This post has potentially manipulated dice roll results.
Retriever 3 Intelligence Save: 4 (17)
Drexon presses his will toward this barely living creature and breaks whatever constitutes this creature's mind and will. For a moment you hear it speaks directly within your mind in a language that you think you have never heard before but understand. It is not Deep Speech, but it has the same accent and inflection to it.
"Break the wall... and let loose..." the creature rattles as its form is nearly bursting into dust and motes of light.
It suddenly shatters and disappears, reappearing 30 feet away before running away another 40 feet. {{It uses its Shatterstep feature to teleport 30 feet to I18 and continues traveling downward another 40 feet.}}
{{Dvark and Karm, as you have posted your action, you can change it if you want with this new development.}}
Karm keeps his turn. No he doesnt, because it wont work now
Karm still casts [spellexpeditious retreat[/spell] and dashes to K21ish. if possible within 20ft of the escaping retreiver. While moving there he still swings his hook and hurls it past the left side of the creature. When it is about 20ft past it he yanks it at 90° angle towards the right, intending to make it coil around the retreiver. {{hope the description makes sense. I the rope to wind up like when you swing a string with a weight around a finger, im sure you have done this before}}
{{I think I figured out why the manipulated dice roll came up and the roll changed. It's just a hypothesis, but it happened whenever I edited a post more than twice. So, I'll do this instead.}}
The Arcane Rider and the creature before them once again strike at each other. The creature manages to grasp the rider's neck and a scream is yelled out from the rider's mouth. Blood pours down the side of their mouth as they strike back. With a grunt, their blade reverberates and rings as it strikes the creature, banishing parts of its grain-like form.
{{Next is Dvark. I'll move him to attack this one, but correct me if you don't want to.}}
Dvark moves to help the Arcane Rider after seeing the impact of the creature's touch. His blade slashes toward where the creature's arm would be and severs it, turning the limb into motes of light and dust.
The creature that has been fighting the Martial Rider suddenly begins to undulate when the other creature fled. It seems to flex and contract before it shatters into thin air. It reappears right beside Karm and its hand moves to grasp Karm. {{It uses its Shatterstep feature to teleport 30 feet beside Karm. It then attacks twice -- the first with an advantage.}}
Karm, you feel your mind being assaulted by images of burning lands and screams of death. You try to push the creature away, but it grasps your head with its other hand and your vision starts to darken.
{{If my note is correct, Karm is now unconscious, but correct me if I'm wrong as I haven't been tracking the temporary hit points from Dvark's Channel Divinity. If this is true, the creature will move away while carrying Karm's body 20 feet to H7.}}
Seeing this happen, the Martial Rider chases the creature and strikes it three times, managing only to land one solid hit without harming Karm in the process.
Eremoz, too entrenched with the enemy before him, moves to help the Arcane Rider and Dvark. He swings his maul toward the creature, but it too undulates, flexes, and contracts, causing the maul to strike the wall behind it.
{{Going by initiative order. Karm, I want you to make a Death Save if you are down. If not, check the spoiler.}}
I will say this: the creature is immune to being grappled as your action implies making a coil around the retriever, but your first version of action before still can apply as the retriever is still not outside 90 feet of the spell's range. In the latter's case, you will have to let go of the rope which I assume is 50 ft., let the weight just fly, and probably kill the creature if it fails a Dex save.
I'll leave the Dexterity saving throw here. As a note, if this fails, you kill the creature and you may describe what you are doing.
Dexterity save: 24
{{Cob, you are on deck as the tail of the round.}}
Seeing Karm attacked by one of the things, Drexon reaches out with his mind and rewinds time, trying to alter the outcome. He then balances the potential misfortune of the thing by giving Karm good fortune.
Reaction: Silvery Barbs on Retreiver 2's second attack on Karm (please roll again to hit and take that result), then gives Karm Advantage on his next attack roll, ability check, or saving throw he makes within 1 minute.
