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  1. - Top - End - #61
    Ogre in the Playground
     
    purepolarpanzer's Avatar

    Join Date
    Jan 2006
    Location
    The Frozen Northlands
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Borthan Zuek
    Half-Drow Ranger
    AC: 17 HP:45/45
    22/29 MP
    0 Temp HP
    PP: 14 PIv: 9 PIs: 14 Sanity:12
    Conditions:
    Concentrating on:
    4 of 5 d10 HD.
    Spell Slots- 4/4 1st, 2/2 2nd

    Borthan keeps just ahead of the acid, his boots sizzling but remaining thick and stalwart for now. He rushes forward to the oozing construct wielding the magic axe and attempts to slash and ravage it to death.

    Spoiler: OOC
    Show
    Rolled 11 to avoid acid damage. Moved 25 feet diagonally. Two axe attacks and a hammer- Axes-(1d20+8)[22] to hit, (1d8+5)[10]. (1d20+8)[22] to hit, (1d8+5)[11]. Hammer- (1d20+7)[13] to hit, (1d8+4)[9]
    The Bear is Back.

  2. - Top - End - #62
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 5 (Bee Barracks)

    Landing gracefully on the top floor, Elara opens up with a pair of spells to deadly effect. Her blades of twilight appear, glimmering within her sanctuary, and spear into the head of the nearest wax construct. When she utters the bell's toll, its magic slithers into the opening and rapidly spreads, turning the wax crusty and gray - the construct soon falls apart, broken up by veins of decaying material inside.

    Borthan is no less swift, and no less graceful, moving like a wild predator. His sudden flash of blades nearly bisects the waxen construct wielding an axe, but when his hammer strikes to finish it off the metal flumps into its soft body with no effect. The sticky acidic material sizzles, eating away at the metal head when he pulls it away. ALADIN's battle poppet appears beside him not long after, opening its hauled chest to hose down the construct with a torrent of water. Its already damaged body melts under the torrent of water, and its top half slides off, dissolving into the floor.

    Marching forward from his solid landing, Galdar conjures a ball of flame in his hand and hurls it at the last remaining wax construct. The flame melts through its body, causing sections to slough off slowly. Rather than being snuffed by the wax, the flames scatter and begin to orbit the construct's body in a corona of flickering embers. It shuffles forward, gliding over the slimy floor and slamming an arm into Borthan from behind while his attention is on the shiny new axe. The arm coils around him on impact, its grasp searing and painful.

    With a tearing sound, the wet floor beneath the 'dead' construct falls through, opening up another potential avenue downstairs - but taking the shiny new axe with it for now.

    The loud buzzing of huge insect wings echoes up from the tubes below, and an Apidae Faerza warrior swiftly ascends the path down. On its back is a wriggling patch of moving green ooze, apparently riding the bee around like a symbiotic organism. Though it is not swift enough to get in range, it snaps its jaws and menaces them.

    Floor 3 (Bee Parliament)

    Heaving himself up off of the rock, Ront slides off. Reaching down, he grabs the boulder from beneath and uses his muscular arms to lift it with a great battle shout. Mr. Grump flies into the air, hurled behind him with leverage. The slow waxen construct with the hammer in its head cannot get out of the way in time before it's splatted beneath the boulder. Its amorphous body begins to reform and pull itself free, but its efforts are slow and it will be kept from joining in this fight just yet.

    Drawing his sword, he ignites its brilliant blade. Dawnbringer calls out a battle cry in Orcish, challenging the fiends to come at them if they dare. With a blade of searing light, Dawnbringer cuts into the wax, rapidly drying and searing off clumps of its material. The construct retaliates, clocking Ront painfully in the face and collarbone with its acidic, sludgy fist. A filthy looking crossbow bolt flies past, not even remotely close to him, as the bow-'wielder' trudges closer.

    Spoiler: OOC
    Show
    Ront, Borthan, Elara, ALADIN, and Galdar can roll a DC 10 Acrobatics check to avoid 2 acid damage during entry.
    Rolled for those who did not so far:
    Ront failed and took 2 acid (twi sanct absorbed it)
    AL failed and took 2 acid (twi sanct absorbed it)
    Elara succeeded
    Galdar succeeded
    Drop Team 2 can pre-emptively make their skill check and adjust for it, as they will roll the same when they arrive.


    Spoiler: Combat Log
    Show
    The Bees are unable to react in the surprise round due to the sheer audacity of the party's entrance, but their constructs react immediately and impassively to hostiles entering sight.

    Elara pops Twi Sanct during the fall, giving drop team 1 the benefit before landing. She takes no damage from entry, but 2 acid damage to her barrier from starting turn on the acid floor.
    Elara casts Spiritual Weapon, striking Facsimile C for 10 damage, then coup de graces it with Toll the Dead for a whopping near-max 23 damage, finishing it off.
    Ront gains thp from Twi Sanct, and shaves 2 of it off from acid damage on entry. No turn start acid damage to the barrier cause he was on Grump.
    Ront hurls Mr. Grump. Crossbow wax is too far, so he tosses the boulder onto hammer wax. Facsimile I takes 7 damage after resistance, and is knocked down under Grump.
    Ront slashes Facsimile H for 10 radiant damage with Dawnbringer.
    ALADIN receives 8 thp, reduced by 2 on entry and 2 on turn start by the terrain.
    ALADIN unleashes his battle poppet, which marches out and uses the Trove on Facsimile A. The Facsimile takes 5 water damage and the floor beneath it is wet, but it holds fast and is not knocked away.
    Borthan receives 6 thp. He avoided entry damage, so it's only eaten away by 2 from the floor.
    Borthan unleashes a flurry of strikes on Facsimile A, dealing 21 damage with his axes. After a min roll bonus from vambrace, 23 is enough to kill. (I also forgot they are vulnerable to Slashing, so the axe slices would have killed even without the vambrace)
    Galdar receives 6 thp, and the floor burns off 2. He avoided entry damage.
    Galdar moves forward and casts Firebolt. He blasts Wax B for 13 damage after fire vulnerability, and triggers a wild magic effect which is not yet clear.

    Wax A's corpse falls through the wet floor.
    Wax B slams Borthan for 6 bludgeoning and 4 acid damage (6 total after thp, and before any resistances), and if his armor is non-magical it receives -1 to AC.
    Wax B Grapples Borthan on hit and succeeds. His armor will lose another 1 AC (if non-magical) and he will take 7 more acid damage at the start of his turn if it is not killed by Al/Elara before his action.
    Wax H slams Ront, scoring a critical hit for 15 damage (12 after his thp), and -1 to the AC of his armor if it is non-magical. He succeeds in fighting off its Grapple attempt.
    Wax I fails to extricate itself from under Grump.
    Wax G moves closer and shoots at Ront. Its accuracy is so terrible it still misses with a 19 on the die.
    Apidae Faerza A arrives on the top floor, but can't attack yet since it had to Dash. It's hauling some evil honey on its back.

    Ront, ALADIN, Elara, Borthan and Galdar are up again! Anyone ending turn in Elara's circle gains 1d6+5 thp.

    Drop Troopers
    The second drop party will arrive on the start of Round 3. It is now Round 2.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.


    Spoiler: Initiative
    Show
    Apidae Faerza Warriors - 21

    Ront/ALADIN - 19.5
    Elara - 19
    Borthan - 19
    Galdar - 18

    Apidae Faerza Larvae - 17
    Wax Facsimiles - 13
    Apidae Faerza Queen J - 11

    Dawnbringer - 10

    Apidae Faerza J Honey - 8
    Apidae Faerza Queen J (Legendary Action) - 7
    Apidae Faerza Drones - 4
    Apidae Faerza Queen J (Lair Action) - 4
    Apidae Faerza Queen J (Lair Action) - 2

    Arriving Soon
    Faedryl - 17
    Turvy - n1
    Nilvae - 15
    Spide - 7
    Nilvae/Spide - 11
    Derendil - 12
    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
    Last edited by RandomWombat; 2023-11-14 at 09:58 PM.

  3. - Top - End - #63
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Disregard this post, it was an accidental quote instead of an edit.
    Last edited by RandomWombat; 2023-11-14 at 05:51 PM.

  4. - Top - End - #64
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default Re: Out of the Abyss, IC II

    Elara
    Moon Elf Dhampir Cleric 5
    AC: 20 HP: 37/41 +9 THP PP: 16 PIv: 10 PIs: 16
    MP: 40/40 +8 TMP Sanity: +3
    Initiative: +2 (Advantage and +1d8)
    HD: 5/5d8, Conditions: none
    Spell Slots, 1st: 3/4, 2nd: 2/3, 3rd: 2/2
    Channel Divinity 1/1 SR + 1/1 LR
    Vampiric Bite: 3/3 LR
    Vigilant Blessing: self
    Eyes of the Night: 1/1 LR
    Elara moves her spectral sword up to the last waxen prisoner, attempting to cut it down like the first one. If it is still up, she then tries to drain the life out of it.

    "I bet more are coming."

    Spoiler: OOC
    Show
    Twilight Sanctuary round 2/10
    BA Move Spiritual Weapon NE, 3N and attack Waxen Fax 3 (1d20+8)[24], (1d8+4)[9]
    Then Toll the Dead (2d12)[11], DC16 Wis (1d20)[12]

    THP (1d6+5)[11]

    Last edited by Bobthewizard; 2023-11-14 at 08:24 PM.

  5. - Top - End - #65
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
    Location
    UTC-5

    Default Re: Out of the Abyss, IC II

    RONT
    Orc Brute Fighter
    AC: 18 HP: 41/51
    PP: 11 PIv: 9 PIs: 11 Sanity: 10
    Conditions:
    Concentrating:
    Roaring in pain from the vicious hit from the wax monstrosity in front of him, Ront lashes out with the Sunblade, slamming the fine, thin rapier-like beam of light into the monstrosity like it was a warhammer being used to crush an egg. Then, taking advantage of the off balance state of the waxen monstrosity, he slams his shield into it like a battering ram, trying to blast it into the ground.

