This post has potentially manipulated dice roll results.
Taking stock of the situation, Kallandra sees the tide is swinging back to their side. Ichika is up, with Brock to help and the the big serpent is down. "Time to take out the other two big snakes, and one o' the babies," she murmurs. Her nimble fingers move in a complicated dance dipping into her pouch and back out, as she sends a glowing ball of emerald acid towards the ground between one of the big snakes [A2] and one of the little ones [PM1].
Turning, she again dips into her well of power and sends a blast of white light at the other large serpent [A1].
Cast Vitriolic Sphere, 5th Level at AA19 which should get both A2 & PM1. It has a radius of 20'. Immediate Damage 27, DC 21 Dex save for 1/2.
Bonus Action: Use 1 Sorcery Point to cast Sacred Flame at A2, damage 5, DC 21 Dex save to avoid all.
ooc: Using Empowered Spell to re-roll some of the dice from the Vitriolic Sphere. She originally rolled: 1, 3, 4, 2, 1, 2, 2, 4, 4, 1, 1, 2. She will re-roll all the 1s.
This post has potentially manipulated dice roll results.
(ZO5: Moves to O23, ZO6 moves to Q23. Attacks with Advantage: 15 & 13 for Unable to parse dice roll.+10))
Grishkar stands with an angry, disoriented glare. At Yashin's suggestion, he points a finger at the Pit Master. The undead duo moves quick to surround their enemy once more and tear in with hungry jaws.
Turning to the abomination at hand, Grishkar brandished a wand. With a wide arc of his arm, he unleashes a torrent of arcane bolts that slam the serpentine monstrosity.
((Using Wand of magic Missiles, 5 charges/5th Level: 3+2+3+3+4+5+2=22 Force damage))
((Syntax typo on first zombie attack. Re-typing here to avoid suspect integrity banner: 11))
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 Moves to Grishkar and wakes them up.
Ichika Fighting even with the coils wrapped around her, Ichika slashes into the Anathema, causing the coils to release and the massive snake-thing to slump to the ground.
Kallandra (You cannot cast a leveled spell in the same round as you cast a quickened spell. I'll simply ignore the sacred flame and go with the leveled one, but just for future info.) Abomination save: 16 Pit Masster Save: 19
Grishkar Directs his zombies to move and attack PM2, they do so, taking that snake-creature out of the combat as well. Grishkar, himself draws a wand and sends a series of magical darts slamming into the closest of the abominations.
This post has potentially manipulated dice roll results.
Abominations #1 attacks Grishkar Bite. Melee Weapon Attack: 20 to hit, reach 5 ft., one creature. Hit: 10 piercing damage plus 12 poison damage. Constrict. Melee Weapon Attack: 10 to hit, reach 10 ft., one target. Hit: 11 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: 16 to hit, reach 5 ft., one target. Hit: 13 slashing damage.
#2 is still stunned I believe.
Ssej, Umeven, and Brock are now up. I don't have the map updated just yet, but feel free to post actions. PM2 and the Anathema are out of the combat.
Kallandra (You cannot cast a leveled spell in the same round as you cast a quickened spell. I'll simply ignore the sacred flame and go with the leveled one, but just for future info.) Abomination save: 20 Pit Masster Save: 21
ooc: I see what did wrong. I typed the bonus action on the Sacred Flame but should've done it on the Vitriolic Sphere.
Grishkar is able to weave away from the binding tail, but pursuing fangs and steel bite deep as each finds solid purchase on their target.
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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
Brock points his staff at Umeven and says, "shoot." Casting command on the rouge using his voice of command to shoot again as an reaction at the abomination
Brock points his staff at Umeven and says, "shoot." Casting command on the rouge using his voice of command to shoot again as an reaction at the abomination
Command forces a creature to use its action on its next turn. Doesn’t work with reactions. Sorry
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
(Oh I know command doesn’t let you attack as a reaction, but voice of authority only cares if I’m targeting you with a spell. That is why you may attack with a reaction. Sorry for the mix up.)
((Holy hell....can we get a sacrifice to the dice gods for the triple crit there?))
