Great! Our best deceptionist is Yasmina, I'd say she should roll... Duwamilly is using her concentration to Bless, so she can't buff with Guidance but oh, well, Yasmina has a +8 already... she should be fine.
Great! Our best deceptionist is Yasmina, I'd say she should roll... Duwamilly is using her concentration to Bless, so she can't buff with Guidance but oh, well, Yasmina has a +8 already... she should be fine.
Don't jinx it...
Rollback Post to RevisionRollBack
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Hounds of Judgement (22) Mummies (18) -- Delvindra (17) Air Elemental (16) Duwamilly (16) Lord Amir (13) Zander (13) Cal (10) -- Cultists (10) -- Yasmina (8) -- Cultist Leader (7)
(In case anyone was wondering about how high their initiative is... no, these aren't standard MM mummies...)
Round 1 starts with the hounds... you can see three of them approaching the hallway. They pause for a brief moment upon seeing the remains of the last batch of cultists... then...
they disappear. For a moment you aren't sure where they went, then you hear the growls...
The three hounds emerge from the shadows, two of them in front of Duwamilly and Delvindra, one behind the backline (Bonus action teleportation ability). The held action of messing with the mummies triggers, and the mummies are now convinced that the fiendish intruders are here to steal their treasures!
Hound 1 charges at Duwamilly, its eyes burning with hatred as it sets its sights upon the holy cleric! Attack: 14 Damage: Unable to parse dice roll. piercing + 1 fire
Hound 2 lunges at Delvindra Attack: 22 Damage: 6 piercing + 2 fire
Hound 3 lets out an otherworldly howl as it leaps at Cal Attack: 19 Damage: 4 piercing + 3 fire
Anyone who is hit by a hound is grappled (DC 13 to escape)
Then the mummies are up...
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The mummies spring into action... and you suddenly find out that they're not 'normal' mummies. They move with almost blinding speed as they leap out of their coffins to descend upon the three hounds...
The three mummies on Cal's side all attack Hound 3, each striking multiple times, using martial arts techniques that Delvindra might recognize...
The mummies on Zander's side (4, 5), and the two immediately in front of the two warriors (6, 7) are not easily able to navigate the obstacles in their way to able to engage in melee with the hound, so they simply take the dodge action.
Meanwhile in the hallway, four mummies (8, 9, 10, 11) are unable to close into melee with the hounds, while the remaining four (12, 13, 14, 15) are able to get into position and begin a vicious assault...
[[ OOC: Lol! You're right, DM! I should have known better than to worry for damage from missed attacks! ]]
Duwamilly is amazed by the disappearance of the hounds... she turns her little head from side to side to see where they are popping up... and that's how she sees them popping up right where they shouldn't - past the traps, past the mummies, in the beautiful middle of the party!
"Beware kids!" the ex-preceptor instinctively shouts, raising her shield - and so the teeth of the hound that had launched itself against her only impact hard steel.
The gnome cleric however notes with relief that the plan of the ingenious kids is paying off... the mummies, disturbed from their rest and convinced that the hounds are thieves, attack them, starting to punish them for their crimes - and they do that using certain moves... "Delvindra, honey!" she is amazed "Did you take the time to show your Katas to our mummy friends too?!"
Duwamilly therefore limits herself to defending herself as best she can and retreating to a more sheltered position - possibly in full light, without shadows around. The mummies should be perfectly capable of keeping the monster busy. "Bad, bad dog!" she scolds the beast "Stealing from the tombs! Some creatures really have no respect for the elderly..."
[[ OOC: Duwamilly just Disengages with her action... possibly reaching a pleace with no shadows nearby, so that the hounds can not repeat their trick to attack her. She keeps concentrating on Bless. ]]
This post has potentially manipulated dice roll results.
Lord Amir is pleased to finally have something to fight, swiftly drawing his massive scimitar crackling with thunderous energy to engage the Hounds, swinging at them with glee.
Scimitar: 12 Another roll if able to flank: 22 Slashing: 12 Thunder: 3 Scimitar: 17 Another roll if able to flank: 27 Slashing: 13 Thunder: 5 Scimitar: 17 Another roll if able to flank: 27 Slashing: 11 Thunder: 1
Yasmina meanwhile flies back into the chamber, her winged boots taking her aloft, before she unleashes a blue beam of thunderous eldritch crackling force from her Sapphire ring towards any still standing Hounds.
