"Be careful, keep your distance... I'm not sure what this monster is capable of!" Dorn shouts to the party. He will rush in to the final cultist and rams him with his full momentum, bashing his shield into the cultist with the intention of shoving him into the pit. "Eeaarrghhh!"
Shove: 4 On a success, Dorn will retreat back with the remainder of his movement in the direction of the hall. On a fail, he will stay.
Calim gawks in horror at the massive ooze in front of him. He favors his side what was just sliced by the cultists scimitar and notices that he is woozy, close to feinting. He doubles back to attempt to Disengage from the melee and regain his composure. Shrinking to the far wall to see if he can stem the bleeding by tightening his armor (Second Wind). Calim reaches back into his memories about these sorts of creatures to recall any weaknesses or tactics that might give them any advantage.
Turn (with the DM's discretion asking if I can make a history check while disengaging and Bonus Action Second Wind) Second Wind 9 History Check (proficient) 5
“Looks like a giant ball of seaweed but smells much worse!” Kneecap exclaims! He pulls out his Warhammer, raises his shield and moves up to the slime and attempts to smash it to slimy pulp.
The battle raged in the sunken depths of the dungeon. The heroes find themselves locked now in a desperate struggle against the formidable slime monster and the sole remaining cultist that had summoned it.
Dorn saw an opportunity to shove the cultist into the otherworldly beast he had summoned ... a fitting sacrifice to whatever dark god allowed such monstrosities to walk the earth. But the Cultist kept his feet and drew his scimitar, returning the attack against the paladin!
Calim, for his part, withdrew to adjust his armor, finding his second wind.
Kneecap's hammer, meanwhile, thudded mightily against slimy flesh.
Amidst the chaos, Volneer feels the primal surge of chaotic energy building within him, a volatile force that begged to be unleashed. With a primal scream, the half-elf unleashed a torrent of raw magical power, channeling the chaotic energies that course through his veins.
In an instant, the chamber was engulfed with a brilliant burst of multicolored light, as if a rainbow had been torn asunder and scattered across the room. The air crackled with wild magic, and sparks danced and swirled in a dazzling display of arcane energy.
A gout of flame erupted from his outstretched hands, and the flames took on on the surreal, otherworldly quality of the wild magic that had also been released. A chaotic rainbow of violet, green, and blue. Shifting and flickering. The heat was intense, searing the air and causing the slime monster to hiss and writhe in agony.
The ochre jelly towered over the group and formed a series of flailing pseudopods that swung through the air with a deadly viciousness.
The cultist, although he had summoned the beast ... quickly learned that the monster in the dungeon did not bear him any affection. Being the closest to the beast ... he found himself in the way of the deadly, acid-covered pseudopods!
Init
22 - Dorn. Move. Shove Cultist with Luck reroll. The Cultists resists being shoved! 19 - Calim. Second Wind (+9hp), Withdraw. Move. 17- Cultist. Scimitar vs Dorn. Attack: 22 Damage: 2 12 - Kneecap. Concentrating on Bless (2/10 rounds), Move, Attack Ochre Jelly, A Hit! (10hp) 7 - Volneer. Move. Burning Hands vs C3 & Ochre Jelly. Wild Magic triggered, Tides of Chaos restored. -->C3, Dex Save (DC14) 20 -->Ochre Jelly, Dex Save (DC14) 4 1 - Ochre Jelly, attack Cultist with pseudopod, Attack: 22 Damage: 9
Ongoing Effects: All, vulnerable to piercing damage (0/10 rounds)
This post has potentially manipulated dice roll results.
Volneer watches in horror as the beast strikes down the final cultists. He mumbles to himself, "That makes things easier," and, moving back, fires a burst of flame at the creature, using the chaotic fire to his advantage.
Headed back into the fray, this time with his shield drawn to protect from the pseudopod tentacles and his trusty smithing light hammer raised high. Calim flanks to Kneecap's right to bear down on the monster. Duplicating Kneecap's action, he swings down to squelch the thing.
Light Hammer Attack 12 Damage 4
OOC DM do you operate under any rules for shield mechanics where they might be used to bash, control or adjust action as a bonus action for two handed weapon fighters?
