Coriana, gravely injured, steps forward and puts everything on the line trying to take down the injured necrohulk, but has great difficulty cutting through the beasts thick hide.
BA: Hex on the injured Necrohulk. Move: into melee with injured Necrohulk Action: Scimitar: AC 13, 6 Radiant, 2 Necrotic. (Luck point for advantage) Scimitar: AC 16, 9 Radiant, 4 Necrotic, 19 force Eldritch Smite (Heroic Inspiration, Luck point on both rolls, Eldritch smite if it hits)
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Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
(OOC: Good question. If the spore bomb is a 10-ft or 15-ft radius effect, then Syllen should definitely have been outside the AoE. Even if it's a 20-ft radius, it's tricky to place the AoE exactly right so that it would effect both Khessa and Syllen. Perhaps one of the Necrohulks missed Syllen with its spore bomb?
@drumdigby - I'm going to wait to post Xanrym's action for round 1 until I see your response/ruling on this question⤴. Xanrym was going to get Syllen back on his feet, but if even one of the spore bombs missed Syllen, then he would not have been knocked unconscious in round 1, and that would change what Xanrym does this round.)
(@Aaggie - I don't know where the berserkers fit in the initiative order, but Avery can at least issues commands to them when he summons them. How does he direct them to attack the two opponents? You might also want to go ahead and roll for their attacks and damage in case they get to act before the Necrohulks' next turn.)
Theldrin will move north 20 feet in effort to line up both Necrohulks for a Lightning Bolt then moves 10 feet to the west. He uses Sculpt Spells to arc the lightning bolt around any allies that might be in the way.
Sorry I missed Syllen's move action, but it was a 20ft radius, which can easily hit everyone. Khessa's Witch Bolt hits, while both of Coriana's attacks miss. Both Necrohulks make DC 15 DEX Saves against Theldrin's Lightning Bolt:
DEX Save 1: 20
DEX Save 2: 21
Xanrym is still up, and Avery can order the 12 salivating berserker's that just appeared on the battlefield on his initiative.
Xanrym expected these hulking fungal nightmares to have dangerous attacks, and he was initially worried about The Company's fighters. He thought that he would be safe fighting the creatures from range, and he's surprised when both of the monsters hurl what appears to be a portion of their own bodies at the group. When the first fungal mass "misses," he's initially relieved, but then it explodes into a cloud that briefly engulfs The Company. Followed by the second spore bomb. Thankfully, the mask Khessa gave him keeps Xanrym from inhaling too many of the toxic, choking spores!
"And everyone focus on the already injured one! Let's halve their number! If we let them do this again, they'll kill us!"
Xanrym wholeheartedly agrees about scattering, but he's not sure whether they stand a chance against these things after that initial volley from the monsters. Xanrym's most powerful spells rely on frightening or charming his enemies, but he's not sure whether these strange fungal monstrosities even have those kinds of emotions. As the haze of the spore bombs clears, Xanrym looks around at the rest of The Company. His concern is already shifting from "how do we ensure that we don't destroy the black mushrooms" to simply "how do we all get off this island alive?"
But that's when he hears the clarion call of Avery's horn, and he feels the stirring of hope. As lightening arcs out from Khessa's rod, and the ancient warriors that Avery summoned materialize around their opponents, Xanrym calls out encouragement to Coriana: "Make a quick end to these things, Coriana! Strike hard and strike true!"
Xanrym cannot afford to "waste" a spell here: they need to destroy these creatures as quickly as possible. He hopes that the monsters have at least a beast-like intelligence since they were able to sense and target The Company with their spore bombs. With all of the berserkers with the axes surrounding the creatures, Xanrym decides to try to drive one away with Dissonant Whispers, tapping a discordant rhythm on his drum as he casts the spell.
Movement: Moving up to 30-ft southeast. Xanrym is trying to keep both Necrohulks within 60-ft while "spreading out" away from Theldrin and Khessa. He's also trying to figure out where Syllen went so that he can heal the elf, if neede. Bonus Action: Grant bardic inspiration to Coriana. Once within the next 1 hour, when Coriana fails a D20 Test, she can roll a 1d8 and add the number rolled to the d20, possibly turning failure into a success. Action: Ready a spell against one of the Necrohulks (the one he had hit with his crossbow if it's still standing when this action triggers; otherwise, the other one). Trigger: after Theldrin casts whatever spell he's planning. Cast spell (upcast with LVL 2 slot) Dissonant Whispers on one of the necrohulks, WIS 16 save or take 9 psychic damage and immediately use its reaction, if available, to safely move as far as its speed allows away from Xanrym. On a successful save: 4.5 psychic damage and no forced movement.
Action: Scimitar: AC 13, 6 Radiant, 2 Necrotic. (Luck point for advantage) Scimitar: AC 16, 9 Radiant, 4 Necrotic, 19 force Eldritch Smite (Heroic Inspiration, Luck point on both rolls, Eldritch smite if it hits)
(OOC: @Charwoman_Gene - since Xanrym was at the end of the initiative order in round 1, I confirmed with the DM that he could grant Bardic Inspiration before Coriana's attack. Since even that second attack missed, you could use the Bardic Inspiration to add 1d8 to the attack roll.)
Round 1: Xanrym Action: Ready a spell against one of the Necrohulks (the one he had hit with his crossbow if it's still standing when this action triggers; otherwise, the other one). Trigger: after Theldrin casts whatever spell he's planning.
(OOC: @drumdigby - To be clear, I want to ensure that Xanrym's spell fires after all of his allies take their turns. He doesn't want to change the monsters' positioning until after Theldrin casts his spell, which I thought would be the last of The Company's actions before the Necrohulk's next turn. Xanrym is hoping that he can give multiple berserkers, at least, opportunity attacks if he can drive one of the Necrohulks away.)
(@Aaggie - I don't know where the berserkers fit in the initiative order, but Avery can at least issues commands to them when he summons them. How does he direct them to attack the two opponents? You might also want to go ahead and roll for their attacks and damage in case they get to act before the Necrohulks' next turn.)
Yes, he commands them to attack both creatures. They use the statistics of a berserker. They remain until they are reduced to 0 hit points, or one hour.
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Khessa's Witch Bolt Attack: 23 Damage: 21 (lightning)
(OOC: Syllen had moved so his placement is wrong)
Syllen is down.
Death Save: 10
(OOC: Wondering if Syllen's movement would have placed him outside the spore bomb radius)
Coriana, gravely injured, steps forward and puts everything on the line trying to take down the injured necrohulk, but has great difficulty cutting through the beasts thick hide.
BA: Hex on the injured Necrohulk.
Move: into melee with injured Necrohulk
Action:
Scimitar: AC 13, 6 Radiant, 2 Necrotic. (Luck point for advantage)
Scimitar: AC 16, 9 Radiant, 4 Necrotic, 19 force Eldritch Smite (Heroic Inspiration, Luck point on both rolls, Eldritch smite if it hits)
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
(OOC: Good question. If the spore bomb is a 10-ft or 15-ft radius effect, then Syllen should definitely have been outside the AoE. Even if it's a 20-ft radius, it's tricky to place the AoE exactly right so that it would effect both Khessa and Syllen. Perhaps one of the Necrohulks missed Syllen with its spore bomb?
@drumdigby - I'm going to wait to post Xanrym's action for round 1 until I see your response/ruling on this question⤴. Xanrym was going to get Syllen back on his feet, but if even one of the spore bombs missed Syllen, then he would not have been knocked unconscious in round 1, and that would change what Xanrym does this round.)
Avery's save against poison: 15 He will use his Horn of Valhalla and call for reinforcements: 12 Beserkers
(@Aaggie - I don't know where the berserkers fit in the initiative order, but Avery can at least issues commands to them when he summons them. How does he direct them to attack the two opponents? You might also want to go ahead and roll for their attacks and damage in case they get to act before the Necrohulks' next turn.)
