Oh, yeah, you rolled a 25. Guiding Bolt definitely hit. Sorry I failed to narrate it. I did include the damage from it. The mind flayer is still alive.
An uneasy feel8ng if displacement, different from a mere transition between planes, results in your emerg3nce in the Far Realm.
This area appears to duplicate the same space as the cathedral the adventures just left (forty-five feet by one-hundred-ten feet). The main difference is the only visible way out is back through the portal.
This area is well lit. The charging Gith Capacitor creates A LOT of light.
A star spawn seer and its guardian star spawn hulk are helping the ulitharid charge the artifact.
Due to the disorienting nature of the Far Realm, the adventurers make any initiative checks with disadvanta
Experiencing the Far Realm is not for the weak of mind. EVERY round the adventurers are in the Far Realm, they must each make a successful DC 15 Wisdom saving throw at the beginning of each turn or suffer the effects of confusion that round.
(Note: The chart has been modified from the one in the Player’s Handbook to more accurately reflect the effects of the Far Realm.)
Here’s the roll 🤞🏻: 60
Then will disengage 30-feet back towards the rest of the party.
Wait, you counted Kalak but what about Quadere's Guiding Bolt?
Meili Liang Lvl 5 Monk
Dice
Sorry, I'm confused. Can you elaborate? I'll go back and look, but no guarantee thst will make it any clearer.
Post https://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/166114-rrakkma?comment=662 you described that Kalak hit but did not mention if Quadere's spell hit as well.
Meili Liang Lvl 5 Monk
Dice
Oh, yeah, you rolled a 25. Guiding Bolt definitely hit. Sorry I failed to narrate it. I did include the damage from it. The mind flayer is still alive.
PCs are up
Quadere: Sacred Flame 12 (Dex save 16)
Kalak repeats his assault: Scorching Ray
Ray 1: Bless 1 + 27 Damage: 11
Ray 2: Bless 4 + 21 Damage: 9
Ray 3: Bless 2 + 16 Damage: 4
Meili Liang Lvl 5 Monk
Dice
The divine and arcane casters join forces to vaporize the remaining mind flayer. As it psychically screams its dying thought.
"You're too late! You've already lost. The Gith Capacitor is nearly charged. The Illirhid empire will not vanish!"
<end combat. Portal?>
Portal!
Meili Liang Lvl 5 Monk
Dice
To the portal!
An uneasy feel8ng if displacement, different from a mere transition between planes, results in your emerg3nce in the Far Realm.
This area appears to duplicate the same space as the cathedral the adventures just left (forty-five feet by one-hundred-ten feet). The main difference is the only visible way out is back through the portal.
This area is well lit. The charging Gith Capacitor creates A LOT of light.
A star spawn seer and its guardian star spawn hulk are helping the ulitharid charge the artifact.
Due to the disorienting nature of the Far Realm, the adventurers make any initiative checks with disadvanta
Experiencing the Far Realm is not for the weak of mind. EVERY round the adventurers are in the Far Realm, they must each make a successful DC 15 Wisdom saving throw at the beginning of each turn or suffer the effects of confusion that round.
(Note: The chart has been modified from the one in the Player’s Handbook to more accurately reflect the effects of the Far Realm.)
Initiative Quadere: 19 (no advantage for disadvantage, it was 3), Kalak: 3
Meili Liang Lvl 5 Monk
Dice
Kalak: 11 (fixed curly brace)
Initiative target = 16
Vendelen initiative 10, Wis save 5
(I hate this script! The bracket was fixed and the roll was 21. Now it's 12)
Meili Liang Lvl 5 Monk
Dice
Initiative: 27
Yes, that was at disadvantage
Wisdom save: 7
Vishnu confusion effect 10