< nah, no DA for them, though I guess I should have done his attacks at AD since it drops immediate After he is done casting the spell or making an attack. The 22 hits, what's the damage? >
If he is in melee Kos will move away from the stone giant so that his spell attack won't have disadvantage. Kos will cast Ray of Sickness at the stone giant.
Attack: 21
Damage: 10 poison damage and must make a DC 16 Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
"Try to herd them all within 20 feet of each other, I can Web them in place."
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.”
Sparhawk sighs, "Why is it that everything in this place wants to kill everything, and how does anything evern survive here?"
"With all due respect, we will retreat if you will allow us, but, I will defend my people" He pulls out a huge mace and attacks.
Attack 1: 24 to hit, 21 bludgeoning damage, Menacing Attack: When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 17). On failure, it is frightened of you until the end of your next turn.
Thr giant winces at the attack, snatls at the bugbear that struck him wirh a mace and proxeeds to smash it wirh his stone club 11, [roll]1d20da+9]/roll] each for 22 bludgeoning damage.
The beetles go after the others on the geound: 1 x Tess 14, 2x Kos 18 each for 14 piercing damage
Plauers are up.
<I did skip Gharzun to keep things moving. If they want to post two rounds of actions, that's fine with me.>
The tremor of heavy footfalls shakes the cavern floor. Gharzun turns as the towering figure of the giant enters the fray, accompanied by the skittering of beetle-like creatures at its heels. The corrupted air grows more oppressive, but he doesn’t hesitate.
“Target confirmed,” he mutters, eyes locked on the giant. He charges forward, shield raised, angling around the beetles to strike at the true threat.
His first swing crashes against the creature’s knee with punishing force, jarring muscle and bone. The second strike, rushed in the heat of momentum, misses its mark as the giant shifts with surprising speed.
On the next exchange, he regains his stance, hammer flashing again toward the giant. The first blow is lighter, but the second is driven with purpose—divine energy coursing through the weapon as he channels power from his oath. The warhammer connects with a radiant blast, white-hot and blinding as it slams into the giant’s side.
“You’ll fall just like the rest.”
OOC to DM:
Target: The giantRound 1:
Attack 1: To hit = 16; Damage = 12 bludgeoning
Attack 2: To hit = 9 (miss)
Round 2:
Attack 1: To hit = 16; Damage = 5 bludgeoning
Attack 2: To hit = 26; Damage = 5 bludgeoning
Expended a 3rd-level spell slot to apply Divine Smite on the second hit — Radiant Damage = 20
The first swongs Gharzun makes glance off the giant's stone hide. The giant blocks his next attack, as well, but leaves an opening for a mighty seong that explodee woth a flash of lught and a shower if sparks ripping a piece of the giant's stony abdomen from his trunk. The giant howls in pain. "You'll pay for that, ripplebark-fodder!"
Tenebril take a moment to be glad to not be the target of the beetles and decides he better do something about them before they have a chance to hurt his new companions more. He readies his tried and true spell Eldritch Blast and hopes to move the creatures away from his friends to give them some breathing room.
Eldritch Blast, Beam 1: Attack 30 (Nat 20+10), Damage 21 force damage, repelling Blast - 10ft back
Eldritch Blast, Beam 2: Attack 25, Damage 10 force damage, repelling Blast - 10ft back
Eldritch Blast, Beam 3: Attack 25, Damage 15 force damage, repelling Blast - 10ft back
(Two of them on one of the beetles, one on the other unless the first one goes down with the first attack. Would either of them take additional damage from being slammed into the cavern walls by the RB effect of EB?)
< nah, no DA for them, though I guess I should have done his attacks at AD since it drops immediate After he is done casting the spell or making an attack. The 22 hits, what's the damage? >
Spit: 7 (2d6) acid damage. If the target is concentrating on a spell, they make the concentration save with disadvantage.
Players are up. Go if you havent since the giant walked
If he is in melee Kos will move away from the stone giant so that his spell attack won't have disadvantage. Kos will cast Ray of Sickness at the stone giant.
Attack: 21
Damage: 10 poison damage and must make a DC 16 Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
"Try to herd them all within 20 feet of each other, I can Web them in place."
Giant Con save x poisoned (DC16) 23
Tess, Sparhawk, and Gharzun are up.
<Tess went, fire bolt plus BA heal on Kos. Unless she's up again?>
<Sorry, i thought she went before the giant came in. I see I was wrong. So, Kos and Gharzun and Sparhawk are up.>
<is it a holiday or something?>
< Not that I'm aware of but It does look like Kos went, post #2674. Not sure what's taking Sparhawk and Gharz >
Noted
Sparhawk sighs, "Why is it that everything in this place wants to kill everything, and how does anything evern survive here?"
"With all due respect, we will retreat if you will allow us, but, I will defend my people"
He pulls out a huge mace and attacks.
Attack 1: 24 to hit, 21 bludgeoning damage, Menacing Attack: When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 17). On failure, it is frightened of you until the end of your next turn.
Attack 2: 21 to hit, 26 damage.
Wis save 7
Thr giant winces at the attack, snatls at the bugbear that struck him wirh a mace and proxeeds to smash it wirh his stone club 11, [roll]1d20da+9]/roll] each for 22 bludgeoning damage.
The beetles go after the others on the geound: 1 x Tess 14, 2x Kos 18 each for 14 piercing damage
Plauers are up.
<I did skip Gharzun to keep things moving. If they want to post two rounds of actions, that's fine with me.>
<fix the second srone club attack x Sparhawk> 11
"Hold still you slippery little furball!" roars the giant as his club twice misses Sparhawk.
potential radiant damage: 20
The tremor of heavy footfalls shakes the cavern floor. Gharzun turns as the towering figure of the giant enters the fray, accompanied by the skittering of beetle-like creatures at its heels. The corrupted air grows more oppressive, but he doesn’t hesitate.
“Target confirmed,” he mutters, eyes locked on the giant. He charges forward, shield raised, angling around the beetles to strike at the true threat.
His first swing crashes against the creature’s knee with punishing force, jarring muscle and bone. The second strike, rushed in the heat of momentum, misses its mark as the giant shifts with surprising speed.
“Still standing?” Gharzun growls. “Let’s fix that.”
On the next exchange, he regains his stance, hammer flashing again toward the giant. The first blow is lighter, but the second is driven with purpose—divine energy coursing through the weapon as he channels power from his oath. The warhammer connects with a radiant blast, white-hot and blinding as it slams into the giant’s side.
“You’ll fall just like the rest.”
OOC to DM:
Target: The giant Round 1:
Round 2:
The first swongs Gharzun makes glance off the giant's stone hide. The giant blocks his next attack, as well, but leaves an opening for a mighty seong that explodee woth a flash of lught and a shower if sparks ripping a piece of the giant's stony abdomen from his trunk. The giant howls in pain. "You'll pay for that, ripplebark-fodder!"
Tenebril take a moment to be glad to not be the target of the beetles and decides he better do something about them before they have a chance to hurt his new companions more. He readies his tried and true spell Eldritch Blast and hopes to move the creatures away from his friends to give them some breathing room.
Eldritch Blast, Beam 1: Attack 30 (Nat 20+10), Damage 21 force damage, repelling Blast - 10ft back
Eldritch Blast, Beam 2: Attack 25, Damage 10 force damage, repelling Blast - 10ft back
Eldritch Blast, Beam 3: Attack 25, Damage 15 force damage, repelling Blast - 10ft back
(Two of them on one of the beetles, one on the other unless the first one goes down with the first attack. Would either of them take additional damage from being slammed into the cavern walls by the RB effect of EB?)
Tess rolls for Toll the Dead :
Attack: 25 Damage: 30