The branching tunnel to the right leads to a 20 foot × 20 foot room.
Rubble and splintered furniture fills this dark, ten-foot-high room. Most of the detritus lies heaped between a pair of five-foot-diameter tunnels crudely carved into the west and northwest walls. A wooden lever juts from an iron plate set into the east wall, near the door. The lever looks like it can slide up or down; it is currently in the “down” position.
This post has potentially manipulated dice roll results.
As Laladak moves into the room towards the lever, the rubble pile moves revealing the skulk with the wolf mask. He gets a surprise attack on Laladak. Attack: 24 Damage: 9 + 2 + 6 (extra damage is sneak attack x2 for the crit)
The skulk's rapier slices through a weak spot in Laladak armor. Laladak feels a sharp pain in his waist before falling unconscious.
I will keep you all in the same initiative order as before. So everyone gets to act before the skulk. Laladak will have to make death saves unless someone stabilizes or heals him.
btw id suggest non lethal damages and later interrogation
You're in the back of the party, still in the tunnel. Currently you would have to pass Alben and Tyris to get into the room. I'll let you do that but not attack or any other action (you can do a bonus or free action).
btw id suggest non lethal damages and later interrogation
You're in the back of the party, still in the tunnel. Currently you would have to pass Alben and Tyris to get into the room. I'll let you do that but not attack or any other action (you can do a bonus or free action).
btw id suggest non lethal damages and later interrogation
You're in the back of the party, still in the tunnel. Currently you would have to pass Alben and Tyris to get into the room. I'll let you do that but not attack or any other action (you can do a bonus or free action).
Ok you can go ahead and move and attack (or lay on hands) moving 20 feet (normal different terrain rules, I was making my own different terrain rules fir dashing in the tunnels), however 20 feet will not let you attack even with the glaive. You will be at the tunnel entrance to the room.
Tyris you will have to move into the room to shoot. I'll assume you do so (if you don't want to I'll change the following)
Tyris moves into the room to where he can get a clean shot at the skulk. The skulk is oddly transparent as you pull your bowstring back you wonder if the arrow will fly right through him. But your aim is true and the arrow seems to make an impact on the skulk.
Go ahead and roll a death check for the first round, since nobody helped you this round.
(You can use the inspiration if you want)
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
"Lets go right"
“Let’s go right then!” Shadow will lead the party to the right
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
The branching tunnel to the right leads to a 20 foot × 20 foot room.
Rubble and splintered furniture fills this dark, ten-foot-high room. Most of the detritus lies heaped between a pair of five-foot-diameter tunnels crudely carved into the west and northwest walls. A wooden lever juts from an iron plate set into the east wall, near the door. The lever looks like it can slide up or down; it is currently in the “down” position.
If no one stops me, Laladak's gonna pull that lever.
I got alot a doods
As Laladak moves into the room towards the lever, the rubble pile moves revealing the skulk with the wolf mask. He gets a surprise attack on Laladak. Attack: 24 Damage: 9 + 2 + 6 (extra damage is sneak attack x2 for the crit)
The skulk's rapier slices through a weak spot in Laladak armor. Laladak feels a sharp pain in his waist before falling unconscious.
I will keep you all in the same initiative order as before. So everyone gets to act before the skulk. Laladak will have to make death saves unless someone stabilizes or heals him.
Back to the party
Shadow will move up and slice with his short sword Attack: 10 Damage: 10
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Shadow scores a hit on the skulk.
ooc: Has Oreus got any space to move and attack.
btw id suggest non lethal damages and later interrogation
You're in the back of the party, still in the tunnel. Currently you would have to pass Alben and Tyris to get into the room. I'll let you do that but not attack or any other action (you can do a bonus or free action).
ooc: no no, they have superority , it would only create a mess. @everyone, please go ahead
(RAW you can move through ally's spaces without any action penalty, it just counts as difficult terrain: https://www.dndbeyond.com/compendium/rules/basic-rules/combat#MovingAroundOtherCreatures)
Help...
I got alot a doods
Tyris draws an arrow and launches it at the Skulk.
Attack: 16 Damage:
3Edit: Ignore that damage roll. Accidentally just rolled '3' for the damage instead of 1d8+3. Correct roll: 10
Ok you can go ahead and move and attack (or lay on hands) moving 20 feet (normal different terrain rules, I was making my own different terrain rules fir dashing in the tunnels), however 20 feet will not let you attack even with the glaive. You will be at the tunnel entrance to the room.
Tyris you will have to move into the room to shoot. I'll assume you do so (if you don't want to I'll change the following)
Tyris moves into the room to where he can get a clean shot at the skulk. The skulk is oddly transparent as you pull your bowstring back you wonder if the arrow will fly right through him. But your aim is true and the arrow seems to make an impact on the skulk.
(Yah, moving in is fine if that's what I have to do to get a shot)
Oreus comes 10 ft close to the skulk
Alben steps up to where he can get a clean shot and throws a firebolt. Attack:18 Damage: 3
(I swear this auto roller hates me)
(Someone feed me my potion so I can end this...)
I got alot a doods
Go ahead and roll a death check for the first round, since nobody helped you this round.
(You can use the inspiration if you want)
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.