Chapter 2: Into Darkness
Be sure to read and follow the guidelines for our forums.
load previous
Dec 20, 2016 2:41 pm
COMBAT! - Oozes went in the surprise round. PCs can act now. For those on the water chamber side of the weak point, it will take your turn to move across the pitons. If you take one of the other halls, it's an athletics check DC 10 at disadvantage to leap over the weak place.
Dec 20, 2016 2:41 pm
"Think there might be a chamber up here, I see more of that Faezress stuff. Dustin tries to see if there might be an air pocket or something above the water.
OOC:
Cemos, run ! Damn Last edited December 20, 2016 2:42 pm
Dec 20, 2016 2:44 pm
OOC:
We'll see what Cemos does. I would assume scream like there's no tomorrow. Because DAYUM. If one of your NPCs is on that side, you can have them wandering about/scouting and see it to provide an alert as well.Dec 20, 2016 2:53 pm
Actually, those of you on the side of the weak spot that Cemos is on, you hear a wet slapping sound, kind of like a massive steak hitting a hollow counter. Schwackthud kind of sounds. This goes for Derendil as well. Stool, upon hearing it, darts around the corner enough to see the oozes attack Cemos.
QUICK HURRY FRIEND OF DUSTINFRIEND IS HURT! BAD OOZEY THINGS AGAIN! a hyperactive voice screams through your mind, clearly frightened.
QUICK HURRY FRIEND OF DUSTINFRIEND IS HURT! BAD OOZEY THINGS AGAIN! a hyperactive voice screams through your mind, clearly frightened.
Dec 20, 2016 2:58 pm
Dustin scrambles down and splashes over to Stool.
Alright Stool thanks for letting me know.
Dustin readied his crossbow in case it was needed and headed for the sounds. Flipping over the weak stone as he rushes to help.
Alright Stool thanks for letting me know.
Dustin readied his crossbow in case it was needed and headed for the sounds. Flipping over the weak stone as he rushes to help.
Last edited December 20, 2016 2:59 pm
Rolls
Acrobatics - (1d20+7)
(13) + 7 = 20
Dec 20, 2016 3:05 pm
Here's the map as it stands before Dustin's flip. Dustin, I'm assuming you're using the Dash action to move double your speed to get there in time?

Dec 20, 2016 3:09 pm
OOC:
If any of the NPCs were on the left side of the weak tiles, feel free to have them be there. The only two that I saw explicit movement over the weak spots were from Stool and Derendil. By all means, have your guys wherever you think it would have made sense.Dec 20, 2016 3:15 pm
With his dashing and flipping and finally seeing what is happening.
How in the hell ?
He fires his Hand crossbow trying to help give Cemos some breathing room.
How in the hell ?
He fires his Hand crossbow trying to help give Cemos some breathing room.
Rolls
Hand Crossbow - (1d20+7)
(20) + 7 = 27
Bolt Damage, sneak attack - (1d6+5, 2d6)
1d6+5 : (3) + 5 = 8
2d6 : (14) = 5
Critical - (3d6)
(342) = 9
Dec 20, 2016 3:18 pm
OOC:
well unfortunately I think my 2 npc's would have stayed with the group.OOC:
spartan phalanx time oh yeah.OOC:
bonus action shield of faith on myself bringing ac back to 19. I would have jumped across but I don't think I had enough movement to toss stool and jump across myself......Help!Dec 20, 2016 3:23 pm
Dustin tears around the corner as Cemos begins running away from the oozes. As the dwarf scoops up the mushroom, Dustin levels his hand crossbow at one of the oozes and fires off a shot. It is unerring. Finding a perfect location, the bolt tears through the ooze, deflating it like a sad balloon.COMBAT! 3/4 Oozes remain alive. Fang and Bildaweer can act. All NPCs can act.
OOC:
Assuming you use your Action to disengage, letting you escape without any Attacks of Opportunity against you from the oozes.Dec 20, 2016 3:31 pm
Georges being the good solider that he is runs and jumps over the gap with crossbow in hand.
Post roll: dude these electronic dice are garbage. Lol
Post roll: dude these electronic dice are garbage. Lol
Last edited December 20, 2016 3:32 pm
Rolls
Jump - (1d20+1)
(1) + 1 = 2
Disadvantage - (1d20+1)
(9) + 1 = 10
Dec 20, 2016 3:56 pm
As Georges makes his leap across the gap, the water slows him enough that he takes off awkwardly and not as gracefully as he should. As he falls, his knee hits the edge of the tile. Nothing happens to the weakened tile, but he is moving somewhat slower now (his speed is now 25' per turn, down from 30')
Rolls
1 Positive, 2 Blank, 1 Negative - Total: +0
Dec 20, 2016 4:10 pm
Moving to get within sight of closest ooze and firing all magic missiles.
Rolls
Magic Missile - (3d4+3)
(323) + 3 = 11
Dec 20, 2016 4:13 pm
Bildaweer's darts streak out, hitting the middle ooze, causing its body to ripple and quiver like Jell-o.
Dramasailor sent a note to Dramasailor
Dec 20, 2016 4:21 pm
Sarith makes his way over using the ropes and pitons.
Getting his crossbow ready to use.
When in position he fires his crossbow.
Getting his crossbow ready to use.
When in position he fires his crossbow.
Last edited December 20, 2016 4:24 pm
Rolls
Acrobatics, disadvantage ? - (1d20+2, 1d20+2)
1d20+2 : (13) + 2 = 15
1d20+2 : (3) + 2 = 5
Hand Crossbow - (1d20+4)
(12) + 4 = 16
Hand Crossbow Damage - (1d6+2)
(3) + 2 = 5
Dec 20, 2016 4:23 pm
Using the pitons is just a normal acrobatics. The disadvantage is using Athletics to try jumping the tile. Sarith is across safely.
Dec 20, 2016 4:27 pm
Sarith can't move enough to get in firing position yet. However, if he sees an attacking ooze, he'll take the shot.
Dec 20, 2016 4:36 pm
Eldreth loads her crossbow and stands in front of the non- combatants. She yells out to stool to run over to her.
load next