This post has potentially manipulated dice roll results.
Mucor will charge forward sending clouds or spores towards the closest cultist and hellhound. "Die cultists!" he will should as the wall of thorns outside disappear and four tiny quicklings appear behind the farthest cultists and last out quickly and violently with their daggers after Mucor casts Conjure Woodland Beings (at 6th level)
Reaction against hound con 16 or take 9 necrotic or half on success Bonus action against closest cultist con 16 or take 9 necrotic or half on success Action cast Conjure Woodland Beings (at 6th level) 2 behind each of the far cultists
This post has potentially manipulated dice roll results.
Zinmaer would enter the room and immediately see a cultist to his left. He would pivot reflexively and turn his attention to him and after moving within range send two quick strikes with his quarterstaff and then send a swift kick aimed towards his head (as a bonus action).
(so just trying to clarify some things about my special spore powers after spending a bunch of days with button. You said I can add 1d8 to my spore powers and they take half damage when they succeed the saving throw. Do I also add an extra 1d6 poison damags to melee attacks also? And when I use my wild shape to gain extra spore powers, It says I double my damage dice for halo of spores.. so instead of 1 d8 it would be 2.. so since I have 2 would it be four or 3 damage die when the ability is active? I have been rolling 3d8 so far because I dont want to be greedy if I am not supposed to roll 4d8.)
(sorry for the delay. Thought I had posted from my phone but apparently it didn't go through.)
Gaelin will release his held eldritch blast at the far northwest cultist then release two more at the far northeast cultist and will move to the SE corner of the room.
This post has potentially manipulated dice roll results.
(@Mucor- You already used your 6th level spell slot for Wall of thorns so you could still cast your conjure spell at 4th and have 1 behind each. Your spore attacks deal one additional die so yes to an extra d6 and 3d8.)
Mucor shakes his head as spores choke the air around the hound, it coughs but growls as it shakes off the effect just as Aryn's sword cleaves down into its side opening a large wound. Aryn turns and stabs the cultist through the heart and pulls out her blade as the cultist collapses to the floor. Zinmaer rushes to his left and slashes into the cultist's neck twice with his bladed quarterstaff. With a final swift kick the head flies off into the northern part of the room. Mucor spins and curls his hand as two small specs of light appear and transform into tiny fey creatures. They stab at the cultists in the back of the room piercing vital organs but the cultist rally themselves just as they are each hit with two beams of greenish black energy from Gaelin's hand that crush their ribs and they fall to the floor dead.
The two hounds retaliate, opening their mouths and breath out fire towards Aryn, Mucor and Zinmaer. DC12 dex or take: 26 fire damage.
(OOC: Those tiny quicklings seem vicious lol! and imposing disadvantage on attacks against them and evasion, they seem pretty hard to hit.... they do however.. have very few hitpoints :D)
Jinara will see the flames lick off the hounds' tongue and cast Blindness/Deafness (spending 1 sp for twinned spell) and blinding both hounds. (DC17 CON save). He will then move 5 ft to his left to get out of line of sight.
This post has potentially manipulated dice roll results.
Con: 813
Jinara twists his arm and releases a bright beam of energy that slams into the heads of each hound. They snap their heads back and forth rapidly Blinded from the spell.
This post has potentially manipulated dice roll results.
With blood dripping from each end of his quarterstaff Zinmaer would then turn his attention to hound closest to him. He sees a bright light that seems to throw off the hounds and he recognizes this may be a great chance to strike. He would move forward to the hound and send two whirling strikes with the quarterstaff which are then followed by two kicks (spending Ki point for Fury of Blows).
This post has potentially manipulated dice roll results.
"Finish these dogs" Mucor would shout to the quicklings as he sends clouds of spores towards both of the remaining dogs and swings his staff down hard on the hound in front of him.
Reaction con 16 or take 10 necrotic, half on success bonus action con 16 or take 14 necrotic, half on success Action Attack: 25 Damage: 8 plus 10 poison damage
The two blinded hounds are not prepared for the onslaught of attacks. As each blade, fist, spell and spore impact their bodies they reflexively lash out until the damage becomes too great and they fall to the floor dead. Their unnaturally hot bodies seem to smolder as they lie on the floor until a few moments later the bodies begin to crinkle together and turn to a color resembling a large pile of glowing embers. The large room is eerily silent as you stand among the corpses of your foes. To the north stands a large double door along with a door on the east and west wall in the inlet. You slowly open the single doors to reveal unoccupied private offices leaving only the double door closed.
If you are being stealthy roll stealth and initiative!
Mucor will charge forward sending clouds or spores towards the closest cultist and hellhound. "Die cultists!" he will should as the wall of thorns outside disappear and four tiny quicklings appear behind the farthest cultists and last out quickly and violently with their daggers after Mucor casts Conjure Woodland Beings (at 6th level)
Reaction against hound con 16 or take 9 necrotic or half on success
Bonus action against closest cultist con 16 or take 9 necrotic or half on success
Action cast Conjure Woodland Beings (at 6th level) 2 behind each of the far cultists
Zinmaer would enter the room and immediately see a cultist to his left. He would pivot reflexively and turn his attention to him and after moving within range send two quick strikes with his quarterstaff and then send a swift kick aimed towards his head (as a bonus action).
