Three tendrils of psionic energy extend, each aimed at a different hag. Perhaps not being fully in control of her mind, Elisande manages to ignore most of the mental attack. If her body was close to shutting down before, it is even closer now. (Elisande takes 5 psychic damage.)
Lolmetta and Exirsa take the full brunt of the attack, but the former manages to keep concentration on her paralyzing spell. (Lolmetta takes 10 psychic damage; Exirsa takes 10 psychic damage.)
Still recovering from his demanding duo of spells, Bigar explains: "I created a window for us. The sisters won't be able to fully control their actions for a few seconds."
-> Lolmetta and Exirsa cannot take reactions until the end of their next respective turns. Moreover, on their next turn, they must choose whether they get a move, an action, or a bonus action; they get only one of the three.
(Graxx's turn is still up. As a reminder, he is effectively blinded within the darkness bubble and can't necessarily tell where exactly the two enemies he has been fighting are located --that is why I did not place them in the latest map update.)
Graxx looks around frantically in the darkness. He thinks back to the Drow and panics for a moment.
Then he hears the shouting... "There is no escape!"
"Escape... Escape.... Escape!" he thinks to himself.
He does not know which way is what due to the darkness so he runs in a random direction.
North: 1 South: 2 West: 3 East: 4
Direction: 2
Graxx goes to move south but finds himself stuck against the southern house walll being unable to move. He pushes off the house and runs again.
Direction: 1
Graxx runs full speed North for 10 Feet before running smack into another wall! (Probably should take some damage here).
Graxx is now in full panic mode. He cannot find his way out.
Graxx tries again.
Direction: 3
Graxx runs to AE, 85. Graxx looks around and sees that he is alone... Graxx is on the opposite side of the battlefield. Graxx cannot leave his companions behind.
Graxx will dash and charges trying to get through the Darkness to AE,93!
(OOC: Should have been 15 feet North I think leaving Graxx with 25 feet of movement in the beginning).
This post has potentially manipulated dice roll results.
(@Grx: Great way to RP being lost in that darkness spell. If you are willing to donate your DM'sInspiration token to one of your companions, I'll hand over another one for you to keep.)
Graxx knows he is at a disadvantage in this dark bubble. As he looks around in confusion, he can't be sure which way he is facing anymore. While running into two different walls, he feels two attacks coming at him:
-> Fiendish Axe vs Graxx: Attack: 23 Damage: 16 (24,11)
By the time Graxx emerges out of the bubble but on the opposite side he hoped, he notices two new cuts on his side. (Graxx takes 9 magical slashing damage.)
The barbarian enters the darkness once more, this time rushing through it and appearing on the other side. Graxx is right next to the bubbling cauldron now {AE-93}, with the darkness sphere behind him and the sister hags nearby, as is the other insectoid.
Looking around at the battlefield, Utar cannot tell whether CRAP+ are doing well or getting their collective butts kicked. Focusing on Doozey, Utar knows that he needs to free the stoutling from Elisande's grasp, get him back on his feet and back into the fray. "Doozey, I'll tell you when you can rest, for now, FIGHT!"
Bonus action: Cast healing word at second level for 9 hp for Doozey.
Deciding that removing the area of darkness from the field might not be such a terrible idea either, Utar fishes his driftglobe from his pack, and holding it to his lips, speaks its command word - "Solis." Releasing the globe, it hovers in place at AI,92 casting daylight. Stepping forward himself, he looks to threaten the crone at AH,93.
Action: Interact with his driftglobe.
Move: Shift to AI,92 as well.
(OOC - As Utar uses his bonus action for a spell, his spectral warhammer remains where it was - I think maybe AJ,95? Also, I really need to start tracking what command words Utar uses for the driftglobe. Don't think there is a lot of continuity!)
(@MB: Having the Driftglobe float and follow you around requires an action and a different command word. For now, I'll say Utar simply drops the globe to the ground.)
Hoping to regain some control of the battlefield, UtarscoldsDoozey awake and reaches for his Driftglobe. (Doozey recovers 9 HP.)
Letting the globe drop to the patch of ground in front of him, Utar utters his ever-changing command word (what counts is the thought) so that intense daylight emanates from it. In a flash, the darkness dome one of the fiends had created is effectively dispelled. The hags shriek with the sudden release of a mini sun. Whatever magical influence they have on the immediate area seems to waver a bit, as if a fog was beginning to lift. Even Doozey's throat fells some relief, though it remains inflamed.
Utar then advances to stand right on top (or next to) his magical globe, his presence intimidating Exirsa.
