The swamp-dweller who reached Utar fares better against the human spirit's crossbow bolt. His companion, on the other hand, never sees it coming. (Lizardfolk Scout#4 {I-17} takes 11 radiant damage, Lizardfolk Scout#3 {H-15} takes 22 radiant damage.)
-> This happens before Utar has to roll a concentration check {DC 10}: 5
Denae shift the direction of he Gust of Wind to the south, hoping to soon push at least one lizardfolk away from Neya. Other than that, Denae tries to free herself from the entangling roots on her feet.
(OOC: Original goal was to ready movement for after the shaman(?) lizardfolk acted, even at the risk of drawing attention to himself. But for simplicity's ake, I'm more than willing to roll with things as-is. And with that in mind, he'll forgo the attack to get utar a re-roll on his conc. save.)
Reaction. Bountiful Luck on Utar, allowing a re-roll on the 1.
Without missing a beat, Doozey goes from bending fate of Utar more in the Half-orc's favor to stabbing the absolute mess out of the nearby Lizardfokl scout. The moment the scout falls, it is off further along the river for the stoutling with every intent on closing in on the shaman.
Bonus Action: Activate Crimson Rite, taking 4 in the process.
Action: Bloody Stinger (Melee, Non-Lethal)Apostle - Attack(#1): 12 Damage: 13 of magical slashing and lightning to Lizardfolk(#4). (Melee, Non-Lethal)Apostle - Attack(#2): 15 Damage: 12 of magical slashing and lightning to Lizardfolk(#4).
Movement: 30ft Sout (if lizardfolk above is slain).
Action(Biscuit): [Action]dodge[/action].
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Abet, Ilim and Grewalt flicker slightly, but then seem to come flaring back into reality with a vengeance, that said though, the half-orc focuses on the immediate problem in front of him.
Bonecounter swings out and looks to return the favour to the lizardfolk infront of him, if not at the first time of asking, then at the second (war priest).
(OOC: Hmm... I either misinterpreted @Ori's original intention with the ready action or it wasn't very clear. Either way, thanks for rolling with it. The eventual reaction is now accounted for here. Spirit Guardians remains.)
(@MB: Please feel free to roll the damage for Spirit Guardians during your turn. I can use it or not depending on how things evolve during the turn.)
Sparing a look at Grewalt & Co., Utar refocuses on the threat ahead of him and nullifies it with two powerful strikes of his new mace. (Lizardfolk Scout#4 {I-17} takes 25 magical bludgeoning damage and is DEFEATED.)
Forced to react to the stumbling scout, Doozey nicks his own skin before murdering the disturber of meticulously arranged watery hiding spots. (Lizardfolk Scout#3 {H-15} takes 31 magical slashing and lightning damaage and is DEFEATED; Doozey takes 1 damage.)
Doozey then swims closer to his next target while Biscuit maintains his own hiding spot.
This post has potentially manipulated dice roll results.
DM's Screen:
5 (16)
Dropping her first spell, now effectively nullified, the Lithe Lizardfolk casts another one. Doozey is a bit too close for her tastes, so she summons a huge sea serpent to deal with the halfling hunter. The blue-scaled reptile could easily swallow Doozey in one go, judging by the size of its maw.
07. Doozey & Biscuit (92/92 & 45/45) - Crimson Rite; Biscuit is hidden and has dodged;
03. Lithe Lizardfolk (white) - concentrating on Conjure Animals;
MAP:
NOTE: The entire region counts as difficult terrain to you unless you have a swimming speed to swim on the river or other feature that negates the swampy terrain. Yellow circle represents Spirit Guardians. Blue rectangle represents Gust of Wind.
This post has potentially manipulated dice roll results.
DM's Screen:
STR save {DC 14}: 14 (4)
WISsave {DC 16}: 5
Neya's next punch rocks the closest lizardfolk. Her next strike is weaker than she planned, failing to overpower her foe's thick scales. She recovers it all with a round-house kick, which breaks the neck of the unfortunate scout. (Lizardfolk Scout#1 {I-19} takes 26 magical bludgeoning damage and is DEFEATED.)
