This post has potentially manipulated dice roll results.
Not editing that, forgot to divide by 2 in the equation, so just change to outcome 12 or above.
Mephits 2,3 and 6 (4 alreasy died) become a hazy silhouette as they begin to encircle the group. Those that do not intead manifest their Elemental energy into a cone of scalding steam. DC10 Dex for ½ of 2 fire damage. (Targeting Sam, Tetrevess and Gravity)
The black slime on the ceiling creeps toward the center of the room. Beneath it forms an area of darkness in a sphere 15ft across that stretches from floor to ceiling.
Players are up!
The spell effects represented by the cones have ended. The black sphere persists. I'm not drawing the guide, the calf or the sphere of Annihilation, but they are there in the room.
Ana's arrows find their mark, but dizzle as they are consumed by the ooze. (DR unless they're magical, let me know)
Dex saves:
Mephit 17
As yet unidentified slime on the ceiling 0
Paraelemental 3
It's your call but apparently per DMG: "If a magic weapon has the ammunition property, ammunition fired from it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."
This post has potentially manipulated dice roll results.
Tetrevess dex save
6
tetrevess then steps towards the paraelemental, and casts a 4th level [Tooltip Not Found] trying to hit it and a mephit if he can get both in the area.
25 thunder damage dex DC 19 for half, he teleports out of the room And back to the hall they came in from. (Just realized how few hit points he still has!)
Ana's arrows find their mark, but dizzle as they are consumed by the ooze. (DR unless they're magical, let me know)
Dex saves:
Mephit 17
As yet unidentified slime on the ceiling 0
Paraelemental 3
It's your call but apparently per DMG: "If a magic weapon has the ammunition property, ammunition fired from it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."
<I just don't keep track of everyone's everything. I can see your inventory in a few clicks, I just don't remember all the details of the weapon you ended up with. As you note, the arrow is considered magical for purposes if DR. What do you think should happen to the arrow though? I think it should be destroyed, like the magic as in the shot, otherwise you're effectively minting magical arrows and those csn then be fired from any bow and be magical, so once it loses momentum it is nonmagical. Do you agree?>
@Inkedbee: I get a 404 error for the boots. It looks like the boots teleport you to a space you already occupied on the current turn, which agrees with the name. So, you'd have to move or be moved on your turn before you can use them. This would allow an aoo from the slime in the darkness, which is why I am guessing you wanted to teleport at all. Given the ruling, do you wish to update your round 2 actions?
(@Wile_E_Coyote, I'll keep the current actions for round 2. But she uses bonus action to teleport herself between Sam and the dark sphere of acid after spilling the chemical on him to avoid attack of opportunity from the paraelemental. I did misinterpret the description of the boots.)
Ana's arrows find their mark, but dizzle as they are consumed by the ooze. (DR unless they're magical, let me know)
Dex saves:
Mephit 17
As yet unidentified slime on the ceiling 0
Paraelemental 3
It's your call but apparently per DMG: "If a magic weapon has the ammunition property, ammunition fired from it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."
<I just don't keep track of everyone's everything. I can see your inventory in a few clicks, I just don't remember all the details of the weapon you ended up with. As you note, the arrow is considered magical for purposes if DR. What do you think should happen to the arrow though? I think it should be destroyed, like the magic as in the shot, otherwise you're effectively minting magical arrows and those csn then be fired from any bow and be magical, so once it loses momentum it is nonmagical. Do you agree?>
Yes, I think it becomes magical for the attack but does not remain so after it hits or misses. So if I shoot it from my pact weapon a second time, there won't be stacking bonuses.
(@Wile_E_Coyote, I'll keep the current actions for round 2. But she uses bonus action to teleport herself between Sam and the dark sphere of acid after spilling the chemical on him to avoid attack of opportunity from the paraelemental. I did misinterpret the description of the boots.)
How does that avoid the aoo? Normally being in the darkness sphere would mean the attacker can't see you, thus cannot aoo. I thought it had blindsense, which I think negates that (at least by RAI) but im checking just now, it's actually blindsight. I still think that gets the aoo. I appreciate the creativity, but is it the case that you are saying you avoid further taking acid damage because you have homebrewed something into the game on the fly. It's cool, but it significantly alters game mechanics if that's what's happening. Could you elaborate?)
Wdit: confused myself a bit. It's the paraelemntal with rhe aoo, not the slime. But then he can see so aoo as usual. Still not sure what's up right this one, but I'm posting monster actions and we can retcon as needed.
This post has potentially manipulated dice roll results.
