This post has potentially manipulated dice roll results.
Skeletal horror (round 2)
The bony creature is zapped by Calner's crackling evocation. It response with slashing claws as it struggles to get free of the giant lizard*.
*
<Not mechanically, just flavor text>
Claw x M 12 for 10
Claw x M 11 for 28
Round 2 Dex save x lightning 18
<don't you guys think a creature grappling a creature getting hit with lightning damage should also take lightning damage? Complexity vs. Realism: the eternal balancing act>
The rattling sound of bone scraping bone and stone is oddly muffled in this space, providing Tabsqui a quiet space to listen to his heartbeat and find rhe natural pause in his breathing as he looses an arrow with deadly accuracy finding a critical point in the structure of the animated remains.
The creature looks pretty bad, but it's still moving, thrashing about trapped in Marlyth's reptilian jaws.
<as a matter of mechanics, to address what I think InkedBee was suggesting previously, she could drag it to the edge on this turn. There is, to the best of my knowledge, no official rule on rotating yourself to reorient the relative position of the grappled creature. The most common interpretation is that it uses your (halved) movement and would therefore require one more turn. I generally rule to allow things to happen rather than not happen, no matter who it benefits or harms. That said, this encounter is almost over, so I thought I'd clarify this now. The one optional rule we could use says you could make a lateral shove 5ft as an action with DA, which I hate and wouldn't work, but I'm just telling you flat out that you can drop this almost dead thing off a cliff right now if you want and it is subject to fall damage.>
... <I was going to describe the area beyond the ledge as Marlyrh would be able to see it from there assuming she walks to the edge, however... in the form of a giant lizard her darkvision is reduced from 60ft to 30ft, so all she sees is darkness. But, I will say this lizard has the variant feature of spiderclimb, I just decided, so maybe she wants to remain in that form.>
I just saw there is another map or rather I saw that the map contains distances which indicate this room should have been 25 ft from back wall to edge, not 40, which I said I thought seemed too big, the other dimension being somewhat narrower (15ft). I'm not retconning it, but I did mention I was trying to run this as close as possible to the way it was written, and I just wanted to make this error known, especially since it would have almost certainly effected combat. Sorry.
This post has potentially manipulated dice roll results.
(@Wile_E_Coyote, Lizardlyth was outside the line of effect of the spell Lightning Bolt (rule-as-written: 100 ft × 5 ft line), so I'd like you to deal with the ruling. Also, Skeletal Horror used one of its multiattack action to escape the grapple, Post 1181)
(@Wile_E_Coyote, Lizardlyth was outside the line of effect of the spell Lightning Bolt (rule-as-written: 100 ft × 5 ft line), so I'd like you to deal with the ruling. Also, Skeletal Horror used one of its multiattack action to escape the grapple, Post 1181)
Sorry, I'll try to limit my mad ravings in the future. She is not effected by the thing in any way. I just let my mind wander out loud. It's not a thing at all. Again, my apologies for causing confusion and delay.
Marlyth rolled higher on the grapple check and it did not escape, it attacked. It's still grappled. Given that the sheleligh would be a miss and I'm pretty sure the lizard can't cast spells (I'd have to double check) csn we just say you throw it off the ledge and end the combat?
c. Since Lizardlyth is affected by multi-attack feature and not subjected to collateral damage:
Lizardlyth will automatically assume her natural form and she takes only 29 Piercing Damage. Then Marlyth moves beside the Skeletal Horror, and ends her turn behind the creature. She attempts to helpAngus to shove the creature towards the edge.
"Sir Angus, let's shove the creature out of its comfort zone!"
(@Wile_E_Coyote, let's call it 'discussion about game mechanism' instead of 'mad ravings'.)
The skeletal horror is tossed from the edge of the room into the vertical shaft. Marlyth and Angus watch as its trajectory changes mid flight, arcing downward as it leaves the room, then shifting as it crossed the threshold, curving upward to the top of the hill beneath which lies the shaft, disappearing into darkness, moments later the sound of shattering bones echoes through the tunnel, though, as with the battle, the sound is strangely muffled.
<end of combat>
<I'm going to take the liberty of assuming someone will be able to see at least 60ft, either through darkvision (Tabaqui can walk to the edge) or by illuminating the area.>.
This dark, squared well shaft descends into the earthen darkness at a steep angle, as if bored out of the rock itself. Three long, hefty poles jut at even intervalsfrom the walls of the shaft, almost meeting in the center, and each one ends in an empty clamp or claw. If they held something once, it would have been suspendedat the center of the shaft.
The top of this chamber was meant to be the floor when the structure was made. The walls at that end of the structure are etched with deep carvings of humanoid figures of many races, all of them with heads upturned and arms outstretched toward their sky as if basking or reveling. Behind them, a depictionof a long wall of tall towers and spiked battlementsruns all along the well shaft. The only break in the ring of people features a carved set of double doors in the depiction of the wall.
The floor at the feet of the carved figures is dominated by a disc almost 10 feet in diameter, etched with sigils and symbols in concentric circles and anchored by a short, iron pedestal and a simple mounting bracket designed to hold something that is no longer there.
Irregularities in the rock walls, plus a variety of hooks and sconces (all upside down), make it easy to secure ropes and other climbing gear throughout the well shaft.
Three original chambers extend off this center well shaft, including the one in which you now stand.
What is now the bottom of the shaft has fallen into the ground.
c. Since Lizardlyth is affected by multi-attack feature and not subjected to collateral damage:
Lizardlyth will automatically assume her natural form and she takes only 29 Piercing Damage. Then Marlyth moves beside the Skeletal Horror, and ends her turn behind the creature. She attempts to helpAngus to shove the creature towards the edge.
"Sir Angus, let's shove the creature out of its comfort zone!"
(@Wile_E_Coyote, let's call it 'discussion about game mechanism' instead of 'mad ravings'.)
(I'm pretty sure the DM said you can just automatically toss it off the side in your lizard form).
<Yup. Anyway, what are we doing about this reverse-Gravity well? >
Lizard-lyth finds on the floor a charm of restoration.
This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: greater restoration (4 charges) or lesser restoration (2 charges). Once all its charges have been expended, the charm vanishes from you
This post has potentially manipulated dice roll results.
(Lizardlyth received damage from the Skeletal Horror that compelled her to revert back to her natural form automatically, and her natural form did not have the required physical prowess.)
Marlyth casts Cure Wounds on herself in order to heal her as much as possible, and regains 13 HP.
"Do you want to climb up and recover the physical remnants of the skeletal undead? Or we can climb up to examine the double door and the large disk."
(Sorry having a hard time visualizing this.. the Horror was tossed into a large shaft, but fell upwards instead of down? gravity is reversed? and if we were to climb to the figures and the disc, we would be climbing... down? up?)
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Round 2
Angus will continue to pummel the Horror with his longsword, knocking away bones from its frame.
Longsword First Attack: 13 Damage: 12
Longsword Second Attack: 28 Damage: 14
Angus pummels the grappled creature as it struggles to free itself from the giant lizard (Marlyth)'s grip.
I don't think we've heard from Calner for round 1
Dex save 3
3
Skeletal horror (round 2)
The bony creature is zapped by Calner's crackling evocation. It response with slashing claws as it struggles to get free of the giant lizard*.
*
<Not mechanically, just flavor text>
Claw x M 12 for 10
Claw x M 11 for 28
Round 2 Dex save x lightning 18
<don't you guys think a creature grappling a creature getting hit with lightning damage should also take lightning damage? Complexity vs. Realism: the eternal balancing act>
Tabaqui is up, then top of the order.
Round 2
His first attack having proved successful, Tabaqui will once again aim and fire an arrow at the SH.
Shortbow Attack: 14 Damage: 8 + 17 sneak attack, all piercing.
The rattling sound of bone scraping bone and stone is oddly muffled in this space, providing Tabsqui a quiet space to listen to his heartbeat and find rhe natural pause in his breathing as he looses an arrow with deadly accuracy finding a critical point in the structure of the animated remains.
The creature looks pretty bad, but it's still moving, thrashing about trapped in Marlyth's reptilian jaws.
<as a matter of mechanics, to address what I think InkedBee was suggesting previously, she could drag it to the edge on this turn. There is, to the best of my knowledge, no official rule on rotating yourself to reorient the relative position of the grappled creature. The most common interpretation is that it uses your (halved) movement and would therefore require one more turn. I generally rule to allow things to happen rather than not happen, no matter who it benefits or harms. That said, this encounter is almost over, so I thought I'd clarify this now. The one optional rule we could use says you could make a lateral shove 5ft as an action with DA, which I hate and wouldn't work, but I'm just telling you flat out that you can drop this almost dead thing off a cliff right now if you want and it is subject to fall damage.>
... <I was going to describe the area beyond the ledge as Marlyrh would be able to see it from there assuming she walks to the edge, however... in the form of a giant lizard her darkvision is reduced from 60ft to 30ft, so all she sees is darkness. But, I will say this lizard has the variant feature of spiderclimb, I just decided, so maybe she wants to remain in that form.>
I just saw there is another map or rather I saw that the map contains distances which indicate this room should have been 25 ft from back wall to edge, not 40, which I said I thought seemed too big, the other dimension being somewhat narrower (15ft). I'm not retconning it, but I did mention I was trying to run this as close as possible to the way it was written, and I just wanted to make this error known, especially since it would have almost certainly effected combat. Sorry.
