Doozey at least entertains the thought of ignoring his conscience where it at least concerned Cassyt. Between Graxx and the possibility of another alarm going off, ill maintained though the current area may have been, the stoutling frowned and gritted his teeth, before ultimately deciding to file away the discovery. Even that said, he would would mark in mind the location of the supposedly "inaccessible" Loculi prior to turning his own attention towards the obelisk again.
Almost as if an afterthought though, he says something in sylvan, prompting Biscuit to pad outside into the hall to keep lookout for any danger.
Utar approaches Graxx and the duo begins trying to make sense of the script on the obelisk. Together, they think they might have seen similar symbols before, but struggle to make sense of them even after asking for some Guidance from Torm.
After taking a moment to memorize the more hidden loculi, or those which were seemingly obstructed with mud and grime, Doozey takes a look at the obelisk script himself. It takes a moment for him to have a little breakthrough in his analysis, but the stoutling is eventually fairly certain the language of the carvings is no other than Celestial.
Picking herself up after a moment of reflection, Cassyt silently reaches into her backpack and offers Graxx a section of parchment and some chalk. After the tribesman finishes his rubbing, the acolyte suggest: "Shall we keep moving?"
"Sounds good to me." Doozey at least said, and start to head out. "There's, uh... we're gonna need more time later for this one. Not sure what'd be traditional for your people's godly worshippers burial, mn, deal. But the use of celestial isn't very often used by anyone not of the higher planes or... well, priestly type." He adds on the way out. "Either way, whole thing screamed of puzzle nonsense with how some of them loca-whatzit being obscured 'n all."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
With a parchment rubbing and some information in hand, the group leaves the obelisk behind for now, exits the chamber housing it, and continues to descend even deeper into the catacombs. The steps continue heading in a generally eastern direction before turning to the adventurers' right. Several more steps take CRAP further down and then turn to their left so that the party is facing east again as they advance.
Finally, the path opens up into another chamber. It is of roughly rectangular shape, except three corners are cut at an angle and the only other exit out of this chamber replaces the would-be fourth corner to the northeast (the group arrives from the west wall.)
Whoever designed this room paid little attention to the comfort of those to be buried here. Instead of being faced with smooth stone, the walls and ceiling in this chamber are covered with layers of cheap plaster, and there are no decorative details like faux pillars, ledges, geometric designs, and scenes of life and religious themes as you have seen in other chambers up to this point. The walls in this section are also lined with burial niches containing skeletons, as in other areas of the catacombs, but skeletons also stare down at the party from the ceiling where they were set into plaster, which is now crumbling. Some arm bones, leg bones, and skulls have cracked free and fallen to the floor, but most remain in the positions and poses they were given ages ago.
The room would be pitch black to you were it not for all of you having darkvision, including Cassyt. The acolyte seems to be more emotionally stable now, and has even started taking notes on what she sees around her once again. She is talking less to the group, however.
@Utar: You look up and see that your arrival has definitively spurred some of the ceiling skeletons into movement. They seem to be pushing their way out of the flaky plaster. You brace for an imminent fight.
(OOC: With such a good perception roll, Utar's warning to the group buys the party a few seconds before we have to roll initiative. What do you do? Feel free to roll on your initiative this time around.)
This post has potentially manipulated dice roll results.
Recalling previous encounters with skeletal foes, Neya assumes a fighting stance nearby, ready (assuming this due to wording in OOC chat) to strike at them with a magically-hardened fist (bludgeoning damage for this fight) as soon as they drop.
This post has potentially manipulated dice roll results.
Doozey had half a mind to put away Apostle in favor of sending up a phoenix round up to test if he might catch a few skelly boys on fire at once. However, seeing the faint crackling of lightning on the blade from his early trade, the halfling instead barks a word in sylvan, commanding Biscuit to ready itself to Bite any foe to come in close... as he would do much the same from atop his Brother.
"Look alive, Cassyt. We got company." He adds, hoping to at least get her head on the fight to come.
Doozey's Initiative: 6.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@MB: I'll assume you ready an attack as well as per the OOC Chat question.)
Utar and Neya warn the rest of the party that a fight is coming. Doozey makes sure Cassyt gets the message while Graxx moves in front of the acolyte protectively. Many skeletons make their way out of the ceiling and onto the ground. Some breaks upon impact but most rise again. As they move toward the group, the CRAPErs notice that they seem to arrange themselves in three different clusters. Some skeletons have armor scarps on, but none wields a weapon.
NOTES: Each light blue square on the map is 10 feet squared.
