‘Oi!,’ thinks Effulgyn as Fin’s Mold Earth and Ferg’s Thunderwave brusquely shake the mound he’s lying upon, and he half-sinks underground. His head pops up, smeared with dirt, and he sees by the light of his lantern – his arm, holding it, the only part of him not covered in dirt, a goblin standing in front of him, another one about to climb out. Eyes wide in fear, Effulgyn recoils backwards, his hand stretched out between himself and the goblin, and his irises glow with arcane golden light as he shouts, “B’djet Q’imbti!,”. A tiny blob of green acid comes into being, extends a thin strand of itself to salute the halfling, peals in a tiny voice,“Q’imb-Tiiii!!!,” and flies at the goblin, its tiny form clenched in effort. Effulgyn then stands up and sidesteps around the mound, keeping his lantern pointed at the goblin so Fin can see clearly.
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw (Spell DC 12) or take 5 acid damage. (Effulgyn will target both goblins if he can see the second one).
Movement: Stand up, then move sideways, 10 feet west
NOTE: Effulgyn did not use Parson’s help action, since there was no attack roll.
Fin took moved up toward the road as part of his action, which means you are now alone at the mound. Still want to stay there?
The first goblin looks around and spots everyone easily with his keen darkvision, but his eyes fix on Effulgyn and specifically Effulgyn's source of light. He readies a bolt in his shortbow and lets it fly, aiming slightly up and to the right of the light. 15
Looking down the pointy end of the goblin’s arrow, Effulgyn instinctively throws his arms around his head and drops into a ball, shouting “Tij-f'!!” A giant apple instantly apoears, surrounding the young wizard, and the arrow plunks into the juicy fruit, spraying fragrant apple chunks but leaving Effulgyn unharmed.
(OOC: Reaction: cast Shield for +5AC. I believe this causes the arrow to miss? The protection remains until the start of Effulgyn’s next turn.)
Looking down the pointy end of the goblin’s arrow, Effulgyn instinctively throws his arms around his head and drops into a ball, shouting “Tij-f'!!” A giant apple instantly apoears, surrounding the young wizard, and the arrow plunks into the juicy fruit, spraying fragrant apple chunks but leaving Effulgyn unharmed.
(OOC: Reaction: cast Shield for +5AC. I believe this causes the arrow to miss? The protection remains until the start of Effulgyn’s next turn.)
nice one:)
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GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
The goblin, having made such a miraculous hit against all odds with his burned hands, whoops with victory when he sees his bolt make contact and the target hit the ground. His raucous cheering ends swiftly as soon as he realizes that he has hit a barrier, and not his target as he thought.
His companion, still being eaten by acid, suspends the pain he's in to mock his pal mercilessly in goblin tongue. As he speaks, he levels his short bow in the direction of Fin, the tallest person in his line of sight. Again, this is a shot at disadvantage.19
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GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Goblin 1 and Goblin 2 crouch behind the mound and are now partially obscured from view.
A third goblin makes their way out of the tunnel door, and slides to the ground belly first, inching forward just enough to get line of sight to the folks in the field. It takes her whole turn.
A fourth goblin appears at the tunnel door and begins to make their way out.
OOC It's now the top of the order--Arc you're up. You're 15 feet away from the mound, with nothing to take cover against.
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GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Ashis next in the order and uses his turn to come 60 ft closer. He is now 180 feet away.
Fergyou are next, about 20 feet from the mound. Parsoncan give you assistance but unfortunately all of the goblins are still behind the mound, not revealing much so his advantage would counteract that disadvantage (meaning you would only get one roll).
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GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Combat was tense, but the darkness was a whole other element. In the swirling lantern light, the figures by the mound seemed less being surrounded by shadow, and more like corporeal shadows painted with shifting waves of color. In trying to watch the movements, Fin loses focus and lowers his shield arm. In the heartbeat before it hit, a new flash of shadow cross his view, but slammed his shoulder before he could react. The blow was solid, and sent his arm reeling. He sent a silent prayer to Korn between panicked gasps as he realized the arrow stuck between chain links and embedded itself in the thick gambeson beneath.
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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
Ferg accesses the situation and determines to put himself in danger. Since all of the goblins are hiding behind the mound he again uses an area of effect spell, in fact the same one he just cast. He wants to get all four in the area (Kethra_DM will need to determine how many he can fit in a 15 foot square that originates from him. It looks like he can hit them all but it isn't clear. Here again is the sage advice on cube placement: sage advice)
PARTIAL MOVEMENT: Move forward 15 feet (or 20 feet if that is able to get more goblins in the attack)
ACTION: cast thunderwave: con saving throw DC 13 or take 6 thunder damage and pushed 10 feet back. On a save only half damage and no push.
