Each symbol represents a 5-foot square. The avalanche is moving south at 45 feet (9 rows) per round (so will hit row 10 this round). Party members may start in any square indicated by +, and the lowercase letters represent enemies.
Jeannette uses Dissonant Whispers on the Goblin closest to her. "Shhhh, shhhh. It's okay, it will all be over soon." Afterwards she uses all of her movement to put some distance between herself and the sound approaching from the north.
Action: Cast Dissonant Whispers at 2nd level- the Goblin needs to make a wisdom savings throw (DC13) if it fails it takes 9 of psychic damage and must immediately use it's reaction, if available, to move as far as it's speed allows away from the caster. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. If it is successful it takes half damage and doesn't have to move.
Jeannette uses the Dash action to move 30 feet south and 30 feet east.
(If your movement speed is 30, you could move up to 40 feet south and east if you're Dashing southeast, since you're moving diagonally. Let me know if you want to change it; I don't think it will affect what everyone else is doing.)
The avalanche hits Goblin #1, dealing 16 bludgeoning damage (enough to kill it regardless of the roll, since it already took damage from Dissonant Whispers). It will hit row 28 next turn.
Spark takes the Dash action, running another 40 feet south and 30 feet east (50 feet diagonally). She uses her bonus action to create some Magic Stones.
Goblins #3 and #2 both Dash to the east, out of the avalanche's path.
After I mentioned the avalanche encounter in the OOC thread, some changes were made to it. Rolling again for distance: 8
The avalanche is now 80 feet away.
ASCII map (likely needing further expansion later):
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Each symbol represents a 5-foot square. The avalanche is moving south at 45 feet (9 rows) per round (so will hit row 10 this round). Party members may start in any square indicated by +, and the lowercase letters represent enemies.
It is still Jeannette's turn.
*Aeron will be in 17.X
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
*Jeannette will start at the back + of 16*
Jeannette uses Dissonant Whispers on the Goblin closest to her. "Shhhh, shhhh. It's okay, it will all be over soon." Afterwards she uses all of her movement to put some distance between herself and the sound approaching from the north.
Action: Cast Dissonant Whispers at 2nd level- the Goblin needs to make a wisdom savings throw (DC13) if it fails it takes 9 of psychic damage and must immediately use it's reaction, if available, to move as far as it's speed allows away from the caster. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. If it is successful it takes half damage and doesn't have to move.
Movement: full 30 feet
Goblin's saving throw: 19
Goblin #1 succeeds on the saving throw, but still takes 4 damage.
The avalanche moves 45 feet south, entering row 10. It will reach row 19 next turn.
Spark starts at 17Y. She uses the Dash action to move 30 feet east and 40 feet south - a total of 50 feet diagonally.
Goblins #3 and #2 also take the Dash action, moving 35 feet east and 45 feet south - just under 60 feet diagonally.
It is Aeron's turn.
22: Jeannette
20: Avalanche
16: Spark
15: Goblin #3
13: Goblin #2
8: Aeron
8: Bandit #1
5: Bandit #2
4: Goblin #1
1: Thug
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Aeron casts entangle on the closest goblin, before using his movement to run south 30ft to 23 X
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
Goblin #1's Strength save: 0
Goblin #1 is restrained.
Bandit #1 runs 20 feet south and 20 feet east (about 28 feet total), and fires a light crossbow at Spark. Attack: 7 Damage: 9
Bandit #2 does the same. Attack: 8 Damage: 9
Goblin #1 uses his action to try to escape from the vines. Strength save: 10
22: Jeannette
20: Avalanche
16: Spark
15: Goblin #3
13: Goblin #2
8: Aeron
8: Bandit #1
5: Bandit #2
4: Goblin #1
1: Thug
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8 fails on the goblin's strength save
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
Spark is hit by one crossbow bolt, taking 8 damage.
Goblin #1 is unable to break free.
The thug moves in the same way as the bandits, and fires a heavy crossbow at Spark. Attack: 17 Damage: 6
It is Jeannette's turn.
22: Jeannette
20: Avalanche
16: Spark
15: Goblin #3
13: Goblin #2
8: Aeron
8: Bandit #1
5: Bandit #2
4: Goblin #1
1: Thug
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Spark uses her reaction on a Blood Curse of the Eyeless, trying to protect herself from the Thug's attack. 4
The Thug misses. It is still Jeannette's turn.
Jeannette uses the Dash action to move 30 feet south and 30 feet east.
(If your movement speed is 30, you could move up to 40 feet south and east if you're Dashing southeast, since you're moving diagonally. Let me know if you want to change it; I don't think it will affect what everyone else is doing.)
The avalanche hits Goblin #1, dealing 16 bludgeoning damage (enough to kill it regardless of the roll, since it already took damage from Dissonant Whispers). It will hit row 28 next turn.
Spark takes the Dash action, running another 40 feet south and 30 feet east (50 feet diagonally). She uses her bonus action to create some Magic Stones.
Goblins #3 and #2 both Dash to the east, out of the avalanche's path.
It is Aeron's turn.
22: Jeannette
20: Avalanche
16: Spark
15: Goblin #3
13: Goblin #2
8: Aeron
8: Bandit #1
5: Bandit #2
4: Goblin #11: Thug
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Aeron will run 35ft down, then 25ft to the east using the dash action for total movement
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
Bandit #1 runs 25 feet east and 15 feet south before firing a light crossbow at Jeannette. Attack: 15 Damage: 3
Bandit #2 does the same. Attack: 20 Damage: 4
The thug runs 20 feet east and 20 feet south before firing a heavy crossbow at Spark. Attack: 15 Damage: 2
It is Jeannette's turn. She may choose to start from 28AD as indicated on the map, or from 30AF if she went as far southeast as possible last turn.
22: Jeannette
20: Avalanche
16: Spark
15: Goblin #3
13: Goblin #2
8: Aeron
8: Bandit #1
5: Bandit #2
4: Goblin #11: Thug
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All of the attacks miss. It is not entirely certain that the two bandits were actually aiming at Jeannette.
(I think I'll start her at 28AD like on the map.)
Jeannette takes another dash action, running 35 feet to the south and 40 feet to the east?
As her bonus action she casts Healing Word on Spark. "I hope this helps..."
Action: Dash
Bonus Action: Healing Word cast at 1st level on Spark. Spark regains 4 Hit points.
The avalanche passes by the remaining enemies. It will reach row 37 next turn.
Spark takes the Dash action, moving 45 feet east and 10 feet south.
Goblin #3 stays in place and fires a shortbow at Spark. Attack: 19 Damage: 7
Goblin #2 does the same. Attack: 18 Damage: 8
It is Aeron's turn.
22: Jeannette
20: Avalanche
16: Spark
15: Goblin #3
13: Goblin #2
8: Aeron
8: Bandit #1
5: Bandit #2
4: Goblin #11: Thug
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