Loren springs up, draws his bow and fires off his arrow skewering and dropping one of the little pests immediately. (rolling randomly d6) Stirge 4 hits the ground in a small thump. Stirge3 zips forward attacking Velshir with its proboscis attempting to plunge it into an exposed bit Attack 22 and flaps its little insect wings in delight as its succeeded in attaching to his neck. Damage 4 of blood drain so far.
Taking liberty to roll Velshir's initiative in his absence before continuing -18
With a huff Sheyla gets up. She grabs her blanket tossing it down and moves up the strange flying creatures. "Damn bugs let a lady sleep!" She yells out. She then claps her hands together.
Moving as far south as she can with her movement
Action: thunderwave spell. 15 foot cube of thunder damage from her. 4 thunder damage and be pushed back 10 feet, DC 13 con save for half and not pushed back
Sheyla grabs her blanket tossing it down and moves past the campfire into the midst of the strange flying creatures. "Damn bugs let a lady sleep!"She yells out. She then claps her hands together.
The clap produces a crack of thunder that carries quite a distance in all directions, within 15' of Sheyla the ground is wiped clear of small rocks, dust and debris as it tumbles away with the grass flattening as a ripple in the air blasts from her creating a circle of dust in a 30' diameter circle around her briefly. All 4 Stirges drop immediately to the ground dead or stunned. The dust quickly settles to leave Sheyla standing in the center of a neat circle of swept earth and flattened grass fanning out from her.
@Sheyla
(Midst necessary to avoid collateral damage and your movement allowed)
30 xp to each of you, nicely done!
Unfortunately, after only a couple minutes you see something move in the distance, maybe attracted by the sound. Several somethings, like the Zombies you saw before, but faster and coming your way. Focusing on them, you see a group of 4 foul creatures, more or less humanoid but with mottled, decaying flesh drawn tight across clearly visible bones. They are mostly hairless, having a carnivore's sharp teeth and jagged claws. Their eyes burning like hot coals in sunken sockets. They clearly see your group and are now less than 30' away.
You aren't sure what they are - Please include any skill checks you'd like to try in addition to your Initiative.
Initiative 120 ; 24 ; 315 ; 48
(Despite size of tokens, they are man-sized. Only made larger to make numbers more visible)
Rolled randomly how much you knew about them and you knew quite a bit -
Ghouls, immune to poison, have a paralysis attack with touch, pure elves are immune to this, half-elves have strong resistance to it but because of their human-half have are still susceptible.
The first ghoul was an elf worshipper of the God Orcus - a Demon Prince of Undeath who he demonstrated loyalty to by eating the flesh of his own kind as well as other humanoids. As a reward, Doresain was made into the first Ghoul. Doresain turned many others into ghouls until his domain in the Abyss was overtaken. Orcus refused to help him so he turned to the Elven gods who took pity on him and helped him escape destruction. This is when Elves became immune to the paralysis.
Watching them, you are immediately also aware that they are at least as agile and fast as you.
Climbing would be successful given conditions of each Option. Let me know your preference.
Option A : You are able to easily climb up the rock behind you without losing your turn. Option B: climb the one on the other side of Joshua but lose this round and not have a lot of mobility up there as the top is pointed. While less climbable by these creatures, they do seem remarkably agile in their movements and a little faster than you. Option C: You would not make it up onto the one on the other side of Sheyla without subjecting yourself to potential opportunity attack and losing your action due to distance.
Prentiss struggles to his feet, still waking up from the stirge attack which he never even saw. Adjusting to this new threat, he rubs his eyes and stares at the approaching creatures in horror before he thinks to shout a warning his colleagues:
(I have put his speech in a spoiler in case the DM rules that Prentiss cannot speak until his turn)
"Ghouls! Don't let them touch you and don't bother trying to poison them! These monsters are quicker than the shamblers we saw at the tent!"
(OOC: DM gave me some amazing lore that I will share after the battle, but I'm RPing how much Prentiss would actually share in this context right now!)
