{{Let's try this type of initiative. I've taken the average of group initiative and separated it by even and odd numbers. Every quarter is done in groups, so whoever is in that quarter goes at the same time. It's going to be a bit slower-paced compared to the previous group initiative, but I think this offers a bit more flexibility for changing targets and taking reactions.}}
Initiative Order:
Start of Round First Quarter: Drexon, Eremoz, Dvark Second Quarter: Footsoldier 2, Footsoldier 3 Mid Round: Predator Third Quarter: Cob, Karm Fourth Quarter: Footsoldier 1 End of Round
{{First Quarter, take your turn.}}
All five of you are standing at the edge of a 100-foot-diameter platform. The Predator is standing 50 feet from you. The Footsoldiers and the Ancient are standing 30 feet from you with the Ancient facing you and having their back to the predator.
Drexon shakes off the feeling of foreboding and rushes towards the platform.
"You don't have to tell me, I am not going near that thing!", he says as he races away from Nalgas.
His spped allows him to close the distance to Eremoz and Dvark slightly, but he stops some way away from the platform and points his clawed hand at the Predator, and whispers his words of Deep Speech, causing a spectral claw to fly towards it and attempt to grasp it.
Movement: towards the platform, stopping about 60ft short of it. Action: Cast Chill Touch on Predator: 15+6=21, Damage: 3 (Necrotic) - cannot regain hit points until start of Drexon's next turn, disadvantage on attacks against Drexon until end of his next turn if target is undead
This post has potentially manipulated dice roll results.
{{sorry for the delay. Still getting oriented}}
Dvark activates his twilight shroud giving all allies that end their turn within 30 feet of him 1d6+2 temp hp.and moves into a defensive position next to Eremos with his shield out.
Footsoldier 2 Attack Ancient Defender: 6 Damage: Unable to parse dice roll. Footsoldier 3 Attack Eremoz: 16 Damage: 8 {{Make a Wisdom save if hit}} Predator Multiattack Spinal Thorn Dvark: 8 Damage: 11 Predator Multiattack Spinal Thorn Drexon: 18 Damage: 10
{{Like before, I'll leave this block of attack and damage roll here and summarize the combat round at the end in case any of you want to make a reaction.}}
This post has potentially manipulated dice roll results.
Karm moves up closer towards Dvark to enter his protective aura.
The large one is the priority, right?
He lifts his right hand and a few sparks begin to float up and turn into a bead of flame and shoots towards the predator Attack: 18, 1 fire damage on a hit
This post has potentially manipulated dice roll results.
Cob kicks off up into the air to get a better view of what’s going on. He flies up about 15’ and forward 15’.
His bow flies along the fiddle strings but as he points at the predator, he makes the strings screech and a shimmer of light leaps off and out, briefly enshrouding the predator.
Bonus Action - casts Hex and the predator now has disadvantage on strength checks.
A more familiar set of notes emanate from the fiddle causing a flash of Eldritch energy to blast towards the predator.
Action - Agonizing Blast Attack: 18 Damage: 11 plus 1 necrotic damage from Hex
As soon as the group arrives at the platform, Drexon immediately murmurs a word that piques the Predator's interest before a spectral hand comes out to grasp it. Eremoz rushes forward and swings his maul toward the Footsoldier in his path, but the Footsoldier dodges away before focusing back on the Ancient Defender before it. Trailing slightly behind, Dvark grasps the symbol of the Dusk Weaver and the air around him shimmers, giving a sense of protection to those around him.
Two of the Footsoldiers press their attack toward the Ancient Defender and Eremoz. The Predator stalks a distance away before unleashing sharp thorns from its palm. The seemingly uncoordinated attack allows Dvark, Drexon, Eremoz, and the Ancient Defender to warn each other before the attacks could hit.
A short distance away, Karm lets out a mote of fire toward the predator, striking its red chitinous armor and leaving noticeable black soot on it. As if guided by the soot mark, Cob's blast of pure light penetrates the armor, leaving behind a slight dent in the armor.
Bolstered by the dome of protection that comes from Dvark, the Ancient Defender swings their crystalline blade toward the Footsoldier nearest to them. The blade cuts a large gash on the Footsoldier's torso. Unfortunately, the Footsoldier proves resilient enough to strike back. The Ancient Defender is not fast enough to block or dodge the coming sharpened limb and falls to the ground from a deep stab wound.
Round 1 End
Round 2 Start {{At the start of Round 2, I need everyone that is within 150 feet of the Voidsphere, which is all of you including the enemy, to make a Wisdom saving throw again. You will want to pass a DC 13.}}
Another crack resounds over the platform. The thin fracture on the Voidsphere begins to grow wider as time passes. A flash of red is once again visible for a very brief moment coming from the fracture. The few tendrils of darkness that have latched to the ceiling begin to multiply and reach farther outward, grasping the few dead bodies around it. Despite the chaos of the battle, you can see that every dead body that the tendrils latch on to is slowly withering and falling apart.
This post has potentially manipulated dice roll results.
Wis save:23
Dvark roars along with Eremos (no effect). Draws his sword and repositions to flank the foot soldier with Eremos. {{If this one is dead he will spare dying on the ancient and stand over him trying to block the foot soldier from hitting him}}
{{On a fail of the DC 13, which will be everyone except Eremoz and Footsoldier 3, your movement is reduced by 5 feet. Your AC and your Dexterity save is also reduced by 1 until the end of this round.}}
With the widening of the crack, you begin to feel the air thicken once again. Your body moves a bit sluggish as if threading in water. Something is not quite right with the cracking Voidsphere.
{{If you want, you can make an Arcana or general Intelligence check on the Voidsphere as an Action.}}
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Eremoz initiative: 20 rolled in game log
Drexon
Initiative: 20+2=22
Initiative: 4
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Cob Initiative: 9
Initiative: 20
{{Let's try this type of initiative. I've taken the average of group initiative and separated it by even and odd numbers. Every quarter is done in groups, so whoever is in that quarter goes at the same time. It's going to be a bit slower-paced compared to the previous group initiative, but I think this offers a bit more flexibility for changing targets and taking reactions.}}
Initiative Order:
Start of Round
First Quarter: Drexon, Eremoz, Dvark
Second Quarter: Footsoldier 2, Footsoldier 3
Mid Round: Predator
Third Quarter: Cob, Karm
Fourth Quarter: Footsoldier 1
End of Round
{{First Quarter, take your turn.}}
All five of you are standing at the edge of a 100-foot-diameter platform. The Predator is standing 50 feet from you. The Footsoldiers and the Ancient are standing 30 feet from you with the Ancient facing you and having their back to the predator.
Drexon shakes off the feeling of foreboding and rushes towards the platform.
"You don't have to tell me, I am not going near that thing!", he says as he races away from Nalgas.
His spped allows him to close the distance to Eremoz and Dvark slightly, but he stops some way away from the platform and points his clawed hand at the Predator, and whispers his words of Deep Speech, causing a spectral claw to fly towards it and attempt to grasp it.
Movement: towards the platform, stopping about 60ft short of it.
Action: Cast Chill Touch on Predator: 15+6=21, Damage: 3 (Necrotic) - cannot regain hit points until start of Drexon's next turn, disadvantage on attacks against Drexon until end of his next turn if target is undead
Eremoz takes a deep breath, pulls his maul, and charges the Footsoldiers. He gives a yell as he swings his maul at Footsoldier 2.
Attack: 7 Damage: 11
{{sorry for the delay. Still getting oriented}}
Dvark activates his twilight shroud giving all allies that end their turn within 30 feet of him 1d6+2 temp hp.and moves into a defensive position next to Eremos with his shield out.
Temp HP: 6
Second Quarter:
{{Like before, I'll leave this block of attack and damage roll here and summarize the combat round at the end in case any of you want to make a reaction.}}
{{Third Quarter, you are up.}}
Karm moves up closer towards Dvark to enter his protective aura.
The large one is the priority, right?
He lifts his right hand and a few sparks begin to float up and turn into a bead of flame and shoots towards the predator
Attack: 18, 1 fire damage on a hit
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Cob kicks off up into the air to get a better view of what’s going on. He flies up about 15’ and forward 15’.
His bow flies along the fiddle strings but as he points at the predator, he makes the strings screech and a shimmer of light leaps off and out, briefly enshrouding the predator.
Bonus Action - casts Hex and the predator now has disadvantage on strength checks.
A more familiar set of notes emanate from the fiddle causing a flash of Eldritch energy to blast towards the predator.
Action - Agonizing Blast Attack: 18 Damage: 11 plus 1 necrotic damage from Hex
Fourth Quarter:
-
As soon as the group arrives at the platform, Drexon immediately murmurs a word that piques the Predator's interest before a spectral hand comes out to grasp it. Eremoz rushes forward and swings his maul toward the Footsoldier in his path, but the Footsoldier dodges away before focusing back on the Ancient Defender before it. Trailing slightly behind, Dvark grasps the symbol of the Dusk Weaver and the air around him shimmers, giving a sense of protection to those around him.
Two of the Footsoldiers press their attack toward the Ancient Defender and Eremoz. The Predator stalks a distance away before unleashing sharp thorns from its palm. The seemingly uncoordinated attack allows Dvark, Drexon, Eremoz, and the Ancient Defender to warn each other before the attacks could hit.
A short distance away, Karm lets out a mote of fire toward the predator, striking its red chitinous armor and leaving noticeable black soot on it. As if guided by the soot mark, Cob's blast of pure light penetrates the armor, leaving behind a slight dent in the armor.
Bolstered by the dome of protection that comes from Dvark, the Ancient Defender swings their crystalline blade toward the Footsoldier nearest to them. The blade cuts a large gash on the Footsoldier's torso. Unfortunately, the Footsoldier proves resilient enough to strike back. The Ancient Defender is not fast enough to block or dodge the coming sharpened limb and falls to the ground from a deep stab wound.
Round 1 End
Round 2 Start
{{At the start of Round 2, I need everyone that is within 150 feet of the Voidsphere, which is all of you including the enemy, to make a Wisdom saving throw again. You will want to pass a DC 13.}}
Another crack resounds over the platform. The thin fracture on the Voidsphere begins to grow wider as time passes. A flash of red is once again visible for a very brief moment coming from the fracture. The few tendrils of darkness that have latched to the ceiling begin to multiply and reach farther outward, grasping the few dead bodies around it. Despite the chaos of the battle, you can see that every dead body that the tendrils latch on to is slowly withering and falling apart.
Wis Save: 13
Eremoz let’s out his Daunting Roar. (Wis save DC 13)
He takes his maul and swing towards Footsoldier 2.
Attack: 12 Damage: 12
Cob Wis Save 6
Drexon
Wisdom Save: 6+3=9
Wisdom Save for Karm: 5
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Wis save:23
Dvark roars along with Eremos (no effect). Draws his sword and repositions to flank the foot soldier with Eremos. {{If this one is dead he will spare dying on the ancient and stand over him trying to block the foot soldier from hitting him}}
Attack:Attack: 23 Damage: 8
Daunting Roar Wisdom Save:
Footsoldier 1: 11
Footsoldier 2: 12
Footsoldier 3: 17
{{On a fail of the DC 13, which will be everyone except Eremoz and Footsoldier 3, your movement is reduced by 5 feet. Your AC and your Dexterity save is also reduced by 1 until the end of this round.}}
With the widening of the crack, you begin to feel the air thicken once again. Your body moves a bit sluggish as if threading in water. Something is not quite right with the cracking Voidsphere.
{{If you want, you can make an Arcana or general Intelligence check on the Voidsphere as an Action.}}