The group tries to fit through the door seemingly all at once, which ends with Jorin forcing his way to the front, Light-ed axe high, Drusk coming in a close second, and Hildigrim using his halfling nimbleness to step in between them, scanning the room for trouble (or, you know, books). Pascal judiciously follows after they've all gone in, and Vanja stays just outside the threshold, in the hallway, her ball of flame held high for light.
You've come into a small entry hall, which opens into a large chamber, forty feet deep and a little wider than that. Like all the other room in the dungeon, it is stripped bare of anything resembling furniture or the stuff you'd expect of an evil lair, well, except for the four open stone sarcophagi in the corners.
As you get your bearings in the room, you hear an ominous rattling, and bony hands reach up out of the open tombs.
Party vs. Skeletons Round 1 DECLARATION phase
Map:
Sitrep: You are gathered just inside the room, and four skeletons are climbing out of sarcophagi.
Drusk - AC 18 - 17/17 hp Hildigrim - AC 14 - 15/15 hp Jorin - AC 17 - 21/21 hp Pascal - AC 14 - 10/10 hp Vanja - AC 12 - 10/10 hp Skeleton 1 - uninjured Skeleton 2 - uninjured Skeleton 3 - uninjured Skeleton 4 - uninjured
Monsters declare! The four skeletons are laboriously climbing out of their beds. Maybe they just want to give you a tour? But they do have swords with them. They are Delaying, and will declare and act after you have all had a shot at them.
Notes: You have "surprised" them, and in Concurrent Initiative, that means you all get to act fully before they do, but they get to then act, too. Pascal, I healed you (your sheet still has the damage from before the long rest). Vanja is basically an NPC now, and I did not level her up. Call it a handicap. :)
Next: Everyone please declare. - Declare Delay or as many of Action, Move, Bonus Action and/or Reaction as you want - Roll initiative - Roll for your declared actions (to hit, damage, etc.) - Concurrent Initiative explainer: https://www.dndbeyond.com/campaigns/277586
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
This post has potentially manipulated dice roll results.
Drusk calls out: "I could try to frighten these undead, but I'd like to keep my Channel Divinity available for worse problems. If the fight goes ill, yell to me, and I will use it."
He moves to the square NE of #3, and swings Joybringer at that skeleton. If he is lucky enough to shatter that skeleton, Drusk would use the rest of his movement to go to the square NW of #4.
Mace Attack: 9 Damage: 4 (damage does not include "vulnerability to bludgeoning")
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
The light from Jorin's axe causes wicked shadows to be thrown off the boney hands. He sees the skeleton to his left (#1) and he gets a crazed look in his eyes as his tattoos pulse with blue energy. He roars and rushes towards skeleton #1, swinging his glowing battleaxe wildly!
Pascal drop into a predatory stance as multicolored light ripples from the inside of his throat and shines through the gaps in his scales. In a flash, he releases a bolt of blinding energy toward the skeleton in South East bed.
Hildigrim arms himself with his bow while saying in a calm, yet insistent voice, "OK, first the skeletons, then the cube." If Drusk does in fact move toward #4 (and subsequently toward the cube), the halfling will add, "Drusk, look out!" In either case, he fires at #4.
Initiative: 8
Shortbow attack: 15; damage: 9 piercing damage
Sneak attack if appropriate: 2
And he's going to try to hide in the corner below Pascal (bonus action): 13
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Seeing the skeletons dragging themselves out of their sarcophagi, the party roars into action. Drusk yells "If the fight goes ill, yell to me!" and charges south, swinging Joybringer in a great arc (23!), and smashing the happy face through the emerging skeleton, splintering it to pieces (16 dmg)! He turns and charge towards the next skeleton when Pascal's burst of multi-colored energy races past him and smashes into the skeleton (19), destroying it with a burst of fire (14 dmg)! Drusk look for another target when Hildi shouts, "Drusk, look out!"
Drusk turns and to his horror, sees a looming wall of jelly!
Heedless of the new danger, Jorin roars a wordless challenge and charges north, swinging his glowing axe wildly, sending shadows skittering across the room, and just connecting with the skeleton (13), his blow rattling its bones (7 dmg).
