This post has potentially manipulated dice roll results.
Sopa sidesteps left putting Clunk directly between the mound and himself but not before a tentacle grazes his arm. The second strike finds only air as the Tortles maneuver puts him out of reach behind the mechanoid. Sopa sparks a quick incantation casting faerie fire.
Both Sopa and Clunk continue Sopas pivot maneuver until Sopa is on the southern side of Clunk while the construct remains between the Tortle and the mound.
Attack of Opportunity (Slam): 12 vs. AC 19 (Sopa); dealing 9 bludgeoning damage on a hit.
(OOC: As Sopa moves out of the shambling mound's reach, the monster will use it's reaction to make an AO against him.)
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Sopa casts faerie fire centered on the shambling mound, which makes a Dexterity (Save): 7 vs. DC 15. On a failed save, any attack roll against the shambling mound has advantage if the attacker can see it. Additionally, the shambling mound can't benefit from being invisible.
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(OOC: Sopa's shield guardian rolls it's own initiative and acts on it's own turn in combat. Based on the initiative roll results in this encounter, Clunk does not act until after Drohjo, and so the above attack rolls will be recorded as a readied attack which will trigger immediately after Drohjo's turn is completed.)
This post has potentially manipulated dice roll results.
Using the advantage of the creature being wrapped in glowing luminescence, Drohjo leaps into the fray, spear first !
Movement: moves diagonally to the south-west to place himself between Yama and the stone pillar, attacking straight north from the target. Action:two-handed attack with Sun Spear; Attack: 19 Damage: 6 Bonus Action: uses a Ki Point (3 left after this !) to unleash his Flurry of Blows for 2 Unarmed Attacks for Attack: 24 Damage: 8 and Attack: 13 Damage: 4 Free Action: grunts accordingly.
Rollback Post to RevisionRollBack
' Rogues Will Be Rogues ' (Circle of Fives Admission Rules, § 6 par. IV) " Put It Down. Now. Or Be Sorry. " (D. Khar-Errendis' Reported Tips For Curing Soul Ailments And Assorted Bad Behaviours, v. LIV p.XIII) " Tween thisThy and yonThou, shall I prove to Thee that these art what thou dost see ? " (Grimoire of The Great Pananthyr) " This One has said enough. Now, we fight. This way please ?" (8th Grade Bronze Disciple Raulnar Drohjo, Way of the Open Palm)
This post has potentially manipulated dice roll results.
(OOC: the area of effect of Sopa's faerie fire spell would include Clunk, if all other PCs were to be avoided. A retroactive Dexterity (Save) will be added to determine whether the construct will also be affected by the spell: CLUNK - 17 vs. DC 15.)
Drohjo's strikes all land with devastating effect, followed up by Clunk's powerful pistons firing two additional shots into the plant creature.
This post has potentially manipulated dice roll results.
Saj jogs after the others, muttering to himself "Everyone just always has to run..."He opens his book and grumbles again. A bolt of light shoots out at the Mound.
Saj casts Guiding Bolt at the Mound: 17; Damage on hit - 5 Radiant
Star light leaps from the druid in an arc across the room where it collides with the plant monster, injuring it further...and though it was clearly below full health and losing the battle, it had plenty of fight left, at least for the time being.
Seeing the other creature come moving in, Yama decides she doesn't want to be flanked. She raises he blade defensively and rolls out of range of the mound. Coming back to her feet she calls forth he magic and strikes with booming force against the lone creature and then dances back.
Bonus action disengage to move northwest one square to be by the pillar.
This post has potentially manipulated dice roll results.
Yamatsunami's strike sends the skeleton up in a flash of brilliance causing the animus to explode into dust...all of the other skeleton's stop what they are doing, and turn their attention toward the party for the first time. Baskets hit the ground as faded skulls swivel around on the tops of dry spines to look at the fighter. Their jagged jaws fall open as an evil hiss fills the room in waves of seething, stereophonic hatred...
ROLLING GROUP INITIATIVE: 3 - SKLTN 1 thru SKLTN 12
MAGNUS Uses the Ready action to prepare an eldritch blast attack that will trigger after any ally receives damage, targeting the monster the damage sourced from.
"Look at that Athrú, Sopa has kindly lit up that overgrown mound for us! Let us put it to rest!" Saoirse chuckles and rushes the mound that has been lit up like a Christmas tree. With a smile on her face her greatsword cuts through the air and into the mound.
"Woof!" Athrú barks in agreement and keeps pace with his mistress before tearing into the mound with his jaws.
Move: 10ft. S > 5ft. SW Action: Attack: 18 Damage: 7 piercing. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Rollback Post to RevisionRollBack
Active Characters Tink - Elf ArtificerNicholas Meloncreek - Human Fighter Thurkear - Lizardfolk WarlockBjorn "Whitewalker" Akannathi - Goliath Ranger
While the plant monster towered over Athrú, and easily withstood the animal's charge, it took three vicious hits from Saoirse and her companion. The mound shuddered and squealed and rather than launch a counter-attack, the severely injured creature appeared to be looking for some means of escape...
(OOC: due to the number of rolls required, I will make several posts to cover the skeleton's turns without scrambling the forum dice roller.)
The sinister hissing of the angered skeletons stops in unison and the frail but fearless undead group leaps into battle. About half of the skeletons charge the party members in an attempt to distract them while the rest attack. Having no proper weapons, the skeletons attack with their bony fists and - to the amazement of the party - begin to tear off their arm bones, leg bones and even their skulls for use as makeshift clubs!!
SKTN 1 Action (Dash): moves 40 feet east, stopping adjacent to Magnus
This post has potentially manipulated dice roll results.
SKTN 2 Movement: 25 feet east, stooping adjacent to Saj Action ([action]Help[/action): assists SKTN 3 with attacking Saj
SKTN 3 Attack (Eye Gouge): 18 vs. AC 17 (Saj); dealing1 piercing damage on a hit. On a hit, Saj must succeed on a Constitution (Save): 14 vs. DC 10 or become blinded until the end of his next turn.
SKTN 6 Movement: 15 feet east, stopping adjacent to Yamatsunami. After the skeleton's movement, it reaches down and rips out one of it's leg bones to use as a weapon! Attack (Leg Bone Club): 9 vs. AC 22 (Yamatsunami); dealing4 bludgeoning damage on a hit. The skeleton's walking speed is permanently reduced to 15 feet.
SKTN 7 This skeleton rips one of his arm bones out to use as a small club! Attack (Arm Bone Club): 20 vs. AC 14 (Magnus); dealing5 bludgeoning damage on a hit. The skeleton suffers a permanent -2 AC reduction.
This post has potentially manipulated dice roll results.
SKTN 8 Action (Dash): moves 40 feet west, stopping adjacent to Magnus
SKTN 9 Movement: 10 feet northeast, stopping adjacent to Saoirse and Drohjo. After it's movement, the skeleton reaches up with both hands and rips it's skull off and begins swinging it around wildly! Attacks random adjacent square: 4 counting clockwise from top left. Attack (Skull Club): 6 dealing2 bludgeoning damage on a hit. The skeleton is permanently blinded and attacks a random adjacent space on each of it's subsequent turns.
Sopa sidesteps left putting Clunk directly between the mound and himself but not before a tentacle grazes his arm. The second strike finds only air as the Tortles maneuver puts him out of reach behind the mechanoid. Sopa sparks a quick incantation casting faerie fire.
Clunks arms piston forward striking at the mound.
Attack: 27 Damage: 17
Attack: 26 Damage: 12
**This Space for Rent**
Both Sopa and Clunk continue Sopas pivot maneuver until Sopa is on the southern side of Clunk while the construct remains between the Tortle and the mound.
**This Space for Rent**
Attack of Opportunity (Slam): 12 vs. AC 19 (Sopa); dealing 9 bludgeoning damage on a hit.