(Graxx, Cassyt, Neya, and Doozey all go first. If you took the ready action, feel free to perform a reaction attack just before your turns proper. This includes Utar.)
Reaction(Doozey): Ready Strike using Apostle at Middle Skelly Squad. Apostle - Attack: 14 Damage: 13 magical piercing and lightning damage. If hit, also marking creature w/ Favored Foe, inflicting an additional 3.
Reaction(Biscuit): Ready Strike using Maul at Middle Skelly Squad. Maul - Attack: 12 Damage: 11 non-magical slashing damage.
Turn Start:
Doozey is quick to strike in tandem with Biscuit: The Fey touched Mastiff lifting up a good chunk briefly with his horns, before the stoutling struck at those still squirming among them. After which, Doozey hops off, knowing his partner would need more mobility then what they together could manage. Nevertheless, with his blade more lively crackling with energy -- be it renewed or in response to battle, having remained from the last one -- he struck hard and he struck fast for the middle congregation of bones alongside Biscuit, aiming to put it down before it truly got its own crap together to strike them bad.
Movement(Doozey): Dismount at AT-41.
Action(Doozey): Bloody Stinging on Skellies at AV/AW! Apostle Strike #1 - Attack: 26 Damage: 9 magical piercing and lightning damage. Apostle Strike #2 - Attack: 17 Damage: 9 magical piercing and lightning damage.
Bonus Action(Doozey): Command Biscuit to Attack Skellies at AV/AW! Maul - Attack: 18 Damage: 7 non-magical slashing damage.
(@Lerus: If I forgot Doozey had sheathed his Apostle, thus losing Crimson rite since the last fight, assume he'd use his bonus action to re-up it instead of having Biscuit attack, and that he would do so on his turn just prior to his action. Below will be the Conc. Save and Damage from activation.)
Rite Damage: 4. Conc. Save(DC 10): 17. Favored Foe Damage(if Ready Attack hit prior to Doozey's Turn, otherwise use the 3 from that): 2 added magical piercing damage.
This post has potentially manipulated dice roll results.
Utar's Reaction:
Attack: 14 Damage: 12
On a hit Lightbringer does an extra 1d6 radiant damage for 4. I'm assuming that as we aren't quite in combat as we're acting out of initiative order that this isn't Utar's turn so the hit would not benefit from divine strike. If it does, there's an extra 1d8 bludgeoning damage though, so 6.
This post has potentially manipulated dice roll results.
Graxx wants to stay close to Cassyt in case anymore skeletons appear. He decides what to do is for him to take one step forward and use the reach of his Pike to strike the skeletons that Doozey is attack and then take a step back.
He will make two GWM and RECKLESS attacks against Doozey’s target.
(@MB: You are right in saying that Divine Strike only applies during your turn.)
CRAP's front-line is ready for the enemies' advance. Utar smacks a jawbone with a lit Lightbringer and finds that his heavy blunt weapon sails through the cluster of bones with ease. (Skeletal Cluster#3 takes 20 magical bludgeoning and radiant damage.)
Neya arrives at a similar conclusion after delivering a Ki-empowered fist to half a rib-cage. (Skeletal Cluster #2 takes 18 magical bludgeoning damage.)
Doozey and Biscuit fare less well. The halfling's stab passes through some gaps in the enemy's form, landing only a glancing blow before its lightning magic offsets some of that misjudged strike. The fey-touched beast's antlers fail to make contact with their target. (Skeletal Cluster #1 takes 9 magical piercing and lightning damage.)
This post has potentially manipulated dice roll results.
DM's Screen:
17
Worried about Cassyt, Graxx takes a cautious step forward and swings his Vicious Pike only halfheartedly. Neither of his attacks manage to strike cursed bone.
Cassyt focuses some energy within the cluster engaged with Neya and manifests a gout of Sacred Flame.
Doozey at least entertains the thought of ignoring his conscience where it at least concerned Cassyt. Between Graxx and the possibility of another alarm going off, ill maintained though the current area may have been, the stoutling frowned and gritted his teeth, before ultimately deciding to file away the discovery. Even that said, he would would mark in mind the location of the supposedly "inaccessible" Loculi prior to turning his own attention towards the obelisk again.
Almost as if an afterthought though, he says something in sylvan, prompting Biscuit to pad outside into the hall to keep lookout for any danger.
History: 15.
When you realize you're doing too much: Signature.
Utar approaches Graxx and the duo begins trying to make sense of the script on the obelisk. Together, they think they might have seen similar symbols before, but struggle to make sense of them even after asking for some Guidance from Torm.
After taking a moment to memorize the more hidden loculi, or those which were seemingly obstructed with mud and grime, Doozey takes a look at the obelisk script himself. It takes a moment for him to have a little breakthrough in his analysis, but the stoutling is eventually fairly certain the language of the carvings is no other than Celestial.
Picking herself up after a moment of reflection, Cassyt silently reaches into her backpack and offers Graxx a section of parchment and some chalk. After the tribesman finishes his rubbing, the acolyte suggest: "Shall we keep moving?"
"Sounds good to me." Doozey at least said, and start to head out. "There's, uh... we're gonna need more time later for this one. Not sure what'd be traditional for your people's godly worshippers burial, mn, deal. But the use of celestial isn't very often used by anyone not of the higher planes or... well, priestly type." He adds on the way out. "Either way, whole thing screamed of puzzle nonsense with how some of them loca-whatzit being obscured 'n all."
When you realize you're doing too much: Signature.
Graxx nods in agreement and will follow 10 feet behind Doozey.
"I agree, we have only been treating the symptoms of the problem, rather than the cause."
Extended Signature
With a parchment rubbing and some information in hand, the group leaves the obelisk behind for now, exits the chamber housing it, and continues to descend even deeper into the catacombs. The steps continue heading in a generally eastern direction before turning to the adventurers' right. Several more steps take CRAP further down and then turn to their left so that the party is facing east again as they advance.
Finally, the path opens up into another chamber. It is of roughly rectangular shape, except three corners are cut at an angle and the only other exit out of this chamber replaces the would-be fourth corner to the northeast (the group arrives from the west wall.)
Whoever designed this room paid little attention to the comfort of those to be buried here. Instead of being faced with smooth stone, the walls and ceiling in this chamber are covered with layers of cheap plaster, and there are no decorative details like faux pillars, ledges, geometric designs, and scenes of life and religious themes as you have seen in other chambers up to this point. The walls in this section are also lined with burial niches containing skeletons, as in other areas of the catacombs, but skeletons also stare down at the party from the ceiling where they were set into plaster, which is now crumbling. Some arm bones, leg bones, and skulls have cracked free and fallen to the floor, but most remain in the positions and poses they were given ages ago.
The room would be pitch black to you were it not for all of you having darkvision, including Cassyt. The acolyte seems to be more emotionally stable now, and has even started taking notes on what she sees around her once again. She is talking less to the group, however.
Happy to leave Cassyt to her note taking, Utar quickly runs a wary eye over the bones for signs of movement.
Perception 23
Assuming everything to be as it should be, Utar keeps his place in the marching order making sure the acolyte is to his rear.
@Utar: You look up and see that your arrival has definitively spurred some of the ceiling skeletons into movement. They seem to be pushing their way out of the flaky plaster. You brace for an imminent fight.
(OOC: With such a good perception roll, Utar's warning to the group buys the party a few seconds before we have to roll initiative. What do you do? Feel free to roll on your initiative this time around.)
Utar's initiative: 5
Utar utters Lightbringer's command word, "Fos", ready should a skeleton desend within range.
Initiative: 15
Graxx will move to place himself between Cassyt and the nearest skeleton.
"Let them come!" shouts Graxx.
Recalling previous encounters with skeletal foes, Neya assumes a fighting stance nearby, ready (assuming this due to wording in OOC chat) to strike at them with a magically-hardened fist (bludgeoning damage for this fight) as soon as they drop.
Neya initiative: 15
Extended Signature
Doozey had half a mind to put away Apostle in favor of sending up a phoenix round up to test if he might catch a few skelly boys on fire at once. However, seeing the faint crackling of lightning on the blade from his early trade, the halfling instead barks a word in sylvan, commanding Biscuit to ready itself to Bite any foe to come in close... as he would do much the same from atop his Brother.
"Look alive, Cassyt. We got company." He adds, hoping to at least get her head on the fight to come.
Doozey's Initiative: 6.
When you realize you're doing too much: Signature.
DM's Screen:
9
(@MB: I'll assume you ready an attack as well as per the OOC Chat question.)
Utar and Neya warn the rest of the party that a fight is coming. Doozey makes sure Cassyt gets the message while Graxx moves in front of the acolyte protectively. Many skeletons make their way out of the ceiling and onto the ground. Some breaks upon impact but most rise again. As they move toward the group, the CRAPErs notice that they seem to arrange themselves in three different clusters. Some skeletons have armor scarps on, but none wields a weapon.