This post has potentially manipulated dice roll results.
The remaining scout cannot deal with either Ilim or the strong gust of wind blowing on his face. He takes a radiant blast to the chest and is forced 15 feet backwards. (Lizardfolk Scout#2 {L-20} takes 3 radiant damage and is DEFEATED.)
Invigorated by the presence of the nearby River Serpent, the scout changes targets and walks to the edge of the river. Before the incoming lizardfolk's attacks are delivered onto Doozey, the River Serpent attempts to constrict the water-halfling.
Thinking fast, Doozey dives away from the serpent and the scout's first attack. The halfling emerges a bit too soon and is bonked on the head with a spiky shield. (Doozeytakes 6 piercing damage.)
Denae can't move as fast as the enemies but finds an angle {G-22} that allows her to aim her gust of wind at Doozey's assailants. There is no immediate reaction, however. Controlling the wind with one hand, she has to then resort to plucking a dart from her belt and lobbing it at the enemy spellcaster.
While not the more preferred means to get over the shock of seeing the new arrival, Doozey took the bop to the head in stride for the most part in taking more elusive maneuvers in diving deeper into the water. He bursts out of the water almost a second later, and while doing his best to use the snake's own body as a shield, he clamored over the beast while keeping to more evasive maneuvers until eventually he's able to leap from it altogether to approach the wizard. Just prior to that, he barks out a word in sylvan, finally granting Biscuit the orders he needed to begin rushing onto the battlefield past some others.
This post has potentially manipulated dice roll results.
With all the immediate lizardfolk down, Utar focusses attention on the remaining targets, the serpent and the shaman. Deciding to keep going with his scary drum shield as he wades through the marsh, Utar finally points Bonecounter at the shaman. A flash of light erupts from the mace and streaks across the swamp towards the shaman.
Utar moves with difficulty but reduces the distance separating him from the enemy spellcaster. A Guiding Bolt flies true through the muggy swamp air and delivers the first blow to the lithe foe. (Lithe Lizardfolk {R-20} takes 14 radiant damage.)
Doozey uses his diminutive size to evade incoming blows and swim past the nearby enemies. This does not mean they won't try to get a hold of the halfling:
NOTE: The entire region counts as difficult terrain to you unless you have a swimming speed to swim on the river or other feature that negates the swampy terrain. Yellow circle represents Spirit Guardians. Blue shape represents Gust of Wind.
This post has potentially manipulated dice roll results.
With the other lizardfolk out of her face, Neya runs to backup Doozey (to Q-19) in dealing with lithe, brightly-shining one (using 1 ki point for Step of the Wind if she is going through difficult terrain).
The swamp-dweller who reached Utar fares better against the human spirit's crossbow bolt. His companion, on the other hand, never sees it coming. (Lizardfolk Scout#4 {I-17} takes 11 radiant damage, Lizardfolk Scout#3 {H-15} takes 22 radiant damage.)
-> This happens before Utar has to roll a concentration check {DC 10}: 5
Denae shift the direction of he Gust of Wind to the south, hoping to soon push at least one lizardfolk away from Neya. Other than that, Denae tries to free herself from the entangling roots on her feet.
-> Denae's STR saving throw {DC 12}: 12
-> Utar
losesmaintains concentration on Spirit Guardians due to Bountiful Luck and associated reroll (reference and reference).-> Denae is no longer restrained.
Denae moves to {D-20}.
(Utar and Doozey are up next.)
(OOC: Original goal was to ready movement for after the shaman(?) lizardfolk acted, even at the risk of drawing attention to himself. But for simplicity's ake, I'm more than willing to roll with things as-is. And with that in mind, he'll forgo the attack to get utar a re-roll on his conc. save.)
