Then as the sound reaches the north edge of the clearing, all falls silent. Then a shivering water nymph crawls out of the underbrush. Her long aqueous hair clinging loosely to her body. It’s once beautiful blue swirling with pure black corruption. Her skin is unhealthily pale and seems slick with sweat. With eyes full of tears and fear she locks eyes with Inquisitor. Pure desperation and exhaustion evident in her expression, which brings Inquisitor to her lack of legs. Which have appeared to crumbled away. Though she tries to claw her way closer she collapses and ceases to move. Her breath becoming short. As the seconds tick by nothing more occurs.
Manor of Origin (REDUX)
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Then as the sound reaches the north edge of the clearing, all falls silent. Then a shivering water nymph crawls out of the underbrush. Her long aqueous hair clinging loosely to her body. It’s once beautiful blue swirling with pure black corruption. Her skin is unhealthily pale and seems slick with sweat. With eyes full of tears and fear she locks eyes with Inquisitor. Pure desperation and exhaustion evident in her expression, which brings Inquisitor to her lack of legs. Which have appeared to crumbled away. Though she tries to claw her way closer she collapses and ceases to move. Her breath becoming short. As the seconds tick by nothing more occurs.
The creature has finally revealed itself, and it does not bode well. It’s skin is dark, border on pure black. It’s legs and arms seem to be covered in thick black chitin. It’s hair is a long pure white, with regal facial features and long ears. It’s eyes are a pure red that seem to radiate hatred. It is half again as tall as Inquisitor, with thick muscular body. Four spider legs appear to have sprouted from its back. Finally in the center of its chest is a purple orb that pulses along with what might be its heart.
It locks eyes with Inquisitor and gives a downright evil grin. "Not very heroic are ya? Poor thing died watching you stare at her."
Rolls
Banshee: Initiative - (1d20-1)
(12) - 1 = 11
Luc Méliès: Initiative - (1d20+1)
(12) + 1 = 13
Louis Dupont: Initiative - (1d20+4)
(15) + 4 = 19
Joy of Malice: Initiative - (1d20+3)
(14) + 3 = 17
Gharn: Initiative - (1d20+1)
(4) + 1 = 5
Secret Roll
Rolls
Eris to hit (advantage from stealth?) - (2d20H1+9)
(613) + 9 = 22
Eris damage - (2d6+4)
(63) + 4 = 13
Rolls
Ranged Spell Attack, radiant damage - (1d20+6, 4d6)
1d20+6 : (11) + 6 = 17
4d6 : (2214) = 9
Only to immediately get shot in the shoulder by Chariot, the smirk shifting to a scowl as crimson blood begins to ooze from the wound.
"I’ll enjoying hearing you scream for the help that will never come.
Rolls
Eris to hit (deadeye shot) - (2d20H1+9)
(1110) + 9 = 20
Eris damage - (2d6+4)
(42) + 4 = 10
In response to that as he strides to engage Inquisitor in melee, the two left spider legs come together as he spits a thin thread of silk in between them. He then spits out a condensed silk arrow which he proceeds to fire toward Chariot. The logistics of it don’t quite make sense, and looks highly disturbing, but it doesn’t change the fact that an arrow is whistling toward Chariot.
At high speed he collided with Inquisitor, his clawed chitinous hands slashing out at his arms while his two remaining spider legs lash at his face. Looking absolutely elated all the while.
Hp:(?-23)
AC:19
The arrow embeds itself into Chariot side, which in itself is pretty bad, but it’s the subsequent burning that fills his blood that is truly concerning. Seeing the look of agony on Chariot’s face causes the creature to falter its focus, which allows Inquisitor the moment he needs to weave his head between the strikes of the legs while his new and improved shield bats away the things hands.
Rolls
Web Arrow V. Chariot - (1d20+6)
(12) + 6 = 18
Claws V. Inquisitor - (1d20+6)
(14) + 6 = 20
Spider Legs V. Inquisitor - (1d20+6)
(13) + 6 = 19
Spider Silk Damage - (1d8+3)
(5) + 3 = 8
Spider Poison Damage - (1d8)
(7) = 7
Rolls
Eris to hit - (1d20+9)
(3) + 9 = 12
"Booming blade! Gosh you're an ugly twat!" he says and assumes a defensive position.
Rolls
Broadsword - Attack - (1d20+6)
(17) + 6 = 23
Broadsword - Damage - (1d8+4)
(2) + 4 = 6
Without saying a word and being as subtle as possible he begins to weave an illusion around the nightmare spiderman.
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Inquisitor however sees the thing start stomping randomly while they circle each other. It looks quite stupid.
