[5e] Saga of the Worm (Inactive)

Game Master mishima


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Quote:
Daryl, ceilings here are 25 ft, so put you up at 20 ft. Probably less because of your height but rounded up, likely wont make a difference.

Actually, I guess that does matter quite a bit for your protection auras. How high are you going?


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Green vs Falko:

Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Slash Dmg: 3d6 + 5 ⇒ (4, 2, 4) + 5 = 15
Necro Dmg: 4d6 ⇒ (5, 5, 2, 4) = 16

Attack,multi: 1d20 + 10 ⇒ (10) + 10 = 20
Slash Dmg: 3d6 + 5 ⇒ (4, 5, 2) + 5 = 16
Necro Dmg: 4d6 ⇒ (3, 2, 2, 5) = 12

+dc 13 dex vs Burrowing Worm

Falko, loosing his wits over the swarm making progress with his ear canals, is suddenly battered once then twice across the face by the large worm-that-walks. A little sphincter opens in its visage where a mouth would be, and another green worm is ejected outwards straight at the barbarian.

Purple vs Szasa:

Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Attack,multi: 1d20 + 10 ⇒ (2) + 10 = 12
+dc 13 dex vs Burrowing Worm

Szasa's magic armor protects her from a similar fate, though one worm sneaks through, threatening to work its way under a fingernail...

Red vs Woolly:

Attack: 1d20 + 10 ⇒ (17) + 10 = 27
Slash Dmg: 3d6 + 5 ⇒ (3, 3, 5) + 5 = 16
Necro Dmg: 4d6 ⇒ (1, 5, 3, 5) = 14

Attack,multi: 1d20 + 10 ⇒ (18) + 10 = 28
Slash Dmg: 3d6 + 5 ⇒ (2, 3, 2) + 5 = 12
Necro Dmg: 4d6 ⇒ (5, 3, 5, 5) = 18

+dc 13 dex vs Burrowing Worm

With a high pitched and very sad wail, the wooly mammoth collapses and begins to be eaten disgustingly rapidly...the tiny maggots flying all about stained red with blood. But the figurine had the last laugh after all, as the flesh quickly returns to its form of stasis, confusing the hungry worms. Woolly 0hp, reverted to figurine

Yellow vs Bronto-Fin:

Attack: 1d20 + 10 ⇒ (15) + 10 = 25
Slash Dmg: 3d6 + 5 ⇒ (4, 3, 2) + 5 = 14
Necro Dmg: 4d6 ⇒ (4, 3, 6, 3) = 16

Attack,multi: 1d20 + 10 ⇒ (5) + 10 = 15
Slash Dmg: 3d6 + 5 ⇒ (3, 1, 6) + 5 = 15
Necro Dmg: 4d6 ⇒ (5, 3, 3, 1) = 12

+dc 13 dex vs Burrowing Worm

The other giant creature in the Laboratory likewise finds itself an easy target for the assault of the inhuman and uncaring foes of nature.

Same deal with dex saves, if you fail the worm latches on to your body and you must spend an action or it breaks through to the inside of you at the end of your turn.

Party up. Map is all updated, but hps in tracker aren't. Will wait for results of dex saves here.


M Goblin Rogue (17) | AC: 17 | HP: 127/127 | PPerc: 11 | Init: +8 | Insp: Yes

For the moment Tarn ignores the swarming wormlings and instead steps up and once again jabs his blade into the closest wormanoid. He then dances back behind the big barbarian and under the floating paladin.

Step, Attack Green, Bonus Disengage and retreat to the square east of Daryl.

Rapier Attack vs Green: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d8 + 7 + 9d6 ⇒ (2) + 7 + (5, 3, 3, 3, 5, 3, 4, 6, 5) = 46

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Hit Purple: 1d20 + 15 ⇒ (3) + 15 = 18
Or
Hit: 1d20 + 15 ⇒ (17) + 15 = 32
And
Reroll Lowest: 1d20 + 15 ⇒ (1) + 15 = 16

Damage: 1d6 + 9 ⇒ (6) + 9 = 15
Booming Blade and Divine Strike: 5d8 ⇒ (6, 2, 6, 6, 1) = 21
Sneak Attack: 2d6 ⇒ (6, 5) = 11

With the worms off of him, Lindaer took his blade and ran back into the melee. He was reserving his miracles for healing himself and his comrades after the battle. Until then, his blade would have to suffice.


