((You took a short rest after the ghoul fight, so yes. You fought stirges and skeletons since then, though - it hasn't been an hour since those fights.))
This post has potentially manipulated dice roll results.
((Hadn't hexed those fights))
Seeing the skull erupt in flames and the party's plan go somewhat up in smoke, Incantis hexes the skull to curse its wisdom, and fires an eldritch blast.
Attack: 21 Damage: 17
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Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Incantis, the force blast shoots from your hands headed directly for the skull, but at the very last moment, it is deflected; it seems an invisible magical barrier has blocked it. The skull snickers.
Scupper dives for safety and rolls to his feet...patting himself down to put out any smoldering fires on his clothes and making a full run for safety.
(Scupper is still trying to head north east so whichever paths allow that and whichever corners in either of those two directions put him out of line of site first)
Wait, he moved 20 feet up in the air from being in Strix's grasp - Attack of Opportunity or am I busy being on fire?
Curse these vaulted ceilinged corridors! Is there any way I can use Scupper as a stepping stone, jump off him and hit that bastard with my stick? with a run-up I'm 2 feet short of hitting him with a 5ft range. Bear in mind though I don't want to force Scupper to use his action, so if that's what's required I'd be better off just standing around for Scupper to hide behind and take pot-shots with Backstab.
So :
If using Scupper as a stepping stone for a leaping attack doesn't impact Scupper's freedom to move/attack
Attack: 8 Damage: 6 / Bonus Attack: 21 Damage: 5 - this uses 10ft as a run up and another 5 on the attack, leaving Strix 35 ft of movement
Run away (free disengage) to the east
If it does :
Follow Scupper / re-group with Party depending on the order of action resolution.
Dodge action ;
Sorry chaps, Strix is next to useless in a ranged fight.
Strix, you can take an Opportunity Attack, yes. And Scupper is still next to you, but at an odd angle; for your main attacks, roll an Acrobatics check to use him as a launch pad.
Dekhan runs forward to the defense of his comrades. Leave this realm, spirit, find your rest and trouble us no more! He emphasizes his point by leaping into the air as magical wings burst from his shoulders and he flies the rest of the way to close on the skull.
Dekhan flies to the skull's side; Strix is beneath it, having landed after his attack. Scupper is just to the east, ready to zoom away. Incantis and Varinth remain at some distance away.
(Strix had up to 35' of movement with a Mobility disengage which he was spending last turn to move east so he's not in melee range, as per prev post. 15' should do it since there's no time to be clever about whatever he's running towards. Granted, that Scupper-jump was a bit fancy so happy to accept losing my remaining movement as an exchange if that's the cost)
Corrected. Strix, you come to a point where the tunnel opens up into a large carvern. Glittering minerals in the ceiling catch the light - from an unknown source - and send it back to create the impression of a starry night sky. Dozens of skeletons — many crushed under fallen debris — are scattered across the floor.
The cave is large enough that it contains two freestanding structures. Each of these stone buildings seems proportioned for human use, as opposed to the dwarf-sized doorways and furnishings you’ve seen elsewhere in the mines.
Do you want to enter the cavern or halt on the cusp?
Scupper is hauling his little butt round the corner. He can't take a full force hit like that and as far as he's concerned, he'd still rather it was the Black Spider fighting this thing. So full move run around the corner and then dash as a cunning action. North, East or North East (whichever is first... I'm gonna lap that little bird).
"Come'on witcha boney self and get me ye bollocking feck of a demon! I'm off te start the forge meself!"
Scupper, you open up a lead on Strix, dashing through the cavern with its glittery ceiling; there seems to be no response to your entry. You turn north, and come to a flight of steps leading down; you hear from up ahead the swirling and splashing of water. But you don't yet see much, as the tunnel curves sharply to the left at the bottom of the steps.
Dekhan, the skull hovers just to your side, and looks at you with interest. Unusual to see your kind here, child of celestials.
Three magical darts emerge from the skull and slam into Dekhan; you take 10 force damage.
Incantis and Strix are up.
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((You took a short rest after the ghoul fight, so yes. You fought stirges and skeletons since then, though - it hasn't been an hour since those fights.))
((Hadn't hexed those fights))
Seeing the skull erupt in flames and the party's plan go somewhat up in smoke, Incantis hexes the skull to curse its wisdom, and fires an eldritch blast.
Attack: 21 Damage: 17
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Incantis, the force blast shoots from your hands headed directly for the skull, but at the very last moment, it is deflected; it seems an invisible magical barrier has blocked it. The skull snickers.
Strix is up.
Dexterity save : 25 <- Not sure what the DC for this is, but given Strix has 31 HP I'll hold off writing up an action till I do!
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
The DC is 13, so 17 is a success.
Dex save 21
Aigh! Fire means run lads!
Scupper dives for safety and rolls to his feet...patting himself down to put out any smoldering fires on his clothes and making a full run for safety.
(Scupper is still trying to head north east so whichever paths allow that and whichever corners in either of those two directions put him out of line of site first)
(Deleted - Scupper can move next turn)
"Fire??? NOT Strix pal!"
Wait, he moved 20 feet up in the air from being in Strix's grasp - Attack of Opportunity or am I busy being on fire?
Curse these vaulted ceilinged corridors! Is there any way I can use Scupper as a stepping stone, jump off him and hit that bastard with my stick? with a run-up I'm 2 feet short of hitting him with a 5ft range. Bear in mind though I don't want to force Scupper to use his action, so if that's what's required I'd be better off just standing around for Scupper to hide behind and take pot-shots with Backstab.
So :
If using Scupper as a stepping stone for a leaping attack doesn't impact Scupper's freedom to move/attack
If it does :
Sorry chaps, Strix is next to useless in a ranged fight.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Strix, you can take an Opportunity Attack, yes. And Scupper is still next to you, but at an odd angle; for your main attacks, roll an Acrobatics check to use him as a launch pad.
Opportunity Quarterstaff Attack: 18 Damage: Unable to parse dice roll.
Acrobatics : 16
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
You launch yourself of Scupper, and make the strike. So both your Opportunity attack and bonus attack hit. The skull looks unimpressed.
Varinth is up.
WHOA Whoa WHOA THERE!! Granted! Tha sHack was a mishtake but cann *hic* canNot we all be freindsh?
Varinth readies Absorb Elements with the subtlety of a baboon with an itch.
Dekhan runs forward to the defense of his comrades. Leave this realm, spirit, find your rest and trouble us no more! He emphasizes his point by leaping into the air as magical wings burst from his shoulders and he flies the rest of the way to close on the skull.
Dekhan flies to the skull's side; Strix is beneath it, having landed after his attack. Scupper is just to the east, ready to zoom away. Incantis and Varinth remain at some distance away.
(Varinth, there's no need to ready Absorb Elements - it's a reaction.
Round Four:
A: Scupper

B: Flameskull-hovering-twenty-feet-up
C: Incantis and Strix
D: Varinth
E: Dekhan-also-hovering
Scupper is up. Are you still dashing east?
(Strix had up to 35' of movement with a Mobility disengage which he was spending last turn to move east so he's not in melee range, as per prev post. 15' should do it since there's no time to be clever about whatever he's running towards. Granted, that Scupper-jump was a bit fancy so happy to accept losing my remaining movement as an exchange if that's the cost)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Corrected. Strix, you come to a point where the tunnel opens up into a large carvern. Glittering minerals in the ceiling catch the light - from an unknown source - and send it back to create the impression of a starry night sky. Dozens of skeletons — many crushed under fallen debris — are scattered across the floor.
The cave is large enough that it contains two freestanding structures. Each of these stone buildings seems proportioned for human use, as opposed to the dwarf-sized doorways and furnishings you’ve seen elsewhere in the mines.
Do you want to enter the cavern or halt on the cusp?
Scupper is up.
(halt on cusp)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Scupper is hauling his little butt round the corner. He can't take a full force hit like that and as far as he's concerned, he'd still rather it was the Black Spider fighting this thing. So full move run around the corner and then dash as a cunning action. North, East or North East (whichever is first... I'm gonna lap that little bird).
"Come'on witcha boney self and get me ye bollocking feck of a demon! I'm off te start the forge meself!"
Scupper, you open up a lead on Strix, dashing through the cavern with its glittery ceiling; there seems to be no response to your entry. You turn north, and come to a flight of steps leading down; you hear from up ahead the swirling and splashing of water. But you don't yet see much, as the tunnel curves sharply to the left at the bottom of the steps.
Dekhan, the skull hovers just to your side, and looks at you with interest. Unusual to see your kind here, child of celestials.
Three magical darts emerge from the skull and slam into Dekhan; you take 10 force damage.
Incantis and Strix are up.