[[ Would it be possible to do a fireball that hits the Invisible stalkers and chandelier without hitting any party members? (And of course any other enemies getting caught in the blast is a bonus too). ]]
Necyra, her body battered and bruised, struggled to maintain her concentration on the Conjure Woodland Beings spell. The pain was intense, but she refused to give in. With a surge of willpower, she resisted the effects of the attack, ensuring that her summoned allies remained by her side.
Necyra, her body aching, but her spirit unbroken, turned her attention to the Vampire Spawns. "Attack those abominations again!" she commanded her Quicklings, their forms blurring as they darted around the creatures.
With a focused concentration, she channeled her divine energy, her eyes locked on the Invisible Stalker (IS3) who just attacked her. A chilling aura emanated from her, a spectral presence that reached out towards the creature. The Toll the Dead spell took effect, a single, dolorous chime echoing through the chamber. (IS3 must pass a DC17 WIS saving throw or suffer from 22 necrotic damage).
As a bonus action, Necyra called upon the power of nature, summoning a Bear Spirit to protect her allies. The spectral bear materialized amidst the spellcasters, its powerful presence warding off any potential threats. With the Bear Spirit guarding their rear, the party could focus on defeating the remaining enemies.
OOC: I'll leave it up to each player to determine, but if they're hanging back with Necyra (and not in melee in the middle of the room), add 17temp hit points.
Spirit Totem
Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.
The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
Bear Spirit.The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Trystane staggered slightly under the flurry of blows that rained down upon him. The vampire spawn clawed and tore at his hardened flesh, the shambling mound slammed him with crushing force, but his trollblood resilience held firm. His half-transformed form bristled with renewed fury, his electrified claws sparking with vengeance. Though bloodied, his amber eyes burned with determination.
With a roar, he lunged at the helmed horrors, his claws crackling with lightning energy. He focused on the first horror, his claws tearing through its enchanted armor with devastating precision. Sparks flew as the magical slashing and lightning damage rent the construct apart. His second strike went wide against the other, but his third blow connected with brutal force, tearing into its metal frame and sending arcs of energy surging through its form.
"You won't outlast me!" Trystane snarled, positioning himself for the next assault as the room swirled with chaos and magic. His towering form stood defiant amidst the relentless onslaught, every injury fueling his determination to end the fight.
Action: two unarmed strikes Bonus: one unarmed strike @HH10, hit 29 for 11 magical slashing and 8 lightning damage (dead I think) @HH11, hit 17 for no damage @HH11, hit 27 for 17 magical slashing and 8 lightning damage (2 HP left)
Trystane stands at 162/225 HP
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
IS2 is going to take 25 cold damage for each of its attacks (both of them hit... but Bridgette had Armor of Agathys up). true strike dealing Radiant damage Attack: 26 Damage: 8 + 6 = 14 If the attack hits, the Invisible Stalker needs to make a DC 18 Wis save or be frightened of Bridgette until the end of her next turn.
IS2 takes 50 cold damage and 14 radiant damage, total 64. IS2 (40/104) IS2 against frightened, Wisdom Save DC 18 vs 9
The invisible stalker, a shadowy figure lurking in the darkness, lunged at Necyra, its claws aimed at her vital points. The first blow connected, a searing pain shooting through her body. Before she could recover, the stalker struck again, its claws tearing into her flesh. Necyra gritted her teeth, her determination unwavering. She would not be defeated.
Concentration CON ST vs. DC10 @ advantage due to War Caster feat: 29
Congrats on saving your concentration check and Congrats to all for making it to post #1000
[[ Would it be possible to do a fireball that hits the Invisible stalkers and chandelier without hitting any party members? (And of course any other enemies getting caught in the blast is a bonus too). ]]
I'll make you a map after I resolve these last few posts...
@HH10, hit 29 for 11 magical slashing and 8 lightning damage (dead I think) @HH11, hit 17 for no damage @HH11, hit 27 for 17 magical slashing and 8 lightning damage (2 HP left) Trystane stands at 162/225 HP
HH-10 takes 11, 8, total 19 damage and dies. HH-10 (-8/82) HH-11 takes 17, 8, total 25 damage. HH-11 (2/82)
muddled saves from eots round 1 WC1 Intelligence Save DC 20 vs 0 VS4 Intelligence Save DC 20 vs 0 VS5 Intelligence Save DC 20 vs -2 VS6 Intelligence Save DC 20 vs 13 HH-11 Advantage Intelligence Save DC 20 vs 2 SM-12 Intelligence Save DC 20 vs -3 SM-13 Intelligence Save DC 20 vs 9
[[ How long has it been since we entered the house? Talorin had case See Invisibility prior to entering. With a duration of 1 hour, wondering if it's still active for the purpose of targeting the invisible stalkers with any spells that require sight of the target.
@Cyreon and @Beard, you okay if I include Trystane and Yurgojin in the AoE of a fireball? (Thinking of upcasting it possibly. And trying an empowered spell. Maybe 6th level to see about wiping the 40hp or less enemies. [still thinking]) EDIT: on second thought, that would also wipe out Necyra's quicklings. So nevermind that. ]]
[[How long has it been since we entered the house? Talorin had case See Invisibility prior to entering. With a duration of 1 hour, wondering if it's still active for the purpose of targeting the invisible stalkers with any spells that require sight of the target.
The Speak with Dead Ritual lasted more than an hour alone. If I were to estimate, you have been in the house for over 3 hours before reaching the reliquary underneath.
[[ How long has it been since we entered the house? Talorin had case See Invisibility prior to entering. With a duration of 1 hour, wondering if it's still active for the purpose of targeting the invisible stalkers with any spells that require sight of the target.
@Cyreon and @Beard, you okay if I include Trystane and Yurgojin in the AoE of a fireball? (Thinking of upcasting it possibly. And trying an empowered spell. Maybe 6th level to see about wiping the 40hp or less enemies. [still thinking]) EDIT: on second thought, that would also wipe out Necyra's quicklings. So nevermind that. ]]
Generally, I think it is ok for Trystane to get hit by a fireball. He's got a very good Dex save (+15) and a high HP pool with regeneration. If he should go below half HP, it should be noted that he has to maintain Wis saves or will strike at random once every turn. But this only happens on a 1 or 2 on a d20.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
SM-12 targets Trystane, slam1 Attack: 21 Damage: 11 SM-12 targets Trystane, slam2 Attack: 5 Damage: 25, if both attacks hit then engulf
SM-13 targets Yurgojin, slam1 Attack: 13 Damage: 18 SM-13 targets Yurgojin, slam2 Attack: 18 Damage: 17, if both attacks hit then engulf
muddle saves WC1 Intelligence Save DC 20 vs -8 VS4 Intelligence Save DC 20 vs 5 VS5 Intelligence Save DC 20 vs 7 VS6 Intelligence Save DC 20 vs 9 HH-11 Advantage Intelligence Save DC 20 vs 16 SM-12 Intelligence Save DC 20 vs 13 SM-13 Intelligence Save DC 20 vs 0
muddle saves WC1 Intelligence Save DC 20 vs -1 VS4 Intelligence Save DC 20 vs 17 VS5 Intelligence Save DC 20 vs -2 VS6 Intelligence Save DC 20 vs 15 HH-11 Advantage Intelligence Save DC 20 vs 11 SM-12 Intelligence Save DC 20 vs 3 SM-13 Intelligence Save DC 20 vs 10
[[ The -1d6 you're doing to those saves is Synaptic Static, right?
I don't think that actually happens though. It mentions a -1d6 to concentration saving throws, but not other ones. And then the attacks / ability checks. ]]
This post has potentially manipulated dice roll results.
The Invisible Stalker lunged at Necyra once more, its shadowy form darting through the air. However, the creature's attacks were deflected, its claws glancing harmlessly off her armor. Necyra, her eyes narrowed, watched as the creature retreated into the shadows, its form fading into obscurity.
Necyra, her eyes gleaming with triumph, taunted the Invisible Stalker 3 (IS3). "Is that all you've got?" she sneered. "Come on, show me what you're made of...or, maybe you're nothing but stinky gas!" With a focused concentration, she channeled her divine energy, her eyes locked on the creature's shadowy form. A chilling aura emanated from her, a spectral presence that reached out towards the Invisible Stalker. The Toll the Dead spell took effect, a single, dolorous chime echoing through the chamber. (IS3 must pass a DC17 WIS saving throw or suffer from 11 necrotic damage).
Necyra turned her attention to her Quicklings, their forms darting in and out of the shadows. "Keep the pressure on those damned Vampire Spawns!" she shouted, her voice echoing through the chamber. "Don't let them regroup!"
[[ Would it be possible to do a fireball that hits the Invisible stalkers and chandelier without hitting any party members? (And of course any other enemies getting caught in the blast is a bonus too). ]]
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Necyra, her body battered and bruised, struggled to maintain her concentration on the Conjure Woodland Beings spell. The pain was intense, but she refused to give in. With a surge of willpower, she resisted the effects of the attack, ensuring that her summoned allies remained by her side.
Necyra, her body aching, but her spirit unbroken, turned her attention to the Vampire Spawns. "Attack those abominations again!" she commanded her Quicklings, their forms blurring as they darted around the creatures.
With a focused concentration, she channeled her divine energy, her eyes locked on the Invisible Stalker (IS3) who just attacked her. A chilling aura emanated from her, a spectral presence that reached out towards the creature. The Toll the Dead spell took effect, a single, dolorous chime echoing through the chamber. (IS3 must pass a DC17 WIS saving throw or suffer from 22 necrotic damage).
As a bonus action, Necyra called upon the power of nature, summoning a Bear Spirit to protect her allies. The spectral bear materialized amidst the spellcasters, its powerful presence warding off any potential threats. With the Bear Spirit guarding their rear, the party could focus on defeating the remaining enemies.
OOC: I'll leave it up to each player to determine, but if they're hanging back with Necyra (and not in melee in the middle of the room), add 17 temp hit points.
Spirit Totem
Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.
The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Trystane staggered slightly under the flurry of blows that rained down upon him. The vampire spawn clawed and tore at his hardened flesh, the shambling mound slammed him with crushing force, but his trollblood resilience held firm. His half-transformed form bristled with renewed fury, his electrified claws sparking with vengeance. Though bloodied, his amber eyes burned with determination.
With a roar, he lunged at the helmed horrors, his claws crackling with lightning energy. He focused on the first horror, his claws tearing through its enchanted armor with devastating precision. Sparks flew as the magical slashing and lightning damage rent the construct apart. His second strike went wide against the other, but his third blow connected with brutal force, tearing into its metal frame and sending arcs of energy surging through its form.
"You won't outlast me!" Trystane snarled, positioning himself for the next assault as the room swirled with chaos and magic. His towering form stood defiant amidst the relentless onslaught, every injury fueling his determination to end the fight.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
IS2 takes 50 cold damage and 14 radiant damage, total 64. IS2 (40/104)
IS2 against frightened, Wisdom Save DC 18 vs 9
Congrats on saving your concentration check and Congrats to all for making it to post #1000
VS5 regenerates 10 hitpoints before Round 2. VS5 (44/82)
VS6 regenerates 10 hitpoints before Round 2. VS6 (48/82)
VS7 regenerates 10 hitpoints before Round 2. VS7 (67/82)
I'll make you a map after I resolve these last few posts...
VS4 (30/82, mud eots), VS5 (44/82, mud eots), VS6 (48/82, mud eots), VS7 (67/82)
VS4 takes 8 damage. VS4 (22/82, mud eots)
VS5 takes 9, 12, total 21 damage. VS5 (23/82, mud eots)
VS6 takes 8 damage. VS6 (40/82, mud eots)
VS7 takes 10, 7, total 17 damage. VS7 (50/82)
IS3 against toll the dead, Wisdom Save DC 17 vs 21
HH-10 takes 11, 8, total 19 damage and dies. HH-10 (-8/82)
HH-11 takes 17, 8, total 25 damage. HH-11 (2/82)
muddled saves from eots round 1
WC1 Intelligence Save DC 20 vs 0
VS4 Intelligence Save DC 20 vs 0
VS5 Intelligence Save DC 20 vs -2
VS6 Intelligence Save DC 20 vs 13
HH-11 Advantage Intelligence Save DC 20 vs 2
SM-12 Intelligence Save DC 20 vs -3
SM-13 Intelligence Save DC 20 vs 9
Round 2 (continued)
Bridgette, Necyra, Trystane
Talorin, Yurgojin << your turn
whirling chandelier WC1 (41/105, muddled eots)
invisible stalker IS2 (40/104, frightened)
IS3 (104/104)
vampire spawn VS4 (22/82, muddled eots)
VS5 (23/82, muddled eots)
VS6 (40/82, muddled eots)
VS7 (50/82)
helmed horror HH-11 (27/82, muddled eots)
HH-10 (dead)
shambling mound SM-12 (103/136, muddled eots)
SM-13 (103/136, muddled eots)
[[
How long has it been since we entered the house? Talorin had case See Invisibility prior to entering. With a duration of 1 hour, wondering if it's still active for the purpose of targeting the invisible stalkers with any spells that require sight of the target.
@Cyreon and @Beard, you okay if I include Trystane and Yurgojin in the AoE of a fireball? (Thinking of upcasting it possibly. And trying an empowered spell. Maybe 6th level to see about wiping the 40hp or less enemies. [still thinking])
EDIT: on second thought, that would also wipe out Necyra's quicklings. So nevermind that.
]]
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
The Speak with Dead Ritual lasted more than an hour alone. If I were to estimate, you have been in the house for over 3 hours before reaching the reliquary underneath.
Yurgojin will cast Shield to block the shot that would have gotten him.
Looking to end the horror, Yurgojin will dig in his heels and strike out at it (Steady Aim).
Attack 1: 20 to hit, 10 piercing plus 4 fire and 10 sneak
Attack 2: 12 to hit,
Yurgojin is having a rough go hitting in this one!
Generally, I think it is ok for Trystane to get hit by a fireball. He's got a very good Dex save (+15) and a high HP pool with regeneration. If he should go below half HP, it should be noted that he has to maintain Wis saves or will strike at random once every turn. But this only happens on a 1 or 2 on a d20.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Talorin calls out at VS7 (the one with unmuddled thoughts), "I've seen bigger fangs on little kitty cats!"
Taunt @ VS7
DC 18 WIS Saving throw or disadvantage on attacks against any target but Talorin
He then chants and holds up a symbol of Millil, calling forth blessing upon Necyra's quicklings.
Bless 2nd level to enhance the Quicklings
//probably could've done this sooner to help them hit
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
HH-11 takes 10, 4, 10, total damage. HH-11 (3/82, muddled eots)
VS7 Wisdom Save DC 18 vs 11
Round 2 (continued)
Bridgette, Necyra, Trystane
Talorin, Yurgojin << your turn
whirling chandelier WC1 (41/105, muddled eots)
invisible stalker IS2 (40/104, frightened)
IS3 (104/104)
vampire spawn VS4 (22/82, muddled eots)
VS5 (23/82, muddled eots)
VS6 (40/82, muddled eots)
VS7 (50/82)
helmed horror HH-11 (3/82, muddled eots)
HH-10 (dead)
shambling mound SM-12 (103/136, muddled eots)
SM-13 (103/136, muddled eots)
WC1 targets Yurgojin, lamp1 Attack: 18 Damage: 27
WC1 targets Yurgojin, lamp2 Attack: 12 Damage: 20
WC1 targets Yurgojin, lamp3 Attack: 13 Damage: 20
IS2 targets Bridgette, Slam1 Attack: 13 Damage: 13
IS2 targets Bridgette, Slam2 Attack: 26 Damage: 16
IS3 targets Necyra, Slam1 Attack: 21 Damage: 9
IS3 targets Necyra, Slam2 Attack: 8 Damage: 8
VS4 targets Trystane, Claw1 Attack: 20 Damage: 8
VS4 targets Trystane, Claw2 Attack: 13 Damage: 16
VS5 targets Trystane, Claw1 Attack: 6 Damage: 9
VS5 targets Trystane, Claw2 Attack: 16 Damage: 7
VS6 targets Trystane, Claw1 Attack: 14 Damage: 6
VS6 targets Trystane, Claw2 Attack: 17 Damage: 9
VS7 taunt disadv, targets Trystane, Claw1 Attack: 11 Damage: 8
VS7 taunt disadv, targets Trystane, Claw2 Attack: 13 Damage: 8
HH-11 targets Yurgojin, longsword1 Attack: 17 Damage: 7
HH-11 targets Yurgojin, longsword2 Attack: Unable to parse dice roll.
SM-12 targets Trystane, slam1 Attack: 21 Damage: 11
SM-12 targets Trystane, slam2 Attack: 5 Damage: 25, if both attacks hit then engulf
SM-13 targets Yurgojin, slam1 Attack: 13 Damage: 18
SM-13 targets Yurgojin, slam2 Attack: 18 Damage: 17, if both attacks hit then engulf
muddle saves
WC1 Intelligence Save DC 20 vs -8
VS4 Intelligence Save DC 20 vs 5
VS5 Intelligence Save DC 20 vs 7
VS6 Intelligence Save DC 20 vs 9
HH-11 Advantage Intelligence Save DC 20 vs 16
SM-12 Intelligence Save DC 20 vs 13
SM-13 Intelligence Save DC 20 vs 0
Round 3
Bridgette, Necyra, Trystane, Talorin, Yurgojin << your turn
whirling chandelier WC1 (41/105, muddled eots)
invisible stalker IS2 (40/104, frightened)
IS3 (104/104)
vampire spawn VS4 (22/82, muddled eots)
VS5 (23/82, muddled eots)
VS6 (40/82, muddled eots)
VS7 (50/82, taunt disadv)
helmed horror HH-11 (3/82, muddled eots)
shambling mound SM-12 (103/136, muddled eots)
SM-13 (103/136, muddled eots)
retry, HH-11 targets Yurgojin, longsword2 Attack: 23 Damage: 10
[[
The -1d6 you're doing to those saves is Synaptic Static, right?
I don't think that actually happens though. It mentions a -1d6 to concentration saving throws, but not other ones.
And then the attacks / ability checks.
]]
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Ok. Vs4 and vs6 saved
Yurgojin confused by the Helmed Horror not falling, and after a few attacks pass by him, he thrusts the raiper at it one more time.
Attack 1: 26 to hit, 12 piercing plus 9 fire.
Then Yurgojin turns his attention to that blasted chandelier, "Come here you." Yurgojin waited for the right time to strike, (steady aim)
Attack 2: 24 to hit, 12 piercing plus 4 fire and 12 sneak
The Invisible Stalker lunged at Necyra once more, its shadowy form darting through the air. However, the creature's attacks were deflected, its claws glancing harmlessly off her armor. Necyra, her eyes narrowed, watched as the creature retreated into the shadows, its form fading into obscurity.
Necyra, her eyes gleaming with triumph, taunted the Invisible Stalker 3 (IS3). "Is that all you've got?" she sneered. "Come on, show me what you're made of...or, maybe you're nothing but stinky gas!" With a focused concentration, she channeled her divine energy, her eyes locked on the creature's shadowy form. A chilling aura emanated from her, a spectral presence that reached out towards the Invisible Stalker. The Toll the Dead spell took effect, a single, dolorous chime echoing through the chamber. (IS3 must pass a DC17 WIS saving throw or suffer from 11 necrotic damage).
Necyra turned her attention to her Quicklings, their forms darting in and out of the shadows. "Keep the pressure on those damned Vampire Spawns!" she shouted, her voice echoing through the chamber. "Don't let them regroup!"
Last to know and first to be blamed...
As a free action, can I regret my life choices?