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As Tarn punctures another gap into the wall of worms, Lindaer's deadly blade easily cuts through the pile of squirms, but the writhing mass seems to resist his magical damage...being quite accustomed to jiggling.thunder resist for 10, so 36 total on that strike

Current Enemy Status/hps:

Green Spawn 89/166 (regenerating)
Green Swarm(s) untouched

Purple Spawn 64/166 (regenerating)
Purple Swarm untouched

Red Spawn untouched
Red Swarm untouched

Yellow Spawn 116/166 (regenerating)
Yellow Swarm untouched

Fin, Daryl, Szasa, Falko up.


-29 hp last round

Dex save with Daryl: 1d20 + 2 + 3 ⇒ (17) + 2 + 3 = 221d20 + 2 + 3 ⇒ (20) + 2 + 3 = 25 saved!

"Can't someone burn those things off of me!!?" shouts Falko as he swings through the mass of worm-shaped person.

Mag Maul Reckless GWM: 1d20 + 9 ⇒ (5) + 9 = 141d20 + 9 ⇒ (18) + 9 = 272d6 + 22 ⇒ (6, 4) + 22 = 32

Radiant 1st Hit: 1d6 + 8 ⇒ (3) + 8 = 11

2nd: 1d20 + 9 ⇒ (7) + 9 = 161d20 + 9 ⇒ (19) + 9 = 282d6 + 22 ⇒ (2, 2) + 22 = 26

They now have advantage when attacking.


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Somewhere buried beneath the roiling, destructive surface of Falko's berserk fury was a simple observation.

It was nearly lost amidst the channeling of raw divine power that had been stolen from the heavens, or inspired by the heavens if you look from another perspective. It was raw radiant energy sprouting from his maul like the wings of a pegasus that caused it.

But the creases in the Damaran's face, the flush of adrenaline hyper-pressurizing the capillaries in his eyes, the steady stream of sweat gushing forth from the rager's warrior physiology...

...all helped obscure, but not hide well enough, that where Falko's maul had struck wormanoid the edges of that blunt trauma blackened -- and the singed worms were not moving.

Falko had somehow halted its regenerative process.

Everyone notices that radiant halted it, just fluffing a bit.

Green Spawn 20/166 (regeneration halted)


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Bronto 33 HP -14 -16 -15 -12 HP = -24 HP to Finlogan, so 98/122 HP
DC 13 Dex save with Foresight: 1d20 + 3 ⇒ (13) + 3 = 161d20 + 3 ⇒ (17) + 3 = 20

The second worm spawn attack deflates the Chultan dinosaur like a punctured balloon. With a roar and whosh of air, a wounded wood elf stands with you again. He smiles, dusts off some worms, and blows on his thumb to reinflate into another gargantuan brontosaurus!

The Chultan dinosaur roars again and tries to STOMP the bad guy again.
Stomp Stomp Stomp Yellow! with Foresight: 1d20 + 8 ⇒ (14) + 8 = 221d20 + 8 ⇒ (6) + 8 = 145d8 + 5 ⇒ (2, 2, 6, 4, 6) + 5 = 25
magical bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.

Bronto 121 HP AC 15


HP 76 (121) | AC: 18 | Str: +2; Dex: +5; Con: +11; Int: +2; Wis: +1; Cha: +14 | Inspiration: [ ] | Darkvision: 120' Spells/Day: 1 (4) / 1 (3) / 2 (3) / 2 (3) / 1 (2) / 0 (1) / 0 (1) / 0 (1) / 0 (1) | Save DC: 20 | Sorcery Points: 11 (17) | Current Spell Effects: Fly, Mage Armor

Szasa gestures and an eruption of fire explodes among the green worms and worm guy.

Fireball as a 4th level spell: DC 20 Dex save: 9d6 ⇒ (4, 6, 4, 1, 2, 1, 3, 3, 5) = 29


Male; HP 191/191; AC24; Init +1; STR+7, DEX+2, CON+9, INT +4, WIS +10, CHA+13; Fatigue Level - 0 Dragonborn Paladin / 17; LOH 85/60 Modest lifestyle (1-gp)

Daryls AC is temporarily 26. He files south two squares descending slightly as he goes, to strike at the wormanoid there, then rises back up

1d20 + 11 ⇒ (18) + 11 = 29 warpick Attack.

6d8 + 5 ⇒ (4, 7, 7, 7, 1, 7) + 5 = 38 Damage (3rd level slot for Divine smite. 1d8 Weapon, 5d8 Radiant)


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Dex vs Prone: 1d20 ⇒ 1

As bronto-fin continues his primal stomping rhythm which collapses the tower of worms to the ground, Szasa answers with an ear-popping explosion of her own...

Assuming you are not including self and PCs in AoE...the effect goes around the corners of the shelves and captures Red Spawn and Swarm as well.

