This post has potentially manipulated dice roll results.
(Posting for Xap, out of order. Please adjust if necessary.)
Once per Round 1 reaction if any enemy strays within 10’, PAM opportunity Attack: 20 Damage: 6
Action: cast Blur (all attacks against Xap are at disadvantage for 10 rounds as long as he maintains concentration. Xap has advantage on all concentration checks.)
Movement: none this round while he assesses the threat.
(While Xap has any temporary hit points from Armor of Agathys any creature that hits him with a melee attack will suffer 15 damage.)
This post has potentially manipulated dice roll results.
Ravocrath sends a blast of fire into the tunnel one of the figures disapepared into. It doe snot seem to have any affect, likely the figure was far enough away from the entrance to not be harmed.
ch8 throws three daggers at karen as it wizzes from a hole in the North wall and then to a hole in the South wall. If Karen is down,t hen the daggers go to Larry.
Karen stands there as three daggers fly and sink into her, the last one smacking into here eye.....
Undead Fortitude to stay alive DC 15 8
Karen drops....
Larry takes his whip out and moves to G3. He will have range to rows E to I with the whip for opportunity attacks.. If he wasn't able to cast BLESS before entering, he will cast it now. If not, he readies Word of radiance, the first creature that exits a hole or passes within 5' must make a dc15 con save or take 7
If any creature passes within 10 foot of him, he will make the whip attack Attack: 8 Damage: 3
Finally, he will yell out..."Spread Out to cover all the holes...."
This post has potentially manipulated dice roll results.
The zombie goes down with multiple daggers in it. Daggers you are happy went to the zombie and not to one of you. Larry moves and prepares a word of radiance. (Can only prepare one item, not two, so I take the one you specificly said you were readying.)
Two quicklings rush out fromt he South wall, while one rushes out fromt he North. They throw daggers, then disappear into the opposite wall again.
ch10 throws daggers at Xap, they go to Zenga if Xap goes down. Attack: 27 Damage: 9 Attack: 17 Damage: 8 Attack: 10 Damage: 9
ch6 throws daggers at Xap, they go to Zenga if Xap goes down. Attack: 28 Damage: 12 Attack: 20 Damage: 10 Attack: 10 Damage: 7
With 120 feet of movement there is more than enough space that they stay out of melee range of the group still. None come within 5 feet of Larry, so Word of Radiance cannot target them.
Movement: Zenga is going to cross the room and try the other door. There may be an easier way to kill these things if we change the battlefield… assuming I do not go through the other door then ->
Action: Zenga is going to hold his action, a Radiant Sun Bolt attack at the next one of these things that come within his 30’ range.
RSB attack: 9 for 5 damage. Rules say when I use this special attack I can spend 1 Ki point to make a second attack with it as a bonus action… I’m guessing this doesn’t apply since I’m holding an action? But mentioning since it uses Ki and so I’m unsure… whatever DM rules works for me.
Rollback Post to RevisionRollBack
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
Larry was reading his word of radiance but using his whip to cover column E-I from row three with an attack of opportunity....obviously with their movement this didn't work and he would have missed anyway...
Ch10 hits Xap with 2 of 3 daggers and ch6 also hits with one. The 32 hp of damage obliterates the temporary hit points gained from Armor of Agathys. The spell putters out.
Once per this Round 1 reaction if any enemy strays within 10’, PAM opportunity Attack: 9 Damage: 7
Action: cast Blur (all attacks against Xap are at disadvantage for 10 rounds as long as he maintains concentration. Xap has advantage on all concentration checks.)
Movement: Xap will take up a position at G8 to hopefully get one of these buggers to run onto his halberd.
This post has potentially manipulated dice roll results.
Zenga The door does not budge, it does not even appear to have a lock or a way to open it from this side. Instead you turn, radiant energy gathered around your hand. As the first of the quicklings come out, you send a blast at it, but it misses. (You use your reaction to make the readied attack, and that is not on your turn, but on another creature's turn. Bonus actions can only happen on your own turn, so you cannot use it here.)
