(Since we kind of jumped into combat I didn't get to really describe the room very well, I apologize...
-So the wooden door was set into a large stone wall (cobble stone) -Inside the walls are mostly rough cobblestone as well with the occasional large stone section with glints of silver that you assume is either a huge rock that the builders didn't want to move or part of the old mine walls that were incorporated into the structure. -The floors in this area are mostly stone. it is very rough with loose dirt filling small sections in-between the rocks. - There was a lamp sitting on a barrel in the room you all entered. it is obviously some kind of storage room about 25 feet wide by 25 feet deep. There is a small wooden table with a few simple chairs next to it and the walls are covered in shelves. The shelves contain a large number of sacks and crates of different sizes. - The crate that fell on the burning corpse broke open and appears to have had lots of sheets and small sets of clothing before it ignited further - Along the walls of the room and down the hallway, about every fifteen feet there is a set of thick wooden beams to help support the ceiling and every other set of beams has a dimly lit lantern hanging from it. (So there is a dimly lit lantern about every 30 feet... so basically one right at the corner were the cultist ran around and one right at the opening of the room you are all mostly in. The hallway is a total of 50 feet long.
Seeing his siblings readying to attack, Carmir hurries down the corridor toward the fire, withdrawing a small bag from his belt. When he's about 10 feet from the bonfire he created (and continues to maintain), he drops about half a bag of ball bearings on the floor around the flames. He then quickly retreats back to stand just behind the others.
(OK, So I have failed to make a map. I started to draw a very crude one but I guess we are going to theater of the mind this for now.)
So as you all take up your positions, around the corner 5 silver robed cultists round the corner with two snarling dogs running a few feet in front of them. As they round the corner, Vruuk lets loose an arrow sailing down the hallway
Attack: 23 Damage: 7
The arrow slams hard into the chest of the first robed figure to round the corner and he is sent into a backflip before landing hard on the stone floor with a sickening crack.
(everyone roll initiative!) C1 7 C2 18 C3 14 BC 17 D1 8 D2 16
Two of the cultists hang back at the end of the hallway, drawing crossbows and taking cover around the stone corners while a cultistwith a much more ornate robe stands in the center of the hallway holding a faintly glowing orb in his hands. The three of them are barely visible at their distance, especialy with another cultist and two snarling dogs barrling down the hallway past their dead companion.
D1: The solid black mastiff will charge down the hallway. At first the only thing visible are the white eyes and teeth as it becomes illuminated by the bonfire in the middle of the hallway. The large dog will dash down the hallway (Hallway is 10 ft wide) and around the campfire (and over the ball bearings)
Dex save 10
The mastiff stumbles a bit on the ball bearings but is able to keep his footing as it ends up standing in front of the Pike wielding bugbear.
D2: This mastiff will run right along side its the other, leaping through the bon fire as it attempts to attack the closest target
Dex save 15
The mastiff is able to leap over the flames and comes running up to within a few feet of Cindes, its teeth barred and snarling.
(Cinders is up, also you can control your dog on your turn if you want them to fight.)
***So can you please describe your positions. I assume that Pokim is standing in the hallway with his pike drawn, Vruuk I had imagined was standing kind of around the corner poking his head out with his longbown... Is Cinders and Carmir standing in the middle of the hallway as well? Is one of them kind of wrapped around the corner? The hallway is 10 feet wide so someone could be right next to Pokim if they wanted and the other two could be just around the corners of the walls of the storage room if ya wanted.***
(OOC: so how far way is the cultist with the much more ornate robe from Pok'im)
He is at the very end of the hallway.
C BC C ----| |---- | | | | He is the one in the middle... I assumed you were in the middle of the hallway back towards the entrance of the storage room. The dogs had to dash to get to you so I would imagine you will need to dash to get to him. The hall is 50ft long.
Depends how far down the hallway you are. If you were farther down the hallway the dogs could have probably got to attack you. I would say with your Pike reach you are still about 5 ft. away. You would also have to either go through fire or make a dex save not to fall on the ball bearings.
This post has potentially manipulated dice roll results.
(Cinders will start central and to the front of the group. Is getting Vignar to attack a bonus action?)
As the enemies approach, Cinders will have Vignar stay by his side, whilst he gets into a position so he can get as many enemies into a 15 ft cones as possible.
Then holding his hands to his mouth, he will breathe a cone of fire over the approaching enemies. Burning Hands
DC 12 Dex save, take half of fire damage on a success.
This post has potentially manipulated dice roll results.
