(OOC: @Aaggie - the harpy is currently on the ground and prone and poisoned in the location shown on the map. Avery can definitely engage in melee, and it's a good moment to use any feature that ups his damage per turn.)
(OOC: The harpy is also prone after falling out of the air, so Avery should be attacking with advantage. Might as well roll again to see whether you can get lucky and score a critical hit for some extra damage.)
This post has potentially manipulated dice roll results.
Araphise 15 DEX Save from Ice Knife: 16
Toska casts Sacred Flame from the back of the room. DC 12 DEX Save: 15 or 7 Radiant Damage.
Araphise shrieks as she rises up, "Foul scum, come to my parlour if you want to play anymore!". She casts Darkness again, plunging Avery into magical darkness, she then flies away. Back south down the hall way at the back of the room. Avery can take an Opportunity Attack against her if he wishes.
You all are up, Araphise has fled back to the southern room. Avery is currently in magical darkness.
(OOC: The harpy is also prone after falling out of the air, so Avery should be attacking with advantage. Might as well roll again to see whether you can get lucky and score a critical hit for some extra damage.)
(OOC: At the start of our turn, there's a hemisphere of Darkness in the southwest corner of the room, and the harpy is now out-of-sight somewhere down the southern hallway, right?)
She has 80ft of flying movement. So by the time you look down the hallway, she's already far beyond the torchlight. You see down that hall another room that looks very similar to the one you are in, except that the four columns in the southern chamber have been connected to each other with branch-like perches, 5-10' off the floor. On these branches are hung many coins, jewellery, and fancy looking bags.
Xanrym loads a non-poisoned bolt into his crossbow. He moves east, past Toska and then south toward the tunnel. He positions himself just to the east of the hallway's opening, just inside the current room. (He wants to be out of sight of any spells the harpy can cast but in position to fire his crossbow down the hallway next round.) To help Avery, who is the only one covered by the Darkness, Xanrym says, "Avery, are you OK? The harpy flew down the tunnel. It's ahead of you and a little toward me. She's currently out of sight."
Referring to Calm Emotions, Xanrym says, "We still have protection from her song, and I have some healing magic left. The harpy should still be feeling the effects of that poison, but if one of you goes forward, I bet she'll still swoop down to attack. You could attack her as she approaches or hold her down so that she can't fly away?"
Movement: 60', as described above Action: Dash Free Action: Talking, Item Interaction: load crossbow
Avery is able to find his way out of the magical darkness and comes out into the room. So is the plan to all go down the hall with your heavies up front? It will take a couple turns but we can just fast forward to that bit. If anyone wanted to do some kind of preparation you can also cast buffing spells in that time if you want.
(OOC: Yes, would agree with that plan... simul post and just using an action in case it's useful to distract her with some Mage Hand pilfering of the items. But Theldrin's main objective would be to press the attack)
Can you roll a DC 12 Deception check for me Theldrin. I'll wait for a couple more to confirm that's the plan but a contested Deception roll would be helpful to see if Araphise falls for the mage hand trick.
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The missles rocket into the harpy, who seems piturbed now. "Spicy meal is it? You'll die screaming! I promise it."
Avery and Liarin are up, Araphise is on the floor of the chamber but getting up.
Still prone until her turn?
Yes absolutely
As Avery has no means of engaging , he is going to back up so at least the wall is behind him, then see if he can find the door.
(OOC: @Aaggie - the harpy is currently on the ground and prone and poisoned in the location shown on the map. Avery can definitely engage in melee, and it's a good moment to use any feature that ups his damage per turn.)
Liarin casts Ice Knife on the Harpy, missing (AC 8, Nat 1) with the shard but the ice explodes anyway. (Dex Save DC 15 or 13 cold damage)
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Didn't know, will engage Attack: 23, damage: 10
(OOC: The harpy is also prone after falling out of the air, so Avery should be attacking with advantage. Might as well roll again to see whether you can get lucky and score a critical hit for some extra damage.)
Araphise 15 DEX Save from Ice Knife: 16
Toska casts Sacred Flame from the back of the room. DC 12 DEX Save: 15 or 7 Radiant Damage.
Araphise shrieks as she rises up, "Foul scum, come to my parlour if you want to play anymore!". She casts Darkness again, plunging Avery into magical darkness, she then flies away. Back south down the hall way at the back of the room. Avery can take an Opportunity Attack against her if he wishes.
You all are up, Araphise has fled back to the southern room. Avery is currently in magical darkness.
22
(OOC: At the start of our turn, there's a hemisphere of Darkness in the southwest corner of the room, and the harpy is now out-of-sight somewhere down the southern hallway, right?)
Theldrin moves up to look down the southern hallway, seeing if he can get a Fire Bolt shot on Araphise as she retreats.
She has 80ft of flying movement. So by the time you look down the hallway, she's already far beyond the torchlight. You see down that hall another room that looks very similar to the one you are in, except that the four columns in the southern chamber have been connected to each other with branch-like perches, 5-10' off the floor. On these branches are hung many coins, jewellery, and fancy looking bags.
You're all still up, but Theldrin has used his movement.
Xanrym: Round 4
Xanrym loads a non-poisoned bolt into his crossbow. He moves east, past Toska and then south toward the tunnel. He positions himself just to the east of the hallway's opening, just inside the current room. (He wants to be out of sight of any spells the harpy can cast but in position to fire his crossbow down the hallway next round.) To help Avery, who is the only one covered by the Darkness, Xanrym says, "Avery, are you OK? The harpy flew down the tunnel. It's ahead of you and a little toward me. She's currently out of sight."
Referring to Calm Emotions, Xanrym says, "We still have protection from her song, and I have some healing magic left. The harpy should still be feeling the effects of that poison, but if one of you goes forward, I bet she'll still swoop down to attack. You could attack her as she approaches or hold her down so that she can't fly away?"
Movement: 60', as described above
Action: Dash
Free Action: Talking, Item Interaction: load crossbow
Concentration: Calm Emotions round 5 of 10
Avery will move, trying to feel the wall and follow the directions provided to get close to the harpy.
Avery is able to find his way out of the magical darkness and comes out into the room. So is the plan to all go down the hall with your heavies up front? It will take a couple turns but we can just fast forward to that bit. If anyone wanted to do some kind of preparation you can also cast buffing spells in that time if you want.
Theldrin casts Mage Hand 30 feet in front of him, in the direction of the columns with the hanging items.
(OOC: Yes, would agree with that plan... simul post and just using an action in case it's useful to distract her with some Mage Hand pilfering of the items. But Theldrin's main objective would be to press the attack)
Can you roll a DC 12 Deception check for me Theldrin. I'll wait for a couple more to confirm that's the plan but a contested Deception roll would be helpful to see if Araphise falls for the mage hand trick.