Second group: 6 ice mephits (I rolled them as a group, and they got 12.) Three mephits are in the trees to your right and three are in the trees to your left. They are all 40' away.
Third group: Dvu, Drift
First group, you're up! (No need to establish a specific order within each group.)
To help me, please include in your attack post if you plan on taking a defensive maneuver if you are attacked. For example, have prepared Shield as a Reaction if hit.
The white-haired young woman sighs. As if the blizzard wasn't enough. These creatures would not be talked down and there was no reason to hold back. Without hesitation, Ellora quickly moves closer to the group of tiny ice devils to her right, untying herself if needed and unleashing searing hot white flames from her hands that engulf the enemies there, although she seems clearly disappointed, the full effect likely hampered by the blizzard. She'd then retreat towards her companions.
(Move 25 feet closer, cast Burning Hands, Fire:5 Dex save 13 for half, then retreat, cast Shield if hit.)
“Be on your guard!” shouts Marva. “There’s a group of ice mephits in the trees. I don’t expect they’ll let us shelter here peacefully!” She moves up next to Dvu, shield and mace at the ready. If any of the mephits get within range, she will attack. (Attack: natural 1)
Rollback Post to RevisionRollBack
Marva Stormavendrien - Level 1 Cleric - Rime of the Frostmaiden
"Face me, askar al barid!" Zuleikha cries, charging at the group of mephits in the copse to the left. Her scimitar and shortsword glow with radiance as they leave the scabbards, illuminated by an otherworldly power. She dances towards the nearest ice devil, her peacock blue and cerulean robes spiralling beneath her as she prepares to strike any mephit that enters her range.
BONUS ACTION: Divine Favor. MOVEMENT: 30ft to the nearest mephit. ACTION: Ready. Booming Blade attack with Scimitar. To hit: 15. Damage: 9. Divine Favor damage (radiant): 1. Booming Blade damage (thunder): 3. Light weapon attack with Shortsword as a result of Nick weapon mastery. To hit: 7. Damage: 7. Divine Favor damage (radiant): 4. REACTION: Use readied action. OTHER: Concentration on Blade Ward.
"Ice spirits six as blizzards blow I care not for their snowballs though Far meaner than our Gourmet dear These tiniest of Auril's toes"
Ophelia peers through the driving snow as Marva and Drift point out the mephits and she sings out her rhyming call, seemingly annoyed at the hostile elemental creatures. The lavender glow suffusing her appears to extend to her arm as she raises it. The ferocity of the blizzard seems to affect her aim, however, as a large but poorly-aimed streak of fire shoots towards the nearest mephit and she backs away, teeth bared.
Bonus Action: Innate Sorcery - Ophelia has advantage on spell attacks and a +1 to spell DC for the next minute. Action: Ophelia casts Sorcerous Burst (fire) at the nearest mephit, with advantage from Innate Sorcery canceling disadvantage from the blizzard. Sorcerous Burst to hit mephit: 10 (ignore second roll, I forgot that blizzard disadvantage cancels her advantage, and second roll was a Nat. 1 anyway). Sorcerous Burstfire damage: 11 (8 + 3, rolled second die to add due to rolling 8 on first die, aargh, wasted on the likely miss) Movement: Ophelia steps 35' away from the mephits.
Concentration: Ophelia is concentrating on Blade Ward. Rolled a d10 to determine how many rounds left, since it lasts a minute (10 rounds) and it is random when the encounter started. Got a 1. =( So Blade Ward is just up for this round. Subtract 1d4 from incoming attack rolls.
Reaction: Ophelia has the Shield spell available and will use it as a reaction if it would make the difference in causing an incoming attack to miss.
Ellora blasts one of the mephits in the left tree with her Burning Hands for 5 damage then moves back to the group. Marva stays with the group out of melee range. Zuleikha moves to the trees but is still 10' from her foes. Orphelia stays with the group and sends streaks and bursts of fire towards the trees, but nothing connects with the mephits. You can hear their laughter cackle over the wind.
The three ice mephits from the right tree fly 30' towards the group then release their frost breaths. The five in the group, roll d20 CONS saving throw twice - for each d20 below 10 then 7hp damage and for each above 10 then 3 hp damage of cold damage.
The three mephits in the left trees stay put to attack the colorful human that kindly came to them. The wounded mephit stays put 10' away from Zuleikha and casts Fog Cloud, which Heavily Obscures it from Zuleikha and the rest of the group. The other two attack her with their icy claws but both miss.
(OOC: Monster, I applied the Ready rules here.) Zuleikha, your scimitar hits for 13 hp damage and indeed booms, knocking the snow off the trees and surprising everyone and everything nearby. The mephit deflects the short sword for no damage.
Group 3 and Group 1, you are up! (Again, no need to wait for individual order.)
Dvu takes the ball of fire in his hand and throws it at the ice mephits, but in the wind and snow he has difficulty with his aim. He starts to walk closer, to close the distance and get ready for melee. “Stay together! Don’t get lost… Here.. catch!”
Action : He throws the ball of flame at the nearest ice mephit. 7 to hit, for 2 points of flame damage.
Movement : 15 feet closer
Bonus Action : create a new ball of flame in his hand for light and to prepare to throw next round.
Drift moves closer to the ice mephits. He takes his wand in one hand and draws an arcanum in the air and a cube and mutters some strange formula to himself.
A 20 foot pulse of violet fire and flame flashes into being from a point, whooshing heatlessly until they meet the edges of an invisible wall, filling a cube, wherever the most ice mephits would be caught.
