fe.settings:getUserBoardSettings - non array given[tulpa] - Endchan Magrathea
thumbnail of TAIIANECRO PANTHER LEVEL 1.png
thumbnail of TAIIANECRO PANTHER LEVEL 1.png
TAIIANECRO PANTHER... png
(1.15 MB, 1238x793)
thumbnail of MrBigglesworth.webp
thumbnail of MrBigglesworth.webp
MrBigglesw... webp
(248.18 KB, 1600x2859)
thumbnail of Ashley12.webp
thumbnail of Ashley12.webp
Ashley12 webp
(242.21 KB, 848x1536)
thumbnail of High Road Fork Round1.jpg
thumbnail of High Road Fork Round1.jpg
High Road Fork Round1 jpg
(1.56 MB, 3120x3220)
 >>/4590/
Yulya casts EMBOLDENING BOND on Ashley and Cat.

 >>/4583/
Cat advises the children to move south [1d20+1=9 vs DC10] but they just stare up at her with terrified looks of surprise and confusion.

 >>/4587/
Alice waves goodbye to the children but they're near catatonic and don't respond.

I see cat and Alice coming, furthermore I see the children aren't moving. I send Mr. Bigglesworth their way to distract them. [CHA 1d20+4=15 vs DC10] 

The Children are enthralled by this cyborg cutie, sharing Ashley's abilities to some extent, Mr. Bigglesworth does a little dance on his hind legs and the children are mesmerized. The all crowd around him each wanting a turn to pet and see him up close.

Mr. Bigglesworth purrs like base boosted a sewing machine.

I instruct Velma and Zelda to attack.

Velma and Zelda both attack the Rothés' butts with advantage.

[1d20+4=(12,12),(21,14) vs AC15] Zelda hits for [1d4=3] poison damage.

The farther rothé enrages and jerks the cart forward. Not understanding the situation, the closer rothé momentarily stays put. This invariably causes the cart to jerk to the right.

Roll 6 it works in your favor hitting both men and will do 4d8+4 bludgeoning damage to them, knocking them prone. Then misses the rock and it will take 2 turns to exit the map without intervention.
Roll 5 it hits the Ranger and will do 4d8+4 bludgeoning damage to him, knocking him prone. Then misses the rock and it will take 2 turns to exit the map without intervention.
Roll 4 the cart barely misses the rock, but also misses the men. It will take 2 turns to exit the map without intervention.
Roll 3 both rothés stay attached and both are enraged but the cart breaks against the rock and they are stuck. 10 turns until they break free.
Roll 2 the furthest rothé breaks free, the other is still attached and not enraged, the cart stays put.
Roll 1 both the rothés break free and are enraged.

[1d6=5 wow]

The cart awkwardly jumps forward causing it to careen into the Ranger, a mystical bubble forms around the Ranger caused by his Shield Trigger giving him +5AC until his next turn; however, he is unavoidably hit for [4d8+4=24] damage and is knocked prone. One of his rings shines brightly and a blue aura surrounds him healing him for 12 but a matching ring on the Spellsword glows a red aura equally surrounds the Spellsword causing him 12 HP damage. 

RANGER 21AC THIS ROUND, [8/20]HP
SPELLSWORD 17AC, [24/36]HP 
MAGIC ITEMS DISCOVERED, RING OF SHARED SUFFERING BOUND FROM RANGER TO SPELLSWORD: WHEN THE RANGER TAKES DAMAGE, HALF THAT DAMAGE IS HEALED THEN HALF IS GIVEN TO THE SPELLSWORD, MUST BE TWO WILLING PARTICIPANTS 

The cart then jolts forward down the road at a charging pace and will exit the map in Round 3 unless intervention is taken.

Seeing what just happened, I'm overjoyed but there's work to do. I momentarily consider if I should use Dampen spirit boosted or just hop up on the cart before the enemy is triggered to rally my pets. I consider it's a wash at this point and go ahead with the plan.

I cast Dampen Spirit Boosted to level 1 on the Spellsword.

Spellsword is Demoralized, has disadvantage on all saving throws and rolls for initiative. Additionally his charisma lowers by 4. 
SPELLSWORD CHA+2 SET TO CHA-2
A forced reroll of initiative for round 2 was triggered [1d20+2=(18,13), 1d20+2=3 vs 1d20+1=17] you will have initiative next turn which means everyone will technically have two turns before they have 1

Ashley's cloak suddenly explodes open revealing a Taiianecro Panther you know as Ashly Panther.

Ashley Panther disengages as a bonus action, moves away out of sight and hides. 
[1d20+6=26] 
She's as good as invisible to anyone on the scene the rest of this round.