As the Ghast approaches with its large claws, it telegraphs. Dorn jumps in the way between his squire and the monster, and the ghast's arm bashes against Doris shield flinging him back to his original position, and lessens the impact of the attack on Aria, although the Ghast's claws still manage to hit their mark.
Dorn Interceptor Reaction: 7 (5+2) to reduce 11 damage to 4 damage Aria Con Save: 10 Success!
I forgot that the Ghast hadn't moved (LOL) OTheo would you like me to roll wild magic for Tides of Chaos?
No worries lol. And no, I'll declare it when I feel like its time! Let's keep this content in OOC for now though, especially during combat because I feel like I litter IC with tons of update posts. Lol.
"Once you damage the ghouls they will no longer be turned, so let's take down the Ghast and then concentrate all our efforts on one ghoul at a time!" he yells over the sounds of battle.
Volneer fires a spectral hand towards the Ghast, hoping to interpose the hand in its face. 11 to hit, 4 damage. If the attack hits, he is going to run forward and base himself with the beast.
Unfortunately, chill touch is a cantrip, and wild magic specifies that it has to be a spell of 1st level or higher, however, if you want to rule that chill touch will trigger it here, I'm cool with that.
Calim reaches with a wild swing to hit the retreating Ghoul, unable to strike true. He turns his focus on the larger massive creature, the one stinking of rotten flesh.
CON SAVE 17 (13+4) for the Ghast
Calim closes the hinge, blocking in the beast from all sides, slashing with his hand ax and blocking it's retreat.
ATTACK 24 (NAT20+4) not sure how you do these. But, I'll roll double dice for damage and do whatever you usually do as DM if you want a different way to deal with a Crit. DAMAGE 6 (2+2+2)
Calim lets out a guttural grunt, pushing himself to the limit he swings around to strike the foul being a second time. He imagines this vile fiend circling in on his daughter-in-law and his unborn grandchild. Tears of effort and anger stream down his face as he attacks one more time.
although Kneecaps Dwarves resilience has kept him from giving in to the toxic odor of the ghast thus far, it does disorient him momentarily as he attacks, causing a miss. Unluckily enough as well, Volneer shoots a spectral hand out to the ghast, but the ghast notices and maneuvers out of the way. Callim comes up from the rear, and in an unexpected turn of events lands a 1,2 combo on the now blood soaked ghast as it writhes in pain and fury.
Kneecap, get that con save in! remember, with advantage! (All those that start their turn 5 ft within the Ghosts range must beat a con save or be poisoned.) That includes in the upcoming round as well: Callim, Dorn, Aria, Kneecap
INITIATIVE: 22- Ghoul B: Turned! 21- Dorn (And Aria): CON SAVE: Critical Success! Rapier attack: Critical hit! 15 Piercing Damage | Aria: CON SAVE: 17 Success! Rapier Attack: Critical Hit(Im going to throw up)! 5 Piercing Damage | Dorn's Reaction USED: Interceptor. CON SAVE: 10 Success! 16- Ghast: Claw attack on Aria, 11 damage reduced to 4. 12- Ghoul A: Turned! 10- Kneecap: Attack, and miss! CON SAVE PENDING (WITH ADVANTAGE) 6- Volneer: [spell[ Chill touch[/spell] , a miss! 1- Callim: AOO on Ghoul A, A miss! attack on ghast: Critical hit! action surge and second attack, a hit! 12 damage total.
This post has potentially manipulated dice roll results.
As Volneer watches, with his keen elven eyes, he has a broad view of the battle. He witnesses the party envelope the ghast, and the ghouls running toward the corner of the room. The ghoul who reaches the corner fist begins to frantically mantle the standing sconce to get even more distance from the Divine power of the young dwarf. The coals and fire singe its flesh, smoking and putting out a foul odor. The ghoul howls in either fear or pain... it's not entirely clear.
With the Ghast seemingly on its last foot, Dorn takes a moment to grasp his squires wound, and as if magic, he removes his hand to reveal a healed scar on Arias flesh. Aria attempts to return the Ghosts Favor by plunging her rapier into its abdomen, but the seemingly half-dead Ghast still moves with vitaly, and dodges!
INITIATIVE: 22- Ghoul B: Turned! 3 Fire Damage. 21- Dorn (And Aria): Lay on of hands +4 hp to Aria, Aria's attack, a miss! 16- Ghast: 12- Ghoul A: Turned! 10- Kneecap: 6- Volneer: 1- Callim:
Volneer steadies his arm and sends a bolt of fire flying from his fingertip at the beast, his concentration sharpened by the danger. He then moves towards the ghouls if the Ghast falls, hoping to destroy them next.
If the ghast dies before my turn, just redirect to the closest ghoul after movement
OOC: fire bolt 20 to hit, 9 fire damage, moved to the square next to the closest chained skeleton.
