To be clear, you see no more threat or danger in this cavern... Mostly the question is are you staying in this cavern, heading south towards where you came in, or exploring the caverns more by heading towards the northern tunnel?
After narrowly dodging the sudden cascade of falling rocks and freeing those less fortunate souls who had been ensnared, you collectively gather your resolve and set your sights on the northern passage, intent on venturing deeper into the foreboding mines. The tremors that had triggered the perilous rockfall appear to be confined, or perhaps that particular cavern had a more precarious ceiling than the others. Regardless, a palpable sense of security envelops you as you put the harrowing ordeal behind you. Yet, in the back of your minds, the unsettling knowledge looms that you will likely need to traverse that treacherous path once more to make your exit.
As you advance into the dimly lit tunnel leading northward, an eerie luminescence gradually unfurls before you. At first, it manifests as a faint glimmer, barely perceptible as you distance yourselves from the cavern. However, the further you venture along the corridor, the more its ghastly green glow intensifies. This uncanny radiance accentuates any unease or foreboding that has already taken root within your hearts.
Each step you take resonates like a ghostly whisper in the frigid tunnels, the sound absorbed by the enveloping darkness. Amid the monotonous glimmer of ice-coated walls, remnants of a bygone mining operation reveal themselves – chisel marks etched into the rock, abandoned tools, and sporadic veins of exposed ore that punctuate the otherwise uniform shimmer. Periodically, the otherworldly illumination of Greenstone breaches the icy veneer, casting disfigured shadows that writhe like phantoms. It occurs to some that you could dig out some flakes or perhaps small pebble sized samples of this curious rock and you ask yourself just how big a sample do you need to return with? Before you decide to speak the thoughts aloud the oppressive silence is broken by guttural grunts that seep forth from the abyss, their origins seemingly human, yet distorted by an unsettling disharmony.
The unearthly light exposes grotesque silhouettes shambling in the passages ahead – two abominable figures, akin to frozen corpses, loom in the gloom. Their wretched grunts reverberate through the labyrinthine expanse, a foreboding overture to the impending menace they represent. These wretched souls may have once been diligent miners, their humanity now devoured by the malevolent metamorphosis wrought by the Greenstone. The chilling realization strikes you like an icy gale, a haunting testament to the peril lurking in the uncharted depths of the mine.
---
We are still in the initiative we used for the falling rocks - there was a chance these creatures could have found you in your distress. Unfortunately they stayed away...
Map: https://www.dndbeyond.com/games/3983589 -- This is via Beyonds Maps Alpha tool. If you can't see it or have any problems let me know, I could always insert an image into the post if need be.
Krumar stays behind Dabbert and whoever else has walked to the front of the group and says "This uncanny radiance accentuates all the unease and foreboding that has already taken root within my heart. Are we sure we want to press forward....Don't do it for my story and songs" Krumar stops and listens "Do you hear that grumbling and shambling about? In my experience that means death....perhaps yours soon..." Krumar takes a step back or two to the southeast moving away from the zombies.
Seeing the ghoulish creatures in front of her, Nefire instinctively reaches for her great axe, forgetting about the silvered handaxe as she sees such a foe in front of them.
Spinning it around, she rushes towards the one straight North, but as she gets closer she realizes he is too far away. Dropping her greataxe about 15' away from the creature, she stops and grabs a javelin. Hurling it towards the ghoul.
Syl mumbles a tune quietly in response to Krumar's fear.
"... 'One day, when the tonguin' is done We'll take our leave and go'...".
Whether this is meant as encouragement, a commitment to the mission, or just an involuntary response to his own fear, it isn't clear.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Dabbert remembers the silvered weapons around the same time he spots the first hostiles they had encountered in the mine, and then stows his halberd before shrugging his shield from his back and drawing his short sword. He moves forward, taking up position to the left of the split in the cavern, covering the approaching creature on the left while Nefire has the right side of the cavern. He holds his position and searches, his action readied...
Readied Attack Action if a Ghoul comes within Dabbert's range: 14 to hit, 5 damage
Cautiously advancing through the tunnel, the green flow of the flakes and chips of Greenstone in the walls adding a sickly pale over everything, undead beings emerge from the darkness ahead. Nefire advances north, dropping her axe as she strides forward and grabbing and throwing javelin... impaling on of the creatures and causing it to jerk back and almost fall, but it keeps it's feet. Dabbert moves up and takes a position on the western wall, ready to intercept the creature coming towards the group from that direction. As he prepares to attack if the creature comes into range he sees there is not one but two creatures on this side of the mines... Krumar, seeing the brave advance of his colleagues swallows and retreats a couple of steps. Bravely. Away from the monsters.
The northern most creature (Ghoul 1) advances straight south towards Nefire and Dabbert. It is focused on the short barbarian as it is their javelin that still wiggles and woggles in it's abdomen but as it enters her range it enters Dabbert's first and it is his readied action that flashes out quickly before anything else can happen. Dabberts short sword finds purchase and the swing leave a chunk of missing ghoul. This ghoul is not doing well but it still has enough in it to lash out at Nefire...
This post has potentially manipulated dice roll results.
Oh, I'm so old! Wise seaman Syl's words echoed through Raevyn's bones. While it didn't reflect her actual physical lifespan, it was definitely how she felt after taking a sizable impact of a collapsed roof. Moving wasn't without laboured breathing, and the doctor held an arm around herself as if she were keeping her ribs secure. However, there were no verbal complaints leaving her lips. She still had plenty of fight, resources to offer, and experiments to conduct.
"Pardon me, Jaylan." Raevyn says as she carries herself forward, then beyond him. She brings her fingers to her lips and blows a sharp whistle. The ring on her finger emits a light glow.
The wolf's ears perk, ready and alert. Then with a gesture, Rae gives the command. Kicking a bit of dust in their wake, the eager wolf rushes forward to join the fight. Instincts engage pack tactics, having them take position amongst their new pack. The wolf lashes out with a bite to the undead's ankle with the goal of tearing it down.
Wolf Attack
Bite w/ adv (Pack Tactics): 24 Damage: 13 If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
(Sorry... Don't remember if it was said. Does this take Raevyn's action/bonus action?)
Bite w/ adv (Pack Tactics): 19 Damage: 8 If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
(Sorry... Don't remember if it was said. Does this take Raevyn's action/bonus action?)
I don't think we specified that? Let's try something like: You can use an action to direct the wolf's actions but it is just a Bonus Action to have them continue? So if you direct them to attack it takes an action for that directive to be given but they will continue attacking with just a Bonus Action on each turn after. I'd say they are smart enough to change targets of attack on their own but if you want them to cease attacking or to dodge or run away or something else instead that takes you using a new action? And if they is too weak or too OP we will adjust.
Raevyn, injured but determined, presses forward to get a clearer look at the situation ahead. Seeing Nefire and Dabbert threatened by undead she signals her wolf companion forward to attack. With the digging in of feet and a low growl, the wolf is off like a shot and darts forward leaping and biting into the ghoul. Even as it's claws find purchase and start tumbling the creature prone, the wolf's powerful jaws take a sour bite into the undead flesh pulling off a chunk of meat and bone and tossing it aside, not liking the flavor one bit.
The first Ghoul is very visibly no longer a threat... The other two start shambling in from the west. Ghoul B (or was it 2? same difference..) moves in and basically is standing upon the body of it's former friend(?) while it attacks Nefire.
Ghoul B Bite vs Nefire: 15 to hit, for 9 damage.
The last remaining Ghoul (C) moves west and shambles up to Dabbert and makes a claw attack.
Ghoul C vs Dabbert: 12 to hit, for 7 damage. On the off chance this claw attack hits please make a Constitution Saving Throw...
If map link doesn't work let me know, basically the same except there is a line of Dabbert Wolf Nefire blocking the cavern from the two ghouls right north of them.
Seeing the attackers, Syl steps forward and then reaches out toward the Ghoul threatening Nefire with his mind. He stays 10' back from the nearest Ghoul, for now.
mind sliver The Ghoul must succeed on an Intelligence saving throw or take 6 psychic damage and subtract 3 from the next saving throw it makes before the end of Syl's next turn.
"Yuk! These scabbers don't need saving... they need burying. Slim chance there will be any rescuin' down here today."
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
This post has potentially manipulated dice roll results.
"Oh cmon, pretty boy, can't handle a couple of ghouls?" taunts Nefire as she happily swings her greataxe at the one that has conveniently made his way to her.
Moving around to flank the creature with Jaylan, she swings...
This post has potentially manipulated dice roll results.
