This post has potentially manipulated dice roll results.
The djinni lord roars in pain, glaring over at the two insolent cultists that dared to harm him, swooshing in, slashing at them with his massive thunderous scimitar.
[[ OOC: OK, from what was written in the OOC thread, there should only be Flesh Golem and Cultist Squad Leader left. ]]
Now...
A) If Duwamilly is able to pass the Flesh Golem without problems:
Duwamilly boldly walks past the Flesh Golem fighting with the other Accursed (so as to be sure not to include her companions in any unwanted effects) and waves her Preceptorial Wand as she would with one of her slender little fingers to scold the Cultist Squad Leader: "Tzk! Tzk! It really takes a real rascal to serve a scamp like Firion! Don't you want to think again?"
[[ OOC: And the gnome cleric activates the wand, targeting the Cultist Squad Leader ]]
B) If Duwamilly is NOT able to safely pass the Flesh Golem (because there is no room, or because she would give the other an Attack of Opportunity, or whatever the reason):
Duwamilly takes advantage of the fact that the Flesh Golem is still bound by Hayya's coils to try to touch him with her magical cursed cube... She tries in this way to Plane Shift it to Avernus in view of a nice devil-guarded ferry on the waters of the River Styx that she once saw during a short but adventurous trip.
A) Duwamilly's Preceptorial Wand (targeting Cultist Squad Leader): 95
B) Duwamilly's roll to hit: 22 if successful, the Flesh Golem goes on holiday to Avernus unless it can pass a DC 17 Charisma Saving Throw
In case of A) the effect is:
91-95
A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
This post has potentially manipulated dice roll results.
I feel like the biggest problem with getting past the golem is the fact that there are 1) a flesh golem, 2) a giant snake, and 3) a djinni in the middle of the hallway... I have a hard time imagining that even Duwamilly would be able to squeeze past that traffic jam in a single round...
So looks like we're zapping the poor golem with another Plane Shift.
Cha save: 6
Rollback Post to RevisionRollBack
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I feel like the biggest problem with getting past the golem is the fact that there are 1) a flesh golem, 2) a giant snake, and 3) a djinni in the middle of the hallway... I have a hard time imagining that even Duwamilly would be able to squeeze past that traffic jam in a single round...
So looks like we're zapping the poor golem with another Plane Shift.
Cha save: 17
Uhhh...
This is one lucky golem.
Rollback Post to RevisionRollBack
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Lol! Really! Once again 20 was the only roll that could have saved it... but it seems it is here to stay! Oh, well... Down it will go all the same - it will just be more painful - for it and for some of us.
This post has potentially manipulated dice roll results.
Yasmina peeks out and unleashes a beam of blue eldritch crackling force laced with thunderous energies towards the wounded cultist before ducking into full cover again.
Eldritch Blast: 15 Force: 10 + Thunder: 2
Meanwhile, if it reaches a cultist without releasing the golem, Hayya takes a bite.
The cultist squad leader, left alone except for the golem which is currently being crushed by a snake... decides to run rather than stand and die. He takes the Dash action and uses his movement speed to get as far away as humanly possible from the creatures that fill the corridor.
Initiative:
Delvindra Duwamilly Lord Amir Hayya Zander Cal Yasmina -- Flesh Golem - 88 damage (grappled, restrained) Cultist Squad Leader - 38 damage (from rockslide + fire trap prior to the start of the fight); dashing away as fast as his legs can carry him. Cultists - Dead
PCs are free to finish off the flesh golem and/or try to hit the squad leader as he runs away!
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Delvindra's first instinct is to run down the cult leader, with her training and the help of her ring it would be almost comically simple. The voices agree, urging her to complete the killing, to leave none alive...
When she stops herself, it's not out of any sense of Ilmateri mercy. It's a cold, practical calculation. The cult leader had seen enough. They knew who they were up against. They would inevitably summon others and relieve the pressure on the island's defenders. By sparing the life of one enemy, how many of their own allies would be saved?
Instead she closes with the flesh golem. Leaving a flash and the smell of brimstone in her wake she's suddenly behind the creature, striking at it with hands and feet...
(Move up to 40', Bonus Action: Rift Step to the far side of the Golem, Action: Unarmed Strike Attack: 24 Damage: 8 magic)
Duwamilly was also toying with the idea of finishing off the cultist leader with her Preceptorial Wand... but seeing Delvindra first aim at him, then let him go, she muses: 'The kid must have something in mind... And I don't want to ruin her game. I'll rather focus on the golem - after all, magical weapons are needed to hurt it... and I have one!'
The ex-preceptor quickly changes the wand for the Luck Blade and, giggling: "With this one, it must be really easy to keep order in the classroom! I should have gotten one a long time ago..." she takes advantage of the situation to make her own contribution and pierce the grappled enemy.
With one final groan, the golem collapses into a disgusting pile of inanimate flesh and bone as Delvindra and Duwamilly strike it almost simultaneously. The squad leader is still alive, but on the run.
Rollback Post to RevisionRollBack
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"Well done, Delvindra, honey!" Duwamilly gives a high-five to the tiefling monk "But let's always remember" she looks serious almost immediately afterwards "that violence is a defeat for everyone. Let's try not to get too used to resorting to it".
"But at leats" the ex-preceptor shrugs and finds her smile again "they are more defeated than we are! That's still something".
The djinni lord roars in pain, glaring over at the two insolent cultists that dared to harm him, swooshing in, slashing at them with his massive thunderous scimitar.
Scimitar: 29 Slashing: 13 + Thunder: 5
Scimitar: 27 Slashing: 10 + Thunder: 3
Scimitar: 29 Slashing: 14 + Thunder: 3
He would stay in melee with as many cultists as possible giving them disdavantage on therir ranged attack rolls.
Cursing quietly to herself in Infernal, Delvindra readies another arrow and shoots at the same cultist she just missed (Cultist 1).
Attack: 20 Damage: 6
[[ OOC: OK, from what was written in the OOC thread, there should only be Flesh Golem and Cultist Squad Leader left. ]]
Now...
A) If Duwamilly is able to pass the Flesh Golem without problems:
Duwamilly boldly walks past the Flesh Golem fighting with the other Accursed (so as to be sure not to include her companions in any unwanted effects) and waves her Preceptorial Wand as she would with one of her slender little fingers to scold the Cultist Squad Leader: "Tzk! Tzk! It really takes a real rascal to serve a scamp like Firion! Don't you want to think again?"
[[ OOC: And the gnome cleric activates the wand, targeting the Cultist Squad Leader ]]
B) If Duwamilly is NOT able to safely pass the Flesh Golem (because there is no room, or because she would give the other an Attack of Opportunity, or whatever the reason):
Duwamilly takes advantage of the fact that the Flesh Golem is still bound by Hayya's coils to try to touch him with her magical cursed cube... She tries in this way to Plane Shift it to Avernus in view of a nice devil-guarded ferry on the waters of the River Styx that she once saw during a short but adventurous trip.
Rolls:
A) Duwamilly's Preceptorial Wand (targeting Cultist Squad Leader): 95
B) Duwamilly's roll to hit: 22 if successful, the Flesh Golem goes on holiday to Avernus unless it can pass a DC 17 Charisma Saving Throw
In case of A) the effect is:
I feel like the biggest problem with getting past the golem is the fact that there are 1) a flesh golem, 2) a giant snake, and 3) a djinni in the middle of the hallway... I have a hard time imagining that even Duwamilly would be able to squeeze past that traffic jam in a single round...
So looks like we're zapping the poor golem with another Plane Shift.
Cha save: 6
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Uhhh...
This is one lucky golem.
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Lol! Really! Once again 20 was the only roll that could have saved it... but it seems it is here to stay! Oh, well... Down it will go all the same - it will just be more painful - for it and for some of us.
Zander will attack the nearest one with Snicker
Last round - Attack: 15 Damage: 9
This round - Attack: 10 Damage: 14
D&D since 1984
Cal will swing his flaming blade again with advantage
Attack: 26
Damage: 12
Fire Damage: 6
Blade damage extra: 8
fire damage extra: 5
Yasmina peeks out and unleashes a beam of blue eldritch crackling force laced with thunderous energies towards the wounded cultist before ducking into full cover again.
Eldritch Blast: 15 Force: 10 + Thunder: 2
Meanwhile, if it reaches a cultist without releasing the golem, Hayya takes a bite.
(Hayya 60 - 23)
Bite: 8 15 (10 feet reach)
Hayya finishes off cultist 1, ripping his head clean off his body...
Now the monsters are up. The flesh golem tries to hit the snake coiling around it...
Golem vs. Hayya
Attack: 10 Damage: 6
Attack: 10 Damage: 9
The cultist squad leader, left alone except for the golem which is currently being crushed by a snake... decides to run rather than stand and die. He takes the Dash action and uses his movement speed to get as far away as humanly possible from the creatures that fill the corridor.
Initiative:
Delvindra
Duwamilly
Lord Amir
Hayya
Zander
Cal
Yasmina
--
Flesh Golem - 88 damage (grappled, restrained)
Cultist Squad Leader - 38 damage (from rockslide + fire trap prior to the start of the fight); dashing away as fast as his legs can carry him.
Cultists - DeadPCs are free to finish off the flesh golem and/or try to hit the squad leader as he runs away!
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Delvindra's first instinct is to run down the cult leader, with her training and the help of her ring it would be almost comically simple. The voices agree, urging her to complete the killing, to leave none alive...
When she stops herself, it's not out of any sense of Ilmateri mercy. It's a cold, practical calculation. The cult leader had seen enough. They knew who they were up against. They would inevitably summon others and relieve the pressure on the island's defenders. By sparing the life of one enemy, how many of their own allies would be saved?
Instead she closes with the flesh golem. Leaving a flash and the smell of brimstone in her wake she's suddenly behind the creature, striking at it with hands and feet...
(Move up to 40', Bonus Action: Rift Step to the far side of the Golem, Action: Unarmed Strike Attack: 24 Damage: 8 magic)
Duwamilly was also toying with the idea of finishing off the cultist leader with her Preceptorial Wand... but seeing Delvindra first aim at him, then let him go, she muses: 'The kid must have something in mind... And I don't want to ruin her game. I'll rather focus on the golem - after all, magical weapons are needed to hurt it... and I have one!'
The ex-preceptor quickly changes the wand for the Luck Blade and, giggling: "With this one, it must be really easy to keep order in the classroom! I should have gotten one a long time ago..." she takes advantage of the situation to make her own contribution and pierce the grappled enemy.
Duwamilly's Luck Blade Attack: 16 Damage: 7 (magical piercing)
With one final groan, the golem collapses into a disgusting pile of inanimate flesh and bone as Delvindra and Duwamilly strike it almost simultaneously. The squad leader is still alive, but on the run.
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"Well done, Delvindra, honey!" Duwamilly gives a high-five to the tiefling monk "But let's always remember" she looks serious almost immediately afterwards "that violence is a defeat for everyone. Let's try not to get too used to resorting to it".
"But at leats" the ex-preceptor shrugs and finds her smile again "they are more defeated than we are! That's still something".
"Not so fast mortal..." The djinni lord growls as he swooshes after the fleeing cultist leader and knocks him out for interrogation.
Move 90 feet with which he would easily catch up with the cowardly cultist leader.
Scimitar: 12 Non-lethal damage: 14
Scimitar: 21 Non-lethal damage: 13
Scimitar: 29 Non-lethal damage: 11
Lord Amir's massive blade strikes the cultist three times... and the third time the cultist falls to his knees, defeated by the mighty djinni.
Combat over! Each of you receives...
2,880 XP!!!
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