[[ Per the Variant Grid Rules you can't move diagonally across something like a wall. But I've also seen it as a common homebrew to still allow that movement. So unsure how you want to rule this, going to post two options. ]]
Option 1: Requires moving diagonally across a wall
Eggo Lass springs into action, shoving her way through Bilyur and Sly the drow raises her wand and chants to unleash of a void of darkness that engulfs the room before retreating Northward. She then stands ready with wand and dagger in hand.
Movement: E, E (20ft movement due to rough terrain of other creature's space)
Action: Hunger of Hadar Center on the uppermost righthand corner where the red and brown on the East combine. (So if you take the top right corner of Xarkris' square, go up 4 intersections and then right 2 intersections) Should cover the whole room and the square right in front of Xarkris, plus some of the room to the right. Plus the square to the left that starts connecting to the lefthand room.
Movement: SW
Item Interaction: draw dagger
[[ Issue without that SW is that doing one W uses up the 30ft movement while trying to end in another creature's space. And don't think she can get adequate line of sight to not include the party in the AoE if she doesn't get to Sly's spot. ]]
Hunger of Hadar will do automatically 4+1 = 5 cold damage to both ghouls at the start of their turn
1+3 = 4 acid damage (log says cold, but second roll is the acid) DEX Save DC 15 for none
Option 2: No diagonal movement allowed
Eggo Lass chants and looses a bonfire in front of Xarkris to guard the party from the ghouls.
Create Bonfire 6+7 = 13 fire damage for first creature to enter it DEX DC 15 for none
[I'm going to say no to diagonal movement across corners and such, sorry, just because that makes things easier for me as DM if movement is kept linear in areas with walls around them!]
Eggo Lass moves past Bilyur to get back into the doorway of the dining hall, then looks just past Sly's shoulder to allow a barrier of flames to spring up in the doorway between Xarkris and the ghouls, who hiss in anger at the blockade.
The elven cries of the person in distress continue as yet another ghoul lurches into the room with mal intent. Xarkris can now confirm that there is a single creature left within the left room, which seems closer to the party then the maiden in despair, whilst still in obscurity. The trio scheme and mutter in anger, as with Xarkris standing guard beyond the wall of flames, there is no hope of leaping over to access the party. The bloodlust of the beasts does not seem to overpower their common sense, and they seem to be unwilling at current to go into one on one combat with the gold dragonborn, whilst also enduring the lick of the flames, so instead move further into the room to conspire with each other, though don't act yet, as if they are waiting on the approval of some higher authority before attacking.
Ghoul C: Does Nothing Ghoul T: Moves 10 feet North Ghoul D: Moves 25 feet East and 5 feet North
It is now Sly's Turn!
[I've changed the ghoul's markers to icons to more easily distinguish them; their letter correlates to the shape of the icon, so Ghoul C is the Circle, Ghoul T is the Triangle, and Ghoul D is the Diamond. Eventually I may just make custom stickers of the actual monsters with coloured borders or something like that to distinguish them in later fights, but I'm not sure how that would work with the large, zoomed-out dungeon map style, so I'll have an experiment and see what works for the next group combat!]
Initiative Order Eggo Lass: 23 Ghouls: 19 Sly: 13 <- CURRENT TURN Creature In Other Room: 11 Bilyur: 10 Xarkris: 9 Techi: 5
Status (In Spoiler)
Enemies Ghoul C Ghoul T Ghoul D Creature In Other Room
Sly leans around the corner, squinting through the fire into the room. She incants a formula and reaches up to touch the stones to her side. With a swift motion, she transmutes the very essence of the architecture, channeling it, commanding it to take form. A hand much like Slys own, but much larger, and formed from loose stones and bits of soil, assembles itself next to one of the ghouls (C). It reaches out in a grasping motion.
[Ghoul C has to make a STR Save (DC 15) or take 7 bludgeoning damage and be restrained for the spells duration.] [To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.]
