After the first blow hits the wolf, the duo attack again.
Dire Wolf bite to hit: 22 damage: 11
Polar Bear bite to hit: 23 Damage: 10 Polar Bear claws to hit: 8 damage: 13
Both of the elemental's blows connect knocking Eladan out of wild shape. He BA casts shillelagh and attacks with his club while the bear tears into the creature.
Eladan to hit: 22 damage: 10
Polar Bear bite to hit: 19 Damage: 10 Polar Bear claws to hit: 16 damage: 7
After the first blow hits the wolf, the duo attack again.
Dire Wolf bite to hit: 22 damage: 11
Polar Bear bite to hit: 23 Damage: 10 Polar Bear claws to hit: 8 damage: 13
Both of the elemental's blows connect knocking Eladan out of wild shape. He BA casts shillelagh and attacks with his club while the bear tears into the creature.
Eladan to hit: 22 damage: 10
Polar Bear bite to hit: 19 Damage: 10 Polar Bear claws to hit: 16 damage: 7
After taking 20 damage, The Earth Elemental Myrmidon (20/127), Multiattack
After the first blow hits the wolf, the duo attack again.
Dire Wolf bite to hit: 22 damage: 11
Polar Bear bite to hit: 23 Damage: 10 Polar Bear claws to hit: 8 damage: 13
Both of the elemental's blows connect knocking Eladan out of wild shape. He BA casts shillelagh and attacks with his club while the bear tears into the creature.
Eladan to hit: 22 damage: 10
Polar Bear bite to hit: 19 Damage: 10 Polar Bear claws to hit: 16 damage: 7
After taking 20 damage, The Earth Elemental Myrmidon (20/127), Multiattack
After the first blow hits the wolf, the duo attack again.
Dire Wolf bite to hit: 22 damage: 11
Polar Bear bite to hit: 23 Damage: 10 Polar Bear claws to hit: 8 damage: 13
Both of the elemental's blows connect knocking Eladan out of wild shape. He BA casts shillelagh and attacks with his club while the bear tears into the creature.
Eladan to hit: 22 damage: 10
Polar Bear bite to hit: 19 Damage: 10 Polar Bear claws to hit: 16 damage: 7
After taking 20 damage, The Earth Elemental Myrmidon (20/127), Multiattack
Both of the elemental's attacks miss. Eladan and his summoned bear attack once again.
Eladan to hit: 11 damage: 14
Polar Bear bite to hit: 8 Damage: 9 Polar Bear claws to hit: 24 damage: 11
Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 17 Damage: 12 Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 19 Damage: 11 Both of the elemental's attacks miss. Eladan and his summoned bear attack once again. >>did 17 and 19 miss?
With the T4 8500 -> T5 18500, this is my plans for Roger's extra cash
Studded Leather +2: 6000 (already has the base armor) Shield +1: 1500 Total: 7500 2,500 remaining and added to pre-existing 1,008 leftover from last time
(gonna try seeing if I can do this fight without buffs like Potion of Heroism; think it's reasonable and have a decent chance of good maneuvering. If not, I'll see about a mid-combat Longstrider)
After fighting the Gauth, Roger seeks further information about what his brother Peter was doing in this vile land. After finding the map he says to himself, "I will continue your quest, brother." and after a rest, heads with purpose to close the portals. Dressed for battle, but naively thinking the Gauth could have possibly been the last of his worries he stumbles into a fight.
Initiative: 15+6 = 21 Earth Elemental Myrmidon
Earth Elemental Myrmidon rolls initiative: 20
Question, which map should we assume? Same as Smoke and Oakum is using with the Wyvern? (Just thinking in terms of getting the general location of things.)
Simplest map thus far. The Elemental Plane of Earth is a vast cave with a ceiling, nearly 1000 feet high and as low as 100 feet high in tighter spots. Nearly no natural light sources and very little phosphorescence plants and mushrooms. Vast earth, rock, and stone, mostly level ground and some difficult terrain forming 5 foot and 10 foot squares.
How far away from the elemental would I start? Also, with the lesser light how would that impact visibility?
Assuming a start within 60ft Roger gasps as he gets sight of the elemental and its plated form. It's plated-, he smiles, form. Casting Heat Metal on the plate armor and assuming his Starry Chalice Form he darts back as the game comes afoot.
Action: Heat Metal Concentration, 1/12 Disadvantages attacks while in contact with the metal Damage: 8+1 = 9 fire
Bonus Action: Chalice Star Form
Movement: Trying to get 35->60ft from the elemental (gonna try throw in things like Thunderwave to try those out)
60 feet is fine to start After taking 9 damage from Heat Metal, The Earth Elemental Myrmidon (118/127), double moves to get into melee adjacent.
With the Myrmidon upon him, Roger lets loose a Thunderwave to try and dispel the creature's presence.
Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail
If Myrmidon Fails Save: Bonus Action: Heat Metal damage: 5+4 = 9 fire Move: 30ft back (40ft total distance) If Myrmidon Makes Save: Bonus Action: Rabbit Hop 15ft back (5 * prof) Movement: 30ft back (45ft total distance)
With the T4 8500 -> T5 18500, this is my plans for Roger's extra cash
Studded Leather +2: 6000 (already has the base armor) Shield +1: 1500 Total: 7500 2,500 remaining and added to pre-existing 1,008 leftover from last time
(gonna try seeing if I can do this fight without buffs like Potion of Heroism; think it's reasonable and have a decent chance of good maneuvering. If not, I'll see about a mid-combat Longstrider)
After fighting the Gauth, Roger seeks further information about what his brother Peter was doing in this vile land. After finding the map he says to himself, "I will continue your quest, brother." and after a rest, heads with purpose to close the portals. Dressed for battle, but naively thinking the Gauth could have possibly been the last of his worries he stumbles into a fight.
