This post has potentially manipulated dice roll results.
Hreow, after inspecting the grafitiy becomes slightly lost in thought, mumbling to himself while following Gruenic out of the room. Upon hearing the moaning of the ghosts his battle senses start to tingle.
This post has potentially manipulated dice roll results.
Garavant's ever-present smile grows wider at the discovery of the sack of gold coins. He shows it off to the others and takes a moment to split up their newfound gains, generously opting to include the newcomer.
Moments later, as the ghost appears, the rogue once again rapidly draws his rapier and rushes to attack. With fierce bravado he speeds forward, hearing something about magic and ghosts, and hoping to all that's holy that the enchanted rapier will work on the spirit.
Whether it does or not, the half-elf shuffles back, rapier out before him, and takes up residence near Gruenic. "Stand down, ghostly one, or feel the wrath of our priest's patron!"he barks.
Move: 2 squares SE, to be right in front of the ghost Rapier Attack: 8 Damage: 6 Sneak Attack (Rakish Audacity; no one else w/in 5 feet of ghost, assuming he gets their first with his Initiative roll): 3 Bonus: Disengage to Avoid OAs, move to square just SE of Gruenic
This post has potentially manipulated dice roll results.
Gruenic moves 2 squares to the northeast, he readies his shield and attacks the ghost with his war hammer. “Go away from here ghost, we have no quarrel with you!”
War hammer : Attack: 11 Damage: 8
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Sila searches her memory for any story or rumour of what might be able to hurt ghosts. All she can recall is scary stories from her childhood, nothing that she might deem practical in this situation.
Garavantis first to pounce, executing a lightning-fast strafe with his rapier that whistles just wide of the spirit's head.
The rogue crosses over with Gruenic, the armoured cleric passing in the other direction to stand in front of the ghost. His hammer swings through the spirit, tearing some of its matter away but inflicting less damage than would be expected of a solid target.
The ghostlooks startled by the aggressive reaction to its arrival. Suddenly regaining its composure, the creature's face melts into a horrific image of teeth, tentacles and gore.
(Everyone make a DC 13 WIS save or else become Frightened)
This post has potentially manipulated dice roll results.
Bree looks at the ghost. Not scared easily due to her stout halfling heritage.
Wisdom save: 23
She remembers one of her siblings trying to scare her with ghost stories and is more intrigued by ghosts being real than concerned with getting scared of this one.
She is curious to the mind of such a creature so she will invade their mind.
This post has potentially manipulated dice roll results.
Sila's feels an overwhelming urge to shout "Zoinks!" along with her fellows shocked responses, but somehow quells the instinct and hopefully the fears deep within her. Wisdom Save 19
This post has potentially manipulated dice roll results.
Sila charges forward partially knowing that her weapons will not injure it but also that she will another target for the creature hopefully aiding her friends - Shortsword in one hand and dagger in the other. Moving to the space just south of Gruenic.
((OOC: I am assuming Garavant can move through the narrow space just south of the ghost. Let me know if that's not the case. Thank you!))
Garavant sees that the front line is tied up tight by his alliies, but he doesn't let that stop him. He rushes back into the fray, spinning by Sila and scotting between the ghost and the wall before ending up on the spirit's opposite side. His rapier strikes quick like a scorpion's sting, and he springs backward to keep distance between himself and the ghost.
Bonus: Disengate to move w/out provoking OAs. Move to space directly east of the ghost. Rapier Attack: 8 Damage: 11 Sneak Attack (enemy of target w/in 5 feet of ghost) 8 Move 10 feet back from the ghost (assuming all looks safe, can't see that part of map) - Fancy Footwork to avoid OAs
(if it does maybe flanking? and if DM will consider Sila is accustomed to the others by now and would be trying to leave space for others to move in or by as she finishes her attacks)
Garavantthrows down some impressive acrobatics to find an angle of attack, but this leaves him little room to line up his shot and the blade lances wide of the ghost.
