After being surprised by the ferocity of the combatants, Marlyth's gentleness disarms the creature momentarily, just before it turns and dives into the ground like it was a swimming pool
Marlyth discern one thing from her animal handling not obvious to most, it's not just running from the people hitting it with fists, swords and lightning, it's crying for help as he flees.
<formally animal handling wouldn't normally cover elementals, but I like to bend these things to let things happen. I rarely use these bends against players, like the seige monster trait... does that effect constructs? Shouldn't it? But I won't generally do that unless there's some higher purpose it tees up - very rare.>
From the direction the earth elemental earth-swam toward, (East) a burst of flame comes hurtling toward calner [range 120ft], followed by another at Angus.
From the burning wall of books emerges the humanoid figure of the creature who threw these motes if fire.
With his skin aglow like searing coal, a beard like sheafs of burnt paper, and hair billowing like smoke, his physical form does nothing to hide his elemental nature. He was born as a spirit of earth and flame. ("Ex")
Ex x Calner 23 for 12 fire
Ex x Angus 11 for 21 fire
From underground, the earth elemental re-emerges behind the hidden Tabaqui and slaws his massive arms against his legs, before closing in on Safeguard to pummel the construct as well.
Ee x Tabaqui 20 for 13 bludgeoning
Ee x Safeguard 13 for 8 bludgeoning
(Tabaqui was hiding, but earth elementals have a special trait that allows them to 'pinpoint' enemies in contact with the ground.
<Edit: this has the potential to effect sneak attack eligibility by the rogue, but hasn't yet>
Also, since he was a hidden attacker, he has advantage _ like an orca coming out of the water to nab a seal on an ice float)
So Weneon disables one stele. (she has medallion of warding). There is the one in the room with gold plates or the two in the room closer to the ko'd red wizard.
Whichever one Vrah was working on, she'll move to the others as well
Sleight of hand: 15
(I don't want to step on the resident rogue's toes, but I feel like having fun thieves can't conversations and the ability to aid each other disarming traps might be handy in this dungeon and I look forward to the interactions)
[OOC: I would assume the first teleport form the Wild Magic would be random, so wherever you want to put Vrah is fine with me. After that, for as long as the rage lasts I can port where I want.]
Vrah sees that the stele's are being taken care of so now he focus's on the battle with the rock thing and will port down next to Safeguard to attack the elemental.
Greatsword: Attack: 26 Damage: 10
Greatsword: Attack: 14 Damage: 10
[OOC: Teleport is 30' as a BA and then if I need to I will move 30' to get up close to Safeguard and attack the elemental.]
<I almost had Vrah teleport to a spot over the missing floor and take some fall damage (a la Wile E. Coyote) but it seemed unfair.>
Weneon tries to defeat a second trapped stele but doesn't have much luck, it does not seem to deactivate in any way, the Sigil remaining lit with a light blue glow.
This post has potentially manipulated dice roll results.
Safeguard raises his shield just in time to block the Earth Elemental's strikes. He then returns couple of quick jabs back it.
1st Attack:Thunder Gauntlets -25 > Damage: 22 (doubled due to vulnerability from Thunder Damage) 2nd Attack:Thunder Gauntlets -20 > Damage: 24 (doubled due to vulnerability from Thunder Damage)
*If either attack lands on the Earth Elemental it now has disadvantage on attack rolls against targets other than Safeguard until the start of my next turn.
Safeguard glances over his shoulder to get a look at the Elemental on fire (Ex) that has attacked Calner and Angus. If Safeguard is within 30 ft of that elemental he will use his Bonus Action
Bonus Action: Telekinetic Shove - the target must succeed on a Strength saving throw (DC 16) or be moved 5 feet toward you or away from you (which ever direction puts the creature away from Calner). A creature can willingly fail this save.
Tabaqui attempts to climb back up to the floor above via the rope.
Athletics : 13
(I think that uses up my action, but if not, I'll fire an arrow. On a failure, I'll use whatever movement I have to stand up and retreat from the fire elemental.)
