Then the goblin's eyes go white, and you feel a psychic explosion fill your brains, rending your synapses.
Everyone: make a DC 13 Intelligence saving throw. (At disadvantage if you failed the CON Save.) On a failed save, take 10 psychic damage and become incapacitated until the end of the goblin’s next turn. On a successful save, you take half as much damage only.
Everyone who is not incapacitated may act, following your two saves.
Jurgen gets a glimpse of a mess hall to the south- stone tables and benches, and gets a fragmentary glimpse of at least two goblins, although it certainly sounds like more in there, as the chaotic sound of alarm spreads. To the northwest he sees a narrow circular staircase leading upward. A few small colored beads are scattered across some of the steps. Then he steps into the immediate fray, swinging and missing.
Fergus freezes up.
Bryony manages to injure the overwhelmed, shouting goblin who is trying to bar their entry.
Quinn and Boona may roll those saves, then act if not incapacitated.
(Don't forget to mark those 5 psychic damage if you made your second save, and 10 if you didn't!)
This post has potentially manipulated dice roll results.
Boona doesn't even notice the gas and her mind is a little too smooth for the mental attack to stick, she moves up and noting her companions in pain swats at the goblin.
Quinn pounds the little goblin, twice. It's in bad shape.
Jorzu appears, staggering down the east stairwell. "Arrrgh!" Half-crouching in a defensive stance as he retreats backward down the stairwell, Jorzu looks near death. "Help. Help. Help..." he chants over and over as each foot hits a step.
A second strange goblin appears, chasing Jorzu down the circular stairs, slashing at him again and again with a ghostly blade made of pure psychic power. Psychic Blade Attack #1 vs. Jorzu: 13. Hit: 9 psychic damage, and Jorzu must subtract 3 from the next attack roll or saving throw he makes before the end of the goblin’s next turn. Psychic Blade Attack #2 vs. Jorzu: 10. Hit: 13 psychic damage, and Jorzu must subtract 4 from the next attack roll or saving throw he makes before the end of the goblin’s next turn. Psychic Blade Attack #3 vs. Jorzu: 19. Hit: 9 psychic damage, and Jorzu must subtract 2 from the next attack roll or saving throw he makes before the end of the goblin’s next turn.
The first goblin, sapped from Quinn's assault, is soon reenergized by the appearance of his comrade. It conjures a second psychic blade, which it turns upon Quinn. Psychic Blade Attack #1 vs. Quinn: 16. Hit: 8 psychic damage, and Quinn must subtract 4 from the next attack roll or saving throw he makes before the end of the goblin’s next turn. Psychic Blade Attack #2 vs. Quinn: 20. Hit: 10 psychic damage, and Quinn must subtract 1 from the next attack roll or saving throw he makes before the end of the goblin’s next turn. Psychic Blade Attack #3 vs. Quinn: 25. Hit: 7 psychic damage, and Quinn must subtract 2 from the next attack roll or saving throw he makes before the end of the goblin’s next turn.
More goblin faces - curious, alarmed, and confused - peer around the corners from the south.
Jurgen will move forward towards the East passage; close enough to cast the Web.
He uses the Spider Staff and casts web on the group of goblins coming up the passage (in the black area - see below). NOTE the web is anchored to the walls. DEX 15 Save.
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any of webs exposed to fire burns away in 1 round, dealing fire damage to any creature that starts its turn in the fire.
Waltzing over to Jorzu, Fergus reaches out to touch his downed friend, casting a spell of healing. “You’ve got this Quinn!” calls out the halfling as he executes an artistic spinning kick at the injured goblin just behind him!
Cure Wounds Level 2 on Jorzu: 23
Bardic Inspiration (d8) to Quinn
Dazzling Footwork Attack: Attack: 26 Damage: 7
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Quinn weathers one of the psychic attacks, but the other two hit their mark. The magical darkness around Quinn and the crew dissipates. Quinn roars and brings down a vicious overhead blow on the goblin in front of him. Feeling his blood begin to boil, Quinn goes into a blood rage and delivers another heavy hit
OOC: IF the first attack takes down the goblin, he’ll run to attack the goblin that Ferris attacked.
