Chapter 8: The Wormwrithings
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Apr 4, 2019 9:12 am
Melpomene peers down into the water, looking for a bottom...or something living within.
Rolls
Perception - (1d20+5)
(6) + 5 = 11
Apr 4, 2019 2:19 pm
Peering into the water, you can see that it's about 10 feet deep, but you can't see that it leads anywhere in particular.
Apr 4, 2019 6:05 pm
"At least we won't die thirsty," Hunter deadpans. "I'll spread out, away from Mai'ngor. It probably knows that I use magic, so it will try to limit my usefulness. While it's focused on me, that ought to leave the rest of you able to cast some spells upon it, and Mai'ngor's Light-saber ought to still be effective."
Hunter stands opposite of Mai'ngor, keeping to the flank of the entrance. She loads her crossbow for when the beholder's suppressive gaze falls upon her.
Hunter stands opposite of Mai'ngor, keeping to the flank of the entrance. She loads her crossbow for when the beholder's suppressive gaze falls upon her.
Apr 4, 2019 6:21 pm
Hunter considers the question. "If we live, we'll need that central eye, so avoid that. All the other eyes are fair game, I figure."
Apr 5, 2019 2:14 pm
You wait at the end of the tunnel for some time and nothing happens. After almost two hours of tense waiting, the ground beneath your feet begins to shake and dust falls from the ceiling. What do you do?
OOC:
You'll gain the benefits of a short rest in this timeApr 5, 2019 4:17 pm
"Well, here we go," Hunter says, accepting the inevitable. "I somehow doubt that thing is going to float through the doorway, but the question then becomes, is it coming from above, below, or the side?"
She pulls the hood of her piwafwi over her head, and tries to press against the cavern wall.
She pulls the hood of her piwafwi over her head, and tries to press against the cavern wall.
[ +- ] [url=https://gamersplane.com/characters/dnd5/1194/
Hunter's Stats[/url]"]Armor Class 12 (Bracers of Defense)
Hit Points 62/62 (7/10d6+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
Armor Proficiencies None
Weapon Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows
Tool Proficiencies None
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 0/1 long rest
Sorcery Points 3/10 long rest
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 (2/3 slots) Alter Self, Maximilian's Earthen Grasp
-- 3rd level (0/3 slots) Counterspell, Dispel Magic, Erupting Earth
-- 4th level (1/3 slots) Banishment
-- 5th level (0/2 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 None
Hit Points 62/62 (7/10d6+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
Armor Proficiencies None
Weapon Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows
Tool Proficiencies None
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 0/1 long rest
Sorcery Points 3/10 long rest
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 (2/3 slots) Alter Self, Maximilian's Earthen Grasp
-- 3rd level (0/3 slots) Counterspell, Dispel Magic, Erupting Earth
-- 4th level (1/3 slots) Banishment
-- 5th level (0/2 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 None
Last edited April 5, 2019 4:21 pm
Rolls
HD Recovery - (3d6+6)
(643) + 6 = 19
Stealth, Advantage - (1d20, 1d20)
1d20 : (20) = 20
1d20 : (9) = 9
Apr 5, 2019 6:49 pm
"Either it's decided we're not worth it and is not coming, or it's toying with us." Mai'ngor does the same with his piwafwi. "I suggest we take turns watching and resting."
OOC:
Attempt a long rest?Rolls
Stealth - (1d20+5, 1d20+5)
1d20+5 : (16) + 5 = 21
1d20+5 : (1) + 5 = 6
Apr 8, 2019 4:13 pm
As you discuss your options, the chamber you're in shakes even more. A few minor cracks appear in the ceiling and you get the feeling that the room is going to collapse rather soon.
Apr 8, 2019 4:25 pm
"I guess that settles it," says Hunter. She starts for the tunnel to try and escape the cave-in.
Apr 9, 2019 3:59 am
"I guess I can flight, harass it from another direction? Maybe that will help distract? Or I can see where that pool leads, if anywhere."
OOC:
Does shifting count as magic? Would I drop form if the eye looked at me?Apr 9, 2019 2:16 pm
Racing down the tunnel, it keeps shaking worse and worse. Rubble falls from the ceiling, clouds of dust and debris choking you as you race toward where you know the beholder must be. You finally emerge from the cave at the bottom of the chasm. About 60 feet from you, floating twenty feet in the air are the beholder and his wizard minion with the eyes tattooed all over his head. What do you do?
OOC:
According to the lead designer of 5e, you'd lose the shapeshift form while the beholder is looking at you. Once it looks away, you'd take your animal form.Apr 9, 2019 5:12 pm
Hunter looks for somewhere to run. She sends a crossbow bolt flying towards the wizard as she moves.
[ +- ] [url=https://gamersplane.com/characters/dnd5/1194/
Hunter's Stats[/url]"]Armor Class 12 (Bracers of Defense)
Hit Points 62/62 (7/10d6+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
Armor Proficiencies None
Weapon Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows
Tool Proficiencies None
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 0/1 long rest
Sorcery Points 3/10 long rest
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 (2/3 slots) Alter Self, Maximilian's Earthen Grasp
-- 3rd level (0/3 slots) Counterspell, Dispel Magic, Erupting Earth
-- 4th level (1/3 slots) Banishment
-- 5th level (0/2 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 None
Hit Points 62/62 (7/10d6+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
Armor Proficiencies None
Weapon Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows
Tool Proficiencies None
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 0/1 long rest
Sorcery Points 3/10 long rest
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 (2/3 slots) Alter Self, Maximilian's Earthen Grasp
-- 3rd level (0/3 slots) Counterspell, Dispel Magic, Erupting Earth
-- 4th level (1/3 slots) Banishment
-- 5th level (0/2 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 None
Rolls
Light Crossbow, Piercing Damage - (1d20+4, 1d8)
1d20+4 : (20) + 4 = 24
1d8 : (2) = 2
Crit? - (1d8)
(3) = 3
Apr 12, 2019 2:33 pm
Hunter catches the flying wizard by surprise as her bolt grazes his arm. Blood pours out of the wound and soaks his robe sleeve. You all scatter, hoping that doing so will split the focus of the deadly monster and his minion.
Shedrak: 5 damage taken, twenty feet above the floor
Karazikar: 0 damage taken, twenty feet above the floor
OOC:
You guys win the initiative, so go ahead and take your turns!Shedrak: 5 damage taken, twenty feet above the floor
Karazikar: 0 damage taken, twenty feet above the floor
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