This post has potentially manipulated dice roll results.
Seeing that escape is illusive, Dredge turns to face his enemy. “You want a hunt? Well you’ve got one now, Blue Boy.” He enters the space his enemy once again, dealing another 7 fire damge. As he does, he brings both hands up recklessly, reaching for the temples of his enemy.
To Hit: 17
Damage: 9 Fire (Magical)
To Hit: 21
Damage: 14 Fire (Magical)
As he lands, he channels some of his power through his form, recovering 12 hit points (spending a third level spell slot for Combat Wildshape).
(@Hydra: Here's the fight you've been asking for, right?)
Flame-Dredge turns and jumps towards his opponent (he is still flying), momentarily flaming him in close-quarters. His arms linger in their straight up position to cause fiercer burns, although one of them fails to touch the Blueman’s skin (Tall Blueman - CMD: 31).
LEGENDARY ACTION (end of Dredge's turn)
"Let's go, prey! I'll turn you to ash!"
-> Maul (melee weapon attack with reach) vs. Flame-Dredge: Attack: 26 Damage: 13 magical bludgeoning (already halved).
All six ArmoredGuards turn to face whoever may be coming downstairs and burn a bit more, for 9 fire damage (Armored Guards#1-8 - CMDs in order: 36, 30, 36, 40, 36, 40, 40, 40).
Five more guards crumble into several pieces of armor. The one who remains aims its crossbow up high.
LEGENDARY ACTIONS (end of each of the Armored Guards' turns)
-> Maul (melee weapon attack with reach) vs. Flame-Dredge: Attack: 20 Damage: 13.5 magical bludgeoning (already halved).
-> Dredge's CON saving throw {DC 15}: 13 - This hit is especially accurate, causing Dredge to feel both stunned and incapacitated. This also forces Dredge's Rage to subside.
-> Maul (melee weapon attack with reach) vs. Flame-Dredge: Attack: 36 Damage: 15 magical bludgeoning (this damaged should not have been halved as Rage is dropped once Dredge becomes incapacitated and they are magical in nature. This is therefore 30 damage instead.).
-> The second attack was supposed to be rolled with advantage. Let’s see if he would have gotten a crit: 25 - no, but it still hits.
This is enough damage for Dredge to drop his Fire Elemental form, but no damage is transferred over to his true genasi self. I’ll also say that a creature that is both stunned and incapacitated while on a staircase that is broken, cracked, and shaking inside a collapsing building will have a hard time staying on his feet, so Dredge also becomes prone.
This post has potentially manipulated dice roll results.
REST OF THE PARTY
Talon surmises that if what they need is a key, then he can produce one with his lock-picking skills. He grabs the cube from Le'gal and begins working with it. While tinkering, he manages to force the changing of the top-face to trigger the turn of the dials on the front-face, although the noises of metal grinding sound all wrong to him. Suspecting he is damaging the cube, he reverts to turning the dials again. Once Le'gal offers the transparent dark green alexandrite as an answer, Talon focuses on turning the dials until the size and shape of the mirrored recipient on the top-face resembles the fist-shape of the stone. The dwarf and the bugbear simultaneously notice that when the front-face of the cube shows the image of a droplet, the top-face looks like it shifts to offer the right dimensions.
Le'gal places the gem into the recipient and sees the mirrors spontaneously produce a dark green, almost bluish light to match the gemstone's transparency. The bottom-face (opposite of the top-face where the gem went into) shifts with some correct-sounding grinding noises this time. A light of the same transparent blueish green tone is reflected on what would be the ground (imagine a flashlight aimed downwards), except that because of the way Talon is holding the cube, the light catches his feet instead. The dwarf continues to focus on his spell casting abilities and feels some of his arcane fuel leave his body (@Laserwhit: please mark a 5th level spell slot as used, as well as 2 sorcery points).
