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

Pretty sure Terrus and Pyrus have about 10 Psi Points left. I think I'm on a use 3 to make another wall of wood in the south. It'll give us a little more time. Not sure what to do with Pyrus, though he can shut the door.

Of course, every time we start to get the upper hand, Fitz sends another group at us, so who knows what's gonna happen?

Is there a way for the River Gang to join us? Like, could they feel Pyrus and Terrus are in trouble?.


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Lorenn can try to identify the idol if the Dispensable have the scroll (and if we survive).

There you go, Lorenn can use 'em. The group probably has at least four (I think he gave four to each group.) I never said if that included the Infiltrators - I didn't think of it then. And Devan might have had some when he disappeared. Let's go with four.

But here we go... Let's survive this!!! :angel:

That would be nice! I can only warn you "there's danger all around!" so much before you've got to figure out what to do!

I know it's a bit (lot) tricky but can a familliar administrates a healing potion to a dying person?

No, I don't think I will allow it. It's not a matter of the amazing things a bat can accomplish (a rat can do crazy ingenious stuff too) but a matter of time and who's time? Part of "administering a healing potion" taking your action is all the "use object" steps. You've got to get it out, pull the stopper, lift Sesto's head, open his mouth, dump it in, get him to swallow. (Or if you imagine healing potions to be dumped on wounds, you still have to get at the injury, moving the body or pulling away cloth and armour). A bat may be able to do some of those steps, but not all of them and not in under six seconds. And I assume you want Eko to do it to save you action economy. Even if Sesto is lying with his mouth open and all the Bat needs to do is dump it in, you've still got to get the potion out and pull the stopper and give it to Eko, which in my mind is still a bit beyond one "free" object interaction. Particularly with a weapon in your hand.

As far as the Bat being a magic creature and not-really-a-bat goes, that's just so we can anthropomorphise it's personality and make it act more like a Disney animal than a real one! :)

If we kill the cultist, they may not be able to open the door again.

They have a LOT more cultists where that guy came from.

Pretty sure Terrus and Pyrus have about 10 Psi Points left.

If you'd post where they are at, every time you use 'em (like I asked you to! :P) you'd know! (Or could at least go back a post or two and check)

Of course, every time we start to get the upper hand, Fitz sends another group at us, so who knows what's gonna happen?

Hey, you're the one who keeps opening doors to "check"! Isn't it crazy how many cultists are hiding out in this cult hide-out? ;)

Is there a way for the River Gang to join us? Like, could they feel Pyrus and Terrus are in trouble?

I think they can "feel" you're in trouble, but I don't think they can do much about it at this point. At this point the trip back to where they can get to you would take many minutes at least (so many tens of rounds - not something you have time for, really.) No, the Dispensables are either going to figure something out, or live up to their name.
 


I can make a diversion and we jump all in the teleporter. But it must be a team movement.
Rush (and die:)) with Bob, fall back in Silakul room, teleport.
 


No teleporting in via the stones? :/

There is a teleporter just up the tunnel from you, but you have no idea where it will take you.

I can make a diversion and we jump all in the teleporter. But it must be a team movement.
Rush (and die:)) with Bob, fall back in Silakul room, teleport.

Again, no idea where it will go. (Sesto would say he expects it to go back to the Troglodytes, but that might no longer be the case, what with Cultists coming in through it. That and Sesto can't speak right now.) Also, if that works, what's to stop all the bad guys here from just following you through it? (Though I would limit the number of people who can go through it in a single round to three, which would both help and hinder the party.)
 

Yeah, Terrus has 11 and Pyrus has 10. So Pyrus can do two more super novas, and Terrus can make three more walls, since those are effective enough.


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In the role playing sense, Bob is going for both heroic sacrifice and challenging a cowardly opponent. He's not about to back down though he knows he'll die in the process.

Squirrels are evil!
 

I can spend 5 points to give everyone the Dash or Disengage actions as bonus actions, or let them add a d4 to all their attack rolls. Would that help?


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