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  1. - Top - End - #1
    Ogre in the Playground
     
    RedWizardGuy

    Join Date
    Feb 2017
    Location
    Germany
    Gender
    Male

    Default Jerry's entourage [IC]

    Finally these two weird elves are falling down! They have been hardened by the metal construct (probably a weird golem) that still has several chambers full of differently colored liquids and gases that it injected into them, but you are still being harassed by these birds and the lunatic above that did threw more of his potions down screaming something about a "New and improved Formulaetm" again.

    But just as these weird elves are down, another two manifest with the ripping sound of invisible ones decloaking and shower you with hurtful bolts!

    Spoiler: OOC
    Show
    Shadow suffered 10 damage from bird pecks.
    Feyella got 6 fire damage (already doubled) and 1 damage from a prior slash.
    Enadyo (the whole hydra, not just the one head) got 20 damage from bolts.
    Morazzt got 12 damage from prior slashes.
    Finally Nevral got an accumulated 15 damage from pecks and bolts.
    It's you're turn, happy hunting.


    Spoiler: Map
    Show
    I like fights on bridges It's you're turn. You should be able to adjust you're charakters on the map. I'm not sure if I have gotten all the sizes correct, please give feedback on that.
    Last edited by Alhallor; 2023-10-23 at 05:35 AM.
    Quote Originally Posted by Ridai View Post
    No no no, not speaking while fighting. Speaking with the fighting!

    That rabite monk dive-blobbing you in the face, followed by hooking teeth into your belt and suplexing you is a woefully poorly understood way of remarking on how nice the weather is.

  2. - Top - End - #2
    Titan in the Playground
     
    Ridai's Avatar

    Join Date
    Sep 2008
    Location
    Germany (GMT +1)

    Default Re: Jerry's entourage [IC]

    State of the Bommel: 63/73 HP
    Secret Techniques: [x] Burning Blade, [ ] Cloak of Deception, [ ] Shadow Jaunt, [ ] Sudden Leap
    Feeling: Pecked on!


    So here Bommel is, on a bridge, hand-sized, cotton candy pink, vaguely reminding most people of mochi at a distance, were it not for the ears and the yellow tuft, and covered in ladybug bandaids to boot because of all the mean peeps! His training came at a price in that even more birds want to snatch him up as a snack, for his condensed strength also condensed his size. But that is not important right now.

    "Hey! Shooting my friends with fire is mean!" the tiny silktail rabite yells over to the strange elves on the other side of the chasm, while bouncing around and waving his ears menacingly to try and keep away the malicious featherheads. "And shooting Feyella with that is double mean! See how you like it!"

    Landing, Shadow Ear Bommel engages in one of his secret Way of Many Ears techniques, conjuring the smiting fires of rabite justice! "Ohhh!" His ears swirl in a blur, forming the secret ear seals, followed by rubbing his ear tips together until they are alight with mystical flame (as are his eyes, filled with biting spirit), pointing them straight outwards.

    "Art of Shadow Conflagearation!" And Bommel jumps off the bridge.

    In a big arc, rapidly rotating like a burning wheel in the air! As he passes one of the bad Pricklebeaks, he tries to slap it with his ear like a rabite might spike a volleyball ("Bad peep!"), before ideally blobbing right onto the face of one of the crossbow elves with a big HROMPing bite. What follows is the pink bouncing ball of fury unleashing a rain of blows on the mean elf (or elves, should it be too much for one of them and Bommel is sent ping-ponging between the two).

    "Now don't do that again!" the Seeker of the Black Rabite says, accusingly pointing an ear at a knee.

    Spoiler: Actions
    Show
    Swift Activate the Summer Forest Desert Wind Burning Blade maneuver, making Bommel deal an extra 1d6+4 fire damage on all his melee weapon attacks for this turn.

    Full Action Do a Spring Attack. This is enhanced by Anthropomorphic Animal's Fastest ability, thus allowing him to full attack with a Spring Attack. There is no further explanation on how exactly this is supposed to work in detail, so I might be doing this wrong (apologies in advance). Bommel has 5ft reach with his attacks due to Anthro Animal's Size Change ability.
    As part of the Spring Attack, Bommel jumps from O12 to L19. He has Jump +51 and Leap of the Heavens (always has a running start), so he can't fail the jump, his speed also being enough.
    One of his ear attacks (read: claw natural weapon) is aimed at the Pricklebeak bird in O14 as he passes, then the rest of the attacks is aimed at the elf in M19 (should the elf go down and there are attacks left, please distribute to the elf in K19).
    Power Attacking for -2 to-hit and +4 damage (due to Earwraps (Armbands) of Might). All damage done (except the fire) is nonlethal at no penalty due to Improved Unarmed Strike (I think?).
    Claw vs bird - (1d20+15)[23], Damage: Slashing - (1d2+8)[10] + Fire - (1d6+4)[5]
    Bite vs elf - (1d20+15)[28], Damage: Slashing - (1d3+14)[15] + Fire - (1d6+4)[5]
    Claw vs elf - (1d20+15)[23], Damage: Slashing - (1d2+8)[9] + Fire - (1d6+4)[8]
    1st unarmed vs elf - (1d20+16)[24], Damage: Slashing - (1d2+8)[10] + Fire - (1d6+4)[8]
    2nd unarmed vs elf - (1d20+11)[19], Damage: Slashing - (1d2+8)[9] + Fire - (1d6+4)[5]

  3. - Top - End - #3
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: Jerry's entourage [IC]

    While the rabite trades jabs (literal and otherwise) with all the (indeed) double mean little things around, the mind of Morazzt the Mound is preoccupied with concerns far more esoteric, so much so that Morazzt the Mound finds Morazzt the Mound largely unable to pay due attention to Shadow Ear Bommel's exact words. And those concerns, Morazzt the Mound opines, need adressing. Otherwise, it would seem, Morazzt the Mound will be hard-pressed to determine what a mound can do against such reckless hate.

    Why ARE YoU doing thiS? Morazzt the Mound gurgles, with great sadness, leaping into the air and reaching out towards the potion-thrower. Maybe all the creature needs is the consoling presence of another close by! AnD what IS a ti-em?