Deeply concerned that the hounds have drawn the mummies to the accursed rather than the mummies keeping the hounds at bay, Delvindra downs her Potion of Invulnerability.
"Be back in a minute,"she says with a wink before teleporting into the hallway behind the mummies.
Hound 3 is felled by the onslaught, with Yasmina's eldritch blast serving as the final nail in its coffin. The other two hounds remain... those of you who were paying attention may notice that the hounds seem to take less damage from the infamous rotting fists of the mummies than one would normally expect.
Great! Our best deceptionist is Yasmina, I'd say she should roll... Duwamilly is using her concentration to Bless, so she can't buff with Guidance but oh, well, Yasmina has a +8 already... she should be fine.
Don't jinx it...
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Yasmina would do her best to coordinate the effort to hopefully decieve the mummies.
Deception: 25 Another roll if help can be provided for this: 13
NICE!
D&D since 1984
Okay... so... the mummies have no idea that you're the ones messing with their grave goods...
Mummies' initiative: 18
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Updated initiative to include a bunch of mummies:
Initiative
Hounds of Judgement (22)
Mummies (18)
--
Delvindra (17)
Air Elemental (16)
Duwamilly (16)
Lord Amir (13)
Zander (13)
Cal (10)
--
Cultists (10)
--
Yasmina (8)
--
Cultist Leader (7)
(In case anyone was wondering about how high their initiative is... no, these aren't standard MM mummies...)
Round 1 starts with the hounds... you can see three of them approaching the hallway. They pause for a brief moment upon seeing the remains of the last batch of cultists... then...
they disappear. For a moment you aren't sure where they went, then you hear the growls...
The three hounds emerge from the shadows, two of them in front of Duwamilly and Delvindra, one behind the backline (Bonus action teleportation ability). The held action of messing with the mummies triggers, and the mummies are now convinced that the fiendish intruders are here to steal their treasures!
Hound 1 charges at Duwamilly, its eyes burning with hatred as it sets its sights upon the holy cleric!
Attack: 14 Damage: Unable to parse dice roll. piercing + 1 fire
Hound 2 lunges at Delvindra
Attack: 22 Damage: 6 piercing + 2 fire
Hound 3 lets out an otherworldly howl as it leaps at Cal
Attack: 19 Damage: 4 piercing + 3 fire
Anyone who is hit by a hound is grappled (DC 13 to escape)
Then the mummies are up...
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The mummies spring into action... and you suddenly find out that they're not 'normal' mummies. They move with almost blinding speed as they leap out of their coffins to descend upon the three hounds...
The three mummies on Cal's side all attack Hound 3, each striking multiple times, using martial arts techniques that Delvindra might recognize...
Mummy 1 vs. Hound 3
Attack: 20 Damage: 6 bludgeoning + 7 necrotic
Attack: 18 Damage: 5 bludgeoning + 5 necrotic
Mummy 2 vs. Hound 3
Attack: 9 Damage: 6 bludgeoning + 9 necrotic
Attack: 10 Damage: 4 bludgeoning + 6 necrotic
Mummy 3 vs. Hound 3
Attack: 6 Damage: 4 bludgeoning + 7 necrotic
Attack: 14 Damage: 9 bludgeoning + 9 necrotic
The mummies on Zander's side (4, 5), and the two immediately in front of the two warriors (6, 7) are not easily able to navigate the obstacles in their way to able to engage in melee with the hound, so they simply take the dodge action.
Meanwhile in the hallway, four mummies (8, 9, 10, 11) are unable to close into melee with the hounds, while the remaining four (12, 13, 14, 15) are able to get into position and begin a vicious assault...
Mummy 12 vs. Hound 1
Attack: 18 Damage: 5 bludgeoning + 6 necrotic
Attack: 9 Damage: 9 bludgeoning + 7 necrotic
Mummy 13 vs. Hound 1
Attack: 21 Damage: 10 bludgeoning + 8 necrotic
Attack: 18 Damage: 8 bludgeoning + 3 necrotic
Mummy 14 vs. Hound 2
Attack: 8 Damage: Unable to parse dice roll. bludgeoning + 9 necrotic
Attack: 18 Damage: 8 bludgeoning + 9 necrotic
Mummy 15 vs. Hound 2
Attack: 7 Damage: Unable to parse dice roll. bludgeoning + 3 necrotic
Attack: 11 Damage: 5 bludgeoning + 3 necrotic
Delvindra, Air Elemental, Duwamilly, Lord Amir, Zander, and Cal are up!
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[[ OOC: @DM: Ok wr go on, but you had some 'unable to parse' rolls that you might want to retry.
@Zander, Yasmina and Delvindra: you are Blessed! Remember to add that d4 to attacks and saves! ]]
Yeah... for damage on attacks that missed. I already took care of the screwed up damage rolls on the attacks that actually hit :)
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[[ OOC: Lol! You're right, DM! I should have known better than to worry for damage from missed attacks! ]]
Duwamilly is amazed by the disappearance of the hounds... she turns her little head from side to side to see where they are popping up... and that's how she sees them popping up right where they shouldn't - past the traps, past the mummies, in the beautiful middle of the party!
"Beware kids!" the ex-preceptor instinctively shouts, raising her shield - and so the teeth of the hound that had launched itself against her only impact hard steel.
The gnome cleric however notes with relief that the plan of the ingenious kids is paying off... the mummies, disturbed from their rest and convinced that the hounds are thieves, attack them, starting to punish them for their crimes - and they do that using certain moves... "Delvindra, honey!" she is amazed "Did you take the time to show your Katas to our mummy friends too?!"
Duwamilly therefore limits herself to defending herself as best she can and retreating to a more sheltered position - possibly in full light, without shadows around. The mummies should be perfectly capable of keeping the monster busy. "Bad, bad dog!" she scolds the beast "Stealing from the tombs! Some creatures really have no respect for the elderly..."
[[ OOC: Duwamilly just Disengages with her action... possibly reaching a pleace with no shadows nearby, so that the hounds can not repeat their trick to attack her. She keeps concentrating on Bless. ]]
Delvindra's Escape Grapple Attempt (Acrobatics): 15
Lord Amir is pleased to finally have something to fight, swiftly drawing his massive scimitar crackling with thunderous energy to engage the Hounds, swinging at them with glee.
Scimitar: 12 Another roll if able to flank: 22 Slashing: 12 Thunder: 3
Scimitar: 17 Another roll if able to flank: 27 Slashing: 13 Thunder: 5
Scimitar: 17 Another roll if able to flank: 27 Slashing: 11 Thunder: 1
Yasmina meanwhile flies back into the chamber, her winged boots taking her aloft, before she unleashes a blue beam of thunderous eldritch crackling force from her Sapphire ring towards any still standing Hounds.
Eldritch Blast: 23 + Bless: 4 Force: 7 + Thunder: 2
(OMG the rolls :-P)
(Well that was way to close)
Deeply concerned that the hounds have drawn the mummies to the accursed rather than the mummies keeping the hounds at bay, Delvindra downs her Potion of Invulnerability.
"Be back in a minute," she says with a wink before teleporting into the hallway behind the mummies.
(Action-Drink Potion, Free Action-Quip, Bonus Action-Signet Ring's Rift Step power. End Turn)
Is there any hounds left after those attacks?
Hound 3 is felled by the onslaught, with Yasmina's eldritch blast serving as the final nail in its coffin. The other two hounds remain... those of you who were paying attention may notice that the hounds seem to take less damage from the infamous rotting fists of the mummies than one would normally expect.
Initiative
Hound 1 - 31 damage
Hound 2 - 12 damage
Hound 3 - DEADMummies
--
Delvindra
Air Elemental
Duwamilly
Lord Amir
Zander <- we are here
Cal <- we are here
--
Cultists
--
Yasmina
--
Cultist Leader
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Cal will slash down on the hounds neck on the magical axe setting
Attack: 20
Damage: 9
Cal's axe finishes off Hound 1
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Zander will draw Snicker and attack Hound 2.
Attack: 19 Damage: 15
D&D since 1984
Zander's strike takes a big chunk out of the last hound...
The cultists are up now... and they're wary of walking into a meatgrinder. Two cultists approach ahead of the others, scanning for enemies and traps.
Perception: 17
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