Posting Aino's turn here making the assumption that the Tarrasque can't make it out of the Maze - DC 20 INT Check, not save, so no proficiency, just straight INT Check, taking the whole action to find its way out. But if somehow, it gets out, or something else happens, Aino may act differently.
Aino and Thumbtack's reactions reset. "Nice work on the counter, Casey! That was going to be bad news if he split our party. Don't know what we do with the Tarrasque. Ideally, I think long range archers with magic bows would be the best. And I want a pony too, while we're at it. Figure we'll have to kill it at close range like we always do and hope it doesn't swallow any of us whole."
Aino descends and attacks the Knight three times due to the Potion of Speed, all attacks at advantage due to Foresight and best of 3 d20s thanks to Elven Accuracy. First attack uses Booming Blade to deliver additional thunder damage, both immediately and again if the target moves.
Total damage if all hit: 82 (67 magical piercing and 15 thunder) Plus 19 more thunder damage if Knight moves on his turn.
IF the damage kills the Knight, Aino grins and casts Soul Cage as a reaction, snatching and trapping his soul for the next eight hours so they cannot be revived or brought back, allowing Aino to use the trapped soul in ways laid out in the spell description.
Or, IF the Knight is still alive, Aino uses her Fey Touched feat to cast Misty Step as a bonus action, moving 30' up (different angle than Thumbtack).
Either way, she continues to concentrate on Maze to keep the Tarrasque away.
OOC: Okay so at end of Aino's turn, Knight is gone and Tarrasque is trapped. If thats the case Storm will fly his griffon up to above where the Tarrasque was before it disappeared, about 30 feet above where its head should reappear and then he will wait.
At the very start of her turn, Aino drops concentration on her Maze and the Tarrasque reappears.
"You had a little trash on your back, Tiny. We took care of it for you. Its soul is now trapped in a little cage I carry," she explains. (Soul Cage on knight).
Thumbtack takes the dodge action, 55' above the Tarrasque.
Total damage if using Bushawk's CRIT rules: 116 (68 magical piercing and 48 thunder) plus 18 more thunder if the Tarrasque moves on its turn.
As a bonus action, AinoMisty Steps upward to 35' away from the Tarrasque and finishes 40' up from it at a different angle than Thumbtack. No spell slot needed as Misty Step is one of her Signature Spells.
(All attacks against Aino are at disadvantage due to Foresight.)
Ok Jarn is going to be less effective them I thought in a flying fight but here we go.
Jarn Flys to the tarrasque
Attack 1: 16 Damage 14
If a hit spend 1 ki point to stunning strike
Stunning Strike (Special)
When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 19)
Also spend a charge on the tattoo to do a blood thristy strike for 15 necrotic damage
Attack 2:
Attack 2: 31 Damage 10
If the first attack missed will spend 1 ki point to stunning strike
Also spend a charge on the tattoo to do a blood thristy strike for 15 necrotic damage
Haste attack:
Attack haste: 26 Damage 12
Also spend a charge on the tattoo to do a blood thristy strike for 15 necrotic damage
Bonus action flurry of blows
Blow 1: 25 Damage 19
Blow 2: 8 Damage 10
If one of the flurry of blows is a crit. Crit crusher applies Crusher: Critical (Special)
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Jarn will end its turn next to the Tarrasque.
Jarn has on a clock of displacement which gives disadvantage on all attacks against him till he is hit. He regains the affect at the startvof his next turn.
You need a 27 to hit the tarrasque, but many of your attacks hit. I’ll post it’s action tomorrow! (Work has been crazy for me the last few weeks, sorry about that)
All attacks hit . Knight takes a lot of damage but makes a 25 on his con save. He’s hurt badly.
Casey, knight, Tarrasque, aino, Storm, Jarn
casey is up. She looks to aino and says “nice spell- when the tarrasque is back- do we have a plan?”
She shoots four blasts at the knight but hits 3 times, the knight is still alive but clearly badly hurt.
the knight stands, and casts mass suggestion on the group- suggesting they join the cause of the void and destroy the world.
Casey uses a 7th level counterspell and the spell is blocked, the knight has no slots left to counter.
he calls out to the Void, pleading for more support!
Posting Aino's turn here making the assumption that the Tarrasque can't make it out of the Maze - DC 20 INT Check, not save, so no proficiency, just straight INT Check, taking the whole action to find its way out. But if somehow, it gets out, or something else happens, Aino may act differently.
Aino and Thumbtack's reactions reset. "Nice work on the counter, Casey! That was going to be bad news if he split our party. Don't know what we do with the Tarrasque. Ideally, I think long range archers with magic bows would be the best. And I want a pony too, while we're at it. Figure we'll have to kill it at close range like we always do and hope it doesn't swallow any of us whole."
Thumbtack continues to dodge 60' up, ready to use her reaction with the Ring of Spell Storing.
Aino descends and attacks the Knight three times due to the Potion of Speed, all attacks at advantage due to Foresight and best of 3 d20s thanks to Elven Accuracy. First attack uses Booming Blade to deliver additional thunder damage, both immediately and again if the target moves.
Attack 1: with Rapier, +3 and Booming Blade
To Hit: 26 + 4 from Potion of Heroism = 30
Rapier, +3 damage: 23 magical piercing
Booming Blade immediate damage: 15 thunder
Booming Blade secondary damage if Knight moves: 19 thunder
Attack 2: with Rapier, +3
To Hit: 32 + 2 from Potion of Heroism = 34
Rapier, +3 damage: 22 magical piercing
Attack 3: with Rapier, +3
To Hit: 34 + 2 from Potion of Heroism = 36
Rapier, +3 damage: 22 magical piercing
Total damage if all hit: 82 (67 magical piercing and 15 thunder)
Plus 19 more thunder damage if Knight moves on his turn.
