The Severed Hand

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Oct 2, 2018 3:56 pm
The party settles down to catch their breath and tend to wounds. Ras' sunbeam dies away, but the enchanted flame sword stays bright.

Erevain settles down near to Alalla, eyes fixed on the corners of this great hall. He keeps his sword on his lap, one hand on the hilt, the other hand tracing circles on Alalla's back.

This place... everyone can feel a shroud covering it, a smothering unease that grows heavier by the by the moment. Alalla, in particular, can feel that her orc blood is not welcome here. She feels that if she were a full-blooded orc, this ordeal would be much, much worse.

But then, a quarter of an hour into their rest, the floor begins to bleed. Not blood, perhaps, but a sticky, black goo eases up between the floor tiles. Before the party's eyes, dark and twisted shapes begin to form in the congealed liquid. Small, wretched bodies, their only discernible features are wide lamprey-like mouths that glisten moistly in the firelight. Their hisses sound as bubbling squirts as they chew at the air.

Erevain stands weakly, not yet recovered from the previously fights. "I do not think we should linger here."
OOC:
To be clear, you have not yet gotten your short rest, so no hit dice or recharged abilities.
Oct 2, 2018 4:55 pm
.

Rolls

Healing potions - (12d4+12)

(341222214232) + 12 = 40

Oct 2, 2018 5:55 pm
Ras takes a swig of a healing potion

Rolls

Potion - (2d4+2)

(34) + 2 = 9

Oct 2, 2018 6:14 pm
Grateful that this time she wasn't the only one to see the strangeness, Al stands quickly. "Lead the way Zenithral."
Oct 2, 2018 10:04 pm
Zenithral leads the party from the hall with the bleeding floor to a corridor that he remembers will lead to stairs up to the next floor. As they leave the room behind, the heroes hear wet thumps as the creatures begin to pull themselves free of the goop.

With squelching feet sounding behind them, the party hurries forward through the corridor. It almost seems as though the surrounding stones shrink to squeeze around the companions, giving them the feeling of being swallowed by some enormous beast.

Fortunately, they do not have to go far to arrive at the staircase. They round one bend and find the spiraling stairs - and four sad-looking creatures with bony spikes for arms. From their features, they might be the twisted remains of elf guards from centuries ago, or perhaps they are simply lost souls warped and doomed to wander these halls.

Either way, when the heroes arrive these four rise to shamble forward, dirty gray tears tracing paths through the grime on their faces.
Oct 3, 2018 1:02 am
Al swallows a growl. This was supposed to have been an ancient battleground, but the fight was still happening. These poor fools should be at rest, not weeping at her and sucking her into their fight.

"Stand down," Al says in Elvish, "we have no quarrel here. Be warned, if you insist on fighting, you will regret it." She holds her flaming sword high.

Rolls

Intimidate (rethink your life choices) - (1d20+4)

(7) + 4 = 11

Oct 3, 2018 1:40 am
These sorrowful creatures lean in, blinking slowly. Then the slapping of bare, wet feet on stone sounds from behind the party, signaling the arrival of the creatures from the previously room. They seem to be armless, but their circular mouths quiver with anticipation.

The four elf things panic at the sight of the oncoming flood, and then one of them cries out in pain as an extra bone arm grows from its spine. They all shudder and wade forward towards the party and the wretched, as though compelled to fight.
Oct 3, 2018 1:51 am
Round 1 Player Phase!
OOC:
Party is between these two groups of monsters, and it sounds as though more Wretched are likely en route.

Party can move past the Lost, but likely will take opportunity attacks unless you Disengage.
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Oct 3, 2018 2:05 am
Fluphy toots on over to the cambion twins, who seem puzzled at the sight of the odd creature. The girl reaches out to tug on one of its tentacles, and the flumph flashes orange in alarm, but doesn't seem able to break free. It ends up flipping over upside down and floats in a daze, tethered by one appendage to the girl. The boy watches warily, but with significant interest. After a few minutes, when the girl shows no sign of releasing the flumph, the boy reaches out with one clawed finger and flips Fluphy over.

The flumph relays some thoughts to Zenithral:

- The children do understand language, several likely.

- They are not comfortably speaking - particularly the boy.

- Happy memories are few and far between. In fact, they have very few memories at all, and none beyond that dormitory in one of the Hand's towers.
Oct 3, 2018 2:30 am
Zenithral tilts his head. "Hm..."