Lolmetta puts some distance between her and an approaching Graxxwhile weaving her next spell {AE-98}. She the produces a guided lightning bolt from her hands, aimed in a straight line at Dornal and Thokk.
Fresh off the hag's influence, Dornal ducks just in time to avoid most of the spell aimed at him. Thokk is momentarily unable to be as flexible, having to absorb the brunt of the lightning bolt thrown at him. The gladiator can only mentally thank his natural constitution (Relentless Endurance) for surviving such a blast. (Dornal takes 18 lightning damage; Thokk takes 37 lighting damage.)
The dilapidated house next to Utar is also hit by the spell. Flames spark into existence. Though they are small for now, they could easily spread.
Lolmetta turns to address Elisande: "Drink the water, girl."
(Doozey is up next. The halfling is prone and Peabody needs to roll a DEATH saving throw.)
Peabody's Death Save(Special DC 10): 7. (if allowed to use primal bond since death saves are a save, than that's add +4.)
"Don't... Listen.. to her."Amidst grunts and groans of pain, Doozey defiantly spoke while gradually getting to his feet. Though his hand would suffer for it, having cut it on a sharp rock on the way up, the stoutling nevertheless founding his footing on swaying legs and looked up at Elisande. "Stuffs bad... for your health... little Eli... But not to worry... No worries... I'll make-..."He staggers to Elisande's side, thoughtlessly groping with bloody fingers at his side before eventually producing a sling.
"That elderberry smelling old hag pay for trying to poison ya!"The delirious sounding words hardly left Doozey's mouth before he's sucking in a deep breath, bracing himself for some feedback of pain. Then in a flurry of hurried motions, the blood stained sling -- now faintly lit up by blood red currents sparking across its surface -- spins and whips out in quick succession a series of specialized bullets. Little mind he paid the kind as took his all to keep from crying out in pain just from moving his arms.
Movement: Half to Stand Up.
Free Action: To draw out sling.
Bonus Action: Crimson Rite on Sling, taking 2 damage.
Action: Bloody Slinger at Lolmetta. Whistler Shot - Attack: 16 Damage: 10 magical bludgeoning and lightning damage. (Hit or miss, target needs to make a Wis Save(DC 10) or become frightened of Doozey until the start of his next turn.) Deva Shot - - Attack: 16 Damage: 12 magical bludgeoning and lightning damage. (If a fiend or undead, target takes an additional 3 radiant damage.)
Movement(remaining): To AK-98.
(OOC: IF Peabody nat20s his death save, then he'll spend half his movement to get up and default dodge in his current space.)
(... assuming a creature with 5ft of base movement can even get up from prone.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Doozey stands back up with difficulty, using that time to also stain his sling in red (Crimson Rite) and talk falteringly to Elisande. The girl blinks but does not respond, her mouth still dripping some of the stoutling's blood. (Doozey takes 2 damage.)
His next move is to launch two specialized bullets at Lolmetta. The first one whistles loudly by the hag, startling her. She nonetheless recognizes it as nothing more than a trick. Doozey's second bullet produces a faint light of its own, but like its predecessor, it just about misses its mark.
Far away, Peabody shows some signs of life (DEATH saves: 1/0).
Elisande's eyes linger on Doozey for a few seconds before she turns to face the cauldron and begins to walk toward it.
Doozey sees an opportunity to land a blow at the girl if he so chooses but, with his blades on the ground (as per the unconscious condition) and only holding his sling, the stoutling would have to mimic Neya and deliver an unarmed strike. Thankfully, he is wearing Derannos' prized gauntlets.
(OOC: This decision may affect the rest of Elisande's turn. I'll pause here for now.)
Elisande continues to head toward the cauldron, as requested. Judging Dornal to be on her way, she mindlessly swings and snaps at him as she passes by the dwarf.
-> Thorns vs Dornal: Attack: 9Damage: 14 (9,14,Nat1)
-> Thorns vs Dornal: Attack: 24 Damage: 13 (24,13)
The second insectoid moves to intercept Utar {AH-92} and produces its own yellow-green toxic cloud. The new puff envelops Utar, Thokk, and Peabody, even turning the corner and catching Rag. Neya floats above the reach of the fog, while Bigar and Doozey just narrowly miss the putrid gas area.
The cloud's immediate effect is only to effectively blind those it can reach, but those inside may not be able to avoid soon breathing in some of the fumes.
