This post has potentially manipulated dice roll results.
Garavant listens to this new information intently. He glances down at the sharp blade in his hand. "This has been known to make a death or two, I suppose," he says as he tilts the rapier to better regard it. "A blade this fine might even work against ghosts."
As the group gets ready to move into the next room, he crouches opposite Sila, also trying to use tricks of light and shadow to stay hidden should the maker of death or anything else be near at hand.
You ponder on the nature of fighting ghosts and all struggle to recall any specific guidance. Nevertheless, you open the door and head inside...
This room was once a shrine to the gods of the dwarves. The walls are carved with their dour images, and a low stone altar stands at the western end of the room. Stone benches have been smashed and thrown askew, and the icons of the gods have been defaced.
Atop the altar, arms folded over his chest, lies the ancient corpse of a dwarf warrior in plate armor. Bones lie heaped around the altar’s base, and at its foot crouches the desiccated body of an orc in studded leather.
Sila rushes the orc at full speed attacking with both Shortsword and Dagger, throwing the dagger as she moves forward and slicing with the shortsword as she engages hoping to gain benefit of a surprise, but knowing unlikely as it may have seen them come in the room.
This post has potentially manipulated dice roll results.
As Sila rushes into the room, some of the bones at the foot of the altar stir and form into a pair of towering skeletons clutching greatclubs. The dead orc warrior's eyes snap open as it looks up at you and grins evilly, green fire burning in its hate-filled eyes as it leaps to its feet, ready for battle.
(Everyone roll for initiative please. At this point Sila and Gruenic had just entered the room, so may repost if they wish)
(if the creatures rise before she rushes forward, she will resort to both being dagger attacks and only moving forward 20'. attack roll same, damage is different on second if hits)
" I hate undead," Lucy mutters. " They don't cry and they don't bleed. " Artemis agrees with her master with a loud screech. There is no meat that she can pick up from skeletons.
Gruenic hefts his warhammer and turns his shield with the symbol of Selune toward the undead. “Here we go…” he says under his breath, anger apparent as he growls out his words.
Initiative : 19
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
As they walk in Bree says: "Hmmmm... This doesn't look like dorms.." then as Sila moves towards the orc Bree starts: "Maybe don't rush... in... Oh well, let's fight!" to Lucy she grins: "If they're dry enough they might burn though."
Lucy recalls her spell book and finds she doesn't have many options for undead. Yes, her arsenal is quite efficient for warm and living creatures but not so for cold and dead ones. " … I'll definitely study FireBall later. " She makes a mental note then throws spider webs toward dead Orcs.
Action: Cast Web to Orc Skeleton 1 and Wight. Dex Save 13 or restrained.
Gruenic steps forward and presents his shield toward the undead and it shimmers slightly, even in the gloom. “Selune bless us and keep us, protect us from foul creatures of the night, unnatural and unholy, your will be done!”
Gruenic attempts to turn the undead, wis save DC 12.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodgeaction.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
(I’m going to be a bit judicious and let Gruenic go before Garavant; his is a key move and they rolled the same initiative)
Lucysummons a mass of sticky webbing to ensnare two of the creatures; thin tendrils of silk envelope them in an instant (they will make their DEX saves at the start of their respective turns)
Grueniccalls forth the celestial power of Selune to banish the creatures
Garavant spins around the edge of the door and rushes at the closest of the undead creatures--the ogre skeleton on the south wall. He sprints past Sila and Gruenic, thrusting his rapier at the monster. He skips back, taking up a position near Gruenic, ready to strike once more when the opportunity arises.
Bonus: Dash to square just E of the ogre skeleton to the south Attack: Rapier Attack: 12 Damage: Unable to parse dice roll. Sneak Attack (Rakish Audacity, no one else w/in 5 feet of ogre skeleton) 7 Move: Move back to spot against wall due south of Gruenic's current position on map (Fancy Footwork prevents OAs by the ogre skeleton)
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Garavant listens to this new information intently. He glances down at the sharp blade in his hand. "This has been known to make a death or two, I suppose," he says as he tilts the rapier to better regard it. "A blade this fine might even work against ghosts."
As the group gets ready to move into the next room, he crouches opposite Sila, also trying to use tricks of light and shadow to stay hidden should the maker of death or anything else be near at hand.
Stealth 21
You ponder on the nature of fighting ghosts and all struggle to recall any specific guidance. Nevertheless, you open the door and head inside...
This room was once a shrine to the gods of the dwarves. The walls are carved with their dour images, and a low stone altar stands at the western end of the room. Stone benches have been smashed and thrown askew, and the icons of the gods have been defaced.
Atop the altar, arms folded over his chest, lies the ancient corpse of a dwarf warrior in plate armor. Bones lie heaped around the altar’s base, and at its foot crouches the desiccated body of an orc in studded leather.
Sila rushes the orc at full speed attacking with both Shortsword and Dagger, throwing the dagger as she moves forward and slicing with the shortsword as she engages hoping to gain benefit of a surprise, but knowing unlikely as it may have seen them come in the room.
Initiative roll - 7
Movement 40' (hopefully enough?)
Thrown dagger Attack: 12 Damage: 7
Shortsword melee Attack: 8 Damage: 2
Gruenic moves forward beside Sila to assess what is going on, his guard is up.
Perception : 7
A wizard is never late, nor is he early, he arrives precisely when he means to.
As Sila rushes into the room, some of the bones at the foot of the altar stir and form into a pair of towering skeletons clutching greatclubs. The dead orc warrior's eyes snap open as it looks up at you and grins evilly, green fire burning in its hate-filled eyes as it leaps to its feet, ready for battle.
(Everyone roll for initiative please. At this point Sila and Gruenic had just entered the room, so may repost if they wish)
Ogre skeleton initiative 6
Wight initiative 16
Map:
(if the creatures rise before she rushes forward, she will resort to both being dagger attacks and only moving forward 20'. attack roll same, damage is different on second if hits)
Initiative:
Lucy. : 22
Artemis: 4
" I hate undead," Lucy mutters. " They don't cry and they don't bleed. " Artemis agrees with her master with a loud screech. There is no meat that she can pick up from skeletons.
Gruenic hefts his warhammer and turns his shield with the symbol of Selune toward the undead. “Here we go…” he says under his breath, anger apparent as he growls out his words.
Initiative : 19
A wizard is never late, nor is he early, he arrives precisely when he means to.
Initiative order: Lucy 22, Gruenic 19, Sila 7, Artemis 4, Orc Wight 4, Ogre Skeleton 2
(Waiting for Bree and Garavant)
As they walk in Bree says: "Hmmmm... This doesn't look like dorms.." then as Sila moves towards the orc Bree starts: "Maybe don't rush... in... Oh well, let's fight!" to Lucy she grins: "If they're dry enough they might burn though."
Initiative 23
Gruenic says out loud “I can turn them, if they appear frightened, don’t hit them and we will attack them one at a time!”
A wizard is never late, nor is he early, he arrives precisely when he means to.
(Sila's attacks will redirect towards a non-frightened one as necessary)
(Just giving Garavant a bit more time)
Garavant rushes forward to join his comrades in the fight.
Initiative 19
Initiative order: Lucy 22, Garavant 19.18, Gruenic 19.10, Sila 7, Artemis 4, Orc Wight 4, Ogre Skeleton 2
(Lucy goes first)
Lucy recalls her spell book and finds she doesn't have many options for undead. Yes, her arsenal is quite efficient for warm and living creatures but not so for cold and dead ones. " … I'll definitely study FireBall later. " She makes a mental note then throws spider webs toward dead Orcs.
Action: Cast Web to Orc Skeleton 1 and Wight. Dex Save 13 or restrained.
Gruenic steps forward and presents his shield toward the undead and it shimmers slightly, even in the gloom. “Selune bless us and keep us, protect us from foul creatures of the night, unnatural and unholy, your will be done!”
Gruenic attempts to turn the undead, wis save DC 12.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodgeaction.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Initiative order: Lucy 22, Garavant 19.18, Gruenic 19.10, Bree 11, Sila 7, Artemis 4, Orc Wight 4, Ogre Skeleton 2
(I’m going to be a bit judicious and let Gruenic go before Garavant; his is a key move and they rolled the same initiative)
Lucy summons a mass of sticky webbing to ensnare two of the creatures; thin tendrils of silk envelope them in an instant (they will make their DEX saves at the start of their respective turns)
Gruenic calls forth the celestial power of Selune to banish the creatures
Wight WIS save 15
Ogre skeleton WIS saves 8 and 6
Initiative order: Lucy 22, Garavant 19.18, Gruenic 19.10, Bree 11, Sila 7, Artemis 4, Orc Wight 4, Ogre Skeleton 2
All three creatures manage to resist the will of Selune and stand their ground, hollows eyes staring back at you impassively.
Garavant's turn.
Map:
Garavant spins around the edge of the door and rushes at the closest of the undead creatures--the ogre skeleton on the south wall. He sprints past Sila and Gruenic, thrusting his rapier at the monster. He skips back, taking up a position near Gruenic, ready to strike once more when the opportunity arises.
Bonus: Dash to square just E of the ogre skeleton to the south
Attack: Rapier Attack: 12 Damage: Unable to parse dice roll.
Sneak Attack (Rakish Audacity, no one else w/in 5 feet of ogre skeleton) 7
Move: Move back to spot against wall due south of Gruenic's current position on map (Fancy Footwork prevents OAs by the ogre skeleton)