    Spoiler: OOC
    Show

    (1d20+10)[27] Attack 1
    (1d8+7)[8] + (1d4)[4] Radiant damage

    (1d20+10)[19] Attack 2
    (1d8+7)[8] + (1d4)[2] Radiant damage

    Shield Master bonus action shove to prone:
    (1d20+8)[17] Athletics.
    Bonus points if a shield bash counts as using an improvised weapon?

    Note: If the attacks would down the wax construct before him, he will rush the one buried under Mr. Grump, and continue the routine there, although the bash will be trying to spread the construct out instead.

    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  6. - Top - End - #66
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 5 (Bee Barracks)

    There is no sign that the wax construct learned from the demise of its sibling. Elara's mystical blade drives into its head, and she tolls the bell - reaching inside to rot it from the inside out. When it falls apart this time, however, the embers around it suddenly burst in a flood of flame. Where the flames singe the acid from the floor, a noxious cloud rises up and chokes the throats of those within. Galdar manages to clench his jaw shut and hold his breath, fighting off the stinging in his eyes, but Borthan can be heard hacking and coughing.

    Floor 3 (Bee Parliament)

    A series of vicious slices causes the construct menacing Ront to crumble before him. He advances on the trapped one and slams into it with his shield, though it has little visible effect on its form.

    Spoiler: OOC
    Show
    Ront, Borthan, Elara, ALADIN, and Galdar can roll a DC 10 Acrobatics check to avoid 2 acid damage during entry.
    Rolled for those who did not so far:
    Ront failed and took 2 acid (twi sanct absorbed it)
    AL failed and took 2 acid (twi sanct absorbed it)
    Elara succeeded
    Galdar succeeded
    Drop Team 2 can pre-emptively make their skill check and adjust for it, as they will roll the same when they arrive.


    Spoiler: Combat Log
    Show
    Elara gains 11 thp, and loses 2 to the floor.
    Elara's Spirtual Weapon strikes Wax B for 9 damage, and she follows up with Toll the Dead for 11, which finishes it off.

    Wax B's wild magic effect goes off, and it explodes when it does. (2d10)[7] fire damage to Borthan (save succeeded, half damage), and Galdar (save failed, full damage).
    The fire creates a cloud of noxious gas, but also clears the acid floor underneath them. The noxious fumes inflict Poisoned for 1 round to Borthan; Galdar succeeds his save.

    Ront slashes up Wax H, his two attacks deal 22 damage total and bring it down. His shield bash on I doesn't do much to it; his shield takes -1 to AC if it is non-magical.

    Anyone who walks into the dark circle around Wax B must pass a DC 12 Con save or be Poisoned for 1 round.

    Ront, ALADIN, Borthan and Galdar are still up! Anyone ending turn in Elara's circle gains 1d6+5 thp.

    Drop Troopers
    The second drop party will arrive on the start of Round 3. It is now Round 2.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.


    Spoiler: Initiative
    Show
    Apidae Faerza Warriors - 21

    Ront/ALADIN - 19.5
    Elara - 19
    Borthan - 19
    Galdar - 18

    Apidae Faerza Larvae - 17
    Wax Facsimiles - 13
    Apidae Faerza Queen J - 11

    Dawnbringer - 10

    Apidae Faerza J Honey - 8
    Apidae Faerza Queen J (Legendary Action) - 7
    Apidae Faerza Drones - 4
    Apidae Faerza Queen J (Lair Action) - 4
    Apidae Faerza Queen J (Lair Action) - 2

    Arriving Soon
    Faedryl - 17
    Turvy - n1
    Nilvae - 15
    Spide - 7
    Nilvae/Spide - 11
    Derendil - 12
    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
    Last edited by RandomWombat; 2023-11-14 at 09:59 PM.

  7. - Top - End - #67
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
    Location
    UTC-5

    Default Re: Out of the Abyss, IC II

    ALADIN
    Autognome Artificer
    AC: 19 HP: 43/43
    PP: 14 PIv: 17 PIs: 12 Sanity: 10
    Conditions:
    Concentrating:
    Moving almost as one, ALADIN sends the water spewing poppet north, rotating it around to douse the walls in hopes of causing a collapse to prevent any reinforcements from coming from the larvae chamber.

    Meanwhile, he dashes through the poisonous fog fearlessly, activating his targeting protocols and punching the bee guarding the passageway down, sending bursts of sonic energy into it's form.

    Spoiler: OOC
    Show

    Free? Move the battle poppet north slightly, and rotate it around to douse the walls and find out what happens.

    Move: Charge through the poison cloud. While ALADIN is not immune to poison, he doesn't breathe, which might matter?
    He also gets advantage, because of being a robot.
    (1d20+6)[17] Con
    (1d20+6)[21] Con 2
    Bonus: Cast Hunter's Mark on the Bee, using his 1/long rest ability.

    Action: Attack twice with his thunder fists.
    If either hits, the bee will have disadvantage when attacking anyone else until the start of ALADIN's next turn.

    (1d20+8)[12] Attack 1
    (1d8+5)[11] + (1d6)[2] Damage

    (1d20+8)[11] Attack 2
    (1d8+5)[13] + (1d6)[3] Damage

    End turn, and twilight refresh!
    (1d6+5)[10]


    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  8. - Top - End - #68
    Ogre in the Playground
     
    purepolarpanzer's Avatar

    Join Date
    Jan 2006
    Location
    The Frozen Northlands
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Borthan Zuek
    Half-Drow Ranger
    AC: 17 HP:45/45
    22/29 MP
    0 Temp HP
    PP: 14 PIv: 9 PIs: 14 Sanity:12
    Conditions:
    Concentrating on:
    4 of 5 d10 HD.
    Spell Slots- 4/4 1st, 2/2 2nd

    Dropping the damaged hammer, Borthan scoops the magic axe from the remains of the wax golem, sampling it's heft for a moment before continuing towards the giant bee with a wicked grin. "I've got something new for you buggyboos!"


    Then both axes did the talking for him against the giant freakish bee.

    Spoiler: OOC
    Show
    (1d6+4)[10] Twilight sanctuary. Two attacks with the magic axe he knows, one with the one he doesn't. (1d20+8)[19] for (1d8+5)[12] for the first attack. (1d20+8)[22] for (1d8+5)[11] for the second attack. And with the unknown axe (without any modifiers)- (1d20+7)[17] for (1d8+4)[12] for the last attack.
    The Bear is Back.

  9. - Top - End - #69
    Titan in the Playground
     
    Spore's Avatar

    Join Date
    Oct 2013
    Location
    Germany
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Galdar Bloodskull
    Duergar 'Psion'
    AC: 19 HP: 38/38 MP: 39/39
    PP: 15 PIv: 9 PIs: 13 San: 14
    Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
    Sorcery Points: 3/4
    Conditions: Telepathic Bond (Nilvae), Soothsayer (helped)
    Concentration: -

    Galdar lets out a short battle prayer towards Laduguer and joins the others in melee. The acid sizzles under his shoes and he leaves behind a small amount of leather with each step.

    Spoiler
    Show
    Bless for Borthan, Aladin and himself, marching eastward to prevent a flanking maneuver.


  10. - Top - End - #70
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 5 (Bee Barracks)

    Moving into the cloud of acrid fumes, ALADIN finds they cause some sensor misfires within his automated systems. However, he recalculates based on prior data and takes a swing at the advancing bee. Unfortunately for him, the bee is also quite keen, and swerves around his sonic punches. He feels a phantom sensation of something gnawing on his leg, then hears a creak and a tear followed by a squeal as one of the larvae nibbling on his puppet falls through the wet floor. The apidae warrior chomps onto ALADIN's midsection, squeezing him through his armor. Some cracks form, letting a bit of acid in.

    Borthan's hand swipes down in the smoke as he coughs out a taunt, but he finds the floor no longer there - just in time to avoid stepping into the hole. Adjusting his plan, he takes some slashes at the encroaching bee through coughing lungs and teary eyes, managing to land a slice across its tough shell. The acrid smoke is beginning to clear up enough to breathe again, but the sting lingers. The slimy honey coating the bee's back begins to trickle tendrils over its wound, slowly mending the furrows carved into the shell.

    Advancing out of the cloud, Galdar begins uttering a battle chant. The three advance party warriors feel divine power subtly empowering their limbs, and guiding their blades. The mass of green ooze further in slithers towards him, and slaps him with a pseudopod. The impact does nothing to the dwarf, but he quickly feels an itch - and then a burn, from the places the residue left behind seeps into the cracks and joints of his armor.

    From below, another wax soldier trudges up beside the bee warrior. It is not armed with any fancy weapons, and ALADIN deflects its crude bludgeoning arm with the bracers of his magical armor. Then he feels another sharp, piercing pain in his leg - a large pair of jaws, belonging to a truly massive bee, are jabbing out of the hole in the hall and chomping at his puppet. More of the living honey is clinging to the queen's mandibles, slopping out sludge onto the mannequin's exterior.

    The two drones on the top floor zip to action. One grabs onto and gnaws on the wooden puppet, aiding its queen. Blighted, honey-coated saliva accumulates upon the poppet, and ALADIN and Galdar find themselves on the receiving end of a hose of yet more green goo as the other drone performs a series of arcane gestures with its arms. A piece of rotten meat held up melts away and explodes into a stream of acid that coats them. Borthan is fast enough to dodge out of the way by the time it reaches him.

    Floor 3 (Bee Parliament)

    As he fails to hold down the waxen construct oozing its way out from under Mr. Grump, Ront is unexpectedly struck from behind by a bolt - a lucky shot by the crossbow-bearing construct as it stomps slowly towards him. The wound itches around the impact point.

    In spite of his valiant fighting, the situation begins to look a bit more dire when another half-squad of waxen constructs begins to march up from downstairs, accompanied by a pair of Faerza warriors. One of the bees clutches a frost-coated dagger between its forelimbs.

