This post has potentially manipulated dice roll results.
Unfortunately the firebolt hits the guards shield and disperses, but the arrow skewers the steeder within an inch of his life. The metallic warbler flies into the center of the group and uses its Calming Mist . The warbler releases a calming gas in a 5-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 11 Charisma saving throw or become charmed by the warbler for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0.
Dolrik save 4
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If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Unfortunately the firebolt hits the guards shield and disperses, but the arrow skewers the steeder within an inch of his life. The metallic warbler flies into the center of the group and uses its Calming Mist . The warbler releases a calming gas in a 5-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 11 Charisma saving throw or become charmed by the warbler for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0.
Dolrik save 4
If we are all bunched up together in a 5 foot radius burst, then I'll roll my Charisma Save with advantage due to Fey Ancestry to avoid being charmed: DC 11 vs 17
This post has potentially manipulated dice roll results.
The Eladrin uses Fey Step, to teleport 30 feet away, out of melee, and in a free square that is either elevated or behind cover (if possible), as a bonus action. Then he moves up to 30 additional feet to position himself so that he's not too far from Count but also can be mobile.
Yoku attacks the Metallic Warbler Attack: 23 Damage: 9
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Yoku rolls for Twilight Sanctuary temp hp 8
Unfortunately the firebolt hits the guards shield and disperses, but the arrow skewers the steeder within an inch of his life.
The metallic warbler flies into the center of the group and uses its Calming Mist . The warbler releases a calming gas in a 5-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 11 Charisma saving throw or become charmed by the warbler for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0.
Dolrik save 4
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
The guard moves and dashes to 10 ft away. Thd steeper moves and dashes into melee range (nadir-AOO at any if these enemies that have come up close)
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
The mud mephitic moves and dashes to the group as well.
Nadir is up!
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
If we are all bunched up together in a 5 foot radius burst, then I'll roll my Charisma Save with advantage due to Fey Ancestry to avoid being charmed: DC 11 vs 17
I guess this triggers Nadir’s readied attac.
Attack: 15 Damage: 6
hex: 3
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
Nadir struggling with the blood hex, does her best to fight the dwarf and the injured steeder with short and dagger respectively.
Attack: 14 Damage: 5
hex: 3
Attack: 13 Damage: 4
hex: 2
temp HP: 6
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
Nadir’s save Cha DC 11: 9
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Yawning Portal || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus || Lan Shi - Liquid Swords || Syed - Drakkenheim || Kaelthor - Dragonlance ||
That takes down the steeder but nothing else, and Nadir is now incapacitated!
The mite throws a dagger at nadir with a 24 to hit for 6 damage!
The mongrelfolk moves into melee range and misses two attacks at Yoku.
The second steeder bites Sir Spitz With 19 to hit for 15 damage!
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
I'm hoping you forgot to roll disadvantaged, otherwise Sir Spitz's down in one shot.
I did forget. I’ll reroll.
Second roll is an 18, sorry!
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Count and Yoku are up. Count, did you roll the save against the warbler deal?
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Count Charisma ST: 8
Well I guess I better use favor of the gods ability
Count Charisma ST: 8 + 6
Sir Spitz Charisma ST: 14
If I heal Sir Spitz, will he still be charmed?
No, I don’t think so…
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
I forgot Sir Spitz temp hp, he's not down yet.
Yoku signals to Count that we should get rid of the Worbler next.
The Eladrin uses Fey Step, to teleport 30 feet away, out of melee, and in a free square that is either elevated or behind cover (if possible), as a bonus action. Then he moves up to 30 additional feet to position himself so that he's not too far from Count but also can be mobile.
Yoku attacks the Metallic Warbler Attack: 23 Damage: 9