"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 attacks twice again with his bolts staying away from these monsters Attack: 13 Damage: 10 Attack: 26 Damage: 5
Tempe then moves within five foot of Zendor
Then Pinky flies in next to Zendor Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC15 or take 9
taking Z and everyone within 5ft including himself out of the grip of the tentacle away from the Chuul Pinky proceeds upwards moving away from the creature
Tempe asks anxiously "Do you think this thing can sense our power?" as he moves further back
Tempe's 1st attack misses anyway so no need for another roll, but can you make another attack roll for the 2nd attack. Also, pick a direction that Pinky teleports to (either forward, backward, left, right, or name a more specific direction) with Tempe, Zenodor and Irraxan.
Zenodor, please make that Perception roll.
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.”
(Need to wait and see if Zenodor and/or Irraxan want to teleport out of the grapple and backward with you.)
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's 1st attack misses anyway so no need for another roll, but can you make another attack roll for the 2nd attack. Also, pick a direction that Pinky teleports to (either forward, backward, left, right, or name a more specific direction) with Tempe, Zenodor and Irraxan.
This post has potentially manipulated dice roll results.
@Zenodor
You noticed the Chuul came right toward you as if it could see you in the magical darkness, but then it flailed wildly trying to hit you as if it was blind and got lucky on one of the hits.
@Temp
Sorry, this one is my mistake, I should not have given you the option to move backward. With pbp or theatre of the mind it's easy to lose track of things sometimes. Zenodor and Irraxan are cloaked in a thin crescent of magical darkness which is now at the rear of the party. Pinky moved up next to it and can actually teleport the same group (Pinky, Tempe, Zenodor, and Irraxan) in any other direction except backward.
Chuul DEX save: 11
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"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.”
(Bow is up. Zenodor is next, and Irraxan will now act right after your turn.)
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.
Bow takes aim at Chuul 2 for 3 quick shots:
Attack 1: 18 Damage: 19
Attack 2: 20 Damage: 18
BA Attack: 9 Damage: 21
When I damage it I will use brand of castigation; it will take 3 psychic damage each time it hits me or one of my friends within 5ft.
((At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
Once you use this feature, you can’t use it again until you finish a short or long rest.))
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"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
Having teleported out of the Chuul's grasp thanks to Pinky, Z tries to increase the distance between himself and the nearest Chuul by moving upwards (flying speed from magic boots) as far as possible, at least 20ft upwards if there is space. If there is no room above to fly upwards, he will move awayas far as possible (so Chuul would at least trigger opportunity attack from the rest of the party if it follows). (Eldtrich blast has a 120ft range, so best to keep away from melee range)
Z then let loose bolts of Eldritch energy at the creature.
Bolt 1: Attack: 21 Damage: 10
Bolt 2: Attack: 25 Damage: 7
As a bonus action, Z uses Telekinetic Shove. DC15 on the Chuul, or it is pushed 5ft away in the opposite direction. So, with the original teleport of 15ft, Z's flying speed of 30ft, and potentially a 5ft shove, Z should now be a safe 45-50ft away from this Chuul. Not sure what the layout is, ideally this should be vertically if there is space in the cave. If not, in whichever direction puts Z furthest away from both this Chuul and its buddy.
Bow's well placed bolts from his hand crossbow fell Chuul 2 and it slumps lifeless to the ground.
Zenodor is freed from the grapple by teleportation and able to maneuver to a safe distance before firing some bolts of his own, these being Eldritch in nature. Both strike the remaining Chuul and it reels from the magical assault.
(Z can have Irraxan change it's action, or have it follow you with the darkness... post whichever you choose, or anything different it does.)
"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.”
(Z can have Irraxan change it's action, or have it follow you with the darkness... post whichever you choose, or anything different it does.)
I was sticking with separate Initiative for Irraxan for the duration of this encounter unless we want to change half-way through. so Irraxan still does:
Irraxan does not do anything interesting beyond staying near Z to share both with magical darkness.
... except that Zenodor who cast the Darkness failed his concentration, so the darkness has dissipated. Next time it's Irraxan's turn, Irraxan was goign to move to the nearest Chuul and provide Help action giving whoever next attacks it Advantage on the roll.
Irraxan is still naturally invisible - although I don't know how that work with creatures that can sense magic. They may be able to see Irraxan anyway.
"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.”
If the 1st attack hits Randall is Grappled and needs to make a DC 13 CON save or be Poisoned for 1 minute.
While Poisoned Randall is also Paralyzed and can make a save at the end of his turn to end the effect.
(Once the attacks and saves have been resolved, Randall 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.”
This post has potentially manipulated dice roll results.
Randall:
Even the powerful magic of Freedom of Movement cannot keep the creature's claw from impacting the priest, and Randall's body writhes in pain as the tentacled creature momentarily grips him.
Poison Save: 20
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This post has potentially manipulated dice roll results.
Randall:
Yet fortune is with him again--or perhaps divine blessing--as Randall fights off whatever soporific effect the tentacles have and easily steps out of the grapple thanks to his active spell. Taking on a defensive stance ( Dodge ), Randall calls on holy power to manifest a spectral mace and smite the foe!
Randall uses the power granted him by the Morning Lord to slip free from the Chuul's clutching tentacles and summon a free floating spectral mace. The spectral mace swings in a sharp decisive arc driving the Chuul back a step to avoid the weapon's death blow.
(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.”
For some reason it still shows the bonus fire damage as having the +4 but it hardly matters as the total of 7 piercing and 7 fire is 14 and that's enough to finish off the last Chuul.
The chamber you find yourselves in with the recently slain monsters now grows eerily silent with the noises from fighting no longer echoing off the walls. It is 60 feet long, and 40 feet wide, roughly as it is a natural cavern and not a perfect rectangle, with a ceiling 25 feet above your heads. There are 2 caves leading out besides the one you entered from. The large one straight ahead leads down even further, but another smaller cave to the left leads up.
The worn path in the stone you were following before is quite obvious and continues to the left and up leading into the smaller exit.
(You can take a moment to recover here and search before continuing on. Please include anything you think may be relevant in any posts before continuing on.)
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. Let's take a moment (short rest) before we carry on. If Pinky can be resummoned, maybe we sent the two familiars (Pinky, Irraxan) down the two paths to explore while the party takes a short break.
Zenodor is interested in where these creatures came from and what they were guarding or doing here. He suggests that they should explore the cave that goes deeper, rather than the one that goes up (presumably to the surface)
Rollback Post to RevisionRollBack
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You can make a Perception check.
Everything else is good.
Tempe attacks twice again with his bolts staying away from these monsters Attack: 13 Damage: 10 Attack: 26 Damage: 5
Tempe then moves within five foot of Zendor
Then Pinky flies in next to Zendor Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC15 or take 9
taking Z and everyone within 5ft including himself out of the grip of the tentacle away from the Chuul Pinky proceeds upwards moving away from the creature
Tempe asks anxiously "Do you think this thing can sense our power?" as he moves further back
-----------------------------------------------------------------------------------------------------------------
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
Tempe's 1st attack misses anyway so no need for another roll, but can you make another attack roll for the 2nd attack. Also, pick a direction that Pinky teleports to (either forward, backward, left, right, or name a more specific direction) with Tempe, Zenodor and Irraxan.
Zenodor, please make that Perception roll.
19
Backwards
-----------------------------------------------------------------------------------------------------------------
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
(Need to wait and see if Zenodor and/or Irraxan want to teleport out of the grapple and backward with you.)
Yes please
Perception rolls:
Zenodor 7
Irraxan, assuming he gets a separate roll. 4
(Yes, Irraxan has more Wisdom than Z)
@Zenodor
You noticed the Chuul came right toward you as if it could see you in the magical darkness, but then it flailed wildly trying to hit you as if it was blind and got lucky on one of the hits.
@Temp
Sorry, this one is my mistake, I should not have given you the option to move backward. With pbp or theatre of the mind it's easy to lose track of things sometimes. Zenodor and Irraxan are cloaked in a thin crescent of magical darkness which is now at the rear of the party. Pinky moved up next to it and can actually teleport the same group (Pinky, Tempe, Zenodor, and Irraxan) in any other direction except backward.
Chuul DEX save: 11
(Bow is up. Zenodor is next, and Irraxan will now act right after your turn.)
Bow takes aim at Chuul 2 for 3 quick shots:
Attack 1: 18 Damage: 19
Attack 2: 20 Damage: 18
BA Attack: 9 Damage: 21
When I damage it I will use brand of castigation; it will take 3 psychic damage each time it hits me or one of my friends within 5ft.
((At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Intelligence modifier (minimum of 1 damage).
Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
Once you use this feature, you can’t use it again until you finish a short or long rest.))
