[5e] Saga of the Worm (Inactive)

Game Master mishima


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Yellow vs Finlogan:

Attack: 1d20 + 10 ⇒ (9) + 10 = 19
Slash: 3d6 + 5 ⇒ (1, 6, 1) + 5 = 13
Necro: 4d6 ⇒ (1, 3, 5, 1) = 10

Attack, multi: 1d20 + 10 ⇒ (19) + 10 = 29
Slash: 3d6 + 5 ⇒ (3, 6, 5) + 5 = 19
Necro: 4d6 ⇒ (2, 3, 6, 3) = 14

+DC 13 Dex vs Burrowing Worm

Purple vs Lindaer:

Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Attack, multi: 1d20 + 10 ⇒ (20) + 10 = 30 ouch...sorry
Slash: 6d6 + 5 ⇒ (6, 4, 2, 1, 6, 6) + 5 = 30
Necro: 8d6 ⇒ (1, 3, 2, 3, 6, 3, 3, 3) = 24
+DC 13 Dex vs Burrowing Worm

Red vs Falko:

Attack: 1d20 + 10 - 1d6 ⇒ (6) + 10 - (4) = 12
Attack, adv: 1d20 + 10 - 1d6 ⇒ (2) + 10 - (5) = 7
Attack, multi: 1d20 + 10 - 1d6 ⇒ (7) + 10 - (5) = 12
Attack, multi, adv: 1d20 + 10 - 1d6 ⇒ (16) + 10 - (5) = 21
Slash: 3d6 + 5 ⇒ (4, 1, 1) + 5 = 11
Necro: 4d6 ⇒ (5, 5, 5, 6) = 21
+DC 13 Dex vs Burrowing Worm

Int Save vs Szasa Static: 1d20 - 3 ⇒ (15) - 3 = 12 still Static'ed

Through it all the worms were uncaring, and never relented. Their one task was to devour life, to grow their sick undead swarm to more and more massive proportions...

Party up. Again, all swarms are gone at this point so only the 3 humanoids are on the map.


Can't see map, but assuming Daryl is still in range, as nothing has moved much.

Darylist Dex save, Red 1: 1d20 + 2 + 3 ⇒ (7) + 2 + 3 = 121d20 + 2 + 3 ⇒ (9) + 2 + 3 = 14

Darylist Dex save, Red 2: 1d20 + 2 + 3 ⇒ (9) + 2 + 3 = 141d20 + 2 + 3 ⇒ (17) + 2 + 3 = 22

-51 hp from wormsplosion. 1 hp left...

Falko gets washed in acid once more. He can barely stand as the wormanoid falls down on him. He manages to sidestep the first swipe, but the second one gets him squarely.

For a moment, he looks confused... 0 HP, a few things kick in... Let's see if I get this straight.

Relentless Rage: 1d20 + 9 ⇒ (17) + 9 = 26 Brought to 1 hp.

Relentless Rage:

If you drop to 0 hit points while you’re raging and don’t die, you can make a DC 10 CON saving throw. If you succeed, you drop to 1 hit point instead.
The DC increase by 5 each time you use this after the first, resetting to 10 after a short or long rest.

"NOOOO!" he shouts back, refusing to die, and retaliates with his maul!

If Red drops, then he'll move back to where the healers are, unless it draws OAs.

Mag Maul Reckless GWM: 1d20 + 9 ⇒ (17) + 9 = 261d20 + 9 ⇒ (10) + 9 = 192d6 + 22 ⇒ (3, 6) + 22 = 31

Radiant 1st Hit: 1d6 + 8 ⇒ (4) + 8 = 12
2nd: 1d20 + 9 ⇒ (17) + 9 = 261d20 + 9 ⇒ (3) + 9 = 122d6 + 22 ⇒ (4, 3) + 22 = 29


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Forgot the worm thing...

Darylist Dex save DC 13: 1d20 + 2 + 3 ⇒ (3) + 2 + 3 = 81d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 So worm stuck in my nose. No way Falko would not strike back after seeing death.


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Sorry, I deleted one of the trackers in my sig for a game that finished and screwed up the link, second...

edit: should be back in action now


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Falko shows an amazingly heroic resilience unlike anything you've ever seen, destroying his enemy at every and all costs...

...but as he retreats he hears and odd *crunch* from inside his nose as the worm lodges its husk into place securely...

Red is dead, and you are able to back away without any OA.

Falko 1/165 (infested)
Red (slain)

Purple and Yellow Spawns only remaining enemies on map.


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

Momentarily caught by the acid blast, Tarn quickly skitters backward flipping the tattered remains of his cloak into the air at the last moment to avoid the hissing splash of worm bile.

The goblin twists away from the swarm and focuses on their creators, running his rapier deep into the creature's interior and using his short size to strike further and cause even more destruction to it squirming guts. He then dances back to the north away from swarm and wormanoid.

All saves for 0 damage. Step and attack Yellow adding Fury of the Small to damage. Bonus Disengage and move two squares north.

DEX Save vs DC18: 1d20 + 11 ⇒ (6) + 11 = 17
Inspiration DEX Save vs DC18: 1d20 + 11 ⇒ (12) + 11 = 23
DEX Save vs DC18: 1d20 + 11 ⇒ (20) + 11 = 31
DEX Save vs DC18: 1d20 + 11 ⇒ (12) + 11 = 23

Rapier Attack vs Yellow: 1d20 + 13 ⇒ (15) + 13 = 28
Damage: 1d8 + 7 + 9d6 + 17 ⇒ (2) + 7 + (5, 1, 2, 6, 5, 3, 6, 4, 5) + 17 = 63


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Tarn tumbles out of nowhere cutting the creature on Finlogan's heels nearly to shreds...the entire body stiffens as if in shock from the blow. Yet slight movements on the edges return and hint at its endurance as the goblin dances back to the north...

Yellow Spawn 20/166 (regenerating)
Purple Spawn 36/166 (regenerating)

Ouch, devastating strike from Tarn there. You guys nearly have this one...

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 ⇒ (13) + 6 + 3 = 22

Hit: 1d20 + 15 ⇒ (18) + 15 = 33
Or
Hit: 1d20 + 15 ⇒ (12) + 15 = 27
And
Reroll Lowest: 1d20 + 15 ⇒ (12) + 15 = 27

Damage: 1d6 + 9 ⇒ (1) + 9 = 10
Booming Blade and Divine Strike: 5d8 ⇒ (2, 1, 6, 4, 8) = 21
Sneak Attack: 2d6 ⇒ (4, 2) = 6

Lindaer, once more gravely injured, staggered over to the last foe. His scimitar found it’s mark...it was not the kind of blow which had devastated so many foes before it, but it was a solid one nonetheless.


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Lindaer it probably got lost on last page but you also need to roll two Dex 18 saves against exploding swarms Green (42 acid) and Red2 (38 acid).

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 ⇒ (10) + 6 + 3 = 19

Dex: 1d20 + 6 + 3 ⇒ (10) + 6 + 3 = 19

But-for Daryl’s presence, Lindaer would have been consumed by the explosions. The power of the Paladin protected him, and as such he did not go to meet his God.


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

Dang, I forgot about the +3 from Daryl when saving. That would mean I didn't need to use inspiration to make the first save since I only missed by 1.


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Lindaer, so sorry man, and I should have noticed this earlier but actually...you started the round at 90. Saves get you half damage from the explosions. Then you got crit, and shield won't work this time since the attack roll is so high (30). 42/2+38/2+30+24=94 damage. Lindaer 0 hp.


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Tarn, alrighty I put it back on tracker.


