This post has potentially manipulated dice roll results.
Nox quickly lets three arrows loose. His instinct tells him that the first two were aimed accurately while the last one was sent a bit wide of its mark. The first two arrows cut through the Mist, whose thickness allows Nox to see the dislocated air as the projectiles pass. This, however, seems to be the Mist's only reaction. No apparent damage can be discerned. It would seem that this Mist is immune to regular piercing damage. The arrows then continue to travel through their set path until they are stopped by either the opposite wall or Karwin's shield, who was on the exact line of fire for those shots.
Lowering her shield after deflecting one of Nox's arrows, Karwin casts a spell to help her identify sources of magic nearby. Within 30 feet, she not only confirms that both Dredge and Lot carry some magical items with them, as does she, but that the Mist itself is definitely of a mystical essence. (OOC: You have sensed the presence of magic around you. Further information would cost you the use of another action, as indicated by the spell).
Dredge casts his spell right in the center of the misty cloud, affecting everyone, including himself, within the specified radius. DEX saving throws:
Mist: 24; Karwin: 16; Lot: 12; Dredge (with advantage): 6; Mist (again because I forgot to give it advantage): 9.
With not so much luck on his side, Dredge manages to miss his intended target, who briefly glows in a dark orange, earthy tone before returning to its normal state.
(Mist will go next. I'll make the post later on today).
As Dredge distances himself and begins his transformation, the Mist follows, still attracted to the druid. It stops near the northeastern corner of the room, encircling Nox without losing its hold on Rhino-Dredge (both Dredge and Nox must begin their next turns making a {DC 14} CON saving throw or be both poisoned and incapacitated).
UPDATE MAP:
(Lot is up next. Nox, Dredge, and Karwin can post in advance of initiative round 2 as well).
This post has potentially manipulated dice roll results.
(OOC @Elite: Please correct my math if I'm wrong, but you have used 3 sorcery points to twin-cast Haste, and another 2 sorcery points to quicken Fire Bolt for a total of 5 sorcery points used this turn, right?. Going forward, it would help me a bunch if you please could be explicit about sorcery points usage/conversion/etc. On a separate point, please note that the hasted-action cannot be used to Dodge as per the spell's description. For this turn, I'll make a DM call on your behalf, but I would prefer not having to do so going forward).
Lot hastes both himself and Dredge and is happy to see that the spell is cast successfully this time (i.e. no surge). He momentarily bends the weave in order to shoot a quick bolt of fire towards the the Mist, who seems to be repelled by the flames as if it was singed by them (Mist - CMD: 4) (CMD stands for cumulative damage; We have first blood!)
The sorcerer then rushes to one of the walls and attempts to hide within one of the shadowy patches (stealth: 11 -> it is a worthy attempt but the several lit sconces in this room make it a bit hard to hide).
15. Nox - must make {DC 14} CON save at the beginning of his turn or be poisoned and incapacitated 07. Dredge - must make {DC 14} CON save at the beginning of his turn or be poisoned and incapacitated. Dredge is also under the effects of Haste (10 turns). 07. Karwin - concentrating on Detect Magic for up to 599 more rounds. 05. Mist 04. Lot - under the effects of Mage Armor and concentrating on and affected by Haste (9 turns).
This post has potentially manipulated dice roll results.
Con Save:15
Dredge once again weathers the affects of the mist, wheeling around to move 20 feet away. He grates his large teeth, frustrated beyond belief. He flies into a rage, turning again to face the mist. He then charges (add 2d8 to damage roll if you move at least 20 feet in a straight line before attacking) the remaining 20 feet of his movement, bringing up the great horn on his head through the mist, recklessly attacking (gain advantage, attacks against me gain advantage)
To Hit: 18
Damage: 22 Bludgeoning (Magical due to Primal Strikes)
He then snorts a challenge into the mist, angered by the lack of a corporeal body to strike. He thrusts his head up again, using the haste given to him.
To Hit: 20
Damage: 13 Bludgeoning (Magical due to Primal Strikes)
(That is correct, I have used 5 sorcery points. And I apologize and the confusing Hasted action. I thought it allowed for Dodging. Apologies all around for any inconvenience.)
Rollback Post to RevisionRollBack
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
Nox inhales the poisonous, numbing Mist and the immediate coughing attack takes the rogue out of action momentarily. All he is able to do for now is create some distance between him and the source of his ailment (OOC: at the beginning of your next turn you will no longer be poisoned or incapacitated).
Dredge lets the natural instincts of the rhinoceros take him over, resisting the noxious gas and becoming more primal in the process. He rears back preparing to gore the Mist with his magical horn. The beast charges and somehow finds purchase on the Mist. Encouraged, the druid hits once again, this time without the added momentum. It matters not, as the Mist feels it all the same and for a brief moment a high-pitched shriek can be heard from within (Mist - CMD: 56) (First Nat20!). The Mist reacts by consolidating further, sacrificing size for cloudiness/thickness. The party can no longer see through the Mist (OOC: down to Medium size and occupying square -A43 on the map, still within melee range of Rhino-Dredge).
Karwin refocuses on her magic detection as she steps forward a bit. The cleric feels a hint of transmutation entangled in the mist, suggesting the existence of another form to this menace. If she had to guess, she would probably say this foul magic is of a fiendish nature, or perhaps demonic.
(OOC @Elite: No worries, there is no need for apologies. I'm just trying to become more acquainted with the characters myself).
Trying to avoid the beast, the Mist will rapidly move past the northeastern door, into a dimly-lit, narrow hallway. The hallway goes 15 feet to the east, before bifurcating in the north and south directions. When it reaches the fork, the Mist begins to spin rapidly in place, at some moments looking like it will move north, and at others as if it was southbound. The ruse seem to work and Rhino-Dredge cannot be sure towards which direction his foe has escaped.
(OOC: Dredge can use his reaction to make an attack of opportunity against the Mist before it goes too far).
(Lot is up next. Everyone else can also post ahead of next round).
This post has potentially manipulated dice roll results.
Dredge, stirred into a battle rage, presses forward, squeezing his large frame into the door, moving with difficulty. However, he dashes with the haste given to him, keeping up his speed. He takes a second to attempt to spot his query, looking down both the northern and southern hallways.
If he catches sight of the mist, then he charges after it, hoping to get close enough to get an attack of oppertunity if it continues to flee. If not, he bellows wordlessly down the corridor in frustration, and then returns to his normal form before returning to the original chamber.
If he can find the mist and attack, he will do so with Reckless Attack (cancelling disadvantage from squeezing), but I’m fairly sure both my actions are spent (dash, perception check)
This post has potentially manipulated dice roll results.
Lot will move (doubled speed due to Haste) to get LoS on the mist and cast a Hieghtened (3 Sorcery Points) Synaptic Static, DC 17 Int save with disadvantage. And will move back out to the far side of the room with a Dash action from Haste.
Wild Magic Surge: 13
Also Lot will use a bonus action to sacrifice a 4th level spell slot for more sorcery points.
(Sheet has been updated accordingly)
Rollback Post to RevisionRollBack
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
This post has potentially manipulated dice roll results.
Lot uses his hasted legs to chase after the Mist through the northeastern door (i.e. the door you saw it go through in its escape attempt). He comes to a bifurcation in the hallway, and with no visuals on the Mist, will have to guess where to go (OOC: Lot would have to guess either north or south, a 50-50 chance. I'll roll a percentile die on your behalf. A score of 51 and above, you'd go north -> 60). The sorcerer guesses south.
Fortunately, his added speed is just enough to turn the corner and get line of sight on a creature. What Lot sees is so different from his expectations, that he cannot immediately tell whether this is the same creature they were fighting up until just moments ago. He presumes that it indeed is the same foe, despite the change in appearance. In yet another bend in the path, Lot sees a pillar of yellow slime with a single malevolent eye peering through its top portion. An odd number of tentacle-like protrusions adorn this gooey creature. A bit surprised, Lot let's loose one of his most powerful spells at this new, but clearly menacing creature.
In a fraction of a second, Lot realizes he'll need to be smart about targeting this spell. He lets the psychic energy blast at the 20-foot high ceiling, just above the yellowish creature. The blast misses Lot by no more than a few feet.
-> Yellow Pillar's INT saving throw vs. Synaptic Static {DC 17} with advantage and disadvantage: 10 (OOC @Elite: I'll be rolling the spell's damage on your behalf here: 32). The creature's eye begins to move very quickly, darting left to right, up and down. Lot recognizes this as proof that his spell was successful (Yellow Pillar - CMD: 83).
15. Nox - no longer poisoned nor incapacitated; 07. Dredge - In the form of a Rhinoceros and under the effects of Haste (9 rounds); 07. Karwin - concentrating on Detect Magic (up to 598 more rounds); 05. Yellow Pillar - under the effects of Synaptic Static (up to 10 rounds); 04. Lot - under the effects of Mage Armor and concentrating on and affected by Haste (8 rounds).
UPDATED MAP
(I'll be resolving Nox and Dredge's turns in my next post. Karwin is still up).
(OOC @Palfatreos: I'll count that as the search action. Also, based at the information I have at the moment, it doesn't look like the party is following you, so I'll stop you at -D41).
Nox opens the northern door and gives the hallway beyond a good look. There is an immediate wall in front of him. To his left, the path extends west for another 30 feet, before turning north. From this angle, Nox call tell that there is nothing occupying the space immediately after this northbound turn. To his right, the path extends east for another 20 feet, before turning south. From his position, it is hard to tell what may lie beyond the southbound turn.
(OOC @Dredge: A few things to touch on. First, because of Haste, your speed as a Rhino is doubled to 80 feet, so even moving at half speed you won't need to dash to reach your foe. Second, I'll consider your perception check a search action, still leaving you the hasted action. Third, you can see that Lot took the south path ahead of you and cast a spell, so I'll lower the DC considerably for that search check, allowing you to easily conclude that the south path is the correct one. Unfortunately, I'd have to say that you won't be able to squeeze by Lot in this tight tunnel by which you're already squeezed, so you wont be able to proceed further as a rhino. Fourth, you could revert to genasi form right there behind Lot, squeeze by in your now smaller frame, and then attempt a single weapon attack with your remaining hasted action. At this point however, Dredge knows that regular attacks are no good, so I don't think he'd do that, right? Since you popped that possibility in your post, I'll assume Dredge would then drop his animal form and go back to the previous chamber. Finally, since you have not laid eyes on the enemy's new form, Dredge would still be looking for Mist. Let me know if you are disagree with these interpretations).
Rhino-Dredge begins to chase after the Mist, forcing his way through the tight tunnel. Luckily, Lot managed to make his way in there before Dredge, showing him the way to their common enemy (with Lady-Luck/Tymora on his side!). Unluckily, the very guidance he got from Lot is what now prevents the rhinoceros from reaching his query. A bit frustrated with his tight surroundings and realizing he won't be able to reach his foe in this form, the druid reverts to his genasi form and pushes forward. Now in between the sorcerer and the shape-changed foe, Dredge rages on and strikes what he assumes to be a threat. The attack would cleave a limb were this enemy a human or beast, but the yellow goo does not seem to care much. Nonetheless, the barbarian notices that the monster recoils, perhaps indicating that its immunity in Mist form has subsided somewhat (Yellow Pillar -> CMD: 110).
(OOC: This post has been edited to accommodate the following explanation).