This post has potentially manipulated dice roll results.
Dorn sees the cultist perish and collapse from the pseudopods thinking "glad he was in the way..." and with a pause and a quick nod: "...Right" he darts to the right, collecting his Rapier from the other fallen cultist, approaches the Ooze, and attempts a downward stab with his dagger.
Movement to Cultist #2, Pick up Rapier, Move to Ooze, Attack W/ blessing with Dagger: 184 Piercing Damage
This post has potentially manipulated dice roll results.
With all of the cultists out of the equation, the heroes were able to focus their fire on the large beast in the dungeon.
Each of them in turn managed to wound the terrible monstrosity. Volneer's chaotic magic making Dorn's dagger strike far greater than it otherwise should have been. The paladin's blade sank easily into its slimy flesh and a low, reverberating howl of pain erupted from the beast ... even though it lacked the vocal cords to do so.
Slowly, the beast reared itself up to its full height and swung at one of the trio of heroes that were in front of it, then it lumbered out of the pit it had been conjured in ... intent on seeking out the source of the sorcerous flames that had seared it so gravely.
Init
22 - Dorn. Move (your declared square was not available because Kneecap was already in it. I had you move one square adjacent). Dagger attack. A hit! (3hp, but vulnerable so ... 6hp) (finally, the action to retrieve the rapier and wield rapier/dagger/shield was not possible so I omitted picking up the rapier to make the declared actions permissible within the constraints of a combat round) 19 - Calim. Move (Dorn had occupied the space you declared, so I had you move to Kneecap's left side instead of right side), Hammer attack. A hit! (4hp) 12 - Kneecap. Concentrating on Bless (3/10 rounds). Hammer attack. A hit! (6hp) 7 - Volneer. Move, Fire Bolt. A hit! (7hp) 1 - Ochre Jelly, Attacks whom? 1-2=Calim, 3-4=Dorn, 5-6=Kneecap, 4; Attack: 24 Damage: 10
[Ochre Jelly: 6/45hp remaining]
Ongoing Effects: All, vulnerable to piercing damage (1/10 rounds)
Calim notices the monstrous ooze headed to his companion. He can't remember if he hasn't learned the man's name...or has forgotten it already. Not knowing why, the idea of this man losing his life without knowing his name, like that unknown and foolish cultist, fills him with regret and anger. He tries to throw himself between the man and this gelatinous mess, doubling his effort to use his own shield as a deterrent. He swings wildly with the hammer and prays to Ilmater for favor. If this is his first and last fight returned to the duties of a hero...he will go out with honor.
Moving to whatever square puts Calim best in the way between the Ochre Jelly and Volneer. Attacking with the hammer - 19 Bless - 1 Damage - 6
OOC I think I understand the rules we are discussing on the OOC channel to mean that Calim didn't take a turn to equip his shield. Notably, I also didn't take a turn to sheath my sword and pull out my hammer. In the future, I'll make sure to make that clear. But, at this moment (since Calim has already ATTACKED with the hammer). I'll at least make the adjustment that my shield never was donned and I am attacking with just my hammer and no shield. While it is not to the letter of the rules, I"m thinking this is at least to the spirit of the rules and I don't have the extra +2 AC. So, AC is still at 16.
Dorn is visibly out of breath and frustrated with this new chainmail, apparently not accustomed to its heavy weight. "Blasted armor...". He straightens up, as the mass of slime begins to crawl away. rolling the dagger between his fingers, he grasps the tip of the blade, rears back, and with practiced and proper form, launches his last weapon straight and true to its target.
Dagger throw: Attack: 8 Damage: 4
Rollback Post to RevisionRollBack
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Unable to parse dice roll*Fire damage[Tooltip not found]*Saving throw.[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Everyone within thirty feet (Including me) are now vulnerable to piercing damage.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
"Be careful, keep your distance... I'm not sure what this monster is capable of!" Dorn shouts to the party. He will rush in to the final cultist and rams him with his full momentum, bashing his shield into the cultist with the intention of shoving him into the pit. "Eeaarrghhh!"
Shove: 4 On a success, Dorn will retreat back with the remainder of his movement in the direction of the hall. On a fail, he will stay.
Luck re-roll: 14
Dex save on burning hands (if needed) 19
Calim gawks in horror at the massive ooze in front of him. He favors his side what was just sliced by the cultists scimitar and notices that he is woozy, close to feinting. He doubles back to attempt to Disengage from the melee and regain his composure. Shrinking to the far wall to see if he can stem the bleeding by tightening his armor (Second Wind). Calim reaches back into his memories about these sorts of creatures to recall any weaknesses or tactics that might give them any advantage.
Turn (with the DM's discretion asking if I can make a history check while disengaging and Bonus Action Second Wind)
Second Wind 9
History Check (proficient) 5
Oh, my Bless for the History Check (not that it will matter much on a nat 1) 2
“Looks like a giant ball of seaweed but smells much worse!” Kneecap exclaims! He pulls out his Warhammer, raises his shield and moves up to the slime and attempts to smash it to slimy pulp.
Hammer attack with Bless
22 damage: 10
a
The battle raged in the sunken depths of the dungeon. The heroes find themselves locked now in a desperate struggle against the formidable slime monster and the sole remaining cultist that had summoned it.
Dorn saw an opportunity to shove the cultist into the otherworldly beast he had summoned ... a fitting sacrifice to whatever dark god allowed such monstrosities to walk the earth. But the Cultist kept his feet and drew his scimitar, returning the attack against the paladin!
Calim, for his part, withdrew to adjust his armor, finding his second wind.
Kneecap's hammer, meanwhile, thudded mightily against slimy flesh.
Amidst the chaos, Volneer feels the primal surge of chaotic energy building within him, a volatile force that begged to be unleashed. With a primal scream, the half-elf unleashed a torrent of raw magical power, channeling the chaotic energies that course through his veins.
In an instant, the chamber was engulfed with a brilliant burst of multicolored light, as if a rainbow had been torn asunder and scattered across the room. The air crackled with wild magic, and sparks danced and swirled in a dazzling display of arcane energy.
A gout of flame erupted from his outstretched hands, and the flames took on on the surreal, otherworldly quality of the wild magic that had also been released. A chaotic rainbow of violet, green, and blue. Shifting and flickering. The heat was intense, searing the air and causing the slime monster to hiss and writhe in agony.
The ochre jelly towered over the group and formed a series of flailing pseudopods that swung through the air with a deadly viciousness.
The cultist, although he had summoned the beast ... quickly learned that the monster in the dungeon did not bear him any affection. Being the closest to the beast ... he found himself in the way of the deadly, acid-covered pseudopods!
Init
22 - Dorn. Move. Shove Cultist with Luck reroll. The Cultists resists being shoved!
19 - Calim. Second Wind (+9hp), Withdraw. Move.
17- Cultist. Scimitar vs Dorn. Attack: 22 Damage: 2
12 - Kneecap. Concentrating on Bless (2/10 rounds), Move, Attack Ochre Jelly, A Hit! (10hp)
7 - Volneer. Move. Burning Hands vs C3 & Ochre Jelly. Wild Magic triggered, Tides of Chaos restored.
-->C3, Dex Save (DC14) 20
-->Ochre Jelly, Dex Save (DC14) 4
1 - Ochre Jelly, attack Cultist with pseudopod, Attack: 22 Damage: 9
Ongoing Effects: All, vulnerable to piercing damage (0/10 rounds)
The cultist's scimitar attack against the paladin was a success! (2hp)
But his success was short lived, however, because shortly after he landed the blow ... he was struck dead by the very beast he had helped summon.
[Ochre Jelly: 29/45hp remaining]
“Like smashing rotten fish!” Kneecap laughs, clearly enjoying himself.
Hammer attack with Bless 16 Damage: 9
Volneer watches in horror as the beast strikes down the final cultists. He mumbles to himself, "That makes things easier," and, moving back, fires a burst of flame at the creature, using the chaotic fire to his advantage.
Movement: 5 feet back at a diagonal.
Action: Fire bolt w/ advantage ToC. 21 damage: 7 fire damage
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Volneer shouts to the party, "The chaotic magic made it vulnerable to stabbing! You need to pierce it if you can!"
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Headed back into the fray, this time with his shield drawn to protect from the pseudopod tentacles and his trusty smithing light hammer raised high. Calim flanks to Kneecap's right to bear down on the monster. Duplicating Kneecap's action, he swings down to squelch the thing.
Light Hammer Attack
12
Damage
4
OOC
DM do you operate under any rules for shield mechanics where they might be used to bash, control or adjust action as a bonus action for two handed weapon fighters?
Forgot Bless again...
1
And my shield raises my AC + 2
Dorn sees the cultist perish and collapse from the pseudopods thinking "glad he was in the way..." and with a pause and a quick nod: "...Right" he darts to the right, collecting his Rapier from the other fallen cultist, approaches the Ooze, and attempts a downward stab with his dagger.
Movement to Cultist #2, Pick up Rapier, Move to Ooze, Attack W/ blessing with Dagger: 18 4 Piercing Damage
With all of the cultists out of the equation, the heroes were able to focus their fire on the large beast in the dungeon.
Each of them in turn managed to wound the terrible monstrosity. Volneer's chaotic magic making Dorn's dagger strike far greater than it otherwise should have been. The paladin's blade sank easily into its slimy flesh and a low, reverberating howl of pain erupted from the beast ... even though it lacked the vocal cords to do so.
Slowly, the beast reared itself up to its full height and swung at one of the trio of heroes that were in front of it, then it lumbered out of the pit it had been conjured in ... intent on seeking out the source of the sorcerous flames that had seared it so gravely.
Init
22 - Dorn. Move (your declared square was not available because Kneecap was already in it. I had you move one square adjacent). Dagger attack. A hit! (3hp, but vulnerable so ... 6hp) (finally, the action to retrieve the rapier and wield rapier/dagger/shield was not possible so I omitted picking up the rapier to make the declared actions permissible within the constraints of a combat round)
19 - Calim. Move (Dorn had occupied the space you declared, so I had you move to Kneecap's left side instead of right side), Hammer attack. A hit! (4hp)
12 - Kneecap. Concentrating on Bless (3/10 rounds). Hammer attack. A hit! (6hp)
7 - Volneer. Move, Fire Bolt. A hit! (7hp)
1 - Ochre Jelly, Attacks whom? 1-2=Calim, 3-4=Dorn, 5-6=Kneecap, 4; Attack: 24 Damage: 10
[Ochre Jelly: 6/45hp remaining]
Ongoing Effects: All, vulnerable to piercing damage (1/10 rounds)
Calim notices the monstrous ooze headed to his companion. He can't remember if he hasn't learned the man's name...or has forgotten it already. Not knowing why, the idea of this man losing his life without knowing his name, like that unknown and foolish cultist, fills him with regret and anger. He tries to throw himself between the man and this gelatinous mess, doubling his effort to use his own shield as a deterrent. He swings wildly with the hammer and prays to Ilmater for favor. If this is his first and last fight returned to the duties of a hero...he will go out with honor.
Moving to whatever square puts Calim best in the way between the Ochre Jelly and Volneer.
Attacking with the hammer - 19
Bless - 1
Damage - 6
OOC
I think I understand the rules we are discussing on the OOC channel to mean that Calim didn't take a turn to equip his shield. Notably, I also didn't take a turn to sheath my sword and pull out my hammer. In the future, I'll make sure to make that clear. But, at this moment (since Calim has already ATTACKED with the hammer). I'll at least make the adjustment that my shield never was donned and I am attacking with just my hammer and no shield. While it is not to the letter of the rules, I"m thinking this is at least to the spirit of the rules and I don't have the extra +2 AC. So, AC is still at 16.
I meant "doubling his effort to use his own BODY as a deterrent"
Dorn is visibly out of breath and frustrated with this new chainmail, apparently not accustomed to its heavy weight. "Blasted armor...". He straightens up, as the mass of slime begins to crawl away. rolling the dagger between his fingers, he grasps the tip of the blade, rears back, and with practiced and proper form, launches his last weapon straight and true to its target.
Dagger throw: Attack: 8 Damage: 4