinkleblossum takes no damage
(Action) Grapple @ Twinkleblossum for DC STRENGTH NAT 20 + 2 = 22
Twinkleblossum's STREGTH Save: 19 + 2 = 21 -> A Failure (BY ONE POINT!!! D: )) -> Twinkleblossum is now grappled
Ferryman
Move the boat 15 ft north.
Dreg B ((Total Damage 18 - BLOODIED))
(Action) Attack @Aster with Octarine Beam -> CON Save DC 10 or take 10 Radiant Damage or half (5) Radiant Damage if Success. Creatures who fail their saving throw by 5 or more gain one level of contamination.
Aster's CON Save = 4-1 = 3 < DC 10 -> Aster takes 10 Radiant Damage -> Aster is now at 5/15 HP
Kelpie ((7 Total Damage))
(Movement) Swim towards Twinkleblossum by 15 ft
(Action) Drowning Hypnosis @Twinkleblossum -> The kelpie chooses one humanoid it can see within 150 feet of it. If the target can see the kelpie, the target must succeed on a DC 11 Wisdom saving throw or be magically charmed while the kelpie maintains concentration, up to 10 minutes (as if concentrating on a spell). The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks.
Twinkeblossum's WIS Save ... 4 + 3 = 7 D: < DC 11 -->A Failure. -> Twinkleblossum is now charmed and incapacitated (SORRY D: you literally had one of the higher chances against this too with the + 3 no wayyy ))
Only a two minutes away from the first bridge, the ferryman grunts with pride at his accomplishment. In all his years of work.... well... actually he didn't know why. Either way, his pale face beaming with pride, it was an achievement.
The dreg, nearly swarmed with enemies, takes a different approach. Groaning, it rips the arrow off. And tossing it to the side, its head leans unnaturally at an angle to face its would-be killer. Had it been alive, somehow it knew this, it surely knew it would have been dead. "hrgghhragh."
In a moment's notice, it was gone.
Twinkeblossum's wings get folded down in less than a moment. A slopping toothy face slams into her vision. The dreg on the boat squirms its hands around her wings, trying to get a foothold anywhere on her body, trying to pull her down. Its wicked teeth keep trying to clamp down on her face and neck and practically all over. Small mouths nibble at her leather armor.
The kelpie seizes the moment. Shooting its head up from out the water, it sings. It's no words nor lyrics that come to mind but symbols, the words of the fae animals in a dialect of Sylvan. It is a mental slap in the face. A frozen spine. A numbness in the feet. Cold washes over her. No need to move. No need to fret. Everything will be alright.
The rock dreg keeps its eyes on Aster. Slowly, it also turns up the charm, swaying its angler-fish lure above its head. The light gets harder and harder to bear.
Athalie flounders back into the boat with a gasp, retching at the strange film and smell of the water. It tingles on her skin, and she scratches at her skin as if that will make the unnerving situation go away. But she doesn't have much time to pay attention to it, as she watches the dreg grab hold of Twinkleblossom, the fairy's eyes glazing over. Athalie looks at the dark, watery eyes of the kelpie, and back at Twinkleblossom, even as the Ferryman pulls the boat farther and farther away from their friend. Athalie takes a deep breath as she scrambles to the back of the boat.
"Twinkleblossom!" she shouts, and reaches out a hand, flinging a beam of radiant flame at the kelpie. Odd, even as she shouts it, the sound echoes strangely around her head, as if it were repeating in chorus. And suddenly she can see farther... even behind her... and what IS that awful itching??
(Casting Sacred Flame at the kelpie, it must dexterity save DC 14 or take 1d8 damage)
Aster staggers back a bit and scrunches his eyes shut as he jerks his head away from the light. He then regains his composure before he goes up and tags Athalie, chanting "Vels Aeren" as his palm radiates a soothing, green light. Aster casts Cure Wounds for his Action.
Cure Wounds: 12
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((LOL NOOOO deadddd
yeah I felt so bad after I rolled it I was like 'nooo.' but hehe yesss mystery >:3 ))
<---- 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: Ibahalii Vriwhulth
Twinkleblossum will move closer if necessary and aim a shot with her bow at dreg A to help get it off the boat.
Attack: 21 to hit.
Damage: 4 (from arrow) + 6 (from Playful Pixies) = 10 piercing damage.
Then she casts Healing Word on Sarumir for 5 hp.
