Quasi Dungeons and Dragons

Author: drafterman

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Buddamoose
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@drafterman
(@drafter- so, it seems we'll all have an opportinity to get shots in at the west ghoul before merlin casts Turn Dead? If we can kill it will the one further down the hall see Merlin and be affected?)

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions.

(Does this mean it defenseless? It can still dodge if there's nowhere to move, so while it's moving, it can't block, dodge, makes saves against spells, etc.?)
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@Buddamoose
(The current order of battle is you, the ghouls, then everyone else, so they'll be able to get shots in. They're restrained at the moment (as they climb out of their holes) so your attack against them will be better and their attacks will be reduced. If they are turned, they have to use their movement to move as far away from Eikka as they can and cannot willingly move closer. They can't take reactions, which basically just means they can't make opportunity attacks (reacting to a spell or effect to make a save isn't considered a reaction in this context). For their action, they can't attack, and must use the Dash action to continue moving or, if they cannot move anymore, must use the Dodge action.)
Earth
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@drafterman
I use chill hand and switch the damage type to radiant.
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@Earth
I use chill hand and switch the damage type to radiant


Earth
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(Maybe I should have casted magic missle 🤔)
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@Earth
(Update hasn't been posted yet, so amending it might be possible)

TheDredPriateRoberts
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Earth
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@Buddamoose
(I'll just cast it next round)

(In other news, I might reroll into a Paladin)
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As Snerp passes by Roberts he lets out a string of profane insults. It writhes and groans in pain as its ego is seared sufficiently to cause actal damage.

[Vicious Mockery Damage: d4 (3) = 3]

The ghouls next to Roberts slash wildly at the fighter, but in their restrained state they are unable to score any hits. However, they do manage to free themselves from their holes. The party can see that they are 'clothed' in tattered black robes.

Grahf peeks his head around and flings a spectral hand at the same ghoul, but it flies over its head.

[Spell Ranged Attack: d20 (5) + 5 = 10, Miss!]

While the ghoul is dodging spectral hands, Roberts slashes at it with his longsword, leaving a red and rotting gash across its torso.

[Melee Weapon Attack: d20 (9) + 5 = 14, Hit!]
[Longsword Damage: d8 (2) + 3 = 5 slashing damage]

Eikka steps into the space formerly occupied by Snerp and let's out a FUS ROH DAH!

The two ghouls nearest to Roberts seem unaffected, but the ghoul to the far west clutches its claws to its ears and screeches in agony. A simpler screech can be heard from the southern branch, just out of sight.
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(Next Round!)

Basement (updated):

Attic Map:

Combat Summary:
[22] Snerp - 12/13 HP - 13 AC - Bardic Inspiration: ⬤⭘ | Spell Slots: 1⬤⭘⭘
[15] Ghoul 1 - Injured
[15] Ghoul 2 - Uninjured
[15] Ghoul 3 - Uninjured [Turned, 10 Rounds Remaining]
[11] Grahf - 14/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⬤⬤⬤
[9] Roberts - 19/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
[1] Eikka - 12/17 HP - 16 AC - Channel Divinity: ⭘ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⭘


Earth
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@drafterman
Cast magic missile on the hurt ghoul. Deal radiant damage.
TheDredPriateRoberts
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@drafterman
(assuming I still and have needed the torch correct?)

(So long as there are no penalties for switching targets I shall attack the one south and use surge I think it was to gain an additional attack if I recall it correctly, if there is a penalty I will attack the same one and use surge if that is how it's used)
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@drafterman
Sheildbash mace combo on the  ghoul closest to me that is not fleeing
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@drafterman
A simpler screech can be heard from the southern branch, just out of sight.

(Simpler? 😓)

Vicious Mockery on the ghoul to the west
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@Earth
In other news, I might reroll into a Paladin)

(A paladin? We have a cleric, but not a bad choice regardless. That would change character personality too I take it?(though not to evil of course).)