Xap Moves to see if they can position themselves to slash one of the fast little creatures. None of them come close though.
ch3 comes out of the North Wall, and tosses its daggers at Beldorim Attack: 23 Damage: 7 Attack: 24 Damage: 7 Attack: 11 Damage: 8
ch9 also does the same as CH 3 Attack: 27 Damage: 8 Attack: 19 Damage: 8 Attack: 14 Damage: 8
ch7 comes out of the North wall, but tosses its daggers at Zenga. Attack: 22 Damage: 9 Attack: 18 Damage: 10 Attack: 23 Damage: 7
ch5 comes out of the North wall, but tosses its daggers at Ravocrath Attack: 12 Damage: 7 Attack: 23 Damage: 7 Attack: 23 Damage: 8
I suppose I'll post my action now even though it is out of order
I ready my spell scroll to cast Phantasmal Force on the next small thing to emerge after my turn ch8 I believe
it must succeed a DC 16 Int Save or believe that one of the others(The one that comes out immediately after them in this case ch10) are undead versions of themselves(I hope to turn it against that one and have them fight) if this is not plausible then it sees the of 1 or 2 (as many as I'm able) entrances to the tunnels as gaping slobbering mouths with giant teeth as if a giant leech or something of the sort is inside the tunnel. (the one they're about to fly into) I'd prefer the first option but the second is viable as well. I hope by turning them on each other I can eliminate 2 or at least keep them busy and have them damage each other for the duration
ch4 moves out, picks up a dagger, and strikes 3 times at Beldorim.
Attack: 15 Damage: 7
Attack: 22 Damage: 7
Attack: 22 Damage: 9
ch2 moves out, picks up a dagger, and strikes 3 times at Beldorim.
Attack: 10 Damage: 10
Attack: 12 Damage: 10
Attack: 16 Damage: 10
Ravocrath casts a spell from a scroll, as CH8 comes out.
ch8 moves out and is caught in the spell cast from the scroll. Ravocrath, please revise your details on the illusion. You cannot have it appear that one of the other quicklings is a threat, as the object created by this illusion must be something contained within the illusion, and cannot target another creature outside of the illusion. You can have another creature appear to be attacking this quickling, or you can have it appear some other thing is doing damage to it. You would know already that the quicklings do not appear to be returning to the holes just now, so would expect making an illusion of the holes being gaping mouths would not be effective. It is just flavor here, but that flabor might decide on if CH8 attacks someone this round or is distracted by whatever illusion you are using. The holes turning into mouths would not be effectivbe, so I am giving you an option of making it something more effective.
ch4 moves out, picks up a dagger, and strikes 3 times at Beldorim.
Attack: 22 Damage: 7
Attack: 16 Damage: 10
Attack: 13 Damage: 9
ch2 moves out, picks up a dagger, and strikes 3 times at Beldorim.
Attack: 13 Damage: 7
Attack: 16 Damage: 8
Attack: 19 Damage: 9
Ravocrath casts a spell from a scroll, as CH8 comes out.
ch8 moves out and is caught in the spell cast from the scroll. Ravocrath, please revise your details on the illusion. You cannot have it appear that one of the other quicklings is a threat, as the object created by this illusion must be something contained within the illusion, and cannot target another creature outside of the illusion. You can have another creature appear to be attacking this quickling, or you can have it appear some other thing is doing damage to it. You would know already that the quicklings do not appear to be returning to the holes just now, so would expect making an illusion of the holes being gaping mouths would not be effective. It is just flavor here, but that flabor might decide on if CH8 attacks someone this round or is distracted by whatever illusion you are using. The holes turning into mouths would not be effectivbe, so I am giving you an option of making it something more effective.
Will update map once the above is resolved.
Let's see..... I make an Illusory magma mephit appear and hurt the quickling by breathing a burst of flame
#8 is stopped in their tracks just outside of the hole they burst out of and reel back, clearly frightened of something, even cowering as it appears to howl in pain. (Takes 2 damage.)
This post has potentially manipulated dice roll results.
Larry turns and targets two of the enemy, causing a demonic claw to appear and attempt to crush the small fey...."FOR KAREN"
cast [Tooltip Not Found] using Reaper to target two next to each other....
q2 Attack: 26 Damage: 9
q4 Attack: 15 Damage: 7
bless is included in the above roll.....
wow...it assumed a critical because a 4 was rolled on the d4 haha...****y take the first wo dice on the first attack....14 damage if the first attack hit....
I shoot a fire bolt into the hole that ch4 went into moving if necessary to get a direct shot inside
Attack: 18 Damage: 7
2 rolls for if disadvantage 7
My Homebrew world, Magibis
Improved Hex(spell)
Cult Brute(monster)
(Posting for Xap, out of order. Please adjust if necessary.)
Once per Round 1 reaction if any enemy strays within 10’, PAM opportunity Attack: 20 Damage: 6
Action: cast Blur (all attacks against Xap are at disadvantage for 10 rounds as long as he maintains concentration. Xap has advantage on all concentration checks.)