"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
Having teleported out of the Chuul's grasp thanks to Pinky, Z tries to increase the distance between himself and the nearest Chuul by moving upwards (flying speed from magic boots) as far as possible, at least 20ft upwards if there is space. If there is no room above to fly upwards, he will move awayas far as possible (so Chuul would at least trigger opportunity attack from the rest of the party if it follows). (Eldtrich blast has a 120ft range, so best to keep away from melee range)
Z then let loose bolts of Eldritch energy at the creature.
Bolt 1: Attack: 21 Damage: 10
Bolt 2: Attack: 25 Damage: 7
As a bonus action, Z uses Telekinetic Shove. DC15 on the Chuul, or it is pushed 5ft away in the opposite direction. So, with the original teleport of 15ft, Z's flying speed of 30ft, and potentially a 5ft shove, Z should now be a safe 45-50ft away from this Chuul. Not sure what the layout is, ideally this should be vertically if there is space in the cave. If not, in whichever direction puts Z furthest away from both this Chuul and its buddy.
Bow's well placed bolts from his hand crossbow fell Chuul 2 and it slumps lifeless to the ground.
Zenodor is freed from the grapple by teleportation and able to maneuver to a safe distance before firing some bolts of his own, these being Eldritch in nature. Both strike the remaining Chuul and it reels from the magical assault.
(Z can have Irraxan change it's action, or have it follow you with the darkness... post whichever you choose, or anything different it does.)
(Chuul 1 is the only monster that remains alive.)
I was sticking with separate Initiative for Irraxan for the duration of this encounter unless we want to change half-way through. so Irraxan still does:
... except that Zenodor who cast the Darkness failed his concentration, so the darkness has dissipated. Next time it's Irraxan's turn, Irraxan was goign to move to the nearest Chuul and provide Help action giving whoever next attacks it Advantage on the roll.
Irraxan is still naturally invisible - although I don't know how that work with creatures that can sense magic. They may be able to see Irraxan anyway.
Chuul 1 attacks Randall.
Attack: 20 Damage: 10
Attack: 13 Damage: 9
If the 1st attack hits Randall is Grappled and needs to make a DC 13 CON save or be Poisoned for 1 minute.
While Poisoned Randall is also Paralyzed and can make a save at the end of his turn to end the effect.
(Once the attacks and saves have been resolved, Randall is up.)
Randall:
Even the powerful magic of Freedom of Movement cannot keep the creature's claw from impacting the priest, and Randall's body writhes in pain as the tentacled creature momentarily grips him.
Poison Save: 20
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Randall:
Yet fortune is with him again--or perhaps divine blessing--as Randall fights off whatever soporific effect the tentacles have and easily steps out of the grapple thanks to his active spell. Taking on a defensive stance ( Dodge ), Randall calls on holy power to manifest a spectral mace and smite the foe!
Bonus Action: Spiritual Weapon : Attack: 22 Damage: 8
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Randall uses the power granted him by the Morning Lord to slip free from the Chuul's clutching tentacles and summon a free floating spectral mace. The spectral mace swings in a sharp decisive arc driving the Chuul back a step to avoid the weapon's death blow.
(Petcan is up.)
Petcan swings his rapier up and thrusts towards chuul 2, casting green flame blade
Attack: 19 Damage: 5 + 9 fire damage + fire damage to chuul 1 if in range 5
(got the bonus fire damage sorted out this time I think)
Paladin - warforged - orange
For some reason it still shows the bonus fire damage as having the +4 but it hardly matters as the total of 7 piercing and 7 fire is 14 and that's enough to finish off the last Chuul.
The chamber you find yourselves in with the recently slain monsters now grows eerily silent with the noises from fighting no longer echoing off the walls. It is 60 feet long, and 40 feet wide, roughly as it is a natural cavern and not a perfect rectangle, with a ceiling 25 feet above your heads. There are 2 caves leading out besides the one you entered from. The large one straight ahead leads down even further, but another smaller cave to the left leads up.
The worn path in the stone you were following before is quite obvious and continues to the left and up leading into the smaller exit.
(You can take a moment to recover here and search before continuing on. Please include anything you think may be relevant in any posts before continuing on.)
Ok. Let's take a moment (short rest) before we carry on. If Pinky can be resummoned, maybe we sent the two familiars (Pinky, Irraxan) down the two paths to explore while the party takes a short break.
Zenodor is interested in where these creatures came from and what they were guarding or doing here. He suggests that they should explore the cave that goes deeper, rather than the one that goes up (presumably to the surface)