[OOC: OK, Ssej will use his move action to move south and then east to get out of the darkness and around the dome, and then a bonus action to use Step of the Wind Dash to continue moving east and then north to end up at W16, I thin that should work and use up the 1 KI point I already subtracted for the Flurry of Blows attack I typed out above that I can not use due to dispelling the fear attack one, Have I got that all right?]
Ssej After feeling fear of the anathema course through him, Ssej takes a moment to regulate his breathing, and push the fear from his body by sheer willpower. Shaking himself he moves out of the dome and around to face the Anathema. (Just realized U11 is on the far side of the pit, no need to give me your end location, you are outside the ring of the pit now.)
Umeven (As you go before Brock, your action would take you away from him prior to him being able to cast his spell on you. Your wisdom save will negate the fear affect at the end of your turn regardless, but you are not a viable target for heroism when Brock's turn comes around. I realize you wouldn't likely move away, as you are frightened, but, as you save against it at the end of your turn, I will leave your action as stated.) Moves out of the dome and to the south, where he shoots at one of the pit masters, hitting and dealing damage.
Brock You cast Heroism on Ichika,, and yourself, canceling out her frightened status.
Pit Masters PM1 casts misty step and teleports near Umeven It attacks him twice with its snake arms... Bite. Melee Weapon Attack: 18 to hit, reach 5 ft., one target. Hit: 4 piercing damage plus 7 poison damage. Bite. Melee Weapon Attack: 24 to hit, reach 5 ft., one target. Hit: 5 piercing damage plus 3 poison damage. If either of the above hit... The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 8 poison damage to the target.
PM2 uses its snake arms to bite at Yashin... Bite. Melee Weapon Attack: 19 to hit, reach 5 ft., one target. Hit: 5 piercing damage plus 7 poison damage. Bite. Melee Weapon Attack: 12 to hit, reach 5 ft., one target. Hit: 6 piercing damage plus 8 poison damage. If either of the above hit... The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 18 poison damage to the target.
(Brock would have to move a bit since the range of heroism is touch, but it all works out in the end. I’m cool with the counterspell not working. Wasn’t sure of the rules for tiny hut.)
[OOC: Works for me, though I did initially say I would move to U13, but either position works for me, U11 or U13, as it is close enough to get some attacks in next round.]
Waking from her slumber, Ichika opens her eyes, but there is darkness before her eyes. For a moment she thinks she is still sleeping, yet a sudden fear grips her throat like a giant claw, extending coldly to the end of her spine and almost immobilizing her. She grabs the glaive at her side and forced herself to stand up and face the huge, hideous monster in the darkness. A hand touches her on the shoulder, and she turns her head to see Brock's grave face, and feels the divine courage wash over her whole body, lifting her stiffness, and nodding toward him, she closes her eyes as a bright light blossomed from a jewel, washing away the darkness before her.
This post has potentially manipulated dice roll results.
((2 questions to determine course of action: Is the darkness successfully dispelled by Ichika's Daylight, and which ZOs were still in the fight?))
((Edit: Looking back, I see you indicated Zombies 1-4, so I'll roll with that. 5 and 6 I'll use a Bonus action to command them into a Flanking position around the Pit Master with Umeven (provided you allow Flanking). This would put them at V23 and V25.))
Zombie 5: Attack 9/19 for 7
Zombie 6: Attack 9/17 for 7
Grishkar will step out from his protective shelter. As he crosses the threshold, the opaque barrier immediately melts away into the darkness of night. In the radiance of Ichika's light, Grishkar can clearly see the threat approaching from the west. Hateful incantations spill forth as he weaves corrupting energies with his cane. "We'll see how well the snake does when it's blood turns toxic."
((Casting Blight through Staff of Absorption against A1: DC 19 CON save vs. 43 necrotic damage, half if successful))
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
Yashin smiles as he realizes the others are awake and joining the battle when an arrow sprouts out of the Yuan-Ti to his front, just before the Pit Master vanishes in a mist. Undeterred, Yashin turns and swings his hammer, wreathed again in green flames, down on the Pit Master remaining next to him.
Waking from her slumber, Ichika opens her eyes, but there is darkness before her eyes. For a moment she thinks she is still sleeping, yet a sudden fear grips her throat like a giant claw, extending coldly to the end of her spine and almost immobilizing her. She grabs the glaive at her side and forced herself to stand up and face the huge, hideous monster in the darkness. A hand touches her on the shoulder, and she turns her head to see Brock's grave face, and feels the divine courage wash over her whole body, lifting her stiffness, and nodding toward him, she closes her eyes as a bright light blossomed from a jewel, washing away the darkness before her.