(So I will say getting Vignar to attack would be an action but then he would continue to attack until you take an action to stop, so it would take an action but then he will take attack actions each turn until he is dead.. which is basically a better version of the way ranger pets work. Also, I don't think you have mastered the attack command yet so you would have to roll.)
(So here is my super crappy drawing...)
So as Cinders (Orange C) launches a wave of flames towards the two dogs (419), they are both caught off guard and burst into flames with loud yelps. Instantly the smell of burning hair fills the hall as the dogs collaps to the ground in smoldering heaps!
Pokim is up!
***I understand there are two C markes.. orange is Cinders and red is Carmir***
Pok'im will charge (dash) down the corridor being very careful to not slip over on the ball bearings (Dex Save 13) in order to get as close to the cultists as possible.
This post has potentially manipulated dice roll results.
Pokim: The large Bugbear quickly runs down the hallway, easily jumping over the ball bearings and ends just inches away from the cultists at the end of the hallway. Pokim has his blood soaked pike leveled on the cultist in the ornate robes.
C3: Next to Pok'im, A silver robed figure will stop running down the hall as he is startled by the blur of fur that quickly seemed to materialize next to him. Pulling out a scimitar, he will swing down hard on the bugbear.
Attack: 7 Damage: 5
The cultist stumbles and falls to the ground on a loose rock as he tries to quickly change direction and attack this new close target.
This post has potentially manipulated dice roll results.
Vruuk stomach rumbles at the smell of cooked flesh. "No. No time for eating, Vruuk."The black-furred bugbear peeks around the corner, but seeing the fire mostly in its face steps over further to line up a shot on the more elegantly dressed of the cultist(BC). "Pluck you, you pluck'n thieves!"
L.Bow Attack: 9 For: 7 non-lethal piercing damage. (Attack includes sneak attack from ally nearby)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
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(Since we kind of jumped into combat I didn't get to really describe the room very well, I apologize...
-So the wooden door was set into a large stone wall (cobble stone)
-Inside the walls are mostly rough cobblestone as well with the occasional large stone section with glints of silver that you assume is either a huge rock that the builders didn't want to move or part of the old mine walls that were incorporated into the structure.
-The floors in this area are mostly stone. it is very rough with loose dirt filling small sections in-between the rocks.
- There was a lamp sitting on a barrel in the room you all entered. it is obviously some kind of storage room about 25 feet wide by 25 feet deep. There is a small wooden table with a few simple chairs next to it and the walls are covered in shelves. The shelves contain a large number of sacks and crates of different sizes.
- The crate that fell on the burning corpse broke open and appears to have had lots of sheets and small sets of clothing before it ignited further
- Along the walls of the room and down the hallway, about every fifteen feet there is a set of thick wooden beams to help support the ceiling and every other set of beams has a dimly lit lantern hanging from it. (So there is a dimly lit lantern about every 30 feet... so basically one right at the corner were the cultist ran around and one right at the opening of the room you are all mostly in. The hallway is a total of 50 feet long.
Seeing his siblings readying to attack, Carmir hurries down the corridor toward the fire, withdrawing a small bag from his belt. When he's about 10 feet from the bonfire he created (and continues to maintain), he drops about half a bag of ball bearings on the floor around the flames. He then quickly retreats back to stand just behind the others.
(OK, So I have failed to make a map. I started to draw a very crude one but I guess we are going to theater of the mind this for now.)
So as you all take up your positions, around the corner 5 silver robed cultists round the corner with two snarling dogs running a few feet in front of them. As they round the corner, Vruuk lets loose an arrow sailing down the hallway
Attack: 23 Damage: 7
The arrow slams hard into the chest of the first robed figure to round the corner and he is sent into a backflip before landing hard on the stone floor with a sickening crack.
(everyone roll initiative!)
C1 7
C2 18
C3 14
BC 17
D1 8
D2 16
Pok'im's Initiative - 15
DM - Stopping a god in his tracks
Initiative: 19
Vruuk's Initiative - 13.
When you realize you're doing too much: Signature.
Initiative: 5
(Initiative Order!)
D1 22
D2 21
Cinders 19
Pokim 16
C3 15
Vruuk 13
Carmir 13
BC 13
C2 11
C1 6
Two of the cultists hang back at the end of the hallway, drawing crossbows and taking cover around the stone corners while a cultistwith a much more ornate robe stands in the center of the hallway holding a faintly glowing orb in his hands. The three of them are barely visible at their distance, especialy with another cultist and two snarling dogs barrling down the hallway past their dead companion.
D1: The solid black mastiff will charge down the hallway. At first the only thing visible are the white eyes and teeth as it becomes illuminated by the bonfire in the middle of the hallway. The large dog will dash down the hallway (Hallway is 10 ft wide) and around the campfire (and over the ball bearings)
Dex save 10
The mastiff stumbles a bit on the ball bearings but is able to keep his footing as it ends up standing in front of the Pike wielding bugbear.
D2: This mastiff will run right along side its the other, leaping through the bon fire as it attempts to attack the closest target
Dex save 15
The mastiff is able to leap over the flames and comes running up to within a few feet of Cindes, its teeth barred and snarling.
(Cinders is up, also you can control your dog on your turn if you want them to fight.)
***So can you please describe your positions. I assume that Pokim is standing in the hallway with his pike drawn, Vruuk I had imagined was standing kind of around the corner poking his head out with his longbown... Is Cinders and Carmir standing in the middle of the hallway as well? Is one of them kind of wrapped around the corner? The hallway is 10 feet wide so someone could be right next to Pokim if they wanted and the other two could be just around the corners of the walls of the storage room if ya wanted.***
(OOC: so how far way is the cultist with the much more ornate robe from Pok'im)
DM - Stopping a god in his tracks
He is at the very end of the hallway.
C BC C
----| |----
| |
| |
He is the one in the middle... I assumed you were in the middle of the hallway back towards the entrance of the storage room. The dogs had to dash to get to you so I would imagine you will need to dash to get to him. The hall is 50ft long.
(OOC: I've got 30 feet of movement plus 15 foot of reach from the Pike and my Long Arms - would that get him)
DM - Stopping a god in his tracks
Depends how far down the hallway you are. If you were farther down the hallway the dogs could have probably got to attack you. I would say with your Pike reach you are still about 5 ft. away. You would also have to either go through fire or make a dex save not to fall on the ball bearings.
Carmir would be behind and to the side.
(Cinders will start central and to the front of the group. Is getting Vignar to attack a bonus action?)
As the enemies approach, Cinders will have Vignar stay by his side, whilst he gets into a position so he can get as many enemies into a 15 ft cones as possible.
Then holding his hands to his mouth, he will breathe a cone of fire over the approaching enemies. Burning Hands
DC 12 Dex save, take half of fire damage on a success.
Re-Roll incase dice dont load: 9
"Hey Cinders yuh gunna breath over puppies and make Hot Dogs or are yuh just gunna get the bad peoples?" Pok'im asks.
DM - Stopping a god in his tracks
(So I will say getting Vignar to attack would be an action but then he would continue to attack until you take an action to stop, so it would take an action but then he will take attack actions each turn until he is dead.. which is basically a better version of the way ranger pets work. Also, I don't think you have mastered the attack command yet so you would have to roll.)
(So here is my super crappy drawing...)
So as Cinders (Orange C) launches a wave of flames towards the two dogs (4 19), they are both caught off guard and burst into flames with loud yelps. Instantly the smell of burning hair fills the hall as the dogs collaps to the ground in smoldering heaps!
Pokim is up!
***I understand there are two C markes.. orange is Cinders and red is Carmir***
Pok'im will charge (dash) down the corridor being very careful to not slip over on the ball bearings (Dex Save 13) in order to get as close to the cultists as possible.
DM - Stopping a god in his tracks
Pokim: The large Bugbear quickly runs down the hallway, easily jumping over the ball bearings and ends just inches away from the cultists at the end of the hallway. Pokim has his blood soaked pike leveled on the cultist in the ornate robes.
C3: Next to Pok'im, A silver robed figure will stop running down the hall as he is startled by the blur of fur that quickly seemed to materialize next to him. Pulling out a scimitar, he will swing down hard on the bugbear.
Attack: 7 Damage: 5
The cultist stumbles and falls to the ground on a loose rock as he tries to quickly change direction and attack this new close target.
Vruuk is up, then Carmir.
Vruuk stomach rumbles at the smell of cooked flesh. "No. No time for eating, Vruuk." The black-furred bugbear peeks around the corner, but seeing the fire mostly in its face steps over further to line up a shot on the more elegantly dressed of the cultist(BC). "Pluck you, you pluck'n thieves!"
L.Bow Attack: 9 For: 7 non-lethal piercing damage. (Attack includes sneak attack from ally nearby)
When you realize you're doing too much: Signature.