<Out of turn, but I Ven plans on casting fairie fire if he can get all of them in the cube and casting silvery barbs if one of them lands a hit, giving advantage to the rogue if the spell succeeds>
<It's extremely unlikely he's going to be able to determine how many there are let alone if they're all in a specific cube of space this turn, unless the cleric enters the room or it's otherwise flooded with light. In point of fact, the players (not the PCs) know they are not all in a 20ft cube. It would be reasonable to split the difference a d jusr pick one dark corner (since you csn see theyre not in the lit corners). The spell itself is absolutely a good choice, it's just that precondition is not going to be met and the PC probably won't be able to determine it in any case. Still, he absolutely should cast it.>
I haven't heard any complaints about the map positioning, so posting initiative
You know there are creatures in here. (They actually make a lot of noise, more on that soon). If their hide rolls were below your perception rolls, they count as unseen attacker/defender for this round. If they attack, they lose that benefit. Standard hiding stuff.
Monk is up. He sees all the manglers trying to hide because he acts so quickly. They actually do so on initiative 17, as a bonus action, so I'm saying Shaiere acts before they manage to hide among the dhadows (some more successfully thsn others).
Opening the door to this chamber reveals a grisly sight. Three desiccated human corpses are strung up at even intervals on iron bars that cross the room in a grid, eight feet above the ground. The bodies hang lifelessly from leather straps that are tied down to the grid with elaborate knots.
This chamber is thirty feet by fifty feet. A viscous fluid comprised of water mixed with grainy sand and earth, drips from the ceiling coating the floors and walls.
I’m assuming I don’t see the creatures. I’ll hold my turn until someone else acts and makes a threat apparent (waiting for either something that will grants me advantage or until my ally is 5 feet from one of them).
Shaiere notices M3 also so he points at it and shouts out (Probably not heard over the howling wind?) "Creature over their too!" before attacking M2 & M1.
This post has potentially manipulated dice roll results.
Seeing clearly yhr monk look at them.and call to his allies, they forego trying to hide. (Freeing up ba for moving without provoking AoO)
Flurry of claws. The manglers makes 6 claw attacks with against the target.
The two in the south attack the monk 6 times each.
M1 x monk
12 for 8 slashing plus 7 psychic 14 for 8 slashing plus 7 psychic 26 for 8 slashing plus 7 psychic 20 for 8 slashing plus 7 psychic 14 for 8 slashing plus 7 psychic 15 for 8 slashing plus 7 psychic
M2 x monk
13 for 8 slashing plus 7 psychic 24 for 8 slashing plus 7 psychic 24 for 8 slashing plus 7 psychic 17 for 8 slashing plus 7 psychic 24 for 8 slashing plus 7 psychic 26 for 8 slashing plus 7 psychic
The two then move north, taunting the fighter and rogue (in deep speech) as they pass, calling guttarally as the mangler from the north moves south, likewise attacking 6 times the fighter, before moving to the south corner
8 for 8 slashing plus 7 psychic 16 for 8 slashing plus 7 psychic 9 for 8 slashing plus 7 psychic 25 for 8 slashing plus 7 psychic 10 for 8 slashing plus 7 psychic 24 for 8 slashing plus 7 psychic
The floors here are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or slip and fall prone. The viscous fluid coats their hands, imposing disadvantage on their next weapon attack roll. This fluid can be removed by using an action to scrape off the character's hands.
"The fools have aided us benevolent. Such obedient prey. The seer will not be displeased."
Since the cleric usbwearing the light source, it would be very helpful to know if and when he enters the room, removing DA from attacsk.
Aldo, I totally forgot to roll with AD on all those attacks above. Sorry about that. See below.
M1 x monk
23 for 8 slashing plus 7 psychic 15 for 8 slashing plus 7 psychic 25 for 8 slashing plus 7 psychic 12 for 8 slashing plus 7 psychic 14 for 8 slashing plus 7 psychic 8 for 8 slashing plus 7 psychic
M2 x monk
8 for 8 slashing plus 7 psychic 15 for 8 slashing plus 7 psychic 16 for 8 slashing plus 7 psychic 22 for 8 slashing plus 7 psychic 23 for 8 slashing plus 7 psychic 27 for 8 slashing plus 7 psychic
The two then move north, taunting the fighter and rogue (in deep speech) as they pass, calling guttarally as the mangler from the north moves south, likewise attacking 6 times the fighter, before moving to the south corner
12 for 8 slashing plus 7 psychic 21 for 8 slashing plus 7 psychic 12 for 8 slashing plus 7 psychic 14 for 8 slashing plus 7 psychic 13 for 8 slashing plus 7 psychic 24 for 8 slashing plus 7 psychic
Even with resistance to Psychic damage, M1 will get Shaiere to 1 hp. M2 will bring him down, then hitting him all 4 times (no DEX+WIS added to AC) for 4 automatic Failed Death Saves. My Character is Deader than a door nail. :(
Even with resistance to Psychic damage, M1 will get Shaiere to 1 hp. M2 will bring him down, then hitting him all 4 times (no DEX+WIS added to AC) for 4 automatic Failed Death Saves. My Character is Deader than a door nail. :(
(I hate to retcon again, not that it would matter I don't think, but the first attack that hits get a reroll from Ven's Silvery Barbs? Just to see if the damage could be mitigated)
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<It's extremely unlikely he's going to be able to determine how many there are let alone if they're all in a specific cube of space this turn, unless the cleric enters the room or it's otherwise flooded with light. In point of fact, the players (not the PCs) know they are not all in a 20ft cube. It would be reasonable to split the difference a d jusr pick one dark corner (since you csn see theyre not in the lit corners). The spell itself is absolutely a good choice, it's just that precondition is not going to be met and the PC probably won't be able to determine it in any case. Still, he absolutely should cast it.>
I haven't heard any complaints about the map positioning, so posting initiative
You know there are creatures in here. (They actually make a lot of noise, more on that soon). If their hide rolls were below your perception rolls, they count as unseen attacker/defender for this round. If they attack, they lose that benefit. Standard hiding stuff.
Stealth checks (from above)
M1 16
M2 12
M3 22
Initiative target = 17
Shaiere 17 ▶️
Quadere 8 ⏸️
Vendelen 7 ⏸️
Kalak 6 ⏸️
Kandalou 5 ⏸️
Vishnu ?
Monk is up. He sees all the manglers trying to hide because he acts so quickly. They actually do so on initiative 17, as a bonus action, so I'm saying Shaiere acts before they manage to hide among the dhadows (some more successfully thsn others).
Opening the door to this chamber reveals a grisly sight. Three desiccated human corpses are strung up at even intervals on iron bars that cross the room in a grid, eight feet above the ground. The bodies hang lifelessly from leather straps that are tied down to the grid with elaborate knots.
This chamber is thirty feet by fifty feet. A viscous fluid comprised of water mixed with grainy sand and earth, drips from the ceiling coating the floors and walls.
Rogue)
initiative: 19
Perception: 5
I’m assuming I don’t see the creatures. I’ll hold my turn until someone else acts and makes a threat apparent (waiting for either something that will grants me advantage or until my ally is 5 feet from one of them).
Passive Perception: 12
Raw: you can see what's hiding with stealth below you're passive perception.
Monk is up.
Shaiere passive perception is 21 so will notice M1 & M2 immediately. Perception 20 to notice M3
Shaire will move down to the east of M2 attack it twice and use his bonus action to strike at M2 once.
Attack 1 16 Damage 4
Attack 2 10 Damage 5
Bonus attack 3 17 Damage 8
Cats go Moo!
Shaiere notices M3 also so he points at it and shouts out (Probably not heard over the howling wind?) "Creature over their too!" before attacking M2 & M1.
Cats go Moo!
Seeing clearly yhr monk look at them.and call to his allies, they forego trying to hide. (Freeing up ba for moving without provoking AoO)
Flurry of claws. The manglers makes 6 claw attacks with against the target.
The two in the south attack the monk 6 times each.
M1 x monk
12 for 8 slashing plus 7 psychic 14 for 8 slashing plus 7 psychic 26 for 8 slashing plus 7 psychic 20 for 8 slashing plus 7 psychic 14 for 8 slashing plus 7 psychic 15 for 8 slashing plus 7 psychic
M2 x monk
13 for 8 slashing plus 7 psychic 24 for 8 slashing plus 7 psychic 24 for 8 slashing plus 7 psychic 17 for 8 slashing plus 7 psychic 24 for 8 slashing plus 7 psychic 26 for 8 slashing plus 7 psychic
The two then move north, taunting the fighter and rogue (in deep speech) as they pass, calling guttarally as the mangler from the north moves south, likewise attacking 6 times the fighter, before moving to the south corner
8 for 8 slashing plus 7 psychic 16 for 8 slashing plus 7 psychic 9 for 8 slashing plus 7 psychic 25 for 8 slashing plus 7 psychic 10 for 8 slashing plus 7 psychic 24 for 8 slashing plus 7 psychic
The floors here are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or slip and fall prone. The viscous fluid coats their hands, imposing disadvantage on their next weapon attack roll. This fluid can be removed by using an action to scrape off the character's hands.
Vendelen understands their taunts:
"The fools have aided us benevolent. Such obedient prey. The seer will not be displeased."
Since the cleric usbwearing the light source, it would be very helpful to know if and when he enters the room, removing DA from attacsk.
Aldo, I totally forgot to roll with AD on all those attacks above. Sorry about that. See below.
M1 x monk
23 for 8 slashing plus 7 psychic 15 for 8 slashing plus 7 psychic 25 for 8 slashing plus 7 psychic 12 for 8 slashing plus 7 psychic 14 for 8 slashing plus 7 psychic 8 for 8 slashing plus 7 psychic
M2 x monk
8 for 8 slashing plus 7 psychic 15 for 8 slashing plus 7 psychic 16 for 8 slashing plus 7 psychic 22 for 8 slashing plus 7 psychic 23 for 8 slashing plus 7 psychic 27 for 8 slashing plus 7 psychic
The two then move north, taunting the fighter and rogue (in deep speech) as they pass, calling guttarally as the mangler from the north moves south, likewise attacking 6 times the fighter, before moving to the south corner
12 for 8 slashing plus 7 psychic 21 for 8 slashing plus 7 psychic 12 for 8 slashing plus 7 psychic 14 for 8 slashing plus 7 psychic 13 for 8 slashing plus 7 psychic 24 for 8 slashing plus 7 psychic
One crit for the monk 6 slashing 6 psychic
Since we are fighting anyway, she will enter at her turn and Bless Fighter, Monk and rogue.
Meili Liang Lvl 5 Monk
Dice
Illumination
Kalak will fire a firebolt at M3
Attack: 30 Damage: 15
D&D since 1984
Even with resistance to Psychic damage, M1 will get Shaiere to 1 hp. M2 will bring him down, then hitting him all 4 times (no DEX+WIS added to AC) for 4 automatic Failed Death Saves. My Character is Deader than a door nail. :(
Cats go Moo!
Quadere 8 ✅️
Vendelen 7 ▶️
Kalak 6 ✅️
Kandalou 5 ▶️
Vishnu 5 ▶️
Ouch.
(I hate to retcon again, not that it would matter I don't think, but the first attack that hits get a reroll from Ven's Silvery Barbs? Just to see if the damage could be mitigated)