Uriel and Sam are up. Picollo and Trisk are maybe heading back that way. Whether through the garden or by way if the stairs and then ... I don't know, down the interior stairs, back out the window and down the other side and in through the candy market windows. Probably lots of goblins there that way, though.
Piccolo and hopefully Trisk will try to dash and avoid combat, heading toward the hags house and the rest of the group. (Piccolo can dash and bonus action dash each round, but wants to stay near Trisk)
I just need to know if picollo is go8ng through the goblin market the way she moved before but in reverse, kr if she opens the door to reveal a set of stairs that descend into the room below, which might have a dragon in ot now in addition to wharves else was there. Either way, there are hostiles .. jist bot sure which ones you'll encounter.
This post has potentially manipulated dice roll results.
As the group takes turns pu ching the old lady, they fail to notice the floor has three rugs that weren't there when combat began. At once tbe trio of mimics that were once arm chairs in the previous room extwnd theory pseudopods up from the floor to attack.
1 x Uriel 23
2 x Sam 22
3 x Drain 24
House Rule Transparency:
Those atracks are based on a house rule I'm testing. Mimics attack with AD. RAW, you'd have surprised condition. Mechanically similar in that the rugs get two attack rolls, but you lose a possible reaction. On the other hand, they can only deal damage once instead of twice. What do you think about this? Should this be how we handle surprise for this pbp game or just use the raw? I can still walk this back, but it's probably not worth it unless we really don't like it. Thank you.
If the pseudopod hits, you are grappled, stuck to the rug. DC10 escape with DA (from the mimic's stat block)
Piccolo and hopefully Trisk will head back through the goblin area. She will play her instrument indicating they mean no harm but if provoked, will attack. (Persuasion: 21)
Three creatures, covered in dirt, run about the market, terrorizing the candy merchants. They look like wizened and undersized gnome with hunched backS and sinewy frames. They each have pointed leather caps, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the look in their eyes it seems they desire only murder and carnage.
Those atracks are based on a house rule I'm testing. Mimics attack with AD. RAW, you'd have surprised condition. Mechanically similar in that the rugs get two attack rolls, but you lose a possible reaction. On the other hand, they can only deal damage once instead of twice. What do you think about this? Should this be how we handle surprise for this pbp game or just use the raw? I can still walk this back, but it's probably not worth it unless we really don't like it. Thank you.
If the pseudopod hits, you are grappled, stuck to the rug. DC10 escape with DA (from the mimic's stat block)
I have no problem with the mechanics of surprise if you want to do it that way. What I would say is that if the mimics move from another room and try to hide in another shape, you should at least check their hide checks against the characters’ Passive Perception. You write that we failed to notice them, so I assume you already rolled for that.
if they never moved, it might be different, but even in combat people may notice furniture or rugs trying to sneak into the room.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The tiny girl has had quite enough of this. She looks at the gnomes in a mixture of pity and disgust, her patience at an end.
She begins playing her instrument and is surrounded by multiple tiny cherubs also playing instruments. The musical magical infants then begin accosting the gnomes and any other Piccolo deems hostile to herself or Trisk 15 feet in all directions (30ft radius). Round 1 (10 radiant damage, save DC 21)
Cunning action: disengage if any come into hand to hand.
Spirit guardians: An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
I did. If I'd rolled openly you'd have know they were there. With the highest passive perception in the room at 20 and a DA mod -5 from all the flies that have been swarming into the room (looking back I think I didn't talk about this enough. This is a feywild environmental trait triggered by strong emotions and rolled for on a random table. I declared it, but didn't restate it as I had intended to).
That puts the DC for the check at 15. The mimics have a +5 to stealth and moved at half speed to get advantage, another +5 mod, easily succeeding. Half speed is why they didn't attack the round after the hag called them.
"Let's deal with these fellows quick and try and rejoin our new friends, I have a feeling they may need our help."
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.”
This post has potentially manipulated dice roll results.
<do we not all think the caster rolls damage for spirit guardians? It's an aoe like fireball but persistent like moonbeam. I have two players casting it like this, so I'm just wondering if it's me. It's not a save so I shouldn't roll it. I mean I roll tbe save not the damage. Right?>
Saves vs. Slow
1 9
2 7
3 18
Seeing the field of spirit guardians emerge around the girl, the malevolent moustaschioed men decided the goblins make easier prey and each slices a goblin candy monger ear to ear. The screams of the children who fled out the window as they cower behind the stall where Picollo bought the treats that turned her unto a butterfly are heard as the limp body of a goblin falls to the ground nearby. The red-capped killers look on hungrily as they grin with delight at the children's terror.
Drain:
Drain glances at the departing dragon with some concern, and continues his attacks.
+1 short sword Attack: 31 Damage: 14
+1 short sword with booming blade Attack: 17 Damage: 20
if the hag moves, an additional 18
+1 short sword Attack: 30 Damage: 9
scimitarAttack: 29 Damage: 9
The incapacitated horrid hag is mercilessly beaten, but the dark fey magic coursing through her veins sustains her.
Uriel and Sam are up. Picollo and Trisk are maybe heading back that way. Whether through the garden or by way if the stairs and then ... I don't know, down the interior stairs, back out the window and down the other side and in through the candy market windows. Probably lots of goblins there that way, though.
Sam will dish out another round of attacks to the hag
11 to hit 7 slashing + 11 force
17 to hit 7 slashing + 16 force damage
stalker flurry 10
As a bouns action I’m going to cast bless from the necklace of prayer beads on my self and uriel
Granny Nightshade twists and writhes, frozen by the effect of Uriel's attack.
<Just waiting on Uriel. Still not sure where Trisk abd Picollo want to go.>
Uriel:
Seeing the Hag still up, Uriel continues attacking, this time blessed by Sam’s spell. He continues to try and bring her down non-lethally if possible.
Elven Thrower Spear Attack: 26 plus Bless: 3
Elven Thrower Damage: 10
Elven Thrower Spear Attack: 27 plus Bless: 4
Elven Thrower Damage: 13
Flurry of Blows Attack: 13 plus Bless: 1
Flurry of Blows Damage: 13
Flurry of Blows Attack: 21 plus Bless: 4
Flurry of Blows Damage: 15
If she is still up and hit by one of those unarmed attacks, he will attempt to stun her again (DC 18 Constitution Save)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Piccolo and hopefully Trisk will try to dash and avoid combat, heading toward the hags house and the rest of the group. (Piccolo can dash and bonus action dash each round, but wants to stay near Trisk)
I just need to know if picollo is go8ng through the goblin market the way she moved before but in reverse, kr if she opens the door to reveal a set of stairs that descend into the room below, which might have a dragon in ot now in addition to wharves else was there. Either way, there are hostiles .. jist bot sure which ones you'll encounter.
As the group takes turns pu ching the old lady, they fail to notice the floor has three rugs that weren't there when combat began. At once tbe trio of mimics that were once arm chairs in the previous room extwnd theory pseudopods up from the floor to attack.
1 x Uriel 23
2 x Sam 22
3 x Drain 24
House Rule Transparency:
Those atracks are based on a house rule I'm testing. Mimics attack with AD. RAW, you'd have surprised condition. Mechanically similar in that the rugs get two attack rolls, but you lose a possible reaction. On the other hand, they can only deal damage once instead of twice. What do you think about this? Should this be how we handle surprise for this pbp game or just use the raw? I can still walk this back, but it's probably not worth it unless we really don't like it. Thank you.
If the pseudopod hits, you are grappled, stuck to the rug. DC10 escape with DA (from the mimic's stat block)
Hang on, that's supposed to be DC13. Also 7 bludgeoning damage on a hit.
I was looking at the stats for mimic chair from Candlekeep Mysteries, which is DC10.
Piccolo and hopefully Trisk will head back through the goblin area. She will play her instrument indicating they mean no harm but if provoked, will attack. (Persuasion: 21)
Three creatures, covered in dirt, run about the market, terrorizing the candy merchants. They look like wizened and undersized gnome with hunched backS and sinewy frames. They each have pointed leather caps, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the look in their eyes it seems they desire only murder and carnage.
Initiative 14.
Do we need a map update for this?
I have no problem with the mechanics of surprise if you want to do it that way. What I would say is that if the mimics move from another room and try to hide in another shape, you should at least check their hide checks against the characters’ Passive Perception. You write that we failed to notice them, so I assume you already rolled for that.
if they never moved, it might be different, but even in combat people may notice furniture or rugs trying to sneak into the room.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The tiny girl has had quite enough of this. She looks at the gnomes in a mixture of pity and disgust, her patience at an end.
She begins playing her instrument and is surrounded by multiple tiny cherubs also playing instruments. The musical magical infants then begin accosting the gnomes and any other Piccolo deems hostile to herself or Trisk 15 feet in all directions (30ft radius). Round 1 (10 radiant damage, save DC 21)
Cunning action: disengage if any come into hand to hand.
Spirit guardians: An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
I did. If I'd rolled openly you'd have know they were there. With the highest passive perception in the room at 20 and a DA mod -5 from all the flies that have been swarming into the room (looking back I think I didn't talk about this enough. This is a feywild environmental trait triggered by strong emotions and rolled for on a random table. I declared it, but didn't restate it as I had intended to).
That puts the DC for the check at 15. The mimics have a +5 to stealth and moved at half speed to get advantage, another +5 mod, easily succeeding. Half speed is why they didn't attack the round after the hag called them.
Drain:
Too surprised to counter the attack with a spell, Drain is wrapped up and trapped.
Strength check to get out.....14
Trisk will cast Slow on the 3 weird gnomes.
DC 18 WIS.
"Let's deal with these fellows quick and try and rejoin our new friends, I have a feeling they may need our help."
<do we not all think the caster rolls damage for spirit guardians? It's an aoe like fireball but persistent like moonbeam. I have two players casting it like this, so I'm just wondering if it's me. It's not a save so I shouldn't roll it. I mean I roll tbe save not the damage. Right?>
Saves vs. Slow
1 9
2 7
3 18
Seeing the field of spirit guardians emerge around the girl, the malevolent moustaschioed men decided the goblins make easier prey and each slices a goblin candy monger ear to ear. The screams of the children who fled out the window as they cower behind the stall where Picollo bought the treats that turned her unto a butterfly are heard as the limp body of a goblin falls to the ground nearby. The red-capped killers look on hungrily as they grin with delight at the children's terror.
[One made the save. He guts two more candy vendors.]
<You remember the kids, right? Naal, the drow (11) and Sung, the human girl (9)>