<Dallas can post round 1 and 2 at once. If he can incapacitate a monster or move out of its reach, we'll retcon it. Le5s just keep things moving. These guys are pretty basic>
Claw attacks
1xKos 12 for 11 bludgeoning and grappled dc14
15 for 11 bludgeoning and grappled dc14
2xDallas 7 for 11 bludgeoning and grappled dc14
12 for 11 bludgeoning and grappled dc14
3xCha! 24 for 11 bludgeoning and grappled dc14
16 for 11 bludgeoning and grappled dc14
4x Sparhawk 16 for 11 bludgeoning and grappled dc14
(ooc: question - last round I cast a spell that deals some damage that round and some this round (Melf's Acid Arrow) and I got a crit... does the damage this round from that spell also do crit damage?)
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"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.”
I can't find a source at the moment, but my understanding is that the acid damage from the ceitical hit is only added on the initial round, not the delayed effect.
"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.”
Koselig casts Melf's Acid Arrow on the lobster monster that has him grappled.
Attack: 19 Damage: 9 acid damage.
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.”
Koselig casts Melf's Acid Arrow on the lobster monster that has him grappled.
Attack: 19 Damage: 9 acid damage.
Is that with da for ranged within melee range.?
The crablike claws of the creature shut with a loud snap as the gnome's spell spills acid across its slimy face. It's tentacles warvke as it angrily prepares another attack.
Here is the roll for disadvantage (apply the lower):
Attack: 20 Damage: 8 acid damage.
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.”
3 of the four blasts of energy lighting up the cavern hit their mark, sending the chuul back through the water, creating a small wake as he is plowed through the dark water.
Cha!Jil slams the nearest chuul, the sound of its carapace crunching rings out over the loud splashing echoing through the cavern.
<Yup. Each of you is still 'grappling' with your own chuul. Except Dallas knocked his opponent back 20ft.>
They all attack again, but now if any hit, which automatically grapples the target, they pull them down 30ft into the deep dark water, where the murky water makes things heavily obscured imposing the blinded condition. Escape DC 14 (grappled does not stack)
Note: Normall they also can't see, so there would be no DA, but if you need to see a creature to target it with a spell, no luck.
However, they can detect magic as the spell, which means they see a magic aura around you because you have water walk cast on you, so your attacks are at DA, unless you have blindsense, etc from fighting style or something, if you're deeper than 10ft.
*If we have water walk wouldnt we not go down as far because we automatically go up 60ft if we’re not being grappled meaning it would be harder for us to be pulled down?*
Rollback Post to RevisionRollBack
no more time for dnd
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<Dallas can post round 1 and 2 at once. If he can incapacitate a monster or move out of its reach, we'll retcon it. Le5s just keep things moving. These guys are pretty basic>
Claw attacks
1xKos 12 for 11 bludgeoning and grappled dc14
15 for 11 bludgeoning and grappled dc14
2xDallas 7 for 11 bludgeoning and grappled dc14
12 for 11 bludgeoning and grappled dc14
3xCha! 24 for 11 bludgeoning and grappled dc14
16 for 11 bludgeoning and grappled dc14
4x Sparhawk 16 for 11 bludgeoning and grappled dc14
10 for 11 bludgeoning and grappled dc14
21 Kos ✅️▶️
14 Chuuls ✅️✅️
11 Dallas ▶️▶️
10 Cha'jil ✅️▶️
9 Sparhawk ✅️▶️
I overlooked Koselig in initiative also, so as with Dallas, we can retcon if his actions preclude the indicated monster attacks.
Players are up.
(ooc: question - last round I cast a spell that deals some damage that round and some this round (Melf's Acid Arrow) and I got a crit... does the damage this round from that spell also do crit damage?)
(OOC: anyone near Sparhawk gains +3 saves, Also, I believe there are 3 left?)
I can't find a source at the moment, but my understanding is that the acid damage from the ceitical hit is only added on the initial round, not the delayed effect.
Cool, so the damage would be 4 acid damage.
Koselig casts Melf's Acid Arrow on the lobster monster that has him grappled.
Attack: 19 Damage: 9 acid damage.
OOC: Do I do both actions or just one? Also sorry for being a bit innactive, had a few big days with assessments. All over now though.
no more time for dnd
Is that with da for ranged within melee range.?
The crablike claws of the creature shut with a loud snap as the gnome's spell spills acid across its slimy face. It's tentacles warvke as it angrily prepares another attack.
Dallas can act for both rounds now.
Here is the roll for disadvantage (apply the lower):
Attack: 20 Damage: 8 acid damage.
Turn 1
Eldritch blast 1: to hit 16
damage: 11
Eldritch blast 2: To hit 27
Damage: 7
Turn 2
Eldritch blast 1: to hit 11
damage: 6
Eldritch blast 2: To hit 25
Damage: 14
no more time for dnd
Cha!jil was battered by the creature and held close by it....which was fine by her....
Attack: 22 Damage: 4
Attack: 17 Damage: 9
Attack: 24 Damage: 7
(I think your eb has repelling blast 10ft)
3 of the four blasts of energy lighting up the cavern hit their mark, sending the chuul back through the water, creating a small wake as he is plowed through the dark water.
Cha!Jil slams the nearest chuul, the sound of its carapace crunching rings out over the loud splashing echoing through the cavern.
(If there is still an enemy near Sparhawk, he will attack it, otherwise he moves to help Koselig.
20 to hit, 9 damage
16 to hit, 13 damage
<Yup. Each of you is still 'grappling' with your own chuul. Except Dallas knocked his opponent back 20ft.>
They all attack again, but now if any hit, which automatically grapples the target, they pull them down 30ft into the deep dark water, where the murky water makes things heavily obscured imposing the blinded condition. Escape DC 14 (grappled does not stack)
1xKos 24 for 11 bludgeoning and grappled dc14
24 for 11 bludgeoning and grappled dc14
2xDallas 24 for 11 bludgeoning and grappled dc14
18 for 11 bludgeoning and grappled dc14
Note: Dallas can only be dragged down 10ft and will not be blinded at this depth in any case.
3xCha! 11 for 11 bludgeoning and grappled dc14
18 for 11 bludgeoning and grappled dc14
4x Sparhawk 15 for 11 bludgeoning and grappled dc14
15 for 11 bludgeoning and grappled dc14
Note: Normall they also can't see, so there would be no DA, but if you need to see a creature to target it with a spell, no luck.
However, they can detect magic as the spell, which means they see a magic aura around you because you have water walk cast on you, so your attacks are at DA, unless you have blindsense, etc from fighting style or something, if you're deeper than 10ft.
(Sparhawk, As the creature misses its first attack, Sparhawk will Riposte and attack again (Reaction: 22 to hit, 16 damage, Grapple Save: crit, 29)
*If we have water walk wouldnt we not go down as far because we automatically go up 60ft if we’re not being grappled meaning it would be harder for us to be pulled down?*
no more time for dnd