Not sure if those were with disadvantage, but we'll count them... The last of the quicklings is skewered and falls to the floor.
Combat is over... Best do something for those downed companions who have not succeeded on their death saves yet.
Aren't these things just crazy? Imagine facing one of them at level 1 or 2... +6 dex mod (which means initiative checks as well), +8 to attack rolls, 1d4+6 damage, all attacks against them have disadvantage, and they have a 120 movement. I decided they would have only 3 daggers apiece, to make the battle a bit more level. If they had unlimited supply, I don't think you guys would have taken them out at all.
Regardless, you can have another short rest or a long rest, which ever you wish now.
Yeah, played as if they have unlimited dagger stores in their hallways would have been pretty rough. I'd originally thought to have us all fan out so they couldn't run by without provoking opportunity attacks for those who need to use melee, but then realized they didn't have to run across the room, they could just pop out, throw, and pop back in...
I did forget disadvantage on my last two shots... I have a +10 with bows, so anything higher than a 5 hits, but still not guaranteed. Not that these would be the same rolls, but let's see: 1111
Olivier finds a spot in the middle of the room, as far away as he can from any doors or tiny hallways, and starts setting up his bedroll. "I suggest we all sleep before we see what horrors, tiny or otherwise, lie beyond."
One other thing I thought of, totally pedantic DM thing... I think you played it right only giving them three daggers to throw, on object interaction rules. You're only allowed to draw or stow one weapon on your turn. So if they start combat with a dagger in each hand then on the first turn they can throw three. (Throw, Throw, object interaction to draw a weapon, Throw) but on subsequent turns they can only draw one dagger per turn. That one dagger is enough to make three melee attacks, but not three thrown attacks.
Yep I had thought of that, which is part of why I did it the way I did. Then, when they came out it was their free object interaction to pick up a dagger, and attack with it. Next round they pick up a second, and attack. If they had another round they would pick up a third, attack, then run back into the tunnels.
Gunnar wrapped bandages tight around his wounds and secured his gear. “Your advice is sound, Olivier” Pulling his bedroll out, far away from any of the tunnels along the wall. “I will take the first watch if any should be posted. We will need our wits about us.”
(Well, I was thinking about Readying a Grapple. No matter their speed, if they fail it drops to 0. +6 Dex is difficult to grapple, but when raging Buni would have advantage on the check. I don't know how the disadvantage works, but many of these sort of mechanics are canceled by being grappled, like the Dodge action. Either way, it will at least take one out, then another. Slow but sure.)
Buni shakes hus head as he gets up, seeing battle is over. "Not as sharp as I used to be, fell down before even a single swing."Seeing everyone else are also preparing to sleep, however, he's glad to also take a good rest.
You all get an uninterupted long rest. When ready the door to the East clicks open and you are able to move on to the next chamber.
This chamber is the same size as the last two. This one has no tunnels, just the door you came in by and another door on the far side of the room. Around the room are fourteen things that look like wet rocks or maybe oily pools. The ground in the room is pitted and rough-looking, as if something has been dissolving it on a regular basis.
Go ahead and roll your initiative.
Does the same starting placement work for everyone, or does someone want to be changed to a different position to start?
Can we prep before entering the room? If so, right before opening the door and walking in, Buni will use his Shifting feature. (So he should have 9 more rounds of it when battle starts). I'm fine with the order it was before.
You can do whatever preparations you wish prior to entering the chamber. Gunnar would be the only one that would notice one of the rocks 'moving' a bit, the other two perception checks were too low to notice anything. I assume Gunnar would tell the group about it, so we'll say you can all know that the rocks are not rocks, but instead are gray oozes.
((Wild day for me so far, apologies!)
Olivier makes two attacks with his longbow at CH7.
Attack: 15 Damage: 7
Attack: 12 Damage: 8
Not sure if those were with disadvantage, but we'll count them... The last of the quicklings is skewered and falls to the floor.
Combat is over... Best do something for those downed companions who have not succeeded on their death saves yet.
Aren't these things just crazy? Imagine facing one of them at level 1 or 2... +6 dex mod (which means initiative checks as well), +8 to attack rolls, 1d4+6 damage, all attacks against them have disadvantage, and they have a 120 movement. I decided they would have only 3 daggers apiece, to make the battle a bit more level. If they had unlimited supply, I don't think you guys would have taken them out at all.
Regardless, you can have another short rest or a long rest, which ever you wish now.
Aruzhal walks over to those who are down, placing a hand to them and using one point of lay on hands each to revive them.
