Admiral's Story

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Jun 14, 2023 2:17 pm
OOC:
Okay strength it is. Let's say the Hex took effect after the Nightmare slammed his fists down.
Note: I may have added some more to the above post AFTER your last post.
One of Taresh's kicks lands across the creature's jaw, and then the monk agilely lands next to the creature.
OOC:
Admiral is up next...
Admiral--Current HP: 27, Temp HP: 7, Spell Slots: 0/2, Current PP: 3, Pact Tally: 12/400
Taresh--Current HP: 45, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 71
Jun 15, 2023 12:57 pm
Nimble and sure-footed but more at home on the slick, unstable deck of a ship caught in a storm than in a quaking cave full of falling stones and rubble, Admiral is just able to maintain his footing as he scrambles from one pile of rubble to another moments before the first collapses. Frustrated that his previous attack missed, he spits another curse at the Nightmare and launches himself at the hulking monstrosity with a hiss, drawing on more of Reaver’s power as he viciously slashes at its legs.
OOC:
Placing Hexblade’s curse on the Nightmare as a bonus action and then taking a stab at it with Reaver (and giving myself advantage by spending 2 PP, for good measure)

Oops! Sorry, I just realised I forgot to uncheck minor edit last night
Last edited June 16, 2023 4:34 am

Rolls

Acrobatics - (1d20+4)

(5) + 4 = 9

Reaver to hit (advantage) - (2d20H1+6)

(85) + 6 = 14

Reaver damage - (1d6+4+2)

(3) + 6 = 9

Hex damage - (1d6)

(6) = 6

Jun 18, 2023 7:01 pm
Reaver squarely slashes the creatures leg causing it to step back as a hiss lets out it's tooth filled maw. Skeev takes the opportunity to run between the creature's legs as it steps back. The goblin pulls the visible boot out of the rubble, revealing the other boot. He pours debris out of both of the boots to find there is nothing more within. So he hurredly digs through the stone to find any other signs of the Hound's possessions.

You can feel the Nightmare trying to probe your mind.

One of the creature's tentacles lashes out at Taresh, while it's claw swipes at you.
OOC:
Please make a wisdom check.

Ccontinued after rolls...
Admiral--Current HP: 27, Temp HP: 7, Spell Slots: 0/2, Current PP: 1, Pact Tally: 14/400
Taresh--Current HP: 45, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 56

Rolls

Nightmare: Tentacle Attack-Taresh - (1d20+5)

(2) + 5 = 7

Nightmare: Tentacle Damage-Taresh - (2d6+5)

(32) + 5 = 10

Nightmare: Claw Attack-Admiral - (1d20+6)

(14) + 6 = 20

Nightmare: Claw Damage-Admiral - (2d6+5)

(33) + 5 = 11

Taresh Wisdom Save (DC 15) - (1d20+2+3)

(15) + 5 = 20

Skeev: Wisdom Check (DC 15) - (1d20+2+3)

(4) + 5 = 9

Jun 18, 2023 7:05 pm
Taresh ducks under the tentacle and comes up after it with a firebolt attack on the beast. But the bolt flies over the beast's shoulder.

Skeev, while searching through the rubble, gets excited when he uncovers the Hound's scabbard attached to pieces of his belt. Pulling it out, his eyes go wide when dangling from the belt is the large key he was searching for. He snatches the key, excitedly grasping it tightly in his hand. Then...his pleased-with-himself facial expression suddenly fades and a glossy dazed look replaces it. His previously urgent movements slow. He stands, turns around, and walks toward the rotting heap with a zombie-like awareness.

The Nightmare's claw swipes you. You catch the claw with Reaver and the Nightmare pushes you back (for a loss of 11 HP).

Skeev, while searching through the rubble, gets excited when he uncovers the Hound's scabbard attached to pieces of his belt. Pulling it out, his eyes go wide when dangling from the belt is the large key he was searching for. He snatches the key, excitedly grasping it tightly in his hand. Then...his pleased-with-himself facial expression suddenly fades and a glossy dazed look replaces it. His previously urgent movements slow. He stands, turns around, and walks toward the rotting heap with a zombie-like awareness.


Admiral--Current HP: 23, Temp HP: 0, Spell Slots: 0/2, Current PP: 3, Pact Tally: 14/400
Taresh--Current HP: 45, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 56

Rolls

Taresh: Firebolt Attack - (1d20+2)

(3) + 2 = 5

Taresh: Firebolt Damage - (1d10)

(2) = 2

Jun 19, 2023 3:51 am
OOC:
Here's the wisdom save and a concentration check for Hex...