Nox quickly lets three arrows loose. His instinct tells him that the first two were aimed accurately while the last one was sent a bit wide of its mark. The first two arrows cut through the Mist, whose thickness allows Nox to see the dislocated air as the projectiles pass. This, however, seems to be the Mist's only reaction. No apparent damage can be discerned. It would seem that this Mist is immune to regular piercing damage. The arrows then continue to travel through their set path until they are stopped by either the opposite wall or Karwin's shield, who was on the exact line of fire for those shots.
Lowering her shield after deflecting one of Nox's arrows, Karwin casts a spell to help her identify sources of magic nearby. Within 30 feet, she not only confirms that both Dredge and Lot carry some magical items with them, as does she, but that the Mist itself is definitely of a mystical essence. (OOC: You have sensed the presence of magic around you. Further information would cost you the use of another action, as indicated by the spell).
Dredge casts his spell right in the center of the misty cloud, affecting everyone, including himself, within the specified radius. DEX saving throws:
With not so much luck on his side, Dredge manages to miss his intended target, who briefly glows in a dark orange, earthy tone before returning to its normal state.
(Mist will go next. I'll make the post later on today).
(OOC: Just so you know, I updated my post with a Wildshape bonus action now that Faerie Fire has resolved)
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
As Dredge distances himself and begins his transformation, the Mist follows, still attracted to the druid. It stops near the northeastern corner of the room, encircling Nox without losing its hold on Rhino-Dredge (both Dredge and Nox must begin their next turns making a {DC 14} CON saving throw or be both poisoned and incapacitated).
UPDATE MAP:
(Lot is up next. Nox, Dredge, and Karwin can post in advance of initiative round 2 as well).
Lot will Meta-Magic Twin cast Haste on both Dredge and Himself.
Wild Magic Roll: 8
Then he will move to H41 and Quicken a Fire Bolt at the mist: Attack: 20 Damage: 9
And with is Hasted action he will Dodge.
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
(OOC @Elite: Please correct my math if I'm wrong, but you have used 3 sorcery points to twin-cast Haste, and another 2 sorcery points to quicken Fire Bolt for a total of 5 sorcery points used this turn, right?. Going forward, it would help me a bunch if you please could be explicit about sorcery points usage/conversion/etc. On a separate point, please note that the hasted-action cannot be used to Dodge as per the spell's description. For this turn, I'll make a DM call on your behalf, but I would prefer not having to do so going forward).
Lot hastes both himself and Dredge and is happy to see that the spell is cast successfully this time (i.e. no surge). He momentarily bends the weave in order to shoot a quick bolt of fire towards the the Mist, who seems to be repelled by the flames as if it was singed by them (Mist - CMD: 4) (CMD stands for cumulative damage; We have first blood!)
The sorcerer then rushes to one of the walls and attempts to hide within one of the shadowy patches (stealth: 11 -> it is a worthy attempt but the several lit sconces in this room make it a bit hard to hide).
END OF INITIATIVE ROUND 1
UPDATED MAP:
(Nox, Dredge, and Karwin are still up).
Karwin will step forward and use her action once she is within range to attempt to identify the nature of the magic in the mist.
Current Player In: The Guild as Elsara Deepmoon
Con Save:15
Dredge once again weathers the affects of the mist, wheeling around to move 20 feet away. He grates his large teeth, frustrated beyond belief. He flies into a rage, turning again to face the mist. He then charges (add 2d8 to damage roll if you move at least 20 feet in a straight line before attacking) the remaining 20 feet of his movement, bringing up the great horn on his head through the mist, recklessly attacking (gain advantage, attacks against me gain advantage)
To Hit: 18
Damage: 22 Bludgeoning (Magical due to Primal Strikes)
He then snorts a challenge into the mist, angered by the lack of a corporeal body to strike. He thrusts his head up again, using the haste given to him.
To Hit: 20
Damage: 13 Bludgeoning (Magical due to Primal Strikes)
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Con save: 13 failed i am poisoned and incapacitated
Nox running top left corner -C39, coughing because he inhaled something bad while under the mist.
Personal reminders
Arrows fired: 3
Mist: 13 < AC < 16 Immune piercing. magical
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
(That is correct, I have used 5 sorcery points. And I apologize and the confusing Hasted action. I thought it allowed for Dodging. Apologies all around for any inconvenience.)
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
Nox inhales the poisonous, numbing Mist and the immediate coughing attack takes the rogue out of action momentarily. All he is able to do for now is create some distance between him and the source of his ailment (OOC: at the beginning of your next turn you will no longer be poisoned or incapacitated).
Dredge lets the natural instincts of the rhinoceros take him over, resisting the noxious gas and becoming more primal in the process. He rears back preparing to gore the Mist with his magical horn. The beast charges and somehow finds purchase on the Mist. Encouraged, the druid hits once again, this time without the added momentum. It matters not, as the Mist feels it all the same and for a brief moment a high-pitched shriek can be heard from within (Mist - CMD: 56) (First Nat20!). The Mist reacts by consolidating further, sacrificing size for cloudiness/thickness. The party can no longer see through the Mist (OOC: down to Medium size and occupying square -A43 on the map, still within melee range of Rhino-Dredge).
Karwin refocuses on her magic detection as she steps forward a bit. The cleric feels a hint of transmutation entangled in the mist, suggesting the existence of another form to this menace. If she had to guess, she would probably say this foul magic is of a fiendish nature, or perhaps demonic.
(OOC @Elite: No worries, there is no need for apologies. I'm just trying to become more acquainted with the characters myself).
(Mist will go next)
DM Screen:
Deception: 22.
Trying to avoid the beast, the Mist will rapidly move past the northeastern door, into a dimly-lit, narrow hallway. The hallway goes 15 feet to the east, before bifurcating in the north and south directions. When it reaches the fork, the Mist begins to spin rapidly in place, at some moments looking like it will move north, and at others as if it was southbound. The ruse seem to work and Rhino-Dredge cannot be sure towards which direction his foe has escaped.
(OOC: Dredge can use his reaction to make an attack of opportunity against the Mist before it goes too far).
(Lot is up next. Everyone else can also post ahead of next round).
I am moving to -D41 and holding the door open while check what up. Perception 20.
If the party giving chase ill follow them with rest of my movement otherwise i am staying in -D41
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Reaction:
To Hit: 20
Damage: 19 Bludgeoning (Magical)
Dredge thrusts his head forwards, cutting through the mist once again as it flees from him.
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Dredge, stirred into a battle rage, presses forward, squeezing his large frame into the door, moving with difficulty. However, he dashes with the haste given to him, keeping up his speed. He takes a second to attempt to spot his query, looking down both the northern and southern hallways.
Perception: 12
If he catches sight of the mist, then he charges after it, hoping to get close enough to get an attack of oppertunity if it continues to flee. If not, he bellows wordlessly down the corridor in frustration, and then returns to his normal form before returning to the original chamber.
If he can find the mist and attack, he will do so with Reckless Attack (cancelling disadvantage from squeezing), but I’m fairly sure both my actions are spent (dash, perception check)
To Hit: 15
Damage: 28 Bludgeoning (Magical)
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Lot will move (doubled speed due to Haste) to get LoS on the mist and cast a Hieghtened (3 Sorcery Points) Synaptic Static, DC 17 Int save with disadvantage. And will move back out to the far side of the room with a Dash action from Haste.
Wild Magic Surge: 13
Also Lot will use a bonus action to sacrifice a 4th level spell slot for more sorcery points.
(Sheet has been updated accordingly)
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
Lot uses his hasted legs to chase after the Mist through the northeastern door (i.e. the door you saw it go through in its escape attempt). He comes to a bifurcation in the hallway, and with no visuals on the Mist, will have to guess where to go (OOC: Lot would have to guess either north or south, a 50-50 chance. I'll roll a percentile die on your behalf. A score of 51 and above, you'd go north -> 60). The sorcerer guesses south.
Fortunately, his added speed is just enough to turn the corner and get line of sight on a creature. What Lot sees is so different from his expectations, that he cannot immediately tell whether this is the same creature they were fighting up until just moments ago. He presumes that it indeed is the same foe, despite the change in appearance. In yet another bend in the path, Lot sees a pillar of yellow slime with a single malevolent eye peering through its top portion. An odd number of tentacle-like protrusions adorn this gooey creature. A bit surprised, Lot let's loose one of his most powerful spells at this new, but clearly menacing creature.
In a fraction of a second, Lot realizes he'll need to be smart about targeting this spell. He lets the psychic energy blast at the 20-foot high ceiling, just above the yellowish creature. The blast misses Lot by no more than a few feet.
-> Yellow Pillar's INT saving throw vs. Synaptic Static {DC 17} with advantage and disadvantage: 10 (OOC @Elite: I'll be rolling the spell's damage on your behalf here: 32). The creature's eye begins to move very quickly, darting left to right, up and down. Lot recognizes this as proof that his spell was successful (Yellow Pillar - CMD: 83).
END OF INITIATIVE ROUND 2
BEFORE MOVING INTO INITIATIVE ROUND 3
Dredge's reaction: The rhino's attack hits the Mist before it can fully escape the beast's grasp (Mist/Yellow Pillar - CMD: 102).
(OOC: Sorry, I should have resolved this before Lot's turn...)
UPDATED MAP
(I'll be resolving Nox and Dredge's turns in my next post. Karwin is still up).
(OOC @Palfatreos: I'll count that as the search action. Also, based at the information I have at the moment, it doesn't look like the party is following you, so I'll stop you at -D41).
Nox opens the northern door and gives the hallway beyond a good look. There is an immediate wall in front of him. To his left, the path extends west for another 30 feet, before turning north. From this angle, Nox call tell that there is nothing occupying the space immediately after this northbound turn. To his right, the path extends east for another 20 feet, before turning south. From his position, it is hard to tell what may lie beyond the southbound turn.
(OOC @Dredge: A few things to touch on. First, because of Haste, your speed as a Rhino is doubled to 80 feet, so even moving at half speed you won't need to dash to reach your foe. Second, I'll consider your perception check a search action, still leaving you the hasted action. Third, you can see that Lot took the south path ahead of you and cast a spell, so I'll lower the DC considerably for that search check, allowing you to easily conclude that the south path is the correct one. Unfortunately, I'd have to say that you won't be able to squeeze by Lot in this tight tunnel by which you're already squeezed, so you wont be able to proceed further as a rhino. Fourth, you could revert to genasi form right there behind Lot, squeeze by in your now smaller frame, and then attempt a single weapon attack with your remaining hasted action. At this point however, Dredge knows that regular attacks are no good, so I don't think he'd do that, right? Since you popped that possibility in your post, I'll assume Dredge would then drop his animal form and go back to the previous chamber. Finally, since you have not laid eyes on the enemy's new form, Dredge would still be looking for Mist. Let me know if you are disagree with these interpretations).
Rhino-Dredge begins to chase after the Mist, forcing his way through the tight tunnel. Luckily, Lot managed to make his way in there before Dredge, showing him the way to their common enemy (with Lady-Luck/Tymora on his side!). Unluckily, the very guidance he got from Lot is what now prevents the rhinoceros from reaching his query. A bit frustrated with his tight surroundings and realizing he won't be able to reach his foe in this form, the druid reverts to his genasi form and pushes forward. Now in between the sorcerer and the shape-changed foe, Dredge rages on and strikes what he assumes to be a threat. The attack would cleave a limb were this enemy a human or beast, but the yellow goo does not seem to care much. Nonetheless, the barbarian notices that the monster recoils, perhaps indicating that its immunity in Mist form has subsided somewhat (Yellow Pillar -> CMD: 110).
(OOC: This post has been edited to accommodate the following explanation).
(Karwin is still up).