[OOC: It is "Wild Magic" and it says to any unoccupied space with 30' it does not say anything about up or down or whatever. I think it would be a bit unfair to port underground and then dying, but otherwise, that first port for that option is entirely up to you. :) ]
[OOC: It is "Wild Magic" and it says to any unoccupied space with 30' it does not say anything about up or down or whatever. I think it would be a bit unfair to port underground and then dying, but otherwise, that first port for that option is entirely up to you. :) ]
(It can even be 0ft from the space you're in based on my interpretation)
[OOC: It is "Wild Magic" and it says to any unoccupied space with 30' it does not say anything about up or down or whatever. I think it would be a bit unfair to port underground and then dying, but otherwise, that first port for that option is entirely up to you. :) ]
I actually thought you could pick where you want to teleport. The 2nd floor has a big hole in it, so the teleport would be totally lateral; gravity would take care of down. This is moot, though: I'd rule that teleport here means any point you can see within the radius of sphere, so it could take a creature to a different elevation. If we did do that though it would be 1d6 damage, so definitely not fatal.
Allow me to digress from this tanget. I said I thought it would be unfair to do that; you're just wherever you want to be. Assume you have enough movement to get to.where you want to be.
(How often can I actually drop a Wile E. Coyote reference, really?)
This post has potentially manipulated dice roll results.
(Calner has one of the medallions of safety.)
(Round 2 for Calner)
Getting singed by fire doesn't feel so hot!
Calner will cast False Life on himself with a 4th level spell slot and try to move back from the hole so that he has total cover from Ex.
False Life roll: 22
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.”
I know I said post at your convenience, but please refrain from posting next round of combat actions before the current round has concluded. It confuses me. This is still round 2. Earth elemental is down. Exul (the firey elemental) has made two attacks as his action for round 1.
I've got round 2 actions from Vrah, Agnus, Weneon, Safeguard, Calner, & Tabaqui. Still need Marlyth then Exul
This post has potentially manipulated dice roll results.
<<So, I just got a look at the 5th and probably final module in this series. Turns out they're all subtly themed to the MTG color pie. First post to correctly guess the color of this, the first module gets a minor in-game prize.>> random roll 12
This post has potentially manipulated dice roll results.
Marlyth will cast Dispel Magic on the earth-fire elemental (Spell Slot Level: 3, Rolled with Advantage by spending Inspiration, Spellcasting Ability: Wisdom, DC: 10+level of the spell that caused the enchantment).
After being surprised by the ferocity of the combatants, Marlyth's gentleness disarms the creature momentarily, just before it turns and dives into the ground like it was a swimming pool
Marlyth discern one thing from her animal handling not obvious to most, it's not just running from the people hitting it with fists, swords and lightning, it's crying for help as he flees.
<formally animal handling wouldn't normally cover elementals, but I like to bend these things to let things happen. I rarely use these bends against players, like the seige monster trait... does that effect constructs? Shouldn't it? But I won't generally do that unless there's some higher purpose it tees up - very rare.>
... placeholder
From the direction the earth elemental earth-swam toward, (East) a burst of flame comes hurtling toward calner [range 120ft], followed by another at Angus.
From the burning wall of books emerges the humanoid figure of the creature who threw these motes if fire.
With his skin aglow like searing coal, a beard like sheafs of burnt paper, and hair billowing like smoke, his physical form does nothing to hide his elemental nature. He was born as a spirit of earth and flame. ("Ex")
Ex x Calner 23 for 12 fire
Ex x Angus 11 for 21 fire
From underground, the earth elemental re-emerges behind the hidden Tabaqui and slaws his massive arms against his legs, before closing in on Safeguard to pummel the construct as well.
Ee x Tabaqui 20 for 13 bludgeoning
Ee x Safeguard 13 for 8 bludgeoning
(Tabaqui was hiding, but earth elementals have a special trait that allows them to 'pinpoint' enemies in contact with the ground.
<Edit: this has the potential to effect sneak attack eligibility by the rogue, but hasn't yet>
Also, since he was a hidden attacker, he has advantage _ like an orca coming out of the water to nab a seal on an ice float)
Whichever one Vrah was working on, she'll move to the others as well
Sleight of hand: 15
(I don't want to step on the resident rogue's toes, but I feel like having fun thieves can't conversations and the ability to aid each other disarming traps might be handy in this dungeon and I look forward to the interactions)
[OOC: I would assume the first teleport form the Wild Magic would be random, so wherever you want to put Vrah is fine with me. After that, for as long as the rage lasts I can port where I want.]