    Spoiler: OOC
    Show

    Move action vertical Jump, without a running start, as far up as the check carries the Mound beyond the base vertical reach of 16': (1d20+8)[16];
    swift action use Plant Predator to extend them vines all the way to 70' out;
    standard action attack the guy on N14 with both vines: (1d20+8)[15] for (3d6+4)[17] and
    (1d20+8)[16] for (3d6+4)[12] (Morazzt the Mound means no harm, but orazzt the Mound is occasionally still somewhat bad at hitting as lightly as Morazzt the Mound would like to);
    initiating a grapple with Shambling Grab if both hit: (1d20+13)[33]

  4. - Top - End - #4
    Dwarf in the Playground
    Join Date
    Oct 2010

    Default Re: Jerry's entourage [IC]



    AC: 25(27) T: 19 F: 22(24) Init: +4 HP: 36/43 Saves: F: +4 R: +8 W: +4 Conditions: None
    Movement: 40', Swim 30', Fly(G) 80' Special: None
    Senses: Superior Low Light Vision, Dark Vision 60'; Perception: +13
    Defenses: Immune to Cold x2, Resist Cold 10, Vulnerable to Fiire
    Special: HiPS w/o cover (+Darkstalker), so long as not in equivalent to a daylight spell
    Martial Maneuvers: 8/10, Stances 4
    Spoiler: Buffs, Debuffs, Maneuvers and Stances
    Show

    Stance: Ice Body ( Assassins Stance, Deadly Dance, Frozen Body, Ice Body )

    Maneuvers:
    Cold Sign (CrySil) Boost (2/3)
    Counter Charge (Setting Sun) Counter
    Flower Wither Away (CrySil) Strike
    Frost Pillars (CrySil) Strike (1/1)
    Ghastly Dream of Death (BoL) Strike (0/1)
    Gifts to the Deceased (BoL) Strike
    Law of Mortality-Poisonous Moth (BoL) Strike (1/1)
    Midsummer Snow (CrySil) Counter (1/1)
    Mystic Cold Wind (CrySil) Strike (2/2)
    Shadow Jaunt (ShadowH) Strike (1/1)
    Strike of the Broken Shield (Setting Sun) Strike

    Effects:
    Ice Body (stance) : +2 natural armor AND if hit in melee the attacker makes a DC 18 Reflex save or be entangled until the end of Feyella's next two rounds

    Feyella rubbed her arm where a nasty burn mark had appeared marring her otherwise icy smooth skin, What an annoying bunch to attack just as they were crossing a bridge, and with fire too!

    She noted that some of her compatriots were already in motion, and while she was pleased they were going after the fire bomber, she was also a bit annoyed that she would not be able to deal with that trash herself as she would affect her comrades as well.

    "Tch!" she said aloud in anger as the preeceding actions changed her plans. Then looking at the rest of their group behind her she announced, "Cover me." She hoped they would advance on that golem but time would tell.

    That done she looked between the golem and the birds and a smile came across her face as she announced, "Your warm welcome deserves nothing but my cold shoulder in turn." As she said that she performed an intricate dance. One that ended with her whole body shimmering like sunlight reflecting off of ice crystals as she dis-corporated into a large volume of space as the very embodiment of freezing hail and biting winds that struck at some of their enemies. Only to re-corporate seconds later right where she had been standing having been careful to caress only their enemies in the process.

    Spoiler: Actions
    Show

    Go after the birds and golem. As many as she can get in 35' radius.
    Swift: Boost Cold Sign
    Full: Pop off strike Ghastly Dream of Death (cold version so Cold Sign buffs it). Note this targets all enemies (and only enemies) in 35' radius
    SU ability so no SR. DC 18 Ref save for no effect/damage if passed... Otherwise they take the following status effect: -1 to their AC and saves for 1 round and cold damage for
    Bird1 [roll]3d6+6[/roll]
    Bird2 [roll]3d6+6[/roll]
    Bird3 [roll]3d6+6[/roll]
    Bird4 [roll]3d6+6[/roll]
    Golem: [roll]3d6+6[/roll]


    Spoiler: OOC
    Show

    I assumed... she started in a stance given those are maintainable. That she would have a default load out of maneuvers. And that she was 'full' at this point. If not just let me know.
    Last edited by wantgame; 2023-10-25 at 12:58 AM.

  5. - Top - End - #5
    Dwarf in the Playground
    Join Date
    Oct 2010

    Default Re: Jerry's entourage [IC]

    Guess I will just have to do her actions as a separate post on the go forward...

    Spoiler: Actions
    Show

    Go after the birds and golem. As many as she can get in 35' radius.
    Swift: Boost Cold Sign
    Full: Pop off strike Ghastly Dream of Death (cold version so Cold Sign buffs it). Note this targets all enemies (and only enemies) in 35' radius
    SU ability so no SR. DC 18 Ref save for no effect/damage if passed... Otherwise they take the following status effect: -1 to their AC and saves for 1 round and cold damage for
    Bird1 (3d6+6)[17]
    Bird2 (3d6+6)[16]
    Bird3 (3d6+6)[19]
    Bird4 (3d6+6)[14]
    Golem: (3d6+6)[18]

  6. - Top - End - #6
    Barbarian in the Playground
     
    SwashbucklerGuy

    Join Date
    Oct 2020
    Location
    In my head

    Default Re: Jerry's entourage [IC]

    Several heads hiss out in pain as bolts rain down on the hapless hydra. Angered and annoyed at the perilous predicament, Enadyotriatesserapenteexiepta turns their attention to the golem, the only creature within range to take his frustration out on. One head turns to Feyella. "Fine, We'll draw the big one'sss attention. But you better pay usss back later!" Charging forward, the seven heads of the hydra snap at the mechanical miscreant, praying their fangs can crush its armor plating.

    Spoiler: OOC
    Show

    Charge attack going for the golem!
    Moves 25ft then attacks from 10ft using Hydra's Hunger, which let's me attack with all of my bites.
    Bite 1: (1d20+9)[14] Damage if hits (1d10+4)[13]
    Bite 2: (1d20+9)[14] Damage if hits (1d10+4)[10]
    Bite 3: (1d20+9)[16] Damage if hits (1d10+4)[13]
    Bite 4: (1d20+9)[28] Damage if hits (1d10+4)[5]
    Bite 5: (1d20+9)[13] Damage if hits (1d10+4)[7]
    Bite 6: (1d20+9)[26] Damage if hits (1d10+4)[14]
    Bite 7: (1d20+9)[10] Damage if hits (1d10+4)[10]
    -2 AC for a turn due to charging.
    +3 HP from Fast Healing
    Last edited by Armonia13; 2023-10-25 at 12:46 PM.

  7. - Top - End - #7
    Bugbear in the Playground
     
    D&DPrinceTandem's Avatar

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    Oct 2016
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    Somewhere... Probably
    Gender
    Male

    Default Re: Jerry's entourage [IC]

    Nevral exhales slowly and deliberately, thoroughly irritated. "Well. If the might of the Grand Empire is what you wish to see, then that is what you will get. FLAYWIND!, Let's take after our many headed compatriot. I'm sure you would love to find out what elf taste like, a fine delicacy." A magical gust of sand and wind envelops the hell hound as the lupine monarch mounts it, raises both a leg and a scepter, releasing a howling chant of transformative magic.
    The Hell Hound polymorphs into a massive seven headed hydra and breaths fire at a particularly annoying Bird, then advances towards the Golem.

