Telavir takes the orb. He feels his steps lighten a bit. He pulls out his blade, a sharp, straight katana with the back edge serrated, and gives it a few swings before sheathing it. (Level up!)
A faint boom is heard as the two walls drop down. You see the black mist swirl out of the ground, turning into various monsters. You also see the black mist cover the ground, turning it into difficult terrain. You see, behind the army of monster, a light green glow, though you can not make out what it is.
You hear the voice of Iorith Magnus reach out to the corners of the arena. “Here is your next challenge. You must pass through my little sea of unmoving monsters and get to the tinier zone of safety on the opposite corner. The damned souls on the ground will attempt to hold you in place at the worst of moments, so watch where you step. Now, ready! Set! Survive!”
The ground has turned into difficult terrain. You can only move up to half your speed, rounded up if your MS is an odd number. The monsters will not move at all, but will attack if you stop next to them. They will take opportunity attacks as you leave their reach. Good luck.
Zeke uses Action Surge to take the Disengage action, meaning his movement does not provoke opportunity attacks, the move + Dashes for a total of 6 squares/30 move (both move and dash are 30, but factoring in difficult terrain), to end at H49.
OOC: As Zeke was unable to attack in the prior encounter, he has not yet used Action Surge or any other Fighter abilities.
Telavir takes the orb. He feels his steps lighten a bit. He pulls out his blade, a sharp, straight katana with the back edge serrated, and gives it a few swings before sheathing it. (Level up!)
OOC: Zeke also Levels up to 6.
A faint boom is heard as the two walls drop down. You see the black mist swirl out of the ground, turning into various monsters. You also see the black mist cover the ground, turning it into difficult terrain. You see, behind the army of monster, a light green glow, though you can not make out what it is.
You hear the voice of Iorith Magnus reach out to the corners of the arena. “Here is your next challenge. You must pass through my little sea of unmoving monsters and get to the tinier zone of safety on the opposite corner. The damned souls on the ground will attempt to hold you in place at the worst of moments, so watch where you step. Now, ready! Set! Survive!”
The ground has turned into difficult terrain. You can only move up to half your speed, rounded up if your MS is an odd number. The monsters will not move at all, but will attack if you stop next to them. They will take opportunity attacks as you leave their reach. Good luck.
Map
(Rolling initiative, just in case it's needed. 16.)
Telavir dashes 50 feet to K10.
Zeke move+Dashes to F31.
It’s just you and Zeke, no actual combat yet. I’m not in front of my map right now, so this will come into effect tomorrow.
Since neither of us moved to an area next to a monster, should we take our next turn?
Before you do that, can you describe the path you take? Like 5ft northeast or something?
Telavir dashes 25 feet east to H16, 10 feet northeast to J10, then 5 feet east to K10.
That’s 40ft
Oops. I can't math.
He'll stop there, then.
Alright so,
Endpoint for Telavir: K10
Endpoint for Zeke: F31
At the end of Round 1, the monsters attack.
Flameskulls:
Flameskull 1 to Zeke: Attack: 4 Damage: 8 fire and Attack: 10 Damage: 4 fire
Drowned Assassins:
Drowned Assassin 2 to Zeke: Make a wisdom save (DC13) or be frightened of it
Drowned Assassin 3 to Zeke: Attack: 4 Damage: 8 piercing + 3 poison
Drowned Assassin 5 to Telavir: Attack: 9 Damage: 7 piercing + 2 poison
Drowned Assassin 6 to Telavir: Attack: 19 Damage: 7 piercing + 3 poison
Deathlock Wights:
Deathlock Wight 4 to Telavir: Attack: 7 Damage: 4 necrotic and Attack: 19 Damage: 11
After adding in any damage taken from attacks, you may move for Round 2.
(Question: Do they have extended range? I never moved into melee range of any of them, and they can't move.)
Telavir takes 11 necrotic damage.
Sending ki through his body, Telavir rockets across the arena while nimbly evading the strikes from the shadowy figures.
Bonus Action - Step of the Wind (Disengage). Telavir now takes no opportunity attacks for the rest of his turn.
Action: Dash + Movement (50 feet total)
End square: Q34, 20 feet remaining to safe zone.
Ki points: 5/6.
I noted the damage to Zeke’s sheet.
They have ranged attacks.
Gotcha.
Zeke uses Action Surge to take the Disengage action, meaning his movement does not provoke opportunity attacks, the move + Dashes for a total of 6 squares/30 move (both move and dash are 30, but factoring in difficult terrain), to end at H49.
OOC: As Zeke was unable to attack in the prior encounter, he has not yet used Action Surge or any other Fighter abilities.
He also has a bonus action remaining and will heal 1d10+6 using Action Surge: 11
OOC: Is there a Monster Turn happening now, or should we post another move?
Zeke needs to make a dc 13 wis save or be frightened of Drowned Assassin 2