Yessaris enables one of his contraptions, and multitasks by calling out the name Barney once more. Before he Blinks out of the Material Plane, he hears the mechanical clanging of metal far in the distance. It might take a while...
Nox put a Hexblade’s Curse on the mind flayer head at DN-3. With each hit a there a loud cracking sound and a dark glow shortly emitting from the mind flayer. Heblade curse + 4th lvl divine smite included (ticked off 2 spell slot for now, will reduce it if the attack missed): Attack: 27 Damage: 30 14 magical bludgeoning 16 radiant damage. Attack: 15 Damage: 37 12 magical bludgeoning 25 radiant damage.
Edit: if the target undead or fiend it take and extra 1d8 radiant damage (5, 1)
Nox move to DN-4 witouth triggering mind flayer OA.
Nox curses the MindFlayer who just attempted to hold him down and strikes it twice with his Skyblinder Staff. Each hit is accompanied by a flash of holy light, further burning the aberration (Mind Flayer takes 67 magical bludgeoning and radiant damage).
This post has potentially manipulated dice roll results.
Graxx prances his way to DO,-3 to attack the pink MindFlayer. He first stabs out with his Rapier.
Attack: 14 Damage: 7
He then turns his hand-crossbow sideways signifying it's a kill shot and utilize his Crossbow Expert feet to use his bonus action to deliver to shot to the squid like face.
Attack: 12 Damage: 8
Sneak Attack Damage for First Attack That Hits: 31
Graxx will then retreat back to DP,-4 not provoking Attack of Opportunity due to his Fancy Footwork.
Fancy FootworkSCAG, pg. 47
During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Tupoc spends his time wriggling out of the tentacles (Acrobatics: 16) holding him to the wall before warding (DC 17) himself and flying out of reach over the existing conflict and reaching melee with the shepherd (80 feet fly speed should get me to DK-2 easily enough without provoking AoO). “Your time tormenting us is over. Let us pass or be destroyed.”
Tupoc uses the shape of his body to his benefit, wiggling mostly free. Before managing to get completely rid of the tentacles, he invokes a heavenly Sanctuary upon himself.
-> Tupoc is now only grappled, and remains at {DR0}.
Graxx surrounds one of the Mind Flayers along with most of the party. The enemy never sees the silent catfolk approaching. The thin blade of the magical rapier pokes right through the unaware foe, who slumps to the floor as soon as the blade is retrieved (Mind Flayer takes 70 magical piercing damage and is DEFEATED).
The rogue then slips a hand onto a previously prepared hand crossbow and gets a glancing shot at the other Mind Flayer. who takes 6 magical piercing damage.
This post has potentially manipulated dice roll results.
Yessaris reappears at DL-0, glaring at the smoking device on his arm. "Needs some fine tuning. But that is of no consequences."Despite temptations, he does /not/ follow Graxx's example, and just makes a point of aiming for mindflayer noggin and the bound new guy. As either shot hit their intended targets, instead of immediately vanishing like usual, the enchanted bullet explodes into blue wave of light that spreads throughout the room. Though many feel a warmth pass through them, the feeling is fleeting to all except Nox. Necrotized flesh is given new life as the wave of energy rapidly sinks in to half-celestial flesh.
"Be quick with the other, but do not let the false shepherd get away."He commands more than suggest, and with a final call to his Iron Defender to come with all do expediency to his voice, starts to fade out again from existence.
Possible Action #1: If remaining Mindflayer is alive.
AA 1st Attack: Repeater Shot: 15 Damage: 10 magical piercing.
AA 2nd Attack: Repeater Shot: 12 Damage: 15 magical piercing.
Using Arcane jolt if any above attacks hit to heal Nox a total of 11.
Second, when you or your iron defender hits a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects:
The target takes an extra 4d4 force damage.
Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 4d4 hit points to it.
If the 1st strike kills the mindflayer, Yessaris moves on to shoot Tupoc free.
Possible Action #2: If remaining MindFlayer is killed by Abe before hand, and only the shepherd remains alive.
Yessaris draws and fires one shot at the Shepherd, and his second shot at Tupoc's Binds to free him. Use the above rolls accordingly in order. Yessaris will also move accordingly to fire, but return at the end of his turn back to DL-0.
Yessaris phases back into the room and unloads two shots at the other Mind Flayer in the chamber. The impact of the bullets force its shoulders to jump back, but the enemy looks otherwise still ready to satisfy its hunger (Mind Flayer takes 19 magical piercing damage).
Some blue energy flows into Nox, healing the paladin for 11 HP.
The mechanical sounds are getting louder by the seconds. Those with a passive perception score above 18 (Yessaris, Tupoc, Selrahc) can tell the noise is coming from the northwest.
Yessaris then phases out of the room again.
LEGENDARY ACTION (end of Yessaris' turn)
The Shepherd launches another flurry of Magic Missiles, this time aiming at Selrahc. The monstrous man takes 12force damage.
Abe will again concentrate on the Shepherd. Dealing with this menace is his #1 priority even if these other enemies (now just enemy?) are closer. His emotional level is still high as he pulls back the strings for extra power on his bow, knowing that accuracy could suffer a bit.
ACTION: Attack the shepherd with sharpshooter -5 to attack, +10 to damage
This post has potentially manipulated dice roll results.
Abe ignores the Mind Flayer (only one left other than the Shepherd) standing right next to him and shoots the Shepherd instead. Two arrows hit random dry tentacles on the walls, forcing flakes to spread all over the entrance to this room. A third arrow sinks into the Shepherd's gut, dealing additional 25 magical piercing damage.
The swaying of the robes as a consequence of the hit reveals some sort of metal encasing the Shepherd's waist.
-> If someone wants to use their reaction to performs a perception check, you may find out what it is right away.
The Shepherd begins to lose his cool. He begins to create a powerful spell into his hands (upcast), and aims at the largest target it can see (moving as necessary and then returning to its spot). It identifies Selrahc as the biggest and closest target.
-> Selrahc's DEX saving throw (Danger Sense) {DC 20}: 14 + 5 from Nox's Aura of Protection.
A thin green ray springs from the Shepherd's pointing finger, hitting Selrahc's back and dealing 94force damage.
Nox aborbs the soul off the fallen cursed mind flayer healing for 7 hp.
Nox then move in position so it has clear sight of the mind flayer (DN-1) then barrage the mind flayer with Eldritch Blast (A + BA quickened 2SP). If it goes down he aims the leftovers at shepherd. Attack: 28 Damage: 11 force damage. Attack: 22 Damage: 14 force damage. Attack: 31 Damage: 13 force damage. Attack: 22 Damage: 11 force damage. Attack: 22 Damage: 7 force damage. Attack: 17 Damage: 9 force damage.
She then move to either corner of the room DL-4 or DL-0
(@Palfatreos: I keep forgetting about the healing powers of Hexblade's Curse. Thanks for making it explicit.)
Nox heals a bit more (7 HP) and shoots several blasts at the two standing enemies. The first four are aimed at the Mind Flayer, who takes 46 force damage and sizzles to the ground, DEFEATED.
The last two are aimed at the Shepherd, but they fizzle against his protective bubble. Nox moves to the northwest corner.
LEGENDARY ACTION (end of Nox's turn)
The Shepherd shoots a reliable Fireball near the center of the room:
-> DEX saving throws all around {DC 20}:
Selrahc (Danger Sense + Aura of Protection): 24
Nox (Aura of Protection): 14
Yessaris (Yuan-Ti Magic Resistance): 12
Abe: 13
Tupoc: 20
Graxx: 13
-> Nox, Yessaris, and Abe are subject to the full blast, each taking 24fire damage.
-> Selrahc, Tupoc, and Graxx(Evasion) manage to get out of the way, mostly, each taking only 12fire damage.
(The Mind Flayers are both dead, so Selrac is next up. Tupoc and Graxx can also go, since they are on top of the initiative order for the next round. The Shepherd is the only enemy left and he is at {DJ-2}.)
This post has potentially manipulated dice roll results.
