(Angus would be inclined to fight, but not alone. He has only about 3 level one slots left. What do the other party members think? I mean, he knows where they live, he can always return to fight later.)
(Tetrevess looks at angus, and silently says to the group - (through the telepathic bond they share) “I am in to fight them if you all are. These things are horrid. But it won’t be easy”.
(Angus would be inclined to fight, but not alone. He has only about 3 level one slots left. What do the other party members think? I mean, he knows where they live, he can always return to fight later.)
(Angus would be inclined to fight, but not alone. He has only about 3 level one slots left. What do the other party members think? I mean, he knows where they live, he can always return to fight later.)
It was after the arcanoloth and resulted in rolling against arcane blight, but did act as a normal long rest.
I'd say if you've rolled initiative and it beats a 12, you should probably just post your turn.
I mean it’s a coven of hags sure why not but we need to focus one straight away
Just before we go into the fight sam will light up his flame tung weapon
initiative 25
Nope. Do it on your turn. The second you hit go, they're lighting you up, not hanging around waiting to see how it goes. Unless you were still outside with the hands, who would have attacked by now, if that were the case.
This post has potentially manipulated dice roll results.
Tetrevess looks at the Hags. Something about the transformed, tortured child disturbed him to his core. “I hate to be accused of being prejudiced, but I am. You defile this place with your presence”. He casts [Tooltip Not Found] using his ability to change the damage type to radiant - and dealing: 58 damage to the closest hag, 33 to the second hag, and 47 damage to the third hag. (All radiant damage- DC 22 DEX save for half.
As a bonus action, he attempts to telekinetic shove the closest hag into another one (DC 19 Str save or be pushed back 5’)
he steps back behind the shelter of his companions.
This post has potentially manipulated dice roll results.
Chadderlay's Initiative: 23
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.”
Chadderlay will cast the Slow spell on all 3 hags.
DC 17 WIS save or suffer the effects of the spell, which, in a nutshell are as follows:
1. speed is halved
2. -2 penalty to AC
3. -2 penalty to DEX saves
4. can't use reactions
5. can use action or bonus action, not both
6. can't make more than one melee or ranged attack
7. if casting a spell, roll d20, on an 11 or higher the spell doesn't take effect until next turn and must also use it's action that turn to complete the casting... if unable the spell is wasted
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
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.”
(Angus would be inclined to fight, but not alone. He has only about 3 level one slots left. What do the other party members think? I mean, he knows where they live, he can always return to fight later.)
(Tetrevess looks at angus, and silently says to the group - (through the telepathic bond they share) “I am in to fight them if you all are. These things are horrid. But it won’t be easy”.
“Anyone have magic circle against evil? Might help”. Tetrevess says telepathically to the party
19 initiative- if we’re doing this!
Didn't we just take a long rest?
You did.
Target Initiative = 12
(Oh, I missed that. Before or after the arcanoloth?)
Angus Initiative 4
(Are Sam and Chadderlay on board with an attack?)
( I think that has a casting time of 10 rounds. They might get suspicious.)
It was after the arcanoloth and resulted in rolling against arcane blight, but did act as a normal long rest.
I'd say if you've rolled initiative and it beats a 12, you should probably just post your turn.
I mean it’s a coven of hags sure why not but we need to focus one straight away
Just before we go into the fight sam will light up his flame tung weapon
initiative 23
Sam’s turn would instantly rush the closes hag
bouns action zephyr strike casted
attacks second one will have advantage due to zephyr strike
25
27
dread attack
18
damage
7 +9 fire damage
14 + 9 fire +6 force due to zephyr strike
12 + 9 fire +3 magical slashing
Then would move away say 20ft back towards the party
Nope. Do it on your turn. The second you hit go, they're lighting you up, not hanging around waiting to see how it goes. Unless you were still outside with the hands, who would have attacked by now, if that were the case.
Tetrevess looks at the Hags. Something about the transformed, tortured child disturbed him to his core. “I hate to be accused of being prejudiced, but I am. You defile this place with your presence”. He casts [Tooltip Not Found] using his ability to change the damage type to radiant - and dealing: 58 damage to the closest hag, 33 to the second hag, and 47 damage to the third hag. (All radiant damage- DC 22 DEX save for half.
As a bonus action, he attempts to telekinetic shove the closest hag into another one (DC 19 Str save or be pushed back 5’)
he steps back behind the shelter of his companions.
So, is Sam' BA activate flame tongue or Zephyr strike?
Others can post, there are no status effects on the targets, so you don't need to wait for thjs to resolve.
Chain lighting is the spell Not editing that post.
Chadderlay's Initiative: 23
Chadderlay will cast the Slow spell on all 3 hags.
DC 17 WIS save or suffer the effects of the spell, which, in a nutshell are as follows:
1. speed is halved
2. -2 penalty to AC
3. -2 penalty to DEX saves
4. can't use reactions
5. can use action or bonus action, not both
6. can't make more than one melee or ranged attack
7. if casting a spell, roll d20, on an 11 or higher the spell doesn't take effect until next turn and must also use it's action that turn to complete the casting... if unable the spell is wasted
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Flame toung
Then the second attack roll should be without AD.
Wis Saves vs Slow DC 17
Pinch 19
Pillage 19
Plunder 22