(@Wile_E_Coyote, Lizardlyth was outside the line of effect of the spell Lightning Bolt (rule-as-written: 100 ft × 5 ft line), so I'd like you to deal with the ruling. Also, Skeletal Horror used one of its multiattack action to escape the grapple, Post 1181)
a. If Marlyth is hit by the bolt:
Dexterity Saving Throw × Lightning Bolt (2nd Round): 12
Lizardlyth will automatically assume her natural form and she casts Absorb Elements to reduce the effect of lightning damage.
Round 3: Reaction: Absorb Elements
Bonus Action: Shillelagh on Quarterstaff
Action: Quarterstaff: Attack: 25 Damage: 5 Bludgeoning Damage + 5 Lightning Damage
b. If Marlyth is not hit by the bolt:
Round 3: Bonus Action: Shillelagh on Quarterstaff
Action: Quarterstaff: Attack: 7 Damage: 5 Bludgeoning Damage
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
Sorry, I'll try to limit my mad ravings in the future. She is not effected by the thing in any way. I just let my mind wander out loud. It's not a thing at all. Again, my apologies for causing confusion and delay.
Marlyth rolled higher on the grapple check and it did not escape, it attacked. It's still grappled. Given that the sheleligh would be a miss and I'm pretty sure the lizard can't cast spells (I'd have to double check) csn we just say you throw it off the ledge and end the combat?
(Marlyth's Round 3)
c. Since Lizardlyth is affected by multi-attack feature and not subjected to collateral damage:
Lizardlyth will automatically assume her natural form and she takes only 29 Piercing Damage. Then Marlyth moves beside the Skeletal Horror, and ends her turn behind the creature. She attempts to help Angus to shove the creature towards the edge.
"Sir Angus, let's shove the creature out of its comfort zone!"
(@Wile_E_Coyote, let's call it 'discussion about game mechanism' instead of 'mad ravings'.)
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
The skeletal horror is tossed from the edge of the room into the vertical shaft. Marlyth and Angus watch as its trajectory changes mid flight, arcing downward as it leaves the room, then shifting as it crossed the threshold, curving upward to the top of the hill beneath which lies the shaft, disappearing into darkness, moments later the sound of shattering bones echoes through the tunnel, though, as with the battle, the sound is strangely muffled.
<end of combat>
<I'm going to take the liberty of assuming someone will be able to see at least 60ft, either through darkvision (Tabaqui can walk to the edge) or by illuminating the area.>.
This dark, squared well shaft descends into the earthen darkness at a steep angle, as if bored out of the rock itself. Three long, hefty poles jut at even intervalsfrom the walls of the shaft, almost meeting in the center, and each one ends in an empty clamp or claw. If they held something once, it would have been suspendedat the center of the shaft.
The top of this chamber was meant to be the floor when the structure was made. The walls at that end of the structure are etched with deep carvings of humanoid figures of many races, all of them with heads upturned and arms outstretched toward their sky as if basking or reveling. Behind them, a depictionof a long wall of tall towers and spiked battlementsruns all along the well shaft. The only break in the ring of people features a carved set of double doors in the depiction of the wall.
The floor at the feet of the carved figures is dominated by a disc almost 10 feet in diameter, etched with sigils and symbols in concentric circles and anchored by a short, iron pedestal and a simple mounting bracket designed to hold something that is no longer there.
Irregularities in the rock walls, plus a variety of hooks and sconces (all upside down), make it easy to secure ropes and other climbing gear throughout the well shaft.
Three original chambers extend off this center well shaft, including the one in which you now stand.
What is now the bottom of the shaft has fallen into the ground.
(I'm pretty sure the DM said you can just automatically toss it off the side in your lizard form).
<Yup. Anyway, what are we doing about this reverse-Gravity well? >
Lizard-lyth finds on the floor a charm of restoration.
This charm has 6 charges. You can use an action to expend some of its charges to cast one of the following spells: greater restoration (4 charges) or lesser restoration (2 charges). Once all its charges have been expended, the charm vanishes from you
(Lizardlyth received damage from the Skeletal Horror that compelled her to revert back to her natural form automatically, and her natural form did not have the required physical prowess.)
Marlyth casts Cure Wounds on herself in order to heal her as much as possible, and regains 13 HP.
"Do you want to climb up and recover the physical remnants of the skeletal undead? Or we can climb up to examine the double door and the large disk."
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
(Sorry having a hard time visualizing this.. the Horror was tossed into a large shaft, but fell upwards instead of down? gravity is reversed? and if we were to climb to the figures and the disc, we would be climbing... down? up?)