The back-face (opposite from the front-face where the dials are located) shifts this time. A blast of dull-grey light leaves the cube like a cannon, hitting the opposite wall. At first, nothing seems to happen, until a square section of the crumbling wall begins to swirl. The solid stone slowly becomes more malleable and begins to ripple as if made out of some liquid. This is a familiar sight to both Talon and Le'gal: a patch of liquid wall of their own making, albeit unstable given the compromised wall it was created on.
Meanwhile, Bone and Grixx have traversed half way through the difficult terrain created by the raging Earthquake. They arrived just in time to see Nox fade away and can now see a lone ArmoredGuard, who is on fire, let loose a crossbow bolt (it had it at the ready).
-> Crossbow, hand (ranged weapon attack with disadvantage) vs. Grixx: Attack: 5Damage: 1.5 bludgeoning.
Grixx dodges the incoming bolt and nudges Bone to get ready to fight. (INITIATIVE rolls in the spoiler box below):
Talon will yell as loud as he can towards Grixx, Bone and Dredge. “POSSIBLE SAFETY!” And he points as he runs towards the liquified wall. He will help Legal if necessary through the crumbling tower towards this wall.
(@All Hoi Boy! I hope this is the portal kind of liquid wall, and not the questioning for magic item type of wall. @.@)
As soon as Talon looks back in her direction, Le'gal is hesitating and looking back towards the direction the others ran off to. Before Talon can get too far, she tries to grab him by the shoulder and hold out a hand for the cube. "One remain. Maintain. Re-Open." The resolute look said it all. If handed back the cube, she sends the dwarf off with a Healing Word, then with an amplified voice(Thaumaturgy), she shouts over the crumbling, "Bone! Grixx! Dredge! Found Different Way If too deep, press on!"
Ultimately, whether having the cube or not, she at least carries through with magic and calling before reluctantly stepping inside on a deep breathe.
Bonus Action: Le'gal Casts (3rd Level)Healing Word on Talon, healing him for 12.
Action: Deep Breathe? (Otherwise,(Thaumaturgy) before going into the portal.)
08. Armored Guards#1-4 (CMD: 36, 30, 36, 40; +45ft) - set aflame for 1d10 damage each turn;
04. Armored Guards#5-8 (CMD: 36, 40, 40, 40).
NOTE: The distances above are relative to the TallBlueman. Current positions with the (+/-) indicate that you are (ahead/behind) him.
To clarify, Bone and Grixx do not yet see either Dredge or whatever it is he is fighting.
(@Laserwhit & @Ori: your posts just above count as your turn for this new round. For now you are still in the staircase. also, is Talon entering or just running towards the liquid wall?)
This post has potentially manipulated dice roll results.
The Earthquake rumbles on and the entire tower's structure is now compromised. Time is running out.
The Tall Blueman begins by brushing aside some 7 fire damage (Tall Blueman - CMD: 35). He then gets as close to Dredge as he can, still mid-air, and swings his maul once more: "You too shall fall prey to the great Ooguay!"
-> Maul (melee weapon attack with advantage and reach) vs. Dredge: Attack: 34 Damage: 31 magical bludgeoning (this damage becomes 13 after halving to account for Rage).
-> Dredge's CON saving throw {DC 15}: 30 - Dredge's conditions (i.e. stunned and incapacitated) are extended for another round. He is also still prone.
-> Concentration save for the TallBlueman {DC 10}: 11 - Earthquake persists.
(OOC: Tolan is down to 6hp even after the 12 point heal from Legal. So yes, Talon will take every chance to escape through the wall if such a thing is possible.)
@lerus Dredge would still be raging, as neither of the conditions to end rage are met. To clarify, the two conditions are if he has not attacked or taken damage (he’s taken plenty of that) or if he falls unconscious. Neither stunned or incapacitated end rage, so that puts the total at only 80 damage
This post has potentially manipulated dice roll results.
(I have no idea what to do here. Bone can move 90ft a turn. In difficult terrain that cuts down to 45. If I am 100ft from the portal, that'll take three turns. Damnit. Bone has to push on with Dredge. At least he will die fighting.))
