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  1. - Top - End - #91
    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: 44/51
    PP: 11 PIv: 9 PIs: 11 Sanity: 10
    Conditions:
    Concentrating:
    With the passageway behind him blocked by the loyal form of Mr Grump, Ront continues up the passage, ignoring the burning in his feet from the acid. As he emerges onto the floor he hears the sounds of combat, and continues around the corner, drawing into the sight of the party. As he sees them, he bellows. "Bunch of bees and wax behind me! Grump is slowing them."
    Spoiler: OOC
    Show

    Double Move.


    ALADIN
    Autognome Artificer
    AC: 19 HP: 11/43
    PP: 14 PIv: 17 PIs: 12 Sanity: 10
    Conditions:
    Concentrating:
    Seeing the strange, oozing fragment, and the black pudding it produced, ALADIN calls out. "Fire may be needed to destroy the fragment, and will be effective against ooze as well. Don't utilize slashing weapons against the black ooze. Also, avoid cold and lightning."
    Despite the metal gleaming, and burning through the horrific rents in his artificial flesh, ALADIN continues to fight, although his movements are occasionally interrupted, and seem jerky, as some of his components are not working as they should. His gauntlets flash out, unloading blasts of withering vibrations into the fragment before him as he responds to the information his target analysis system continues to provide.

    Spoiler: OOC
    Show

    Bonus: Hunters mark the oozing fragment.
    Action: Attack!

    (1d20+8)[15] Attack 1
    (1d8+5)[12] Thunder + (1d6)[3] Hunters mark


    (1d20+8)[12] Attack 2
    (1d8+5)[13] Thunder + (1d6)[1] Hunters mark

    2 Blight remaining(3 damage taken.)
    (1d6+5)[9] Temp HP

    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

  2. - Top - End - #92
    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: 11 HP: 29/34 THP:7 MP: 14/31
    PP: 13 PIv: 15 PIs: 13
    Conditions: Exhaustion (1), Blight 3 (or 2 now??)
    Concentrating:--

    Now lacking any sort of ability to do anything other than squawk pathetically, Faedryl circles the ooze to re-enter the twilight sanctuary, and attempts a peck on the remaining enemy.

    Spoiler: OOC
    Show

    Move: SW of the Oozing Fragment. I've not got token control of the goose.
    Action: Peck (1d20+4)[6]
    Damage: (1d6+1)[2]

    THP: (1d6+5)[7]

    Last edited by Amnestic; 2023-12-09 at 05:32 PM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  3. - Top - End - #93
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    Where material blades would fail, the spiritual blade cleaves into the spectral essence of the entity, leaving glowing white trails as it passes through. Elara's necrotic spell slides off of its surface, any mortality it might have invoked shrugged away by an inhuman essence.

    Targeting systems zeroing in on the slimy core, ALADIN winds up and throws too punches. However, it seems far more aware than its simple, lesser cousins. Shape contorting and stretching around his blows, it thwarts his attempts to deliver any sonic force. The angry goose flaps over his head and tries to jab its beak at the sphere, which simply moves to the side out of her way.

    As Ront runs up from below to warn them of the encroaching remnants, part of the floor falls away under the continued stream of water gushing out of the open Trove. Below, they can hear stirring bee wings beginning to buzz to life once again.

    Spoiler: Combat Log
    Show
    Elara's thp is reduced by 2 by the floor. Elara's spiritual weapon deals a critical 20 force damage to the Oozing Fragment. Unfortunately, it resists her Toll the Dead.
    Her remaining 10 thp is greater than the 7, so it doesn't mend anything.
    ALADIN takes 3 Blight damage, and transfers his mark to the Oozing Fragment and takes two swings, but it evades him. No floor damage since it got torched off.
    Ront Dashes towards the group. He takes 1 acid damage from the floor on his toes (resistance accounted for).
    Part of the floor collapses under the continual flowing water from the Trove.
    Faedryl takes 3 Blight damage, and attempts to peck the Oozing Fragment, but misses.

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

    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.
    Last edited by RandomWombat; 2023-12-09 at 07:21 PM.

  4. - Top - End - #94
    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: -

    Please don't tell me I just heard a spell followed by waterfowl. Galdar begs the crew as he tries to follow the others and descend into the battle himself.

    Spoiler
    Show
    Double move to enter level 4 somehow. I am utterly confused by a five-layer combat map, not gonna lie.


    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:

    Nilvae shrugs. A goose joining the battle was not the weirdest thing she saw in the last years. With the help of Spide she tries to descend, too, though less rigid and more elegant than Galdar.

    Spoiler
    Show
    Two double moves, I intend to use Spide's webbing to descend here.


  5. - Top - End - #95
    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 swings both axes in savage fury.
    Spoiler: OOC
    Show
    (1d20+8)[23] to hit. (1d8+5)[13] damage. (1d20+8)[17] to hit. (1d8+5)[10] damage. (1d20+8)[26] to hit. (1d8+5)[8] 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 slashes at the foul oozing core with his trident, hoping to slay it with thunderous strikes.

    Spoiler: OOC
    Show
    Attack- (1d20+6)[7] to hit for (1d6+6)[11] damage. (1d8)[6] thunder and (2d8)[13] thunder if it moves.
    The Bear is Back.