Rollback Post to RevisionRollBack
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
(Oh I know command doesn’t let you attack as a reaction, but voice of authority only cares if I’m targeting you with a spell. That is why you may attack with a reaction. Sorry for the mix up.)
Ahhh, we’ll if DM is okay with that then I will strike! Firing at the Anathema again
Kallandra (You cannot cast a leveled spell in the same round as you cast a quickened spell. I'll simply ignore the sacred flame and go with the leveled one, but just for future info.) Abomination save: 20 Pit Masster Save: 21
ooc: I see what did wrong. I typed the bonus action on the Sacred Flame but should've done it on the Vitriolic Sphere.
And I was obviously half-asleep not to catch that myself! lol.
Ssej Finishes off the abomination nearest him with a series of well-placed strikes.
Umeven Seems like I still need your main action... The Anathema, Abomination2, and PM2 are all out of combat. Only valid targets are Abomination1 and PM1.
Umeven Shoots the remaining abomination, dealing a serious wound, as the arrow drives into one of the snake-thing's eyes, killing it instantly.
Brock commands Umeven to shoot on his next turn. Umeven is able to shoot as his reaction as well, sending another bolt at the only remaining enemy, the last pit master. The arrow strikes true, but the snake-thing is not down. You do need to make a Wis save, or you are only able to do as commanded on your next turn.
Pit Master The remaining pit master turns and flees the battle. It moves to F23, but is still within sight of the party. It has 17 HP left, so, if you go after it, you will take it down.
Combat is over. You either finish off the final pit master or you let it flee. Either way combat ends. If someone wishes to finish the last pit master, then 'How do you want to do this...' If no one does, then they simply continue to flee.
This post has potentially manipulated dice roll results.
Ssej sprints out after the last creature in rage and frustration and is about to do a flying kick at the back of the things head but instead alters his course and lands with his arms wrapped around the creatures neck, hoping to subdue it.
Grapple: 25
If successful, Ssej will drag the creature back to the group, ""OK that fight wass a bit more sspirited than our lasst fight, our enemy musst be concerned, this one might have answers."
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Taking stock of the situation, Kallandra sees the tide is swinging back to their side. Ichika is up, with Brock to help and the the big serpent is down. "Time to take out the other two big snakes, and one o' the babies," she murmurs. Her nimble fingers move in a complicated dance dipping into her pouch and back out, as she sends a glowing ball of emerald acid towards the ground between one of the big snakes [A2] and one of the little ones [PM1].
Turning, she again dips into her well of power and sends a blast of white light at the other large serpent [A1].
Cast Vitriolic Sphere, 5th Level at AA19 which should get both A2 & PM1. It has a radius of 20'. Immediate Damage 27, DC 21 Dex save for 1/2.
Bonus Action: Use 1 Sorcery Point to cast Sacred Flame at A2, damage 5, DC 21 Dex save to avoid all.
Tandor the White, Human Life Cleric
ooc: Using Empowered Spell to re-roll some of the dice from the Vitriolic Sphere. She originally rolled: 1, 3, 4, 2, 1, 2, 2, 4, 4, 1, 1, 2. She will re-roll all the 1s.
Re-roll: 9
New Damage Total: 32
Tandor the White, Human Life Cleric
(ZO5: Moves to O23, ZO6 moves to Q23. Attacks with Advantage: 15 & 13 for Unable to parse dice roll.+10))
Grishkar stands with an angry, disoriented glare. At Yashin's suggestion, he points a finger at the Pit Master. The undead duo moves quick to surround their enemy once more and tear in with hungry jaws.
Turning to the abomination at hand, Grishkar brandished a wand. With a wide arc of his arm, he unleashes a torrent of arcane bolts that slam the serpentine monstrosity.
((Using Wand of magic Missiles, 5 charges/5th Level: 3+2+3+3+4+5+2=22 Force damage))
((Syntax typo on first zombie attack. Re-typing here to avoid suspect integrity banner: 11))
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
Moves to Grishkar and wakes them up.
Ichika
Fighting even with the coils wrapped around her, Ichika slashes into the Anathema, causing the coils to release and the massive snake-thing to slump to the ground.
Kallandra
(You cannot cast a leveled spell in the same round as you cast a quickened spell. I'll simply ignore the sacred flame and go with the leveled one, but just for future info.)