Do they have names? he asks Fluphy. If not, I'd like to name them.
Last edited October 3, 2018 2:34 am
Oct 3, 2018 4:01 am
"Fight your war then. I want no part of it." Alalla runs at the lost and thumps into them with her armoured shoulders. "Run past!" she calls to her allies. "Let them fight each other."
Last edited October 3, 2018 4:12 am

Rolls

Athletics v L1 - (1d20+9)

(1) + 9 = 10

Athletics v L2 - (1d20+9)

(12) + 9 = 21

Athletics v L3 - (1d20+9)

(5) + 9 = 14

Inspiration reroll v L1 - (1d20+9)

(1) + 9 = 10

Oct 3, 2018 4:14 am
The twins do have names, but they do not share them with Fluphy. Watching the twins, Zenithral finds them looking back at him every few minutes, eyes wide. They might very well accept any names that he gives them.
Oct 3, 2018 4:02 pm
Zenithral runs past, trying to draw any attacks from the Lost towards him. He tries to make his guard looks down, but has his bow ready to deflect attacks.
OOC:
Takes the Dodge action. Will cast Shield if needed.

Rolls

Deception - (1d20+2)

(5) + 2 = 7

Oct 3, 2018 4:07 pm
Ug breathes out heavily, cold mist coming from his mouth and icy crystals forming to disfigure his features under a frozen mask. He charges forward focusing on the nearest of The Lost hoping to make it flee. A thick layer of ice thickens upon his chest in anticipation of any attacks made against him.

ug readies intimidating presence. He also activated stones endurance.
Last edited October 3, 2018 4:10 pm

Rolls

Endurance - (1d12+3)

(9) + 3 = 12

Oct 3, 2018 4:10 pm
"Hm...Well, we need something to call you two." Zenithral says, looking between them. He looks at the girl. "How about Harmony? Mona for short. I saved your life, and you saved mine. You seem to want to keep things right. Not Harm, but Harmony." He looks at the boy. "And Valiance for you." Fluphy tilts his body in confusion. "No, not Violence, Valiance. Lance for short. You protected both Harmony and I, pushing yourself far beyond what you probably would normally do in order to defeat Erestor." He smiles for the first time in a long while. "Yes, I think those names suit you two quite nicely."

Whether their actions were for the reasons he attributed or not, what you called someone had an impact on what they believed and how they acted. Ironically, Erestor had taught him that."
Last edited October 3, 2018 4:11 pm
Oct 3, 2018 4:22 pm
Fergy, hoping his cloak will give him an advantage, dashes through with the rest of them.
Oct 4, 2018 2:11 am
Ras runs in the midst of his companions, but turns at the last second and wiggles his fingers at the Wretched. The earth erupts around them.

Ras casts Erupting Earth

Rolls

Damage (half on dex save) - (3d12)

(11511) = 27

Oct 4, 2018 2:59 pm
Erevain is still weakened from one of the earlier fights, but tries to contribute as best he can while keeping himself safe. Once again using magic to quicken his feet, he slashes at one of the Lost with thunder and tries to keep it from pursuing, then ducks past the other creatures too fast for them to take advantage.

Lost 1 takes 10 slashing, 3 force, 13 thunder, and if it moves will take another 3d8 thunder.

Rolls

Booming blade w/ Zephyr strike adv - (1d20+8, 1d20+8)

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

1d20+8 : (7) + 8 = 15

Dmg to Lost 1 (slashing, force, thunder) - (1d8+4, 1d8, 2d8)

1d8+4 : (6) + 4 = 10

1d8 : (3) = 3

2d8 : (58) = 13

Horde Breaker attack vs Lost 2 - (1d20+8)

(5) + 8 = 13

Oct 4, 2018 3:04 pm
Round 1 Summary

The party moves forward with all speed, focusing on getting through these strange creatures and up the stairway.

As they approach the lost, the creatures tremble as more spike-like arms sprout from their bodies. Their twisted features show emotions that are unmistakable to the heroes: extreme anxiety and fear.

Alalla hits the creatures first, doing her best to throw them to the ground and allow her party to pass. She drives her shoulder into one, sending it tumbling away, but for all their thin appearance these creatures are surprisingly sturdy. She loses her balance and struggles to keep her feet.