  6. - Top - End - #96
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    From above, Nilvae and Spide rappel down on a strand of webbing, finding the party fighting floating ooze spheres in the midst of fading noxious fumes. Borthan whips out his axes, slicing them through the greasy black material of the ooze. Each cut severs the slime cleanly, though his handaxe suffers burns that scar its surface. Rather than dissolving away, the severed portions mold into smaller spheres of their own. Stepping in, Derendil twists his trident around to jab at once, but the tiny blot of inky goo floats out of the way.

    The smaller ooze near Turvy sloshes onto his lower half, still encased in the slime crawling up from the floor. Its touch burns his flesh, and he feels it squeezing him painfully.

    Soon, the tiny blots are swelling back to a greater size, though they don't seem to reach the same volume as the full sphere. The original condenses itself and attempts to float past the cluster of foes to reach Turvy and Elara - Borthan strikes swiftly, halving it again. Before it can get much further, Faedryl leaps up and rips into it with her surprisingly vicious goose teeth, shredding it to pieces at the cost of some burns to her mouth. Each piece slowly starts to crawl back towards each other and lump back together. The other two spheres create lashing tendrils that strike at those around, dealing painful acidic lashes to ALADIN, Faedryl and Derendil, but Borthan is able to duck and weave around them.

    Rushing down the hive tubes, Galdar finds Ront also newly arrived on the level below, from the opposite direction. Down a hall to his left, he can see the rest of the party engaged in combat. "This evil has taken on a new form. Take me closer, wielder, I wish to sear away its vile blight!" the voice of Dawnbringer rings in the minds of the party.

    Spoiler: Combat Log
    Show
    Nilvae, Spide and Galdar move.
    Borthan attacks the Oozing Fragment with his axes, still hitting with two even after Poisoned Disadvantage. He has only the one magical battleaxe I can see on his sheet, so one of his handaxes takes acid damage for a -1 to its damage. Each cut splits the Oozing Fragment into a new section, since it is imitating a Black Pudding.
    Poisoned fades at the end of Borthan's turn.
    Derendil stabs at the Oozing Fragment, but his attack misses. No Wild Surge occurs.

    Wax Facsimiles shove Mr. Grump aside together, and the army below marches on.
    Lesser Black Pudding attempts to slam Turvy, hitting thanks to Restrained for 4 bludgeoning damage and 12 acid damage.
    Oozing Fragment A regenerates 13 hit points. It moves away, provoking AoOs from Borthan, ALADIN, Faedryl and Derendil. Borthan splits it again, and Faedryl KO's the halved Fragment A, taking 5 acid damage from the bite.
    Oozing Fragment B regenerates 20 hit points. It acid lashes Borthan, Faedryl and Derendil. Borthan is missed, Faedryl is struck for 10 acid damage, and Derendil is struck for 13 acid damage.
    Oozing Fragment C regenerates 12 hit points. It acid lashes Borthan, ALADIN and Derendil. Borthan is missed, while ALADIN is struck for 10 acid damage, and Derendil is struck for 19 acid damage.

    Turvy is not KO'd, and is now up!
    Anyone ending turn in Elara's circle gains 1d6+5 thp.

    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

    Lesser Mineral Ooze - 14
    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.
    Last edited by RandomWombat; 2023-12-17 at 05:04 PM.

  7. - Top - End - #97
    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: 19/33 +10 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: 2/3, 3rd: 0/2
    Portents: 5, 10

    Turvy casts a spell and 4 darts of force slam into the pudding next to him. He then backs away to the east, hoping the ooze turns its attention to Elara.

    Spoiler: OOC
    Show
    2nd level Magic Missile (1d4+1)[3] x4
    Move 1 square SE, then 4 E

    Final THP (1d6+5)[10]

    Last edited by Bobthewizard; 2023-12-17 at 07:08 PM.

  8. - Top - End - #98
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    Turvy instinctively attempts to back away as a flood of force missiles pummels the ooze burning his torso, but the ground swollen around his legs keeps him in place, tugging at his legs. He can feel it burning through the material of his pant legs, and slowly eating away at the soles of his shoes.

    Compressing itself, the central sphere of ooze shifts colors to a rocky beige and ejects what looks like a hardened sandbag into ALADIN's chest, knocking the autognome violently to the ground. The gritty blob looks like a mass of beige cream filled with a crushed crystalline powder.

    Spoiler: Nature: Rocky Slime
    Show
    Spoiler: DC 5
    Show
    Is it an ooze or a living rock?

    Spoiler: DC 10
    Show
    An uncommon subterranean threat, these are called mineral oozes. Their crystalline components congeal like wet concrete when it anticipates an impact or captures prey.

    Spoiler: DC 14
    Show
    The material of the ooze is not flammable, making fire ineffective. It doesn't freeze very easily, either. Acid can dissolve its hardened shell and prevent it from solidifying, but don't cause any damage to the creature's real mass. If faced with one, the best option is electricity, as the minerals the slime prefers to consume are conductive.

    Weapons are effective against a mineral ooze while it's soft, and its acid isn't strong enough to damage them. However, weapons that strike them can be caught by their hardening flesh, and need to be pulled out. They do not move very well while encasing prey in their hardened state.


    As the battle with the slimes rages on, a loud buzzing fills the air. Insectoid limbs claw up through the hole in the ground formed by the flowing water, and an Apidae warrior climbs up through the hole, the water running down over its smooth face and carapace. Jaws snap at Spide, who dodges around the strike.

    Ront hears more buzzing behind him. He twists in time to deflect a frosty dagger with his shield, clutched in the legs of another Apidae warrior leading the charge from below.

    Spoiler: Combat Log
    Show
    Turvy casts Magic Missile, dealing 12 force damage to the Black Pudding. However, he is unable to move while Restrained. His shoes suffer some damage from the floor and he takes 7 acid damage from ending his turn Restrained, but he gets a hefty new barrier at the end of his turn. No Wild Magic triggers.

    Oozing Fragment D (middle) ejects a hard-shelled slime at ALADIN, impacting him for 15 bludgeoning damage, which will KO him unless he has a way to reduce it. A new ooze is spawned by the action. Oozing Fragment D's colors change, imitating the new ooze it produced.
    Apidae Faerza B awakens from stun and flies up the tunnel after Ront. It catches up and stabs at him with its dagger, but misses.
    Apidae Faerza C has awakened from stun, and flies up through the poppet hole. It bites at Spide, but misses.
    Oozing Fragment passes its Lair Action.

    ALADIN, Ront, Elara, Faedryl, Borthan, Derendil, Nilvae, Spide and Galdar are all now up!
    ALADIN takes Blight damage, suffering one failed death save from it.
    Galdar suffers 1 Blight damage, and his Blight ends. His shoes fall apart.
    Faedryl takes 2 Blight damage, and her Blight reduces to 1.
    Ront receives 2 acid damage from the floor through his destroyed shoes, reduced to 1 by his Resistance.
    Elara loses 2 of her barrier thp to the floor.
    Anyone ending turn in Elara's circle gains 1d6+5 thp.

    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

    Lesser Mineral Ooze - 14
    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.
    Last edited by RandomWombat; 2023-12-17 at 10:37 PM.

  9. - Top - End - #99
    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: 24/41 +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: 1/2
    Channel Divinity 1/1 SR + 1/1 LR
    Vampiric Bite: 3/3 LR
    Vigilant Blessing: self
    Eyes of the Night: 1/1 LR
    Elara sees ALADN drop, and plans to heal him, but right now, she needs to try to kill some of these oozes. She summons fey spirits made of moonlight, who swirl around her and proceed to attack all of our enemies. She moves forward to try to encompass her allies in the healing aura and her enemies in range of the spirits.

    "Hold on, ALADIN. I'm coming."

    Her spectral sword attacks the nearest ooze.

    Spoiler: OOC
    Show
    Casts Spirit Guardians. (3d8)[18] radiant damage, DC 16 WIS save for half.
    Surge (1d20)[11]

    Spiritual weapon (1d20+8)[17], (1d8+4)[10] force

    THP (1d6+5)[10]

    Last edited by Bobthewizard; 2023-12-18 at 08:23 AM.

  10. - Top - End - #100
    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: 11 HP: 24/34 THP: 7 MP: 14/31
    PP: 13 PIv: 15 PIs: 13
    Conditions: Exhaustion (1), Blight 1
    Concentrating:--

    Indignant pecking remains her sole source of offence, so she does just that, though manages to muster enough mental energy to attempt to rip the pudding from Turvy's side.

    Spoiler: OOC
    Show

    None
    Action: Peck (1d20+4)[19]
    Damage: (1d6+1)[2]
    Bonus Action: TK pull the black pudding beside Turvy. (1d20)[11]+mods vs DC16 strength save.

    THP: (1d6+5)[7]

    Last edited by Amnestic; 2023-12-18 at 08:26 AM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  11. - Top - End - #101
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default Re: Out of the Abyss, IC II

    Spoiler: SG saves
    Show
    DC16 WIS Saves:
    Oozing fragments (1d20)[8], (1d20)[8], (1d20)[16]
    Mineral (1d20)[6]
    Apidae (1d20)[15]
    Turvy's lesser pudding (1d20)[1]

    A few extra in cast I missed them or they enter
    (1d20)[4], (1d20)[10], (1d20)[1], (1d20)[9]

  12. - Top - End - #102
    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: 44/51
    PP: 11 PIv: 9 PIs: 11 Sanity: 10
    Conditions:
    Concentrating:
    His feet sizzling as he dodges the backstab attempt by the bee, Ront turns, trying to punch the bee, grab it, and then toss it back down the tunnel with a grunt of effort, letting sword drop to his belt.

    Spoiler: OOC
    Show

    I currently can't access roll20(Cloudflare says no), so...
    Punch:
    (1d20+9)[19] Attack!
    (2d4+6)[13] Magical Bludgeoning Damage.

    Grab
    (1d20+8)[24] Athletics

    Throw(Back down the passage against the oncoming waxen figures)
    (1d20+8)[21] Attack?
    (2d4+5)[9] Bump damage

    Note: If the first attack misses, the throw would become an attack instead(With +1 attack and damage), and the grab a shove.

    Afterwards, move closer to the party. I think he can get into range of the twilight sanctuary? Maybe?


    ALADIN
    Autognome Artificer
    AC: 19 HP: 2 Failed Death save
    PP: 14 PIv: 17 PIs: 12 Sanity: 10
    Conditions: Dying
    Concentrating:
    Slamming into the ground, ALADIN's still form is only disturbed by the faint sound of clockwork gears grinding.

    Spoiler: OOC
    Show

    (1d20)[5] Death save (1d4)[3] Built for Success(If a 6-9 on the roll)
    FAIL
    2 failures now.

