Initiative order is... Qatyra ... Shoots at RH6, also targeting RH11. She hits Rh6 with two arrows, but her shot at RH11 skims off that hound's thick coat doing no damage.
Raist ... Casts Bless on Amathile, Jown Sno, Qatyra, Six Coins and Sorumar. Then moves towards the Treant.
Gilra ... Moves and casts Antilife shell.
Six Coins ... moves up next to Sorumar and takes a shot at RH11. (No sneak attack as Sorumar has not moved yet.) Both arrows hit the hount though, doing damage. (You do not need to use stroke of luck, as 18 hits the hount for the first shot.)
fred ... moves and casts armor of agathys
Vaden ... stays put and casts Spirit Guardians.
Sorumar ... Moves and attacks RH11, slicing it multiple times and leaving it wobbling on its feet, but still up. All attacks hit.
Can everyone who has acted so far verify positions prior to the hounds going? There seems to be a big difference between the rows and columns of my spreadsheet and the version you guys view. In my version Fred is at G9 right now. I added numbers in Column A and letters in row 1, hopefully that helps.
Yes, Fred is at G9 or G33 depending on which numbers you look at. When I browse my cursor says G33 but your coordinates say G9. Yes this is where Fred is located (next to a tree and within diagonal melee range of RH9.
L10 is right for Six Coins. Also since Sorumar hadn't moved yet, that second attack would be sneak attack instead of the first. (Advantage from ambush master)
This post has potentially manipulated dice roll results.
Howl of Terror: The Wendigo lets loose a terrifying wail that is heard throughout The Plane of Malevolence. All creatures in the demiplane must make a Wisdom saving throw against DC 23 or become frightened. At the end of each of an affected creature's turns, it can attempt another saving throw, ending the effect on a success. This action cannot be prevented by any means, and creatures immune to fear can still be affected by Howl of Terror.
RH1 and RH2 attack Jown RH1 Bite: Melee Weapon Attack: 22 to hit, reach 5ft., one target. Hit: 7 piercing damage and 10 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20. RH2 Bite: Melee Weapon Attack: 30 to hit, reach 5ft., one target. Hit: 17 piercing damage and 37 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
RH5 and RH6 move to attack Six Coins. They need to make DC20 wis saves as they enter Vaden's Spirit Guardians area. RH5 save ... 23 damage is 28 RH6 save ... 32 damage is 27
RH5 Bite: Melee Weapon Attack: 25 to hit, reach 5ft., one target. Hit: 6 piercing damage and 12 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20. RH6 Bite: Melee Weapon Attack: 25 to hit, reach 5ft., one target. Hit: 9 piercing damage and 15 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
RH7 attacks Vaden. It enters the zone of his spirit guardians so needs to make a DC 20 wis save. RH7 save ... 17 damage is 25
RH7 Bite: Melee Weapon Attack: 22 to hit, reach 5ft., one target. Hit: 6 piercing damage and 15 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
Rh8 Attacks Gandolph. RH8 Bite: Melee Weapon Attack: 28 to hit, reach 5ft., one target. Hit: 17 piercing damage and 17 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
RH9 and RH10 attack fred. RH9 Bite: Melee Weapon Attack: 17 to hit, reach 5ft., one target. Hit: 7 piercing damage and 16 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20. RH10 Bite: Melee Weapon Attack: 28 to hit, reach 5ft., one target. Hit: 15 piercing damage and 22 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
Rh11 and RH12 attack Sorumar. RH11 Bite: Melee Weapon Attack: 23 to hit, reach 5ft., one target. Hit: 12 piercing damage and 11 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20. RH12 Bite: Melee Weapon Attack: 30 to hit, reach 5ft., one target. Hit: 21 piercing damage and 29 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
The others cannot get to any of the members of the group, several claw uselessly at Gilra's antilife ward.
This post has potentially manipulated dice roll results.
Jown Sno's WIS Save: 32 - Jown is not scared of no Wendigo. Also any ally is within 30ft of Jown can add +7 to their save because of Aura of Protection. (Not sure 100% about this since I have trouble calculating area, but looking at the map, I think Raist, Qatyra, Amathile, Six Coins, Vaden, Treant, Gandolph and Gilra are in Jown's aura of protection)
Jown casts Spiritual Weapon at 4th Level at N14. Spiritual Weapon attack Vs RH2: 20 + Bless: 2 Dmg: 13 Force.
Jown Sno holds his shield up and lets the hounds scratch fruitlessly at the large metal. He then growls at the hounds and swings his sword at RH2.
Initiative order is...
Qatyra ... Shoots at RH6, also targeting RH11. She hits Rh6 with two arrows, but her shot at RH11 skims off that hound's thick coat doing no damage.
Raist ... Casts Bless on Amathile, Jown Sno, Qatyra, Six Coins and Sorumar. Then moves towards the Treant.
Gilra ... Moves and casts Antilife shell.
Six Coins ... moves up next to Sorumar and takes a shot at RH11. (No sneak attack as Sorumar has not moved yet.) Both arrows hit the hount though, doing damage. (You do not need to use stroke of luck, as 18 hits the hount for the first shot.)
fred ... moves and casts armor of agathys
Vaden ... stays put and casts Spirit Guardians.
Sorumar ... Moves and attacks RH11, slicing it multiple times and leaving it wobbling on its feet, but still up. All attacks hit.