Green Worms vs Fireball:

Green Spawn: 1d20 ⇒ 17
Green Swarm 1: 1d20 ⇒ 12
Green Swarm 2: 1d20 ⇒ 16
Green Swarm 3: 1d20 ⇒ 14
Green Swarm 4: 1d20 ⇒ 4

Red Spawn: 1d20 ⇒ 13
Red Swarm: 1d20 ⇒ 3

...and a stench of the damned roils forth as 10,000 maggot guts suddenly boil and burst. The charred, crispy exterior of the walking worms reminds you of a day spa's mud bath outside Waterdeep you once visited.Green and Red spawns fail save but resist fire, also fire halts regen it appears. 5 swarms outright slain.

Daryl strikes down at a walker and his holy fires have an arresting affect on the creature, denying their right to exist. The spawn lashes out as the paladin floats away...

Purple OA on Daryl: 1d20 + 10 ⇒ (8) + 10 = 18

...but the attack is useless.

Green Spawn 6/166 (regeneration halted)
Red Spawn 152/166 (regeneration halted)
Purple Spawn 26/166 (regeneration halted)
Yellow Spawn 91/166 (prone)
Remaining swarms (untouched)

Enemies up.


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As if in some sick echo, or some sinister sympathetic vibration, most of the remaining swarms suddenly stand erect, each little worm a tiny tower reaching towards the sky. A high pitched wail resounds throughout the chamber and one after the other they burst into blobs of green pus...the acidic ichor taking flight and burning all it touches.

Super wtf complicated thing please read:

The swarms converge on the PCs and explode (All except for the swarm directly on Falko, that is...its staying put). PCs sharing the space and/or adjacent to the swarms must Dex Save DC 18 to take only half damage. The pattern is a bit complicated so I'll break it down by PC name. I will also leave the swarms on the map (even though they are gone) so you can verify.

Yellow bursts on Finlogan.
Purple bursts on Finlogan and Lindaer.
Green 1 (north) bursts on Tarn and Falko.
Green 2 (south) bursts on Tarn, Falko, Szasa, and Lindaer.

Again, these are all Dex 18 for half damage otherwise the full damage. Some of you need to roll twice, some once:

Finlogan rolls twice, against Yellow and Purple.
Lindaer rolls twice, against Purple and Green 2.
Falko rolls twice, against Green 1 and Green 2.
Tarn rolls twice, against Green 1 and Green 2.
Szasa rolls once, against Green 2.

This is acid damage:

Green1: 10d6 ⇒ (3, 4, 6, 3, 4, 4, 2, 2, 4, 4) = 36
Green2: 10d6 ⇒ (4, 2, 2, 6, 4, 1, 3, 2, 6, 1) = 31
Purple: 10d6 ⇒ (4, 1, 3, 5, 6, 2, 6, 1, 1, 6) = 35
Yellow: 10d6 ⇒ (1, 1, 6, 2, 1, 2, 2, 1, 6, 4) = 26

Wormanoids still up...


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Another walker saunters away from the elephant figurine with one last curious glance and joins its dark brother in assaulting Falko...

Red/Green vs Falko:

Green: 1d20 + 10 ⇒ (10) + 10 = 20
Green, adv: 1d20 + 10 ⇒ (2) + 10 = 12
Slash: 3d6 + 5 ⇒ (5, 3, 6) + 5 = 19
Necro: 4d6 ⇒ (2, 2, 2, 2) = 8

Green, multi: 1d20 + 10 ⇒ (11) + 10 = 21
Green, multi adv: 1d20 + 10 ⇒ (9) + 10 = 19
Slash: 3d6 + 5 ⇒ (2, 4, 1) + 5 = 12
Necro: 4d6 ⇒ (1, 4, 1, 5) = 11

+Dex 13 Burrowing Worm

Red: 1d20 + 10 ⇒ (8) + 10 = 18
Red, adv: 1d20 + 10 ⇒ (7) + 10 = 17
Slash: 3d6 + 5 ⇒ (4, 2, 5) + 5 = 16
Necro: 4d6 ⇒ (6, 6, 1, 6) = 19

Red, multi: 1d20 + 10 ⇒ (12) + 10 = 22
Red, multi adv: 1d20 + 10 ⇒ (11) + 10 = 21
Slash: 3d6 + 5 ⇒ (1, 1, 1) + 5 = 8
Necro: 4d6 ⇒ (3, 5, 1, 1) = 10

+Dex 13 Burrowing Worm

...and the barbian is battered around like a punching bag, as another pair of worms take flight towards his nose.

