This post has potentially manipulated dice roll results.
Vrah getting frustrated at everything going on, assume the red wizard at his feet is not going anywhere and is knocked out cold form his sword swing.
He then focuses his attention on the closet stele growling at it and loses his concentration as he rages.
Then he stomps up to the thing and swings as hard as he can to break the stele.
Wild Magic: 6
Wild Magic
d8
Effect
1
Shadowy tendrils lash around you. Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
2
You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3
An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4
Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5
Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6
Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7
Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8
A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
As his rage washes over Vrah he finds himself 30' away form the Stele as he then lashes out at the nearest object near him in frustration as he can;t attack the stele.
Angus and Tabaqui make attacks against the earth elemental, which do hit, but don't deal as much damage to the creature's rocky facade as you would expect. <he has damage resistance to these attacks>
Efit: safeguard pummels the elemental with his pulsing gauntlets
<Am I missing something that would give any of you advantage on these rolls? Are you enquiring about the optional flanking rule? I liked flanking in 3.5, but I don't use it in 5e. Pack Tactics is the closest thing, but I don't think anyone here has that.>
The red wizard was already knocked out (slightly outside normal 5e rules, it is stated that he had 1hp at the time) im just deciding if he needs to make death saves or not.
I don't know what room Vrah teleported to, but nothing I can think of on the second floor can take noticeable damage except the wizard and furniture. Now if he wants to teleport to the first floor, I'm fine with that.
<So we have entered combat without rolling initiative. My responsible side says we should roll it and adjudicate the various turns that have already posted in order of initiative. My more chaotic inclination is to just let things go as they post, especially since we have PCs on different levels of the building and some may not even wish to engage in a combat. I'm curious how the players feel about it - let me know either here or in PM, whichever you prefer, and I'll not post monster actions until tomorrow sometime.>
This post has potentially manipulated dice roll results.
Thinking her friends have the elemental somewhat handled, she will throw a sling bullet at the elemental before moving toward the stele. She'll then use a bonus action to activate her Fast Hands ability to make a sleight of hand check to disarm it.
(OOC: I'm cool either way. I'm leaning more toward to let things go as they post due to the asynchronous nature of our posts and to your point not all of us may want to engage the elemental. But again I'm down either or.
Also do I actually get to deal vulnerability damage due to doing Thunder damage? It's cool if not but just wanted to double check. Also will keep in mind not to worry about flanking.)
<the Dex check would disarm the trap, but.. did Wen have a medallion? its actually hard to keep track at this point. It would be super helpful if people who think they have a special status explain in a few words why that works - like all the sneak attacks and advantages. I can go back and look it up, but it would save me some effort.>
(OOC: no worries. from now on I'll be more descriptive on different mechanics I believe may apply. there's a lot of things to pay attention to lol
As of this point I believe our 2 smallest members (Weneon, Calner) as well as our largest member (Vrah) hold a medallion.
I think the sneak attack for Wen is because Wen did multiclass Rogue and at least 1 of us (myself) is within 5ft of the Earth Elemental therefore not needing advantage
Nonplussed at the ineffectiveness of his first slash, Angus transfers his sword to his shield hand, raises his amulet to his lips and utters the prayer magic weapon (bonus action). Then taking it by the hilt, he once again assaults the elemental, this time with a magical (+1) longsword.
[Somehow dice rolls got messed up so I am doing a second post for those :( ]
(Calner has one of the medallions of safety. It was the third one you mentioned so far.)
"Elemental!" Calner shouts to warn all his companions (some may be busy on different levels and not see it when it appears).
Calner will cast Lightning Bolt at the earth elemental from his eagle-eye vantage on level 2. (Is anybody else left on this level, or has everyone climbed down into the flaming pit that was a library?)
Save DC 16: if the elemental succeeds on it's DEX save it only takes half of 31 lightning damage, otherwise it takes the full amount.
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.”
The lightning cleay disrupts the force holding the bits of rock together for a moment as it passes through the creature. (Fluff text. Translation: It is effective).
Weneon: you can attack or use your action to make one ability check. If you're on the first floor, you'd have to climb a rope, which I mentioned has a DC 5 athletics attached, to get to any of 3 active eteles on floor 2. The elemental is on floor 1. I might just call the rope climb regular movement instead of an action, but the sleight of hand check to disarm the trap is definitely an action. So, please confirm which action Wen takes in this opening round of combat. Even without initiative, action economy is essential and time is still mapped in 6 second increments.
So far round 1 consists of Angus, Tabaqui, Calner and Safeguard attacking the earth elemental, Vrah attacks a stele, Wen: TBD.
This post has potentially manipulated dice roll results.
Marlyth had let out a squeak when she failed to climb up and landed on her hindside instead. She's been really embarrassed at the way she fell prone and hoped that nobody saw her in that position. She would stand up and examine the Earth Elemental:
"Oh dear oh dear, isn't it a moving hill? Ooo, no it's an earth elemental."
She had subconsciously started to mimic the catchy phrases of the one and only Safeguard, when she attempted to move closer to the elemental so that she could touch the creature and cast Guidance.
I'm using your post order as a guideline for initiative. You can post when it's convenient, but formally it's Angus, Tabaqui, Safeguard, Vrah, Wen, Calner, Marlyth. And then monster initiative.
(Is the library on the lowest floor? I thought we entered on the ground floor and traveled down 1 floor... then Wen fell through to the library which is down 1 more floor?)
(Either way, as a point of clarification, Calner did not go down to the floor with the library and fire... and earth elemental? He stayed above and cast downward to avoid any friendly fire from the lightning bolt, which has an AoE of 100 feet long and 5 feet wide.)
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.”
The lightning cleay disrupts the force holding the bits of rock together for a moment as it passes through the creature. (Fluff text. Translation: It is effective).
Weneon: you can attack or use your action to make one ability check. If you're on the first floor, you'd have to climb a rope, which I mentioned has a DC 5 athletics attached, to get to any of 3 active eteles on floor 2. The elemental is on floor 1. I might just call the rope climb regular movement instead of an action, but the sleight of hand check to disarm the trap is definitely an action. So, please confirm which action Wen takes in this opening round of combat. Even without initiative, action economy is essential and time is still mapped in 6 second increments.
So far round 1 consists of Angus, Tabaqui, Calner and Safeguard attacking the earth elemental, Vrah attacks a stele, Wen: TBD.
Marlyth: Waiting on action. Currently prone on 3rd (lowest) floor.
(Sorry, misread, Thought everyone was down low again. Wen can use her Unarmored Movement and Second Story Work features both to climb at full speed, and her Thief archetype ability Fast Hands lets her do sleight of hand, thieves tools or use object as a bonus action
(Is the library on the lowest floor? I thought we entered on the ground floor and traveled down 1 floor... then Wen fell through to the library which is down 1 more floor?)
(Either way, as a point of clarification, Calner did not go down to the floor with the library and fire... and earth elemental? He stayed above and cast downward to avoid any friendly fire from the lightning bolt, which has an AoE of 100 feet long and 5 feet wide.)
<I was wondering that. this is why I thought I should post where I think everyone is. So Calner is on floor 2. Check.
And yes, the numbering the module uses is counterintuitive: enter the hill from 1 and descend to level 2 and then down to the library on level 3. I get it, but it is especially confusing when the floor collapses. I could reverse it, but it's just one more thing, ya know?>
<Am I missing something that would give any of you advantage on these rolls? Are you enquiring about the optional flanking rule? I liked flanking in 3.5, but I don't use it in 5e. Pack Tactics is the closest thing, but I don't think anyone here has that.>
Sorry about the whole "flanking" thing.... I play Pathfinder too, (based on 3.5 rules) and I got my combat tactics mixed up.
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.
This post has potentially manipulated dice roll results.
(Round 2)
Tabaqui will use his Uncanny Dodge ability to halve the damage from the Earth elemental, and then continue to engage in melee with the elemental, striking again with his rapier
(ooc: I was wondering, if the Earth Elemental is removing dirt that was used to smother the fire... is it potentially smothering more flames?)
Safeguard sees the party redirect their attention, "Ooo, let me join in on this."
He also attempts to flank the the elemental.
1st Attack - Thunder Gauntlets: 14, 18 (if advantage) Damage: 10 if Vulnerable = 16
2nd Attack - Thunder Gauntlets: 28, 26 (if advantage) Damage: 7 if Vulnerable = 20
If the attacks land, the Earth Elemental as disadvantage on attacks against targets other than Safeguard
Vrah getting frustrated at everything going on, assume the red wizard at his feet is not going anywhere and is knocked out cold form his sword swing.
He then focuses his attention on the closet stele growling at it and loses his concentration as he rages.
Then he stomps up to the thing and swings as hard as he can to break the stele.
Wild Magic: 6
Wild Magic
As his rage washes over Vrah he finds himself 30' away form the Stele as he then lashes out at the nearest object near him in frustration as he can;t attack the stele.
Greatsword: Attack: 14 Damage: 10
Greatsword: Attack: 13 Damage: 12
Angus and Tabaqui make attacks against the earth elemental, which do hit, but don't deal as much damage to the creature's rocky facade as you would expect. <he has damage resistance to these attacks>
Efit: safeguard pummels the elemental with his pulsing gauntlets
<Am I missing something that would give any of you advantage on these rolls? Are you enquiring about the optional flanking rule? I liked flanking in 3.5, but I don't use it in 5e. Pack Tactics is the closest thing, but I don't think anyone here has that.>
The red wizard was already knocked out (slightly outside normal 5e rules, it is stated that he had 1hp at the time) im just deciding if he needs to make death saves or not.
I don't know what room Vrah teleported to, but nothing I can think of on the second floor can take noticeable damage except the wizard and furniture. Now if he wants to teleport to the first floor, I'm fine with that.
<So we have entered combat without rolling initiative. My responsible side says we should roll it and adjudicate the various turns that have already posted in order of initiative. My more chaotic inclination is to just let things go as they post, especially since we have PCs on different levels of the building and some may not even wish to engage in a combat. I'm curious how the players feel about it - let me know either here or in PM, whichever you prefer, and I'll not post monster actions until tomorrow sometime.>
Thinking her friends have the elemental somewhat handled, she will throw a sling bullet at the elemental before moving toward the stele. She'll then use a bonus action to activate her Fast Hands ability to make a sleight of hand check to disarm it.
Attack: 12 Damage: 8 (Assuming sneak attack applies)
Sleight of hand: 24
(OOC: I'm cool either way. I'm leaning more toward to let things go as they post due to the asynchronous nature of our posts and to your point not all of us may want to engage the elemental. But again I'm down either or.
Also do I actually get to deal vulnerability damage due to doing Thunder damage? It's cool if not but just wanted to double check. Also will keep in mind not to worry about flanking.)
{why sneak attack?}
<the Dex check would disarm the trap, but.. did Wen have a medallion? its actually hard to keep track at this point. It would be super helpful if people who think they have a special status explain in a few words why that works - like all the sneak attacks and advantages. I can go back and look it up, but it would save me some effort.>
Edit: safeguards attacks are especially effective.
(Sorry, missed the t gaunts.)
(OOC: no worries. from now on I'll be more descriptive on different mechanics I believe may apply. there's a lot of things to pay attention to lol
As of this point I believe our 2 smallest members (Weneon, Calner) as well as our largest member (Vrah) hold a medallion.
I think the sneak attack for Wen is because Wen did multiclass Rogue and at least 1 of us (myself) is within 5ft of the Earth Elemental therefore not needing advantage
Somehow we will get out of this chaos!!! =D)
Nonplussed at the ineffectiveness of his first slash, Angus transfers his sword to his shield hand, raises his amulet to his lips and utters the prayer magic weapon (bonus action). Then taking it by the hilt, he once again assaults the elemental, this time with a magical (+1) longsword.
[Somehow dice rolls got messed up so I am doing a second post for those :( ]
First Longsword Attack: 9 Damage: 14
Second Longsword Attack: 26 Damage: 8
magical slashing damage
(Calner has one of the medallions of safety. It was the third one you mentioned so far.)
"Elemental!" Calner shouts to warn all his companions (some may be busy on different levels and not see it when it appears).
Calner will cast Lightning Bolt at the earth elemental from his eagle-eye vantage on level 2. (Is anybody else left on this level, or has everyone climbed down into the flaming pit that was a library?)
Save DC 16: if the elemental succeeds on it's DEX save it only takes half of 31 lightning damage, otherwise it takes the full amount.
(E.e. Dex save: 5)
The lightning cleay disrupts the force holding the bits of rock together for a moment as it passes through the creature. (Fluff text. Translation: It is effective).
Weneon: you can attack or use your action to make one ability check. If you're on the first floor, you'd have to climb a rope, which I mentioned has a DC 5 athletics attached, to get to any of 3 active eteles on floor 2. The elemental is on floor 1. I might just call the rope climb regular movement instead of an action, but the sleight of hand check to disarm the trap is definitely an action. So, please confirm which action Wen takes in this opening round of combat. Even without initiative, action economy is essential and time is still mapped in 6 second increments.
So far round 1 consists of Angus, Tabaqui, Calner and Safeguard attacking the earth elemental, Vrah attacks a stele, Wen: TBD.
Level 2 (higher): Vrah, Weneon(?)
Level 1 (lower): Angus, Tabaqui, Safeguard, Calner, Weneon(?)
Marlyth: Waiting on action. Currently prone on 3rd (lowest) floor.
Marlyth had let out a squeak when she failed to climb up and landed on her hindside instead. She's been really embarrassed at the way she fell prone and hoped that nobody saw her in that position. She would stand up and examine the Earth Elemental:
"Oh dear oh dear, isn't it a moving hill? Ooo, no it's an earth elemental."
She had subconsciously started to mimic the catchy phrases of the one and only Safeguard, when she attempted to move closer to the elemental so that she could touch the creature and cast Guidance.
"Poor little creature!"
Wisdom: Animal Handling 10
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
I'm using your post order as a guideline for initiative. You can post when it's convenient, but formally it's Angus, Tabaqui, Safeguard, Vrah, Wen, Calner, Marlyth. And then monster initiative.
(Is the library on the lowest floor? I thought we entered on the ground floor and traveled down 1 floor... then Wen fell through to the library which is down 1 more floor?)
(Either way, as a point of clarification, Calner did not go down to the floor with the library and fire... and earth elemental? He stayed above and cast downward to avoid any friendly fire from the lightning bolt, which has an AoE of 100 feet long and 5 feet wide.)
(Sorry, misread, Thought everyone was down low again. Wen can use her Unarmored Movement and Second Story Work features both to climb at full speed, and her Thief archetype ability Fast Hands lets her do sleight of hand, thieves tools or use object as a bonus action
<I was wondering that. this is why I thought I should post where I think everyone is. So Calner is on floor 2. Check.
And yes, the numbering the module uses is counterintuitive: enter the hill from 1 and descend to level 2 and then down to the library on level 3. I get it, but it is especially confusing when the floor collapses. I could reverse it, but it's just one more thing, ya know?>
Sorry about the whole "flanking" thing.... I play Pathfinder too, (based on 3.5 rules) and I got my combat tactics mixed up.
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.
(Round 2)
Tabaqui will use his Uncanny Dodge ability to halve the damage from the Earth elemental, and then continue to engage in melee with the elemental, striking again with his rapier
Rapier attack: Attack: 23 Damage: 13 + Sneak Attack damage: 11 piercing damage