As Bendrak cleaves one of the jellies in two, Aranor realizes both halves are now alive. That puts a damper on his plans. Instead of swinging his sword, he steps up to the nearest jelly and reaches out with his left hand. Lightning crackles from his fingertips and arcs through the jelly.
The yellowish jellies are slow – you could probably outrun them – but strong. Aranor is pushed back before he can solidly lay his electrified hand upon one. They swing massive, sticky pseudopods back at Aranor and Bendrak:
Jelly #1: Pseudopod Attack vs. Aranor: 11 Hit: 6 bludgeoning damage plus 5 acid damage. Jelly #2a: Pseudopod Attack vs. Bendrak: 16 Hit: 8 bludgeoning damage plus 1 acid damage. Jelly #2b: Pseudopod Attack vs. Aranor: 8 Hit: 6 bludgeoning damage plus 4 acid damage.
~~~~ Round 2:
Zartan and Tuuli may act above. Pax may act below.
Pax yells up above "Please do not drop any more monsters on our heads, we have quite enough to be dealing with down here. I think we may need to retreat and find our way back up to you." He moves to the first tunnel and shines his headlights down it, trying to judge if it will lead back to the level above. He focuses on one of the smaller slimes and speaks in magic-laced words: "May the light of the Citadel find you" and a radiant ethereal light shines down on the lime. Finally turning to Bendrak and Aranor, he says "It seems these gelatinous creatures are immune to your weapons. I am not a fighter. I believe we should retreat; we will likely be able to outrun them. You go first, I will follow."
MOVEMENT: To the front of the western tunnel, looking down it 20ft with my Light spell, then one more square south so as not to block the tunnel entrance. If this tunnel looks blocked or heads down instead of up, then will use the rest of my movement towards the southern tunnel, avoiding getting into melee with the slimes. ACTION: Casting Sacred Flame at slime #2a. DC15 DEX Save or take 3 radiant damage.
Tuuli loads another bolt, and aims at whatever enemy is closest, breathing out and loosing.
Steady Aim (Move and BA) for Advantage and Sneak Damage Action to shoot either the undead attacking Walt, or if it is gone, the other undead across the gap, or if it is not there, the woman, igl.
Crit! (17 and 20 with the Adv so 25 to hit), for 26 total damage!
Reaction now reserved for possible use of Shield.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
This post has potentially manipulated dice roll results.
Tuuli removes the head of the charging horror with a perfectly-aimed bolt. It drops with a sickly thump behind Bendrak and does not get up.
The crazed woman pulls down another radiance down upon Walt. Walt: Make another DC11 Dex Save or take 1 radiant damage.
With another gesture and arcane command, she conjures a long, black, bloody knife out of the air in front of Walt. It slashes at the poor man. Floating bloody knife attack vs. Walt: Attack: 4. Hit: 2 force damage.
Pax points to the northern passage and yells to Bendrak and Aranor: "I think we can return to the others this way should we choose to flee. The passage leads steeply upwards."
Walt is seared by radiant flames and gashed by a long, black bloody conjured blade. Despite taking this damage, Walt maintains concentration on his gust of wind spell.
IF Walt has line of sight of this woman, he will attack her.
Walt, injured but not shaken, takes one step towards the precipice and locks eyes with the crazed woman. He scowls at her, raises his fist towards the heavens, yells the incantation for guiding bolt and calls down a bolt of radiant energy onto her. All the while his Archer constellation flickers and glows and he strikes down his closed fist towards her calling down a radiant arrow on her.
Move: One step forward to the edge of the pit. Action: cast guiding bolt on the crazed woman. 14 to hit for 13 radiant damage. IF that hits, the next attack has advantage. Bonus Action: Archer ranged attack. 22 (17+5) to hit (I rolled twice just in case I had advantage and I rolled 17 twice!) 4 radiant damage.
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
OOC: Imagine how epic this scene must look from those down in the ooze pit!
A decapitated corpse falls into the pit and lands with a splat. This battered and bloodied old man steps into view. The roaring winds from his gust of wind spell whipping his beard and his hooded cloak about. He reaches toward the heavens with clenched fist and shouts some sort of incantation thats stifled by the howling gale. He strikes down his fist towards an unseen enemy and two bolts of radiant energy rain down and strike their target with a blinding white flash!
Rollback Post to RevisionRollBack
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
This post has potentially manipulated dice roll results.
Walt's flash of light appears to be redirected by the shimmering field surrounding the madwoman. But her arcane shield doesn't slow down his radiant cosmic arrow, which strikes her shoulder. (Her DC10 concentration chack: 10)
Below: Bendrak and Aranor, standing in a massive pile of stinking bones, are surrounded by three hostile oozes. They may act next.
This post has potentially manipulated dice roll results.