Initiative: 15+6 = 21 Earth Elemental Myrmidon
Earth Elemental Myrmidon rolls initiative: 20
Question, which map should we assume? Same as Smoke and Oakum is using with the Wyvern? (Just thinking in terms of getting the general location of things.)
Simplest map thus far. The Elemental Plane of Earth is a vast cave with a ceiling, nearly 1000 feet high and as low as 100 feet high in tighter spots. Nearly no natural light sources and very little phosphorescence plants and mushrooms. Vast earth, rock, and stone, mostly level ground and some difficult terrain forming 5 foot and 10 foot squares.
How far away from the elemental would I start? Also, with the lesser light how would that impact visibility?
Assuming a start within 60ft Roger gasps as he gets sight of the elemental and its plated form. It's plated-, he smiles, form. Casting Heat Metal on the plate armor and assuming his Starry Chalice Form he darts back as the game comes afoot.
Action: Heat Metal Concentration, 1/12 Disadvantages attacks while in contact with the metal Damage: 8+1 = 9 fire
Bonus Action: Chalice Star Form
Movement: Trying to get 35->60ft from the elemental (gonna try throw in things like Thunderwave to try those out)
60 feet is fine to start After taking 9 damage from Heat Metal, The Earth Elemental Myrmidon (118/127), double moves to get into melee adjacent.
With the Myrmidon upon him, Roger lets loose a Thunderwave to try and dispel the creature's presence.
Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail
If Myrmidon Fails Save: Bonus Action: Heat Metal damage: 5+4 = 9 fire Move: 30ft back (40ft total distance) If Myrmidon Makes Save: Bonus Action: Rabbit Hop 15ft back (5 * prof) Movement: 30ft back (45ft total distance)
Heat Metal at 2/12 rounds
The Earth Elemental Myrmidon (118/127), makes a Constitution Save DC 15 vs 22
With the T4 8500 -> T5 18500, this is my plans for Roger's extra cash
Studded Leather +2: 6000 (already has the base armor) Shield +1: 1500 Total: 7500 2,500 remaining and added to pre-existing 1,008 leftover from last time
(gonna try seeing if I can do this fight without buffs like Potion of Heroism; think it's reasonable and have a decent chance of good maneuvering. If not, I'll see about a mid-combat Longstrider)
After fighting the Gauth, Roger seeks further information about what his brother Peter was doing in this vile land. After finding the map he says to himself, "I will continue your quest, brother." and after a rest, heads with purpose to close the portals. Dressed for battle, but naively thinking the Gauth could have possibly been the last of his worries he stumbles into a fight.
Initiative: 15+6 = 21 Earth Elemental Myrmidon
Earth Elemental Myrmidon rolls initiative: 20
Question, which map should we assume? Same as Smoke and Oakum is using with the Wyvern? (Just thinking in terms of getting the general location of things.)
Simplest map thus far. The Elemental Plane of Earth is a vast cave with a ceiling, nearly 1000 feet high and as low as 100 feet high in tighter spots. Nearly no natural light sources and very little phosphorescence plants and mushrooms. Vast earth, rock, and stone, mostly level ground and some difficult terrain forming 5 foot and 10 foot squares.
How far away from the elemental would I start? Also, with the lesser light how would that impact visibility?
Assuming a start within 60ft Roger gasps as he gets sight of the elemental and its plated form. It's plated-, he smiles, form. Casting Heat Metal on the plate armor and assuming his Starry Chalice Form he darts back as the game comes afoot.
Action: Heat Metal Concentration, 1/12 Disadvantages attacks while in contact with the metal Damage: 8+1 = 9 fire
Bonus Action: Chalice Star Form
Movement: Trying to get 35->60ft from the elemental (gonna try throw in things like Thunderwave to try those out)
60 feet is fine to start After taking 9 damage from Heat Metal, The Earth Elemental Myrmidon (118/127), double moves to get into melee adjacent.
With the Myrmidon upon him, Roger lets loose a Thunderwave to try and dispel the creature's presence.
Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail
If Myrmidon Fails Save: Bonus Action: Heat Metal damage: 5+4 = 9 fire Move: 30ft back (40ft total distance) If Myrmidon Makes Save: Bonus Action: Rabbit Hop 15ft back (5 * prof) Movement: 30ft back (45ft total distance)
Heat Metal at 2/12 rounds
Bonus Action: Heat Metal damage: 5+4 = 9 fire Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail The Earth Elemental Myrmidon (118/127), makes a Constitution Save DC 15 vs 10
After taking 9 damage and 12 damage, The Earth Elemental Myrmidon (97/127), with 8 intelligence, will take full action to loosen the plate armor, new AC 10, next turn it will be able to drop the armor. Move 30 feet closer to bridge the gap.
After the first blow hits the wolf, the duo attack again.
Dire Wolf bite to hit: 22 damage: 11
Polar Bear bite to hit: 23 Damage: 10 Polar Bear claws to hit: 8 damage: 13
Both of the elemental's blows connect knocking Eladan out of wild shape. He BA casts shillelagh and attacks with his club while the bear tears into the creature.
Eladan to hit: 22 damage: 10
Polar Bear bite to hit: 19 Damage: 10 Polar Bear claws to hit: 16 damage: 7
After taking 20 damage, The Earth Elemental Myrmidon (20/127), Multiattack
Both of the elemental's attacks miss. Eladan and his summoned bear attack once again.
Eladan to hit: 11 damage: 14
Polar Bear bite to hit: 8 Damage: 9 Polar Bear claws to hit: 24 damage: 11
Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 17 Damage: 12 Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 19 Damage: 11 Both of the elemental's attacks miss. Eladan and his summoned bear attack once again. >>did 17 and 19 miss?
He had dropped out of wildshape cause of the previous attacks, his AC is 21
With the T4 8500 -> T5 18500, this is my plans for Roger's extra cash
Studded Leather +2: 6000 (already has the base armor) Shield +1: 1500 Total: 7500 2,500 remaining and added to pre-existing 1,008 leftover from last time
(gonna try seeing if I can do this fight without buffs like Potion of Heroism; think it's reasonable and have a decent chance of good maneuvering. If not, I'll see about a mid-combat Longstrider)
After fighting the Gauth, Roger seeks further information about what his brother Peter was doing in this vile land. After finding the map he says to himself, "I will continue your quest, brother." and after a rest, heads with purpose to close the portals. Dressed for battle, but naively thinking the Gauth could have possibly been the last of his worries he stumbles into a fight.
Initiative: 15+6 = 21 Earth Elemental Myrmidon
Earth Elemental Myrmidon rolls initiative: 20
Question, which map should we assume? Same as Smoke and Oakum is using with the Wyvern? (Just thinking in terms of getting the general location of things.)
Simplest map thus far. The Elemental Plane of Earth is a vast cave with a ceiling, nearly 1000 feet high and as low as 100 feet high in tighter spots. Nearly no natural light sources and very little phosphorescence plants and mushrooms. Vast earth, rock, and stone, mostly level ground and some difficult terrain forming 5 foot and 10 foot squares.
How far away from the elemental would I start? Also, with the lesser light how would that impact visibility?
Assuming a start within 60ft Roger gasps as he gets sight of the elemental and its plated form. It's plated-, he smiles, form. Casting Heat Metal on the plate armor and assuming his Starry Chalice Form he darts back as the game comes afoot.
Action: Heat Metal Concentration, 1/12 Disadvantages attacks while in contact with the metal Damage: 8+1 = 9 fire
Bonus Action: Chalice Star Form
Movement: Trying to get 35->60ft from the elemental (gonna try throw in things like Thunderwave to try those out)
60 feet is fine to start After taking 9 damage from Heat Metal, The Earth Elemental Myrmidon (118/127), double moves to get into melee adjacent.
With the Myrmidon upon him, Roger lets loose a Thunderwave to try and dispel the creature's presence.
Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail
If Myrmidon Fails Save: Bonus Action: Heat Metal damage: 5+4 = 9 fire Move: 30ft back (40ft total distance) If Myrmidon Makes Save: Bonus Action: Rabbit Hop 15ft back (5 * prof) Movement: 30ft back (45ft total distance)
Heat Metal at 2/12 rounds
Bonus Action: Heat Metal damage: 5+4 = 9 fire Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail The Earth Elemental Myrmidon (118/127), makes a Constitution Save DC 15 vs 10
After taking 9 damage and 12 damage, The Earth Elemental Myrmidon (97/127), with 8 intelligence, will take full action to loosen the plate armor, new AC 10, next turn it will be able to drop the armor. Move 30 feet closer to bridge the gap.
Roger gulps down a sigh as the plate armor begins to get loosened. He deals another bout of damage with the Heat Metal while he can, steps back, casts Erupting Earth around where the Myrmidon is and retreats further.
(got a picture of where I'm casting it just for simplicity; blue box is now rough terrain from Erupting Earth)
Action: Erupting Earth Damage: 10+1+1 = 12 (was hoping for better numbers there; oh well) bludgeoning Save DC DEX 15 for half damage
Bonus Action: Heat Metal damage Damage: 7+1 = 8 fire
After the first blow hits the wolf, the duo attack again.
Dire Wolf bite to hit: 22 damage: 11
Polar Bear bite to hit: 23 Damage: 10 Polar Bear claws to hit: 8 damage: 13
Both of the elemental's blows connect knocking Eladan out of wild shape. He BA casts shillelagh and attacks with his club while the bear tears into the creature.
Eladan to hit: 22 damage: 10
Polar Bear bite to hit: 19 Damage: 10 Polar Bear claws to hit: 16 damage: 7
After taking 20 damage, The Earth Elemental Myrmidon (20/127), Multiattack
Both of the elemental's attacks miss. Eladan and his summoned bear attack once again.
Eladan to hit: 11 damage: 14
Polar Bear bite to hit: 8 Damage: 9 Polar Bear claws to hit: 24 damage: 11
Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 17 Damage: 12 Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 19 Damage: 11 Both of the elemental's attacks miss. Eladan and his summoned bear attack once again. >>did 17 and 19 miss?
He had dropped out of wildshape cause of the previous attacks, his AC is 21
That's awesome, my mistake.
