Rask's blow smashes into the skeleton, sending it flying and bouncing off the wall and crashing to her feet in a scatter of rusty armour pieces and bones.
This post has potentially manipulated dice roll results.
Susk's blade slides into the joint of the skeleton's armour and tears away a large chunk of the rusty metal, then wiggles it and does more damage. The second blow glances off the armour.
The badly damaged skeleton cocks its head as if listening to instructions, and then puts its sword away and launches itself towards Susk, trying to push the sea elf backwards. This would allow another skeleton to step into combat, if successful.
Susk must make a DC10 Strength or Dexterity save, or be pushed backwards 5ft.
Meanwhile the skeleton spellcaster launches a fire bolt at Rask. Rask will get a cover bonus (already taken into account in the roll) as there are two skeletons between the caster and Rask.
Susk easily dodges the skeleton's push in such a graceful way it made the skeleton look even more clumsy and uncoordinated. The status quo is retained.
The attack on Rask should have been at disadvantage due to the protection from evil and good cast by Irob, so I'll roll again and take the lowest.
Attack: (totally mucked up the first time so will reroll below)
Due to the protection from evil and good the skeleton spellcaster actually missed Rask. The protection magic turned the fire bolt slightly so the magic fiery bolt missed totally.
Straightening her shoulders, and a slight grimace of pain as she does so, Zaerra steps back to where she can see the Skeleton caster. She raises her hand in front of her and a bright light streaks towards her target as she casts Guiding Bolt. Once cast, not waiting to see if successful, she will step back to where she was, the pain is very real at the moment
Zaerra'sguiding bolt slams into the skeleton spellcaster, damaging him badly and lighting it up with radiance, making it easy to see in the gloom. (Next attack on the skeleton spellcaster has advantage)
Yakeerk's arrow flies true and strikes the skeleton spellcaster in the centre of the skull, shattering it into pieces. The skeleton spellcaster's body slumps to the floor.
(That would have been a miss without the guiding bolt from Zaerra giving advantage)
Without the guidance of the skeleton spellcaster, the rest of the skeletons lapse into mindless automatons, and the party easily bring their numbers to bear and wear them down.
All the skeletons are dead. The party can:
Enter the room and look into the secret door room,
Without the guidance of the skeleton spellcaster, the rest of the skeletons lapse into mindless automatons, and the party easily bring their numbers to bear and wear them down.
All the skeletons are dead. The party can:
Enter the room and look into the secret door room,
Yga inspects Zaerra's magic missile burns and whips out some aloe vera and implores Kord to help with the healing (Cure Wounds) - restores 7hp to Zaerra.
The party can look into the room with the skeletons, search the skeletons for any loot, have a look in the secret door room where the spellcaster skeleton came from, or open the door in the north.
Yga will clutch her holy symbol, keeping an eye on the skeletal remains and cautiously pad over to the secret room where the wizard skeleton came from. If it is dark she will use a light cantrip to improve visibility.
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Rask's blow smashes into the skeleton, sending it flying and bouncing off the wall and crashing to her feet in a scatter of rusty armour pieces and bones.
WIth no enemy in front of him, Susk will hold his action until the next skeleton appears.
The next skeleton dutifully marches forward and raises it's rusted shortsword.
Susk can now take his held action.
As the skeleton steps forward, Susk will strike, hoping to make an opening for the other to finish it off.
First Attack: 18 Damage: 6
Sneak damage: 4
Second Attack: 7 Damage: 2
Susk's blade slides into the joint of the skeleton's armour and tears away a large chunk of the rusty metal, then wiggles it and does more damage. The second blow glances off the armour.
The badly damaged skeleton cocks its head as if listening to instructions, and then puts its sword away and launches itself towards Susk, trying to push the sea elf backwards. This would allow another skeleton to step into combat, if successful.
Susk must make a DC10 Strength or Dexterity save, or be pushed backwards 5ft.
Meanwhile the skeleton spellcaster launches a fire bolt at Rask. Rask will get a cover bonus (already taken into account in the roll) as there are two skeletons between the caster and Rask.
Attack: 9 Damage: 9
Susk attempt to twist out of thw way of the lunging skeleton
Dex save: 22
Susk easily dodges the skeleton's push in such a graceful way it made the skeleton look even more clumsy and uncoordinated. The status quo is retained.
The attack on Rask should have been at disadvantage due to the protection from evil and good cast by Irob, so I'll roll again and take the lowest.
Attack: (totally mucked up the first time so will reroll below)
Well.. that's annoying. Let's try again.
Attack: 9 Damage: 5
Due to the protection from evil and good the skeleton spellcaster actually missed Rask. The protection magic turned the fire bolt slightly so the magic fiery bolt missed totally.
Straightening her shoulders, and a slight grimace of pain as she does so, Zaerra steps back to where she can see the Skeleton caster. She raises her hand in front of her and a bright light streaks towards her target as she casts Guiding Bolt. Once cast, not waiting to see if successful, she will step back to where she was, the pain is very real at the moment
To hit: 23 Dmg: 19
Zaerra's guiding bolt slams into the skeleton spellcaster, damaging him badly and lighting it up with radiance, making it easy to see in the gloom. (Next attack on the skeleton spellcaster has advantage)
Yakeerk takes advantage of the lit up skeleton spellcaster and fires an arrow off at it.
Attack: 22 Damage: 10
Yakeerk's arrow flies true and strikes the skeleton spellcaster in the centre of the skull, shattering it into pieces. The skeleton spellcaster's body slumps to the floor.
(That would have been a miss without the guiding bolt from Zaerra giving advantage)
Without the guidance of the skeleton spellcaster, the rest of the skeletons lapse into mindless automatons, and the party easily bring their numbers to bear and wear them down.
All the skeletons are dead. The party can:
Enter the room and look into the secret door room,
or open the north door.
"Has anyone got some balm or tonic? I'm feeling a little worse for wear." Zaerra asks hopefully. "That cast hit me hard!"
Or search the skeletons' bodies too, of course.
Yga inspects Zaerra's magic missile burns and whips out some aloe vera and implores Kord to help with the healing (Cure Wounds) - restores 7hp to Zaerra.
"Well that feels better! Thank you friend for your ministrations, greatly appreciated." Zaeera says as she bows slightly to Yga.
The smell of aloe vera is strong in the room.
The party can look into the room with the skeletons, search the skeletons for any loot, have a look in the secret door room where the spellcaster skeleton came from, or open the door in the north.
Yga will clutch her holy symbol, keeping an eye on the skeletal remains and cautiously pad over to the secret room where the wizard skeleton came from. If it is dark she will use a light cantrip to improve visibility.