Rolls
Intelligence Save - (1d20+1)
(2) + 1 = 3
Psychic Damage - (1d6)
(2) = 2
Rolls
Cure wounds, level 2 - (2d8+4)
(74) + 4 = 15
Healing Word, level 2 - (2d4+4)
(41) + 4 = 9
Rolls
Eris to hit (deadeye shot) - (2d20H1+9)
(187) + 9 = 27
Eris damage - (2d6+4)
(33) + 4 = 10
Being in a melee with Inquisitor renders the spider bow next to useless, so it winds up a haymaker and attempts to shove Inquisitor to the ground.
The blow connects to Inquisitor’s shield, the force of the impact causes the ground to crack beneath Inquisitor’s feet. His knees almost buckle under the sheer strength of the monster, but he grits his teeth and continues to stand tall.
The creature spits in disappointment while lashing out with its spider legs and going for what appears to be a headbutt.
Undeterred by the beasts agility and strength, Inquisitor one again bashes the spider legs away with his shield, and smashes the pommel of his sword into its face causing it to cringe back and abort whatever it was attempting to do to him.
AC(19)
HP ?-41
Rolls
Gharn Graycastle: Athletics - (1d20+6)
(9) + 6 = 15
Joy of Malice: Athletics - (1d20+6)
(9) + 6 = 15
Spider Legs V. Inquisitor - (1d20+6)
(14) + 6 = 20
Crunch V. Inquisitor - (1d20+6)
(9) + 6 = 15
2 necromancy
Casting Time: 1 action
Range: 60 feet
Target: A creature within range
Components: V S
Duration: Up to 1 minute
Classes: Warlock, Wizard
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
Rolls
Ranged Spell Attack - (1d20+6)
(13) + 6 = 19
He takes a moment to consider what he can do without drawing attention to himself. Then briefly is circuits glow silver. A large oil drum with a fuse sticking out of it flickers into reality behind the creature. It appears the range of the Silver Screen has improved. He leaves the option of what to do with the trap up to the rest, he goes back into cover behind his tree.
Gharn shouts, hoping that the oil barrel didn't go unnoticed by his companion. He once again attacks the fuglcker, his sword crackling with blue streaks of lightning.
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first melee attack you make on your next turn that hits, the target gets an extra 1d6 damage of the triggering type and the spell ends.{1/2damage taken - +1d6 on next attack}
Rolls
Broadsword - Attack - (1d20+6)
(14) + 6 = 20
Broadsword - Damage - (1d8+4)
(8) + 4 = 12
Rolls
Eris to hit - (1d20+9)
(16) + 9 = 25
Eris damage?? - (2d6+4)
(33) + 4 = 10
Only for a wave of black and white fire and metal shrapnel to wash over the creature, Inquisitor, and Banshee.
Though some of the fire and force has been bled off after going through Inquisitor and the creature before reaching Banshee.
Rolls
Gharn Graycastle: Con - Save - (1d20+4)
(14) + 4 = 18
Banshee: Constitution save - (1d20+2)
(7) + 2 = 9
The Joy of Malice: Con-Save - (1d20+3)
(7) + 3 = 10
Fire damage V. Inquisitor/The Joy of Malice - (6d6)
(644366) = 29
Sonic Damage V. Inquisitor/The Joy of Malice - (2d6)
(65) = 11
Fire damage V. Banshee - (6d4)
(331332) = 15
Sonic damage V. Banshee - (2d4)
(33) = 6
Inquisitor, fully expecting this, raises his new shield to take the explosion head on, a coat of magic ready to absorb the heat. As the explosion hits him he grits his teeth as his ears begin to ring from the force rattling his skull. Other than a few minor burns and a hyper charged sword ready to swing, Inquisitor continues to stand tall.
Banshee however did not get of lightly. Despite being out of the immediate blast zone, the explosion did more than a little damage to her. A lot of her flesh has become blistered and red, loose cloth has been throughly charred, and a trickle of blood comes from her ears from slightly ruptured ear drums.
Despite it being in obvious pain it continues its assault upon Inquisitor, all of its legs coming at him from all angles, and it’s now charred face leaning in to bite at his throat.
Inquisitor manages to fend of the majority of the monstrosity’s assault, though one of its legs finds purchase across Inquisitor’s leg. However the cut is much shallower than it should be. As if in response to this a black shroud of energy seems to shatter across its form.
HP (?-81)
AC:19
Rolls
Spider Legs V. Inquisitor - (1d20+6)
(16) + 6 = 22
Spider Legs V. Inquisitor - (1d20+6)
(9) + 6 = 15
Crunch V. Inquisitor - (1d20+6)
(4) + 6 = 10
Slashing damage - (1d8+3)
(2) + 3 = 5
Con Save - (1d20+3)
(13) + 3 = 16
Wisdom Save - (1d20+2)
(8) + 2 = 10