Muttering to himself as he backs into a safer corner, "first the skeletons, then the cube," Hildi shoots an arrow at the furthest skeleton, hitting it square on the skull (15) and sending splinters flying (9 dmg).
As the party exploded into action, Vanja took a measured beat to see what was happening in the room, and at Hildi's yell, she grimaces and calls out some magical syllables. The gelatinous cube is limned in a dancing light (save failed: 1), making it stand out in the dark room, despite the wildly waving axe-light.
Finally, the skeleton facing Jorin, now standing in its sarcophagus, swings at him with an ancient short sword (21!), scoring a long line across his skin (but with a wild eye Jorin shrugs most of the damage off (6/2=3 dmg)), as the second skeleton climbs out and charges him from the right, missing him with a wild swing (7) in its haste to get there.
Next: Jorin is beset by two skeletons, and the gelatinous cube is surrounded by Faerie Fire. Declaration phase coming up.
Notes: Nobody saw the cube but Hildigrim (with his 25 Perception roll!), and he was told in private message about it, but also that you others should not be able to react to it this round, as you didn't see it. Thank you, DDP, for complying! But Vanja chose to Delay, so she benefitted from Hildi's warning. The cube was also Delaying, to see if the skeletons might soften you up, but it Delayed itself into inaction this round.
Party vs. Skeletons and Cube! Round 2 DECLARATION phase
Map:
Sitrep: Jorin is beset by two skeletons, and the now well-lit cube is... glowing? You are unsure if it will charge, or just sit there, but it is outlined in faerie fire.
Drusk - AC 18 - 17/17 hp Hildigrim - AC 14 - 15/15 hp - attempting to Hide with a 13 Jorin - AC 17 - 18/21 hp - skeleton struck him, 9 rounds of RAGE! left Pascal - AC 14 - 10/10 hp Vanja - AC 12 - 10/10 hp ---------- Cube - uninjured, glowing Skeleton 1 - injured Skeleton 2 - injured Skeleton 3 - destroyed Skeleton 4 - destroyed and charred
Monsters declare! The two skeletons are continuing their assault on Jorin, and the cube is sitting there, inscrutable.
Notes:All attack rolls against the cube have Advantage, thanks to Vanja's Faerie Fire.
Next: Everyone please declare. But add a Dex save (add your Saving Throw Modifier for Dex). - Declare Delay or as many of Action, Move, Bonus Action and/or Reaction as you want - Roll initiative - Roll for your declared actions (to hit with Advantage vs Cube, damage, etc.) - Roll a Dex Save - Concurrent Initiative explainer: https://www.dndbeyond.com/campaigns/277586
Jorin smiles with glee as the anciet sword rends his flesh. Frresh spittle froths from the corners of his mouth as he sweeps his axes in fluid arcs, their keen edges singing a song of destruction!
Initiative: 7
Action: Battleaxe on Skeleton 1 - Attack: 16 Damage: 7
Bonus Action: Battleaxe on Skeleton 2 (if 1 is dead, otherwise attacking 1 again) - Attack: 15 Damage: 6
Move: Jorin charges the cube if both skeletons are dead after his attacks
This post has potentially manipulated dice roll results.
Drusk will moves 20' north and attacks skel #2.
If skel #2 is stil animate after the attack, Drusk will stay there. Otherwise, he moves 10' south after the attack. (Ends up two squares up from where he started.)
If his path is blocked by the cube (or skel #2 is already wiped out), he will stop in melee range and attack the Cube instead of skel #2.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Seeing the return of his good old friend THE CUBE, Pascal with fall back on old faithful, “Well, mon amie, let’s see if you’re faster than your other friend, eh?”
Initiative: 17
Ray of Frost: Attack: 21 Damage: 1 cold damage and 10 foot speed reducal.
This post has potentially manipulated dice roll results.
Hildigrim fights the urge to just stare at the glowing cube. He stands his ground in the corner and fires another arrow in this order of still living: Skelly 1, Skelly 2, Glowing Jelly.
