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.
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: 40 damage to the closest hag, 43 to the second hag, and 53 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.”
Sam deals massive da.age to the hags with his flaming sword, hus massive scaly form filling the space of the small cabin. Two of the hags succumb to the effects of Chadderlay's spell, but in a pinch, cou t on Au tie Pinch to pull through and save the day, stopping Tetrevess from casting chain lightning before being shoved by his telekinetic power.
Akame might be up. I don't see an initiative roll. Angus had a 5.
Tetrevess can counter the counterspell, as he hasn’t used his reaction yet. Casts counterspell, and saves his chain lightning. (Doesn’t need to roll for it as it automatically counters 3rd level)
( 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
20
dread attack
11
damage
9 +7 fire damage
11 + 10 fire +7 force due to zephyr strike
13 + 9 fire +1 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: 40 damage to the closest hag, 43 to the second hag, and 53 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 13
Plunder 13
I’ll roll again
26
Auntie Pinch casts counterspell (3rd level) against Tetrevess' chain lightning as a reaction.
DC16 23
Str save against being pushed 5ft (DC19) 6
Sam deals massive da.age to the hags with his flaming sword, hus massive scaly form filling the space of the small cabin. Two of the hags succumb to the effects of Chadderlay's spell, but in a pinch, cou t on Au tie Pinch to pull through and save the day, stopping Tetrevess from casting chain lightning before being shoved by his telekinetic power.
Akame might be up. I don't see an initiative roll. Angus had a 5.
Tetrevess can counter the counterspell, as he hasn’t used his reaction yet. Casts counterspell, and saves his chain lightning. (Doesn’t need to roll for it as it automatically counters 3rd level)
Dex Saves vs lightning DC22 (theoretically possible)
Pinch 13
Pillage 8
Plunder 20