(Will post actions & movement when a few other combatants have gone, in case it changes the landscape)
This post has potentially manipulated dice roll results.
Sheyla initiative 5
Sheyla squeaks and tosses another handful of seeds again hoping to hold and slow then down. She then tries to scramble up the Rick's behind.
Action: casting entangle on them. 20 foot square so 10 feet seems to hit them and then the 10 more feet between us as that acts as difficult terrain even if they succeed a DC 13 str. Save to avoid restraint.
Then move to the left and try to climb to higher ground. Athletics 9
(Comments to the group may be made at any time in battle - will only use initiative for actual attacks, spells or movement, skill checks -if not requiring an action can also be done at any time for clarification. I understand some spells are verbal only - do not consider this as an exception for spell casting.)
Initiative Ghoul 3 15 ; Prentiss 14 ; Loren 12 ; Joshua 10 ; Ghoul 4 8 ; Ghoul 2 4 (Entangled) ; Sheyla 20 ;Ghoul 1 20 (so far)(Sheyla and Ghoul both have same dexterity but I default to players in the case of a tie)
Prentiss shouts out to the group, "Ghouls! Don't let them touch you and don't bother trying to poison them! These monsters are quicker than the shamblers we saw at the tent!"
@Joshua
Your insight shows that their intent is indeed hostile, they have sharp claw-like hands, carnivorous-looking teeth and definitely look as though they should be dead. They move at least as fast as you do. You may do a Religion check or a History check as well if you'd like after this new information from Prentiss. (used your passive insight for the information above)
@Sheyla
(ooc Auto correct can be hilarious sometimes - and I'm going to assume that Sheyla is scrambling up a Rock behind her)
Sheyla squeaks and tosses another handful of seeds again hoping to hold and slow them down. They catch on the wind and swirl on the air scattering and falling in the midst of the creatures. Seedlings sprouting and coiling into vines in and around their legs. The first two become entangled, but the last two continue - pulling free immediately from the invading vines. They are all slowed to half speed initially however. Sheyla then scales the rocky wall behind her with amazing ease. (Save attempts: Ghoul 110 ; Ghoul 212 ; Ghoul 315 ; Ghoul 410 ).
Ghoul 1 finding its progress halted by the vines, tugs again at the vines. Save attempt 15 finally pulling free but isn't able to make an attack this round.
Velshir snatches up his javelin and positions himself at the forefront, between the new monsters and his friends. He advances towards ghoul 3, intent on stopping its forward progress and also intent on incapacitating it.
Velshir moves swiftly past Joshua intercepting Goblin 3 before it reaches him and thrusts his javelin forward. Due to proximity, he takes a melee attack. His javelin pierces its side, and pulling back creates a hole straight through. This doesn't slow the creature beyond its already slowed pace due to the vine growth on the ground about. Ghoul 3 lunges forward and swipes at Velshir with a claw-like hand and misses due to a quick gravity defying lean back that put him monetarily horizontal to the ground from the knees up.
This post has potentially manipulated dice roll results.
Prentissrealises that the best chance to take the ghouls down safely is while they are restricted by Sheyla's vines. He moves south-southeast to get a clear line of sight, collecting frozen water from the air in his hand to form a spike of deadly ice.
As he clears the intervening rock, he takes in the scene and shudders at the sight of Velshir charging into close combat with the creatures. In their time together he has grown an incredible amount of respect for the monk's willingness to put himself in harm's way before the others, and this has fostered a creeping concern for the elf's wellbeing. Putting this to the back of his mind - the guy can clearly look after himself - Prentiss makes a quick calculation and hurls the ice knife at Ghoul 1 Attack: 16 Damage: 5 piercing damage. The target & all creatures within 5ft then need to pass a DEX save or take 11 cold damage (half on a success)
Edit - extra cold damage for the critical 3
Edit 2: No critical damage for the cold, so instead will spend one sorcery point to reroll the 2d6 cold: 11
This post has potentially manipulated dice roll results.
