It takes only her hearing the voice, and Velmine, with her quick feet, is darting towards one of the apprentices before anyone else. She makes her way, dashing quickly, until she steadies her feet while she's at H7, where, in a flash of steel, she pulls her rapier for an attack at A2.
Attack:20Damage:24 Piercing
Then, hoping to fade behind the curtains again while also avoiding piling everyone up together to get hit by one of those spells, she moves in the direction of the skeleton at the edge of the room, having no fear of what it could do to her. She finally stops at E5.
Velmine moves to attack the Apprentice that is easier to reach. The Apprentice casts shield, but it it not quite enough to save him from a near fatal injury as Velmine famous swordplay works again. (The Apprentice is still standing, but barely so). She then moves away from the Apprentice making use of her fancy footwork to avoid being hit and gets into melee range with the skeleton in the northwestern corner of the room.
Xavier will cast sickening radiance centered on J12. Dc16 con save for any creature that starts its turn in or enters the green light. Failed save takes 29 radiant damage, suffers 1 level of exhaustion, and emits a green light in a 5 foot radius and cannot benefit from being invisible.
Rollback Post to RevisionRollBack
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Here's the former map updated with the sickening radiance. I didn't update Velmine's position.
Skeleton 1 makes a DC 13 Intelligence check 9 and failing to realize that shooting someone at close range is isn't very smart fire at Velmine with it's Shortbow Attack: 19 Damage: 7, but even at a disadvantage the Skeleton hit Velmine.
Skeleton 2 also shoots at Velmine with it's Shortbow Attack: 6 Damage: 8, but his aim is badly off and he misses.
Skeleton makes a Con save (with advantage because it is half in and half out of the AoE) 12 turns into dust as the sickening radiance consumes it.
Skeleton 4 shoot his Shortbow at (1-2=Velmine, 3=Corvin) 3 Corvin Attack: 6 Damage: 8 (wow the same exact roll as the last one, what are the odds?) But shooting through all the table is a challenge and he misses.
Ghoul Con aave 15. The Ghoul catches on Fire and dies.
Corvin will cast spiritual weapon at 2nd level. Placing the glowing hammer shaped weapon near the Priest if possible, (if not than one of the apprentices).
He will take a couple steps into the room (K5) being careful to avoid the green glowing light. He will chuck his javelin at Skeleton 4. Attack: 25
He will also make his spiritual weapon attack (who ever it was placed near - priest or apprentice) Attack: 23
Velmine has no time to avoid the arrow, and it strikes her shoulder. After pulling her body back, sparks of flame appear from the wound, and suddenly some appear around the skeleton as well as she casts Hellish Rebuke as a reaction. Her incantation to cast the spell is a few words in Infernal.
"How dare you?! Pay for it now."
DC 16 Dex save or the skeleton takes 13 Fire damage, halved on a success.
Corvin casts Spiritual Weapon in H9 (I am pretty sure that works, and it is close to the Wizard and Apprentice 2). The he Spiritual Warhammer attacks the Red Wizard, smashing into the priest. Corvin then moves into the room, stopping shy if the green mist and throws a javelin at the Skeleton that targeting him. Unlike the Skeleton, Corvin's weapon flies true and the impact jars loss some bones,but the Skeleton is still standing.
Skeleton 1 Dex save 16
Velmine reacts quickly after being shot, speaking some unintelligible words (at least to the Skeleton) and casts Hellish Rebuke. Unfortunately the Skeleton was able to avoid the worst of the flames, and is still standing to attack her again next round.
I assume you are trying to move to P5 that is 35 feet away with one square being difficult terrain (Corvin in K5). Your Bladesong ran out while you were trying to get the golem out of the room. (I will double check this.) Ok, I just checked this, and you have two rounds (including this round) left on your Bladesong. I still need you to confirm you are moving to P5, because the way you wrote that is a little bit confusing.
This post has potentially manipulated dice roll results.
Eiren moves into the room and casts a Chill Touch on the Skeleton that Velmine is close to, turning the Skeleton into a pile lifeless bones. He then continues to move along the northern wall to P5 and attacks the Skeleton in that corner with his rapier, doing considerable damage, but the Skeleton is still standing.
Apprentice 1 Con save 20
The apprentice turns green and almost dies, but manages to stumble out of the green mist into C10. He then casts Mage Armor on himself.
Apprentice 2 Con save 10
The second apprentice doesn't seem effected by the mist. Although he quickly moves to P7 and casts [spell]Scorching Ray[spell] targeting Eiren with all three rays. 1st ray Attack: 18 Damage: 11 Fire damage. 2nd ray Attack: 18 Damage: 9 Fire damage. 3rd ray Attack: 18 Damage: 5 Fire damage. All three rays miss Eiren.
The apprentice then moves to Q9
Red Wizard's Con save 13
The Wizard is feeling a little bit sick and decides that a retreat might be in order. He moves to J10 (J30 on the new map) and casts Dimension Door. He disappears and reappears along the northern wall of the pillar room, and then he moves along the wall 10 feet untl he loses sight of Xavier.
Note: S3 should be S4. Also it looks like I forgot to add the Clay Golem (I thought I had🤔)
Xavier successful counterspells the Wizard's spell. So the Wizard continues moving east to N10
I will update the map at the top of the round after Baik goes. As the dimension door failed I will be using the smaller map. You can refer to the bigger map for the current positions.
This post has potentially manipulated dice roll results.
Baik moves forward to where he can see the Red Wizard (J4 preferably, J5 if he can't see from J4, then he'll step back to J4). He points his spear and growls a curse in Goblin, while two black rays lash out towards the wizard.
(Eldritch Blast, ray 1: 15 to hit; 6 force damage. ray 2: 15 to hit; 13 force damage.)
Baik unleashes his new found power at the Wizard. The twin rays of force hammer into the Wizard, doing extensive damage. The Wizard is looking pretty beat up, but he still has some fight in him.
Velmine and Xavier are up
Xavier roll another Sickening Radiance damage roll
Velmine Initiative: 26
It takes only her hearing the voice, and Velmine, with her quick feet, is darting towards one of the apprentices before anyone else. She makes her way, dashing quickly, until she steadies her feet while she's at H7, where, in a flash of steel, she pulls her rapier for an attack at A2.
Attack: 20 Damage: 24 Piercing
Then, hoping to fade behind the curtains again while also avoiding piling everyone up together to get hit by one of those spells, she moves in the direction of the skeleton at the edge of the room, having no fear of what it could do to her. She finally stops at E5.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Velmine moves to attack the Apprentice that is easier to reach. The Apprentice casts shield, but it it not quite enough to save him from a near fatal injury as Velmine famous swordplay works again. (The Apprentice is still standing, but barely so). She then moves away from the Apprentice making use of her fancy footwork to avoid being hit and gets into melee range with the skeleton in the northwestern corner of the room.
Corvin Initiative: 16
Baik Initiative: 8
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
Eiren Initiative: 17
Qu’oth: 18
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Initiative 21
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Xavier will cast sickening radiance centered on J12. Dc16 con save for any creature that starts its turn in or enters the green light. Failed save takes 29 radiant damage, suffers 1 level of exhaustion, and emits a green light in a 5 foot radius and cannot benefit from being invisible.
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Here's the former map updated with the sickening radiance. I didn't update Velmine's position.
Skeleton 1 makes a DC 13 Intelligence check 9 and failing to realize that shooting someone at close range is isn't very smart fire at Velmine with it's Shortbow Attack: 19 Damage: 7, but even at a disadvantage the Skeleton hit Velmine.
Skeleton 2 also shoots at Velmine with it's Shortbow Attack: 6 Damage: 8, but his aim is badly off and he misses.
Skeleton makes a Con save (with advantage because it is half in and half out of the AoE) 12 turns into dust as the sickening radiance consumes it.
Skeleton 4 shoot his Shortbow at (1-2=Velmine, 3=Corvin) 3 Corvin Attack: 6 Damage: 8 (wow the same exact roll as the last one, what are the odds?) But shooting through all the table is a challenge and he misses.
Ghoul Con aave 15. The Ghoul catches on Fire and dies.
Qu'oth, Eiren, and Corvin are up
Corvin will cast spiritual weapon at 2nd level. Placing the glowing hammer shaped weapon near the Priest if possible, (if not than one of the apprentices).
He will take a couple steps into the room (K5) being careful to avoid the green glowing light. He will chuck his javelin at Skeleton 4. Attack: 25
He will also make his spiritual weapon attack (who ever it was placed near - priest or apprentice) Attack: 23
(Ugh...it didnt do my damage rolls)
Damage for javelin: 9
Damage for spiritual weapon: 8
Velmine has no time to avoid the arrow, and it strikes her shoulder. After pulling her body back, sparks of flame appear from the wound, and suddenly some appear around the skeleton as well as she casts Hellish Rebuke as a reaction. Her incantation to cast the spell is a few words in Infernal.
"How dare you?! Pay for it now."
DC 16 Dex save or the skeleton takes 13 Fire damage, halved on a success.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Corvin casts Spiritual Weapon in H9 (I am pretty sure that works, and it is close to the Wizard and Apprentice 2). The he Spiritual Warhammer attacks the Red Wizard, smashing into the priest. Corvin then moves into the room, stopping shy if the green mist and throws a javelin at the Skeleton that targeting him. Unlike the Skeleton, Corvin's weapon flies true and the impact jars loss some bones,but the Skeleton is still standing.
Skeleton 1 Dex save 16
Velmine reacts quickly after being shot, speaking some unintelligible words (at least to the Skeleton) and casts Hellish Rebuke. Unfortunately the Skeleton was able to avoid the worst of the flames, and is still standing to attack her again next round.
Qu'oth and Eiren are up.
Qu'oth flies to Velmine's aid, swooping in between her and the skeleton with a flyby [Tooltip Not Found] for Eiren's attack.
Eiren runs forward likewise. With his free hand he sends a necrotic claw against the skeleton attacking Velmine.
Spell Attacking S1: 17 Damage: 10 necrotic
(Elven Accuracy, replacing the lower of the two attacks above...23)
Then he quickly spins to stab the one opposite with his rapier...
Bonus action, Attacking S2: 10 Damage: 9 piercing
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
I assume you are trying to move to P5 that is 35 feet away with one square being difficult terrain (Corvin in K5).
Your Bladesong ran out while you were trying to get the golem out of the room. (I will double check this.)Ok, I just checked this, and you have two rounds (including this round) left on your Bladesong. I still need you to confirm you are moving to P5, because the way you wrote that is a little bit confusing.(Yes please, move to P5)
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Eiren moves into the room and casts a Chill Touch on the Skeleton that Velmine is close to, turning the Skeleton into a pile lifeless bones. He then continues to move along the northern wall to P5 and attacks the Skeleton in that corner with his rapier, doing considerable damage, but the Skeleton is still standing.
Apprentice 1 Con save 20
The apprentice turns green and almost dies, but manages to stumble out of the green mist into C10. He then casts Mage Armor on himself.
Apprentice 2 Con save 10
The second apprentice doesn't seem effected by the mist. Although he quickly moves to P7 and casts [spell]Scorching Ray[spell] targeting Eiren with all three rays. 1st ray Attack: 18 Damage: 11 Fire damage. 2nd ray Attack: 18 Damage: 9 Fire damage. 3rd ray Attack: 18 Damage: 5 Fire damage. All three rays miss Eiren.
The apprentice then moves to Q9
Red Wizard's Con save 13
The Wizard is feeling a little bit sick and decides that a retreat might be in order. He moves to J10 (J30 on the new map) and casts Dimension Door. He disappears and reappears along the northern wall of the pillar room, and then he moves along the wall 10 feet untl he loses sight of Xavier.
Note: S3 should be S4. Also it looks like I forgot to add the Clay Golem (I thought I had🤔)
Baik is Up
Xavier casts counterspell on the red wizards dimension door (if it's higher than 3rd level spell here is my roll ) 15
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Xavier successful counterspells the Wizard's spell. So the Wizard continues moving east to N10
I will update the map at the top of the round after Baik goes. As the dimension door failed I will be using the smaller map. You can refer to the bigger map for the current positions.
Baik is Up
Baik moves forward to where he can see the Red Wizard (J4 preferably, J5 if he can't see from J4, then he'll step back to J4). He points his spear and growls a curse in Goblin, while two black rays lash out towards the wizard.
(Eldritch Blast, ray 1: 15 to hit; 6 force damage. ray 2: 15 to hit; 13 force damage.)
(+6 critical force damage)
"That's more like it!" He roars.
**By the Light of the Sun, you will burn!**
Previously BENEFICENCE
DM: Storm Lord's Wrath || Syr Valor Dayne: Sleeping Gods || tooltips | guides | dice |
Baik unleashes his new found power at the Wizard. The twin rays of force hammer into the Wizard, doing extensive damage. The Wizard is looking pretty beat up, but he still has some fight in him.
Velmine and Xavier are up
Xavier roll another Sickening Radiance damage roll