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Post by DM-Delfon on Apr 5, 2019 14:17:34 GMT -5
You skulk about some more, circling pillars of stone to the ever present sounds of snorting and metal scraping on stone behind you. Whatever that thing is, it isn't quiet. It does however seem to be following you around the floor of this chamber. You climb back to the top of the pillar you landed on in the first place and launch your javelin into the wall of the chute above your head. It sticks, and seems well rooted when you give it a quick tug. You climb back down and circle the room again, headed back toward where your snuffed torch currently lays. The creature seems to be moving a bit faster now as you can hear a trot to it's gait similar to a horse. You grab the dead torch and loop around a pillar, almost at a jog now as the creature keeps speeding up. the thundering of it's hooves? following you wherever you go now. You light the torch as you jog and drop it by the base of your rope, dodging to the side to take cover behind a statue that is itself taking cover behind the stone pillar.
From your hiding spot, you watch a massive bull storm into the light and stomp on the torch. It takes a few stomps before the light fails again, this time with the torch splintered into several pieces. While it was stomping you got a good look at it though. It stands nearly twice your height, with wickedly curved horns. Before the torch is snuffed out. the torchlight reflects dully off of the dull metallic scales that seem to cover the creature from head to toe. Even it's horns seem to be covered in the same dull metal scales. It's like someone took a bull, and dipped it into metal. When it snorts, a pale green mist hangs in the air, just like hot breath on a cold day. The creature completely ignores your rope. It lowers it's head, and sniffs the ground, then it starts walking toward you once again...
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Post by Kosga on Apr 6, 2019 19:24:45 GMT -5
After getting a better look at this horrid thing I can't help but think which one of us is stupider right now? I continue to circle the room back to the pillar to which my rope is above. Back up the pillar I go. with only a little bit of time, with all haste I grab my rope and give it a mighty yank(trying to pull the javelin out of the wall above).
quickly grabbing up the javelin and rope as it hits the floor(catch it if I can, dex save included) , I scramble back down the pillar and head for the nest area. Before that vile beast can catch up to me I start down the tunnel, hoping that it is smaller than what it can traverse.
1d20+4 11+4 = 15 stealth
1d20+1 13+1 = 14 str
1d20+4 10+3 = 13 athletics
1d20+3 14+3 = 17 dex save
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Post by DM-Delfon on Apr 7, 2019 8:30:36 GMT -5
You back up and circle around the pillar, having to hurry to keep ahead of the creature at this point. Grabbing the rope you give it a good solid tug, but it holds firm. Glancing over your shoulder you see the distortions in the air that must be the mist. Another solid tug, and the rope comes loose. You barely manage to catch the javelin before it clatters to the ground. You make a break for the next stone pillar as the creature rounds the last pillar you were at. The creature raises it's head, snorts and stomps a metallic hoof on the ground. You break into a run as the sound of thundering hooves closes the distance behind you. The time for stealth is over, now is the time for speed. You sprint across the room, weaving this way and that around pillars and statues. Anything you can do to stop the bull from getting a solid charge up behind you. Try as you might, the creature is slowing gaining on you. When you reach the tunnel behind the nest, there are no more places to dodge and weave around. You grit your teeth and sprint headlong into the darkness, the beasts hooves slamming into the stone steadily getting closer behind you. Ahead the tunnel seems to end, but as you approach you realize that the tunnel is just submerged in water. That's when you feel the hot breath of the creature envelop you, filling the tunnel ahead of you like a foul fog. Stay and fight or dive into the water and hope for the best?
Con Save: 3+7=10. Fail
You take a deep breath to prepare yourself to dive into the water. As you do so your lungs begin to rattle, and your limbs begin to feel leaden and stiff. Looking down at your legs, you see your flesh solidifying into stone. Your limbs turn so quickly that you would have been rooted in place had you not already been sprinting. Your momentum carries you forward into the water. The tunnel continues downward at a similar angle to what it was doing before, and you come to rest on the bottom of the tunnel. You struggle to move, but your body is unresponsive. You feel a big splash above you, hearing the metallic click of hooves slamming into the tunnel floor under the water.
Con Save: 6+7=13. Just pass.
You throw everything you have into struggling, but it feels like you're being compressed from all sides. Your muscles are mostly unresponsive, but you manage to make some progress. Fueled by the fear that that bull will gore you in the backside, you manage to turn your head to get a look up at the beast. You see it's front hooves splash down into the water with another ting as it hits the floor. Apparently that thing doesn't like the water, thankfully for you.
Con Save: 16+7=23 Pass. (rolled for you)
It takes a few more moments to force your muscled to respond, each area you focus on breaks free easily enough once you set your mind to the task. Time to choose, surface and fight or swim into the unknown?
Right now you've now been under water for 3 rounds, so you have 57 rounds worth of air left in your lungs. Please make a "Air Remaining: #" at the bottom of each of your posts for as long as you're under water. Each round you will loose 1 round from the total. If you do anything in addition to just moving, you loose an additional round. For example, taking a dash action or making an attack or physical skill check. If you take any damage, you will also loose as much air as you took damage. Particularly strenuous activity, including taking damage may require a con save to avoid loosing an additional minutes worth of air. Choose your actions wisely.
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Post by Kosga on Apr 14, 2019 16:35:13 GMT -5
Taking a brief moment to assess the situation, I quickly put away my great sword and draw my short sword(like zoro just cause) and strap my trusty shield upon my arm(ac now 20). then I shall maneuver myself into an advantageous position to which I can strike with the most efficiency.
55 rounds left at this point.
1d20+5 20+5 = 25(attack...woot)
2d6+3 6,4+3 = 13 damage
53 rounds left.
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Post by DM-Delfon on Apr 14, 2019 21:16:59 GMT -5
You jam your foot into a cleft in the stone at the side of the tunnel. With your body now anchored to the bottom, you carefully strap your shield to your arm and draw the Halfling’s short sword. Cranking your head to first one side then the other until you hear a dull crack, you make yourself ready for battle. All the while the bull-like beast has been thrashing into the edge of the water.
Now ready for battle, you pull your foot free and time your strike to hit perfectly, just as the creature thrusts it’s horns into the water again. Your blade tears into it’s nostril, and drags a gash right up it’s face toward it’s eye. Bubbles stream out of it’s mouth as it roars out in pain. It lashes out with it’s horn, but you manage to duck back into the water to avoid the blow easily enough.
(You’re lucky I had disadvantage. That nat 20 retaliation would have sucked.)
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Post by Kosga on Apr 15, 2019 5:55:36 GMT -5
I loudly swim as far into deep water as I can. I am looking to make this (rant) beast come into deep water. Once I am in as deep of water as inhumanly possible I pop my head up from the water look at the beast stick my tongue out at it as I show him my short sword with his blood upon it.(in the most teasing way that I can) Diving back below the surface of the water once again I await it's arrival(ready action to stab it soon as it gets close enough)
1d20+5 14+5 = 19 attack
1d6+3 2+3 = 5 damage
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Post by DM-Delfon on Apr 15, 2019 6:20:21 GMT -5
Between the slope of the ceiling and the angle of the tunnel, there is almost no place for you to surface outside of the creature's reach. You have to press your head against the ceiling where it meets the water. You pop up and wave your sword around, and the creature does seem angry. To be fair, the only emotion you've seen from the creature has been anger. Instead of charging into the water to come get you, it opens it's mouth and bellows out in anger. You realize too late that the creature is bellowing out another cloud of petrifying mist. Make a Con Save. (repost the same rolls if you decide to attack it again.)
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Post by Kosga on Apr 15, 2019 10:50:57 GMT -5
As I slash it across the nose with Lyle's short sword I realize that this might not have been the best solution. I promptly dive back into the water, grabbing out my javelin.(stowing my sword for the moment)
With javelin in hand I swim right between it's front legs; as I pass between them at about a 45 degree angle I let go of the javelin, leaving it in front of it's right leg and behind it's left leg. I then use every ounce of movement that I can muster to swim in infinity(symbol) circles around this beast until all 50 feet of my rope has been used.
Once I have completed that task I swim right past him hop up onto dry land and kick him right square in the ass.
(if this has worked right the moment he tries to turn and face me he will land on his but and slide further into the water. and yes I know this will take 2 rounds to complete)
1d20+5 14+5 = 19 ready action attack
1d6+3 2+3 = 5 ready action damage
1d20+7 10+7 = 17 con save(should be a pass if I remember right)
1d20+7 15+5 = 20 attack
Damage 4(1 base and 3 dex)
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Post by DM-Delfon on Apr 15, 2019 11:42:26 GMT -5
(I will treat the rope trick as a grapple, using the roll you provided. 15+3 Athletics = 18.)
You take a deep breath, ready to spend more time under water. Relying heavily on your Dwarven heritage to defend you from the poison that the beast is spewing into the air. You dive under the water, and away another chance to strike the creature as it thrashes. It's head dives into the water and you spring into action, once again hacking across it's snout. (58 new breath remaining) Staying under the water you try to tangle the creatures legs up with your rope, but the creature is thrashing too much for you to get a good tangle going. In response the creature turns it's head to the side, and skewers you in the back with one of it's massive horns. The force of the blow is staggering, and that was only a glancing blow that was mostly absorbed by your armour.
Rolls: Resist Grapple: 21 23 to hit, 11 points of damage. 45 rounds of air remaining and a DC 10 Con save or loose 10 more rounds of breath.
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Post by Kosga on Apr 15, 2019 14:28:30 GMT -5
Seeing that my entangle effort has failed, I re-equip once more by grabbing out my portable ram.
"CHARGE!!!!" I yell as I go straight at it's hind quarters(intent upon breaking it's metal armor or stuffing the battering ram up it's metal butt)
1d20+7 17+7 = 24 sunder attempt(battering ram gives +4)
1d20+7 4+7 = 11 con save
1d20+5 11+5 = 16 acrobatics. contested by it's acrobatics.
(if I win I move through him without provoking. if he wins I cannot and I still don't provoke, I just can't move to where I want to be)
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Post by DM-Delfon on Apr 15, 2019 15:49:41 GMT -5
Realizing that the rope isn’t having the desired effect, you rush forward to circle around to the creature’s left. It lifts both hooves on that side and drives you into the wall stopping your progress. You pull back to where you were to avoid being crushed, and it smashes you with it’s horn once again. You have a dent in the front of your armour that mirrors the dent on the back. You fee the pressure of the bent metal every time you move. Like some colossal beast is holding you in it’s jaws. You’re not sure you can take another hit from that thing, and it doesn’t seem slowed down in the slightest by the wounds you’ve given it.
Rolls: Acrobatics: 18, Attack: 20, Damage: 14
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Post by Kosga on Apr 16, 2019 8:30:59 GMT -5
"Now I am really mad you stupid beast!!!" I say extremely loudly as I slap it across the nose.(no damage just game cosmetic effect, rage activates) With a great and mighty heave I slam my battering ram so far up it's nose bone that I am going to be cleaning snot off of it for the next 2 weeks.
Feeling a bit more satisfied as a job well done I am going to put myself into a much better position. With a brilliant display of acrobatic prowess I leap into the air do an amazing front flip into a half rotation, and land seated upon this thing just like I was a bull rider.
1d20+5 12+5 = 17 acrobatics
1d20+7 17+7 = 24 sunder attempt(battering ram gives +4)
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Post by DM-Delfon on Apr 16, 2019 9:02:42 GMT -5
(Sunder is not a rule in 5e, but I'm going to roll with it for the coolness of story. Try not to abuse this if you somehow survive this.)
You swing the battering ram around like a baseball player going for a home run, smashing the creature near the base of it's horn. A massive crack forms there, and the creature bellows in anger and pain. A smile forms on your lips as the horn topples from the creatures head, landing on the ground with a dull thud. You use the rebounding weight of the battering ram to assist you in leaping forward, just barely managing to land on top of the thing. It immediately hunches low, so low that it's face dips into the water before leaping up with a twist. You feel yourself being hurled into the hallway on the other side of the creature from the water. Scrambling madly against it's scales, desperate to find any sort of purchase to avoid falling. Too little too late, you land prone in the hallway. The massive, angry, one horned creature staring down at you.
Rolls: Opposed Acrobatics: 16. Con Save: 23 Fail Vs DC 24 to avoid breaking off a horn. Grapple: (Nat 20) 25 To toss your ass off behind him. Even on a 20 you can't pass that.
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Post by Kosga on Apr 17, 2019 5:35:40 GMT -5
"Oww, that hurt." As I return to my feet. Well this isn't going as planned, I think while looking about. With a heavy sigh..."It's all or nothing at this point." I run just as fast as my tired wounded legs can take me. Using this creature as a pommel thinking myself to be a world class gymnast I gracefully vault over this big pile of bull.... Landing like I am the most coordinated being in all the planes of existence I grab it's horn, take an extra big deep breath and dive into the water.
1d20+3 3+3 = 6 acrobatics. ummm ut-oh
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Post by DM-Delfon on Apr 17, 2019 7:01:21 GMT -5
You stare at the horn on the ground, and then the horn on it's head. Then run forward reaching out for it's horns to vault over the creature. Unfortunately, your brain filled in grab the horns, vault over and swim instead of grab the horn, vault over and swim. Your one hand grabs the remaining horn, and the other passes through the open air where the horn once was. You find yourself laying along it's entire head for a moment before he thrusts itself forward knocking you to the ground. You stagger to your feet as the bull creature charges forward slamming into you with it's one remaining horn. There is an explosion of pain as your armour bows inward, somehow still managing to keep the beast's horns from the flesh beneath. The impact flips you up into the air so hard that you bounce off the ceiling. Your vision begins to tunnel in, darkness closing around the edges as you descend back toward the creature. It throws it's head up once again, this time driving it's horn through your armour and your sternum. Your vision fades completely, although your eyes are still open. Your broken body is just no longer capable of processing images. It doesn't hurt anymore, in fact you feel nothing but the sway of the creature as it walks, and the cold. The cold creeps in to you, clinging to every fiber of your being. In time even that fades...
Rolls: Opposed Acrobatics: 12. You failed by 5 or more, and are thus knocked prone. Attack: 20 Damage: 12
This ends the story of Knuckles. He had a good run, and will always be remembered as the first player character to die adventuring around the city of Clifton.
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