The Severed Hand

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Nov 6, 2018 5:12 pm
The heroes continue their exploration of Solonor Tower, ascending the stairs and leaving Sehriya behind. She blows ghostly kisses at Fergy and then continues her games.

The next floor of the tower looks to have been some kind of indoor arboretum - once. The large chamber is decorated with trees and bushes, but all drip with a sticky black tar. Motes of dust and ash float through the air over empty flower beds, lit dimly by pale light coming from somewhere beyond the trees.

It takes the party a moment to notice that the light comes from outside the tower - the whole back wall of the chamber is actually open to the air, presumably to have allowed natural light into the garden back when it was alive and thriving.

The companions have just a moment to remember that the outside of the tower is just as dangerous as the inside, when they hear something large move between the trees nearby. Ducking back into the stairwell, they see one of the squido-griffs pass between the shadows of the trees, scraping its bloated flank along one tree and making a mess of the tar.

It doesn't seem to have noticed the heroes. But where there is one of these creatures, there will likely be more.

Judging by there being yet another set of stairs leading higher, this level must not be the highest floor of the tower.
Nov 7, 2018 1:16 am
Gauging distances, Fergy decides to cast Major Image far outside the building. At the edge of his range, there appears a massive fully cooked and plucked turkey doing a dance. Emitting human B.O. smells, and yelling "I'm very smart! My brains are sooooo big they're leaking out my ears!" Pushing the limits of the spell, trying to emit as many different sensory types as possible to try to grab the attention of the squid-ogriffs, the giant turkey flys around trying to be the best bait in the world.
Last edited November 7, 2018 1:16 am
Nov 7, 2018 1:20 am
Ras quickly mutters a spell and immediately the area around the group grows more shadowed and silent. Ras places a finger to his lips and motions the group forward.

Ras casts Pass Without a Trace. Each member of the group gets +10 to stealth checks.
Nov 7, 2018 1:23 am
Taking the lead, as group leader, Fergy sneaks across the open room to the way further up the tower.

Rolls

Stealth - (1d20+12)

(1) + 12 = 13

Inspiration! - (1d20+12)

(6) + 12 = 18

Nov 7, 2018 1:42 am

Rolls

Stealth (w/ inspiration negating disadvantage) - (1d20+11)

(16) + 11 = 27

Nov 7, 2018 5:11 am
OOC:
Sneaky, sneaky...

Rolls

Stealth, Inspiration to Negate Disadvantage - (1d20+13)

(19) + 13 = 32

Nov 7, 2018 1:22 pm
.

Rolls

Stealthy tip-toe - (1d20+12)

(2) + 12 = 14

Inspiration reroll - (1d20+12)

(15) + 12 = 27

Nov 7, 2018 3:52 pm
.

Rolls

Sneaky goliath - (1d20+2)

(18) + 2 = 20

Nov 7, 2018 6:14 pm
The heroes make their preparations as silently as possible. When the time comes, Fergy's illusion detonates outside the tower with lights, sounds, and smells.

Under the mantle of Ras' spell, the party moves forward quickly and quietly.

Little does the party know (though soon are they about to learn) that they understand nothing of these creatures.

Slipping between the slimy trees, the heroes keep their eyes peeled for enemies as they move towards the far stairway. Where is the one they saw earlier?

There.

Its horse rump is visible from behind a tree just ahead, motionless. The party skirts about to one side, trying to get past it without drawing too close. Why is it here? Why is it not drawn by the fantastic explosion of senses without the walls?

A moist slapping sound reaches the party's ears as the creature's head and neck flop backwards across its horse body and into view, eyeless hawk head twisting weirdly as the tentacles twitch in the party's direction. The grotesque and unnerving sight is nearly enough to make this hardy group empty their stomachs.

The thing's face tentacles rise abruptly, and in a flash it reorients itself and faces the party, stretching out dank wings that stink of rot and offal. A terrible cry echoes in the companion's minds, and they realize that this creature is incapable of perceiving the world as they do. It is too foreign, too alien, to this plane of existence. Whatever senses it uses to hunt appear to completely bypass the party's precautions.

