So its Cloudfur and Kanus are stacked in the doorway facing the two skeletons - then the flaming sphere is behind them and then farther away is the necromancer?
Cloudfur will waggle his finger and bring the flaming sphere closer to the skeletons so they are pinned between us and the sphere but the sphere isn't in danger of burning myself or my companions.
(In case I need to reroll damage against them if they end their turn within 5 feet of the sphere - 5)
This post has potentially manipulated dice roll results.
Jack
"I do /not/ like what I'm hearing down there, fellas!" She fished out more pebbles. "Soon as there's an opening -- take it." With that, she blows a purple mist into her hand, enchanting the pebbles. By the time the magic finishes seeping into the one, Jack has already rolled it around to launch it by thumb.
This post has potentially manipulated dice roll results.
Gargan
As he watches Cloudfur unleash fiery chaos upon the skeletons at the top of the door Gargan suddenly remembers Dori's escapades back in the sewers. Concerned that things could get out of hand he moves forward as close as he can and throws a sleep spell down into the room where the necromancer is busy carrying out his ritual in the hopes of both interrupting the ritual and subduing the magician for questioning.
As he finishes the spell he adds to the others, but in particular Cloudfur "Perhaps we should try and keep the culprit alive if we can?"
Movement: As far forward as possible!
Action: Sleep directed into the room where the necromancer is. It ignores undead so hopefully only affects him for 20 worth of effect!
You bring the sphere towards you, igniting the skeletons from behind. One of them is consumed by the flames and falls. The other takes a small amount of damage and starts to retaliate, but as it brings it's sword up, Jack's enchanted rock comes flying in, separating the creature's spine in two. It falls to the ground in pieces.
Gargan runs forward, skirting around the ball of fire and towards the stairs (about 20' away from them), tosses a pinch of sand in the air an utters the sleep incantation. The grains migrate into and fill the lower room but the individual down there seems unaffected. The flames from the candles around him die down as he seemingly completes the ritual he was ensconced in. He stands and turns slowly, the hood of his robe largely obscuring his face. In a fluid motion he raises his arms, bringing his hands around and downwards. Faint black tendrils extend forth across the ground, reaching out towards Gargan. They wind up your legs, torso and out your arms, and then seemingly are absorbed into your body. You are overcome with a sudden wave of extreme nausea, doubling over in pain.
You take 10 damage poison damage, and need to make a constitution saving throw, or be Poisoned until the end of your next turn.
Behind the necromancer you can hear the grinding of stone against stone, which you would pin matching the sound a sarcophagus would make if someone were sliding the lid off it. However you don't see anything, yet. The necromancer remains still, almost daring you to advance.
Gargan is 20' from the stairs, the rest of you are 30' back at the entrance. Three steps lead down to the he lower room is of similar size and the necromancer is around 20' back from the stairs.
As he reels forward from the pain that the strange tendrils of the necromancers magic created Gargan tries to resist the rising nausea within him, gritting his teeth as he steels himself against it.
This post has potentially manipulated dice roll results.
(I assume we are still in initiative right now, so plop this into the right place in the order :) )
Gargan
As he shrugs off the worst effects of the spell Gargan feels his draconic instincts begin to kick in, the feral rage building within him at the wound he has been dealt. His whole body wants to simply spew acid at the one who dared to hurt him...but he remembers Sizan and stops himself. His thoughts turn inwards as the memory strengthens his will:
Control yourself Gargyrilaxx...
Instead he closes his eyes and takes a deep breath for a second. When his eyes open once more then are black as night, the power of his heritage swelling within him. Raising his staff once more he attempts once more to subdue the necromancer, this time pushing all of his power into the enchantment in the hopes that it will have an effect this time.
Action: Sleep on the necromancer - Cast at level 2 this time. HP affected - 34
With both Skeletons down - Cloudfur will waggle his fingers some more and use his bonus action to send the flaming sphere towards the necromancer - and then move inside the crypt after the ball. Once he sees the necromancer he will snap back his left arm and whip it forward casting thorn whip
(I think I can do that because its not another concentration spell?)
[Thorn Whip: 6 Damage: 4 piercing damage] and if that hits - I would like to try and pull him towards my flaming sphere :P
This post has potentially manipulated dice roll results.
