Chapter 8: The Wormwrithings
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Oct 27, 2018 1:11 am
OOC:
I've marked your destination with a green arrow. You are headed to the Wormwrithings, which requires you to pass through this cavernNov 1, 2018 6:08 pm
Xeliss taps her golem and has it follow behind Mai’ngor.
Last edited November 3, 2018 3:25 am
Nov 1, 2018 6:59 pm
Moving through the tunnel, you once again find yourselves in the same room where you found the dwarven and drow prisoners. Sarith is already in here waiting for you.
Elayna stays with the troglodyte prisoner, who constantly looks worriedly toward the source of the sounds of battle with a look of what appears to be longing on her face.
Elayna stays with the troglodyte prisoner, who constantly looks worriedly toward the source of the sounds of battle with a look of what appears to be longing on her face.
Nov 5, 2018 4:50 pm
Hunter pantomimes tip-toeing to the troglodyte outpost in chamber #7, before pointing to the troglodyte prisoner with narrowed eyes and putting a finger to her lips.
Nov 7, 2018 12:40 am
Melpomene nods her agreement and understanding of the plan and prepares to follow.
Nov 7, 2018 1:21 am
You enter the outpost once more and find that it's the same as you left it. Four troglodyte corpses are still on the ground here.
Map
Map
Nov 7, 2018 1:33 am
Hunter points to the northern tunnel, reasoning that the party can skirt around the conflict.
Nov 7, 2018 2:09 pm
Moving into the adjacent chamber, you find that it's completely dark. Stalactites and stalagmites dominate the room, making it difficult to traverse.
Map
Map
Nov 7, 2018 4:18 pm
Mindful that things might be lurking behind cover, Hunter pans her darkvision around.
Rolls
Perception - (1d20+5)
(6) + 5 = 11
Nov 7, 2018 5:56 pm
As Hunter's eyes sweep the gloomy room, she doesn't spot any danger hidden within.
Nov 7, 2018 6:15 pm
Hunter points for the tunnel on the far side, and gestures for others to start moving. She waits a bit so as to be nearer to the middle or back of the group.
Nov 8, 2018 8:33 pm
Surprise: Enemies
As you reach the halfway point of the room, you are caught off guard as the stalagmites and stalactites come to life.
Two of the stalagmites in the room 'open' to reveal a large eye and fang-filled maw. The rocky ground comes to life as they raise numerous tentacle-like appendages and begin attacking those within the room. (Everyone except the dwarves, Elayna, and the prisoner)
R1 grabs hold of Mai'ngor with its tentacles (19 vs AC) and pulls him close, biting at him with its large mouth. Mai'ngor manages to pull his head away just in time to prevent it from being removed from his shoulders.
R2 grabs hold of Hunter (17 vs AC) and pulls her close, closing its jaws on her arm (24 vs AC. Damage: 22)
Four of the stalactites above open their eyes and drop on your party from the ceiling. These appear to be much smaller than their counterparts.
One of them strikes Hunter right atop her head, sending her straight to the ground as it rips her from the stalagmite's grip, blood pooling beneath her (Critical Hit vs AC. Damage 42)
Another falls just next to Mai'ngor, narrowly missing.
A third strike Melpomene in the shoulder as it passes (13 vs AC. Damage: 21)
The fourth and final one narrowly misses Sarith, who dives aside just before it would have hit him.
As you reach the halfway point of the room, you are caught off guard as the stalagmites and stalactites come to life.
Two of the stalagmites in the room 'open' to reveal a large eye and fang-filled maw. The rocky ground comes to life as they raise numerous tentacle-like appendages and begin attacking those within the room. (Everyone except the dwarves, Elayna, and the prisoner)
R1 grabs hold of Mai'ngor with its tentacles (19 vs AC) and pulls him close, biting at him with its large mouth. Mai'ngor manages to pull his head away just in time to prevent it from being removed from his shoulders.
R2 grabs hold of Hunter (17 vs AC) and pulls her close, closing its jaws on her arm (24 vs AC. Damage: 22)
Four of the stalactites above open their eyes and drop on your party from the ceiling. These appear to be much smaller than their counterparts.
One of them strikes Hunter right atop her head, sending her straight to the ground as it rips her from the stalagmite's grip, blood pooling beneath her (Critical Hit vs AC. Damage 42)
Another falls just next to Mai'ngor, narrowly missing.
A third strike Melpomene in the shoulder as it passes (13 vs AC. Damage: 21)
The fourth and final one narrowly misses Sarith, who dives aside just before it would have hit him.
OOC:
I rolled all of my targets randomly, so I apologize if it feels like I'm picking on you[ +- ] Enemy Stats
Roper 1: 93/93, AC 20 (One tentacle grappling Mai'ngor)
Roper 2: 93/93, AC 20 (One tentacle grappling Hunter)
Piercer 1: 12/22, AC 15
Piercer 2: 12/22, AC 15
Piercer 3: 12/22, AC 15
Piercer 4: 12/22, AC 15
Roper 2: 93/93, AC 20 (One tentacle grappling Hunter)
Piercer 1: 12/22, AC 15
Piercer 2: 12/22, AC 15
Piercer 3: 12/22, AC 15
Piercer 4: 12/22, AC 15
OOC:
Your turn!Nov 8, 2018 8:58 pm
Hunter barely has time to react as the environment seemingly twists maddeningly around her. "Look out!" she cries at Melpomene, voice now audible as eddies of magic spiral from the pop of the last pink bubble.
The sorcerer then hits the ground hard, unconscious.
The sorcerer then hits the ground hard, unconscious.
