The Sundered Way
- NotStickFigures
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Re: The Sundered Way
Coljin will have shield in hand and walk out of his cubbyhole. He will dash so that he is next to the cubby ne corner, able to use it as some cover from anyone to the northwest.
- BadgeAddict
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Re: The Sundered Way
Turn Order:
1 - Thinks
2 - lurks
3 - Badge
4 - Theis2
5 - Stick
6 - Burns <-----
7 - Mort
1 - Thinks
2 - lurks
3 - Badge
4 - Theis2
5 - Stick
6 - Burns <-----
7 - Mort
- Arch Lich Burns
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Re: The Sundered Way
What is the floor, walls and celing made out of?
- M0rtimer
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Re: The Sundered Way
They're made of unobtainium, completely indestructible.
- BadgeAddict
- Saves-A-Hyena
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Re: The Sundered Way
There made of something that makes you want to stay on the ground.
- Arch Lich Burns
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Re: The Sundered Way
...? What? I don't think that's actually possible unless its also dangerous? I need an actual description.BadgeAddict wrote: ↑Wed Apr 25, 2018 4:13 am There made of something that makes you want to stay on the ground.
- BadgeAddict
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Re: The Sundered Way
If you don't wish to continue play in the battle royale because you insist on asking question more than "who should I kill first" then we can skip you and continue with M0rt who has difficulty rolling higher numbers.
I hate to sound harsh, but you're kind of sand-bagging the game because you want more description than, you're in a big room where you can kill each other.
I hate to sound harsh, but you're kind of sand-bagging the game because you want more description than, you're in a big room where you can kill each other.
- thinkslogically
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Re: The Sundered Way
((it's not an unreasonable question though. Just say it's stone and move on))
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The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- Arch Lich Burns
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Re: The Sundered Way
(I am not harping on the game, it's legit questions that determine how to go about this.)
- BadgeAddict
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Re: The Sundered Way
The room is made up of polished steel, smooth and shiny.
- spiderwrangler
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Re: The Sundered Way
BadgeAddict wrote: ↑Wed Apr 25, 2018 5:45 am you're kind of sand-bagging the game because you want more description than, you're in a big room where you can kill each other.
((Kinda like 'is everyone standing on each other's shoulders all together where I can I've knife them all?' ))
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- Arch Lich Burns
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Re: The Sundered Way
Cool. That does not hinder me onesoever. Maji will use his bonus action to change into a spider and uses his move to move up the wall and action to dash up the wall and be on the celing, using the remaing 10' of movement to get out of the room. And since I have spider climb I do not need to make the check.BadgeAddict wrote: ↑Wed Apr 25, 2018 5:55 am The room is made up of polished steel, smooth and shiny.
- M0rtimer
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Re: The Sundered Way
Ulmwin spends his first action grabbing some white cloth from his bag, and tying it to his rapier in a makeshift white flag.
Ulmwin moves to right next to his exit, prepping his crossbow.
Ulmwin moves to right next to his exit, prepping his crossbow.
- thinkslogically
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Re: The Sundered Way
((does that mean the ceiling and floors are also metal? ...I'm suddenly very scared of Heat Metal))
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- spiderwrangler
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Re: The Sundered Way
((Not sure anyone has that...))
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- thinkslogically
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Re: The Sundered Way
(( I hope not! Baking to death would be a sad way to go!))
I was going to wait for an updated map, but since no-one's moved out of their rooms:
Ily will sneak out and round to the top right corner of Nem's cell (directly above the right wall) and will stay still, listening for anyone coming.
Perception (hearing): 2D20.HIGH(1)+1 = [15, 17]+1 = 18
Nem casts Minor Illusion to make her entrance door look like an extension of the side wall but otherwise stays put. To the unobservant eye, her cell now appears to have no door (it requires an Investigation check to detect the illusion; DC12).
I was going to wait for an updated map, but since no-one's moved out of their rooms:
Ily will sneak out and round to the top right corner of Nem's cell (directly above the right wall) and will stay still, listening for anyone coming.
Perception (hearing): 2D20.HIGH(1)+1 = [15, 17]+1 = 18
Nem casts Minor Illusion to make her entrance door look like an extension of the side wall but otherwise stays put. To the unobservant eye, her cell now appears to have no door (it requires an Investigation check to detect the illusion; DC12).
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- Lurks_In_Shadows
- Cures Light Wounds
- Posts: 7631
- Location: In the Pharoh's mud pits, making bricks without straw.
Re: The Sundered Way
Randy is going to sneak out the northwest corner of the corridor leading to his cell and take up station there with bow and arrow equipped. This should give him a clear line of fire to the south and to the end of the corridor to the east. He is literally backing into the corner with no room behind him.
stealth: 1d20+4 = [13] = 17
stealth: 1d20+4 = [13] = 17
- BadgeAddict
- Saves-A-Hyena
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Re: The Sundered Way
Seeing no one, Zephyr scampers west until she reaches lurks starting cube. Ever watchful of the giant room and any signs of activity.
W x 5 (25), SW(5) = 30
W x 5 (25), SW(5) = 30
- Theis2
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Re: The Sundered Way
Holger will run out, moving his full 30 ft of movement somewhat along the wall (essentially 25 ft straight up). He spots Ulmwin who should be just within spell range and shoots at him with a fire bolt (he has 3/4th cover I think so I guess that'll be +5 ac to him).
"Your reign of bad poetry is over!"
Holger fire bolt (tide of chaos): 2D20.HIGH(1)+6 = [1, 15]+6 = 21
Fire bolt damage: 1D10 = [2] = 2
"Your reign of bad poetry is over!"
Holger fire bolt (tide of chaos): 2D20.HIGH(1)+6 = [1, 15]+6 = 21
Fire bolt damage: 1D10 = [2] = 2
- NotStickFigures
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Re: The Sundered Way
Coljin, not seeing any one close by, will move North 15 feet and West 5 feet, again using the corner for some cover.
And he casts a spell as his action, He will cast Sanctuary on himself. The DC on the spell is Wisdom 14.
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
And he casts a spell as his action, He will cast Sanctuary on himself. The DC on the spell is Wisdom 14.
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Last edited by NotStickFigures on Wed Apr 25, 2018 7:38 am, edited 1 time in total.
- thinkslogically
- Game Master
- Posts: 17223
- Location: Florida
Re: The Sundered Way
((Just to clarify, Nem is still inside her cell - it's only Ily who left. She is still in the top-right corner of her cell, camping out.))
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)
- Lurks_In_Shadows
- Cures Light Wounds
- Posts: 7631
- Location: In the Pharoh's mud pits, making bricks without straw.
Re: The Sundered Way
((Clarification on Randy: He has a readied action with his bow. He's nocked and ready to fire if he sees a target.))
- BadgeAddict
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- thinkslogically
- Game Master
- Posts: 17223
- Location: Florida
Re: The Sundered Way
Back to Maji:
Turn Order:
1 - Thinks (Ily then Nem)
2 - lurks
3 - Badge
4 - Theis2
5 - Stick
6 - Burns <-----
7 - Mort
Turn Order:
1 - Thinks (Ily then Nem)
2 - lurks
3 - Badge
4 - Theis2
5 - Stick
6 - Burns <-----
7 - Mort
Games I'm running:
The Wandering Archipelago (D&D 5e)
The Wandering Archipelago (D&D 5e)