Kanus Tredicim
Kanus steps through the doorway, having watched the skeletons get incinerated, and makes his way towards the stairs leading down to the necromancer. As his enemy comes into view he begins to spin his axe in his hand, "Time to give up the fight mate, it all ends badly for ya. I have no problem handing you over to the watch in 4 small boxes instead of 1 big one." (Intimidate: 12)
Kanus advances into the room, looming forth in lockstep beside the flaming sphere to try and get the mage to back down. Though a somewhat intimidating display, without a clear view of the man's face it is difficult to gauge his response (although he does not immediately surrender). From behind, another gust of sand swirls throughout the room. The foe waves one arm through the air as if to deflect the sleep spell, but appears unaffected again. Kanus, your eyes droop but as you start to lose consciousness you shake your head and shrug off the effects of the spell.
Cloudfur files in beside, cracking the vine out towards him. You almost .. have trouble focusing your vision on the man and the whip misses as if you were attacking something that wasn't where you thought it was.
This post has potentially manipulated dice roll results.
Jack
Jack makes her way down the stairs, nearly taking two at a time in her hurry. By some miracle she reaches the bottom with breaking anything, though anyone at the base may find themselves bumped into by accident. "Sorrysorry -- Now let's see here!"She takes in the room, or as much as she could from the base. "Oh no.. uh.. uh...Y-You can do it, Mr. Kitty Whippins! I believe in you!" Jack calls out to Cloudfur, hoping to Inspire(d6) and strengthen his resolve. Then against her better judgement, she tries to thread the needle and flick another stone in hopes of knocking him out, if not disrupt his concentration on whatever is going on.
Bonus Action: Bardic Inspiration to Cloudfur(d6).
Action: Rock'n Out Attack: 10 Damage: 10 of Magical Bludgeoning.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Another rock goes sailing past his head, which he appears to not even notice.
He chuckles a bit and says "You make an impressive display but you should perhaps appreciate what you are up against before making such idle threats, old man."
With that the necromancer moves slowly backwards. Flanking him, as in the room above, there are 6 more sarcophagi, 2 of which have the lids partially opened. As he moves, a skeletal hand reaches out from each, and the bodies attached to it start to work their way out of their resting place.
"To arms, my minions!" He screams. As he backs away he touches a leather necklace hanging from his neck and a blue aura flashes around him. They just manage to climb out and reach for weapons that had been left on the ground for them, looking towards you.
After realising that the necromancer is using some sort of counterspell Gargan tries to take a more subtle approach instead. He channels his power into the words he speaks instead: “You are outnumbered and in grave danger, you should surrender yourself to us and allow us to take you to the authorities.”
Action: suggestion against the necromancer. DC 13 Wisdom save to resist.
This post has potentially manipulated dice roll results.
Jack
Between the orb of pulsating fire and the amount of bodies around, there wasn't much for Jack to glean as far as the necromancers fortitude. But, she caught enough of Gargans words to warrant holding on to her last rock shot to see if it takes or not. And if it did, well, the shot is for the next threat in the room. Otherwise, the necromancer is getting beaned for resisting arrest.
"Psst! Gargan! Puff out your chest more. Gotta look AND sound confident." She suggests, hoping to Inspire(d6) the half-dragon.
So its Cloudfur and Kanus are stacked in the doorway facing the two skeletons - then the flaming sphere is behind them and then farther away is the necromancer?
Cloudfur will waggle his finger and bring the flaming sphere closer to the skeletons so they are pinned between us and the sphere but the sphere isn't in danger of burning myself or my companions.
(In case I need to reroll damage against them if they end their turn within 5 feet of the sphere - 5)
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Jack
"I do /not/ like what I'm hearing down there, fellas!" She fished out more pebbles. "Soon as there's an opening -- take it." With that, she blows a purple mist into her hand, enchanting the pebbles. By the time the magic finishes seeping into the one, Jack has already rolled it around to launch it by thumb.
Bonus Action: En-CHANTMENT!.
Action: Attack: 26 Damage: 15 of Magical Bludgeoning(on weakest skeleton).
When you realize you're doing too much: Signature.