Krumar hears the pretty boy comment and figures Nef is talking to him "Ghouls! Pfft....I have handled worse...this one time in a tavern about 10 days travel west of here there was this handsy lady who....oh ghouls right...." Krumar gets into the game casting viscious mockery at the ghoul that was fighting Nef. (13 wis save by ghoul or take 2 damage and have disadvantage on next attack)
Syl steps up and uses Mind Sliver vs the Ghoul B on the eastern side. Ghoul Int save vs DC 14: 4 --> 6 Damage taken, nerfed on next saving throw...
Jaylan rushes ahead focusing on aiding Nefire. Despite her rather short status she still is a ball of fury and takes up as much room as anyone else. With the caves being awfully crowded with people right now Jaylan can either attack and retreat, provoking an opportunity attack on the retreat OR he can squeeze around the ghoul and onto the other side of it, creating a flanking condition. ((I'm assuming you like the slipping around behind it option better but if not let me know and I will adjust.)). Jaylan's strike hit and the Ghoul is a bit staggered by it... But still upright.
(Considering your flanking, feel free to roll again to see if you get a Crit.)
Krumar attmpts to mock the Ghoul to re-death... The Ghoul that had it's next saving throw nerfed. Totally unsportsmanlike... Wis save totals a 3 after the nerf. The Ghoul shakes it's head violently hoping it's ears will fall off but the 2 damage isn't enough to make it drop quite yet.
Dabbert indeed hit Ghoul C as it moves in (thanks for the reminder!) but his attack on his regular turn misses. Peering past his own ghoul and even taking a quick glance down the other, no more undead seem to be appearing out of the darkness.
Nefire, swinging violently at the Ghoul which has been everyone's punching bag, near as well rips the thing in half and it is down and out for good.
There is one Ghoul remaining... It is face to face with Dabbert, already injured and it has seen it's two fellows go down rather quickly. It knows it should flee... But it knows it is hungry as well. Oh so hungry! The last remaining ghoul attempts to reach out, grab Dabbert and pull them in for a bite to eat...
This post has potentially manipulated dice roll results.
The young wolf would be sniffing at Dabbert’s back when Raevyn would click her tongue. While she could sympathize about the undesired taste for undead, they were in a position of bite or flight. Rewards will be given to the bestest boy once the task was accomplished. There was still plenty to learn, thus training continues.
The doctor would speak in a low chant. The light emitting from her ring pulses and the fangs of the wolf begin to emit their own glow. “Avikri.” She commands the attack.
Action Manipulate Life Attack: 18 Damage: 2 (Adv if Pact Tactic applies: 19 )
Should this not down the ghoul, Rae commands again. “Aanaka.”
Seeing two of the undead already dispatched - and the apparent success of his last mental attack - Syl strides forward and launches another mental barb at the remaining Ghoul, this time with a little more panache. He holds two fingers to his temple and glares at the Ghoul, as if straining.
"Go lick a frozen rope, you half-alive barnacle."
mind sliver The Ghoul must succeed on a DC 14 Intelligence saving throw or take 4 psychic damage and subtract 3 from the next saving throw it makes before the end of Syl's next turn.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
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No other boulders or chains or walls or anything seem to be shaking or coming loose at the moment. Temporary tremor is all. You hope.
Round 2: Initiative Order: Krumar, Dabbert, Nefire, DM, Raevyn, DM, Slyrieth, Jaylan
Krumar, Dabbert and Nefire are up!
To be clear, you see no more threat or danger in this cavern... Mostly the question is are you staying in this cavern, heading south towards where you came in, or exploring the caverns more by heading towards the northern tunnel?
Dabbert stows his halberd and pulls out his sword and shield before raising the shield up over his head.
"I'm way to pretty for uh...Krumar." Dabbert protests before moving forward toward the northern tunnel, trying to escape the falling rocks.
DM of AURYN: The Measure of Devotion - Escape from New York
After narrowly dodging the sudden cascade of falling rocks and freeing those less fortunate souls who had been ensnared, you collectively gather your resolve and set your sights on the northern passage, intent on venturing deeper into the foreboding mines. The tremors that had triggered the perilous rockfall appear to be confined, or perhaps that particular cavern had a more precarious ceiling than the others. Regardless, a palpable sense of security envelops you as you put the harrowing ordeal behind you. Yet, in the back of your minds, the unsettling knowledge looms that you will likely need to traverse that treacherous path once more to make your exit.
