(I'm going to pull the stirge out of me first, then will attempt to damage it in any way I can. If those two actions have to take place over two rounds then I'll decide my damage action after the stirge's.)
Bankur grabs the stirge attached to him and yanks it out of his flesh, gripping the creature tightly so it doesn't fly away. Penumbraslices one of the stirges, killing it but splashing blood all over herself! This unexpected turn of events is enough to make her second attack miss the other stirge, which remains attached.
The four stirges still attached to their unwilling hosts continue sucking blood, causing 10 more points of damage to Rand, 5 more points to Penumbra, and 5 points to Valefor. Now sated, they detach and fly off towards the forest. There are four more stirges who try again to attack someone. (1=Rand; 2=Salty Joe; 3=Penumbra; 4=Bankur; 5=Valenor; 6=DM choice)
4 is attacked: 18 for damage: 5 damage.
3 is attacked: 6 for damage: 4 damage.
1 is attacked: 6 for damage: 6 damage.
2 is attacked: 9 for damage: 4 damage.
Valenor, trying to escape the stirges by teleporting about 30 feet away, is suprised to learn that creatures attached to you teleport with you! Fighting through the distracting pain of his bite, he casts a firebolt at the stirge flying away from Penumbra, completely missing the creature and luckily just missing the rogue (although burning the hair off of her arm as it passes!)
Rand, feeling drained near to death, weighs his options to attack or pray for more strength. He sees one of the stirges attach itself to Bankur and thinks,"Ugh. looks like we are all busy. Hmm, what if I could make sure that the remaining three can't attach themselves to anyone else... That's what I'll do." Rand looks at the three stirges that are not attached to anyone and casts Bane (Stirges must make a CHA 13 save or must roll a d4 and subtract the number rolled from attack rolls or saving throws for the duration of the spell).
This post has potentially manipulated dice roll results.
(Salty - this is still the first round and you are asleep...I can save that for the next round if you want, or you can repost an action when we get there. =)
This post has potentially manipulated dice roll results.
Valefor slowly starts making his way back to the group after the massive mosquito like creature detached and flew away launching another Fire bolt at one of the four still attacking.
This post has potentially manipulated dice roll results.
Seeing the blood spilled all over herself Penumbra angrily says, "I just bought this armor!" Then she turns her daggers on the creatures still attacking the group. (She will fly if she needs to in order to get into melee with the things.)
This post has potentially manipulated dice roll results.
Rand curses the 3 attacking stirges that haven't successfully attached themselves to a party member yet. (At the end of the first round, 4 stirges have sucked their fill of your blood and are returning to the forest, 3 are in the air and trying to attack you {with disadvantage on attacks}, Bankur has 1 in his hand, and another attached to his skin and draining blood.)
Bankur: ?(Will you try to remove the second creature now attached to you before it can suck more of your lifeblood, or squish the one in your hand {if so, roll attack with advantage and damage} =)
Penumbra takes out two of the flying stirges with her daggers of death!
The last flying stirge will go after 3! Attack: 12 - 3 - Damage: 7 . If Bankur does NOT remove the attached stirge...
...then he takes 6 additional damage from blood loss.
Rand: With yet another monstrous mosquito attached to the fighter, Rand...?
Rand is very near death, and he knows it. As a new blood sucker attaches itself to him, he knows he is only moments away from death. "I desperately want to kill something, but I can't kill something if I'm dead." Rand then utters a prayer for healing. (Lay on Hands for 10 points of healing).
Gawking at the oversized mosquito in his hand, then at the new one sticking out of him, Bankur reaches down and rips the most recently attached one out. An even more confused look crosses his face once the realization that he is now holding one in each hand sets in.
Valefor burns away the stirge attached to Rand, cauterizing the wound with it! Bankur, with a little help from his friends, will kill off the flying creatures in each hand, ending the surprise attack. (Combat over. 125 XP each - that was tougher than I though it would be! Bankur (-11) / Penumbra (-16) / Rand (-13) / Salty Joe (-) / Valenor (-12))
The sun is just starting to rise, brightening the cloudless sky above the trees to the east. Based on your navigation and map estimations, you are a couple hours south from where you think Thundertree should be, and about a half-day's travel north west to get to Neverwinter. With four of the five of you nearly sucked dry, the group has a hard decision to make...
Fresh as a daisy Salty Joe gets up from his bedroll and suggests everyone take a nice long short rest and burn all their hit die while he plays some healing music. (That should be +1d6 per die rolled and we all should have around three hit die to roll.)
Salty Joe suggests we push for Thundertree after we rest. I'd like to think the magic between a Bard and Cleric can support an adventuring day. Worst case we have to end early.
"Thanks guys, I was overwhelmed and could never get ahead of those things. I think Salty is right. Let us prepare the best we can and at least scout out Thundertree."
Healing HD: 2 Plus Salty's aid: 5 Healing HD: 11 Plus Salty's aid: 4 That tanks Rand to the top :)
(Bankur will cast Channel Divinity: Preserve Life for 15 HP of healing, divided among everyone who needs it. I think that between this and Salty's healing everyone should be back to full.)
"On to Thundertree then - but let us pray to our gods that we don't find any more oversized mosquitos on the way!"
This post has potentially manipulated dice roll results.
Valefor sits with the others resting “So....I guess everyone’s watch was all clear” then with a wry smile he burst out laughing just glad they survive “that was very unlucky any know what the heck they were?”
After resting a bit longer and tending to your wounds, your group is ready to press onwards towards Thundertree. The morning is thankfully quiet, and you reach the southern edge of the remains of the town. Gradually, the trail becomes an old, overgrown lane winding between dilapidated buildings choked in vines and brush. Ahead of you, in the middle of the settlement, rises a steep hill, upon which stands a stone tower with a partially collapsed roof and an adjoining cottage. A dirt road hugs the base of the hill and wends its way between old stone houses, many of which are roofless ruins with interiors open to the weather. Other buildings appear more or less intact. The whole place is eerily silent.
A wooden sign is nailed to a post nearby. It reads: "DANGER! Plant monsters AND zombies! Turn back now!"
DC12 History
Near the place where the Neverwinter River emerges from Neverwinter Wood stands the abandoned village of Thundertree. Once, this was a prosperous community on the outskirts of the forest, wealthy from the work of its woodcutters and trappers. Then thirty years ago, the eruption of Mount Hotenow to the north devastated Thundertree. In the wake of the natural disaster, a plague of strange zombies swept over the area, killing or driving off those who survived the eruption.
(I'm going to pull the stirge out of me first, then will attempt to damage it in any way I can. If those two actions have to take place over two rounds then I'll decide my damage action after the stirge's.)
Initiative Order: Bankur (-6) / Penumbra (-11) / Stirges x 9 / Rand (-9) /
Salty Joe(-) / Valenor (-7)Bankur grabs the stirge attached to him and yanks it out of his flesh, gripping the creature tightly so it doesn't fly away. Penumbra slices one of the stirges, killing it but splashing blood all over herself! This unexpected turn of events is enough to make her second attack miss the other stirge, which remains attached.
The four stirges still attached to their unwilling hosts continue sucking blood, causing 10 more points of damage to Rand, 5 more points to Penumbra, and 5 points to Valefor. Now sated, they detach and fly off towards the forest. There are four more stirges who try again to attack someone. (1=Rand; 2=Salty Joe; 3=Penumbra; 4=Bankur; 5=Valenor; 6=DM choice)
4 is attacked: 18 for damage: 5 damage.
3 is attacked: 6 for damage: 4 damage.
1 is attacked: 6 for damage: 6 damage.
2 is attacked: 9 for damage: 4 damage.
Valenor, trying to escape the stirges by teleporting about 30 feet away, is suprised to learn that creatures attached to you teleport with you! Fighting through the distracting pain of his bite, he casts a firebolt at the stirge flying away from Penumbra, completely missing the creature and luckily just missing the rogue (although burning the hair off of her arm as it passes!)
Initiative Order: Rand (-19) /
Salty Joe(-) / Valenor (-12) / Bankur (-11) / Penumbra (-16) / Stirges x 9Love God. Love Others. Any Questions?
Salty would like to use his reaction to burn his cutting words for the attack on Bankur. He says to the stirge "Hey Sucka, stop that" 5
Then he is going to play a quick refrain for the stirges fleeing to the forest Shatter (Con Save 13 for half of 8 full on failure.)
I got alot a doods
Rand, feeling drained near to death, weighs his options to attack or pray for more strength. He sees one of the stirges attach itself to Bankur and thinks,"Ugh. looks like we are all busy. Hmm, what if I could make sure that the remaining three can't attach themselves to anyone else... That's what I'll do." Rand looks at the three stirges that are not attached to anyone and casts Bane (Stirges must make a CHA 13 save or must roll a d4 and subtract the number rolled from attack rolls or saving throws for the duration of the spell).
(Salty - this is still the first round and you are asleep...I can save that for the next round if you want, or you can repost an action when we get there. =)
Stirge DC13 CHA save: 4
Love God. Love Others. Any Questions?
Valefor slowly starts making his way back to the group after the massive mosquito like creature detached and flew away launching another Fire bolt at one of the four still attacking.
Attack: 18
Damage: 4
Seeing the blood spilled all over herself Penumbra angrily says, "I just bought this armor!" Then she turns her daggers on the creatures still attacking the group. (She will fly if she needs to in order to get into melee with the things.)
Attack: 16 Damage: 4
Attack: 14 Damage: 4
Rand curses the 3 attacking stirges that haven't successfully attached themselves to a party member yet. (At the end of the first round, 4 stirges have sucked their fill of your blood and are returning to the forest, 3 are in the air and trying to attack you {with disadvantage on attacks}, Bankur has 1 in his hand, and another attached to his skin and draining blood.)
Round Two: Bankur (-11) / Penumbra (-16) / Stirges x 5 / Rand (-19) / Salty Joe (-) / Valenor (-12)
Bankur: ? (Will you try to remove the second creature now attached to you before it can suck more of your lifeblood, or squish the one in your hand {if so, roll attack with advantage and damage} =)
Penumbra takes out two of the flying stirges with her daggers of death!
The last flying stirge will go after 3! Attack: 12 - 3 - Damage: 7 . If Bankur does NOT remove the attached stirge...
...then he takes 6 additional damage from blood loss.
Rand: With yet another monstrous mosquito attached to the fighter, Rand...?
Salty Joe: Finally awake, the bard...?
Valefor: ?
Love God. Love Others. Any Questions?
Rand is very near death, and he knows it. As a new blood sucker attaches itself to him, he knows he is only moments away from death. "I desperately want to kill something, but I can't kill something if I'm dead." Rand then utters a prayer for healing. (Lay on Hands for 10 points of healing).
Gawking at the oversized mosquito in his hand, then at the new one sticking out of him, Bankur reaches down and rips the most recently attached one out. An even more confused look crosses his face once the realization that he is now holding one in each hand sets in.
Salty's going to pretend to stay asleep deception 19
I got alot a doods
Valefor seeing Rand turn white launches another Fire Bolt trying to get the blood sucking creature attached to him!
Attack: 20
Damage: 5
Valefor burns away the stirge attached to Rand, cauterizing the wound with it! Bankur, with a little help from his friends, will kill off the flying creatures in each hand, ending the surprise attack. (Combat over. 125 XP each - that was tougher than I though it would be! Bankur (-11) / Penumbra (-16) / Rand (-13) / Salty Joe (-) / Valenor (-12))
The sun is just starting to rise, brightening the cloudless sky above the trees to the east. Based on your navigation and map estimations, you are a couple hours south from where you think Thundertree should be, and about a half-day's travel north west to get to Neverwinter. With four of the five of you nearly sucked dry, the group has a hard decision to make...
Love God. Love Others. Any Questions?
Fresh as a daisy Salty Joe gets up from his bedroll and suggests everyone take a nice long short rest and burn all their hit die while he plays some healing music. (That should be +1d6 per die rolled and we all should have around three hit die to roll.)
Salty Joe suggests we push for Thundertree after we rest. I'd like to think the magic between a Bard and Cleric can support an adventuring day. Worst case we have to end early.
I got alot a doods
"Thanks guys, I was overwhelmed and could never get ahead of those things. I think Salty is right. Let us prepare the best we can and at least scout out Thundertree."
Healing HD: 2 Plus Salty's aid: 5
Healing HD: 11 Plus Salty's aid: 4
That tanks Rand to the top :)
(Bankur will cast Channel Divinity: Preserve Life for 15 HP of healing, divided among everyone who needs it. I think that between this and Salty's healing everyone should be back to full.)
"On to Thundertree then - but let us pray to our gods that we don't find any more oversized mosquitos on the way!"
Valefor sits with the others resting “So....I guess everyone’s watch was all clear” then with a wry smile he burst out laughing just glad they survive “that was very unlucky any know what the heck they were?”
HD: 4 Plus Saltys help: 1
After resting a bit longer and tending to your wounds, your group is ready to press onwards towards Thundertree. The morning is thankfully quiet, and you reach the southern edge of the remains of the town. Gradually, the trail becomes an old, overgrown lane winding between dilapidated buildings choked in vines and brush. Ahead of you, in the middle of the settlement, rises a steep hill, upon which stands a stone tower with a partially collapsed roof and an adjoining cottage. A dirt road hugs the base of the hill and wends its way between old stone houses, many of which are roofless ruins with interiors open to the weather. Other buildings appear more or less intact. The whole place is eerily silent.
A wooden sign is nailed to a post nearby. It reads: "DANGER! Plant monsters AND zombies! Turn back now!"
DC12 History
Near the place where the Neverwinter River emerges from Neverwinter Wood stands the abandoned village of Thundertree. Once, this was a prosperous community on the outskirts of the forest, wealthy from the work of its woodcutters and trappers. Then thirty years ago, the eruption of Mount Hotenow to the north devastated Thundertree. In the wake of the natural disaster, a plague of strange zombies swept over the area, killing or driving off those who survived the eruption.
Love God. Love Others. Any Questions?
History: 18
Lets try to find the monsters and zombies before they find us.
I got alot a doods