Khan is nothing, if not relentless, but switched to less death defying maneuvers to keep up the pummeling. It mattered little that wierldling toughened hide seemed resistant to her efforts. Like a decrepit tree in a monsoon, he too would bow to the wrath of that which was above him! And she remained committed to diving down if need be just to prove it, if he should fall beyond her reach for a moment.
Action: Frog Kenpo(Melee) upon Wierdling! [Lethal]Python Whips it Tail - Attack:3+24 Damage: 6 Non-magical bludgeoning damage. Agile Parry becomes active, increasing AC by +2. [Two-Handed, Silvered, Lethal]D'Ahken'khar - Attack:3+13 Damage: 8 Non-magical(?) Slashing damage.
Bonus Action: Lily Pad Crush(or if dive bombing, Khan's Kingly Krush!)at Wierdling: [Lethal]Unarmed Strike - Attack: 2+12 Damage: 8 Non-magical bludgeoning damage. (If dive bombing and assuming Wierdling is prone, here's adv. roll for last attack: 16)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
DM's Screen:
25
(@Grimnir: The sling's range is much shorter than that of your crossbow. Your attack is at disadvantage. Here's a second attack roll on your behalf: 15)
Knowing that this specific patch of hedge vegetation is not hiding her very well, Ang moves closer to the floating spellcaster {AI-23} and tries to hide once more. She is just as unsuccessful as before, but that does not stop the purple grung from switching over to her sling (she ran out of regular bolts) and attacking.
The smooth pebble hits the mark, and a fleck of dry skin flies off the lord's forehead. (Lord Weirding takes 9 bludgeoning damage.)
Not about to let her opportunity get away, Khan continues to attack the floating enemy in spite of having to balance herself at the very edge of the roof. She does remarkedly well considering her situation, landing two hits: a finger-strike to the top of the cranium and a slash of her silvered axe. None of the attacks bring the enemy down. (Lord Weirding takes 7 bludgeoning and slashing damage.)
Khan raises her axe defensively once more (Agile Parry enacted.)
OOC: I would love to say that I have something unique to offer right now, but young Saros does not have many tricks to pull at this distance, and with Weirding having Advantage on a lot of stat saves it is doubly difficult, that said.....
If possible, Saros moves to AF22 (if not he will just move to AH22) to separate himself from the others againt (AOE avoidance) and then directs his go to cantrip Toll the Dead up a Weirding again (DC 15 WIS save or take 17 damage).
He will then hunker down again prone and behind the shrubbery
Rollback Post to RevisionRollBack
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
(OOC Apologies in advance for a complicated turn!)
Watching Lord Weirding's legs dangle in the air before him, Ghee barely has time to wonder whether Lord Weirding even has legs anymore or if they were also replaced by tentacles, before he finds himself bracing his legs against the stones of Weirding Manor and firing himself like a hairy Dwarven cannonball away from the building and towards the tentacles/legs of their quarry.
Grapple 2 (if unsuccessful with Grapple 1): Athletics11
Attack 2 (Only for use of Grapple 1 succeeds): Ghee swings a thumping fist into the meat (seafood?) of Lord Weirding's other leg:
Attack: 11 Damage: 9
If that 9 is nowhere near enough - Watching the ankles (do tentacles have ankles?) of Lord Weirding escape his outstretched fingers, Ghee turns his attention to the rapidly approaching ground and uses his reaction to slow his fall (reducing fall damage by 30) and land in classic superhero fashion.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Despite his preparation, leg strength, and pure desire to finally get his hands on the tentacled lord, Ghee's almost horizontal jump toward the enemy's ankles fails to deliver him close enough to his quarry. The dwarf rotates his arms as he begins to tumble toward the ground. At first, it looks somewhat comical, but the monk adjusts his frame into a perfectly athletic landing form.
-> Fall damage: 11 -> all of which are nullified by Slow Fall.