The southern sauntering slitherer chooses to counter Lindaer's attacks with a curious riposte...

Purple vs Lindaer:

Purple: 1d20 + 10 ⇒ (2) + 10 = 12
Purple, multi: 1d20 + 10 ⇒ (12) + 10 = 22
Slash: 3d6 + 5 ⇒ (5, 6, 4) + 5 = 20
Necro: 4d6 ⇒ (6, 6, 2, 4) = 18
+Dex 13 Burrowing Worm

...a pile of the creatures falling onto the cleric like rotten leaves as one extra lively specimen makes a beeline for his pants.

Meanwhile on the western flank, another worm spawn is still blocked between a dinosaur and a hard place...

Yellow vs Fin:

Yellow: 1d20 + 10 ⇒ (11) + 10 = 21
Slash: 3d6 + 5 ⇒ (3, 5, 4) + 5 = 17
Necro: 4d6 ⇒ (4, 3, 1, 2) = 10

Yellow, multi: 1d20 + 10 ⇒ (11) + 10 = 21
Slash: 3d6 + 5 ⇒ (2, 4, 6) + 5 = 17
Necro: 4d6 ⇒ (3, 3, 4, 2) = 12
+Dex 13 Burrowing Worm

...the endurance of nature facing a grueling test, and once again the bronto must fend off another invasive specimen.

Party up.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Dex: 1d20 + 6 + 3 ⇒ (15) + 6 + 3 = 24

Vs Purple Hit: 1d20 + 15 ⇒ (17) + 15 = 32
Or
Hit: 1d20 + 15 ⇒ (15) + 15 = 30
And
Reroll Lowest: 1d20 + 15 ⇒ (13) + 15 = 28

Damage: 1d6 + 9 ⇒ (4) + 9 = 13
Booming Blade and Divine Strike: 5d8 ⇒ (5, 4, 5, 8, 8) = 30
Sneak Attack: 2d6 ⇒ (6, 4) = 10

Now in the thick of things, Lindaer ducked, dodged, and gritted his teeth against the pain. He kept to the plan of removing the threat before him, lest he heal wounds that would just be reopened. But given his injuries, he wondered how long his plan would prove to be wise.


Dex save wormplosion 1, Daryl aura: 1d20 + 2 + 3 ⇒ (4) + 2 + 3 = 91d20 + 2 + 3 ⇒ (12) + 2 + 3 = 17 Failed, 36 damage

Dex save wormplosion 2, Daryl aura: 1d20 + 2 + 3 ⇒ (20) + 2 + 3 = 251d20 + 2 + 3 ⇒ (15) + 2 + 3 = 20 Saved, 15 damage

The worms' explosion further pushes the barbarian to his threshold.

Dex save wormtrusion, Daryl aura: 1d20 + 2 + 3 ⇒ (16) + 2 + 3 = 211d20 + 2 + 3 ⇒ (4) + 2 + 3 = 9 Saved

"They're killing me!" he bellows.

40 damage from the wormanoids, 51 damage from the wormposions, nose clean of worms.

Nonetheless, he stays strong and swings back at the robed piles of worms.

Mag Maul Reckless GWM: 1d20 + 9 ⇒ (7) + 9 = 161d20 + 9 ⇒ (12) + 9 = 212d6 + 22 ⇒ (4, 5) + 22 = 31

Radiant 1st Hit: 1d6 + 8 ⇒ (6) + 8 = 14

Assuming that drops it, I get an extra swing thanks to GWM. So Red is next.

2nd: 1d20 + 9 ⇒ (13) + 9 = 221d20 + 9 ⇒ (13) + 9 = 222d6 + 22 ⇒ (5, 4) + 22 = 31

2nd: 1d20 + 9 ⇒ (1) + 9 = 101d20 + 9 ⇒ (17) + 9 = 262d6 + 22 ⇒ (4, 3) + 22 = 29


I would like to use my Fanatical Focus Reroll, which I can use once per rage, to get a second save. I would apply it on the first save.

Dex save wormplosion 1, Daryl aura: 1d20 + 2 + 3 ⇒ (5) + 2 + 3 = 101d20 + 2 + 3 ⇒ (6) + 2 + 3 = 11 Dear me... Nevermind!

Did I mention Falko has 2 hp left?


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Lindaer, you also have 2 dex DC 18 saves to make against the exploding swarms. See spoiler in post above my last one.

Also, not sure you guys get Aura bonus from Daryl, he is flying up in the sky with Winged Boots. I'll allow it this time but Daryl please state how high you are ascending. At a certain point, the 10 ft aura wont reach a PC who is 10 ft laterally away on the ground if that makes sense.


