At the sound of a female voice, a potential damsel in distress, Gryrig takes heart. He still stands cautiously towards the back of the group, behind Assure at least, but calls out "Hello? Where are you? What's going on here? Do you need help?"
Azzure as you walk into the mud pit sinking, you see two human women with orcish featured babies, standing behind bars to the west. Directly, south southeast, in the mud chamber, a creature with matted muddy fur and 4 skeletal arms, just out of your abilities range, raises up from the mud!
(if anyone needs a bit extra support, Gryrig can do two more Bardic Inspirations (bonus action))
Bardic Inspiration
As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Mote of Potential (Special)
When granting a creature a Bardic Inspiration die, you summon a Mote of Potential that orbits within 5 ft. of the creature.
Ability Check. The Bardic Inspiration die can be rolled again - choose which roll to use.
Attack Roll. The target and each creature of your choice that you can see within 5 ft. of it must succeed on a CON saving throw (DC: 14) or take thunder damage equal to the number rolled on the Bardic Inspiration die.
Saving Throw. The creature using the Bardic Inspiration die gains temporary hit points equal to the number rolled on the Bardic Inspiration die +3.
This post has potentially manipulated dice roll results.
(Going ahead with my roll and proximity to this thing)
Azzure takes a 5 foot step to the south and swings his ready mace of disruption at the undead thing, thinking to himself “Is that a gorilla?”
He casts booming blade, dealing 8 damage if he hits and sheathing it in booming energy, which will cause 11 damage if it moves.
Mace of disruption : Attack: 11 Damage: 6 bludgeoning damage, and if a fiend or undead it takes an additional 7 radiant damage. If after the damage it has 25 or fewer hit points, it must make a DC 15 wisdom save or be destroyed.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Moving into the room, Duncan engages the four-armed zombie and attacks it with his magical greatsword, aiming at hacking off a few limbs before they can be brought to bear against him.
Attack One: Attack: 27 Damage: Unable to parse dice roll.
Attack Two: Attack: 28 Damage: 21
(Note that the last 2d6 of the weapon damage is necrotic just in case the undead has resistance to such)
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
You hear a woman's voice, weak, but defiantly human quality call out "Somebody out there? Help!.."
(Azzure are you happy with your tokens position?)
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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
At the sound of a female voice, a potential damsel in distress, Gryrig takes heart. He still stands cautiously towards the back of the group, behind Assure at least, but calls out "Hello? Where are you? What's going on here? Do you need help?"
((Azzure moved his position on Roll20, he would be at the front, performing the turn action.))
A wizard is never late, nor is he early, he arrives precisely when he means to.
Torman can see forms in the distance; Does he have any sense of what they might be?
Kat will stay to the darkness, arrow nocked, until called forth to scout, if it comes to that.
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Zombie 1 Wisdom save 4
Zombie 2 Wisdom save 2
Zombie 3 Wisdom save 11
Zombie 4 Wisdom save 17
Zombie 5 Wisdom save 18
Zombie 6 Wisdom save 13
Zombie 7 Wisdom save 8
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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
All the zombies turn to dust. (Congrats)
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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
Azzure smiles, saying “Helm be praised!” He steps in and looks around, looking for the source of the voice, still holding his mace at the ready.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Duncan:
”Indeed. Nicely done,” says Duncan, impressed.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Azzure as you walk into the mud pit sinking, you see two human women with orcish featured babies, standing behind bars to the west. Directly, south southeast, in the mud chamber, a creature with matted muddy fur and 4 skeletal arms, just out of your abilities range, raises up from the mud!
accept for Gryrig difficult terrain
Roll init.
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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
Duncan Initiative: 21
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Torman initiative: 17
Using his vigilant blessing and expecting trouble, Azzure readies himself.
Initiative : 7
A wizard is never late, nor is he early, he arrives precisely when he means to.
Gryrig Initiative 11
(if anyone needs a bit extra support, Gryrig can do two more Bardic Inspirations (bonus action))
Kat Initiative: 15
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
(Going ahead with my roll and proximity to this thing)
Azzure takes a 5 foot step to the south and swings his ready mace of disruption at the undead thing, thinking to himself “Is that a gorilla?”
He casts booming blade, dealing 8 damage if he hits and sheathing it in booming energy, which will cause 11 damage if it moves.
Mace of disruption : Attack: 11 Damage: 6 bludgeoning damage, and if a fiend or undead it takes an additional 7 radiant damage. If after the damage it has 25 or fewer hit points, it must make a DC 15 wisdom save or be destroyed.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Duncan Initiative: 22 <------
Gorallion zombie 21
Azzure 20
Torman 17
Gryrig 11
Duncans turn.
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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
Duncan:
Moving into the room, Duncan engages the four-armed zombie and attacks it with his magical greatsword, aiming at hacking off a few limbs before they can be brought to bear against him.
Attack One: Attack: 27 Damage: Unable to parse dice roll.
Attack Two: Attack: 28 Damage: 21
(Note that the last 2d6 of the weapon damage is necrotic just in case the undead has resistance to such)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(( Waiting on the creature? ))