Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance. You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
This post has potentially manipulated dice roll results.
The 3rd cluster flies closer but is still a ways off yet.
The 1st cluster pulls off veering left and launch two spells each at Tempe, Pepin, and Randall.
1st x Tempe is Fire Bolt with Attack: 26 Damage: 29 fire damage.
2nd x Tempe is Magic Missile with 5 force damage being dealt three times as a trio of magical darts sting you one after the other.
1st x Pepin is Fire Bolt with Attack: 9 Damage: 10 fire damage.
2nd x Pepin is Fireball with 27 fire damage to everyone within 20 feet of Pepin. DC 14 DEX save for half damage.
1st x Randall is Fire Bolt with Attack: 19 Damage: 4 fire damage.
2nd x Randall is Ice Storm with 13 bludgeoning damage and 15 cold damage to everyone within 20 feet of Randall. DC 14 DEX save for half damage.
(Pepin 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.”
Pepin creates his force ballista and puts it on his shoulder while he drinks the flying potion, thinking it will be usefull this time around. Although, for now, he stays on top of the main gate. Finally, as soon as the wyverns are within 300ft he casts Ice storm in the middle to target as many of them as possible. (20ft radius, 40ft high column) DC21 dex save or take 30 damage (12 bludgeoning, 18 cold); half on success.
Did this happen already? Or does Pepin still have the spell slot?
Dex save: 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
This post has potentially manipulated dice roll results.
Zenodor targets the nearest group of Riders attempting to injure and ideally dismount them at the same time. He shoots a single beam of Eldritch energy at each of the three nearest riders
Beam 1: Attack: 18 Damage: 12
Beam 2: Attack: 33 Damage: 8
Beam 3: Attack: 28 Damage: 13
Any hit also pushes them directly away from Z by 10ft (no save), so presumably give the angle this means sideways and slightly upwards. So he is hoping that suddenly being 10ft away from their saddle (which at the same time continues flying forwards) will make them fall down. (And he rather maliciously hopes they do not have feather-fall prepared)
[Repelling Blast: When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.]
He then uses his Bonus action for a Telekinetic shove/push (whichever seems more likely given the nearest still-mounted rider) to pull or push one out if its saddle. 5ft, STR 18 save
[Telekinetic - Shove: As a bonus action, you can try to telekinetically shove one creature you can see within 30 ft. of you. The target must succeed on a STR save (DC 18) or be moved 5 ft. toward you or away from you. A creature can willingly fail this save.]
This post has potentially manipulated dice roll results.
Randall:
The Ray of Fire misses him—barely—but the ice storm is another matter indeed!
Dexterity Save: 21
Flying the magic carpet up and out of the ice storm, Randall calls down the Light of the Dawnbringer on the entire first cluster, as they seem to be casting more powerful spells!
Dawn manifests in a 60 foot diameter, 40 foot tall cylinder, enveloping wyverns and spellcasters alike!
Radiant Damage, DC 21 Constitution Save for half: 16
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Pepin creates his force ballista and puts it on his shoulder while he drinks the flying potion, thinking it will be usefull this time around. Although, for now, he stays on top of the main gate. Finally, as soon as the wyverns are within 300ft he casts Ice storm in the middle to target as many of them as possible. (20ft radius, 40ft high column) DC21 dex save or take 30 damage (12 bludgeoning, 18 cold); half on success.
Did this happen already? Or does Pepin still have the spell slot?
Dex save: 1
Did you want the spell slot back? (Unsure why you're asking?)
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.”
((Was just wondering if that spell was triggered or not, as I didn't see anything about it in your posts when the Wyvern came closer. Or does it trigger now it is Pepin's turn?))
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
(You can have it trigger now if you wish. If so, let me know.)
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.”
"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
"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.”
"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.”
"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.”
Half of the riders from the 2nd cluster are dismounted and fall.
Now there is only one attack of Fire Bolt against Tempe, Pepin, and Randall each.
1st x Tempe: Attack: 21 Damage: 11
1st x Pepin: Attack: 19 Damage: 9
1st x Randall: Attack: 8 Damage: 7
The three riderless Wyverns fly toward Zenodor and attack with bites and stingers.
1st bite x Zenodor: Attack: 19 Damage: 9
2nd bite x Zenodor: Attack: 21 Damage: 10
3rd bite x Zenodor: Attack: 23 Damage: 11
1st stinger x Zenodor: Attack: 25 Damage: 8
2nd stinger x Zenodor: Attack: 18 Damage: 12
3rd stinger x Zenodor: Attack: 9 Damage: 11
If any of the stingers hit make a DC 15 CON save for half poison damage: 1st does 20 2nd does 25 3rd does 24
(Tempe 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.”
Zenodor at first gives a little cheer as he sees the dismounted riders tumble to the ground, but this cheer quickly dies in his throat as he sees the riderless Wyverns hurtling directly towards him with malice in their eyes. He manages to evade one of the bites and two of the stingers, but is hit by the rest which leaves him injured on his high lookout.
(yeah that's cool, also a reminder: at the beginning of round 3 cluster 3 is going to join the fight. Hint: this is a hard to deadly fight.)
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.”
Tempe dismounts, sending pinky the giant eagle to attack the closest wyvern Beak. Melee Weapon Attack: Attack: 18 Damage: 6
Talons. Melee Weapon Attack: slashing damage.Attack: 24 Damage: 22
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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
Flying alongside Tempe attacks the same creature
Radiant Sun Bolt
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 ki point to make the special attack twice as a bonus action.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.
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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
The 3rd cluster flies closer but is still a ways off yet.