Graxx blows out some of his fire that is singed and moves onto the Shepard.
He moves quickly like a cat using Feline Agility to double his movement speed.
When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Graxx runs up to DK,-2 and sticks the Shepard with his Rapier.
"Open wide, tentacle face!"
Attack: 25 Damage: 8
He then uses his tail to place another arrow into his Hand Crossbow thanks to being a Crossbow Expert and unloads a shot to the chest of the Shepard.(Bonus Action)
Attack: 23 Damage: 11
Sneak Attack for first Hit: 25
Graxx then uses remaining movement to duck behind the corner at DL,-1.
Nox reaction: Nox staff partly absorbs the flames directed toward her and glowing red. Fire resistance (reducing the damage to 12 fire damage) until Nox next turn and she gain a 1d6 fire atack on next turn melee attack.
Abe responds quickly with reaction magic to block the incoming attack.
REACTION: cast Shield
Lot's of stuff ...
Yessaris enables one of his contraptions, and multitasks by calling out the name Barney once more. Before he Blinks out of the Material Plane, he hears the mechanical clanging of metal far in the distance. It might take a while...
-> Yessaris is no longer grappled.
(@Ori: While poking around your pockets, you realize you still have your latest sketch of the Labyrinth's map on your new self.)
LEGENDARY ACTION (end of Yessaris' turn)
The Shepherd throws a few Magic Missiles at Nox, who takes 8 force damage.
Still focusing on their original targets, the Mind Flayers extend their tentacles:
-> Tentacles vs. Nox: Attack: 16
Damage: 14 psychic damage.-> Tentacles vs. Abe: Attack: 14
Damage: 24 psychic damage.They seem to still be getting used to their new moving beards...
With a blurp, a bulge appears in another corner of the wall. A serpentine humanoid appears to be restrained by newly moistened wall tentacles.
-> Rolling initiative for Tupoc: 25
(Selrahc is next up. He (it?) is still grappled.)
((I'd assume Xorn can be male or female. Selrahc is a male.))
He will angrily smash the tentacles with his maul, attempting to get free.
-> Maul +1 vs. Tentacles: Attack: 21 Damage: 18
This one is with GWM, cause why not?
-> Maul +1 vs. Tentacles:: Attack: 7 Damage: 29
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Selrahc easily pries the remaining tentacles away from his three legs and takes a few steps away from the wall.
-> Selrahc is no longer grappled.
I ACCIDENTALLY SKIPPED BOTH THE SHEPHERD'S AND NOX'S TURN THIS ROUND, SO THEY WILL BOTH BE GOING NOW, BEFORE THE END OF THE ROUND.
The Shepherd takes a step back {DJ-2} and recreates a bubble of shimmering film around him (upcasting).
(Nox is next up.)
Nox put a Hexblade’s Curse on the mind flayer head at DN-3. With each hit a there a loud cracking sound and a dark glow shortly emitting from the mind flayer.
Heblade curse + 4th lvl divine smite included (ticked off 2 spell slot for now, will reduce it if the attack missed):
Attack: 27 Damage: 30 14 magical bludgeoning 16 radiant damage.
Attack: 15 Damage: 37 12 magical bludgeoning 25 radiant damage.
Edit: if the target undead or fiend it take and extra 1d8 radiant damage (5, 1)
Nox move to DN-4 witouth triggering mind flayer OA.
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Nox curses the Mind Flayer who just attempted to hold him down and strikes it twice with his Skyblinder Staff. Each hit is accompanied by a flash of holy light, further burning the aberration (Mind Flayer takes 67 magical bludgeoning and radiant damage).
-> Concentration checks on Levitate:
The Mind Flayer drops 5 feet to the ground.
(@All: I color-coded the mind flayers so it is easier to identify them in the map updates.)
END OF INITIATIVE ROUND 12
THE RETURN TO THE FOGGY PASTURES:
NOTE: Let me know if the color-coding of repeated enemies works better for you guys instead of saying #1, #2, etc.
(Tupoc and Graxx are next up.)
Graxx prances his way to DO,-3 to attack the pink MindFlayer. He first stabs out with his Rapier.
