Cast Guidance on whoever is going into the room first. No other action from Tydir except to examine the damage done to his shield by the Oozes (-1 perm AC loss).
Hoghead uses Second Wind to regain 8 HP before his short rest. "Who wants to go into the next room first. I don't mind but my armor got pretty messed up from those slugs. It's almost completely melted. Don't suppose any of you can fix it?"
This post has potentially manipulated dice roll results.
Alaster knows how to perform Quick Repairs and will use his abilities to repair his armor, as well as anyone else, 's who might have been damaged in the fight. He will continue to pump his cannon, granting everyone 13 temporary HP before going into the room, although the cannon itself disappears by the time they are ready to proceed. He will also spend some time recuperating his own health (HD Rolled (2): 17 ). He will also offer to enter the next room first, as he is mostly unharmed and has a trick that he wants to try.
Alaster Initiative: 5 Guidance (If going in First): 4
The group moves onward, with weaponsa nd armor once-more in full repair. Stepping into the next room you find 3 skulls with fire burning in their eyes...
As you see flames rise up around the three skulls, the door opens behind you and a tall human-looking figure strides through. He wears full plate, and has a variety of weapons sheathed about his person. His hair is salt and pepper, and his face weathered. A deep scar runs down the side of his face, and continues on his neck, disappearing under his armor. He scans the group with calm gray eyes and nods. "Let's do this." He states as he grips the glaive in his hands.
Initiative order is: fl1 > Tydir > skarias > Alaster > fl3 > Davis > fl2 > hoghead
This post has potentially manipulated dice roll results.
Alaster tumbles out of the way, but as he does he flicks a familiar contraption out of his shield that lands on the ground next to him and quickly climbs onto his shoulder. Running past Tydir to ensure that all his allies are in range, Alaster nods and the cannon on his shoulder sends another pump of blue dust. His trick would have to wait if it meant ensuring that the rest of the party was safe. After activating the cannon, Alaster quickly starts running towards the skulls to put some distance between him and the group.
This post has potentially manipulated dice roll results.
Dex save 10
Tydir pushes his shield in front of him to block the fire, gripping the handle of his Warhammer he calls out loudly 'Back to the darkness from whence you came!' as his glowing, ghostly hammer reappears and come crashing down on the floating firey skull. Even as he does, the sound of doom rings out, heralding doom for those who stand in his way.
He then scatters from the group, looking to spread out as best as possible.
Bonus: Spiritual Weapon Attack: 17 Damage: 10 Action: Toll the Dead Wis 16 or 13 if no damage or 18 if the spirtual weapon landed Move to C2
Rollback Post to RevisionRollBack
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You finish off the last two oozes, one with a spiritual weapon the other with the soundd of a tolling bell.
Combat is now over.
Everyone can have a short rest now. Please indicate what you wish to do prior to entering the next chamber. Go ahead and roll initiative as well.
Cast Guidance on whoever is going into the room first. No other action from Tydir except to examine the damage done to his shield by the Oozes (-1 perm AC loss).
Inititative 22
Hoghead uses Second Wind to regain 8 HP before his short rest. "Who wants to go into the next room first. I don't mind but my armor got pretty messed up from those slugs. It's almost completely melted. Don't suppose any of you can fix it?"
Skarias will cast Prayer Of Healing on everyone, regaining 18 Hit points
"I wish i could help, my friend, but i don't know any repairing spells strong enough for corrosion, well is everyone ready?"
Anyone know mending
Nope - I didn't take it :(
Ok, well only 3 of you have checked in as of yet. I need everyone else to post when they are ready, so I know you are still active.
(( well since this is a short rest maybe i can change a spell to mending?
Initiative 11
initiative 16
Alaster knows how to perform Quick Repairs and will use his abilities to repair his armor, as well as anyone else, 's who might have been damaged in the fight. He will continue to pump his cannon, granting everyone 13 temporary HP before going into the room, although the cannon itself disappears by the time they are ready to proceed. He will also spend some time recuperating his own health (HD Rolled (2): 17 ). He will also offer to enter the next room first, as he is mostly unharmed and has a trick that he wants to try.
Alaster Initiative: 5
Guidance (If going in First): 4
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Tydir would take any help Mending his damaged shield
OOC - is my armor fixed?
(OOC: sounds like all armors and weapons are repaired.)
The group moves onward, with weaponsa nd armor once-more in full repair. Stepping into the next room you find 3 skulls with fire burning in their eyes...
As you see flames rise up around the three skulls, the door opens behind you and a tall human-looking figure strides through. He wears full plate, and has a variety of weapons sheathed about his person. His hair is salt and pepper, and his face weathered. A deep scar runs down the side of his face, and continues on his neck, disappearing under his armor. He scans the group with calm gray eyes and nods. "Let's do this." He states as he grips the glaive in his hands.
Initiative order is:
fl1 > Tydir > skarias > Alaster > fl3 > Davis > fl2 > hoghead
Map
Fl1
Flies up 15 feet in the air, then sends a fireball to hit the entire group.
DC 13 dex save for half, or take 33 fire damage.
Davis save: 6
Tydir, Skarias, and Alaster are now up. FL1 is 15 feet up, others are still on the ground.
DEX save: 17
"these things. . . we need to spread! or else those fireballs will take us all in one go!" skarias will move to B2, casting Sacred Flame on FL1
Damage: 8
the priest looks over to Davis "it's always good to have more company, thank you"
Dex Save: 8
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Alaster tumbles out of the way, but as he does he flicks a familiar contraption out of his shield that lands on the ground next to him and quickly climbs onto his shoulder. Running past Tydir to ensure that all his allies are in range, Alaster nods and the cannon on his shoulder sends another pump of blue dust. His trick would have to wait if it meant ensuring that the rest of the party was safe. After activating the cannon, Alaster quickly starts running towards the skulls to put some distance between him and the group.
Move: C6 --> C4
Action: Create Eldritch Cannon (Protector) (Expending Spell Slot of Level 1)
Bonus Action: Activate Eldritch Cannon
All allies gain 12 Temporary Hit Points (These get added after the 13 are eliminated by the fireball)
Move: C4 --> G4
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Dex save 10
Tydir pushes his shield in front of him to block the fire, gripping the handle of his Warhammer he calls out loudly 'Back to the darkness from whence you came!' as his glowing, ghostly hammer reappears and come crashing down on the floating firey skull. Even as he does, the sound of doom rings out, heralding doom for those who stand in his way.
He then scatters from the group, looking to spread out as best as possible.
Bonus: Spiritual Weapon Attack: 17 Damage: 10
Action: Toll the Dead Wis 16 or 13 if no damage or 18 if the spirtual weapon landed
Move to C2