The Waiting Beast

Shadowy Floating Mass's page

16 posts. Alias of Gritnarr Halldorr.


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The bonfire slowly fades in the downpour and wind gusts scatter the debris across the ice flow. It's hard to tell but you're not sure the tablet has been exposed.

Dex Save: 1d20 + 1 ⇒ (12) + 1 = 13
Florr's lighting crackles and courses through the creatures body causing massive damage, covering the creature in scorch marks and sizzling flesh. It smells terrible, though the intense smell of ozone quickly conceals the stench.

Str Save: 1d20 + 3 ⇒ (20) + 3 = 23
It endures the buffeting hailstorm well but is clearly hurt.

The abyssal outsider is then impaled by the massive ballista bolt the size of a broomstick. It's pinned to the ice and it spurts sticky ichorous blood.


The badly hurt flayer is hunched over in pain, it starts to mumble magical words but stutters.

He falls to his knees.

"It's too late. Mor'kathuul has returned. The tablet will soon be free of it's...prison...the flood will never stop."

Suddenly a wicked, barbed and inky black stingray springs from the water and lands upon the mortally wounded flayer, consuming it.

It's coal like orange eye blazing dark and stormy night.

It's eye stare deeply at Florr.

"YoUr fa'TH'er is dEad." echos through Florr's head.

"He stO'od..iN t'hE way.

SU'bmit. AcCE'pt my sE'a"

Quickened Geas Spell DC 16 Wisdom Saving Throw:
Geas

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.


Takes Turn no one sees


Dodging the Fireball: 1d20 - 1 ⇒ (14) - 1 = 13
Dodging the Fireball Disadvantage: 1d20 - 1 ⇒ (10) - 1 = 9

The creature erupts in a screech that vibrates the cave walls. It's slimy mucusy skin boils and chars leaving an unbelievably terrible smell in the cave.

Legendary Psychic Drain Psychic Damage: 3d6 ⇒ (6, 4, 3) = 13

A fallen acolyte gurgles and stops breathing.


An alien voice booms in your heads.

"ganaaaath' mAgggguttth shaaataGGG..yOurrr families wiLL bE mY foood. Essspecially yoUr....FAather Florr.."

A massive tree-trunk of an appendage explodes from the depths

Legendary Action:Tail Swipe: 1d20 + 9 ⇒ (4) + 9 = 13
Crushing Damage: 3d6 + 5 ⇒ (4, 5, 5) + 5 = 19

The Acolyte closest to the openings body is pulverized. A spurt of fluids stain the rocks.


The Eyeball spasms it's inky body thrashing in the water and splashing

Legendary Detection: 1d20 + 10 ⇒ (7) + 10 = 17


The ray snatches a large fish with its tail and quickly disappears into the darkness of the basement.


At disadvantage due to currently being attached to/grappled due to it's connection to Thravum's leg.

Constitution Save at disadvantage: 1d20 + 1 ⇒ (18) + 1 = 19
Constitution Save at disadvantage: 1d20 + 1 ⇒ (10) + 1 = 11

A thunderclap explodes as Florr dives into the water. The Creature flies through the air, being ripped loose from Thravum and slams into the south wall with a loud wet smack followed by a wave of water.

The creature wriggled weakly to get it's bearings and begins to flee by diving deeper into the basement.


As it thrashes to pull Thravum, the ink cloud it's shrouded in thins and dissipates.

It rears itself and continues to tug you towards the basement.

DC 13 Strength check.

Chewing: 2d6 ⇒ (3, 6) = 9

Thravum looks to be fading.


Florr wrote:

Florr takes a hand off her blue, deciding against shooting into the inky mess. And send off another spark of electricity.

1d8

It's hard to tell if you made contact, but Florr, Oleksander and Thravum each take 1 point of lightning damage from the conductivity of the water.


Oleksandr Blackwind wrote:

As the ink obscures the creature Oleksandr's unease increases. He quickly checks around his legs to make sure the creature is not sneaking up on him and hurriedly lobs a firebolt into the darkness where he believes the creature to be.

[dice=firebolt to hit (disadvantage)]1d20+5
[dice=firebolt to hit (disadvantage)]1d20+5

[dice=firebolt damage (hopefully)]1d10

Your firebolt strikes the water, a jet of steam rises from where you struck but it's hard to tell if your struck the creature.


Thravum Grimrock wrote:
[dice=strenth check]1d20+4

(check being 13) You feel the beast strain in vain to drag you, but your stance is too strong.


Thravum Grimrock wrote:

Thravum curses loudly as he feels the tugging at his calf. "Elf Loving... Worm Ridden Filth...Pig Iron"

He frantically stabs at the thing with his spear as he tries to maintain his footing while being dragged away.

kind of like this

Your first strike impales the ray cleanly and deeply, striking through to the stone floor below, the ray spasms and writhes in pain. Withdrawing the spear you strike again, but you barley miss as you misjudge the angle you need to enter the water. A dark inky liquid starts spilling into the water, obscuring the exact location of the creature.

Thravum, make a Strength Check (DC 13) if you resist it dragging you into the basement. And take another Leech bite: 2d6 ⇒ (1, 4) = 5


Oleksandr Blackwind wrote:

Oleksandr suppresses a gag at the sight of the blood sucking muck shark feasting on Thravrum's calf and calmly raises his hands in preparation for a spell.

"Somnus, sopor, dormio, nox..."

[dice=sleep spell on leechy thing]5d8

Unaffected, the Ray tries to drag Thravum east.


About 5 minutes into Olias' scouting

Thravum, you feel a sharp bite on your calf. Looking down you see some splashing and a glowing red eye that starts swimming away. You seem to be attached to it's tail.

Surprise Attack w/ Adv.: 1d20 + 7 ⇒ (14) + 7 = 21
Surprise Attack w/ Adv.: 1d20 + 7 ⇒ (8) + 7 = 15

Blood Suckin' Necrotic damage: 2d6 ⇒ (2, 5) = 7

Now that it's closer to you you discern what it looks like (though unlike this picture it has a large central red eye and no discernible mouth.) It's body has a span of about 6 feet.

We can keep the same initiative for the sake of efficiency.


You see just edges and movement of a shadowing floating mass to the west of you. A Crimson eye the size of a pumpkin turns to face you. You see just the faintest red glow as it's eye turns away and to the south, beginning to swim. It has a small black pupil.

Make a Wisdom saving throw vs. fear.

You can see very well within a 20ft(four squares) radius of Florr and her glowing arrow. Past that you can see with dim light out to 40ft (5 squares away to 8 squares away) the lantern has been extinguished. Swimming up and grabbing the edge of the hole you fell through and crawling onto the edge takes 15 feet of movement and your action. You can still take anything that's a free or bonus action.