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(IC) Vault of the Dracolich (Ensemble)
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<blockquote data-quote="Fradak" data-source="post: 7209528" data-attributes="member: 6805410"><p>What a bloody mess! This deafening slurping noise mixed whit the cultists screams echoing in the whole place chilled Lorenn to the bones. Reassured by his mage armor spell, he tried to make his way into this chaos. With some hesitation, he stepped out of the shadows, searching for a target. But he haven't see anything yet when arrows start flying everywhere in the cave and countless undead raised from nowhere! Is it Bob there? But when a blast flashed out, Lorenn had just enough time to raise his arm, protecting his face from the bones shrapnel. Yup, he believes in Lathender from now on. And now it's Zander, Snor, Terrus and Auraia who rush out. Wait guys! What's the plan? Who wants a fog cloud? But when the shït really hit the fan was when Pyrus frowned his eyebrows. Next moment, it was the whole cave who blew up!</p><p></p><p>He didn't find the courage to hurt Bob, so he opts to take care of this archer pack with one of his favourite spell. It will cut off their retreat and maybe burn them a little bit.</p><p></p><p>[ooc]<strong>Movement:</strong> 016</p><p><strong> Action: </strong> Cast Flaming Sphere on AA23 (60 ft) Dex save DC: 13 or take <a href="http://roll.coyotecode.net/lookup.php?rollid=175468" target="_blank">2D6 = [3, 6] = 9</a></p><p><strong>Bonus Action:</strong> Ram into Valindra and stop at AA23</p><p>I want make them move north to avoid flames. Now, technically, they could go south because of the spell mechanics (if they don't end their turn in contact with the sphere, no harm.) But, I suppose that you run to the opposite direction when you are chased by a fire ball. [/url]</p><p></p><p>[...]Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.</p><p>As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. [...]</p><p>[/ooc]</p><p></p><p></p><p>[sblock=Statblock]<strong> HP:</strong> 42<strong> HD:</strong> 3d6/3d8</p><p><strong>AC:</strong> 16 (+2 Bladesong) (+5 Shield)</p><p><strong> Potions:</strong> 2/4</p><p><strong> Spell slots:</strong></p><p>1st: 3/4</p><p>2nd: 2/3</p><p><strong> Bladesong:</strong> 2/2</p><p><strong> Arcane Recovery:</strong> 1/1</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Fradak, post: 7209528, member: 6805410"] What a bloody mess! This deafening slurping noise mixed whit the cultists screams echoing in the whole place chilled Lorenn to the bones. Reassured by his mage armor spell, he tried to make his way into this chaos. With some hesitation, he stepped out of the shadows, searching for a target. But he haven't see anything yet when arrows start flying everywhere in the cave and countless undead raised from nowhere! Is it Bob there? But when a blast flashed out, Lorenn had just enough time to raise his arm, protecting his face from the bones shrapnel. Yup, he believes in Lathender from now on. And now it's Zander, Snor, Terrus and Auraia who rush out. Wait guys! What's the plan? Who wants a fog cloud? But when the shït really hit the fan was when Pyrus frowned his eyebrows. Next moment, it was the whole cave who blew up! He didn't find the courage to hurt Bob, so he opts to take care of this archer pack with one of his favourite spell. It will cut off their retreat and maybe burn them a little bit. [ooc][B]Movement:[/B] 016 [B] Action: [/B] Cast Flaming Sphere on AA23 (60 ft) Dex save DC: 13 or take [URL="http://roll.coyotecode.net/lookup.php?rollid=175468"]2D6 = [3, 6] = 9[/URL] [B]Bonus Action:[/B] Ram into Valindra and stop at AA23 I want make them move north to avoid flames. Now, technically, they could go south because of the spell mechanics (if they don't end their turn in contact with the sphere, no harm.) But, I suppose that you run to the opposite direction when you are chased by a fire ball. [/url] [...]Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. [...] [/ooc] [sblock=Statblock][B] HP:[/B] 42[B] HD:[/B] 3d6/3d8 [b]AC:[/b] 16 (+2 Bladesong) (+5 Shield) [B] Potions:[/B] 2/4 [B] Spell slots:[/B] 1st: 3/4 2nd: 2/3 [B] Bladesong:[/B] 2/2 [B] Arcane Recovery:[/B] 1/1 [/sblock] [/QUOTE]
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