Reaction. Bountiful Luck on Utar, allowing a re-roll on the 1.
Without missing a beat, Doozey goes from bending fate of Utar more in the Half-orc's favor to stabbing the absolute mess out of the nearby Lizardfokl scout. The moment the scout falls, it is off further along the river for the stoutling with every intent on closing in on the shaman.
Bonus Action: Activate Crimson Rite, taking 4 in the process.
Action: Bloody Stinger
(Melee, Non-Lethal)Apostle - Attack(#1): 12 Damage: 13 of magical slashing and lightning to Lizardfolk(#4).
(Melee, Non-Lethal)Apostle - Attack(#2): 15 Damage: 12 of magical slashing and lightning to Lizardfolk(#4).
Movement: 30ft Sout (if lizardfolk above is slain).
Action(Biscuit): [Action]dodge[/action].
When you realize you're doing too much: Signature.
Re-roll to Concentration: 18
Abet, Ilim and Grewalt flicker slightly, but then seem to come flaring back into reality with a vengeance, that said though, the half-orc focuses on the immediate problem in front of him.
Bonecounter swings out and looks to return the favour to the lizardfolk infront of him, if not at the first time of asking, then at the second (war priest).
Movement: Standing his ground
Action: Attack: 14 Damage: 11
Bonus Action: Attack: 17 Damage: 11
(OOC: Hmm... I either misinterpreted @Ori's original intention with the ready action or it wasn't very clear. Either way, thanks for rolling with it. The eventual reaction is now accounted for here. Spirit Guardians remains.)
(@MB: Please feel free to roll the damage for Spirit Guardians during your turn. I can use it or not depending on how things evolve during the turn.)
Sparing a look at Grewalt & Co., Utar refocuses on the threat ahead of him and nullifies it with two powerful strikes of his new mace. (Lizardfolk Scout#4 {I-17} takes 25 magical bludgeoning damage and is DEFEATED.)
Forced to react to the stumbling scout, Doozey nicks his own skin before murdering the disturber of meticulously arranged watery hiding spots. (Lizardfolk Scout#3 {H-15} takes 31 magical slashing and lightning damaage and is DEFEATED; Doozey takes 1 damage.)
Doozey then swims closer to his next target while Biscuit maintains his own hiding spot.
(Lithe Lizardfolk goes next.)
DM's Screen:
5 (16)
Dropping her first spell, now effectively nullified, the Lithe Lizardfolk casts another one. Doozey is a bit too close for her tastes, so she summons a huge sea serpent to deal with the halfling hunter. The blue-scaled reptile could easily swallow Doozey in one go, judging by the size of its maw.
The shaman then retreats a bit {R-20}.
END OF INITIATIVE ROUND 2
(Neya is up next.)
Neya keeps up her assault on her chosen target despite the rapidly-changing field of battle.
Unarmed Attack: 17 Damage: 9
Extra Unarmed Attack: 18 Damage: 10
Bonus Unarmed Attack: 21 Damage: 8
(if any attack takes down the lizardfolk, she will start work on the other nearby one)
Extended Signature
DM's Screen:
STR save {DC 14}: 14 (4)
WISsave {DC 16}: 5
Neya's next punch rocks the closest lizardfolk. Her next strike is weaker than she planned, failing to overpower her foe's thick scales. She recovers it all with a round-house kick, which breaks the neck of the unfortunate scout. (Lizardfolk Scout#1 {I-19} takes 26 magical bludgeoning damage and is DEFEATED.)
-> Spirit Guardians damage: 14
The remaining scout cannot deal with either Ilim or the strong gust of wind blowing on his face. He takes a radiant blast to the chest and is forced 15 feet backwards. (Lizardfolk Scout#2 {L-20} takes 3 radiant damage and is DEFEATED.)
Invigorated by the presence of the nearby River Serpent, the scout changes targets and walks to the edge of the river. Before the incoming lizardfolk's attacks are delivered onto Doozey, the River Serpent attempts to constrict the water-halfling.