Uh oh.
Last edited June 19, 2023 3:51 am

Rolls

Wisdom save - (1d20+3+3)

(5) + 6 = 11

Constitution save - (1d20+1)

(15) + 1 = 16

Jun 19, 2023 4:34 pm
The force of the push sends you flying backward, but you stumble onto a comfortable pile of sails on deck that were seized from another captured ship. Sherwood grumbles as you land in the pile that he has been mending. "Come now!" he says, "Don't be gettin' in me way. I want to be done with this mess. Swim or don't swim already!"

Dharzal who tried to push you off deck into the water laughs and steps onto the sails after you, "Settle down peg-leg. It's not the kitten's fault you're too old for any fun. Anyway, a break might help you from being such a miserable curmudgeon old sea dog."

Dharzal then looks down at you and more sincerely says, "Admiral, you’re gonna have to learn to swim if you’re gonna be a pirate. Whiskers or not, no pirate can shy from getting wet."

First-mate Tarron walks by and snarls a bitter jibe, "Don't waist your time on that one. He'll never survive a pirate life. Can't figure why the captain keeps him around." He kicks away the sword that fell out of your hand during your fall. You notice that Tarron holds a large key...it looks familiar to you...but you have never seen it on the ship and can't imagine what it's for.

Sherwood grumbles as he limps off, his peg leg thudding heavily against the deck. Dharzal joins you and lays down on the sails. He sighs and breaths in the air. It is indeed comfortable on these sails and the sun mixed with the blowing sea breeze is quite soothing. You think you would like to rest here in the sun for a while.
OOC:
You may roleplay in this dream a little. You can describe what Admiral does, mostly believing it is all real, but also a little suspicious of the key that Tarron holds. The scenario comes from real memories of Admiral. Please roll another Wisdom save too.
Jun 20, 2023 12:35 am
Admiral snuggles deeper into the pile of sun-warm canvas, hoping to nap away the rest of the afternoon and not get wet, but frowns. "Dharzal?" he says, "What was that key Tarron was holding? It seemed sort of… familiar."

Rolls

Wisdom save - (1d20+3+3)

(18) + 6 = 24

Jun 20, 2023 2:05 am
"This key?" asks Dharzal. Laying near you on the canvas, he opens his hand to reveal the key, even though Tarron had walked away with it and the orc never got up from the sails. "Oh, it's just the key the Hound keeps. Don't worry about it. You should get some rest now."

You realize that your sword is not in your hand and suddenly feel unprotected without it. You see it resting on the ship deck and the feeling of urgency to retrieve it comes over you. You begin to get up. Dharzal protests, "Admiral, I said don't worry." His tone uncharacteristically forceful toward you. "Just relax while we have the sun. We'll swim another day."

Ignoring the orc's objection, you move quickly to grab your sword. Just as you do, large tentacles rise up over the ship rail and wrap around you. Even though you managed to get a hold of Reaver in time, the Nightmare lifts you above the rotting heap with its tentacles, their grip preventing you from using your sword. Below you, Skeev sleeps like a baby on the tangled mound of putrid cadavers--key in hand.

Taresh, rushing up behind The Nightmare, gives a forceful kick to the creature's hindquarters, aiming to disrupt its balance. He then pivots, swiftly unleashing a lightning-fast punch. Finally, channeling his inner strength and focus, Taresh lunges forward, snatching a pick-axe resting in the rubble as he does, and launches himself on the shoulders of the Nightmare, attempting to thrust the pickaxe deep into the creature's toothy maw.
OOC:
continued after rolls...

Rolls

Nightmare: Tentacle Grapple (Admiral) w/disavantage due to Taresh's attack - (2d20L1+5)

(1816) + 5 = 21

Taresh: Martial Art Kick (multi-attack 1) - (1d20+6)

(19) + 6 = 25

Taresh: Martial Punch Kick (multi-attack 2) - (1d20+6)

(16) + 6 = 22

Taresh: Acrobatics (leap onto Nightmare DC 15) - (1d20+6)

(14) + 6 = 20

Taresh: Improvised weapon attack - (1d20+1)

(12) + 1 = 13

Skeev: Wisdom Check (DC 15) - (1d20+2+3)

(7) + 5 = 12

Jun 20, 2023 2:20 am
The axe wedges at the top of the inside of the beast's gapping orifice. The creature hisses at the inconvenience.
OOC:
Admiral must make a STR check and beat the Nightmare's 21 to break free of the grapple. (Unless of course you attempt something other than breaking free of the grapple).

Skeev remains locked in his Nightmare induced dream.

Taresh hit all his attacks.

Now here are Taresh's damage rolls

Rolls

Taresh: Kick Damage - (1d6+3)

(3) + 3 = 6

Taresh: Punch Damage - (1d6+3)

(1) + 3 = 4

Taresh: Improvised weapon Pick-axe Damage - (1d4+1)

(4) + 1 = 5

Jun 20, 2023 2:22 am
OOC:
Admiral is up next.
Admiral--Current HP: 23, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 14/400
Taresh--Current HP: 45, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 41
Jun 20, 2023 4:15 am
OOC:
I’m assuming Admiral can still make attacks because he’s grappled not restrained?
Admiral instinctively struggles to free himself as he becomes aware of the dire situation, but quickly realizes he’s simply not strong enough to break free of the Nightmare’s grip. With a grunt of effort, he manages to pull just his arm free and, brandishing a sword in each hand, begins hacking at the tentacles holding him aloft.
Last edited June 20, 2023 4:16 am

Rolls

Reaver to hit - (1d20+6)

(12) + 6 = 18

Reaver damage - (1d6+4)

(3) + 4 = 7

Hex damage (Reaver) - (1d6)

(1) = 1

Defender Shortsword to hit - (1d20+4)

(9) + 4 = 13

Defender Shortsword damage - (1d6)

(5) = 5

Hex damage (Defender Shortsword) - (1d6)

(1) = 1

Jun 22, 2023 5:39 am
OOC:
Yeah. Admiral can get his arms free while in the grapple and make attacks.
You manage to get your arm free and slash at the tentacles. Both Reaver and the Defender Blade strike true, nearly severing one tentacle completely and putting a deep gash in the other. The beast hisses in agony; black and green slime splatters you as it flys from its large jagged teeth-lined cavity. It cannot maintain its grip on you, and you fall from the tentacles next to your the slumbering goblin companion onto the soft conglomerate of putrid decaying flesh. Splattered in the creature's rank revolting drool, you luckily (at least) land on your feet, even if they sink almost a foot into the rot.

With its tentacles gravely injured, The Nightmare lashes out with its claws, trying to rip Taresh of its back.

The creature manages to grab hold of the monk and flings him on to the heap. The creature's sharp claws inflicting some deep gashes during the throw.

Taresh tries to land in sturdy stance on to the sludgy mass of rotting flesh so he can cast magic missile at the creature. He does land surefootedly and fires the spell off, but the magical darts of force seems to just dissipate into the Nightmare's hulk and show no effect.
OOC:
Admiral is up...
Admiral--Current HP: 23, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 14/400
Taresh--Current HP: 34, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 27

Rolls

Nightmare: Claw Attack-Taresh - (1d20+6)

(18) + 6 = 24

Nightmare: Claw Damage-Taresh - (2d6+5)

(24) + 5 = 11

Taresh: Acrobatics - (1d20+6)

(17) + 6 = 23

Taresh: Maggic Missile Attack - (1d20+2)

(8) + 2 = 10

Taresh: Magic Missle 1 Damage - (1d4+1)

(3) + 1 = 4

Taresh: Magic Missle 2 Damage - (1d4+1)

(3) + 1 = 4

Taresh: Magic Missle 3 Damage - (1d4+1)

(3) + 1 = 4

Skeev: Wisdom Check (DC 15) - (1d20+2+3)

(14) + 5 = 19

Jun 22, 2023 1:17 pm
"I’m going to need a proper bath after this…" Admiral laments as he wipes the saliva off his face with his sleeve. "Soap and everything." He leaps down from the festering heap, landing on his feet directly in front of the Nightmare. He does not give the monster a chance to react. In quick succession, he slashes at the Nightmare’s face with his shortsword then, as the monster flinches back from the first strike, he lunges forward and attempts to drive Reaver into its stomach.

Rolls

Defender Shortsword to hit - (1d20+4)

(1) + 4 = 5

Defender Shortsword damage - (1d6+2)

(4) + 2 = 6

Hex damage (Defender Shortsword) - (1d6)

(2) = 2

Reaver to hit - (1d20+6)

(6) + 6 = 12

Reaver damage - (1d6+4+2)

(5) + 6 = 11

Hex damage (Reaver) - (1d6)

(5) = 5

Jun 22, 2023 3:16 pm
OOC:
Curses. Well those attack rolls sucked! Critical fail for the Defender and Reaver missing by 1. We'll go with those rolls if we have to, BUT first make an acrobatics check for your leap at the creature. The Nightmare can't see and you have blocked it's mental probe a number of times now so its ability to feel your mind may be waning a bit. It relies on feeling your mind and your body warmth to know your location. If your Acrobatics check is 18 or higher, your swift movement manages to take The Nightmare off guard and you may gain advantage on one of your sword attacks. You choose which. Add another attack roll to you post for it.
Jun 22, 2023 8:53 pm
OOC:
Yeah, my rolls have been pretty terrible this fight :P

Rolls

Acrobatics - (1d20+4)

(3) + 4 = 7

Jun 23, 2023 1:09 pm
You leap from the heap at the Nightmare. The fact that your feet had sunk slightly into the festering rot made it difficult to judge your exact trajectory. Aiming to smack the beast squarely in the 'face' with the Defender Shortsword, instead you clang the sword against the pick axe protruding out of the creature's maw. The awkwardness of the contact causes the blade to let loose from your hand and fall onto the rubble. You follow through thereafter with Reaver, but The Nightmare swipes your arm out of the way with its powerful limb.

