Xarkris's axe attack misses once again, and Salamander steps up to take his turn. Inspired by Eggo's bonfire, he clicks his fingers and a ball of fire appears in his other open palm, which he then pretend to shoot like a basketball, the flame soaring through the air before landing 10 feet away from the Priest and fizzling out. [Bonus Action: Casts produce flame, Action: Throws flame at Priest; Nat 1 to hit]
The Tortle Priest feels he is now forced to move, despite the risk of opportunity attacks, as the flames beneath his feet will assure more pain than fleeing will, so he turns and jumps forward out of the fire before moving northwards in the direction of the portal, then twisting round west to pass Techi again and stopping just short of adjacent to Salamander, creating some space between him and the three that were surrounding him. As he escapes, Techi makes his opportunity attack with his shadow blade, though as usual the strike is lacklustre, missing the fleeing Priest by a decent margin. [Reaction: Makes an opportunity attack on the Priest with his Shadow Blade, with advantage due to being in dim light: An 8 and a 10 + 4 = 14 to hit] Bilyur and Xarkris can also make opportunity attacks.
Once he is at a suitable distance away from the group, he turns back to fire off some powerful spell attacks at the two strongest melee threats in the room, with Bilyur being an easy target due to his bulk, whilst Xarkris is under half cover as Techi blocks some of the Priests view. His claws crackle with technicolour lights, before he fires off a brilliant beam of pure energy directly into Bilyur's shoulder, then turns to shoot another at Xarkris but misses, causing it to sail over the dragonborn's head and into the wall behind.
Tortle High Priest: (-42 Health) Multiattack: Shoots at Bilyur with his Beam Of The Old World: 22 to hit, 10 force damage Shoots at Xarkris with his Beam of the Old World: 14 to hit
Xarkris and Bilyur both have a pending Opportunity Attack that they can choose to make on the Priest.
Techi sees how effective Sly's magical barrage was in the previous round, so conjures his own with his penultimate 2nd level spell slot. Each of the four missiles appear looking like curious humanoid heads, sporting devilish ram horns and gaping wide mouths in perfect circles. They then each whizz down with a shriek and hit the Priest's shell to deal a good chunk of damage. [Action: Casts magic missile with a 2nd level spell slot, dealing 13 force damage]
Everyone is up!
Status: Enemies Tortle High Priest: -55 Health, Passive Werebear Affects, Pending Opportunity Attacks from Xarkris and Bilyur
NPCs Techi Kamakati: -5 Health
[Thought I'd upload an evaluated battle map too since things are getting pretty jumbled and I can't really keep track of things via memory alone, plus I want to learn from my mistakes in the snake combat and make sure this is done properly! I'll probably do this with other major combats too in the future where I'll give a map update every so often, since although they take time they are quite helpful! You can probably work out who's who from what's happened, but if you can't then: Orange is Bilyur, Green is Salamander, Yellow is Xarkris, Purple is Techi, Pink is Eggo, Red is Sly and Blue is the Priest!]
I am going to step over all of the creatures to get to the priest. 50 ft walking speed, everyone is two sizes smaller than me, etc. Bonus action grapple, DC 14 Dex/Str save against grappled. if the priest succeeds, try again as an action. If either succeed, I carry the priest and stick him back in the fire.
This post has potentially manipulated dice roll results.
[Had to check the rulings but yep, Huge Creatures can move through the spaces of Medium creatures, just not visa versa, and although he's moving through spaces occupied by other creatures (which means it's counted as difficult terrain) he only needs to move 10 feet forward (covering Xarkris, Techi and the bonfire) to try and grab the Priest and then 10 feet back to dump him in the fire, so his movement speed easily covers the now 20 feet there and then the now 20 feet reverse back to his original space. However Bilyur does need to make a DC 14 DEX save to avoid taking 8 fire damage, since he's going over the fire in his turn. Tortle Priest DC 14 Strength Save: 15, second if that succeeds: 22, and DEX Save for the fire if he ends up in it: 7 (I'm on laptop and the sheet dice rollers won't work so I'm just going to roll everything all at once and use what's necessary based on results to keep posts to a minimum!)]