Abomination save: 16
Pit Masster Save: 19
Grishkar
Directs his zombies to move and attack PM2, they do so, taking that snake-creature out of the combat as well.
Grishkar, himself draws a wand and sends a series of magical darts slamming into the closest of the abominations.
Abominations
#1 attacks Grishkar
Bite. Melee Weapon Attack: 20 to hit, reach 5 ft., one creature. Hit: 10 piercing damage plus 12 poison damage.
Constrict. Melee Weapon Attack: 10 to hit, reach 10 ft., one target. Hit: 11 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: 16 to hit, reach 5 ft., one target. Hit: 13 slashing damage.
#2 is still stunned I believe.
Ssej, Umeven, and Brock are now up. I don't have the map updated just yet, but feel free to post actions. PM2 and the Anathema are out of the combat.
ooc: I see what did wrong. I typed the bonus action on the Sacred Flame but should've done it on the Vitriolic Sphere.
Tandor the White, Human Life Cleric
Grishkar is able to weave away from the binding tail, but pursuing fangs and steel bite deep as each finds solid purchase on their target.
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
Brock points his staff at Umeven and says, "shoot." Casting command on the rouge using his voice of command to shoot again as an reaction at the abomination
Dormark Calling of Strahd (warforged cleric) 4
Command forces a creature to use its action on its next turn. Doesn’t work with reactions. Sorry
Paladin - warforged - orange
((Kudos for trying, though! That was creative.))
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
(Oh I know command doesn’t let you attack as a reaction, but voice of authority only cares if I’m targeting you with a spell. That is why you may attack with a reaction. Sorry for the mix up.)
Dormark Calling of Strahd (warforged cleric) 4
(Oh I see my mistake I got the name of the ability wrong my bad.)
Dormark Calling of Strahd (warforged cleric) 4
Hissing at the still standing abomination in front of him, Ssej, slashes at it with his dagger, hoping to plunge the wicked blade into its face.
Dagger #1: Attack: 25 Damage: 9 Acid Damage: 5
Dagger #2: Attack: 18 Damage: 13 Acid Damage: 2
Then spinning around and striking the creature with his tail.
Flurry 1: Attack: 19 Damage: 11
Flurry 2: Attack: 30 Damage: 12
Bonus Crit Acid Damage: 1 and 1
((Holy hell....can we get a sacrifice to the dice gods for the triple crit there?))
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
Ahhh, we’ll if DM is okay with that then I will strike!
Firing at the Anathema again
Attack: 14 Damage: 16 + sneak attack 13
woof
Paladin - warforged - orange
And I was obviously half-asleep not to catch that myself! lol.
Ssej
Finishes off the abomination nearest him with a series of well-placed strikes.
Umeven
Seems like I still need your main action... The Anathema, Abomination2, and PM2 are all out of combat. Only valid targets are Abomination1 and PM1.
(Whoops)
Umeven fires on Abomination 1, aiming for the eyes!
Attack: 24 Damage: 15 + 21
Paladin - warforged - orange
Umeven
Shoots the remaining abomination, dealing a serious wound, as the arrow drives into one of the snake-thing's eyes, killing it instantly.
Brock
commands Umeven to shoot on his next turn. Umeven is able to shoot as his reaction as well, sending another bolt at the only remaining enemy, the last pit master. The arrow strikes true, but the snake-thing is not down. You do need to make a Wis save, or you are only able to do as commanded on your next turn.
Pit Master
The remaining pit master turns and flees the battle. It moves to F23, but is still within sight of the party. It has 17 HP left, so, if you go after it, you will take it down.
Combat is over. You either finish off the final pit master or you let it flee. Either way combat ends. If someone wishes to finish the last pit master, then 'How do you want to do this...' If no one does, then they simply continue to flee.
Ssej sprints out after the last creature in rage and frustration and is about to do a flying kick at the back of the things head but instead alters his course and lands with his arms wrapped around the creatures neck, hoping to subdue it.
Grapple: 25
If successful, Ssej will drag the creature back to the group, ""OK that fight wass a bit more sspirited than our lasst fight, our enemy musst be concerned, this one might have answers."