D&D 5E (IC) Fitz's Folly

OOC: Do you want to get out of here, or wait for another Hag to show? There's reason to stay and send her on her way - for one, you need to get the other "adjustments" made to the other skeleton keys. If that doesn't make sense to you, ask about it in the OOC. Also: Qawasha still has a pretty potent spell going, which might come in handy if you want to try to defeat her. @Neurotic - Have you decided if you'll let Keshima out?
 

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OOC: My understanding is that we don't have much choice in the matter if we can already hear them. Also, a bit of metaknowledge from my part (let's say Myrral knows the stories :( ): hags, depending on type, can haunt your dreams, cast curses, and, as we already saw, go ethereal and harass us for quite some time since they can take turns. And without rest, we'll be sitting ducks for any monster here.

Yes, if fight breaks out, I'm letting Keshima out and I'm thinking of letting her out fully as a payment. If she absolutely needs to do third task it will be something quick and easy.
 

Returning a few arrows to her quiver, Miss Imogen looks around, furious at what this has cost them. Her hair is caked in sweat, from the heat and the exercise of battle, and the shame she feels at having failed in so many ways. Her anger is for herself more than anyone else and she bites her lip, but not hard enough to make her cry, which is all she wants to do.

"What choice do we have, but to keep fighting?"

OOC: Of the PCs Ussal is at 10%, Imogen about 50% and Myrral and Qawasha above that. So certainly we could continue the fight if Ussal is careful. Groll, Brapp, and Weed are all below 40%. I don't know if we've seen to Crysagoat or not. Miss Imogen has not.

Wating any time risks the Hags recovering too, and we're just not being effective. We have resources we're not using (there are reasons to save Keshima), and we can crack open a Water Elemental if we prefer that (Imogen's been carrying it since before most of you joined the game); one of these two should be saved, however for whatever is ahead. If we don't break open Keshima now, then I think pressing on and releasing the water elemental would be our best chance of success, and then hoping we can get a rest.

I also realize that Miss Imogen is feeling a bit reckless and frustrated at this fight having started, and in combat she is proving to be very ineffectual against the hags, and without a good source for healing.
 
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"Hunters, get nets ready. Drop them once the hags enter."

OOC: I'm afraid we have to let them come to us. They are both physically powerful and casters to boot. We don't need choke points such as halls where we cannot get to all of them and they can cast (and maybe regenerate) with impunity.

Keshima has 3 tasks, so even if I release her now, we still have one shot. That said, IC Myrral would like to release her immediately, he has trouble with keeping slaves.

When they enter, I can try dispel magic. I can also cast greater invisibility on Ussal so he can try and stand in melee OR I can fire up Aura of vitality at 4th level. It is powerful healing, but it takes concentration and takes a minute.
 

OOC: Let's just fight to the bitter end. Imagine the treasure :D And if TPK happens...well, Miss Imogen can tell us 'I told you so' with her last breath and The Tomb of Horrors will have their last victims. Next adventure is in a world where every dead raises as a zombie, all necromantic spells are maximized or extended, healing is halved (or something) and civilization crashes in literal zombie apocalypse :) We go Dark Sun (except not in desert)


Ussal takes a breather to cast a healing spell and drink a potion. He also prepares to cast defensive spell at the moment the combat starts. Some of the wounds healed, he feels ready to take on the monsters.

"Myrral, more healing, esssspesssially for the whole group would be good. And releassse the warrior, we need help."

HP: 20/59 +7THP
 
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Myrral nods and casts Aura of Vitality.

He also talks to Keshima
"Lady, your second task is to aid us in the battle with this coven of hags to the best of your ability. If you can heal the wounded of the party, do so if combat is not already joined. If the hags retreat, hunt them down, attack when you estimate you have the best chance. If we get separated due hags running away, please report if you are able. If the hags are still alive after the month passes, you have failed your task. Do you accept the task?"

If he gets a confirmation he lets her out of the bottle and bows to her
"Thank you for your help, I hope the task is sufficiently detailed."

"Qawasha, can you revive Cryssagon?! The goat, not the caged one!"