I assume you move out of the dome before doing this. The darkness does not enter the dome, so you are not in darkness when you wake up, just as an FYI. You would have to leave the hut for the daylight to be cast, as it cannot be cast from inside the hut. Please tell me where you go, and on what coordinate you cast daylight on.
As Ichika steps out of the dome, and prepares to cast her spell, from her helm, PM1 casts counterspell The daylight spell does not go off. Unless someone, not inside the dome, whishes to use counterspell to counter PM1's spell...
If V18 is inside the darkness area, then you are correct, the pit master would not be able to counter the spell. The Dome is not really blocking line of sight here though, as it is a dome not a cylinder. I was not sure if Ichika was in the darkness or not. I assume, as others said she was in it, that she is indeed inside the darkness area as she starts to cast her spell.
Ichika casts Daylight, and the darkness area is dispelled. Please post any other actions that were being waited on until this was resolved. We will have the daylight spell take affect and the darkness be gone.
This post has potentially manipulated dice roll results.
ooc: Is this the night after the fight with the trolls?
Kallandra stands up and retrieves her Broom of Flying as she leaves the protection of the dome, standing just behind Zombie 4 [Q20]. As she moves she uses her Staff of Defense to cast Mage Armor [the improved version]. She casts Sacred Flame on the creature directly before her, tapping into her sorcerous connection to her goddess to speed up the casting.
Spell damage 4, DC 21 Dex save to take half, using 1 Sorcery Point to cast as a bonus action.
This post has potentially manipulated dice roll results.
Yashin Hits the pit master near him with a blade coated with green flames. The pit master casts hellish rebuke Yashin needs to make a DC 13 dex save for half damage, or take 27 fire damage.
Ichika Stepping out of the dome, Ichika brings light to both the magical darkness and the darkness of night.
Kallandra Moves out of the dome as well. She brings up her own magical protection, then causes sacred flames to flare up around an abomination on her side of the camp. The abomination fails to dodge the flames and is burned.
Grishkar Also steps out of the dome, causing the dome to fade away. (You will have to tell me where you end up.) Meanwhile two of his zombies move in on PM1 and both attack. (I do allow flanking.) One zombie hits, dealing damage, while the second misses. Grishkar's staff glows as he casts a spell, causing the abomination on his side to arch up in pain. The snake-creature manages to resist the spell to some extent though, only taking half damage.
Anathema Strikes at Ichika... Claw. Melee Weapon Attack: 19 to hit, reach 10 ft., one target. Hit: 14 slashing damage. Claw. Melee Weapon Attack: 19 to hit, reach 10 ft., one target. Hit: 12 slashing damage. Constrict. Melee Weapon Attack: 15 to hit, reach 15 ft., one Large or smaller creature. Hit: 23 bludgeoning damage plus 10 acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 19 bludgeoning damage plus 4 acid damage at the start of each of its turns, and the anathema can’t constrict another target. Flurry of Bites. Melee Weapon Attack: 25 to hit, reach 10 ft., one creature. Hit: 20 piercing damage plus 18 poison damage.
Abominations #1 moves and attacks Kallandra... Bite. Melee Weapon Attack: 10 to hit, reach 5 ft., one creature. Hit: 6 piercing damage plus 11 poison damage. Constrict. Melee Weapon Attack: 26 to hit, reach 10 ft., one target. Hit: 12 bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target. Scimitar. Melee Weapon Attack: 27 to hit, reach 5 ft., one target. Hit: 9 slashing damage.
#2 moves and attacks Ssej... Bite. Melee Weapon Attack: 12 to hit, reach 5 ft., one creature. Hit: 9 piercing damage plus 16 poison damage. Constrict. Melee Weapon Attack: 11 to hit, reach 10 ft., one target. Hit: 8 bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target. Scimitar. Melee Weapon Attack: 11 to hit, reach 5 ft., one target. Hit: 13 slashing damage.
[OOC: OK, Ssej will use his move action to move south and then east to get out of the darkness and around the dome, and then a bonus action to use Step of the Wind Dash to continue moving east and then north to end up at W16, I thin that should work and use up the 1 KI point I already subtracted for the Flurry of Blows attack I typed out above that I can not use due to dispelling the fear attack one, Have I got that all right?]
Ssej
After feeling fear of the anathema course through him, Ssej takes a moment to regulate his breathing, and push the fear from his body by sheer willpower. Shaking himself he moves out of the dome and around to face the Anathema. (Just realized U11 is on the far side of the pit, no need to give me your end location, you are outside the ring of the pit now.)
Umeven
(As you go before Brock, your action would take you away from him prior to him being able to cast his spell on you. Your wisdom save will negate the fear affect at the end of your turn regardless, but you are not a viable target for heroism when Brock's turn comes around. I realize you wouldn't likely move away, as you are frightened, but, as you save against it at the end of your turn, I will leave your action as stated.)
Moves out of the dome and to the south, where he shoots at one of the pit masters, hitting and dealing damage.
Brock
You cast Heroism on Ichika,, and yourself, canceling out her frightened status.
Pit Masters
PM1 casts misty step and teleports near Umeven It attacks him twice with its snake arms...
Bite. Melee Weapon Attack: 18 to hit, reach 5 ft., one target. Hit: 4 piercing damage plus 7 poison damage.
Bite. Melee Weapon Attack: 24 to hit, reach 5 ft., one target. Hit: 5 piercing damage plus 3 poison damage.
If either of the above hit...
The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 8 poison damage to the target.
PM2 uses its snake arms to bite at Yashin...
Bite. Melee Weapon Attack: 19 to hit, reach 5 ft., one target. Hit: 5 piercing damage plus 7 poison damage.
Bite. Melee Weapon Attack: 12 to hit, reach 5 ft., one target. Hit: 6 piercing damage plus 8 poison damage.
If either of the above hit...
The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 18 poison damage to the target.
Yashin, Ichika, Kallandra, and Grishkar
Updated Map
(Ssej, didn't see your post first. I am good with you moving to either U11 or W16. Just let me know. I'll leave you at U11 until I hear.)
(Brock would have to move a bit since the range of heroism is touch, but it all works out in the end. I’m cool with the counterspell not working. Wasn’t sure of the rules for tiny hut.)
Dormark Calling of Strahd (warforged cleric) 4
[OOC: Works for me, though I did initially say I would move to U13, but either position works for me, U11 or U13, as it is close enough to get some attacks in next round.]
Waking from her slumber, Ichika opens her eyes, but there is darkness before her eyes. For a moment she thinks she is still sleeping, yet a sudden fear grips her throat like a giant claw, extending coldly to the end of her spine and almost immobilizing her. She grabs the glaive at her side and forced herself to stand up and face the huge, hideous monster in the darkness. A hand touches her on the shoulder, and she turns her head to see Brock's grave face, and feels the divine courage wash over her whole body, lifting her stiffness, and nodding toward him, she closes her eyes as a bright light blossomed from a jewel, washing away the darkness before her.
Cast Daylight with Helm of Brilliance
((2 questions to determine course of action: Is the darkness successfully dispelled by Ichika's Daylight, and which ZOs were still in the fight?))
((Edit: Looking back, I see you indicated Zombies 1-4, so I'll roll with that. 5 and 6 I'll use a Bonus action to command them into a Flanking position around the Pit Master with Umeven (provided you allow Flanking). This would put them at V23 and V25.))
Zombie 5: Attack 9/19 for 7
Zombie 6: Attack 9/17 for 7
Grishkar will step out from his protective shelter. As he crosses the threshold, the opaque barrier immediately melts away into the darkness of night. In the radiance of Ichika's light, Grishkar can clearly see the threat approaching from the west. Hateful incantations spill forth as he weaves corrupting energies with his cane. "We'll see how well the snake does when it's blood turns toxic."
((Casting Blight through Staff of Absorption against A1: DC 19 CON save vs. 43 necrotic damage, half if successful))
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Yashin smiles as he realizes the others are awake and joining the battle when an arrow sprouts out of the Yuan-Ti to his front, just before the Pit Master vanishes in a mist. Undeterred, Yashin turns and swings his hammer, wreathed again in green flames, down on the Pit Master remaining next to him.
PM2 Attack: 14 Damage: 13 plus 2 fire damage.
I assume you move out of the dome before doing this. The darkness does not enter the dome, so you are not in darkness when you wake up, just as an FYI. You would have to leave the hut for the daylight to be cast, as it cannot be cast from inside the hut. Please tell me where you go, and on what coordinate you cast daylight on.
Ichika will move out the dome to V18, and cast Daylight centered on T17.
As Ichika steps out of the dome, and prepares to cast her spell, from her helm, PM1 casts counterspell
The daylight spell does not go off. Unless someone, not inside the dome, whishes to use counterspell to counter PM1's spell...
(The spellcaster would not have line of sight of her if she enters the darkness. Unless they can see in magical darkness)
Dormark Calling of Strahd (warforged cleric) 4
(And line of sight is blocked by dome)
Dormark Calling of Strahd (warforged cleric) 4
ooc: Kallandra will post once Ishika's post is resolved.
Tandor the White, Human Life Cleric
If V18 is inside the darkness area, then you are correct, the pit master would not be able to counter the spell. The Dome is not really blocking line of sight here though, as it is a dome not a cylinder. I was not sure if Ichika was in the darkness or not. I assume, as others said she was in it, that she is indeed inside the darkness area as she starts to cast her spell.
Ichika casts Daylight, and the darkness area is dispelled. Please post any other actions that were being waited on until this was resolved. We will have the daylight spell take affect and the darkness be gone.
ooc: Is this the night after the fight with the trolls?
Kallandra stands up and retrieves her Broom of Flying as she leaves the protection of the dome, standing just behind Zombie 4 [Q20]. As she moves she uses her Staff of Defense to cast Mage Armor [the improved version]. She casts Sacred Flame on the creature directly before her, tapping into her sorcerous connection to her goddess to speed up the casting.
Spell damage 4, DC 21 Dex save to take half, using 1 Sorcery Point to cast as a bonus action.
Tandor the White, Human Life Cleric
(Yes this is the same day as the troll battle. Or at least you have not gotten a long rest since that battle.)
Yashin
Hits the pit master near him with a blade coated with green flames.
The pit master casts hellish rebuke
Yashin needs to make a DC 13 dex save for half damage, or take 27 fire damage.
Ichika
Stepping out of the dome, Ichika brings light to both the magical darkness and the darkness of night.
Kallandra
Moves out of the dome as well. She brings up her own magical protection, then causes sacred flames to flare up around an abomination on her side of the camp. The abomination fails to dodge the flames and is burned.
Grishkar
Also steps out of the dome, causing the dome to fade away. (You will have to tell me where you end up.) Meanwhile two of his zombies move in on PM1 and both attack. (I do allow flanking.) One zombie hits, dealing damage, while the second misses.
Grishkar's staff glows as he casts a spell, causing the abomination on his side to arch up in pain. The snake-creature manages to resist the spell to some extent though, only taking half damage.
Anathema
Strikes at Ichika...
Claw. Melee Weapon Attack: 19 to hit, reach 10 ft., one target. Hit: 14 slashing damage.
Claw. Melee Weapon Attack: 19 to hit, reach 10 ft., one target. Hit: 12 slashing damage.
Constrict. Melee Weapon Attack: 15 to hit, reach 15 ft., one Large or smaller creature. Hit: 23 bludgeoning damage plus 10 acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 19 bludgeoning damage plus 4 acid damage at the start of each of its turns, and the anathema can’t constrict another target.
Flurry of Bites. Melee Weapon Attack: 25 to hit, reach 10 ft., one creature. Hit: 20 piercing damage plus 18 poison damage.
Abominations
#1 moves and attacks Kallandra...
Bite. Melee Weapon Attack: 10 to hit, reach 5 ft., one creature. Hit: 6 piercing damage plus 11 poison damage.
Constrict. Melee Weapon Attack: 26 to hit, reach 10 ft., one target. Hit: 12 bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target.
Scimitar. Melee Weapon Attack: 27 to hit, reach 5 ft., one target. Hit: 9 slashing damage.
#2 moves and attacks Ssej...
Bite. Melee Weapon Attack: 12 to hit, reach 5 ft., one creature. Hit: 9 piercing damage plus 16 poison damage.
Constrict. Melee Weapon Attack: 11 to hit, reach 10 ft., one target. Hit: 8 bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target.
Scimitar. Melee Weapon Attack: 11 to hit, reach 5 ft., one target. Hit: 13 slashing damage.
Ssej, Umeven, and Brock are now up.
Updated Map
Extra damage on Ichika...
Flurry of Bites crit damage... 22 piercing damage plus 14 poison damage.
Kallandra extra damage...
Scimitar crit damage. 7 slashing damage.
Ssej extra damage...
Constrict crit damage. 9 bludgeoning damage.
Scimitar crit damage. 10 slashing damage.
Yashin Dex Save: 12.