(Option A is great! Sorry about the delay.)
From his new perch, Loren pivots and dangerously balances on the edge as he knocks another arrow on his shortbow and pulls back, taking aim at Ghoul 3 by threading the shot over his head and shoulder.
This post has potentially manipulated dice roll results.
Joshua seeing Velshir rush in will aid his friend by summoning the fire to his hand and hurling a Fire Bolt towards ghoul 3
Attack: 13 Damage: 1
Sensing his attack not going as well as he hoped he concentrates for a second and his eyes flash and his hand raises towards his target and 3 darts of pure magical energy streak out towards the ghoul.
Ini: 14
Loren snaps awake, and, drawing his bow, fluidly sends an arrow arcing towards the nearest of the flying pests!
Attack: 23 Damage: 10
Rolling initiative -> Velshir 18, Sheyla 15 , Stirge 6 15 , Stirge 2 14 , Joshua 11 , Stirge 5 8 , Prentiss 7 , Stirge 1 6, Loren 21, Stirge 3 19 (attached to Velshir's neck)
Loren springs up, draws his bow and fires off his arrow skewering and dropping one of the little pests immediately. (rolling randomly d6) Stirge 4 hits the ground in a small thump. Stirge 3 zips forward attacking Velshir with its proboscis attempting to plunge it into an exposed bit Attack 22 and flaps its little insect wings in delight as its succeeded in attaching to his neck. Damage 4 of blood drain so far.
Taking liberty to roll Velshir's initiative in his absence before continuing - 18
Velshir's move
Attack: 15 Damage: 8
Attack: 11 Damage: 6
Velshir starts swatting the things with unarmed strikes, beginning with the one in his neck.
(rolls are above for some reason, thanks mobile browser)
Rolling initiative -> Sheyla 15 , Stirge6 15 , Stirge2 14 , Joshua 11 , Stirge5 8 , Prentiss 7 , Stirge1 6, Loren 21, Velshir 18
Velshir swats at the stirge 3 that's attacked him and knocks it dead to the ground but misses another.
Sheyla wakes up to a swarm of 4 stirges still in the area. Her move.
With a huff Sheyla gets up. She grabs her blanket tossing it down and moves up the strange flying creatures. "Damn bugs let a lady sleep!" She yells out. She then claps her hands together.
Moving as far south as she can with her movement
Action: thunderwave spell. 15 foot cube of thunder damage from her. 4 thunder damage and be pushed back 10 feet, DC 13 con save for half and not pushed back
Sheyla grabs her blanket tossing it down and moves past the campfire into the midst of the strange flying creatures. "Damn bugs let a lady sleep!" She yells out. She then claps her hands together.
The clap produces a crack of thunder that carries quite a distance in all directions, within 15' of Sheyla the ground is wiped clear of small rocks, dust and debris as it tumbles away with the grass flattening as a ripple in the air blasts from her creating a circle of dust in a 30' diameter circle around her briefly. All 4 Stirges drop immediately to the ground dead or stunned. The dust quickly settles to leave Sheyla standing in the center of a neat circle of swept earth and flattened grass fanning out from her.
@Sheyla
(Midst necessary to avoid collateral damage and your movement allowed)
30 xp to each of you, nicely done!
Unfortunately, after only a couple minutes you see something move in the distance, maybe attracted by the sound. Several somethings, like the Zombies you saw before, but faster and coming your way. Focusing on them, you see a group of 4 foul creatures, more or less humanoid but with mottled, decaying flesh drawn tight across clearly visible bones. They are mostly hairless, having a carnivore's sharp teeth and jagged claws. Their eyes burning like hot coals in sunken sockets. They clearly see your group and are now less than 30' away.
You aren't sure what they are - Please include any skill checks you'd like to try in addition to your Initiative.
