This post has potentially manipulated dice roll results.
[OOC: sorry daughter had a soccer tournament all weekend long and I just got back home.]
Kraven would take to the air and continue to investigate a bit more to see what was further down the way, but as soon as the pools of acid got to be too much he would turn around.
Once Kraven and Kuatho return you have enough time to not be ready for the attack. The hall is about 10 feet wide, the skeleton patrol is side by side. You may take your turns
Also I am at football camp with out my laptop, so this part will definitely be theater of the mind. I will be using maps some of the encounters get kind of dicey.
1) We're at a T intersection of 10' wide halls with the dining room behind us, stomach acid to the left, and advancing skeletons to the right? 2) Area is lit with dim (green necrotic) light - enough to see without darkvision? 3) 6 skeletons coming toward us - two across & 3 deep, right? 4) How high is the ceiling of the hall? 5) Is it obvious that the skeletons have already detected us?
(Ereshion's map from post from 2938 works for me. I wanted Jekob at that spot in the T-intersection.)
Jekob takes a step back from the intersection, towards the dining room. If the skeletons march past the party, straight into the acid, then let them go.
If the skeletons march around the corner and attack the party, Jekob is ready to swing the magic censer when they get in melee range. Attack rolls in spoiler, if needed:
First d8 is bludgeoning damage, second d8 is radiant.
Attack1: 28 Damage: 22
Attack2: 27 Damage: 10
EDIT: copy of roll results, if the forum messes up the numbers: A1 22, 9, A2 15, 16
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
Kuatho waits for the skeletons to come into view, round the corner, then he uses the butt of the spear as a pivot point and two strikes with his fists hit the skeletons, as well as a bonus action kick, all with bludgeoning damage.
Punch 1 : Attack: 25 Damage: 9
Punch 2 : Attack: 10 Damage: 5
Kick : Attack: 21 Damage: 8
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
As the skeletons come into view Varlan launches a bolt of fire at one, then as they come into melee range, lightning ripples over his gauntlets as he strikes them.
[OOC: sorry daughter had a soccer tournament all weekend long and I just got back home.]
Kraven would take to the air and continue to investigate a bit more to see what was further down the way, but as soon as the pools of acid got to be too much he would turn around.
Investigation: 19
Kraven you find war hammer that is inscribed with motifs of forges, tongs, and hammers.
Also make a con save DC 14 or take 4 acid damage from the fumes.
(Oog all good we all understand. For everyone know when I do stuff like that it's not in a hurry up way.)
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Edited the above post didn't touch the dice roll, originally it was a 3, so we can keep it at 3.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Kraven Con Save: 21
[OOC: Oh I know and there are times I welcome/need the reminder. :) ]
Kraven will grab the hammer and then makes his way back to the rest of the group, letting them know what he found.
Once Kraven and Kuatho return you have enough time to not be ready for the attack. The hall is about 10 feet wide, the skeleton patrol is side by side. You may take your turns
Also I am at football camp with out my laptop, so this part will definitely be theater of the mind. I will be using maps some of the encounters get kind of dicey.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
So to recap:
1) We're at a T intersection of 10' wide halls with the dining room behind us, stomach acid to the left, and advancing skeletons to the right?
2) Area is lit with dim (green necrotic) light - enough to see without darkvision?
3) 6 skeletons coming toward us - two across & 3 deep, right?
4) How high is the ceiling of the hall?
5) Is it obvious that the skeletons have already detected us?
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
1-3 all correct
4 about 10 feet, so not enough really be 2 high.
5 no it is not
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
So...perhaps we have:
Hearing the skeletons, Kraven will whisper to Mist, "Attacking or what is plan?"
Kuatho readies himself and his spear, says “Ready when you are, everyone ready for a fight?”
A wizard is never late, nor is he early, he arrives precisely when he means to.
Varlan nods as flames ripple over his hands. The flame moves sinuously, ready to fly the first skeleton appears in the distance.
Can't really ready an action out of combat, but he will launch a Fire Bolt the moment they are visible in range.
60' Dark vision, fwiw.
(Ereshion's map from post from 2938 works for me. I wanted Jekob at that spot in the T-intersection.)
Jekob takes a step back from the intersection, towards the dining room.
If the skeletons march past the party, straight into the acid, then let them go.
If the skeletons march around the corner and attack the party, Jekob is ready to swing the magic censer when they get in melee range.
Attack rolls in spoiler, if needed:
First d8 is bludgeoning damage, second d8 is radiant.
EDIT: copy of roll results, if the forum messes up the numbers: A1 22, 9, A2 15, 16
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Kraven waits until someone gets into melee range of a skeleton and then lets his psychic daggers fly.
Psychic Dagger: Attack: 17 Damage: 6
BA Corpse Dagger: Attack: 23 Damage: 7 Undead Damage: 1
Sneak Attack on 1st hit: 11
Psionic Whisper Ability" 1
Mist, Jecob and Kuatho can now telepathically speak to Kraven for the next 3 hours.
Advantage Psychic Dagger Attack: 17
Advantage BA Corpse Dagger Attack: 22
Kuatho waits for the skeletons to come into view, round the corner, then he uses the butt of the spear as a pivot point and two strikes with his fists hit the skeletons, as well as a bonus action kick, all with bludgeoning damage.
Punch 1 : Attack: 25 Damage: 9
Punch 2 : Attack: 10 Damage: 5
Kick : Attack: 21 Damage: 8
A wizard is never late, nor is he early, he arrives precisely when he means to.
Kraven takes out the back 2 skeletons while Jekob and Kuatho take out the front 2 and a 3rd leaving 1 standing.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
As the skeletons come into view Varlan launches a bolt of fire at one, then as they come into melee range, lightning ripples over his gauntlets as he strikes them.
Fire bolt: Attack: 11 Damage: 16
Melee attack 1: Attack: 26 Damage: 9
Melee attack 2: Attack: 17 Damage: 12
Mist hangs back to let the others take action but, seeing a single skeleton remaining, squeezes off a pair of blasts for good measure.
Eldritch blast - Attack: 16 Damage: 7
Attack: 26 Damage: 14
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
Vlar, seeing most of the enemy down, sends a blast of flame at the last remaining skeleton...
fire bolt
To hit is a 14, damage is 6 fire.
How is Varlan using fire bolt an action and attacking 2 times?
Mist your eldritch blast hit killing the last skeleton.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star