Hardanvil moves 1 square NW and casts Spirit Guardians. I designate my allies to be unaffected by the effects of the spell.
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw vs. DC14. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral). On a successful save, the creature takes half as much damage.
This post has potentially manipulated dice roll results.
Legendary Action: Attack
Ignis scoffs as Hardanvil approaches. "I've spoken with creatures from before the gods existed. Your spirits do not scare me." He continues to press against Tatts, seeking an opening.
Longsword @ Tatts Attack: 12 Damage: 11 magical slashing and 3 fire
Self Reminder: Hardanvil's Spirit Guardians WIS Save at start of Ignis' turn 5 radiant (half on save), WIS DC 14
Inititiative Ignis 4-damage (concentrating on Melf's Minute Meteors 2 meteors left, 1 3rd level spell slot used, 2 2nd level spell slot used, 1 legendary resistance used) Tatts Lair Action Hardanvil (spirit guardians) Morjan (Blink, currently on Ethereal) <---------------- currently up
Map
x x x x x x x x x x x x x
x - - - - - c c - - - - x
x - - x t - - - - x - - x
x b - - t - - - - - - b x
x - - f f T - - - - - - x
x - f f I f f - t t - - x
x b - f f f - - - - - b x
x - - x f H - - - x - - x
x - - - - - - - - - - - x
x x x x x - - M x x x x x
x x x - - - - - - - x x x
Key
x = impassable b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage]) c = cabinet (can be shoved with a DC 10 STR Check) t = table (rough terrain, can be knocked over with action) f = flames I = Ignis T = Tatts H = Hardanvil M = Morjan
Morjan returns to the material plane and gives a quick look over Ignis. Noticing the concentration of a spell he shoots 4 beams of force to try and break the concentration. He then moves 5 feet north and the remaining feet east until he is in the corner. He then shouts out to Ignis. Basic spells, and here I thought we could have an actual magical dual. Just give up while you can. As he finishes speaking, Morjan teleports away once again.
This post has potentially manipulated dice roll results.
Ignis shoots a hateful glare as Morjan's mocks his prowress. He scarcely weathers the barrage of magic missiles before the tieflings disappears once more, causing him to scream out in rage. In his anger he opens himself up to Hardanvil's spectral guardians.
[[ 3+5+5+2 + 5 = 15+5 = 20 damage taken, add to the prior 4, 24 damage ]]
Snarling in his fury he pours that anger in his assault, sending forth meteors at Hardanvil and his sword against Tatts.
Melf's Minute Meteors (2 meteors) @ Hardanvil 14 fire damage DEX DC 15 for half damage
Longsword @ Tatts
Attack: 9 Damage: 12 magical slashing and 8 fire
Attack: 18 Damage: 8 magical slashing and 5 fire
Inititiative Ignis 24-damage (1 3rd level spell slot used, 2 2nd level spell slot used, 1 legendary resistance used) Tatts Lair Action Hardanvil (spirit guardians) Morjan (Blink, currently on Ethereal) <---------------- currently up
Map
x x x x x x x x x x x x x
x - - - - - c c - - - - x
x - - x t - - - - x - - x
x b - - t - - - - - - b x
x - - f f T - - - - - - x
x - f f I f f - t t - - x
x b - f f f - - - - - b x
x - - x f H - - - x - - x
x - - - - - - - - - - M x
x x x x x - - - x x x x x
x x x - - - - - - - x x x
Key
x = impassable b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage]) c = cabinet (can be shoved with a DC 10 STR Check) t = table (rough terrain, can be knocked over with action) f = flames I = Ignis T = Tatts H = Hardanvil M = Morjan
This post has potentially manipulated dice roll results.
[[ Happy New Year! ]]
Tatts' riposte and first attack miss, the but the third land, drawing blood from the genasi. He lashes out at the blow, channeling his firey nature to engulf the area in flames, so eager to harm Tatts and Hardanvil that he accepts being caught in the blast himself.
Lair Action
A cloud of fire swirls about in a 20-foot-radius sphere centered on a point Ignis can see within 60 feet of him. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage on a failed save, or half as much on a successful one.
Though failing the save Ignis' fire resistance still halves it.
5 from the fire + 12 from Tatts = +17 to prior damage of 24 making it 41
Inititiative Ignis 41-damage (1 3rd level spell slot used, 2 2nd level spell slot used, 1 legendary resistance used) Tatts Lair Action Hardanvil (spirit guardians) <---------------- currently up Morjan (Blink, currently on Ethereal)
Map
x x x x x x x x x x x x x
x - - - - - c c - - - - x
x - - x t - - - - x - - x
x b - - t - - - - - - b x
x - - - - T - - - - - - x
x - - - I - - - t t - - x
x b - - - - - - - - - b x
x - - x - H - - - x - - x
x - - - - - - - - - - M x
x x x x x - - - x x x x x
x x x - - - - - - - x x x
Key
x = impassable b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage]) c = cabinet (can be shoved with a DC 10 STR Check) t = table (rough terrain, can be knocked over with action) f = flames I = Ignis T = Tatts H = Hardanvil M = Morjan
Hargurn moves 1 square NW and engages in melee with Ignis.
As my ACTION, I attack Ignis with my Battleaxe. I took the liberty of rolling with ADVANTAGE because of the FLANKING rule, but I botched the procedure because my iPad didn’t do what I told it to do (it will get a 5 minute time-out when I am finished). I rolled a 11 +6= 17 TO HIT followed by a 14 +6= 20 TO HIT for 9 points of damage.
As a BONUS ACTION, Hargurn will use his WAR PRIEST ability and attack again with his Battle Axe. Again rolling with ADVANTAGE due to FLANKING, I rolled a (20,7) +6 for a CRITICAL 26 with 8 points of damage.
Spirit Guardians is still in effect and I designate Tatts and Morjan to be unaffected by my spirits.
[[ I totally brainfarted thinking I'd already replied to Cheez's post. Sorry about that and thanks Mike since your post is when I finally realized my error.
For flanking, I haven't utilized that. So Hardanvil's rolls will be flat rolls. Taking the left (so the 17 and nat-20) ]]
Hardanvil's first axe strike comes down to be blocked by Ignis' shield but opens the way for a second strike, cleaving through the genasi's defenses. Just when it seems like things couldn't be worse for him, Morjan blinks in once more with a burst of cold to send shivers down his spine.
8 damage from crit-axe, 7 damage from ray of frost. Subtotal: 15 41 + 15 = 56
Legendary Action
Firey Presence (Costs 2 Actions). Ignis releases a burst of flames from himself. Each creature within 10 feet of Ignis must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) fire damage on a failed save, or half as much on a successful one.
Ignis roars in action after the assault, loosing fire from himself.
@Tatts and Hardanvil 21 fire damage DEX DC 15 for half
If Hardanvil still maintains concentration on Spirit Guardians WIS Save: Unable to parse dice roll. Damage: pending
Ignis' Turn
Ignis reels from the assault. Slowed by magical frost, caught in the midst of ancestral guardians, he trudges upwards past the table and calls upon his heritage to unleash a wave of fire from himself.
Movement: N, NE
@Hardanvil gets an opportunity attack
Action:burning hands @ Tatts and Hardanvil 10 fire damage DEX DC 15 for half
Inititiative Ignis 56-damage + pending potential Spirit Guardians (1 3rd level spell slot used, 2 2nd level spell slot used, 1 1st level spell, 1 legendary resistance used) Tatts <---------------- currently up Lair Action Hardanvil (spirit guardians) Morjan (Blink, currently on Ethereal)
Map
x x x x x x x x x x x x x
x - - - - - c c - - - - x
x - - x t - - - - x - - x
x b - - t I - - - - - b x
x - - - - T - - - - - - x
x - - - - - - - t t - - x
x b - - H - - - - - - b x
x - - x - - - - - x - - x
x - - - - - - - - - - M x
x x x x x - - - x x x x x
x x x - - - - - - - x x x
Key
x = impassable b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage]) c = cabinet (can be shoved with a DC 10 STR Check) t = table (rough terrain, can be knocked over with action) f = flames I = Ignis T = Tatts H = Hardanvil M = Morjan
[[ Definitely interesting how much changes in initiative order / luck of the rolls can swing things so much. ]]
Ignis' armor shields him from the incoming blows. After weathering Tatts' strike he strikes back.
Legendary Action: Attack
Longsword @ Tatts Attack: 17 Damage: 5 magical slashing and 5 fire
Lair Action
As he strikes at Tatts he calls upon a pillar of fire to appear before Hardanvil and sear the dwarf's eyes.
