Ithelion glances at the items as Shere describes them, "Thank you...Interesting...judging by the door, this may be left over from the original occupants."
"I could pick the items up from here, one at a time, and see what happens...or, we could come back later since this room seems a dead end...what does everyone think?"
daemyar waves his hand, as though brushing off some dust. “We aren’t here for a walk. Act, or move on. And if you have knowledge, you are most suited to act or direct a plan. Make the choice.”
Ithelion looks at Daemyar, clearly tempted. Reckless child, but who might come by now the door is open? If anyone else nods or suggests that course of action, then she warns everybody to stand back a little and uses her arcane powers to tentatively lift the whistle.
This post has potentially manipulated dice roll results.
Ithelion concentrates on the whistle, moving her fingers and hands in an imitative movement - gingerly lifting it with her incorporeal hand. Sweat beading on her forehead she holds her breath - as do all of her companions, who watch nervously.....the invisible hand lifts it off the altar and.......nothing. There is a collective sigh of relief that floods the chamber.
But...
a loud and offensive grating sound - a sound like two rocks dragging across each other fills your ears. The sound of splintering wood and stone is followed by a low raspy hiss, as the stone lids of the sarcophagi slide open, releasing long undisturbed air from within that creates an eldritch mist that hands heavy in the room. It's not the only thing that emerges, as 5 skeletons climb out, disturbed from their deserved rest by invaders - plunderers! - of the Cult's sacred citadel. The leave their bows and unsheathe their short swords as one. As much as their narrow skulls betray their membership in their previous life as elves, the red fire in their eyes serve as symbols of their membership in their current state of unlife. The hiss at you in anger for defiling their sanctuary, their moldering robes and tattered armor hanging off their bleached white bones, falling in pieces to the floor...
I would also like to use my reaction Protection as often as possible in this fight. In the spoiler below:
Protection:When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
This post has potentially manipulated dice roll results.
Initiative order:
S4, S1, S2
Ithelion, S5 Shere Daemyar, Garnet
S3 Krom
S4 snarls at Daemyar and swings: Attack: 24Damage:10 *The skeleton manages to hit Daemyar with a well aimed strike but it's not as damaging as you would expect!
S1 advances towards Ithelion to make an attack with on her with its sword. Garnet, as you see this happening, your breath catches anxiously as you worry about a hit on the wizard. You wave your shield arm in front of the Elf wizard, trying to distract it (disadvantage for the skeleton attack: Attack: 5Damage:6 *The skeleton strike is true but the skeleton is distracted at the last second as Garnet's shield comes rushing in to deflect its strike, saving Ithelion from a sure hit!
S2 moves around it's now-opened coffin to strike at Garnet, her aura of goodness drawing it forth: Attack:6Damage:4 *Having just saved Ithelion from a terrible blow, the Genasi is off balance and the skeleton's attack on her does maximum damage, a terrifying slash that opens up a gruesome wound on the paladin's midsection!
S5 ambles up to Shere and swings at him: Attack:13Damage: 4 *The tabaxi looks amused at the skeleton's attack on him, deftly sidestepping it's attack - a miss!
Ithelion, Shere, Garnet, Daemyar - you're all up! Post as you see fit!
(( Any chance of an updated map, or telling me how many Ithelion might target with burning hands, and how many are adjacent to her, if she moved to get a better angle? ))
(( Any chance of an updated map, or telling me how many Ithelion might target with burning hands, and how many are adjacent to her, if she moved to get a better angle? ))
I know that if you move the skeleton may have an attack of opportunity. depending on where you put the origin of the spell, it looks like both skeletons could be affected. if the spell enters another square, it's possible the occupants of that square would be affected as well. so it's just a matter of where you want the spell to originate. for me, it can be anywhere along the perimeter of your 5 foot square (i think the PHB says it should be an intersection but meh). 15 feet from your origin is the range, and using that the cone at that point would be 15 feet wide (so about 7.5 feet to either side). if a significant portion of another square is affected, the creatures in that square also are affected. hope that helps.
She will target S1 and S2, and if by moving a half square north she can target s3 or s4, she will do so.
@ithelion - i'll allow that you can target 3 of the 4 but trying to set the cone down every which way, there's always 1 skeleton not affected! But I don't think I'm game for allowing you into another square to stop and attack. It won't matter because S1, S2, and S3 are affected by your spell: DEX saves: S1 - 7. S2 - 8S3 - 11 *all skeletons fail their saves and Ithelion's wall of fire washes over them! All still stand however, but they look worse for wear!
@daemyar - despite S2 being in a relatively safe position (i'm going to say they'd have half-cover), Daemyar manages to use the extra reach afforded by the whip snap a strike on S2! It strikes home and the skeleton clatters to the floor - S2is no more!
Ithelion looks into the room, non-plussed. "It seems to lead nowhere else, and I can't help but feel it's a trap. What do you sense, Shere?"
"I think, the candle on the altarr is a continual Flame type spell senorra It is an evocation the coffin are Necromancy like the door but faint
The Crystal flask is like a shield spell abjurration and that whistle necrromancy"
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Ithelion glances at the items as Shere describes them, "Thank you...Interesting...judging by the door, this may be left over from the original occupants."
"I could pick the items up from here, one at a time, and see what happens...or, we could come back later since this room seems a dead end...what does everyone think?"
daemyar waves his hand, as though brushing off some dust. “We aren’t here for a walk. Act, or move on. And if you have knowledge, you are most suited to act or direct a plan. Make the choice.”
Paladin - warforged - orange
Ithelion looks at Daemyar, clearly tempted. Reckless child, but who might come by now the door is open? If anyone else nods or suggests that course of action, then she warns everybody to stand back a little and uses her arcane powers to tentatively lift the whistle.
"I have no problems Senorra" he watches intently to see if anything changes in the auras
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Krom stays outside of the room and shakes his head, "Tis bad luck robbin' proper graves ye know. I don't like it." He says to no one in particular.
Be excellent to each other, and roll for initiative dudes!
Ithelion concentrates on the whistle, moving her fingers and hands in an imitative movement - gingerly lifting it with her incorporeal hand. Sweat beading on her forehead she holds her breath - as do all of her companions, who watch nervously.....the invisible hand lifts it off the altar and.......nothing. There is a collective sigh of relief that floods the chamber.
But...
a loud and offensive grating sound - a sound like two rocks dragging across each other fills your ears. The sound of splintering wood and stone is followed by a low raspy hiss, as the stone lids of the sarcophagi slide open, releasing long undisturbed air from within that creates an eldritch mist that hands heavy in the room. It's not the only thing that emerges, as 5 skeletons climb out, disturbed from their deserved rest by invaders - plunderers! - of the Cult's sacred citadel. The leave their bows and unsheathe their short swords as one. As much as their narrow skulls betray their membership in their previous life as elves, the red fire in their eyes serve as symbols of their membership in their current state of unlife. The hiss at you in anger for defiling their sanctuary, their moldering robes and tattered armor hanging off their bleached white bones, falling in pieces to the floor...
Roll initiative!
12 S1 - 19
15 S2 - 4
9 S3 - 15
8 S4 - 5
12 S5 - 16
Battle MAP (square is 5 feet)
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
INITIATIVE 8
8 again arrgh
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Krom's initiative: 0
There it is.
Be excellent to each other, and roll for initiative dudes!
Initiative: 7
I would also like to use my reaction Protection as often as possible in this fight. In the spoiler below:
Protection:When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Ithelion initiative: 10
(( I thought everyone could be outside the room, but i may have misjudged that...))
Daemyar initiative 7
Paladin - warforged - orange
Initiative order:
S4, S1, S2
Ithelion, S5
Shere
Daemyar, Garnet
S3
Krom
S4 snarls at Daemyar and swings: Attack: 24 Damage: 10
*The skeleton manages to hit Daemyar with a well aimed strike but it's not as damaging as you would expect!
S1 advances towards Ithelion to make an attack with on her with its sword. Garnet, as you see this happening, your breath catches anxiously as you worry about a hit on the wizard. You wave your shield arm in front of the Elf wizard, trying to distract it (disadvantage for the skeleton attack: Attack: 5 Damage: 6
*The skeleton strike is true but the skeleton is distracted at the last second as Garnet's shield comes rushing in to deflect its strike, saving Ithelion from a sure hit!
S2 moves around it's now-opened coffin to strike at Garnet, her aura of goodness drawing it forth: Attack: 6 Damage: 4
*Having just saved Ithelion from a terrible blow, the Genasi is off balance and the skeleton's attack on her does maximum damage, a terrifying slash that opens up a gruesome wound on the paladin's midsection!
S5 ambles up to Shere and swings at him: Attack: 13 Damage: 4
*The tabaxi looks amused at the skeleton's attack on him, deftly sidestepping it's attack - a miss!
Ithelion, Shere, Garnet, Daemyar - you're all up! Post as you see fit!
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
(( Any chance of an updated map, or telling me how many Ithelion might target with burning hands, and how many are adjacent to her, if she moved to get a better angle? ))
I know that if you move the skeleton may have an attack of opportunity. depending on where you put the origin of the spell, it looks like both skeletons could be affected. if the spell enters another square, it's possible the occupants of that square would be affected as well. so it's just a matter of where you want the spell to originate. for me, it can be anywhere along the perimeter of your 5 foot square (i think the PHB says it should be an intersection but meh). 15 feet from your origin is the range, and using that the cone at that point would be 15 feet wide (so about 7.5 feet to either side). if a significant portion of another square is affected, the creatures in that square also are affected. hope that helps.
sorry for the long ass answer!
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Daemyar draws his whip and lashes out at S2 to try to give Garnet some relief.
Attack: 22 Damage: 4 + sneak attack 3
Paladin - warforged - orange
Ithelion puts her hands together and flame builds around, them eventually bursting forth in a sheet of flame.
Damage: 14, save 13 for Half.
She will target S1 and S2, and if by moving a half square north she can target s3 or s4, she will do so.
@ithelion - i'll allow that you can target 3 of the 4 but trying to set the cone down every which way, there's always 1 skeleton not affected!
But I don't think I'm game for allowing you into another square to stop and attack. It won't matter because S1, S2, and S3 are affected by your spell:
DEX saves: S1 - 7. S2 - 8 S3 - 11
*all skeletons fail their saves and Ithelion's wall of fire washes over them! All still stand however, but they look worse for wear!
@daemyar - despite S2 being in a relatively safe position (i'm going to say they'd have half-cover), Daemyar manages to use the extra reach afforded by the whip snap a strike on S2! It strikes home and the skeleton clatters to the floor - S2 is no more!
Shere and Garnet are up!
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons