Despite her strange backbend of friendliness, Topsy is able to see the net coming her way and avoid being entangled. "Hey!" she says, straightening back up. But then Ront steps forward and threatens the group. While she doesn't necessarily think this is the best tactic, clearly trying to make nice didn't work either, so she scowls at the group from the orc's side, attempting to look threatening. She speaks an arcane word and sparks begin shooting from her palm.
Ront yells out something but it is clear that the Kuo-toa don't understand him. Whilst surprised by the sparks flying out of Topsy's palm it is clear that they do not feel threatened by them.
As another Kuo-toa steps forward to fling a net at Topsy, Ront steps forward and yells "over my dead body will you fishheads get my little mate!"as e swings his newly acquired mace at the creature Attack: 11 Damage: 9 who manages to get its shield up in time. Much to his surprise his mace sticks to the creature's shield but Ront (24) is able to wrench it free.
Seeing the engagement, Derendil will dash towards the group, trying to help his new friends.
Eldrik will keep to the walls and will move towards the engagement. (if there is no light, and the kua-toa are relying on dark vision, he is effectively invisible.)
This post has potentially manipulated dice roll results.
Izzrak, much like Six, also mutters a brief incantation and points a finger at the lead kuo-toa aggressor, placing a hex upon it (let's do disadv on STR checks) before loosing a beam of dark energy at it, nearly invisible except for the way it distorts the air, and yet somehow more vibrant than the last time. As he does so, for the briefest moment his eyes glow a piercing red, and anyone paying close attention to his face would see, just for that brief moment, a bloodthirsty expression flash across the corners of his mouth.
Attack: 19 Damage: 19
OoC: Well, that was worth the wait, wasn't it? Heh. Sorry all.
Despite their earlier argument and his general stubbornness, seeing his sister in danger removes Turvy's reluctance. The deep gnome speaks a couple of arcane words, and makes a throwing motion with his arm. Three bolts of energy fly out of his hand at the closest kuo-toa target while he moves 25 feet toward them.
The kuo-toa are in two ranks. The front rank (four kuo-toa) are armed with nets and starting to form a semi-circle around Ront or Turvey - the only characters in range - and attempting to snare either of them. They are backed up by four kuo-toa armed with spears who are starting to move around Ront or Turvey to close the circle - possibly in response to the exhortations of slightly larger kuo-toa - whilst watching what the rest of the party is doing.
One of the kuo-toa with a net flings it at (1-2 Ront or 3-4 Turvey) {1 - Ront} Attack: 6 Damage: 0 who easily dodges.
Rontlets out an orcish battle cry (which is not suitable for translation in this family-friendly environment...) and unleashes a heavy overhand swing at the kuo-toa who tried to snag him. He will dig deep and take another swing, either at the same creature or the next one in line! (Using Action Surge for second attack.)
Attack 1: 9 Damage: 7
Attack 2: 24 Damage: 7
Six moves forward (to within 40 feet if not already there) and refocuses the lens of his chest piece, casing a flame-like radiance to shoot forward and engulf the creature he hexed a moment before! (That creature has disadvantage on a DC13 Dex save, or take 6 radiant + 5 necrotic damage!)
Jimjar moves up to the kuo toa that had been hit by Turvy's energy bolts and mutters something, causing sonic energy to sheathe the dagger he'd recently acquired, and swipes with it at the fish man before backing away in an evasive maneuver.
Jimjar was ninety feet away at the beginning of his turn. He can dash this turn and close to 40' away and then advance in the next turn and attack. I'll let him keep the attack numbers for then.
Two more of the kuo-toa tighten the circle around Ront and Turvey.
OoC: Let's have Jimjar dash with his bonus action and cast Mind Sliver with his action from 40' (DC 12 INT save or 1d6 psychic dmg and subtract 1d4 from its next save)
This post has potentially manipulated dice roll results.
OoC: Let's have Jimjar dash with his bonus action and cast Mind Sliver with his action from 40' (DC 12 INT save or 1d6 psychic dmg and subtract 1d4 from its next save)
This post has potentially manipulated dice roll results.