Using her staff almost like a paint brush, the blue-skinned hag forms a droplet-shaped ice wall around the cauldron. The three hags and the two insectoids are now protected inside this 10-foot white wall. Of more immediate concern, the hag also uses the wall offensively. It forms on the spaces currently occupied by Utar, Graxx, and Dornal, pushing back and damaging each of the three warriors.
-> DEX saving throw {DC 14} or take 35 cold damage or half as much on a success:
Utar: 1 and pushed back to {AJ-92}
Graxx (Danger Sense):22 and pushed back to {AD-92}
Dornal (Danger Sense):18 and pushed back to {AI-96}
All three warriors are backpedal faster than Exirsa can complete the wall, but the sudden cooling down of the immediate area still gets to their bones. Utar behave woozily for a second before regaining his balance (Relentless Endurance). (Utar takes 15 cold damage; Graxx takes 15 cold damage; Dornal takes 15 cold damage.)
Dornal is pushed into the edges of the insectoid's putrid cloud, and is now also blinded.
06. Insectoids (x2) - concentrating on putrid cloud spell;
05. Exirsa - concentrating on wall spell;
MAP:
NOTES: Yellow circle represents Daylight. Blue "droplet" represents Exirsa's Wall. Red circle represents the Insectoid's Putrid Cloud. Please interpret the water-fountain in the map as the hags' cauldron. The gray stone squares where the statues used to be represent debris.
Something happens within the area enclosed by the ice wall. For a moment, those outside the wall's confines can see some sort of mist rising from the places where Exirsa and Lolmetta had being standing on the last time the group had direct line of sight to them.
Three tendrils of psionic energy extend, each aimed at a different hag. Perhaps not being fully in control of her mind, Elisande manages to ignore most of the mental attack. If her body was close to shutting down before, it is even closer now. (Elisande takes 5 psychic damage.)
Lolmetta and Exirsa take the full brunt of the attack, but the former manages to keep concentration on her paralyzing spell. (Lolmetta takes 10 psychic damage; Exirsa takes 10 psychic damage.)
Still recovering from his demanding duo of spells, Bigar explains: "I created a window for us. The sisters won't be able to fully control their actions for a few seconds."
-> Lolmetta and Exirsa cannot take reactions until the end of their next respective turns. Moreover, on their next turn, they must choose whether they get a move, an action, or a bonus action; they get only one of the three.
(Graxx's turn is still up. As a reminder, he is effectively blinded within the darkness bubble and can't necessarily tell where exactly the two enemies he has been fighting are located --that is why I did not place them in the latest map update.)
Graxx looks around frantically in the darkness. He thinks back to the Drow and panics for a moment.
Then he hears the shouting... "There is no escape!"
"Escape... Escape.... Escape!" he thinks to himself.
He does not know which way is what due to the darkness so he runs in a random direction.
North: 1 South: 2 West: 3 East: 4
Direction: 2
Graxx goes to move south but finds himself stuck against the southern house walll being unable to move. He pushes off the house and runs again.
Direction: 1
Graxx runs full speed North for 10 Feet before running smack into another wall! (Probably should take some damage here).
Graxx is now in full panic mode. He cannot find his way out.
Graxx tries again.
Direction: 3
Graxx runs to AE, 85. Graxx looks around and sees that he is alone... Graxx is on the opposite side of the battlefield. Graxx cannot leave his companions behind.
Graxx will dash and charges trying to get through the Darkness to AE,93!
(OOC: Should have been 15 feet North I think leaving Graxx with 25 feet of movement in the beginning).
(@Grx: Great way to RP being lost in that darkness spell. If you are willing to donate your DM's Inspiration token to one of your companions, I'll hand over another one for you to keep.)
Graxx knows he is at a disadvantage in this dark bubble. As he looks around in confusion, he can't be sure which way he is facing anymore. While running into two different walls, he feels two attacks coming at him:
-> Claws vs Graxx: Attack: 20 Damage: 9 (19,9)
-> Fiendish Axe vs Graxx: Attack: 23 Damage: 16 (24,11)
By the time Graxx emerges out of the bubble but on the opposite side he hoped, he notices two new cuts on his side. (Graxx takes 9 magical slashing damage.)
The barbarian enters the darkness once more, this time rushing through it and appearing on the other side. Graxx is right next to the bubbling cauldron now {AE-93}, with the darkness sphere behind him and the sister hags nearby, as is the other insectoid.
For now, Dornal can do little but hope he can shrug off the paralyzing effect:
-> Dornal's WIS saving throw {DC 15}: 22 (16)
It takes several seconds, but the dwarf manages to regain control of his own body.
-> Dornal's Rage subsides.
From within the Darkness, the green fiend attacks from an unseen position.
-> Fiendish Axe vs Graxx: Attack: 11
Damage: 24(11,24)-> Fiendish Axe vs Graxx: Attack: 19 Damage: 22 (19,22)
It is only luck that causes the first attack to miss. The second one is more accurate. (Graxx takes 11 magical slashing damage.)
The green fiend then flies out of the bubble and over Graxx, landing next to him out in the open {AC-93,AD-94}.
(Utar is up next.)
Looking around at the battlefield, Utar cannot tell whether CRAP+ are doing well or getting their collective butts kicked. Focusing on Doozey, Utar knows that he needs to free the stoutling from Elisande's grasp, get him back on his feet and back into the fray. "Doozey, I'll tell you when you can rest, for now, FIGHT!"
Bonus action: Cast healing word at second level for 9 hp for Doozey.
Deciding that removing the area of darkness from the field might not be such a terrible idea either, Utar fishes his driftglobe from his pack, and holding it to his lips, speaks its command word - "Solis." Releasing the globe, it hovers in place at AI,92 casting daylight. Stepping forward himself, he looks to threaten the crone at AH,93.
Action: Interact with his driftglobe.
Move: Shift to AI,92 as well.
(OOC - As Utar uses his bonus action for a spell, his spectral warhammer remains where it was - I think maybe AJ,95? Also, I really need to start tracking what command words Utar uses for the driftglobe. Don't think there is a lot of continuity!)
(@MB: Having the Driftglobe float and follow you around requires an action and a different command word. For now, I'll say Utar simply drops the globe to the ground.)
Hoping to regain some control of the battlefield, Utar scolds Doozey awake and reaches for his Driftglobe. (Doozey recovers 9 HP.)
-> Doozey is no longer unconscious or incapacitated.
Letting the globe drop to the patch of ground in front of him, Utar utters his ever-changing command word (what counts is the thought) so that intense daylight emanates from it. In a flash, the darkness dome one of the fiends had created is effectively dispelled. The hags shriek with the sudden release of a mini sun. Whatever magical influence they have on the immediate area seems to waver a bit, as if a fog was beginning to lift. Even Doozey's throat fells some relief, though it remains inflamed.
Utar then advances to stand right on top (or next to) his magical globe, his presence intimidating Exirsa.
Much like Dornal a moment ago, Thokk can do little but hope to shrug off the paralyzing effect:
-> Thokk's WIS saving throw {DC 15}: 1 (1,Nat1)
He seems just as stiff. There is no progress in the gladiator's effort.
Lolmetta puts some distance between her and an approaching Graxx
while weaving her next spell {AE-98}. She the produces a guided lightning bolt from her hands, aimed in a straight line at Dornal and Thokk.(OOC: Lolmetta's turn continues in the next post.)
Fresh off the hag's influence, Dornal ducks just in time to avoid most of the spell aimed at him. Thokk is momentarily unable to be as flexible, having to absorb the brunt of the lightning bolt thrown at him. The gladiator can only mentally thank his natural constitution (Relentless Endurance) for surviving such a blast. (Dornal takes 18 lightning damage; Thokk takes 37 lighting damage.)The dilapidated house next to Utar is also hit by the spell. Flames spark into existence. Though they are small for now, they could easily spread.Lolmetta turns to address Elisande: "Drink the water, girl."
(Doozey is up next. The halfling is prone and Peabody needs to roll a DEATH saving throw.)
Peabody's Death Save(Special DC 10): 7. (if allowed to use primal bond since death saves are a save, than that's add +4.)
"Don't... Listen.. to her." Amidst grunts and groans of pain, Doozey defiantly spoke while gradually getting to his feet. Though his hand would suffer for it, having cut it on a sharp rock on the way up, the stoutling nevertheless founding his footing on swaying legs and looked up at Elisande. "Stuffs bad... for your health... little Eli... But not to worry... No worries... I'll make-..." He staggers to Elisande's side, thoughtlessly groping with bloody fingers at his side before eventually producing a sling.
"That elderberry smelling old hag pay for trying to poison ya!" The delirious sounding words hardly left Doozey's mouth before he's sucking in a deep breath, bracing himself for some feedback of pain. Then in a flurry of hurried motions, the blood stained sling -- now faintly lit up by blood red currents sparking across its surface -- spins and whips out in quick succession a series of specialized bullets. Little mind he paid the kind as took his all to keep from crying out in pain just from moving his arms.