Bone sqwuaks and will use his full movement and will use his Bonus Action to Dash. Hopefully he can see the Tall Blueman, if not then he will use his action to Dash and his Bonus Action to Hide: 28, hoping to not get crushed by one of the rocks.
If he sees the Tall Blueman, he will unleash his arrows.
Attack: 17 Damage: 18
Attack: 10 Damage: 18
Stalker's Flurry: Attack: 27 Damage: 21
Dread Ambusher: Attack: 9 Damage: 27
Just to reiterate:
Will use full movement and a bonus action Dash to see the Tall Blueman.
If that is not enough to see the Tall Blueman then he will just use his action to Dash and his bonus action to Hide.
This post has potentially manipulated dice roll results.
Though still raging, Dredge is in no condition to move, act, or react in any way. The genasi spends the next few seconds trying to regain his bearings.
The TallBlueman is not about to let this opportunity pass, however.
LEGENDARY ACTION (end of Dredge's turn)
Dredge's opponent brings down his maul:
-> Maul (melee weapon attack with advantage and reach) vs. Dredge: Attack: 32 Damage: 15.5 magical bludgeoning (already halved).
Grixx and Bone hear the Thaumaturgy-backed yells from about 100 feet upstairs, but the two trialists have different reactions to it. Grixx turns and attempts to run for safety and manages to dash in the yells' direction for about 40 feet. He still needs another 60 feet worth of movement in this treacherous terrain to reach the dwarf and the bugbear. Bone on the other hand dashes forward towards battle. Although he does not see Dredge's opponent quite yet, Bone makes it 30 feet downstairs before deciding to take some cover from falling tower chunks (@Superbad: this will give you advantage in the incoming DEX save).
Grixx manages to see the Talon handing over the magic cube to Le'gal, before the two of them run and jump into the liquid wall. Talon looks wobbly for a moment after being hit by a rock on the head but Le'gal brings him back into shape in time for him to reach the wall. For the next moments, the two of them feel like they are simply surrounded by a very thick, opaque liquid. They are doing their best to hold their breath.
LEGENDARY ACTIONS (end of Grixx's and Bone's turn)
Tall Blueman continues to wail at Dredge:
-> Maul (melee weapon attack with advantage and reach) vs. Dredge: Attack: 35 Damage: 13.5 magical bludgeoning (already halved).
The TallBlueman swings his maul around a bit while landing right next to Dredge. "You are mine now, evil Djinni." He then brings his weapon up and strikes down intending to put an end to this particular opponent.
-> Maul (melee weapon attack with advantage and reach) vs. Dredge: Attack: 27 Damage: 18.5 magical bludgeoning (already halved).
Dredge's head splats between the cracked steps and the maul. Even before the druid begins fading, the TallBlueman begins flying upstairs once again to find his next mark. He reaches the area where all of the armor pieces of the Armored Guards lay lifelessly, but does not see Bone... yet.
(Grixx and Bone are up next. Dredge needs to start rolling DEATH saving throws as he is now unconscious).
Seeing that escape is illusive, Dredge turns to face his enemy. “You want a hunt? Well you’ve got one now, Blue Boy.” He enters the space his enemy once again, dealing another 7 fire damge. As he does, he brings both hands up recklessly, reaching for the temples of his enemy.
To Hit: 17
Damage: 9 Fire (Magical)
To Hit: 21
Damage: 14 Fire (Magical)
As he lands, he channels some of his power through his form, recovering 12 hit points (spending a third level spell slot for Combat Wildshape).
OOC: Let’s dance, @Lerus
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
(@Hydra: Here's the fight you've been asking for, right?)
Flame-Dredge turns and jumps towards his opponent (he is still flying), momentarily flaming him in close-quarters. His arms linger in their straight up position to cause fiercer burns, although one of them fails to touch the Blueman’s skin (Tall Blueman - CMD: 31).
LEGENDARY ACTION (end of Dredge's turn)
"Let's go, prey! I'll turn you to ash!"
-> Maul (melee weapon attack with reach) vs. Flame-Dredge: Attack: 26 Damage: 13 magical bludgeoning (already halved).