Concentration up to 1 minute. You can use your bonus action to heal someone within 30' 2d6 HP
No scaling with level for some reason - using my last 3rd level spot (fireball can be done at 4th level)


neurotic: repeat10 2D6#myrralauraofvitality → 10; 6; 11; 7; 7; 7; 8; 8; 7; 10(6 +4);(1 +5);(6 +5);(2 +5);(1 +6);(4 +3);(3 +5);(4 +4);(2 +5);(4 +6)#Myrral aura of vitalityMyrral aura of vitalityMyrral aura of vitalityMyrral aura of vitalityMyrral aura of vitalityMyrral aura of vitalityMyrral aura of vitalityMyrral aura of vitalityMyrral aura of vitalityMyrral aura of vitality

Ussal: 10
Imogen: 6
Ussal: 11,
Myrral 7
Brrapp: 7,
Grroll: 7,
Ussal 8,
Imogen: 8
Grroll 7

For totals:
@MetaVoid Ussal: 29 49HP
@Kobold Stew Imogen: 14 48HP
Myrral: 7 57HP
Brrapp: 7 23HP
GRroll: 14 25HP


[/spoiler
 

Though there were moments to spare, it was not as long as anyone would have liked. Imogen (with Weed following her) went down form the balcony to collect what few unbroken arrows she could find, while Qawasha doused some of the fires.

As they did, the barking, crowing, and cackling grew louder. Myrral released Keshma, who looked as if she had some concerns about how his request had been worded, but she agreed to do her best to fulfill the task.

The tabaxi hunters unfurled their nets and licked at their wounds, while Ussal healed himself and drank a potion. Ussal's familiar ate an ant, and the others drowned twitching in the slime of the spilled cauldron.

As Imogen was retrieving an arrow, she spotted the three animated dolls. Straw-girl said to her, quietly, hoping that the Hags wouldn't hear, "We're rooting for you! But be careful - Baggy Nanna is the meanest of the bunch!"

Myrral had only made it a few targets into his healing spell when there was a snapping sound and everyone realized that an enormous woman, nine feet tall at least, was standing on the balcony. She had a straw sack over her head, and it wiggled, while barking, clucking, and hissing, as if the insane woman kept her pets under her hood.

Keshma reacted quickly - her lower body turned into a vortex of sand and she flew up toward the balcony with a large hammer held over her head, ready to strike. But the hag whispered (it was somehow both a quiet whisper, and yet everyone could hear it), "Sleep, child. Sleep."

And the genie slumped to the ground, curled up in a pile of sand.

OOC: Woops. I didn't do that on purpose. All rolled. I'll put a round-roller up. Myrall got off the first three heals, so Imogen got 6 & Ussal 21. Myrrall can keep concentrating on it, to try to get the other 7 rounds worth of healing.
 

GM: Encounter: Lair of the Sewn Sisters
1729093220791.png

(General Features)
Cover: Tables; Railings, etc
Difficult Terrain: Tables, etc.
Visibility: Dim (wall sconces)
Name * AC * HP * Hit Dice * PasPrc * Spells * (Notes)
(PCs)
Imogen AC17 HP 40/51 THP 0/5 HD 7/7 PP12 SSdc12 2/2 FS 2/3 AS 1/1 2W 1/1 Lk 1/3
Myrral AC14 HP 58/58 HD 7/7 PP17* SSdc14 3/4 1/3 1/3 Ins 3/3
Qawasha AC12(16) HP 52/52 HD 7/7 PP17 SSdc15 4/4 2/3 1/3 1/1
Ussal AC20* HP 20/59 THP 7/7 (Rs. Psn) HD 7/7 PP14* SSdc15 2/4 2/2 DF 3/3
(NPCs)
Brrapp AC14 HP 16/33 HD 6/6 PP13*
Crysagoat AC13 HP 0/32 HD 4/4 PP12 Ram: 2xMWA+5/2d4+3 (Dead)
Grroll AC14 HP 11/33 HD 6/6 PP13*
Keshma AC18 HP 187/187 HD15/15 SSdc14 9/9 6/6 Asleep
Kupalue (Weed) AC14 HP 18/27 HD 6/6 PP13* regen3
Name * AC * HP * PP * Attacks * Spells * (Notes)
Hag1 (Widow Groat)
AC17 HP 18/112 PP16** (Resist: BPS, Cold & Fire) Ethereal
Groat's Ant Swarm AC14 HP 26/52 PP11*
Hag2 (Peggy Deadbells) AC17 HP 16/97 PP16** (Resist: BPS, Fire & Necrotic)
Hag3 (Baggy Nana) AC17 HP 106/106 PP16** (Resist: BPS, Fire & Thunder)
GM: Begin Round One
 

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