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Falko bones are showing through his skin in more than one place, the acidic explosion devastated him. Somehow, the raging skeleton stands and cuts down the walking-worm...he just keeps chopping and screaming like a deranged madman. Deranged, but effective.

Green Spawn dead
Red Spawn 92/166 (regeneration halted)
Purple (might be dead, or Lindaer might be dead depending on his 2 dex 18 saves)

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Made the first one. Can I count the 17 that I rolled to hit thereafter for the second save?

Also if possible I’d like to change my action from attack to casting Heal on Falko. Bonus action withdrawal for the rogue levels. I didn’t realize how bad he was hurt and Lindaer wouldn’t leave him to die

If allowed them Heal as lvl8 spell to heal Falko for: 80 = 80


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Lindaer, its 3 saves total. 2 dex DC 18 for the explosions and 1 dex 13 for the Burrowing Worm. Succeeding on explosions means half damage from the source. Thats fine if you want to change your action and use rolls already made to succeed at all 3. However, even succeeding it means you have dropped to 0 from the damage (17+15+38=70 total that round). You took 32 the other round and started the fight at 74.

edit: actually looks like you have shield prepped. You could fire that off as reaction to the walking worms attack (38)...that would put you at 10 hp and allow the Heal for a 1st slot.

The Exchange

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[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Thank you, much obliged. I’ll go with that then. Down to 10HP and cast Heal on Falko


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As Lindaer is nearly consumed from the acidic ichors, he calls forth a column of shimmering blue energy that binds the barbarian's wounds.

Alrighty then Falko at 82, Lindaer at 10. Purple is still 'alive'.

Daryl, Tarn, Szasa, Finlogan up.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Bronto 121 HP -35 -26/2 -17 -10 -17 -12 = 17 HP
DC 18 Dex save with Foresight: 1d20 - 1 ⇒ (13) - 1 = 121d20 - 1 ⇒ (14) - 1 = 13
DC 18 Dex save with Foresight: 1d20 - 1 ⇒ (16) - 1 = 151d20 - 1 ⇒ (20) - 1 = 19

DC 13 Dex save with Foresight: 1d20 - 1 ⇒ (14) - 1 = 131d20 - 1 ⇒ (2) - 1 = 1

The gargantuan brontosaurus becomes covered in exploded worm goo and attacked again. It sneezes the invading worms out of his nose again.

The Chultan dinosaur trumpets again and tries to STOMP the bad guy again.
Stomp Stomp Stomp Yellow! with Foresight: 1d20 + 8 ⇒ (13) + 8 = 211d20 + 8 ⇒ (15) + 8 = 235d8 + 5 ⇒ (6, 8, 7, 1, 1) + 5 = 28
magical bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.


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On the western flank, bronto-Fin smashes his dino-foot into the wormanoid's Jurassic Park, dishing out squished worms for breakfast.

1d20 ⇒ 12

Yellow Spawn 73/166 (prone)

By the way, these Spawns are only AC 10 and the Swarms are AC 8 if you wish to narrate your own squishy ventures.


Lindaer Elyrien wrote:
Thank you, much obliged. I’ll go with that then. Down to 10HP and cast Heal on Falko

Thanks!


M Goblin Rogue (17) | AC: 17 | HP: 127/127 | PPerc: 11 | Init: +8 | Insp: Yes

Using Falko as a fleshy shield, Tarn manages to avoid most of the acid damage. With the smell of dissolving flesh still hanging in the air, he steps forward and runs his rapier through the nearest wormanoid. Or rather attempts to. Instead he steps forward, slips in a puddle of dissolved Falkogoop, misses and with a curse deftly dodges back to his original position.

DEX Save #1: 1d20 + 11 ⇒ (16) + 11 = 27
DEX Save #2: 1d20 + 11 ⇒ (1) + 11 = 12

Rapier Attack vs Red: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d8 + 7 + 9d6 ⇒ (7) + 7 + (4, 4, 2, 5, 4, 5, 6, 4, 2) = 50

Save for 0 damage. Fail for half damage. Miss with the second 1. Bonus action to disengage again.


HP 76 (121) | AC: 18 | Str: +2; Dex: +5; Con: +11; Int: +2; Wis: +1; Cha: +14 | Inspiration: [ ] | Darkvision: 120' Spells/Day: 1 (4) / 1 (3) / 2 (3) / 2 (3) / 1 (2) / 0 (1) / 0 (1) / 0 (1) / 0 (1) | Save DC: 20 | Sorcery Points: 11 (17) | Current Spell Effects: Fly, Mage Armor

Dex Save: 1d20 + 8 ⇒ (9) + 8 = 17 lol I love 'Dissolved Falkogoop' as a description =)

Szasa tries to evade the damage, but it is not meant to be. As she begins to channel more power, the disgusting mess covering her begins to sizzle and pop as tiny arcs of lightning dance across her skin.