After this, the wizard seeks to make space for her companions, and thus moves through Bilyur, positioning herself where Eggo used to stand.
Sly magically gathers together the dust and debris littering the room, her spell also taking on dregs of the blood and flesh about to line the rocky fist with gory tendons, although the hand itself maintains the well-kept manner of Sly's own, despite it's appearance. It then lunges forth to one of the ghoul's and immediately fastens about the creature, who gives a wheezy splutter as it's ribs contract and the two other ghoul's around it start gibbering in fear and frenzy. Sly then retreats back to make room for the rest of the party. [Ghoul C DC 15 Strength Save: 3 + 1 = 4, it takes 7 bludgeoning damage and is restrained]
At the sound of the ghoul's cries, the creature in the other room arrives in response. It lumbers in, it's 7 foot gaunt frame covered in carrion and filth, and licks it's own face wildly all over with bizarre glee, it's tongue long and sharp like a snakes, it's claws and dagger-teeth equally pointed. The ghast looks towards the ghouls and mocks them in jest, telling them coarsely that 'You slimy maggots! Death should not be a fear for you fools!' It then turns on it's heel and madly charges straight into the bonfire, lips pulled back in a sickening grin as it prepares to try and butcher Xarkris, who is reviled to smell the awful scent of decay and death on the beast's skin, far worse than what was at the banquet. Although the ghast suffers major magical burns from the bonfire, it still seems unphased in it's vile intentions.
Ghast: Action: Dashes 40 feet towards Xarkris and into the create bonfire: DC 15 Dexterity Save: 4 + 3 = 7, takes 13 fire damage Stench: Any creature that starts its turn within 5 feet of the ghast (i.e. Xarkris must succeed on a DC 10 Constitution saving throw or be poisoned until the start of it's next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
It is now Bilyur's turn!
Initiative Order Eggo Lass: 23 Ghouls: 19 Sly: 13 Ghast: 11 Bilyur: 10 <- CURRENT TURN Xarkris: 9 Techi: 5
Status (In Spoiler)
Enemies Ghoul C: -7 HP, restrained Ghoul T Ghoul D Ghast: -13 HP
{{Based on sly's post, I assume I'm allowed to move through Xarkris' space. If not, lmk, and I'll change it. I have 50 feet of movement, so I have 25 with difficult terrain, almost a normal char's 30 lol.}}
Bilyur crawls through the tight space into Xarkris' space. He draws a quarterstaff and bonks the stinky ghoul on the head. (I'm channeling Sal a little for the RP here.) 18 to hit for 9 bludgeoning damage. 2nd attack (Extra attack, applies because this isn't the werebear attacks.) 11 to hit for 6 bludgeoning damage. Then he balls his fists and launches two swift strikes, hoping to leave the beast reeling in the fire. Flurry of blows, 24 to hit for 11 damage, DC 15 CON save against stunned*, DC 15 DEX save against Prone. Attack 2: 12 to hit, 8 damage. No more reactions if it hits.
*If he succeeds this saving throw, he will have his speed halved and the next attack against him will have advantage. The second roll on the rolling log is because, whether he succeeds or fails his saving throw, it will give the next attack advantage. The second roll was 9 though, so the final result is still 12.
Bilyur then crawls back away from the ghoul, leaving himself next to Xarkris.
{{Based on sly's post, I assume I'm allowed to move through Xarkris' space. If not, lmk, and I'll change it. I have 50 feet of movement, so I have 25 with difficult terrain, almost a normal char's 30 lol.}}
[You can move through Xarkris's (or any Medium/Small creature's) space as difficult terrain, but you can't stop in it to attack, for example, so unfortunately you're going to have to change your turn, really sorry. I can see that it is my fault and I caused the confusion since on Sly's turn, she would have had line of sight into the room from her space without moving into Xarkris's, which is all she could do as two Medium creatures or one Medium and Small creatures can't share a space, but I didn't realise she couldn't aim at the Ghoul C. This is because I didn't realise it took a separate action in order to move the Earthen Grasp (which is what I assumed she did), and when summoned in a space the caster can see, it can only attack creatures within 5 feet of it that the caster can also see, which I also didn't notice at the time (so Ghoul C wouldn't be viable). So, as a fix to this, I'm going to swap the restrained Ghoul from C to D, since that makes no difference overall other than correcting the placement and making so both the summoned spot and the Ghoul were within her line of sight at the time!]
