[So turning is pretty good, especially in a situation like this. Allows you break the undead group down into smaller hostile batches over 10 rounds, or potentially shepherd them into a clump for AoE damage.
If we re-activate 3 ghouls now by attacking them, frex, that's 3 less we might have to deal with later, if we even bump into them again.
It's a bit meta, but I guess adventurers would be aware of such tactics since that's how their world works.]
Turning is great, especially when the majority fail their rolls! Note that rest is required to regain turning ability.
The ghouls will keep running and if they leave this cavern, you'll encounter them again.
It's not meta if you share your tactical ideas, in character, on your turn, with others, verbally.
Update MikeD, I need Bern to roll 1d20+8 again for his hoardbreaker. He has disadvantage. His second shot missed, so that doesn't need a reroll. The first shot did but you rolled normally.
RANGED ATTACKS IN CLOSE COMBAT Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged atlack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn't incapacitated.
After he does that, Kriv goes.
Last edited by Neptune; Mon 05/03/201818:56 UTC. Reason: Updated asking for a roll
It was fairly clear by now that the golden-hued Dragonborn noble was no fan of charity in any guise, and he certainly wasn't about to let a relatively valuable, if human, companion provide free meals for a bunch of undead scavengers. He strode forth, grabbed the paralysed druid and bodily hauled him back to the relative safety of the corridor, reinstituting the cordon with him within.
She looks down at the druid from her hiding place, relieved that he does look alive if unmoving. Then she says what is on everyone's mind in one form or another.
"Maybe we should just shoot a couple of them. See if we can re-engage, take them out with missile fire if we can. Then repeat the process. More we can whittle down their numbers the better."
"How many do we want to 'engage' at once? If we do them one at a time, we might run out of time. If we take too many, it may take too long to drop them ... same problem. So ... two or three do you think?"
DM Most of the ghouls ran away. One that was attacked by Bern changes its mind when an arrow strikes it. It fights back but the woodsman is able to avoid it's sickly claws. Most of the others fled and are in the darkness now. They scattered in all directions and continue to run away.
Ghoul#6 attack Bern Neptune rolled 1d20+4,2d4+2 and got 6, 10 54 seconds before the "turn" wears off. Davroar's paralysis will wear of first even if he fails all of the rolls. One ghoul remains a threat.
Note that these ghouls are not dead and are just moving into different places in the dungeon. They will be an issue to deal with going forward. But once you get rid of this last one, Chandan will need to tell me where you're going. In the mean time, Jaliera, Ryssa and Luminmorn go, in that order.
Her attempt at destroying, or at least, turning the undead ghouls was successful but not nearly what she had hoped for. The cleric of Lathander had hoped to destroy at least a couple of them.
Instead, she had terrified all of them and now they had turned and fled to scene of battle and she couldn't see any of them. Ryssa was not sure what she should do now.
She did not want to waste any of her divine spells; she wanted to save them for healing her more offensively skilled companions.
She decided to just wait for the moment, preparing a simple spell of Sacred Flame just in case.
[OOC: If a ghoul comes within her sight, she will cast the Sacred Flame cantrip at it.]
[ooc: There's a ghoul battling Bern right in front of you. Also, a couple of the ghouls are at the edges of the light. And don't feel bad. This was absolutely the best thing Ryssa could have done and the effect saved lives. Had you not turned them, odds are that at least one or two other members of the party would have been paralyzed.]
DM Ryssa rains down holy fire on the ghoul that is attacking Bern and it screams as it burns. Ghoul #6 Dex Save Neptune rolled 1d20+2 and got 9 - fail Luminmorn's up
Jaliera finally dispatches the remaining ghoul. The party has less than a minute to gather itself and decide what to do. Davroar will regain use of his body a couple of seconds before the ghouls regain their fierceness and rush back to attack.
If the party moves past them, avoiding rather than confronting them now, they will be encountered again and they remain a menace. Now could be an opportunity to pick them off, safely, but they are spread out in the darkness.
Whatever decision the party makes, they need to make it very soon.
OOC: A melee round is 6 seconds - not a lot of time at all, even to speak. Generously, I'm going to count each three (3) sentences that you utter to each as a round and that assumes that you are speaking relatively fast. If you don't buy that, set a stop watch, speak a sentence and time it. Basically, come to a hasty decision.
Oh, and to answer the next question, talking is a free action.
He rolled his light-ensorcelled staff along the flagstones at pace, looking to illuminate the far reaches of the room and perhaps net them some targets. Should it show nothing where it ended up, he recalled it with a snap of his talons, and rolled it out until it did.
ooc: I placed a torch on the ROLL20 map, in front of Kriv. Throw it where you want. Range=20/60. I don't care about Kriv rolling to hit with the torch. I just want to see where you put it.
Note that in the map I posted above, you see at least 4 ghouls on the edges of light. One is on the steps. Others ran that way and went beyond. Some others went to the north east of where Chandan is.
Jaliera can attack any of the visible ghouls without any other assistance. She just needs to roll to hit. If she hits, expect that ghould to attack. Jaliara will be the "last" to go this round so does anyone else, aside from Kriv, want to do anything?
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