(( @dm unsure what Galtheon has done so far, idea was prevent Taraven being grappled again. If there's a possibility to attack before they flew (and after lever), he would:
Evan (having followed the others), acts towards the end of the hero’s turn and uses Spiritual Weapon to attack any StoneGhosts (with preference you any grappling party members). He will then Turn Undead again (so party members can be released from grapples, get AOO’s or reduce the odds against them as the StoneGhosts flee).
Spiritual Weapon: Attack: 15 Damage: 5 Force Damage
Turn Undead, DC 13 Wisdom
The spiritual weapon hits and does 5 force damage to SG1. Saves vs Turn Undead:
(( @dm unsure what Galtheon has done so far, idea was prevent Taraven being grappled again. If there's a possibility to attack before they flew (and after lever), he would:
Attack: 9 Damage: 6
If it's already damaged then add 6
Then he leaves with Taraven...
Galtheon strikes twice, once in the surprise round and again in normal round 1. It had not taken damage as of the surprise round, so it takes 5, reduced to 3 (SG1). It took another 5 from the cleric. It is the only one that will not flee from turn undead. Galtheon can take another attack now for his normal round action.
(( If the trap is set of, now might be the time to run to the east corridor, then South, using their fear of Evan. Or we could just jump down.... Ranging from the roof is not going to work, obviously ))
OOC: I assume Taravan was leaving the area, not climbing down into it, where the enemies are? Also, was Taravan disabling them collapsing roof - level down, or triggering the collapse - lever up? The level is currently middle/neutral. It is clearly marked in script she understands, in common.
Having discussed the plan with the group earlier and seeing the stoneghosts below she controls the Mage Hand to push the lever up to trigger the collapse. But in the back of her mind she hopes thats the right move and doesn't block us from something important.
Having discussed the plan with the group earlier and seeing the stoneghosts below she controls the Mage Hand to push the lever up to trigger the collapse. But in the back of her mind she hopes thats the right move and doesn't block us from something important.
Taraven collapses the hallway, which comes down with a crash, sending a cloud of dust cascading over the eastern guard post. The stone ghosts fleeing due to turn undead will merge into this rubble with their ability to move through stone on their turn.
Okkar hesitates at the bottom, his slower speed an issue, not wanting to block the rope for others trying to come down. He holds out his arms to catch anyone needing to drop suddenly, unsure what else to do.
The three who failed their saves flee, merging into the rubble and disappearing into the mine. The one who previously attacked the Sorceress and has taken damage moves to the height of the wall, seeing no valid targets, and readies an action to fire on any PCs who become visible.
(( Turn lasts a minute. Should we run back to the corridor? ))
Galtheon sheaths his swords and climbs down the rope, then hurries to the eastern corridor, to assess if they can now safely move South. He draws one sword as he runs, and shouts "While they flee, get into the room."
(( Happy if someone shouts "wait", and had a better plan! ))
(( Turn lasts a minute. Should we run back to the corridor? ))
Galtheon sheaths his swords and climbs down the rope, then hurries to the eastern corridor, to assess if they can now safely move South. He draws one sword as he runs, and shouts "While they flee, get into the room."
(( Happy if someone shouts "wait", and had a better plan! ))
If the party decides to rush back to the eastern hallway that has now collapsed to get progress in while 3 stone ghosts flee from turn undead, factoring in the slowest member, Okkar, 2 rounds of dash actions and movement get you back through the entry way and to the eastern hallway, where rubble clogs the middle and southern area, but you can climb over it as difficult terrain.
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Attacks of opportunity do not stop movement. Mage hand also goes off as normal.
(( @dm unsure what Galtheon has done so far, idea was prevent Taraven being grappled again. If there's a possibility to attack before they flew (and after lever), he would:
Attack: 9 Damage: 6
If it's already damaged then add 6
Then he leaves with Taraven...
The spiritual weapon hits and does 5 force damage to SG1. Saves vs Turn Undead:
SG1:
14
SG2:
6
SG3:
2
SG4:
19
Galtheon strikes twice, once in the surprise round and again in normal round 1. It had not taken damage as of the surprise round, so it takes 5, reduced to 3 (SG1). It took another 5 from the cleric. It is the only one that will not flee from turn undead. Galtheon can take another attack now for his normal round action.
(( If the trap is set of, now might be the time to run to the east corridor, then South, using their fear of Evan. Or we could just jump down.... Ranging from the roof is not going to work, obviously ))
OOC: I assume Taravan was leaving the area, not climbing down into it, where the enemies are? Also, was Taravan disabling them collapsing roof - level down, or triggering the collapse - lever up? The level is currently middle/neutral. It is clearly marked in script she understands, in common.
(( I'd collapse it, if it was up to me... ))
Heaeing Evan's abjuration of the undead, Galtheon takes heart, and draws his other sword, attacking twice.
Attack 1: 18 Damage: 5
Attack 2: 23 Damage: 4
If any connect: add 3 to the damage.
Expecting the roof to collapse, he flees to the south edge with Taraven
Having discussed the plan with the group earlier and seeing the stoneghosts below she controls the Mage Hand to push the lever up to trigger the collapse. But in the back of her mind she hopes thats the right move and doesn't block us from something important.
It has now taken 15 total damage, after resistance is applied. It has already used its reaction attack and cannot take another.
(( This is Round 1, btw ;-) ))
Using Nanoc’s earlier attack roll he has climbed up and strikes with his scimitar with 14 to hit:
damage, magical Slashing
8
Taraven collapses the hallway, which comes down with a crash, sending a cloud of dust cascading over the eastern guard post.
The stone ghosts fleeing due to turn undead will merge into this rubble with their ability to move through stone on their turn.
(( Are four of us now on the roof, with SG1? ))
Okkar hesitates at the bottom, his slower speed an issue, not wanting to block the rope for others trying to come down. He holds out his arms to catch anyone needing to drop suddenly, unsure what else to do.
If all PCs have gone, the enemies go:
The three who failed their saves flee, merging into the rubble and disappearing into the mine. The one who previously attacked the Sorceress and has taken damage moves to the height of the wall, seeing no valid targets, and readies an action to fire on any PCs who become visible.
I believe the entire party is now at the base of the wall on the outside, correct?
If you remained on the roof, then SG1 will instead attack Galtheon
9
if a hit:
4
(( Turn lasts a minute. Should we run back to the corridor? ))
Galtheon sheaths his swords and climbs down the rope, then hurries to the eastern corridor, to assess if they can now safely move South. He draws one sword as he runs, and shouts "While they flee, get into the room."
(( Happy if someone shouts "wait", and had a better plan! ))
[OOC: It's lunch time for me... New attack roll for Nanoc (for when/if it is needed): 11 ; Damage: 9 ; Sneak Attack Damage (if relevant): 2 ]
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
If the party decides to rush back to the eastern hallway that has now collapsed to get progress in while 3 stone ghosts flee from turn undead, factoring in the slowest member, Okkar, 2 rounds of dash actions and movement get you back through the entry way and to the eastern hallway, where rubble clogs the middle and southern area, but you can climb over it as difficult terrain.