    Spoiler: OOC
    Show
    Nevral
    Standard Action: Polymorph targeting Flaywind into a 7 headed pyrohydra
    Move Action: Mount Flaywind

    Flaywind
    Standard Action: Breath weapon @bird in Square T7, Reflex Half (DC19), 7 Fire Damage, Recharges in 5 rounds
    Move Action: move Bottom left corner from R11 to O13

    Spoiler: statistics
    Show
    Spoiler: Nevral
    Show
    Nevral, Dread Emperor of the DunesMale Lawful Evil Marrucrat Abomination Marrucrat 5, Marruspawn Abomination 2, Level 7, Init 4, HP 38/53, DR 3/Magic, Speed 30ft
    AC 18, Touch 16, Flat-footed 14, Fort +5, Ref +7, Will +5, Base Attack Bonus +4
    attacks
    Scepter of the Marru (Masterwork Club) +5 (1d6, x2)
    Bite +4 (1d8, x2)
    Claw +4 (1d6, x2)
    (+2 Dex, +2 Natural)
    Abilities Str 10, Dex 14, Con 16, Int 24, Wis 10, Cha 8
    Condition Magical Effects:
    Mage Armor [7hr Duration, +4 Armor bonus (applies to touch attacks)]


    Magic Item Effects
    Headband of Intellect +2: +2 enchantment bonus to intelligence
    Amulet of Health +2: +2 enchantment bonus to Constitution
    Scepter of the Marru: Multiple effects
    - Functions as a spellbook with limitless pages,
    - whenever weilder casts a spell apply ONE of the following to the spell: +1 to Attack roll as part of spell, +1 to damage against each creature damaged by the spell [bonus applies once to each creature damage, even if dmg is dealt to the same creature multiple times such as with wall of fire or magic missiles], +1 to Save DC, +1 to healing for each target
    - may expend a spell slot to gain that many more uses of Healing Howl per day.
    Right Eye of Nevral: +1 hit point, +1 intimidation checks


    Spellcasting: as a Wizard Lvl 7
    Spell Slots: 0|4/4, 1st|5/6, 2nd|5/5, 3rd|4/4, 4th|1/2
    Spell DCs
    Prepared Spells by Spell Level
    prepared spells
    0 (4): DC 17
    Detect Magic (x2): Detects spells and magic items within 60 ft. (Player’s Handbook; Pg219)
    Amanuensis: Copy nonmagical text. (Spell Compendium, Pg 9)
    Silent Portal: Negates sound from door or window. (Spell Compendium, Pg190)
    1 (6): DC 18/19 (for [earth] spells and desiccation spells.)
    Mage Armor: Gives subject +4 armor bonus. (Player’s Handbook, Pg 249)
    Magic Missiles (x2): 4 missiles, 1d4+1 damage each. (Player’s Handbook, Pg 251)
    Parching Touch (x2): 8 touch charges, 1d6 dessication damage and possibly 1 Con damage. (Sandstorms, Pg 118)
    Grease: Makes 10-ft. square or one object slippery. (Player’s Handbook, Pg237)
    2 (5): DC 19/20 (for [earth] spells and desiccation spells.)
    Alter Self (x2): Assume form of a Simular Creature [Outsider] (Player's Handbook, Pg 197)
    Rope Trick: As many as eight creatures hide in extradimensional space. (Player’s Handbook, Pg273)
    Web: Fills 20-ft.-radius spread with sticky spiderwebs. (Player’s Handbook, Pg 301)
    Glitterdust: Blinds creatures, outlines invisible creatures. (Player’s Handbook, Pg236)
    3 (4): DC 20/21 (for [earth] spells and desiccation spells.)
    Haste (x2): Up to 8 creatures move faster and gain +1 on attack rolls, AC, and Reflex saves (Player’s Handbook, Pg 239)
    Slow (x2): Up to 8 creatures takes only one action/round, –2 to AC, –2 on attack rolls. (Player’s Handbook, Pg 280)
    4 (2): DC 21/22 (for [earth] spells and desiccation spells.)
    Polymorph (x2): Gives one willing subject a new form. (Player’s Handbook, Pg 263)
    Spoiler: Flaywind
    Show
    Flaywind Statistics (Hell Hound with Marrucraft Transfusion) BOLD = Changes due to Polymorph STRIKE-THROUGH = what is replaced

    Type: Outsider (Evil, Lawful, Fire, Extraplanar, Marruspawn) [Magical Beast (Fire) (Marruspawn)]
    Size: Medium [HUGE]
    Hit Dice: 4d8+4 [+20] (26hp) [(42hp)]
    Initiative: +5
    Speed: 40ft. (8 Squares) [20ft. (4 squares)]
    Armor Class: 24 [25] (+1 Dex, +9 [+12] natural, +4 armor bonus [Mage Armor] [-2 size]), touch 15 [13], Flat-footed 23 [24]
    Base Attack/Grapple: +4/+5 [+4/+16]
    Attack: [7] Bite[s] +5 [+6] melee (1d8+1 [1d10+4] plus 1d6 fire)
    Space/Reach: 5ft./5ft.
    Special Attacks: Breath Weapon (Su), Fiery Bite (Su)
    Special Qualities: Darkvision 60ft, Low-light vison., Immunity to Fire, Scent, Vulnerability to Cold
    Saves: Fort +5 [+9], Ref +6, Will +5
    Abilities: Str 13 [19], Dex 13 [12], Con 13 [20], Int 9, Wis 10, Cha 6
    Skills: Hide+13 [+4], Jump +12 [+11], Listen +11, Move Silently +13, Spot +7, Survival +7*
    Feats: Improved Initiative, Run, Track[Bonus feat]
    Environment: A Lawful evil-aligned plane
    Organization: Familiar
    Treasure: None
    Alignment: Lawful Evil
    Advancement: Familiar
    Level Adjustment: +3 (Cohort)
    A typical hell hound stands 4½ feet high at the shoulder and weighs 120 pounds.
    Flaywind does not speak but understand Infernal.


    Combat


    A hell hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
    [Hydras can attack with all their heads at no penalty, even if they move or charge during the round.]

    Breath Weapon (Su)
    10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 14 [19] half. The save DC is Constitution-based. [10 + 1/2 HD + CON mod]


    Fiery Bite (Su)
    A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.