She then gestures at red and green, and causes an explosion of psychic energy that engulfs them.

Synaptic Static: DC 20 Int Save or take: 8d6 ⇒ (1, 5, 2, 3, 2, 1, 6, 3) = 23 psychic damage. A successful save deals half damage. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.


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Red vs Szasa: 1d20 - 3 ⇒ (17) - 3 = 14
Red vs Szasa, adv: 1d20 - 3 ⇒ (12) - 3 = 9

For a moment Szasa pierces the collective consciousness of the worm spawn and nearly loses her grip on reality, the memory of 20,000 years of torture by the hands of an elder evil threaten to feedback through her psyche. In the end however, she wins, turning the worm's resistance into a weapon to augment her spell.

Red Spawn 129/166 (regeneration halted, static)

Szasa, the green spawn was killed by Falko. You can't quite get any 2 of them since the bookshelf is preventing a clear path to an appropriate spot to center the spell.

Updated map for clarity.

Daryl up. Daryl, also please state how high you go so I can figure out who gets your auras and such.


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Current Party HPs:

Daryl 191 /191
Falko 82 /165
Finlogan [98 /122 (normal form)] 17/121 (bronto form)
Lindaer 10 /122
Szasa 53 /121
Tarn 112 /127


Male; HP 191/191; AC24; Init +1; STR+7, DEX+2, CON+9, INT +4, WIS +10, CHA+13; Fatigue Level - 0 Dragonborn Paladin / 17; LOH 85/60 Modest lifestyle (1-gp)

Daryl would normally hover about 10' off the ground... or just enough to see over the bookshelves. PS: I can't remember if we had a long rest since his last Lay on hands...

Daryl floats down and cast Cure Wounds @ Level 4 on Lindaer.

4d8 + 5 ⇒ (7, 4, 7, 8) + 5 = 31 Cure Wounds


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Thanks, and no, just a short.

Daryl, as you bring the prayer to mind and execute what would normally be routine for a paladin so close to higher powers, you realize something is interfering with your casting. Whether these undead surroundings, the Mythal, or something more...its hard to tell.

Make a DC 18 wisdom save. Failure means the spell is only 50% effective.

I'll go ahead and reveal that this applies to any healing or restorative spell of base spell level 1 through 5 for the rest of the adventure here, for all PCs. In the case of restoration and similar, the condition is merely put into stasis for 1 hour, not cured (on a failed save).


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Will go ahead so can move to next round...

Daryl Wis: 1d20 + 10 ⇒ (5) + 10 = 15 sorry...15 healing to Lindaer

Enemies up.


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The walking worm engaged with Falko to the east does the now somewhat familiar 'disconnect limbs' move, each plopping to the floor and bursting into life with a sentience of its own.

6 new swarms appear, marked in red.

The lone swarm remaining from the explosions of last round continue to bother Falko with their prodding little fingers...

Green Swarm vs Falko: 1d20 ⇒ 6
Green Swarm, adv vs Falko: 1d20 ⇒ 12

...luckily they can't find a way inside, even with Falko barely paying them any attention.

The worm-that-walks slithering in his face was a bigger concern...

Red Spawn vs Falko:

Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Attack, adv: 1d20 + 10 ⇒ (4) + 10 = 14
Slash: 3d6 + 5 ⇒ (5, 6, 1) + 5 = 17
Necrotic: 4d6 ⇒ (5, 5, 3, 1) = 14

Attack, multi: 1d20 + 10 ⇒ (17) + 10 = 27
Attack, multi, adv: 1d20 + 10 ⇒ (13) + 10 = 23
Slash: 3d6 + 5 ⇒ (6, 3, 4) + 5 = 18
Necrotic: 4d6 ⇒ (2, 5, 4, 2) = 13

+13 dex save vs Burrowing Worm

...as it beat the barbarian down, wholly unsympathetic to his pain.

As the warmth of Enlil's healing filled his burns, there was no relenting of attacks from the spawn of death...

Purple vs Lindaer:

Attack: 1d20 + 10 ⇒ (8) + 10 = 18
Attack, multi: 1d20 + 10 ⇒ (19) + 10 = 29
Slash: 3d6 + 5 ⇒ (4, 5, 2) + 5 = 16
Necrotic: 4d6 ⇒ (6, 4, 5, 2) = 17
+13 dex save vs Burrowing Worm

...the claw of worms dug straight into his open wound and writhed around like a whirlwind, the pain was simply too much.Lindaer 0 hp now I believe.

