Turning to the barrage of attacks that seemingly cannot hit this goblin, Arona will slap the goblin straight across the face and then backhand the goblin again. "Stop moving around so much!"
This last goblin proves feisty, as he dodges attacks from everyone in the party. The follow-up attack from Arona catches him off-guard, but he still just manages to stay up long enough to take one last attack at Arona.
Attack: 8 Damage: 5
Everyone but Arona is up, then the top of the next round.
Rácz is not at the top of his game, being knocked unconscious quite a few times. But his hunting instinct pushes on, as he focuses entirely at the goblin in front of him, and shoots his sling again.
This post has potentially manipulated dice roll results.
With that, Scal is finally able to put this final goblin out of its misery.
Once your final adversary falls you see a familiar set of 5 columns rise from the ground, but they don't hold a variety of items like you've seen before. Four of them hold what appear to be large coin purses each embroidered with a letter: one each with an "A", "R", "S", and "V". The column in the center holds a Bag of Holding. You hear the voice speak to you, "Now that you have some money, this will help carry your belongings."
You all eventually retrieve your respective coin purses, instinctively knowing that each one contains 125 gold pieces, as well as the Bag of Holding. Once all the bags are removed, the columns sink back into the floor and two doors appear in the northern wall.
15, 9
Both doors display an image of a sword. The one on the left isn't glowing at all, while the one on the right has a quickly pulsing, very bright glow.
Choosing the safer option of the door with no glow, you all file through the doorway and are immediately caught off-guard by what you see. You reasonably expected the same type of blank stone room that you've been fighting through, but this room is very different. You see what appears to be a large bedroom: there is a bed up against one wall with a bedside table on either side, a couple bookcases, and a large wardrobe. At first you don't see any adversaries but then you notice a shimmering, incorporeal humanoid form rise slowly from the bed and then snap its head over to look at you all, seemingly angry about the intrusion. You look behind you and once again the door has disappeared after you all came through.
Two of you can act before the specter gets its first turn.
Viridi yelps "Go, go, go back to sleep!" Viridi runs around two the wardrobe then throws an orb of light and slings a pebble (Unless I could've cast magic stone while walking through the doorway.)
I assume it hasn't been 10 minutes yet? How many minutes are left? She uses her Starry form (Archer) and slings a pebble (or a magic one if I cast it while walking through the door.)
This post has potentially manipulated dice roll results.
Scal's magic missiles impact the specter and look to take away a large portion of its fortitude, as it already looks hurt.
(@Thalai: We can just say you cast magic stone as you walk through the door for every room, so that you don't have to explicitly say it every time. For this turn, I'll use your first attack roll with the magic stone bonus, which hits to do 4 bludgeoning damage)
The magic stone from Viridi also hits the specter, but seems to pass through its form somewhat and you get the impression that it didn't do as much damage as you'd expect. The specter then glides toward Viridi with impressive speed and reaches forward toward her midsection with one hand.
Attack: 10 Damage: 7
Viridi is just barely able to dodge out of the way. The specter already looks pretty severely injured.
Arona and Rácz are up, then 2 of you to start the next round.
The attacks from Rácz and Arona, though they don't seem to do as much damage as you'd expect, are enough to take out the specter which vanishes in a puff of dust. Now with a moment to really take in your surroundings, you notice that everything in the room is covered in a pretty thick layer of dust. As you are looking around, five wooden pillars rise from beneath the ground, each holding a weapon.
After a weapon is selected, two doors appear in the room, one on the western wall and one on the southern wall. The one to the west has a picture of a breast plate that is emitting a dull, slowly pulsing glow. The door to the south shows an image of a breastplate and sword emitting a blinding white light.
After a weapon is selected, two doors appear in the room, one on the western wall and one on the southern wall. The one to the west has a picture of a breast plate that is emitting a dull, slowly pulsing glow. The door to the south shows an image of a breastplate and sword emitting a blinding white light.
Arona carefully goes forward and takes the spear. Hefting it in her hands, the weighting feels right and she thrusts forward a few times to practice the motion before gesturing towards the blindingly bright door. "It's all or nothing... So I say we go for it!"
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
You enter through the door ready for a difficult fight, only to find a long, narrow, seemingly empty hallway. You see empty picture frames lining the walls on either side and a series of rugs covering the center of the floor along the entire length of the hall. You don't see any doors, including the one that used to be behind you. Peering to the very far side of the hall, you see a suit of armor standing on the ground with a sword mounted on the wall behind it. Sure you're missing something, you look around a bit more before you catch some movement out of the corner of your eye. The armor begins to move, and the sword detaches from the wall and floats next to it.
Two of you get to act before one of these enemies takes their turn.
Turning to the barrage of attacks that seemingly cannot hit this goblin, Arona will slap the goblin straight across the face and then backhand the goblin again. "Stop moving around so much!"
Move Action: Nothing
Action: Unarmed Strike - Attack: 8 Damage: 6
Bonus Action: Unarmed Strike - Attack: 19 Damage: 6
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
This last goblin proves feisty, as he dodges attacks from everyone in the party. The follow-up attack from Arona catches him off-guard, but he still just manages to stay up long enough to take one last attack at Arona.
Attack: 8 Damage: 5
Everyone but Arona is up, then the top of the next round.
Rácz is not at the top of his game, being knocked unconscious quite a few times. But his hunting instinct pushes on, as he focuses entirely at the goblin in front of him, and shoots his sling again.
Attack: 9 Damage: 8
Viridi flings another ball of light hoping this is the last one
Starry form (archer)
Attack: 8 Damage: 9
When players get creative.
This final goblin continues to dodge attacks from every direction.
Scal is up along with anybody to start the next round.
Scal's hand once more bursts into flame as he tosses another fire bolt at the remaining goblin.
Fire Bolt: Attack: 16 Damage: 6
With that, Scal is finally able to put this final goblin out of its misery.
Once your final adversary falls you see a familiar set of 5 columns rise from the ground, but they don't hold a variety of items like you've seen before. Four of them hold what appear to be large coin purses each embroidered with a letter: one each with an "A", "R", "S", and "V". The column in the center holds a Bag of Holding. You hear the voice speak to you, "Now that you have some money, this will help carry your belongings."
You all eventually retrieve your respective coin purses, instinctively knowing that each one contains 125 gold pieces, as well as the Bag of Holding. Once all the bags are removed, the columns sink back into the floor and two doors appear in the northern wall.
15, 9
Both doors display an image of a sword. The one on the left isn't glowing at all, while the one on the right has a quickly pulsing, very bright glow.
Choosing the safer option of the door with no glow, you all file through the doorway and are immediately caught off-guard by what you see. You reasonably expected the same type of blank stone room that you've been fighting through, but this room is very different. You see what appears to be a large bedroom: there is a bed up against one wall with a bedside table on either side, a couple bookcases, and a large wardrobe. At first you don't see any adversaries but then you notice a shimmering, incorporeal humanoid form rise slowly from the bed and then snap its head over to look at you all, seemingly angry about the intrusion. You look behind you and once again the door has disappeared after you all came through.
Two of you can act before the specter gets its first turn.
Scal leaps into action as 3 force balls circle his head and then shoot out and slam into the creature.
Magic Missile 1st level: 11
Viridi yelps "Go, go, go back to sleep!" Viridi runs around two the wardrobe then throws an orb of light and slings a pebble (Unless I could've cast magic stone while walking through the doorway.)
I assume it hasn't been 10 minutes yet? How many minutes are left? She uses her Starry form (Archer) and slings a pebble (or a magic one if I cast it while walking through the door.)
Starry form (Archer): Attack: 11 Damage: 10
Sling attack (normal): Attack: 14 Damage: 5
Sling attack (If magic): 6
If it's critical I will do edit it manually.
When players get creative.
Scal's magic missiles impact the specter and look to take away a large portion of its fortitude, as it already looks hurt.
(@Thalai: We can just say you cast magic stone as you walk through the door for every room, so that you don't have to explicitly say it every time. For this turn, I'll use your first attack roll with the magic stone bonus, which hits to do 4 bludgeoning damage)
The magic stone from Viridi also hits the specter, but seems to pass through its form somewhat and you get the impression that it didn't do as much damage as you'd expect. The specter then glides toward Viridi with impressive speed and reaches forward toward her midsection with one hand.
Attack: 10 Damage: 7
Viridi is just barely able to dodge out of the way. The specter already looks pretty severely injured.
Arona and Rácz are up, then 2 of you to start the next round.
Rácz will use favored foe mark on the specter, and uses his sling to attack.
Attack: 10 Damage: 8
Arona charges forward and tries to slam her fist through the specter. After that, she spins into a back kick.
Move Action: 30 feet west in front of the specter
Action: Unarmed Strike - Attack: 19 Damage: 7
Bonus Action: Unarmed Strike - Attack: 21 Damage: 4
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
The attacks from Rácz and Arona, though they don't seem to do as much damage as you'd expect, are enough to take out the specter which vanishes in a puff of dust. Now with a moment to really take in your surroundings, you notice that everything in the room is covered in a pretty thick layer of dust. As you are looking around, five wooden pillars rise from beneath the ground, each holding a weapon.
24, 82, 27, 86, 58, 72, 82, 51
63, 89
The weapons presented to you are: Spear Mace Battleaxe Maul Quarterstaff
After a weapon is selected, two doors appear in the room, one on the western wall and one on the southern wall. The one to the west has a picture of a breast plate that is emitting a dull, slowly pulsing glow. The door to the south shows an image of a breastplate and sword emitting a blinding white light.
Since there may be an issue with some of you seeing the update:
The weapons presented to you are: Spear Mace Battleaxe Maul Quarterstaff
After a weapon is selected, two doors appear in the room, one on the western wall and one on the southern wall. The one to the west has a picture of a breast plate that is emitting a dull, slowly pulsing glow. The door to the south shows an image of a breastplate and sword emitting a blinding white light.
Arona carefully goes forward and takes the spear. Hefting it in her hands, the weighting feels right and she thrusts forward a few times to practice the motion before gesturing towards the blindingly bright door. "It's all or nothing... So I say we go for it!"
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Rácz nods and follows Arona.
Viridi agrees and preemptively casts magic stone.
When players get creative.
You enter through the door ready for a difficult fight, only to find a long, narrow, seemingly empty hallway. You see empty picture frames lining the walls on either side and a series of rugs covering the center of the floor along the entire length of the hall. You don't see any doors, including the one that used to be behind you. Peering to the very far side of the hall, you see a suit of armor standing on the ground with a sword mounted on the wall behind it. Sure you're missing something, you look around a bit more before you catch some movement out of the corner of your eye. The armor begins to move, and the sword detaches from the wall and floats next to it.
Two of you get to act before one of these enemies takes their turn.
Scal's hand once more is wreathed in flames as he tosses a Fire Bolt at the armor.
Fire Bolt: Attack: 18 Damage: Unable to parse dice roll.