Somehow, despite Bilyur making the effort to carefully move over Techi and Xarkris a little slower than usual to stop himself from knocking them over, tripping or even stepping on them, whilst also braving a potential burn from the fire as he goes, the Tortle miraculously manages to once again just escape both grapple attempts. Bilyur then has to move back to where he was before following after the Priest, since if he stayed where he was any longer, the heat of the flames would likely lick his fur a darker shade of ashy black.
Xarkris, Sal, Eggo and Sly are up, and Bilyur needs to make a DC 14 Dex Save or take 8 fire damage.
Sly keeps on concentrating on the transmutation spell she wove over Bilyur and throws more force quills at the tortle, since they seemed to do the job well. [12 force damage]
The wizard makes sure to duck back into cover, since she doesn't want to get caught up in the chaos of the room.
Sly keeps up her magical onslaught, dealing surefire damage to the Tortle from a safe distance.
Eggo, Xarkris and Sal are still up! If Xarkris deals a similar amount of damage to his potential last time with his opportunity attack, and then hits again on his turn, even if it's for less damage, he might be able to end this!
Status: Enemies Tortle High Priest: -67 Health, Passive Werebear Affects, Pending Opportunity Attacks from Xarkris
Zarkis swings at the Tortle with his axe using ADVANTAGE from Vow of Enmity and rolls a (3,12) + 5 = 17 to hit. I roll 1 +5 = 6 points of damage plus THUNDEROUS SMITE for a whopping 2 points of extra thunder damage for a total of 8 points.
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw vs DC12 or be pushed 10 feet away from you and knocked prone.
It sucks that my dice let me down on this excellent opportunity
Bonus action grapple, DC 14 Dex/Str save against grappled. if the priest succeeds, try again as an action. If either succeed, I carry the priest and stick him back in the fire.
[[ Remember that grapples with Save DCs are a 5.5 thing not a 5.0 thing. With 5.0 rules Bilyur would roll Athletics against the Tortle's choice of athletics or acrobatics. Not sure what the Tortle's mods on those are, but perhaps it'll change the current result. ]]
Eggo Lass looks on as Bilyur tries to grapple the Tortle. With how damaged it looks, she goes to the ol' reliable.
Movement: 10ft West. //trying to get a clear shot so the tortle does not have half-cover
Eldritch Blast@ Tortle To-Hit: 4+6 = 10 //AAGGH! Guessing that Tortle has 17 AC Damage: 2+4 = 6 force
[Okay, so, I've unfortunately realised that because Xarkris had an opportunity attack, technically the last attack he made (which seems to be intended as his main turn), should have been used as an opportunity attack, however from the roll I got on the save, it would send the Tortle flying through the portal, which would lead to the last few turns becoming undone, which isn't ideal at all for a number of reasons. So, for the sake of making what comes next easier and less of a headache for everybody, I'm going to rule that Xarkris either didn't make an opportunity attack, or did make an opportunity attack when given the chance, however they missed. I hope you can see why that decision is easy than the alternative of undoing the last few turns, as now we can just keep the story flowing without any dissonance from a retcon. Really sorry I had to make that call as it does technically cheat you out of an opportunity attack, though I would never do something like that in a regular game, it's just the circumstances of the way I sorted the turns here on PbP. I will fully take responsibility and say that it was entirely my fault by processing the next turns before the opportunity attacks were made, next time I'll split up enemy movements and their turns to avoid this confusion and annoyance in the future, I'm really sorry!]
Xarkris moves round Techi and then next to Salamander so he's face to face with the Priest whilst managing to avoid the fire as he goes. He then slashes at the Priest with his axe, and actually manages to hit. The primary slashing edge has no affect on the Priest's now magically enhanced shell, however the smite he cast gives a small boom and sends the Tortle flying straight back into the a wall with a crash before leaving him sprawling onto the floor where he was stood. [DC 12 Strength Save: 7 + 3 = 10]
[Since Xarkris had to move to get a hit in and there's only one viable spot for him to go without getting burnt, Eggo can't shoot at him without the Priest being under half cover, which wouldn't matter at all since you missed, but since Xarkris knocked the tortle prone, Eggo gets advantage on the attack! It's a high AC to beat (You worked out correctly that it's 17, and with half cover it's now 19) but you still have a chance! Also I personally prefer the new grapple rules since it feels more streamlined and similar to spells, so that's what I'll be using, but if I'm happy for you guys to use whichever rules you like!]
Xarkis should still be in melee range and he will cast Thunderous Smite as a BONUS ACTION. THUNDEROUS SMITE: The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw vs DC12 or be pushed 10 feet away from you and knocked prone.
Xarkis swings his axe with ADVANTAGE (VOW OF ENMITY is still in effect for 9 more rounds) and rolls a (8,7) +5 for a 13 TO HIT. Horrible rolls. I think I miss, but THUNDEROUS SMITE is still in effect until the axe finds its target. For Damage, I rolled a 6 (+5) for 11 points of slashing damage along with a roll of 10 for thunder damage for THUNDEROUS SMITE for a total of 21 points of damage.
If I missed, then VOW of ENMITY and THUNDEROUS SMITE are still in effect.
END TURN
Vow of enmity lasts for 1 minute, it is not dependent on hit or miss.
[That’s good, though I think they’ll only be a couple of rounds more, if that! I extremely overestimated the damage Xarkris would deal this round since I forgot about the Priest’s non-magical slashing immunity and just considered the total when making my estimate, so the battle still has some runtime left! Just got Eggo’s advantage roll left and then I’ll get Sal, the Priest and Techi’s turns out again!]
but since Xarkris knocked the tortle prone, Eggo gets advantage on the attack! It's a high AC to beat (You worked out correctly that it's 17, and with half cover it's now 19) but you still have a chance!
[[ Actually she doesn't because attacks from more than 5ft get disadvantage. And if she got within 5ft then she'd have disadvantage from an enemy within 5ft, making it a flat roll.
But with prone would've swapped from Eldritch Blast to Mind Sliver to go with a save-based spell instead and possibly help Bilyur's Toll the Dead.
[Ah right of course, thanks for pointing that out!]
Eggo Lass sends a psychic sliver of energy straight into the tortle's mind, which leaves him disorientated and vulnerable. [DC 14 INT Save: 10]
Salamander then steps forward, taking advantage of the Priest's prone condition and casting primal savagery to tear into the shell of the priest with acidic power. [Primal Savagery to hit with advantage: 8 and 17 + 4 = 21, 7 acid damage]
Status: Enemies Tortle High Priest: -79 Health, Passive Werebear Affects, prone, -1d4 on next Save
NPCs Techi Kamakati: -5 Health
The High Priest then quickly gets back up, and slashes at Xarkris and Salamander with his claws, twice at Xarkris and once at Sal, and although his claws manage to hit Salamander, they are no match for Xarkris's mighty armour and shield.
Tortle High Priest: Multiattack: Attacks Salamander with his Claws: 16 + 6 = 22 to hit, 4 + 3 = 7 slashing damage Attacks Xarkris with his Claws: 10 + 6 = 16 to hit Attacks Xarkris with his Claws: 6 + 6 = 12 to hit
Techi then simply steps back to make way for better melee attackers to come in, and outstretches an empty palm as he walks back to join the rest of the casters, specifically ending up next to Eggo. His spell causes a ghostly, necrotic hand to appear, which floats viciously towards the Priest, and although it would be a hit if it had been a clear shot, with Xarkris in the way Techi just miscalculates where the hand should have appeared, causing it to fade into a wall just next to the Priest. [Chill Touch to hit: 13 + 4 = 17 (would hit but the Priest was under half cover from Xarkris)]
Everyone is back up again!
Status: Enemies Tortle High Priest: -79 Health, Passive Werebear Affects, -1d4 on next save
Xarkris casts THUNDEROUS SMITE again as a BONUS ACTION
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength vs DC12 saving throw or be pushed 10 feet away from you and knocked prone.
Xarkris swings his axe at the Tortle with ADVANTAGE from VOW OF ENMITY and rolls as (8,7) +5 = 13 TO HIT. For damage (I don't think I hit) is 6+5= 11 plus another 11 points of thunder damage.
If you will allow me, I will attempt to INTIMIDATE the TORTLE. I rolled an 11.
Is there an electronic version of Dice Jail. My dice have been VERY BAD.