Initiative: 23
Shortbow attack: 20; damage: 8 piercing damage
Sneak attack if appropriate (ally is within 5 feet): 6
Party vs. "Skellies and Jellies" Round 2 RESOLUTION phase
Starting map (same as above):
Resolution:
Leaping into action, Drusk deftly skirts the cube, slamming Joybringer into the skeleton to Jorin's right side (19), crushing its skull even with a glancing blow (4 dmg). It rattles to the ground as Vanja charges into the room, and Pascal ripples his scales and lets a freezing blast loose (21) which limns the cube in a coating of frost (1 dmg), causing it to slow (5' move now). Not quite approaching the cube, Vanja slaps her hands together and a thunderous boom fills the room, sending a shockwave at the cube (save 21), causing it to undulate (3 dmg).
In the moment when everyone is distracted by the underground thunder, the remaining skeleton swings at Jorin, glancing off his toughened skin (12), and is immediately put down by Hildigrim's arrow (20), splintering the skull and separating it from the body (9 dmg).
Jorin, eyes wide, nostrils flaring, looks from one dead skeleton to the other, then turns and with a roar charges past Vanja and Drusk to slice at the cube with his axes (16, 15), cutting grooves in its wall that seal up immediately (13 dmg total).
There is a moment, a pause, and then the cube lurches forward, overrunning Jorin's position and enveloping him and his axes with a slurp (Save 3)! Jorin screams soundlessly in rage and pain and thrashes inside its body (14 acid dmg)!
Next: Declaration phase post coming up, hopefully before the maintenance shutdown! Jorin is Restrained, which means speed 0', attacks at Disadvantage. He can try to escape with a DC 12 or better Strength check.
Notes: Jorin's rash—but completely in character—attack brought him within range of even the slowed cube's engulf attack.
Party vs. "Skellies and Jellies" Round 3 DECLARATION phase
Map:
Sitrep: Jorin is in the belly of the cube, being digested. The rest of the party is arrayed around it.
Drusk - AC 18 - 17/17 hp Hildigrim - AC 14 - 15/15 hp Jorin - AC 17 - 4/21 hp - Restrained inside the cube, 8 rounds of RAGE! left Pascal - AC 14 - 10/10 hp Vanja - AC 12 - 10/10 hp ---------- Cube - barely injured, slowed to move 5' (but beware its engulfing surge!), glowing for 8 more rounds Skeleton 1 - destroyed Skeleton 2 - destroyed Skeleton 3 - destroyed Skeleton 4 - destroyed and charred
Monsters declare! The cube is still frosty and slowed, and its intentions are unclear.
Notes: All attack rolls against the cube still have Advantage, thanks to Vanja's Faerie Fire. You may try to reach into the acidic cube and pull Jorin out with a DC 12 Strength check.
Next: Everyone please declare. But add a Dex save (add your Saving Throw Modifier for Dex). - Declare Delay or as many of Action, Move, Bonus Action and/or Reaction as you want - Roll initiative - Roll for your declared actions (to hit with Advantage vs Cube, damage, etc.) - Roll a Dex Save - Concurrent Initiative explainer: https://www.dndbeyond.com/campaigns/277586
This post has potentially manipulated dice roll results.
Jorin's flesh silently bubbles within the cube as he takes (quite a lot) of sizzling damage. He face is awash with pain and fury in equal measure and he drives his foot down through the jelly in an attempt to get purchase on the floor before vaulting out of the cube!
Initiative: 16
Action: Strength save to escape the engulf: 15
Bonus action: Second wind, 7 hit point recovery
Move: If i can move after the successful save, then i'll say the effort required to leap out of the cube carried him 15 feet away, as Jorin would never run from an enemy...
Edit - Going to burn my inspiration to reroll the second wind roll...9<--should be a 3
Edit 2 - lol!!
Edit 3 - One of the edits changed my second win reroll - it had originally rerolled into another 3, hence the 'lol' on edit 2.
Hildigrim enters as well.
Perception: 25
Jorin squints his eyes in a moment of confusion as Pascal refers to him as a Dwarf, but then shakes his head as he peers into the room. Perception: 5
The group tries to fit through the door seemingly all at once, which ends with Jorin forcing his way to the front, Light-ed axe high, Drusk coming in a close second, and Hildigrim using his halfling nimbleness to step in between them, scanning the room for trouble (or, you know, books). Pascal judiciously follows after they've all gone in, and Vanja stays just outside the threshold, in the hallway, her ball of flame held high for light.
You've come into a small entry hall, which opens into a large chamber, forty feet deep and a little wider than that. Like all the other room in the dungeon, it is stripped bare of anything resembling furniture or the stuff you'd expect of an evil lair, well, except for the four open stone sarcophagi in the corners.
As you get your bearings in the room, you hear an ominous rattling, and bony hands reach up out of the open tombs.
Party vs. Skeletons
Round 1
DECLARATION phase
Map:
Sitrep: You are gathered just inside the room, and four skeletons are climbing out of sarcophagi.
Drusk - AC 18 - 17/17 hp
Hildigrim - AC 14 - 15/15 hp
Jorin - AC 17 - 21/21 hp
Pascal - AC 14 - 10/10 hp
Vanja - AC 12 - 10/10 hp
Skeleton 1 - uninjured
Skeleton 2 - uninjured
Skeleton 3 - uninjured
Skeleton 4 - uninjured
Monsters declare! The four skeletons are laboriously climbing out of their beds. Maybe they just want to give you a tour? But they do have swords with them. They are Delaying, and will declare and act after you have all had a shot at them.
Notes: You have "surprised" them, and in Concurrent Initiative, that means you all get to act fully before they do, but they get to then act, too. Pascal, I healed you (your sheet still has the damage from before the long rest). Vanja is basically an NPC now, and I did not level her up. Call it a handicap. :)
Next: Everyone please declare.
- Declare Delay or as many of Action, Move, Bonus Action and/or Reaction as you want
- Roll initiative
- Roll for your declared actions (to hit, damage, etc.)
- Concurrent Initiative explainer: https://www.dndbeyond.com/campaigns/277586
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Drusk calls out: "I could try to frighten these undead, but I'd like to keep my Channel Divinity available for worse problems. If the fight goes ill, yell to me, and I will use it."
He moves to the square NE of #3, and swings Joybringer at that skeleton. If he is lucky enough to shatter that skeleton, Drusk would use the rest of his movement to go to the square NW of #4.
Mace Attack: 9 Damage: 4 (damage does not include "vulnerability to bludgeoning")
Initiative: 19
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
The light from Jorin's axe causes wicked shadows to be thrown off the boney hands. He sees the skeleton to his left (#1) and he gets a crazed look in his eyes as his tattoos pulse with blue energy. He roars and rushes towards skeleton #1, swinging his glowing battleaxe wildly!
Pascal drop into a predatory stance as multicolored light ripples from the inside of his throat and shines through the gaps in his scales. In a flash, he releases a bolt of blinding energy toward the skeleton in South East bed.
Initative: 12
Chaos Bolt - Attack: 19 Damage: 11 + 3 fire Damage!
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Hildigrim arms himself with his bow while saying in a calm, yet insistent voice, "OK, first the skeletons, then the cube." If Drusk does in fact move toward #4 (and subsequently toward the cube), the halfling will add, "Drusk, look out!" In either case, he fires at #4.
Initiative: 8
Shortbow attack: 15; damage: 9 piercing damage
Sneak attack if appropriate: 2
And he's going to try to hide in the corner below Pascal (bonus action): 13
(Alternate target? It looks like Drusk has wiped out #3, which is in the SW bed.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
(Meant East haha!)
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
DM Rollz...
1 - 21 / 6
2 - 7 / 8
3 - 1
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Party vs. Skeletons...
Round 1
RESOLUTION phase
Starting map (same as above):
Resolution:
Seeing the skeletons dragging themselves out of their sarcophagi, the party roars into action. Drusk yells "If the fight goes ill, yell to me!" and charges south, swinging Joybringer in a great arc (23!), and smashing the happy face through the emerging skeleton, splintering it to pieces (16 dmg)! He turns and charge towards the next skeleton when Pascal's burst of multi-colored energy races past him and smashes into the skeleton (19), destroying it with a burst of fire (14 dmg)! Drusk look for another target when Hildi shouts, "Drusk, look out!"
