This post has potentially manipulated dice roll results.
Barnaby will hold his position and have Tulip do a reconnaissance sweep of the room that we're in to look for other foes. Fly little one.
Well done with that foul druid Kif. You really made it look easy.
Tulip perception: 13
Incidentally, Barnaby did take the 3 points of twig damage earlier. It came of the temporary hit points that he received this morning from....(something pie related?)
One blight that had been hidden toward the western end of the room rushes Kif, but it hurries its swing and misses! Three more come out of the vat, spreading out at three different targets. Two of them turn against Chubs and Lucento, and their nasty claws find purchase, dealing 2 damage to each!
The third one attacks Barnaby but, perhaps distracted by the orb of flame, misses.
Barnaby, Tulip takes a quick scout of the room. You learn that the door to the outside, on the west, is open. There may be bad guys coming from that direction. The wide door out onto the porch is barred from the inside (your side). The balcony sits about halfway up the wall toward the second floor and, as I think I wrote above, it wraps around the wall with a few steps and doors to the upper level at both the NW and NE corners of the room. There's also an open door in the SW corner of the room, leading to a spiral staircase. The stairs go both up and down; this is your first sign (I think) that there is a lower level, too.
OK, so if that gets the dude out of the way I would like to move to the west near the open door with potential enemies (pretty sure I don't have enough left to actually close the door)
Lucento, make a Wisdom save (this is commonly called a "Concentration check") to make sure you can keep up the Bless effect, now that you've taken damage. I'll tell you that, because the damage was slight, the DC (target number) of this check is a 10.
You do manage to hit him, Kif, with your 14. You've all been rolling so well, you might be under the misconception that they are easy to hit. Which they sort of are, but it's not a gimme. Anyway, you hit, and splinter another one.
The door is open, and you are at the entrance of a 10' wide by 5' deep mudroom. There are a few odds and ends in it, and directly across from you is the exterior door, also hanging open. You see nothing outside the door in the gathering darkness, other than, at the far end of the 30' (or so) lawn, the vineyard. Roll a Perception check. On a 15 or higher, read this:
You do hear noises outside the winery, as if perhaps something is coming from outside your field of view.
This post has potentially manipulated dice roll results.
It is, of course, at the DM's discretion if you can close the door without using an action. I was wondering the same thing when I had Chubs close the door at the other end without having an action left. Reviewing the Player's Handbook in truly nerdable fashion, I found where it says that you basically can get one simple action for free each turn. It uses opening a door as one of the examples of this type of action. Presumably closing a door is easier than opening one.
Does it appear that if the cask from which the blights are coming out of were to be lit on fire that it would set the building on fire? The artwork makes it appear to be a stone building, but I would like to be sure before taking Barnaby's turn.
Chubs will attack the one next to him with a short sword attack. He will then strike it unarmed unless it is already dead in which case the second attack will go against the one next to Lucento.
This post has potentially manipulated dice roll results.
Barnaby, for now, will withhold from setting anything on fire except for the twig blight. Dex save or fire damage from the flaming sphere, 7.
If it dies he will scurry up the stairs, his stubby legs churning beneath his robe. He has yet to use all of his movement or his action, so depending on what he sees, his turn may or may not be over.
None currently, and nothing new from the top of the steps. Here are the threats, as you perceive them: (1) Door toward the loading dock, currently being held shut by Chubs. (2) Some number of blights perhaps still hiding in the vat. There are a number of openings to the room that you haven't addressed, including several closed doors, and the open door to the west. And stairs both up and down, to the southwest.
If you were waiting for Barnaby, he will forfeit his remaining action just looking about frantically. Otherwise, I believe that we've all gone since you last said we were all up. Are we still in initiative order or have we left combat?
Ok. The thing now is to figure out what to do about the door that Chubs is holding shut. So figure that out, and also - if you're going up the stairs - tell me if you want to enter the upper level on the northwest, or on the northeast.
Also, bear in mind that more blights might come running out of the vat, once I start winding the clock again.
Barnaby will hold his position and have Tulip do a reconnaissance sweep of the room that we're in to look for other foes. Fly little one.
Well done with that foul druid Kif. You really made it look easy.
Tulip perception: 13
Incidentally, Barnaby did take the 3 points of twig damage earlier. It came of the temporary hit points that he received this morning from....(something pie related?)
Ok. You guys can stay where you are, then. The blights will go. I’ll give you a report next turn.