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

Finlogan feels reinvigorated when Lindear returns the Heal before he is slimed again by the worm explosion. Then, he remember that he can Absorb Elements acid goo with an Elven command word. Then, the worm spawn slashes him again a couple of times. And, he avoids the worm infestation again.
DC 18 Dex Foresight and Daryl: 1d20 + 3 + 3 ⇒ (14) + 3 + 3 = 201d20 + 3 + 3 ⇒ (14) + 3 + 3 = 20
122 HP -42/2/2 -13 -10 -19 -14 = 56 HP
DC 13 Dex Foresight and Daryl: 1d20 + 3 + 3 ⇒ (13) + 3 + 3 = 191d20 + 3 + 3 ⇒ (15) + 3 + 3 = 21

Then, Lindear drops. Again. Does he heal him or kill the spawn? Decisions. Decisions. The worm spawn is regenerating without fire.

So, he produces a ball of primal change in his hand and cooks his yellow worm nemesis into putrid smelling goo.

Produce Flame: 1d20 + 13 ⇒ (20) + 13 = 331d20 + 13 ⇒ (11) + 13 = 248d8 ⇒ (7, 2, 1, 8, 1, 2, 4, 8) = 33


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The undead worms sizzle and crackle from the purity of nature's flame...in the end no match for the hierophant.

Yellow slain! Only purple remains at 36/166.

Daryl, Szasa to go.


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Also map just updated with the much simplified picture of what is currently there.

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)

Lindaer drops.


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

Green: 1d20 + 8 ⇒ (11) + 8 = 19
Red 2: 1d20 + 8 ⇒ (19) + 8 = 27

Szasa survives, but is dangerously close to falling.

Then again, so is he. she thought, before flying away and then shooting multiple beams of fire at him.

flying 10' away from him, NE then E. This movement doesn't provoke.

Attack Rolls for Scorching Ray as a 4th level spell (so 5 rays): 1d20 + 12 ⇒ (5) + 12 = 171d20 + 12 ⇒ (2) + 12 = 141d20 + 12 ⇒ (7) + 12 = 191d20 + 12 ⇒ (3) + 12 = 151d20 + 12 ⇒ (12) + 12 = 24

Damage Rolls: 2d6 ⇒ (2, 5) = 72d6 ⇒ (3, 4) = 72d6 ⇒ (6, 5) = 112d6 ⇒ (2, 2) = 42d6 ⇒ (6, 5) = 11

I'm aware that he resists.


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A neverending fountain of arcane fire sprouts from Szasa as she flies across the laboratory, striking the walking worm from every possible angle...

5 rays, 5 hits! 18 damage dealt and regen disabled

Purple 18/166 (regen halted)

Daryl up.


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 seeing that the tides of battle seem to have turned, does a quick prayer and calls upon the might of Enlil to start healing his companions.

Cast Aura of Vitality First healing on the fallen Lindaer.

1d20 + 10 ⇒ (3) + 10 = 13 WIS Save

2d6 ⇒ (6, 4) = 10 Healing

But the healing force is still hard to come by.

I'm assuming only healing half of the 10? Since this spell lasts for a minute, do I roll a new save every round, or is the save for this whole casting?


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5 hp to Lindaer, right...and 1 save per casting, unfortunately.

As Lindaer's body fills with warmth, the last remaining worm that walks gazes upwards and starts to gush, flowing outwards with worms from its sleeves and mask mouth-hole like a fountain. 5 new swarms appear...

As the swarms coalesce and get their bearings, the wormanoid lashes out at Finlogan...

Purple vs Finlogan: 1d20 + 10 ⇒ (12) + 10 = 22
Slash: 3d6 + 5 ⇒ (3, 1, 1) + 5 = 10
Necrotic: 4d6 ⇒ (2, 5, 5, 2) = 14
+Dex 13 vs Burrowing Worm

Purple vs Finlogan, Multi: 1d20 + 10 ⇒ (13) + 10 = 23
Slash: 3d6 + 5 ⇒ (2, 6, 2) + 5 = 15
Necrotic: 4d6 ⇒ (4, 2, 6, 6) = 18

Party up. Those infested with the Burrowing Worm (Falko and Lindaer at the moment) take 2d6 necrotic at the end of their turns.

Lindaer and Falko, beaten and battered as you are...you feel a strange kinship for the worm creatures. They are just making their way the only way they know how, when you really think of it. It can't be helped if their mindless undead ravages happen to include a few adventurers...maggots eat flesh, its just a fact of life in the final analysis. At the same time, the worms seem to be giving you both some modicum of respect...turning their feelers elsewhere. You have become 'Favored of the Worm' and tiny black pock marks start to adorn your body, like the corpses you've come across.


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

The new worm spawn slashes Finlogan again a couple of times. And, he avoids the worm infestation again.
56 HP -10 -14 -15 -18 = 0 HP
DC 13 Dex Foresight and Daryl: 1d20 + 3 + 3 ⇒ (18) + 3 + 3 = 241d20 + 3 + 3 ⇒ (4) + 3 + 3 = 10

Then, Finlogan drops.


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Yikes. Emergency territory...can't believe purple made it through that round, thought combat was going to be over.

Daryl 191 /191
Falko 1 /165
Finlogan 0 /122
Lindaer 5 /122
Szasa 13 /121
Tarn 112 /127


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"Szasa... Will you PLEASE destroy those MAGGOTS!?!" shouts Falko as he rushes and steps over the body of Finlogan to swing at the last standing wormanoid.

Mag Maul Reckless GWM: 1d20 + 9 ⇒ (10) + 9 = 191d20 + 9 ⇒ (13) + 9 = 222d6 + 22 ⇒ (1, 6) + 22 = 29

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

I'm guessing that first swing drops the wormanoid. If so, he gets an extra swing from GWM. That swing and his second swing will go to the swarms around him.

Extra GWM: 1d20 + 9 ⇒ (5) + 9 = 141d20 + 9 ⇒ (11) + 9 = 202d6 + 22 ⇒ (6, 6) + 22 = 34

2nd: 1d20 + 9 ⇒ (16) + 9 = 251d20 + 9 ⇒ (5) + 9 = 142d6 + 22 ⇒ (4, 4) + 22 = 30

Necrotic damage from worms (resistance): 2d6 ⇒ (2, 3) = 5

Falko swings without mercy, until you hear a sickening crack coming from his skull. For a moment, he stays immobile...

Con save, Relentless Rage DC 10+5: 1d20 + 9 ⇒ (16) + 9 = 251d20 + 9 ⇒ (14) + 9 = 23 1 hp.

"I'm- I'm ok... The gods have me!"


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Falko's zealous spirit, in some sort of mad last ditch effort to save his flesh, tumbles back into the melee squishing and squashing worms left and right. At this point its hard to tell where the worm guts end and Falko's bloody wounds begin, but from that frenzied look on his face you think he's winning?

Purple wormanoid down as well as 2 swarms outright slain. Map updated, 3 swarms remaining.

Pretty awesome stuff there from Mr. Barbarian


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

His sword useless against the swarms, Tarn thinks for a moment and then suddenly his ears perk up and a wild grin crosses his features. Grabbing his trusty grappling hook and rope, he steps to the other side of Daryl and throws the grappling hook across the bookcase currently surrounded by squirming worm swarms. Wrapping the rope around his forearms, the goblin throws his entire weight and strength into trying to topple the tall, heavy bookcase forward.

Move three squares to the east. Throw rope and then use Elegant Maneuver to gain Advantage on next Athletics check which is to pull the shelves. Hoping the shelf is tall enough to catch both swarms near Lindaer

STR(Athletics): 1d20 + 6 ⇒ (15) + 6 = 21
STR(Athletics): 1d20 + 6 ⇒ (13) + 6 = 19


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Tarn lashes onto the 'helmet' section with his grapple, then uses the momentum from a backflip to pull the shelving down like a domino.