-> Dredge's CON saving throw {DC 15}: 22 - nothing happens.
-> Concentration save for the Tall Blueman {DC 10}: 11 - Earthquake persists.
(Armored Guards will go next)
All six Armored Guards turn to face whoever may be coming downstairs and burn a bit more, for 9 fire damage (Armored Guards#1-8 - CMDs in order: 36, 30,
36, 40,36, 40, 40, 40).Five more guards crumble into several pieces of armor. The one who remains aims its crossbow up high.
LEGENDARY ACTIONS (end of each of the Armored Guards' turns)
-> Maul (melee weapon attack with reach) vs. Flame-Dredge: Attack: 20 Damage: 13.5 magical bludgeoning (already halved).
-> Dredge's CON saving throw {DC 15}: 13 - This hit is especially accurate, causing Dredge to feel both stunned and incapacitated.
This also forces Dredge's Rage to subside.-> Maul (melee weapon attack with reach) vs. Flame-Dredge: Attack: 36 Damage: 15 magical bludgeoning
(this damaged should not have been halved as Rage is dropped once Dredge becomes incapacitated and they are magical in nature. This is therefore 30 damage instead.).-> Dredge's CON saving throw {DC 15}: 22 - nothing else happens.
-> The second attack was supposed to be rolled with advantage. Let’s see if he would have gotten a crit: 25 - no, but it still hits.
This is enough damage for Dredge to drop his Fire Elemental form, but no damage is transferred over to his true genasi self. I’ll also say that a creature that is both stunned and incapacitated while on a staircase that is broken, cracked, and shaking inside a collapsing building will have a hard time staying on his feet, so Dredge also becomes prone.
REST OF THE PARTY
Talon surmises that if what they need is a key, then he can produce one with his lock-picking skills. He grabs the cube from Le'gal and begins working with it. While tinkering, he manages to force the changing of the top-face to trigger the turn of the dials on the front-face, although the noises of metal grinding sound all wrong to him. Suspecting he is damaging the cube, he reverts to turning the dials again. Once Le'gal offers the transparent dark green alexandrite as an answer, Talon focuses on turning the dials until the size and shape of the mirrored recipient on the top-face resembles the fist-shape of the stone. The dwarf and the bugbear simultaneously notice that when the front-face of the cube shows the image of a droplet, the top-face looks like it shifts to offer the right dimensions.
Le'gal places the gem into the recipient and sees the mirrors spontaneously produce a dark green, almost bluish light to match the gemstone's transparency. The bottom-face (opposite of the top-face where the gem went into) shifts with some correct-sounding grinding noises this time. A light of the same transparent blueish green tone is reflected on what would be the ground (imagine a flashlight aimed downwards), except that because of the way Talon is holding the cube, the light catches his feet instead. The dwarf continues to focus on his spell casting abilities and feels some of his arcane fuel leave his body (@Laserwhit: please mark a 5th level spell slot as used, as well as 2 sorcery points).
The back-face (opposite from the front-face where the dials are located) shifts this time. A blast of dull-grey light leaves the cube like a cannon, hitting the opposite wall. At first, nothing seems to happen, until a square section of the crumbling wall begins to swirl. The solid stone slowly becomes more malleable and begins to ripple as if made out of some liquid. This is a familiar sight to both Talon and Le'gal: a patch of liquid wall of their own making, albeit unstable given the compromised wall it was created on.
Meanwhile, Bone and Grixx have traversed half way through the difficult terrain created by the raging Earthquake. They arrived just in time to see Nox fade away and can now see a lone Armored Guard, who is on fire, let loose a crossbow bolt (it had it at the ready).
-> Crossbow, hand (ranged weapon attack with disadvantage) vs. Grixx: Attack: 5
Damage: 1.5 bludgeoning.Grixx dodges the incoming bolt and nudges Bone to get ready to fight. (INITIATIVE rolls in the spoiler box below):
END OF INITIATIVE ROUND 7
Talon will yell as loud as he can towards Grixx, Bone and Dredge. “POSSIBLE SAFETY!” And he points as he runs towards the liquified wall. He will help Legal if necessary through the crumbling tower towards this wall.