IF the damage kills the Knight, Aino grins and casts Soul Cage as a reaction, snatching and trapping his soul for the next eight hours so they cannot be revived or brought back, allowing Aino to use the trapped soul in ways laid out in the spell description.
Or, IF the Knight is still alive, Aino uses her Fey Touched feat to cast Misty Step as a bonus action, moving 30' up (different angle than Thumbtack).
Either way, she continues to concentrate on Maze to keep the Tarrasque away.
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
OOC: Sorry I was away and somehow missed that it was Storms turn. Is the Tarrasque still mazed?
OOC: Yes I think so, since it didn't break free on its turn.
Aino is going to release it (drop concentration on Maze) at the start of her own turn which is right after the Tarrasque's turn.
The knight might still be kicking, though. Not sure.
@Tesservett - everything ok on your end?
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
(Sorry yea- just busy! The knight goes down, just the tarrasque Left- which is going to be in the maze until you let it go!)
OOC: Okay so at end of Aino's turn, Knight is gone and Tarrasque is trapped. If thats the case Storm will fly his griffon up to above where the Tarrasque was before it disappeared, about 30 feet above where its head should reappear and then he will wait.
Jarn will follow
So I think it's Casey (with no opponent to face), then the Tarrasque in the Maze, including any legendary action after its turn, and then Aino.
Should I just fast forward to Aino's turn, assuming the Tarrasque can't get out of the Maze on its own?
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Yes, Casey just cheers and flies around, getting ready for the return of the beast .
At the very start of her turn, Aino drops concentration on her Maze and the Tarrasque reappears.
"You had a little trash on your back, Tiny. We took care of it for you. Its soul is now trapped in a little cage I carry," she explains. (Soul Cage on knight).
Thumbtack takes the dodge action, 55' above the Tarrasque.
Aino descends on her Broom of Flying and attacks three times due to Haste from the Potion of Speed, with advantage due to Foresight and 3d20s due to Elven Accuracy. Using her Rapier, +3 on all three attacks and Booming Blade on the first one.
Attack 1: Rapier, +3 with Booming Blade, best of 3 d20s
To Hit: 37 (Natural 20)
Rapier, +3 damage: 32 magical piercing if using Bushawk's CRIT rules, 23 otherwise.
Booming Blade immediate damage: 48 thunder if using Bushawk's CRIT rules, 28 otherwise.
Booming Blade secondary damage if Tarrasque moves: 18 thunder.
Attack 2: Rapier, +3, best of 3 d20s
To Hit: 36 + 1 from Potion of Heroism = 37
Rapier, +3 damage: 17 magical piercing.
Attack 3: Rapier, +3, best of 3 d20s
To Hit: 35 + 2 from Potion of Heroism = 37 (yet again)
Rapier, +3 damage: 19 magical piercing.
Total damage if using Bushawk's CRIT rules: 116 (68 magical piercing and 48 thunder) plus 18 more thunder if the Tarrasque moves on its turn.
As a bonus action, Aino Misty Steps upward to 35' away from the Tarrasque and finishes 40' up from it at a different angle than Thumbtack. No spell slot needed as Misty Step is one of her Signature Spells.
(All attacks against Aino are at disadvantage due to Foresight.)
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Storm grins as the Tarrasque appears once again, he urges his griffon to swoop down upon it. "Lets see how tough the legendary beast is!"
Griffon Move: Moves into melee range of Tarrasque
Storm Bonus Action: Activates Vow of Enmity on the Tarrasque to gain advantage on attacks
Storm Attack 1: 32 Damage: 15 slashing + 10 radiant
Attack 2: 27 Damage: 15 slashing + 13 radiant
Haste Attack: 33 Damage: 15 slashing + 19 radiant
Griffon Action: Disengage to move out of melee with Tarrasque, both up and forward in case it moves forward on its turn.
OOC: Cant believe I rolled the same exact slashing damage for all three attacks
Ok Jarn is going to be less effective them I thought in a flying fight but here we go.
Jarn Flys to the tarrasque
Attack 1: 16 Damage 14
If a hit spend 1 ki point to stunning strike
Stunning Strike (Special)
When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 19)
Also spend a charge on the tattoo to do a blood thristy strike for 15 necrotic damage
Attack 2:
Attack 2: 31 Damage 10
If the first attack missed will spend 1 ki point to stunning strike
Also spend a charge on the tattoo to do a blood thristy strike for 15 necrotic damage
Haste attack:
Attack haste: 26 Damage 12
Also spend a charge on the tattoo to do a blood thristy strike for 15 necrotic damage
Bonus action flurry of blows
Blow 1: 25 Damage 19
Blow 2: 8 Damage 10
If one of the flurry of blows is a crit. Crit crusher applies Crusher: Critical (Special)
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Jarn will end its turn next to the Tarrasque.
Jarn has on a clock of displacement which gives disadvantage on all attacks against him till he is hit. He regains the affect at the startvof his next turn.
You need a 27 to hit the tarrasque, but many of your attacks hit. I’ll post it’s action tomorrow! (Work has been crazy for me the last few weeks, sorry about that)
OOC: Just checking in
I’m sorry all! Im will Here, and I will get back to the battle, had some work travel and health issues.
No worries @Tesservett. Take care of health, family and business.
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk