Grim staggers back from the blow, his armor taking the brunt of it. Left heavily winded all the same by it, he looks ready to bark out another order to his comrades; only to falter at the state of the many. For the first time, a flicker of fear can be seen in his eyes. Then, he grips the side of his head as if a sharp went through it.
"Quiet... Need focus." He grumbles under breathe, then suddenly aloud says, "You will all pay for this! You hear!! Naru!!!" He snaps to her, startling the poor woman on already intense rollercoaster ride. "Get to the surface! Find reinforcements! I don't care how!" Grim shouts. His follow-up swing upon Graxx proves to be a fake-out as he moves over to {AE-73}, sucks in a deep breathe, and belches a line corrosive death towards Neya and Praxx.
Action: Grim uses Acid Breathe. Neya and Praxx must make a Dexterity Saving Throw{DC 14, save for half}, taking 4 Acid Damage. Neya takes an additional 3 points of damage from Hexblade's Curse.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@Grx: Praxx's DEX save modifier is +5, so he rolled a 10... still a failure.)
Grim's strategy changes and he seeks to provide his messenger a clear path to freedom. He takes a step to the side and unleashes his Acid Breath Weapon, hitting both Neya and Praxx. Facing the other way, the bard never sees it coming (Praxx takes 4 acid damage). The monk sees it coming from a mile away, being only hit by the stray droplet or two. Most of the pain comes after the splash itself, as the sergeant's curse takes its toll (Neya takes 5 acid damage).
Utar winces as various spears attack Praxx. He hadn't been worried with them escaping, but to flee then attack someone half their size...
With Neya making light work of both of them, and Praxx regaining some colour in his cheeks through what was an odd, twisting and jerking motion, Utar is glad his discretion hasn't resulted in another zombie rising.
Following the lead at by Graxx, Utar continues his assault on Grim.
Utar's focus deviates from the battle at hand for a moment. Although brief, it is enough for his attack to lack the force behind it necessary to overcome Grim's armor. The cleric's Spiritual Weapon is more accurate, denting the sergeant's left shin guard (Grim take 7 force damage).
NOTE: Remember that a thin layer of mud on the ground makes it slippery. The squares where dead or unconscious bodies lay are considered difficult terrain.
Naru uneasily looks between a now heavily breathing Grimm and the gnome before her. For a brief moment it looks as if she might shout something to Grim, only to freeze seeing him staring sternly at her. "Shite."She breaks for the door, squeezing past it, and into the tunnels beyond at it. Learning from Grim's mistake, she minds her pace and avoids the body as much she could until past the door before dashing away.
Naru provokes an Opportunity Attack from Praxx.
Acrobatics: 4. (if still needed for the dash once outside the room)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@Ori: Indeed you do need that acrobatics roll... the entire dungeon is covered in a thin layer of slippery mud.)
Naru makes a run for it, successfully avoiding an ill=aimed slice of Praxx's rapier. The floor is slippery, though, and the guard falls to the ground and losing her shield in the process. She slides for the last portions of the trip and is now prone.
-> For reference, Naru is now outside our current view of the map. The closest character to her is now Neya, who would need to move 60 feet in order to get within melee range of the guard.
Away from all of this, Drazzim looks down at Aravele to make sure she is not standing back up this time. Once he is satisfied, he turns around and takes a few steps in order to join the next closest scuffle {AC74}. He pokes at the sergeant with a "Now you have to face a mighty dwarven hero, lizard face!"
-> Glaive vs. Grim: Attack: 19 Damage: 9 slashing.
Still looking at Naru's general direction, Grim doesn't notice the dwarf's approach until it is too late. The slash against his support leg is enough to snap the sergeant back into battle. He then successfully blocks Drazzim's second attack with his own blade (Grim takes 9 slashing damage).
This post has potentially manipulated dice roll results.
**Graxx turn**
Graxx wants blood and wants it now. He goes for the kill using his Great Weapon Master Feat to try to deal the killing blow on Grim. He swings his greatsword recklessly.
OOC: Sorry about extra damage. Getting too use to playing pally!
When you realize you're doing too much: Signature.
Graxx's eyes go wide as the Acid leaves Grim's maw. He tries to dodge!
Graxx Dex Save: 14
(@Grx: Graxx wasn't in the path. Its only 5ft wide, 30ft long line aoe. Unless that was meant for Praxx?)
When you realize you're doing too much: Signature.
Neya Dex Save: 25
Extended Signature
OOC: I swear I read Graxx. I'm going crazy.
The first roll was a 5 and Praxx would be +3 so that is a FAIL for Praxx.
(@Grx: Praxx's DEX save modifier is +5, so he rolled a 10... still a failure.)