Initiative 1 20 ; 2 4 ; 3 15 ; 4 8
(Despite size of tokens, they are man-sized. Only made larger to make numbers more visible)
Prentiss initiative 14
Assuming that these are undead, Prentiss will try a Religion check to recognise them or recall anything about their abilities/vulnerabilities 15
@Prentiss
Rolled randomly how much you knew about them and you knew quite a bit -
Ghouls, immune to poison, have a paralysis attack with touch, pure elves are immune to this, half-elves have strong resistance to it but because of their human-half have are still susceptible.
The first ghoul was an elf worshipper of the God Orcus - a Demon Prince of Undeath who he demonstrated loyalty to by eating the flesh of his own kind as well as other humanoids. As a reward, Doresain was made into the first Ghoul. Doresain turned many others into ghouls until his domain in the Abyss was overtaken. Orcus refused to help him so he turned to the Elven gods who took pity on him and helped him escape destruction. This is when Elves became immune to the paralysis.
Watching them, you are immediately also aware that they are at least as agile and fast as you.
Loren, still alert from the swarm of stirges, uses a brief moment to try to scurry up to a more secure location up on the rock face (acrobatics: 13)
Ini: 12
Initiative 1 20 ; 3 15 ; Prentiss 14 ; Loren 12 ; 4 8 ; 2 4 (so far)
@ Loren -
Climbing would be successful given conditions of each Option. Let me know your preference.
Option A : You are able to easily climb up the rock behind you without losing your turn. Option B: climb the one on the other side of Joshua but lose this round and not have a lot of mobility up there as the top is pointed. While less climbable by these creatures, they do seem remarkably agile in their movements and a little faster than you. Option C: You would not make it up onto the one on the other side of Sheyla without subjecting yourself to potential opportunity attack and losing your action due to distance.
"What the...." Joshua will try to study them for a moment to see if he can understand what they are. Insight: 7
Initiative: 10
Prentiss struggles to his feet, still waking up from the stirge attack which he never even saw. Adjusting to this new threat, he rubs his eyes and stares at the approaching creatures in horror before he thinks to shout a warning his colleagues:
(I have put his speech in a spoiler in case the DM rules that Prentiss cannot speak until his turn)
"Ghouls! Don't let them touch you and don't bother trying to poison them! These monsters are quicker than the shamblers we saw at the tent!"
(OOC: DM gave me some amazing lore that I will share after the battle, but I'm RPing how much Prentiss would actually share in this context right now!)
(Will post actions & movement when a few other combatants have gone, in case it changes the landscape)
Sheyla initiative 5
Sheyla squeaks and tosses another handful of seeds again hoping to hold and slow then down. She then tries to scramble up the Rick's behind.
Action: casting entangle on them. 20 foot square so 10 feet seems to hit them and then the 10 more feet between us as that acts as difficult terrain even if they succeed a DC 13 str. Save to avoid restraint.
Then move to the left and try to climb to higher ground. Athletics 9
(Comments to the group may be made at any time in battle - will only use initiative for actual attacks, spells or movement, skill checks -if not requiring an action can also be done at any time for clarification. I understand some spells are verbal only - do not consider this as an exception for spell casting.)
Initiative Ghoul 3 15 ; Prentiss 14 ; Loren 12 ; Joshua 10 ; Ghoul 4 8 ; Ghoul 2 4 (Entangled) ; Sheyla 20 ; Ghoul 1 20 (so far) (Sheyla and Ghoul both have same dexterity but I default to players in the case of a tie)
Prentiss shouts out to the group, "Ghouls! Don't let them touch you and don't bother trying to poison them! These monsters are quicker than the shamblers we saw at the tent!"