The Ghast, somehow still managing to stand despite all the blows, swipes a claw at Calim. (Attack: 10, Damage: 5 and on a hit must make DC 10 Constitution saving throw or be paralyzed for 1 minute)
If that finishes the ghast, I’ll move 30 feet west which should get me right before the stairs, and then yell out. “Let’s attack the ghoul next to the throne next, everyone focus on that one, damaging either will end its turning."
If the ghast is still alive, I’ll stay where I’m at.
Calim's trusty shield rebuffing the ghastly fiend encourages him to grasp it even tighter. Not sure if it's undead status is truly dead, he slashes once more.
Attack on Ghast ADV (if it is up) 9 (5+4) & 11 (7+4). I think they both miss. But, 3 Slashing if a hit.
If the Ghast has gasped his last breath, Calim rushes up to the same Ghoul Volneer is attacking. He holds his shield as a buffer between himself and the ichor and viscera inevitably oozing from the foul thing...and swings with his axe. His effort marked with sweats and grunts.
Attack on Ghoul 18 (14+4) Slashing Damage 7. Conversation in OOC.
INITIATIVE: 22- Ghoul B: 4 Fire Damage. Unturned 21- Dorn (And Aria):Lay on of hands +4 hp to Aria, Aria's attack, a miss! 16- Ghast: Attack, and a miss! DEAD 12- Ghoul A: 9 Fire Damage DEAD 10- Kneecap: Attack, Hit! Felled the Ghast, Movement 25 ft (full movement speed for dwarf) 6- Volneer: Movement 30ft, [Tooltip Not Found] on ghoul A, hit! 9 Damage, unturned 1- Callim: Movement 30ft, Not in melee range of any monster. (dash?)
Everyone keep an eye on how many feet you can move! We'll be using the standard 5-10 rule for moving diagonally, and keep in mind moving through an allies space is difficult terrain and will cost 10 ft of movement. Callim didn't declare a viable action so I'll give him an opportunity to dash or whatever else he may like to do, as positioning of each PC may affect the Ghoul's next turn. Sorry you all had to wait so long!
Damaged by the assault from Dorn and Aria, the Ghast holds its ground. It swings its large, clawed arm towards Aria.
Claw Attack: 24, Damage: 11 and must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
As the Ghast approaches with its large claws, it telegraphs. Dorn jumps in the way between his squire and the monster, and the ghast's arm bashes against Doris shield flinging him back to his original position, and lessens the impact of the attack on Aria, although the Ghast's claws still manage to hit their mark.
Dorn Interceptor Reaction: 7 (5+2) to reduce 11 damage to 4 damage
Aria Con Save: 10 Success!
No worries lol. And no, I'll declare it when I feel like its time! Let's keep this content in OOC for now though, especially during combat because I feel like I litter IC with tons of update posts. Lol.
Kneecap says, “Why does everything in this Gods-Forsaken place smell so bad!”
Warhammer Attack on Ghast: 6 dmg: 5
"Once you damage the ghouls they will no longer be turned, so let's take down the Ghast and then concentrate all our efforts on one ghoul at a time!" he yells over the sounds of battle.
Volneer fires a spectral hand towards the Ghast, hoping to interpose the hand in its face. 11 to hit, 4 damage. If the attack hits, he is going to run forward and base himself with the beast.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Also chill touch, and damage is necrotic.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Wild magic time!
Unfortunately, chill touch is a cantrip, and wild magic specifies that it has to be a spell of 1st level or higher, however, if you want to rule that chill touch will trigger it here, I'm cool with that.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Opportunity Attack against Ghoul A - 11 (7+4)
Calim reaches with a wild swing to hit the retreating Ghoul, unable to strike true. He turns his focus on the larger massive creature, the one stinking of rotten flesh.
CON SAVE 17 (13+4) for the Ghast
Calim closes the hinge, blocking in the beast from all sides, slashing with his hand ax and blocking it's retreat.
ATTACK 24 (NAT20+4) not sure how you do these. But, I'll roll double dice for damage and do whatever you usually do as DM if you want a different way to deal with a Crit.
DAMAGE 6 (2+2+2)
Calim lets out a guttural grunt, pushing himself to the limit he swings around to strike the foul being a second time. He imagines this vile fiend circling in on his daughter-in-law and his unborn grandchild. Tears of effort and anger stream down his face as he attacks one more time.
Action Surge ATTACK 22 (18+4)
DAMAGE 6 (4+2)
As the skeletal hand flies towards its target, the magic contained inside Volneer surges, and replenishes his energy.
OOC: Wild magic roll 60, regain your lowest level expended spell slot. Tides of Chaos regained.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
although Kneecaps Dwarves resilience has kept him from giving in to the toxic odor of the ghast thus far, it does disorient him momentarily as he attacks, causing a miss. Unluckily enough as well, Volneer shoots a spectral hand out to the ghast, but the ghast notices and maneuvers out of the way. Callim comes up from the rear, and in an unexpected turn of events lands a 1,2 combo on the now blood soaked ghast as it writhes in pain and fury.
Kneecap, get that con save in! remember, with advantage! (All those that start their turn 5 ft within the Ghosts range must beat a con save or be poisoned.) That includes in the upcoming round as well: Callim, Dorn, Aria, Kneecap
INITIATIVE:
22- Ghoul B: Turned!
21- Dorn (And Aria): CON SAVE: Critical Success! Rapier attack: Critical hit! 15 Piercing Damage | Aria: CON SAVE: 17 Success! Rapier Attack: Critical Hit(Im going to throw up)! 5 Piercing Damage | Dorn's Reaction USED: Interceptor. CON SAVE: 10 Success!
16- Ghast: Claw attack on Aria, 11 damage reduced to 4.
12- Ghoul A: Turned!
10- Kneecap: Attack, and miss! CON SAVE PENDING (WITH ADVANTAGE)
6- Volneer: [spell[ Chill touch[/spell] , a miss!
1- Callim: AOO on Ghoul A, A miss! attack on ghast: Critical hit! action surge and second attack, a hit! 12 damage total.
We need a CON save every turn even if we succeed?
CON (w/Adv): 7, 7 (really) - Poisoned
As Volneer watches, with his keen elven eyes, he has a broad view of the battle. He witnesses the party envelope the ghast, and the ghouls running toward the corner of the room. The ghoul who reaches the corner fist begins to frantically mantle the standing sconce to get even more distance from the Divine power of the young dwarf. The coals and fire singe its flesh, smoking and putting out a foul odor. The ghoul howls in either fear or pain... it's not entirely clear.
With the Ghast seemingly on its last foot, Dorn takes a moment to grasp his squires wound, and as if magic, he removes his hand to reveal a healed scar on Arias flesh.
Aria attempts to return the Ghosts Favor by plunging her rapier into its abdomen, but the seemingly half-dead Ghast still moves with vitaly, and dodges!
INITIATIVE:
22- Ghoul B: Turned! 3 Fire Damage.
21- Dorn (And Aria): Lay on of hands +4 hp to Aria, Aria's attack, a miss!
16- Ghast:
12- Ghoul A: Turned!
10- Kneecap:
6- Volneer:
1- Callim:
Quick update, I checked the Ghast stat block, on a success, a creature is immune to the stench for 24 hours, just saying
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Volneer steadies his arm and sends a bolt of fire flying from his fingertip at the beast, his concentration sharpened by the danger. He then moves towards the ghouls if the Ghast falls, hoping to destroy them next.
If the ghast dies before my turn, just redirect to the closest ghoul after movement
OOC: fire bolt 20 to hit, 9 fire damage, moved to the square next to the closest chained skeleton.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
This content belongs in OOC 😏
The Ghast, somehow still managing to stand despite all the blows, swipes a claw at Calim.
(Attack: 10, Damage: 5 and on a hit must make DC 10 Constitution saving throw or be paralyzed for 1 minute)
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Liivi Orav, Barbarian || Vanizi, Warlock || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard
Iromae Quinaea, Cleric || Roxana Raincrest, Rogue || Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer
Warhammer attack on Ghast: 19, damage 8.
If that finishes the ghast, I’ll move 30 feet west which should get me right before the stairs, and then yell out. “Let’s attack the ghoul next to the throne next, everyone focus on that one, damaging either will end its turning."
If the ghast is still alive, I’ll stay where I’m at.
Calim's trusty shield rebuffing the ghastly fiend encourages him to grasp it even tighter. Not sure if it's undead status is truly dead, he slashes once more.
Attack on Ghast ADV (if it is up) 9 (5+4) & 11 (7+4). I think they both miss. But, 3 Slashing if a hit.
If the Ghast has gasped his last breath, Calim rushes up to the same Ghoul Volneer is attacking. He holds his shield as a buffer between himself and the ichor and viscera inevitably oozing from the foul thing...and swings with his axe. His effort marked with sweats and grunts.
Attack on Ghoul 18 (14+4) Slashing Damage 7. Conversation in OOC.
ROUND SUMMARY:
INITIATIVE:
22- Ghoul B: 4 Fire Damage. Unturned
21- Dorn (And Aria):Lay on of hands +4 hp to Aria, Aria's attack, a miss!
16- Ghast: Attack, and a miss! DEAD
12- Ghoul A: 9 Fire Damage DEAD
10- Kneecap: Attack, Hit! Felled the Ghast, Movement 25 ft (full movement speed for dwarf)
6- Volneer: Movement 30ft, [Tooltip Not Found] on ghoul A, hit! 9 Damage, unturned
1- Callim: Movement 30ft, Not in melee range of any monster. (dash?)
Everyone keep an eye on how many feet you can move! We'll be using the standard 5-10 rule for moving diagonally, and keep in mind moving through an allies space is difficult terrain and will cost 10 ft of movement. Callim didn't declare a viable action so I'll give him an opportunity to dash or whatever else he may like to do, as positioning of each PC may affect the Ghoul's next turn. Sorry you all had to wait so long!