Tydir Readies a spell as the next several quicklings rush forth... (They actually come one at a time, as they have different initiatives, but I think it fair to let you cast it on the three of them.) Quicklings Two rush in from the north, one rushes in from the South. They all must save vs Bane... ch5 cha save: 8 ch6 cha save: 14 ch3 cha save: 0
This post has potentially manipulated dice roll results.
All three fail the bane save so are cursed...
ch5 throws its daggers at the zombie (if it is still up,) Gerlad (if the zombie is down and the goblin is still up,) or Tydir if the other two are down. Attack: 21 Damage: 10 Bane roll: 1 Attack: 18 Damage: 8 Bane roll: 2 Attack: 19 Damage: 10 Bane roll: 1
ch6 throws their daggers at hoghead Attack: 26 Damage: 10 Bane roll: 4 Attack: 16 Damage: 7 Bane roll: 1 Attack: 19 Damage: 7 Bane roll: 2 ch3 throws its daggers at the zombie (if it is still up,) Gerlad (if the zombie is down and the goblin is still up,) or Tydir if the other two are down. Attack: 20 Damage: 9 Bane roll: 2 Attack: 14 Damage: 8 Bane roll: 4 Attack: 25 Damage: 7 Bane roll: 3
The three disappear in the opposite walls from the one they came out of.
If the zombie is still up, then it is up now. If not let me know and I'll move on with more quicklings.
Alaster furiously bats the three daggers that come at him out of the air with his blast shield. Looking around frustratedly at the lack of clear enemies, Alaster steps all the way up to the southern wall, into which five quicklings have disappeared. As he moves, his cannon releases a pump of blue powder to shower the party and give them a little added toughness in case they had lost what they previously had with this first onslaught. Placing his body almost immediately up against the wall in front of the holes that the quicklings disappeared into, Alaster waits until at least three of them reexit the wall and move into range before releasing a thunderous blast of energy from his boomstick to engulf them in thunderous energy.
Move: C6 --> E9 (20 Feet)
Bonus Action: Activate Eldritch Cannon Each party member within 10 Feet of Alaster (All of them) gains 7 Temporary Hit Points (If you already have more than the above number of Temporary Hit Points, you need not replace them with the lower number, but for everyone that had some of their THP depleted, this should give the buffer back)
Action: Ready (Sonic Grenade) (Trigger: At least 3 Quicklings are in range) Each Quickling must succeed on a DC 16 Constitution Saving Throw to take half of 14 Thunder Damage and not be pushed 10 Feet away from Alaster
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Tydir steps into the middle of the room, back to back with Hoghead (E6) and holds his hammer aloft, yelling to the rest of the party 'To me, to me.'
Flicking open a catch on his hammer, he twirls it around his head, spraying blessed water and a fine powder about him. 'Fey creatures, flitting demons, tiny beasts, you shall not pass' [Spell} Magic Circle [/spell]
Tydir steps into the middle of the room, back to back with Hoghead (E6) and holds his hammer aloft, yelling to the rest of the party 'To me, to me.'
Flicking open a catch on his hammer, he twirls it around his head, spraying blessed water and a fine powder about him. 'Fey creatures, flitting demons, tiny beasts, you shall not pass' Magic Circle
That spell takes a full minute to cast, so not really a combat spell. You can change your action.
Tydir moves to stand back to back with Hogshead and readies Electric Arc to strike out at the next of these tiny foes he sees.
Tooltip not working: You unleash an arc of electricity against one creature you can see in range. The target must succeed on a Constitution 16 saving throw or take 2d6 lightning damage and fall prone.
( i'm think i will cast light on a crossbow bolt and shooting it on the holes to try to reveal them, can i do it on my next action?
Tydir
Readies a spell as the next several quicklings rush forth... (They actually come one at a time, as they have different initiatives, but I think it fair to let you cast it on the three of them.)
Quicklings
Two rush in from the north, one rushes in from the South. They all must save vs Bane...
ch5 cha save: 8
ch6 cha save: 14
ch3 cha save: 0
...
All three fail the bane save so are cursed...
ch5 throws its daggers at the zombie (if it is still up,) Gerlad (if the zombie is down and the goblin is still up,) or Tydir if the other two are down.
Attack: 21 Damage: 10 Bane roll: 1
Attack: 18 Damage: 8 Bane roll: 2
Attack: 19 Damage: 10 Bane roll: 1
ch6 throws their daggers at hoghead
Attack: 26 Damage: 10 Bane roll: 4
Attack: 16 Damage: 7 Bane roll: 1
Attack: 19 Damage: 7 Bane roll: 2
ch3 throws its daggers at the zombie (if it is still up,) Gerlad (if the zombie is down and the goblin is still up,) or Tydir if the other two are down.
Attack: 20 Damage: 9 Bane roll: 2
Attack: 14 Damage: 8 Bane roll: 4
Attack: 25 Damage: 7 Bane roll: 3
The three disappear in the opposite walls from the one they came out of.
If the zombie is still up, then it is up now. If not let me know and I'll move on with more quicklings.
No update to the map yet.
( welp the zombie is dead, again. poor dude XD well at least he tanked some hits
ch4 rushes out of the Southw all and tosses 3 daggers at Hoghead...
Attack: 9 Damage: 9
Attack: 26 Damage: 7
Attack: 14 Damage: 10
ch10 Does the same as CH4...