A pillar of fire appears in front of one creature that Ignis can see within 60 feet of him. The creature must succeed on a DC 15 Constitution saving throw or be blinded until the end of its next turn.
@Hardanvil DC 15 CON Save or blinded until the end of his turn.
Inititiative Ignis 56-damage (1 3rd level spell slot used, 2 2nd level spell slot used, 1 1st level spell used, 1 legendary resistance used) Tatts Lair Action Hardanvil <---------------- currently up Morjan (Blink, currently on Ethereal)
Map
x x x x x x x x x x x x x
x - - - - - c c - - - - x
x - - x t - - - - x - - x
x b - - t I - - - - - b x
x - - - - T - - - - - - x
x - - - - - - - t t - - x
x b - - H - - - - - - b x
x - - x - - - - - x - - x
x - - - - - - - - - - M x
x x x x x - - - x x x x x
x x x - - - - - - - x x x
Key
x = impassable b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage]) c = cabinet (can be shoved with a DC 10 STR Check) t = table (rough terrain, can be knocked over with action) f = flames I = Ignis T = Tatts H = Hardanvil M = Morjan
Hargurn is FINALLY successful with a CON SAVING THROW to prevent blindness.
Hargurn decides that turnabout is fair play and casts BLINDNESS/DEAFNESS on Ignis. I want to BLIND him
1 action
Range/Area: 30ft.
Components: V
Duration: 1 minute
Attack/Save: CON 14
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Hargurn then moves NE, NE and stands next to Tatts.
Hardanvil moves 1 square NW and casts Spirit Guardians. I designate my allies to be unaffected by the effects of the spell.
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw vs. DC14. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral). On a successful save, the creature takes half as much damage.
I rolled a 5 for damage.
Legendary Action: Attack
Ignis scoffs as Hardanvil approaches. "I've spoken with creatures from before the gods existed. Your spirits do not scare me." He continues to press against Tatts, seeking an opening.
Longsword @ Tatts
Attack: 12 Damage: 11 magical slashing and 3 fire
Self Reminder: Hardanvil's Spirit Guardians WIS Save at start of Ignis' turn
5 radiant (half on save), WIS DC 14
Inititiative
Ignis 4-damage (concentrating on Melf's Minute Meteors 2 meteors left, 1 3rd level spell slot used, 2 2nd level spell slot used, 1 legendary resistance used)
Tatts
Lair Action
Hardanvil (spirit guardians)
Morjan (Blink, currently on Ethereal) <---------------- currently up
Map
Key
x = impassable
b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage])
c = cabinet (can be shoved with a DC 10 STR Check)
t = table (rough terrain, can be knocked over with action)
f = flames
I = Ignis
T = Tatts
H = Hardanvil
M = Morjan
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
We Are Modron
Get rickrolled here. Awesome music here. Track 47, 3/3/25, Goodbye to You
Morjan returns to the material plane and gives a quick look over Ignis. Noticing the concentration of a spell he shoots 4 beams of force to try and break the concentration. He then moves 5 feet north and the remaining feet east until he is in the corner. He then shouts out to Ignis. Basic spells, and here I thought we could have an actual magical dual. Just give up while you can. As he finishes speaking, Morjan teleports away once again.
Action: Magic missiles (2nd level)
Beam 1: 3 force damage
Beam 2: 5 force damage
Beam 3: 5 force damage
Beam 4: 2 force damage
Movement: 5 feet north, 20 feet East.
Blink check: 17, on ethereal plane again
4 CON Saves
21
22
12
13
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
We Are Modron
Get rickrolled here. Awesome music here. Track 47, 3/3/25, Goodbye to You
WIS Save for spirit guardians
[roll]1d20+1[roll]
CON Save on the concentration
21
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
We Are Modron
Get rickrolled here. Awesome music here. Track 47, 3/3/25, Goodbye to You
Let's actually get the tags right on the WIS Save
7
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
We Are Modron
Get rickrolled here. Awesome music here. Track 47, 3/3/25, Goodbye to You
Ignis shoots a hateful glare as Morjan's mocks his prowress. He scarcely weathers the barrage of magic missiles before the tieflings disappears once more, causing him to scream out in rage. In his anger he opens himself up to Hardanvil's spectral guardians.
[[ 3+5+5+2 + 5 = 15+5 = 20 damage taken, add to the prior 4, 24 damage ]]
Snarling in his fury he pours that anger in his assault, sending forth meteors at Hardanvil and his sword against Tatts.
Melf's Minute Meteors (2 meteors) @ Hardanvil
14 fire damage
DEX DC 15 for half damage
Longsword @ Tatts
Attack: 9 Damage: 12 magical slashing and 8 fire
Attack: 18 Damage: 8 magical slashing and 5 fire
Inititiative
Ignis 24-damage (1 3rd level spell slot used, 2 2nd level spell slot used, 1 legendary resistance used)
Tatts
Lair Action
Hardanvil (spirit guardians)
Morjan (Blink, currently on Ethereal) <---------------- currently up
Map
Key
x = impassable
b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage])
c = cabinet (can be shoved with a DC 10 STR Check)
t = table (rough terrain, can be knocked over with action)
f = flames
I = Ignis
T = Tatts
H = Hardanvil
M = Morjan
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
We Are Modron
Get rickrolled here. Awesome music here. Track 47, 3/3/25, Goodbye to You
[[ EDIT: Forgot to swap the "currently up" from Morjan to Tatts in that last post. ]]
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
We Are Modron
Get rickrolled here. Awesome music here. Track 47, 3/3/25, Goodbye to You
Tatt uses his last superiority dice on the miss, and uses a reaction to Riposte.
14 dmg 11
and misses, slipping in his own blood covering the ground.
He then attacks.
10 dmg 10
23 dmg 12
[[ Happy New Year! ]]
Tatts' riposte and first attack miss, the but the third land, drawing blood from the genasi. He lashes out at the blow, channeling his firey nature to engulf the area in flames, so eager to harm Tatts and Hardanvil that he accepts being caught in the blast himself.
Lair Action
6 fire damage @Tatts, Hardanvil, Ignis
Ignis DEX Save: 11
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
We Are Modron
Get rickrolled here. Awesome music here. Track 47, 3/3/25, Goodbye to You
Though failing the save Ignis' fire resistance still halves it.
5 from the fire + 12 from Tatts = +17 to prior damage of 24 making it 41
Inititiative
Ignis 41-damage (1 3rd level spell slot used, 2 2nd level spell slot used, 1 legendary resistance used)
Tatts
Lair Action
Hardanvil (spirit guardians) <---------------- currently up
Morjan (Blink, currently on Ethereal)
Map
Key
x = impassable
b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage])
c = cabinet (can be shoved with a DC 10 STR Check)
t = table (rough terrain, can be knocked over with action)
f = flames
I = Ignis
T = Tatts
H = Hardanvil
M = Morjan
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
We Are Modron
Get rickrolled here. Awesome music here. Track 47, 3/3/25, Goodbye to You
Hargurn moves 1 square NW and engages in melee with Ignis.
As my ACTION, I attack Ignis with my Battleaxe. I took the liberty of rolling with ADVANTAGE because of the FLANKING rule, but I botched the procedure because my iPad didn’t do what I told it to do (it will get a 5 minute time-out when I am finished). I rolled a 11 +6= 17 TO HIT followed by a 14 +6= 20 TO HIT for 9 points of damage.
As a BONUS ACTION, Hargurn will use his WAR PRIEST ability and attack again with his Battle Axe. Again rolling with ADVANTAGE due to FLANKING, I rolled a (20,7) +6 for a CRITICAL 26 with 8 points of damage.
Spirit Guardians is still in effect and I designate Tatts and Morjan to be unaffected by my spirits.
END TURN
Morjan will reappear and walk 5 feet north to look at Ignis. Morjan shoots a ray of frost to try and slow the enemy down. Time to cool off.
Morjan gives a cheeky wave as he is teleported back onto the ethereal plane
Action:Ray of frost: 20 to hit for 7cold damage and Ignis movement speed reduced by 10 feet.
Blink check: 20, Morjan returns to the ethereal plane.
[[
I totally brainfarted thinking I'd already replied to Cheez's post. Sorry about that and thanks Mike since your post is when I finally realized my error.
For flanking, I haven't utilized that. So Hardanvil's rolls will be flat rolls. Taking the left (so the 17 and nat-20)
]]
Hardanvil's first axe strike comes down to be blocked by Ignis' shield but opens the way for a second strike, cleaving through the genasi's defenses. Just when it seems like things couldn't be worse for him, Morjan blinks in once more with a burst of cold to send shivers down his spine.
8 damage from crit-axe, 7 damage from ray of frost. Subtotal: 15
41 + 15 = 56
Legendary Action
Firey Presence (Costs 2 Actions). Ignis releases a burst of flames from himself. Each creature within 10 feet of Ignis must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) fire damage on a failed save, or half as much on a successful one.
Ignis roars in action after the assault, loosing fire from himself.
@Tatts and Hardanvil
21 fire damage
DEX DC 15 for half
If Hardanvil still maintains concentration on Spirit Guardians
WIS Save: Unable to parse dice roll.
Damage: pending
Ignis' Turn
Ignis reels from the assault. Slowed by magical frost, caught in the midst of ancestral guardians, he trudges upwards past the table and calls upon his heritage to unleash a wave of fire from himself.
Movement: N, NE
@Hardanvil gets an opportunity attack
Action: burning hands @ Tatts and Hardanvil
10 fire damage
DEX DC 15 for half
Inititiative
Ignis 56-damage + pending potential Spirit Guardians (1 3rd level spell slot used, 2 2nd level spell slot used, 1 1st level spell, 1 legendary resistance used)
Tatts <---------------- currently up
Lair Action
Hardanvil (spirit guardians)
Morjan (Blink, currently on Ethereal)
Map
Key
x = impassable
b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage])
c = cabinet (can be shoved with a DC 10 STR Check)
t = table (rough terrain, can be knocked over with action)
f = flames
I = Ignis
T = Tatts
H = Hardanvil
M = Morjan
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
We Are Modron
Get rickrolled here. Awesome music here. Track 47, 3/3/25, Goodbye to You
Hargurn is surprised by the FIERY PRESENCE and FAILS his DEX Saving Throw and takes 13 points of fire damage. Hit Points are now 15/59
Hargurn attempts to maintain concentration on his SPIRITUAL GUARDIANS spell and FAILS. My spirits slowly vanish.
Hargurn then FAILS in his DEX SAVE against the BURNING HANDS spell and takes 6 points of fire damage. Hit Points are now 9/59
Surely Hargurn can redeem himself with an OPPORTUNITY ATTACK on Ignir, but NOOOOOOO. He probably misses with a 16 TO HIT and 9 points of damage.
Tatts dodges the first flame, but the burning hands is too much and over whelms him, he falls to the ground.
Hanging by a thread, he hopes to drop the enemy before he succumbs to his wounds.
16 dmg 7
12 dmg 9
[[ Definitely interesting how much changes in initiative order / luck of the rolls can swing things so much. ]]
Ignis' armor shields him from the incoming blows. After weathering Tatts' strike he strikes back.
Legendary Action: Attack
Longsword @ Tatts
Attack: 17 Damage: 5 magical slashing and 5 fire
Lair Action
As he strikes at Tatts he calls upon a pillar of fire to appear before Hardanvil and sear the dwarf's eyes.
@Hardanvil
DC 15 CON Save or blinded until the end of his turn.
Inititiative
Ignis 56-damage (1 3rd level spell slot used, 2 2nd level spell slot used, 1 1st level spell used, 1 legendary resistance used)
Tatts
Lair Action
Hardanvil <---------------- currently up
Morjan (Blink, currently on Ethereal)
Map
Key
x = impassable
b = burning brazier of fire (can be toppled with action [open to negotiation on damage and save DCs, but probably around 2d10 fire damage])
c = cabinet (can be shoved with a DC 10 STR Check)
t = table (rough terrain, can be knocked over with action)
f = flames
I = Ignis
T = Tatts
H = Hardanvil
M = Morjan
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
We Are Modron
Get rickrolled here. Awesome music here. Track 47, 3/3/25, Goodbye to You
Hargurn is FINALLY successful with a CON SAVING THROW to prevent blindness.
Hargurn decides that turnabout is fair play and casts BLINDNESS/DEAFNESS on Ignis. I want to BLIND him
1 action
Range/Area: 30ft.
Components: V
Duration: 1 minute
Attack/Save: CON 14
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
Hargurn then moves NE, NE and stands next to Tatts.
End Turn
Ignis CON Save: 10
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
We Are Modron
Get rickrolled here. Awesome music here. Track 47, 3/3/25, Goodbye to You