Aranor flinches as a resounding boom echoes through the mine. He sincerely hopes that it wasn't the sound of the mine entrance caving in. There is no time to think these dire thoughts, however, as the jellies have managed to catch up with them, and they hit surprisingly hard. He feels the sting of acid against his skin. Aranor can sense the protection of the spell Pax has cast on him. Still, this is a good spot to defend against the oozes, and they need to take care of them one way or the other. He prepares another fire spell in his hand and launches it at the oozes.
Burning Hands Dex save 13 for half damage or take 14 damage
This post has potentially manipulated dice roll results.
(Sorry, was out in the country for New Years so no internet, if I missed a turn...)
Bendrak scowls at his apparently useless axe and as he backs up, swaps it out for a creaky crossbow, still bearing some flaking flames he'd painted on years ago.
(Presuming it's Zartan's turn and he is still down below)
Zartan yells up a Thank you. He then focuses on the danger in front of him. He quickly remembers the 'Break in case of glass' spell and casts it. He adds at the end of the spell "I think I'll go with fire".
(Presuming he is close enough to catch all jellies in the 15' cone' and no one else) He opens his mouth and instead of sweet or arcane words to come out he breaths a cone of red hot flames onto the jellies. He then backs away.
DEX 14 Save or take: 8 (If Saved, then half)
He Bonus Action casts Dragon's Breath and then for his Action uses it. He will then move 30' to the other end of the cave, away from them.
This post has potentially manipulated dice roll results.
The first small jelly (2a) dissolves into goo. The second takes its spot. Jelly #2b vs. Aranor: Pseudopod Attack: 9. Hit: 9 bludgeoning damage plus 6 acid damage.
The big one goes after Zartan. Jelly #1 vs. Zartan: Pseudopod Attack: 18. Hit: 4 bludgeoning damage plus 2 acid damage.
Walt's eyes bug out at the sight of all the treasure, but the massive blast and shaking snaps him out of his moment of temptation. He wearily walks towards the corridor where the crazed person fled. He turns the corner and spots her and Pax fighting in the hallway.
The constellation on Walt's old bones flicker and radiates as he calls down an attack from the Archer. He follows that up by raining down another guiding bolt. After his attack he will step back and seek cover behind the stone wall.
Move: Walt will move north 20ft until he has line of sight. After he attacks he will move 5 ft south to seek cover behind the wall.
Bonus Action: Ranged spell attack with Archer constellation. To hit: 14 for 6 radiant damage.
Action: Ranged spell attach with guiding bolt. To hit: 23 for16 radiant damage.
(All rolls in game log. BTW, I used one of Walt's two casts of guiding bolt afforded to him by his class features sparing his spell slots.)
This post has potentially manipulated dice roll results.
Walt hits the madwoman in the back with a glowing, cosmic arrow, but the sparkling arcane field around her body seems to absorb all the impact. She turns and growls, "Pazuzu take your soul." She raises her arms to strike Walt with a new arcane assault, but then he releases a blast of light. She crumples to the floor, dead, at Pax's feet. You notice a red amulet hanging from her neck.
~ Top of the Round ~
Zartan opens his mouth and releases torrents of fire upon both jellies. DC 14 DEX Saves: 18, 4
Tuuli, leaning over the edge (she never bothered to stand up), calls down to Zartan, “I’m gonna pick you up! Don’t fight it!” Then she gathers the air and swirls it under the harengon, lifting him into the air and back up the hole!
Action: use racial feat for Levitate, to lift Zartan 20’ up in the air (and rising).
At the cultists touch, Pax feels the stony sinew between his joints rapidly harden and crack, and he hunches over such that he suddenly looks as old as his hundreds of years. In a croaky voice that carries none of his previous command he says "Stop, we can negotiate...oh, never mind," as the woman is brought down by Walt's radiance. Pax bends over to pick up the amulet, then turning to see that neither Bendrak or Aranor had followed him, and with a nod to Walt, he hobbles down the tunnel to make sure they are OK.
Tuuli lifts Zartan slowly but steadily up the hole.
Bendrak sinks another bolt deep into the massive jelly.
Pax pulls the red amulet off the cultist's neck, turns, and stumbles back down the passage again.
Aranor is up next. The only remaining apparent danger left is the massive jelly nestled atop the bone pile.
Something else you notice, too – the caverns are completely silent, suddenly. The ever-present wind wailing eerily through the mine system has gone quiet.
Tuuli notices the eerieness, enhanced by Zartan having taken the torch below with him, and Walt’s otherworldly glow from the other passageway all that is lighting up the room behind her. She shivers involuntarily.
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.
Aranor watches the other ooze dissolve with satisfaction. That just leaves the big one then. He keeps the ooze in his line of sight but he backs up as far away from it as he can. Then he mutters an incantation, and a ghostly hand assails the ooze. Even as he casts the spell, he realizes a deadly quiet has come over the mine, and it seems to be more than just from vanquishing their enemies. It almost seems like the calm before a storm.
This post has potentially manipulated dice roll results.
A ghostly, skeletal hand appears next to the lumbering jelly on the bone pile. It seems to wince and retract in pain as the spectral hand gently touches it. It slithers and rolls back down the pile of decaying bones and slams another pseudopod at Aranor.
Pseudopod Attack vs Aranor: 13. Hit: 6 bludgeoning damage plus 5 acid damage.
(ooc: I don't think Walt can move close enough to attack this round so I'll move as far as I can to attack next round if needed.)
Walt peeks around the corner and see's that the crazed cultist is finally down. He runs and uses his dash to get as close to the action as possible. He rounds the corner and see's some of his friends stacked up in the hallway, but he can't see any threats in sight. He yells out to his friends "Are you okay? Does anyone need help?" His archer constellation flickers and comes to life, just in case.
Move & Action:Run total of 60 feet using his full move action and dash.
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)
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Zartan says “Thank you!”
D&D since 1984
Aranor flinches as a resounding boom echoes through the mine. He sincerely hopes that it wasn't the sound of the mine entrance caving in. There is no time to think these dire thoughts, however, as the jellies have managed to catch up with them, and they hit surprisingly hard. He feels the sting of acid against his skin. Aranor can sense the protection of the spell Pax has cast on him. Still, this is a good spot to defend against the oozes, and they need to take care of them one way or the other. He prepares another fire spell in his hand and launches it at the oozes.
Burning Hands Dex save 13 for half damage or take 14 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
(Sorry, was out in the country for New Years so no internet, if I missed a turn...)
Bendrak scowls at his apparently useless axe and as he backs up, swaps it out for a creaky crossbow, still bearing some flaking flames he'd painted on years ago.
Attack: 11 Damage: 9
(Presuming it's Zartan's turn and he is still down below)
Zartan yells up a Thank you. He then focuses on the danger in front of him. He quickly remembers the 'Break in case of glass' spell and casts it. He adds at the end of the spell "I think I'll go with fire".
(Presuming he is close enough to catch all jellies in the 15' cone' and no one else) He opens his mouth and instead of sweet or arcane words to come out he breaths a cone of red hot flames onto the jellies. He then backs away.
DEX 14 Save or take: 8 (If Saved, then half)
He Bonus Action casts Dragon's Breath and then for his Action uses it. He will then move 30' to the other end of the cave, away from them.
D&D since 1984
Aranor shoots another sheet of flames at the encroaching jelly. DC12 Dex Saves: 14, 14, 4
Bendrak backs up a few feet - just far enough to see the jellies. He fires a bolt at the one menacing Aranor, but misses.
The first small jelly (2a) dissolves into goo. The second takes its spot.
Jelly #2b vs. Aranor: Pseudopod Attack: 9. Hit: 9 bludgeoning damage plus 6 acid damage.
The big one goes after Zartan.
Jelly #1 vs. Zartan: Pseudopod Attack: 18. Hit: 4 bludgeoning damage plus 2 acid damage.
(Walt and Lucky are up next, and then I'll resolve Zartan's turn.)
Lucky holds his spot, trying to make himself as small as possible, spirit sense questing for instructions from Tuuli, who is terribly busy right now.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Walt's eyes bug out at the sight of all the treasure, but the massive blast and shaking snaps him out of his moment of temptation. He wearily walks towards the corridor where the crazed person fled. He turns the corner and spots her and Pax fighting in the hallway.
The constellation on Walt's old bones flicker and radiates as he calls down an attack from the Archer. He follows that up by raining down another guiding bolt. After his attack he will step back and seek cover behind the stone wall.
Move: Walt will move north 20ft until he has line of sight. After he attacks he will move 5 ft south to seek cover behind the wall.
Bonus Action: Ranged spell attack with Archer constellation. To hit: 14 for 6 radiant damage.
Action: Ranged spell attach with guiding bolt. To hit: 23 for 16 radiant damage.
(All rolls in game log. BTW, I used one of Walt's two casts of guiding bolt afforded to him by his class features sparing his spell slots.)
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 hits the madwoman in the back with a glowing, cosmic arrow, but the sparkling arcane field around her body seems to absorb all the impact.
She turns and growls, "Pazuzu take your soul." She raises her arms to strike Walt with a new arcane assault, but then he releases a blast of light.
She crumples to the floor, dead, at Pax's feet. You notice a red amulet hanging from her neck.
~ Top of the Round ~
Zartan opens his mouth and releases torrents of fire upon both jellies. DC 14 DEX Saves: 18, 4
Tuuli, Pax, Bendrak, and Aranor may act next!
The second small jelly menacing Aranor dissolves in flames. Only the big one near Zartan remains.

Bendrak reloads his crossbow, peeks around the corner, and takes a shot at the remaining ooze.
Attack: 19 Damage: 4
Tuuli, leaning over the edge (she never bothered to stand up), calls down to Zartan, “I’m gonna pick you up! Don’t fight it!” Then she gathers the air and swirls it under the harengon, lifting him into the air and back up the hole!
Action: use racial feat for Levitate, to lift Zartan 20’ up in the air (and rising).
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Zartan, hearing Tuuli's voice stays calm but watchful of attacks. He readies for his next opportunity to attack the jelly
D&D since 1984
At the cultists touch, Pax feels the stony sinew between his joints rapidly harden and crack, and he hunches over such that he suddenly looks as old as his hundreds of years. In a croaky voice that carries none of his previous command he says "Stop, we can negotiate...oh, never mind," as the woman is brought down by Walt's radiance. Pax bends over to pick up the amulet, then turning to see that neither Bendrak or Aranor had followed him, and with a nod to Walt, he hobbles down the tunnel to make sure they are OK.
Tuuli lifts Zartan slowly but steadily up the hole.
Bendrak sinks another bolt deep into the massive jelly.
Pax pulls the red amulet off the cultist's neck, turns, and stumbles back down the passage again.
Aranor is up next. The only remaining apparent danger left is the massive jelly nestled atop the bone pile.
Something else you notice, too – the caverns are completely silent, suddenly. The ever-present wind wailing eerily through the mine system has gone quiet.
Tuuli notices the eerieness, enhanced by Zartan having taken the torch below with him, and Walt’s otherworldly glow from the other passageway all that is lighting up the room behind her. She shivers involuntarily.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Aranor watches the other ooze dissolve with satisfaction. That just leaves the big one then. He keeps the ooze in his line of sight but he backs up as far away from it as he can. Then he mutters an incantation, and a ghostly hand assails the ooze. Even as he casts the spell, he realizes a deadly quiet has come over the mine, and it seems to be more than just from vanquishing their enemies. It almost seems like the calm before a storm.
Chill Touch - Attack: 15 Damage: 8
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
A ghostly, skeletal hand appears next to the lumbering jelly on the bone pile. It seems to wince and retract in pain as the spectral hand gently touches it. It slithers and rolls back down the pile of decaying bones and slams another pseudopod at Aranor.
Pseudopod Attack vs Aranor: 13. Hit: 6 bludgeoning damage plus 5 acid damage.
Walt may act next, followed by everyone else.
(ooc: I don't think Walt can move close enough to attack this round so I'll move as far as I can to attack next round if needed.)
Walt peeks around the corner and see's that the crazed cultist is finally down. He runs and uses his dash to get as close to the action as possible. He rounds the corner and see's some of his friends stacked up in the hallway, but he can't see any threats in sight. He yells out to his friends "Are you okay? Does anyone need help?" His archer constellation flickers and comes to life, just in case.
Move & Action: Run total of 60 feet using his full move action and dash.
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)