"And we were so close to shore, we almost made it." Twinkleblossum feels the loss of any good spirits in the current mood of the situation.
Sarűmir's shout is head from across the water. A raggedy bird sitting on the edges of the shores squawks before it flies away, leaving behind a trail of black feathers in its wake. Swimming frantically, he makes toward the boat in time before the ferryman drags it away.
Similarly, Athalie flails around, splashing. After having locked eyes with the kelpie, she now finds herself in its watery domain. The water feels sticky against her skin, like watered down honey, never as sweet as the original.
She makes it in time to catch the ferry, hauling ass to hoist herself up onto the unsteady raft. She makes contact onto the surface of the wood but the stickiness never quite leaves her skin.
Meanwhile, while still on the ship, Aster is locked in melee with the dangerous dreg. In just a few short words and a grasp of an amulet, a spectral sword appears. It slashes down upon its victim, slicing away at the dreg's arm. It cleans through, like a cleaver to ham. The smell of rot permeates the air.
Sanimar raises her arm at the creature, aiming it but takes the shot just as Aster shoves the creature out the way... Or well at least attempts to. Upon seeing the course of direction, Sanimar switches positions, the canon on her arm shooting a hair's distance away from Aster's head and over the creature's. The metal ball splashes unceremoniously into the water just past the dreg. Drawing her arm back again, she reaches forth for another surge of energy from her arm. This time towards the sitting dreg on the rock. It singes the dreg's hair.
Aster dashes forward to strike. The dreg and him leave in a tussle. In the corner of his eye though, he sees Twinkleblossum aim at the same dreg before him. Leaning out the way, the shot goes through the dreg's chest and not his. The dreg stumbles, mouths flying open and close randomly, drool and (what can only guess is) blood out dribbling out from all of the. Several pixies fly forth from Twinkleblossum's vicinity and viciously stabs the dreg with the same amount of fury that it does them.
Only a two minutes away from the first bridge, the ferryman grunts with pride at his accomplishment. In all his years of work.... well... actually he didn't know why. Either way, his pale face beaming with pride, it was an achievement.
The dreg, nearly swarmed with enemies, takes a different approach. Groaning, it rips the arrow off. And tossing it to the side, its head leans unnaturally at an angle to face its would-be killer. Had it been alive, somehow it knew this, it surely knew it would have been dead. "hrgghhragh."
In a moment's notice, it was gone.
Twinkeblossum's wings get folded down in less than a moment. A slopping toothy face slams into her vision. The dreg on the boat squirms its hands around her wings, trying to get a foothold anywhere on her body, trying to pull her down. Its wicked teeth keep trying to clamp down on her face and neck and practically all over. Small mouths nibble at her leather armor.
The kelpie seizes the moment. Shooting its head up from out the water, it sings. It's no words nor lyrics that come to mind but symbols, the words of the fae animals in a dialect of Sylvan. It is a mental slap in the face. A frozen spine. A numbness in the feet. Cold washes over her. No need to move. No need to fret. Everything will be alright.
The rock dreg keeps its eyes on Aster. Slowly, it also turns up the charm, swaying its angler-fish lure above its head. The light gets harder and harder to bear.
<---- 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: Ibahalii Vriwhulth
Athalie flounders back into the boat with a gasp, retching at the strange film and smell of the water. It tingles on her skin, and she scratches at her skin as if that will make the unnerving situation go away. But she doesn't have much time to pay attention to it, as she watches the dreg grab hold of Twinkleblossom, the fairy's eyes glazing over. Athalie looks at the dark, watery eyes of the kelpie, and back at Twinkleblossom, even as the Ferryman pulls the boat farther and farther away from their friend. Athalie takes a deep breath as she scrambles to the back of the boat.
"Twinkleblossom!" she shouts, and reaches out a hand, flinging a beam of radiant flame at the kelpie. Odd, even as she shouts it, the sound echoes strangely around her head, as if it were repeating in chorus. And suddenly she can see farther... even behind her... and what IS that awful itching??
(Casting Sacred Flame at the kelpie, it must dexterity save DC 14 or take 1d8 damage)
Aster staggers back a bit and scrunches his eyes shut as he jerks his head away from the light. He then regains his composure before he goes up and tags Athalie, chanting "Vels Aeren" as his palm radiates a soothing, green light. Aster casts Cure Wounds for his Action.
Cure Wounds: 12