Skeev stirs behind you. Coming to terms with what is really going on, the goblin grasps the key tightly and heaves his dagger at the Nightmare.

The Nightmare then swipes a clawed limb at you.

Taresh, balanced on the heap, holds his hand forward and fires a bolt of fire at The Nightmare.

Rolls

Taresh: Firebolt Attack - (1d20+2)

(8) + 2 = 10

Taresh: Firebolt Damage - (1d10)

(5) = 5

Skeev: Dagger Attack - (1d20+5)

(16) + 5 = 21

Skeev: Dagger Damage - (1d4+3)

(2) + 3 = 5

Nightmare: Claw Attack-Admiral - (1d20+6)

(5) + 6 = 11

Nightmare: Claw Damage-Admiral - (2d6+5)

(65) + 5 = 16

Jun 23, 2023 1:13 pm
You manage to leap out of the way of the claw.

The beast angrily moves toward Skeev as the goblin's dagger lodges into its chest. As it moves, Taresh's firebolt slightly misses the creature, flying pass it deep into the cavern.
OOC:
Admiral is up...
Admiral--Current HP: 23, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 14/400
Taresh--Current HP: 34, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0
Nightmare--Current HP: 22
Jun 23, 2023 2:13 pm
Admiral curses as his sword flies out of his hand. He leaps backward as the Nightmare takes a swipe at him with its claws then feels wind in his fur as Skeev’s dagger flies right over his head and lodges into the Nightmare’s chest. He shoots a grin over his shoulder at the goblin. "Nice one, Skeev!"

Snatching up his shortsword from where it landed atop a nearby pile of rubble, he pounces on the Nightmare as it turns toward Skeev, driving both of his blades into its back.
Last edited June 23, 2023 3:05 pm

Rolls

Reaver to hit - (1d20+6)

(11) + 6 = 17

Reaver damage - (1d6+4+2)

(2) + 6 = 8

Hex damage (Reaver) - (1d6)

(3) = 3

Defender Shortsword to hit - (1d20+4)

(12) + 4 = 16

Defender Shortsword damage - (1d6+2)

(2) + 2 = 4

Hex (Defender Shortsword) - (1d6)

(3) = 3

Jun 25, 2023 4:01 am
Reaver leaves a long gash in the beast's back that dark brown ooze begins to flow from. The shortsword pierces it deep through the back of its rib cage into whatever vital organs the creature may have there. The intensity of your blows causes the creature to fall to its knees on the cavern floor-- one of its severed tentacles dangling by flesh alone.

Nightmare--Current HP: 4

As you deal your deadly blows, Skeev sneaks up to the creatures side--emboldened by your previous praise--and pulls another dagger from his belt and stabs the creature in its abdomen.

Nightmare--Current HP: -10 DEAD

The Nightmare's hulk slumps completely to the floor with Skeev's final stab. Proud of himself, the goblin triumphantly retrieves his daggers.

Admiral--Current HP: 23, Temp HP: 0, Spell Slots: 0/2, PP: 1/3, Pact Tally: 14/400
Taresh--Current HP: 34, Temp HP: 0. Ki: 7
Skeev--Current HP: 31, Temp HP: 0

Rolls

Skeev: Dagger Sneak Stab Attack - (1d20+5)

(9) + 5 = 14

Skeev: Dagger Regular Damage - (1d4+3)

(2) + 3 = 5

Skeev: Dagger Sneak Attack Damage - (2d6)

(54) = 9

Jun 26, 2023 10:53 am
OOC:
Admiral gets 6HP back when the subject of his Hexblade’s curse dies, so I think he’s up to full health again now
Admiral yanks his shortsword out of the Nightmare’s back and grins at his companions, high on victory (and on the rush of magical energy that restored his strength when the Nightmare died), "Well fought, Skeev! Not only did you find the key, you killed the Nightmare to boot! You too, Taresh. Skeev and I would be napping on that pile of corpses right now were it not for your mental fortitude." He glances around at the piles of rubble and other junk throughout the cavern. "What do you two say we see what treasures we can plunder from the Nightmare’s hoard before we head back and make our daring escape?"
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