As you advance into the dimly lit tunnel leading northward, an eerie luminescence gradually unfurls before you. At first, it manifests as a faint glimmer, barely perceptible as you distance yourselves from the cavern. However, the further you venture along the corridor, the more its ghastly green glow intensifies. This uncanny radiance accentuates any unease or foreboding that has already taken root within your hearts.
Each step you take resonates like a ghostly whisper in the frigid tunnels, the sound absorbed by the enveloping darkness. Amid the monotonous glimmer of ice-coated walls, remnants of a bygone mining operation reveal themselves – chisel marks etched into the rock, abandoned tools, and sporadic veins of exposed ore that punctuate the otherwise uniform shimmer. Periodically, the otherworldly illumination of Greenstone breaches the icy veneer, casting disfigured shadows that writhe like phantoms. It occurs to some that you could dig out some flakes or perhaps small pebble sized samples of this curious rock and you ask yourself just how big a sample do you need to return with? Before you decide to speak the thoughts aloud the oppressive silence is broken by guttural grunts that seep forth from the abyss, their origins seemingly human, yet distorted by an unsettling disharmony.
The unearthly light exposes grotesque silhouettes shambling in the passages ahead – two abominable figures, akin to frozen corpses, loom in the gloom. Their wretched grunts reverberate through the labyrinthine expanse, a foreboding overture to the impending menace they represent. These wretched souls may have once been diligent miners, their humanity now devoured by the malevolent metamorphosis wrought by the Greenstone. The chilling realization strikes you like an icy gale, a haunting testament to the peril lurking in the uncharted depths of the mine.
---
We are still in the initiative we used for the falling rocks - there was a chance these creatures could have found you in your distress. Unfortunately they stayed away...
Map: https://www.dndbeyond.com/games/3983589 -- This is via Beyonds Maps Alpha tool. If you can't see it or have any problems let me know, I could always insert an image into the post if need be.
Round 3(ish): Initiative Order: Krumar, Dabbert, Nefire, DM, Raevyn, DM, Slyrieth, Jaylan
I tried to put you in a marching order that made some sense to me... If you all want to set one that you prefer feel free to do so and let me know.
Krumar stays behind Dabbert and whoever else has walked to the front of the group and says "This uncanny radiance accentuates all the unease and foreboding that has already taken root within my heart. Are we sure we want to press forward....Don't do it for my story and songs" Krumar stops and listens "Do you hear that grumbling and shambling about? In my experience that means death....perhaps yours soon..." Krumar takes a step back or two to the southeast moving away from the zombies.
Seeing the ghoulish creatures in front of her, Nefire instinctively reaches for her great axe, forgetting about the silvered handaxe as she sees such a foe in front of them.
Spinning it around, she rushes towards the one straight North, but as she gets closer she realizes he is too far away. Dropping her greataxe about 15' away from the creature, she stops and grabs a javelin. Hurling it towards the ghoul.
Attack: 25 Damage: 10
Just bopping in for a moment to drop a map for anyone the Map Alpha isn't working for...
Syl mumbles a tune quietly in response to Krumar's fear.
"... 'One day, when the tonguin' is done
We'll take our leave and go'...".
Whether this is meant as encouragement, a commitment to the mission, or just an involuntary response to his own fear, it isn't clear.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Dabbert remembers the silvered weapons around the same time he spots the first hostiles they had encountered in the mine, and then stows his halberd before shrugging his shield from his back and drawing his short sword. He moves forward, taking up position to the left of the split in the cavern, covering the approaching creature on the left while Nefire has the right side of the cavern. He holds his position and searches, his action readied...
Readied Attack Action if a Ghoul comes within Dabbert's range: 14 to hit, 5 damage
DM of AURYN: The Measure of Devotion - Escape from New York
Cautiously advancing through the tunnel, the green flow of the flakes and chips of Greenstone in the walls adding a sickly pale over everything, undead beings emerge from the darkness ahead. Nefire advances north, dropping her axe as she strides forward and grabbing and throwing javelin... impaling on of the creatures and causing it to jerk back and almost fall, but it keeps it's feet. Dabbert moves up and takes a position on the western wall, ready to intercept the creature coming towards the group from that direction. As he prepares to attack if the creature comes into range he sees there is not one but two creatures on this side of the mines... Krumar, seeing the brave advance of his colleagues swallows and retreats a couple of steps. Bravely. Away from the monsters.
The northern most creature (Ghoul 1) advances straight south towards Nefire and Dabbert. It is focused on the short barbarian as it is their javelin that still wiggles and woggles in it's abdomen but as it enters her range it enters Dabbert's first and it is his readied action that flashes out quickly before anything else can happen. Dabberts short sword finds purchase and the swing leave a chunk of missing ghoul. This ghoul is not doing well but it still has enough in it to lash out at Nefire...
Ghoul 1 claw attack vs Nefire: 11 to hit, 8 damage
Round 3(ish): Initiative Order: Krumar, Dabbert, Nefire, DM, Raevyn, DM, Slyrieth, Jaylan
Raevyn to act!
Oh, I'm so old! Wise seaman Syl's words echoed through Raevyn's bones. While it didn't reflect her actual physical lifespan, it was definitely how she felt after taking a sizable impact of a collapsed roof. Moving wasn't without laboured breathing, and the doctor held an arm around herself as if she were keeping her ribs secure. However, there were no verbal complaints leaving her lips. She still had plenty of fight, resources to offer, and experiments to conduct.
"Pardon me, Jaylan." Raevyn says as she carries herself forward, then beyond him. She brings her fingers to her lips and blows a sharp whistle. The ring on her finger emits a light glow.
The wolf's ears perk, ready and alert. Then with a gesture, Rae gives the command. Kicking a bit of dust in their wake, the eager wolf rushes forward to join the fight. Instincts engage pack tactics, having them take position amongst their new pack. The wolf lashes out with a bite to the undead's ankle with the goal of tearing it down.
Wolf Attack
Bite w/ adv (Pack Tactics): 24 Damage: 13
If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
(Sorry... Don't remember if it was said. Does this take Raevyn's action/bonus action?)
just an unstable unicorn.
I don't think we specified that? Let's try something like: You can use an action to direct the wolf's actions but it is just a Bonus Action to have them continue? So if you direct them to attack it takes an action for that directive to be given but they will continue attacking with just a Bonus Action on each turn after. I'd say they are smart enough to change targets of attack on their own but if you want them to cease attacking or to dodge or run away or something else instead that takes you using a new action? And if they is too weak or too OP we will adjust.
Raevyn, injured but determined, presses forward to get a clearer look at the situation ahead. Seeing Nefire and Dabbert threatened by undead she signals her wolf companion forward to attack. With the digging in of feet and a low growl, the wolf is off like a shot and darts forward leaping and biting into the ghoul. Even as it's claws find purchase and start tumbling the creature prone, the wolf's powerful jaws take a sour bite into the undead flesh pulling off a chunk of meat and bone and tossing it aside, not liking the flavor one bit.
The first Ghoul is very visibly no longer a threat... The other two start shambling in from the west. Ghoul B (or was it 2? same difference..) moves in and basically is standing upon the body of it's former friend(?) while it attacks Nefire.
Ghoul B Bite vs Nefire: 15 to hit, for 9 damage.
The last remaining Ghoul (C) moves west and shambles up to Dabbert and makes a claw attack.
Ghoul C vs Dabbert: 12 to hit, for 7 damage. On the off chance this claw attack hits please make a Constitution Saving Throw...
Round 3(ish): Initiative Order: Krumar, Dabbert, Nefire, DM, Raevyn, DM, Slyrieth, Jaylan
Sylrieth and Jaylan to act... then Krumar, Dabbert & Nefire... Map: https://www.dndbeyond.com/games/3983589
If map link doesn't work let me know, basically the same except there is a line of Dabbert Wolf Nefire blocking the cavern from the two ghouls right north of them.
Seeing the attackers, Syl steps forward and then reaches out toward the Ghoul threatening Nefire with his mind. He stays 10' back from the nearest Ghoul, for now.
mind sliver The Ghoul must succeed on an Intelligence saving throw or take 6 psychic damage and subtract 3 from the next saving throw it makes before the end of Syl's next turn.
"Yuk! These scabbers don't need saving... they need burying. Slim chance there will be any rescuin' down here today."
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Jaylan gasps when he sees the undead appearing and attacking his friends. It is clear that this place needs clearing.
Knowing Dabbert is more used to close combat, he runs towards the ghould that threatened Nefire and tries to cut the creature's head.
(Attack; 13 damage 9 )
PbP Character: A few ;)
When the Ghoul approaches Dabbert, he lashes out with his shortsword, then takes a step and does it again.
"How's that east passage looking!?" Dabbert says, keeping the ghoul at bay as he tries to put it down. "Getting a little busy over here!"
Held Action was 14 to hit and 5 damage
Attack: 11 to hit, 4 damage
DM of AURYN: The Measure of Devotion - Escape from New York
"Oh cmon, pretty boy, can't handle a couple of ghouls?" taunts Nefire as she happily swings her greataxe at the one that has conveniently made his way to her.
Moving around to flank the creature with Jaylan, she swings...
Attack: 28 Damage: 20
Krumar hears the pretty boy comment and figures Nef is talking to him "Ghouls! Pfft....I have handled worse...this one time in a tavern about 10 days travel west of here there was this handsy lady who....oh ghouls right...." Krumar gets into the game casting viscious mockery at the ghoul that was fighting Nef. (13 wis save by ghoul or take 2 damage and have disadvantage on next attack)
Syl steps up and uses Mind Sliver vs the Ghoul B on the eastern side. Ghoul Int save vs DC 14: 4 --> 6 Damage taken, nerfed on next saving throw...
Jaylan rushes ahead focusing on aiding Nefire. Despite her rather short status she still is a ball of fury and takes up as much room as anyone else. With the caves being awfully crowded with people right now Jaylan can either attack and retreat, provoking an opportunity attack on the retreat OR he can squeeze around the ghoul and onto the other side of it, creating a flanking condition. ((I'm assuming you like the slipping around behind it option better but if not let me know and I will adjust.)). Jaylan's strike hit and the Ghoul is a bit staggered by it... But still upright.
(Considering your flanking, feel free to roll again to see if you get a Crit.)
Krumar attmpts to mock the Ghoul to re-death... The Ghoul that had it's next saving throw nerfed. Totally unsportsmanlike... Wis save totals a 3 after the nerf. The Ghoul shakes it's head violently hoping it's ears will fall off but the 2 damage isn't enough to make it drop quite yet.
Dabbert indeed hit Ghoul C as it moves in (thanks for the reminder!) but his attack on his regular turn misses. Peering past his own ghoul and even taking a quick glance down the other, no more undead seem to be appearing out of the darkness.
Nefire, swinging violently at the Ghoul which has been everyone's punching bag, near as well rips the thing in half and it is down and out for good.
There is one Ghoul remaining... It is face to face with Dabbert, already injured and it has seen it's two fellows go down rather quickly. It knows it should flee... But it knows it is hungry as well. Oh so hungry! The last remaining ghoul attempts to reach out, grab Dabbert and pull them in for a bite to eat...
Bite Attack vs Dabbert: 21 to hit for 11 damage...
Initiative Order: Krumar, Dabbert, Nefire, DM, Raevyn, Slyrieth, Jaylan
Raevyn, Slyrieth and Jaylan are up, in that order... Nao: https://www.dndbeyond.com/games/3983589 or
( OOC; I rolled, it wasn't a crit but it was a total of 24 wich is always satisfying! ;) )
PbP Character: A few ;)
The young wolf would be sniffing at Dabbert’s back when Raevyn would click her tongue. While she could sympathize about the undesired taste for undead, they were in a position of bite or flight. Rewards will be given to the bestest boy once the task was accomplished. There was still plenty to learn, thus training continues.
The doctor would speak in a low chant. The light emitting from her ring pulses and the fangs of the wolf begin to emit their own glow. “Avikri.” She commands the attack.
Action
Manipulate Life Attack: 18 Damage: 2
(Adv if Pact Tactic applies: 19 )
Should this not down the ghoul, Rae commands again. “Aanaka.”
B/A
Bite w/ adv (Pack Tactics): 19 Damage: 8
just an unstable unicorn.
Seeing two of the undead already dispatched - and the apparent success of his last mental attack - Syl strides forward and launches another mental barb at the remaining Ghoul, this time with a little more panache. He holds two fingers to his temple and glares at the Ghoul, as if straining.
"Go lick a frozen rope, you half-alive barnacle."
mind sliver The Ghoul must succeed on a DC 14 Intelligence saving throw or take 4 psychic damage and subtract 3 from the next saving throw it makes before the end of Syl's next turn.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War