    Spoiler: OOC
    Show
    Ront, Borthan, Elara, ALADIN, and Galdar can roll a DC 10 Acrobatics check to avoid 2 acid damage during entry.
    Rolled for those who did not so far:
    Ront failed and took 2 acid (twi sanct absorbed it)
    AL failed and took 2 acid (twi sanct absorbed it)
    Elara succeeded
    Galdar succeeded
    Drop Team 2 all succeeded


    Spoiler: Combat Log
    Show
    ALADIN's Twilight barrier absorbs floor damage from himself and the poppet. He moves through the noxious smoke, passing his save. Hunter's Mark is cast upon Apidae Faerza A. AL's two attacks swing and miss.
    ALADIN gains 10 thp from Twilight.
    Battle Poppet sprays water into the hallway.
    Borthan's shoes take 1 damage. The magic axe has fallen to the next floor, but he takes a series of swings. I rerolled his attacks for Poison disadvantage, and his first hits for 6 damage after resistance. The other two become misses.
    Borthan gains 10 thp from Twilight. He fails his save for ending turn in the smog, and takes another round of Poisoned.
    Galdar's shoes take 1 damage as he moves forward and casts a Bless on himself, Borthan and ALADIN.

    Faerza Larvae A and B bite at Battle Poppet. One hits for 8 damage, of which ALADIN takes half.
    Faerza Larva A falls through the floor and takes 5 falling damage.
    Wax F takes a swing at ALADIN, but misses.
    Wax G critically shoots Ront for 8 damage with a lucky shot. He also receives 1 Blight from the bolt.
    Wax I gets itself free, but used up its action.
    Faerza Queen critically bites Battle Poppet through the floor hole for 14 damage, half of which transfers to ALADIN. The Poppet also takes 4 Blight, which will deal half of its damage to AL at the start of his turns as it ticks down.
    Faerza Honey E heals Apidae Faerza A for 4 hit points.
    Faerza Honey F slaps Battle Poppet, inflicting 2 Blight, bringing its total to 6 Blight.
    Big Faerza Honey slams Galdar, hitting and afflicting him with 4 Blight, which will deal its damage at the start of each of his turns then decrease by 1.
    Faerza Queen uses her Legendary Action to do something.
    Faerza Drone A casts Acid Stream on Galdar, ALADIN and Borthan. Borthan succeeds his save to evade. Galdar and ALADIN are coated in acid for 3d4 acid damage at the start of their turns. It can be dispelled by removing the drone's concentration (and/or life).
    Faerza Drone B bites Battle Poppet for 4 damage, half is transferred to ALADIN. The Poppet also takes another 1 Blight, for 7 total.
    Faerza Queen's Lair Actions do somethings.
    Apidae Faerza A bites ALADIN for 8 damage, and 2 acid damage.

    At the end of the round, the acrid fumes clear enough to no longer be a hazard.

    Faedryl, Ront and ALADIN are up. If they opt for split initiative, Borthan and Galdar are also up.
    ALADIN takes 4 acid damage from Acid Stream, and 3 halved Blight damage from the poppet's accumulation. Poppet's Blight level decreases to 6.
    Ront's shoes take 1 damage. Ront takes 1 Blight damage, then his Blight ends.
    Anyone ending turn in Elara's circle gains 1d6+5 thp.

    Drop Troopers
    The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
    Everyone's tokens are beside the top floor.

    If anyone opts to drop into the Queen's chambers, I will reveal the rest of the room on the map.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.


    Spoiler: Initiative
    Show
    Apidae Faerza Warriors - 21

    Ront/ALADIN - 19.5
    Elara - 19
    Borthan - 19
    Galdar - 18
    Faedryl - 17

    Apidae Faerza Larvae - 17

    Borthan/Derendil - 15.5
    Nilvae - 15
    Nilvae/Spide/Galdar - 14.5

    Wax Facsimiles - 13

    Derendil - 12
    Nilvae/Spide - 11

    Apidae Faerza Queen J - 11

    Dawnbringer - 10

    Apidae Faerza J Honey - 8

    Spide - 7

    Apidae Faerza Queen J (Legendary Action) - 7
    Apidae Faerza Drones - 4
    Apidae Faerza Queen J (Lair Action) - 4
    Apidae Faerza Queen J (Lair Action) - 2

    Turvy - n1

    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
    Last edited by RandomWombat; 2023-11-19 at 07:02 PM.

  11. - Top - End - #71
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
    Location
    UTC-5

    Default Re: Out of the Abyss, IC II

    RONT
    Orc Brute Fighter
    AC: 17 HP: 32/51
    PP: 11 PIv: 9 PIs: 11 Sanity: 10
    Conditions:
    Concentrating:
    Wincing in pain from the armor penetraing shot, Ront curses under his breath as he sees the additional surge of bees and waxen constructs come flying out of the passageway even as his blood runs cold with fear. He looks around, quickly assessing, trying to find a way out that doesn't involve him somehow defeating a dozen enemies, but his only hope seems to be finding an exit. Which meant going north.
    Plan made, Ront reaches into his belt pouch and pulls out one of the pieces of mushroom he'd previous gathered and tosses it onto Mr. Grump, before he carefully enunciates the words in Common. "Mr. Grump, watch your diet to get small and lean". With the rock attached to his vambrace, he had a way to block a passage behind him... if he could get to one. Almost without thinking, he swings Dawnbringer at the waxen construct right next to him, before sprinting away, to the north.

    Spoiler: OOC
    Show

    Bonus:Second Wind: (1d10+5)[14]
    Action: Attack twice
    (1d20+10)[19] Attack 1
    (1d8+7)[12] + (1d4)[3]

    (1d20+10)[13] Attack 2
    (1d8+7)[14] + (1d4)[4]

    Move: Run north.
    Action Surge: Run more.

    ALADIN
    Autognome Artificer
    AC: 19 HP: 20/43
    PP: 14 PIv: 17 PIs: 12 Sanity: 10
    Conditions:
    Concentrating:
    Battered and bathed in Acid, ALADIN activates his defense matrix, the shielding buying him a few moments as he quickly directs the battle poppet to retreat to the southeast while spewing water.
    With that handled(Hopefully), he turns his attention to the next problem on his list of problems, and he reaches out to the giant Apidae Faerza right next to him, seeking to send thunder through it's hardened exoskeleton in hopes of ending the threat it posed to him.


    Spoiler: OOC
    Show

    Bonus: Activate Defensive Field, gaining 5 temporary HP.
    Free: Have the Battle Poppet move 20 feet to the southeast.(Which might or might not trigger AoO's.)

    Action: Attack!
    (1d20+8)[13] + (1d4)[3] (Bless) Attack 1
    (1d8+5)[9] + (1d6)[1] Thunder Damage

    (1d20+8)[11] + (1d4)[2] (Bless) + 1 Built for Success Attack 2
    (1d8+5)[11] + (1d6)[5] Thunder Damage

    (1d6+5)[11] Twilight Sanctuary more hp?

    Last edited by Archmage1; 2023-11-20 at 07:55 AM.
    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  12. - Top - End - #72
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Faedryl Melad
    Drow Hexblade/Evoker
    AC: 17 HP: 34/34 +7 THP MP: 28/31
    PP: 13 PIv: 15 PIs: 13
    Conditions: Exhaustion (1)
    Concentrating:--

    Faedryl hits the ground running, the battle having already broken out in earnest before she got there. That works out just fine for her though - it meant that the enemies were already grouped up and all prepared for her. Acid chomped at her heels, safeguarded by Elara's magic as she drew together three rapid symbols Frigid. Blast. Entropy. The icy winds buffet around her, and then fly forward in a flurry of clinging permafrost. Her allies feel little more than a chill wind, barely enough to elicit a shiver, but her foes suffer far worse as the biting chill of magic seeks to lock them in place.

    Spoiler: OOC
    Show

    Move: Landing SW of Elara, moving as map. Temp HP was 6 before landing, reduced to 4 from acid.
    Action: Rime's Binding Ice, using Scult Spells to exclude Borthan/ALADIN/Galdar.
    Damage: (3d8)[10]
    Saves - Con vs. DC16. A failed save deals full damage and reduces their speed to 0 until an action is taken to free them from the ice. A successful save halves damage and doesn't drop their speed. I don't think speed 0 will cause any fall damage in this instance but something to be aware of if any of the bees are unexpectedly high up.
    Wax: (1d20)[7]+mods
    Big Bee A: (1d20)[18]+mods
    Honey Small E: (1d20)[5]+mods
    Honey Big: (1d20)[10]+mods
    Small Bee A: (1d20)[14]+mods

    Bonus Action: TK Shove the Drone to her northwest with the larva. (1d20)[8]+mods Strength Save vs DC16 or be pushed back 5ft.

    TS Temp HP: (1d6+5)[7]
    Last edited by Amnestic; 2023-11-20 at 09:02 AM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  13. - Top - End - #73
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default Re: Out of the Abyss, IC II

    Elara
    Moon Elf Dhampir Cleric 5
    AC: 20 HP: 37/41 +8 THP PP: 16 PIv: 10 PIs: 16
    MP: 40/40 +8 TMP Sanity: +3
    Initiative: +2 (Advantage and +1d8)
    HD: 5/5d8, Conditions: none
    Spell Slots, 1st: 3/4, 2nd: 2/3, 3rd: 2/2
    Channel Divinity 1/1 SR + 1/1 LR
    Vampiric Bite: 3/3 LR
    Vigilant Blessing: self
    Eyes of the Night: 1/1 LR
    Elara moves her spectral sword up to the battle, using it to attack the large apidae. She then moves up to the side of the battle, shooting a lance of moonlight thrugh the wax facsimile and into both the apidae and the honey.

    "I hope the others get here soon. We could use some help."

    Spoiler: OOC
    Show
    Twilight Sanctuary round 3/10
    BA Move Spiritual Weapon NE, 2N and attack Apidae A (1d20+8)[28], (1d8+4)[9]
    Move 5N
    Then Radiant Lance (1d20+8)[16], (2d6)[8] radiant to wax facsimile, apidae A, and honey E

    THP (1d6+5)[10] - 2 for acid

    Last edited by Bobthewizard; 2023-11-20 at 09:24 AM.