The 1st cluster pulls off veering left and launch two spells each at Tempe, Pepin, and Randall.
1st x Tempe is Fire Bolt with Attack: 26 Damage: 29 fire damage.
2nd x Tempe is Magic Missile with 5 force damage being dealt three times as a trio of magical darts sting you one after the other.
1st x Pepin is Fire Bolt with Attack: 9 Damage: 10 fire damage.
2nd x Pepin is Fireball with 27 fire damage to everyone within 20 feet of Pepin. DC 14 DEX save for half damage.
1st x Randall is Fire Bolt with Attack: 19 Damage: 4 fire damage.
2nd x Randall is Ice Storm with 13 bludgeoning damage and 15 cold damage to everyone within 20 feet of Randall. DC 14 DEX save for half damage.
(Pepin is up.)
Tempe looses concentration Pinky eagle, is now, Pinky, course thats not a bad thing 😉
-----------------------------------------------------------------------------------------------------------------
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
Did this happen already? Or does Pepin still have the spell slot?
Dex save: 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
Zenodor targets the nearest group of Riders attempting to injure and ideally dismount them at the same time. He shoots a single beam of Eldritch energy at each of the three nearest riders
Beam 1: Attack: 18 Damage: 12
Beam 2: Attack: 33 Damage: 8
Beam 3: Attack: 28 Damage: 13
Any hit also pushes them directly away from Z by 10ft (no save), so presumably give the angle this means sideways and slightly upwards. So he is hoping that suddenly being 10ft away from their saddle (which at the same time continues flying forwards) will make them fall down. (And he rather maliciously hopes they do not have feather-fall prepared)
[Repelling Blast: When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.]
He then uses his Bonus action for a Telekinetic shove/push (whichever seems more likely given the nearest still-mounted rider) to pull or push one out if its saddle. 5ft, STR 18 save
[Telekinetic - Shove: As a bonus action, you can try to telekinetically shove one creature you can see within 30 ft. of you. The target must succeed on a STR save (DC 18) or be moved 5 ft. toward you or away from you. A creature can willingly fail this save.]
Randall:
The Ray of Fire misses him—barely—but the ice storm is another matter indeed!
Dexterity Save: 21
Flying the magic carpet up and out of the ice storm, Randall calls down the Light of the Dawnbringer on the entire first cluster, as they seem to be casting more powerful spells!
Dawn manifests in a 60 foot diameter, 40 foot tall cylinder, enveloping wyverns and spellcasters alike!
Radiant Damage, DC 21 Constitution Save for half: 16
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Did you want the spell slot back? (Unsure why you're asking?)
((Was just wondering if that spell was triggered or not, as I didn't see anything about it in your posts when the Wyvern came closer. Or does it trigger now it is Pepin's turn?))
"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
(You can have it trigger now if you wish. If so, let me know.)
Yeah let's trigger it now than
"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
The 1st cluster's saves:
Wyverns: 10 16 13 19 11 11
Riders: 13 16 20 22 5 3
STR save: 9
Round 2
Initiative Order:
Wyvern Riders (2nd cluster)
Tempe
Wyvern Riders (3rd)
Wyvern Riders (1st)
Pepin
Zenodor
Randall
Half of the riders from the 2nd cluster are dismounted and fall.
Now there is only one attack of Fire Bolt against Tempe, Pepin, and Randall each.
1st x Tempe: Attack: 21 Damage: 11
1st x Pepin: Attack: 19 Damage: 9
1st x Randall: Attack: 8 Damage: 7
The three riderless Wyverns fly toward Zenodor and attack with bites and stingers.
1st bite x Zenodor: Attack: 19 Damage: 9
2nd bite x Zenodor: Attack: 21 Damage: 10
3rd bite x Zenodor: Attack: 23 Damage: 11
1st stinger x Zenodor: Attack: 25 Damage: 8
2nd stinger x Zenodor: Attack: 18 Damage: 12
3rd stinger x Zenodor: Attack: 9 Damage: 11
If any of the stingers hit make a DC 15 CON save for half poison damage: 1st does 20 2nd does 25 3rd does 24
(Tempe is up.)
Zenodor at first gives a little cheer as he sees the dismounted riders tumble to the ground, but this cheer quickly dies in his throat as he sees the riderless Wyverns hurtling directly towards him with malice in their eyes. He manages to evade one of the bites and two of the stingers, but is hit by the rest which leaves him injured on his high lookout.
Poison save for half: 16
Made the save for half, so only 10+11+8+10 = 39 damage
(Still Tempe's turn. I was just summing up the heavy damage done in the last round)
(yeah that's cool, also a reminder: at the beginning of round 3 cluster 3 is going to join the fight. Hint: this is a hard to deadly fight.)
Tempe casts conjure animals, summoning giant owls sending three to attack the riderless Wyverns with flybys and their 60ft speed, attacking Zenodor
Owl one Attack: 16 Damage: 8 Wyvern, then moves upwards to the west
Owl two 4 Damage: 5 then moves upwards to the east
Owl three 12 Damage: 8 then moves upwards to the north
Attacks on the still mounted Wyverns, if they can they'll knock the riders off.
Owl four 16 Damage: 10 then flies down to the southeast.
Owl five 16 Damage: 7 then flies down to the southwest
Owl Six 11 Damage: 8 then flies down to the northwest.
Owl seven 21 Damage: 8 then flies directly, upwards.
Owl eight 19 Damage: 6 downwards
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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
(When the Wyverns attack, do they just get into Melee range and stay there, or is it a flyby a bit like the owls?)