This post has potentially manipulated dice roll results.
*Sam landed 2 strikes on the Knight.
Both necro-casters take the full blast of Tetrevess' radiant bomb. Both of them look really beat up.
The knight, face covered in arcane rime, shouts as his sword blazes with flame: "For Tha-a-a-a-a-y-y!" as he swings his flaming greatsword at the Scribes Wizard.
This post has potentially manipulated dice roll results.
Unfortunately Akame doesn't have LOS on the ambassador. By the way, the Knight Commander is under effect of my mind sliver from my last action which rolled a 4 penalty to his next save, which I believe applies to the cone of cold. Which would make his net save a 16.
Akame cast Twinned Spell guiding bolt at the necromancer and deathlock. Attack: 25 Damage: 21 He will then move toward them and turn in such a way as to see and be able to counterspell the ambassador.
Unfortunately Akame doesn't have LOS on the ambassador. By the way, the Knight Commander is under effect of my mind sliver from my last action which rolled a 4 penalty to his next save, which I believe applies to the cone of cold. Which would make his net save a 16.
Akame cast Twinned Spell guiding bolt at the necromancer and deathlock. Attack: 21 Damage: 18 He will then move toward them and turn in such a way as to see and be able to counterspell the ambassador.
Yeah. I should have put a colored ring on that token for that. Good catch.
The desthlock falls (I mean, he was already dead. He's still dead. He just stopped moving)
The necromancer looks pissed.
I put Akame as far into the room to see the Ambassador as I could before it triggers AoO from TKC.
(Ok- thanks! Involuntary movement doesn’t provoke, but had the knight failed the save he would have had to move 5’ to attack Tetrevess, which would have provoked).
I'm assuming the spell was cast at 3rd level, since there was a roll (could have been 4th, though). But this COUNTERSPELL is cast at 4th, because he's got 4th level slots to spare and, as a master of abjuration, Ambassador Cherthemiud knows the spell's utility quite well.
<Mind you, he was already invisible. He does this for a reason. He also uses a magic item. (It's yours if you search him.) He would have used this when the dog started barking. At this point Chadderly could conclude as much and surmise he can see him. And yes, while not invisible, Akame can (in theory) see some glowing arcane aura's around magic items on his person. However, she is still 35ft away, beyond the range of the spell's effect.>
<Incidentally, detect magic just let's you sense magic at that distance, it takes an action to see the aura. The magic coming off the sword (the icon in the middle of the room, what with the tentacle grip and blade made of a star-filled void) is staggering. It's within range and glows immensely with powerful magic. Using an action would reveal its school.>
This post has potentially manipulated dice roll results.
The Necromancer casts cloudkill creating a sphere of heavily obscured air as it becomes filled with a disgusting black smoke, wich slowly rolls away from the caster. The players know where he went: there's a map. The PCs (assuming blinded and/or in another room) probably don't)
<This might be a good time to evaluate why you're here and what you hope to accomplish. There might be story effects for killing the Ambassador, but in theory a 100% succeful mission would involve never interacting wirh him or anyone else. That's pretty close to impossible, but in theory you could. Objectives were:
1. to gather evidence they're messing with the rifts to weaponize them ✅️.
2. find the letters the knight commander wrote (of questionable value if kill him; still: a deal's a deal, right?) ✅️
And, finally...
3. to prevent the sword and research from being returned to Thay (due to be teleported off tonight). ▶️
Icymi, I did reveal that escape was a foregone conclusion, a cinematic episode with no chance if failure. No railroad, just reminders.>
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*Sam landed 2 strikes on the Knight.
Both necro-casters take the full blast of Tetrevess' radiant bomb. Both of them look really beat up.
The knight, face covered in arcane rime, shouts as his sword blazes with flame: "For Tha-a-a-a-a-y-y!" as he swings his flaming greatsword at the Scribes Wizard.
26 for 8 slashing, 7 fire
22 for 8 slashing, 7 fire
Akame and Chadderlay are up.
Tetrevess is hit twice. “Argh get this knight off of me!” (He can’t use shield as he already used his reaction)
(Did the knight make his save for the telekinetic shove? If he failed it he would provoke an AOO from Sam, I think. Grasping at straws here :))
Unfortunately Akame doesn't have LOS on the ambassador. By the way, the Knight Commander is under effect of my mind sliver from my last action which rolled a 4 penalty to his next save, which I believe applies to the cone of cold. Which would make his net save a 16.
Akame cast Twinned Spell guiding bolt at the necromancer and deathlock. Attack: 25 Damage: 21 He will then move toward them and turn in such a way as to see and be able to counterspell the ambassador.
Sorry. I read it but it seems I missed adding it. Very busy yesterday. Drew the map the day before in fact.
I do not believe involuntary movement provokes AoO in 5e. Here is a save, though.
DC 18 Str 18
Yeah. I should have put a colored ring on that token for that. Good catch.
The desthlock falls (I mean, he was already dead. He's still dead. He just stopped moving)
The necromancer looks pissed.
I put Akame as far into the room to see the Ambassador as I could before it triggers AoO from TKC.
Almost forgot, Chadderlay is up. Con save to hold invisible and another for damage from CoC.
You're up!
If anyone is unhappy with where I have their token, let me know. Thx.
(Ok- thanks! Involuntary movement doesn’t provoke, but had the knight failed the save he would have had to move 5’ to attack Tetrevess, which would have provoked).
(Sweet!— thanks Chadderly- so a retcon on tetrevess, he can use shield to block one of those knight blows)
The ambassador counterspells the counterspell.
I'm assuming the spell was cast at 3rd level, since there was a roll (could have been 4th, though). But this COUNTERSPELL is cast at 4th, because he's got 4th level slots to spare and, as a master of abjuration, Ambassador Cherthemiud knows the spell's utility quite well.
<Mind you, he was already invisible. He does this for a reason. He also uses a magic item. (It's yours if you search him.) He would have used this when the dog started barking. At this point Chadderly could conclude as much and surmise he can see him. And yes, while not invisible, Akame can (in theory) see some glowing arcane aura's around magic items on his person. However, she is still 35ft away, beyond the range of the spell's effect.>
Still need 2 saves from Chad.
Ambassador Dex x lighhtning bolt 15
<Incidentally, detect magic just let's you sense magic at that distance, it takes an action to see the aura. The magic coming off the sword (the icon in the middle of the room, what with the tentacle grip and blade made of a star-filled void) is staggering. It's within range and glows immensely with powerful magic. Using an action would reveal its school.>
Chadderly would be in one of those two squares, or right in the middle if you prefer.
The Necromancer casts cloudkill creating a sphere of heavily obscured air as it becomes filled with a disgusting black smoke, wich slowly rolls away from the caster. The players know where he went: there's a map. The PCs (assuming blinded and/or in another room) probably don't)
DC 15 Con save for ½ of 30 poison
TKC Con save 25
Angus is up. Wall of force is down, save needed for cone of cold: DC17 Con.
Sam can also post action now.
Cloudkill area creates heavily obscured: result = blinded
Akame Con save 10
Sam’s con save 20
(Argh- just saw countered the counter.. might be a short fight for tetrevess… Applying damages again.. then Con save..)
Was going to say could a hold breath on this but seen the spell description
(Tetrevess Con save 18 in roller for poison, has resistance vs poison)
<This might be a good time to evaluate why you're here and what you hope to accomplish. There might be story effects for killing the Ambassador, but in theory a 100% succeful mission would involve never interacting wirh him or anyone else. That's pretty close to impossible, but in theory you could. Objectives were:
1. to gather evidence they're messing with the rifts to weaponize them ✅️.
2. find the letters the knight commander wrote (of questionable value if kill him; still: a deal's a deal, right?) ✅️
And, finally...
3. to prevent the sword and research from being returned to Thay (due to be teleported off tonight). ▶️
Icymi, I did reveal that escape was a foregone conclusion, a cinematic episode with no chance if failure. No railroad, just reminders.>