[b]Dag'Tyr[/b] [i]3 Radiant Damage; Tralaya are [b]VULNERABLE[/b] to Radiant Damage; Tralaya Swarm 3 suffers 6 damage [/i] Dag'Tyr's onrushing approach seems to surprise the youths, though the girl refuses to budge. Her efforts are swift and already yielding results, the warped instrument soon beginning to yield the beginnings of proper notes under her ministrations. The Behemoth Cub recoils back initially, Dag'Tyr's magic and bulk making him consider retreat, but a quick glance at his immobile companion reassures his Behemoth Instinct to fight. Leaping nimbly from side to side, keeping his body inbetween the Tralaya and the Girl, spines fire out from his shoulders and back past Dag'Tyr's body. [i]Tralaya Swarm 3 suffers 5 damage total from two attacks; total damage suffered 11.[/i] But it is not enough to stop the oncoming swarm, and soon it envelops Dag'Tyr; their feathered bodies, vicious beaks, tearing claws, and a foul green ichor that drips from their wings, assaulting him- scoring mighty blows upon the Kin Warrior. [i][url=https://www.roleplayerguild.com/rolls/23485]Natural 20; net 25[/url]. Critical Hit. Dag'Tyr suffers: [url=https://www.roleplayerguild.com/rolls/23486] 18 Piercing Damage[/url] and 6 Necrotic Damage; Tralaya Swarms deal Necrotic Damage equal to the number of dice they roll, the green vapor rolling off their bodies draining the life of those they envelop.[/i] However, even as their beaks pierce into his flesh, the vibrant chords of the Lute begin to fill the air. Behind Dag'Tyr, the girl seems to have finally realized the situation she was in, and instead of ministering to the instrument her fingers have bent to the task of playing; a melody rises over the rain, overcoming even the cries of the Tralaya. A melody of Hope. [i]Dag'Tyr gains the benefits of the 'Heroism' Spell; he gains 4 Temporary Hit Points at the start of each of his turns, and is immune to the 'Fear' condition. The Music seems to have a strange effect on the Tralaya; their attention shifting from Dag'Tyr and to the Girl. The Swarm begins flowing past his body and towards the sound of the Lute; Dag'Tyr may make an Opportunity Attack if he so desires.[/i] [hr] [b]Amaryllis, Iris, and Vigil[/b] [i]15 Piercing Damage from Iris; Resisted to 7. 11 Bludgeoning Damage from Vigil; resisted to 5. 9 Radiant Damage from Vigil; Vulnerable to 18. Total Damage Suffered by Tralaya Swarm 1: 30 Tralaya Swarm 1 Defeated[/i] A flash of magical illuminance, a well placed blade, and divine magic flare; Tralaya Swarm 1 is cleared in a blur of movement and magic. The slashing blades and crushing tail score a dozen from the air- but there are so many more to take their place. Iris' precise attacks disrupt their formation thoroughly- but truly it is the resounding divinity that crashes from Vigil's blow and reverberates through the air that fells the swarm of foul creatures. The radiant glow rippling through the swarm like a wave, their bodies growing still- then exploding into green mist that fades in the aftermath of the blow. Scarce few corpses fall to the ground. The second swarm, aglow and glittering from Amaryllis' magic, shows a vicious sort of intelligence; they crash down from their elevated position onto the Wooden One, beginning to envelop and harass her with their beaks. [i][url=https://www.roleplayerguild.com/rolls/23487]Natural 20; Net 25. Critical Hit[/url]. Amaryllis suffers [url=https://www.roleplayerguild.com/rolls/23488]21 Piercing Damage[/url] and 6 Necrotic Damage as the swarm overwhelms her. The Faerie Fire dissipates. Amaryllis gains 1 level of Exhaustion and Stabilizes; Amaryllis was reduced to 0 HP by a Critical Hit; this triggers a potential 'lasting injury'. Roll 2d20! OOC: Dear god I'm sorry guys what the heck were these attack rolls. This is why I modify the death rules in my games. I'm not keen on crippling someone in the first attack of the game, so if these rolls turn out to be entirely unpalatable results on the injury table I'll shift them to 'scarring' instead at Haruki's decision.[/i]