D&D 5E (OOC) Vault of the Dracolich 5E (Full)


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Pyrus can Haste Udit. It’ll get him down faster, at least, but then Pyrus will be pretty much out of power, almost.

I had to look up haste. Mother of god the speed on that spell.

By my calculation, Udit can already climb 90 feet a round (go go thief subclass!). Haste doubles that (so 180 feet) AND gets an extra action (dash) for a total of 240 feet/round...

Of course, this is if the climb is reasonably doable - I'm assuming lots of handhold there. [MENTION=59816]FitzTheRuke[/MENTION] - how does it look?

Probably best for the three of them to just make a run for it. I know that is Torbin's plan. Pyrus can haste himself and probably get out as well.

Well Zander knows the way pretty well so he's a good guide out of there.... by 3 you mean Pyrus, Zander and Torbin?
 

Zander not jumping into what seems like a bottomless pit. I wonder if he always had an escape route planned in case his time with the Beastie Boys (LOL) ever went south?
 

Of course, this is if the climb is reasonably doable - I'm assuming lots of handhold there. @FitzTheRuke - how does it look?

It's 300 feet down, but you've probably noticed that the Lair is wider than the Rift. I imagine that it opens up at about 200 feet, giving the Lair a 100-foot ceiling with the rift as a "skylight". So the last 40 feet of your first round's climb will be upside down on the ceiling, which is tricky but not impossible for Udit.

He has good boots.

(I'd probably ask for two rolls, with the first dc being pretty easy and the second being a little tougher. Falling wouldn't happen unless you botch it, you'd just get "stuck" for awhile).

Otherwise, it would be 100 feet down from there. He should be able to get to a Lair Wall in that 40 feet, though. Then the following round he could pretty easily slide down to the ground (IE easy DC).

Zander not jumping into what seems like a bottomless pit. I wonder if he always had an escape route planned in case his time with the Beastie Boys (LOL) ever went south?

He always planned a few ways out, for sure. From here, he thinks the quickest way out is to head for the main gate. It's not a direction he would have used if he had to escape the Cult, but it should be clear of everyone by now. He knows how to disarm the traps, if they are somehow still active.
 

[MENTION=23]Ancalagon[/MENTION], Haste is good but not that good. It doubles your speed (2x30') and grants you a second action (plus some AC...). So if you use your action to dash then you can dash twice (2x30') and then use your cunning action to dash again as a bonus action (1x30'). That will give you a total of 150' of distance that you can move. Still impressive but not quite the 240' per round. Sorry, it will take you two rounds to get down... Do you have spider climb slippers or gloves?
[MENTION=59816]FitzTheRuke[/MENTION], what happened to Sesto's spiritual weapon when he dimension door'ed with Mord? Is it still up on top or did it follow through the dimension door? I guess that Sesto could have used his bonus action to move it through the dimension door... but maybe the distance was too far to move it (only 20').
Sesto could always pick up his mace that he dropped earlier.

SnorLoska jumped... can he still use an action to attack in this round? How about Sesto?

I think Sesto has one more Channel Divinity left... How does Channel Divinity Preserve Life work with unconscious character? Will it heal them?
(Sesto can otherwise use one of his remaining 1st level spells to heal Auraia and/or Aquaria)

I will post something as soon as I know if I can act or not.
 

Looking at the map I'm not sure my last action was very clear. Lorenn mistysteped on the back of Terrus (as he is Large now) during his last turn (to avoid the mud damage). As Terrus is invisible now, Lorenn is kind of "flying" :p. Are you ok with that?
 

The Spiritual Weapon stayed up above. I'm afraid it would take forever to call it down at 20' per bonus action.

Sesto's mace is in the Dracolich's bones. Might be tricky to get it...

Preserve life will heal her, yes. She needs to get out of the toxic mud, or she just keeps getting knocked out again.
[MENTION=23]Ancalagon[/MENTION] is right about Udit's Haste move, though. His Speed is doubled, making it 60 feet. He moves 60 feet, then spends his action to Dash 60 feet, then his cunning bonus action to Dash 60 feet, THEN his Haste Action to Dash 60 feet. 240 feet. Crazy, I know.
 

Looking at the map I'm not sure my last action was very clear. Lorenn mistysteped on the back of Terrus (as he is Large now) during his last turn (to avoid the mud damage). As Terrus is invisible now, Lorenn is kind of "flying" :p. Are you ok with that?

I dunno. On the one hand, I tend to like to say "yes" as often as possible. On the other hand, the game doesn't normally (without optional rules or house rules) allow characters to occupy the same space in combat regardless of size. (You'd be getting in Terrus' way while he's trying to swing his sword. He's not *that* large when he's large - I tell you, I wouldn't want my kid climbing on my back while I'm in a sword fight.)

I admit, I thought you meant behind him.

As far as avoiding the "mud" damage goes, the ledge that the Dracolich is on (that Terrus and Lorenn are on now) doesn't have any of the Hazardous "mud". The toxic mud is the slightly reddish blotches on the map. So he's "safe" where he is. As long as he doesn't wake the Dracolich.
 

Wait... Is Auraia invisible? how did this happen? I thought she was on 0 HP... It must have been Aquaria doing it, not Auraia.
If Sesto can't see her then he can't help her. he planned to drag her out of the mud and then heal. I guess the Invisibility happened after he arrived and he could possibly deduce that she is still in the same spot albeit invisible. Then all over, grab her and drag her out of the mud.
Channel divinity preserve life doesn't actually state that the cleric need to see the creatures to be healed... [MENTION=59816]FitzTheRuke[/MENTION], will this still work if Auraia is invisible?
 


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