Dekhan, that hits, and the sword slices through the decaying flesh of the creature's torso; it's disconcerting to see no blood come out of the dry interior.
This post has potentially manipulated dice roll results.
It's cause you set your damage as 4 rather than 1dx+4 XD
Incantis grits his teeth against the grating dim of battle. Seeing Dekhan taking his stalwart position the half-elf opts to shoots an eldritch blast over the paladin's shoulder.
Attack: 25 Damage: 23
As he completes the somatic incantation he turns and sees Vaz curled up and darts over, kneeling. "Vaz! You're alright, we're with you!" He begins to telepathically intone the melody of an ancient elven lullaby into the sorcerer's head to sooth and inspire him.
Rollback Post to RevisionRollBack
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
This post has potentially manipulated dice roll results.
(It's a bonus action to move Hex onto Ghoul Two, so unfortunately Incantis can't give bardic inspiration to Varinth on the same turn, but he can certainly offer telepathic reassurance and comfort.)
Incantis and Scupper, you both have a clearer view of Ghoul Two, so your Eldritch Blast and arrow hit it at the same time, sending the remains of the creature flying back into the room; is with its friend, the corpse lies on the ground, twitching involuntarily, but it's not getting up again. Ghoul Two is dead.
If there's any sense of comradeship between ghouls, there's no sign of it here. The one remaining ghoul cares about nothing except getting its claws and teeth into the armour-clad paladin before it:
Attack: 5 Damage: 5
(OOC: Ha! Finally!)
The claws sink into Dekhan's arm, ripping flesh and drawing blood. The creature reacts visibly to the smell of the blood, its head twisting and getting ready for a bite next turn.
Dekhan, please make two CON saving throws.
Scupper, your attention is on the battle ahead; your satisfaction with your last shot, and the destruction of the ghoul, but also the danger faced by Dekhan. You almost don't notice it.
Attack: 10 Damage: 11
But at the last moment, your instincts and reflexes kick in; you dodge to the side as a strange.. something... swings at you and just misses. For a moment, you think it's someone trying to punch you, but then you turn around:
A massive jelly creature fills the tunnel behind you.
This post has potentially manipulated dice roll results.
Sorry to be a pain - I'm just wondering how this works with the 10' grid. Am I right in thinking that Strix can't get through the door to move behind the Ghoul for Flanking because he'd have to move through Dekhan and then move diagonally through a hard corner to avoid the Ghoul, and even then I can't get within 5 feet of him on the opposite side to Dekhan and still be able to reach him because of the Grid size?
Anyway, not sure this is mathematically a good choice but it seems like the kind of thing one might do in this situation if getting past him isn't on the cards :
Seeing the teeth snapping at Dekhan, Strix attempts to intercede with a swift kick to push the ghoul back into the room
Strix, you aim the kick well, but the ghoul seems only to think of this as a potential snack offering - it grabs your foot and attempts to bite down hard. You only just manage to withdraw it, but the ghoul remains firmly in place. Luckily, ghouls lack saliva as well as blood, and so you won't have to clean your boots too much.
Dekhan, there's a tingling sensation from where the claws made contact with your flesh. You feel your body grow stiff; you are paralyzed and unable to move. You have, however, maintained concentration on your Shield of Faith.
(I know you're going to win it, but on the off chance you have a natural 1 coming to you, shouldn't the Ghoul have to oppose that shove roll? This could be my lucky day! It's not - it's raining and I left my coat in the car 10 minutes walk away, but it has to turn around at some point.)
Hearing Incantis reassure him in his head Varinth is about to get up when he see's the... thing lunge at Scupper. With a small panicked scream, a little too high pitched for his liking, Vaz instinctively throws the little ball of flame at the blob.
Varinth, your little ball of flame (Fire Bolt?) hits the jelly, and a small part of it seems to melt; the whole mass of its body quivers soundlessly, the vibrations engulfing the whole form, spreading out from the hole your spell has created.
Round Three:
Group A: Incantis, Scupper and Dekhan Group B: Ghoul One Group C: Jelly Group D: Strix and Varinth
Incantis, Scupper and Dekhan are up. Dekhan, you are paralyzed but can repeat the CON save to break free of paralysis at the end of your turn.
If that was Fire Bolt, it should have been 1d10 for damage, and another for the critical, no? If it was Produce Flame, then d8 for damage is correct, but I think it still gets the extra dice for critical, because it involved an attack roll.
If that was Fire Bolt, it should have been 1d10 for damage, and another for the critical, no? If it was Produce Flame, then d8 for damage is correct, but I think it still gets the extra dice for critical, because it involved an attack roll.
It was a Produce Flame that I already had going for comfort, so 1d8. I thought throwing a critical meant a straight doubling of the damage roll (but then again I have rolled so few natural 20's I may be talking out of my arse). If a roll is needed; 3
(OOC: 10 was actually the DC, so it's just enough!)
Dekhan, you feel the paralysis fade from your body as the ghoul moves in for its next attack. However, you have no further action or movement on this turn.
This post has potentially manipulated dice roll results.
Incantis grits his teeth at the new threat but remains nonplussed about its nature. Just like home... he thinks, remembering the slime infestations of his underground cult quarters. Seeing Dekhan shake off the paralysis, the bardlock transfers his hex over to the slime, cursing its strength, and moves into sight for an eldritch blast.
Attack: 8 Damage: 12
Rollback Post to RevisionRollBack
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
This post has potentially manipulated dice roll results.
Scupper doesn't know a thing about slimes or oozes or whatever the hell this is. Ah for the want of a simple sea monster or a band of pirate hunters... those were the days.
He instinctively casts frostbite, figuring an arrow would be useless and backs up closer to the more recognizable threat of ghouls.
This post has potentially manipulated dice roll results.
Incantis, you are sure for a moment that your attack has gone wide, but the force blast arcs in the air and the jelly is filling the entire tunnel, so the blast does hit. Once again, the jelly quivers and vibrates as you attack.
Jelly's CON save: 18
Little icicles form on the jelly's pseudopods and they seem to slow.
Ghoul One, unaware that Dekhan is no longer paralysed, makes a bite attack at his neck:
Attack: 13 Damage: 14
But is hopelessly far from hitting.
The jelly attempts once again to strike out at Scupper:
Attack: 16 Damage: 8
There are little magical pulses around Scupper as Scupper's mage armour prevents the creature from landing its strike.
Dekhan, that hits, and the sword slices through the decaying flesh of the creature's torso; it's disconcerting to see no blood come out of the dry interior.
Scupper and Incantis are up.
It's cause you set your damage as 4 rather than 1dx+4 XD
Incantis grits his teeth against the grating dim of battle. Seeing Dekhan taking his stalwart position the half-elf opts to shoots an eldritch blast over the paladin's shoulder.
Attack: 25 Damage: 23
As he completes the somatic incantation he turns and sees Vaz curled up and darts over, kneeling. "Vaz! You're alright, we're with you!" He begins to telepathically intone the melody of an ancient elven lullaby into the sorcerer's head to sooth and inspire him.
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
Scupper looks to Vaz...grits his teeth and silently swears before sending another arrow towards the ghouls.
Attack: 7 Damage: 6 sneak attack damage 6
(It's a bonus action to move Hex onto Ghoul Two, so unfortunately Incantis can't give bardic inspiration to Varinth on the same turn, but he can certainly offer telepathic reassurance and comfort.)
Incantis and Scupper, you both have a clearer view of Ghoul Two, so your Eldritch Blast and arrow hit it at the same time, sending the remains of the creature flying back into the room; is with its friend, the corpse lies on the ground, twitching involuntarily, but it's not getting up again. Ghoul Two is dead.
If there's any sense of comradeship between ghouls, there's no sign of it here. The one remaining ghoul cares about nothing except getting its claws and teeth into the armour-clad paladin before it:
Attack: 5 Damage: 5
(OOC: Ha! Finally!)
The claws sink into Dekhan's arm, ripping flesh and drawing blood. The creature reacts visibly to the smell of the blood, its head twisting and getting ready for a bite next turn.
Dekhan, please make two CON saving throws.
Scupper, your attention is on the battle ahead; your satisfaction with your last shot, and the destruction of the ghoul, but also the danger faced by Dekhan. You almost don't notice it.
Attack: 10 Damage: 11
But at the last moment, your instincts and reflexes kick in; you dodge to the side as a strange.. something... swings at you and just misses. For a moment, you think it's someone trying to punch you, but then you turn around:
A massive jelly creature fills the tunnel behind you.

Strix and Varinth are up.
