This post has potentially manipulated dice roll results.
Xellos says "These things are evil. Fire!!"
He knows wisps are magic resistant, but regardless he takes a red dragon scale in his hand and creates a massive ball of fire over his head in the form of a 😀 then hurls it directly at them! (centered on I-6 so it blasts all of them)
Fireball Damage (4th lvl): 39 fire (DEX DC 17 for half)
Ozum pulls out his mistletoe and creates and his voice modulates as if time is slowing, space seems to distort around him and he launches this effect at the wisps. The shadows around the group fade away.
Arissa plays a song of longing and regret, of voyages to long-lost places on her cli lyre. The song is pleasing to Kurt, who is inspired by it. A strong wind picks up and surrounds those who are close enough to her, eventually becoming a wind wall.
Wind Wall makes a circle with circumference 50 feet, radius of about 8 feet, centered on herself, making sure that none of the party are directly in its path.
Bardic Inspiration for Kurt (1d8): Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Everyone: The four wisps that were before you suddenly vanish.You suspect that more wisps may be somewhere within the square tower-like structure because the soft, orange light can still be seen in that area.
Kurt: Your action is next, followed by Frandal's.
Updated map, including area identified by Wind Wall:
"Those lantern-beings don't seem to be a persistent sort, although we're still in the dark as to their motivations."
Rollback Post to RevisionRollBack
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
This post has potentially manipulated dice roll results.
Knowing that the creatures are evil Frandal pulls the string of his bow while chanting an incantation and releases the arrow wich turns into ice as it leaces the arrow and flies towards the creatures, aiming at the most centered one of them.
[Tooltip Not Found]: Attack: Attack: 12 Damage: 7
The creature and those at 5 ft of it must make a DEX ST 15 or suffer. 9 half damage if save.
Edit: Sorry! Forgot to mention that they were invisible! The atacck should be done with disavantage then: Second roll is:
19
He just fires to the last known position of the creatures, hoping to hit one of them. I do not modify the IC text so we don’t have nasty anticheating banners ;)
This post has potentially manipulated dice roll results.
Frandal: Your arrow, fortunately, strikes one of the wisps (Dexterity saving throw: 23). This particular wisp was much closer to the party than you expected, for it is now at location L9 on the map. You realize you were able to hit this creature with your arrow simply because it traveled directly toward the party members while it was invisible. Your attack causes 2 hit points of damage. (half damage for saving throw, and half damage for cold resistance).
This post has potentially manipulated dice roll results.
Ozum begins cast a spell and the hail cracking on the ground begins. It picks up faster and faster, and as the gnome finishes casting a deluge of ice rockets from the sky.
Ozum casts ice storm (Dex save DC 15) 8 bludgeoning and 11 cold and the area is difficult terrain. 20-foot radius cylinder centered on the 7-8,K-L intersection.
Ozum: You watch your targeted area closely, hoping to see evidence that your spell has affected the Will-o'-Wisps. You notice that some some of the hailstones behave as if they're bouncing off some invisible objects about 7' above the ground.
Dexterity saving throw for first wisp: 15. The wisp sustains 3 points bludgeoning damage and 3 points cold damage (both types of damage are halved by successful saving throw; cold damage is halved again by resistance). Dexterity saving throw for second wisp: 22. This wisp sustains 7 points bludgeoning damage and 6 points cold damage (cold damage is halved by resistance).
Arissa:Your action is next.
Everyone:
Here's an updated battle map (the wisp closest to the party is the one struck by Frandal's arrow). Ignore all the weird symbols you see in the trees, by the way.
This post has potentially manipulated dice roll results.
"Well, why don't we call for some reinforcements to get this over with."
Arissa throws a card to the ground next to her, and summons an illusory... (15) succubus dressed in red and gold, who leers threateningly at the will-o'-the-wisps.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1) DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
initiative:11
Kurt's Usually fast reflexes fail him as he just stares at these 4 glowing balls
Kurt Stoneseeker
Ragmin Graybeard
Everyone: Initiative order is as follows:
Xellos: Take your first action.
Xellos says "These things are evil. Fire!!"
He knows wisps are magic resistant, but regardless he takes a red dragon scale in his hand and creates a massive ball of fire over his head in the form of a 😀 then hurls it directly at them! (centered on I-6 so it blasts all of them)
Fireball Damage (4th lvl): 39 fire (DEX DC 17 for half)
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
Dexterity saving throw for Will-o'-Wisps: 10. Creatures are resistant to fire; therefore, each wisp sustains 12 points of damage.
Arissa and Ozum: Your actions are next.
Ozum pulls out his mistletoe and creates and his voice modulates as if time is slowing, space seems to distort around him and he launches this effect at the wisps. The shadows around the group fade away.
Slow DC 15 WIS save. Concentration on pass without trace drops.
He then waves the mistletoe over the top of his staff as he slams it on the ground and chanting in druidic.
He casts shillelagh on his quarterstaff.
Wisdom saving throw for Will-o'-Wisps: 15
Arissa's turn is next, followed by DM's.
Arissa plays a song of longing and regret, of voyages to long-lost places on her cli lyre. The song is pleasing to Kurt, who is inspired by it. A strong wind picks up and surrounds those who are close enough to her, eventually becoming a wind wall.
Wind Wall makes a circle with circumference 50 feet, radius of about 8 feet, centered on herself, making sure that none of the party are directly in its path.
Bardic Inspiration for Kurt (1d8): Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Everyone: The four wisps that were before you suddenly vanish.You suspect that more wisps may be somewhere within the square tower-like structure because the soft, orange light can still be seen in that area.
Kurt: Your action is next, followed by Frandal's.
Updated map, including area identified by Wind Wall:
Kurt just stands there looking around
Perception:3
"Should we investigate the yellow light over there behind us?"
Kurt Stoneseeker
Ragmin Graybeard
Frandal: Your action is next, followed by Xellos.
Xellos says, "There are still wisps in that tower, but whatever we do we don't want to split up here."
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
"Those lantern-beings don't seem to be a persistent sort, although we're still in the dark as to their motivations."
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
Knowing that the creatures are evil Frandal pulls the string of his bow while chanting an incantation and releases the arrow wich turns into ice as it leaces the arrow and flies towards the creatures, aiming at the most centered one of them.
[Tooltip Not Found]: Attack: Attack: 12 Damage: 7
The creature and those at 5 ft of it must make a DEX ST 15 or suffer. 9 half damage if save.
Edit: Sorry! Forgot to mention that they were invisible! The atacck should be done with disavantage then: Second roll is:
19
He just fires to the last known position of the creatures, hoping to hit one of them. I do not modify the IC text so we don’t have nasty anticheating banners ;)
PbP Character: A few ;)
Xellos concentrates hard and outstretches his arms towards Kurt and Frandal, "Quantum Quaffing!"
Kurt and Frandal feel their perceptions of spacetime slow around them.
Both have the benefits of Haste, Twinned Spell metamagic. 6/9 sorcery points remaining
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
Frandal: Your arrow, fortunately, strikes one of the wisps (Dexterity saving throw: 23). This particular wisp was much closer to the party than you expected, for it is now at location L9 on the map. You realize you were able to hit this creature with your arrow simply because it traveled directly toward the party members while it was invisible. Your attack causes 2 hit points of damage. (half damage for saving throw, and half damage for cold resistance).
Arissa and Ozum: Your actions are next.
Ozum begins cast a spell and the hail cracking on the ground begins. It picks up faster and faster, and as the gnome finishes casting a deluge of ice rockets from the sky.
Ozum casts ice storm (Dex save DC 15) 8 bludgeoning and 11 cold and the area is difficult terrain. 20-foot radius cylinder centered on the 7-8,K-L intersection.
Ozum: You watch your targeted area closely, hoping to see evidence that your spell has affected the Will-o'-Wisps. You notice that some some of the hailstones behave as if they're bouncing off some invisible objects about 7' above the ground.
Dexterity saving throw for first wisp: 15. The wisp sustains 3 points bludgeoning damage and 3 points cold damage (both types of damage are halved by successful saving throw; cold damage is halved again by resistance). Dexterity saving throw for second wisp: 22. This wisp sustains 7 points bludgeoning damage and 6 points cold damage (cold damage is halved by resistance).
Arissa: Your action is next.
Everyone:
Here's an updated battle map (the wisp closest to the party is the one struck by Frandal's arrow). Ignore all the weird symbols you see in the trees, by the way.
"Well, why don't we call for some reinforcements to get this over with."
Arissa throws a card to the ground next to her, and summons an illusory... (15) succubus dressed in red and gold, who leers threateningly at the will-o'-the-wisps.
Horatio Hirschfeld - Squire imbued with fae powers, in the Coliseum of Conquest (W2/L1)
DM for Reavers of Harkenwold, and sometimes The Fighting Grounds of the Coliseum
“We still have one missing “ says Frandal trying to see it.
PbP Character: A few ;)
Kurt draws his magical weapons and advances on any balls that he sees
Kurt Stoneseeker
Ragmin Graybeard