Movement: none this round while he assesses the threat.
(While Xap has any temporary hit points from Armor of Agathys any creature that hits him with a melee attack will suffer 15 damage.)
Wilhorn Dustwater | Halfling, Lightfoot | Sorcerer, Divine Soul 2 / Warlock, Celestial 2 | Warriors, LMoP (NathanAscher -DM)
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
Ravocrath sends a blast of fire into the tunnel one of the figures disapepared into. It doe snot seem to have any affect, likely the figure was far enough away from the entrance to not be harmed.
ch8 throws three daggers at karen as it wizzes from a hole in the North wall and then to a hole in the South wall. If Karen is down,t hen the daggers go to Larry.
Attack: 25 Damage: 7
Attack: 28 Damage: 11
Attack: 16 Damage: 9
Larry is now up.
No update to the map.
Karen stands there as three daggers fly and sink into her, the last one smacking into here eye.....
Undead Fortitude to stay alive DC 15 8
Karen drops....
Larry takes his whip out and moves to G3. He will have range to rows E to I with the whip for opportunity attacks.. If he wasn't able to cast BLESS before entering, he will cast it now. If not, he readies Word of radiance, the first creature that exits a hole or passes within 5' must make a dc15 con save or take 7
If any creature passes within 10 foot of him, he will make the whip attack Attack: 8 Damage: 3
Finally, he will yell out..."Spread Out to cover all the holes...."
The zombie goes down with multiple daggers in it. Daggers you are happy went to the zombie and not to one of you. Larry moves and prepares a word of radiance. (Can only prepare one item, not two, so I take the one you specificly said you were readying.)
Two quicklings rush out fromt he South wall, while one rushes out fromt he North. They throw daggers, then disappear into the opposite wall again.
ch10 throws daggers at Xap, they go to Zenga if Xap goes down.
Attack: 27 Damage: 9
Attack: 17 Damage: 8
Attack: 10 Damage: 9
ch6 throws daggers at Xap, they go to Zenga if Xap goes down.
Attack: 28 Damage: 12
Attack: 20 Damage: 10
Attack: 10 Damage: 7
ch1 throws daggers at Larry. Attack: 13 Damage: 10
Attack: 15 Damage: 10
Attack: 18 Damage: 9
Xap and Zenga are now up.
Updated Map
With 120 feet of movement there is more than enough space that they stay out of melee range of the group still. None come within 5 feet of Larry, so Word of Radiance cannot target them.
Movement: Zenga is going to cross the room and try the other door. There may be an easier way to kill these things if we change the battlefield… assuming I do not go through the other door then ->
Action: Zenga is going to hold his action, a Radiant Sun Bolt attack at the next one of these things that come within his 30’ range.
RSB attack: 9 for 5 damage.
Rules say when I use this special attack I can spend 1 Ki point to make a second attack with it as a bonus action… I’m guessing this doesn’t apply since I’m holding an action? But mentioning since it uses Ki and so I’m unsure… whatever DM rules works for me.
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop
Larry was reading his word of radiance but using his whip to cover column E-I from row three with an attack of opportunity....obviously with their movement this didn't work and he would have missed anyway...
Con save for bless 20
Con save 2 for bless 24
Bless stays up.
Ch10 hits Xap with 2 of 3 daggers and ch6 also hits with one. The 32 hp of damage obliterates the temporary hit points gained from Armor of Agathys. The spell putters out.
Once per this Round 1 reaction if any enemy strays within 10’, PAM opportunity Attack: 9 Damage: 7
Action: cast Blur (all attacks against Xap are at disadvantage for 10 rounds as long as he maintains concentration. Xap has advantage on all concentration checks.)
Movement: Xap will take up a position at G8 to hopefully get one of these buggers to run onto his halberd.
Wilhorn Dustwater | Halfling, Lightfoot | Sorcerer, Divine Soul 2 / Warlock, Celestial 2 | Warriors, LMoP (NathanAscher -DM)
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
Forgot bless, so my RSB attack should be 9 + 1 and damage still 5 if hits...
edit:
RSB should be disadvantage so first roll 12, second is:
RSB attack: 16 for 5 damage.
So 12 for 5 Dan if hits…
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop
Zenga
The door does not budge, it does not even appear to have a lock or a way to open it from this side. Instead you turn, radiant energy gathered around your hand. As the first of the quicklings come out, you send a blast at it, but it misses. (You use your reaction to make the readied attack, and that is not on your turn, but on another creature's turn. Bonus actions can only happen on your own turn, so you cannot use it here.)