(OOC: As Sopa moves out of the shambling mound's reach, the monster will use it's reaction to make an AO against him.)
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Sopa casts faerie fire centered on the shambling mound, which makes a Dexterity (Save): 7 vs. DC 15. On a failed save, any attack roll against the shambling mound has advantage if the attacker can see it. Additionally, the shambling mound can't benefit from being invisible.
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(OOC: Sopa's shield guardian rolls it's own initiative and acts on it's own turn in combat. Based on the initiative roll results in this encounter, Clunk does not act until after Drohjo, and so the above attack rolls will be recorded as a readied attack which will trigger immediately after Drohjo's turn is completed.)
Using the advantage of the creature being wrapped in glowing luminescence, Drohjo leaps into the fray, spear first !
Movement: moves diagonally to the south-west to place himself between Yama and the stone pillar, attacking straight north from the target.
Action: two-handed attack with Sun Spear; Attack: 19 Damage: 6
Bonus Action: uses a Ki Point (3 left after this !) to unleash his Flurry of Blows for 2 Unarmed Attacks for Attack: 24 Damage: 8 and Attack: 13 Damage: 4
Free Action: grunts accordingly.
' Rogues Will Be Rogues ' (Circle of Fives Admission Rules, § 6 par. IV)
" Put It Down. Now. Or Be Sorry. " (D. Khar-Errendis' Reported Tips For Curing Soul Ailments And Assorted Bad Behaviours, v. LIV p.XIII)
" Tween thisThy and yonThou, shall I prove to Thee that these art what thou dost see ? " (Grimoire of The Great Pananthyr)
" This One has said enough. Now, we fight. This way please ?" (8th Grade Bronze Disciple Raulnar Drohjo, Way of the Open Palm)
**This Space for Rent**
(OOC: the area of effect of Sopa's faerie fire spell would include Clunk, if all other PCs were to be avoided. A retroactive Dexterity (Save) will be added to determine whether the construct will also be affected by the spell: CLUNK - 17 vs. DC 15.)
Drohjo's strikes all land with devastating effect, followed up by Clunk's powerful pistons firing two additional shots into the plant creature.
Saj jogs after the others, muttering to himself "Everyone just always has to run..." He opens his book and grumbles again. A bolt of light shoots out at the Mound.
Saj casts Guiding Bolt at the Mound: 17; Damage on hit - 5 Radiant
Edit for correct Guiding Bolt damage roll: 10
Star light leaps from the druid in an arc across the room where it collides with the plant monster, injuring it further...and though it was clearly below full health and losing the battle, it had plenty of fight left, at least for the time being.
Seeing the other creature come moving in, Yama decides she doesn't want to be flanked. She raises he blade defensively and rolls out of range of the mound. Coming back to her feet she calls forth he magic and strikes with booming force against the lone creature and then dances back.
Bonus action disengage to move northwest one square to be by the pillar.
Action booming blade: Attack: 24 Damage: 10 radiant + 5 thunder damage + 5 sneak damage
Move action to get into purple circle
To be clear this is at the little guy not the big mound
Yamatsunami's strike sends the skeleton up in a flash of brilliance causing the animus to explode into dust...all of the other skeleton's stop what they are doing, and turn their attention toward the party for the first time. Baskets hit the ground as faded skulls swivel around on the tops of dry spines to look at the fighter. Their jagged jaws fall open as an evil hiss fills the room in waves of seething, stereophonic hatred...
ROLLING GROUP INITIATIVE:
3 - SKLTN 1 thru SKLTN 12
(OOC: SKLTN 10 is already dead.)
(OOC: Posting for MAGNUS)
MAGNUS
Uses the Ready action to prepare an eldritch blast attack that will trigger after any ally receives damage, targeting the monster the damage sourced from.
"Look at that Athrú, Sopa has kindly lit up that overgrown mound for us! Let us put it to rest!" Saoirse chuckles and rushes the mound that has been lit up like a Christmas tree. With a smile on her face her greatsword cuts through the air and into the mound.
Move: 10ft. S > 5ft. SW
Action: Attack Shambling Mound with greatsword twice
Attack 1, Attack: 28 Damage: 17 slashing
Attack 2, Attack: 23 Damage: 15 slashing
"Woof!" Athrú barks in agreement and keeps pace with his mistress before tearing into the mound with his jaws.
Move: 10ft. S > 5ft. SW
Action: Attack: 18 Damage: 7 piercing. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Active Characters
Tink - Elf Artificer Nicholas Meloncreek - Human Fighter
Thurkear - Lizardfolk Warlock Bjorn "Whitewalker" Akannathi - Goliath Ranger
SHAMBLING MOUND
Strength (Save): 23 vs. DC 11 (Athrú), knocked prone on a failed save.
While the plant monster towered over Athrú, and easily withstood the animal's charge, it took three vicious hits from Saoirse and her companion. The mound shuddered and squealed and rather than launch a counter-attack, the severely injured creature appeared to be looking for some means of escape...
SHAMBLING MOUND
Action (Dash)
Movement: 15 feet south, 15 feet west
(OOC: Drohjo, Saoirse, Athrú and Clunk all have the option to use their reaction to make an AO against the fleeing plant monster.)
(OOC: due to the number of rolls required, I will make several posts to cover the skeleton's turns without scrambling the forum dice roller.)
The sinister hissing of the angered skeletons stops in unison and the frail but fearless undead group leaps into battle. About half of the skeletons charge the party members in an attempt to distract them while the rest attack. Having no proper weapons, the skeletons attack with their bony fists and - to the amazement of the party - begin to tear off their arm bones, leg bones and even their skulls for use as makeshift clubs!!
SKTN 1
Action (Dash): moves 40 feet east, stopping adjacent to Magnus
SKTN 2
Movement: 25 feet east, stooping adjacent to Saj
Action ([action]Help[/action): assists SKTN 3 with attacking Saj
SKTN 3
Attack (Eye Gouge): 18 vs. AC 17 (Saj); dealing1 piercing damage on a hit. On a hit, Saj must succeed on a Constitution (Save): 14 vs. DC 10 or become blinded until the end of his next turn.
SKTN 4
Action (Dash): moves 45 feet southwest, stopping adjacent to Sopa
SKTN 5
Action (Dash): moves 30 feet east, stopping adjacent to Yamatsunami
SKTN 6
Movement: 15 feet east, stopping adjacent to Yamatsunami. After the skeleton's movement, it reaches down and rips out one of it's leg bones to use as a weapon!
Attack (Leg Bone Club): 9 vs. AC 22 (Yamatsunami); dealing4 bludgeoning damage on a hit. The skeleton's walking speed is permanently reduced to 15 feet.
SKTN 7
This skeleton rips one of his arm bones out to use as a small club!
Attack (Arm Bone Club): 20 vs. AC 14 (Magnus); dealing5 bludgeoning damage on a hit. The skeleton suffers a permanent -2 AC reduction.
SKTN 8
Action (Dash): moves 40 feet west, stopping adjacent to Magnus
SKTN 9
Movement: 10 feet northeast, stopping adjacent to Saoirse and Drohjo. After it's movement, the skeleton reaches up with both hands and rips it's skull off and begins swinging it around wildly! Attacks random adjacent square: 4 counting clockwise from top left.
Attack (Skull Club): 6 dealing2 bludgeoning damage on a hit. The skeleton is permanently blinded and attacks a random adjacent space on each of it's subsequent turns.
(OOC: SKTN 9 attack posted above was against an empty square)
SKTN 11
Movement: 15 feet west, stooping adjacent to Sopa
Action ([action]Help[/action): assists SKTN 12 with attacking Sopa
SKTN 12
Movement: 5 feet southwest, stopping adjacent to Sopa
Attack (Unarmed Strike): 18 vs. AC 19 (Sopa); dealing1 bludgeoning damage on a hit.