SAG 4 also uses his action to move and dash but does little else to end round 3.
Round 4
Initiative Order:
Zenodor Randall Pepin SAG 3 Tempe SAG 4
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Tempe sighs, and casts wall of fire to keep the golems away, and perhaps destroy the constructs, He tries to not get his friends, only the constructs.
Dex 18 Wall of Fire: damage 25 half on a save
Damage
Customize*
Casting Time:
1 action
Range/Area:
120ft.
Components:
V, S, M(a small piece of phosphorus)
Duration:
Concentration, up to 1 minute
Attack/Save:
DEX 18
Source:
Player’s Handbook (2014), pg. 285
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
Pepin stands right behind the fire wall, readying a booming blade for when one of the goblems comes within range.
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
This post has potentially manipulated dice roll results.
SAG 3 CON: 10
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(Pepin is up. You had a booming blade ready for when an enemy was within range, SAG 3 is now within range.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
SAG 3 lumbers into Randall's Spirit Guardians spell and drops immediately, inert and lifeless.
(following initiative order: Tempe's Wall of Fire resolves concerning SAG 4)
SAG 4 also lumbers into Randall's AoE, but not having taken as much total damage as SAG 3 it is able to use it's Slow feature.
DC 17 WIS save for everyone or (initial save now and if failed another at the end of each of your turns to end the effect):
On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Finally, the last two Stone Anomaly Golems emerge from their alcoves but it will take about two turns for them to reach the party.
SAG 5 initiative: 5
SAG 6 initiative: 18
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
This post has potentially manipulated dice roll results.
Seeing the additional Golems approach, Zenodor tries to hit a few of them at the same time using his remaining power (his last spell slot). He casts Synaptic Static on a 20ft radius sphere, hoping to catch as many Golems as possible without hitting anyone in the party.
Damage 22 psychic, with INT 21 Check for half. Failed save also gives "Muddled thoughts":
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
SAG 5 and 6 are just outside the AoE of Randall (15 feet) and on opposite sides, even numbers on one side and odd on the other.
The two even numbered Stone Anomaly Golems were close enough to each other to be both affected by Zenodor's spell.
Randall and Pepin made their DC 17 WIS saves so are unaffected by SAG 3's slow effect, Zenodor and Tempe still need to make theirs. (post #4677)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
— A basic prayer.
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(Z is waiting for SAG4 before it's his turn)
(ooc: sorry for delay)
SAG 4 also uses his action to move and dash but does little else to end round 3.
Round 4
Initiative Order:
Zenodor
Randall
Pepin
SAG 3
Tempe
SAG 4
Zenodor casts Blight on the closer of the Golems, hoping to damage or destroy it.
40 necrotic damage, CON 21 for half damage
Tempe sighs, and casts wall of fire to keep the golems away, and perhaps destroy the constructs, He tries to not get his friends, only the constructs.
Casting Time:
1 action
Range/Area:
120ft.
Components:
V, S, M(a small piece of phosphorus)
Duration:
Concentration, up to 1 minute
Attack/Save:
DEX 18
Source:
Player’s Handbook (2014), pg. 285
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes
fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals
fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Randall:
Keeping up his defensive stance (Dodge), Randall sends the glowing mace against the most damaged foe!
Spiritual Weapon: Attack: -1 Damage: 7
Spirit Guardians: 19
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Pepin stands right behind the fire wall, readying a booming blade for when one of the goblems comes within range.
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
SAG 3 CON: 10
(Pepin is up. You had a booming blade ready for when an enemy was within range, SAG 3 is now within range.)
To hit: 12, dmg: 13
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
SAG 3 lumbers into Randall's Spirit Guardians spell and drops immediately, inert and lifeless.
(following initiative order: Tempe's Wall of Fire resolves concerning SAG 4)
SAG 4 also lumbers into Randall's AoE, but not having taken as much total damage as SAG 3 it is able to use it's Slow feature.
DC 17 WIS save for everyone or (initial save now and if failed another at the end of each of your turns to end the effect):
On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Finally, the last two Stone Anomaly Golems emerge from their alcoves but it will take about two turns for them to reach the party.
SAG 5 initiative: 5
SAG 6 initiative: 18
Round 5
Initiative Order:
Zenodor
Randall
Pepin
SAG 6
Tempe
SAG 4
SAG 5
Pepin wis save: nat 20+3
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Randall:
Wisdom Save: 23
Spirit Guardians: 19
Randall sends the ghostly mace against the nearest foe, keeping up his Dodging if he isn’t slowed
Spiritual Weapon: Attack: 15 Damage: 6
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Pepin takes a booming swing at SAG 4
To hit: 19 for 14dmg
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Seeing the additional Golems approach, Zenodor tries to hit a few of them at the same time using his remaining power (his last spell slot). He casts Synaptic Static on a 20ft radius sphere, hoping to catch as many Golems as possible without hitting anyone in the party.
Damage 22 psychic, with INT 21 Check for half. Failed save also gives "Muddled thoughts":
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
SAG 6 moves closer.
(Tempe is up.)
So, which is closest? Maybe the distance of each one, Please.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
SAG 4 is within melee range.
SAG 5 and 6 are just outside the AoE of Randall (15 feet) and on opposite sides, even numbers on one side and odd on the other.
The two even numbered Stone Anomaly Golems were close enough to each other to be both affected by Zenodor's spell.
Randall and Pepin made their DC 17 WIS saves so are unaffected by SAG 3's slow effect, Zenodor and Tempe still need to make theirs. (post #4677)
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
(ooc: sorry, you're right... I had post #4655 on my mind and overlooked the last part of post #4667.)