The corpse easily keeps its feet. The madwoman shrieks in pain. (DC10 concentration check: 11)
Pax may be in trouble. (Crit damage: +3 bludgeoning damage and 4 acid damage.) (However, I forgot to subtract bane rolls: -4 and -1 on attack rolls vs. Pax, above, although a crit is a crit. Pax should also make a Concentration check.)
Tuuli is up (above). Pax is up (if he's up) below. Then Bendrak and Aranor may act (feel free to post in advance if desired.)
Tuuli is looking a little wild eyed at all the stars and fire and wind, but she pulls another bolt and snaps it in place, raising the crossbow and aiming for the corpse across the hole. (Doesn't look like she can see the woman to take a shot at her.)
No Move and BA for Steady Aim Attack with Steady Aim for Advantage and Sneak Damage (igl)
23 to hit, for 12 piercing damage
Reaction reserved for reactiony stuff like 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.
Just to make sure. The mad woman can only take one: move, action or bonus action
and it can’t take a reaction until the end of its next turn. - Moreover, this turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three
Aranor hears the distinct sound of acid sizzling against metal, and he glances back in time to see Pax get overwhelmed by the oozes. Cursing, he abandons his plan for the northern passage and runs back to aid his new companion. If Pax is able to move out of the way, Aranor will stand so that he's facing the three oozes and unleash a torrent of fire from his hands (Burning Hands).
Above: Tuuli hits the ghoul square in the neck with her bolt. It is in very bad shape.
The woman struggles against the blasting wind. DC13 STR Save:20 She turns and looks Walt in the eye. "Pazuzu will take your souls," she declares. (Walt: make a DC11 WIS save or spend your next turn moving away from her by the fastest available means.) Meanwhile, the floating black knife continues to slash at him. Attack: 21. Hit: 9 force damage.) Then she moves north, out of sight.
Below: Pax disengages and runs up the northern tunnel with 30ft movement. (Rolled 21 on CON save for Bane.)
Elbowing Bendrak out of the way, Aranor steps forward and unleashes a thin sheet of flames from his outstretched fingertips on the two smaller jellies. (DC13 Dex Saves:-4 and -1 )
This post has potentially manipulated dice roll results.
Below: Bendrak retreats farther up the sloping tunnel, right behind Pax.
The jellies converge on the tunnel. Only one is able to reach Aranor. One of the smaller yellowish jellies swings its hefty pseudopod at him. Ochre Jelly 2a vs. Aranor: Pseudopod Attack: 10 Hit: 6 bludgeoning damage plus 5 acid damage.
~~
Above: The nearly torn-apart ghoul struggles against the hurricane-force winds. DC13 STR Save: 14
The strong-footed ghoul makes one wild, desperate attempt to cross the void upwind, using the wall for traction against the powerful blast of air. (DC20 Athletics Save: 17)
This post has potentially manipulated dice roll results.
The ghoul comes close to succeeding with its wild, wallcrawling leap, but it can't quite muster the strength to make the full distance. It plummets to the bone pile. It takes 11 bludgeoning damage, and does not arise.
Starry Walt (and Lucky) may act next. There are no enemies in sight, above.
Walt watches as the last corpse leaps and nearly clears the gap. He listens for the impact and winces when he hears the splat. Once this happens, Walt stops the gust of wind spell by releasing concentration on it.
He looks down at lucky and says “Come little friend, let’s go for a ride.” He picks up the fluffy white cat and gives him gentle scritches on the head. Walt looks at the ground in front of him, measures his distance to be sure that he has enough room and uses the ring to cast jump on himself. He runs and leaps across the gap. Upon landing, he casts the cantrip produce flame to light up the room.
Move: Run 10 ft and leap across the gap into the scary lab. Bonus action: cast jump on himself Action: Cast cantrip produce flame
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)
Walt grabs Lucky and jumps like a flea across the chasm. He easily clears it, nearly whacking his head on the ceiling.
The chamber is clearly an arcane laboratory of some sort. One exit leads northward and downward, from which he can vaguely hear retreating footfalls over the natural sounds of the drafty cavern. The tables were clearly where the two ghouls had been strapped, earlier. Dozens of filthy, scrawl-covered pages of notes are strewn about the room, blown around by Walt's powerful arcane gusts. An open chest lies in a nook, heaped with treasure – mostly copper pieces, but also with silver and jewelry.
Lucky may act, together with Zartan and Tuuli (above) and Pax (below.) (Also Bendrak, if he needs to retcon any action to append his last turn.)
Pax sees Aranor trying to hold their rear. He speaks to the elf in a calm voice laced with magical protection "I grant you sanctuary. Hold our rear. Bendrak and I will protect the front." He then continues down the tunnel, headlights showing the way.