Grim's strategy changes and he seeks to provide his messenger a clear path to freedom. He takes a step to the side and unleashes his Acid Breath Weapon, hitting both Neya and Praxx. Facing the other way, the bard never sees it coming (Praxx takes 4 acid damage). The monk sees it coming from a mile away, being only hit by the stray droplet or two. Most of the pain comes after the splash itself, as the sergeant's curse takes its toll (Neya takes 5 acid damage).
(Utar is up next.)
Utar winces as various spears attack Praxx. He hadn't been worried with them escaping, but to flee then attack someone half their size...
With Neya making light work of both of them, and Praxx regaining some colour in his cheeks through what was an odd, twisting and jerking motion, Utar is glad his discretion hasn't resulted in another zombie rising.
Following the lead at by Graxx, Utar continues his assault on Grim.
Attack: 10 Damage: 11
The spectral warhammer following suit.
Attack: 24 Damage: 7
Utar's focus deviates from the battle at hand for a moment. Although brief, it is enough for his attack to lack the force behind it necessary to overcome Grim's armor. The cleric's Spiritual Weapon is more accurate, denting the sergeant's left shin guard (Grim take 7 force damage).
END OF INITIATIVE ROUND 4
THE JADE TEMPLE MAP UPDATE:
NOTE: Remember that a thin layer of mud on the ground makes it slippery. The squares where dead or unconscious bodies lay are considered difficult terrain.
LEGEND: Naru - pink.
(Undead-Shana up next.)
DM's Screen:
Target: 2
Undead-Shana continues waylaying Graxx:
-> Slam vs. Graxx: Attack: 13
Damage: 5 bludgeoning.The monster's slow movements are easily avoided by the adrenaline-fulled Graxx.
(Naru is next up.)
Naru uneasily looks between a now heavily breathing Grimm and the gnome before her. For a brief moment it looks as if she might shout something to Grim, only to freeze seeing him staring sternly at her. "Shite." She breaks for the door, squeezing past it, and into the tunnels beyond at it. Learning from Grim's mistake, she minds her pace and avoids the body as much she could until past the door before dashing away.
Naru provokes an Opportunity Attack from Praxx.
Acrobatics: 4. (if still needed for the dash once outside the room)
When you realize you're doing too much: Signature.
Praxx takes the opportunity attack against Naru trying to kill the person by slashing their kidneys with his Rapier.
Attack: 12 Damage: 9
(@Ori: Indeed you do need that acrobatics roll... the entire dungeon is covered in a thin layer of slippery mud.)
Naru makes a run for it, successfully avoiding an ill=aimed slice of Praxx's rapier. The floor is slippery, though, and the guard falls to the ground and losing her shield in the process. She slides for the last portions of the trip and is now prone.
-> For reference, Naru is now outside our current view of the map. The closest character to her is now Neya, who would need to move 60 feet in order to get within melee range of the guard.
Away from all of this, Drazzim looks down at Aravele to make sure she is not standing back up this time. Once he is satisfied, he turns around and takes a few steps in order to join the next closest scuffle {AC74}. He pokes at the sergeant with a "Now you have to face a mighty dwarven hero, lizard face!"
-> Glaive vs. Grim: Attack: 19 Damage: 9 slashing.
Action Surge:
-> Glaive vs. Grim: Attack: 9
Damage: 12 slashing.Still looking at Naru's general direction, Grim doesn't notice the dwarf's approach until it is too late. The slash against his support leg is enough to snap the sergeant back into battle. He then successfully blocks Drazzim's second attack with his own blade (Grim takes 9 slashing damage).
(Graxx, Neya, and Praxx are up next.)
@Ori would Naru happen to be carrying a torch?
(@Grx: I can say that no one saw her carrying one as she slipped out. But the guards do have various packs on them.)
When you realize you're doing too much: Signature.
(OOC: Unfortunate.. Was hoping I would actually have a use for this spell Pyrotechnics that was prepared for some reason!)
**Praxx Turn**
Praxx seeing the fleeing person is conflicted between what to do as he knows he does not want to split the party but knows he needs to.
(Bonus Action) Praxx will use his last Bardic Inspiration(1d6) on Graxx. "Strike true, and strike hard, for if you don't you may fall."
(Movement) Praxx would like to use all movement to get as close to Naru as possible.
(Action) Praxx will take the Dash to try to catch up to Naru.
Acrobatics: 17
**Graxx turn**
Graxx wants blood and wants it now. He goes for the kill using his Great Weapon Master Feat to try to deal the killing blow on Grim. He swings his greatsword recklessly.
Attack: 5 Damage: 20
Didn't do advantage:
5
LOL.. Well then.
Neya will take off in pursuit of Naru dashing to catch up (or get in front of her, if possible).
Acrobatic: 18
Extended Signature