The Polar Bear does 11 damage, The Earth Elemental Myrmidon (9/127), Multiattack
With the T4 8500 -> T5 18500, this is my plans for Roger's extra cash
Studded Leather +2: 6000 (already has the base armor) Shield +1: 1500 Total: 7500 2,500 remaining and added to pre-existing 1,008 leftover from last time
(gonna try seeing if I can do this fight without buffs like Potion of Heroism; think it's reasonable and have a decent chance of good maneuvering. If not, I'll see about a mid-combat Longstrider)
After fighting the Gauth, Roger seeks further information about what his brother Peter was doing in this vile land. After finding the map he says to himself, "I will continue your quest, brother." and after a rest, heads with purpose to close the portals. Dressed for battle, but naively thinking the Gauth could have possibly been the last of his worries he stumbles into a fight.
Initiative: 15+6 = 21 Earth Elemental Myrmidon
Earth Elemental Myrmidon rolls initiative: 20
Question, which map should we assume? Same as Smoke and Oakum is using with the Wyvern? (Just thinking in terms of getting the general location of things.)
Simplest map thus far. The Elemental Plane of Earth is a vast cave with a ceiling, nearly 1000 feet high and as low as 100 feet high in tighter spots. Nearly no natural light sources and very little phosphorescence plants and mushrooms. Vast earth, rock, and stone, mostly level ground and some difficult terrain forming 5 foot and 10 foot squares.
How far away from the elemental would I start? Also, with the lesser light how would that impact visibility?
Assuming a start within 60ft Roger gasps as he gets sight of the elemental and its plated form. It's plated-, he smiles, form. Casting Heat Metal on the plate armor and assuming his Starry Chalice Form he darts back as the game comes afoot.
Action: Heat Metal Concentration, 1/12 Disadvantages attacks while in contact with the metal Damage: 8+1 = 9 fire
Bonus Action: Chalice Star Form
Movement: Trying to get 35->60ft from the elemental (gonna try throw in things like Thunderwave to try those out)
60 feet is fine to start After taking 9 damage from Heat Metal, The Earth Elemental Myrmidon (118/127), double moves to get into melee adjacent.
With the Myrmidon upon him, Roger lets loose a Thunderwave to try and dispel the creature's presence.
Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail
If Myrmidon Fails Save: Bonus Action: Heat Metal damage: 5+4 = 9 fire Move: 30ft back (40ft total distance) If Myrmidon Makes Save: Bonus Action: Rabbit Hop 15ft back (5 * prof) Movement: 30ft back (45ft total distance)
Heat Metal at 2/12 rounds
Bonus Action: Heat Metal damage: 5+4 = 9 fire Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail The Earth Elemental Myrmidon (118/127), makes a Constitution Save DC 15 vs 10
After taking 9 damage and 12 damage, The Earth Elemental Myrmidon (97/127), with 8 intelligence, will take full action to loosen the plate armor, new AC 10, next turn it will be able to drop the armor. Move 30 feet closer to bridge the gap.
Roger gulps down a sigh as the plate armor begins to get loosened. He deals another bout of damage with the Heat Metal while he can, steps back, casts Erupting Earth around where the Myrmidon is and retreats further.
(got a picture of where I'm casting it just for simplicity; blue box is now rough terrain from Erupting Earth)
Action: Erupting Earth Damage: 10+1+1 = 12 (was hoping for better numbers there; oh well) bludgeoning Save DC DEX 15 for half damage
Bonus Action: Heat Metal damage Damage: 7+1 = 8 fire
Movement: (see picture; follows red arrow)
After taking 12 damage and 8 damage, The Earth Elemental Myrmidon (77/127), will drop the plate armor and Move 30 feet closer to bridge the gap.
After the first blow hits the wolf, the duo attack again.
Dire Wolf bite to hit: 22 damage: 11
Polar Bear bite to hit: 23 Damage: 10 Polar Bear claws to hit: 8 damage: 13
Both of the elemental's blows connect knocking Eladan out of wild shape. He BA casts shillelagh and attacks with his club while the bear tears into the creature.
Eladan to hit: 22 damage: 10
Polar Bear bite to hit: 19 Damage: 10 Polar Bear claws to hit: 16 damage: 7
After taking 20 damage, The Earth Elemental Myrmidon (20/127), Multiattack
Both of the elemental's attacks miss. Eladan and his summoned bear attack once again.
Eladan to hit: 11 damage: 14
Polar Bear bite to hit: 8 Damage: 9 Polar Bear claws to hit: 24 damage: 11
Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 17 Damage: 12 Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 19 Damage: 11 Both of the elemental's attacks miss. Eladan and his summoned bear attack once again. >>did 17 and 19 miss?
He had dropped out of wildshape cause of the previous attacks, his AC is 21
That's awesome, my mistake.
The Polar Bear does 11 damage, The Earth Elemental Myrmidon (9/127), Multiattack
With the T4 8500 -> T5 18500, this is my plans for Roger's extra cash
Studded Leather +2: 6000 (already has the base armor) Shield +1: 1500 Total: 7500 2,500 remaining and added to pre-existing 1,008 leftover from last time
(gonna try seeing if I can do this fight without buffs like Potion of Heroism; think it's reasonable and have a decent chance of good maneuvering. If not, I'll see about a mid-combat Longstrider)
After fighting the Gauth, Roger seeks further information about what his brother Peter was doing in this vile land. After finding the map he says to himself, "I will continue your quest, brother." and after a rest, heads with purpose to close the portals. Dressed for battle, but naively thinking the Gauth could have possibly been the last of his worries he stumbles into a fight.
