D&D 5E CB's Stonefast IC -- COMPLETE


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"Let me know before you begin doing that so I can get out of this room and into the corridor we came down to get here," Guran requests. "How big a blast radius did you say that spell had? Twenty feet?"

Then the rogue decides not to wait to be told, so he retreats out of the room to the corridor, and 10 feet north from the corner.

OOC: Oh, good. Nobody has posted since I made that mistake. This leaves me free to:


Standing there in the light of his glowing armor, Guran realizes he can't see the others from there, which might mean the light on his armor is doing them no good. He goes back to the others, casts the Light cantrip on Roscoe's short sword, then returns to the position he had taken before.
 
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Fulgrim stood in the doorway inside the previous room and conjured mage hand. A spectral, floating hand that was partially transparent wiffled about the room at the dwarf mage's beck and command. For the moment, however, the hand touched nothing.

OOC: I've read through the IC and have either placed characters where you said your character would stand, or guessed at a reasonable location. If you want to be in a specific grid square, now's the time to declare. The group knows that the trapped door is locked.


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OOC: OK, good deal. I'm mainly concerned with Fulgrim's position. Forged Fury has, I think, been terribly busy with work and real life. I'll wait until Tuesday mid-morning and then, if I haven't heard anything, move Fulgrim to G38 and have him use mage hand on the trapped door (since that seemed to be the general bent the group was taking). So if anyone else doesn't like their current position on the map, you have about twelve hours to declare a grid square.
 


Once everyone was settled, Fulgrim focused his mental energy and willed his spectral hand toward the trapped door. The fingers of the hand curled around the rime-covered handle on the door and pulled, trying to open the door. Alas, the door was locked and did not open. Fulgrim's effort was not, however, without effect; the moment the magic of the hand exerted force on the locked and trapped door, a spray of dust rained down from the ten-foot ceiling in I40, followed in short order by a fall of water that hardened into ice shards before hitting the dungeon floor.

Frozen water droplets hard and sharp as daggers cycloned in a rapidly gyrating cylinder encompassing all of the hallway outside the trapped door, all of the room where Colden and Spec stood, and most of the hallway occupied by Roscoe and Fulgrim. The temperature plummeted. Wind howled. snow eddied and whirled. Hoar frost crept on tendrils, snaking across the ceiling, floor, and walls. Hair froze. Exposed skin turned ash with frostbite.

An epic storm raged inside the hallways and room. Marrow-sucking cold pressed in from all sides, stealing breath. The area of effect of the magically induced storm, however, was incomplete; intervening walls provided partial cover. A small pocket of airspace directly behind the door that lay nearly flat against the wall was devoid of eddying ice and snow, and offered a narrow oasis. Elsewhere, a tremendous gale whipped garments and buffeted Spec, Colden, Fulgrim, and Roscoe. Guran, safely tucked around the corner, saw pellets of hail strike the floor at the outer edge of cylinder, and though air temperature in his corridor dropped several degrees it did not freeze.

As quickly as the ice storm whipped through the hallways and room, it was gone. In a blink, and with a loud whoosh, the storm ended, the only evidence of its passing a rime of frost coating the hair and feet of each individual caught in its wrath. The door remained closed. Both Guran's and Spec's light spells remained in effect, and Fulgrim's mage hand was still active.


[sblock=Dexterity saving throw]Spec, Colden, Fulgrim, and Roscoe need to make a Dexterity saving throw DC 14. Spec, Colden, and Fulgrim get quarter cover and benefit from +1 to their Dexterity saving throw. Roscoe gets half cover and benefits from +2 to his Dexterity saving throw.

A character who fails his Dexterity saving throw suffers [roll0] bludgeoning damage from the ice shards and [roll1] cold damage.

A character who makes his Dexterity saving throw suffers half damage.[/sblock]

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Fulgrim frowned as the spell took effect rather far from the door.

OOC: Dex Save = [roll0]

OK, so that's a success. 8 from bludgeoning and 7 from cold since you round down.

Reaction to Absorb Elements, so...

8 bludgeoning, dropping the Arcane Ward to 3/11. Then 7 from the cold, which drops Arcane Ward down to 0/11, leaving Fulgrim to deal with the remaining 4 points of damage. Resistance halves that to 2. So Fulgrim suffers 2 points of cold damage.
 
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