"If you wish to stay wizh Ticăloşie, zhat is your choice. I will not - and cannot - make you put your home, heart, and soul at risk." Flashing a smile that appeared all too sly, Ez was in truth quite relieved to hear that. Pepin, of course, couldn't say the same. Eyeing the Hinn, as surely the little one would agree that it's preposterous, he would prove to be ruefully mistaken. Heim seemed even less bothered than Ida.
"Do what you gotta do, Lady. Be safe out there. SO! Tell us more about yer Lord'a'Muck, hm? What was he like before, ye said? Before he gone whacky? How's he like now? Walk an' talk, walk an' talk!"
Mouth ajar in disbelief, Pepin dramatically glanced from Ez to their companions, already making their way over to Beem's lilypad. Those traitors! HOW could the life of one horse and a shabby wagon be more important than their own?! For one, his dear Mere would definitely have strong words with anyone who thought otherwise!
"Don't look so sad, Broscoi! I'll be right here!" Ez laughed, leaning casually against Nedejde. "Besides, I am not fond of muck!" Waving at them as they departed with Beem, in no time at all Ez had found a comfortable perch at the driver's seat, nestling her tobac pipe and a bottle of wine. Folding his arms, Pepin huffed a little grumble, totally trying to drown out Beem and his happy croaking. Once they had all joined the bullywug on an abnormally oversized lilypad, Beem finally acknowledged Heim's question. Naturally, with a Gwa.
"Gwa! Crazy-Bone was Big Boss, but not as big as TukTuk!" Beem corrected, shaking his bobble head at the silly Hinn. "TukTuk new Lord of Muck!"Diving into the cloudy water with a little splash, a few moments later you feel something snap below. Beem severed the Lilypad from its anchor-like roots. Using the remnant like a rope, the bullywug then tugged the Lilypad forward, popping his head up to the surface now and again. Upon reaching the gate, Beem jumped back onto the pad, sifting through the bloodied sack of toys.
"From what I know, ze Bullies have always revered Chickenbone. They treat him like a Saint, so his head might be a little inflated...He and Mon Mere are Vhoodans. Healers and speakers with ze spirits. There were once many, but their number dwindled over ze years." Croaking with glee, Beem yanked one of the macabre toys from the sack. Hopping on his heels, Beem then surreptitiously placed the squishy item in a rusty bucket behind the gate on old scaffolding and covered it with a lid to muffle the sound
"No peeking, touching, or eatsing! We plays with it later, Gwa!" Searching the mossy walls, a myriad of young bullywugs peer back at you behind curtains of vines, congregating on the dilapidated ramparts of the gate. Now that you are beyond the boundary, all that is within the confines of the Bog is clear to you. The bog is comprised of shallow water at most ranging between three to ten feet deep with a few scattered islands that are heavily eroded. The remnant of a few decrepit buildings are still standing, though most have been stripped down to their bare wooden frames under the ravage of time and the elements. Long ago, it could have been a town or perhaps a military outpost. Regardless, the bullywugs now call it home and have made it their own. Verdant clusters of lilypads freckle the bog, many occupied by multiple bullywugs lounging, dozing, or otherwise rapt with curiosity at your approach. Crude basket-shaped hovels fashioned from twigs and branches mix with centuries old stone ruins, swallowed by stagnant shallows and draped with moss and vine. The swamp has reclaimed much of what used to exist here, though it is hardly recognizable. Another thing you notice is the high wooden fence enclosed around the bog, just as dilapidated as the ruins themselves. Imperfect as it may be, you get the sense that cracks in fence are not left unguarded.
Pointing to the southernmost ruin, nestled on the largest island is your destination. Unlike the other husks in the area overwhelmed by nature, this ruin appears most intact. Makeshift ramparts encircle the crumbling infrastructure, little more than questionable balconies and ladders protecting what was once the stately grand hall of a modest-sized fortress now pockmarked with gaping holes. To the west was a rudimentary pier connecting a triad of islands crammed with slap-dash shacks. It resembled a market.
Glancing at Heim, Pepin was curious as well. From the sound of things, something didn't add up.
"Can you tell us how he changed?" Quiet, Beem stared sidelong at the party.
"He no see anyone, not even new Muck Lord on Crowning Day." Checking this way and that, Beem leaned closer, adding, "Methinks it's bad joojoo. Gwa! We all do!"
Tapped one of the glass bottles with a finger, Bastien squinted as he strained to listen. Do you need help?!"Oui! As-tu besoin d'aide?!" It would be a shame if the faeries drowned, but which bottles were their prison? Alessa may have charged Bastien with the momentous task of making her drink, but thus far the liquor has been trying to fly off the walls of their own accord. Resigned to wait for the quaking, cursing, and screams to stop, Bastien gasped as the kitchen doors suddenly burst open only to spit forth a fuzzy, floppy-eared creature. Aghast, as he recognized it to be Long-Ears, one of the Mademoiselle's murderous pets, Bastien staggered on his feet, frozen with fear. The grey Loa scampered to the end of the bar, clutching tight a wiggling burlap sack. Frantic and wildly panting for breath, its mind was solely on escape. Afraid as he was of the large, bipedal rabbit, Bastien then heard the cries carried through the swinging kitchen doors...Alessa's voice reached him then, calling out for help, lost somewhere in the madness. For her, Bastien resolved to swallow the unmitigated terror! Pushing through the threshold into the narrow corridor, Bastien's broad frame proved to be a tight squeeze. I'm coming!"J'arrive!"
Of course, nothing could have prepared him for what lie at the very end.
Flickering with dwindling concentration, a mangled shape revealed itself, standing crookedly askew. With a malicious glare that burned through the darkness, amber coals as mean as the Nine Fels seemed to bore straight through Bastien as she staggered a step forward, growling like a vicious wounded animal. In that moment, fear like nothing known before gripped Bastien, chilling his very bones. Mind going blank, he reached over and snatched an old mop from the corner. Not that it would be much use against a hag!
