(do we want to roll initiative for Ben or treat him like we have the pets abd just have him go on Yoku’s turn? Up to you, I’m fine with either.)
Since he has the ability "eager to be here" with advantage to initiative, I think he should get something for it. Perhaps advantage for Yuko but no or half modifier and count as one initiative roll?
Either that, or, since advantage gives an additional 4.5 on average to a roll, so we could add 4 to Yoku’s initiative rolls?)
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If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Yoku moves forward to be 75 feet from the first gazer, casts hunter's mark as a bonus action,
first gazer, longbow, hunter's mark Attack: 22 Damage: 12
Moving up behind Yoku is Ben, the First-Year Student, plucked from Strixhaven University, and wearing an Amulet of Shield, he's 80 feet away from the second gazer
second gazer, light crossbow Attack: Attack: 7 Damage: 7
That hits the first gazer and it shrieks like you’d expect an eyeball to. It’s within an inch of its life.
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
This post has potentially manipulated dice roll results.
The skeleton runs forward and stabs Nadir with a nat 20 for 25 damage, unless Count uses his shrilling or Nadir uses Silvery Barbs, in which case it is a 22 to hit for 9 damage. Gash shoots an arrow at Count that ricochets off his armor into the wall
The first gazer shoots a Dazing Ray at nadir
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
And a fear ray at her horse
2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.
The second shoots a telekinetic ray at Ben
4: Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
And a fear Ray at Yoku (detailed above on the one at Nadir’s horse)
Tge third gazer shoots a Frost Ray at Count
3: Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 13 cold damage.
And a fear ray at Spitz (detailed above)
The last shoots a Dazing Ray at Dolrik (first spoiler) and a telekinetic ray at Rawrer. You guys are up! That’s a lot of saving throws.
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
(Will wait for other saves before posting Dolrik and Rawrer’s next turn. Hint: All allies, mounts, pets, everyone, get ready for temporary hp or fear removal. As long as you’re within 30’ of Dolrik.)
Channel Divinity: Twilight SanctuaryTCoE, pg. 35
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-ft. radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it 1d6+4 temporary hit points.
- You end one effect on it causing it to be charmed or frightened.
The skeleton runs forward and stabs Nadir with a nat 20 for 25 damage, unless Count uses his shrilling or Nadir uses Silvery Barbs, in which case it is a 22 to hit for 9 damage. Gash shoots an arrow at Count that ricochets off his armor into the wall
The first gazer shoots a Dazing Ray at nadir
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
And a fear ray at her horse
2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.
The second shoots a telekinetic ray at Ben
4: Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
And a fear Ray at Yoku (detailed above on the one at Nadir’s horse)
Tge third gazer shoots a Frost Ray at Count
3: Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 11 cold damage.
And a fear ray at Spitz (detailed above)
The last shoots a Dazing Ray at Dolrik (first spoiler) and a telekinetic ray at Rawrer. You guys are up! That’s a lot of saving throws.
Hmm. Let’s see
1: a stone wall
2: a wooden wall
3: a wall made of…cactus? Upon moving into it you must make a dex save or take 4 piercing damage.
4: a wall made of a cage of angry…ducks?
2
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
The skeleton runs forward and stabs Nadir with a nat 20 for 25 damage, unless Count uses his shrilling or Nadir uses Silvery Barbs, in which case it is a 22 to hit for 9 damage. Gash shoots an arrow at Count that ricochets off his armor into the wall
The first gazer shoots a Dazing Ray at nadir
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
And a fear ray at her horse
2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.
The second shoots a telekinetic ray at Ben
4: Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
And a fear Ray at Yoku (detailed above on the one at Nadir’s horse)
Tge third gazer shoots a Frost Ray at Count
3: Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 11 cold damage.
And a fear ray at Spitz (detailed above)
The last shoots a Dazing Ray at Dolrik (first spoiler) and a telekinetic ray at Rawrer. You guys are up! That’s a lot of saving throws.
Hmm. Let’s see
1: a stone wall
2: a wooden wall
3: a wall made of…cactus? Upon moving into it you must make a dex save or take 2 piercing damage.
This post has potentially manipulated dice roll results.
Dolrik officially channels divinity: Twilight Sanctuary after all saving throws were rolled. He advances as much as is necessary to keep all of the friendlies within his 30’ aura.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-ft. radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it 1d6+4 temporary hit points.
- You end one effect on it causing it to be charmed or frightened.
Rawrer stays by his side, ready to Distract.
End of turn temporary hp
Dolrik: 5. Rawrer: 6
Rollback Post to RevisionRollBack
Leif Pedersen - Human Druid - Beyond the Ragnarök
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
Either that, or, since advantage gives an additional 4.5 on average to a roll, so we could add 4 to Yoku’s initiative rolls?)
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Count will Fire Bolt the Gas spore (if the grapple move didn't work, we can at least get the front 2 in its death blast)
Attack: 1 plus 12 Damage: 8
Sir Spitz will dodge but hold the line.
Unfortunately both grapple attempts fail.
That hits the first gazer and it shrieks like you’d expect an eyeball to. It’s within an inch of its life.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
That hits and it explodes! Both the skeleton and Gash fail. Gash is injured badly and the skeleton is wounded.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
The skeleton runs forward and stabs Nadir with a nat 20 for 25 damage, unless Count uses his shrilling or Nadir uses Silvery Barbs, in which case it is a 22 to hit for 9 damage.
Gash shoots an arrow at Count that ricochets off his armor into the wall
The first gazer shoots a Dazing Ray at nadir
1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
And a fear ray at her horse
2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.
The second shoots a telekinetic ray at Ben
4: Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn’t being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
And a fear Ray at Yoku (detailed above on the one at Nadir’s horse)
Tge third gazer shoots a Frost Ray at Count
3: Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 13 cold damage.
And a fear ray at Spitz (detailed above)
The last shoots a Dazing Ray at Dolrik (first spoiler) and a telekinetic ray at Rawrer. You guys are up! That’s a lot of saving throws.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Let's hope no feared mounts!
Count Dex DC 12: 14 plus [4
Sir Spitz Wis DC 12: 6
Well this just got interesting, what's behind us?
Dolrik Wis Save: 13 + Bless: 1
Rawrer Str Save: 7
Leif Pedersen - Human Druid - Beyond the Ragnarök
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
Yoku saves against frightened Wisdom DC 12 vs 8
Ben saves vs telekinesis Strength DC 12 vs 6
(Will wait for other saves before posting Dolrik and Rawrer’s next turn. Hint: All allies, mounts, pets, everyone, get ready for temporary hp or fear removal. As long as you’re within 30’ of Dolrik.)
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-ft. radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it 1d6+4 temporary hit points.
- You end one effect on it causing it to be charmed or frightened.
Leif Pedersen - Human Druid - Beyond the Ragnarök
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
Yoku cheers on the sidekick, "Way to stand your ground!"
Yoku goes after the first gazer attack 12, damage 14 add bless 1
Ben slings the light crossbow over his back and uses his magic flare on the second gazer attack 10, damage 10
Hmm. Let’s see
1: a stone wall
2: a wooden wall
3: a wall made of…cactus? Upon moving into it you must make a dex save or take 4 piercing damage.
4: a wall made of a cage of angry…ducks?
2
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
I’ll wait for Nadir before continuing)
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Quackers
Nadir does use Silvery Barbs to try and avoid that critical strike and reduce damage to 9.
Nadir Wis save:7 plus 1
Hirse Wis save: 2
all failed.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
Confused by the ray and her horse wouldn’t budge closer to these eyeballs, Nadir opts to fight the Skelett.
Attack: 1 plus 11 Damage: 4
Attack: 2 plus 20 Damage: 4
Nadir and her horse end the mind affecting conditions in the soothing twilight.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
By the way, the skeleton was immune to poison.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
Dolrik officially channels divinity: Twilight Sanctuary after all saving throws were rolled. He advances as much as is necessary to keep all of the friendlies within his 30’ aura.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-ft. radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it 1d6+4 temporary hit points.
- You end one effect on it causing it to be charmed or frightened.
Rawrer stays by his side, ready to Distract.
End of turn temporary hp
Dolrik: 5. Rawrer: 6
Leif Pedersen - Human Druid - Beyond the Ragnarök
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
That WAS Dolrik: 6 Rawrer: 7.
No idea why above is showing manipulated. There was no edit or anything.
Leif Pedersen - Human Druid - Beyond the Ragnarök
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
Good catch, whoops)
I don’t actually think Count took his turn?)
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.