One blight that had been hidden toward the western end of the room rushes Kif, but it hurries its swing and misses! Three more come out of the vat, spreading out at three different targets. Two of them turn against Chubs and Lucento, and their nasty claws find purchase, dealing 2 damage to each!
The third one attacks Barnaby but, perhaps distracted by the orb of flame, misses.
Barnaby, Tulip takes a quick scout of the room. You learn that the door to the outside, on the west, is open. There may be bad guys coming from that direction. The wide door out onto the porch is barred from the inside (your side). The balcony sits about halfway up the wall toward the second floor and, as I think I wrote above, it wraps around the wall with a few steps and doors to the upper level at both the NW and NE corners of the room. There's also an open door in the SW corner of the room, leading to a spiral staircase. The stairs go both up and down; this is your first sign (I think) that there is a lower level, too.
Everybody go!
Kif take a swing at his new twig friend
20 plus 3 to hit. Should that hit I will gently muss his bonsai hair for 10 damage
OK, so if that gets the dude out of the way I would like to move to the west near the open door with potential enemies (pretty sure I don't have enough left to actually close the door)
Ok.
Lucento, make a Wisdom save (this is commonly called a "Concentration check") to make sure you can keep up the Bless effect, now that you've taken damage. I'll tell you that, because the damage was slight, the DC (target number) of this check is a 10.
You do manage to hit him, Kif, with your 14. You've all been rolling so well, you might be under the misconception that they are easy to hit. Which they sort of are, but it's not a gimme. Anyway, you hit, and splinter another one.
The door is open, and you are at the entrance of a 10' wide by 5' deep mudroom. There are a few odds and ends in it, and directly across from you is the exterior door, also hanging open. You see nothing outside the door in the gathering darkness, other than, at the far end of the 30' (or so) lawn, the vineyard. Roll a Perception check. On a 15 or higher, read this:
You do hear noises outside the winery, as if perhaps something is coming from outside your field of view.
It is, of course, at the DM's discretion if you can close the door without using an action. I was wondering the same thing when I had Chubs close the door at the other end without having an action left. Reviewing the Player's Handbook in truly nerdable fashion, I found where it says that you basically can get one simple action for free each turn. It uses opening a door as one of the examples of this type of action. Presumably closing a door is easier than opening one.
Does it appear that if the cask from which the blights are coming out of were to be lit on fire that it would set the building on fire? The artwork makes it appear to be a stone building, but I would like to be sure before taking Barnaby's turn.
Chubs will attack the one next to him with a short sword attack. He will then strike it unarmed unless it is already dead in which case the second attack will go against the one next to Lucento.
Short sword: 19+2 to hit for 6 damage
Unarmed: 20+3 to hit for 7 damage
It is, in fact, a stone building. A wood fire in a stone building might throw off a dangerous spark; it might not.
Chubs successfully kills the one in front of him and just *barely* hits the other with a nifty monk kick, killing that one, too.
Barnaby, for now, will withhold from setting anything on fire except for the twig blight. Dex save or fire damage from the flaming sphere, 7.
If it dies he will scurry up the stairs, his stubby legs churning beneath his robe. He has yet to use all of his movement or his action, so depending on what he sees, his turn may or may not be over.
It failed its Dex save & its dead. Heaven forbid I roll a number with double digits. :(
You can keep moving if you want, to the end of your max. Is there something you want from me?
15 perception
so BTW: will it take an action to close the door?
You were pretty much fully extended to get there. Leave it open.
Just wondering what I saw at the top of the stairs. If nothing of interest, then he’ll end his turn there. No more bad guys in the room, correct?
None currently, and nothing new from the top of the steps. Here are the threats, as you perceive them: (1) Door toward the loading dock, currently being held shut by Chubs. (2) Some number of blights perhaps still hiding in the vat. There are a number of openings to the room that you haven't addressed, including several closed doors, and the open door to the west. And stairs both up and down, to the southwest.
If you were waiting for Barnaby, he will forfeit his remaining action just looking about frantically. Otherwise, I believe that we've all gone since you last said we were all up. Are we still in initiative order or have we left combat?
Yes, except for Chubs holding the door closed. We can suspend the initiative tracker, I suppose. Kif can close the door.
Kif slams the door shut and says Bad things are coming that way, maybe we should move to higher levels and see what's up
Ok. The thing now is to figure out what to do about the door that Chubs is holding shut. So figure that out, and also - if you're going up the stairs - tell me if you want to enter the upper level on the northwest, or on the northeast.
Also, bear in mind that more blights might come running out of the vat, once I start winding the clock again.
Just checking in. That was a flurry of activity. . .