    Last edited by Archmage1; 2023-12-19 at 12:35 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

  13. - Top - End - #103
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    Moving towards her fallen ally, Elara slips past the reaching pseudopods of the black pudding and conjures a swirling sphere of flickering celestial spirits around her. A silver-white glow like moonlight trails behind the Elven goddess' lent power. Her spiritual weapon strikes down upon one of the portions of the demonic ooze, piercing deep into its mass. Derendil raises his trident again and tries to stab into it

    Faedryl jabs her beak into the newest slime, the salty, chalky flavor of its composition oozing into her jaws as she bites and tears into it. What follows is a feeling like cement hardening around her face as the slime's surface becomes nearly solid, trapping her inside. In a moment of panic she sends out a psychic pulse that wrenches her free and throws the hardened mass back into one of the other oozes.

    With his blades, Borthan targets the shifted fragment in the center, his magical battleaxe swiping at air as the slime evades with concerning alacrity. But his handaxe comes in from the side and tears into it, splattering the slime into an array of modern art on the floor with its vicious impact.

    In the hall off to the side, Ront slams his fist into the chest of the apidae in pursuit of him. His demon skull gauntlet caves in its chest, the acidic blood running over the bone but not reaching his hand as he pulls back and kicks the corpse away. With heavy steps, the orcish warrior approaches the battle raging in the bee throne room, in reach of the soothing twilight magic that encompasses his tormented soles.

    Spoiler: Combat Log
    Show
    Elara moves north, provoking an attack from the Black Pudding, but the attack misses her. Elara casts Spirit Guardians, which doesn't damage immediately but will damage enemies that start their turn in the area or enter it.
    Elara's Spiritual Weapon strikes Oozing Fragment C for 10 force damage.
    Faedryl bites Lesser Mineral Ooze for 2 damage. It uses its reaction to Harden around her beak, Grappling her. Since this prevented her from reaching Turvy, she TK Shoves the Mineral Ooze instead, freeing herself and bumping it into Oozing Fragment B for 1 bump damage to each of them.
    Ront punches Apidae Faerza B for 19 bludgeoning damage, after Resistance, enough to finish it off. The waxes aren't close enough for an improvised corpse toss, unfortunately, but he shoves it into the tunnel to serve as difficult terrain.
    Ront gains 7 thp from Twilight Sanctuary.
    ALADIN fails a death save, then gains 11 thp from the sanctuary.
    Borthan makes a flurry of attacks at Oozing Fragment A. His first and last are evaded, but the second critically hits with his handaxe for 13 damage, enough to drop it to 0.
    Derendil takes a Booming Stab at Oozing Fragment C, but it evades. No Wild Surge.
    Derendil gains 10 thp from twisanctuary.

    Nilvae, Galdar and Spide are still up!
    Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

    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

    Lesser Mineral Ooze - 14
    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.

  14. - Top - End - #104
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    Taking up her fiddle, Nilvae plays a few short notes that send ripples through the air. The magical tune is shrugged off by the demonic sludge, and they slide through the air out of the way of a ray of light that Spide conjures from above - but the searing light cannot be avoided entirely by their fiendish nature.

    Marching nearer to the fray, Galdar reluctantly calls upon more magic - but it seems the pocket of instability may be diminished at the moment, for he hurls a mote of flame at the hovering bee without issue. Unfortunately, the insect's alacrity is not diminished, and it glides out of the way.

    The moonlit spirits encircling Elara pass through the slimes assailing them, leaving glowing holes in their wake. The elven spirits scoop up the remnants of the fallen oozing fragments, dissolving them away into nothing. Only one sizeable lump of the unholy substance remains, stretching out its tendrils to lash those nearby in a spiteful last stand. Borthan finally feels the acid's touch through his sizzling barrier, and Faedryl suffers another painful lash that causes some of her bright white feathers to curl up and fall away, then begin to slowly sprout new growth from the effects of her undergarments. The swirling limbs reach Derendil last, giving him time to lean back out of reach.

    Spoiler: Combat Log
    Show
    Roll20 is once again showcasing its excellent quality by failing to load half of the tokens. Derendil, Turvy, Ront and ALADIN's tokens seem to have been noped out of existence for now, so just track them in the post format until it comes back.

    Nilvae casts Sacred Aria, but Oozing Fragments B and C resist.
    Spide casts Sacred Flame on Oozing Fragment C, it evades but as a Fiend it takes 2 radiant damage regardless.
    Galdar casts Firebolt, but misses Apidae Faerza C.

    Lesser Mineral Ooze takes 18 radiant damage from Elara's SGs, and dies.
    Lesser Black Pudding is out of SG range and slaps Turvy for 7 bludgeoning damage and 1 acid damage. A Shield cast would deflect the attack, if he has the slots left.
    Oozing Fragments A, C and D are burned away by Elara's Spirit Guardians, which negate their Regeneration.
    Oozing Fragment B passes its save and takes only 9 radiant damage thanks to Magic Resistance, but its Regeneration is also disabled for 1 round. It creates three acid lashes, attacking Borthan, Faedryl and Derendil.
    Borthan is hit for 11 acid damage, only 1 of which gets through his thp. Faedryl is hit for 7 acid damage, and then heals for 1 from her lingerie. Derendil is missed.
    Faerza Drone C licks its wounds to heal for 8.

    Turvy is up! He is still Restrained (DC 16 Strength breaks, 1d8 acid damage at end of turn if he fails to break free)
    Turvy also takes 2 acid damage from the terrain.
    Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

    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

    Lesser Mineral Ooze - 14
    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.

  15. - Top - End - #105
    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: 19/33 +8 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: 2/4, 2nd: 2/3, 3rd: 0/2
    Portents: 5, 10

    Turvy lets Elara's magical aura absorb the attack and then returns to his trusted magic missile.

    Spoiler: OOC
    Show
    1st level Magic Missile (1d4+1)[5] x3 = 15

    Final THP (1d6+5)[10]

    Last edited by Bobthewizard; 2023-12-23 at 08:31 AM.

  16. - Top - End - #106
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    Weaving a spell swiftly in his sticky hands, Turvy pummels the black pudding with a barrage of magic missiles that tear it apart, leaving no pieces intact enough to reform.

    The sphere of abyssal ooze is left with one fewer minions. Determining it should correct this, it spews a roiling ball of what at first looks like maple syrup at Borthan. Soon after contact with the air however, both the oozing fragment and its offspring begin to glow and produce coronas of flame. Borthan is slow to throw the slop off, receiving painful burns down the front of his body.

    Something else sinks into the wounds, and Borthan feels his body heat rising as a sudden fever washes over him.

    Spoiler: Arcana
    Show
    Spoiler: DC 5
    Show
    It's a demon slime!


    Spoiler: DC 10
    Show
    While the nature of the ooze eludes you, it isn't difficult to figure out what its deal is. As a creature of flame, it may be vulnerable to frost magic.


    Spoiler: DC 15
    Show
    These creatures are known as conflagration oozes. They are Abyssal in origin, but are not a tanar'ri demon, rather forming naturally from the ambient energy of the fiery layers of the Abyss, more like a vile fire elemental. Since their spontaneous generation, they have fallen under the power of Juiblex, the demon lord of ooze.

    A conflagration ooze can be cooled alive or dead with frost magic (also an effective way to kill them), turning them into a black obsidian-like substance that has uses in weaponcrafting, spellcraft, and alchemy. On the other hand, heat or flame revitalize them and grant them a temporary boost in vitality.

    The most dangerous aspects of the conflagration ooze are their venom and their death throes.
    The ooze's venom causes a rapidly worsening fever that can be life threatening if the patient is not cooled down, and is unable to fight it off. Heat becomes even more deadly to a creature suffering the affliction.
    When a conflagration ooze dies without first being cooled down, it will burst in a large fireball. Though this offshoot summoned by the Apidae Queen's demonic infestation seems to be smaller than normal - its explosion may in turn be less dramatic.


    The floor beneath Nilvae and her arachnid companion begins to rise up to entangle them as it did Turvy, but they rapidly jump from foot to foot, evading its grasp. In the business of not getting caught, Spide finds himself nipped in the side by the acidic jaws of a giant bee, turning the tables of the food chain.

    Spoiler: Combat Log
    Show
    Turvy casts Magic Missile. The set of missiles blow apart the Lesser Black Pudding. He takes 8 acid damage from his restraints, which his barrier absorbs.

    Oozing Fragment uses its Legendary Action to spawn a new slime, hitting Borthan with it for a 20 damage critical hit. Borthan fails a saving throw against a toxin the new slime produces, which afflicts him with a fever. He is Vulnerable to fire damage. At the end of each of his turns, he can make a DC 15 Con save. Success ends the toxin, while failure inflicts 1 level of Exhaustion.
    Apidae Faerza bites Mr. Spide for 6 damage and 3 acid damage.
    Oozing Fragment's Lair Action creates a patch of adhesive floor under Spide and Nilvae, who both avoid being ensnared.

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

    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
    Lesser Conflagration Ooze - 7
    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; 2023-12-26 at 09:56 PM.

  17. - Top - End - #107
    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: 11 HP: 25/34 THP: 7 MP: 14/31
    PP: 13 PIv: 15 PIs: 13
    Conditions: Exhaustion (1)
    Concentrating:--

    Faedryl pecks again, still cut off from her magic.

    Spoiler: OOC
    Show

    Move: As map
    Action: Peck (1d20+4)[14]
    Damage: (1d6+1)[4]


    THP: (1d6+5)[7]

    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  18. - Top - End - #108
    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: 24/41 +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: 2/4, 2nd: 3/3, 3rd: 1/2
    Channel Divinity 1/1 SR + 1/1 LR
    Vampiric Bite: 3/3 LR
    Vigilant Blessing: self
    Eyes of the Night: 1/1 LR
    Elara stays about where she is trying to make sure she keeps everyone in her soothing aura, moving just slightly to her left to make sure the spectral spirits can attack the oozing fragment. She calls out to Aladin.

    "Let the light of Sehanine heal you!"

    Her spectral spirits continue to attack the enemy while the moonlight soothes her allies. She tries to draw more life out of the oozing fragment, pulling the light out of it.

    Spoiler: OOC
    Show
    Move one square west.

    Spirit Guardians. (3d8)[14] radiant damage, DC 16 WIS save for half.
    Saves: oozing fragment (1d20)[2], Apidae C (1d20)[13]

    Healing Word on Aladin (1d4+4)[6]

    Toll the Dead on Oozing Fragment (2d12)[18], DC16 WIS save (1d20)[5]


    THP (1d6+5)[10]

    Last edited by Bobthewizard; 2023-12-27 at 08:34 AM.

  19. - Top - End - #109
    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:10/45
    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 assaults the ooze fragment, feeling the toxins of the slimy enemies beginning to overwhelm him.

    Spoiler: OOC
    Show
    Two attacks. One with a battle axe and one with a warhammer i guess. I've kind of lost track. Anyway- (1d20+8)[18] for (1d8+5)[6] and (1d20+7)[14] for (1d8+4)[11]. Off hand attack with magic axe as a bonus action- (1d20+8)[11] for (1d8+5)[12]. Con save to end fire toxin- (1d20+2)[5]


    Prince Derendil
    Quaggoth Barbarian/Abjurer
    AC: 17 HP: 17/39
    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 strikes at the ooze fragment, trying to put an end to the fight.

    Spoiler: OOC
    Show
    To hit- (1d20+6)[8] to hit for (1d6+6)[9] damage.
    The Bear is Back.

  20. - Top - End - #110
    Titan in the Playground
     
    Spore's Avatar

    Join Date
    Oct 2013
    Location
    Germany
    Gender
    Male

    Default Re: Out of the Abyss, IC II

    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:


    Spide, concentrate on saving, not hurting! You can only make out disgruntled chittering. Its tail compartment shoots out a cocoon of light enveloping BOB as Spide itself shoots another mote of light at the drone. The half-elf adds to that effect with a soothing song.

    Spoiler
    Show
    Healing Hex and Agent of Light healing on BOB: (2d8+4)[12] action (Nilvae) (3d6)[12] bonus action (Spide)
    (2d8+4)[17] radiant damage

    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: -

    There's gonna be a whole lot a hurtin' right now. Galdar underlines Spide's thoughts. Fearful of another surge, he charges and digs his hammer into the drone's side. He then shrugs to himself and his hammer begins to glow white-hot.

    Spoiler
    Show
    (1d20+7)[19]
    (1d8+4)[8]
    Searing Smite with 2nd level slot if I hit (2d6)[8] fire damage and Con 15 save or be ignited


  21. - Top - End - #111
    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: 42/51
    PP: 11 PIv: 9 PIs: 11 Sanity: 10
    Conditions:
    Concentrating:
    His feet continuing to burn in the acid, Ront completes his run over to the party, before he speaks. "Waxes and bee following." Despite his recent exertions, he doesn't sound winded at all, although his armor seems to be scarred and burned, and his boots are less boots, and more a melted ruin.

    He also moves to attach the chain to Dawnbringer.

    Spoiler: OOC
    Show

    Move to meet the party? Hopefully he can move that far. If not, dash, instead of rechaining?
    (1d6+5)[6] temp hp?


    ALADIN
    Autognome Artificer
    AC: 19 HP: 30?/43
    PP: 14 PIv: 17 PIs: 12 Sanity: 10
    Conditions:
    Concentrating:
    As the healing energy flows into the battered and broken form of ALADIN, it is converted into more conventional repair energy, and broken gears shift, teeth restored, ruptured hydraulics pull themselves back together, and ALADIN's eyes open once more. <gnome>"Reboot successful. Memory system... ok. Motive system... ok. Integrity check... moderate damage. Arcane tap... ok. Initiating mind."<gnome>
    After a rapid fire speech, ALADIN bolts upright, and takes in the situation. The oozes seemed to be defeated, for the moment, but searching through his recent history, Ront had mentioned more enemies coming, and he readies his tool for further combat.
    "It appears that I ceased functioning recently. The restoration is appreciated."
    Spoiler: OOC
    Show

    Readying an eldritch blast
    (1d20+9)[10] Attack 1
    (1d10)[7] Damage

    (1d20+9)[26] Attack 2
    (1d10)[6] Damage

    (1d6+5)[10] temp hp?

    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

  22. - Top - End - #112
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    Faedryl lunges at the flaming ooze, wings spread and beak snapping defiantly. Though it steers clear of her assault, it cannot avoid the looming doom that has settled over it. Elara calls down the toll, and its surface crumbles away in layers until nothing is left. With its end, a rumble runs through the air - no, through the faerzress. Following just behind is a ripple that passes through each of them, leaving behind a momentary sensation of nausea or motion sickness followed by calm. An absence of the chaotic buzz that has coated their skin since they entered this place. The faerzress remains, but its strange mutation is quelled with the destruction of this slimy wrongness. Turvy, too, feels the restraining slime around him fall away.

    Yet the bees and their constructs remain hostile, changed forever by their long exposure.

    The golden light surrounding Borthan's hand flickers and goes out, unheeded and unneeded. Twirling around, he brings his weapons down on the ooze that had poisoned him, his strikes true - and resulting in a violent explosion that throws him up into the air. Winded, he lands, spared from a violent dismissal from consciousness by Elara's magic. Faedryl, nearby, experiences a similar fate, as her barrier and regeneration prove too much to overcome. The nearby bee is not spared the blast, but ALADIN's position on the ground sees the worst of the flame and heat pass above him as he reboots.

    One bee is left looming above the party, singed near to death by flame and by Elara's spirits. Derendil charges in to jab at it, but it swivels away from his trident. In the end it is Galdar who marches forward and cracks its shell open for good, leaving it sprawled on the ground halfway drooping into the poppet's soggy hole.

    After mending ALADIN's wounds, Nilvae and Spide move to face the incoming swarm. Spide's glowing bolt of light shoots down the last remaining bee. Behind them, Ront skips onto floor that isn't burning, and draws the Dawnbringer once more. ALADIN takes aim with his tool, prepared to fend off the oncoming constructs.

    When they come, both of his shots connect, ripping chunks off of the vanguard construct. The party can see that some of them are 'wearing' magical items. One has a crossbow lodged into a cavity in its chest, one is bristling with the tips of spears like a child's horrible facsimile of a porcupine, and one's arm has molded onto the back of a shield that bears a gleaming golden sun in the midst of rising over rolling fields as its heraldry. Galdar does not recognize any of the items as belonging to his mercenaries or their researcher clients, so they must be loot the bees had from other victims.

    Spoiler: Religion DC 10
    Show
    The symbol is of Lathander, human god of dawn, birth, and beginnings.


    Spoiler: Combat Log
    Show
    Faedryl's lingerie effectively negates her remaining Blight. Faedryl attacks the Oozing Fragment with a peck, but misses.
    Elara heals ALADIN for 6, getting him up. Her Toll the Dead finishes off the Oozing Fragment. Necrotic damage seems suitably entropic to disable its explosion, though it yields no obsidian.
    With the death of the Oozing Fragment, the risk of Wild Magic surges from the faerzress has ended.
    Borthan's assault deals 29 damage total, finishing off the Conflagration Ooze. It explodes in its death throes, dealing 8 fire damage to Faedryl and Apidae Faerza C. ALADIN passes his save and takes half for 4. Borthan's vulnerability from his fever causes him to take 12, which he survives after rolling some thp.
    Borthan gains 1 Exhaustion from his fire toxin fever.
    Derendil retargets to the Apidae Faerza C, but it misses anyways.
    Galdar takes 2 acid damage from the floor, then takes out the Apidae Faerza C with 12 bludgeoning damage. He can save his spell slot, as it was enough without the smite.
    Nilvae and Spide heal ALADIN for another 24, bringing him comfortably back into the green.
    Spide's Sacred Flame scorches the last Apidae Drone for 19 damage after its fiendish weakness to the spell, ending it.
    ALADIN readies an Eldritch Blast for when enemies come into view.

    The wax constructs move slowly forward. AL's shots both hit for 13 force damage total on Wax L.

    Everyone is up!
    Nilvae, Spide and Galdar each take 2 damage from the floor. Nilvae and Galdar's are absorbed by their thp.
    Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

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

    Wax Facsimiles - 13

    Dawnbringer - 10
    Turvy - n1
    Last edited by RandomWombat; 2023-12-29 at 01:04 PM.

  23. - Top - End - #113
    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: 42/51
    PP: 11 PIv: 9 PIs: 11 Sanity: 10
    Conditions:
    Concentrating:
    With his allies near him, Ront readies Dawnbringer, the distinctive swooshing of the glowing blade acting as a distraction from the fact that it was growing rather closer to the waxen figures. "They're here!"

    Spoiler: OOC
    Show

    Chain abuse time?

    Throwing Dawnbringer twice at the closest enemy?
    (1d20+10)[23]
    (1d8+7)[10]+(1d4)[4] Radiant Damage

    (1d20+10)[17]
    (1d8+7)[11]+(1d4)[2] Radiant Damage

    (1d6+5)[6] TempHP


    * post roll count doesn't match database
    Last edited by Archmage1; 2023-12-29 at 04:08 PM.
    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

  24. - Top - End - #114
    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: 12/33 +7 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: 2/4, 2nd: 2/3, 3rd: 0/2
    Portents: 5, 10

    With the ooze destroyed, Turvy finally tries to break free from the sticky, acidic ground.

    "I'll be there in a minute."

    But he struggles to get free.

    Spoiler: OOC
    Show
    Athletics (1d20)[5]

    THP (1d6+5)[7]



    Elara
    Moon Elf Dhampir Cleric 5
    AC: 12 HP: 24/41 +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: 2/4, 2nd: 3/3, 3rd: 1/2
    Channel Divinity 0/1 SR + 1/1 LR
    Vampiric Bite: 3/3 LR
    Vigilant Blessing: self
    Eyes of the Night: 1/1 LR
    Elara heals Borthan, letting her light close some of his wounds.

    "Light of Selanine"

    She moves a little bit east, making sure to keep everyone in her soothing light.

    Spoiler: OOC
    Show
    Healing Word on Borthan (1d4+4)[8]
    Action to dodge

    THP (1d6+5)[10]
    Last edited by Bobthewizard; 2024-01-01 at 11:09 AM.

  25. - Top - End - #115
    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: 11 HP: 23/34 THP: 6 MP: 14/31
    PP: 13 PIv: 15 PIs: 13
    Conditions: Exhaustion (1)
    Concentrating:--

    Injured though she is, Faedryl still moves to help get in the way of the wax creatures.

    Spoiler: OOC
    Show

    Move: As map
    Action: Dodge.


    THP: (1d6+5)[6]


    Last edited by Amnestic; 2023-12-29 at 01:01 PM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  26. - Top - End - #116
    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: 30/43
    PP: 14 PIv: 17 PIs: 12 Sanity: 10
    Conditions:
    Concentrating:
    Recovering his footing, ALADIN quickly realizes that the blast that had passed over him had left both the goose and Borthan in a rather poor, but still functional state. Moving quickly, he moves towards the waxes, preparing to fight them to protect the more injured members of his current group.

