The elementals are easily crushed by the masterfully orchestrated assault.
The room has been pretty thoroughly destroyed.
The ceremonial hall was meant to end in a fresco depicting a starry sky, the moon, and its tail. Much of that fresco has fallen away revealing bare, gray stone underneath—a wall that hides a door, which was never meant to be opened
The gray, unadorned passage beyond the fresco hangs with an eerie, dusty fog.
The passage and crypts beyond the door are simple and spare. The sarcophagi in the alcoves of the crypt are simply carved to depict the various, forgotten wizards inside. No grandeur. Each is depicted in a simple robe.
Alas, some of the dead wizards interred in these crypts, stirred by anger and unrest, rise to defend the crypts. These 4 mummies are not sandy, arid creatures but gaunt, gray horrors clad in grayrobes, but their rotting fists remain deadly.
If you have a tie with someone else, your initiative is higher if you have a bonus. This is only in case it matters mechanically, it usually doesn't, and as always, post whenever you get a chance.
Angus Killburney smiles grimly as he spots the undead creatures rising from their sarcophagi. As a bonus action, he casts searing smite on his longsword, and then attacks the nearest mummy twice (if either swing hits, it will do fire damage and light the victim on fire).
This post has potentially manipulated dice roll results.
The elven assassin remains 40 feet away from the nearest mummy. He drops to one knee, propping up his lit torch against the wall. He opens a flask of oil and sets it on the ground, then drawing an arrow, he dips it in the oil, then lights it from the torch. He fires the flaming arrow at the mummy next to Angus.
Both of Angus's strikes land and the mummy is scorched (con save if he still stands at start of his turn)
Weneon's dart lands and sticks in the mummy's shoulder, which does little to impede thi shuffling groaning corpse, but in a flash she strikes twice more, moving far faster than the undead wizard. The mummy's bones crack with each blow, but it yet stands, ready to attack.
<Tabaqui- there is a specific mechanic for applying oils or poison to weapons in 5e; it takes an action to do so. You can either use the action to coat ammunition this round and fire it next round, or forego the oil and shoot the arrow this round. Your choice>
Safeguard sees the mummies and says, "Ooooo. I wonder what history exists in these mummies. Who were they? What did they do in life? How did they die? How are they animated?... Oh right, they are a threat... I should probably stop them first..."
He attempts to position himself between 2 mummies and throws 2 punches that targets 2 different Mummies.
*If either attack lands on the Mummies they now have disadvantage on attack rolls against targets other than Safeguard until the start of my next turn.
This post has potentially manipulated dice roll results.
Marlyth has been observing the appearance and features of the Red Wizard since the time Vrah had dropped him on the floor as if he delivered a burden. She would be careful to inspect the hairstyle of the wizard in order to confirm his allegiance according to the information provided by Lothar.
"...they wear a nasty hair...no hat..."
If the wizard still remains unconscious and incapacitated, she will wonder why he hasn't responded to the crash landing. Since she hasn't received any further information from Calner, she decides to run her own interrogation process while she is seen making invisible sign with her fingers as a somatic movement of her ritual casting of Detect Magic. Thus she attempts to maintain concentration on her previously cast spell, when she tries to diagnose the nature of his illness or if he's still under the influence of the magic that incapacitated him earlier.
"Beautiful creature, what should I do with you now? If my tribal mentors find you here, they're going to do nasty things with you."
<Tabaqui- there is a specific mechanic for applying oils or poison to weapons in 5e; it takes an action to do so. You can either use the action to coat ammunition this round and fire it next round, or forego the oil and shoot the arrow this round. Your choice>
Tabaqui applies the oil to his ammunition, and foregoes an attack this round. <sorry. will you want me to reroll the attack/damage in round 2?>
Tabaqui - you can use your rolls from earlier for the next round.
Marlyth: ritual casting takes an extra 10 minutes. Combat rounds last 6 seconds. If you ritual cast, you won't be doing anything else until we'll after combat has ended.
The mummies are the deceased wizards who once inhabited the barrow and are now therein interred.
I don't know why I would have said they had weird hair. That seems like an autocorrect issue. (I usually do this on my phone). Red wizards are notably bald. It is a status symbol and thus they opt not to cover their heads even when the weather makes head coverings advisable. Sorry for any confusion this may have caused. This guy is very much a bald red wizard and if you ask him he'll tell you he's an upstairs ding evil wizard, it's his mentor whose turned her back on the red wizards in her personal quest for power.
The mummies have not acted yet, formally, but that's just because dnd is turn based combat. They very much will attack you. They do not have long range weapons and they are in a crypt hidden behind a wall under a hill. The room is small. It may be too small to fire an arrow without disadvantage, but I wasn't planning on bringing it up. Even noting that the rooms in maps they put in dungeons are usually too small for tactical combat, the specifics of this room make it pretty appropriate.
Let's say at the start of combat we have a mummy at each letter in 16, so we can just call the mummies A B C and D. Incidentally, the sinkhole the paladin s moi t saw ends in the tunnel you just passed through, which means you should have probably seen the dark.sky overhead when you did so. The description of the room didn't mention it, but it's true.
Edit: I know this thing looks like a drew it by hand, but it's actually I'm the module this way.
This post has potentially manipulated dice roll results.
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
A fist vs Vrah 12 for 7 bludgeoning and 7 necrotic
B fist v Weneon 25 for 9 bludgeoning and 11 necrotic
C fist v Safeguard (the one he hit his back) 16 for 9 bludgeoning and 9 necrotic
D fist v Tabaqui 21 for 12 bludgeoning and 14 necrotic
A and B Glare at Marlyth as they mindlessly claw at the nearer interlopers. C and D stare into the very soul of Calner.
Rotting Fist. Melee Weapon Attack:
If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours
<Small point of order: Tabaqui <me> specified that he used his move to position 40 feet from nearest mummy. Does mummy D have enough movement in engage him in melee?>
Round 2
Either way, he will react with Uncanny Dodge, bonus action disengage and flee back into room 15 (speed 35), stopping behind either half-cover or 3/4 cover if available, hopefully out of walking distance of the undead. At that point, Tabaqui will loose his flaming arrow (and miss) at the nearest mummy in range.
Vrah climbs down from the upper level with the wizard still on his shoulder and seeing the elementals attacking drops the wizard on the ground.
He will then pull out his sword and prepare to attack the next round.
The elementals are easily crushed by the masterfully orchestrated assault.
The room has been pretty thoroughly destroyed.
The ceremonial hall was meant to end in a fresco depicting a starry sky, the moon, and its tail. Much of that fresco has fallen away revealing bare, gray stone underneath—a wall that hides a door, which was never meant to be opened
The gray, unadorned passage beyond the fresco hangs
with an eerie, dusty fog.
The passage and crypts beyond the door are simple
and spare. The sarcophagi in the alcoves of the crypt are simply carved to depict the various, forgotten wizards inside. No grandeur. Each is depicted in
a simple robe.
Alas, some of the dead wizards interred in these
crypts, stirred by anger and unrest, rise to defend
the crypts. These 4 mummies are not sandy, arid creatures but gaunt, gray horrors clad in grayrobes, but their rotting fists remain deadly.
...
Rolling initiative
1.Vrah 16
2.Angus 10
3.Tabaqui 13
4.Marlyth 2
5.Calner 2
6. Safeguard
7. Rylentar
6. Safeguard 13
7. Rylentar 4
If you have a tie with someone else, your initiative is higher if you have a bonus. This is only in case it matters mechanically, it usually doesn't, and as always, post whenever you get a chance.
(watching for people before me in initiative because it will inform my actions)
Round 1 vs mummies
Angus Killburney smiles grimly as he spots the undead creatures rising from their sarcophagi. As a bonus action, he casts searing smite on his longsword, and then attacks the nearest mummy twice (if either swing hits, it will do fire damage and light the victim on fire).
First Attack: 26 Damage: 13
Second Attack: 16 Damage: 11
Fire damage from smite 4
The elven assassin remains 40 feet away from the nearest mummy. He drops to one knee, propping up his lit torch against the wall. He opens a flask of oil and sets it on the ground, then drawing an arrow, he dips it in the oil, then lights it from the torch. He fires the flaming arrow at the mummy next to Angus.
Shortbow Attack: 20 Damage: 9 + sneak attack damage 14
Weneon, on her turn, will throw a dart at one mummy and then move up and make two attacks against the one engaged with Angus
Dart Attack: 10 Damage: 5
Unarmed Attack: 24 Damage: 5
Bonus action unarmed Attack: 22 Damage: 7
If either unarmed attack hits add sneak attack 8
Both of Angus's strikes land and the mummy is scorched (con save if he still stands at start of his turn)
Weneon's dart lands and sticks in the mummy's shoulder, which does little to impede thi shuffling groaning corpse, but in a flash she strikes twice more, moving far faster than the undead wizard. The mummy's bones crack with each blow, but it yet stands, ready to attack.