  14. - Top - End - #74
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 5 (Bee Barracks)

    Guarding himself in a barrier, ALADIN finds it shuddering and snapping apart within moments as the Queen's jaws snap down on his fleeing Poppet. Water continues to flood out, covering the floor as it backpedals.

    With a timely arrival, Faedryl touches down and begins weaving spells immediately. Arcane sigils form in the air and create a flow of frigid cold that curves around her allies, leaving icy mist trailing over the terrain and hardening some of the acidic goop. The eldritch honey seems to take the worst of it, the small symbiote latched onto the bee warrior's back freezing solid and then cracking apart. Some of the ambient, chaotic magic sinks into Faedryl's throat and chest after channeling her spell, and she feels a little croaky.

    A spectral blade follows, piercing into the bee's side with ethereal force. Elara moves with her blade and circles the enemy, conjuring a bolt of white light that punctures through the wax construct and obliterates the head of the large bee, whose flight had drooped from its injuries. Her moment of triumph is short lived as she feels something give beneath her.

    Floor 4 (Bee Throne)

    Dropping gracefully to the ground, still carried by ALADIN's magic, Elara finds herself in another large chamber. This one is filled with little circular wax bowls holding delicate beige bee-monster eggs. A mound of softer, layered material forms a cushioned 'throne' above which the hive's queen currently hovers on wings that look barely capable of keeping her aloft. Her large abdomen rests above a freshly laid egg, which looks different from the others - it is glowing an eerie green, and whatever's inside is already attempting to gnaw its way out. Near a hallway out of the chamber, two waxen guards who had been watching the hall for advancing foes slowly turn and stare at the fallen elf. One has the long prongs of a warpick jutting from its arm, and the other's arm ends in a conical waxen grip around the shaft of a stone wand with a little ruby at the tip.

    Rolling over, the nearby fallen larva wriggles towards her and bites at her ankles. Its needle-mandibles manage to slip into the joints of her armor, but her barrier forces them back before she can be stung by their acid.

    Floor 3 (Bee Parliament)

    Shrinking down Mr. Grump, Ront pulls the stone back to his hand with his vambrace chain. A swift pair of slashes with the Dawnbringer sears the hammerhead construct to pieces, which slump down onto the floor and begin to dissolve.

    With nothing left to menace him and the path upwards cleared of Mr. Grump, Ront falls into a fierce sprint to regroup with the others. "A wise flee, wielder. We should fight with the rest of our squad!" his blazing sword announces in Orcish.

    Spoiler: Combat Log
    Show
    Ront heals for 14 with Second Wind.
    Ront slashes Wax I for 33 radiant damage total, destroying it. He shrinks Mr. Grump back down and Dashes away with Action Surge.
    ALADIN activates Defensive Field and makes Battle Poppet flee, provoking some attacks. Drone B and Larva B both miss, but the Queen hits for 13 damage (before halving, after half I believe only 1 damage gets through his defensive field) and 4 Blight, bringing poppet's total to 10.
    ALADIN hits once thanks to Bless, dealing 10 thunder damage to Apidae A. He gains 11 thp at turn end.
    Faedryl casts Rime's Binding Ice. Only Apidae Warrior A passes its save, the rest take full 10 cold damage and are stuck. The Honeys are vulnerable to cold and Faerza Honey E is killed; the Wax construct is Resistant, taking half. The bees are neutral. She also freezes the goop on the floor, expanding the safe floor area.
    Wild Magic Surge: Faedryl now speaks in goose honks when talking. She cannot understand Goose, but geese can presumably understand her.
    Drone A passes its Concentration check to maintain Acid Stream.
    Drone B gets shoved back by TK shove.
    Elara's Spiritual Weapon strikes Apidae Warrior A for a 16 damage crit. She follows with a Radiant Lance at Wax F, dealing 8 damage to it and Apidae Warrior A, which finishes off the bee.
    The wet floor under Elara caves in and she falls, but takes no falling damage because of Feather Fall still being active.
    Acid damage hits at turn start rather than end, so her 10 fresh barrier is unmarred.

    Larva A bites Elara, dealing 4 piercing and 3 acid damage to her barrier.
    Larva B attempts to bite Faedryl, but misses.

    Borthan, Derendil, Galdar, Nilvae and Spide are up. Borthan is still Poisoned for this turn, then it ends.
    Derendil, Nilvae and Spide can roll their thp for their falling Twilight Sanctuary on entry, which will shield them or their shoes from acid floor entry damage.
    Galdar no longer takes damage to his shoes since Faedryl froze the floor, but he still takes 10 acid damage from Acid Stream at turn start, and 4 damage from Blight.
    Anyone ending turn in Elara's circle gains 1d6+5 thp.
    Updated combat log notes on acid floor: when Twilight Sanctuary or shoes block the acid damage, it does not require a Concentration check.

    Drop Troopers
    The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
    Everyone's tokens are beside the top floor.

    If anyone opts to drop into the Queen's chambers, I will reveal the rest of the room on the map.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

    Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.


    Spoiler: Initiative
    Show
    Apidae Faerza Warriors - 21

    Ront/ALADIN - 19.5
    Elara - 19
    Faedryl - 17

    Apidae Faerza Larvae - 17

    Borthan/Derendil - 15.5
    Nilvae/Spide/Galdar - 14.5

    Wax Facsimiles - 13
    Apidae Faerza Queen J - 11

    Dawnbringer - 10

    Apidae Faerza J Honey - 8
    Apidae Faerza Queen J (Legendary Action) - 7
    Apidae Faerza Drones - 4
    Apidae Faerza Queen J (Lair Action) - 4
    Apidae Faerza Queen J (Lair Action) - 2

    Turvy - n1

    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
    Last edited by RandomWombat; 2023-11-20 at 07:27 PM.

  15. - Top - End - #75
    Ogre in the Playground
     
    purepolarpanzer's Avatar

    Join Date
    Jan 2006
    Location
    The Frozen Northlands
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Borthan Zuek
    Half-Drow Ranger
    AC: 17 HP:45/45
    22/29 MP
    0 Temp HP
    PP: 14 PIv: 9 PIs: 14 Sanity:12
    Conditions:
    Concentrating on:
    4 of 5 d10 HD.
    Spell Slots- 4/4 1st, 2/2 2nd

    Borthan, coughing and choking from the foul smoke, focuses on not getting hit, deflecting incoming attacks with his weapons, and getting into Elara's aura for a boost of resilience.

    Spoiler: OOC
    Show
    Dodge action, leap the hole, and establish a defensive position with Derry D.

    Prince Derendil
    Quaggoth Barbarian/Abjurer
    AC: 17 HP: 39/39
    34/34 MP
    10 Temp HP
    PP: 10 PIv: 12 PIs: 10 Sanity 10
    Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp)
    Concentrating on:
    HD:1/1 D12, 3/3 D6
    Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd

    Landing gently on the Grump rock, Derendil wastes no time. dashing across the room (and hotstepping to keep his bare feet out of the acid) Derendil dashed to Elara's twilight aura, a growing roar of rage threatening to overwhelm his mind, but he still had the wherewithal to try to establish a defensive position there. Once in place, he hurls his silver trident at the nearest wax monster, wreathed in booming energy, hoping to pierce something vital. When it moves to react, he snaps back on the gossamer thread of the trident and sends it flying back through the wax monster.

    Spoiler: OOC
    Show
    Bonus action rage. Move to Elara's aura, possibly risking an AoO from the larvae. Throw trident at the waxy engaged with Bort. (1d20+6)[7] to hit for (1d6+6)[7] damage. Since Cyclist allows cantrips on thrown weapons, the wax takes (1d8)[6] thunder damage from booming blade, and an additional (2d8)[10] if it moves. One the wax's turn, whether it is alive or not, Derendil will recall the trident and attack again with int- (1d20+5)[18] for (1d6+5)[6] damage.
    Last edited by purepolarpanzer; 2023-11-22 at 12:26 PM.
    The Bear is Back.

  16. - Top - End - #76
    Titan in the Playground
     
    Spore's Avatar

    Join Date
    Oct 2013
    Location
    Germany
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Galdar Bloodskull
    Duergar 'Psion'
    AC: 19 HP: 21/38 MP: 39/39
    PP: 15 PIv: 9 PIs: 13 San: 14
    Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 1/2
    Sorcery Points: 1/4
    Conditions: Telepathic Bond (Nilvae), Soothsayer (helped)
    Concentration: -

    The acid and decay sing and rot Galdar on his skin and inside, weakening the dwarf considerably. Magic seemt to be as much a detriment, a waste of time and energy for now. Galdar holds up the defense and slices the air with his axe, moreso a ritual to mark his magical assault than an actual blade attack.

    Spoiler
    Show
    Twinned upcast Magic Missile on Faerza Honey and Faerza Drone A, the caster: (1d4+1)[2] for the honey, (1d4+1)[5] for the drone. x5 each time.
    (2d20)[4][10](14) I assume surge rolls.


    Nilvae and Mr Spide
    Half-Elf Witch | Sentient Spider Cleric
    AC: 13 HP: 21/32 MP: 40/45 | AC: 14 HP: 37/37 MP: 34/34
    PP: 11 PIv: 11 PIs: 14 San: 13 (+1) | PP: 10 PIv: 15 PIs: 10 San 14
    Spell Slots, 3rd: 1/2 |
    Conditions: 10 tHP, 8 tMP
    Concentration:

    Enjoying a back seat for the fight, Nilvae nonetheless will release a bit of magic. Spide does the same. The giant clerical arachnid rappels down into the cavern, enveloping the closest drone in a white light, all while Nilvae's fey curses, an expletive completely composed of puncutation marks &§$/)$% covering Spide in a black outline.

    Spoiler
    Show
    Cha save on Drone B or suffer Bane, concentrated on by Spide. Spide casts Sacred Flame (2d8+4)[12] vs DC 15 wis save on the selfsame creature, after Nilvae's debuff.

    With all the homebrew flying around I am unsure if I roll saves here too...
    Rolled 10 for tHP, chose my own Inspiring Leader for tMP then.


  17. - Top - End - #77
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 5 (Bee Barracks)

    Weaving around the waxen construct's swipe, Borthan leaps one of the holes on the floor. The ground sags where he lands, and squelches under his feet, but it doesn't quite give out yet. Landing on the floor with a pair of barriers guarding his feet, Derendil dashes in closer and hurls his trident. The weapon sails past into the hallway with a ripple in the air around it, but before it can go far Derendil grasps the gossamer strand and tugs it back. It strikes the wax facsimile in the back and slowly pushes through its chest before returning to Derendil's hand, leaving behind a small hole that gradually fills back in.

    A torrent of magical bolts pounds into the chest of the magically inclined drone, trapped in place by binding frost. The creature doubles over, cracked carapace oozing translucent green bug juice, and its connection to the conjured acid coating Galdar and ALADIN breaks - the searing sludge vanishes from this plane, back to whence it came. A curious aura is left behind, surrounding the Drone.

    Remaining towards the rear, near the hive tube to the roof, Nilvae and Spide hurl spells into the fray. A fey curse tries to wind itself around the second drone, but it throws off the hostile magic. Spide's bolt of holy flame is more successful, striking the bee from above. Its light sears the fiendish power that has settled into and altered these creatures, leaving the drone badly wounded and fleeing down one of the holes.

    The remaining wax construct twists and swings its limb at ALADIN, but the gnome blocks it deftly. Nor is the large pile of honey successful in slopping its blighted contents on Galdar this time, too slowed by the frost to latch onto the dwarf.

    Pulling itself free of the binding ice, the wizardly drone looks around for somewhere to go and opts to fly behind its large pile of honey, hiding around the corner in a nook to mend its wounds.

    Floor 4 (Bee Throne)

    Landing, the Queen's hulking form lumbers towards Elara, stepping around her larva. Her jaws snap closed on part of the waxy floor as Elara sidesteps the incoming bite and the slimy honey dripping off of those jaws, which reaches out to try and touch the elven dhampir. Another blob of honey slowly slides off of the Queen's side and flows onto the larva, mending the bumps and bruises it took from the fall.

    Skill and luck cannot hold forever against all sides. From behind, a magical warpick strikes, puncturing her armor after punching through the remnants of her twilight barrier. Another lumbering wax construct walks straight up to her with a wand extended. The ruby at the end glimmers and then erupts with green flames. Though Elara ducks out of the way, some of the flames sizzle in her trailing hair and singe her face when the hair whips back into her.

    Squelching sounds accompany the Queen's convulsing body, and another undulating green egg lands on the floor behind her. No sooner does it, than the previous egg erupts in a small burst of acid, a single half-melted larva crawling out. It scuttles towards Elara, and she finds herself dancing around yet another foe trying to bite her ankles. Even as it attacks, the quickened larva seems to be swiftly falling apart.

    Floor 3 (Bee Parliament)

    Another bolt sails through the air as the army of wax lumbers after Ront, but it doesn't even come close to him.

    Spoiler: Combat Log
    Show
    Borthan Dodges and moves away. Wax F takes a swing at him, but misses. The soggy floor doesn't fall out under him.
    Derendil still has 10 thp from Sanctuary, plus 2 points of Arcane Ward. Thp reduced to 8 from the floor.
    Derendil throws his trident at Wax F. The initial throw misses, but the backswing hits for 3 piercing damage after resistance.
    Galdar casts Magic Missile. It's unable to twin, but he blasts Drone A for 2 x 5 10 force damage. Faced with 5 Concentration checks, the drone fails and Acid Stream ends. Wild Magic triggers, and Drone A receives an unknown effect.
    Nilvae enters with 9 thp, and Spide enters with 6. Both lose 2 to the floor.
    Nilvae casts Witch Bane, which resists. But Spide's Sacred Flame lands for 12 radiant damage. Their mutations give them the Fiend type, so his flame deals 4 additional radiant damage.

    Wax G misses Ront with a clumsy shot.
    Wax F attacks AL, but misses.
    Wax E attacks Elara with its warpick, hitting for 11 damage. 8 of it gets through her remaining thp.
    Wax D uses its wand up close. Elara passes a save against a corrupted Burning Hands, taking 2 acid and 3 fire.
    Faerza Queen J attempts to bite Elara, but misses.
    Faerza Honey F slops at Elara, but misses.
    Faerza Honey G heals Faerza Larva A for 4 hit points.
    Big Honey slops at Galdar, but misses.
    Faerza Queen J uses a Legendary Action to lay an egg. Her previous egg hatches into a Quickling.
    Drone A breaks free of Binding Ice and takes cover.
    Drone B flies downstairs and licks its wounds, healing itself for 8.
    Faerza Queen J uses two Lair Actions to give Drone A an Order to heal itself twice, restoring 14 hit points total.
    Quickling A recklessly bites at Elara, but misses.

    It is now Turvy's action! He also receives a dose of Twilight HP before entry.
    Anyone ending turn in Elara's circle gains 1d6+5 thp.

    Drop Troopers
    The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
    Everyone's tokens are beside the top floor.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

    Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.


    Spoiler: Initiative
    Show
    Apidae Faerza Warriors - 21

    Ront/ALADIN - 19.5
    Elara - 19
    Faedryl - 17

    Apidae Faerza Larvae - 17

    Borthan/Derendil - 15.5
    Nilvae/Spide/Galdar - 14.5

    Wax Facsimiles - 13
    Apidae Faerza Queen J - 11

    Dawnbringer - 10

    Apidae Faerza J Honey - 8
    Apidae Faerza Queen J (Legendary Action) - 7
    Apidae Faerza Drones - 4
    Apidae Faerza Queen J (Lair Action) - 4
    Apidae Faerza Queen J (Lair Action) - 2
    Apidae Faerza J Quicklings

    Turvy - n1

    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.

  18. - Top - End - #78
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default Re: Out of the Abyss, IC II

    Turvy sheet
    Deep Gnome Wizard 5
    AC: 14 HP: 33/33 +9 THP PP: 12 PIv: 16 PIs: 12
    MP: 30/30 MD: 4/4d12 Sanity: -1
    Initiative: +6
    HD: 3/5d6, Conditions: mage armor, exhaustion 1
    Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 0/2
    Portents: 5, 10

    Turvy lets his feather fall take him down. He sees the fight at the Bee Barracks, but doesn't see Elara, and knows she was with Ront, so he continues to fall through the hole that Ront made. When he sees Elara fighting the queen by herself, and surrounded by larvae and wax facsimiles, he arrests his fall, catching the south edge of the hole and standing just south of the gap.

    "Elara, get out of there!"

    As soon as she moves, he launches a bead of fire that erupts right on the floor, just south of the queen, catching all of the creatures that had just surrounded Elara, and likely burning a huge hole in the floor.

    Spoiler: OOC
    Show
    Still at initiative 1
    Initial THP (1d6+6)[11]

    End at Throne room, just south of Mr. Grump's hole.
    Ready action to cast fireball once Elara moves, (8d6)[30] fire damage
    DC 15 Dex Saves
    Queen (1d20)[1]
    Queen Honey (1d20)[12]
    Other Honey (1d20)[18]
    Quickling A (1d20)[4]
    Larva A (1d20)[14]
    Wax E (1d20)[13]
    Wax D (1d20)[17]
    Also catches quickened egg

    By putting it on the floor, it should avoid burning the floor for the barracks.

    Final THP (1d6+6)[11]



    Elara
    Moon Elf Dhampir Cleric 5
    AC: 12 HP: 41/41 +10 THP PP: 16 PIv: 10 PIs: 16
    MP: 40/40 Sanity: +3
    Initiative: +2 (Advantage and +1d8)
    HD: 5/5d8, Conditions: none
    Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
    Channel Divinity 1/1 SR + 1/1 LR
    Vampiric Bite: 3/3 LR
    Vigilant Blessing: self
    Eyes of the Night: 1/1 LR
    Elara is surrounded and barely alive. She will not survive another round of this. The others haven't come to help. They either don't know what's down here or don't care. But it doesn't matter, she'll be dead soon either way. But then she hears Turvy telling her to move away. She hasn't known the gnome for long, but she knows if he is speaking up, he has a good reason. She avoids the last of the queen's court's attacks as she flees south.

    "Thanks Turvy"

    Her moonlight sword cuts through the floor of the barracks and moves to engage the queen.

    Spoiler: OOC
    Show
    Since there are no warriors on this level, she really only is running away, and Turvy readied an action, it seemed easier if I posted her's at intuitive 19

    Disengage.
    Move 30' south.
    BA for spiritual weapon to attack Wax Facsimile F then move through the hole. I think Elara can see that one through the hole. (1d20+8)[28], (1d8+4)[10] damage

    THP (1d6+6)[12]
    Last edited by Bobthewizard; 2023-11-26 at 10:34 AM.

  19. - Top - End - #79
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 5 (Bee Barracks)

    Elara's spiritual weapon slices the last wax construct on the upper floor in half, and as it descends through one of the holes the floor erupts below them. Wax splatters, and several of them tumble down into the opening - Feather Fall catching them and allowing them to softly descend.

    Floor 4 (Bee Throne)

    Soaring down the hole, Turvy lands and begins his arcane gestures, drawing them out as he waits for his ally to get clear.

    Guiding the spectral weapon to follow her trail, Elara slices it through the wax construct above along the way, severing its torso from its lower half. The construct slides apart as the weapon descends from the ceiling, and Elara uses its arrival as a distraction to pull away and flee towards Turvy.

    The spell goes off. In a flash of blazing red, the center of the room erupts. Wax melts, ooze burns away, and the larvae curl up into coiled lumps like burnt shrimp. Noxious fumes rise from the burnt floor, and the already soggy and hole-pocked ceiling is burst by the wave of heat and force. Borthan and Derendil fall gently down into the cloud of fumes, Borthan managing to cover his mouth before he breathes too much in this time. The Battle Poppet tumbles with them, a stream of water trailing it from the open mouth of the Trove.

    In the wake of the blast, only one wax construct still moves, nearly reduced to a melted lump. And the Queen stands with a large scorch mark down her side, badly wounded by the powerful spell.

    At Borthan's feet, in the noxious smoke, he sees the glimmer of the magical axe that fell earlier - and under one of his feet is a fancy-looking wand amidst melted wax.

    Floor 3 (Bee Parliament)

    As he flees towards the two tunnels onto other levels of the hive, approaching a tube leading down, Ront looks back - and sees two bees swiftly gaining on him. One takes a swipe at him with the rime-covered dagger clutched between its limbs, but he ducks out of the way. Some chill air runs over his arm as the blade passes by. Raising his shield, he deflects the stinger of the other before its pacifying venom can reach his veins.

    Spoiler: Combat Log
    Show
    Turvy gains 11 thp on entry, burned by 2 by the floor. Turvy lands and Readies to cast Fireball. His ending point is out of the sanctuary at end of turn, so it doesn't refresh yet.

    Apidae Faerza B and C give chase to Ront, but both miss their attacks.

    Elara Disengages and moves away. Her bonus action moves the Spiritual Weapon, which crits Wax F for 16 force damage and a kill. She gains 12 new thp.
    Turvy's prepared Fireball goes off.
    Queen fails her save and takes 30 damage.
    The Honeys are both weak to Fire damage, and are incinerated.
    The Larva and Quickling are incinerated.
    Wax D is weak to fire, takes 45 damage is melted.
    Wax E succeeds its Dex save and takes only 22 damage, surviving by a little bit.
    Quickened Egg is incinerated.
    The weakened floor above the explosion area collapses, and toxic fumes rise from the burnt flooring. Borthan, Derendil and the Battle Poppet fall down into the Throne Room. Borthan passes his save against the fumes this time, and Derendil is immune to poison.

    Elara has taken her action already, so Faedryl, Ront and ALADIN are up!
    Anyone ending turn in Elara's circle gains 1d6+5 thp.

    Drop Troopers
    The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
    Everyone's tokens are beside the top floor.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

    Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.


    Spoiler: Initiative
    Show
    Apidae Faerza Warriors - 21

    Ront/ALADIN - 19.5
    Elara - 19
    Faedryl - 17

    Apidae Faerza Larvae - 17

    Borthan/Derendil - 15.5
    Nilvae/Spide/Galdar - 14.5

    Wax Facsimiles - 13
    Apidae Faerza Queen J - 11

    Dawnbringer - 10

    Apidae Faerza J Honey - 8
    Apidae Faerza Queen J (Legendary Action) - 7
    Apidae Faerza Drones - 4
    Apidae Faerza Queen J (Lair Action) - 4
    Apidae Faerza Queen J (Lair Action) - 2
    Apidae Faerza J Quicklings

    Turvy - n1

    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.

  20. - Top - End - #80
    Colossus in the Playground
     
    GreenSorcererElf

    Join Date
    Jul 2012
    Location
    UTC-5

    Default Re: Out of the Abyss, IC II

    RONT
    Orc Brute Fighter
    AC: 19 HP: 51/51
    PP: 11 PIv: 9 PIs: 11 Sanity: 10
    Conditions:
    Concentrating:
    Outnumbered by the bees, Ront continues his retreat even as his boots melt out from under him, the acid stinging his feet unpleasantly as the soles of his boots finally give up the ghost. As he reaches the narrower entrance leading up, he pauses, pulls out Mr. Grump, puts it on the ground behind him, and feeds it some meat while speaking softly "Mr. Grump, eat up to grow big and strong", seeking to block the passage behind him.

    Spoiler: OOC
    Show

    If it doesn't take an action to place and activate Mr. Grump, disengage.
    Otherwise...
    Move: 30 feet, to the entrance of the tunnel leading up.
    Action: Place and activate Mr. Grump to block the tunnel.


    ALADIN
    Autognome Artificer
    AC: 19 HP: 43/43
    PP: 14 PIv: 17 PIs: 12 Sanity: 10
    Conditions:
    Concentrating:
    Seeing the poppet fall, ALADIN deactivates it, as he could not spare the time to get it functional once more, and because the feedback from the blighted thing was getting excessive. Quickly assessing the abrupt lack of enemies, ALADIN quickly runs, and jumps for the queen, his thunder gauntlets leading the way as he analyzes her form, seeking weak points to attack.

    Spoiler: OOC
    Show

    Take 2 Acid damage and 5 acid damage from Blight from the poppet before deactivation. 11 temp hp lets him shrug that off.
    Bonus: Hunter's Mark on the Queen.
    Move: Run and Jump, as appropriate for the dive.
    Action: Attack?
    (1d20+8)[26] Attack 1
    (1d8+5)[7] Thunder + (1d6)[1] Hunter's Mark

    (1d20+8)[13] Attack 2
    (1d8+5)[12] Thunder + (1d6)[3] Hunter's Mark

    Not sure how staying on would work, but... athletics?
    (1d20+2)[18]

    Also, more temp hp, since the last lot melted a bit. :P
    (1d6+5)[6]


    Spoiler: Current Character List:
    Show

    John Smith, Playing in the Dollhouse
    Adam of Cyre, Cyre Red
    Grok Magmaforge, Iron Crisis
    ALADIN, Out of the Abyss

  21. - Top - End - #81
    Titan in the Playground
     
    Amnestic's Avatar

    Join Date
    Jan 2011
    Location
    Castle Sparrowcellar
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Faedryl Melad
    Drow Hexblade/Evoker
    AC: 17 HP: 34/34 +7 THP MP: 28/31
    PP: 13 PIv: 15 PIs: 13
    Conditions: Exhaustion (1)
    Concentrating:--

    Ice had proven marginally effective, and she didn't have time to consume her magic powers. Her mind lashes out at the larval monster beside her, before jumping down into the whole to follow after ALADIN. The lingering falling spell holds her aloft, allowing her to land with grace and dignity expected of the most potent and beautiful Melad scion. She does not rest on her laurels however, circling the Queen, before repeating the sigils from moments ago and unleashing another frigid blast of ice and wind over the insects.

    Spoiler: OOC
    Show

    Bonus Action: TK Shove the larva adjacent to her 5ft back. (1d20)[19]+mods DC16 strsave or get pushed back, and down the hole to fall on the Queen's bottom right square.
    Move: Up and then down the hole, then around the Queen. This should provoke an OA from the Larva, and potential the Wax E facsimile if they have reactions to do so.
    Action: Rime's Binding Ice, using Scult Spells to exclude Borthan/ALADIN/Derendil.
    Damage: (3d8)[18]
    Saves - Con vs. DC16. A failed save deals full damage and reduces their speed to 0 until an action is taken to free them from the ice. A successful save halves damage and doesn't drop their speed. I don't think speed 0 will cause any fall damage in this instance but something to be aware of if any of the bees are unexpectedly high up.
    Queen: (3d8)[18]+mods 3d8 is not 1d20! It's actually 5+mods from discord)
    Facsimile E: (1d20)[5]+mods
    Possible Larva if shove successful: (1d20)[5]+mods




    Last edited by Amnestic; 2023-11-30 at 03:28 PM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  22. - Top - End - #82
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 5 (Bee Barracks)

    Severing his attunement to the fallen puppet, ALADIN leaps down, adjusting his targeting matrix to mark the Queen. Landing on her back, he delivers two swift punches to the place between her wings, sending damaging vibrations through her body. With a hiss of pain, the massive bee tries unsuccessfully to shake off his gauntleted grip.

    The larva's grip proves too strong for the telekinetic shove, but Faedryl feeds it a bootprint when it tries to bite her and hops down after ALADIN. Soon after, the Queen's shape can be seen collapsing through the hole. The larva left behind squeals and curls up, fluids oozing out of its orifices.

    Floor 4 (Bee Throne)

    With ALADIN riding the bee, Faedryl lands in the smog of foul smoke. She holds her breath long enough to swerve around a swinging wax limb and get into position, where she weaves magic together into a carefully aimed flood of cold. It surges from her fingertips, which grow long and white, flattening into feathers. The world around her seems to be getting larger. A surprised honk escapes her beak as she finds herself changed, sitting among her fallen clothing and bags which rest on thankfully non-acidic floor.

    Her magical items have changed shape to fit her, including the agility talon amulet hanging around her neck and her sister's lingerie.

    Whatever its unfortunate effects, her spell was efficient and brutal. The wax construct lay in frozen chunks, and with a thud the Queen lands on the ground with ALADIN still atop her. In the corner of the room, her drone suddenly falls to the ground twitching, unable to act as psychic backlash runs through the bees' hivemind.

    Floor 3 (Bee Parliament)

    Shoving the two bees back with his shield, Ront flees towards the tube upwards. It is mercifully narrow, and with the price of a small ration he creates a boulder plugging the entrance behind him. There is narrow space between some of the tube and the rock, which the wax constructs may be able to squeeze through given time. The bees, however, will be unable to reach him.

    Spoiler: Combat Log
    Show
    Ront Disengages and moves back into a tunnel as his boots fall apart. Feeding Mr. Grump is a use item action, so he plops down a boulder behind him.
    ALADIN takes some acid damage, protected by Twilight Sanctuary, and releases the Poppet. moves Hunter's Mark and jumps on the Queen. Her AC is not very good on account of being very large, so he hits twice for 23 thunder damage total.
    Faedryl loses 2 barrier to the floor and fails to shove the Larva, but it misses its AoO, as does Wax E. She passes her save against the burnt acid fumes. Faedryl casts Rime's Binding Ice, hitting the Queen and Wax E for 18 cold damage which topples them both.
    Another Wild Surge occurs, intensifying Faedryl's lingering effect. She has turned into a goose, receiving 14 sanity damage from the indignity.
    Spoiler: Goose Form
    Show
    Faedryl is a Small Beast. Her hit dice and mental ability scores remain unchanged.
    Her Strength is now 6, her Dexterity 12, and her Constitution 10.
    Her land speed is 30 feet. She gains a 40 foot Fly speed and 30 foot Swim speed.
    Faedryl gains a Peck attack, a Finesse natural bite weapon which deals 1d6 base damage.
    Faedryl can now honk and flap her wings to Intimidate a creature within 30 feet that can see her, as an action. The creature must make a Wisdom save (Cha-based DC) or be frightened of her for 1 round.
    Faedryl can speak to and understand geese. She can perform the verbal components of spells using her goose speech. She is currently unable to perform somatic components, but can practice doing so.