-> Cassyt's initiative: 17
(Graxx, Cassyt, Neya, and Doozey all go first. If you took the ready action, feel free to perform a reaction attack just before your turns proper. This includes Utar.)
Reaction(Doozey): Ready Strike using Apostle at Middle Skelly Squad.
Apostle - Attack: 14 Damage: 13 magical piercing and lightning damage.
If hit, also marking creature w/ Favored Foe, inflicting an additional 3.
Reaction(Biscuit): Ready Strike using Maul at Middle Skelly Squad.
Maul - Attack: 12 Damage: 11 non-magical slashing damage.
Turn Start:
Doozey is quick to strike in tandem with Biscuit: The Fey touched Mastiff lifting up a good chunk briefly with his horns, before the stoutling struck at those still squirming among them. After which, Doozey hops off, knowing his partner would need more mobility then what they together could manage. Nevertheless, with his blade more lively crackling with energy -- be it renewed or in response to battle, having remained from the last one -- he struck hard and he struck fast for the middle congregation of bones alongside Biscuit, aiming to put it down before it truly got its own crap together to strike them bad.
Movement(Doozey): Dismount at AT-41.
Action(Doozey): Bloody Stinging on Skellies at AV/AW!
Apostle Strike #1 - Attack: 26 Damage: 9 magical piercing and lightning damage.
Apostle Strike #2 - Attack: 17 Damage: 9 magical piercing and lightning damage.
Bonus Action(Doozey): Command Biscuit to Attack Skellies at AV/AW!
Maul - Attack: 18 Damage: 7 non-magical slashing damage.
(@Lerus: If I forgot Doozey had sheathed his Apostle, thus losing Crimson rite since the last fight, assume he'd use his bonus action to re-up it instead of having Biscuit attack, and that he would do so on his turn just prior to his action. Below will be the Conc. Save and Damage from activation.)
Rite Damage: 4.
Conc. Save(DC 10): 17.
Favored Foe Damage(if Ready Attack hit prior to Doozey's Turn, otherwise use the 3 from that): 2 added magical piercing damage.
When you realize you're doing too much: Signature.
Utar's Reaction:
Attack: 14 Damage: 12
On a hit Lightbringer does an extra 1d6 radiant damage for 4. I'm assuming that as we aren't quite in combat as we're acting out of initiative order that this isn't Utar's turn so the hit would not benefit from divine strike. If it does, there's an extra 1d8 bludgeoning damage though, so 6.
Graxx wants to stay close to Cassyt in case anymore skeletons appear. He decides what to do is for him to take one step forward and use the reach of his Pike to strike the skeletons that Doozey is attack and then take a step back.
He will make two GWM and RECKLESS attacks against Doozey’s target.
Attack: 19 Damage: 17
Attack: 16 Damage: 21
Reaction
Neya, as soon the skeleton dropped in front of her, throws a punch at the amalgam.
Unarmed Attack: 9 Damage: 11
Normal turn
"I've a feeling we've seen something like this before. Only then, it seemed to have an actual semblance of a form."
She continues her assault, unleashing a large number of attacks (1 ki point to activate Flurry of blows).
Unarmed Attack: 19 Damage: 11
Extra Unarmed Attack: 20 Damage: 9
Bonus Flurry of Blows
FoB Attack 1: 21 Damage: 7
FoB Attack 2: 15 Damage: 10
Extended Signature
RESOLVING REACTIONS
(@MB: You are right in saying that Divine Strike only applies during your turn.)
CRAP's front-line is ready for the enemies' advance. Utar smacks a jawbone with a lit Lightbringer and finds that his heavy blunt weapon sails through the cluster of bones with ease. (Skeletal Cluster#3 takes 20 magical bludgeoning and radiant damage.)
Neya arrives at a similar conclusion after delivering a Ki-empowered fist to half a rib-cage. (Skeletal Cluster #2 takes 18 magical bludgeoning damage.)
Doozey and Biscuit fare less well. The halfling's stab passes through some gaps in the enemy's form, landing only a glancing blow before its lightning magic offsets some of that misjudged strike. The fey-touched beast's antlers fail to make contact with their target. (Skeletal Cluster #1 takes 9 magical piercing and lightning damage.)
DM's Screen:
17
Worried about Cassyt, Graxx takes a cautious step forward and swings his Vicious Pike only halfheartedly. Neither of his attacks manage to strike cursed bone.
Cassyt focuses some energy within the cluster engaged with Neya and manifests a gout of Sacred Flame.
-> Sacred Flame damage: 8
A spare clavicle burns to a crisp. (Skeletal Cluster#2 takes 2 radiant damage.)