Quasi Dungeons and Dragons

Author: drafterman

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Earth
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@drafterman
(But I did wield the weapon with 2 hands? I though GWF allows you to reroll rolls if its a 1 or 2)
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@kindertina
(No)
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@Earth
(Yes, you wielded it on two hands. It allows you to roll 1s and 2s on damage. You still have to hit)
secularmerlin
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@drafterman
Ok now I turn dead. (In primordial) you dare defy the will of Zud the undecided!?! I said get thee behind me!!
Earth
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@drafterman
(I can use Channel Divinity, right?)
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@Earth
(Yep)
TheDredPriateRoberts
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(attack)
Buddamoose
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@secularmerlin
(he's already injured, you sure that's even necessary?)
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@Buddamoose
(If we don't get him off grahf we are going to have a hard time damaging him without hurting our friend. Anyway I can't turn undead on a hag so I may as well use it on this baby vamp.)
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(ok so Eikkas turn dead should take hold first in which case)

Snerp pulls out his bow and fires an arrow at Doru as he runs. 

(If I may suggest staying a slight distance back if he starts running? I'll dash with him, get a safe distance and thunderwave him.)

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(I wish I could know whether he's turned or not before submitting action. Cause then I could intercept him the same round once he's out of the 15 foot cube range of all you.)
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@drafterman
I cast flaming sphere, substitute radiant damage, and prepare to either intercept a fleeing bloodsucker or touch his back with the sphere while being careful not to hurt grahf.
Earth
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@drafterman
(Even though hes holding on to me?)
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@Earth
(Yep. All grappling does is reduce your speed to 0)
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@secularmerlin
@Buddamoose
@Earth
@TheDredPriateRoberts
@kindertina
Luraxt creates a ball of radiant energy behind Doru and slams it into him. While holding onto Grahf, Doru dodges out of the way, mitigating some of the damage.

[Flaming Sphere Damage: 2d6 (1,5) = 6/2 = 3 radiant damage]

Eikka utters words of divine warning. Doru screeches and hisses, and releases Grahf, heading back to the room with the trap door.


(Doru has run out of sight. Grahf, Snerp, and Roberts should resubmit or reconfirm their actions; Luraxt and Eikka should submit their actions for the next round)

Player Summaries:
[21] Luraxt - 17/17 HP - 13 AC - Arcane Recovery ⬤ | Spell Secrets ⬤ | Spell Slots: 3|1
[18] Eikka -  24/24HP - 16 AC - Channel Divinity: ⭘ | Relentless Endurance: ⬤ | Spell Slots: 4|2
[18] Doru - Injured [Turned (10 turns remaining)]
→[16] ✶Grahf - 28/28 HP - 16 AC - Breath Weapon: ⬤ | Divine Sense: 3  | Channel Divinity: ⬤ | Lay on Hands: 15 | Spell Slots: 3
[12] ✶Snerp - 18/18 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 3|2 [Concentrating on Faerie Fire (10 rounds)]
[8] Ireena - Uninjured
[7] Roberts -  28/28 HP - 19 AC - Action Surge: ⬤  | Second Wind ⬤ | Spell Slots: 2
[7] Ismark - Uninjured

TheDredPriateRoberts
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(we could attempt to barricade him in, though he'd probably come after us sooner or later anyway if it even held, I see little choice than to pursue, I'll go first but would rather not go alone :)  )

(1st post on page 100!!!! extra exp for me!!!)
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@drafterman
I am following Roberts down crossbow ready. I cast resistance on Roberts as we go. (Is that radiant sphere still going?)
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@secularmerlin
(Yeah, it sticks around for 10 rounds or until Luraxt dismisses it. You're good unless you end your turn near it (it's on the map) or Luraxt decides to ram you with it)
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@Earth
@TheDredPriateRoberts
(so you want I dash after and thunderwave him, and then y'all finish him off? Would require you both stay 15 feet away)
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@Buddamoose
(sure, anything that can stun, knock him down or give us an advantage sounds like a good plan)
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@drafterman
Snerp runs after the vampire ahead of the group, mindful of keeping the group out of a 15 foot range. When he gets close he casts Thunder Wave(cast thunder wave w/ lvl 2 spell slot).
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(once Snerp's attack as been resolved, when safe, I wish to use Sword Burst cantrip,  just to speed things along, I will be using Green-Flame blade cantrip after that)
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@drafterman
I'm also gonna put a bardic inspiration on Roberts as a bonus action 
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@Earth
(keep in mind I'm running ahead to Thunderwave, perhaps hold back while I do then rush in after it's resolved next round? That way you don't caught up in it and take 3d8 thunder damage and get knocked prone 😂😂)
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@Buddamoose
(you've been....THUNDER STRUCK, YEAH YEAH YEAH)
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@TheDredPriateRoberts
(accurate AF 😂😂)
Earth
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Meh. If vampires are weak to sunlight, should I be using channel divinity? We should block the door no matter what.
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@Earth
(He's already turned, so your channel divinity won't do anything. However, they are planning on damaging him which would un-Turn him. So you can say something like: If he isn't turned, use channel divinity, otherwise attack, or something similar)
Earth
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@drafterman
Alright. Assuming hes turned, Attack. Otherwise use the Light option on Channel Divinity, if Im reading my character sheet correctly.
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@Earth
(The sacred weapon? Sure. Makes your weapon glow, counts as magical, deals extra damage. Note: this light isn't considered to be "sunlight" for the purposes of weaknesses and such)