//Was thinking at least angel, rip and marav were visible when the spell went off, would have exempted them, forgot to type it.//
First damage roll: 8
Second roll of you want them separate: 16
// Ah...no, no one was visible, since you were in a heavily obscured area...that's what I meant by "Flint can't see anything at all" 🙂 ...was trying to clarify and make sure you still wanted to cast the spell! //
//Was thinking at least angel, rip and marav were visible when the spell went off, would have exempted them, forgot to type it.//
First damage roll: 8
Second roll of you want them separate: 16
// Ah...no, no one was visible, since you were in a heavily obscured area...that's what I meant by "Flint can't see anything at all" 🙂 ...was trying to clarify and make sure you still wanted to cast the spell! //
//All good, i was picturing Flint outside both effects for some reason.//
// Also I think Angel would technically take the first damage roll, and the wight takes the second. //
The fog cloud disperses to reveal one of the wights aiming his longbow at Ink...the wight then disappears in a cloud of mist. Curiously, you don't see where he reappears.
Two arrows come flying out of the darkness area at Ink:
The wizard wight runs towards Ink and, like the other one before him, disappears via misty step, leaving no trace of a reappearance. A ghostly, skeletal hand appears below Marav, grasping at the wolf form...
Attack: 23 Damage: 5 necrotic. On a hit, Marav can't regain hit points until the start of his next turn. Until then, the hand clings to him.
// Players are up! The stinking cloud has dispersed, leaving only the dome of blackness in the middle of the room. //
// Also I think Angel would technically take the first damage roll, and the wight takes the second. //
The fog cloud disperses to reveal one of the wights aiming his longbow at Ink...the wight then disappears in a cloud of mist. Curiously, you don't see where he reappears.
Two arrows come flying out of the darkness area at Ink:
The wizard wight runs towards Ink and, like the other one before him, disappears via misty step, leaving no trace of a reappearance. A ghostly, skeletal hand appears below Marav, grasping at the wolf form...
Attack: 23 Damage: 5 necrotic. On a hit, Marav can't regain hit points until the start of his next turn. Until then, the hand clings to him.
// Players are up! The stinking cloud has dispersed, leaving only the dome of blackness in the middle of the room. //
Okay. I’ll take the first damage roll instead so that way I’m now at 1 HP from that arrow instead of 0.
//Well I guess Marav is heading into the darkness. I will head for the nearest wight and try and grapple him and pull him out. Since I have advantage on smell and hearing can I assume it cancels out the disadvantage of the darkness?
Perception: 19 (to find them) Grapple: 23
Then with any movement left if I have one of them then I want to pull them forcibly out of the darkness.//
Seeing all this take place, Flint charges into the darkness spell, "keep a distance lads!", using the sound from last round as a reference point, flint will try to find him (int 7) and hit him with his hammer: 14 for 11
SG (dc14) damage rolls: 13 : 21 : 13 : 19 : 15 (hoping I won't need that many)
This post has potentially manipulated dice roll results.
Unable to see his target, unable to reach his target, Ink sort of shakes his head as if coming out of a haze, although still keenly aware of the situation.
He calls out to the others, "I don't suppose any of you can find a way of bringing a little sunlight in here?"
Ink, in the mean time, will get closer to the walls with windows so that he can see better the bricked windows while trying to dodge any further attacks from the wights, for the time being.
// Ink is looking for possible weaknesses in the bricked windows that maybe a fire bolt or perhaps even a thunderwave could loosen and break open. Perception 21 and a 2nd roll in case the light is too dim .: at disadv 17 //
//Never mind... i didn't realize dodge required me to be able to see the attacker.... i need to rethink this.//
// I'm going to wait to see if Marav pulled a wight out of the darkness OR pulled the wight with the darkness exposing the other two //
Ink breaks off the back end of the two arrows protruding from his chest... he looks up to see if he can see his assailant (4).
// Yes, your keen sense of smell helps you find one of them. Since you can’t see what you’re grabbing, please make the grapple check with disadvantage. //
Marav grabs and tosses one of the wights out of the area of darkness! He has a rapier on his belt, and is currently holding a longbow.
Ink sees Marav toss the wight out of the darkness and chuckles, until he notices the longbow. He looks down at his chest still bleeding from the broken arrows wedged in his chest. He looks up at the wight, his face now full of fury. He starts running at the wight....
// I have two situations, but I don't want to hold off any further posts.....//
// 1 // ... he reaches within melee range of the wight, still being held by Marav, and thrusts his Blood, then Undeath, and Blood again, into the wight. // Melee Attack 1: 14 Damage: 6, Attack 2: 13 Damage: 11, Attack 3: 15 Damage: 7 //
// ...or if he cannot reach the wight for melee attacks... //
// 2 // ... he closes in, and as he does, lifts Blood, the ruby pulses with arcane energy, and then a fire bolt streaks out from the blade towards the wight. // Firebolt Attack: 9 Damage: 11 //
Seeing all this take place, Flint charges into the darkness spell, "keep a distance lads!", using the sound from last round as a reference point, flint will try to find him (int 7) and hit him with his hammer: 14 for 11
SG (dc14) damage rolls: 13 : 21 : 13 : 19 : 15 (hoping I won't need that many)
// Very nice, the damage will take place at the beginning of the wights’ turns if any of them are within the radius of your spell! //
// Going a different direction for this battle. JR pointed out the spell's effects to me, and we'll run it (for now) simply: if you come inside the area of effect in any way, or start your turn there, you make the save & take damage. So that means...Marav, roll the save (Wisdom DC 14) for the third damage roll. //
The darkness dissipates, and (those with darkvision) you see Flint's Spirit Guardians flitting about, tearing the magic-using wight to shreds, and harrying the unarmed one.
Ink's assault on the wight is merciless, but the undead creature manages to escape the worst of it, doing his best to dodge and block the attacks from his disadvantageous position.
//Was thinking at least angel, rip and marav were visible when the spell went off, would have exempted them, forgot to type it.//
First damage roll: 20
Second roll of you want them separate: 10
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
Wisdom ST: 22
And yes I'm resistant to radiant.
// Also I think Angel would technically take the first damage roll, and the wight takes the second. //
The fog cloud disperses to reveal one of the wights aiming his longbow at Ink...the wight then disappears in a cloud of mist. Curiously, you don't see where he reappears.
Two arrows come flying out of the darkness area at Ink:
Attack: 24 Damage: 5 piercing
Attack: 24 Damage: 6 piercing
Then, two more arrows come flying out of the darkness at Flint and Angel...
Attacking Flint: 8 Damage: 8 piercing
Attacking Angel: 22 Damage: 8 piercing
The wizard wight runs towards Ink and, like the other one before him, disappears via misty step, leaving no trace of a reappearance. A ghostly, skeletal hand appears below Marav, grasping at the wolf form...
Attack: 23 Damage: 5 necrotic. On a hit, Marav can't regain hit points until the start of his next turn. Until then, the hand clings to him.
// Players are up! The stinking cloud has dispersed, leaving only the dome of blackness in the middle of the room. //
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
//Can I see any of them now?//
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
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
//Well I guess Marav is heading into the darkness. I will head for the nearest wight and try and grapple him and pull him out. Since I have advantage on smell and hearing can I assume it cancels out the disadvantage of the darkness?
Perception: 19 (to find them)
Grapple: 23
Then with any movement left if I have one of them then I want to pull them forcibly out of the darkness.//
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
Seeing all this take place, Flint charges into the darkness spell, "keep a distance lads!", using the sound from last round as a reference point, flint will try to find him (int 7) and hit him with his hammer: 14 for 11
SG (dc14) damage rolls: 13 : 21 : 13 : 19 : 15 (hoping I won't need that many)
Unable to see his target, unable to reach his target, Ink sort of shakes his head as if coming out of a haze, although still keenly aware of the situation.He calls out to the others, "I don't suppose any of you can find a way of bringing a little sunlight in here?"Ink, in the mean time, will get closer to the walls with windows so that he can see better the bricked windows while trying to dodge any further attacks from the wights, for the time being.// Ink is looking for possible weaknesses in the bricked windows that maybe a fire bolt or perhaps even a thunderwave could loosen and break open. Perception 21 and a 2nd roll in case the light is too dim .: at disadv 17 ////Never mind... i didn't realize dodge required me to be able to see the attacker.... i need to rethink this.//
// I'm going to wait to see if Marav pulled a wight out of the darkness OR pulled the wight with the darkness exposing the other two //
Ink breaks off the back end of the two arrows protruding from his chest... he looks up to see if he can see his assailant (4).
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
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
2nd grapple roll: 12
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
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
//Alright boys, light him up. (hopefully someone has a move or action left)//
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
// I have two situations, but I don't want to hold off any further posts.....//// 1 //... he reaches within melee range of the wight, still being held by Marav, and thrusts his Blood, then Undeath, and Blood again, into the wight.// Melee Attack 1: 14 Damage: 6, Attack 2: 13 Damage: 11, Attack 3: 15 Damage: 7 //
// ...or if he cannot reach the wight for melee attacks... //// 2 // ... he closes in, and as he does, lifts Blood, the ruby pulses with arcane energy, and then a fire bolt streaks out from the blade towards the wight.// Firebolt Attack: 9 Damage: 11 //Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
// Very nice, the damage will take place at the beginning of the wights’ turns if any of them are within the radius of your spell! //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
The darkness dissipates, and (those with darkvision) you see Flint's Spirit Guardians flitting about, tearing the magic-using wight to shreds, and harrying the unarmed one.
Ink's assault on the wight is merciless, but the undead creature manages to escape the worst of it, doing his best to dodge and block the attacks from his disadvantageous position.
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
Wisdom: 12
Marav yelps slightly but still stands strong. (12 hp left on wolfie)
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
Rip will Prestidigitation! the candle/s for light and move spiritual weapon if it gets in range 19 for 9
Rip Dangerfield- Halfling Bard, Storm Kings Thunder (retired)
Matrix- Human Monk/fighter, Storm Kings Thunder