{{Alright, Karm takes a total of 10 Psychic damage and is not carried away. The creature will stay on I10 and the Martial Rider will flank from H10.}}
{{Wait, sorry, my mistake. The spell says that the creature must take the lower roll, which is the first one. That means Karm takes a total of 14 damage if we are using the damage from the lowest attack roll.}}
{{We'll wait for Karm and Cob to finish the turn if he wants to change his action after all of the above.}}
This post has potentially manipulated dice roll results.
Karms Action Might change again, depending if he survives the second attack or not.
3rd round for Karm. Alright, you might get me, but not the box! He hurls it as far in the air as he can and casts catapult to to propell it even further upwards. Goodfellow! Catch!
Athletics: 18 (7) The Intention is to give Cob enought time to catch it. I think if it is thrown high enough it could give Cob about two turns until it hits the ground. iirc falling speed is 60ft per round.
Roll is weird again. should be 1d20+5; shows up as 2d8?
Nevermind all of this
Deathsave numero uno: 1(14) {{ i think i get advantage tho. if yes: }} 5(2)
(OOC: Just to clarify because it caused problems (and is the first time I ever used Silvery Barbs), it is only another d20 to hit (and yes take the lowest, I got that wrong), the damage doesn't get rerolled. As it turns out that is how it ended up so all is as it should be. Could have worked out better mind :-) )
This post has potentially manipulated dice roll results.
Cob watches the chaos below, looking for an opportunity to attack again when all of a sudden he sees Karm go down and get carried away by one one of the creatures. With the disappearance of the first creature he had targeted with a spell, he nods his head to the one carrying Karm, and says "jinx".
He then runs his bow quickly over his fiddle, says "buttercup" unleashing a bolt of energy that races towards the retriever holding Karm.
Bonus Action: Moves Hex to the retriever holding Karm.
Action: Eldritch Blast Attack: 11 Damage: 9 plus Necrotic Damage from Hex of 5
{{it is how it is now but im sure it would habe been different. I think Karm would have gotten temporary hp from dvarks channel divinity. Also i messed up and forgot a d4 from bless once…
Lets see how long it takes Karm to drop again :)}}
{{Alright, here's how we're going to resolve this last few turns before the round ends.}}
{{First, Dvark, your turn has passed, but I'll keep in mind your Bonus Action and Adrenaline Rush for Round 4 -- I've been calling it 'Turn' so it may be confusing. Sorry, I wrongly interpreted your action. I assumed it is for Round 3, but it's an entirely new set of actions and bonus actions.}}
{{Second, Cob, the spell's description is very precise: the target has to fall to 0 hit points first, which it hasn't. So, the hex cannot be moved. Sorry.}}
{{Third, Cob, I cannot see the damage breakdown and cannot correct it with the crit rule I am hoping to implement in the campaign. So, just for this round, I'll take the crit damage posted and the crit hex damage for a total of 15 damage to simulate the 10+1d10 of the crit, but the hex itself will remain with the fleeing creature and not the one you are hitting.}}
Cob, you see your new companion falls and unleashes another bolt of eldritch energy at the offending creature. It strikes the creature's body, blasting more dust and motes of light into the air. An echoing high-pitched tune around the creature seems to corrode its form away, but not quite as damaging as you first hope. {{The creature is resistant to necrotic damage.}}
Drexon sighs in relief as Dvark heals Karm, but there is still one of those things right next to him and the box. He reaches out with his emotions trying to connect to the mind of the thing again, this time trying to tickle it's sense of humour, such that it might be.
Drexon, you see, as strange as it is, the creature suddenly contracts and seems to deflate. It turns mistier than you have ever seen it before as it slowly falls to the ground. Though, while the other doesn't hear it, you can clearly hear it in your mind. This creature is laughing and it is a horrifying sound. You feel as if dozens of nails have been dragged on the surface of a clear glass right beside your ears.