Gargan
As he watches Cloudfur unleash fiery chaos upon the skeletons at the top of the door Gargan suddenly remembers Dori's escapades back in the sewers. Concerned that things could get out of hand he moves forward as close as he can and throws a sleep spell down into the room where the necromancer is busy carrying out his ritual in the hopes of both interrupting the ritual and subduing the magician for questioning.
As he finishes the spell he adds to the others, but in particular Cloudfur "Perhaps we should try and keep the culprit alive if we can?"
Movement: As far forward as possible!
Action: Sleep directed into the room where the necromancer is. It ignores undead so hopefully only affects him for 20 worth of effect!
The flames are reflected in Cloudfurs wide open eyes and he's just giggling to himself - you're not sure he heard you
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
(Cloudfur: that's correct).
You bring the sphere towards you, igniting the skeletons from behind. One of them is consumed by the flames and falls. The other takes a small amount of damage and starts to retaliate, but as it brings it's sword up, Jack's enchanted rock comes flying in, separating the creature's spine in two. It falls to the ground in pieces.
Gargan runs forward, skirting around the ball of fire and towards the stairs (about 20' away from them), tosses a pinch of sand in the air an utters the sleep incantation. The grains migrate into and fill the lower room but the individual down there seems unaffected. The flames from the candles around him die down as he seemingly completes the ritual he was ensconced in. He stands and turns slowly, the hood of his robe largely obscuring his face. In a fluid motion he raises his arms, bringing his hands around and downwards. Faint black tendrils extend forth across the ground, reaching out towards Gargan. They wind up your legs, torso and out your arms, and then seemingly are absorbed into your body. You are overcome with a sudden wave of extreme nausea, doubling over in pain.
You take 10 damage poison damage, and need to make a constitution saving throw, or be Poisoned until the end of your next turn.
Behind the necromancer you can hear the grinding of stone against stone, which you would pin matching the sound a sarcophagus would make if someone were sliding the lid off it. However you don't see anything, yet. The necromancer remains still, almost daring you to advance.
Gargan is 20' from the stairs, the rest of you are 30' back at the entrance. Three steps lead down to the he lower room is of similar size and the necromancer is around 20' back from the stairs.
DM - Tanzier's Waterdeep Dragon Heist
Dhara - Tiefling Ranger, Grotto to Glory
Gargan
As he reels forward from the pain that the strange tendrils of the necromancers magic created Gargan tries to resist the rising nausea within him, gritting his teeth as he steels himself against it.
Con Save: 16
You can feel the searing pain as the poison enters your veins but just manage to shrug it off and keep focused.
DM - Tanzier's Waterdeep Dragon Heist
Dhara - Tiefling Ranger, Grotto to Glory
(I assume we are still in initiative right now, so plop this into the right place in the order :) )
Gargan
As he shrugs off the worst effects of the spell Gargan feels his draconic instincts begin to kick in, the feral rage building within him at the wound he has been dealt. His whole body wants to simply spew acid at the one who dared to hurt him...but he remembers Sizan and stops himself. His thoughts turn inwards as the memory strengthens his will:
Control yourself Gargyrilaxx...
Instead he closes his eyes and takes a deep breath for a second. When his eyes open once more then are black as night, the power of his heritage swelling within him. Raising his staff once more he attempts once more to subdue the necromancer, this time pushing all of his power into the enchantment in the hopes that it will have an effect this time.
Action: Sleep on the necromancer - Cast at level 2 this time. HP affected - 34
With both Skeletons down - Cloudfur will waggle his fingers some more and use his bonus action to send the flaming sphere towards the necromancer - and then move inside the crypt after the ball. Once he sees the necromancer he will snap back his left arm and whip it forward casting thorn whip
(I think I can do that because its not another concentration spell?)
[Thorn Whip: 6 Damage: 4 piercing damage] and if that hits - I would like to try and pull him towards my flaming sphere :P
(OOC - or not oops)
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Ok - I'll wait for Kanus first.
DM - Tanzier's Waterdeep Dragon Heist
Dhara - Tiefling Ranger, Grotto to Glory
Kanus Tredicim
Kanus steps through the doorway, having watched the skeletons get incinerated, and makes his way towards the stairs leading down to the necromancer. As his enemy comes into view he begins to spin his axe in his hand, "Time to give up the fight mate, it all ends badly for ya. I have no problem handing you over to the watch in 4 small boxes instead of 1 big one." (Intimidate: 12)
Kanus advances into the room, looming forth in lockstep beside the flaming sphere to try and get the mage to back down. Though a somewhat intimidating display, without a clear view of the man's face it is difficult to gauge his response (although he does not immediately surrender). From behind, another gust of sand swirls throughout the room. The foe waves one arm through the air as if to deflect the sleep spell, but appears unaffected again. Kanus, your eyes droop but as you start to lose consciousness you shake your head and shrug off the effects of the spell.
Cloudfur files in beside, cracking the vine out towards him. You almost .. have trouble focusing your vision on the man and the whip misses as if you were attacking something that wasn't where you thought it was.
Jack's up before the necro's turn.
DM - Tanzier's Waterdeep Dragon Heist
Dhara - Tiefling Ranger, Grotto to Glory
Jack
Jack makes her way down the stairs, nearly taking two at a time in her hurry. By some miracle she reaches the bottom with breaking anything, though anyone at the base may find themselves bumped into by accident. "Sorrysorry -- Now let's see here!" She takes in the room, or as much as she could from the base. "Oh no.. uh.. uh...Y-You can do it, Mr. Kitty Whippins! I believe in you!" Jack calls out to Cloudfur, hoping to Inspire(d6) and strengthen his resolve. Then against her better judgement, she tries to thread the needle and flick another stone in hopes of knocking him out, if not disrupt his concentration on whatever is going on.
Bonus Action: Bardic Inspiration to Cloudfur(d6).
Action: Rock'n Out Attack: 10 Damage: 10 of Magical Bludgeoning.
When you realize you're doing too much: Signature.
Another rock goes sailing past his head, which he appears to not even notice.
He chuckles a bit and says "You make an impressive display but you should perhaps appreciate what you are up against before making such idle threats, old man."
With that the necromancer moves slowly backwards. Flanking him, as in the room above, there are 6 more sarcophagi, 2 of which have the lids partially opened. As he moves, a skeletal hand reaches out from each, and the bodies attached to it start to work their way out of their resting place.
"To arms, my minions!" He screams. As he backs away he touches a leather necklace hanging from his neck and a blue aura flashes around him. They just manage to climb out and reach for weapons that had been left on the ground for them, looking towards you.
Your move.
DM - Tanzier's Waterdeep Dragon Heist
Dhara - Tiefling Ranger, Grotto to Glory
OOC: It's my turn then?
Yes - so normally during combat I just wait until everyone has posted and then resolve it in order. Current order is Kanus, Gargan, Cloudfur, Jack.
DM - Tanzier's Waterdeep Dragon Heist
Dhara - Tiefling Ranger, Grotto to Glory
Kanus Tredicim
Kanus's gaze turns steely as he stares down the necromancer, "You'll learn respect"
OOC: Kanus activates Conquerors presence (DC 12 Will save or be frightened of me for 1 minute) targeting enemy creatures he can see.
The figure utters a dark laugh. "You can keep saying words, old man, but if all you're going to do is talk this will indeed be over quickly!"
DM - Tanzier's Waterdeep Dragon Heist
Dhara - Tiefling Ranger, Grotto to Glory
Gargan
After realising that the necromancer is using some sort of counterspell Gargan tries to take a more subtle approach instead. He channels his power into the words he speaks instead: “You are outnumbered and in grave danger, you should surrender yourself to us and allow us to take you to the authorities.”
Action: suggestion against the necromancer. DC 13 Wisdom save to resist.
Jack
Between the orb of pulsating fire and the amount of bodies around, there wasn't much for Jack to glean as far as the necromancers fortitude. But, she caught enough of Gargans words to warrant holding on to her last rock shot to see if it takes or not. And if it did, well, the shot is for the next threat in the room. Otherwise, the necromancer is getting beaned for resisting arrest.
"Psst! Gargan! Puff out your chest more. Gotta look AND sound confident." She suggests, hoping to Inspire(d6) the half-dragon.
Ready Shot Roll for when triggered:
Attack: 20 Damage: 9.
When you realize you're doing too much: Signature.