Personally he would have explored other areas to see if they could have gotten around this thing without a fight, but he will stealthily follow his companions along the ceiling.
Luminmorn - ghosted The paladin moves into the room, holy symbol drawn. As he steps in, he senses for evil and he detects it. "Undead are here. Many more than one!" he calls out.
OOC: You, of course, can do other things - no restrictions. But if you are not abandoning your party members already in the room, please join them. Use the handy-dandy red box for reasonable placement. Then I'll describe what you see and then we'll roll for initiative.
[[ well that is a =way= different view from the one I saw this morning when I made the original post <weg> My post edited to reflect the new 'reality' <g> ]]
He will move into position, heeding Bern's suggestion to stay within the narrow entrance way. He is surprised to find four more undead creatures, wondering why he did not see them when he first sneaked into this area. When one of the zombies is within range, he will plan to shoot his web at one.
The Dragonborn countermanded the corridor plan as best he was able.
"Different tactical situation. Enemy Spellcaster, sitting back in the corridor just makes us a target. We need to close quickly, notice the positioning of the lesser undead. Advance, with haste!"
I have not yet asked for initiative rolls, much less asked anyone to go. I'll take those initiative rolls but I'm waiting for everyone to be in place before we start. I'm waiting on Gypsy to position Jaliera.
Edit: I also moved Bern over on square because he was standing on top of a wheel barrel - not a "starting" position.
[OOC Been absent. Did post that in Members Available, sorry. Can't see a room description anywhere. Jaliera would look for a place with cover and that might help her hide, not too close as her magic and her arrows allow her distance. I have placed her behind what looks like a cart, something she can duck behind but fire over. Let me know if this isn't so. ]
DM A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal a re piled nearby, along with carts full of unrefined ore. The waterwheel sits in a ten-foot-wide channel cut into the floor of the room, but the channel is dry.
Passages exit to the west, south, and east. The empty channel exits to the north and east. More than a dozen withered corpses are scattered around the room. These slain dwarves and ores are still wearing the remnants of their armor. Floating above them is a skull engulfed in green flame.
OOC: No worries Gypsy. I saw. I just didn't want people taking moves before you had a chance to place Jaliera - just looking out for ya! I'll take those initiative rolls now that you're all situated.
DM The room chamber has twenty foot high ceilings and the Flameskull is out of hand-to-hand range. It wasn't surprised that the giant spider returned with friends. He's been here for as long as the Lost Mines had been lost and was vigilant in the task that laid out by his creators. It knows all the critters in this dungeon and giant spiders have been an annoyance recently.
Not only is it floating nearly 15 feet above you, it's laughing gleefully as it flitters about, eager to fulfill it's obligations. And as you watch it zipping around, constantly in motion, you see it flicker and blur. The zombie-dwarves are ambling towards you.
The order of combat is below. Chandan gets to go first and then Bern. Let's start with you two. Please roll with disadvantage if you're attacking the Flameskull. See the spell Blur.
Besides looking like the most dangerous foe, since the 'skull' thing was a flyer too, it seemed like the most appropriate foe at the moment. He took aim, did his best to ignore the distracting 'aura' and tried to fire at where it should be.
DM Bern points his arrow at the flaming skull and lets it fly. Somehow, even with it flickering, the arrow strikes it but it bounces off of it and does less harm than the ranger would have hoped. Resisted. Chandan is up
Damned thing! They need to bring it down, surround it and deal with it like the village rat.
"Primordial powers, unleash your fury!" He says, summoning his ki with a spiralling of his hands, "Streeling Water Whip!!"
Given what Jaleira had said, it might not work but he has to try.
[Spends 2 ki points. Flameskull must Dex save vs DC 14. On a success, take 9 damage. On a fail, take 18 damage and be dragged adjacent, ground level, in front of Lumi and be attacked by Chandan in same turn. A lot of rolling, so I'll wait for the outcome of the Water Whip first.]
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