Drusk turns and to his horror, sees a looming wall of jelly!
Heedless of the new danger, Jorin roars a wordless challenge and charges north, swinging his glowing axe wildly, sending shadows skittering across the room, and just connecting with the skeleton (13), his blow rattling its bones (7 dmg).
Muttering to himself as he backs into a safer corner, "first the skeletons, then the cube," Hildi shoots an arrow at the furthest skeleton, hitting it square on the skull (15) and sending splinters flying (9 dmg).
As the party exploded into action, Vanja took a measured beat to see what was happening in the room, and at Hildi's yell, she grimaces and calls out some magical syllables. The gelatinous cube is limned in a dancing light (save failed: 1), making it stand out in the dark room, despite the wildly waving axe-light.
Finally, the skeleton facing Jorin, now standing in its sarcophagus, swings at him with an ancient short sword (21!), scoring a long line across his skin (but with a wild eye Jorin shrugs most of the damage off (6/2=3 dmg)), as the second skeleton climbs out and charges him from the right, missing him with a wild swing (7) in its haste to get there.
Next: Jorin is beset by two skeletons, and the gelatinous cube is surrounded by Faerie Fire. Declaration phase coming up.
Notes: Nobody saw the cube but Hildigrim (with his 25 Perception roll!), and he was told in private message about it, but also that you others should not be able to react to it this round, as you didn't see it. Thank you, DDP, for complying! But Vanja chose to Delay, so she benefitted from Hildi's warning. The cube was also Delaying, to see if the skeletons might soften you up, but it Delayed itself into inaction this round.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Party vs. Skeletons and Cube!
Round 2
DECLARATION phase
Map:
Sitrep: Jorin is beset by two skeletons, and the now well-lit cube is... glowing? You are unsure if it will charge, or just sit there, but it is outlined in faerie fire.
Drusk - AC 18 - 17/17 hp
Hildigrim - AC 14 - 15/15 hp - attempting to Hide with a 13
Jorin - AC 17 - 18/21 hp - skeleton struck him, 9 rounds of RAGE! left
Pascal - AC 14 - 10/10 hp
Vanja - AC 12 - 10/10 hp
----------
Cube - uninjured, glowing
Skeleton 1 - injured
Skeleton 2 - injured
Skeleton 3 - destroyed
Skeleton 4 - destroyed and charred
Monsters declare! The two skeletons are continuing their assault on Jorin, and the cube is sitting there, inscrutable.
Notes: All attack rolls against the cube have Advantage, thanks to Vanja's Faerie Fire.
Next: Everyone please declare. But add a Dex save (add your Saving Throw Modifier for Dex).
- Declare Delay or as many of Action, Move, Bonus Action and/or Reaction as you want
- Roll initiative
- Roll for your declared actions (to hit with Advantage vs Cube, damage, etc.)
- Roll a Dex Save
- Concurrent Initiative explainer: https://www.dndbeyond.com/campaigns/277586
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Jorin smiles with glee as the anciet sword rends his flesh. Frresh spittle froths from the corners of his mouth as he sweeps his axes in fluid arcs, their keen edges singing a song of destruction!
Drusk will moves 20' north and attacks skel #2.
Initiative: 18
Mace Attack: 19 bludgeoning Damage: 4 (if bashing the Cube, ADV to-hit roll: 24 )
DEX save: 5
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Seeing the return of his good old friend THE CUBE, Pascal with fall back on old faithful, “Well, mon amie, let’s see if you’re faster than your other friend, eh?”
Initiative: 17
Ray of Frost: Attack: 21 Damage: 1 cold damage and 10 foot speed reducal.
Dex Save: 15
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Hildigrim fights the urge to just stare at the glowing cube. He stands his ground in the corner and fires another arrow in this order of still living: Skelly 1, Skelly 2, Glowing Jelly.