Attack 1: Attack: 25 Damage: 7
Attack 2: Attack: 10 Damage: 7
Bonus Action: 25 Damage: 6
(so just trying to clarify some things about my special spore powers after spending a bunch of days with button. You said I can add 1d8 to my spore powers and they take half damage when they succeed the saving throw. Do I also add an extra 1d6 poison damags to melee attacks also? And when I use my wild shape to gain extra spore powers, It says I double my damage dice for halo of spores.. so instead of 1 d8 it would be 2.. so since I have 2 would it be four or 3 damage die when the ability is active? I have been rolling 3d8 so far because I dont want to be greedy if I am not supposed to roll 4d8.)
(sorry for the delay. Thought I had posted from my phone but apparently it didn't go through.)
Gaelin will release his held eldritch blast at the far northwest cultist then release two more at the far northeast cultist and will move to the SE corner of the room.
(@Mucor- You already used your 6th level spell slot for Wall of thorns so you could still cast your conjure spell at 4th and have 1 behind each. Your spore attacks deal one additional die so yes to an extra d6 and 3d8.)
Mucor shakes his head as spores choke the air around the hound, it coughs but growls as it shakes off the effect just as Aryn's sword cleaves down into its side opening a large wound. Aryn turns and stabs the cultist through the heart and pulls out her blade as the cultist collapses to the floor. Zinmaer rushes to his left and slashes into the cultist's neck twice with his bladed quarterstaff. With a final swift kick the head flies off into the northern part of the room. Mucor spins and curls his hand as two small specs of light appear and transform into tiny fey creatures. They stab at the cultists in the back of the room piercing vital organs but the cultist rally themselves just as they are each hit with two beams of greenish black energy from Gaelin's hand that crush their ribs and they fall to the floor dead.
The two hounds retaliate, opening their mouths and breath out fire towards Aryn, Mucor and Zinmaer. DC12 dex or take: 26 fire damage.
Jinara!
updated map:
(OOC I used my staff to cast wall of thorns :D With the charges! staff of the woodlands)
Mucor dex save! 12
(Got it. The cultist get extra dead from tiny stabbing fey. :) )
(Gaelin will drop silence. forgot to put that in my post.)
(OOC: Those tiny quicklings seem vicious lol! and imposing disadvantage on attacks against them and evasion, they seem pretty hard to hit.... they do however.. have very few hitpoints :D)
Dex: 20 (evasion)
Dexterity Save: 15
Jinara will see the flames lick off the hounds' tongue and cast Blindness/Deafness (spending 1 sp for twinned spell) and blinding both hounds. (DC17 CON save). He will then move 5 ft to his left to get out of line of sight.
Con: 8 13
Jinara twists his arm and releases a bright beam of energy that slams into the heads of each hound. They snap their heads back and forth rapidly Blinded from the spell.
Everyone but Jinara!
updated map:
With blood dripping from each end of his quarterstaff Zinmaer would then turn his attention to hound closest to him. He sees a bright light that seems to throw off the hounds and he recognizes this may be a great chance to strike. He would move forward to the hound and send two whirling strikes with the quarterstaff which are then followed by two kicks (spending Ki point for Fury of Blows).
Attack 1:22 Damage: 14
Attack 2: 28 Damage: 7
Bonus action (two unarmed attacks):
Attack: 17 Damage: 13
Attack: 27 Damage: 6
"Finish these dogs" Mucor would shout to the quicklings as he sends clouds of spores towards both of the remaining dogs and swings his staff down hard on the hound in front of him.
Reaction con 16 or take 10 necrotic, half on success
bonus action con 16 or take 14 necrotic, half on success
Action Attack: 25 Damage: 8 plus 10 poison damage
Aryn will swing her swords at the blinded hound between her and Mucor.
Attack: 21 21 Damage: 5 4 1 15
Gaelin will throw two Eldritch Blasts at the western hound by Zinmaer.
Attack: 25 20 Damage: 1 3
The two blinded hounds are not prepared for the onslaught of attacks. As each blade, fist, spell and spore impact their bodies they reflexively lash out until the damage becomes too great and they fall to the floor dead. Their unnaturally hot bodies seem to smolder as they lie on the floor until a few moments later the bodies begin to crinkle together and turn to a color resembling a large pile of glowing embers. The large room is eerily silent as you stand among the corpses of your foes. To the north stands a large double door along with a door on the east and west wall in the inlet. You slowly open the single doors to reveal unoccupied private offices leaving only the double door closed.
If you are being stealthy roll stealth and initiative!
map:
(stealth it is!)
Zinmaer
Stealth 18
Initiative 20
"Are we splitting up once we go through or no?" Aryn asks telepathically as she checks the door for traps.