Xap
Moves to see if they can position themselves to slash one of the fast little creatures. None of them come close though.
ch3 comes out of the North Wall, and tosses its daggers at Beldorim
Attack: 23 Damage: 7
Attack: 24 Damage: 7
Attack: 11 Damage: 8
ch9 also does the same as CH 3
Attack: 27 Damage: 8
Attack: 19 Damage: 8
Attack: 14 Damage: 8
ch7 comes out of the North wall, but tosses its daggers at Zenga.
Attack: 22 Damage: 9
Attack: 18 Damage: 10
Attack: 23 Damage: 7
ch5 comes out of the North wall, but tosses its daggers at Ravocrath
Attack: 12 Damage: 7
Attack: 23 Damage: 7
Attack: 23 Damage: 8
They all disappear into the South wall.
Beldorim is now up.
Updated Map
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop
I suppose I'll post my action now even though it is out of order
I ready my spell scroll to cast Phantasmal Force on the next small thing to emerge after my turn ch8 I believe
it must succeed a DC 16 Int Save or believe that one of the others(The one that comes out immediately after them in this case ch10) are undead versions of themselves(I hope to turn it against that one and have them fight) if this is not plausible then it sees the of 1 or 2 (as many as I'm able) entrances to the tunnels as gaping slobbering mouths with giant teeth as if a giant leech or something of the sort is inside the tunnel. (the one they're about to fly into) I'd prefer the first option but the second is viable as well. I hope by turning them on each other I can eliminate 2 or at least keep them busy and have them damage each other for the duration
My Homebrew world, Magibis
Improved Hex(spell)
Cult Brute(monster)
CH8 int save: 12
Beldorim
Takes the dodge action.
ch4 moves out, picks up a dagger, and strikes 3 times at Beldorim.
Attack: 15 Damage: 7
Attack: 22 Damage: 7
Attack: 22 Damage: 9
ch2 moves out, picks up a dagger, and strikes 3 times at Beldorim.
Attack: 10 Damage: 10
Attack: 12 Damage: 10
Attack: 16 Damage: 10
Ravocrath casts a spell from a scroll, as CH8 comes out.
ch8 moves out and is caught in the spell cast from the scroll.
Ravocrath, please revise your details on the illusion. You cannot have it appear that one of the other quicklings is a threat, as the object created by this illusion must be something contained within the illusion, and cannot target another creature outside of the illusion. You can have another creature appear to be attacking this quickling, or you can have it appear some other thing is doing damage to it. You would know already that the quicklings do not appear to be returning to the holes just now, so would expect making an illusion of the holes being gaping mouths would not be effective. It is just flavor here, but that flabor might decide on if CH8 attacks someone this round or is distracted by whatever illusion you are using. The holes turning into mouths would not be effectivbe, so I am giving you an option of making it something more effective.
Will update map once the above is resolved.
Let's see..... I make an Illusory magma mephit appear and hurt the quickling by breathing a burst of flame
4 psychic Damage
My Homebrew world, Magibis
Improved Hex(spell)
Cult Brute(monster)
damage: 2
#8 is stopped in their tracks just outside of the hole they burst out of and reel back, clearly frightened of something, even cowering as it appears to howl in pain. (Takes 2 damage.)
Larry is now up.
Updated Map
Larry turns and targets two of the enemy, causing a demonic claw to appear and attempt to crush the small fey...."FOR KAREN"
cast [Tooltip Not Found] using Reaper to target two next to each other....
q2 Attack: 26 Damage: 9
q4 Attack: 15 Damage: 7
bless is included in the above roll.....
wow...it assumed a critical because a 4 was rolled on the d4 haha...****y take the first wo dice on the first attack....14 damage if the first attack hit....
Larry
Takes out QU2 with their spell, and injures QU 4. (Changing from CH to Qu, as that makes more sense here.)
QU10 moves out, picks up a dagger, and attacks Ravocrath
Attack: 23 Damage: 10
Attack: 14 Damage: 10
Attack: 17 Damage: 7
QU6 moves out, picks up a dagger, and attacks Beldorim
Attack: 9 Damage: 7
Attack: 11 Damage: 7
Attack: 14 Damage: 9
QU1 moves out, picks up a dagger, and attacks Beldorim
Attack: 17 Damage: 7
Attack: 19 Damage: 9
Attack: 15 Damage: Unable to parse dice roll.
Xap and Zenga are now up.
Updated Map