<Tabaqui- there is a specific mechanic for applying oils or poison to weapons in 5e; it takes an action to do so. You can either use the action to coat ammunition this round and fire it next round, or forego the oil and shoot the arrow this round. Your choice>
Safeguard sees the mummies and says, "Ooooo. I wonder what history exists in these mummies. Who were they? What did they do in life? How did they die? How are they animated?... Oh right, they are a threat... I should probably stop them first..."
He attempts to position himself between 2 mummies and throws 2 punches that targets 2 different Mummies.
1st Attack: Thunder Gauntlets - 27 > Damage: 11
2nd Attack: Thunder Gauntlets - 13 > Damage: 13
*If either attack lands on the Mummies they now have disadvantage on attack rolls against targets other than Safeguard until the start of my next turn.
Vrah Religion/History check to see if he knows anything about these zombies: 4
Vrah grins at the zombies and strides up to the closest one, "Thayan thrall begone from my sight." As he recklessly attacks.
Greatsword: Attack: 18 Damage: 11
Greatsword: Attack: 14 Damage: 16
Marlyth has been observing the appearance and features of the Red Wizard since the time Vrah had dropped him on the floor as if he delivered a burden. She would be careful to inspect the hairstyle of the wizard in order to confirm his allegiance according to the information provided by Lothar.
"...they wear a nasty hair...no hat..."
If the wizard still remains unconscious and incapacitated, she will wonder why he hasn't responded to the crash landing. Since she hasn't received any further information from Calner, she decides to run her own interrogation process while she is seen making invisible sign with her fingers as a somatic movement of her ritual casting of Detect Magic. Thus she attempts to maintain concentration on her previously cast spell, when she tries to diagnose the nature of his illness or if he's still under the influence of the magic that incapacitated him earlier.
"Beautiful creature, what should I do with you now? If my tribal mentors find you here, they're going to do nasty things with you."
Wisdom (Medicine): 14
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Tabaqui applies the oil to his ammunition, and foregoes an attack this round. <sorry. will you want me to reroll the attack/damage in round 2?>
Tabaqui - you can use your rolls from earlier for the next round.
Marlyth: ritual casting takes an extra 10 minutes. Combat rounds last 6 seconds. If you ritual cast, you won't be doing anything else until we'll after combat has ended.
The mummies are the deceased wizards who once inhabited the barrow and are now therein interred.
I don't know why I would have said they had weird hair. That seems like an autocorrect issue. (I usually do this on my phone). Red wizards are notably bald. It is a status symbol and thus they opt not to cover their heads even when the weather makes head coverings advisable. Sorry for any confusion this may have caused. This guy is very much a bald red wizard and if you ask him he'll tell you he's an upstairs ding evil wizard, it's his mentor whose turned her back on the red wizards in her personal quest for power.
The mummies have not acted yet, formally, but that's just because dnd is turn based combat. They very much will attack you. They do not have long range weapons and they are in a crypt hidden behind a wall under a hill. The room is small. It may be too small to fire an arrow without disadvantage, but I wasn't planning on bringing it up. Even noting that the rooms in maps they put in dungeons are usually too small for tactical combat, the specifics of this room make it pretty appropriate.
Let's say at the start of combat we have a mummy at each letter in 16, so we can just call the mummies A B C and D. Incidentally, the sinkhole the paladin s moi t saw ends in the tunnel you just passed through, which means you should have probably seen the dark.sky overhead when you did so. The description of the room didn't mention it, but it's true.
Edit: I know this thing looks like a drew it by hand, but it's actually I'm the module this way.
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist.
A fist vs Vrah 12 for 7 bludgeoning and 7 necrotic
B fist v Weneon 25 for 9 bludgeoning and 11 necrotic
C fist v Safeguard (the one he hit his back) 16 for 9 bludgeoning and 9 necrotic
D fist v Tabaqui 21 for 12 bludgeoning and 14 necrotic
A and B Glare at Marlyth as they mindlessly claw at the nearer interlopers. C and D stare into the very soul of Calner.
Rotting Fist. Melee Weapon Attack:
If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours
Wen Con save 11
<Small point of order: Tabaqui <me> specified that he used his move to position 40 feet from nearest mummy. Does mummy D have enough movement in engage him in melee?>
Round 2
Either way, he will react with Uncanny Dodge, bonus action disengage and flee back into room 15 (speed 35), stopping behind either half-cover or 3/4 cover if available, hopefully out of walking distance of the undead. At that point, Tabaqui will loose his flaming arrow (and miss) at the nearest mummy in range.