Triumphant, Bouki spit out a maw-full of wretched, leathery flesh, as the hag's limb smacked the floor with a wet, sickening thud. Clearly, the vengeful Loa was only getting started--That said, this Bertsnella could certainly take a beating. Gritting her teeth, cornered and most displeased with her current predicament, Death was not something she feared. Now, Mère Skella, on the other hand...Obviously, these weaklings had no fear of her! What fools!
"Enough!" Bertnella hissed. "I will not be stopped! Not by ze likes of YOU!"
Giving in to the chaos of the moment, Alessa outstretched her hand, compelled so by power from within. Belting out a strange tongue, energy burst and crackled forth, manifesting as a fiery beam. Whizzing passed Bouki, straight at the flickering figure, accompanied by grievous 5 dmgsizzling and black wisps of smoke, pained shrieks flew from the corridor.
Swift to chase after the scuttling abomination, Ptolemew's killer instinct was a fearsome thing to behold. Pouncing on the ten-legged effigy, the familiar's claw caught on the nasty thing's twigsome legs, impeding its desperate escape. Having caught the accursed thing in her furry clutches, what next? It certainly deserves a bat or two, having displeased the Master so...
Free of the Fizzlenobs and the frog familiar's tongue, pickingand his trousers himself off the floor, despite their passionate fling, Elovhen would sooner admit impotence than allow that imposter to escape! Dashing to Bouki's side, weaving the woesign of the Gambler, the gutsy Wizard thrust out his blade, slashing as haphazardly fast as he could. The edge certainly 5 dmgsliced through something solid, streaking along the side of the hag's head. With baleful snarling, the top of a gnarled and twisted ear tumbled to the ground.
"Agh! pas le visage, MONSTRE!" Upon the vexing strike, Elovhen sensed the spell's energies transfer from the dagger to the witch. Escape won't be an easy thing, be sure of that! Leveling a vengeful glare at the rebellious elf, the hag Bertsnella lashed out at the greater threat. "Begone you filthy snaggletooth! A curse on you!"
Twitching only momentarily, Bouki roughly shook her head, shaking off the Vicious Mockeryhexing words like fleas off her pelt. Shrieking with dismay, the hag attempted to stagger out of reach, but the Bouki had no qualms about biting her in the back. Snapping at her gaping shoulder once more, Bouki's teeth snagged at bones, 17 dmgcrushing ribs and tearing away with bestial fury.
Drenching the corridor with blood, dragging her feet as she struggled to walk, the hag continued on with but one tenacious, singular thought. "Non! Pas encore! I must go...T-TUE-LA!
The very act of moving triggered the magic laced in Elovhen's attack, ramming her with an instant destructive wave of force. Spitting blood from her mouth at the crushing blow to her body, the hag's eyes narrowed to specks as she approached the formidable goon blocking her retreat. "Away with you, or I shall tear out your daft innards!"
Bastien flinched at the hag's threat, wavering as the hag neared just out of arms reach. To his surprise, however, he found the blood-dappled bunny bounding up from behind her to be far more frightful...unimpressed as far as predator's go, Bouki ripped into the hag's other arm, chomping down just above the elbow. Wincing as he watched the limb 21 dmgrip off, the mop still trembling in his calloused hands, at least the now armless hag no longer posed as much of a threat as before. Thinking of the fair Miss, the urge to fight swelled in his heart of hearts.
Bad Lady!"Mauvaise dame!" Clenching onto the mop so hard that his muscles bulged, Bastien swung hard, striking the foul creature once across the face, the second time knocking her upside the head. The force behind it sundered the mop with a loud thud and a terrible snap. Flailing at her demise, the hag tumbled backwards, reduced to little more than a bloody heap on the ground. Cocking her head at this unexpected end, though preoccupied for the moment with snacking on what was left of Bertsnella's severed arm, Bouki's rage temporarily abated. Ear twitching, instead the Loa's attention followed the sound of mayhem and battle taking place beyond Vesper's walls. The imposter, though mostly dead, has yet to breath her last. However, with the rate she is bleeding out, it is only a matter of time.
Status: Offensive Combat Order: Party-->Foe-->NPCs OOC: CONGRATS, combat is over! You've thwarted Bertsnella and her evil machinations! Gentle soul that he is, Bastien's last hit was nonlethal. The hag is currently unconscious, however I will be rolling Death: 0 Saves: 1death saves for her each update from blood loss. Also, you are free to join the battle outside. Doing so will grant you a surprise attack to go with your action. What would you like to do?
Mortified by that near-miss with Death, Theo regarded the axe handle with pure consternation. It was if a black cloud had graced them by chance; thankfully, both Sara and her smelly moss-fiend had survived the sudden bout of misfortune. Sara's nonchalance was a bit surprising, was she so accustomed to beasts like this, bloodthirsty and accursed by fel magiks? The monster may be a toad, but its wild eyes were frightful in the grip of pain and rage. The paladin's sword gashed deeply into the toad's flesh, soundly interrupting its gluttonous meal. Returning with another mighty strike, Beob 17 dmgtore through the familiar's back with macabre zeal. As awkward as his posture was hefting around that semi-sharpened blade of his, it was undeniable that he had a knack for killing.
Quick to scrape the fragrant goo into a pouch, as she planned to study its properties in due time, Kosara was unfazed by the tide of blood, guts, and fellish mostly Glorpsquee-ing. What a cornucopia of potential ingredients just screaming to get harvested! More importantly, she had legitimate business with this fiendish toad. "Thar be hags!" Pointing this out to Theo, Kosara then ran forward to pulverize the monster with a good whack or two. Bash its spleen to smithereens! Just as she was about to thrash its kidney, Sara staggered in the slippery muck below, flooded with blood, pus, and juicy innards, missing the colossal target altogether. Hanging onto her hair for dear life, Glorp reflected his master's sentiments--dourly nurboling at the foe with trilling tongue a-swivel.
Awestruck by the fearlessness of his companions, tossing the foiled wooden handle aside once he had come to his senses, Theo also joined their all out offensive. Clutching something in his hand, the lad declared to the heights. "Lady Ezra, we need your sword and shield! Vanquish the wicked!" Wisps of mist swiftly gathered before him, manifesting forth a splinter of light that formed into a holy sword. Held aloft by an invisible force, with the sweep of Theo's hand the shimmering blade swished and seared a fiery path, 9 dmgplunging deep into the hag's minion.
Pitching a wretched bellow from the heavy onslaught, once the shock had abated, Grisselgal pushed away from the tavern, gravely disemboweled. Rumbling dourly as his bulbous eyes twitched, despite the dark patches obscuring his sight, the familiar eyed the interlopers with insatiable hunger. Inflating his gizzard out to appear larger and more formidable, there was nothing left now but to die--but, not without tasting one of them first! With three morsels to choose from, Grisselgal honed on the tall one, smelly and draped in rags. This one, mean and filthy as it was, would make for a tasty meal...it has big, meaty bones after all.
Belching a croak, Grisselgal flung his tongue out, hoping to catch the morsel by surprise. Alas, with his eyes affected by the poison, his tongue lashed at naught but shadow. Tasting nothing but dirt, once his slimy tongue zipped back with no success, Grisselgal gave it another go. Flicking his tongue out at the dark shadows, Beob managed to dodge the sticky appendage as it swept sidelong, slamming against the muddy earth and crunching a dead log to pieces. Unsatisfied, the malicious familiar heavily swayed on his trunk-like forelegs, his bloodshot orbs keenly a-search.
Status: Offensive Combat Order: Party --> NPC --> Foe OOC: Beob luckily averted becoming frog-food. Now at the battle's climax, will Grisselgal get his way?
The warmth and renewing zing of the Feu Follet magically heal cuts and are a soothing balm to one's burns. Sweet and innocent as they are, the spirits linger but for a short time before fluttering back to the air. The green grove of the ruins are their abode, and the little lights appear to congregate around the restored Wishing Well. Despite Larissa preoccupation with her own thoughts, Nik manages to answer his own questions with mere observation.
As Nik spoke kindly to the Feu Follet, their ticklish little kisses immediately heal his wounds. Cool and refreshing, Nik would realize that they were not tangible in the sense you would expect of other fey, but are akin to wisps in that they have very little mass. In essence they are little more than dense tufts of light and energy. Though possible to touch them as you would cupping dense mist in one's hands, NiK felt static as his hand passed through one of the fluttering lights. A thought comes to mind here. Although they appear to be fragile, Emil had often warned him to be wary of spirits, for they are often impervious to physical damage. True, these may not be baleful ghosts or banshees and Larissa said they were benevolent, but a lack of respect for spirits, no matter how small, could quickly become deadly. As the Feu Follet flutter from from Nik and Stefan, their twinkling lights lazily dance and drift throughout the ancient ruins. The Captain frowns as the Feu Follet depart, more than aware of the niggling sense that she had lost something precious...but, there is much at stake where the Maiden is concerned. It was well worth the sacrifice. Unfortunately, they were no closer to the answer.
"Something is very wrong..." Larissa declared, darkening. "The Fane is purified, yet I hear nothing...not even a whisper from the Maiden." Furrowing her brow, Larissa noticed their quizzical glances, gesturing then to the ground beneath them and to the wild surroundings of stone and strangling Ivy. "She can speak to me through soil and sister arbor, for the roots of her Sacred Willow run deep and span the farthest reaches. As the present Bocoro, we are intrinsically connected...however, it's very possible my time away from Souragne has weakened our bond."
Turning, ruffled with apprehension, this fact filled Elias with dread. If the Maiden was Noemie's only hope for resurrection, her inexplicable silence did not bode well...restoring the Fane was supposed to remedy that! They had all suffered a great deal besides, and for what? If this Maiden spirit can't be reached, he loathed to think their best for Noemie may amount to little more than a hasty funeral and a few apologetic words. "There is a saying...when the gods are silent, they have drank their fill of despair and disapprobation. For what reason would this Maiden elude you?" Elias pondered with a cynical edge. "She certainly wasn't shy when we first arrived...It was her song that led us to your tavern in the first place."
"What exactly are you implying?" Laurie quipped, hand on hip. "So you think there's bad blood? Nonsense! Who can know the mind of spirits and gods?"
"It's not that inconceivable, really! At times, even the most zealous of the Faith must atone...anyone is susceptible to falling astray."
Scratching at the stubble on his chin, Ler shrugged at all this needless speculation, but tossed some in nonetheless. "Or, this Maiden could be in hiding, conserving her strength? Just look at the decrepit state we found this 'holy' place in...the wicked hand behind this certainly hasn't been idle."
Wistful, Larissa saw merit in both avenues of possibility. "Indeed, I fear you may be right. Last I sought her advice, the Maiden warned me not to pick a fight I couldn't win. Ultimately, I chose to ignore it--and would so again--only, now I am a irrevocably cursed. If I were the Maiden, I too would hide my face..." Gazing at the party, her seriousness only intensified. "Perhaps, there is simply too much blood on my hands?"
Surprised, Ler nearly forgot about the rumors floating about the tavern, including the Captain's hideous Wanted Poster. There was mention of murder, among other crimes, but at the time it seemed little more than vile propaganda...truly, they knew very little about this Ghost Captain. A sentiment that teased at Elias' unease, though at this juncture he still couldn't quite put his thumb on the truth. Having been a ghost himself up until recently, Elias couldn't fault her for being partly-alive or sometimes-dead. At least she's no friend to the Nox-Dead, so one might call that a silver lining.
"And who doesn't these days?" Laurie mused, hardly fazed by such an open admission. "There's no shame in that. Survival is rough enough out there. At least you have the means to protect you and yours. "
Casting her pale gaze elsewhere, the Lady's assurance did little to sway Larissa's opinion. It would take more than a few encouraging words to relinquish her demons. With Haas on the move, they had little time to dally. It was high time they press on, come what may.
Regarding the scrappy hodgepodge of heroes with an uncertain glance, there was a touch of hesitance doing so...nevertheless, as the party left the safety of the ruins, Larissa followed beside them in silence, with her remaining badgers meandering behind.
Entering into a narrow glen hedged in with barren trees, a pervasive gloom gave way to dread. It appeared they had stumbled into a veritable battleground or worse, as a vast boneyard encompasses the entirety of the glen. Bodies have been left to rot and pile on top of each other, gods know how many souls call this their grave. There is a musty odor carried on the breeze, so much that you can taste Death itself in the air.
Doubts found Nikol, and he had no trouble showing it.
"Why would she be in this place?" It was a fact, the search for Noemie had lead them to this desolate place. Up until now, small talk among them helped quell the terrible angst as they trekked over countless bones, pushing forward for their mission's sake. They all had their own reasons for the search, but who could have known this would be their destination? Sensing Nikol's unease, Stefan sought to encourage him, even if it felt like grasping at straws.
“There’s a lot out here. I don’t think it’s a coincidence that all of us came here the same night as all of this is happening. It feels like…I don’t know, a convergence? Like there’s something special about tonight.”
Frowning, Larissa flicked her gaze at Stefan's back. Indeed, who could argue with that? It was a mystery even to her.
Raising a brow as he trudge near the front, Ler couldn't help but agree. "After this night, I don't believe in coincidence." After a pause, Odie circled back to Noemie. Knee deep in a veritable nightmare, they didn't have the luxury to waste time. Well, except for potential threats.
"More forwardly, she's supposed to be a-live in there? Let us be wary of hags, shall we?...I gather none of you have come across the name Missy Skella prior to our frolicking?"
"Missy Skella?" The name flew back to the Captain's mind, like a crow soaring towards the death knell. "Solene briefed me on her shortly before the incident." That being the cannon-fire.
"I'm told Meliskella arrived little more than a year ago...yet, I find it hard to believe one hag could have wrought this much havoc in so little time."
Ahaha!
Stopping dead in her tracks, a wave of trepidation crossed the Captain's visage.
Eager to learn what exactly they were walking into, Heim spent their time on the lily pad mostly listening. He would elbow Pepin casually from time to time to explain some of the Mon Mere, Vhoodans, etcnames and terms Beem was mentioning. Heim also wondered what this place could have been, all those years before the swamp took over.
"Bad joojoo," Heim repeated, oddly agreeing. It sounded like Chickenbone was losing the respect of the bullies, if respect was the right word. It was always messy when leadership in a gang changed hands, no matter how peaceful. Hopefully this Tuktuk Mucklord was open to reason, or better yet, compassion.
Could one hope for such a thing though, in this blighted wasteland?
"Tell us more of Big Tuktuk, Beem. What is he? A Bullywug like you? A two-legs? He treat ya well? Think he would heal our friend who's sick with the deadfire blot thing? How should we talk to th' guy?"
Can I roll an Insight check to see what kind of leader Tuktuk was, based on how Beem describes him? lol
His cowl and cape swirled around him as he went. And when the toad lashed out - with its tongue?! - the violent Ragman lacked either the wherewithal or the care to react. The log nearby splintered in a thousand snaps and crackles that could have almost been melodious - pleasing, even - if pleasantness could exist in a world as vacuuous and brutal as that of Beobachterin's. He didn't see the toad as trying to each him. Not even attack back or defend itself. It was merely changing in its shape and posture.
Another slash.
Another hack.
No foul words to focus enmity. No berzerker shout to rattle the foe's psyche. Between the chipped blade's gnawing at the toad's bumpy skin, the Ragman grasped at the blood and goop with his shield hand and smeared it on himself. Mindlessly, almost, while still grinding at it. Firmer and firmer, he pressed it into his arm and shoulder and chin - anywhere - as if trying to make the waylaid toad part of him.
Another great slash overwhelmed the amphibian-beast. His blade cut Beobachterin attacks with his long sword, rolling a 19 to hit and a 14 for damage (10 slashing, 4 necrotic from Kosara’s poison). Resistance to necrotic negated due to Inescapable Death. deep. And again he stile a handful of the swamp-thing’s lifeblood, this time smearing it harshly - unevenly - across his face. A shaman of the woods might have done such a thing to commune with its prey. A child may have done something similar in an attempt to understand grief or loss. But for Beobachterin the Ragman, there was only a blank stare. More profane than any shaman ritual and more sinister than an any child’s curiosity.
And then he paused. He turned Theo LeGrange - kind, friend Theo LeGrange the human mortal - and then to Kosara, gifted of his first hair-stick - as if just noticing for the first time. A mild panic came across his face as he failed to realize where he was. He looked at the fire on his hand, smeared over himself, and the mild panic turned to a fear. Then he noticed the sword in his hand, and noticed the giant toad urp-ing and croak-ing and… bleeding… before him.
Beobachterin lowered himself into a defensive stance, his shield held awkwardly high, as if he’d never held one before. ”Sara! Theo LeGrange!” He called. As if he’d only just arrived, ”Look out - it’s that toad… It looks wounded!”
Action: Attack giant toad with longsword, rolling a 19 to hit, and if hitting, dealing 14 damage (10 slashing and 4 necrotic, bypassing any resistance to necrotic with Inescapable Death).
Bonus Action:
Reaction:
Beobachterin, ??? Level 1 Paladin
13/13 HP | tHP: 0 | AC 16 (18 w/ shield) Left Hand: Shield | Right Hand:none Current Spells and Abilities in effect:
Witch's Poison: +4 necrotic damage when damaging with longsword from Kosara's poison.
Witch's Token: Current possesses Kosara's witch token. Tucked into his head bandage.
Standing Effects:
Heavy Armor Master: Non-magical Bludgeoning/Slashing/Piercing Damage soaked by 3
Powerful Build: Carry 600, Push/Drag/Lift 1,200
Immovable: Advantage on Strength Saving Throws
??? Resilience: Advantage on Poison Saving Throws
??? Resilience: Resistance to Poison Damage
??? Resilience: Resistance to Lightning Damage
Immutable Form: Immunity to spells or effects that would alter form
Heavy Armor: Disadvantage on Stealth Checks
Inescapable Death: Ignore Resistance to Necrotic Damage on attack rolls.
Withering Contact: 1d10 Necrotic Damage to grappled/grappler on turn start.
__________________ Pronouns: He/Him | Posting Status: slumbering contently (offline) | cottontailwind's PC: "So there's this thing called a collective bargaining unit..." GM: "No unionizing the kobolds!" PCs:Varley, Dr. Ouzo, Goio, Mr. Fortune, Disco Eddy
Last edited by cottontailwind; Aug 25th, 2023 at 04:36 PM.
Sounding from a distance, though it may prove difficult to pinpoint the direction, a disembodied laugh echoed through the dark and grim. Brash with a biting edge, there was a certain...arrogance. For, it was a bold laugh, audacious even, with no intention of hiding what you sense is pure contempt. Who could be so bold? So cavalier, encompassed by the dead? Deep down, you probably know.
"Misroi." Barely reaching above a whisper, like venom on her lips, she couldn't help but spout it with disgust. Face marred with a deep scowl, warily Larissa's gaze searched the darkened hedge of their periphery. The mere mention of that name seemed to create an eerie shift in the atmosphere, as if every pair of empty sockets had dagger eyes on no one but them.
From just beyond the winding oaks, with their spindly roots and drooping arms, something emerges from the mud and grime, jumbled and bizarre, a figure that is altogether crooked...wrapped in a sickening gloom, a mangled corpse rises from the dismal dead-field some sixty feet away. A mere skel held together by petrified sinews and addled by moss and prying roots embedded into ossian cracks, its cold visage had long rot to the bone. Though it had no flesh to speak of, the undead faced the group in silence. The only hint of movement was the flickering blue cinder blooming from its skull, taking up residence within the skull's left socket.
Gritting, Larissa appeared tense if nothing else. Truly, this wasn't entirely unexpected. Only, this was the moment she had long hoped to avoid.
A corpse has risen to greet you with nothing but a cold, dead stare. Are you hostile? Afraid? Maybe a tad curious? How do you proceed?
“It suits you,” he said, finally. “It reminds me of a uniform of some kind. Like people look at it and know who you are. Or maybe what you are.”
In that instant something *clicked* for Haas. Not who I am, but maybe what I am... That's it!
His shock physically rocked him back onto his heels and he had to steady himself. "A uniform. Yes, this was-- this is my uniform! I was part of... of something? I was part of something." The second time Haas said it it was with purpose. A declaration.
"Thank you, Stefan." The gravel in his voice seemed a bit softer. His hunch perhaps a bit less severe. But, like all good things in the Dread, they were fleeting and short-lived.
The cackle brought Haas' attention out in front of the group. Instantly and unerringly he was on high alert; a predator ready to pounce at the slightest provocation. One might swear his greasy, slicked-back hair raised imperceptibly and unmistakably hackle-like. Blood tingled within his veins, eager to be spilled in the name of violence.
Haas didn't know who or what a "Misroi" was, and he had already confused the language of native speakers with proper names on multiple occasions in the very short time he spent in this swamp. But he knew undeath, and this thing seemed a fairly straight forward threat to be ended. However, he inferred from their resident Bocoro that Larissa possessed some sort of familiarity, or at least recognition, with this particular entity. So, instead of guessing once more he skipped right past the "what" of the situation and onto the "how". Holding his cleaver in both hands he brought it low behind him to one side, in preparation for an upward strike.
Mumbling softly, Haas spoke out of the side of his mouth to no one in particular, keeping his gaze locked onto the new arrival. "What's the play? Looks like a Nox Regni to me. One that needs to be reminded of its not-aliveness, however... violence might awaken others and create more delays." As he spoke the blood hunter slowly edged away from the group, moving perpendicular to the mossy pile of bones. He didn't want to enrage the thing (at least not accidentally), but neither did he want to stay clumped up with the group and allow themselves to be a target.
Using Hunter's Bane to attempt to recall information on the word "Misroi" as it relates to undead creatures, as well as to identify the moss-covered skeleton by sight and sound alone. Rolled an 8!
Using Insight to judge the creature's intentions. Rolled a 7!
+2 modifier on Survival checks vs tracking outsiders and aberrations.Dread Die
Features & Traits:Haunted One Background
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.Heart of Darkness | You have advantage on Wisdom (Perception) checks that rely on smell.Keen Smell | You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence checks to recall information about such creatures.Hunter's Bane | You know one blood curse of your choice, detailed in the “Blood Curses” section at the end of the class description. You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse.
Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can’t be reduced in any way. An amplified curse gains an additional effect, noted in the curse’s description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse.
Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level.Blood Maledict: 1/1 | Blood Curses:As a bonus action, you mark a creature that you can see within 30 feet of you. Until the end of your turn, whenever you hit the cursed creature with a weapon for which you have an active crimson rite, you roll an additional hemocraft die when determining the extra damage from the rite.
Amplify. The next attack roll you make against the target before the end of your turn has advantage.Curse of the Marked | Feats:Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.Tough | Dark Gifts:You are haunted by spiritual beings, whether the souls of the departed or entities from another plane. Their voices endlessly whisper, taunt, or cajole, sometimes rising to unearthly howls. Only you can perceive the spirits, unless you allow them to speak through you. The spirits are intangible and invisible; anyone who can see invisible creatures sees only fleeting glimpses of these spirits as they haunt you.
Spirit Whispers: You learn the Message cantrip if you don't already know it, and require no components to cast it. When you cast the spell, the messages are delivered by one of your whispering spirits rather than you or the target's voice. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (your choice when you gain this Dark Gift).
Sudden Cacophony (1/1): When you are hit by an attack roll, you can use your reaction to channel your haunting spirits, letting their voices howl through you. If the attacker isn't deafened, add your proficiency bonus to your AC against that attack, potentially causing it to miss. Once this trait causes an attack to miss, you can't use the trait again until you finish a long rest.
Voices from Beyond (1/1): Immediately after you make an attack roll, an ability check, or a saving throw and roll a 1 on the d20, the haunting voices grow too loud to ignore. Roll on the Voices from Beyond table to determine the effect of these voices. Once one of these effects occurs, none of these haunting voices manifest again until you finish a short or long rest.
You have disadvantage on the next attack roll, ability check, or saving throw you make.
You are deafened by the voices for 1 minute.
You are frightened of the creature closest to you, other than yourself, until the end of your next turn. If multiple creatures are closest, the DM chooses which creature you are frightened of.
Within the next 10 minutes, you can ask your spirits about the results of a specific course of action that you plan to take within the next 30 minutes. You can receive an omen as if you had cast the Augury spell. The omen manifests as whisperings from your spirits perceptible only to you.
Gathering Whispers Gear:+5 to-hit | 2d6+3 slashing damage
Martial, Heavy, Two-handedGreatsword | +3 to-hit | 1d8+1 piercing damage | Range: 80/320
Simple, Ammunition, Loading, Two-handedLight Crossbow | Medium Armor | AC +4 | Disadvantage on Stealh checksScale Mail | "It's the only thing left that ties me to wherever I came from... from... before." After a moment, he clarified. "My coat. Underclothes ripped to shreds. Boots were boiled down to fill my belly. Weapons and provisions I scavenged when and where I could in the Gravelands. But this coat..."
Looking down, he took a moment to appraise it himself. It was obvious the coat was quite fine, at one time. Tailored from the midnight black leather of an unknown animal, much of it surprisingly remained blemish-free. The seams at the epaulets had begun separate; the thread appeared to have been clumsily replaced with sinew. The edges of the collar and lapel had worn smooth and frayed in spots. There was a makeshift belt wrapped around his left arm at the elbow where it appeared the sleeve was barely attached anymore. But the leather itself, while weathered, appeared to be oiled and fairly clean, especially considering the man was mucking about the swamp in bare feet. All in, it was still a striking accent to the fierce warrior that wore it.
"I know it meant something. To my former self.""And so it means something to me" was how he wanted to finish that thought, but he couldn't seem to say the words out loud.Once-Fine Coat | Alchemist's Supplies, Bedroll, Mess Kit, Hemp Rope (50 feet), Tinderbox, Torch (10), WaterskinPack | Crowbar, Hammer, Holy Water, Manacles, Steel Mirror, Wooden Stake (9), Tinderbox, Torch (2)Chest | 130 gold piecesCoin Pouch Ability Scores & Saving Throws:+3 | +3STR 16 | +2 | +4DEX 14 | +3 | +3CON 17 | +1 | +3INT 13 | +3 | +3WIS 17 | +2 | +2CHA 14 Skill Proficiencies: Arcana (+3) | Athletics (+5) | Insight (+5) | Religion (+3) | Survival (+5) | Light Armor, Medium Armor, Shields, Martial Weapons, Simple Weapons, Alchemist's SuppliesOther Proficiencies | Common, Primoridal, Sylvan, UndercommonLanguages
__________________ Posting Status: Current and ready for new prompts! Current Character:Cosmic Lannyx | Haas He/Him | I have taken the Oath of Sangus
Last edited by MoldyNolds; Aug 28th, 2023 at 03:50 PM.
HP: 11/11 AC: 15 Saves: Str +6, Dex +6, Con +1, Int +1, Wis +2, Cha +1
Nik glanced over at Stef's speculation. "It is a bit concerning. Still doesn't explain what we're doing here, either. Unless we got pulled in by mistake." As they followed behind Haas, he took a few occasional deep breaths through his nose, trying to see if he could pick up anything of the trail Haas was supposedly following.
Nothing. He still felt ashamed that he'd lost the trail in the first place, and while he was glad that the ring of ruins was restored, and the little spirits congregated, they had wasted so much time on that monster and the aftermath... and the mage. They still didn't actually know what had happened to him, in the end. He wondered if Ler was starting to remember, or if it was to remain a complete mystery.
Odie's question earned just a shake of the head. The name meant nothing to him. Nor was there much opportunity to dwell on it, as there was more talk, from Larissa. He frowned- in what manner was she cursed? He wondered if she would actually give an honest answer if he asked. But he kept his mouth shut, not wanting to owe honesty in return.
Another voice, not of their group, broke the heavy air with the sound of mirthless laughter. When the hideous figure at last shows itself, Nik's face scrunches up in disgust. "A puppet?" he questions, glancing towards Larissa. He didn't have his father's extensive knowledge of the restless dead, but he was under the impression that the majority of them were mindless, or at best capable of base animal cunning. Laughter however, suggested greater power of thought. He could only name a handful of creatures with the capability, and it seemed unlikely that such a creature would linger in such a revolting and debilitated form. If so, it was truly an accursed being.
He took a couple slow and deliberate steps forward, swinging the borrowed blade in an arc to remind himself of its unfamiliar weight and balance. Gritting his teeth, he held himself back from charging the thing, the warnings of a trap echoing in his memory. If all the bones of this place were about to spring up from some foul magic, he did not want the majority of them to be between him and the others. Even so, he could not help the way his face attempted to pull into a sneer as he stared ahead, waiting to see what the thing would do. Or what Larissa would do, since she seemed to have some understanding of what it was.
Part of something. Stefan mulled over Haas’ words, which seemed like a quiet revelation. Under the skull mask, Haas’ eyes flickered back and forth, as if he was rapidly accessing memories. Or trying to. Stef found it interesting; there had to be something, some loose threads to pull, something else like the jacket to jar something loose. Maybe he could play a word association game with Haas and see if they could draw more out. But then a strange voice rang out and he froze in his tracks.
The skeleton was gruesome, unnatural. Such a thing shouldn’t be standing, never mind talking. Never mind staring at them with a star-eyed gaze. It was as if some infernal engine drove the bones from will alone. He was looking at an intelligence so alien it could never be truly understood. Was such a thing evil, if its motives were so unknowable that morality could not be applied?
Nox Regini, Haas said, like he knew what he was talking about. Stef recalled him mentioning that he had fought many Nox Regini before, or what he assumed were Nox Regini. Even if Haas couldn’t remember the circumstance, maybe some things would come back to him, like muscle memory.
“Hold fast, everyone,” he said in an undertone, eyeing Nik brandish his weapon. Stef could feel his knives in their sheaths lying flat against his back and sides. “But be ready.”
He stepped forward and took his place at Nik’s side, calling out loudly and clearly. “What do you want?”
Someone had to ask, after all.