Xarkris misses his axe attack, despite his bond of battle still being active. He then gives the Priest a menacing leer, although it seems to have little affect at scaring them. Sly then completely misses her attack past Eggo, and accidentally singes the corner of her cloak's hood in an attempt to weave the cantrip past her and through the raging battle.
Bilyur, Eggo and Sal are still up! [Rolls have been really unfortunate this round, hope they get better!]
Xarkris's axe attack misses once again, and Salamander steps up to take his turn. Inspired by Eggo's bonfire, he clicks his fingers and a ball of fire appears in his other open palm, which he then pretend to shoot like a basketball, the flame soaring through the air before landing 10 feet away from the Priest and fizzling out. [Bonus Action: Casts produce flame, Action: Throws flame at Priest; Nat 1 to hit]
The Tortle Priest feels he is now forced to move, despite the risk of opportunity attacks, as the flames beneath his feet will assure more pain than fleeing will, so he turns and jumps forward out of the fire before moving northwards in the direction of the portal, then twisting round west to pass Techi again and stopping just short of adjacent to Salamander, creating some space between him and the three that were surrounding him. As he escapes, Techi makes his opportunity attack with his shadow blade, though as usual the strike is lacklustre, missing the fleeing Priest by a decent margin. [Reaction: Makes an opportunity attack on the Priest with his Shadow Blade, with advantage due to being in dim light: An 8 and a 10 + 4 = 14 to hit] Bilyur and Xarkris can also make opportunity attacks.
Once he is at a suitable distance away from the group, he turns back to fire off some powerful spell attacks at the two strongest melee threats in the room, with Bilyur being an easy target due to his bulk, whilst Xarkris is under half cover as Techi blocks some of the Priests view. His claws crackle with technicolour lights, before he fires off a brilliant beam of pure energy directly into Bilyur's shoulder, then turns to shoot another at Xarkris but misses, causing it to sail over the dragonborn's head and into the wall behind.
Techi sees how effective Sly's magical barrage was in the previous round, so conjures his own with his penultimate 2nd level spell slot. Each of the four missiles appear looking like curious humanoid heads, sporting devilish ram horns and gaping wide mouths in perfect circles. They then each whizz down with a shriek and hit the Priest's shell to deal a good chunk of damage. [Action: Casts magic missile with a 2nd level spell slot, dealing 13 force damage]
Everyone is up!
[Thought I'd upload an evaluated battle map too since things are getting pretty jumbled and I can't really keep track of things via memory alone, plus I want to learn from my mistakes in the snake combat and make sure this is done properly! I'll probably do this with other major combats too in the future where I'll give a map update every so often, since although they take time they are quite helpful! You can probably work out who's who from what's happened, but if you can't then: Orange is Bilyur, Green is Salamander, Yellow is Xarkris, Purple is Techi, Pink is Eggo, Red is Sly and Blue is the Priest!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Bilyur uses his opportunity attack to attempt to grapple the priest, DC 14 Dex/Str saving throw or be grappled.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
The Priest once again manages to push back against Bilyur’s bear hug and slip past. [DC 14 Strength Save: 12 + 3 = 15]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
I am going to step over all of the creatures to get to the priest. 50 ft walking speed, everyone is two sizes smaller than me, etc. Bonus action grapple, DC 14 Dex/Str save against grappled. if the priest succeeds, try again as an action. If either succeed, I carry the priest and stick him back in the fire.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
[Had to check the rulings but yep, Huge Creatures can move through the spaces of Medium creatures, just not visa versa, and although he's moving through spaces occupied by other creatures (which means it's counted as difficult terrain) he only needs to move 10 feet forward (covering Xarkris, Techi and the bonfire) to try and grab the Priest and then 10 feet back to dump him in the fire, so his movement speed easily covers the now 20 feet there and then the now 20 feet reverse back to his original space. However Bilyur does need to make a DC 14 DEX save to avoid taking 8 fire damage, since he's going over the fire in his turn. Tortle Priest DC 14 Strength Save: 15, second if that succeeds: 22, and DEX Save for the fire if he ends up in it: 7 (I'm on laptop and the sheet dice rollers won't work so I'm just going to roll everything all at once and use what's necessary based on results to keep posts to a minimum!)]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Somehow, despite Bilyur making the effort to carefully move over Techi and Xarkris a little slower than usual to stop himself from knocking them over, tripping or even stepping on them, whilst also braving a potential burn from the fire as he goes, the Tortle miraculously manages to once again just escape both grapple attempts. Bilyur then has to move back to where he was before following after the Priest, since if he stayed where he was any longer, the heat of the flames would likely lick his fur a darker shade of ashy black.
Xarkris, Sal, Eggo and Sly are up, and Bilyur needs to make a DC 14 Dex Save or take 8 fire damage.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Sly keeps on concentrating on the transmutation spell she wove over Bilyur and throws more force quills at the tortle, since they seemed to do the job well. [12 force damage]
The wizard makes sure to duck back into cover, since she doesn't want to get caught up in the chaos of the room.
Sly keeps up her magical onslaught, dealing surefire damage to the Tortle from a safe distance.
Eggo, Xarkris and Sal are still up! If Xarkris deals a similar amount of damage to his potential last time with his opportunity attack, and then hits again on his turn, even if it's for less damage, he might be able to end this!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
I got a 4... I'm not feeling good...
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Zarkis swings at the Tortle with his axe using ADVANTAGE from Vow of Enmity and rolls a (3,12) + 5 = 17 to hit.
I roll 1 +5 = 6 points of damage plus THUNDEROUS SMITE for a whopping 2 points of extra thunder damage for a total of 8 points.
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw vs DC12 or be pushed 10 feet away from you and knocked prone.
It sucks that my dice let me down on this excellent opportunity
END TURN
[[ Remember that grapples with Save DCs are a 5.5 thing not a 5.0 thing. With 5.0 rules Bilyur would roll Athletics against the Tortle's choice of athletics or acrobatics. Not sure what the Tortle's mods on those are, but perhaps it'll change the current result. ]]
Eggo Lass looks on as Bilyur tries to grapple the Tortle. With how damaged it looks, she goes to the ol' reliable.
Movement: 10ft West.
//trying to get a clear shot so the tortle does not have half-cover
Eldritch Blast @ Tortle
To-Hit: 4+6 = 10 //AAGGH! Guessing that Tortle has 17 AC
Damage: 2+4 = 6 force
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
Let's Test Monsters! | We Are Modron
Get rickrolled here. Awesome music here. Track 44, 1/3/25, Yellow Light
[Sorry, Bilyur is made with 2024 rules so I mostly use 2024 rules with his attacks and stuff.]
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
[Okay, so, I've unfortunately realised that because Xarkris had an opportunity attack, technically the last attack he made (which seems to be intended as his main turn), should have been used as an opportunity attack, however from the roll I got on the save, it would send the Tortle flying through the portal, which would lead to the last few turns becoming undone, which isn't ideal at all for a number of reasons. So, for the sake of making what comes next easier and less of a headache for everybody, I'm going to rule that Xarkris either didn't make an opportunity attack, or did make an opportunity attack when given the chance, however they missed. I hope you can see why that decision is easy than the alternative of undoing the last few turns, as now we can just keep the story flowing without any dissonance from a retcon. Really sorry I had to make that call as it does technically cheat you out of an opportunity attack, though I would never do something like that in a regular game, it's just the circumstances of the way I sorted the turns here on PbP. I will fully take responsibility and say that it was entirely my fault by processing the next turns before the opportunity attacks were made, next time I'll split up enemy movements and their turns to avoid this confusion and annoyance in the future, I'm really sorry!]
