This post has potentially manipulated dice roll results.
DM: I don't know how legalistic you want to be about this, but I always want to be on the up and up to make sure you know I'm not one to try to break the rules and get away with it. Sylyra "technically" told the summoned beast to attack who he attacked. So, if he had not yet attacked another lizardfolk, you could say the summoned beast would have just dodged instead of attacking a separate target. But I'll let you make the final determination.
Back in his elven form, Sylyra scowls. At least it helped them get the jump on the situation. He grabs his staff with both hands and black, spectral flames race up and down the wood surface. Almost before the words have finished leaving his mouth, he swings at the magicked staff at the lizardfolk in proximity to him. "Attack all the lizardfolk in the water!" he yells to his summoned swamp fish.
This post has potentially manipulated dice roll results.
Hex takes a shot at the severely wounded lizardfolk, hoping to kill it before it can get to Carl. (Not sure if they're within reach but if they are...) Her eye flashes with light as she looses her arrow, marking them her quarry.
Auriel keeps rowing and rowing, ignoring the tirendess of his arms. For the moment the combat seems to go well, but even so he's worried that he'll be too late if the lizardfolk begin to retaliate. At least, he still has four javelins that he can use in case things go south before he can reach the lizardfolk, but he still needs to move forward to be able to used them...
OOC: Giving some more time for Carlthuzad's action and then I'll bot.
Re: the summoned beast, I appreciate the notion. I thought about that but because it's PbP and you don't know exactly when your attack is going to drop an enemy I'd have felt bad being a stickler for the wording.
Carl targets the lizardfolk coming after him, shooting an eldritch blast after the front runner, and backs up as far as he can, trying to keep distance from them.
Uragum likewise assists in rowing the boat to get closer to the lizardfolk with Auriel. "Soon we will be close enough..." he muttered more to himself than to Auriel.
Sylyra's leg tangles with the knotted roots of the swamp floor and his lizardfolk opponent sidesteps his shillelagh, its heavy club streaking for the created opening. The club connects with Sylyra's head; the elf feels a flash of intense disorienting pain, then blood flowing from the created wound. The ringing in his ears drowns out the sound of his summoned beast thrashing with its own opponent, but somehow he maintains his concentration and keeps the beast present in its material form. The lizardfolk still on the raft misses another shot with its blowgun.
In the marsh on the other side of the raft, a lizardfolk flies backward into the swamp, struck by Carlthuzad's blast. One of its companions slows long enough to fire a dart from its blowgun that misses the dwarf, while the other continues forward under a missed arrow from Hex. Auriel and Uragum press forward with the keelboat, nearly reaching Hex and Carlthuzad to meet the lizardfolk advance.
Round 4 Order: Players <===== Lizardfolk
Placement: Five lizardfolk remain. Sylyra is engaged with one lizardfolk at the raft. The summoned beast is engaged with one lizardfolk at the raft. One lizardfolk is 45 feet away from the raft. One lizardfolk is 60 feet away from the raft. Carlthuzad and Hex are 105 feet away from the raft. Auriel and Uragum are on the keelboat, 110 feet away from the raft.
Health: The lizardfolk fighting the summoned beast is severely wounded.
The summoned beast is severely wounded. Sylyra is badly wounded.
OOC: Just in case there's confusion regarding the distances, think of the lizardfolk raft as the 0 point and everything else in a straight line (if that's ever not the case I will try to be as explicit about distance as possible). E.g., one lizardfolk is 60 feet away from the raft and the keelboat is 110 feet away from the raft, so that lizardfolk is 50 feet away from the keelboat.
This post has potentially manipulated dice roll results.
Sylyra's eyes flash as he screams something in Druidic. He feels a wave of magic attempt to stop the flow of blood from his temple. At the same time, he swing his flaming staff at the lizardfolk again.
Auriel's worry increases seeing Sylyra getting badly hit. Luckly, the elf seems to have been able to heal himself, but there are still too many lizardfolk and if they surround him, things might quickly get ugly.
The eladrin notices that one of the creatures has moved away from the raft, and this gives him the chance of using a spell on it. So he rows a bit more and when he's close enough, he yells:
- Fight me, creature!
(OOC: So Auriel is going to move + Action Dash. This will get him 30 feet closer, which leaves him 20 feet away from the closest lizzardfolk right? Then that lizardfolk is within range for a B.A.Compelled duel. WIS save DC 13.)
This post has potentially manipulated dice roll results.