Theldrin will move north 20 feet in effort to line up both Necrohulks for a Lightning Bolt then moves 10 feet to the west. He uses Sculpt Spells to arc the lightning bolt around any allies that might be in the way.
Lightning Damage: 31
Dex Save: 15 for half damage
Sorry I missed Syllen's move action, but it was a 20ft radius, which can easily hit everyone. Khessa's Witch Bolt hits, while both of Coriana's attacks miss. Both Necrohulks make DC 15 DEX Saves against Theldrin's Lightning Bolt:
DEX Save 1: 20
DEX Save 2: 21
Xanrym is still up, and Avery can order the 12 salivating berserker's that just appeared on the battlefield on his initiative.
Round 1: Xanrym
Xanrym expected these hulking fungal nightmares to have dangerous attacks, and he was initially worried about The Company's fighters. He thought that he would be safe fighting the creatures from range, and he's surprised when both of the monsters hurl what appears to be a portion of their own bodies at the group. When the first fungal mass "misses," he's initially relieved, but then it explodes into a cloud that briefly engulfs The Company. Followed by the second spore bomb. Thankfully, the mask Khessa gave him keeps Xanrym from inhaling too many of the toxic, choking spores!
Xanrym wholeheartedly agrees about scattering, but he's not sure whether they stand a chance against these things after that initial volley from the monsters. Xanrym's most powerful spells rely on frightening or charming his enemies, but he's not sure whether these strange fungal monstrosities even have those kinds of emotions. As the haze of the spore bombs clears, Xanrym looks around at the rest of The Company. His concern is already shifting from "how do we ensure that we don't destroy the black mushrooms" to simply "how do we all get off this island alive?"
But that's when he hears the clarion call of Avery's horn, and he feels the stirring of hope. As lightening arcs out from Khessa's rod, and the ancient warriors that Avery summoned materialize around their opponents, Xanrym calls out encouragement to Coriana: "Make a quick end to these things, Coriana! Strike hard and strike true!"
Xanrym cannot afford to "waste" a spell here: they need to destroy these creatures as quickly as possible. He hopes that the monsters have at least a beast-like intelligence since they were able to sense and target The Company with their spore bombs. With all of the berserkers with the axes surrounding the creatures, Xanrym decides to try to drive one away with Dissonant Whispers, tapping a discordant rhythm on his drum as he casts the spell.
Movement: Moving up to 30-ft southeast. Xanrym is trying to keep both Necrohulks within 60-ft while "spreading out" away from Theldrin and Khessa. He's also trying to figure out where Syllen went so that he can heal the elf, if neede.
Bonus Action: Grant bardic inspiration to Coriana.
Once within the next 1 hour, when Coriana fails a D20 Test, she can roll a 1d8 and add the number rolled to the d20, possibly turning failure into a success.
Action: Ready a spell against one of the Necrohulks (the one he had hit with his crossbow if it's still standing when this action triggers; otherwise, the other one).
Trigger: after Theldrin casts whatever spell he's planning.
Cast spell (upcast with LVL 2 slot) Dissonant Whispers on one of the necrohulks, WIS 16 save or take 9 psychic damage and immediately use its reaction, if available, to safely move as far as its speed allows away from Xanrym.
On a successful save: 4.5 psychic damage and no forced movement.
(OOC: @Charwoman_Gene - since Xanrym was at the end of the initiative order in round 1, I confirmed with the DM that he could grant Bardic Inspiration before Coriana's attack. Since even that second attack missed, you could use the Bardic Inspiration to add 1d8 to the attack roll.)
(OOC: @drumdigby - To be clear, I want to ensure that Xanrym's spell fires after all of his allies take their turns. He doesn't want to change the monsters' positioning until after Theldrin casts his spell, which I thought would be the last of The Company's actions before the Necrohulk's next turn. Xanrym is hoping that he can give multiple berserkers, at least, opportunity attacks if he can drive one of the Necrohulks away.)
2 Bardic Inspiration
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Yes, he commands them to attack both creatures. They use the statistics of a berserker. They remain until they are reduced to 0 hit points, or one hour.