Xarkris moves round Techi and then next to Salamander so he's face to face with the Priest whilst managing to avoid the fire as he goes. He then slashes at the Priest with his axe, and actually manages to hit. The primary slashing edge has no affect on the Priest's now magically enhanced shell, however the smite he cast gives a small boom and sends the Tortle flying straight back into the a wall with a crash before leaving him sprawling onto the floor where he was stood. [DC 12 Strength Save: 7 + 3 = 10]
[Since Xarkris had to move to get a hit in and there's only one viable spot for him to go without getting burnt, Eggo can't shoot at him without the Priest being under half cover, which wouldn't matter at all since you missed, but since Xarkris knocked the tortle prone, Eggo gets advantage on the attack! It's a high AC to beat (You worked out correctly that it's 17, and with half cover it's now 19) but you still have a chance! Also I personally prefer the new grapple rules since it feels more streamlined and similar to spells, so that's what I'll be using, but if I'm happy for you guys to use whichever rules you like!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Vow of enmity lasts for 1 minute, it is not dependent on hit or miss.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
[That’s good, though I think they’ll only be a couple of rounds more, if that! I extremely overestimated the damage Xarkris would deal this round since I forgot about the Priest’s non-magical slashing immunity and just considered the total when making my estimate, so the battle still has some runtime left! Just got Eggo’s advantage roll left and then I’ll get Sal, the Priest and Techi’s turns out again!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
[[
Actually she doesn't because attacks from more than 5ft get disadvantage. And if she got within 5ft then she'd have disadvantage from an enemy within 5ft, making it a flat roll.
But with prone would've swapped from Eldritch Blast to Mind Sliver to go with a save-based spell instead and possibly help Bilyur's Toll the Dead.
Mind Sliver
Damage: 6 psychic
INT Save DC 14
]]
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
Let's Test Monsters! | We Are Modron
Get rickrolled here. Awesome music here. Track 44, 1/3/25, Yellow Light
[Ah right of course, thanks for pointing that out!]
Eggo Lass sends a psychic sliver of energy straight into the tortle's mind, which leaves him disorientated and vulnerable. [DC 14 INT Save: 10]
Salamander then steps forward, taking advantage of the Priest's prone condition and casting primal savagery to tear into the shell of the priest with acidic power. [Primal Savagery to hit with advantage: 8 and 17 + 4 = 21, 7 acid damage]
The High Priest then quickly gets back up, and slashes at Xarkris and Salamander with his claws, twice at Xarkris and once at Sal, and although his claws manage to hit Salamander, they are no match for Xarkris's mighty armour and shield.
Tortle High Priest: Multiattack: Attacks Salamander with his Claws: 16 + 6 = 22 to hit, 4 + 3 = 7 slashing damage
Attacks Xarkris with his Claws: 10 + 6 = 16 to hit
Attacks Xarkris with his Claws: 6 + 6 = 12 to hit
Techi then simply steps back to make way for better melee attackers to come in, and outstretches an empty palm as he walks back to join the rest of the casters, specifically ending up next to Eggo. His spell causes a ghostly, necrotic hand to appear, which floats viciously towards the Priest, and although it would be a hit if it had been a clear shot, with Xarkris in the way Techi just miscalculates where the hand should have appeared, causing it to fade into a wall just next to the Priest. [Chill Touch to hit: 13 + 4 = 17 (would hit but the Priest was under half cover from Xarkris)]
Everyone is back up again!
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!
Xarkris casts THUNDEROUS SMITE again as a BONUS ACTION
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength vs DC12 saving throw or be pushed 10 feet away from you and knocked prone.
Xarkris swings his axe at the Tortle with ADVANTAGE from VOW OF ENMITY and rolls as (8,7) +5 = 13 TO HIT.
For damage (I don't think I hit) is 6+5= 11 plus another 11 points of thunder damage.
If you will allow me, I will attempt to INTIMIDATE the TORTLE. I rolled an 11.
Is there an electronic version of Dice Jail. My dice have been VERY BAD.
END TURN
Sly, worried about draining her storage of arcane energies too quickly, forms a simple quill of fire and throws it at the tortle.
[Attack: Nat 1] [😭]
Xarkris misses his axe attack, despite his bond of battle still being active. He then gives the Priest a menacing leer, although it seems to have little affect at scaring them. Sly then completely misses her attack past Eggo, and accidentally singes the corner of her cloak's hood in an attempt to weave the cantrip past her and through the raging battle.
Bilyur, Eggo and Sal are still up! [Rolls have been really unfortunate this round, hope they get better!]
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Sparkles: Aasimar Monk: Drakkenheim: What's in the Here and Now
Lith Ja’mas: Githyanki Sorcerer: Ghosts Of Saltmarsh
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
DMing The 100 Dungeons of the Blood Archivist! and The Hunt for the Balowang!
Killer Queen has already extended this signature, though not by much!