Lucky silently patters up the north hallway. (It quickly curves westward, where he catches up with the fleeing cultist, who doesn't notice a quietly approaching cat behind her.)
Tuuli makes a wild leap across the chasm. With a very lucky hop and windmill she barely catches a protrusion on the far ledge. Pulling herself up with difficulty, she is now prone, but safely upon the other side. (The DC was 15!)
Below, after imbuing a blessing upon Aranor, Pax climbs up the northern passage, which turns eastward. He comes face-to-face (well, within fifteen feet) of the crazed cultist coming in the other direction, with a cat on her heels. (Is he using his readied Sacred Flame now?)
BOOM. A massive blast shakes the cave complex. A shockwave of air and sound reverberates throughout the tunnels. Dust falls, ears ring, and you struggle to keep your feet. The vibration of falling rocks somewhere distant. Fortunately, everyone is unharmed and the tunnels remain clear of debris. The cultist looks around with alarm, appearing to be just as shocked as you.
Zartan may act next. (And Pax may use his readied action.)
This post has potentially manipulated dice roll results.
Pax releases the held spell, almost out of shock at seeing crazed woman running towards him. "BURN" he shouts instinctively and a blast of radiant light shoots towards the woman.
This post has potentially manipulated dice roll results.
Zartan tries to follow Tuuli's lead to leap the chasm but falls a little short.
(Because of his harengon ancestry, I'll allow the use of his "Lucky Footwork" in this situation, even though it normally applies only to Dex saves. ...But he's going to have to get very lucky here. Zartan is weaker than Tuuli, so it's a DC16 Save: 16 or, failing magical intervention, take 16 bludgeoning damage and join the jellies in the bone pit.)
Meanwhile, the crazed cultist tries to dodge Pax's radiant cantrip. DC16 Dex Save: 12
The woman races up to Pax and attempts to touch his chest with her blood-smeared hand: Melee spell attack: 18. Hit: 19 necrotic damage.
The corpse easily keeps its feet. The madwoman shrieks in pain. (DC10 concentration check: 11)
Pax may be in trouble. (Crit damage: +3 bludgeoning damage and 4 acid damage.)
(However, I forgot to subtract bane rolls: -4 and -1 on attack rolls vs. Pax, above, although a crit is a crit. Pax should also make a Concentration check.)
Tuuli is up (above).
Pax is up (if he's up) below. Then Bendrak and Aranor may act (feel free to post in advance if desired.)
Tuuli is looking a little wild eyed at all the stars and fire and wind, but she pulls another bolt and snaps it in place, raising the crossbow and aiming for the corpse across the hole. (Doesn't look like she can see the woman to take a shot at her.)
No Move and BA for Steady Aim
Attack with Steady Aim for Advantage and Sneak Damage (igl)
23 to hit, for 12 piercing damage
Reaction reserved for reactiony stuff like Shield.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Just to make sure. The mad woman can only take one: move, action or bonus action
and it can’t take a reaction until the end of its next turn.
- Moreover, this turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three
D&D since 1984
Aranor hears the distinct sound of acid sizzling against metal, and he glances back in time to see Pax get overwhelmed by the oozes. Cursing, he abandons his plan for the northern passage and runs back to aid his new companion. If Pax is able to move out of the way, Aranor will stand so that he's facing the three oozes and unleash a torrent of fire from his hands (Burning Hands).
Dex Save 13 for half damage or take 11 damage
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
(Corrected Post)
Above:
Tuuli hits the ghoul square in the neck with her bolt. It is in very bad shape.
The woman struggles against the blasting wind. DC13 STR Save: 20
She turns and looks Walt in the eye. "Pazuzu will take your souls," she declares.
(Walt: make a DC11 WIS save or spend your next turn moving away from her by the fastest available means.)Meanwhile, the floating black knife continues to slash at him. Attack: 21. Hit: 9 force damage.)Then she moves north, out of sight.
Below:
Pax disengages and runs up the northern tunnel with 30ft movement. (Rolled 21 on CON save for Bane.)
Elbowing Bendrak out of the way, Aranor steps forward and unleashes a thin sheet of flames from his outstretched fingertips on the two smaller jellies. (DC13 Dex Saves: -4 and -1 )
Bendrak is up next!
Below:
Bendrak retreats farther up the sloping tunnel, right behind Pax.
The jellies converge on the tunnel. Only one is able to reach Aranor. One of the smaller yellowish jellies swings its hefty pseudopod at him.
Ochre Jelly 2a vs. Aranor: Pseudopod Attack: 10 Hit: 6 bludgeoning damage plus 5 acid damage.
~~
Above:
The nearly torn-apart ghoul struggles against the hurricane-force winds. DC13 STR Save: 14
The strong-footed ghoul makes one wild, desperate attempt to cross the void upwind, using the wall for traction against the powerful blast of air.
(DC20 Athletics Save: 17)
The ghoul comes close to succeeding with its wild, wallcrawling leap, but it can't quite muster the strength to make the full distance. It plummets to the bone pile. It takes 11 bludgeoning damage, and does not arise.
Starry Walt (and Lucky) may act next. There are no enemies in sight, above.
Walt watches as the last corpse leaps and nearly clears the gap. He listens for the impact and winces when he hears the splat. Once this happens, Walt stops the gust of wind spell by releasing concentration on it.
He looks down at lucky and says “Come little friend, let’s go for a ride.” He picks up the fluffy white cat and gives him gentle scritches on the head. Walt looks at the ground in front of him, measures his distance to be sure that he has enough room and uses the ring to cast jump on himself. He runs and leaps across the gap. Upon landing, he casts the cantrip produce flame to light up the room.
Move: Run 10 ft and leap across the gap into the scary lab.
Bonus action: cast jump on himself
Action: Cast cantrip produce flame
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 grabs Lucky and jumps like a flea across the chasm. He easily clears it, nearly whacking his head on the ceiling.
The chamber is clearly an arcane laboratory of some sort. One exit leads northward and downward, from which he can vaguely hear retreating footfalls over the natural sounds of the drafty cavern. The tables were clearly where the two ghouls had been strapped, earlier. Dozens of filthy, scrawl-covered pages of notes are strewn about the room, blown around by Walt's powerful arcane gusts. An open chest lies in a nook, heaped with treasure – mostly copper pieces, but also with silver and jewelry.
Lucky may act, together with Zartan and Tuuli (above) and Pax (below.) (Also Bendrak, if he needs to retcon any action to append his last turn.)

Pax sees Aranor trying to hold their rear. He speaks to the elf in a calm voice laced with magical protection "I grant you sanctuary. Hold our rear. Bendrak and I will protect the front." He then continues down the tunnel, headlights showing the way.
Bonus Action: Cast Sanctuary on Aranor.
Action: Holding a Sacred Flame for anything threatening he finds down the tunnel.
Move: 30ft further down the tunnel
Lucky will skitter down the hallway, but trying to be stealthy, and will stop if he sees anything, or anyone.
Lucky's Stealth: 15
(Yes, I'm using the forum dice roller cause the character sheet service is down...)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Tuuli sides past Zartan to the edge of the pit as Lucky skitters off, and looks across, determined. "I got this," she says, and leaps!
Strength check (igl): 11
As she sails through the air, it looks like she's going to be short! She windmills her arms and stretches for the other side!
Strength check again (using a Luck point to re-roll, igl): 15
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Lucky silently patters up the north hallway. (It quickly curves westward, where he catches up with the fleeing cultist, who doesn't notice a quietly approaching cat behind her.)
Tuuli makes a wild leap across the chasm. With a very lucky hop and windmill she barely catches a protrusion on the far ledge. Pulling herself up with difficulty, she is now prone, but safely upon the other side. (The DC was 15!)
Below, after imbuing a blessing upon Aranor, Pax climbs up the northern passage, which turns eastward. He comes face-to-face (well, within fifteen feet) of the crazed cultist coming in the other direction, with a cat on her heels. (Is he using his readied Sacred Flame now?)
BOOM. A massive blast shakes the cave complex. A shockwave of air and sound reverberates throughout the tunnels. Dust falls, ears ring, and you struggle to keep your feet. The vibration of falling rocks somewhere distant. Fortunately, everyone is unharmed and the tunnels remain clear of debris. The cultist looks around with alarm, appearing to be just as shocked as you.
Zartan may act next. (And Pax may use his readied action.)
Zartan jump Athletics - 12
D&D since 1984
Pax releases the held spell, almost out of shock at seeing crazed woman running towards him. "BURN" he shouts instinctively and a blast of radiant light shoots towards the woman.
DC16 Dex Save or take 8 radiant damage.
Zartan tries to follow Tuuli's lead to leap the chasm but falls a little short.
(Because of his harengon ancestry, I'll allow the use of his "Lucky Footwork" in this situation, even though it normally applies only to Dex saves. ...But he's going to have to get very lucky here. Zartan is weaker than Tuuli, so it's a DC16 Save: 16 or, failing magical intervention, take 16 bludgeoning damage and join the jellies in the bone pit.)
Meanwhile, the crazed cultist tries to dodge Pax's radiant cantrip. DC16 Dex Save: 12
The woman races up to Pax and attempts to touch his chest with her blood-smeared hand:
Melee spell attack: 18. Hit: 19 necrotic damage.
Bendrak and Aranor are up next!
Zartan plummets into the pit...
Tuuli eeps and reaches out, and strong winds buffet the harengon, but slow his descent into the pit.
Use Reaction to cast Feather Fall on Zartan.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.