"Obnoxious things..."
Yeah, played as if they have unlimited dagger stores in their hallways would have been pretty rough. I'd originally thought to have us all fan out so they couldn't run by without provoking opportunity attacks for those who need to use melee, but then realized they didn't have to run across the room, they could just pop out, throw, and pop back in...
I did forget disadvantage on my last two shots... I have a +10 with bows, so anything higher than a 5 hits, but still not guaranteed. Not that these would be the same rolls, but let's see: 11 11
Olivier finds a spot in the middle of the room, as far away as he can from any doors or tiny hallways, and starts setting up his bedroll. "I suggest we all sleep before we see what horrors, tiny or otherwise, lie beyond."
Long rest.
One other thing I thought of, totally pedantic DM thing... I think you played it right only giving them three daggers to throw, on object interaction rules. You're only allowed to draw or stow one weapon on your turn. So if they start combat with a dagger in each hand then on the first turn they can throw three. (Throw, Throw, object interaction to draw a weapon, Throw) but on subsequent turns they can only draw one dagger per turn. That one dagger is enough to make three melee attacks, but not three thrown attacks.
Yep I had thought of that, which is part of why I did it the way I did. Then, when they came out it was their free object interaction to pick up a dagger, and attack with it. Next round they pick up a second, and attack. If they had another round they would pick up a third, attack, then run back into the tunnels.
Keye takes a few minutes to clear the fog from his mind, but dealing with the fresh dagger wounds will take a bit longer...
(Hoping for a long rest)
Yep, everyone take a long rest.
Gunnar wrapped bandages tight around his wounds and secured his gear. “Your advice is sound, Olivier” Pulling his bedroll out, far away from any of the tunnels along the wall. “I will take the first watch if any should be posted. We will need our wits about us.”
(Well, I was thinking about Readying a Grapple. No matter their speed, if they fail it drops to 0. +6 Dex is difficult to grapple, but when raging Buni would have advantage on the check. I don't know how the disadvantage works, but many of these sort of mechanics are canceled by being grappled, like the Dodge action. Either way, it will at least take one out, then another. Slow but sure.)
Buni shakes hus head as he gets up, seeing battle is over. "Not as sharp as I used to be, fell down before even a single swing." Seeing everyone else are also preparing to sleep, however, he's glad to also take a good rest.
Varielky
You all get an uninterupted long rest. When ready the door to the East clicks open and you are able to move on to the next chamber.
This chamber is the same size as the last two. This one has no tunnels, just the door you came in by and another door on the far side of the room. Around the room are fourteen things that look like wet rocks or maybe oily pools. The ground in the room is pitted and rough-looking, as if something has been dissolving it on a regular basis.
Go ahead and roll your initiative.
Does the same starting placement work for everyone, or does someone want to be changed to a different position to start?
Initiative: 7.
Can we prep before entering the room? If so, right before opening the door and walking in, Buni will use his Shifting feature. (So he should have 9 more rounds of it when battle starts). I'm fine with the order it was before.
Varielky
Gunnar readies his shield and axe and moves forward, glancing around the room to determine the nature of the pools.
Initiative: 16
Perception 11
(I am fine with the order as well)
Keye enters the room with quarterstaff in hand and hoping to be a bit more helpful to the group this time. (Initiative 19)
(Also fine to keep the same marching order)
Olivier enters in the same order as before, rapier in one hand, bow in the other, shield strapped to his back.
Initiative: 16
T.A.N.K. peers around the room, floor, walls, ceiling for visible enemies as he enters.
Perception: 8
Initiative: 20
((Doing his job and warily entering near the front of the group.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Aruzhal enters, glancing icily over the room as he draws his hammer.
Initiative: 15
(I'd like to be closer to the front in marching order - Aruzhal's got 20 AC and crit immunity and he's not afraid to use it.)
Perception: 9
You can do whatever preparations you wish prior to entering the chamber. Gunnar would be the only one that would notice one of the rocks 'moving' a bit, the other two perception checks were too low to notice anything. I assume Gunnar would tell the group about it, so we'll say you can all know that the rocks are not rocks, but instead are gray oozes.
T.A.N.K., Gunnar, and Keye can post actions.
Map
Keye darts to the southwest corner of the room and quickly delivers two strikes to the nearest ooze...
(Three of four rolls are nat 1's!? Sometimes I want to say a bad word.)
Gunner steps forward and follows Keye's attacks on the ooze with two of his own.
Attack: 25 Damage: 7
Attack: 28 Damage: 7
(Move to C7, attacks against GR9)