Can everyone who has acted so far verify positions prior to the hounds going? There seems to be a big difference between the rows and columns of my spreadsheet and the version you guys view. In my version Fred is at G9 right now. I added numbers in Column A and letters in row 1, hopefully that helps.
Yes, Fred is at G9 or G33 depending on which numbers you look at. When I browse my cursor says G33 but your coordinates say G9. Yes this is where Fred is located (next to a tree and within diagonal melee range of RH9.
Lot's of stuff ...
L10 is right for Six Coins. Also since Sorumar hadn't moved yet, that second attack would be sneak attack instead of the first. (Advantage from ambush master)
Gilra would be one square lower, on I14 (i believe).
I am good with where you have me.
Sorumar is good.
Posting now in case one of the other hounds comes into melee or RH11 tries to leave it, Polearm Master.
AoO: Attack: 36 Damage: 20
I'm good with where Qatyra is.
Howl of Terror: The Wendigo lets loose a terrifying wail that is heard throughout The Plane of Malevolence. All creatures in the demiplane must make a Wisdom saving throw against DC 23 or become frightened. At the end of each of an affected creature's turns, it can attempt another saving throw, ending the effect on a success. This action cannot be prevented by any means, and creatures immune to fear can still be affected by Howl of Terror.
RH1 and RH2 attack Jown
RH1 Bite: Melee Weapon Attack: 22 to hit, reach 5ft., one target. Hit: 7 piercing damage and 10 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
RH2 Bite: Melee Weapon Attack: 30 to hit, reach 5ft., one target. Hit: 17 piercing damage and 37 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
RH5 and RH6 move to attack Six Coins. They need to make DC20 wis saves as they enter Vaden's Spirit Guardians area.
RH5 save ... 23 damage is 28
RH6 save ... 32 damage is 27
RH5 Bite: Melee Weapon Attack: 25 to hit, reach 5ft., one target. Hit: 6 piercing damage and 12 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
RH6 Bite: Melee Weapon Attack: 25 to hit, reach 5ft., one target. Hit: 9 piercing damage and 15 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
RH7 attacks Vaden. It enters the zone of his spirit guardians so needs to make a DC 20 wis save.
RH7 save ... 17 damage is 25
RH7 Bite: Melee Weapon Attack: 22 to hit, reach 5ft., one target. Hit: 6 piercing damage and 15 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
Rh8 Attacks Gandolph.
RH8 Bite: Melee Weapon Attack: 28 to hit, reach 5ft., one target. Hit: 17 piercing damage and 17 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
RH9 and RH10 attack fred.
RH9 Bite: Melee Weapon Attack: 17 to hit, reach 5ft., one target. Hit: 7 piercing damage and 16 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
RH10 Bite: Melee Weapon Attack: 28 to hit, reach 5ft., one target. Hit: 15 piercing damage and 22 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
Rh11 and RH12 attack Sorumar.
RH11 Bite: Melee Weapon Attack: 23 to hit, reach 5ft., one target. Hit: 12 piercing damage and 11 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
RH12 Bite: Melee Weapon Attack: 30 to hit, reach 5ft., one target. Hit: 21 piercing damage and 29 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
The others cannot get to any of the members of the group, several claw uselessly at Gilra's antilife ward.
Vaden wis save vs fear ... 35
Vaden's concentration save ... 25 DC is 16.
Those who have not gone this round can now take their actions.
Amathile
Jown Sno
Gandolph
Jown Sno's WIS Save: 32 - Jown is not scared of no Wendigo. Also any ally is within 30ft of Jown can add +7 to their save because of Aura of Protection. (Not sure 100% about this since I have trouble calculating area, but looking at the map, I think Raist, Qatyra, Amathile, Six Coins, Vaden, Treant, Gandolph and Gilra are in Jown's aura of protection)
Jown casts Spiritual Weapon at 4th Level at N14.
Spiritual Weapon attack Vs RH2: 20 + Bless: 2 Dmg: 13 Force.
Jown Sno holds his shield up and lets the hounds scratch fruitlessly at the large metal. He then growls at the hounds and swings his sword at RH2.
Attack vs RH2: 34 + Bless: 1 Dmg:10 + 3 Radiant
Attack vs RH2: 25 + Bless: 2 Dmg:10 + 5 Radiant
(OOC: What is the result of the Fear, who do we run from? What direction do we go? Can we take other actions?)
Lot's of stuff ...
Fred reacts with shield (casts it at will) normal AC 24 resulting AC is 29, both attacks miss. Fred save vs Howl of Terror: 18
Lot's of stuff ...
Gandolph's normal AC 26 he will also cast shield and the attack misses. Gandolph save vs Howl of Terror (+7 from Jown Sno): 25
Lot's of stuff ...
Sorumar Strength Saves: 23 25
Wisdom save: 17 (Advantage if its a magical effect: 21)
(Also, due to Adamantine plate armor, he's immune to critical hits, so just took the Crit damage out. My math says total is 39 total.)
(Can we see the Wendigo?)
Raist Wis save with Sno's Aura: 31
Qatyra wisdom save 10
Advantage if magic 22
Qatyra has Bless and has +7 from Jown's Aura.
Wisdom save: 25
Strength Save 1: 9
Strength Save 2: 19
Gilra is not frightened. Automatic success with +16 wis saves and +7 from Jown Sno, making it a minimum of 24.