(@MB: Great idea overall. I'm sorry the dice were not with you on this one.)
Ghee's circus-emulating stunt serves as enough of a distraction for Bleep to find an opening. The green grung shanks the wizard on the rib, certain no living thing would survive such a wound. Despite the damage done, Lord Weirding never flinches. He simples stares at Bleep with blinding fury in his eyes. (Lord Weirding takes 9 piercing damage.)
Then, a split second later, Bleep feels the lord slipping away from his short blade. The hunter initially assumes that his foe is simply flying to safety again but soon realizes that he is not moving away, but down.
-> Fall damage: 16
Lord Weirding belly-flops onto the courtyard's stone floor with none of the grace or agility Ghee did a moment ago. Somehow, however, he is still moving, though it may take a second for him to get back up. (Lord Weirding takes 8 piercing damage.)
(OOC: Given this game-changing development, I'll let Saros and Darrik reconsider their turns/posts. Lord Weiding in on {AG-24}.)
Darrik will let out a dwarf war bellow of triumph, charge the wizard, and start punching the shit out of him. He may not be trained in martial arts, but he’s pissed off.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
OOC: I would love to say that I have something unique to offer right now, but young Saros does not have many tricks to pull at this distance, and with Weirding having Advantage on a lot of stat saves it is doubly difficult, that said.....
If possible, Saros moves to AF22 (if not he will just move to AH22) to separate himself from the others againt (AOE avoidance) and then directs his go to cantrip Toll the Dead up a Weirding again (DC 15 WIS save or take 17 damage).
He will then hunker down again prone and behind the shrubbery
Yep - will instead do the following....
Seeing the wizard finally lose concentration, Saros watches him fall and hit the ground hard, and then backs up (to AH22 assuming it has been vacated) before calling on one of his innate skills, and incants Blindness/Deafness (CON DC15) to see if he can't extend the advantage now Weirding has lost the advantage of flying and eliminate his sight
Infuriated by the whole situation, Darrik rushes to Lord Weirding's side {AH-24}, raises his fist, jumps up, and drops it like a hammer on the back of the lord's neck. Although the target is barely moving at this point, and despite his grunt of pain, the tentacled-bearded individual manages to survive the attack. (Lord Weirding takes 3 bludgeoning damage.)
Thinking this is the best opportunity the group has had to pile on advantages against this foe, Saros takes a few steps and casts one of the Svirfneblin's favorite spells. This is just adding insult to injury now, knowing the lord was not a fan of other underground-dwelling races. Feeling the magic infect his target's eyes, Saros is confident that the lord has been temporarily blinded.
Now truly fearing for his life, Lord Weirding does his best to roll out of the way, stand back up, and run away from the party. He is blind, so he can't help but run in a random direction. He does not realize which way he is going, but the party sees that he moved northwest into a garden patch and failed to go too far {AF-21}.
As the lord moves, Saros realizes that his spell was short lived. (Lord Weirding is no longer blinded.)
(Ang and Khan are up next. Lord Weirding has some cover because of the plants around him.)
Ang moves into the bush as well and attempt to hide to get a better aim at the wizard. Hide: 10 But the bushes are too small to get a proper hiding place. Nevertheless, she load her Crossbow Bolts, Walloping and shoots, hoping to immobilise the creature. Light Crossbow:17 ; damage 6 + STR save DC10 or prone
This post has potentially manipulated dice roll results.
If Wierdling isn't slain by Ang's last bolt, then it is without hesitation that powerful Grung legs are used to catapult Khan easily twenty-feet through the air before gravity reasserts itself. Then using a combination of her master's teachings, the nearby hedges, and a naturally shock absorbent legs to ultimately slow her descent enough to hit the ground rolling a few feet before springing back onto her feet with axe in hand.