    The Queen goes down, causing 10 psychic damage to all Apidae Faerza and Incapacitating them for 1 round. The last larva dies from the psychic strain. She is not dead yet, but is into death saves.

    Borthan, Derendil, Nilvae, Spide and Galdar are all up! Galdar takes 3 Blight damage. None of them take floor acid, cause they're all on safe ground at the moment.
    Anyone ending turn in Elara's circle gains 1d6+5 thp.

    Drop Troopers
    The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
    Everyone's tokens are beside the top floor.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

    Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.


    Spoiler: Initiative
    Show
    Apidae Faerza Warriors - 21

    Ront/ALADIN - 19.5
    Elara - 19
    Faedryl - 17
    Borthan/Derendil - 15.5
    Nilvae/Spide/Galdar - 14.5

    Wax Facsimiles - 13
    Apidae Faerza Queen J - 11

    Dawnbringer - 10

    Apidae Faerza J Honey - 8
    Apidae Faerza Queen J (Legendary Action) - 7
    Apidae Faerza Drones - 4
    Apidae Faerza Queen J (Lair Action) - 4
    Apidae Faerza Queen J (Lair Action) - 2
    Apidae Faerza J Quicklings

    Turvy - n1

    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.

  23. - Top - End - #83
    Ogre in the Playground
     
    purepolarpanzer's Avatar

    Join Date
    Jan 2006
    Location
    The Frozen Northlands
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Borthan Zuek
    Half-Drow Ranger
    AC: 17 HP:45/45
    22/29 MP
    0 Temp HP
    PP: 14 PIv: 9 PIs: 14 Sanity:12
    Conditions:
    Concentrating on:
    4 of 5 d10 HD.
    Spell Slots- 4/4 1st, 2/2 2nd

    Borthan approached the downed queen, taking in the various mutations and impurities in these giant bees. Spitting a curse, he chopped down twice, eliminating the prey with practiced ease. Then he sought out any resistance that needed to be removed, ready to bury his battle axe into any remaining bees.

    Spoiler: OOC
    Show
    Use two attacks to finish the Queen. If there's a target nearby, Bort will pursue and attack for (1d20+8)[25] to hit and (1d8+5)[10] damage.


    Prince Derendil
    Quaggoth Barbarian/Abjurer
    AC: 17 HP: 39/39
    34/34 MP
    10 Temp HP
    PP: 10 PIv: 12 PIs: 10 Sanity 10
    Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp)
    Concentrating on:
    HD:1/1 D12, 3/3 D6
    Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd

    Derendil stays to guard Borthan's back, throwing his trident with thunderous attacks, attempting to clear out any remaining bees.

    Spoiler: OOC
    Show
    Rolling to hit any available targets- (1d20+6)[18] to hit for (1d6+6)[8], booming blade deals (1d8)[5] thunder, plus (2d8)[6] thunder if it moves. Recall attack- (1d20+5)[13] to hit for (1d6+5)[9] damage.
    The Bear is Back.

  24. - Top - End - #84
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 5 (Bee Barracks)

    There is a thud from the back corner of the room, where the drone mage fled.

    Floor 4 (Bee Throne)

    Borthan's axe raises above his head, and he strikes the Queen once, cutting deep into her neck. A second swing severs it from her massive frame. Almost at once, the drone in the room writhes on the ground, limbs twisting at painful angles as if drawn taut and broken by tetanus. Blood oozes out of its mouth.

    Beneath ALADIN, the Queen's corpse dissolves, sending him drifting down to the floor. Dissolve doesn't truly do it justice, for as her form liquefies it is pulled inwards as if by a drain. When it is gone, all that remains is a swirling ball of black ooze glimmering with yellow and green lights, floating in the air where her heart would have been. Trails of sludge dribble off of it, then curve back in, like currents of twisting rivers. It pulses like the heart it formed from, each pulse causing the acidic ooze in the hive's surfaces to ripple outwards like water.

    Spoiler: Borthan
    Show
    When his eyes meet this orb, Borthan feels a horrid sensation underneath his skin. That feeling of ooze melting and shifting between the surface. When he looks down, the insides of his arms are wriggling and they sag as if the bones have turned to mush. It is uncomfortably hot, like his insides are burning up with a fever.

    "...than." Sound all around him feels distant, and there is a rushing in his ears. Blood pumping. Fluid pumping. But a soft voice that rings like the chiming of a church bell resonates within him, as if vibrating from his core. The voice is deep, yet feminine, and with a hum underneath that sounds more masculine. Like a man whispering the same words as a woman is talking. "Borthan. There is little time. My name is Rahaniel, a Celestial spirit. You are suffering the same affliction as these insects."

    The palm of his left hand begins to gleam with golden light, and the feverish feeling retracts from that forearm, though it still feels as though it is sagging. The light spreads, until his hand looks like the core of a bright lantern. "Use t- -- power, strike! Des--oy this -- abe-rat-on! The corrupt- -- connection -- fragment-ng. Call -- we will speak -- dreams -- leave this tainted --!" The hum of the faerzress intensifies around him, and Borthan can hear the heavenly voice no longer.


    Spoiler: Everyone Else
    Show
    Borthan looks sweaty and red-faced, but nothing else seems off about him - until his left hand starts glowing with a golden light. The faerzress in the room feels intense and wild, to the point that even those without magic can feel it vibrating against their skin.


    Floor 3 (Bee Parliament)

    Past Mr. Grump, Ront can hear anguished gnashing of mandibles and pained hissing from the bees, though he saw nothing that could have been attacking them when he ducked into the tunnel.

    Spoiler: Combat Log
    Show
    Rolled for Borthan's executing swings, though the miss chance was very low. Both hit and automatically crit for 2 failed death saves each, ending the Queen.
    The Apidae Faerza remaining suffer another wave of 7 psychic damage, causing Drones A and B to decease.
    There are no nearby targets for Borthan and Derendil's attacks, but the situation changes somewhat. Their turns can continue post-Queen-death, with Borthan still having his bonus-action attack available.
    Borthan experiences 4 psychic damage (which also causes 2 sanity damage).

    Nilvae, Spide and Galdar are all up! Galdar takes 3 Blight damage. None of them take floor acid, cause they're all on safe ground at the moment.
    Anyone ending turn in Elara's circle gains 1d6+5 thp.

    Drop Troopers
    The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
    Everyone's tokens are beside the top floor.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

    Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.


    Spoiler: Initiative
    Show
    Apidae Faerza Warriors - 21

    Ront/ALADIN - 19.5
    Elara - 19
    Faedryl - 17
    Borthan/Derendil - 15.5
    Nilvae/Spide/Galdar - 14.5

    Wax Facsimiles - 13

    Dawnbringer - 10

    Apidae Faerza J Honey - 8
    Apidae Faerza Drones - 4

    Turvy - n1

    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
    Last edited by RandomWombat; 2023-12-02 at 07:29 PM.

  25. - Top - End - #85
    Ogre in the Playground
     
    purepolarpanzer's Avatar

    Join Date
    Jan 2006
    Location
    The Frozen Northlands
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    Borthan Zuek
    Half-Drow Ranger
    AC: 17 HP:45/45
    22/29 MP
    0 Temp HP
    PP: 14 PIv: 9 PIs: 14 Sanity:12
    Conditions:
    Concentrating on:
    4 of 5 d10 HD.
    Spell Slots- 4/4 1st, 2/2 2nd

    Borthan heard the voices, tasted madness coursing through his body, and decided to do what he knew. He didn't know if it would help, but bringing down his axe on that globular heart felt viciously good.

    Spoiler: OOC
    Show
    Can we use the roll I already made for smacking the heart?


    Prince Derendil
    Quaggoth Barbarian/Abjurer
    AC: 17 HP: 39/39
    34/34 MP
    10 Temp HP
    PP: 10 PIv: 12 PIs: 10 Sanity 10
    Conditions: Mage Armor (8 hrs), Arcane Ward (0hp/8hp)
    Concentrating on:
    HD:1/1 D12, 3/3 D6
    Spell Slots- 3/3 1st, 3/3 2nd, 2/2 3rd

    Derendil saw Borthan strike, and so added his might to the half-drow in extinguishing this foul thing.

    Spoiler: OOC
    Show
    Already rolled an attack, can we just use that?
    The Bear is Back.

  26. - Top - End - #86
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    Borthan's axe comes down, digging into the mushy substance of the levitating slime ball. The magical blade cuts into the material, though whatever power was imbued in his hand doesn't seem to have extended into the axe. Behind him, Derendil throws his trident into the mass. It sails through, leaving a rippling hole behind. Tugged back to his hand, it drags its prongs once more through the black slop.

    Whatever the substance is, it does not seem to register the damage. Parts of it have been blown away, and begin to slowly crawl back along the floor. Where it touches, veins of darker ooze begin to spider out into the hive floor.

    Spoiler: Combat Log
    Show
    Borthan strikes the oozing fragment for 10 damage.
    Ending turn within the noxious fumes leaves Borthan Poisoned after a failed save.
    Derendil throws his trident through the oozing fragment for 8 damage and 5 thunder damage. The trident hits again for 9 damage on the way back through.
    Derendil is immune to the fumes.

    Nilvae, Spide and Galdar are all still up! Galdar takes 3 Blight damage. None of them take floor acid, cause they're all on safe ground at the moment.
    Anyone ending turn in Elara's circle gains 1d6+5 thp.

    Drop Troopers
    The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
    Everyone's tokens are beside the top floor.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

    Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.


    Spoiler: Initiative
    Show
    Oozing Fragment (Legendary Action) - n20
    Apidae Faerza Warriors - 21
    Oozing Fragment (Lair Action) - 20

    Ront/ALADIN - 19.5
    Elara - 19
    Faedryl - 17
    Borthan/Derendil - 15.5
    Nilvae/Spide/Galdar - 14.5

    Wax Facsimiles - 13

    Dawnbringer - 10

    Oozing Fragment - 8
    Apidae Faerza J Honey - 8
    Apidae Faerza Drones - 4

    Turvy - n1

    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.