OOC:
Reaction to use Bend Luck against the attack roll on Melpomene, applying 1d4 as a penalty.[ +- ] [url=https://gamersplane.com/characters/dnd5/1194/
Hunter's Stats[/url]"]Armor Class 12 (Bracers of Defense)
Hit Points 0/62 (10d6+20)
Speed 30 ft.
STR 10 (+0); DEX 10 (+0); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 20 (+5)
Saving Throws Con +6, Cha +9
Skills Arcana +5, Deception +9, History +5, Intimidation +9, Perception +5, Persuasion +9
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Dwarvish, Elvish, Goblin, Orc
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put Hunter to sleep.
Daemonic Research Advantage on Intelligence (Arcana) checks regarding demons.
Tides of Chaos 1/1
Sorcery Points 6/10
Distant Spell 1 sorcery point to double range of spells, or extend touch spells to 30 ft.
Empowered Spell 1 sorcery point to reroll up to 5 damage dice for spells; can combine with other Metamagic.
Extended Spell 1 sorcery point to double duration of spells that are 1 minute or longer, up to 24 hours.
Spellcasting. Hunter is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). She knows the following sorcerer spells:
Cantrips (at will): Chill Touch, Mage Hand, Message, Mold Earth, Prestidigitation, Shocking Grasp
1st level (3/4 slots): Catapult, Magic Missile, Shield
2nd level (3/3 slots): Alter Self, Maximilian's Earthen Grasp
3rd level (3/3 slots): Counterspell, Dispel Magic, Erupting Earth
4th level (3/3 slots): Banishment
5th level (1/2 slots): Synaptic Static, Wall of Stone
Actions:
-- Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d8 piercing damage
-- Dagger (2) Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4 piercing damage.
-- Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage, or 1d8 bludgeoning damage if used with two hands to make a melee attack.
Bonus Actions:
-- Creating Spell Slots Convert sorcery points into one spell slot (see chart)
-- Converting a Spell Slot to Sorcery Points Expend one spell slot to gain sorcery points equal to slot's level.
Reactions:
-- Bend Luck 2 sorcery points to roll 1d4 and apply as a bonus or penalty to any creature's attack roll, ability check, or saving throw.
Conditions Unconscious
Hit Points 0/62 (10d6+20)
Speed 30 ft.
STR 10 (+0); DEX 10 (+0); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 20 (+5)
Saving Throws Con +6, Cha +9
Skills Arcana +5, Deception +9, History +5, Intimidation +9, Perception +5, Persuasion +9
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Dwarvish, Elvish, Goblin, Orc
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put Hunter to sleep.
Daemonic Research Advantage on Intelligence (Arcana) checks regarding demons.
Tides of Chaos 1/1
Sorcery Points 6/10
Distant Spell 1 sorcery point to double range of spells, or extend touch spells to 30 ft.
Empowered Spell 1 sorcery point to reroll up to 5 damage dice for spells; can combine with other Metamagic.
Extended Spell 1 sorcery point to double duration of spells that are 1 minute or longer, up to 24 hours.
Spellcasting. Hunter is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). She knows the following sorcerer spells:
Cantrips (at will): Chill Touch, Mage Hand, Message, Mold Earth, Prestidigitation, Shocking Grasp
1st level (3/4 slots): Catapult, Magic Missile, Shield
2nd level (3/3 slots): Alter Self, Maximilian's Earthen Grasp
3rd level (3/3 slots): Counterspell, Dispel Magic, Erupting Earth
4th level (3/3 slots): Banishment
5th level (1/2 slots): Synaptic Static, Wall of Stone
Actions:
-- Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d8 piercing damage
-- Dagger (2) Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4 piercing damage.
-- Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage, or 1d8 bludgeoning damage if used with two hands to make a melee attack.
Bonus Actions:
-- Creating Spell Slots Convert sorcery points into one spell slot (see chart)
-- Converting a Spell Slot to Sorcery Points Expend one spell slot to gain sorcery points equal to slot's level.
Reactions:
-- Bend Luck 2 sorcery points to roll 1d4 and apply as a bonus or penalty to any creature's attack roll, ability check, or saving throw.
Conditions Unconscious
Rolls
Bend Luck penalty - (1d4)
(1) = 1
Death Save - (1d20)
(13) = 13
Nov 9, 2018 12:51 am
Melpomene turns just as Hunter calls out and the creature narrowly misses her. She reaches a hand to touch her friend, and warm golden light flows into her as she sings. Seeing the wounds begin to close, she turns to Mai'ngor and chants,
"Falling gnashing teeth
Will fall in turn to your blade
Strike true, save us all"
"Falling gnashing teeth
Will fall in turn to your blade
Strike true, save us all"
[ +- ] The deets
Casting Cure Wounds at third level on Hunter, then bonus action to inspire Mai'gnor (1d8 to an attack or save)
Rolls
Cure wounds level 3 - (3d8+5)
(162) + 5 = 14
Nov 12, 2018 10:16 am
Mai'ngor twists in the tentacled grip and thrusts Sinag two-handed twice into the monster's maw.
Action: Sinag Attack
OOC:
Bonus Action: War DanceAction: Sinag Attack
Rolls
Sinag 2-handed vs. Roper 1 - (1d20+11, 1d10+9)
1d20+11 : (6) + 11 = 17
1d10+9 : (1) + 9 = 10
Extra Attack: Sinag 2-handed vs. Roper 1 - (1d20+11, 1d10+9)
1d20+11 : (6) + 11 = 17
1d10+9 : (9) + 9 = 18
Bardic Inspiration applied to 2nd attack - (1d8)
(5) = 5
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