For the sake of ease depending on what you do now for BIlyur's turn (such as move through Xarkris and the Ghoul into the room, although that will be risky with opportunity attacks and the bonfire) I'll let you keep the same rolls for attacks, just to make life easier for you!]
Initiative Order Eggo Lass: 23 Ghouls: 19 Sly: 13 Ghast: 11 Bilyur: 10 <- CURRENT TURN Xarkris: 9 Techi: 5
Bilyur will also move through the ghast's space then. I also got an 18 on my dex save. Once behind him, I am going to do the exact same thing I would have otherwise.
Oh and, since I am now going to be one on one with the three ghouls, the highest damage attack against me is going to be reduced by 14 damage.
Bilyur squeezes past Xarkris and bounds past the ghast, shoving it aside and leaping over the fire to land behind it. As this happens the ghast tries to scratch the passing gnome but just misses, leaving Bilyur unharmed [Reaction: Oppurtunity Attack: 11 + 5 = 16] The monk then quickly sweeps back to thwack the Ghast in the head with his sneakily drawn quarterstaff, and although his second attack just narrowly misses as the ghast ducks, it's still a significant blow. A flurry of punches is then sent into the vile creature's spine, which is enough to knock it's balance, and although it isn't stunned by the strike and Bilyur's second punch just sails past the creature's midriff, the damage is already done, as the ghast’s knees buckle and it falls forward with a ghostly stutter on it's pale lips. [DC 15 CON Save against being stunned: 19, DC 15 DEX Save against Prone: 5 + 3 = 8]
Xarkris then shreds the tumbling wreck of an undead before it’s body can hit the ground, his axe tearing straight down it’s middle and then slashing it into pieces horizontally so the quartered corpse falls straight into the fire and roasts. The ghouls standing cowering in the wall of the room moan in fear and sadness, especially now Bilyur is in the room with them, and prepared to deflect any attacks that may come his way. Techi then cries 'To hell with this cramped, corridor combat! Bilyur, I'm coming in around the back!' He pushes boldly through the door and into the empty room, ignoring the plea of the elf who, unbeknownst to the rest of you, is in yet another room over. He presses himself against the back of wall next to the archway through, locking eyes with Ghoul C as a spectral hand grabs around the undead's neck, draining some life from it and also putting it at a disadvantage against it's attacker, thanks to it's undead nature. [Chill Touch: 16 + 4 = Dirty 20 to hit, 6 necrotic damage and the ghoul can't regain hit points until the start of Techi's next turn, and has disadvantage on attacks against him until the end of his next turn]
It is now Eggo Lass's turn!
Initiative Order Eggo Lass: 23 <- CURRENT TURN Ghouls: 19 Sly: 13 Bilyur: 10 Xarkris: 9 Techi: 5
Enemies Ghoul C: -6 HP, can't regain hit points until the start of Techi's next turn, and has disadvantage on attacks against him until the end of his next turn Ghoul T Ghoul D: -7 HP, restrained
As the flickers of the bonfire fade, Eggo moves past Xarkris to shield herself behind Bilyur. She then sends an eldritch blast at the Ghoul straight ahead from her, her blast now split into two beams through her increased magical skills, and although the first one misses, the second hits. The Ghouls then swing into action, each of them doing their part to fight back against the ones that slayed their master, though overall they're not particularly successful, especially since they are very weak enemies for adventurers of your skill.
Ghoul C: Attacks Bilyur with it's claws: 11 + 4 = 15 Ghoul T: Attacks Techi with it's claws: 11 + 4 = 15, 6 slashing damage (Techi DC 10 CON Save against paralysis: 13 + 3 = 16) Ghoul D: Tries to break out of the [Tooltip Not Found]: DC 15 STR Save: 6 + 1 = 7
It is now Sly's turn!
Initiative Order Eggo Lass: 23 Ghouls: 19 Sly: 13 <- CURRENT TURN Bilyur: 10 Xarkris: 9 Techi: 5
Enemies Ghoul C: -6 HP, can't regain hit points until the start of Techi's next turn, and has disadvantage on attacks against him until the end of his next turn Ghoul T: -10 HP Ghoul D: -7 HP, restrained
Sly, feeling that the undead creature (Ghoul D) is still caught in her grip, simply makes a squeezing motion: [Strength Save (DC 15), Failure: 7 bludgeoning damage, Success: half damage. Regardless of result, the ghoul is still restrained.]
She then retreats further, moving 10 feet west, to keep the hallway free. On the way there, she looks into the room that Techi just entered, trying to see where the shouts are coming from.
Bilyur raises his quarterstaff, bringing two blows upon the ghoul that is attacking him. (Attack 1: 22 to hit for 10 damage. Stunning Strike*) (Attack 2: 20 to hit for 10 damage) He then spins around with a roundhouse kick from his right foot, continues the rotation to land a quick back kick to the ribs with his left foot. (Flurry of Blows 1: 14 to hit for 5 damage. Topple**) (Flurry of Blows 2: 25 to hit for 5 damage. Addle***) He then turns and sprints past the ghoul to the other doorway, leaving the (hopefully) stunned ghoul behind him.
*Stunning Strike: Target must make a DC 15 constitution saving throw. On a fail, the target is stunned until the start of my next turned. On a success, the target's speed is halved until the start of my next turn, and the next attack against it has advantage. Because this is pbp, which makes this all hard to do, I think that we should act like all these effects start at the end of my turn, and my teammates can reap the benefits.
**Topple: Target must make a DC 15 dexterity saving throw. On a success, nothing happens. On a fail, the target is knocked prone.
***Addle: Target cannot make opportunity attacks until the start of its next turn. No saving throw XD.
Ghoul D just manages to push back against the crushing fist's full potential, though is still injured by the rubble surrounding it. Sly then moves across to open up even more space in the corridor, though as she passes the open door she can see that the room Techi is in is just the same as the other one, completely empty with no sign of the hostage elf, who she figures must be in the next room over. The ghoul attacking Bilyur is then absolutely obliterated by him as he lets loose into it, leaving the creature dead before he's even halfway through his attacks. Bilyur then moves over to the archway to block off the free Ghoul engaged with Techi.
It is now Xarkris's turn!
Initiative Order Eggo Lass: 23 Ghouls: 19 Sly: 13 Bilyur: 10 Xarkris: 9 <- CURRENT TURN Techi: 5
[Sorry, how is Xarkris reaching the Ghoul? He’d have to go round into the other room to get to him, which is 40 feet at the nearest space, and his movement doesn’t cover that]
Xarkris brushes past Eggo as he enters the room for the first time, the enemies now suitably dispatched to a level that makes the environment safe to stop barricading. He simply strolls up and annihilates the restrained Ghoul in the corner with his axe, even without the help of the fist it's kept in. Techi then faces the Ghoul attacking him and puts his fingertips to the beast's foul ribcage, which then explodes in a burst of light and energy as he assaults it with the help of his magic missiles at point blank range. When the elf through the other room hears that the cries and moans of the ghouls have faded, she continues to call out louder in Elvish, Eggo Lass understanding the distant cries as 'Please! Come and save me! Please!'
{Wow, I poured a lot of features into that combat. This new monk is crazy.}
Bilyur immediately starts sprinting for the room with the cries emanating from it, his heart cooling as he realizes that all the monsters have been sufficiently dispatched.
(OOC: I can move 150 ft. in 6 seconds at a full sprint, which translates to 30 squares. Can I make it to the room in a round?}
Sly follows Bilyur with a 15 foot distance, ready to lend support, avoiding all of the ghouls lifeless corpses with a wrinkle of her nose. She doesn't understand the cries, but it seems urgent.
Rollback Post to RevisionRollBack
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[[ Per the Variant Grid Rules you can't move diagonally across something like a wall. But I've also seen it as a common homebrew to still allow that movement. So unsure how you want to rule this, going to post two options. ]]
Option 1: Requires moving diagonally across a wall
Eggo Lass springs into action, shoving her way through Bilyur and Sly the drow raises her wand and chants to unleash of a void of darkness that engulfs the room before retreating Northward. She then stands ready with wand and dagger in hand.
Movement: E, E (20ft movement due to rough terrain of other creature's space)
Action: Hunger of Hadar
Center on the uppermost righthand corner where the red and brown on the East combine. (So if you take the top right corner of Xarkris' square, go up 4 intersections and then right 2 intersections)
Should cover the whole room and the square right in front of Xarkris, plus some of the room to the right. Plus the square to the left that starts connecting to the lefthand room.
Movement: SW
Item Interaction: draw dagger
[[ Issue without that SW is that doing one W uses up the 30ft movement while trying to end in another creature's space. And don't think she can get adequate line of sight to not include the party in the AoE if she doesn't get to Sly's spot. ]]
Hunger of Hadar will do
automatically 4+1 = 5 cold damage to both ghouls at the start of their turn
1+3 = 4 acid damage (log says cold, but second roll is the acid)
DEX Save DC 15 for none
Option 2: No diagonal movement allowed
Eggo Lass chants and looses a bonfire in front of Xarkris to guard the party from the ghouls.
Create Bonfire
6+7 = 13 fire damage for first creature to enter it
DEX DC 15 for none
Movement: get to 5ft S of Bilyur.
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[I'm going to say no to diagonal movement across corners and such, sorry, just because that makes things easier for me as DM if movement is kept linear in areas with walls around them!]
Eggo Lass moves past Bilyur to get back into the doorway of the dining hall, then looks just past Sly's shoulder to allow a barrier of flames to spring up in the doorway between Xarkris and the ghouls, who hiss in anger at the blockade.
The elven cries of the person in distress continue as yet another ghoul lurches into the room with mal intent. Xarkris can now confirm that there is a single creature left within the left room, which seems closer to the party then the maiden in despair, whilst still in obscurity. The trio scheme and mutter in anger, as with Xarkris standing guard beyond the wall of flames, there is no hope of leaping over to access the party. The bloodlust of the beasts does not seem to overpower their common sense, and they seem to be unwilling at current to go into one on one combat with the gold dragonborn, whilst also enduring the lick of the flames, so instead move further into the room to conspire with each other, though don't act yet, as if they are waiting on the approval of some higher authority before attacking.
Ghoul C: Does Nothing
Ghoul T: Moves 10 feet North
Ghoul D: Moves 25 feet East and 5 feet North
It is now Sly's Turn!
[I've changed the ghoul's markers to icons to more easily distinguish them; their letter correlates to the shape of the icon, so Ghoul C is the Circle, Ghoul T is the Triangle, and Ghoul D is the Diamond. Eventually I may just make custom stickers of the actual monsters with coloured borders or something like that to distinguish them in later fights, but I'm not sure how that would work with the large, zoomed-out dungeon map style, so I'll have an experiment and see what works for the next group combat!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
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Sly leans around the corner, squinting through the fire into the room. She incants a formula and reaches up to touch the stones to her side. With a swift motion, she transmutes the very essence of the architecture, channeling it, commanding it to take form. A hand much like Slys own, but much larger, and formed from loose stones and bits of soil, assembles itself next to one of the ghouls (C). It reaches out in a grasping motion.
[Ghoul C has to make a STR Save (DC 15) or take 7 bludgeoning damage and be restrained for the spells duration.]
[To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.]
After this, the wizard seeks to make space for her companions, and thus moves through Bilyur, positioning herself where Eggo used to stand.
Sly magically gathers together the dust and debris littering the room, her spell also taking on dregs of the blood and flesh about to line the rocky fist with gory tendons, although the hand itself maintains the well-kept manner of Sly's own, despite it's appearance. It then lunges forth to one of the ghoul's and immediately fastens about the creature, who gives a wheezy splutter as it's ribs contract and the two other ghoul's around it start gibbering in fear and frenzy. Sly then retreats back to make room for the rest of the party. [Ghoul C DC 15 Strength Save: 3 + 1 = 4, it takes 7 bludgeoning damage and is restrained]
At the sound of the ghoul's cries, the creature in the other room arrives in response. It lumbers in, it's 7 foot gaunt frame covered in carrion and filth, and licks it's own face wildly all over with bizarre glee, it's tongue long and sharp like a snakes, it's claws and dagger-teeth equally pointed. The ghast looks towards the ghouls and mocks them in jest, telling them coarsely that 'You slimy maggots! Death should not be a fear for you fools!' It then turns on it's heel and madly charges straight into the bonfire, lips pulled back in a sickening grin as it prepares to try and butcher Xarkris, who is reviled to smell the awful scent of decay and death on the beast's skin, far worse than what was at the banquet. Although the ghast suffers major magical burns from the bonfire, it still seems unphased in it's vile intentions.
Ghast: Action: Dashes 40 feet towards Xarkris and into the create bonfire: DC 15 Dexterity Save: 4 + 3 = 7, takes 13 fire damage
Stench: Any creature that starts its turn within 5 feet of the ghast (i.e. Xarkris must succeed on a DC 10 Constitution saving throw or be poisoned until the start of it's next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
It is now Bilyur's turn!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
{{Based on sly's post, I assume I'm allowed to move through Xarkris' space. If not, lmk, and I'll change it. I have 50 feet of movement, so I have 25 with difficult terrain, almost a normal char's 30 lol.}}
Bilyur crawls through the tight space into Xarkris' space. He draws a quarterstaff and bonks the stinky ghoul on the head. (I'm channeling Sal a little for the RP here.) 18 to hit for 9 bludgeoning damage. 2nd attack (Extra attack, applies because this isn't the werebear attacks.) 11 to hit for 6 bludgeoning damage. Then he balls his fists and launches two swift strikes, hoping to leave the beast reeling in the fire. Flurry of blows, 24 to hit for 11 damage, DC 15 CON save against stunned*, DC 15 DEX save against Prone. Attack 2: 12 to hit, 8 damage. No more reactions if it hits.
*If he succeeds this saving throw, he will have his speed halved and the next attack against him will have advantage. The second roll on the rolling log is because, whether he succeeds or fails his saving throw, it will give the next attack advantage. The second roll was 9 though, so the final result is still 12.
Bilyur then crawls back away from the ghoul, leaving himself next to Xarkris.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Xarkris attacks the Ghast after succeeding in my CONSTITUTION Save against his stench (17).
1st Attack- 13 TO HIT with 9 damage
2nd Attack- dirty 20 TO HIT a with 12 damage.
I will stand my ground in the doorway for now
END TURN
[You can move through Xarkris's (or any Medium/Small creature's) space as difficult terrain, but you can't stop in it to attack, for example, so unfortunately you're going to have to change your turn, really sorry. I can see that it is my fault and I caused the confusion since on Sly's turn, she would have had line of sight into the room from her space without moving into Xarkris's, which is all she could do as two Medium creatures or one Medium and Small creatures can't share a space, but I didn't realise she couldn't aim at the Ghoul C. This is because I didn't realise it took a separate action in order to move the Earthen Grasp (which is what I assumed she did), and when summoned in a space the caster can see, it can only attack creatures within 5 feet of it that the caster can also see, which I also didn't notice at the time (so Ghoul C wouldn't be viable). So, as a fix to this, I'm going to swap the restrained Ghoul from C to D, since that makes no difference overall other than correcting the placement and making so both the summoned spot and the Ghoul were within her line of sight at the time!]
For the sake of ease depending on what you do now for BIlyur's turn (such as move through Xarkris and the Ghoul into the room, although that will be risky with opportunity attacks and the bonfire) I'll let you keep the same rolls for attacks, just to make life easier for you!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Bilyur will also move through the ghast's space then. I also got an 18 on my dex save. Once behind him, I am going to do the exact same thing I would have otherwise.
Oh and, since I am now going to be one on one with the three ghouls, the highest damage attack against me is going to be reduced by 14 damage.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Bilyur squeezes past Xarkris and bounds past the ghast, shoving it aside and leaping over the fire to land behind it. As this happens the ghast tries to scratch the passing gnome but just misses, leaving Bilyur unharmed [Reaction: Oppurtunity Attack: 11 + 5 = 16] The monk then quickly sweeps back to thwack the Ghast in the head with his sneakily drawn quarterstaff, and although his second attack just narrowly misses as the ghast ducks, it's still a significant blow. A flurry of punches is then sent into the vile creature's spine, which is enough to knock it's balance, and although it isn't stunned by the strike and Bilyur's second punch just sails past the creature's midriff, the damage is already done, as the ghast’s knees buckle and it falls forward with a ghostly stutter on it's pale lips. [DC 15 CON Save against being stunned: 19, DC 15 DEX Save against Prone: 5 + 3 = 8]
Xarkris then shreds the tumbling wreck of an undead before it’s body can hit the ground, his axe tearing straight down it’s middle and then slashing it into pieces horizontally so the quartered corpse falls straight into the fire and roasts. The ghouls standing cowering in the wall of the room moan in fear and sadness, especially now Bilyur is in the room with them, and prepared to deflect any attacks that may come his way. Techi then cries 'To hell with this cramped, corridor combat! Bilyur, I'm coming in around the back!' He pushes boldly through the door and into the empty room, ignoring the plea of the elf who, unbeknownst to the rest of you, is in yet another room over. He presses himself against the back of wall next to the archway through, locking eyes with Ghoul C as a spectral hand grabs around the undead's neck, draining some life from it and also putting it at a disadvantage against it's attacker, thanks to it's undead nature. [Chill Touch: 16 + 4 = Dirty 20 to hit, 6 necrotic damage and the ghoul can't regain hit points until the start of Techi's next turn, and has disadvantage on attacks against him until the end of his next turn]
It is now Eggo Lass's turn!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
[[ quick post, gonna be pretty busy today ]]
Drop concentration on Create Bonfire. [[ allow the charge into the room ]]
Think her movement can get her to,the spot the bonfire was.
Attack a ghoul with Eldritch blast
To hit: 14 Damage: 12 force
To hit: 27 Damage: 12 force
Extra on a crit: 1
Ghouls,have +2 AC from half cover from,Bilyur,interposing
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
As the flickers of the bonfire fade, Eggo moves past Xarkris to shield herself behind Bilyur. She then sends an eldritch blast at the Ghoul straight ahead from her, her blast now split into two beams through her increased magical skills, and although the first one misses, the second hits. The Ghouls then swing into action, each of them doing their part to fight back against the ones that slayed their master, though overall they're not particularly successful, especially since they are very weak enemies for adventurers of your skill.
Ghoul C: Attacks Bilyur with it's claws: 11 + 4 = 15
Ghoul T: Attacks Techi with it's claws: 11 + 4 = 15, 6 slashing damage (Techi DC 10 CON Save against paralysis: 13 + 3 = 16)
Ghoul D: Tries to break out of the [Tooltip Not Found]: DC 15 STR Save: 6 + 1 = 7
It is now Sly's turn!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Sly, feeling that the undead creature (Ghoul D) is still caught in her grip, simply makes a squeezing motion:
[Strength Save (DC 15), Failure: 7 bludgeoning damage, Success: half damage. Regardless of result, the ghoul is still restrained.]
She then retreats further, moving 10 feet west, to keep the hallway free. On the way there, she looks into the room that Techi just entered, trying to see where the shouts are coming from.
Bilyur raises his quarterstaff, bringing two blows upon the ghoul that is attacking him. (Attack 1: 22 to hit for 10 damage. Stunning Strike*) (Attack 2: 20 to hit for 10 damage) He then spins around with a roundhouse kick from his right foot, continues the rotation to land a quick back kick to the ribs with his left foot. (Flurry of Blows 1: 14 to hit for 5 damage. Topple**) (Flurry of Blows 2: 25 to hit for 5 damage. Addle***) He then turns and sprints past the ghoul to the other doorway, leaving the (hopefully) stunned ghoul behind him.
*Stunning Strike: Target must make a DC 15 constitution saving throw. On a fail, the target is stunned until the start of my next turned. On a success, the target's speed is halved until the start of my next turn, and the next attack against it has advantage. Because this is pbp, which makes this all hard to do, I think that we should act like all these effects start at the end of my turn, and my teammates can reap the benefits.
**Topple: Target must make a DC 15 dexterity saving throw. On a success, nothing happens. On a fail, the target is knocked prone.
***Addle: Target cannot make opportunity attacks until the start of its next turn. No saving throw XD.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Ghoul D just manages to push back against the crushing fist's full potential, though is still injured by the rubble surrounding it. Sly then moves across to open up even more space in the corridor, though as she passes the open door she can see that the room Techi is in is just the same as the other one, completely empty with no sign of the hostage elf, who she figures must be in the next room over. The ghoul attacking Bilyur is then absolutely obliterated by him as he lets loose into it, leaving the creature dead before he's even halfway through his attacks. Bilyur then moves over to the archway to block off the free Ghoul engaged with Techi.
It is now Xarkris's turn!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
Xarkris will move toward the Ghoul who is fighting Techi and use my 2 attacks
1st Attack with Battle Axe- 18 TO HIT for 7 points of damage
2nd Attack with Battle Axe- 23 TO HIT for 9 points of damage
END TURN
[Sorry, how is Xarkris reaching the Ghoul? He’d have to go round into the other room to get to him, which is 40 feet at the nearest space, and his movement doesn’t cover that]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
I am confused on how many ghouls are left.
Xarkris is close in on the nearest monster.
Xarkris brushes past Eggo as he enters the room for the first time, the enemies now suitably dispatched to a level that makes the environment safe to stop barricading. He simply strolls up and annihilates the restrained Ghoul in the corner with his axe, even without the help of the fist it's kept in. Techi then faces the Ghoul attacking him and puts his fingertips to the beast's foul ribcage, which then explodes in a burst of light and energy as he assaults it with the help of his magic missiles at point blank range. When the elf through the other room hears that the cries and moans of the ghouls have faded, she continues to call out louder in Elvish, Eggo Lass understanding the distant cries as 'Please! Come and save me! Please!'

You are now all out of initiative.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
{Wow, I poured a lot of features into that combat. This new monk is crazy.}
Bilyur immediately starts sprinting for the room with the cries emanating from it, his heart cooling as he realizes that all the monsters have been sufficiently dispatched.
(OOC: I can move 150 ft. in 6 seconds at a full sprint, which translates to 30 squares. Can I make it to the room in a round?}
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Sly follows Bilyur with a 15 foot distance, ready to lend support, avoiding all of the ghouls lifeless corpses with a wrinkle of her nose. She doesn't understand the cries, but it seems urgent.