Koric moves north then, deprived of an opportunity to attack and unable to ready a spell because of his concentration on the statue, he launches a bolt of fire at #12, shouting "Smash the pit!" to his companions.
Seeing herself surrounded, Jade disengages from the ghouls/ghasts and continues her trek North. Jade heads 15' North, then misty step the 30' over the dark river. Using the rest of her movement, she heads towards the catacombs.
So sorry, thought I responded this morning! Jade disengages, rushes north and then misty steps over the river, preparing to destroy the catacombs. With that, Balthar and Liri are up!
This post has potentially manipulated dice roll results.
@All Botting Liri to keep things going
Liri takes a dash action to rush north, reaching the catacombs from the left side
Dazyln rushes up to the catacombs, careful to stay within reach of Ghast 12, and takes a few swipes at it in the hopes of closing the entrange off Attack: 16 Damage: 11 Attack: 27 Damage: 7
Dazyln's first blow is unable to do any real damage to the entrace, but with a second swing from his war pick, the walls of the entrance begin to crumble, now looking far less stable. Soloth is up!
The two Elandra's continue to move apart, the westerly one moving around behind Soloth, and the easterly up to stand with Dazlyn and Lux. They act in a strange unison, their strides and arm movements identical. Each one starts to hum a tune, seemingly innocuous but the tune undulates in volume, in and out of the hearing of those around. The two copies of Elandra form a pleasant harmonic that you can see the bard clearly enjoying.
Action: Ready - Silence - Cast on top of Vyldara once she has appeared and stopped moving. BA: Command weasel north to the moat. Movement: West - 20ft W; East - 30ft NE
Unable to see anything around you, you prepare to attack, and finally snap out of the darkness, your sight fully restored
@Elandra
You and your duplicate run farther away from each other, and you attempt to silence the area around Vyldara. Your weasel runs up towards the catacombs, hoping to join the others attacking the structure.
As you all look at the catacombs, four more ghouls emerge, two from each entrace
With that, the ghouls begin to rush at the nearest foe Ghoul 8 runs over to the statue, and Ghoul 13 runs down to it, both taking a swipe at the statue Attack: 19 Damage: 7 Attack: 18 Damage: 4 Ghoul 17 takes a dash action, rushing up to get in front of Jade Ghoul 18 takes a swipe at Norbus (halved by resistance, statue takes same damage Attack: 16 Damage: 8 Ghouls 21 and 22 both rush to Jade, taking swipes at her (halved by resistance, statue takes same damage) Ghouls 23 and 24 shuffle around, both swiping at Liri Attack: 5 Damage: 9 Attack: 19 Damage: 8
Summary of Damage above: -Both ghoul 8 and ghoul 13 miss the statue -Ghoul 18 misses Norbus -Ghoul 24 misses, but ghoul 23 hits Liri,. Make a DC 10 con save to avoid paralysis
Forgot to actually roll for Ghouls 21 and 22, so here those rolls are Attack: 10 Damage: 4 Attack: 20 Damage: 5
Norbus again swings a flurry of attacks, starting with Ghoul 18 and moving to Ghast 7 and then Ghoul 8 if any die Attack: 15 Damage: 16 Attack: 27 Damage: 21 Attack: 12 Damage: 9
Ghoul 21 misses Jade, but Ghoul 22 hits. Make a DC 10 Con save to avoid paralysis
Norbus's first two blows obliterate Ghoul 18, and ghast 7 stomaches the final blow, looking incredibly injured
Lux is up! Map Update: Note: Dropping the lower map from here on out unless someone moves down there again for some reason. Koric is currently 20ft south of the farthest southeast square of the upper map
This post has potentially manipulated dice roll results.
Lux moves to Jade and casts Cure Wounds at 2nd level. Heal 14
If needed - An Opp Attack against Lux would be made at disadvantage from Warding Flare.
Also, at the beginning of the bad guys turn, they will 1) lose half their speed and 2) need to make a WIS 16 Save or take 14 radiant damage. Save for half.
Ghast 12 swings and strikes Lux then a flash of light appears in front of the Ghast causing them to have DISADVANTAGE on the attack. (Warding Flare)
D&D since 1984
@Lux
Rolling a second roll for Ghast 12 to simulate disadvantage. If it still hits, give me con save for paralysis: 13
miss
(P.S. Thank you for hitting him. I wanted to try that feature out. It's seems effective)
D&D since 1984
CON save for Jade 22
Koric moves north then, deprived of an opportunity to attack and unable to ready a spell because of his concentration on the statue, he launches a bolt of fire at #12, shouting "Smash the pit!" to his companions.
Fire Bolt Attack: 19 Damage: 12
Koric's movement should bring him a couple of squares south of the most south-easterly square on the upper map.
@Koric
You burn the ghast, but it still remains standing, albeit looking a bit more shaken
@All
The statue swings at Ghoul 9 and bashes it with its shield, hoping to finish it off
Attack: 27 Damage: 9
Attack: 10 Damage: 13
At the end of its turn, it heals itself for 7 off of Aura of Vitality. Ghoul 9 dies, and Jade is up!
Seeing herself surrounded, Jade disengages from the ghouls/ghasts and continues her trek North. Jade heads 15' North, then misty step the 30' over the dark river. Using the rest of her movement, she heads towards the catacombs.
@All
So sorry, thought I responded this morning! Jade disengages, rushes north and then misty steps over the river, preparing to destroy the catacombs. With that, Balthar and Liri are up!
Balthar will assist Liri, if possible
@All
Botting Liri to keep things going
Liri takes a dash action to rush north, reaching the catacombs from the left side
Dazyln rushes up to the catacombs, careful to stay within reach of Ghast 12, and takes a few swipes at it in the hopes of closing the entrange off
Attack: 16 Damage: 11
Attack: 27 Damage: 7
Dazyln's first blow is unable to do any real damage to the entrace, but with a second swing from his war pick, the walls of the entrance begin to crumble, now looking far less stable. Soloth is up!
The two Elandra's continue to move apart, the westerly one moving around behind Soloth, and the easterly up to stand with Dazlyn and Lux. They act in a strange unison, their strides and arm movements identical. Each one starts to hum a tune, seemingly innocuous but the tune undulates in volume, in and out of the hearing of those around. The two copies of Elandra form a pleasant harmonic that you can see the bard clearly enjoying.
Action: Ready - Silence - Cast on top of Vyldara once she has appeared and stopped moving.
BA: Command weasel north to the moat.
Movement: West - 20ft W; East - 30ft NE
Bring out your inner chatacter class...
@Soloth
Unable to see anything around you, you prepare to attack, and finally snap out of the darkness, your sight fully restored
@Elandra
You and your duplicate run farther away from each other, and you attempt to silence the area around Vyldara. Your weasel runs up towards the catacombs, hoping to join the others attacking the structure.
As you all look at the catacombs, four more ghouls emerge, two from each entrace
With that, the ghouls begin to rush at the nearest foe
Ghoul 8 runs over to the statue, and Ghoul 13 runs down to it, both taking a swipe at the statue
Attack: 19 Damage: 7
Attack: 18 Damage: 4
Ghoul 17 takes a dash action, rushing up to get in front of Jade
Ghoul 18 takes a swipe at Norbus (halved by resistance, statue takes same damage
Attack: 16 Damage: 8
Ghouls 21 and 22 both rush to Jade, taking swipes at her (halved by resistance, statue takes same damage)
Ghouls 23 and 24 shuffle around, both swiping at Liri
Attack: 5 Damage: 9
Attack: 19 Damage: 8
@All
Summary of Damage above:
-Both ghoul 8 and ghoul 13 miss the statue
-Ghoul 18 misses Norbus
-Ghoul 24 misses, but ghoul 23 hits Liri,. Make a DC 10 con save to avoid paralysis
Forgot to actually roll for Ghouls 21 and 22, so here those rolls are
Attack: 10 Damage: 4
Attack: 20 Damage: 5
Norbus again swings a flurry of attacks, starting with Ghoul 18 and moving to Ghast 7 and then Ghoul 8 if any die
Attack: 15 Damage: 16
Attack: 27 Damage: 21
Attack: 12 Damage: 9
@All
Ghoul 21 misses Jade, but Ghoul 22 hits. Make a DC 10 Con save to avoid paralysis
Norbus's first two blows obliterate Ghoul 18, and ghast 7 stomaches the final blow, looking incredibly injured
Lux is up! Map Update:
Note: Dropping the lower map from here on out unless someone moves down there again for some reason. Koric is currently 20ft south of the farthest southeast square of the upper map
Con save: 18
Lux moves to Jade and casts Cure Wounds at 2nd level. Heal 14
If needed - An Opp Attack against Lux would be made at disadvantage from Warding Flare.
Also, at the beginning of the bad guys turn, they will 1) lose half their speed and 2) need to make a WIS 16 Save or take 14 radiant damage. Save for half.
D&D since 1984
@Lux
Jade is on the other side of the map, so you can’t heal her at the moment. I assume to meant to heal Liri or Norbus?