Tecklenburg
Explorer
Per Manbearcat
The dog runs free in the freezing snow, then loops back toward Otthor, cowering behind and against his legs. Dogs can instinctively sense both friends and strength. It knows Otthor will protect it and is up to the task.
Something like a Pouch of Star-Indigo Seeds would seem like something I would have as part of my Adventuring Gear. They're seeds of Feywild wildflowers that glow brightly in the dark of night. I'd like to spend 1 use of AG for them. Perhaps I have to crush a handful of the seeds for them to release their phosphorescent glow. Maybe I can use that in the stead of Discern Realities and you can tell me what I see?
Keeping my eyes fixed on the darkness within the common building, I reach into my pack and pull forth a pouch, expertly pulling the strings on it so it instantly opens. As I reach inside for a handful of Star-Indigo Seeds, I yell to Saerie. "Call the dog to you! It is safer where you are!"
I crush the handful of heavy seeds, step forward and throw them out before me in a horizontal arc into the hole in the building.
What do I see?
Per Manbearcat
The eerie blue-hue from the seeds cascades over the horrors within the building. Hanging from every large, load-bearing timber that connects to the joists and roof rafters of the open, vaulted ceiling is slimy, bulbous cocoons. Thick, translucent, slimy connective tissue joins the entirety of the monstrosity you see before you. Tendrils like fungal arms come off of the central mass at disturbing angles with no discernible pattern or anatomical arrangement.
Worse still, inside the cocoons are bodies in various states of contortion and disrepair...but their white, dead eyes are all...open.
Suddenly, the disturbing mass lurches violently, disconnecting itself from the central pillars of the chamber with revolting squishing sounds. The tendrils jolt suddenly with awareness and coordination. They smash at the building, grabbing vertical timbers to propel itself forward, out of the building, and toward you!
You're at Near range and can make a Move.
FYI for both of you: While this is one creature, mechanically I'll be handling it at 4 tentacles and 1 central mass. Therefore, if you're engaged with 4 tentacles, that is damage + 3. And they have separate HP pools.
Got it.
Hopefully, the dog minds Saerie because Defending isn't my forte! I'll go on the offensive.
[sblock]Wind Slash (Int) on a Near tentacle
5, 4 + 3 = 12
4 damage.
Technique 1: Burst - Your attack deals an additional 1d4 damage (3) and gains the ‘forceful’ tag.
Technique 2: Flowing - If your attack kills a target, you may immediately attack a new target as if you had gotten a 7-9 on the move you initially used.
7 damage, slaying the tentacle. Since it kills the target, the below happens from Wind Slash:
On a 7-9, deal your damage and apply 1 technique, and choose one of the following:
I'll choose: * You have to move to get a clear shot, placing you in danger. My damage roll on 1 of the 3 remaining tentacles is 2. The technique I'm applying is:
Torrential: Your attack ends with a flurry of strikes that your opponent must dedicate effort to blocking or avoiding. If they instead attack you in response to your attack, deal your damage again (this does not apply techniques).[/sblock]
My blade and body are married. From them comes magical power, cutting through the air with deadly precision. One flailing tentacle thumps heavily to the wooden floor. Unconsciously, the song of battle carries me up the steps and to the foyer of the building so that another tentacle may feel the sting of my whirling blade.
Let me know what danger I put myself in.
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