@Joshua
Your insight shows that their intent is indeed hostile, they have sharp claw-like hands, carnivorous-looking teeth and definitely look as though they should be dead. They move at least as fast as you do. You may do a Religion check or a History check as well if you'd like after this new information from Prentiss. (used your passive insight for the information above)
@Sheyla
(ooc Auto correct can be hilarious sometimes - and I'm going to assume that Sheyla is scrambling up a Rock behind her)
Sheyla squeaks and tosses another handful of seeds again hoping to hold and slow them down. They catch on the wind and swirl on the air scattering and falling in the midst of the creatures. Seedlings sprouting and coiling into vines in and around their legs. The first two become entangled, but the last two continue - pulling free immediately from the invading vines. They are all slowed to half speed initially however. Sheyla then scales the rocky wall behind her with amazing ease. (Save attempts: Ghoul 1 10 ; Ghoul 2 12 ; Ghoul 3 15 ; Ghoul 4 10 ).
Ghoul 1 finding its progress halted by the vines, tugs again at the vines. Save attempt 15 finally pulling free but isn't able to make an attack this round.
Rolling initiative for Velshir 18
Initiative Velshir 18 ; Ghoul 3 15 ; Prentiss 14 ; Loren 12 ; Joshua 10 ; Ghoul 4 8 ; Ghoul 2 4 (Entangled) ; Sheyla 20 ; Ghoul 1 20
Velshir's move
Velshir snatches up his javelin and positions himself at the forefront, between the new monsters and his friends. He advances towards ghoul 3, intent on stopping its forward progress and also intent on incapacitating it.
Javelin Attack: 23 Damage: 6
He then spends ki to take the dodge action.
Velshir moves swiftly past Joshua intercepting Goblin 3 before it reaches him and thrusts his javelin forward. Due to proximity, he takes a melee attack. His javelin pierces its side, and pulling back creates a hole straight through. This doesn't slow the creature beyond its already slowed pace due to the vine growth on the ground about. Ghoul 3 lunges forward and swipes at Velshir with a claw-like hand and misses due to a quick gravity defying lean back that put him monetarily horizontal to the ground from the knees up.
Initiative: Prentiss 14 ; Loren 12 ; Joshua 10 ; Ghoul 4 8 ; Ghoul 2 4 (Entangled) ; Sheyla 20 ; Ghoul 1 20 ; Velshir 18 ; Ghoul 3 15 (-6 hp)
@loren
Assuming option A for now as doesn't sacrifice attack and most likely, please advise if you'd prefer another
Prentiss' turn
Prentiss realises that the best chance to take the ghouls down safely is while they are restricted by Sheyla's vines. He moves south-southeast to get a clear line of sight, collecting frozen water from the air in his hand to form a spike of deadly ice.
As he clears the intervening rock, he takes in the scene and shudders at the sight of Velshir charging into close combat with the creatures. In their time together he has grown an incredible amount of respect for the monk's willingness to put himself in harm's way before the others, and this has fostered a creeping concern for the elf's wellbeing. Putting this to the back of his mind - the guy can clearly look after himself - Prentiss makes a quick calculation and hurls the ice knife at Ghoul 1 Attack: 16 Damage: 5 piercing damage. The target & all creatures within 5ft then need to pass a DEX save or take 11 cold damage (half on a success)
Edit - extra cold damage for the critical 3
Edit 2: No critical damage for the cold, so instead will spend one sorcery point to reroll the 2d6 cold: 11
Edit 3: Oh for...
(Option A is great! Sorry about the delay.)
From his new perch, Loren pivots and dangerously balances on the edge as he knocks another arrow on his shortbow and pulls back, taking aim at Ghoul 3 by threading the shot over his head and shoulder.
Attack: 8 Damage: 5 + 6 for sneak attack!
Joshua seeing Velshir rush in will aid his friend by summoning the fire to his hand and hurling a Fire Bolt towards ghoul 3
Attack: 13 Damage: 1
Sensing his attack not going as well as he hoped he concentrates for a second and his eyes flash and his hand raises towards his target and 3 darts of pure magical energy streak out towards the ghoul.
Metamagic quickened spell casting Magic Missile (all 3 towards ghoul 3)
Damage: 10
(wild magic surge: 12)