Concentration check: 22 (from the Chasme hitting him while he has hex up.)
( Tenebril currently has Resistence: Nercotic set for his Fiendish Resilience so I think I only take 10 Necrotic damage but all of the Piercing, then lose 10 from my max hp. So I think that puts him at 76/92 (102). )
Just before it plunges its beak-lole face into Sparhawk's neck, Tenebril bkasts the demon with a series of forceful magical bursts, the first flying past its head, with the nexttwo driving the creature into the depths of the cave. As it starts to alight, a glow appears arouns the demon, the mark of Tenebril's Hex and the demon falls to tbe floor, its body melting into an ruddy pool of gore as it beats its wings and claws at the air with its melting hands until its exoskeloton dissol es completely. As this is happening, the otber two appear.
(I'm ok going after the enemies if that makes it easier on the combat order. I'm assuming I need to wait until after the Chasmes go again before I can go)
Put your spoiler here.<yeah, sorry for the confusion. We're at the top of round 2, so Tenebril has acted, demons (2) have acted, other players are still up. There is no gap between the other PCs' and Tenebril's turn at top of round 3, so it makes sense to want to wait if you want, but you can actually post/act whenever you want. It's side initiative, so the whole side goes and you can go before the other players if you want to. Initiative really matters for round 1, and nor so much after. Nimble 5e also does something like this>
That makes sense and I'm good with that. I was saying I could go after the enemies so that we were all on the same phase of the turn. They go, We go. But I'm good with this too. I'll wait until most have gone before I do anything just in case what they do changes what my current plans are.
Gharzun doesn’t flinch as the first two chasmes collapse into heaps of demonic ichor, his hammer already swinging back into a ready stance. The rift above the altar shudders again, spilling forth two more of the buzzing fiends. Their screeches echo through the chamber like rusted blades drawn across stone.
“The pit is not finished with us yet.”
He charges without hesitation, stepping into the whirling fray to meet the new threats head-on. His warhammer arcs toward the nearest of the two—but strikes nothing but air, the creature slipping past his swing with an eerie grace. He grits his teeth and pivots, hammer coming around for a second strike at the other demon—but again his blow fails to connect, glancing harmlessly off jagged stone as the chasme wheels away.
He exhales sharply, steadying his stance, his voice a low growl.
Sparhawk moves a wounded enemy near him (no opportunity attacks please) and swings his maul: 20 to hit, 14 bludgeoning damage, 17 to hit: 18 damage. Tess moves near Kos and casts Spirit Guardians: DC18 wisdom save or 17 radiant damage to all bad guys within 15 feet of her: On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
Kos casts Acid Splash at the nearest (or both if they are within 5 feet of each other) demon.
DC 16 DEX save or take 20 acid damage.
"Be wary! There are at least two more!"
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
<juat noticing rolls showing up oddly above. When i saw it before it registered as 15 and 21. They did not change when i added whitespqce to resolve tbe displqy issue, but now its flagged.>
Having been hit by the Chasme once already and feeling a bit outnumbered all by himself up in the air, Tenebril will quickly move to within 10ft of Sparhawk but trying to stay away from the Spirit Guardians, as he's not sure about those just yet.
"I hope you don't mind me taking shelter amongst you all, safety in numbers, right?" Tenebril squeeks out as he's still reeling a bit from that hit.
He then quickly moves the Hex from the dead Chasme to one that looks stronger than the rest (Bonus Action), and the hurls three more beams of energy at it.
He'll then invoke "Dark One's Blessing" from the Chasme that died and gain 16 tmp HP.
"What is causing this Rift?" Tenebril loudly asks so everyone can help him over the sounds of battle. Hopefully whoever knows will hear him and answer. "We need to close it or they'll just keep coming, right?"
Tenebril sends one demon flying, itz body ezploding into a cloud of i hor as it aplatters ro the geound. The other chasme zeroes in on the fairy, attempting to stab kt wirh his beak as he flies full speed ahead. The droning of his wings reverberate loudly in Tenebril's head as he watches tbe approaching combatant
Drone Con save DC12 or become unconscious. This effect spans 30ft, (Emanation) so also Sparhawk.
Proboscis 23 for 16 piercing plus 21 necrotic, hp reduced by necrotic amount.
Tenebril yells back at Kos. "You're welcome. Once this is over, I hope you all can tell me what the Abyss is going on here."
Bonus Action: Hex on the Chasme is left up. Disadvantage on Dex
With that he throws three beams at it.
Attack 1: 11 (miss?) Damage 6 (+2 Hex damage); Repelling Blast - 10ft back
Attack 2: 20, Damage 9 (+5 Hex Damage); Repelling Blast - 10ft back
Attack 3: 22, Damage 9 (+6 Hex Damage); Repelling Blast - 10ft back
Concentration check: 22 (from the Chasme hitting him while he has hex up.)
( Tenebril currently has Resistence: Nercotic set for his Fiendish Resilience so I think I only take 10 Necrotic damage but all of the Piercing, then lose 10 from my max hp. So I think that puts him at 76/92 (102). )
It does middling damage, as the ceeature seems to shrug off the attack.
<retcon. Demon killed before attacking Sparhawk.>
Just before it plunges its beak-lole face into Sparhawk's neck, Tenebril bkasts the demon with a series of forceful magical bursts, the first flying past its head, with the nexttwo driving the creature into the depths of the cave. As it starts to alight, a glow appears arouns the demon, the mark of Tenebril's Hex and the demon falls to tbe floor, its body melting into an ruddy pool of gore as it beats its wings and claws at the air with its melting hands until its exoskeloton dissol es completely. As this is happening, the otber two appear.