Movement: Half to Stand Up.
Free Action: To draw out sling.
Bonus Action: Crimson Rite on Sling, taking 2 damage.
Action: Bloody Slinger at Lolmetta.
Whistler Shot - Attack: 16 Damage: 10 magical bludgeoning and lightning damage.
(Hit or miss, target needs to make a Wis Save(DC 10) or become frightened of Doozey until the start of his next turn.)
Deva Shot - - Attack: 16 Damage: 12 magical bludgeoning and lightning damage.
(If a fiend or undead, target takes an additional 3 radiant damage.)
Movement(remaining): To AK-98.
(OOC: IF Peabody nat20s his death save, then he'll spend half his movement to get up and default dodge in his current space.)
(... assuming a creature with 5ft of base movement can even get up from prone.)
When you realize you're doing too much: Signature.
DM's Screen:
Lolmetta's WIS saving throw {DC 10}: 10
(@Ori: It does say "any saving throw", so that an 11 for Peabody!)
Doozey stands back up with difficulty, using that time to also stain his sling in red (Crimson Rite) and talk falteringly to Elisande. The girl blinks but does not respond, her mouth still dripping some of the stoutling's blood. (Doozey takes 2 damage.)
His next move is to launch two specialized bullets at Lolmetta. The first one whistles loudly by the hag, startling her. She nonetheless recognizes it as nothing more than a trick. Doozey's second bullet produces a faint light of its own, but like its predecessor, it just about misses its mark.
Far away, Peabody shows some signs of life (DEATH saves: 1/0).
Elisande's eyes linger on Doozey for a few seconds before she turns to face the cauldron and begins to walk toward it.
Doozey sees an opportunity to land a blow at the girl if he so chooses but, with his blades on the ground (as per the unconscious condition) and only holding his sling, the stoutling would have to mimic Neya and deliver an unarmed strike. Thankfully, he is wearing Derannos' prized gauntlets.
(OOC: This decision may affect the rest of Elisande's turn. I'll pause here for now.)
Elisande continues to head toward the cauldron, as requested. Judging Dornal to be on her way, she mindlessly swings and snaps at him as she passes by the dwarf.
-> Thorns vs Dornal: Attack: 9
Damage: 14(9,14,Nat1)-> Thorns vs Dornal: Attack: 24 Damage: 13 (24,13)
-> Bite vs Dornal: Attack: 15
Damage: 16(15,16)Dornal dodges most of the thrashing attempts by the corrupted girl, but one hit manages to overcome his defenses. (Dornal takes 13 slashing damage.)
Upon reaching the cauldron {AG-95}, Elisande then stops and stares into it, seemingly hesitating.
The insectoid next to Dornal tries to take advantage of the dwarf's divided attention.
-> Fork vs Graxx: Attack: 11 Damage: 12 (26,12)
-> Claws vs Graxx: Attack: 19 Damage: 10 (21,9)
The effort pays off and the old dwarf suddenly accumulates more serious injuries. (Dornal takes 21 magical piercing and slashing damage.)
The second insectoid moves to intercept Utar {AH-92} and produces its own yellow-green toxic cloud. The new puff envelops Utar, Thokk, and Peabody, even turning the corner and catching Rag. Neya floats above the reach of the fog, while Bigar and Doozey just narrowly miss the putrid gas area.
The cloud's immediate effect is only to effectively blind those it can reach, but those inside may not be able to avoid soon breathing in some of the fumes.
Exirsa hisses: "Come closer now, sister."
Using her staff almost like a paint brush, the blue-skinned hag forms a droplet-shaped ice wall around the cauldron. The three hags and the two insectoids are now protected inside this 10-foot white wall. Of more immediate concern, the hag also uses the wall offensively. It forms on the spaces currently occupied by Utar, Graxx, and Dornal, pushing back and damaging each of the three warriors.
All three warriors are backpedal faster than Exirsa can complete the wall, but the sudden cooling down of the immediate area still gets to their bones. Utar behave woozily for a second before regaining his balance (Relentless Endurance). (Utar takes 15 cold damage; Graxx takes 15 cold damage; Dornal takes 15 cold damage.)
Dornal is pushed into the edges of the insectoid's putrid cloud, and is now also blinded.
END OF INITIATIVE ROUND 4
(LAIR ACTION coming up.)
LAIR ACTION
Something happens within the area enclosed by the ice wall. For a moment, those outside the wall's confines can see some sort of mist rising from the places where Exirsa and Lolmetta had being standing on the last time the group had direct line of sight to them.