    Skills
    Hell hounds have a +5 racial bonus on Hide and Move Silently checks.
    Marruspawn have a +4 racial bonus to Listen checks
    *They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.
    [Due to Speed, -4 to Jump Checks
    Due to Size, -8 to Hide checks
    ]

    Spell Effects
    Mage Armor [7 hours] [Shared] +4 AC, applies to touch AC
    Polymorph [7 minutes] take the form of a Pyro-Hydra.
    Last edited by D&DPrinceTandem; 2023-10-25 at 09:32 PM.
    Quote Originally Posted by Flappeercraft
    NAAARUUUUTOOOOOOOO

  8. - Top - End - #8
    Ogre in the Playground
     
    RedWizardGuy

    Join Date
    Feb 2017
    Location
    Germany
    Gender
    Male

    Default Re: Jerry's entourage [IC]

    Feyella's intricate dance draws the attention of the birds and even the mechanical golem and while three birds can only watch in awe (and get covered in ice for it, that they hastily shake off) one bird and even the mechanical construt clumsily mirage her steps and doesn't get affected by her impressive display.

    Bommel meanwhile, flys towards one of the struggling birds and brings it down, letting Feyella's ice fully encase it, while the other is incarcerated by Flaywind. The ice wonderfully reflects the fire while the two birds fall deeper into the chasm.

    Morazzt stretchy vines are ineffectful as one of it get's sidestepped and the other one can't seem to get through a protective spell.

    Enadyotriatesserapenteexiepta rushes forwards and in a wild mass of crashing bites, two hits penetrate the tough outer chassis of the golem, and something inside it produces a distinctive loud Krcht'chunk sound and fills one of it's maws with...

    Spoiler: Enadyotriatesserapenteexiepta
    Show
    You hit the Alchemical golem in melee! And because of you're mystery roll of 3 you get... Heroism gas that tastes like fresh milk and gives you a +2 to hits, saves and skill checks for 10 minutes.


    The elf who get's heavily hit by Bommel takes a step back and get's shot at by the golem, but instead of damaging it, it seems the golem actually heals the elf.

    Spoiler: OOC
    Show
    Elf healing: (3d8+5)[21]


    Atna'or tu!

    Spoiler: Undercommon
    Show
    Drink you're potion, dammit!


    The elf who didn't get hit drinks a potion and disappears where he stood, the other one, getting a furious Bommel to the face, drops his small crossbow and draws a claw-like weapon to get rid of the Rabite.

    Spoiler: Attack against Bommel
    Show
    Attack: (1d20+10)[28] Crits on a 18
    Possible confirmation roll. (1d20+10)[19]
    Damage: (1d6+3)[6]
    If crit is confirmed get (3d6)[12] Sneak attack damage.


    The golem seems to want to hit the visible elf once again but only procures a distinctive HHHSSSSSSS sound while he stretches his other hand towards Enadyotriatesserapenteexiepta. Inside the golem bubbling and churning is heard, which then releases a torrent of flame trying to engulf the hydra.

    Spoiler: Enadyotriatesserapenteexiepta
    Show
    You get (4d6)[14] fire damage, Reflex save against 16 for half. Yes, the Heroism effect is already working.


    The birds, seeing two of they're kind fall chirp angrily and fly aggressively towards Feyella pecking at her!

    Spoiler: Feyella
    Show

    Attack 1: (1d20+8)[15]
    Damage 1: (1d8+6)[7] nonmagical piercing damage.
    Attack 2: (1d20+8)[14]
    Damage 2: (1d8+6)[12] nonmagical piercing damage.


    The alchemist at the bridge yells out towards Morazzt. "It means that I MADE IT! And it seems a good time to use my new and improved herbicide! Dark seeds!"

    He rummages around and throws three darkly colored seeds at Morazzt.

    Spoiler: Morazzt
    Show

    Touch attack 1: (1d20+5)[19]
    Touch attack 2: (1d20+5)[12]
    Touch attack 3: (1d20+5)[16]
    For every hit make a Will save against 13 or get
    1 (1d6)[2]
    2 (1d6)[4]
    3 (1d6)[1]
    damage.


    Spoiler: Bommel, Feyella, Morazzt, Enadyo, Nevral
    Show
    The golem looks weird, but you all know that golems are pretty sturdy (most of them have hardness) and it's pretty normal that they produce clunking or other sounds while they fight.


    Spoiler: Nevral, Feyella
    Show
    The golem seems to be pretty recently made (a new model, high hardness) it has diverse alchemical products on him that it seems to be programmed to disperse. (Per round it has one swift action and two "attacks" that it can use to release diverse alchemica.


    Spoiler: Nevral
    Show
    This is a highly theoretical golem construction (at least it was in you're day) and you're sure it's still not perfect and that it's able disrupt it's dispensing method by simply damaging it in melee, which inevitably will hit one of it's compartments. But it will then also affect the one that hit it.


    Spoiler: Updated map
    Show
    Quote Originally Posted by Ridai View Post
    No no no, not speaking while fighting. Speaking with the fighting!

    That rabite monk dive-blobbing you in the face, followed by hooking teeth into your belt and suplexing you is a woefully poorly understood way of remarking on how nice the weather is.

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

    Join Date
    Sep 2008
    Location
    Germany (GMT +1)

    Default Re: Jerry's entourage [IC]

    State of the Bommel: 57/73 HP
    Secret Techniques: [x] Burning Blade, [ ] Cloak of Deception, [ ] Shadow Jaunt, [ ] Sudden Leap
    Feeling: Raked on!


    The Shadow Ear puts up his fearsome fighting instruments like a boxer as he blobs and weaves, only for the big, uh, uhhh, angry gas and beverage machine to do something weird (as an aside, Bommel has heard the wild tales of the tall people communal dungeons known as taverns where many fights happen, so the machine is designated Monsieur Bartendeaux for now, befitting its status as a fierce Tavern Keeper, no doubt). The weird elf that just got a flaming earful gets shot by Bartendeaux!

    "Wha- hey- oh, hm" is heard as Bommel observes that the shot actually heals the weird elf. That must be what the humans are talking about when they mention doing shots! Bommel is learning so much today as he nods sagely towards Monsieur Bartendeaux.

    Then the other weird elf drinks something and disappears! "Hey- AHHH!" Bommel first wanted to complain and start sniffing out the escaped elf, only to be struck with an elven gardening tool, yelping more out of surprise than pain. He jumps reflexively, and given that is what rabites do best besides biting things, he blobs the weird elf right under the chin, followed by a spinning tornado of resounding ear slaps and a proper bite!

    Spoiler: Actions
    Show
    Full Action Full attack the visible weird elf! All attacks count as magic and adamantine, and deal nonlethal damage at no penalty. Power Attack -2 to-hit for +4 damage.
    Bite (1d20+15)[20], for (1d3+14)[15] physical damage
    Ear 1 (1d20+15)[19], for (1d2+8)[10] piercing and slashing damage
    Ear 2 (1d20+15)[25], for (1d2+8)[10] piercing and slashing damage
    Unarmed blob 1 (1d20+16)[30], for (1d2+8)[10] piercing and slashing damage
    Unarmed blob 2 (1d20+11)[21], for (1d2+8)[9] piercing and slashing damage
    Last edited by Ridai; 2023-10-26 at 03:10 PM.

  10. - Top - End - #10
    Firbolg in the Playground
     
    Metastachydium's Avatar

    Join Date
    Jul 2020

    Default Re: Jerry's entourage [IC]

    Morazzt the Mound plops back down upon the lower bridge with a plop both loud and literal, but none the worse for wear. If the ti-em dark seeds did something, Morazzt the Mound is yet to perceive it. No NEEd to bE RUDe! Morazzt the Mound complains, sounding more saddened than offended, before attemting the same maneuver as before. The weird man strikes Morazzt the Mound as someone who really needs that friendly hug, after all. ANYone In neeDof a HEAler's attenTIOn? the Mound inquires, in the meantime, keenly aware of how the fight going on all around may complicate matters.

    Spoiler: OOC
    Show

    Move action Jump straight up: (1d20+8)[15] against double DC;
    swift action extend vines all the way to 70';
    standard action double slam: (1d20+8)[11] for (3d6+4)[12] and
    (1d20+8)[20] for (3d6+4)[9]; with
    free action Improved Grab grapple if both hit: (1d20+13)[23]

  11. - Top - End - #11
    Dwarf in the Playground
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    Default Re: Jerry's entourage [IC]



    AC: 25 T: 19 F: 22 Init: +4 HP: 36/43 Saves: F: +4 R: +8 W: +4 Conditions: None
    Movement: 40', Swim 30', Fly(G) 80' Special: None
    Senses: Superior Low Light Vision, Dark Vision 60'; Perception: +13
    Defenses: Immune to Cold x2, Resist Cold 10, Vulnerable to Fiire
    Special: HiPS w/o cover (+Darkstalker), so long as not in equivalent to a daylight spell
    Martial Maneuvers: 8/10, Stances 4
    Spoiler: Buffs, Debuffs, Maneuvers and Stances
    Show

    Stance: Assassins Stance ( Assassins Stance, Deadly Dance, Frozen Body, Ice Body )

    Maneuvers:
    Cold Sign (CrySil) Boost (2/3)
    Counter Charge (Setting Sun) Counter
    Flower Wither Away (CrySil) Strike
    Frost Pillars (CrySil) Strike (1/1)
    Ghastly Dream of Death (BoL) Strike (0/1)
    Gifts to the Deceased (BoL) Strike
    Law of Mortality-Poisonous Moth (BoL) Strike (1/1)
    Midsummer Snow (CrySil) Counter (1/1)
    Mystic Cold Wind (CrySil) Strike (2/2)
    Shadow Jaunt (ShadowH) Strike (1/1)
    Strike of the Broken Shield (Setting Sun) Strike

    Effects:
    Assassins stance so +2d6 sneak damage

    Her last attack had worked... to an extent. But, several of her foes had resisted which was vexing. What was revealed was that the golem was perhaps the key player to all this encounter, but that she could not both move to get a clear shot at it and take that shot. The bomber was too high as well. She could target the remaining bird, but that felt like a waste.

    Not liking her options Fey decided to risk closing with the golem anyway, and thus help Enadyo who had covered for her. She unfurled her wings and few toward the golem to engage it directly for a bit with an icy touch as cold as her heart. She called out to Enadyo, "Mind a duet?" And then to the golem she sang, "A cold, cold wind's coming. With my ice your gears will be jammed and guming."


    Spoiler: Actions
    Show

    Fly and melee attack to the golem

    Swift: switch to assassin's stance
    Move: to H12 about 15' up, With 80' fly she should have movement to 'circle round' without triggering off more than one maybe/potential AoO. Note this should give both Fey and Enadyo flanking.
    Standard: Icy touch attack with sneak from flanking. if it hits she will recover a martial maneouver.
    to hit (touch): (1d20+11)[30] includes flank +2
    Damage (cold): (1d8+9)[12] + (2d6)[3] added cold sneak dmg - Yes, the golem is probably immune to this, but maybe not...


    Spoiler: OOC
    Show

    None

  12. - Top - End - #12
    Bugbear in the Playground
     
    D&DPrinceTandem's Avatar

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    Default Re: Jerry's entourage [IC]

    Nevral raises his staff once more, reciting a piece of his own legend in the Marru tongue. A silver glitter comes about the monstrous fellowship, which fades quickly leaving Nevral and his Allies quickened and empowered. “Feel the fury of 10,000 desert storms!
    The Jackal lord then draws a strangely viscous Silver potion, a Zyme, and only of Flaywind’s many heads turns an around to drink it. After drink the liquid, the Hell hound turned Hydra races past ally and foe alike, until she reaches the rear of the enemies Constructed monstrosity.
    Spoiler: OOC
    Show
    Actions
    Nevral Actions
    Standard Action: Cast Haste on up to 7 Allies (Self, Flaywind, Endayo, Feyella, Morazzt, and shadow [one remaining])
    Move Action: Draw Zyme of Speed

    Flaywind Actions
    Standard Action: Drink the Zyme of Speed
    Move Action: Move and Squeeze [Speed = 20 + 20 (Haste) + 30 (Zyme) = 70ft]
    [Flaywind] provokes AoO from [Golem] for moving through threatened Squares.

    following any possible AoO Nevral will use Swift Action: Healing Howl if Flaywind is heavily damaged.
    Quote Originally Posted by Flappeercraft
    NAAARUUUUTOOOOOOOO

  13. - Top - End - #13
    Ogre in the Playground
     
    RedWizardGuy

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    Default Re: Jerry's entourage [IC]

    Spoiler: OOC
    Show
    As mentioned I'll control Enadyo for now.


    Bommel heavily pummels the visible elf and is even able to bring him down, though it did feel like he really needed everything he had for it. Bommel can hear some distinctive splashing sound around him, kinda where the other elf disappeared, but he doesn't reappear.

    Feyella gracefully steps around the golem but with mechanical aprubt hastiness... It sprays some acid at her.

    Spoiler: Attack at Feyella
    Show
    Touch attack: (1d20+6)[24]
    Acid damage: (4d6)[17]


    Her attack though is succesful and her eyes seems to jam some golem components and also is freezing enough to let another compartment explode and shower the Fey with it's contents.

    Spoiler: Feyella
    Show
    Make a Fortitude save against 15 or get (1d8)[7] Constitution damage. This is a poison effect.


    Morazzt does hit with it vines this time which greatly startles the things thrower "OW, that HURT! Screw this, I'm not risking my life for this." He hastily runs away while drinking a potion.
    Spoiler: Thrower healing
    Show
    (1d8+1)[4]


    Nevrals mighty magic infuses everyone with greater speed and the jackal quickly finds himself at the golems side that doesn't react to Flaywinds approach.

    Enadyo's many heads spring forth again and pierces the golems hard metal once again, which sprays him with the same biting acid that was thrown at Feyella.

    The enraged birds seem to really hone in on the fey now, seemingly getting more and more furious.

    Spoiler: Attack against Feyella
    Show

    Attack 1: (1d20+10)[12]
    Damage 1: (1d8+6)[8]
    Attack 2: (1d20+10)[20]
    Damage 2: (1d8+6)[10]


    The golem however behaves quite strange, it points at Feyella and Flaywind but nothing seems to be happening. It seems that his concoctions have run out, probably because they violently exploded.

    Spoiler: Updated map
    Show
    Last edited by Alhallor; 2023-11-07 at 10:57 AM.
    Quote Originally Posted by Ridai View Post
    No no no, not speaking while fighting. Speaking with the fighting!

    That rabite monk dive-blobbing you in the face, followed by hooking teeth into your belt and suplexing you is a woefully poorly understood way of remarking on how nice the weather is.

  14. - Top - End - #14
    Titan in the Playground
     
    Ridai's Avatar

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    Default Re: Jerry's entourage [IC]

    Bommel tips the strange elf away from the long way down. But that leaves the mysteriously vanished strange elf. And the splashy sounds! Wobbling left and right, Bommel can't spot a thing, so instead his trusty nose is on the case. There is a little bit of regret involved in that deep breath in, all the acid getting thrown about on the bridge stinging his nose. If the others were closer, they'd see the silktail's face scrunch in a great many ways. Still, gotta look for the fire-firing meanie! And HROMP 'em!

    Spoiler: Actions
    Show
    Move Use Scent to maybe pinpoint the elf's location, should Bommel be that lucky. He also does a five-foot step towards the center of the outcropping he is on.

    Standard If Bommel is able to pinpoint the elf by happening to be within 5ft of them, he does a big ol' bite (with Power Attack -2/+4)!
    (1d20+15)[31], (1d3+14)[17] physical damage
    Last edited by Ridai; 2023-11-07 at 03:43 PM.

  15. - Top - End - #15
    Firbolg in the Playground
     
    Metastachydium's Avatar

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    Default Re: Jerry's entourage [IC]

    DIDn'T Mean to HurT yOU, SoRRy!! PleaSE ComE BaCk! Morazzt the Mound calls after the poor fleeing soul quite apologetically. That'd have been rude! But the man doesn't seem too interested in polite conversation anymore. That leaves one outstanding concern. That poor bird still seems rather agitated and it's taking out its frustration on poor Feyella! AnD YOU neED tO CALM doWn! Morazzt the Mound admonishes it, pulling back somewhat and trying for a hug, gentler than before this time.

    Spoiler: OOC
    Show

    Morazzt the Mound moves to S/T9/10,
    swift action extends those vines all the way,
    standard action NONLETHALLY slams the BIRDY twice: (1d20+5)[21] for (3d6+4)[11] NONLETHAL and
    (1d20+5)[17] for (3d6+4)[21] nonlethal,
    free action trying for an Improved Grab if both hit: [roll]1d20+13[roll] grapple

  16. - Top - End - #16
    Firbolg in the Playground
     
    Metastachydium's Avatar

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    Default Re: Jerry's entourage [IC]

    Spoiler: That Grapple Check,
    Show

    once more, with the correct tags: (1d20+13)[14]

  17. - Top - End - #17
    Ogre in the Playground
     
    RedWizardGuy

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    Default Re: Jerry's entourage [IC]

    The mighty Flaywind turned Pyrohydra get's a slight spray of... Drizzle by the golem who's seemingly beginning to run out of stuff to use.

    With him positioned favorably his many heads strike out, ripping into the golem. His many fangs aren't able to penetrate the hardy shell of the golem, but some fangs come through, hitting another compartment which... drenches the ones surrounding the golem in nice healing mist.

    Spoiler: Enadyo, Flaywind, Nevral, Feyella healing
    Show
    (6d8+10)[46]


    The golem then proclaims loudly. Out of Options, carry out self-destruction sequence. And the golem proceeds to simply jump off the bridge. You'll try to hit it while it get's away, but it's hard shell seems to be too hard to destroy it outright.

    Morazzt hits both remainig birds with his vines and retreaves the unconscious birds to avoid letting them fall.

    Bommel hears an invisible person (who he bit previously) curse heavily and retreat, the other elf he bommel'd unconscious is left behind.

    Spoiler: Loot
    Show
    You have 2 unconscious birds and one dark elf that has a magical crossbow, 20 bolts, magic studded leather armor, 3 potions and 25 gold in silver coins.


    After the battle you remind yourself how you even came to the situation in the first place.

    Spoiler: Updated map
    Show


    --------------------------In an unremarkable clearing in a unremarkable forest.------------------

    A lot of monsters and some shady-looking individuals have gathered here, seemingly all to met this tomato man called Jerry. He seems rather normal for a tomato man anyhow, the menagerie of others are a bit baffling you see some Mallards rubbing feathers with an enormous Ghast, who seems to have a Chobin as a companion, Jerry gives a flying bedsheet? a potion "go to the Laurent mountains and hoot three times, if someone comes to you give them this potion." Then points to the Ghast and Chobin "you come with me later." After having given several people seemingly random assignments he faces you as the few ones who are left.

    "Oh, hello! I have a rather serious quest for you, I have heard of you're desires and I'm certain I can help every one of you if you do a little thievery for me." Jerry raises a hand. "I know that sounds wrong at first but please hear me out. There is that dwarf Don Xeraan. He has been appointed leader of the dwarfhold Xeraania, newly named I heard and he has in possession massive amounts of wealth and I have also heard he has an "eye" out for diverse powerful magic items." Jerry intones eye rather loudly and looks decisively at Nevral while doing so.

