He unleashes his Flaming flying hammer which creature dodges easily (nat 1) before swinging his own hammer (to hit: 13, damages: 13)
You notice that something is off with your spell (in the previous room). Some of the illusions are obvious, yet your spell gives misleading result a 1/4 of the time.
Anyway your attack scrapes of the Tile Chimera with a a clacking noise. It returns the favour with a bite and a claw attack. The other head turns to Khessa with a Fire Breath:
Eric: bite 5 + 7 = 13 to hit and claws 11 + 7 = 18 to hit (both miss)
Still blurry, the tall adventuress spins the magical (and now also flaming) blade of Hazirawn in two quick slashes against the monster - one diagonally descending from the right and one returning.
The Tile Chimera uses its reation to Narrow Dodge, your attacks are with disadvantage. Simply reroll for attack 1 and attack 2 and take the lowest value.
This post has potentially manipulated dice roll results.
[[ OOC: I don't remember... are we using flanking rules? Because if we do, Khessa, on the opposite side from Eric, should have Advantage, negating the Disadvantage of the Narrow Dodge Anyway, if rerolls are needed, her they are! ]]
Jean takes a couple steps back from the action and presses to one wall of the hallway to allow others to get by her. She whips her gauntleted arm out from under her coat and begins to circle it in front of her, allowing energy to build in the crystal strapped to her palm as she casts Melf's Minute Meteors. As the small balls of flame begin to circle her head she sends two of them hurtling towards the chimera. Damage on a failed dex save (DC 16): 5 on the first then 6 on the second, or 2 and 3 on a success.
Rollback Post to RevisionRollBack
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!)
Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat)
Panya Swiftheart - Halfling ancestral barbarian (The Life and Lies of Veritas Finbask)
Like in the first part of ToD I've decided that we will not be using the flanking rules. I hope the following helps.
Dear Adventurers,
I understand that you would like to gain advantage by flanking, but I have decided not to implement this rule in our campaign. Here are a few reasons why:
Balance and Game Mechanics: Giving advantage while flanking can unbalance the game. It would mean that players would have advantage much more often, which would significantly reduce the difficulty of battles. This can make battles less challenging and less exciting.
Pack Tactics: As you know, some creatures, such as Kobolds and Wolves, have the Pack Tactics ability, which gives them advantage when they are close to an ally. If we were to give advantage while flanking, it would reduce the unique value of Pack Tactics and make it less special.
Tactical Diversity: By not giving advantage while flanking, players are encouraged to be more creative and tactical in their battles. They have to come up with other strategies to defeat their enemies, such as using spells, skills, and teamwork.
Rules Consistency: Following the standard rules helps to maintain consistency in the game. This makes it easier for everyone to understand and apply the rules, especially for newer players.
I hope you understand why I made this decision. The goal is to keep the game challenging and fun for everyone, while respecting the unique characteristics and abilities of different creatures and classes.
[[ OOC: I don't remember... are we using flanking rules? Because if we do, Khessa, on the opposite side from Eric, should have Advantage, negating the Disadvantage of the Narrow Dodge Anyway, if rerolls are needed, her they are! ]]
Rerolls:
Attack 1: 25 Attack 2: 12
Only your first swing hits the Tile Chimera. It sprays little mosaic tiles when you hit it.
Jean takes a couple steps back from the action and presses to one wall of the hallway to allow others to get by her. She whips her gauntleted arm out from under her coat and begins to circle it in front of her, allowing energy to build in the crystal strapped to her palm as she casts Melf's Minute Meteors. As the small balls of flame begin to circle her head she sends two of them hurtling towards the chimera. Damage on a failed dex save (DC 16): 5 on the first then 6 on the second, or 2 and 3 on a success.
(I'm good with this, it makes sense to me. Though how will this affect sneak attack?)
I don't think it will affect Zale much. Yes, you get sneak when you have advantage (and you don't have advatage while flanking) but you don’t need advantage if an ally is within 5 ft. of your target (what also would be needed for flanking). Also, with Rakish Audacity Zale has sneak if she's the only one in within 5ft of the target.
occ: I'm anticipating Eric's actions cause I may not be available in the next days.