  27. - Top - End - #87
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Barracks)

    Drawing her fiddle and bow, Nilvae plays a few melodic chords. The air ripples around Galdar and his slimey opponent, washing away some of the clinging blight from his body and leaving a faint, humming field in its place. The slime has a less pleasant time, the vibrations breaking apart the bonds of its chilled form. Galdar capitalizes on the moment, conjuring gleaming blades of force that encircle him like a carousel, slicing into the weakened fractures and severing still-frozen pieces of the slime.

    Spide and Nilvae arrive atop the hole to peer below, and the spider weaves one last spell. A pillar of holy fire spears into the center of the frozen slime, clearing once and for all the last threat on the upper floor. There is a glimmer of surging magic that tries to find purchase, but it fades after failing to attach to the deceased ooze.

    Floor 4 (Bee Throne)

    Drawing the splintered fragments of itself back in, the oozing sphere compresses itself and then ejects three lashing pseudopods that flail at ALADIN, Borthan, and the goose. Borthan is able to backstep and use his magic weapon to deflect the incoming acid in time, but ALADIN and Faedryl find burning acid eating through their protective barriers, leaving behind a sickly black stain that continues to eat into their flesh - or substitute.

    Floor 3 (Bee Parliament)

    Though the bees' agonizing noises may have lulled Ront into a sense of security, he soon hears the plodding stomps of the wax army on the other side of Grump. Whatever befell the bees, their constructs remain 'alive' and well, slowly advancing.

    Spoiler: Combat Log
    Show
    Nilvae casts Sacred Aria on Galdar and Big Faerza Honey. Galdar receives 4 thp, and Faerza Honey takes 4 thunder damage.
    Galdar's 3 Blight damage is absorbed by the thp. He casts Sword Burst, dealing 8 force damage to Big Faerza Honey and gaining +1 AC until his next turn.
    Mr. Spide casts Sacred Flame, the Big Honey nearly crits a save but fails and takes 8 radiant damage due to binding ice giving Disadvantage.
    Wild Magic triggers, but it is an on-target effect on a now-dead target, so nothing happens.

    The Oozing Fragment acts. It regenerates 20 hit points, and makes a multiattack against ALADIN, Borthan and Faedryl.
    ALADIN is hit for 11 acid damage, and 3 Blight. Borthan is missed by the attack. Goose Faedryl is hit for 9 acid damage and 3 Blight.

    Turvy is up!
    Anyone ending turn in Elara's circle gains 1d6+5 thp.

    Drop Troopers
    The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
    Everyone's tokens are beside the top floor.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

    Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.


    Spoiler: Initiative
    Show
    Oozing Fragment (Legendary Action) - n20
    Apidae Faerza Warriors - 21
    Oozing Fragment (Lair Action) - 20

    Ront/ALADIN - 19.5
    Elara - 19
    Faedryl - 17
    Borthan/Derendil - 15.5
    Nilvae/Spide/Galdar - 14.5

    Wax Facsimiles - 13

    Dawnbringer - 10

    Oozing Fragment - 8
    Apidae Faerza Drones - 4

    Turvy - n1

    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.
    Last edited by RandomWombat; 2023-12-09 at 11:26 AM.

  28. - Top - End - #88
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default Re: Out of the Abyss, IC II

    Turvy sheet
    Deep Gnome Wizard 5
    AC: 14 HP: 33/33 +9 THP PP: 12 PIv: 16 PIs: 12
    MP: 30/30 MD: 4/4d12 Sanity: -1
    Initiative: +6
    HD: 3/5d6, Conditions: mage armor, exhaustion 1
    Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 0/2
    Portents: 5, 10

    Turvy stays where he is and tries to freeze the ooze, a small ray of white shooting from his fingers.

    Spoiler: OOC
    Show
    Ray of Frost (1d20+7)[17], damage (2d8)[10]
    Surge (1d20)[1]

    Final THP (1d6+6)[12]


  29. - Top - End - #89
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    An icy ray rakes across the surface of the ooze, causing a few pieces to solidify and fall off. They start melting shortly after, and the sphere swivels towards Turvy. In the wake of the smoke clearing, he can feel the eerie yellow eyespots narrowing in on him. Congealing into a compressed point, it ejects a gob of greasy black sludge across the room, splashing across Turvy's body. It slides off of the twilit barrier, gathering at his feet. Beneath him and Elara, the waxen structure of the hive begins to liquefy into a dark, motile sludge that clambors up their legs. Elara is able to jump and kick it off before it can get a grip, but Turvy soon finds himself ensnared by the acidic slime.

    The surface of the oozing sphere looks different now, shimmering with a greasy sheen like the offspring it just produced.

    Spoiler: Arcana
    Show
    Spoiler: DC 5
    Show
    It looks like oil, so maybe it's flammable?

    Spoiler: DC 10
    Show
    Slimes can vary, but adventurers exchange the knowledge that striking black ones with slashing weapons is ill advised.

    Spoiler: DC 15
    Show
    Though it is smaller than a true specimen, the sphere of ooze seems to have launched a black pudding. They have the typical offense of a powerful acid, and unlike some oozes they've faced their surface is immune to cold. The material of a black pudding is not conductive, making lightning ineffective against them. The best option is fire, which will burn away their material.

    If a black ooze is cut apart by a slashing weapon, the segments will not dissolve, but form new black oozes which can quickly surround and overwhelm the unprepared.


    Spoiler: Combat Log
    Show
    Turvy casts Ray of Frost on the Oozing Fragment, dealing 15 cold damage after Vulnerability.
    Wild Magic triggers, with no visible effect but earning the fragment's ire.

    The Oozing Fragment uses its Legendary Action to spawn an ooze and launch it at Turvy. Turvy fails a Dex save and takes 7 acid damage, which his barrier absorbs.
    The Oozing Fragment uses its Lair Action to create restraining slime terrain beneath Turvy and Elara. Elara saves, but Turvy is Restrained and suffers 3 acid damage, which his barrier absorbs. Escape DC is 15, with 1d8 acid damage if he ends his turn Restrained.

    Elara, Ront, ALADIN, Faedryl, Borthan, Derendil, Nilvae, Galdar and Spide are all up!
    Anyone ending turn in Elara's circle gains 1d6+5 thp.

    Drop Troopers
    The second drop party arrives this round. They may land on the start of their turn in any of the spaces within the yellow boxes encircling Grump's landing zones. Spide will take 2 acid damage on landing; the rest take 2 damage to any thp they have, or 1 damage to their footwear if it is non-magical.
    Everyone's tokens are beside the top floor.

    Map Key
    Map is up on roll20, it's big because all the floors are on it so zoom out to find yourselves.
    Bright paths are inclines leading up a floor. On the top floor, they lead out onto the roof (they saw no bees out there, since they already killed the outside guards).
    Dark paths are declines leading down a floor.
    Passages between floors are color coded with boxes. Moving between one box and another of the same color costs 5 feet of Speed.

    Holes
    Grump's hole is the black square, and can be hopped down relatively safely, anyone hopping down can land adjacent to one of the black squares, or adjacent to or on top of boulder-Grump.

    The bright swirls indicate bee tubes in the ceilings, and the dark swirls indicate bee tubes in the floor. Sliding down a bee tube will inflict 5 acid damage from the terrain, halved with a DC 14 Acrobatics check.

    Everyone is still under Feather Fall, so falling damage is not a concern.

    Wet Floor
    Wet floor no longer deals acid damage, but has a 50% chance to break if there is a space to fall into below it.

    Acidic Terrain
    Anyone with non-magical footing here can last for 3 cumulative rounds on acidic floor before their footwear bites the dust. Anyone going barefoot like poor Spide will have no protection. Standing on Grump is safe, and the party may have the means to create safe patches of floor.

    Anyone barefoot on the acidic terrain takes 2 acid damage at the start of each of their turns. Anyone knocked Prone also receives this damage from touching the floor, unless they are in Heavy Armor.

    Acid floor damage absorbed by Twilight Sanctuary or by shoes does not require a Concentration check.


    Spoiler: Initiative
    Show
    Oozing Fragment (Legendary Action) - n20
    Apidae Faerza Warriors - 21
    Oozing Fragment (Lair Action) - 20

    Ront/ALADIN - 19.5
    Elara - 19
    Faedryl - 17
    Borthan/Derendil - 15.5
    Nilvae/Spide/Galdar - 14.5

    Wax Facsimiles - 13
    Lesser Black Pudding - 11

    Dawnbringer - 10

    Oozing Fragment - 8
    Apidae Faerza Drones - 4

    Turvy - n1

    When drop team 2 arrives, players may choose to merge initiative with characters already present if desired.

  30. - Top - End - #90
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default Re: Out of the Abyss, IC II

    Elara
    Moon Elf Dhampir Cleric 5
    AC: 12 HP: 41/41 +10 THP PP: 16 PIv: 10 PIs: 16
    MP: 40/40 Sanity: +3
    Initiative: +2 (Advantage and +1d8)
    HD: 5/5d8, Conditions: none
    Spell Slots, 1st: 3/4, 2nd: 3/3, 3rd: 2/2
    Channel Divinity 1/1 SR + 1/1 LR
    Vampiric Bite: 3/3 LR
    Vigilant Blessing: self
    Eyes of the Night: 1/1 LR
    Elara steps forward a little, hoping to catch more of her allies in her aura.

    "Get away if you can, Turvy"

    Her moonlight sword moves to the source, attacking the original oozing fragment. She then attempts to draw the life light out of that original ooze.

    Spoiler: OOC
    Show
    All attacks on original ooze

    Spiritual weapon (1d20+8)[28], (1d8+4)[10] force, CRIT = 20

    Toll the Dead (2d12)[16] necrotic, DC16 Wis (1d20)[16]

    surge (1d20)[5]

    THP (1d6+5)[7]


    Last edited by Bobthewizard; 2023-12-09 at 03:59 PM.

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