    "He also has a hammer of Gnome in his possession if you can believe it! If you can get this hammer out of his possession and bring it to Golden square, a small independent village southwest of Xerania I'll help you with you're stuff and give you some rewards to boot. I'll also throw in this magic map that shows you the way towards Xerania, do we have a deal?"

    Spoiler: OOC
    Show
    Of course you have to accept this quest but of course you can still ask questions, haggle, whatever you deem appropiate for you're character.
    Quote Originally Posted by Ridai View Post
    No no no, not speaking while fighting. Speaking with the fighting!

    That rabite monk dive-blobbing you in the face, followed by hooking teeth into your belt and suplexing you is a woefully poorly understood way of remarking on how nice the weather is.

  18. - Top - End - #18
    Titan in the Playground
     
    Ridai's Avatar

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    Default Re: Jerry's entourage [IC]

    In the caves

    When the Shadow Ear sees they won, his face lights up and he proceeds to engage in a victory dance(?), seemingly consisting of bouncing, spin jumping, rolling, and sliding (along with a fair share of ear claps).

    "Yay, we beat the meanies!" And since the winner wins the reward, Bommel nabs the strange elf's magic items (and pats 'em on the head a few times). Mouth full with loot, he leeeeaps back onto the bridge where the others are, dumps the loot on the ground, and does more bouncing.

    "You all were all really strong and cool!" And if someone raises a hand, he resoundingly high-fives it with an ear. Go team!

    ----------------------------

    In the Presence of Jerry

    Now, thieving doesn't sound very Great Martial Artist-y, so Bommel gives Tomato Man Jerry his best squinty inquisitive look, while rubbing his imaginary chin in contemplation.

    Now this probably would have a greater effect if there wasn't also this very obvious twinkle in his eyes at the possibility of someone knowing where he can find what he is looking for, which would mean continuing his quest with some sort of direction!

    "Maybe I can do a wee bit of nabbing if you know where the Black Rabite is." After all, it will probably also be great challenge! And the dwarf has a whole dwarfhold named after them, and lots of money, so a hammer less shouldn't be too much of a problem for him!
    Last edited by Ridai; 2023-11-21 at 03:37 PM.

  19. - Top - End - #19
    Firbolg in the Playground
     
    Metastachydium's Avatar

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    Default Re: Jerry's entourage [IC]

    Quote Originally Posted by Ridai View Post
    In the caves"Yay, we beat the meanies!"
    AnD SAVED twO of THE BIrdS! Morazzt the Mound is quick to add, as if that were something they were actually trying to achieve.

    And if someone raises a hand, he resoundingly high-fives it with an ear. Go team!
    The Mound even does let a thick vine rise into the air, but then the Mound remembers what, exactly, happened the last time the Mound tried to taps someone gently. Case in point, the robed person still didn't came back, despite the Mound's previous pleading. The Mound lets the vine-arm flail feebly, and Bommel to do all the active high-oneing (as the case may be).

    In the Presence of Jerry
    Morazzt the Mound wants to trust this tomato man. This tomato man looks very friendly, has lots of friends and wants to help Morazzt the Mound help people. And that is good. Still, there is a concern scratching on and on in the deep recesses of Morazzt the Mound's big, green ball of a body. YOu don'T WaNT to hIT pEOple wiTh thaT haMMer, do YoU, MaSteR JeRRy, SIr? I hEar thAt Hurts.
    Last edited by Metastachydium; 2023-11-24 at 03:07 PM.

  20. - Top - End - #20
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: Jerry's entourage [IC]

    Impigo had always been there. It was the tremendous advantage of being invisible at will and becoming a boar at will. He'd had enjoy the company of Ridai and Morazzt as much as serious Imp could.
    He listened to Jerry's offer for a quest and one right on Impigo's line of work: thievery and burglary of magic items.

    Impigo nodded and answered with his thick accent.

    Well well, senor Jerry, consider that magic hammer gone and that dwarven eye poked!

    He made a flamboyant reverence and arranged his moustache.

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

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    Default Re: Jerry's entourage [IC]

    In the caves

    Bommel jumps and gives Morazzt an enthusiastic and resounding high five. The more it reverberates, the more friendship was put into the high five!

    ---------------------

    In the Presence of Jerry

    Bommel feels emboldened by the presence of The Moustache. He needs to contemplate its tactical advantages.

    And also wonder if rabite wool can emulate such wonders.

  22. - Top - End - #22
    Ogre in the Playground
     
    RedWizardGuy

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    Default Re: Jerry's entourage [IC]

    In the caves

    The high-five reverberates in a resounding "Blobobobobob" way because a wooly hand hits a wobbly vine.

    Jerry

    Towards Bommel. "Well I'm sure that you're nabbing will probably be succesful I don't know about how he'll defend his vault but I'm sure you can figure something out. You're information will of course be ready when you have the hammer."

    Towards Morazzt, in a bit of an honest shocked tone. "Hitting someone? Nonono, definitely not. I rather think that it contain some traces of Gnome's magic, it's probably still a minor magic item and I hope to restore it in a fashion. Give it back to Gnome. More something in that direction."

    Towards Impigo: "Good to have you well-spirited on the job. The dwarfs are known to be pretty friendly and welcoming. Good for trade you know? You may be a rather eclectic bunch but I'm pretty sure they won't be outright hostile if you don't give them any reason for it."

    Jerry gives you a piece of paper which has an arrow pointing decisively on a certain direction, no matter how you turn the map. Should you check it magically it seems to have a lesser version of the spell Find the Path imbedded.
    Quote Originally Posted by Ridai View Post
    No no no, not speaking while fighting. Speaking with the fighting!

    That rabite monk dive-blobbing you in the face, followed by hooking teeth into your belt and suplexing you is a woefully poorly understood way of remarking on how nice the weather is.

  23. - Top - End - #23
    Firbolg in the Playground
     
    Metastachydium's Avatar

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    Default Re: Jerry's entourage [IC]

    YoU MEan tO heLP?? I wILl Gladly hElP YOU Help! Morazzt gurgles at Jerry, letting those big vines undulate cheerfully in the air. Morazzt the Mound is all about helping!

  24. - Top - End - #24
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    Ridai's Avatar

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    Default Re: Jerry's entourage [IC]

    "Deal!" And Bommel shakes hands on it by way of jump-slapping Jerry's hand before he can reconsider. Even with said hand not being extended. No backsies in this forest!

    Balancing to see what is on the note, the Shadow Ear turns his rabite eyes in the direction to spot the hidden dwarfhold. He hops away at high speeds, briefly disappearing behind the trees. Only a few seconds later he blobs back to the group.