Vrah sees that the stele's are being taken care of so now he focus's on the battle with the rock thing and will port down next to Safeguard to attack the elemental.
Greatsword: Attack: 26 Damage: 10
Greatsword: Attack: 14 Damage: 10
[OOC: Teleport is 30' as a BA and then if I need to I will move 30' to get up close to Safeguard and attack the elemental.]
<I almost had Vrah teleport to a spot over the missing floor and take some fall damage (a la Wile E. Coyote) but it seemed unfair.>
Weneon tries to defeat a second trapped stele but doesn't have much luck, it does not seem to deactivate in any way, the Sigil remaining lit with a light blue glow.
Angus strikes the animated pile of rock.
The elemental takes damage from the bugbear's greatsword.
He shows some cracks, but he remains full of vigor and vitality.
Safeguard raises his shield just in time to block the Earth Elemental's strikes. He then returns couple of quick jabs back it.
1st Attack: Thunder Gauntlets -25 > Damage: 22 (doubled due to vulnerability from Thunder Damage)
2nd Attack: Thunder Gauntlets -20 > Damage: 24 (doubled due to vulnerability from Thunder Damage)
*If either attack lands on the Earth Elemental it now has disadvantage on attack rolls against targets other than Safeguard until the start of my next turn.
Safeguard glances over his shoulder to get a look at the Elemental on fire (Ex) that has attacked Calner and Angus. If Safeguard is within 30 ft of that elemental he will use his Bonus Action
Bonus Action: Telekinetic Shove - the target must succeed on a Strength saving throw (DC 16) or be moved 5 feet toward you or away from you (which ever direction puts the creature away from Calner). A creature can willingly fail this save.
(Not sure how often I can try the same stele)
Not sure why you'd need to deactivate the stele. It's not going to discharge in spite of the medallion on a fail. So ad many times as you want.
Safeguard pummels the earth elemental into a pile of pebbles and rocks.
Exul Str save (vs push) : 20
(IDK, don't want to have to have medallions on everyone)
Sleight of hand: 17
(Round 3)
Tabaqui attempts to climb back up to the floor above via the rope.
Athletics : 13
(I think that uses up my action, but if not, I'll fire an arrow. On a failure, I'll use whatever movement I have to stand up and retreat from the fire elemental.)
[OOC: It is "Wild Magic" and it says to any unoccupied space with 30' it does not say anything about up or down or whatever. I think it would be a bit unfair to port underground and then dying, but otherwise, that first port for that option is entirely up to you. :) ]
(It can even be 0ft from the space you're in based on my interpretation)
(Calner has one of the medallions of safety.)
(Round 2 for Calner)
Getting singed by fire doesn't feel so hot!
Calner will cast False Life on himself with a 4th level spell slot and try to move back from the hole so that he has total cover from Ex.
False Life roll: 22
I know I said post at your convenience, but please refrain from posting next round of combat actions before the current round has concluded. It confuses me. This is still round 2. Earth elemental is down. Exul (the firey elemental) has made two attacks as his action for round 1.
I've got round 2 actions from Vrah, Agnus, Weneon, Safeguard, Calner, & Tabaqui. Still need Marlyth then Exul
<<So, I just got a look at the 5th and probably final module in this series. Turns out they're all subtly themed to the MTG color pie. First post to correctly guess the color of this, the first module gets a minor in-game prize.>> random roll 12
Ima guess... Red? ;)
Marlyth will cast Dispel Magic on the earth-fire elemental (Spell Slot Level: 3, Rolled with Advantage by spending Inspiration, Spellcasting Ability: Wisdom, DC: 10+level of the spell that caused the enchantment).
Wisdom Check: 10
(@Wile_E_Coyote, Black?)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
(Just because I love playing this color
I think it's Blue 💙)
Weneon is going to get bored and head back down to the party