Bronto-Fin gave his best on the western flank...

Yellow vs Fin:

Attack: 1d20 + 10 ⇒ (6) + 10 = 16
Slash: 3d6 + 5 ⇒ (4, 1, 6) + 5 = 16
Necrotic: 4d6 ⇒ (1, 5, 2, 4) = 12
Attack, multi: 1d20 + 10 ⇒ (13) + 10 = 23
Slash: 3d6 + 5 ⇒ (3, 4, 2) + 5 = 14
Necrotic: 4d6 ⇒ (2, 5, 2, 6) = 15
+13 dex save vs Burrowing Worm

...but in the end the worms were as tireless as his form was timeless.

Map updated, party up.


M Goblin Rogue (17) | AC: 17 | HP: 127/127 | PPerc: 11 | Init: +8 | Insp: Yes

Tarn's face grimaces with concern as Lindaer falls to the wormanoid thing, but for the moment there was little the goblin could do except try to thin out the swarm of worms closest to him.

Rapier Attack Nearest Swarm: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d8 + 7 + 9d6 ⇒ (7) + 7 + (5, 1, 2, 2, 3, 1, 5, 2, 1) = 36

Not sure if the attack has any effect. Disengage and step back, under Daryl.


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The Zakharan takes a few precursory stabs at the encroaching swarm, memory of their acidic explosion still fresh and smarting...in the final analysis, he decides only a smashing weapon could do any good against the swarms.

Tarn, the swarms can be attacked just like regular creatures, yes. However, they have immunity to even magical piercing damage such as your rapier delivers. You realize from the attack that bludgeoning, magic or no, could be the ticket. Also AC 8, making it quite easy to accomplish with even an improvised weapon.


-30 hp this round, thanks to resistance!

Darylian Dex save: 1d20 + 2 + 3 ⇒ (13) + 2 + 3 = 181d20 + 2 + 3 ⇒ (1) + 2 + 3 = 6

Falko bears the grunt of the attacks and keeps his mouth shut, then surges back at the robed nightmare killing him steadily.

Mag Maul Reckless GWM: 1d20 + 9 ⇒ (2) + 9 = 111d20 + 9 ⇒ (18) + 9 = 272d6 + 22 ⇒ (6, 6) + 22 = 34

Radiant 1st Hit: 1d6 + 8 ⇒ (1) + 8 = 9

2nd: 1d20 + 9 ⇒ (8) + 9 = 171d20 + 9 ⇒ (2) + 9 = 112d6 + 22 ⇒ (1, 5) + 22 = 28

"Someone either destroy those swarms or keep them at bay or they'll corrode us dead!"


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Falko, you can't cast spells or concentrate on them while raging. So if the magic item casts a spell with concentration, no good I'd say. Then, some magic items specifically grant you the ability to cast spells (see Helm of Comprehend Languages for the typical wording). If the magic item works with a command word or other activation and doesn't have that 'cast a spell' wording, good to go. Other than that no limitations...we can RP anything surely. :)

edit: guess you changed your mind, but there you go for future reference.


GM Infinity wrote:

Falko, you can't cast spells or concentrate on them while raging. So if the magic item casts a spell with concentration, no good I'd say. Then, some magic items specifically grant you the ability to cast spells (see Helm of Comprehend Languages for the typical wording). If the magic item works with a command word or other activation and doesn't have that 'cast a spell' wording, good to go. Other than that no limitations...we can RP anything surely. :)

edit: guess you changed your mind, but there you go for future reference.

Thanks for the clarification. Quite helpful. And yes, what I had in mind wouldn't work. Bronto is just too big :)


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Bronto deflates after that enemies round if it matters


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Fin, yes, there's also the Burrowing Worm attack at a DC 13 Dex save. Will tally up your hp after that result.

edit: oh dur, you meant for Falko's plan. Fine retconning if you guys want.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Bronto 17 -16 -12 = -13 HP to Finlogan, so 98 -13 = 85/122 HP
After the first attack of the worm spawn, the Chultan deflates into a wounded Wood Elf. The worm spawn and swarm close into melee with their smaller opponent.
85 HP -14 -15 = 55 HP
DC 13 Dex save with Foresight: 1d20 + 3 ⇒ (7) + 3 = 101d20 + 3 ⇒ (13) + 3 = 16

Finlogan would prefer to deflate and appear adjacent next to Lindear, so he doesn't provoke an AOO to move.