(plz. i just want at least one attack to hit D:)
Hex winces at the sight of Sylyra getting hit and bleeding badly from the lizardfolk's club. As she nocks another arrow to her bow, she glances back and forth between the lizardfolk rushing Carl and the one attacking Sylyra, conflicted on who to shoot. As Auriel finally manages to join the fray, however, Hex immediately turns her bow to the one attacking Sylyra, eye flashing once more as she marks them as her new prey, and fires her arrow.
Bonus Action: Moving Hunter's Mark to lizardfolk fighting Sylyra
Carl continues to backpedal, keeping his eye on the front runner that he had hexed, he fires off another blast of force at him. If he happens to drop to the ground, he will use his bonus action to move the hex to the next lizardfolk chasing him. He continues to move backwards as far as he can. He looks toward the boat as he he sees Sylyra engaged with the lizardfolk, worried about his condition, but then he sees the arrow streak towards Sylyra’s foe and sink in, he laughs despite the danger, saying “C’mon ole Lizard, get what’s comin for ya!”
Eldritch blast : 20 to hit, for 7 points of force damage.
Hex for 3 additional points of necrotic damage on the one chasing him in front. If he drops, he will use a bonus action to switch the hex to the next Lizardfolk in line. (And he will gain 5 temp HP due to dark one’s blessing if he drops.)
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
Judging that he is within striking distance to the raft, and seeing that the others are covering Sylyra. He turns his attention to one of the Lizardfolk on the raft by the hostages. Pulling out the diamond for the spell he holds it up and releases a blast of electricity from it.
When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
Sylyra staggers his opponent with an upswing of the shillelagh, healing some of his wounds in the brief moment before the lizardfolk presses in again. The dart from a blowgun strikes Sylyra, but prepared for the weakening poison this time, he resists its bite. The lizardfolk in front of him violently lurches to the side, splashing into the muck with Hex's arrow lodged deeply into its skull. Its companion in front of the raft is dragged beneath the water by the summoned beast and does not emerge. A blast of electrical energy smashes into the back of the only lizardfolk remaining on the raft, courtesy of Uragum, but it still stands defiant.
Wading through the swamp, the remaining pair of lizardfolk meet the oncoming keelboat being rowed still by Auriel. The creature further behind levies a dart at Uragum; its aim is off. Struck by another well-placed eldritch blast from Carlthuzad, its companion swings its club upward toward Auriel; though he leaps over the strike, the lizardfolk grabs at a leg and pulls itself toward the deck of the keelboat, gnashing its teeth into Auriel.
Round 5 Order: Players <===== Lizardfolk
Placement: Three lizardfolk remain. One lizardfolk is on the raft. Sylyra and his summoned beast are nearby the raft. One lizardfolk is 60 feet away from the raft. One lizardfolk is 75 feet away from the raft, engaged in melee combat with Auriel. Auriel and Uragum are on the keelboat, 80 feet away from the raft. Hex is 105 feet away from the raft. Carlthuzad is 120 feet away from the raft.
Health: The lizardfolk on the raft is badly wounded. The lizardfolk fighting Auriel is wounded.
The summoned beast is severely wounded. Sylyra is wounded. Auriel is lightly wounded.
This post has potentially manipulated dice roll results.
Feeling triumphant in her last attack, Hex aims her bow at the last remaining lizardfolk on the raft while slowly making her way closer towards it. With another flash of light from her eye, she looses her arrow at her prey.
Bonus Action: Move Hunter's Mark onto lizardfolk on raft
The spell Auriel's casted has indeed attracted the lizardfolk as he desired, but it hasn't come alone and now there are two creatures aboard the keelboat. Gritting his teeth, the eladrin ignores the pain from the bite and draws his halberd, swinging it towards the creature he compelled into duel. Unfortunately, the lizardfolk moves swiftly and the attack misses completely.
Carl moves forward near Hex and targets one of the lizardfolk near the keelboat, the same one if still alive. The bolt of force that comes out of him misses the target and he curses under his breath.
DM: I don't know how legalistic you want to be about this, but I always want to be on the up and up to make sure you know I'm not one to try to break the rules and get away with it. Sylyra "technically" told the summoned beast to attack who he attacked. So, if he had not yet attacked another lizardfolk, you could say the summoned beast would have just dodged instead of attacking a separate target. But I'll let you make the final determination.
Back in his elven form, Sylyra scowls. At least it helped them get the jump on the situation. He grabs his staff with both hands and black, spectral flames race up and down the wood surface. Almost before the words have finished leaving his mouth, he swings at the magicked staff at the lizardfolk in proximity to him. "Attack all the lizardfolk in the water!" he yells to his summoned swamp fish.
Bonus: shillelagh
Shillelagh Attack: 11 Damage: 10
The summoned beast attacks the nearest lizardfolk.