-> Constrict: Attack: 7 Damage: 15
-> On a hit, Doozey becomes grappled and grappled.
-> Morningstar vs Doozey: Attack: 6 Damage: 7 (if advantage: 24; if crit: 5.)
-> Spiked Shield vs Doozey: Attack: 9 Damage: 4 (if advantage: 22; if crit: 7.)
DM's Screen:
CON save, if needed {DC 10}: 9
Thinking fast, Doozey dives away from the serpent and the scout's first attack. The halfling emerges a bit too soon and is bonked on the head with a spiky shield. (Doozey takes 6 piercing damage.)
Denae can't move as fast as the enemies but finds an angle {G-22} that allows her to aim her gust of wind at Doozey's assailants. There is no immediate reaction, however. Controlling the wind with one hand, she has to then resort to plucking a dart from her belt and lobbing it at the enemy spellcaster.
-> Dart (long range): Attack: 12 Damage: 8
The shaman side-steps the slowly lobbed projectile and prepares to retaliate.
(Utar and Doozey are up next.)
While not the more preferred means to get over the shock of seeing the new arrival, Doozey took the bop to the head in stride for the most part in taking more elusive maneuvers in diving deeper into the water. He bursts out of the water almost a second later, and while doing his best to use the snake's own body as a shield, he clamored over the beast while keeping to more evasive maneuvers until eventually he's able to leap from it altogether to approach the wizard. Just prior to that, he barks out a word in sylvan, finally granting Biscuit the orders he needed to begin rushing onto the battlefield past some others.
Bonus Action(Doozey): Command Biscut to Hurry on!
Action(Doozey): Dodge.
Movement(Doozey): To R-19, taking AoOs from both Lizardfolk and Giant Snake.
Movement/Action(Biscuit): Rush to J-21.
When you realize you're doing too much: Signature.
With all the immediate lizardfolk down, Utar focusses attention on the remaining targets, the serpent and the shaman. Deciding to keep going with his scary drum shield as he wades through the marsh, Utar finally points Bonecounter at the shaman. A flash of light erupts from the mace and streaks across the swamp towards the shaman.
Move: K,17
Action: guiding bolt Attack: 19 Damage: 14
DM's Screen:
CON save {DC 10}: 12
Utar moves with difficulty but reduces the distance separating him from the enemy spellcaster. A Guiding Bolt flies true through the muggy swamp air and delivers the first blow to the lithe foe. (Lithe Lizardfolk {R-20} takes 14 radiant damage.)
Doozey uses his diminutive size to evade incoming blows and swim past the nearby enemies. This does not mean they won't try to get a hold of the halfling:
-> Constrict: Attack: 7 Damage: 17
-> On a hit, Doozey becomes grappled and restrained.
-> Morningstar vs Doozey: Attack: 5 Damage: 6 (if advantage: 13; if crit: 3.)
(OOC: I forgot the disadvantage placed on the attack rolls above but I guess that won't make a difference 😂)
Although still in the water, Doozey is now right next to the shaman.
Far away, Biscuit finally receives the "Go!" command.
The shaman then strives to show Doozey that she also has claws and fangs:
-> Bite vs. Doozey (dodge): Attack: 5 Damage: 3 (11,5)
-> Claws vs. Doozey (dodge): Attack: 6 Damage: 4 (7,5)
But her attempts are pitiful
END OF INITIATIVE ROUND 3
(Neya is up next.)
With the other lizardfolk out of her face, Neya runs to backup Doozey (to Q-19) in dealing with lithe, brightly-shining one (using 1 ki point for Step of the Wind if she is going through difficult terrain).
Unarmed Attack: 22 Damage: 7
Extra Unarmed Attack: 20 Damage: 11
(if Step of the Wind is not used)
Bonus Unarmed Attack: 13 Damage: 11
Extended Signature