"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Zenodor is blinded, and decides to try to get out reach. Using the dash action, he moves 60ft straight upwards to vertically get out of reach, and out of the purple mist.
(Did the Purplewrath close to melee distance? I am assuming not. If it did, it would be disengage instead of dash - and correspondingly shorter distance)
With the blinded Zenodor well out of range, Randall casts Bless on himself and those who wish it, then moves away from the active Purplewraith in case it has gotten too close.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Only Zenodor approached the Purplewrath in the clearing and now has flown out of range.
(Tempe is up. Bow is next.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
This post has potentially manipulated dice roll results.
Tempe summons his wildfire spirit Pinky high enough not to effect the group Pinky flies infront of Zenodor and teleports him back 15ft towards the group leaving a fiery burst of flame behind the spirit if the PW is close enough (5ft) must succeed on a DEX saving throw (DC:15) or take4 fire damage.
Tempe summons his wildfire spirit Pinky high enough not to effect the group Pinky flies infront of Zenodor and teleports him back 15ft towards the group leaving a fiery burst of flame behind the spirit if the PW is close enough (5ft) must succeed on a DEX saving throw (DC:15) or take7 fire damage.
((Zenodor flew 60ft upwards, so he is a lot farther from the PW than 5ft.))
Bow shoots three quick bolts at the center PW:
Attack 1: 20 Damage: 24 Bless: 4
Attack 2: 24 Damage: 22 Bless: 2
BA Attack: 20 Damage: 23 Bless: 1
Rollback Post to RevisionRollBack
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Zenodor approached the Purplewrath in the clearing, it either already was/or could of easily moved to within melee range. Therefore Zenodor had to disengage, as he allowed for in his post, so he only flew 30 feet straight up.
Tempe is able to both have Pinky appear close enough to singe the Purplewrath and then fly to/and teleport Zenodor half the distance back down diagonally toward the group. They are both 15 feet away in the air.
Bow nails the centre PW with all 3 bolts and slays it dead, it slumps lifeless to the ground. It was still living after the 2nd bolt but the 3rd finished it off.
The 30 foot radius of purple mist is dissipating and will not require a CON save any longer.
Round 2 is starting now.
(Petcan is up.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(Keep in mind the lone centre Purplewrath was slain by Bow and the 4 ambush PWs are all under the effects of Hypnotic Pattern so you can adjust your turn if you wish.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(In terms of game mechanics, can plants be knocked out? I.e. does the rule as written apply to plants? From the text, it would appear so - but I struggle to see how that would work for a flower so would guess not. Also I presume grappling or trying to tie up their arms with rope is not really an option - given they don't have arms)
They can be rendered unconscious by reducing their hp to 0. Any damage they take will break them out of the spell. Having no arms to tie up means they have no arms to undo any bindings.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(Ok. So, we killed the one that attacked us. The other four are currently in the hypnotic pattern and not yet attacking. Given we previously defeated far more than 4 without even breaking a sweat, shall we try to non-lethally subdue the rest?)
You are still in initiative order. If Petcan wants to continue with his action he can, I just wanted him to be aware that there are none that can currently attack. After Petcan verifies his actions or changes them it will be Zenodor's turn and then Randall's next.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Zenodor is currently hovering in the air and considers the situation for a moment. The four PWs are held harmlessly in the Hypnotic pattern do not appear to pose an immediate threat, and he would still like to try a non-lethal or even diplomatic solution.
He approaches as close as he can without actually being caught in the Hypnotic pattern him, casts Unseen Servant to summon a spectral helper, and gives the helper the hempen rope (from his inventory). He orders the Unseen Servant to carefully tie up all four PWs, one at a time, and ideally also tied to a tree or something to stop them moving. (this means no damage, and we are specifically not 'shaking them out of their stupor' - so they should remain hypnotised) (also, as noted earlier by Brian, they have no hands so cannot untie themselves).
OOC: Not sure how long it takes to tie up all 4, but hypnotic pattern lasts for 10 rounds which should be plenty. Can we try to not wake them out of their stupor [e.g. with damage] until they are neatly tied up? If we need more rope, presumably someone else might have a bit more in their inventory.
Zenodor can make a INT (Sleight of Hand) check at disadvantage to tie up the PWs.
At the end of Zenodor's turn he can roll another DC 12 CON save to end the Blinded condition on himself.
Randall, Tempe, and Bow can take their Round 2 turns.
After that Round 3 will begin.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
(I'm using unseen servant. Given it's a sort of spirit of its own, with its own 2 HP - does it not have its own senses? Like, if I instructs it to cook a meal I wouldn't expect to have to keep my eyes on it. If I did, it would be virtually the same as Mage Hand / Telekinesis. To me, having a little entity you could leave to minor tasks was the entire benefit of burning a spell slot instead of using the cantrip. Else, what's the point of that spell?)
Sleight of Hand (Dex, not int) 14 (second roll 23. (I don't think it should be Zs senses. So should be no disadvantage. But DM decides))
Con saving throw 18
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The centre PW doesn't look particularly different from the others.
The 4 Ambush PWs are frozen in place.
The lone PW attacks Zenodor:
Attack: 20 Damage: 7
Also make a DC 12 CON save or be Blinded .
(Zenodor is up. Randall is next.)
Constitution save 4
Zenodor is blinded, and decides to try to get out reach. Using the dash action, he moves 60ft straight upwards to vertically get out of reach, and out of the purple mist.
(Did the Purplewrath close to melee distance? I am assuming not. If it did, it would be disengage instead of dash - and correspondingly shorter distance)
Randall:
With the blinded Zenodor well out of range, Randall casts Bless on himself and those who wish it, then moves away from the active Purplewraith in case it has gotten too close.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Only Zenodor approached the Purplewrath in the clearing and now has flown out of range.
(Tempe is up. Bow is next.)
Tempe summons his wildfire spirit Pinky high enough not to effect the group Pinky flies infront of Zenodor and teleports him back 15ft towards the group leaving a fiery burst of flame behind the spirit if the PW is close enough (5ft) must succeed on a DEX saving throw (DC:15) or take4 fire damage.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
((Zenodor flew 60ft upwards, so he is a lot farther from the PW than 5ft.))
Bow shoots three quick bolts at the center PW:
Attack 1: 20 Damage: 24 Bless: 4
Attack 2: 24 Damage: 22 Bless: 2
BA Attack: 20 Damage: 23 Bless: 1
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
For clarification purposes at the end of Round 1:
Zenodor approached the Purplewrath in the clearing, it either already was/or could of easily moved to within melee range. Therefore Zenodor had to disengage, as he allowed for in his post, so he only flew 30 feet straight up.
Tempe is able to both have Pinky appear close enough to singe the Purplewrath and then fly to/and teleport Zenodor half the distance back down diagonally toward the group. They are both 15 feet away in the air.
Bow nails the centre PW with all 3 bolts and slays it dead, it slumps lifeless to the ground. It was still living after the 2nd bolt but the 3rd finished it off.
The 30 foot radius of purple mist is dissipating and will not require a CON save any longer.
Round 2 is starting now.
(Petcan is up.)
Petcan tries the music again, looking to play something sorrowful.
Performance 12
Paladin - warforged - orange
(Keep in mind the lone centre Purplewrath was slain by Bow and the 4 ambush PWs are all under the effects of Hypnotic Pattern so you can adjust your turn if you wish.)
(In terms of game mechanics, can plants be knocked out? I.e. does the rule as written apply to plants? From the text, it would appear so - but I struggle to see how that would work for a flower so would guess not. Also I presume grappling or trying to tie up their arms with rope is not really an option - given they don't have arms)
They can be rendered unconscious by reducing their hp to 0. Any damage they take will break them out of the spell. Having no arms to tie up means they have no arms to undo any bindings.
(Ok. So, we killed the one that attacked us. The other four are currently in the hypnotic pattern and not yet attacking. Given we previously defeated far more than 4 without even breaking a sweat, shall we try to non-lethally subdue the rest?)
You are still in initiative order. If Petcan wants to continue with his action he can, I just wanted him to be aware that there are none that can currently attack. After Petcan verifies his actions or changes them it will be Zenodor's turn and then Randall's next.
I think petcan will stick to it, he's trying to change the mood for everyone, party included
Paladin - warforged - orange
Zenodor is currently hovering in the air and considers the situation for a moment. The four PWs are held harmlessly in the Hypnotic pattern do not appear to pose an immediate threat, and he would still like to try a non-lethal or even diplomatic solution.
He approaches as close as he can without actually being caught in the Hypnotic pattern him, casts Unseen Servant to summon a spectral helper, and gives the helper the hempen rope (from his inventory). He orders the Unseen Servant to carefully tie up all four PWs, one at a time, and ideally also tied to a tree or something to stop them moving. (this means no damage, and we are specifically not 'shaking them out of their stupor' - so they should remain hypnotised) (also, as noted earlier by Brian, they have no hands so cannot untie themselves).
OOC: Not sure how long it takes to tie up all 4, but hypnotic pattern lasts for 10 rounds which should be plenty. Can we try to not wake them out of their stupor [e.g. with damage] until they are neatly tied up? If we need more rope, presumably someone else might have a bit more in their inventory.
(Note even subdued their attack is poison spray via pollen. How do you keep the natural weapon at bay?)
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Zenodor can make a INT (Sleight of Hand) check at disadvantage to tie up the PWs.
At the end of Zenodor's turn he can roll another DC 12 CON save to end the Blinded condition on himself.
Randall, Tempe, and Bow can take their Round 2 turns.
After that Round 3 will begin.
[editing problems]
(I'm using unseen servant. Given it's a sort of spirit of its own, with its own 2 HP - does it not have its own senses? Like, if I instructs it to cook a meal I wouldn't expect to have to keep my eyes on it. If I did, it would be virtually the same as Mage Hand / Telekinesis. To me, having a little entity you could leave to minor tasks was the entire benefit of burning a spell slot instead of using the cantrip. Else, what's the point of that spell?)
Sleight of Hand (Dex, not int) 14 (second roll 23. (I don't think it should be Zs senses. So should be no disadvantage. But DM decides))
Con saving throw 18