Lot's of stuff ...
(@All Hoi Boy! I hope this is the portal kind of liquid wall, and not the questioning for magic item type of wall. @.@)
As soon as Talon looks back in her direction, Le'gal is hesitating and looking back towards the direction the others ran off to. Before Talon can get too far, she tries to grab him by the shoulder and hold out a hand for the cube. "One remain. Maintain. Re-Open." The resolute look said it all. If handed back the cube, she sends the dwarf off with a Healing Word, then with an amplified voice(Thaumaturgy), she shouts over the crumbling, "Bone! Grixx! Dredge! Found Different Way If too deep, press on!"
Ultimately, whether having the cube or not, she at least carries through with magic and calling before reluctantly stepping inside on a deep breathe.
Bonus Action: Le'gal Casts (3rd Level)Healing Word on Talon, healing him for 12.
Action: Deep Breathe? (Otherwise,(Thaumaturgy) before going into the portal.)
When you realize you're doing too much: Signature.
To clarify, Bone and Grixx do not yet see either Dredge or whatever it is he is fighting.
(@Laserwhit & @Ori: your posts just above count as your turn for this new round. For now you are still in the staircase. also, is Talon entering or just running towards the liquid wall?)
(Tower and Tall Blueman are up next.)
Heavier chunks of tower fall on everyone:
-> DEX saving throw to mitigate the damage of failing tower {DC 16}. Damage roll: 53.
The last Armored Guard gets crushed by a chunk of ceiling.
(Tall Blueman is next.)
The Earthquake rumbles on and the entire tower's structure is now compromised. Time is running out.
The Tall Blueman begins by brushing aside some 7 fire damage (Tall Blueman - CMD: 35). He then gets as close to Dredge as he can, still mid-air, and swings his maul once more: "You too shall fall prey to the great Ooguay!"
-> Maul (melee weapon attack with advantage and reach) vs. Dredge: Attack: 34 Damage: 31 magical bludgeoning (this damage becomes 13 after halving to account for Rage).
-> Dredge's CON saving throw {DC 15}: 30 - Dredge's conditions (i.e. stunned and incapacitated) are extended for another round. He is also still prone.
-> Concentration save for the Tall Blueman {DC 10}: 11 - Earthquake persists.
(Dredge, Grixx, and Bone are up next.)
(OOC: Tolan is down to 6hp even after the 12 point heal from Legal. So yes, Talon will take every chance to escape through the wall if such a thing is possible.)
Lot's of stuff ...
@lerus Dredge would still be raging, as neither of the conditions to end rage are met. To clarify, the two conditions are if he has not attacked or taken damage (he’s taken plenty of that) or if he falls unconscious. Neither stunned or incapacitated end rage, so that puts the total at only 80 damage
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Talon gladly hands the cube to Legal as he gets clobbered by another piece of falling debris. “Thanks for the heal” and he rushes towards the wall.
Lot's of stuff ...
(I have no idea what to do here. Bone can move 90ft a turn. In difficult terrain that cuts down to 45. If I am 100ft from the portal, that'll take three turns. Damnit. Bone has to push on with Dredge. At least he will die fighting.))
Bone sqwuaks and will use his full movement and will use his Bonus Action to Dash. Hopefully he can see the Tall Blueman, if not then he will use his action to Dash and his Bonus Action to Hide: 28, hoping to not get crushed by one of the rocks.
If he sees the Tall Blueman, he will unleash his arrows.
Attack: 17 Damage: 18
Attack: 10 Damage: 18
Stalker's Flurry: Attack: 27 Damage: 21
Dread Ambusher: Attack: 9 Damage: 27
Just to reiterate:
Will use full movement and a bonus action Dash to see the Tall Blueman.
If that is not enough to see the Tall Blueman then he will just use his action to Dash and his bonus action to Hide.
Hope that makes sense lmao
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Grixx will echo Talon's call "POSSIBLE SAFETY!"
Grixx will use dash to go back toward Talon's voice and through the portal if he can make it that far. If not, he will go as far as possible.
Though still raging, Dredge is in no condition to move, act, or react in any way. The genasi spends the next few seconds trying to regain his bearings.
The Tall Blueman is not about to let this opportunity pass, however.
LEGENDARY ACTION (end of Dredge's turn)
Dredge's opponent brings down his maul:
-> Maul (melee weapon attack with advantage and reach) vs. Dredge: Attack: 32 Damage: 15.5 magical bludgeoning (already halved).
-> Dredge's CON saving throw {DC 15}: 12 - nothing else happens.
Grixx and Bone hear the Thaumaturgy-backed yells from about 100 feet upstairs, but the two trialists have different reactions to it. Grixx turns and attempts to run for safety and manages to dash in the yells' direction for about 40 feet. He still needs another 60 feet worth of movement in this treacherous terrain to reach the dwarf and the bugbear. Bone on the other hand dashes forward towards battle. Although he does not see Dredge's opponent quite yet, Bone makes it 30 feet downstairs before deciding to take some cover from falling tower chunks (@Superbad: this will give you advantage in the incoming DEX save).
Grixx manages to see the Talon handing over the magic cube to Le'gal, before the two of them run and jump into the liquid wall. Talon looks wobbly for a moment after being hit by a rock on the head but Le'gal brings him back into shape in time for him to reach the wall. For the next moments, the two of them feel like they are simply surrounded by a very thick, opaque liquid. They are doing their best to hold their breath.
LEGENDARY ACTIONS (end of Grixx's and Bone's turn)
Tall Blueman continues to wail at Dredge:
-> Maul (melee weapon attack with advantage and reach) vs. Dredge: Attack: 35 Damage: 13.5 magical bludgeoning (already halved).
-> Dredge's CON saving throw {DC 15}: 25 - nothing else happens.
-> Maul (melee weapon attack with advantage and reach) vs. Dredge: Attack: 37 Damage: 27 magical bludgeoning (already halved).
-> Dredge's CON saving throw {DC 15}: 15 - nothing else happens.
END OF INITIATIVE ROUND 8
Here's an attempt at a visual representation ("dt" means difficult terrain):
Talon/Legal--->60ft(dt)--->Grixx--->70ft(dt)--->Bone--->70ft(dt)--->Dead Guards--->50ft--->Blue Tallman--->5ft--->Dredge--->350ft (approximately)--->Exit
(Tower and Tall Blueman are up next.)
Even heavier chunks of tower fall on everyone who is still around:
-> DEX saving throw to mitigate the damage of failing tower {DC 19}. Damage roll: 91.
(Tall Blueman is next.)
The Tall Blueman swings his maul around a bit while landing right next to Dredge. "You are mine now, evil Djinni." He then brings his weapon up and strikes down intending to put an end to this particular opponent.
-> Maul (melee weapon attack with advantage and reach) vs. Dredge: Attack: 27 Damage: 18.5 magical bludgeoning (already halved).
Dredge's head splats between the cracked steps and the maul. Even before the druid begins fading, the Tall Blueman begins flying upstairs once again to find his next mark. He reaches the area where all of the armor pieces of the Armored Guards lay lifelessly, but does not see Bone... yet.
(Grixx and Bone are up next. Dredge needs to start rolling DEATH saving throws as he is now unconscious).
((I posted a comment/concern I had in the OOC chat. I will post my turn in two different spoilers depending on the ruling.))
If Land's Stride would work here, giving me freedom to move without cutting my speed in half:
Bone will run in the direction of the Vertically Gifted Bluemale and will do his thaaaaang. (using a Bonus Action to Dash if needed)
Attack: 13 Damage: 23
Attack: 24 Damage: 17
Stalker's Flurry: Attack: 9 Damage: 16
If Land's Stride would NOT apply here then he will do the following:
Pretty much the exact same thing he did the last turn. Here is another Hide check for you, if needed: 23
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP