Avatar of Fading Memory

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3 yrs ago
Current Awake O Sleeper
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4 yrs ago
Back From The Ashes. Again.
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8 yrs ago
Don't sweat the small stuff, it's all in your head
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8 yrs ago
Back From The Ashes

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@Lord Wraith How go the Nuptials and post-nuptial excitement? :)
this is true;

The Blessings of Water - While it is raining or you have access to a large body of water such as a river or lake and are standing or submerged in it, you may spend Hit Dice as an action to regain hit points. Add your proficiency modifier to hit die expended in this way.
Absolutely. Feel free to punch me and yell ‘Reaction’ if I ever accidentally jump over the dialogue; editing posts is easy.
In the whole ‘I’m being friendly with the simple initiative’ and letting you guys act in whatever order on ‘Players Turn’, if someone healed Amaryllis up I’d let Haruki take a proper turn. The ‘risk’ of snowballing Exhaustion is dangerous enough that I don’t feel compelled to ‘steal’ turns from my players because they chose to be fluffy.

Do as you will, but in general I will be ‘friendly’ with interpretations and activations like this. I’ll specify if something has Legendary actions and order matters.
Thankfully, for the injuries, high = less bad. I may use a more customized table at some point but the collective groan people give off for even the basic DMG table is satisfying.
@Guardian Angel Haruki

you have the wonderful choice of either...

Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.

or

Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
Dag'Tyr

3 Radiant Damage; Tralaya are VULNERABLE to Radiant Damage; Tralaya Swarm 3 suffers 6 damage

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.

Tralaya Swarm 3 suffers 5 damage total from two attacks; total damage suffered 11.

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.

Natural 20; net 25. Critical Hit. Dag'Tyr suffers: 18 Piercing Damage 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.

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.

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.





Amaryllis, Iris, and Vigil

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


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.

Natural 20; Net 25. Critical Hit. Amaryllis suffers 21 Piercing Damage 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.
The general knowledge of Tralaya is that they eat people, ‘have the deathly touch of the Dreadlord Dykto’, and tend to come in swarms; more specific knowledge would require some suitable knowledge check (an action). In broad mythological terms and what he can see around him? He should probably help unless he believes himself to be more helpful ‘tanking’
@XxFellsingxX

Dm Secret; Swarms are resistant to bludgeoning/piercing/slashing damage. And they tend to be small buckets of health that hit hard but have minimal bells and whistles. Tralaya are special and dangerous, but the big thing is ‘bucket of health that does a chunk of damage’ for Swarms.

For rules purposes the swarm is one ‘creature’. So go for it!
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