Stefan Belasco
HP: 6/9 | AC 14 | PP: 20 | PI: 21 | Prof: +2 | Status: Normal
HD: 1/d8 | Feats/Traits: +1 to INT
Can read lips of creatures speaking a known language
+5 to Passive Perception
+5 to Passive InvestigationObservant Feat | Deal +1d6 damage if attacking with AdvantageSneak Attack |
Languages: Common, Mordentish, Thieves’ Cant
"Hmm...?!" Sara mused as her foot sank into the swampy muck, defiled by the juices and innards of the hag familiar. If there was annoyance to be had by her staff missing its mark due to this slip, it was quickly dissolved by the witch's curiosity in the virulent molasses encompassing her foot. "I wonder...?!" Sara muttered as she bent to collect a generous sample of the foul mixture of swamp and hag familiar sauce and giblets. The battle momentarily forgotten.
"Sara! Theo LeGrange!" Beob's call snapped the witch back into the here and now. Only it wasn't so much the Ragman's alarmed cry. It was more the resurgence of control within him that prompted Sara to quickly stow away her mystery goo of swamp and giant frog and give him her attention.
"Look out - it’s that toad… It looks wounded!" The witch spared the frog a glance.
"Yes, friend. You did well. But the frog is unimportant..." Sara stated in an even, uninterested tone of voice as she raised her staff almost as if to sweep the giant toad aside. "Tis that hag inside we want!" This time Sara's voice was low and predatory, her eyes focused on the tavern with hatred so poignant, that if distilled into a potion, it would kill on sight from simply inhaling its fumes.
@Dani, not sure if you'll allow me to pick a handful of the battle gore as part of my miss from the previous round. We could just leave it as flavor
Movement: Positioning around Monster Toad Action: Attack Monster Toad; Hit with a 23, woo! For 12 magical bludgeoning damage Bonus Action: - Reaction: Shield Interaction: Conditions: Notes: Shillelagh (Duration: 10 rounds)
Name:Sara Race: Hexblood - You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.Darkvision, You have advantage on saving throws you make to avoid or end the charmed condition on yourself.Fey Resilience, You can cast the Disguise Self and Hex spells with this trait. Once you cast either of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spells slots you have. Intelligence is your spellcasting ability for these spells.Hex Magic, As a bonus action, you can harmlessly remove a lock of hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can take one of these actions:
Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts 1 minute, but ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.
Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows.Eerie Token Class:Witch 1 - You gain the Find Familiar spell. This spell does not count against your total number of spells known.Find Familiar,
Spellcasting Ability: Intelligence
Ritual Casting: You can cast a witch spell as a ritual if that spell has the ritual tag.
Spellcasting Focus: You can use a druidic focus.
Cantrips: At 1st level, you know two Cantrips of your choice from the witch spell list, and may learn additional cantrips at higher level.
Spells Known of 1st Level and Higher: You know two 1st level spells of your choice from the witch spell list at 1st level.
Coven Spells: Each Coven has a list of spells that you gain at certain levels. Once you gain a Coven spell, you always know it, and it doesn't count against your total number of spells known. If you have a Coven spell that doesn't appear on the Witch spell list, the spell is nonetheless a Witch spell for you (Detect Poison and Disease; Entangle).
Witch's Coven Coven (Natural Magic):You gain the ability to more easily poison your enemies or heal your allies using various potions and salves. You gain proficiency in the Nature and Medicine skills if you do not already have them, you may craft poisons and potions in one-quarter the normal time and for one-quarter the normal gold cost, and when a poison or potion you made deals damage or restores hit points, you may add your Intelligence modifier to the damage or healing dealt. Additionally, your poisons ignore resistance to poison damage, and your poisons and potions deal an extra die of damage or healing.Natural Magic Adept Witch Spells:Mind Sliver /action/; Shillelagh /bonus action/Cantrips, Shield /reaction/; Witch Bolt /action/1st lvl Coven Spells:Detect Poison and Disease /action/ritual/; Entangle /action/1st lvl Hex Magic: Disguise Self /A/; Hex /BA/ Feats:You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
You drive a disorientating spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
The wood of a club or a quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 Round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
I value stoicism and hide my emotions from everyone, including myself.
I speak of necessary sacrifices and the greater good, but when push comes to shove, my conscience gets the better of me.
Corpses don't bother me, and I think nothing of performing autopsies on my opponents or pocketing body parts for my own purposes.
Ideals
Knowledge: The pursuit of knowledge is virtuous in itself.
Realization of Potential: I must prove that the knowledge gained by Ludendorf University is worth what was sacrificed to attain it.
Bonds
I'm torn between the humble integrity of my family and the amoral intellectualism of the life I chose.
I lost my father years ago, but I still see him in guilty visions and recurring dreams.
Flaws
I have a superiority complex over where I came from and what I've accomplished, which masks an inferiority complex over where I came from and what I've accomplished.
I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits.
Must use artisan's tools or thieves' tools as focus for spellcastingSpellcasting | Ship's Passage
Healer Magical Tinkering: 0 / 3Features | None Passed death saves: 0 / 3 Failed death saves: 0 / 3Conditions | Common
Gnomish
SylvanLanguages
"It will be fine, Pepin," Ida told the boy quietly, noting his discomfort. Immediately, it occurred to her how absurd that assertion was. Pepin was her guide in this land. If he was concerned, then his judgment was better educated than hers. She gave him another, far less confident glance, but then tried to bury her unease under a veneer of aloof detachment.
Ida swayed only a bit as the lilypad lurched underneath her. Catching her balance, she watched Beem's bobbing head in the water, silently taking note of the bullywugs' unique way of transporting guests. Her attention eventually wandered to the dilapidated structures. Did the bullywugs build them? she wondered, but decided against it. While she figured the bullywugs might have had enough intelligence as a people to make them, the buildings didn't look like they accommodated their amphibious physiology. Indeed, the bullywugs she could see seemed to prefer lounging on lilypads to occupying the structures. They were certainly making use of the fence, though, even if they'd allowed it to fall into ruin.
As they neared what might have been a market, Ida unconsciously hunched slightly, glowering at the decaying buildings and whoever hid within them. Before even seeing him, she distrusted this Chicken Bone. Bad joojoo, Beem had said. The term meant nothing to Ida, but the implications were dire. Again, she glanced at Lena's arm, thinking about the time they'd sacrificed to see this vhoodan. Not as personable as Vilheim, however, she could only brood sullenly and wait to reach the shore.
The way the hag persists in fleeing even as her limbs are taken is baffling. She truly seems possessed, but there is no remorse for such a creature. Stories of evil hags in a swamp or forest are bad enough, but actually seeing one triggers the kind of inherent revulsion reserved for snakes and spiders. He takes some satisfaction in seeing his magic take hold, the way it enforces his will and punishes the monster for running.
Bastien finds his way into the hallway and finishes her off, leaving them with scant few seconds to decide what they will do before the creature bleeds out. Not only that, sounds of croaking battle can be heard outside. Elovhen takes a step into the narrow corridor before looking over his shoulder at the wall betwixt them and the muted cacophony happening outside. Thriving in bizarre circumstances is what he does best (though usually with less gore, magic and furry fiends), so it takes just a moment for him to kneel down and gesture Ptolemew over with a cooing chirp.
Ptolemew
She bats the vile doll about three times for good measure before trotting over, quite satisfied with herself. Elovhen offers her a scritch of appreciation but the cat shakes her head firmly in the negative. She is a master of the mental realm and an apex predator, she needs no patronizing scritches.
The elf fetches a crate and is careful to set it down on top of the animated doll. He then tasks Ptolemew with keeping watch over it as he grabs one of the aprons off the wall now for an entirely different purpose than earlier. He has a plan and the doll's destruction comes soon, but not yet. He stands back up and solemnly nods to Bouki and Bastien for their irreplaceable help. He says, "Well she's not going to last long. I think Solene will be eager to get some answers out of that thing. Bastien can you go and keep an eye on Longears? He's carrying something very important."
If the lummox doesn't know which bunny is which, he will mouth the brown one and point away from the battle. Bouki will clearly do what Bouki does, outside perhaps. Elovhen's not of a mind to engage in any more bloody combat, especially in a stinking bog at this time of night.
Finally, his eye settles on Alessa. He then looks back to the crone casually and says quickly, "Well done with the stabbing. I'm going to try and keep her alive, but I need absolute stillness to work. Would you mind fetching some bandages as I get started?" As he moves to the end of the hallway, he leaves the air open for her to make her own plans known. The elf sets his satchel at his side and fishes through for a few items that may be of help.
Ptolemew, for her part, sits regally upon the box, batting at any skinny legs that poke out from underneath.
Actions: Elovhen grabs an apron and a nearby box, bottle, crate or the like. anything solid that the doll can be put inside of and is large enough for Ptolemew to sit on. Then he moves to P8 next to the bleeding hag? He'll try to scoot her down one square to P10 and get her in a position to begin medical attention. Here is a
Dice Persuasion:
1d20+4
(14)+4
Total = 18
persuasion to convince Bastien if he needs it since bunnies are scary. Between that and moving to the hag is easily a round's worth of actions.
However long it takes, he'll then begin to
__________________ Characters:Elovhen, Ravenloft | Tonk, Shadowrun | Ophelia, Underdark | Akane, Naruto 5e | Bronwyn, Waterdeep
I have taken the Oath of Sangus.
Last edited by ArcZero; Aug 31st, 2023 at 11:12 AM.
"I'm told Meliskella arrived little more than a year ago...yet, I find it hard to believe one hag could have wrought this much havoc in so little time."
Odie was more than inclined to agree; the observation caused him to spawn a deep-seated sigh. One that caught in his throat at the sound of those hearty hahas.
*thwipthwipthwipthwip**sptnk*
Odie didn't think it a laughing matter. A flash of jacket lining, a white wicked spin, a quick spit, and Odie's gun was leveled forward into...nothing? His bloodshot eyes burst open before narrowing in a furtive search. Where'd that come from?He anchored himself into where he stood, taking on Keg stance with bowed legs and squared shoulders.
"Misroi."
The firearmist didn't need to know what Larissa meant for his blood to get pumping. The way she said it, like it was the name for some sin-thick heart rested in iniquity. He felt that chill run across his skin, but he didn't resist it. It was quickly becoming apparent that all demons here must be confronted, even the one in him named weakness.
Religion 15 to identifyBut what sort of demon was this? The decrepit tendons and old marrow of some person, lost to moss and atrophy yet found standing again, was accosting them with a level of malevolence that left their owl-powered "captain" hesitant. Even Odie took a moment to utter another Anabeco Diexfi.
"What's the play?"
*click* "Seems simple." The hammer was thumbed back as Odie began to bear a bead on the being.
"Looks like a Nox Regni to me. One that needs to be reminded of its not-aliveness, however... violence might awaken others and create more delays."
"Tch!" Odie smacked his lips like they owed him money. The mad Haas made enough sane points to give the gunner pause. His burning eyes flit about again, noting how they were surrounded by bones and decay, the very reagents of undead unfun. What joy could be had if more of these foul forms rose to greet them? Perhaps a bullet wouldn't solve this problem as simply as he wished. The thought almost made him homesick for dockside violence.
"A puppet?"
"Not in the mood for a show." Larissa had pointed out the possibility of powers great than his own behind these strange happenings. Nik's assessment of a dark bard behind this new menace wasn't too far fetched. In that case, what was one more puppet with its strings cut, he tried to line his shot up into that blue eye, Perception Nat 1'd for a total of 5a shot that was nearly impossible considering the conditions. But he was confident. All he had to do was give his trigger a swift squeeze and-
“Hold fast, everyone,”
Odie spat out a curse, shot Stefan the briefest of daggers. But he listened.
He reset the hammer, lowering his aim to the thing's torso. Everyone deserved trust. And Stefan had proven how they were far from stupid.
“What do you want?”
"To maim us, I would gather," Odie stated under breath, "but perhaps a punchline is forthcoming." His breath was cool while he quickly scanned the boneyard for more strange flames. It would be their luck to find more of these miserable "Misrois" mucking in the yuck. Insight 17Whatever this cretin was thinking, Odie presumed it was as tasteful as their chosen aesthetic.
__________________
Diggin' It Down Unda
Dopacetic Disciple of Funk Shui
Math Class is Funkin' Me Up. Sorry for the Delays.
Last edited by Boogieman; Sep 1st, 2023 at 08:27 AM.