The Human after yanking the ropes and freeing the drakes, takes one last look at you all then with a dismissive smirk, runs towards the cave exit as fast as he can!
This post has potentially manipulated dice roll results.
Unable to see the total jerk that just ran off and faced with three of those viscous beasts, Theo moves along the correct side of the fungal passage back away from the Drakes. Such that the floating egg is between him and the monsters.
He then waves his wand incanting as three prismatic balls of energy materialize and streak towards the closest drake (D1).
The small comets impact without any issue as the Drake takes force damage (I hope). Magic Missile:14
This post has potentially manipulated dice roll results.
The three glowing missiles hit the drake and it lets out a howl of pain! D1 rushes forward towards you, getting up to Sevrn, and goes for an attack against him.
AttackBite: 6Damage: 8
AttackTail: 17Damage: 6
Sevrn, you able to dodge the tail whip but the creature is fast with his bite!
D2 runs forward about 10 feet before digging into the ground, disappearing! After a moment the ground near you, Theo, rumbles as the drake pops out of it and goes for an attack against you!
AttackBite: 21Damage: 7
AttackTail: 15Damage: 4
Theo you try to dodge the attacks but the drake is too fast for you as both attacks hit.
D3 rushes in towards Mopham, roaring as he attacks!
AttackBite: 22Damage: 6
AttackTail: 9Damage: 6
Mopham dodges the tail and bats the creature's head out of the way with the flat of his sword.
Wex wades in to the fight with the drake that burrowed out of the ground to attack Theo, incanting in a deep language with some venom to the words, swinging two-handed, with his longsword trailing green fire.
Move: close with D2 Bonus Action: Cast Hex on D2, it has disadvantage to Intelligence ability checks for the duration (1 hour or concentration) Action: Cast Green-Flame Blade with its attendant sword attack: 7 to hit, for 5 slashing damage and 6 necrotic damage (Hex). If the attack hits, and another drake is within 5', green fire leaps to that other drake for 4 dmg.
(Note: casting two spells in one turn as one is a bonus action and the other a cantrip)
Flynn goes partially up the wall then casts BANE on the dragon things CHA 13 save or---
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Bonus action Bardic inspiration on Wex an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw.
This post has potentially manipulated dice roll results.
Theo quickly casts a protective shield around him blocking the drakes bite! Wex's attack goes wide as he trips over some of the flung about rubble. Sevrn goes for a swing but the drake easily dodges out of the way! Flynn, you send off your spell and the drakes shake their heads about...
Mopham bellows out with a mighty war cry then swings at D1!
Attack: 14Damage: 13
Action Surge.
Attack2: 21 Damage: 11
Both attacks hit driving the drake back a step and getting a snarl from the creature in return!
This post has potentially manipulated dice roll results.
Staring at the enraged but now seemingly confused Drake as his protective shield dissipates, Theo quickly incants a further confusion spell to instill an illusion in the mind of the Drake.
Phantasmal Force: INT save DC 14 - D2 is INT hexed and Bane I think?
If the save fails the Drake sees a large well-armed and armored body guard appear in Theo's space and interposes itself between the Drake and Theo. The man looks as if to attack!
The armed man attacks at the start of the Drake's turn. (psychic damage on its turn: 5)
This post has potentially manipulated dice roll results.
OOC: D1-CHA Save: 10 . D2 CHA Save: 10 . D3 CHA Save: 14
Flynn your spell seems to have shaken D1 and D2, but D3 has shook off the affects!
Theo's spell goes off and an image only D2 can see appears. ( INT Save: 13 ) It snarls and hisses at the new combatant as it seemingly strikes the drake!
D1 will strike out towards Mopham with both attacks!
Bite: 12Damage: 8
Tail: 6Damage: 5
The drake seems a bit befuddled and misses Mopham with both attacks.
D2 will try and bite the Phantasm!
Bite: 4Damage: 9
Then whips its massive tail at Sevrn.
Tail: 4Damage: 7 +6 from the crit...
Despite being distracted the tail strikes Sevrn hard across his chest, almost knocking the wind out of him!
This post has potentially manipulated dice roll results.
Wex will swing two-handed again at the hexed drake (D2) in front of Theo (since Wex can't see the phantasm), green fire trailing from his blade.
Action: Cast Green-Flame Blade with its attendant sword attack: 7 to hit, for 13 slashing damage and 6 necrotic damage (Hex). If the attack hits, and another drake is within 5', green fire leaps to that other drake for 4 dmg.
Notes:Hex lasts another 59:54 or until concentration is broken.
Also note: Hex gives Disadvantage on ability checks, not saves, so the drake did not have Disadvantage on its save when first confronted with the phantasmal force warrior (as Lothiat correctly knew). Now though, if it wants to take a turn to disbelieve, that would be an Int check, and it would have Disadvantage. Not that it is going to do that.
Mopham Init: 2
Drakes Init: 14
Human Init: 20
Initiative Order:
The Human after yanking the ropes and freeing the drakes, takes one last look at you all then with a dismissive smirk, runs towards the cave exit as fast as he can!
OOC: Theo you're up!
OCC: Can we get a rough room layout of where the Drakes are, how far away the man is, and his description (Human, elf, armor etc?)
OOC: map is up in the private chat.
Unable to see the total jerk that just ran off and faced with three of those viscous beasts, Theo moves along the correct side of the fungal passage back away from the Drakes. Such that the floating egg is between him and the monsters.
He then waves his wand incanting as three prismatic balls of energy materialize and streak towards the closest drake (D1).
The small comets impact without any issue as the Drake takes force damage (I hope). Magic Missile: 14
The three glowing missiles hit the drake and it lets out a howl of pain! D1 rushes forward towards you, getting up to Sevrn, and goes for an attack against him.