Fight with Kuo-toa - end round 1
(OOC: I was trying to run this as a Theatre of the Mind but it obviously wasn't working for most people - particularly distances so I've created a map showing where people were at the end of Round 1 (Nb Eldrik dashed to close as much distance as possible so I'll use the hit rolls in post #457 in round 2 - the same applies to Jemjar. Ront's attacks will be use din Round 2 as well)
One of the kuo-toa with a net flings it at (1-2 Ront or 3-4 Turvey) {1 - Ront} Attack: 10 Damage: 0 who easily dodges.
1. Ront swings his mace as per Post #452 at the one of the Kuo-toa who cast a net at him but it raises its shield in time. Ront's mace starts to stick in the shield {21} but Ront manages to pull it free and swing it again - this time his attack is successful.
2. Prince Derendil closes with the Kuo-toa wielding spears and swipes at the creature Attack: 15 Damage: 5
3. One of the Kuo-toa armed with a net attempts to entangle (1-2 = Ront & 3-4 = Topsy) {4 - Topsy } Attack: 5 Damage: 0 who easily dodges
This post has potentially manipulated dice roll results.
Topsy uncovers her head after ducking out of the way of the net. She looks around at the kuo-toa, saying in Undercommon, "Whoa, hold on! We mean you no harm! Stop attacking us!"
Persuasion: 18
And if you'll allow me to still have an action, my action will be to dodge.
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Despite her strange backbend of friendliness, Topsy is able to see the net coming her way and avoid being entangled. "Hey!" she says, straightening back up. But then Ront steps forward and threatens the group. While she doesn't necessarily think this is the best tactic, clearly trying to make nice didn't work either, so she scowls at the group from the orc's side, attempting to look threatening. She speaks an arcane word and sparks begin shooting from her palm.
Intimidation: 10
Ront yells out something but it is clear that the Kuo-toa don't understand him. Whilst surprised by the sparks flying out of Topsy's palm it is clear that they do not feel threatened by them.
As another Kuo-toa steps forward to fling a net at Topsy, Ront steps forward and yells "over my dead body will you fishheads get my little mate!" as e swings his newly acquired mace at the creature Attack: 11 Damage: 9 who manages to get its shield up in time. Much to his surprise his mace sticks to the creature's shield but Ront (24) is able to wrench it free.
Izraak you're next!
DM - Stopping a god in his tracks
Reading Grant's response, I got the mental image of Topsy as the X-Men's Jubilee. No one seems very threatened by her, either.
OoC: Sorry all, busy week and missed the call-out. Will try to get a post in tonight
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Seeing the engagement, Derendil will dash towards the group, trying to help his new friends.
Eldrik will keep to the walls and will move towards the engagement. (if there is no light, and the kua-toa are relying on dark vision, he is effectively invisible.)
(Ront and Six both took actions - missed their attacks...waiting for the retaliation!)
Love God. Love Others. Any Questions?
(Ront and Six both took actions - missed their attacks...waiting for the retaliation!)
Waiting on Esker to act first.
DM - Stopping a god in his tracks
Izzrak, much like Six, also mutters a brief incantation and points a finger at the lead kuo-toa aggressor, placing a hex upon it (let's do disadv on STR checks) before loosing a beam of dark energy at it, nearly invisible except for the way it distorts the air, and yet somehow more vibrant than the last time. As he does so, for the briefest moment his eyes glow a piercing red, and anyone paying close attention to his face would see, just for that brief moment, a bloodthirsty expression flash across the corners of his mouth.
Attack: 19 Damage: 19
OoC: Well, that was worth the wait, wasn't it? Heh. Sorry all.
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Turvey you're next
DM - Stopping a god in his tracks
Despite their earlier argument and his general stubbornness, seeing his sister in danger removes Turvy's reluctance. The deep gnome speaks a couple of arcane words, and makes a throwing motion with his arm. Three bolts of energy fly out of his hand at the closest kuo-toa target while he moves 25 feet toward them.
magic missile damage: 2 X 3
movement: 25 feet toward Topsy
The kuo-toa are in two ranks. The front rank (four kuo-toa) are armed with nets and starting to form a semi-circle around Ront or Turvey - the only characters in range - and attempting to snare either of them. They are backed up by four kuo-toa armed with spears who are starting to move around Ront or Turvey to close the circle - possibly in response to the exhortations of slightly larger kuo-toa - whilst watching what the rest of the party is doing.