Gruenic'sswing is dodged by the spirit, which seems to have a charmed afterlife against the onslaught of the living.
(Flanking is fine, but only if a friendly is directly on the other side of the target when you make the attack. Garavant could have used flanking if he attacked from opposited Gruenic, but Gruenic could only use flanking if Garavant stayed in place)
The ghost lunges forward, a fluid stream of etherealness diving straight at Gruenic's face.
(Gruenic needs to make a DC13 Charisma save or else he's getting possessed)
This post has potentially manipulated dice roll results.
Gruenic reaches deep into his concentration, quickly accessing areas in his mind of meditation and focus on his lady and guiding focus, Selune. He tries to think of her and her alone when the ghost swipes at him, he resists with all of his effort.
((Using his inspiration for this saving throw.))
Charisma saving throw : 7
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
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Hreow, after inspecting the grafitiy becomes slightly lost in thought, mumbling to himself while following Gruenic out of the room. Upon hearing the moaning of the ghosts his battle senses start to tingle.
Initiative: 12
Initiative 11
Garavant's ever-present smile grows wider at the discovery of the sack of gold coins. He shows it off to the others and takes a moment to split up their newfound gains, generously opting to include the newcomer.
Moments later, as the ghost appears, the rogue once again rapidly draws his rapier and rushes to attack. With fierce bravado he speeds forward, hearing something about magic and ghosts, and hoping to all that's holy that the enchanted rapier will work on the spirit.
Whether it does or not, the half-elf shuffles back, rapier out before him, and takes up residence near Gruenic. "Stand down, ghostly one, or feel the wrath of our priest's patron!" he barks.
Move: 2 squares SE, to be right in front of the ghost
Rapier Attack: 8 Damage: 6
Sneak Attack (Rakish Audacity; no one else w/in 5 feet of ghost, assuming he gets their first with his Initiative roll): 3
Bonus: Disengage to Avoid OAs, move to square just SE of Gruenic
Gruenic moves 2 squares to the northeast, he readies his shield and attacks the ghost with his war hammer. “Go away from here ghost, we have no quarrel with you!”
War hammer : Attack: 11 Damage: 8
A wizard is never late, nor is he early, he arrives precisely when he means to.
Initiative order: Garavant 20, Gruenic 16, Ghost 12, Bree 11, Hreow 10, Sila 8
Sila searches her memory for any story or rumour of what might be able to hurt ghosts. All she can recall is scary stories from her childhood, nothing that she might deem practical in this situation.
Garavant is first to pounce, executing a lightning-fast strafe with his rapier that whistles just wide of the spirit's head.
The rogue crosses over with Gruenic, the armoured cleric passing in the other direction to stand in front of the ghost. His hammer swings through the spirit, tearing some of its matter away but inflicting less damage than would be expected of a solid target.
The ghost looks startled by the aggressive reaction to its arrival. Suddenly regaining its composure, the creature's face melts into a horrific image of teeth, tentacles and gore.
(Everyone make a DC 13 WIS save or else become Frightened)
(Then it's Bree's turn)
"Egad!" Garavant blurts out at the ghost's terrifying visage.
WIS Save 18
“Gadzooks!” says Gruenic.
Wisdom save : 16
A wizard is never late, nor is he early, he arrives precisely when he means to.
Hreow stares at the ghost, trying to shake of its horrific visage
Wisdom Save: 12
Bree looks at the ghost. Not scared easily due to her stout halfling heritage.
Wisdom save: 23
She remembers one of her siblings trying to scare her with ghost stories and is more intrigued by ghosts being real than concerned with getting scared of this one.
She is curious to the mind of such a creature so she will invade their mind.
Wis save 12 or 12 psychic damage (half on save).
Coming face to face with the ghost, and seeing how normal weapons have no effect on it Hreow becomes increasingly unnerved by it.
However, from somewhere deep in his mind he remembers on of the priests' chants "trust in the lady, her light will grant you courage".
Rapidly chanting this mantra to himself Hreow casts Heroism on himself.
Feeling his courage return, Hreow tightly grips his axe in both hands, moving to interpose himself between Gruenic and the ghost
move: 3 squares NE to the square NE of Gruenic.
Sila's feels an overwhelming urge to shout "Zoinks!" along with her fellows shocked responses, but somehow quells the instinct and hopefully the fears deep within her. Wisdom Save 19
WIS save for ghost against Bree's spell 17
Initiative order: Garavant 20, Gruenic 16, Ghost 12, Bree 11, Hreow 10, Sila 8
Most of the party are able to steel themselves against the ghost's horrifying visage, although Hreow does find himself frightened.
Bree's psychic bolt seems to connect with the ghost's spirit, causing it to yell in pain and clutch its head.
Hreow calls on his training, chants his mantra and shakes off the fear, allowing him to move into melee range and side-by-side with Gruenic.
(Sila's turn)
Sila charges forward partially knowing that her weapons will not injure it but also that she will another target for the creature hopefully aiding her friends - Shortsword in one hand and dagger in the other. Moving to the space just south of Gruenic.
Shortsword Attack: 14 Damage: 6
Dagger Attack: 9 Damage: 1
Initiative order: Garavant 20, Gruenic 16, Ghost 12, Bree 11, Hreow 10, Sila 8
Sila's attacks both land, and again some essence is drawn from the ghost although the monk feels little physical feedback from the strikes.
It seems that the attacks are damaging the ghost, but having less effect; a mortal creature would surely have fallen to such blows.
(Garavant's turn next, then Gruenic)
((OOC: I am assuming Garavant can move through the narrow space just south of the ghost. Let me know if that's not the case. Thank you!))
Garavant sees that the front line is tied up tight by his alliies, but he doesn't let that stop him. He rushes back into the fray, spinning by Sila and scotting between the ghost and the wall before ending up on the spirit's opposite side. His rapier strikes quick like a scorpion's sting, and he springs backward to keep distance between himself and the ghost.
Bonus: Disengate to move w/out provoking OAs. Move to space directly east of the ghost.
Rapier Attack: 8 Damage: 11
Sneak Attack (enemy of target w/in 5 feet of ghost) 8
Move 10 feet back from the ghost (assuming all looks safe, can't see that part of map) - Fancy Footwork to avoid OAs
(if it does maybe flanking? and if DM will consider Sila is accustomed to the others by now and would be trying to leave space for others to move in or by as she finishes her attacks)
Gruenic takes a swipe at the ghost again, meaning to disperse it. (Will attack as if Garavant is flanking, if not, take the first roll.)
War Hammer : Attack: 25 Damage: 13
A wizard is never late, nor is he early, he arrives precisely when he means to.
Initiative order: Garavant 20, Gruenic 16, Ghost 12, Bree 11, Hreow 10, Sila 8
Garavant throws down some impressive acrobatics to find an angle of attack, but this leaves him little room to line up his shot and the blade lances wide of the ghost.
Gruenic's swing is dodged by the spirit, which seems to have a charmed afterlife against the onslaught of the living.
(Flanking is fine, but only if a friendly is directly on the other side of the target when you make the attack. Garavant could have used flanking if he attacked from opposited Gruenic, but Gruenic could only use flanking if Garavant stayed in place)
The ghost lunges forward, a fluid stream of etherealness diving straight at Gruenic's face.
(Gruenic needs to make a DC13 Charisma save or else he's getting possessed)
Gruenic reaches deep into his concentration, quickly accessing areas in his mind of meditation and focus on his lady and guiding focus, Selune. He tries to think of her and her alone when the ghost swipes at him, he resists with all of his effort.
((Using his inspiration for this saving throw.))
Charisma saving throw : 7
A wizard is never late, nor is he early, he arrives precisely when he means to.