AttackBite: 6 Damage: 8
AttackTail: 17 Damage: 6
Sevrn, you able to dodge the tail whip but the creature is fast with his bite!
D2 runs forward about 10 feet before digging into the ground, disappearing! After a moment the ground near you, Theo, rumbles as the drake pops out of it and goes for an attack against you!
AttackBite: 21 Damage: 7
AttackTail: 15 Damage: 4
Theo you try to dodge the attacks but the drake is too fast for you as both attacks hit.
D3 rushes in towards Mopham, roaring as he attacks!
AttackBite: 22 Damage: 6
AttackTail: 9 Damage: 6
Mopham dodges the tail and bats the creature's head out of the way with the flat of his sword.
OOC: Wex, you're up!
Wex wades in to the fight with the drake that burrowed out of the ground to attack Theo, incanting in a deep language with some venom to the words, swinging two-handed, with his longsword trailing green fire.
Move: close with D2
Bonus Action: Cast Hex on D2, it has disadvantage to Intelligence ability checks for the duration (1 hour or concentration)
Action: Cast Green-Flame Blade with its attendant sword attack: 7 to hit, for 5 slashing damage and 6 necrotic damage (Hex). If the attack hits, and another drake is within 5', green fire leaps to that other drake for 4 dmg.
(Note: casting two spells in one turn as one is a bonus action and the other a cantrip)
Edit: ouch, sorry Theo?
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
As per the Drake attack:
As the Drake bursts in front of Theo, he quickly flicks is wand encasing himself in a protective shield of force.
Reaction: Shield, +4 to AC bringing Theo's AC to 21 until the end of his next turn and easily deflecting the first attack and negating the 9 damage :)
(Until Wex blunders over and hits him with his crit fail...)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Sevrn growls at D1, then says something in elvish (casting Hunter's Mark, bonus action), then slices mercy across the Drake.
Translates loosely to "Mark this one"
Attack: 8
Damage: 10 + 3
Flynn goes partially up the wall then casts BANE on the dragon things CHA 13 save or---
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
Bonus action Bardic inspiration on Wex an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw.
Laissez les bons temps rouler
Theo quickly casts a protective shield around him blocking the drakes bite! Wex's attack goes wide as he trips over some of the flung about rubble. Sevrn goes for a swing but the drake easily dodges out of the way! Flynn, you send off your spell and the drakes shake their heads about...
Mopham bellows out with a mighty war cry then swings at D1!
Attack: 14 Damage: 13
Action Surge.
Attack2: 21 Damage: 11
Both attacks hit driving the drake back a step and getting a snarl from the creature in return!
The cultist surely must be gone by now......
OOC: Theo is up!
Staring at the enraged but now seemingly confused Drake as his protective shield dissipates, Theo quickly incants a further confusion spell to instill an illusion in the mind of the Drake.
Phantasmal Force: INT save DC 14 - D2 is INT hexed and Bane I think?
If the save fails the Drake sees a large well-armed and armored body guard appear in Theo's space and interposes itself between the Drake and Theo. The man looks as if to attack!
The armed man attacks at the start of the Drake's turn. (psychic damage on its turn: 5)
OOC: D1-CHA Save: 10 . D2 CHA Save: 10 . D3 CHA Save: 14
Flynn your spell seems to have shaken D1 and D2, but D3 has shook off the affects!
Theo's spell goes off and an image only D2 can see appears. ( INT Save: 13 ) It snarls and hisses at the new combatant as it seemingly strikes the drake!
D1 will strike out towards Mopham with both attacks!
Bite: 12 Damage: 8
Tail: 6 Damage: 5
The drake seems a bit befuddled and misses Mopham with both attacks.
D2 will try and bite the Phantasm!
Bite: 4 Damage: 9
Then whips its massive tail at Sevrn.
Tail: 4 Damage: 7 +6 from the crit...
Despite being distracted the tail strikes Sevrn hard across his chest, almost knocking the wind out of him!
D3 snarling and hissing attacks Mopham as well.
Bite: 20 Damage: 6
Tail: 21 Damage: 8
Both attacks missing their mark.
OOC: next up is Wex!
Wex will swing two-handed again at the hexed drake (D2) in front of Theo (since Wex can't see the phantasm), green fire trailing from his blade.
Action: Cast Green-Flame Blade with its attendant sword attack: 7 to hit, for 13 slashing damage and 6 necrotic damage (Hex). If the attack hits, and another drake is within 5', green fire leaps to that other drake for 4 dmg.
Notes: Hex lasts another 59:54 or until concentration is broken.
Also note: Hex gives Disadvantage on ability checks, not saves, so the drake did not have Disadvantage on its save when first confronted with the phantasmal force warrior (as Lothiat correctly knew). Now though, if it wants to take a turn to disbelieve, that would be an Int check, and it would have Disadvantage. Not that it is going to do that.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Wex swings down hard but the drake side steps out of the way!
Next up is Sevrn!
Sevrn is visibly hurt, and coughs up blood. He wipes his mouth with his forearm and takes another powerful swing at D1:
Attack: 14
Damage (Hunter's Mark): 7 + 6
when my turn
Flynn will cast Dissonant whispers at level 2 on D3
Wis save of 13 or take 20 psycic (1/2 on a save) and be frightened
Laissez les bons temps rouler
Sevrn strikes the D1 hard, opening up a big gash on the drakes belly. The thing is still up though!
(D3 WIS Save: 3 )
Flynn, whispers a few words, but they echo hard in the drakes head! It snarls in pain and shakes its head about.
Mopham swings down on D1 to try and finish it off.
Attack: 9 Damage: 7
Mohpam brings his greatsword down in a mighty swing, lopping off the head of the drake!
Theo is up!