Attack 1: 22 to hit (25-3) for 13 damage (10 + 3 from colossus slayer.
NOTE: I used my savage attacker feat to re-roll my damage roll for the first attack, hence the two damage rolls on my char sheet.
Chaos erupts to the southeast, as Jurgen fills the passage and well beyond with a mass of thick, sticky webbing. Some of you can glimpse goblins struggling to free themselves. (I'll roll their saves on their turn.)
Fergus resuscitates Jorzu, inspires Quinn as he squeezes past, and clocks the goblin with an impressively fancy unarmed strike. (It is looking in very bad shape.)
Quinn finishes it off before stepping over a prone (but awake) Jorzu and bashing the other goblin on the stairs.
Boona, Bryony, and Jorzu (prone on the stairs under Quinn) may act. (The second goblin, trapped on the stairs, can only be reached by ranged attacks.) The non-webbed goblins are beginning to charge in.
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Then the goblin's eyes go white, and you feel a psychic explosion fill your brains, rending your synapses.
Everyone: make a DC 13 Intelligence saving throw. (At disadvantage if you failed the CON Save.) On a failed save, take 10 psychic damage and become incapacitated until the end of the goblin’s next turn. On a successful save, you take half as much damage only.
Everyone who is not incapacitated may act, following your two saves.
Instantly, Bryony hits it in the shoulder with her arrow, wounding it.
Everyone who is not incapacitated may act, following your two saves.
Jurgen Saves:
CON: 11
INT: 23
D&D since 1984
Jurgen will examine the stairway and the west hallway, without going down either.
D&D since 1984
Bryony Con Save: 10 (I believe she still makes it?)
Bryony Int Save: 19
"Why did you do that?" Bryony shouts, her head ringing with pain. "Stop it right now!"
She runs up to the goblin and attacks with her blades.
Shortsword: 18 to hit for 5 piercing damage
Dagger: 25 to hit for 5 piercing 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
Fergus Con Save: 14
Fergus Int Save: 3
Blinking, Fergus is momentarily stunned.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Jurgen gets a glimpse of a mess hall to the south- stone tables and benches, and gets a fragmentary glimpse of at least two goblins, although it certainly sounds like more in there, as the chaotic sound of alarm spreads. To the northwest he sees a narrow circular staircase leading upward. A few small colored beads are scattered across some of the steps. Then he steps into the immediate fray, swinging and missing.
Fergus freezes up.
Bryony manages to injure the overwhelmed, shouting goblin who is trying to bar their entry.
Quinn and Boona may roll those saves, then act if not incapacitated.
(Don't forget to mark those 5 psychic damage if you made your second save, and 10 if you didn't!)
Boona
DC 10 Constitution saving throw 25
DC 13 Intelligence saving throw 14
Boona doesn't even notice the gas and her mind is a little too smooth for the mental attack to stick, she moves up and noting her companions in pain swats at the goblin.
Attack: 20 Damage: 11
Boona manages to clobber the strange little goblin. It looks bloodied, but it's not yet backing down. It continues to scream for help in Goblin.
From the east stairwell, Laiti appears and looks around. She points upward. "The guy needs help. Upstairs."
Quinn may go next!
Con save: 24 (Nat 20 + 4)
Int save: 5
Quinn uses his guarded mind feat and automatically succeeds the ain’t save.
Con save to remain concentration on Pass Without Trace: 11. Success!…barely.
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)
Quinn rushes to silence the goblin. He throws his dart at it and then follows up with by smashes it with Lightbringer.
Move: Run into melee range
Attack 1: 20 to hit for 5 damage. Target is Vexed and Quinn has Advantage on next attack.
Attack 2: 23 for 10 damage (7+3 from colossus slayer). Target is sapped. It has Disadvantage on next attack
Note: Due to Mage Slayer feat, if the goblin is concentrating on a spell, it has disadvantage on that Con save.
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)
Quinn pounds the little goblin, twice. It's in bad shape.
Jorzu appears, staggering down the east stairwell. "Arrrgh!" Half-crouching in a defensive stance as he retreats backward down the stairwell, Jorzu looks near death. "Help. Help. Help..." he chants over and over as each foot hits a step.
A second strange goblin appears, chasing Jorzu down the circular stairs, slashing at him again and again with a ghostly blade made of pure psychic power.
Psychic Blade Attack #1 vs. Jorzu: 13. Hit: 9 psychic damage, and Jorzu must subtract 3 from the next attack roll or saving throw he makes before the end of the goblin’s next turn.
Psychic Blade Attack #2 vs. Jorzu: 10. Hit: 13 psychic damage, and Jorzu must subtract 4 from the next attack roll or saving throw he makes before the end of the goblin’s next turn.
Psychic Blade Attack #3 vs. Jorzu: 19. Hit: 9 psychic damage, and Jorzu must subtract 2 from the next attack roll or saving throw he makes before the end of the goblin’s next turn.
The first goblin, sapped from Quinn's assault, is soon reenergized by the appearance of his comrade. It conjures a second psychic blade, which it turns upon Quinn.
Psychic Blade Attack #1 vs. Quinn: 16. Hit: 8 psychic damage, and Quinn must subtract 4 from the next attack roll or saving throw he makes before the end of the goblin’s next turn.
Psychic Blade Attack #2 vs. Quinn: 20. Hit: 10 psychic damage, and Quinn must subtract 1 from the next attack roll or saving throw he makes before the end of the goblin’s next turn.
Psychic Blade Attack #3 vs. Quinn: 25. Hit: 7 psychic damage, and Quinn must subtract 2 from the next attack roll or saving throw he makes before the end of the goblin’s next turn.
More goblin faces - curious, alarmed, and confused - peer around the corners from the south.
(Jorzu goes down, I believe.)
Everyone may act!
Jurgen will move forward towards the East passage; close enough to cast the Web.
He uses the Spider Staff and casts web on the group of goblins coming up the passage (in the black area - see below). NOTE the web is anchored to the walls. DEX 15 Save.
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any of webs exposed to fire burns away in 1 round, dealing fire damage to any creature that starts its turn in the fire.
D&D since 1984
Fergus:
Waltzing over to Jorzu, Fergus reaches out to touch his downed friend, casting a spell of healing. “You’ve got this Quinn!” calls out the halfling as he executes an artistic spinning kick at the injured goblin just behind him!
Cure Wounds Level 2 on Jorzu: 23
Bardic Inspiration (d8) to Quinn
Dazzling Footwork Attack: Attack: 26 Damage: 7
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Quinn weathers one of the psychic attacks, but the other two hit their mark. The magical darkness around Quinn and the crew dissipates. Quinn roars and brings down a vicious overhead blow on the goblin in front of him. Feeling his blood begin to boil, Quinn goes into a blood rage and delivers another heavy hit
OOC: IF the first attack takes down the goblin, he’ll run to attack the goblin that Ferris attacked.
Attack 1: 22 to hit (25-3) for 13 damage (10 + 3 from colossus slayer.
NOTE: I used my savage attacker feat to re-roll my damage roll for the first attack, hence the two damage rolls on my char sheet.
Attack 2: 20 to hit for 12 damage
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)
Chaos erupts to the southeast, as Jurgen fills the passage and well beyond with a mass of thick, sticky webbing. Some of you can glimpse goblins struggling to free themselves. (I'll roll their saves on their turn.)
Fergus resuscitates Jorzu, inspires Quinn as he squeezes past, and clocks the goblin with an impressively fancy unarmed strike. (It is looking in very bad shape.)
Quinn finishes it off before stepping over a prone (but awake) Jorzu and bashing the other goblin on the stairs.
Boona, Bryony, and Jorzu (prone on the stairs under Quinn) may act. (The second goblin, trapped on the stairs, can only be reached by ranged attacks.) The non-webbed goblins are beginning to charge in.