FINISH MOVEMNT: He will then move back again on his turn (either 10 or 5 feet depending on how many he came forward.)
Parson, when his order comes up again, will again give the help action for whoever is the next to use an attack roll against the closest goblin that is still alive on his turn
Fin took moved up toward the road as part of his action, which means you are now alone at the mound. Still want to stay there?
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
(OOC: Oops. No I was looking at the same map. Move next to Fin.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
It is the goblins' turn.
The first goblin looks around and spots everyone easily with his keen darkvision, but his eyes fix on Effulgyn and specifically Effulgyn's source of light. He readies a bolt in his shortbow and lets it fly, aiming slightly up and to the right of the light. 15
24
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Even though the shortbow loses accuracy at such a short distance (hence the disadvantage) the bolt manages to hit Effulgyn. Damage = 7
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Effulgyn is down.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Looking down the pointy end of the goblin’s arrow, Effulgyn instinctively throws his arms around his head and drops into a ball, shouting “Tij-f'!!” A giant apple instantly apoears, surrounding the young wizard, and the arrow plunks into the juicy fruit, spraying fragrant apple chunks but leaving Effulgyn unharmed.
(OOC: Reaction: cast Shield for +5AC. I believe this causes the arrow to miss? The protection remains until the start of Effulgyn’s next turn.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
nice one:)
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
(Well done)
D&D since 1984
The goblin, having made such a miraculous hit against all odds with his burned hands, whoops with victory when he sees his bolt make contact and the target hit the ground. His raucous cheering ends swiftly as soon as he realizes that he has hit a barrier, and not his target as he thought.
His companion, still being eaten by acid, suspends the pain he's in to mock his pal mercilessly in goblin tongue. As he speaks, he levels his short bow in the direction of Fin, the tallest person in his line of sight. Again, this is a shot at disadvantage. 19
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
The bolt is a hit and now it's this goblin's turn to whoop in celebration. Damage: 5
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Fin takes 5 points of piercing damage
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Goblin 1 and Goblin 2 crouch behind the mound and are now partially obscured from view.
A third goblin makes their way out of the tunnel door, and slides to the ground belly first, inching forward just enough to get line of sight to the folks in the field. It takes her whole turn.
A fourth goblin appears at the tunnel door and begins to make their way out.
OOC It's now the top of the order--Arc you're up. You're 15 feet away from the mound, with nothing to take cover against.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
(Thank you!)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Arc will drop to one knee and take a shot at goblin 4 with is crossbow: 16 Damage (if it hits): 5
D&D since 1984
( Nice!)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
They're not out yet--you can roll disadvantage to get one of the other three.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
I will hold my action till 4 comes out.
D&D since 1984
You got it!
Ash is next in the order and uses his turn to come 60 ft closer. He is now 180 feet away.
Ferg you are next, about 20 feet from the mound. Parson can give you assistance but unfortunately all of the goblins are still behind the mound, not revealing much so his advantage would counteract that disadvantage (meaning you would only get one roll).
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Combat was tense, but the darkness was a whole other element. In the swirling lantern light, the figures by the mound seemed less being surrounded by shadow, and more like corporeal shadows painted with shifting waves of color. In trying to watch the movements, Fin loses focus and lowers his shield arm. In the heartbeat before it hit, a new flash of shadow cross his view, but slammed his shoulder before he could react. The blow was solid, and sent his arm reeling. He sent a silent prayer to Korn between panicked gasps as he realized the arrow stuck between chain links and embedded itself in the thick gambeson beneath.
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
Ferg accesses the situation and determines to put himself in danger. Since all of the goblins are hiding behind the mound he again uses an area of effect spell, in fact the same one he just cast. He wants to get all four in the area (Kethra_DM will need to determine how many he can fit in a 15 foot square that originates from him. It looks like he can hit them all but it isn't clear. Here again is the sage advice on cube placement: sage advice)
PARTIAL MOVEMENT: Move forward 15 feet (or 20 feet if that is able to get more goblins in the attack)
ACTION: cast thunderwave: con saving throw DC 13 or take 6 thunder damage and pushed 10 feet back. On a save only half damage and no push.
FINISH MOVEMNT: He will then move back again on his turn (either 10 or 5 feet depending on how many he came forward.)
Parson, when his order comes up again, will again give the help action for whoever is the next to use an attack roll against the closest goblin that is still alive on his turn
Lot's of stuff ...