"This ends now! No more for you, Jaculi in tree."She gives the axe one last flourish before her, only to snap into a half-crouched stance. "For B'Lhap. For B'lip!" She yells as she sprang forth sweeping low, before then leaping high(Ten feet with remaining movement) only to coming down hard with a helm splitting worth strike. If still standing after all that, then one last snap kick is thrown out for the neck or upper body.
Movement(Standing leap): To AG-21.
Reaction: Slow Fall to reduce any fall damage up to 25.
This post has potentially manipulated dice roll results.
DM's Screen:
10
Ang's difficulties in finding an appropriate hiding spot linger for a bit longer but, having one last bolt in her quiver, she decides to use it before having another chance to hide.
The projectile hits its mark, but it is only a glancing blow. It does not pack enough of a punch to bring the fleeing enemy down, despite his visible weakness. Nonetheless, the impact must have hurt at least a bit. (Lord Weirding takes 3 bludgeoning damage.)
Still holding the green grung's wrist, Lord Weirding lets out another jolt of electricity.
-> Shocking Grasp vs. Bleep: Attack: 11
Damage: 14This time, Bleep manages to yank his hand out of the lord's grasp just in time to avoid the spell. This only infuriates Lord Weirding even more!
(Ang and Khan can go next. Ang knows that she is not well hidden.)
Ang moves closer to the wizard and tries to hide from its vision.
Hiding (bonus action) = 14
Unfortunately, the bushes don't give much cover. She decides anyway to shoot at the creature with her sling.
Sling = 17 , damage piercing 7 + sneak 12
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Khan is nothing, if not relentless, but switched to less death defying maneuvers to keep up the pummeling. It mattered little that wierldling toughened hide seemed resistant to her efforts. Like a decrepit tree in a monsoon, he too would bow to the wrath of that which was above him! And she remained committed to diving down if need be just to prove it, if he should fall beyond her reach for a moment.
Action: Frog Kenpo(Melee) upon Wierdling!
[Lethal]Python Whips it Tail - Attack:3+24 Damage: 6 Non-magical bludgeoning damage. Agile Parry becomes active, increasing AC by +2.
[Two-Handed, Silvered, Lethal]D'Ahken'khar - Attack:3+13 Damage: 8 Non-magical(?) Slashing damage.
Bonus Action: Lily Pad Crush(or if dive bombing, Khan's Kingly Krush!)at Wierdling:
[Lethal]Unarmed Strike - Attack: 2+12 Damage: 8 Non-magical bludgeoning damage.
(If dive bombing and assuming Wierdling is prone, here's adv. roll for last attack: 16)
When you realize you're doing too much: Signature.
DM's Screen:
25
(@Grimnir: The sling's range is much shorter than that of your crossbow. Your attack is at disadvantage. Here's a second attack roll on your behalf: 15)
Knowing that this specific patch of hedge vegetation is not hiding her very well, Ang moves closer to the floating spellcaster {AI-23} and tries to hide once more. She is just as unsuccessful as before, but that does not stop the purple grung from switching over to her sling (she ran out of regular bolts) and attacking.
The smooth pebble hits the mark, and a fleck of dry skin flies off the lord's forehead. (Lord Weirding takes 9 bludgeoning damage.)
DM's Screen:
15 27
Not about to let her opportunity get away, Khan continues to attack the floating enemy in spite of having to balance herself at the very edge of the roof. She does remarkedly well considering her situation, landing two hits: a finger-strike to the top of the cranium and a slash of her silvered axe. None of the attacks bring the enemy down. (Lord Weirding takes 7 bludgeoning and slashing damage.)
Khan raises her axe defensively once more (Agile Parry enacted.)
END OF INITIATIVE ROUND 17
(Ghee, Bleep, Darrik, and Saros are up next.)
OOC: I would love to say that I have something unique to offer right now, but young Saros does not have many tricks to pull at this distance, and with Weirding having Advantage on a lot of stat saves it is doubly difficult, that said.....
