As the last Blade Scout falls, the air is still and all becomes quiet. Looking up and further down the corridor you see and enormous organic mass, pulsing slowly.
Graymatter Engine Dripping pipes and rusty chains hang from the fifteen-foot-high ceiling of this chamber. Deep-red light courses rhythmically through the pipes, which converge on a large object atop a circular dais.
Trystane leaps to the two in front of him, before he even noticed that two more emerged behind them, too. He stumbled for his first strike but then, with practiced skill, he cut through their heavy armor plates.
Action: two unarmed strikes Bonus: one unarmed strike @SG1, hit 16 (critical failure) for no damage @SG1, hit 31 for 14 magical slashing and 7 lightning damage @SG2, hit 20 for 16 magical slashing and 4 lightning damage
As Yurgojin and Tyrstane enter into the fray, Talorin sends magic into their midst to aid against the guardians.
Bonus Action:Slow targetting all four guardians Metamagic: quickened spell (2 points) WIS Save DC 20 -2 AC, half speed, can only make one attack, no reactions
He then sends a pair of necrotic hands into the fray.
Attack 1: 26+1=27 (if unable to use steady aim then 14+1=15) to hit, 8 piercing plus 5 fire and 9 sneak Attack 2: 16+1=17 to hit, 9 piercing plus 9 fire
Sure, SG1 is adjacent to you so Steady Aim is valid and 17 just hits! SG1 takes 8, 5, 9, 9, 9, total 40 damage. SG1 (100/142)
@SG1, hit 16 (critical failure) for no damage @SG1, hit 31 for 14 magical slashing and 7 lightning damage @SG2, hit 20 for 16 magical slashing and 4 lightning damage
Bonus Action:Slow targetting all four guardians Metamagic: quickened spell (2 points) WIS Save DC 20, -2 AC, half speed, can only make one attack, no reactions Action: Chill Touch Metamagic: twinned spell (1 point) Hand @ SG1 To-Hit: 3+12 = 15, Damage: 2+8+4 = 14 necrotic //will hit if SG1 fails slow; also prevents the 10hp regeneration Hand @ SG2 To-Hit: 6+12 = 18, Damage: 1+8+6 = 15 necrotic //also prevents the 10hp regeneration
Save for Slow, SG1 Wisdom Save DC 20 vs 3 Save for Slow, SG2 Wisdom Save DC 20 vs 3 Save for Slow, SG3 Wisdom Save DC 20 vs 15 Save for Slow, SG4 Wisdom Save DC 20 vs 14
Bonus Action:Slow targetting all four guardians Metamagic: quickened spell (2 points) WIS Save DC 20, -2 AC, half speed, can only make one attack, no reactions Action: Chill Touch Metamagic: twinned spell (1 point) Hand @ SG1 To-Hit: 3+12 = 15, Damage: 2+8+4 = 14 necrotic //will hit if SG1 fails slow; also prevents the 10hp regeneration Hand @ SG2 To-Hit: 6+12 = 18, Damage: 1+8+6 = 15 necrotic //also prevents the 10hp regeneration
Save for Slow, SG1 Wisdom Save DC 20 vs 3 Save for Slow, SG2 Wisdom Save DC 20 vs 3 Save for Slow, SG3 Wisdom Save DC 20 vs 15 Save for Slow, SG4 Wisdom Save DC 20 vs 14
SG1 is hit with Twinned Chilly Hand for 14 damage. SG1 (45/142, slow, no-regen) SG2 is hit with Another Chilly Hand for 15 damage. SG2 (127/142, slow, no-regen)
Slow −2 penalty to AC and Dexterity saving throws, and it can't use reactions with a Wisdom saving throw at the end of each of its turns.
SG1's eye glow as if someone is casting a spell-like ability through it. Recharge for next round 4-6 (5) SG1 Whelm, targeting Yurngojin and Trystane, Strength Save DC 15 or take 9 and be grappled, restrained, and unable to breath.
Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
Just realized Yurgojin was pushed so no steady aim anyways
I think Steady Aim only disallows movement during your turn, and even then only voluntary movement.
With the first Shield Guardian down, Trystane follows Yurgojin's lead and attacks the next one right in front of them.
Action: two unarmed strikes Bonus: one unarmed strike @SG2, hit 29for 17 magical slashing and 1 lightning damage @SG2, hit 34 for 12 magical slashing and 8 lightning damage @SG2, hit 19 for 13 magical slashing and 5 lightning damage
Agreed, after being pushed, Yurgojin would have to move back to SG1 to attack and therefore couldn't use steady aim. Oh well, was a nat 1 on the second roll anyway!
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Oops, just realized Glaive is already dead. Bridgette instead uses her bonus action to move her hex to BS 2 and then blasts away as shown above.
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BS1 takes 14, 6, 6, 1, 10, 5, 5, total 47 and it dies. BS1 (-4/105, incapacitated)
BS2 will fire it's bolt launcher randomly at the back line casters
BS2 targets Bridgette, bolt launcher Attack: 9 Damage: 6
BS2 targets Necyra, bolt launcher Attack: 17 Damage: 6
BS2 targets Talorin, bolt launcher Attack: 9 Damage: 10
Round 3
Talorin (2), Bridgette, Necyra, Trystane, Yurgojin << your turn
GL1 (dead)
BS1 (dead)
Blade Scout BS2 (61/105)
Feeling lucky, Necyra once again slings a Sacred Flame at BS2. BS2 to successfully pass a DC17 DEX saving throw or take 14 radiant damage.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Yurgojin goes to stab the final enemy.
Attack 1: 22 to hit, 9 piercing plus 8 fire and 18 sneak
Attack 2: (steady aim) 20 to hit, 10 piercing plus 9 fire
BS2 Dexterity Save DC 17 vs 28
BS2 takes 9, 8, 18, 10, 9, total 54. BS2 (7/105)
Round 3
Necyra, Yurgojin
Talorin (2), Bridgette, Trystane << your turn
Blade Scout BS2 (7/105)
Mind Sliver @ Blade Scout (twice)
Damage: 1+4+2 = 7 psychic
Damage: 4+1+2 = 7 psychic
INT Save DC 20
[[ Surprised I rolled not only the same damage, but with the same number set too, twice. ]]
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Tendilius Paxaramus, Drakkenheim | Talorin Tebedi, Vecna: Eve
Cherry, Stormwreck | Chipper, Strahd
Beneath the Mountain | Let's Test Monsters!
Get rickrolled here. Awesome music here. Track 41, 12/1/24, O Come Divine Messiah
BS2 Intelligence Save DC 20 vs 3
As the last Blade Scout falls, the air is still and all becomes quiet. Looking up and further down the corridor you see and enormous organic mass, pulsing slowly.
Graymatter Engine
Dripping pipes and rusty chains hang from the fifteen-foot-high ceiling of this chamber. Deep-red light courses rhythmically through the pipes, which converge on a large object atop a circular dais.
3 +0 +10 +12 = 6.25
No need to roll. That zero init really hurt. Players go first!
Round 1
Talorin, Bridgette, Necyra, Trystane, Yurgojin << your turn
Shield Guardians
SG1, SG2, SG3, SG4
Yurgojin will go after the closest one to him SG1
Attack 1: 26+1=27 (if unable to use steady aim then 14+1=15) to hit, 8 piercing plus 5 fire and 9 sneak
Attack 2: 16+1=17 to hit, 9 piercing plus 9 fire
Trystane leaps to the two in front of him, before he even noticed that two more emerged behind them, too. He stumbled for his first strike but then, with practiced skill, he cut through their heavy armor plates.
Action: two unarmed strikes
Bonus: one unarmed strike
@SG1, hit 16 (critical failure) for no damage
@SG1, hit 31 for 14 magical slashing and 7 lightning damage
@SG2, hit 20 for 16 magical slashing and 4 lightning damage
|| Myrla - Wood Elf Rogue - After the Fall || Oriace - Halfling Bard - Dragon Heist || Trystane - Trollblood Lycanthrope - Vecna || Taiga - Genasi Fighter - Looking for Group || Riyphou - Loxodon Druid - Secrets || Tez - Half Elf Artificer - Looking for Group || Valerian - Pallid Elf Rogue - Wildnis || Zelaerys - Halfling/Celestial Divine Soul - NWN || Kesili - Human/Dhampir Monk - Witchwood || Trystane (main/gestalt) - Gestalt Trollblood - DOOM ||
As Yurgojin and Tyrstane enter into the fray, Talorin sends magic into their midst to aid against the guardians.
Bonus Action: Slow targetting all four guardians
Metamagic: quickened spell (2 points)
WIS Save DC 20
-2 AC, half speed, can only make one attack, no reactions
He then sends a pair of necrotic hands into the fray.
Action: Chill Touch
Metamagic: twinned spell (1 point)
Hand @ SG1
To-Hit: 3+12 = 15
Damage: 2+8+4 = 14 necrotic
//will hit if SG1 fails slow; also prevents the 10hp regeneration
Hand @ SG2
To-Hit: 6+12 = 18
Damage: 1+8+6 = 15 necrotic
//also prevents the 10hp regeneration
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Tendilius Paxaramus, Drakkenheim | Talorin Tebedi, Vecna: Eve
Cherry, Stormwreck | Chipper, Strahd
Beneath the Mountain | Let's Test Monsters!
Get rickrolled here. Awesome music here. Track 41, 12/1/24, O Come Divine Messiah
Sure, SG1 is adjacent to you so Steady Aim is valid and 17 just hits!
SG1 takes 8, 5, 9, 9, 9, total 40 damage. SG1 (100/142)
SG1 takes 14, 7, 16, 4, total 41 damage. SG1 (59/142)
Save for Slow, SG1 Wisdom Save DC 20 vs 3
Save for Slow, SG2 Wisdom Save DC 20 vs 3
Save for Slow, SG3 Wisdom Save DC 20 vs 15
Save for Slow, SG4 Wisdom Save DC 20 vs 14
SG1 is hit with Twinned Chilly Hand for 14 damage. SG1 (45/142, slow, no-regen)
SG2 is hit with Another Chilly Hand for 15 damage. SG2 (127/142, slow, no-regen)
Slow
−2 penalty to AC and Dexterity saving throws, and it can't use reactions with a Wisdom saving throw at the end of each of its turns.
Round 1
Talorin, Trystane, Yurgojin
Bridgette, Necyra << your turn
Shield Guardians
SG1 (45/142, slow, no-regen)
SG2 (127/142, slow, no-regen)
SG3 (142/142, slow)
SG4 (142/142, slow)
Bridgette will use her bonus action to move her hex over to SG 1, then try to disintegrate it with her eldritch blast/hex combo
EB vs. SG 1:
Attack: 17 Damage: 14 (force) + 2 (necrotic) = 16
Attack: 23 Damage: 14 (force) + 1 (necrotic) = 15
Attack: 16 Damage: 12 (force) + 3 (necrotic) = 15
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SG1 takes 16, 14, 9, total 39 damage. SG1 (6/142)
SG1's eye glow as if someone is casting a spell-like ability through it. Recharge for next round 4-6 (5)
SG1 Whelm, targeting Yurngojin and Trystane, Strength Save DC 15 or take 9 and be grappled, restrained, and unable to breath.
Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
Bridgette1, Necyra2, Talorin3, Trystane4, Yurgojin5
SG2 (slowed one attack) target 5 fist1 Attack: 23 Damage: 13
SG3 target 1 fist1 Attack: 21 Damage: 7
SG3 target same fist2 Attack: 16 Damage: 15
SG4 target 3 fist1 Attack: 25 Damage: 8
SG4 target same fist2 Attack: 20 Damage: 11
Round 2
Bridgette, Necyra, Talorin, Trystane, Yurgojin << your turn
Shield Guardians
SG1 (6/142, slow, no-regen)
SG2 (127/142, slow, no-regen)
SG3 (142/142, slow)
SG4 (142/142, slow)
Str st: 30
Yurgojin will stab SG1:
Attack 1: 13+4=17 to hit, 9 piercing plus 5 fire
Then turning to SG2:
Attack 2: 27 (same if at advantage with steady aim) to hit, 13 piercing plus 7 fire and 16 sneak
Just realized Yurgojin was pushed so no steady aim anyways
Trystane Strength Saving Throw DC 15: 20, including 3 from bless (did we get it this combat or the last?)
No hits on Trystane.
I think Steady Aim only disallows movement during your turn, and even then only voluntary movement.
With the first Shield Guardian down, Trystane follows Yurgojin's lead and attacks the next one right in front of them.
Action: two unarmed strikes
Bonus: one unarmed strike
@SG2, hit 29for 17 magical slashing and 1 lightning damage
@SG2, hit 34 for 12 magical slashing and 8 lightning damage
@SG2, hit 19 for 13 magical slashing and 5 lightning damage
|| Myrla - Wood Elf Rogue - After the Fall || Oriace - Halfling Bard - Dragon Heist || Trystane - Trollblood Lycanthrope - Vecna || Taiga - Genasi Fighter - Looking for Group || Riyphou - Loxodon Druid - Secrets || Tez - Half Elf Artificer - Looking for Group || Valerian - Pallid Elf Rogue - Wildnis || Zelaerys - Halfling/Celestial Divine Soul - NWN || Kesili - Human/Dhampir Monk - Witchwood || Trystane (main/gestalt) - Gestalt Trollblood - DOOM ||
Agreed, after being pushed, Yurgojin would have to move back to SG1 to attack and therefore couldn't use steady aim. Oh well, was a nat 1 on the second roll anyway!