Quinn drags the nearby pieces of armor and debris in front of the sparring chamber's eastern exit.
Jorzu pushes through and into the armory to the south. The first thing he notices is a thick carpet of dust – not natural dust, not debris from a collapse, but something more foul... Looking up, he spots the ambush, just in time...
With the hiss of fine sand blowing against stone, a half dozen small, dirty figures fly toward you through clouds of dust, while a deathly figure moves forward behind them.
Roll initiative! (Ambush foiled by Jorzu; so, no surprise!) Dusty figures: 3 Dead-looking dude: 16
"Dust monsters!" Bryony shouts as they are nearly ambushed from above.
This place had everything apparently. Disembodied armor, shape-changing boulders, and now dust monsters to top it all off. She readies her weapons, but she is surprised by the sudden appearance of the figures.
Rollback Post to RevisionRollBack
"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
Can Fergus tell by their apparently dead/undead nature if they would be immune to mind-affecting enchantments (like confusion?)
Fergus judges the small dust-things to be extra-planar, not from this Material Plane as he knows it; only the larger figure in the back looks undead to him. In any case, he knows his Confusion spell should work on all creatures, all minds, so he sees no reason why they shouldn't work on these being as well.
Satisfied that his spell has a chance to work, Fergus casts Confusion in the center of the room, trying to position the spell so it affects all the foes. He then moves back and around the corner to give his allies a chance to move in.
(DC 15 Wisdom save to negate)
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Chaos breaks out as Fergus drops arcane madness into the middle of the room.
The bipedal dead warrior sprints forward (awfully fast for a dead thing!) and engages Boona: Necrotic Sword Attack vs. Boona: 13. Hit: 6 Slashing damage plus 6 Necrotic damage. Life Drain. Boona: Make a DC13 Constitution Saving Throw. On a fail, take 8 Necrotic damage, and your Hit Point maximum will decrease by the same amount.
Quinn hears the commotion in the room to the south and he rushes in to help. Lightbringer appears to glow brighter than usual and seemingly guides Quinn to the undead thing. Quinn moves like a blur and he rains down two strikes on his target. He sidesteps and backs away giving his friends a clear shot at the creatures.
Move: use full 70 ft of movement to get into melee range. He’ll use any remaining movement to step aside and clear a path for the party to attack.
Bryony runs into the room, blades already shining in her hands. She sees Boona getting attacked by the dead thing, and that makes her mad. She runs up behind the dead thing and proceeds to stick it with her blades.
Action: Shortsword - 13 to hit for 9 piercing damage (assuming a miss but let me know if it hits and I'll roll advantage for the dagger attack due to Vex) / Dagger - 25 to hit for 4 piercing damage plus 18 sneak attack damage
BA: Cunning Action - Dash!
Movement: Behind the dead thing!
Rollback Post to RevisionRollBack
"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
Jurgen moves forward with Hero. Seeing the new enemy, he gets in position to use Burning Hands and casts it at them in a way to get the most without hurting Quinn.
He has Hero move forward and attack the neatest one as well.
Action: Burning Hands - 10 Fire Damage; DEX 16 Save for helf
BonusAction: Hero Attacks - 22 to hit with 5 Force Damage.
With this part of the armoury quickly filling with melee combatants Jorzu circles the un-dude before once again disappearing in a yellowish mist; "Too many bodies for my likes". Upon landing back near the door he sends two floating balls of energy straight back where was standing.
M - same tactic as earlier. Circle the bad guy, not leaving its range. Stopping at a point where he can reach as many foes as possible within 5ft.
BA - casts Misty Step with Taunting Step rider. All foes within 5ft make a WIS15 save or have Disadvantage on all attacks aimed at anyone but Jorzu.
A - casts Eldritch Blast aimed at un-dude!
Blast Attack 1: 12 Damage: Unable to parse dice roll.
Boona heads in wondering if she can get to the room the boulder things were guarding this way......
She moves up to the corner and holds up her torch.
Quinn drags the nearby pieces of armor and debris in front of the sparring chamber's eastern exit.
Jorzu pushes through and into the armory to the south. The first thing he notices is a thick carpet of dust – not natural dust, not debris from a collapse, but something more foul... Looking up, he spots the ambush, just in time...
With the hiss of fine sand blowing against stone, a half dozen small, dirty figures fly toward you through clouds of dust, while a deathly figure moves forward behind them.
Roll initiative! (Ambush foiled by Jorzu; so, no surprise!)

Dusty figures: 3
Dead-looking dude: 16
Fergus Initiative: 17
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Jurgen Init 4
D&D since 1984
Boona Initiative- 14
Jorzu
Initiative 17
Bryony Initiative - 10 (rolled in Discord)
"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
Pronouns: She / Her
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Gareth Blackwood (Dragon of Icespire Peak)
DM: I am currently on a hiatus from DMing due to lack of time :(
"Dust monsters!" Bryony shouts as they are nearly ambushed from above.