Initiative: 15+6 = 21 Earth Elemental Myrmidon
Earth Elemental Myrmidon rolls initiative: 20
Question, which map should we assume? Same as Smoke and Oakum is using with the Wyvern? (Just thinking in terms of getting the general location of things.)
Simplest map thus far. The Elemental Plane of Earth is a vast cave with a ceiling, nearly 1000 feet high and as low as 100 feet high in tighter spots. Nearly no natural light sources and very little phosphorescence plants and mushrooms. Vast earth, rock, and stone, mostly level ground and some difficult terrain forming 5 foot and 10 foot squares.
How far away from the elemental would I start? Also, with the lesser light how would that impact visibility?
Assuming a start within 60ft Roger gasps as he gets sight of the elemental and its plated form. It's plated-, he smiles, form. Casting Heat Metal on the plate armor and assuming his Starry Chalice Form he darts back as the game comes afoot.
Action: Heat Metal Concentration, 1/12 Disadvantages attacks while in contact with the metal Damage: 8+1 = 9 fire
Bonus Action: Chalice Star Form
Movement: Trying to get 35->60ft from the elemental (gonna try throw in things like Thunderwave to try those out)
60 feet is fine to start After taking 9 damage from Heat Metal, The Earth Elemental Myrmidon (118/127), double moves to get into melee adjacent.
With the Myrmidon upon him, Roger lets loose a Thunderwave to try and dispel the creature's presence.
Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail
If Myrmidon Fails Save: Bonus Action: Heat Metal damage: 5+4 = 9 fire Move: 30ft back (40ft total distance) If Myrmidon Makes Save: Bonus Action: Rabbit Hop 15ft back (5 * prof) Movement: 30ft back (45ft total distance)
Heat Metal at 2/12 rounds
Bonus Action: Heat Metal damage: 5+4 = 9 fire Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail The Earth Elemental Myrmidon (118/127), makes a Constitution Save DC 15 vs 10
After taking 9 damage and 12 damage, The Earth Elemental Myrmidon (97/127), with 8 intelligence, will take full action to loosen the plate armor, new AC 10, next turn it will be able to drop the armor. Move 30 feet closer to bridge the gap.
Roger gulps down a sigh as the plate armor begins to get loosened. He deals another bout of damage with the Heat Metal while he can, steps back, casts Erupting Earth around where the Myrmidon is and retreats further.
(got a picture of where I'm casting it just for simplicity; blue box is now rough terrain from Erupting Earth)
Action: Erupting Earth Damage: 10+1+1 = 12 (was hoping for better numbers there; oh well) bludgeoning Save DC DEX 15 for half damage
Bonus Action: Heat Metal damage Damage: 7+1 = 8 fire
Movement: (see picture; follows red arrow)
After taking 12 damage and 8 damage, The Earth Elemental Myrmidon (77/127), will drop the plate armor and Move 30 feet closer to bridge the gap.
OOC: I think you forgot the Myrmidon's DEX saving throw against the Erupting Earth. So might take 6 less damage.
Seeing the Myrmidon now plate-less and charging, Roger decides to take a risky move. Cursing himself under his breath for not positioning himself better before, he darts towards the rough terrain, readying for a cat-and-mouse. "Come and get it." he taunts as he unleashes a guiding bolt.
(thinking the odds are that at least one attack will get through, will use the absorb elements reaction and retaliate with a Thorn Whip, possibly use the inspiration to get advantage on the strength saving throw, and then maneuver with the erupt earth's rough terrain and rabbit hop; so hoping to get some use out of those spells and of course the Chalice form's healing)
and then use my hidden step as a bonus action: As a bonus action, turn invisible until the start of your next turn, you attack, deal damage, or farce a saving throw, once per short rest.
Make a Stealth Check with advantage for moving silently while invisible, so that I can roll Perception to help pinpoint your square.
Wyvern Perception check 14, pinpointing a square in a 10x10 grid 4
After taking Guiding Bolt, 9 damage, The Wyvern (101/110) pounces onto your location, attacking a square and using a multiattack
Wyvern Bite, Attack: 19 Damage: 15 Wyvern Stinger, Attack: 17 Damage: 9, on hit, Constitution Save DC 15, to take half of 28 poison damage.
Stealth check 2
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
and then use my hidden step as a bonus action: As a bonus action, turn invisible until the start of your next turn, you attack, deal damage, or farce a saving throw, once per short rest.
Make a Stealth Check with advantage for moving silently while invisible, so that I can roll Perception to help pinpoint your square.
Wyvern Perception check 14, pinpointing a square in a 10x10 grid 4
After taking Guiding Bolt, 9 damage, The Wyvern (101/110) pounces onto your location, attacking a square and using a multiattack
Wyvern Bite, Attack: 19 Damage: 15 Wyvern Stinger, Attack: 17 Damage: 9, on hit, Constitution Save DC 15, to take half of 28 poison damage.
Stealth check 19
Since I assume a nat 20 succeeds, and neither attack hits anyway, I cast Spiritual Weapon and attack with it, before taking the dodge action. Attack: 17 Damage: 9
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
After the first blow hits the wolf, the duo attack again.
Dire Wolf bite to hit: 22 damage: 11
Polar Bear bite to hit: 23 Damage: 10 Polar Bear claws to hit: 8 damage: 13
Both of the elemental's blows connect knocking Eladan out of wild shape. He BA casts shillelagh and attacks with his club while the bear tears into the creature.
Eladan to hit: 22 damage: 10
Polar Bear bite to hit: 19 Damage: 10 Polar Bear claws to hit: 16 damage: 7
After taking 20 damage, The Earth Elemental Myrmidon (20/127), Multiattack
Both of the elemental's attacks miss. Eladan and his summoned bear attack once again.
Eladan to hit: 11 damage: 14
Polar Bear bite to hit: 8 Damage: 9 Polar Bear claws to hit: 24 damage: 11
Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 17 Damage: 12 Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 19 Damage: 11 Both of the elemental's attacks miss. Eladan and his summoned bear attack once again. >>did 17 and 19 miss?
He had dropped out of wildshape cause of the previous attacks, his AC is 21
That's awesome, my mistake.
The Polar Bear does 11 damage, The Earth Elemental Myrmidon (9/127), Multiattack
With the T4 8500 -> T5 18500, this is my plans for Roger's extra cash
Studded Leather +2: 6000 (already has the base armor) Shield +1: 1500 Total: 7500 2,500 remaining and added to pre-existing 1,008 leftover from last time
(gonna try seeing if I can do this fight without buffs like Potion of Heroism; think it's reasonable and have a decent chance of good maneuvering. If not, I'll see about a mid-combat Longstrider)
After fighting the Gauth, Roger seeks further information about what his brother Peter was doing in this vile land. After finding the map he says to himself, "I will continue your quest, brother." and after a rest, heads with purpose to close the portals. Dressed for battle, but naively thinking the Gauth could have possibly been the last of his worries he stumbles into a fight.
Initiative: 15+6 = 21 Earth Elemental Myrmidon
Earth Elemental Myrmidon rolls initiative: 20
Question, which map should we assume? Same as Smoke and Oakum is using with the Wyvern? (Just thinking in terms of getting the general location of things.)
Simplest map thus far. The Elemental Plane of Earth is a vast cave with a ceiling, nearly 1000 feet high and as low as 100 feet high in tighter spots. Nearly no natural light sources and very little phosphorescence plants and mushrooms. Vast earth, rock, and stone, mostly level ground and some difficult terrain forming 5 foot and 10 foot squares.
How far away from the elemental would I start? Also, with the lesser light how would that impact visibility?
Assuming a start within 60ft Roger gasps as he gets sight of the elemental and its plated form. It's plated-, he smiles, form. Casting Heat Metal on the plate armor and assuming his Starry Chalice Form he darts back as the game comes afoot.
Action: Heat Metal Concentration, 1/12 Disadvantages attacks while in contact with the metal Damage: 8+1 = 9 fire
Bonus Action: Chalice Star Form
Movement: Trying to get 35->60ft from the elemental (gonna try throw in things like Thunderwave to try those out)
60 feet is fine to start After taking 9 damage from Heat Metal, The Earth Elemental Myrmidon (118/127), double moves to get into melee adjacent.
With the Myrmidon upon him, Roger lets loose a Thunderwave to try and dispel the creature's presence.
Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail
If Myrmidon Fails Save: Bonus Action: Heat Metal damage: 5+4 = 9 fire Move: 30ft back (40ft total distance) If Myrmidon Makes Save: Bonus Action: Rabbit Hop 15ft back (5 * prof) Movement: 30ft back (45ft total distance)
Heat Metal at 2/12 rounds
Bonus Action: Heat Metal damage: 5+4 = 9 fire Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail The Earth Elemental Myrmidon (118/127), makes a Constitution Save DC 15 vs 10
After taking 9 damage and 12 damage, The Earth Elemental Myrmidon (97/127), with 8 intelligence, will take full action to loosen the plate armor, new AC 10, next turn it will be able to drop the armor. Move 30 feet closer to bridge the gap.
Roger gulps down a sigh as the plate armor begins to get loosened. He deals another bout of damage with the Heat Metal while he can, steps back, casts Erupting Earth around where the Myrmidon is and retreats further.
(got a picture of where I'm casting it just for simplicity; blue box is now rough terrain from Erupting Earth)
Action: Erupting Earth Damage: 10+1+1 = 12 (was hoping for better numbers there; oh well) bludgeoning Save DC DEX 15 for half damage
Bonus Action: Heat Metal damage Damage: 7+1 = 8 fire
Movement: (see picture; follows red arrow)
After taking 12 damage and 8 damage, The Earth Elemental Myrmidon (77/127), will drop the plate armor and Move 30 feet closer to bridge the gap.
OOC: I think you forgot the Myrmidon's DEX saving throw against the Erupting Earth. So might take 6 less damage.
Seeing the Myrmidon now plate-less and charging, Roger decides to take a risky move. Cursing himself under his breath for not positioning himself better before, he darts towards the rough terrain, readying for a cat-and-mouse. "Come and get it." he taunts as he unleashes a guiding bolt.
(thinking the odds are that at least one attack will get through, will use the absorb elements reaction and retaliate with a Thorn Whip, possibly use the inspiration to get advantage on the strength saving throw, and then maneuver with the erupt earth's rough terrain and rabbit hop; so hoping to get some use out of those spells and of course the Chalice form's healing)
Current positioning
Taking 17 damage from Guiding Bolt, The Earth Elemental Myrmidon (60/127) makes a retroactive Dex save DC 15 vs 9 for Erupting Earth,
Moving closer and attacking if possible. Maul Attack: 27 Damage: 25 Maul Attack: 19 Damage: 11
With the T4 8500 -> T5 18500, this is my plans for Roger's extra cash
Studded Leather +2: 6000 (already has the base armor) Shield +1: 1500 Total: 7500 2,500 remaining and added to pre-existing 1,008 leftover from last time
(gonna try seeing if I can do this fight without buffs like Potion of Heroism; think it's reasonable and have a decent chance of good maneuvering. If not, I'll see about a mid-combat Longstrider)
After fighting the Gauth, Roger seeks further information about what his brother Peter was doing in this vile land. After finding the map he says to himself, "I will continue your quest, brother." and after a rest, heads with purpose to close the portals. Dressed for battle, but naively thinking the Gauth could have possibly been the last of his worries he stumbles into a fight.
Initiative: 15+6 = 21 Earth Elemental Myrmidon
Earth Elemental Myrmidon rolls initiative: 20
Question, which map should we assume? Same as Smoke and Oakum is using with the Wyvern? (Just thinking in terms of getting the general location of things.)
Simplest map thus far. The Elemental Plane of Earth is a vast cave with a ceiling, nearly 1000 feet high and as low as 100 feet high in tighter spots. Nearly no natural light sources and very little phosphorescence plants and mushrooms. Vast earth, rock, and stone, mostly level ground and some difficult terrain forming 5 foot and 10 foot squares.
How far away from the elemental would I start? Also, with the lesser light how would that impact visibility?
Assuming a start within 60ft Roger gasps as he gets sight of the elemental and its plated form. It's plated-, he smiles, form. Casting Heat Metal on the plate armor and assuming his Starry Chalice Form he darts back as the game comes afoot.
Action: Heat Metal Concentration, 1/12 Disadvantages attacks while in contact with the metal Damage: 8+1 = 9 fire
Bonus Action: Chalice Star Form
Movement: Trying to get 35->60ft from the elemental (gonna try throw in things like Thunderwave to try those out)
60 feet is fine to start After taking 9 damage from Heat Metal, The Earth Elemental Myrmidon (118/127), double moves to get into melee adjacent.
With the Myrmidon upon him, Roger lets loose a Thunderwave to try and dispel the creature's presence.
Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail
If Myrmidon Fails Save: Bonus Action: Heat Metal damage: 5+4 = 9 fire Move: 30ft back (40ft total distance) If Myrmidon Makes Save: Bonus Action: Rabbit Hop 15ft back (5 * prof) Movement: 30ft back (45ft total distance)
Heat Metal at 2/12 rounds
Bonus Action: Heat Metal damage: 5+4 = 9 fire Action: Thunderwave Damage: 6+6 = 12 thunder damage Save CON 15: half damage on save; full damage and pushed 10ft on fail The Earth Elemental Myrmidon (118/127), makes a Constitution Save DC 15 vs 10
After taking 9 damage and 12 damage, The Earth Elemental Myrmidon (97/127), with 8 intelligence, will take full action to loosen the plate armor, new AC 10, next turn it will be able to drop the armor. Move 30 feet closer to bridge the gap.
Roger gulps down a sigh as the plate armor begins to get loosened. He deals another bout of damage with the Heat Metal while he can, steps back, casts Erupting Earth around where the Myrmidon is and retreats further.
(got a picture of where I'm casting it just for simplicity; blue box is now rough terrain from Erupting Earth)
Action: Erupting Earth Damage: 10+1+1 = 12 (was hoping for better numbers there; oh well) bludgeoning Save DC DEX 15 for half damage
Bonus Action: Heat Metal damage Damage: 7+1 = 8 fire
Movement: (see picture; follows red arrow)
After taking 12 damage and 8 damage, The Earth Elemental Myrmidon (77/127), will drop the plate armor and Move 30 feet closer to bridge the gap.
OOC: I think you forgot the Myrmidon's DEX saving throw against the Erupting Earth. So might take 6 less damage.
Seeing the Myrmidon now plate-less and charging, Roger decides to take a risky move. Cursing himself under his breath for not positioning himself better before, he darts towards the rough terrain, readying for a cat-and-mouse. "Come and get it." he taunts as he unleashes a guiding bolt.
(thinking the odds are that at least one attack will get through, will use the absorb elements reaction and retaliate with a Thorn Whip, possibly use the inspiration to get advantage on the strength saving throw, and then maneuver with the erupt earth's rough terrain and rabbit hop; so hoping to get some use out of those spells and of course the Chalice form's healing)
Current positioning
Taking 17 damage from Guiding Bolt, The Earth Elemental Myrmidon (60/127) makes a retroactive Dex save DC 15 vs 9 for Erupting Earth,
Moving closer and attacking if possible. Maul Attack: 27 Damage: 25 Maul Attack: 19 Damage: 11
Well that critical is certainly worthy of the name. And I am really glad I misread the Thunderous Strike ability. (I'd thought it was an addition to maul attacks, not a separate thing on its own. Another 6d10 thunder would've been brutal.)
The myrmidon's maul does brutal damage to Roger and he shouts in pain at the attack. Instinctively he hops back and unleashes a fiery burst.
Action: Produce Flame To-Hit: Max(5,12) + 7 = 19 Damage: 6+2 = 8 fire (advantage from guiding bolt last round)
Bonus Action: Rabbit Hop (15ft, does not provoke opportunity attack)
After taking 22 damage, The Earth Elemental Myrmidon (18/127), Multiattack
Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 20 Damage: 10
Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 19 Damage: 13
Both of the elemental's blows connect knocking Eladan out of wild shape. He BA casts shillelagh and attacks with his club while the bear tears into the creature.
Eladan to hit: 22 damage: 10
Polar Bear bite to hit: 19 Damage: 10
Polar Bear claws to hit: 16 damage: 7
After taking 20 damage, The Earth Elemental Myrmidon (20/127), Multiattack
Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 17 Damage: 12
Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 19 Damage: 11
Both of the elemental's attacks miss. Eladan and his summoned bear attack once again.
Eladan to hit: 11 damage: 14
Polar Bear bite to hit: 8 Damage: 9
Polar Bear claws to hit: 24 damage: 11
Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 17 Damage: 12
Earth Elemental Myrmidon, targets Dire Wolf, Maul Attack: 19 Damage: 11
Both of the elemental's attacks miss. Eladan and his summoned bear attack once again.
>>did 17 and 19 miss?
With the Myrmidon upon him, Roger lets loose a Thunderwave to try and dispel the creature's presence.
Action: Thunderwave
Damage: 6+6 = 12 thunder damage
Save CON 15: half damage on save; full damage and pushed 10ft on fail
If Myrmidon Fails Save:
Bonus Action: Heat Metal damage: 5+4 = 9 fire
Move: 30ft back (40ft total distance)
If Myrmidon Makes Save:
Bonus Action: Rabbit Hop 15ft back (5 * prof)
Movement: 30ft back (45ft total distance)
Heat Metal at 2/12 rounds
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
The Earth Elemental Myrmidon (118/127), makes a Constitution Save DC 15 vs 22
After taking 9 damage and 12 damage, The Earth Elemental Myrmidon (97/127), with 8 intelligence, will take full action to loosen the plate armor, new AC 10, next turn it will be able to drop the armor. Move 30 feet closer to bridge the gap.
He had dropped out of wildshape cause of the previous attacks, his AC is 21
Roger gulps down a sigh as the plate armor begins to get loosened. He deals another bout of damage with the Heat Metal while he can, steps back, casts Erupting Earth around where the Myrmidon is and retreats further.
(got a picture of where I'm casting it just for simplicity; blue box is now rough terrain from Erupting Earth)
Action: Erupting Earth
Damage: 10+1+1 = 12 (was hoping for better numbers there; oh well) bludgeoning
Save DC DEX 15 for half damage
Bonus Action: Heat Metal damage
Damage: 7+1 = 8 fire
Movement: (see picture; follows red arrow)
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
That's awesome, my mistake.
The Polar Bear does 11 damage, The Earth Elemental Myrmidon (9/127), Multiattack
Earth Elemental Myrmidon, targets Polar Bear, Maul Attack: 21 Damage: 10
Earth Elemental Myrmidon, targets Polar Bear, Maul Attack: 14 Damage: 9
After taking 12 damage and 8 damage, The Earth Elemental Myrmidon (77/127), will drop the plate armor and Move 30 feet closer to bridge the gap.
(no worries) The polar bear gets hit by the elemental's attack snarls and attacks with tooth and claw. Eladan also raises his club and swings away.
Eladan to hit: 13 damage: 7
Polar Bear bite to hit: 25 Damage: 13
Polar Bear claws to hit: 24 damage: 17
OOC: I think you forgot the Myrmidon's DEX saving throw against the Erupting Earth. So might take 6 less damage.
Seeing the Myrmidon now plate-less and charging, Roger decides to take a risky move. Cursing himself under his breath for not positioning himself better before, he darts towards the rough terrain, readying for a cat-and-mouse. "Come and get it." he taunts as he unleashes a guiding bolt.
Action: Guiding Bolt
To-Hit: 17+7 = 24
Damage: 2+5+6+4 = 17 radiant
(thinking the odds are that at least one attack will get through, will use the absorb elements reaction and retaliate with a Thorn Whip, possibly use the inspiration to get advantage on the strength saving throw, and then maneuver with the erupt earth's rough terrain and rabbit hop; so hoping to get some use out of those spells and of course the Chalice form's healing)
Current positioning
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Stealth check 2
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Since I assume a nat 20 succeeds, and neither attack hits anyway, I cast Spiritual Weapon and attack with it, before taking the dodge action. Attack: 17 Damage: 9
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
The Earth Elemental Myrmidon is struck down, crumbles and leaves only its plate armor in a pile of dirt.
Congratulations, 2900 XP earned
Taking 17 damage from Guiding Bolt, The Earth Elemental Myrmidon (60/127) makes a retroactive Dex save DC 15 vs 9 for Erupting Earth,
Moving closer and attacking if possible.
Maul Attack: 27 Damage: 25
Maul Attack: 19 Damage: 11
Well that critical is certainly worthy of the name. And I am really glad I misread the Thunderous Strike ability. (I'd thought it was an addition to maul attacks, not a separate thing on its own. Another 6d10 thunder would've been brutal.)
The myrmidon's maul does brutal damage to Roger and he shouts in pain at the attack. Instinctively he hops back and unleashes a fiery burst.
Action: Produce Flame
To-Hit: Max(5,12) + 7 = 19
Damage: 6+2 = 8 fire
(advantage from guiding bolt last round)
Bonus Action: Rabbit Hop (15ft, does not provoke opportunity attack)
Movement: 30ft
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
@VitusW
Taking 8 damage from Produce Flame, The Earth Elemental Myrmidon (52/127) moves and mutliattacks
Maul Attack: 17 Damage: 15
Maul Attack: 10 Damage: 8