One of the kuo-toa with a net flings it at (1-2 Ront or 3-4 Turvey) {1 - Ront} Attack: 6 Damage: 0 who easily dodges.
Jimjar you're next!
DM - Stopping a god in his tracks
(On my turn:)
Ront lets out an orcish battle cry (which is not suitable for translation in this family-friendly environment...) and unleashes a heavy overhand swing at the kuo-toa who tried to snag him. He will dig deep and take another swing, either at the same creature or the next one in line! (Using Action Surge for second attack.)
Attack 1: 9 Damage: 7
Attack 2: 24 Damage: 7
Six moves forward (to within 40 feet if not already there) and refocuses the lens of his chest piece, casing a flame-like radiance to shoot forward and engulf the creature he hexed a moment before! (That creature has disadvantage on a DC13 Dex save, or take 6 radiant + 5 necrotic damage!)
Love God. Love Others. Any Questions?
Jimjar moves up to the kuo toa that had been hit by Turvy's energy bolts and mutters something, causing sonic energy to sheathe the dagger he'd recently acquired, and swipes with it at the fish man before backing away in an evasive maneuver.
Attack (booming blade): 21 Damage: 16
Bonus Action: disengage
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Jimjar was ninety feet away at the beginning of his turn. He can dash this turn and close to 40' away and then advance in the next turn and attack. I'll let him keep the attack numbers for then.
Two more of the kuo-toa tighten the circle around Ront and Turvey.
Eldrik you're up.
DM - Stopping a god in his tracks
OoC: Let's have Jimjar dash with his bonus action and cast Mind Sliver with his action from 40' (DC 12 INT save or 1d6 psychic dmg and subtract 1d4 from its next save)
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Impact of Mind Sliver = Save of 1 = no impact
DM - Stopping a god in his tracks
Eldrik grips the half manacle in his hand and attacks the closes kua-toa.
Attack: 22 Damage: 5
Attack: 18 Damage: 11
Fight with Kuo-toa - end round 1
(OOC: I was trying to run this as a Theatre of the Mind but it obviously wasn't working for most people - particularly distances so I've created a map showing where people were at the end of Round 1 (Nb Eldrik dashed to close as much distance as possible so I'll use the hit rolls in post #457 in round 2 - the same applies to Jemjar. Ront's attacks will be use din Round 2 as well)
One of the kuo-toa with a net flings it at (1-2 Ront or 3-4 Turvey) {1 - Ront} Attack: 10 Damage: 0 who easily dodges.
DM - Stopping a god in his tracks
Fight with Kuo-toa - end round 1
Initiative -
Ront, Prince Derendil, Kuo-toa #1 (Net), Shushar the Awakened, Prabuddhek,Topsy, Izzrak Aleth, Kuo-toa #5, Turvey, Kuo-toa #2 (Net), Jimjar Gemfinger, Kuo-toa #6, Kuo-toa #8, Six of Eight, Kuo-toa #4 (Net), Eldrik Feldrun, Kuo-toa #7, Kuo-toa #3 (Net), Glabbagool1. Ront swings his mace as per Post #452 at the one of the Kuo-toa who cast a net at him but it raises its shield in time. Ront's mace starts to stick in the shield {21} but Ront manages to pull it free and swing it again - this time his attack is successful.
2. Prince Derendil closes with the Kuo-toa wielding spears and swipes at the creature Attack: 15 Damage: 5
3. One of the Kuo-toa armed with a net attempts to entangle (1-2 = Ront & 3-4 = Topsy) {4 - Topsy } Attack: 5 Damage: 0 who easily dodges
Topsy - you're next!
DM - Stopping a god in his tracks
Topsy uncovers her head after ducking out of the way of the net. She looks around at the kuo-toa, saying in Undercommon, "Whoa, hold on! We mean you no harm! Stop attacking us!"
Persuasion: 18
And if you'll allow me to still have an action, my action will be to dodge.