On Zartan's turn he will cast Tasha's Mind Whip at the crazy lady (INT 14 Save); Damage 8
- psychic damage - and it can’t take a reaction until the end of its next turn. - Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
Bonus Action: Telekinetic Shove the Corpse (STR 14 Save)
Despite himself, Aranor is distracted by the show happening up above, howling wind and bright flashes of magic. What in the nine hells was going on up there? Shaking his head to clear it, the moon elf decides Pax is right; these oozes are slow. They can probably outrun them and regroup with their friends up above.
"Let's do as Pax suggests," he says to Bendrak. "Sounds like they need some help above."
Aranor disengages from the ooze and starts heading down the northern passage that leads upwards.
This post has potentially manipulated dice roll results.
Bendrak nods. "Agreed."
He Disengages and retreats back into the passage, taking a position between the oozes and his companions. He then produces his waterskin to take a quick drink and wash off the stinging ooze.
Bendrak and Aranor disengage from the foul blobs and retreat to the west to the fork in the tunnels that Pax spotted. The corridor north leads steeply upward before turning to the east. The corridor west is level, and turns north.
The jellies begin to converge on Pax. Jelly 2a vs. Pax: Pseudopod Attack: 22 Hit: 7 bludgeoning damage plus 2 acid damage. Jelly 2b vs. Pax: Pseudopod Attack: 23 Hit: 10 bludgeoning damage plus 5 acid damage.
~~
Above: The corpse pushes against the gale-force wind and glares at you from across the chasm, but cannot produce the momentum to jump across. It looks down through its dead eyes into the pit, and then at the ledge opposite, gauging its next move, while directing a threatening growl toward the party. (Dodge)
~~ ROUND THREE ~~
Zartan psychically lashes out at the knife-wielding maniac. DC14 INT Save: 17 ...And then tries to telekinetically shove the corpse (in which direction?) DC14 STR Save: 15
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
They all manage to hold their footing.
Aranor is up, below.
As Bendrak cleaves one of the jellies in two, Aranor realizes both halves are now alive. That puts a damper on his plans. Instead of swinging his sword, he steps up to the nearest jelly and reaches out with his left hand. Lightning crackles from his fingertips and arcs through the jelly.
Shocking Grasp - 8 to hit (IGL)
Damage - 5
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Below:
The yellowish jellies are slow – you could probably outrun them – but strong. Aranor is pushed back before he can solidly lay his electrified hand upon one.
They swing massive, sticky pseudopods back at Aranor and Bendrak:
Jelly #1: Pseudopod Attack vs. Aranor: 11 Hit: 6 bludgeoning damage plus 5 acid damage.
Jelly #2a: Pseudopod Attack vs. Bendrak: 16 Hit: 8 bludgeoning damage plus 1 acid damage.
Jelly #2b: Pseudopod Attack vs. Aranor: 8 Hit: 6 bludgeoning damage plus 4 acid damage.
~~~~
Round 2:
Zartan and Tuuli may act above.
Pax may act below.
Zartan yells down the hole “heads up, incoming “
Bonus Action Telekinetic shove the corpse in front of Walt; STR 14 save.
Action: Firebolt the first bad guy I see: either the one in front of Walt if he succeeded or the corpse or scary lady with kitchen wares
14 to hit
7 damage
D&D since 1984
He also yells down “could you guys use a bit more firepower?”
D&D since 1984
Pax yells up above "Please do not drop any more monsters on our heads, we have quite enough to be dealing with down here. I think we may need to retreat and find our way back up to you." He moves to the first tunnel and shines his headlights down it, trying to judge if it will lead back to the level above. He focuses on one of the smaller slimes and speaks in magic-laced words: "May the light of the Citadel find you" and a radiant ethereal light shines down on the lime. Finally turning to Bendrak and Aranor, he says "It seems these gelatinous creatures are immune to your weapons. I am not a fighter. I believe we should retreat; we will likely be able to outrun them. You go first, I will follow."
MOVEMENT: To the front of the western tunnel, looking down it 20ft with my Light spell, then one more square south so as not to block the tunnel entrance. If this tunnel looks blocked or heads down instead of up, then will use the rest of my movement towards the southern tunnel, avoiding getting into melee with the slimes.
ACTION: Casting Sacred Flame at slime #2a. DC15 DEX Save or take 3 radiant damage.
Tuuli loads another bolt, and aims at whatever enemy is closest, breathing out and loosing.
Steady Aim (Move and BA) for Advantage and Sneak Damage
Action to shoot either the undead attacking Walt, or if it is gone, the other undead across the gap, or if it is not there, the woman, igl.
Crit! (17 and 20 with the Adv so 25 to hit), for 26 total damage!
Reaction now reserved for possible use of Shield.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Standing on the precipice in an arcane gale, corpse #2 tries again to keep its balance after a telekinetic shove: DC 14 STR Save: 10
...it succeeds, only to be smacked by a mote of arcane flame.
~~
Below:
Pax scouts out the western tunnel, and spies two tunnels, the northern fork sloping steeply upward, the western fork remaining level.
The sluggish jelly tries to avoid the flame-like radiance Pax pulls down upon it: DC15 Dex Save: 17
Tuuli removes the head of the charging horror with a perfectly-aimed bolt. It drops with a sickly thump behind Bendrak and does not get up.
The crazed woman pulls down another radiance down upon Walt. Walt: Make another DC11 Dex Save or take 1 radiant damage.
With another gesture and arcane command, she conjures a long, black, bloody knife out of the air in front of Walt. It slashes at the poor man.
Floating bloody knife attack vs. Walt: Attack: 4. Hit: 2 force damage.
Below:
Bendrak and Aranor may act next.
Above:
Walt and Lucky may act.
Dex save: 11
Con save: 13 (maintain concentration on Gust of Wind). He maintains concentration!
All rolls in game log. Walt rolled with advantage on con save due to war caster feat
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Pax points to the northern passage and yells to Bendrak and Aranor: "I think we can return to the others this way should we choose to flee. The passage leads steeply upwards."
Walt is seared by radiant flames and gashed by a long, black bloody conjured blade. Despite taking this damage, Walt maintains concentration on his gust of wind spell.
IF Walt has line of sight of this woman, he will attack her.
Walt, injured but not shaken, takes one step towards the precipice and locks eyes with the crazed woman. He scowls at her, raises his fist towards the heavens, yells the incantation for guiding bolt and calls down a bolt of radiant energy onto her. All the while his Archer constellation flickers and glows and he strikes down his closed fist towards her calling down a radiant arrow on her.
Move: One step forward to the edge of the pit.
Action: cast guiding bolt on the crazed woman. 14 to hit for 13 radiant damage. IF that hits, the next attack has advantage.
Bonus Action: Archer ranged attack. 22 (17+5) to hit (I rolled twice just in case I had advantage and I rolled 17 twice!) 4 radiant damage.
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
OOC: Imagine how epic this scene must look from those down in the ooze pit!
A decapitated corpse falls into the pit and lands with a splat. This battered and bloodied old man steps into view. The roaring winds from his gust of wind spell whipping his beard and his hooded cloak about. He reaches toward the heavens with clenched fist and shouts some sort of incantation thats stifled by the howling gale. He strikes down his fist towards an unseen enemy and two bolts of radiant energy rain down and strike their target with a blinding white flash!
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Walt's flash of light appears to be redirected by the shimmering field surrounding the madwoman. But her arcane shield doesn't slow down his radiant cosmic arrow, which strikes her shoulder. (Her DC10 concentration chack: 10)
Below:

Bendrak and Aranor, standing in a massive pile of stinking bones, are surrounded by three hostile oozes. They may act next.
Lucky just crouches as close to the wall as he can get, ready (but not Ready) to pounce.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
On Zartan's turn he will cast Tasha's Mind Whip at the crazy lady (INT 14 Save); Damage 8
- psychic damage
- and it can’t take a reaction until the end of its next turn.
- Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.
On a successful save, the target takes half as much damage and suffers none of the spell’s other effects.
Bonus Action: Telekinetic Shove the Corpse (STR 14 Save)
D&D since 1984
Despite himself, Aranor is distracted by the show happening up above, howling wind and bright flashes of magic. What in the nine hells was going on up there? Shaking his head to clear it, the moon elf decides Pax is right; these oozes are slow. They can probably outrun them and regroup with their friends up above.
"Let's do as Pax suggests," he says to Bendrak. "Sounds like they need some help above."
Aranor disengages from the ooze and starts heading down the northern passage that leads upwards.
Action: Disengage
Bonus Action: N/A
Movement: 30 feet toward northern passage
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Bendrak nods. "Agreed."
He Disengages and retreats back into the passage, taking a position between the oozes and his companions. He then produces his waterskin to take a quick drink and wash off the stinging ooze.
Second Wind: Heal 14 HP
Bendrak and Aranor disengage from the foul blobs and retreat to the west to the fork in the tunnels that Pax spotted. The corridor north leads steeply upward before turning to the east. The corridor west is level, and turns north.
The jellies begin to converge on Pax.
Jelly 2a vs. Pax: Pseudopod Attack: 22 Hit: 7 bludgeoning damage plus 2 acid damage.
Jelly 2b vs. Pax: Pseudopod Attack: 23 Hit: 10 bludgeoning damage plus 5 acid damage.
~~
Above:
The corpse pushes against the gale-force wind and glares at you from across the chasm, but cannot produce the momentum to jump across. It looks down through its dead eyes into the pit, and then at the ledge opposite, gauging its next move, while directing a threatening growl toward the party. (Dodge)
~~ ROUND THREE ~~
Zartan psychically lashes out at the knife-wielding maniac. DC14 INT Save: 17
...And then tries to telekinetically shove the corpse (in which direction?) DC14 STR Save: 15