This post has potentially manipulated dice roll results.
Seeing the undead continue to swarm, Elandra starts to get frustrated. She keeps her spell active on Vyldara, worried that the banshee might still have some capability to hide from sight should the group be able to turn this fight around. "I'm running out of tricks to throw, need someone else to steal this show!" She tries to help Liri and Lux continue the progress towards the catacomb entrance, only being able to use the most basic of spells to any effect. She ushers the panther forwards with Jade and Norbus, unsure of sending the small weasel into the fray.
Action: Vicious Mockery @ weakest looking enemy (from 8, 12, 15, & 16). DC15 WIS save or take 3 psychic damage & suffer disadvantage on next attack. BA: Send panther towards 6 (I don't think it can reach to attack) Movement: 15ft NW, 5ft W.
This post has potentially manipulated dice roll results.
@All
The panther just barely misses the ghast, unable to finish it off. Ghoul 16 fails the wis save, and so will have disadvantage on its next attack
Two more ghasts emerge, one from each of the two tunnels down to the catacombs
Lux hasn't rolled for concentration for getting hit by magic missile, so I'm going to roll those now to see if Spirit Guardians is still in effect. @Lux, please take the damage from that spell if you haven't already Save 1: 22 Save 2: 11 Save 3: 16
All three saves are made, so Spirit Guardians is still in effect. Ghoul 16 makes a Wis Save or takes 11 damage, half if it saves: 10
This post has potentially manipulated dice roll results.
@All
Above post says manipulaed dice rolls for some reason, but dice rolls look the same to me. Lux made all the saves and Ghoul 16 failed its save. It takes 11 damage, and is destroyed
The Ghoul's turns then begin, each rushing at the nearest foe Ghoul 8 swipes at Norbus, and Ghoul 9 runs down to attack him as well (all damaged halved by Norbus's rage) Attack: 12 Damage: 6 Attack: 23 Damage: 10 Ghoul 10 rushes to Jade and takes a swipe at her (damage halves by Warding Bond, statue takes same damage) Attack: 21 Damage: 7 Ghouls 13 and 14 take dash actions, rushing over towards where Liri, Lux, and Elandra have made short work of many of their brethren Ghoul 15 runs down and bites at the paralyzed Liri Attack: 15 Damage: 10
At the end of the ghoul's turns, Vyldara barks out orders to a few of the ghasts and ghouls, causing them to use their reactions to move or attack Ghast 6 takes a swipe at the panther to attempt to kill it: Attack: 14 Damage: 7 Ghoul 10 takes another swipe at Jade (halved due to Warding Bond, statue takes same damage) Attack: 7 Damage: 7 Ghast 7 runs 30 feet towards Norbus
This post has potentially manipulated dice roll results.
@All
Summarizing all the above rolls: -Norbus dodges both hits -Jade doges both hits -Liri takes another 8 points of damage -The panther is killed
Norbus makes makes three massive attacks with his greataxe, starting by trying to finish off Ghast 6 and moving onto Ghoul 9 once it is killed Attack: 24 Damage: 11 Attack: 23 Damage: 11 Attack: 18 Damage: 14
Between your three rays, you incinerate Ghoul 15, and then run up to Ghast 10
Vyldara sees you approach the catacombs, but doesn't cast any spells at you, knowing the barrier around the catacomb entrance will block her spells as much as yours
She flies at Elandra, clearly furious, and hisses visciously, casting Cause Fear @Elandra, make a DC 16 Wis Save or be frightened until the spell ends, making a save at the end of each of your turns to end the effect
At the start of the Ghast's turns, Ghast 10 makes a wis save: 17
Ghast 7 runs up to Norbus and takes a swipe at him (halved from rage) Attack: 18 Damage: 14 If needed, Norbus Con Save: 22 Ghast 9 takes a dash action, running down towards the swarm attacking Jade, the statue, and Norbus Ghast 10 shoves Lux, hoping to push him outside of the rage of the protection on the sphere. Lux, going to roll your athletics check for you since it will matter immediately for legendary actions Ghast: 11 Lux: 14
Koric keeps moving northwest and, noting that fire has not worked well against the banshee, tries a different approach. As he moves lines of force collect around his hand coalescing into three glowing darts which he throws at Vyldara.
Seeing now that Liri is motionless, he asks Balthar to assist another of his companions in their next attack.
(( I'm actually not sure who is where on the map; but Balthar would help the next person in initiative order that is within enough range to allow for him to fly clear as well. If there is noone, he will just move to a position to help next time.))
Action: Magic Missile at Vyldara: 14 force damage. Movement: 30' NW
This post has potentially manipulated dice roll results.
@Elandra
You are frightened until the spell ends. Make a DC 16 Wis save at the end of each of your turns to end the effect
@Koric
Since Liri is paralyzed and Elandra is frightened, the nearest person that Balthar can help effectively is Soloth, so @Soloth, you have Balthar's help on your next attack
Vlydara takes the full damage, unable to resist the force damage from your missiles
@All
The statue runs over to between Norbus and Jade, casting Warding Bond on Norbus so it can fully protect both of them. It shouts "I will stand here as your shield! Crush our foes!"
At the end of the statue's turn, Vlydara again turns to @Jade and hisses in pure anger, casting Toll the Dead on her Jade, make a DC 16 Wis save or take 15 necrotic damage (halved by resistance, statue will take the same damage) With that, Jade you are up!
The statue is between you and 10, so I'm just going to say to swing everything at 10 and then rush north, taking the opportunity attack if need be
The ghoul is his hard, but isn't taken down, and bites you as you run past it Attack: 6 Damage: 9 Damage is halved from resistance, statue takes same damage
Balthar is already helping Soloth. So Liri is up! You are still paralyzed. Make a DC 10 con save at the end of your turn to see if you end the effect
@All
Going to bot Liri now in order to keep things moving. No actions since she is paralyzed
Con Save: 9
Dazlyn runs 20 ft NE and 5ft N, and then flings a firebolt at Ghast 8
Attack: 22 Damage: 14
The firebolt incinerates Ghast 8 instantly, but Liri fails to make the needed con save and will still be paralyzed on her next turn. Soloth is up!
Seeing the undead continue to swarm, Elandra starts to get frustrated. She keeps her spell active on Vyldara, worried that the banshee might still have some capability to hide from sight should the group be able to turn this fight around. "I'm running out of tricks to throw, need someone else to steal this show!" She tries to help Liri and Lux continue the progress towards the catacomb entrance, only being able to use the most basic of spells to any effect. She ushers the panther forwards with Jade and Norbus, unsure of sending the small weasel into the fray.
Action: Vicious Mockery @ weakest looking enemy (from 8, 12, 15, & 16). DC15 WIS save or take 3 psychic damage & suffer disadvantage on next attack.
BA: Send panther towards 6 (I don't think it can reach to attack)
Movement: 15ft NW, 5ft W.
Bring out your inner chatacter class...
@Soloth
Both of your arrows miss the ghoul, unable to find a purchase at all
@Elandra
Panther has 50 speed, so it does make it to Ghast 6 and bites at it
Attack: 12 Damage: 4
Ghast 8 and Ghoul 12 are already dead, so you take aim at Ghoul 16
Ghoul Wis Save:4
@All
The panther just barely misses the ghast, unable to finish it off. Ghoul 16 fails the wis save, and so will have disadvantage on its next attack
Two more ghasts emerge, one from each of the two tunnels down to the catacombs
Lux hasn't rolled for concentration for getting hit by magic missile, so I'm going to roll those now to see if Spirit Guardians is still in effect. @Lux, please take the damage from that spell if you haven't already
Save 1: 22
Save 2: 11
Save 3: 16
All three saves are made, so Spirit Guardians is still in effect. Ghoul 16 makes a Wis Save or takes 11 damage, half if it saves: 10
@All
Above post says manipulaed dice rolls for some reason, but dice rolls look the same to me. Lux made all the saves and Ghoul 16 failed its save. It takes 11 damage, and is destroyed
The Ghoul's turns then begin, each rushing at the nearest foe
Ghoul 8 swipes at Norbus, and Ghoul 9 runs down to attack him as well (all damaged halved by Norbus's rage)
Attack: 12 Damage: 6
Attack: 23 Damage: 10
Ghoul 10 rushes to Jade and takes a swipe at her (damage halves by Warding Bond, statue takes same damage)
Attack: 21 Damage: 7
Ghouls 13 and 14 take dash actions, rushing over towards where Liri, Lux, and Elandra have made short work of many of their brethren
Ghoul 15 runs down and bites at the paralyzed Liri
Attack: 15 Damage: 10
At the end of the ghoul's turns, Vyldara barks out orders to a few of the ghasts and ghouls, causing them to use their reactions to move or attack
Ghast 6 takes a swipe at the panther to attempt to kill it:
Attack: 14 Damage: 7
Ghoul 10 takes another swipe at Jade (halved due to Warding Bond, statue takes same damage)
Attack: 7 Damage: 7
Ghast 7 runs 30 feet towards Norbus
@All
Summarizing all the above rolls:
-Norbus dodges both hits
-Jade doges both hits
-Liri takes another 8 points of damage
-The panther is killed
Norbus makes makes three massive attacks with his greataxe, starting by trying to finish off Ghast 6 and moving onto Ghoul 9 once it is killed
Attack: 24 Damage: 11
Attack: 23 Damage: 11
Attack: 18 Damage: 14
@All
Ghast 6 is finished off easily in a massive blow. Ghoul 9 dodges the second hit, but is hit decently hard by the third one
Lux is up! Map Update:
Lux casts Scorching Ray at #15.
1 Attack: 14 Damage: 11
2 Attack: 28 Damage: 16
3 Attack: 13 Damage: 10
He then moves forward so that the Spirt Guardians have a chance to hit; WIS 16 Save or 10 (save for half)
If #15 dies from the Scorching Ray he will move the Spirt Guardians to #10
D&D since 1984
@Lux
Between your three rays, you incinerate Ghoul 15, and then run up to Ghast 10
Vyldara sees you approach the catacombs, but doesn't cast any spells at you, knowing the barrier around the catacomb entrance will block her spells as much as yours
She flies at Elandra, clearly furious, and hisses visciously, casting Cause Fear @Elandra, make a DC 16 Wis Save or be frightened until the spell ends, making a save at the end of each of your turns to end the effect
At the start of the Ghast's turns, Ghast 10 makes a wis save: 17
@All
Ghast 10 saves, taking only a measly 5 damage
Ghast 7 runs up to Norbus and takes a swipe at him (halved from rage)
Attack: 18 Damage: 14
If needed, Norbus Con Save: 22
Ghast 9 takes a dash action, running down towards the swarm attacking Jade, the statue, and Norbus
Ghast 10 shoves Lux, hoping to push him outside of the rage of the protection on the sphere. Lux, going to roll your athletics check for you since it will matter immediately for legendary actions
Ghast: 11
Lux: 14
@All
Norbus takes a hit, but avoids paralysis, and Lux manages to resist the push and stay within the protection around the catacombs
Koric is up! Map Update:
WIS save: 5
Bring out your inner chatacter class...
Koric keeps moving northwest and, noting that fire has not worked well against the banshee, tries a different approach. As he moves lines of force collect around his hand coalescing into three glowing darts which he throws at Vyldara.
Seeing now that Liri is motionless, he asks Balthar to assist another of his companions in their next attack.
(( I'm actually not sure who is where on the map; but Balthar would help the next person in initiative order that is within enough range to allow for him to fly clear as well. If there is noone, he will just move to a position to help next time.))
Action: Magic Missile at Vyldara: 14 force damage.
Movement: 30' NW
@Elandra
You are frightened until the spell ends. Make a DC 16 Wis save at the end of each of your turns to end the effect
@Koric
Since Liri is paralyzed and Elandra is frightened, the nearest person that Balthar can help effectively is Soloth, so @Soloth, you have Balthar's help on your next attack
Vlydara takes the full damage, unable to resist the force damage from your missiles
@All
The statue runs over to between Norbus and Jade, casting Warding Bond on Norbus so it can fully protect both of them. It shouts "I will stand here as your shield! Crush our foes!"
At the end of the statue's turn, Vlydara again turns to @Jade and hisses in pure anger, casting Toll the Dead on herJade, make a DC 16 Wis save or take 15 necrotic damage (halved by resistance, statue will take the same damage)With that, Jade you are up!Vlydara needs to make saves for the magic missile to see if she maintains concentration:
Save 1: 5
Save 2: 7
Save 3: 17
Vyldara makes all the saves, so Elandra is still frightened
Says manipulated dice rolls again, but the die rolls have remained the same (17, 14, 17). Vlydara made all saves and Elandra is still frightened
Edit: Also, made a mistake, Jade is not close enough for Vlydara to cast Toll the Dead, she instead will cast Chill Touch
Attack: 25 Damage: 9
Damaged halved from resistance, Statue takes the same damage, and if it hits Jade can't heal until Vlydara's next turn
Also forgot the statue's Aura of Vitality, so it will heal Norbus for 4 health
Anyway, after all of that mess, Jade is up!
Jade spins her blood spear around and tries to bash #10 to take it down.
Attack: 19 Damage: 4
If it goes down, she moves one square to the right and attacks #9, spinning the spear back to attack with the point..
Attack: 15 Damage: 10
Attack: 26 Damage: 15
She then uses the rest of her motion to head straight North, whether #9 is down or not.
@Jade
The statue is between you and 10, so I'm just going to say to swing everything at 10 and then rush north, taking the opportunity attack if need be
The ghoul is his hard, but isn't taken down, and bites you as you run past it
Attack: 6 Damage: 9
Damage is halved from resistance, statue takes same damage
Balthar is already helping Soloth. So Liri is up! You are still paralyzed. Make a DC 10 con save at the end of your turn to see if you end the effect
Con save: 21