If possible, Saros moves to AF22 (if not he will just move to AH22) to separate himself from the others againt (AOE avoidance) and then directs his go to cantrip Toll the Dead up a Weirding again (DC 15 WIS save or take 17 damage).
He will then hunker down again prone and behind the shrubbery
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
(OOC Apologies in advance for a complicated turn!)
Watching Lord Weirding's legs dangle in the air before him, Ghee barely has time to wonder whether Lord Weirding even has legs anymore or if they were also replaced by tentacles, before he finds himself bracing his legs against the stones of Weirding Manor and firing himself like a hairy Dwarven cannonball away from the building and towards the tentacles/legs of their quarry.
Acrobatics 9
(OOC Why RNGesus?!? I knew I was rolling too well previously...)
If the skill check is enough - Ghee uses both attacks if necessary to grapple the ankles of Lord Weirding.
Grapple 1: Athletics 14
Grapple 2 (if unsuccessful with Grapple 1): Athletics 11
Attack 2 (Only for use of Grapple 1 succeeds): Ghee swings a thumping fist into the meat (seafood?) of Lord Weirding's other leg:
Attack: 11 Damage: 9
If that 9 is nowhere near enough - Watching the ankles (do tentacles have ankles?) of Lord Weirding escape his outstretched fingers, Ghee turns his attention to the rapidly approaching ground and uses his reaction to slow his fall (reducing fall damage by 30) and land in classic superhero fashion.
(Based on jumping rules and possible athletics checks—would it be possible for Darrik to jump up to his spear and grab it?)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Bleep takes another swipe at Wierding with his dagger.
Dagger (w/ sneak attack) Attack: 24 Damage: 19
Extended Signature
If Darrik has the movement and would be able to do this, he’ll climb up Ghee’s rope, grab his spear and throw it at Weirding.
Attack: 25 Damage: 6
Athletics if needed: 20
If he can’t do this, if possible he’ll pick up a pebble or old sling bullet or something and chuck it at Weirding, while climbing.
Attack: 12
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Despite his preparation, leg strength, and pure desire to finally get his hands on the tentacled lord, Ghee's almost horizontal jump toward the enemy's ankles fails to deliver him close enough to his quarry. The dwarf rotates his arms as he begins to tumble toward the ground. At first, it looks somewhat comical, but the monk adjusts his frame into a perfectly athletic landing form.
-> Fall damage: 11 -> all of which are nullified by Slow Fall.
(@MB: Great idea overall. I'm sorry the dice were not with you on this one.)
DM's Screen:
8
Ghee's circus-emulating stunt serves as enough of a distraction for Bleep to find an opening. The green grung shanks the wizard on the rib, certain no living thing would survive such a wound. Despite the damage done, Lord Weirding never flinches. He simples stares at Bleep with blinding fury in his eyes. (Lord Weirding takes 9 piercing damage.)
Then, a split second later, Bleep feels the lord slipping away from his short blade. The hunter initially assumes that his foe is simply flying to safety again but soon realizes that he is not moving away, but down.
-> Fall damage: 16
Lord Weirding belly-flops onto the courtyard's stone floor with none of the grace or agility Ghee did a moment ago. Somehow, however, he is still moving, though it may take a second for him to get back up. (Lord Weirding takes 8 piercing damage.)
(OOC: Given this game-changing development, I'll let Saros and Darrik reconsider their turns/posts. Lord Weiding in on {AG-24}.)
Darrik will let out a dwarf war bellow of triumph, charge the wizard, and start punching the shit out of him. He may not be trained in martial arts, but he’s pissed off.
Attack: 13 (reckless) Damage: 6
(Realized, don’t need reckless since he’s prone.)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Yep - will instead do the following....
Seeing the wizard finally lose concentration, Saros watches him fall and hit the ground hard, and then backs up (to AH22 assuming it has been vacated) before calling on one of his innate skills, and incants Blindness/Deafness (CON DC15) to see if he can't extend the advantage now Weirding has lost the advantage of flying and eliminate his sight
"Bubbles the Barbarian" (Locathah - Lvl 9) - Locathah Rising; Shai'ere Delatete (Githyanki Monk - Lvl 9) Rrakkma (deceased - MindFlayer); Saros Rockfoot (Deep Gnome Diviner - Lvl 5) - The Lost Kenku & One Grung Above; Tagret (Goliath Barbarian - Lvl 2) - Tales of Faerun;
DM's Screen:
8
Infuriated by the whole situation, Darrik rushes to Lord Weirding's side {AH-24}, raises his fist, jumps up, and drops it like a hammer on the back of the lord's neck. Although the target is barely moving at this point, and despite his grunt of pain, the tentacled-bearded individual manages to survive the attack. (Lord Weirding takes 3 bludgeoning damage.)
Thinking this is the best opportunity the group has had to pile on advantages against this foe, Saros takes a few steps and casts one of the Svirfneblin's favorite spells. This is just adding insult to injury now, knowing the lord was not a fan of other underground-dwelling races. Feeling the magic infect his target's eyes, Saros is confident that the lord has been temporarily blinded.
DM's Screen:
8, 22
Now truly fearing for his life, Lord Weirding does his best to roll out of the way, stand back up, and run away from the party. He is blind, so he can't help but run in a random direction. He does not realize which way he is going, but the party sees that he moved northwest into a garden patch and failed to go too far {AF-21}.
As the lord moves, Saros realizes that his spell was short lived. (Lord Weirding is no longer blinded.)
(Ang and Khan are up next. Lord Weirding has some cover because of the plants around him.)
Ang moves into the bush as well and attempt to hide to get a better aim at the wizard.
Hide: 10
But the bushes are too small to get a proper hiding place. Nevertheless, she load her Crossbow Bolts, Walloping and shoots, hoping to immobilise the creature.
Light Crossbow: 17 ; damage 6 + STR save DC10 or prone
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
If Wierdling isn't slain by Ang's last bolt, then it is without hesitation that powerful Grung legs are used to catapult Khan easily twenty-feet through the air before gravity reasserts itself. Then using a combination of her master's teachings, the nearby hedges, and a naturally shock absorbent legs to ultimately slow her descent enough to hit the ground rolling a few feet before springing back onto her feet with axe in hand.
"This ends now! No more for you, Jaculi in tree." She gives the axe one last flourish before her, only to snap into a half-crouched stance. "For B'Lhap. For B'lip!" She yells as she sprang forth sweeping low, before then leaping high(Ten feet with remaining movement) only to coming down hard with a helm splitting worth strike. If still standing after all that, then one last snap kick is thrown out for the neck or upper body.
Movement(Standing leap): To AG-21.
Reaction: Slow Fall to reduce any fall damage up to 25.
Action: Frog Kenpo - Dance of upon Wierdling!
[Two-Handed, Silvered, Lethal]D'Ahken'khar - Attack:1+8 Damage: 6 Non-magical Slashing damage.
[Two-Handed, Silvered, Lethal]D'Ahken'khar - Attack:4+20 Damage: 4 Non-magical Slashing damage.
Bonus Action: Lily Pad Crush at Wierdling:
[Lethal]Unarmed Strike - Attack: 2+24 Damage: 5 Non-magical bludgeoning damage.
(If prone, here's the adv. rolls: #1: 19, #2: 12, #3: 9).
When you realize you're doing too much: Signature.
DM's Screen:
10
Ang's difficulties in finding an appropriate hiding spot linger for a bit longer but, having one last bolt in her quiver, she decides to use it before having another chance to hide.
The projectile hits its mark, but it is only a glancing blow. It does not pack enough of a punch to bring the fleeing enemy down, despite his visible weakness. Nonetheless, the impact must have hurt at least a bit. (Lord Weirding takes 3 bludgeoning damage.)