Earth
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@Buddamoose
( Meh. I'll still steal. I'll help the rich with the whole Matthew 19:24 thing.)

(Any tips btw?)
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@Earth
(I won't tell you what to do but the party seems like it works pretty well just like we are and I'd rather have a mage for backup than a paladin.)
Earth
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@secularmerlin
(Do we have a tank?)
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@Earth
(We have a fully armored fighter)
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@secularmerlin
@Earth
(well, him being a paladin would give us another heavily armored player. I don't understand why you don't go rogue? If ur wanting to be a thief, actually being one would probably be a really good idea 😂😂

Plus we do have a tank in a human fighter. we could honestly use a ranger or a rogue. Rogue being the more standard choice of the two. But Ranger is a very good alternative(ex: Drizz't Do'Urden) to that class.)
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@Buddamoose
(Rogue is...a choice actually. Hm)
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@Earth
Or you could just specialize in stealth/deception spells keep you charachter and be sort of a rogue wizard. The advantage beingbthe you could cast invisibility on any of us while being sneaky only hides you.
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@secularmerlin
The advantage beingbthe you could cast invisibility on any of us

(Can do this as well once I get level 2 spells 😂.)
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@Earth

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@secularmerlin
@Earth
(wizard/sorcerer is a pretty important role in a party too. I like the way ur going with it thus far..if anything maybe re-roll to a different school, stats, cantrips, race, skills, background, etc. that suit a thief type character as Merlin is pointing out?)


drafterman
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(I meant similar screech.)

Snerp attempts to demoralize the ghoul again, but it appears to resist the vulgar onslaught.

The two close ghouls each lash at Roberts, sinking their claws into weak spots in his armor. He feels necrotic energies sap at his strength, but he manages to resist the paralytic effect.

[Roberts takes 15 slashing damage] (You’re low on health, do you want to use second wind?)
[Constitution Save: d20 (19) + 2 = 21, Saved!]
[Constitution Save: d20 (16) + 2 = 18, Saved!]

The other ghoul runs out of sight.

Grant flings three radiant bolts at the western ghoul. Boils rise and burst on its flesh where they hit.

[Magic Missile Damage: d4 (2) + 1 = 3x3 = 9 radiant damage]

Roberts switches targets and attacks it with two vicious slashes, but he misses with both.

[Melee Weapon Attack: d20 (2) + 5 = 7, Miss!]
[Melee Weapon Attack: d20 (6) + 5 = 11, Miss!]

While the ghoul is distracted evading Roberts, Eikka manages to land a blow with her mace.

[Melee Weapon Attack: d20 (11) + 2 = 13, Hit!]

[Mace Damage: d6 (2) = 2 bludgeoning damage]

Combat Summary:
[22] Snerp - 12/13 HP - 13 AC - Bardic Inspiration: ⭘⭘ | Spell Slots: 1⬤⭘⭘ [Bardic Inspiration]
[15] Ghoul 1 - Bloodied
[15] Ghoul 2 - Injured
[15] Ghoul 3 - Uninjured [Turned, 9 Rounds Remaining]
[11] Grahf - 14/14 HP - 10 AC - Spell Secrets: ⬤ | Spell Slots: 1⬤⬤⭘
[9] Roberts - 4/20 HP - 19 AC - Action Surge: ⭘  | Second Wind ⬤
[1] Eikka - 12/17 HP - 16 AC - Channel Divinity: ⭘ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⭘

Earth
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Cast radiant magic missiles at Ghoul 1
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@drafterman
(will the ghouls get the opportunity to attack Roberts previous to any potential second wind use?)
drafterman
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(He can apply it retroactively for his previous turn as a bonus action)
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@drafterman
(He can apply it retroactively for his previous turn as a bonus action)

(Dope, so) I cast Vicious Mockery on the south ghoul, and give a Bardic Inspiration die to Roberts as a bonus action.