One of the Lost reaches for Alalla, but Erevain interrupts with his shield, then lashes out with his thunderous sword. The elf limps up the stairs, then is quickly overtaken by Fergy, whose magic cloak keeps him safe through the tangle of bodies.

Alalla has nearly recovered her balance when another of the lost stumbles against her. Its spiked arms wrap tight about her, digging in to hold her in a terrible embrace (Al takes 19 piercing damage). It leans in, pressing its gaping mouth against her face as it sobs uncontrollably with fear and loss. Alalla feels its dread infect her, and finds dirty tears running from her own eye in response (Al is also both grappled and frightened).

Zenithral's weaving antics attract one of the Lost to him, but the archer easily deflects the blow with his magic and continues out the other side of the fray.

Ug makes it through with only a nasty cut on one arm (Ug takes 17 piercing damage - or 8 if raging?). Once past, his frigid glare is enough to keep one of the Lost from following up the group up the stairway.

Ras' small legs pump to keep up with the rest of the party, but two of the Wretched catch up to him. One bites at him and misses, falling to the ground. The other leaps upon the gnome's back, and Ras soon feels the wide mouth latch onto his neck and bite down (Ras takes 4 piercing damage, and the Wretched is attached to him). He scurries forward past his companions and finishes his spell, releasing the magic into the floor below, where it ripples through the floor tiles until it reaches the mass of Wretched, where it explodes in a fountain of stone and ceramic. When the dust clears, there is only a sticky black mess staining the broken floor. Unfortunately, the one on his back and attached to his neck yet lives.

Alalla dimly feels another pair of arm spikes dig into her as one of the other Lost grabs hold (Al takes another 27 piercing damage, and is grappled and frightened by another Lost). With the two of them hanging on her, the stench of their fear is overwhelming and she sinks into their state of mind. To her perception, she is lost and wandering in a cold, dark void, alone and fearful of every sound that reaches her ears.

In a sudden moment, the heroes find themselves nearly all safe on the stairs - except for Alalla, who has two of the Lost hugging her tight, spiked limbs piercing her flesh.

More squelching footsteps sound from the corridor as more of the Wretched continue to arrive. These newcomers are hampered by the tiles blasted by Ras' spell, but surely will soon swarm through.

Rolls

Lost 1 vs Al (adv negated by Erevain) - (1d20+6)

(11) + 6 = 17

Lost 2 vs Zen (disadv) - (1d20+6, 1d20+6)

1d20+6 : (11) + 6 = 17

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

Lost 3 vs Al (adv) - (1d20+6, 1d20+6)

1d20+6 : (14) + 6 = 20

1d20+6 : (5) + 6 = 11

Lost vs Ug - (1d20+6)

(5) + 6 = 11

Dmg to Al - (4d10+3)

(2833) + 3 = 19

Lost 1 opp vs Al (adv) - (1d20+6, 1d20+6)

1d20+6 : (14) + 6 = 20

1d20+6 : (14) + 6 = 20

Dmg to al - (4d10+3)

(9384) + 3 = 27

Lost 2 opp vs Fergy (disadv) - (1d20+6, 1d20+6)

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

1d20+6 : (14) + 6 = 20

Lost 3 opp vs Ug - (1d20+6)

(19) + 6 = 25

Dmg to Ug - (2d10+3)

(92) + 3 = 14

Wretched 1 and 2 vs Fergy (2 attacks, adv pack tactics) - (2d20+3, 2d20+3)

2d20+3 : (1116) + 3 = 30

2d20+3 : (49) + 3 = 16

Wretched 3 and 4 vs Ras (2 attacks, adv pack tactics) - (2d20+3, 2d20+3)

2d20+3 : (34) + 3 = 10

2d20+3 : (133) + 3 = 19

Dmg to Ras - (1d10+1)

(3) + 1 = 4

L2 athletics - (1d20+3)

(14) + 3 = 17

L3 athletics - (1d20+3)

(13) + 3 = 16

Lost 4 saving throw vs intimidating presence - (1d20-2)

(4) - 2 = 2

Oct 5, 2018 12:21 am
Round 2 Player Phase!!
OOC:
Everyone is past except Al. She is grappled by 2 of the Lost, and frightened of each of them, which means her speed is 0, and she has disadvantage on attack rolls AND ability checks.

Ras has 1 of the Wretched on him!

Lost 2 is prone.

Lost 4 is frightened of Ug for this turn.
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