This place had everything apparently. Disembodied armor, shape-changing boulders, and now dust monsters to top it all off. She readies her weapons, but she is surprised by the sudden appearance of the figures.
"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
Pronouns: She / Her
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Gareth Blackwood (Dragon of Icespire Peak)
DM: I am currently on a hiatus from DMing due to lack of time :(
Initiative:
Fergus: 17
Dead guy: 16
Boona 14
Jorzu: 13
Bryony: 10
Quinn: 5
Jurgen: 4
Dust monsters: 3
Their ambush was foiled, but their intentions to harm you are clear. Fergus may act first.
Fergus:
Stepping up and considering what spell to cast, Fergus assesses the foes…
Arcana: 6
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Fergus judges the small dust-things to be extra-planar, not from this Material Plane as he knows it; only the larger figure in the back looks undead to him. In any case, he knows his Confusion spell should work on all creatures, all minds, so he sees no reason why they shouldn't work on these being as well.
Fergus may act.
Fergus:
Satisfied that his spell has a chance to work, Fergus casts Confusion in the center of the room, trying to position the spell so it affects all the foes. He then moves back and around the corner to give his allies a chance to move in.
(DC 15 Wisdom save to negate)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
DC15 WIS Saves:
Dust-things: 16, 3, 3, 19, 18, 16
Dead thing: 3
(...and subsequent rolls as needed: 5, 7, 7, 6, 6, 5, and 2)
Chaos breaks out as Fergus drops arcane madness into the middle of the room.
The bipedal dead warrior sprints forward (awfully fast for a dead thing!) and engages Boona:
Necrotic Sword Attack vs. Boona: 13. Hit: 6 Slashing damage plus 6 Necrotic damage.
Life Drain. Boona: Make a DC13 Constitution Saving Throw. On a fail, take 8 Necrotic damage, and your Hit Point maximum will decrease by the same amount.
Everyone but Fergus may act!
Quinn hears the commotion in the room to the south and he rushes in to help. Lightbringer appears to glow brighter than usual and seemingly guides Quinn to the undead thing. Quinn moves like a blur and he rains down two strikes on his target. He sidesteps and backs away giving his friends a clear shot at the creatures.
Move: use full 70 ft of movement to get into melee range. He’ll use any remaining movement to step aside and clear a path for the party to attack.
Bonus Action: cast Zephyr Strike
Attack 1: 26 to hit for 16 damage ( 11 + 2 Lightbringer bonus damage to undead + 3 from Zephyr strike)
Attack 2: 14 to hit w/ ADV from Zephyr strike for 18 damage (12 + 2 Lightbringer bonus damage to undead + 4 colossus slayer
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
OOC: no AoO due to Zephyr Strike
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Bryony runs into the room, blades already shining in her hands. She sees Boona getting attacked by the dead thing, and that makes her mad. She runs up behind the dead thing and proceeds to stick it with her blades.
Action: Shortsword - 13 to hit for 9 piercing damage (assuming a miss but let me know if it hits and I'll roll advantage for the dagger attack due to Vex) / Dagger - 25 to hit for 4 piercing damage plus 18 sneak attack damage
BA: Cunning Action - Dash!
Movement: Behind the dead thing!
"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
Pronouns: She / Her
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Gareth Blackwood (Dragon of Icespire Peak)
DM: I am currently on a hiatus from DMing due to lack of time :(
Jurgen moves forward with Hero. Seeing the new enemy, he gets in position to use Burning Hands and casts it at them in a way to get the most without hurting Quinn.
He has Hero move forward and attack the neatest one as well.
Action: Burning Hands - 10 Fire Damage; DEX 16 Save for helf
Bonus Action: Hero Attacks - 22 to hit with 5 Force Damage.
D&D since 1984
Jorzu
With this part of the armoury quickly filling with melee combatants Jorzu circles the un-dude before once again disappearing in a yellowish mist; "Too many bodies for my likes". Upon landing back near the door he sends two floating balls of energy straight back where was standing.
M - same tactic as earlier. Circle the bad guy, not leaving its range. Stopping at a point where he can reach as many foes as possible within 5ft.
BA - casts Misty Step with Taunting Step rider. All foes within 5ft make a WIS15 save or have Disadvantage on all attacks aimed at anyone but Jorzu.
A - casts Eldritch Blast aimed at un-dude!
Blast Attack 1: 12 Damage: Unable to parse dice roll.
Blast Attack 2: 18 Damage: 14
( WIP)