Sorry to be a pain - I'm just wondering how this works with the 10' grid. Am I right in thinking that Strix can't get through the door to move behind the Ghoul for Flanking because he'd have to move through Dekhan and then move diagonally through a hard corner to avoid the Ghoul, and even then I can't get within 5 feet of him on the opposite side to Dekhan and still be able to reach him because of the Grid size?
Anyway, not sure this is mathematically a good choice but it seems like the kind of thing one might do in this situation if getting past him isn't on the cards :Seeing the teeth snapping at Dekhan, Strix attempts to intercede with a swift kick to push the ghoul back into the room
Shove : Strength (Acrobatics) 5
And if that succeeds, close the door!
Edit : Oh for fecks sake, Dice!
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Two Con saves 19 3
Strix, you aim the kick well, but the ghoul seems only to think of this as a potential snack offering - it grabs your foot and attempts to bite down hard. You only just manage to withdraw it, but the ghoul remains firmly in place. Luckily, ghouls lack saliva as well as blood, and so you won't have to clean your boots too much.
Dekhan, there's a tingling sensation from where the claws made contact with your flesh. You feel your body grow stiff; you are paralyzed and unable to move. You have, however, maintained concentration on your Shield of Faith.
Varinth is up.
(I know you're going to win it, but on the off chance you have a natural 1 coming to you, shouldn't the Ghoul have to oppose that shove roll? This could be my lucky day! It's not - it's raining and I left my coat in the car 10 minutes walk away, but it has to turn around at some point.)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
You're right:
10
Maybe a kind soul will lend you their umbrella.
Vaz! If you still want te light up the place, now is the time! Blast this feckin' slime!
Fair enough, I will indeed hold off on bardic inspiration and just comfort
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
Hearing Incantis reassure him in his head Varinth is about to get up when he see's the... thing lunge at Scupper. With a small panicked scream, a little too high pitched for his liking, Vaz instinctively throws the little ball of flame at the blob.
Attack: 24 Damage: 7
Varinth, your little ball of flame (Fire Bolt?) hits the jelly, and a small part of it seems to melt; the whole mass of its body quivers soundlessly, the vibrations engulfing the whole form, spreading out from the hole your spell has created.
Round Three:
Group A: Incantis, Scupper and Dekhan
Group B: Ghoul One
Group C: Jelly
Group D: Strix and Varinth
Incantis, Scupper and Dekhan are up. Dekhan, you are paralyzed but can repeat the CON save to break free of paralysis at the end of your turn.
If that was Fire Bolt, it should have been 1d10 for damage, and another for the critical, no? If it was Produce Flame, then d8 for damage is correct, but I think it still gets the extra dice for critical, because it involved an attack roll.
It was a Produce Flame that I already had going for comfort, so 1d8. I thought throwing a critical meant a straight doubling of the damage roll (but then again I have rolled so few natural 20's I may be talking out of my arse). If a roll is needed; 3
Con saaaaaaave! 10 mother of pearl!
(OOC: 10 was actually the DC, so it's just enough!)
Dekhan, you feel the paralysis fade from your body as the ghoul moves in for its next attack. However, you have no further action or movement on this turn.
Scupper and Incantis are up.
Incantis grits his teeth at the new threat but remains nonplussed about its nature. Just like home... he thinks, remembering the slime infestations of his underground cult quarters. Seeing Dekhan shake off the paralysis, the bardlock transfers his hex over to the slime, cursing its strength, and moves into sight for an eldritch blast.
Attack: 8 Damage: 12
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
Scupper doesn't know a thing about slimes or oozes or whatever the hell this is. Ah for the want of a simple sea monster or a band of pirate hunters... those were the days.
He instinctively casts frostbite, figuring an arrow would be useless and backs up closer to the more recognizable threat of ghouls.
(DC 13 v CON or frost damage 2 and disadvantage)
Incantis, you are sure for a moment that your attack has gone wide, but the force blast arcs in the air and the jelly is filling the entire tunnel, so the blast does hit. Once again, the jelly quivers and vibrates as you attack.
Jelly's CON save: 18
Little icicles form on the jelly's pseudopods and they seem to slow.
Ghoul One, unaware that Dekhan is no longer paralysed, makes a bite attack at his neck:
Attack: 13 Damage: 14
But is hopelessly far from hitting.
The jelly attempts once again to strike out at Scupper:
Attack: 16 Damage: 8
There are little magical pulses around Scupper as Scupper's mage armour prevents the creature from landing its strike.
Strix and Varinth are up.