The figure flanked by 3 people shatters and reappears a distance away before rushing toward Karm's fallen body and absconding with his bag.
The other fleeing one, you cannot see anymore as it turns to an alley and vanishes from sight.
The Arcane Rider, seeing that the creature has teleported away, murmurs a spell and touches Eremoz. Eremoz, you feel this surge of power course through you and your entire body becomes lighter. You feel like you can run as fast as you can.
{{This is where Dvark's Action and Bonus Action kicks in.}}
Dvark, seeing your new traveling companion fall and being dragged away like simple belongings, you feel power rush through your body as you run as hard as you can for just a simple touch. Your palm barely touches Karm's skin before the blessing of the Dusk Weaver restrings Karm's life.
Karm, you gasp awake, seeing you have moved and the creature that has brought you agony is holding you.
Eremoz, with the new agility granted to you, you rush toward the creature that has fallen your new friend. Unfortunately, the creature moves away too much for you to truly hit it.
{{Now im gonna be a rule lawyer for a bit ;) expeditious retreat has range self, so it cant target eremoz, unless ofcourse the rider has an ability that alows him to do so}}
Retriever 3 Intelligence Save: 4 (17)
Drexon presses his will toward this barely living creature and breaks whatever constitutes this creature's mind and will. For a moment you hear it speaks directly within your mind in a language that you think you have never heard before but understand. It is not Deep Speech, but it has the same accent and inflection to it.
"Break the wall... and let loose..." the creature rattles as its form is nearly bursting into dust and motes of light.
It suddenly shatters and disappears, reappearing 30 feet away before running away another 40 feet. {{It uses its Shatterstep feature to teleport 30 feet to I18 and continues traveling downward another 40 feet.}}
{{Dvark and Karm, as you have posted your action, you can change it if you want with this new development.}}
Karm keeps his turn. No he doesnt, because it wont work now
Karm still casts [spellexpeditious retreat[/spell] and dashes to K21ish. if possible within 20ft of the escaping retreiver. While moving there he still swings his hook and hurls it past the left side of the creature. When it is about 20ft past it he yanks it at 90° angle towards the right, intending to make it coil around the retreiver.
{{hope the description makes sense. I the rope to wind up like when you swing a string with a weight around a finger, im sure you have done this before}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Eremoz, seeing the figure run away rushes to H13 and swings his maul towards the apparition at G14.
Attack: 10 Damage: 10 (Rolled in Game Log.)
Retriever 1 Attack:
Attack: 18 Damage: 6
Attack: 19 Damage: 4
Arcane Rider Attack:
Attack: 11 Damage: 8
Attack: 17 Damage: 6
Booming Blade: 24 Damage: 5
{{I think I figured out why the manipulated dice roll came up and the roll changed. It's just a hypothesis, but it happened whenever I edited a post more than twice. So, I'll do this instead.}}
The Arcane Rider and the creature before them once again strike at each other. The creature manages to grasp the rider's neck and a scream is yelled out from the rider's mouth. Blood pours down the side of their mouth as they strike back. With a grunt, their blade reverberates and rings as it strikes the creature, banishing parts of its grain-like form.
{{Next is Dvark. I'll move him to attack this one, but correct me if you don't want to.}}
Dvark moves to help the Arcane Rider after seeing the impact of the creature's touch. His blade slashes toward where the creature's arm would be and severs it, turning the limb into motes of light and dust.
Retriever 2 Attack:
Attack: 20 Damage: 7
Attack: 16 Damage: 7
Martial Rider Attack:
Attack: 17 Damage: 10
Attack: 10 Damage: 7
Attack: 8 Damage: 10
The creature that has been fighting the Martial Rider suddenly begins to undulate when the other creature fled. It seems to flex and contract before it shatters into thin air. It reappears right beside Karm and its hand moves to grasp Karm. {{It uses its Shatterstep feature to teleport 30 feet beside Karm. It then attacks twice -- the first with an advantage.}}
Karm, you feel your mind being assaulted by images of burning lands and screams of death. You try to push the creature away, but it grasps your head with its other hand and your vision starts to darken.
{{If my note is correct, Karm is now unconscious, but correct me if I'm wrong as I haven't been tracking the temporary hit points from Dvark's Channel Divinity. If this is true, the creature will move away while carrying Karm's body 20 feet to H7.}}
Seeing this happen, the Martial Rider chases the creature and strikes it three times, managing only to land one solid hit without harming Karm in the process.
Eremoz, too entrenched with the enemy before him, moves to help the Arcane Rider and Dvark. He swings his maul toward the creature, but it too undulates, flexes, and contracts, causing the maul to strike the wall behind it.
{{Going by initiative order. Karm, I want you to make a Death Save if you are down. If not, check the spoiler.}}
I will say this: the creature is immune to being grappled as your action implies making a coil around the retriever, but your first version of action before still can apply as the retriever is still not outside 90 feet of the spell's range. In the latter's case, you will have to let go of the rope which I assume is 50 ft., let the weight just fly, and probably kill the creature if it fails a Dex save.
I'll leave the Dexterity saving throw here. As a note, if this fails, you kill the creature and you may describe what you are doing.
Dexterity save: 24
{{Cob, you are on deck as the tail of the round.}}
Seeing Karm attacked by one of the things, Drexon reaches out with his mind and rewinds time, trying to alter the outcome. He then balances the potential misfortune of the thing by giving Karm good fortune.
Reaction: Silvery Barbs on Retreiver 2's second attack on Karm (please roll again to hit and take that result), then gives Karm Advantage on his next attack roll, ability check, or saving throw he makes within 1 minute.
Retriever 2nd Attack: Attack: 18 (18); Damage: 3 (3)
{{Alright, Karm takes a total of 10 Psychic damage and is not carried away. The creature will stay on I10 and the Martial Rider will flank from H10.}}{{Wait, sorry, my mistake. The spell says that the creature must take the lower roll, which is the first one. That means Karm takes a total of 14 damage if we are using the damage from the lowest attack roll.}}
{{We'll wait for
Karm andCob to finish the turn if he wants to change his action after all of the above.}}Karms Action Might change again, depending if he survives the second attack or not.
3rd round for Karm. Alright, you might get me, but not the box! He hurls it as far in the air as he can and casts catapult to to propell it even further upwards. Goodfellow! Catch!
Athletics: 18 (7)
The Intention is to give Cob enought time to catch it. I think if it is thrown high enough it could give Cob about two turns until it hits the ground. iirc falling speed is 60ft per round.
Roll is weird again. should be 1d20+5; shows up as 2d8?
Nevermind all of this
Deathsave numero uno: 1(14) {{ i think i get advantage tho. if yes: }} 5(2)
at least it saves me a spell slot ;)
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
(OOC: Just to clarify because it caused problems (and is the first time I ever used Silvery Barbs), it is only another d20 to hit (and yes take the lowest, I got that wrong), the damage doesn't get rerolled. As it turns out that is how it ended up so all is as it should be. Could have worked out better mind :-) )
Seeing Karm go down Dvark Adrenaline rushes( if needed) to dash to Karms position and cast cure wounds on him.7 (7)
If I take damage from an opportunity attack I'll get more temp HP 3(3)
Cob watches the chaos below, looking for an opportunity to attack again when all of a sudden he sees Karm go down and get carried away by one one of the creatures. With the disappearance of the first creature he had targeted with a spell, he nods his head to the one carrying Karm, and says "jinx".
He then runs his bow quickly over his fiddle, says "buttercup" unleashing a bolt of energy that races towards the retriever holding Karm.
Bonus Action: Moves Hex to the retriever holding Karm.
Action: Eldritch Blast Attack: 11 Damage: 9 plus Necrotic Damage from Hex of 5
Second d6 for Hex because of the critical hit: 1
{{it is how it is now but im sure it would habe been different. I think Karm would have gotten temporary hp from dvarks channel divinity. Also i messed up and forgot a d4 from bless once…
Lets see how long it takes Karm to drop again :)}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Seeing his teammate fall, Eremoz swings again at the apparition and asks the guard, “Are you able to alert more help.”
Attack: 8 Damage: 10
{{Alright, here's how we're going to resolve this last few turns before the round ends.}}
{{
First, Dvark, your turn has passed, but I'll keep in mind your Bonus Action and Adrenaline Rush for Round 4 -- I've been calling it 'Turn' so it may be confusing. Sorry, I wrongly interpreted your action. I assumed it is for Round 3, but it's an entirely new set of actions and bonus actions.}}{{Second, Cob, the spell's description is very precise: the target has to fall to 0 hit points first, which it hasn't. So, the hex cannot be moved. Sorry.}}
{{Third, Cob, I cannot see the damage breakdown and cannot correct it with the crit rule I am hoping to implement in the campaign. So, just for this round, I'll take the crit damage posted and the crit hex damage for a total of 15 damage to simulate the 10+1d10 of the crit, but the hex itself will remain with the fleeing creature and not the one you are hitting.}}
Cob, you see your new companion falls and unleashes another bolt of eldritch energy at the offending creature. It strikes the creature's body, blasting more dust and motes of light into the air. An echoing high-pitched tune around the creature seems to corrode its form away, but not quite as damaging as you first hope. {{The creature is resistant to necrotic damage.}}
{{We end Round 3 and move to Round 4.}}
Drexon sighs in relief as Dvark heals Karm, but there is still one of those things right next to him and the box. He reaches out with his emotions trying to connect to the mind of the thing again, this time trying to tickle it's sense of humour, such that it might be.
Action: Cast Tasha's Hideous Laughter, DC14 Wis Save
{{We are entering Round 4 with Karm unconscious, but not for long.}}
Retriever 2 Wisdom save: 19 (3)
Retriever 1 Action: Shatterstep 30 ft. to I10, and run 40 ft. to I2 while taking Karm's bag
Booming Blade damage: 4 (1)
Martial Rider Opportunity Attack: Attack: 10 (8); Damage: 8 (7)
Retriever 3 Action: Dash and move 80 ft. still downward and you cannot see it anymore.
Arcane Rider Action: Cast Expeditious Retreat on Eremoz, and move to G9.
Drexon, you see, as strange as it is, the creature suddenly contracts and seems to deflate. It turns mistier than you have ever seen it before as it slowly falls to the ground. Though, while the other doesn't hear it, you can clearly hear it in your mind. This creature is laughing and it is a horrifying sound. You feel as if dozens of nails have been dragged on the surface of a clear glass right beside your ears.
The figure flanked by 3 people shatters and reappears a distance away before rushing toward Karm's fallen body and absconding with his bag.
The other fleeing one, you cannot see anymore as it turns to an alley and vanishes from sight.
The Arcane Rider, seeing that the creature has teleported away, murmurs a spell and touches Eremoz. Eremoz, you feel this surge of power course through you and your entire body becomes lighter. You feel like you can run as fast as you can.
{{This is where Dvark's Action and Bonus Action kicks in.}}
Dvark, seeing your new traveling companion fall and being dragged away like simple belongings, you feel power rush through your body as you run as hard as you can for just a simple touch. Your palm barely touches Karm's skin before the blessing of the Dusk Weaver restrings Karm's life.
Karm, you gasp awake, seeing you have moved and the creature that has brought you agony is holding you.
Eremoz, with the new agility granted to you, you rush toward the creature that has fallen your new friend. Unfortunately, the creature moves away too much for you to truly hit it.
{{Karm and Cob, it's back to you.}}
{{Now im gonna be a rule lawyer for a bit ;) expeditious retreat has range self, so it cant target eremoz, unless ofcourse the rider has an ability that alows him to do so}}
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist