(Only the elemental in front is visible at present)
Fuegosummons his wildfire spirit and teleports to safety. Jacks fires at and strikes the only currently visible elemental. The arrow sinks into the side of the creature, but it does not seem all that bothered. Instead, it focuses its ire on Fuego'swildfire spirit, attempting to grapple it, but the little flaming octopus is able to scramble out of the way.
This post has potentially manipulated dice roll results.
Marnoa stays where he is and focuses on the visible water creature, firing a beam of force at it. “Stay away from the edge!” he says, stating the obvious.
This post has potentially manipulated dice roll results.
If either of the creatures is visible, Andre is going to blast it with Magic Missile for 11 Force damage (and if both are visible, he'll attack the one that just tried to murderize Fuego)
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Morty will give Fuego a quick 5 point healing word before holding his holy symbol toward a the water casting sacred flame at the first enemy he can see for 4 radiant damage
(Meta: If he can see one now he'll hit the closest one, if not he'll hold action to do so. I rolled in game log and translated the rolls here)
Fuego will whisper illumino ignis attempting to encircle any creatures in or near the water with mystical flames. (20 foot cube should get the whole pond? DC 13 DEX Save)
Fire-Octopus will launch a flame seed at the visible water elemental, Attack: 21 Damage: 6firedamage.
The visible Elemental takes three hits in quick succession, shuddering in pain with each blast. To add insult to injury, it is unable to avoid Fuego'sspell and it is outlined in glowing purple flames. There is no sign of the other Elemental, the one that grabbed Fuegoin the first place.
Jacks draws another arrow, his fingers finding their familiar grip as he takes aim at the water elemental. His blue eyes narrow as he focuses, honing in on the flames that now dance across its body. He releases the arrow, its feathers rustling through the air as it hurtles towards its target. Then he quickly steps back behind the doorway, taking care to remain hidden from view, peering around the corner, and keeping a watchful eye on the elemental.
Jacks fires his arrow at the elemental and it has clearly had enough. It dives back into the water. The other elemental takes its place and makes another play for Fuego. It successfully grabs him, wrapping around his ankle once again, and drags him back under the water. He takes another 16 hp of bludgeoning damage and is grappled.
Unless he approaches the pool, Marnoacan't see the visible water weird.
Andre decides that he's not in the mood to let Fuego die... he jumps into the water and attacks the water weird with his staff, using Booming Blade as he does so, hoping that he can get it to let go of the Druid.
Staff - Attack: 12 Damage: 5
Booming Blade (if the monster moves after being stuck): 7
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Marnoa moves closer and sees the glowing outline of the water elemental, helping him to hone in his shot better. Also he feels Morty’s blessing as well which helps his aim. “This is getting serious…” he says to himself. He points towards the water elemental and attacks it, also summoning some extra help.
As his ersatz eye swings around to spot the water elemental, he summons a 10 foot long tentacle in the water next to it that swings and attacks it with a 10 foot reach, doing cold damage to it.
Tentacle of the deep : Attack: 21 Damage: 11 + 1 from bless.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
Holding his enchanted staff in his left hand, Fuego casts burning hands directed at the elemental grappling him (invisible but I assume I can sense its general direction since I can feel it)
(burning hands at second level: 15firedamage in 15 foot cone, DC 13 DEX save for half damage)
Bonus action: he commands Pyroctopus to fly over and teleport him out again.
Pyroctopus turn:
Move beside Fuego, uses fiery teleportation again to carry them 15 feet south.
The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw (DC 13) or take 5firedamage.
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Initiative order:
Fuego: 16
Jacks: 13
Elementals: 11
Marnoa: 5
Mortimer: 3
Andre: 1
Map!
(Only the elemental in front is visible at present)
Fuego summons his wildfire spirit and teleports to safety. Jacks fires at and strikes the only currently visible elemental. The arrow sinks into the side of the creature, but it does not seem all that bothered. Instead, it focuses its ire on Fuego's wildfire spirit, attempting to grapple it, but the little flaming octopus is able to scramble out of the way.
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
Marnoa stays where he is and focuses on the visible water creature, firing a beam of force at it. “Stay away from the edge!” he says, stating the obvious.
Eldritch blast : Attack: 24 Damage: 9
A wizard is never late, nor is he early, he arrives precisely when he means to.
If either of the creatures is visible, Andre is going to blast it with Magic Missile for 11 Force damage (and if both are visible, he'll attack the one that just tried to murderize Fuego)
Unhappy that the market got rid of individual purchases for one-off subclasses, magic items, and monsters?
Provide feedback!
Morty will give Fuego a quick 5 point healing word before holding his holy symbol toward a the water casting sacred flame at the first enemy he can see for 4 radiant damage
(Meta: If he can see one now he'll hit the closest one, if not he'll hold action to do so. I rolled in game log and translated the rolls here)
Round 2
Fuego will whisper illumino ignis attempting to encircle any creatures in or near the water with mystical flames. (20 foot cube should get the whole pond? DC 13 DEX Save)
Fire-Octopus will launch a flame seed at the visible water elemental, Attack: 21 Damage: 6 fire damage.
(If successful, any attack vs faerie-fired enemy is at advantage)
The visible Elemental takes three hits in quick succession, shuddering in pain with each blast. To add insult to injury, it is unable to avoid Fuego's spell and it is outlined in glowing purple flames. There is no sign of the other Elemental, the one that grabbed Fuego in the first place.
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
Jacks draws another arrow, his fingers finding their familiar grip as he takes aim at the water elemental. His blue eyes narrow as he focuses, honing in on the flames that now dance across its body. He releases the arrow, its feathers rustling through the air as it hurtles towards its target. Then he quickly steps back behind the doorway, taking care to remain hidden from view, peering around the corner, and keeping a watchful eye on the elemental.
Attack: 17 Damage: 9 (advantage from faerie fire)
Sneak attack: 4
Bonus action to hide: 13
Marnoa aims as well at the outlined water elemental, summoning a bolt of force from his finger to strike it.
Eldritch blast : Attack: 22 Damage: 7
A wizard is never late, nor is he early, he arrives precisely when he means to.
Morty will cast bless at second level on all his friends
Jacks fires his arrow at the elemental and it has clearly had enough. It dives back into the water. The other elemental takes its place and makes another play for Fuego. It successfully grabs him, wrapping around his ankle once again, and drags him back under the water. He takes another 16 hp of bludgeoning damage and is grappled.
Unless he approaches the pool, Marnoa can't see the visible water weird.
Map!
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
(Morty and Andre next?)
(Marnoa as well)
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
Andre decides that he's not in the mood to let Fuego die... he jumps into the water and attacks the water weird with his staff, using Booming Blade as he does so, hoping that he can get it to let go of the Druid.
Staff - Attack: 12 Damage: 5
Booming Blade (if the monster moves after being stuck): 7
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Morty will also jump into the fray attacking with his Warhammer
(Rolls made in game log, I assume a 9 doesn't hit)
And healing Fuego for 8 with a healing word
Marnoa moves closer and sees the glowing outline of the water elemental, helping him to hone in his shot better. Also he feels Morty’s blessing as well which helps his aim. “This is getting serious…” he says to himself. He points towards the water elemental and attacks it, also summoning some extra help.
Eldritch blast : Attack: 21 Damage: 13 + 1 from bless.
As his ersatz eye swings around to spot the water elemental, he summons a 10 foot long tentacle in the water next to it that swings and attacks it with a 10 foot reach, doing cold damage to it.
Tentacle of the deep : Attack: 21 Damage: 11 + 1 from bless.
A wizard is never late, nor is he early, he arrives precisely when he means to.
((If the tentacle hits it, the movement of the water elemental is slowed by 10 feet.))
A wizard is never late, nor is he early, he arrives precisely when he means to.
Oh yeah, Morty did cast Bless on us, didn't he? Add 3 to Andre's last attack roll, if it's not too much trouble...
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(It is no trouble, but you cannot see Fuego’s elemental, so if you are aiming at it, you’ll need to roll at disadvantage)
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
Holding his enchanted staff in his left hand, Fuego casts burning hands directed at the elemental grappling him (invisible but I assume I can sense its general direction since I can feel it)
(burning hands at second level: 15 fire damage in 15 foot cone, DC 13 DEX save for half damage)
Bonus action: he commands Pyroctopus to fly over and teleport him out again.
Pyroctopus turn:
Move beside Fuego, uses fiery teleportation again to carry them 15 feet south.
The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw (DC 13) or take 5 fire damage.