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    Bugbear in the Playground
     
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    Nov 2010
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    Default Re: Another Bloody Isekai IC: Team Raid Bosses

    Serafino and Tsu-Tse slowly and carefully make their way up the corridor, checking any traps or hidden passages along the way. It's pretty obvious this corridor is entirely artificial, after all. At first they find no trace of magic, nor any hint of any mundane traps. Then-

    Suddenly one of the three creatures from before flicker into Serafino's awareness, the Aberration is just up ahead! It is beyond the range of his darkvision, but he knows where it is.

    An instant later a magical coating covers the floor, walls and ceiling around the scouts and in several other spots along the corridor. Serafino and Tsu-Tse, being airborne, are unaffected, however one of the spots appear around Malog far behind the scouts, and he slips and falls.

    The same instant a green ray flies toward Serafino.
    Spoiler: Rolls
    Show

    Avada Kedavra Disintegrate
    Ranged touch to hit with the ray (1d20)[17]
    If hit, Serafino's Fortitude save: (1d20+15)[17] Assuming, from your sheet
    On a failed save, spell deals (24d6)[82]
    On a successful save, spell deals (5d6)[15]

    Then the presence of the Aberration's mind vanishes as quickly as it appeared.


    Initiative:
    Serafino: (1d20+12)[29]
    Tsu-Tse: (1d20+3)[5]
    Malog: (1d20+4)[23]
    Marambe: (1d20+6)[21]

    Aberration: (1d20+6)[25]
    ???: (1d20+10)[22]
    ???: (1d20+8)[15]

    As before, we are using block initiative. Naturally, with multiple enemies there will be more blocks.


    Spoiler: Battle Map
    Show
    A B B D E F G H I J K L M N O
    1 W W W W W W W W W W W W W
    2 W W W W W W W W W W W W W
    3 W W W W W W M M W W W W W W W
    4 W W W W W W M M W W W W W W W
    5 W W W W W W S, G G W W W W W W W
    6 W W W W W W G G W W W W W W W
    7 W W W W W W G G W W W W W W W
    8 W W W W W W G G W W W W W W W
    9 W W W W W W W W W W W W W
    10 W W W W W W W W W W W W W
    11 W W W W W W W W W W W W W
    12 W W W W W W W W W W W W W
    13 W W W W W W W W W W W W W
    14 W W W W W W W W W W W W W
    15 W W W W W W W W W W W W W
    16 W W W W W W W W W W W W W
    17 W W W W W W W W W W W W W
    18 W W W W W W W W W W W W W
    19 W W W W W W Ma Ma W W W W W W W
    20 W W W W W W Ma Ma W W W W W W W
    21 W W W W W W W W W W W W W
    22 W W W W W W W W W W W W W
    23 W W W W W W G G W W W W W W W
    24 W W W W W W G TT, G W W W W W W W
    25 W W W W W W W W W W W W W
    26 W W W W W W W W W W W W W
    27 W W W W W W W W W W W W W
    28 W W W W W W W W W W W W W
    29 W W W W W W W W W W W W W
    30 W W W W W W W W W W W W W
    31 W W W W W W W W W W W W W
    32 W W W W W W W W W W W W W
    33 W W W W W W G M, G W W W W W W W
    34 W W W W W W G G W W W W W W W
    W = Walls.
    M = Malog.
    Ma = Marambe.
    TT = Tsu-Tze.
    S = Serafino.
    G = Area covered in magical grease and incredibly slippery.
    M - Aberration, Int 16.
    W = Drow, Int 20.
    S = Drow, Int 12.


    These guys mean business. You do not see them. M is marked out on the map where Serafino briefly sensed it, but he no longer does so.

    Marambe is just outside the map, and can move into it freely from below.
    Last edited by FearlessGnome; 2019-10-31 at 06:36 PM.
    Throw the dice high.