Initiative: 23
Shortbow attack: 20; damage: 8 piercing damage
Sneak attack if appropriate (ally is within 5 feet): 6
Advantage roll if appropriate (against jelly): 8
DEX save: 25
Vanja is planning to step up and cast Thunderwave, if nobody is in the way at that point.
Vanja's initiative: 19
Thunderwave damage: 11
Dexterity saving throw: 9
DM rolls some dice...
Put your spoiler here.
1 - 18
2 - 6 / 6
3 - 8
4 - 14 / 7
5 - -1
6 - 5 / 18
7 - 12
8 - 14
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Party vs. "Skellies and Jellies"
Round 2
RESOLUTION phase
Starting map (same as above):
Resolution:
Leaping into action, Drusk deftly skirts the cube, slamming Joybringer into the skeleton to Jorin's right side (19), crushing its skull even with a glancing blow (4 dmg). It rattles to the ground as Vanja charges into the room, and Pascal ripples his scales and lets a freezing blast loose (21) which limns the cube in a coating of frost (1 dmg), causing it to slow (5' move now). Not quite approaching the cube, Vanja slaps her hands together and a thunderous boom fills the room, sending a shockwave at the cube (save 21), causing it to undulate (3 dmg).
In the moment when everyone is distracted by the underground thunder, the remaining skeleton swings at Jorin, glancing off his toughened skin (12), and is immediately put down by Hildigrim's arrow (20), splintering the skull and separating it from the body (9 dmg).
Jorin, eyes wide, nostrils flaring, looks from one dead skeleton to the other, then turns and with a roar charges past Vanja and Drusk to slice at the cube with his axes (16, 15), cutting grooves in its wall that seal up immediately (13 dmg total).
There is a moment, a pause, and then the cube lurches forward, overrunning Jorin's position and enveloping him and his axes with a slurp (Save 3)! Jorin screams soundlessly in rage and pain and thrashes inside its body (14 acid dmg)!
Next: Declaration phase post coming up, hopefully before the maintenance shutdown! Jorin is Restrained, which means speed 0', attacks at Disadvantage. He can try to escape with a DC 12 or better Strength check.
Notes: Jorin's rash—but completely in character—attack brought him within range of even the slowed cube's engulf attack.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Party vs. "Skellies and Jellies"
Round 3
DECLARATION phase
Map:
Sitrep: Jorin is in the belly of the cube, being digested. The rest of the party is arrayed around it.
Drusk - AC 18 - 17/17 hp
Hildigrim - AC 14 - 15/15 hp
Jorin - AC 17 - 4/21 hp - Restrained inside the cube, 8 rounds of RAGE! left
Pascal - AC 14 - 10/10 hp
Vanja - AC 12 - 10/10 hp
----------
Cube - barely injured, slowed to move 5' (but beware its engulfing surge!), glowing for 8 more rounds
Skeleton 1 - destroyed
Skeleton 2 - destroyed
Skeleton 3 - destroyed
Skeleton 4 - destroyed and charred
Monsters declare! The cube is still frosty and slowed, and its intentions are unclear.
Notes: All attack rolls against the cube still have Advantage, thanks to Vanja's Faerie Fire. You may try to reach into the acidic cube and pull Jorin out with a DC 12 Strength check.
Next: Everyone please declare. But add a Dex save (add your Saving Throw Modifier for Dex).
- Declare Delay or as many of Action, Move, Bonus Action and/or Reaction as you want
- Roll initiative
- Roll for your declared actions (to hit with Advantage vs Cube, damage, etc.)
- Roll a Dex Save
- Concurrent Initiative explainer: https://www.dndbeyond.com/campaigns/277586
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Jorin's flesh silently bubbles within the cube as he takes (quite a lot) of sizzling damage. He face is awash with pain and fury in equal measure and he drives his foot down through the jelly in an attempt to get purchase on the floor before vaulting out of the cube!
Edit - Going to burn my inspiration to reroll the second wind roll...9 <--should be a 3
Edit 2 - lol!!
Edit 3 - One of the edits changed my second win reroll - it had originally rerolled into another 3, hence the 'lol' on edit 2.