    Spoiler: OOC
    Show

    Standing, moving towards the waxes.
    If he can get into melee in fifteen feet of movement...
    (1d20+8)[22] Attack 1
    (1d8+5)[10] Thunder

    (1d20+8)[10] Attack 2
    (1d8+5)[13] Thunder

    If not, eldritch blast again.
    (1d20+9)[25]
    (1d10)[7]

    (1d20+9)[28]
    (1d10)[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

  27. - Top - End - #117
    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
    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, exhausted, bleeding, burnt, and very pissed off, charges the nearest enemy with a howl of pain and bloodlust.

    Spoiler: OOC
    Show
    3 attacks at the nearest things that need killing. Roll20 is fragged, and I can't visualize the fight at this point. 2 with magic axe and 1 with warhammer. Axes- (1d20+8)[17] or (1d20+8)[19], whichever is worse, for (1d8+5)[12]. Second attack- (1d20+8)[10] or (1d20+8)[13], whichever is worse, for (1d8+5)[7]. Hammer attack- (1d20+7)[16] or (1d20+7)[21] to hit, whichever is worse, for (1d8+4)[8] bludgeoning.


    Prince Derendil
    Quaggoth Barbarian/Abjurer
    AC: 17 HP: ?/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 lashes out with his trident, throwing it, withdrawing it, and then advancing up on the nearest enemy.

    Spoiler: OOC
    Show
    Reckless attack. Attack roll- (1d20+6)[19] to hit for (1d6+5)[8], then withdraw the weapon for (1d20+5)[10] to hit and (1d6+5)[7] damage. Then move closer to melee to... something hostile.
    The Bear is Back.

  28. - Top - End - #118
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    Improvising the Dawnbringer on his vambrace's chain like a flail, Ront advances and tosses it at one of the waxes, then yanks it back with an alarming spin - alarming to anyone nearby behind him, anyways - and hurls it again. The two strikes sever the thing's body beyond coherence, and it falls apart.
    Spoiler: Orcish
    Show
    "Oog, a tricky attack warrior. Feeling dizzy," the sword grumbles in orcish following the two swings.


    The others advance behind him. A pair of arcane bolts sails past and impacts another of the approaching crowd. Derendil's trident follows soon after, digging into the damaged wax's chest and then tugging free along with a clump that falls away.

    Spoiler: Combat Log
    Show
    Ront moves in and makes proficient improvised thrown attacks with Dawnbringer, dealing 14 and then 13, which finishes off Wax L.
    Turvy finds the slime falling off of him - he is free and may continue his action if he'd like.
    Elara heals Borthan with a Healing Word, and Dodges as she advances.
    ALADIN moves forward and uses Eldritch Blast, hitting the center wax for 7 and 6 damage.
    Borthan moves forward, but isn't in melee range yet. I assume he won't Dash into the middle of the horde alone.
    Derendil moves forward. His Reckless attack negates range Disadv on his throw, and he hits the one AL wounded for 4 damage, then 3 damage on the way back.

    Turvy still has an action if he'd like to use it. Nilvae, Galdar and Spide are still up.
    Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

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

    Wax Facsimiles - 13

    Dawnbringer - 10
    Turvy - n1

  29. - Top - End - #119
    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: 12/33 +7 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: 2/4, 2nd: 2/3, 3rd: 0/2
    Portents: 5, 10

    Turvy shoots a ray of frost at the first wax facsimile he sees.

    Spoiler: OOC
    Show
    Ray of Frost (1d20+7)[23], (2d8)[4] cold and speed reduced 10'

    Last edited by Bobthewizard; 2024-01-01 at 11:10 AM.

  30. - Top - End - #120
    Firbolg in the Playground
     
    BlueKnightGuy

    Join Date
    Apr 2013

    Default Re: Out of the Abyss, IC II

    Floor 4 (Bee Throne)

    Turvy's ray skates across the surface of the doddering, crossbow-hearted wax construct. Though the chill doesn't seem to bother it much, the congealing wax creaks and cracks as it moves, slowing its advance. As it stumbles forward it releases a crossbow bolt that sails far over everyone's heads. No longer hampered by the threat of wild magic surging in the air, Nilvae and Spide assail the oncoming wall of constructs with magics of their own, and Galdar advances with a javelin of flame hurled before him.

    Another of them falls, and the flame impacts the one bristling with spears. When it's struck, the spear hafts erupt from its melting wax like a porcupine of death, jutting in every direction - it is still too far to strike at the party, but its companion suffers a few small holes that swiftly melt over. The two of them are assailed by moonlit spirits as they draw near and swing their corrosive limbs at Ront and Spide.

    Spoiler: Combat Log
    Show
    Turvy casts Ray of Frost, hitting Wax G for 2 damage after resistance and slowing it.
    Nilvae casts Sacred Aria. Wax J fails its save and takes 11 thunder damage, falling apart. Wax K resists.
    Spide casts Sacred Flame, Wax K barely evades.
    Galdar casts Fire Bolt, which hits thanks to their garbage AC and deals 18 fire damage to Wax O after resistance. Wax O's spears are triggered. Wax K fails a save to evade, and takes 1 piercing damage after resistance.

    Wax G makes a pitiful ranged attack at Galdar that misses.
    Wax K takes 8 radiant damage from SG as it approaches. It swings at Ront, but misses.
    Wax O takes 7 radiant damage from SG as it approaches. It slams Spide for 6 bludgeoning and 4 acid damage.

    Everyone is up again! Everyone but Spide has thp to absorb their floor damage, but Spide takes 2.
    Anyone ending turn in Elara's bigger circle gains 1d6+5 thp.

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

    Wax Facsimiles - 13

    Dawnbringer - 10
    Turvy - n1

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