Attack: 24 Damage: 8
Attack: 21 Damage: 7
Attack: 27 Damage: 7
ch8 Rushes from South to North, but tosses their daggers at Alaster...
Attack: 15 Damage: 8
Attack: 12 Damage: 8
Attack: 15 Damage: 7
Skarias, Hoghead, and Alaster are now up. No update to the map yet.
Hoghead moves to F6 or wherever he thinks the middle of the path of the quickling
He will use Brace to strike a Quickling that enters melee range.
Attack: 14 Damage: 6
Hoghead will then attack the same creature if it is still up Attack: 11 Damage: 7
He will use his final attack on the creature Attack: 15 Damage: 5
Alaster furiously bats the three daggers that come at him out of the air with his blast shield. Looking around frustratedly at the lack of clear enemies, Alaster steps all the way up to the southern wall, into which five quicklings have disappeared. As he moves, his cannon releases a pump of blue powder to shower the party and give them a little added toughness in case they had lost what they previously had with this first onslaught. Placing his body almost immediately up against the wall in front of the holes that the quicklings disappeared into, Alaster waits until at least three of them reexit the wall and move into range before releasing a thunderous blast of energy from his boomstick to engulf them in thunderous energy.
Move: C6 --> E9 (20 Feet)
Bonus Action: Activate Eldritch Cannon
Each party member within 10 Feet of Alaster (All of them) gains 7 Temporary Hit Points
(If you already have more than the above number of Temporary Hit Points, you need not replace them with the lower number, but for everyone that had some of their THP depleted, this should give the buffer back)
Action: Ready (Sonic Grenade) (Trigger: At least 3 Quicklings are in range)
Each Quickling must succeed on a DC 16 Constitution Saving Throw to take half of 14 Thunder Damage and not be pushed 10 Feet away from Alaster
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
skarias kneeled and grabbed his hands together, starting a pray to bless his comrades, he stays back wary of the knives
cast: Bless on Hoghead, Alaster and Gerald
Skarias
cast Bless on Hoghead, Alaster and Gerald.
Hoghead
Moves to the center of the room, ready to attack any of the quick little things that comes within his reach.
Alaster
Moves to the South wall and prepares to blast some of the quick creatures with thunder.
Gerald is now up.
Updated Map
Still waiting on Gerald's action.
Still waiting on Gerald's action.
As I was out, I will give them another 24 hours to post, otherwise I'll bot and we'll move on.
Ger casts magic missile at the first enemy he sees. Force damage: 8
Gerald
Readies a magic missile for the next enemy.
ch7
Zooms out of the wall,t hen his struck down by 3 magical darts fromt he goblin.
ch1 moves out, picks up a dagger, and attacks Alaster 3 times.
Attack: 11 Damage: 9
Attack: 28 Damage: 12
Attack: 28 Damage: 13
ch2 moves out, picks up a dagger, and attacks Gerlad three times.
Attack: 21 Damage: 9
Attack: 14 Damage: 8
Attack: 12 Damage: 7
ch9 moves out, picks up a dagger, and attacks skarias 3 times.
Attack: 16 Damage: 10
Attack: 10 Damage: 10
Attack: 15 Damage: 10
Tydir is now up.
I am looking into a different map option, so please use the linked spreadsheet here for now.
Updated Map
(OOC: Now that three quicklings have popped out, would Alaster’s ready action trigger?)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Tydir steps into the middle of the room, back to back with Hoghead (E6) and holds his hammer aloft, yelling to the rest of the party 'To me, to me.'
Flicking open a catch on his hammer, he twirls it around his head, spraying blessed water and a fine powder about him. 'Fey creatures, flitting demons, tiny beasts, you shall not pass' [Spell} Magic Circle [/spell]
Sure, but you can only hit two with this, as only 2 are within range. I'll roll that up...
save 1: 5 and 8
That spell takes a full minute to cast, so not really a combat spell. You can change your action.
Tydir, need you to revise your action...
Sorry all not getting notifications. Crap.
Tydir moves to stand back to back with Hogshead and readies Electric Arc to strike out at the next of these tiny foes he sees.
Tooltip not working: You unleash an arc of electricity against one creature you can see in range. The target must succeed on a Constitution 16 saving throw or take 2d6 lightning damage and fall prone.
Tydir
Sends an ark of electricity into CH2, doing damage, though the quickling managed to save and take less damage. (Rolled nat 20 on save.)
ch5 moves out, picks up a dagger, and attacks Alaster
Attack: 15 Damage: 8
Attack: 21 Damage: 8
Attack: 12 Damage: 10
ch6 moves out, picks up a dagger, and attacks Gerlad
Attack: 12 Damage: 10
Attack: 26 Damage: 7
Attack: 20 Damage: 10
ch3 moves out, picks up a dagger, and attacks skarias
Attack: 18 Damage: 10
Attack: 14 Damage: 8
Attack: 23 Damage: 10
ch4 moves out, picks up a dagger, and attacks skarias
Attack: 14 Damage: 7
Attack: 18 Damage: 8
Attack: 26 Damage: 9
ch10 moves out, picks up a dagger, and attacks Gerlad
Attack: 20 Damage: 9
Attack: 28 Damage: 11
Attack: 22 Damage: 10
ch8 moves out, picks up a dagger, then moves again, attacking Tydir
Attack: 15 Damage: 7
Attack: 20 Damage: 7
Attack: 28 Damage: 10
skarias, hoghead, and Alaster are now up.
Map