Will treat it like standard collapsing roof trap, Dex DC 15 for half vs 4d10 bludgeoning and area becomes difficult terrain

Dmg: 4d10 ⇒ (9, 7, 7, 2) = 25
Swarm top: 1d20 - 2 ⇒ (12) - 2 = 10 slain
Swarm bottom: 1d20 - 2 ⇒ (19) - 2 = 17 -12 for 10/22 hp remain

...the heaviest helmets were on the top shelf (in another sign of the Netherese expertise with engineering), and splatter one of the swarms as they fly into rust chips in a quite satisfying destruction.

However, there is still some movement from farther back...one, two...many still squiggling near the base of the collapsed display.

Updated map with difficult terrain, its greenish zone outlined in red.

2 swarms still up, one badly wounded.


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 drops another Scorching Rays on the two remaining swarms.

Two on less injured: 1d20 + 12 ⇒ (8) + 12 = 201d20 + 12 ⇒ (15) + 12 = 27
Damage Roll: 2d6 ⇒ (4, 4) = 82d6 ⇒ (4, 1) = 5

One on the more injured: 1d20 + 12 ⇒ (19) + 12 = 31
Damage Roll: 2d6 ⇒ (6, 4) = 10


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Szasa pinpoints the grubs as they climb out of the collapsed helmet display with annihilating fires, then arcing more flames across the room with 2 quick flashes of energy...

Daryl and Lindaer to go. One swarm with 9 hp left...

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)

Heal as 7th level spell.

HP at end of turn: 5 + 80 - 2d6 ⇒ 5 + 80 - (6, 5) = 74

Quietly Lindaer rose to his feet, using the last of his powerful miracles to heal his mortal wounds. He shuddered as necrotic energy continued to eat away at him, just as the worms did. He didn’t feel fear though, for he had come to terms with the fact that he would likely die there, and that the worms would finish what they had started. He felt no animus against them, for it was only natural.


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Lindaer your prayer of Healing seems to have some effect on the infested worm, and very rapidly you watch a dead husk get pushed out of a small pock mark on your skin.

Heal spell cures the infested worm, so no 2d6 damage there. Meaning you are at 85.

Just Daryl left for this round, one stubborn enemy remaining with 9/22 hp


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)

Move to Finlogan, descending as I go.Bonus Action Heal Finlogan 2d6 ⇒ (6, 6) = 12 Aura of Vitality. Nice 6-points back.

He then strikes out with his mighty Warpick at the remaining enemy.

1d20 + 11 ⇒ (2) + 11 = 13Warpick (Charged with Divine Smite (2nd level spell).

1d8 + 5 ⇒ (4) + 5 = 9 Magic Warpick Piercing
3d8 ⇒ (8, 8, 5) = 21 Radiant damage


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Daryl's radiant pick manages to find an extra juicy clump at the center of the swarm of maggots, and striking it true burns it away to nearly nothing.

As the ash of the machine continues to fall slowly, like snow, the thumping from above is still as loud and annoying as ever. From up there you can see tiny capillary tubes leaking a black oil-like substance that also is dripping down into the lab.

The armor Tarn found is adamantine, and the party/whoever claims it gets to choose its armor type.

Combat Over. Current hps:

Daryl 191 /191
Falko 1 /165 (infested, life drained)
Finlogan 6 /122
Lindaer 85 /122
Szasa 13 /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 has 8-rounds of Aura of Vitality left. I believe these numbers are still halved... so you do the math. :-)

Falko gets 3
2d6 ⇒ (1, 5) = 6 (1)
2d6 ⇒ (4, 1) = 5 (2)
2d6 ⇒ (6, 4) = 10 (3)
Finlogan gets 3
2d6 ⇒ (5, 3) = 8 (4)
2d6 ⇒ (3, 5) = 8 (5)
2d6 ⇒ (1, 1) = 2 (6)
Szasa gets 2
2d6 ⇒ (1, 6) = 7 (7)
2d6 ⇒ (6, 3) = 9 (8)

After that he'll try a "Lessor Restoration" on Falko


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Ok, so Falko up 10, Fin up 9, Szasa up 7.