Players are up
(I'm ok going after the enemies if that makes it easier on the combat order. I'm assuming I need to wait until after the Chasmes go again before I can go)
Put your spoiler here.<yeah, sorry for the confusion. We're at the top of round 2, so Tenebril has acted, demons (2) have acted, other players are still up. There is no gap between the other PCs' and Tenebril's turn at top of round 3, so it makes sense to want to wait if you want, but you can actually post/act whenever you want. It's side initiative, so the whole side goes and you can go before the other players if you want to. Initiative really matters for round 1, and nor so much after. Nimble 5e also does something like this>
That makes sense and I'm good with that. I was saying I could go after the enemies so that we were all on the same phase of the turn. They go, We go. But I'm good with this too. I'll wait until most have gone before I do anything just in case what they do changes what my current plans are.
Gharzun doesn’t flinch as the first two chasmes collapse into heaps of demonic ichor, his hammer already swinging back into a ready stance. The rift above the altar shudders again, spilling forth two more of the buzzing fiends. Their screeches echo through the chamber like rusted blades drawn across stone.
“The pit is not finished with us yet.”
He charges without hesitation, stepping into the whirling fray to meet the new threats head-on. His warhammer arcs toward the nearest of the two—but strikes nothing but air, the creature slipping past his swing with an eerie grace. He grits his teeth and pivots, hammer coming around for a second strike at the other demon—but again his blow fails to connect, glancing harmlessly off jagged stone as the chasme wheels away.
He exhales sharply, steadying his stance, his voice a low growl.
“They’re faster. Adjust.”
OOC to DM:
Sparhawk moves a wounded enemy near him (no opportunity attacks please) and swings his maul: 20 to hit, 14 bludgeoning damage, 17 to hit: 18 damage.
Tess moves near Kos and casts Spirit Guardians: DC18 wisdom save or 17 radiant damage to all bad guys within 15 feet of her: On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
Gharzun feels suddenly sluggish as the drone of the demon duo's pulsating wings, causing hom to narrowly miss them with both attacks.
Wis saves
1. 15
2. 21
(OOC: for our new player, Welcome! Sparhawk has an aura of protection around him (+4 all saves for all friendlies within 10 feet of him)
(OOC: Hello, Thanks for having me. I'll have to remember that. Not sure if Spar would consider him a friendly yet or not.)
(He greeted you as friend, and you are until you prove otherwise)
Kos casts Acid Splash at the nearest (or both if they are within 5 feet of each other) demon.
DC 16 DEX save or take 20 acid damage.
"Be wary! There are at least two more!"
<juat noticing rolls showing up oddly above. When i saw it before it registered as 15 and 21. They did not change when i added whitespqce to resolve tbe displqy issue, but now its flagged.>
Dex save vs acid splash
1 5
2 10
The demons take acid to the face as conjured spirits slash them, making dozens of tiny cuts on the chasmes' skin with their radiant formless bodies.
Tenebril 23 ✅️✅️▶️
Chasmes (3): 15 ✅️✅️⏸️
Gharzun 6 ✅️✅️⏸️
Sparhawk ✅️✅️⏸️
Tess ✅️▶️
Kos 2 ✅️✅️⏸️
Tess and Tenebril are up
Having been hit by the Chasme once already and feeling a bit outnumbered all by himself up in the air, Tenebril will quickly move to within 10ft of Sparhawk but trying to stay away from the Spirit Guardians, as he's not sure about those just yet.
"I hope you don't mind me taking shelter amongst you all, safety in numbers, right?" Tenebril squeeks out as he's still reeling a bit from that hit.
He then quickly moves the Hex from the dead Chasme to one that looks stronger than the rest (Bonus Action), and the hurls three more beams of energy at it.
Attack 1: Nat 20 (30 total), Damage: 15+5Necrotic damage from Hex; Repelling Blast - 10ft
Attack 2: 15, Damage: 13+4Necrotic damage from Hex; Repelling Blast - 10ft
Attack 3: misses
He'll then invoke "Dark One's Blessing" from the Chasme that died and gain 16 tmp HP.
"What is causing this Rift?" Tenebril loudly asks so everyone can help him over the sounds of battle. Hopefully whoever knows will hear him and answer. "We need to close it or they'll just keep coming, right?"
"I wonder if its a spell in the demononican?" the huge paladin says. "Any of you good at that sort of thing?"
(unless someone else volunteers: the cleric looks at the group, "I can try to help." Tess approaches the book and looks for a spell to close the rift.
Tess will continue Spirit Guardians, DC 18 wisdom save, or take 11 radiant On a successful save, the creature takes half as much damage
<its the book. The book opened the rift>
Tenebril sends one demon flying, itz body ezploding into a cloud of i hor as it aplatters ro the geound. The other chasme zeroes in on the fairy, attempting to stab kt wirh his beak as he flies full speed ahead. The droning of his wings reverberate loudly in Tenebril's head as he watches tbe approaching combatant
Drone Con save DC12 or become unconscious. This effect spans 30ft, (Emanation) so also Sparhawk.
Proboscis 23 for 16 piercing plus 21 necrotic, hp reduced by necrotic amount.
Random roll 1
Another chasme flies out of the rift and joins the droning of its ilk. Another DC12 Com save, this time sparhawk, Tenebril and Gharzun.
The demon lunges at Sparhawk 18 for 16 piercing plus 21 necrotic, hp reduced by necrotic amount.
Playera are up
Clarification. Only make the con save once and you're immune for 24 hours upon success.