Maul Attack: 25 Damage: 7
Hex takes a shot at the severely wounded lizardfolk, hoping to kill it before it can get to Carl. (Not sure if they're within reach but if they are...) Her eye flashes with light as she looses her arrow, marking them her quarry.
Bonus Action: Hunter's Mark
Action: Longbow Attack - 9 Damage - 9 Colossus Slayer - 6
Auriel keeps rowing and rowing, ignoring the tirendess of his arms. For the moment the combat seems to go well, but even so he's worried that he'll be too late if the lizardfolk begin to retaliate. At least, he still has four javelins that he can use in case things go south before he can reach the lizardfolk, but he still needs to move forward to be able to used them...
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
OOC: Giving some more time for Carlthuzad's action and then I'll bot.
Re: the summoned beast, I appreciate the notion. I thought about that but because it's PbP and you don't know exactly when your attack is going to drop an enemy I'd have felt bad being a stickler for the wording.
See my profile for all my PbP threads!
Carl targets the lizardfolk coming after him, shooting an eldritch blast after the front runner, and backs up as far as he can, trying to keep distance from them.
Eldritch blast 17 to hit, for 10 points of force damage.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Uragum likewise assists in rowing the boat to get closer to the lizardfolk with Auriel. "Soon we will be close enough..." he muttered more to himself than to Auriel.
Sylyra's leg tangles with the knotted roots of the swamp floor and his lizardfolk opponent sidesteps his shillelagh, its heavy club streaking for the created opening. The club connects with Sylyra's head; the elf feels a flash of intense disorienting pain, then blood flowing from the created wound. The ringing in his ears drowns out the sound of his summoned beast thrashing with its own opponent, but somehow he maintains his concentration and keeps the beast present in its material form. The lizardfolk still on the raft misses another shot with its blowgun.
In the marsh on the other side of the raft, a lizardfolk flies backward into the swamp, struck by Carlthuzad's blast. One of its companions slows long enough to fire a dart from its blowgun that misses the dwarf, while the other continues forward under a missed arrow from Hex. Auriel and Uragum press forward with the keelboat, nearly reaching Hex and Carlthuzad to meet the lizardfolk advance.
Round 4 Order:
Players <=====
Lizardfolk
Placement:
Five lizardfolk remain.
Sylyra is engaged with one lizardfolk at the raft.
The summoned beast is engaged with one lizardfolk at the raft.
One lizardfolk is 45 feet away from the raft.
One lizardfolk is 60 feet away from the raft.
Carlthuzad and Hex are 105 feet away from the raft.
Auriel and Uragum are on the keelboat, 110 feet away from the raft.
Health:
The lizardfolk fighting the summoned beast is severely wounded.
The summoned beast is severely wounded.
Sylyra is badly wounded.
OOC: Just in case there's confusion regarding the distances, think of the lizardfolk raft as the 0 point and everything else in a straight line (if that's ever not the case I will try to be as explicit about distance as possible). E.g., one lizardfolk is 60 feet away from the raft and the keelboat is 110 feet away from the raft, so that lizardfolk is 50 feet away from the keelboat.
See my profile for all my PbP threads!
Sylyra's eyes flash as he screams something in Druidic. He feels a wave of magic attempt to stop the flow of blood from his temple. At the same time, he swing his flaming staff at the lizardfolk again.
Bonus: healing word on self: 5
Action: shillelagh: Attack: 16 Damage: 9
Sylyra's summoned beast continues attacking its lizardfolk target.
Maul Attack: 8 Damage: 10
PS: DM, I should have two 2nd level slots gone because I cast both protection from poison and summon beast.
Auriel's worry increases seeing Sylyra getting badly hit. Luckly, the elf seems to have been able to heal himself, but there are still too many lizardfolk and if they surround him, things might quickly get ugly.
The eladrin notices that one of the creatures has moved away from the raft, and this gives him the chance of using a spell on it. So he rows a bit more and when he's close enough, he yells:
- Fight me, creature!
(OOC: So Auriel is going to move + Action Dash. This will get him 30 feet closer, which leaves him 20 feet away from the closest lizzardfolk right? Then that lizardfolk is within range for a B.A.Compelled duel. WIS save DC 13.)
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
OOC: Good catch, I completely missed protection from poison I think.
See my profile for all my PbP threads!
(plz. i just want at least one attack to hit D:)
Hex winces at the sight of Sylyra getting hit and bleeding badly from the lizardfolk's club. As she nocks another arrow to her bow, she glances back and forth between the lizardfolk rushing Carl and the one attacking Sylyra, conflicted on who to shoot. As Auriel finally manages to join the fray, however, Hex immediately turns her bow to the one attacking Sylyra, eye flashing once more as she marks them as her new prey, and fires her arrow.