It scrambles forward on horse legs covered in sores. Judging by the beating of wings that pounds the air, there are at least two more of the creatures alert and swooping in from the trees.

Rolls

Erevain stealth (disadv) - (1d20+16, 1d20+16)

1d20+16 : (6) + 16 = 22

1d20+16 : (20) + 16 = 36

Nov 7, 2018 11:36 pm
Round 1 Player Phase!
OOC:
Griff 1 is on the ground, 2 and 3 are flying in from different directions.
https://i.pinimg.com/originals/98/35/b4/9835b40788fe687aa2d9ef9483f44155.jpg
Nov 7, 2018 11:49 pm
"Snapple gobs..." Zenithral sets his attention one flying right at them. Convenient. Each arrow hits the creature dead-on. (Squidogriff 2 takes 61 damage)

HP: 86/86 + 14 temp
AC: 17
Last edited November 8, 2018 5:35 am

Rolls

Longbow 1, 2, & 3 vs S2 (Sharp) - (1d20+6, 1d20+6, 1d20+6)

1d20+6 : (12) + 6 = 18

1d20+6 : (12) + 6 = 18

1d20+6 : (19) + 6 = 25

Damage - (3d8+45)

(187) + 45 = 61

Nov 8, 2018 1:40 am
Fergy casts Ice Storm. A 20 ft wide 40 ft high cylinder of swirling ice catches Squidface 1 and Squidface 2.

Squidface 1&2 have to make a DC 17 Dex save or take 20 cold/bludgeoning damage. Half on save.

HP:111/97
AC: 16
Last edited November 8, 2018 1:43 am

Rolls

Bludgeoning damage - (2d8)

(57) = 12

Cold damage - (4d6)

(1151) = 8

Nov 8, 2018 2:21 am
Al deals 17 damage to herself. S1 takes 44 slashing and 24 fire damage (68 total) and must make a strength save or be knocked prone.

HP: 121/124
AC: 19
Last edited November 8, 2018 2:28 am

Rolls

Attacks 1-3 - (1d20+9, 1d20+9, 1d20+9)

1d20+9 : (5) + 9 = 14

1d20+9 : (18) + 9 = 27

1d20+9 : (14) + 9 = 23

Strain - (1d100)

(90) = 90

Self flagellation - (1d10+5, 2d6)

1d10+5 : (8) + 5 = 13

2d6 : (13) = 4

Damage (3 sword, 1 superiority) - (4d10+15, 6d6)

4d10+15 : (1992) + 15 = 36

6d6 : (354146) = 23

Damage reroll - (2d10, 1d6)

2d10 : (91) = 10

1d6 : (2) = 2

Nov 8, 2018 5:13 am
Surging towards the nearest creature Ug screams in defiance. His veins course blue as his maul steams with arctic essence. He slams it repeatedly against the monstrosity, ending it’s wretched existence just as he had the last one he faced down.

Ug deals 14 damage to himself and 55 to the S1, should be fatal.
Last edited November 8, 2018 5:20 am

Rolls

Attack 1 - (1d20+5)

(10) + 5 = 15

Attack 1 adv - (1d20+5)

(6) + 5 = 11

Attack 2 - (1d20+5)

(13) + 5 = 18

Attack 2 adv - (1d20+5)

(11) + 5 = 16

Damage 2x - (4d6+32)

(6253) + 32 = 48

Reroll - (1d6)

(1) = 1

Cold - (2d4)

(44) = 8

Nov 8, 2018 5:34 am
Erevain slices a line of fire at one of the approaching tentacle-beasts, but his aim is off. The spell passes underneath the creature and hits on each of the tarred trees with a fiery *whumpf*.

Rolls

Fire bolt vs 🐙 2 - (1d20+6)

(7) + 6 = 13

Nov 8, 2018 5:58 am
Round 1 Summary

The squid-horse charges the party, tentacled face flaring wide. Together, Alalla and Ug stand to face it while the others attempt to fend off two more coming by flight. Just before it reaches the two warriors, the running griff blasts the group with a wave of psychic energy. Alalla and Ug feel their minds become overrun by the awful sensation, but with grim determination finish their dirty work on the creature before them. Fire sword and ice maul descend on the griff and wreck grievous wounds all about it, but even after it lies dead they feel the numbing touch of oblivion on their minds (Al and Ug each take 52 psychic damage and are stunned).

Magical ice and arrows pummel the incoming fliers, but the monsters retaliate with mind blasts of their own. In one horrible moment, the entire party lies disabled, their minds scattered and their bodies frozen (Ras takes 25, Zen takes 52, Erevain takes 27, all psychic damage, and all stunned).

The entire party, except Fergy.

The two remaining creatures land on the ground and approach, tentacles waggling hungrily at the air. Those frozen companions can only watch with mounting horror as the twisted monsters draw closer. Ug, in particular, remembers the feeling of those tentacles piercing his skin and reaching for his brain.

Rolls

Al int save DC 15 (2 saves) - (1d20, 1d20)

1d20 : (13) = 13

1d20 : (4) = 4

Ug int save DC 15 (2 saves) - (1d20-1, 1d20-1)

1d20-1 : (13) - 1 = 12

1d20-1 : (7) - 1 = 6

Fergy int save DC 15 (2 saves) - (1d20+1, 1d20+1)

1d20+1 : (20) + 1 = 21

1d20+1 : (7) + 1 = 8

Ras int save DC 15 (2 saves, advantage from gnome) - (2d20+1, 2d20+1)

2d20+1 : (1213) + 1 = 26

2d20+1 : (620) + 1 = 27

Zen int save DC 15 (2 saves) - (1d20+2, 1d20+2)

1d20+2 : (8) + 2 = 10

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

Erevain int save DC 15 (2 saves) - (1d20+2, 1d20+2)

1d20+2 : (15) + 2 = 17

1d20+2 : (9) + 2 = 11

Fergy reroll 2nd save - (1d20+1)

(16) + 1 = 17

Ras reroll 1st save (adv) - (1d20+1, 1d20+1)

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

1d20+1 : (4) + 1 = 5

Psychic dmg 1 - (4d8+4)

(8751) + 4 = 25

Psychic dmg 2 - (4d8+4)

(6467) + 4 = 27

Squid 2 Dex save vs ice storm (adv from magic resistance) - (2d20)

(44) = 8

Squid 3 Dex save vs ice storm (adv from magic resistance) - (2d20)

(1816) = 34

Nov 8, 2018 6:38 am
Round 2 Player Phase!!
OOC:
Ewww...
Here's how the stunned works.
[ +- ] A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly. The creature automatically fails Strength and Dexterity saving throws. Attack rolls against the creature have advantage.
You get to make a DC 15 intelligence save each round to see if NEXT turn you get to act normal. So don't forget roll that save!

In this case, it doesn't matter how many stuns you failed against. Roll one save, if you pass it, you're free from the stun effect (even if you originally were stunned twice).

Ras gets advantage on these saves, and has 1 turn from last round to complete.
https://i.pinimg.com/originals/83/6d/65/836d6552f12b58bb461b5a20ef495b04.jpg
Nov 8, 2018 6:42 am

Rolls

Int save - (1d20)

(17) = 17

Nov 8, 2018 11:42 am
"Uhhhh guys...Hey guys! Hey, are you with me?!?!

....poop...."


Whelp, time to use the big guns I suppose...

Focusing hard, Fergy's hands mimic each other as they go through a complex series of guestures, and his voice seems to have an echo in it as he twin casts mental prison.

The two remaining hipposquids take 37 psychic damage and need to make a DC 17 INT save (autosave if immune to charm) or bad things happen.
Last edited November 8, 2018 11:45 am

Rolls

Psychic damage - (5d10)

(558109) = 37

Nov 8, 2018 2:31 pm
Hp 81/121
Last edited November 8, 2018 2:35 pm

Rolls

I has a dumb - (1d20-1)

(4) - 1 = 3

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