Daryl 191 /191
Falko 11 /165
Finlogan 15 /122
Lindaer 85 /122
Szasa 20 /121
Tarn 112 /127

Lesser Restoration needs a new wisdom DC 18 save. On a fail, the magic is only active at suppressing anything for 1 hour, rather than curing. It will work on the worm Infection but not the last bit of Life Drain.


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Falko places a hand against one of the table holders and pauses, calming down. He feels Daryl's energy seeps through him and smiles at the paladin, facing him as though sunbathing in his aura, arms raised above his head to catch all the rays of goodness: "That! I need a break. These things almost killed us. ALMOST!" he shouts and laughs. "The gods watch over us! Now, I need some more focused holy help here..." and finally he sits down and closes his eyes, ready for a deserved break.

He adds after a moment: "I think I got one of those worms stuck inside my nose. Pretty amazing creatures if you ask me. Resilient!"


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

Tarn sheathes his sword as the last worm thing falls to Daryl's radiant burst. Looking around at his comrades he frowns with concern. Despite various healing efforts, Falko, Szasa and Finlogan all still seem close to collapse. And he really doesn't like the way Falko's skin (or what remains of his skin) moves and bulges like something is crawling around just beneath the surface.

Carefully avoiding the various puddles of acid and pools of his companions former flesh, the goblin cautiously searches the fallen creatures for any sign of who or what they might have been or anything else of value or interest.

Investigation: 1d20 + 7 ⇒ (2) + 7 = 9 Becomes 17.

Was the effect on healing in place within the other areas prior to this chamber?


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Tarn, digging a bit beneath the coat of worms on the fallen walking humanoids reveals in fact a zombie like corpse beneath. Though most of the flesh is eaten and wholly missing in some parts (the intestines it seems were especially tasty to the worms) you can see these were one men and women...though not much beyond that. However, unlike normal zombies which usually have a very dull and idiotic expression these have more of a maniacally happy, undeniably insane grimace dried into their pock marked faces.

There is little of any use left to the bodies, save whatever use you might dream up for a dead body. The acid sizzling about could be perhaps collected in a few vials. (Dex check just for RP purposes, then you can get some Acid (vial)s if you want.)

There was also the Adamantine armor.

And yes, the effects have always been present -- its the Mythal. However, I totally forgot about it during the wraith fight because of DM doofyness, so you got a freebie.


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)

1d20 + 10 ⇒ (18) + 10 = 28 WIS Save


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Daryl feels the same strange force acting against his spell, not inherently evil...just resistive in the way a strong lodestone might repel another. Still, the dragonborn's mental focus has been hardened after many long campaigns, and Daryl soon navigates the psychic conduits that allow the proper channels to reach god Enlil on high.

Falko feels a strange sense of loss, and might feel about to shed a tear...but then a sudden and uncontrollable urge to sneeze overtakes him. However, the husk has thorns that prevent it from moving in that direction, so instead he has to suck it into the back of his mouth and spit it out.

But out it comes.

Falko loses the 'Favored of the Worm' attribute from the infection and no longer has any unusual affinity for them.


Falko spits out the worm and gives an angry look, then he grabs Daryl in his arms and squeezes him in a powerful embrace, punctured by deep sobs: "I don't know why I'm sad..."

Then he pulls himself out of the Dragonborn and gives him a swift bow of thank, before walking off, stepping purposefully on the dead worm as he does so.


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

"You're sad because the worm was playing on your emotions. The same way it preyed on these poor b@#$ards."


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

Healing Spirit 1 DC 18 Wis: 1d20 + 11 ⇒ (11) + 11 = 221d20 + 11 ⇒ (8) + 11 = 19
Healing over 10 rounds: 10d6 ⇒ (5, 4, 2, 3, 2, 4, 4, 1, 3, 3) = 31

Healing Spirit 2 DC 18 Wis: 1d20 + 11 ⇒ (15) + 11 = 261d20 + 11 ⇒ (1) + 11 = 12
Healing over 10 rounds: 10d6 ⇒ (3, 4, 2, 6, 3, 2, 3, 6, 1, 4) = 34

Healing Spirit 3 DC 18 Wis: 1d20 + 11 ⇒ (7) + 11 = 181d20 + 11 ⇒ (5) + 11 = 16
Healing over 10 rounds: 10d6 ⇒ (4, 2, 5, 2, 3, 6, 1, 1, 1, 4) = 29

"Let's take a few minutes to recover." Finlogan spends a few minutes casting Healing Spirits for everyone to recover their health.

Finlogan 15 HP +31 +34 +29 = 109. Crap rolls. Down 11 to average. +94 HP to everyone.

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)

Healing over 8 rounds: 8d8 ⇒ (3, 6, 3, 3, 8, 5, 5, 7) = 40 Full health

Feeling exhausted, both physically and emotionally, Lindaer quietly nodded as he sat with his back against the wall.


AvernusArt 2Grid

Finlogan sprouts into existence a series of translucent pink and purple dryads that giggle and seem to gush life into any that merge with their eternal forms...

Fin, I think Healing Spirit works slightly differently. Each d6 can go to a certain creature. So, you could say put spirit 1 on Lindaer and have it do 6d6 then the next casting spirit 2 on Szasa for another 6d6 to her, etc. Or you could time the PCs to enter the spirits space right and get 4d6 to one, then 2d6 to another and so forth. To get 10d6 you would need to use 5th level slots, is that what you did? Otherwise the limit for d6 is 1+spellcasting mod (6 for you). Sorry if I am overlooking something in your build that allows it to work as you described.

Lindaer, what are you casting/doing for 8d8? Help a poor DM out, learning abilities and such as we go pretty much.


Lady Szasa wrote:
"You're sad because the worm was playing on your emotions. The same way it preyed on these poor b@#$ards."

Falko looks at Szasa and wonders to himself Kind of like you? Instead, he just goes with: "Worms can do that? Well, once I ate this mushroom at the bottom of a bottle of Drow spirit and I got all sorts of things from it, so I guess it makes sense..."

He then finds a place to sit and wait, his body a cloak of pain.


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

Stepping over the pools of acid, Tarn stops mid step and frowns down at the clearly very effective substance. Much better than the usual stuff I get from the alchemists back home. And occasionally quite useful for certain pesky locks or chains. The little goblin thinks to himself.

Pulling out a small syringe, he sucks up several measures of the acid and transfers it into a pair of small empty glass vials he keeps on hand for just such collections.

Dex: 1d20 + 5 ⇒ (8) + 5 = 13

2HD during rest: 2d8 + 6 ⇒ (6, 1) + 6 = 13

Once everyone is rested and ready, Tarn will once again scout in the direction of the irritating thumping sound to try and find its source.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26


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

If we're taking a short rest, I'll spend some HD to heal.

Hit Dice: 9d6 ⇒ (2, 1, 3, 1, 2, 3, 5, 5, 6) = 28


AvernusArt 2Grid

Will update hps when I get confirmation from Fin in discussion.

Tarn, after nosing around you finally come to the conclusion that the thumping is coming from up above you, through the ceiling. Climbing one of the still standing shelves you can confirm this by putting your ear up to the surface (and standing on your tippy toes).

There are a number of open holes that were once connected to the amazing device that Falko just completely destroyed, but all are too small for even a goblin pinky to enter...and look quite nasty anyways, being coated in a black slime of some sort.

It would seem that the 'beating heart' of this place isn't on this level and must be elsewhere in the pyramidal compound.

The only exit you are able to find is the one leading back downstairs.


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

"We should probably head back down. Given that the rooms move around, we'll likely need to find the right room with stairs leading up."

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