Attack: 14 Damage: 7
He then turns his hand-crossbow sideways signifying it's a kill shot and utilize his Crossbow Expert feet to use his bonus action to deliver to shot to the squid like face.
Attack: 12 Damage: 8
Sneak Attack Damage for First Attack That Hits: 31
Graxx will then retreat back to DP,-4 not provoking Attack of Opportunity due to his Fancy Footwork.
During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Edit: Sneak Attack Critical Damage: 37
Tupoc spends his time wriggling out of the tentacles (Acrobatics: 16) holding him to the wall before warding (DC 17) himself and flying out of reach over the existing conflict and reaching melee with the shepherd (80 feet fly speed should get me to DK-2 easily enough without provoking AoO). “Your time tormenting us is over. Let us pass or be destroyed.”
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Tupoc uses the shape of his body to his benefit, wiggling mostly free. Before managing to get completely rid of the tentacles, he invokes a heavenly Sanctuary upon himself.
-> Tupoc is now only grappled, and remains at {DR0}.
Graxx surrounds one of the Mind Flayers along with most of the party. The enemy never sees the silent catfolk approaching. The thin blade of the magical rapier pokes right through the unaware foe, who slumps to the floor as soon as the blade is retrieved (Mind Flayer takes 70 magical piercing damage and is DEFEATED).
The rogue then slips a hand onto a previously prepared hand crossbow and gets a glancing shot at the other Mind Flayer. who takes 6 magical piercing damage.
-> Concentration check on Levitate {DC 10}: 14
DM's Screen:
SS: 7
(Abe and Yessaris are up next.)
Yessaris reappears at DL-0, glaring at the smoking device on his arm. "Needs some fine tuning. But that is of no consequences." Despite temptations, he does /not/ follow Graxx's example, and just makes a point of aiming for mindflayer noggin and the bound new guy. As either shot hit their intended targets, instead of immediately vanishing like usual, the enchanted bullet explodes into blue wave of light that spreads throughout the room. Though many feel a warmth pass through them, the feeling is fleeting to all except Nox. Necrotized flesh is given new life as the wave of energy rapidly sinks in to half-celestial flesh.
"Be quick with the other, but do not let the false shepherd get away." He commands more than suggest, and with a final call to his Iron Defender to come with all do expediency to his voice, starts to fade out again from existence.
Possible Action #1: If remaining Mindflayer is alive.
AA 1st Attack: Repeater Shot: 15 Damage: 10 magical piercing.
AA 2nd Attack: Repeater Shot: 12 Damage: 15 magical piercing.
Using Arcane jolt if any above attacks hit to heal Nox a total of 11.
Second, when you or your iron defender hits a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects:
If the 1st strike kills the mindflayer, Yessaris moves on to shoot Tupoc free.
Possible Action #2: If remaining MindFlayer is killed by Abe before hand, and only the shepherd remains alive.
Yessaris draws and fires one shot at the Shepherd, and his second shot at Tupoc's Binds to free him. Use the above rolls accordingly in order. Yessaris will also move accordingly to fire, but return at the end of his turn back to DL-0.
Bonus Action: Command Barney.
End Turn:
Blink Roll(DC 11): 17.
When you realize you're doing too much: Signature.
Yessaris phases back into the room and unloads two shots at the other Mind Flayer in the chamber. The impact of the bullets force its shoulders to jump back, but the enemy looks otherwise still ready to satisfy its hunger (Mind Flayer takes 19 magical piercing damage).
Some blue energy flows into Nox, healing the paladin for 11 HP.
The mechanical sounds are getting louder by the seconds. Those with a passive perception score above 18 (Yessaris, Tupoc, Selrahc) can tell the noise is coming from the northwest.
Yessaris then phases out of the room again.
LEGENDARY ACTION (end of Yessaris' turn)
The Shepherd launches another flurry of Magic Missiles, this time aiming at Selrahc. The monstrous man takes 12 force damage.
Edit: Concentration checks on Levitate:
(Abe is still up.)
Abe will again concentrate on the Shepherd. Dealing with this menace is his #1 priority even if these other enemies (now just enemy?) are closer. His emotional level is still high as he pulls back the strings for extra power on his bow, knowing that accuracy could suffer a bit.
ACTION: Attack the shepherd with sharpshooter -5 to attack, +10 to damage
#1 Attack: 27 Damage: 20
#2 Attack: 9 Damage: 21
#3 Attack: 22 Damage: 20
Lot's of stuff ...
Abe ignores the Mind Flayer (only one left other than the Shepherd) standing right next to him and shoots the Shepherd instead. Two arrows hit random dry tentacles on the walls, forcing flakes to spread all over the entrance to this room. A third arrow sinks into the Shepherd's gut, dealing additional 25 magical piercing damage.
The swaying of the robes as a consequence of the hit reveals some sort of metal encasing the Shepherd's waist.
-> If someone wants to use their reaction to performs a perception check, you may find out what it is right away.
The Shepherd begins to lose his cool. He begins to create a powerful spell into his hands (upcast), and aims at the largest target it can see (moving as necessary and then returning to its spot). It identifies Selrahc as the biggest and closest target.
-> Selrahc's DEX saving throw (Danger Sense) {DC 20}: 14 + 5 from Nox's Aura of Protection.
A thin green ray springs from the Shepherd's pointing finger, hitting Selrahc's back and dealing 94 force damage.(Nox is up next.)
Nox aborbs the soul off the fallen cursed mind flayer healing for 7 hp.
Nox then move in position so it has clear sight of the mind flayer (DN-1) then barrage the mind flayer with Eldritch Blast (A + BA quickened 2SP). If it goes down he aims the leftovers at shepherd.
Attack: 28 Damage: 11 force damage.
Attack: 22 Damage: 14 force damage.
Attack: 31 Damage: 13 force damage.
Attack: 22 Damage: 11 force damage.
Attack: 22 Damage: 7 force damage.
Attack: 17 Damage: 9 force damage.
She then move to either corner of the room DL-4 or DL-0
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
(@Palfatreos: I keep forgetting about the healing powers of Hexblade's Curse. Thanks for making it explicit.)
Nox heals a bit more (7 HP) and shoots several blasts at the two standing enemies. The first four are aimed at the Mind Flayer, who takes 46 force damage and sizzles to the ground, DEFEATED.
The last two are aimed at the Shepherd, but they fizzle against his protective bubble. Nox moves to the northwest corner.
LEGENDARY ACTION (end of Nox's turn)
The Shepherd shoots a reliable Fireball near the center of the room:
-> DEX saving throws all around {DC 20}:
-> Nox, Yessaris, and Abe are subject to the full blast, each taking 24 fire damage.
-> Selrahc, Tupoc, and Graxx (Evasion) manage to get out of the way, mostly, each taking only 12 fire damage.
(The Mind Flayers are both dead, so Selrac is next up. Tupoc and Graxx can also go, since they are on top of the initiative order for the next round. The Shepherd is the only enemy left and he is at {DJ-2}.)
Graxx blows out some of his fire that is singed and moves onto the Shepard.
He moves quickly like a cat using Feline Agility to double his movement speed.
When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Graxx runs up to DK,-2 and sticks the Shepard with his Rapier.
"Open wide, tentacle face!"
Attack: 25 Damage: 8
He then uses his tail to place another arrow into his Hand Crossbow thanks to being a Crossbow Expert and unloads a shot to the chest of the Shepard.(Bonus Action)
Attack: 23 Damage: 11
Sneak Attack for first Hit: 25
Graxx then uses remaining movement to duck behind the corner at DL,-1.
Nox reaction: Nox staff partly absorbs the flames directed toward her and glowing red. Fire resistance (reducing the damage to 12 fire damage) until Nox next turn and she gain a 1d6 fire atack on next turn melee attack.
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
(OOC: Hoping another character, preferably one with better perception than Abe, +7, will make the perception check on the shepherd)
Abe reaction: Abe will also absorb some of the fire damage and prep for a possible melee attack. (reduce the fire damage to 12)
Lot's of stuff ...