    "I think the dwarfy place is further away. So we are going traveling! Hi! I'm the Shadow Ear Bommel, Disciple of the Way of Many Ears, Seeker of the Black Rabite! I go by Bommel. Nice to meet you!" And he ear-waves enthusiastically as Shadow Ears most definitely do.
    Last edited by Ridai; 2023-12-14 at 04:33 PM.

  25. - Top - End - #25
    Ogre in the Playground
     
    HalfOrcPirate

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    Default Re: Jerry's entourage [IC]

    Impigo bows and then makes a flourish with his sting, a salute he learned in Maximo Strachetti's etiquette for fencers, fourth edition.

    The name is Impigo Montoya, my name freezes the blood of wizards everywhere! I'm the libertador of familiars and homunculus.

  26. - Top - End - #26
    Ogre in the Playground
     
    RedWizardGuy

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    Default Re: Jerry's entourage [IC]

    Jerry

    Bommel's hand hits Jerry's unprepared hand, thereby sealing the contract of getting Gnome's hammer for good.

    While chatting you follow the arrow, which leads you (perhaps after some checking) towards a cave. You rest for a day and continue to travel till you arrive at an intersection where you meet...

    Caves

    If you're checking the items of the weird elf you find out the following

    Spoiler: Items and OOC
    Show
    Normally you'd need a way to identify stuff, I'm just giving this to you to fast-forward a bit.

    The weird elf has a
    Hand-Crossbow +1 a
    Studded Leather armor +2
    20 normals bolts
    250 silver coins (25 gold)
    2 Poitions of Invisibility
    1 Enhanced drow poison (DC 15 or -2 dex, after one minute DC 15 or falling asleep for 1 hour)
    You can take them, you can also leave him at them.

    The two knocked out ragebirds are sleeping soundly.


    When you continue you're getting towards a well-maintained underground way. The walls looks smooth and seem to have been carved out, you can't really make out how well-traveled the way is.

    At a small side cave you see a small nearly burned down fire, besides is a fish person, with some clothes on who seems to be sleeping. You have been traveling quite a bit yourself and could probably also use a rest, but could still push further if you want to.

    Spoiler: Map
    Show
    Quote Originally Posted by Ridai View Post
    No no no, not speaking while fighting. Speaking with the fighting!

    That rabite monk dive-blobbing you in the face, followed by hooking teeth into your belt and suplexing you is a woefully poorly understood way of remarking on how nice the weather is.

  27. - Top - End - #27
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    Ridai's Avatar

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    Default Re: Jerry's entourage [IC]

    The Shadow Ear takes nothing of the loot, on account of his little bag being way too small for any of it, though he does briefly aim the hand crossbow, finding it not so handy since it is almost as big as he is himself.

    Later on, along hops Bommel, coming to a halt next to the campfire. Again, he can't add much of anything to the fire, but he does settle down beside it. Meaning he becomes a little flatter and rolls a little to the side, soaking in the warmth with a content look on his face.

    "Break time!" he declares.
    Last edited by Ridai; 2023-12-14 at 04:33 PM.

  28. - Top - End - #28
    Firbolg in the Playground
     
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    Default Re: Jerry's entourage [IC]

    After long and hard deliberation, Morazzt the Mound decides to take a farewell from the birds that would be quite tearful if Morazzt the Mound could actually secrete the fluids that make a farewell tearful. Their little strike team of hammer-retrieval is activelt heading towards danger which could be dangerous for the poor souls! Morazzt the Mound, therefore, puts them down very gently at a spot Morazzt the Mound deems reasonably safe, and quietly offers to carry the assorted gear retrieved instead.


    Morazzt the Mound is quick to echo Bommel's sentiment with a somewhat more muffled BReaK Time! of Morazzt the Mound's own, only making sure to raise the tip of a vine so as to caution the others not to make too much of a ruckus as Morazzt the Mound pokes at the fire and gathers the combustibles involved closer together with another (maybe that will help it burn better!). Morazzt the Mound had the occasion to experience that unlike Morazzt the Mound, other creatures do sleep and might get grumpy if disturbed – and that fish person looks very tired.

    Spoiler: OOC
    Show

    Fire resistence 11 hopefully makes that somewhat less bad an idea than it sounds.
    Last edited by Metastachydium; 2023-12-11 at 02:09 PM.

  29. - Top - End - #29
    Ogre in the Playground
     
    RedWizardGuy

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    Default Re: Jerry's entourage [IC]

    The fish person doesn't seem to wake up when the party settles, when Bommel and Morazzt declare "Break Time" however his eyes open and he gasps at the air, speaking some syllables in his blubbery language. "Gaarrabubulagh! Ohmhada, Shwarf!"

    Spoiler: OOC, for someone with Tongues or something
    Show
    They got me! Beware the Shwarf's!


    When the fish person seems to really wake up, with Morazzt sturdy vines getting the fire going again, it grasps for his trident, more for comfort than for anything else it seems and sits up halfway.

    Spoiler: Bommel
    Show
    By his movements you think he may be a fellow summer forest desert wind student, but not as advanced as you.


    "Greetings neighbors." It says, a bit taken aback. "It seems you are no enemy's of mine, I'm Grabralglagwoub" It hesitates a moment. "Woub would do fine, what are you doing on these old paths?" Woub nods thankfully to Morazzt, picks some mushrooms of a nearby wall and uses his trident to simmer them over the fire while talking.
    Quote Originally Posted by Ridai View Post
    No no no, not speaking while fighting. Speaking with the fighting!

    That rabite monk dive-blobbing you in the face, followed by hooking teeth into your belt and suplexing you is a woefully poorly understood way of remarking on how nice the weather is.

  30. - Top - End - #30
    Firbolg in the Playground
     
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    Default Re: Jerry's entourage [IC]

    Quote Originally Posted by Alhallor View Post
    The fish person doesn't seem to wake up when the party settles, when Bommel and Morazzt declare "Break Time" however his eyes open and he gasps at the air, speaking some syllables in his blubbery language. "Gaarrabubulagh! Ohmhada, Shwarf!"

    (…)

    "Greetings neighbors." It says, a bit taken aback. "It seems you are no enemy's of mine, I'm Grabralglagwoub" It hesitates a moment. "Woub would do fine, what are you doing on these old paths?"
    The fish person sounds almost like Morazzt the mound. This pleases Morazzt the Mound. The fish person gets a floppy vine-wave. GOOd to MeeET yOu, WOUB! I'm MORAZZT thE MounD! HERe to HeLp SOMEoNE HELp PEOpLE, so thEY'lL heLP US aftERWARDS! HOw abOUt YOU? the MOund gurgles with unconcealed enthusiasm.

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