Eric sees the mosaic tiling "this creature came to life from that mosaic, it must be inbued by some illusion magic, could it be an illusion itself?" the dwarf thinks. then he tends his hand, pointing at the wall, uttering a dwarfish counterspell. (Eric casts Dispel Magicon the mosaic. An eventual casting check would be a dirty 20)
If nothing happens he would use his bonus action to swing his spiritual weapon (to hit 26, damages:9)
occ: I'm anticipating Eric's actions cause I may not be available in the next days.
Eric sees the mosaic tiling "this creature came to life from that mosaic, it must be inbued by some illusion magic, could it be an illusion itself?" the dwarf thinks. then he tends his hand, pointing at the wall, uttering a dwarfish counterspell. (Eric casts Dispel Magicon the mosaic. An eventual casting check would be a dirty 20)
If nothing happens he would use his bonus action to swing his spiritual weapon (to hit 26, damages:9)
The spell does nothing. You're sure it isn't an illusion now.
When Kni finally looks back to the ongoing fight he gives a manly squeak. Upon seeing the rest of the party already engaged with the chimera, he tries to compose himself as he takes out his daggers. "Kni not scared! Kni just did not see beast!" He cries as he charges forward, slashing wildly with his blades.
BA: Draconic Cry(Until the start of Kni's next turn, he and allies have advantage against any enemies that heard his cry.)
Eric's insight is: 12
He unleashes his Flaming flying hammer which creature dodges easily (nat 1) before swinging his own hammer (to hit: 13, damages: 13)
You notice that something is off with your spell (in the previous room). Some of the illusions are obvious, yet your spell gives misleading result a 1/4 of the time.
Anyway your attack scrapes of the Tile Chimera with a a clacking noise. It returns the favour with a bite and a claw attack. The other head turns to Khessa with a Fire Breath:
Eric: bite 5 + 7 = 13 to hit and claws 11 + 7 = 18 to hit (both miss)
Khessa: 25 fire dmg (Dex save DC 15 for 12 dmg)
Recharge breath weapon: 5 that's a yes
Round 1
Back to Khessa!
Player: Any Good Alignment // DM: Lawful Evil
Khessa's Dex save DC 15: 2 (rolled in game log - it was a nat 1)
The Chimera's flames are too far to avoid and Khessa is completely engulfed - she instinctively uses her magical powers to absorb some of the flames into her weapon, which temporarily becomes flaming, reducing the damage.
[[ OOC: Khessa casts Absorb Elements as Reaction - shet takes just 12 fire damage ]]
The blonde arcane warrior tries to keep her concentration on her Blur spell...
Khessa's Concentration: 20
Round 1
...And she succeeds!
Still blurry, the tall adventuress spins the magical (and now also flaming) blade of Hazirawn in two quick slashes against the monster - one diagonally descending from the right and one returning.
[[ OOC: Khessa Multiattacks with Hazirawn ]]
Khessa's Multiattack with Hazirawn:
Attack 1: 24 Damage: 9 (magical slashing) + 2 (necrotic) = 11
Attack 2: 17 Damage: 8 (magical slashing) + 5 (necrotic) = 13
The first attack that hits also causes 6 (fire) thanks to Absorb Elements
Well, unless the monster has very high AC or some resistance, it's a total of 30 damage! It should have felt that.
Now Zale and Jean are up!
The Tile Chimera uses its reation to Narrow Dodge, your attacks are with disadvantage. Simply reroll for attack 1 and attack 2 and take the lowest value.
Player: Any Good Alignment // DM: Lawful Evil
[[ OOC: I don't remember... are we using flanking rules? Because if we do, Khessa, on the opposite side from Eric, should have Advantage, negating the Disadvantage of the Narrow Dodge Anyway, if rerolls are needed, her they are! ]]
Rerolls:
Attack 1: 28
Attack 2: 27
Jean takes a couple steps back from the action and presses to one wall of the hallway to allow others to get by her. She whips her gauntleted arm out from under her coat and begins to circle it in front of her, allowing energy to build in the crystal strapped to her palm as she casts Melf's Minute Meteors. As the small balls of flame begin to circle her head she sends two of them hurtling towards the chimera. Damage on a failed dex save (DC 16): 5 on the first then 6 on the second, or 2 and 3 on a success.
