Episode 1: Pradesh

load previous
May 31, 2018 9:58 pm
With the boost from Rydler, Urban surges forward with full gusto. He winds up big and slings the Captain's Shield out in a wide hook, seeking to cut one of the slimes in half.

Attack with Advantage from Help.
Expend Level 1 slot to add Smite.
Bonus Action, Shove shield Bash with boost.
OOC:
Yo, fellas. I have only a few seconds to spare. Sending this forward to get on the board, but no time to review or fine tune to plug in well. Jabes, please use whatever extra details you need to insert this into the rest of the scene; sorry I'm limited on input.

Rolls

Attack - (1d20+6)

(15) + 6 = 21

Attack Advantage - (1d20+6)

(6) + 6 = 12

Shield damage as Improvised Weapon - (1d4+4)

(3) + 4 = 7

Smite Damage - (2d8)

(41) = 5

Shove STR Athletics comparison - (1d20+6)

(5) + 6 = 11

Captain's Shield Bash booster damage - (1d4)

(1) = 1

Jun 1, 2018 5:58 am
Using the Captain's Shield as a weapon, Urban slashes diagonally upward, then uses the momentum to continue the arc, pivoting all the way around, and slam the shield's face into the slime, sending shock waves rippling through the creature's mass.

Urban deals 7 slashing damage + 5 radiant. Slime immune to Prone condition, but shield bash deals 1 bludgeoning damage.

The sounds of turtles yelling and water splashing echo out of the west archway as Rafiel, Myche, and Don-yi battle their own slimes and whatever other horrors were lying in wait in the darkness.
OOC:
[ +- ] Initiative Order & Status

• Round 1 ends. Begin Round 2. Erden, Rydler, Ybus, Baracus, in any order.
• Lio is Engulfed: can't breathe, is Restrained, and takes 6d6 acid damage at the start of each of the slime's turns starting this round.
• To rescue Lio, spend an Action, must succeed at DC 12 STR check. Fail or succeed, take 3d6 acid damage (roll it yourself to speed things up if you wish).
[ +- ] Features

Rolls

Something attacks someone

Something attacks someone

Something creeps... - (1d20)

(4) = 4

Something crawls... - (1d20)

(13) = 13

Jun 1, 2018 7:14 am
Baracus withdraws his singed foot from the slime's body. Baracus loses it and releases a murderous roar into the tunnels around him. He rips into the ooze and pulls the engulfed turtle man free, depositing him unceremoniously on the stone walkway. Then, he draws his father's axe and gets ready to fuck shit up.
OOC:
Bonus Action: Rage!
Action: Rescue Lio
Took 7 acid damage this turn.
[ +- ] Stats
Last edited June 1, 2018 7:22 am

Rolls

DC 12 Str check, advanatage b/c rage - (1d20+4, 1d20+4, 3D6)

1d20+4 : (15) + 4 = 19

1d20+4 : (10) + 4 = 14

3D6 : (421) = 7

Jun 1, 2018 4:46 pm
Ybus points his belaying pin up at the ceiling, and says, "Look out! Hot chili!" To whom is unclear, but a rain of fire descends from the overhanging inlet pipe as though spewed from whatever privy sources this place. The divine sacred flame pours onto the slime.
OOC:
Dang it, forgot about Halfling Lucky on that last Eldritch Blast attack.
[ +- ] [url=https://gamersplane.com/characters/dnd5/6546/

Rolls

Sacred Flame radiant damage, DEX save DC 13 - (1d8)

(1) = 1

Jun 1, 2018 4:53 pm
Erden once again holds forth his hand and sends a trio of small owls streaking toward the already wounded slime monster.
[ +- ] Stats

Rolls

Magic Missile - (3d4+3)

(443) + 3 = 14

Jun 1, 2018 6:14 pm
Baracus yanks Lio out of the slime and dumps the spluttering turtle-monk onto the walkway as Ybus' and Erden's spells burn and pummel the slime (15 damage).

Rydler, then the turtles.

Rolls

DEX save vs. Sacred Flame (DC 13) - (1d20-4)

(12) - 4 = 8

Jun 1, 2018 11:13 pm
"Again Urban! With Fervor!" Rydler calls out as he makes a quick strobe of lights to distract the slime.
OOC:
Help Action to Urban.

Again, the lights are simply help flavor.
Jun 2, 2018 1:19 am
"They are mindless," Urban says. "Must we fight this fight?"

He moves towards the wooden plinth with intent on picking it up to hurl it at the slime blob.
OOC:
Throwing the questions out there, fellas. Is this a showdown that we have to win? Are these slimes guarding some path that we need? Have they been sent to attack us and pursue?
Just wondering if it is worth the HP and abilities burn, or if it is worth considering a break contact via Disengage, and then a bypass, if we just wandered into some area that these slimes are nesting in.
OOC:
Jabes, I know I'm a little out of sequence. Just sending the conversation and fluff as a preview of intentions when turn comes around.
Last edited June 2, 2018 1:20 am
Jun 2, 2018 3:19 am
OOC:
No, you're good. In fact, go ahead and send your turn. Won't impact the turtles' actions terribly. Also makes it easier for me to post all the NPC and monster turns in one go tomorrow morning. Urban/J raises a fine point. Feel free to send one IC fluff post each to reply right now. Take it OOC if you want to discuss further.
Jun 2, 2018 4:35 pm
Noticing that the slime creatures are burning anything they touch, Urban is concerned with the risk of his shield or armor getting dissolved. Looking around for an alternate weapon, he spots the heavy wooden block with the candles on top. He puts his shield down momentarily and then picks up the bulky piece with both hands. He tries to crash it into one of the blobs.

Attack slime, wood plinth as two-handed improvised weapon

Urban looks around and sees that some of his companions old and new are in grave danger because of these mindless globs. He wishes he could rebuke them for their meaningless violence. They are an affront against the living.
OOC:
DM Jabes, wanting to consider the use of Channel Divinity Power called Rebuke the Violent, description below in spoiler pop. Can you advise on 1) if it could apply and 2) which opponent Urban might best use it against. Of course since it is a return of half damage dealt, I would choose to level it on an opponent that just made the most damaging of hits. But want you to have some flexibility to let me know what is possible because I know it is a little weird.
If it turns out to be applicable, would ask if it could be applied either as Reaction on last round or this round, whichever you think makes more sense or is easier.
[ +- ] Rebuke the Violent
Last edited June 2, 2018 4:47 pm

Rolls

Attack with wood plinth mega club - (1d20+6)

(18) + 6 = 24

Attack with wood plinth mega club, Advantage from Help - (1d20+6)

(14) + 6 = 20

damage - (1d4+4)

(2) + 4 = 6

smite damage - (2d8)

(25) = 7

Jun 2, 2018 7:54 pm
Round 2: Lio
Lio lands on his feet after being hauled out by Baracus. Without skipping a beat the turtle slashes at the slime twice more. (miss & hit, 9 slashing)

Round 2: Slime A
The slime turns on the half-orc that just denied it of a tasty meal, but Baracus deftly dodges the monster's flailing appendage.

Rolls

Lio attacks Slime A - (1d20+3, 1d6+3, 1d20+3, 1d6+3)

1d20+3 : (2) + 3 = 5

1d6+3 : (5) + 3 = 8

1d20+3 : (10) + 3 = 13

1d6+3 : (6) + 3 = 9

Slime attack vs. Baracus, acid damage - (1d20+4, 3d6)

1d20+4 : (11) + 4 = 15

3d6 : (212) = 5

Jun 2, 2018 8:03 pm
OOC:
PHB says donning or doffing a shield takes 1 action, so by RAW Urban can't put the shield down and attack in the same round. But in my head the Captain's Shield basically turns you into Captain America so while you can't throw that shield (yet?) I'll rule you can don/doff it with your object interaction. Does that let you drop the shield and AND pick up the plinth? Doesn't the latter also require an object interaction, too? Whatever. In my mind it works so in this instance, fuck it, I'll allow it.

Rebuke the Violent vs. Slime makes sense. All the other monsters are currently in the west tunnel beyond reach of your light sources and are therefore unavailable as targets. However, it missed its attack on Baracus. Applying Channel Divinity as your Reaction before taking your Action this round. Saved for half damage (3 radiant)
Round 2: Urban
Casting aside his torch and shield, Urban grabs the heavy wooden plinth and heaves it up over his head, scattering candles and rat skeletons, before bringing it crashing down mightily on top of the slime. The bench hits the slime with a flash of holy light, and the monster expires in a burst of goo. (Hit. 6 bludgeoning, 7 radiant)

Rolls

Slime WIS save vs Channel Divinity (DC 13) - (1d20-2)

(20) - 2 = 18

Jun 2, 2018 8:18 pm
Over the sounds of battle echoing out of the west tunnel you hear Don-Yi yell, "Aaah get it off him! Get him out of there! Myche!!!"
OOC:
Round 2 ends. Begin Round 3. All PC's are up in any order.
[ +- ] Initiative Order & Status
[ +- ] Features

Rolls

Secret roll

Secret roll

Myche DEX save vs. Engulf - (1d20+3)

Acid damage - (3d6)

(524) = 11

Jun 2, 2018 9:55 pm
Ybus strikes a pose of contemplation. "You know, turtles are a delicacy at sea. Though I wonder how these would taste given that they live in the sewers."

He has a sudden burst of inspiration. "I'm willing to find out!" And with that, Ybus dives into the water and swims for the west archway.
OOC:
Assuming my standard movement won't get me far, I'll use my Action to Dash (I don't think I'm attuned to the Heart of the Ocean yet).
[ +- ] [url=https://gamersplane.com/characters/dnd5/6546/
Jun 2, 2018 11:05 pm
OOC:
That's right, the Heart of the Ocean requires a Long Rest in the buff for attunement but I remember handwaving it here. The water channel is shallow enough for normal movement on foot. With his aquatic speed, Ybus can swim-dash up to 50ft, which is roughly the distance to the melee.
Ybus swims west like a minnow, his submerged light spell illuminating the tunnel with rippling patterns as he passes. The pool of light reveals Rafiel and Don-Yi in a desparate battle against two slimes at the intersection of two water channels. Myche is engulfed in one of the slimes!

What do you do?

https://i.imgur.com/pwfIM3g.jpg
Jun 2, 2018 11:13 pm
Baracus charges through the west archway, cracking the stone frame as he fails to duck low enough to fit through. He stabs the First Sword back into its sheath and shifts his hands into a savage two-handed grip on his father's battle axe.
OOC:
Not sure how far I can get in a turn given the terrain. In case I can get to a Slime (preferably the one engulfing a turtle), he will swing the battle axe in versatile mode. Including rolls just in case. Otherwise I'll dash into melee range.

Rolls

Versatile Battle Axe vs. Slime - (1d20+6, 1d10+6)

1d20+6 : (4) + 6 = 10

1d10+6 : (3) + 6 = 9

Jun 2, 2018 11:28 pm
Erden rushes after his companions, "Save those turtles!" he shouts, pulled by some unknown emotion to save them. If he gets within range, he will fire off another volley of Magical Owls at Slime C.
[ +- ] Stats

Rolls

Magic Missile - (3d4+3)

(124) + 3 = 10

Jun 3, 2018 12:50 am
Rydler rushes forward, sending a bright light at the slime engulfing the turtle. "Not much of a choice now, Urban." The bright light sent forward coalesces around a part of the slime void of any turtle "Focus Baracus."
OOC:
Action Sacred Flame Dex Save 14 or x radiant.
Bns: Holy Inspiration to Baracus (d6 to one Ability check, Attack roll, or Saving throw it makes).
Reaction: Kato (Baracus can make a Flurry of Blows (w/o spending ki) before Rydler's next turn).

Rolls

X= - (1d8)

(1) = 1

Jun 3, 2018 1:11 am
Round 3: Baracus
Baracus charges into the tunnel...
OOC:
It's 50ft to the melee. You can get there and attack if you burn a ki point for Step of the Wind and you can use the bonuses from Rydler. Otherwise, it's a straight up dash, and we can apply your rolls next round.
Erden & Rydler
The magical owls slam furiously into the slime and Rydler's flare lights it up, but it doesn't release Myche. (10 force, 1 radiant)
OOC:
[ +- ] Initiative Order & Status
[ +- ] Features

LenInactive for 28 days

Jun 3, 2018 1:16 am
OOC:
Ps, Rydler: every flurry of blows I do lands me 2d6 damage, so I've switched over to 2-handing the battle-axe. I can't even flurry of blows when using a battle-axe since it's not a monk weapon. Thanks for the assist though, it will def come in handy down the road.
Last edited June 3, 2018 1:18 am
load next

Thread locked