Bonus Action: Moving Hunter's Mark to lizardfolk fighting Sylyra
Action: Longbow Attack - 27 Damage - 8 Colossus Slayer - 4 Hunter's Mark - 1
(OMG FINALLY AND ITS A CRIT TOO!!!)
Critical Damage - 5 Critical Colossus Slayer - 1 Critical Hunter's Mark - 5
Carl continues to backpedal, keeping his eye on the front runner that he had hexed, he fires off another blast of force at him. If he happens to drop to the ground, he will use his bonus action to move the hex to the next lizardfolk chasing him. He continues to move backwards as far as he can. He looks toward the boat as he he sees Sylyra engaged with the lizardfolk, worried about his condition, but then he sees the arrow streak towards Sylyra’s foe and sink in, he laughs despite the danger, saying “C’mon ole Lizard, get what’s comin for ya!”
Eldritch blast : 20 to hit, for 7 points of force damage.
Hex for 3 additional points of necrotic damage on the one chasing him in front. If he drops, he will use a bonus action to switch the hex to the next Lizardfolk in line. (And he will gain 5 temp HP due to dark one’s blessing if he drops.)
A wizard is never late, nor is he early, he arrives precisely when he means to.
Judging that he is within striking distance to the raft, and seeing that the others are covering Sylyra. He turns his attention to one of the Lizardfolk on the raft by the hostages. Pulling out the diamond for the spell he holds it up and releases a blast of electricity from it.
Action: Chromatic Orb 1st level Attack: 19 Damage: 11
Reaction if needed:
When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
Sylyra staggers his opponent with an upswing of the shillelagh, healing some of his wounds in the brief moment before the lizardfolk presses in again. The dart from a blowgun strikes Sylyra, but prepared for the weakening poison this time, he resists its bite. The lizardfolk in front of him violently lurches to the side, splashing into the muck with Hex's arrow lodged deeply into its skull. Its companion in front of the raft is dragged beneath the water by the summoned beast and does not emerge. A blast of electrical energy smashes into the back of the only lizardfolk remaining on the raft, courtesy of Uragum, but it still stands defiant.
Wading through the swamp, the remaining pair of lizardfolk meet the oncoming keelboat being rowed still by Auriel. The creature further behind levies a dart at Uragum; its aim is off. Struck by another well-placed eldritch blast from Carlthuzad, its companion swings its club upward toward Auriel; though he leaps over the strike, the lizardfolk grabs at a leg and pulls itself toward the deck of the keelboat, gnashing its teeth into Auriel.
Round 5 Order:
Players <=====
Lizardfolk
Placement:
Three lizardfolk remain.
One lizardfolk is on the raft.
Sylyra and his summoned beast are nearby the raft.
One lizardfolk is 60 feet away from the raft.
One lizardfolk is 75 feet away from the raft, engaged in melee combat with Auriel.
Auriel and Uragum are on the keelboat, 80 feet away from the raft.
Hex is 105 feet away from the raft.
Carlthuzad is 120 feet away from the raft.
Health:
The lizardfolk on the raft is badly wounded.
The lizardfolk fighting Auriel is wounded.
The summoned beast is severely wounded.
Sylyra is wounded.
Auriel is lightly wounded.
See my profile for all my PbP threads!
Feeling triumphant in her last attack, Hex aims her bow at the last remaining lizardfolk on the raft while slowly making her way closer towards it. With another flash of light from her eye, she looses her arrow at her prey.
Bonus Action: Move Hunter's Mark onto lizardfolk on raft
Movement: Use 30ft to move 15ft closer to raft
Action: Longbow Attack - 8 Damage - 4 Colossus Slayer - 2 Hunter's Mark - 2
The spell Auriel's casted has indeed attracted the lizardfolk as he desired, but it hasn't come alone and now there are two creatures aboard the keelboat. Gritting his teeth, the eladrin ignores the pain from the bite and draws his halberd, swinging it towards the creature he compelled into duel. Unfortunately, the lizardfolk moves swiftly and the attack misses completely.
(Halberd attack: 8).
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
Rerolling
Action: Longbow Attack - 14 Damage - 6 Colossus Slayer - 8 Hunter's Mark - 4
Carl moves forward near Hex and targets one of the lizardfolk near the keelboat, the same one if still alive. The bolt of force that comes out of him misses the target and he curses under his breath.
Eldritch blast : Nat 1 + 5 : 6
A wizard is never late, nor is he early, he arrives precisely when he means to.
OOC: Hex's shot is going to kill the lizardfolk on the raft near Sylyra.
See my profile for all my PbP threads!