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!)
Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat)
Panya Swiftheart - Halfling ancestral barbarian (The Life and Lies of Veritas Finbask)
Before rushing in, Zale decides to blast the creature with her breath weapon.
Damage: 12
Dex save 13 for half damage
About flanking.
Like in the first part of ToD I've decided that we will not be using the flanking rules. I hope the following helps.
Dear Adventurers,
I understand that you would like to gain advantage by flanking, but I have decided not to implement this rule in our campaign. Here are a few reasons why:
Balance and Game Mechanics: Giving advantage while flanking can unbalance the game. It would mean that players would have advantage much more often, which would significantly reduce the difficulty of battles. This can make battles less challenging and less exciting.
Pack Tactics: As you know, some creatures, such as Kobolds and Wolves, have the Pack Tactics ability, which gives them advantage when they are close to an ally. If we were to give advantage while flanking, it would reduce the unique value of Pack Tactics and make it less special.
Tactical Diversity: By not giving advantage while flanking, players are encouraged to be more creative and tactical in their battles. They have to come up with other strategies to defeat their enemies, such as using spells, skills, and teamwork.
Rules Consistency: Following the standard rules helps to maintain consistency in the game. This makes it easier for everyone to understand and apply the rules, especially for newer players.
I hope you understand why I made this decision. The goal is to keep the game challenging and fun for everyone, while respecting the unique characteristics and abilities of different creatures and classes.
Kind regards,
Acjots
Player: Any Good Alignment // DM: Lawful Evil
Only your first swing hits the Tile Chimera. It sprays little mosaic tiles when you hit it.
Dex saves: 17 and 16. It takes 5 dmg.
Dex save 7. It takes full dmg. Could you please descibe how you do that without hitting Eric and/or Khessa?
Next up: Kriv!
Player: Any Good Alignment // DM: Lawful Evil
(I'm good with this, it makes sense to me. Though how will this affect sneak attack?)
I don't think it will affect Zale much. Yes, you get sneak when you have advantage (and you don't have advatage while flanking) but you don’t need advantage if an ally is within 5 ft. of your target (what also would be needed for flanking). Also, with Rakish Audacity Zale has sneak if she's the only one in within 5ft of the target.
Player: Any Good Alignment // DM: Lawful Evil
occ: I'm anticipating Eric's actions cause I may not be available in the next days.
Eric sees the mosaic tiling "this creature came to life from that mosaic, it must be inbued by some illusion magic, could it be an illusion itself?" the dwarf thinks. then he tends his hand, pointing at the wall, uttering a dwarfish counterspell. (Eric casts Dispel Magic on the mosaic. An eventual casting check would be a dirty 20)
If nothing happens he would use his bonus action to swing his spiritual weapon (to hit 26, damages:9)
(Noted! Haha i didn't think it would affect me much since i rarely use flanking even without Rakish Audacity. Was mostly just curious ;b)
Kriv rushes in.
BA:
Rageno he's going to save thatA: first swing with the Fist: 23 to hit for 12 dmg, second swing: 18 to hit for 7 dmg.
The spell does nothing. You're sure it isn't an illusion now.
SW hits for 9 dmg.
Next up Kni!
Player: Any Good Alignment // DM: Lawful Evil
When Kni finally looks back to the ongoing fight he gives a manly squeak. Upon seeing the rest of the party already engaged with the chimera, he tries to compose himself as he takes out his daggers. "Kni not scared! Kni just did not see beast!" He cries as he charges forward, slashing wildly with his blades.
BA: Draconic Cry (Until the start of Kni's next turn, he and allies have advantage against any enemies that heard his cry.)
A: 1st Attack: 27; Damage: 14 + Eldritch smite damage - 27
2nd Attack: 23; Damage: 13
3rd Attack: 19; Damage: 5 (Normal dagger)