Mephits 1 and 5 begin to diffuse into a blur (recharge - 1 2 5 3)
Mephit 2(?) blasts Ana with a cone of steam (DC10 Dex save for 1/2 of 5 fire damage}
From the sphere of darkness an arrow of ooze flies toward the warlock Melf's acid arrow9 initial damage plus3 residual damage (next round on a hit)
The paraelemental casts a blob of slime at Gravity 21 for 2 acid damage and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Mephits 1 and 5 begin to diffuse into a blur (recharge - 1 5 5 4)
Mephit 2(?) blasts Ana with a cone of steam (DC10 Dex save for 1/2 of 7 fire damage}
From the sphere of darkness an arrow of ooze flies toward the warlock Melf's acid arrow12 initial damage plus5 residual damage (next round on a hit)
The paraelemental casts a blob of slime at Gravity 9 for 2 acid damage and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Melf's arrow requires a ranged spell attack. edit: never mind, I see it.
Not editing that, forgot to divide by 2 in the equation, so just change to outcome 12 or above.
Mephits 2,3 and 6 (4 alreasy died) become a hazy silhouette as they begin to encircle the group. Those that do not intead manifest their Elemental energy into a cone of scalding steam. DC10 Dex for ½ of 2 fire damage. (Targeting Sam, Tetrevess and Gravity)
...
The black slime on the ceiling creeps toward the center of the room. Beneath it forms an area of darkness in a sphere 15ft across that stretches from floor to ceiling.
Players are up!
The spell effects represented by the cones have ended. The black sphere persists. I'm not drawing the guide, the calf or the sphere of Annihilation, but they are there in the room.
Gravity's Dexterity Saving Throw x Fire Damage: 22
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Gravity uses swiftstride reaction to move 10 ft away from the para-elemental and takes shelter inside the dark sphere.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Gravity feels her skin start to burn as she steps into thr darkness, taking 6 acid damage.
It's your call but apparently per DMG: "If a magic weapon has the ammunition property, ammunition fired from it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage."
Tetrevess dex save
6
tetrevess then steps towards the paraelemental, and casts a 4th level [Tooltip Not Found] trying to hit it and a mephit if he can get both in the area.
25 thunder damage dex DC 19 for half, he teleports out of the room And back to the hall they came in from. (Just realized how few hit points he still has!)
(wow horrible rolls!)
Gravity's Turn: Round 2
Gravity moves beside Sam and spills the contents of a vial that stores base on the partly corroded armor. She's trying to neutralize the acid.
Action: [Tooltip Not Found]: Investigation
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Bonus Action: She teleports herself beside the Steam Mephit 1 using her latest infused item Boots of the Winding Path.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Just noticed i got tooltip not found. I cast thunder step 4th level. Maybe I misspelled it..
<I just don't keep track of everyone's everything. I can see your inventory in a few clicks, I just don't remember all the details of the weapon you ended up with. As you note, the arrow is considered magical for purposes if DR. What do you think should happen to the arrow though? I think it should be destroyed, like the magic as in the shot, otherwise you're effectively minting magical arrows and those csn then be fired from any bow and be magical, so once it loses momentum it is nonmagical. Do you agree?>
The paraelemental a d mephit 5 are caught in the Shockwave of Teteevess's disappearing act.
Con Saves PE: 8 StM5: 11
The steam mephit tries to continue his hazy swirling amid the concussion blast (blur Concentration check) 17
Wait. Nevermind. 5 didn't have blur on, he used steam cone last round
@Inkedbee: I get a 404 error for the boots. It looks like the boots teleport you to a space you already occupied on the current turn, which agrees with the name. So, you'd have to move or be moved on your turn before you can use them. This would allow an aoo from the slime in the darkness, which is why I am guessing you wanted to teleport at all. Given the ruling, do you wish to update your round 2 actions?
(@Wile_E_Coyote, I'll keep the current actions for round 2. But she uses bonus action to teleport herself between Sam and the dark sphere of acid after spilling the chemical on him to avoid attack of opportunity from the paraelemental. I did misinterpret the description of the boots.)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Yes, I think it becomes magical for the attack but does not remain so after it hits or misses. So if I shoot it from my pact weapon a second time, there won't be stacking bonuses.
How does that avoid the aoo? Normally being in the darkness sphere would mean the attacker can't see you, thus cannot aoo. I thought it had blindsense, which I think negates that (at least by RAI) but im checking just now, it's actually blindsight. I still think that gets the aoo. I appreciate the creativity, but is it the case that you are saying you avoid further taking acid damage because you have homebrewed something into the game on the fly. It's cool, but it significantly alters game mechanics if that's what's happening. Could you elaborate?)
Wdit: confused myself a bit. It's the paraelemntal with rhe aoo, not the slime. But then he can see so aoo as usual. Still not sure what's up right this one, but I'm posting monster actions and we can retcon as needed.
Mephits 1 and 5 begin to diffuse into a blur (recharge - 1 2 5 3)
Mephit 2(?) blasts Ana with a cone of steam (DC10 Dex save for 1/2 of 5 fire damage}
From the sphere of darkness an arrow of ooze flies toward the warlock Melf's acid arrow 9 initial damage plus3 residual damage (next round on a hit)
The paraelemental casts a blob of slime at Gravity 21 for 2 acid damage and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Acid arrow attack roll 14
Melf's arrow requires a ranged spell attack. edit: never mind, I see it.
save vs steam 5