The Hierophant maybe moves to his wood elf brother and Heals him with a Elven command word and flourish with his staff.

Cast Heal as 8th level spell, so 90 HP to Lindear and any STDs


HP 76 (121) | AC: 18 | Str: +2; Dex: +5; Con: +11; Int: +2; Wis: +1; Cha: +14 | Inspiration: [ ] | Darkvision: 120' Spells/Day: 1 (4) / 1 (3) / 2 (3) / 2 (3) / 1 (2) / 0 (1) / 0 (1) / 0 (1) / 0 (1) | Save DC: 20 | Sorcery Points: 11 (17) | Current Spell Effects: Fly, Mage Armor

Szasa gestures, and sound explodes into some of the swarms and Red.

Centering it in the lower-right hand corner between the swarm and the bookcase. Should let me get Red and the 3 bottom swarms.

Shatter: DC 20 Con Save: 3d8 ⇒ (4, 8, 1) = 13 thunder damage, half on a successful save. add 8 more for all enemies within 10' of me, which looks like 4 of the 5 swarms, red, and purple.


No need to retcon for now. Thanks for offering.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

Lindaer’s eyes shot open. For a moment he was left in confusion. What was happening? Why was Fin standing over him? Why was he injured? Acting on instinct he reached out and touched the other elf’s wounds...

Heal as a lvl6 Spell on Finlogan. 70HP back to him


Male; HP 191/191; AC24; Init +1; STR+7, DEX+2, CON+9, INT +4, WIS +10, CHA+13; Fatigue Level - 0 Dragonborn Paladin / 17; LOH 85/60 Modest lifestyle (1-gp)

Daryl moves up two, east one, down 5' and breathes flame trying to get as many worm swarms in as he can, and miss Falko.

5d6 ⇒ (1, 3, 6, 3, 5) = 18 Fire damage (Save DEX19 for half).

Then he returns to his 10' hovering height.


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A combination of storm and flame assaults the impending doom of worms to the east, thinning the ranks...

Worms vs Shatter:

Con Spawn: 1d20 + 5 ⇒ (2) + 5 = 7 resistant thunder -10
Con Swarm left: 1d20 ⇒ 3 -21
Con Swarm mid: 1d20 ⇒ 10 -21
Con Swarm right: 1d20 ⇒ 9 -21

Worms vs Fire Breath:

Dex Red Spawn: 1d20 ⇒ 5 resistant fire -9
Dex Swarm top left: 1d20 ⇒ 20 half -9
Dex Swarm top mid: 1d20 ⇒ 14 -18
Dex Swarm right: 1d20 ⇒ 3 -18

...one of the swarms disintegrates from a combined thunderous crack and wave of heat, the others are reduced substantially, generations lost in seconds.

Enemy HPs:

Purple Spawn 26/166 (regenerating)
Red Spawn 39/166 (regen halted, static)
Yellow Spawn 73/166 (regenerating)

Green Spawn untouched
Red left 1/22
Red mid 1/22
Red right (slain)
Red top left 13/22
Red top mid 4/22

Enemies up.


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Updated map showing movement of swarms prior to Wormsplosion 2.0. This time only the swarms north and south of Falko are not popping...they seem to be unwilling to pop too close to their wormanoid masters. They will die, however...so only spawns will be left when your turns roll around again.
Complicated roll thing again Coming Soon™....


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The wave of burnt and squished worms washes over the party, again its strongest member raise their little stalks high, and a sickening high pitched screech echos out in concert...

Acid Bursting:
Tarn takes Green, Red1, and Red2.
Finlogan takes Green.
Lindaer takes Green and Red2.
Szasa takes Green and Red2.
Falko takes Red1 and Red2.

Roll a Dex 18 save for each swarm that bursts on you, save for half acid damage:

Green: 10d6 ⇒ (3, 4, 5, 3, 6, 3, 5, 4, 6, 3) = 42
Red1: 10d6 ⇒ (6, 5, 4, 3, 1, 6, 1, 2, 1, 3) = 32
Red2: 10d6 ⇒ (6, 2, 4, 3, 6, 2, 3, 3, 3, 6) = 38

...covering the party in acid. Those whose eyelids hadnt been burned away to bloody pulp could at least see some silver lining, as the remaining swarms were struck by the acidic explosions themselves and dissolved to nothing.

Spawns up.


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Party HPs at time of Wormsplosion 2.0:

Daryl 191 /191
Falko 52 /165
Finlogan 122 /122
Lindaer 90 /122
Szasa 53 /121
Tarn 112 /127

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