Action: Faerie Fire Dex save DC 13 Movement: up to 30 feet to place himself where he can catch the most Mephits.
While the dragonborn fully plans to strike at any mephits who come near, there is something about their dance that fascinates her. Even the frosty breath that washes over the group makes her feel more alive, despite the accompanying damage. (Con saves: 11 and 11) “I can breathe frost, too, children, but I imagine it will do little to harm you either. Come, let’s dance!”
Movement: Since they don’t move into melee range, Marva moves around the three from the right side who approached, attacking from the back to flank with Dvu.
Action: Attack with mace with advantage - two natural 1s!!!
She does a complicated flourish with her mace that seems to encircle the nearest mephit, but never makes contact. Instead, she overbalances and falls flat in the snow. She quickly leaps up, calling, “Ah, you dance well, little one!”
Rollback Post to RevisionRollBack
Marva Stormavendrien - Level 1 Cleric - Rime of the Frostmaiden
The white-haired whiteflame wielder quickly follows the pesky group of tiny ice devils, once more unleashing searing hot white flames from her hands that engulf the enemies, to a greater effect this time. She then retreat away.
(Move to the square just right of Marva, cast Burning Hands, Fire:10 Dex save 13 for half, then retreat, moved on map)
(OOC: On her turn, Marva moved to the square two spaces to the right of Dvu. She was trying to flank and make it so it would be harder for them to get multiple people with their breath weapon. Thanks for the map!)
Ophelia gasps as the area affected by the ice mephits'Frost Breath barely stops short of her retreating form, stumbling away. Lucid for now, she is painfully aware of the perilous scrape which she and her companions find themselves in. Her voice calls out through the driving snow:
"Whilst Auril, watching from winter skies alight Mocks us coldly with her mephits' icy breath, We go not gentle to the dark night of death And rage, rage against the dying of the light."
As she pulls the longbow awkwardly from her back, nocking an arrow and drawing with frost-numbed fingers, her lavender aura (Innate Sorcery, True Strike) guides her wild shot, curving, warbling radiantly into the heart of the most injured mephit at which she has a clear shot.
Action: Ophelia shoots at the most injured ice mephit at which she has a clear shot, casting True Strike with her Longbow (straight roll regardless of Faerie Fire as advantage from Innate Sorcery cancels blizzard-based disadvantage on ranged attacks). True Strike with Longbow to hit the most injured ice mephit: 25 (Nat. 20) True Strike with Longbow damage to the most injured ice mephit: 10 (radiant)
Bonus Action: (none) Movement: Based on her previous turn's movement, Ophelia begins the turn in the partial square at the far southwest corner of the map. She stays put.
Ophelia's Initiative: 14
Barn(Paladin1): Damian_May's Ereworn Under the Shadow | Lyra(Warlock2/Bard4): VitusW's Silverwood Forest | Nivi(Rogue5): Erik_Soong's Netherdeep
Joren(Fighter6): NotDrizzt's Simple Request | Quyen(Adept1, ba5ic): ConstancePhokas' Nentir Vale (Discord) | Seri(Druid1): Hunter_Orien's Saltmarsh
Xarian(Fighter3): Luna_Dust's Marks on the Map | Ophelia(Sorcerer2): BillM's Icewind Dale | Shin(Wizard1): Culuril's Strixhaven
Drift: Nat 1 (4 if +3 still applies).
Marva's initiative: 20 (not nat)
Marva Stormavendrien - Level 1 Cleric - Rime of the Frostmaiden
(Librarian/Gamer/Knitter)
((OOC: Initiative 19))
Dvu initiative : 11
A wizard is never late, nor is he early, he arrives precisely when he means to.
Ellora initiative: 13
First group: Marva, Zuleikha, Ophelia, Ellora
Second group: 6 ice mephits (I rolled them as a group, and they got 12.) Three mephits are in the trees to your right and three are in the trees to your left. They are all 40' away.
Third group: Dvu, Drift
First group, you're up! (No need to establish a specific order within each group.)
To help me, please include in your attack post if you plan on taking a defensive maneuver if you are attacked. For example, have prepared Shield as a Reaction if hit.
The white-haired young woman sighs. As if the blizzard wasn't enough. These creatures would not be talked down and there was no reason to hold back.
Without hesitation, Ellora quickly moves closer to the group of tiny ice devils to her right, untying herself if needed and unleashing searing hot white flames from her hands that engulf the enemies there, although she seems clearly disappointed, the full effect likely hampered by the blizzard. She'd then retreat towards her companions.
(Move 25 feet closer, cast Burning Hands, Fire:5 Dex save 13 for half, then retreat, cast Shield if hit.)
“Be on your guard!” shouts Marva. “There’s a group of ice mephits in the trees. I don’t expect they’ll let us shelter here peacefully!” She moves up next to Dvu, shield and mace at the ready. If any of the mephits get within range, she will attack. (Attack: natural 1)
Marva Stormavendrien - Level 1 Cleric - Rime of the Frostmaiden
(Librarian/Gamer/Knitter)
"Face me, askar al barid!" Zuleikha cries, charging at the group of mephits in the copse to the left. Her scimitar and shortsword glow with radiance as they leave the scabbards, illuminated by an otherworldly power. She dances towards the nearest ice devil, her peacock blue and cerulean robes spiralling beneath her as she prepares to strike any mephit that enters her range.
BONUS ACTION: Divine Favor.
MOVEMENT: 30ft to the nearest mephit.
ACTION: Ready. Booming Blade attack with Scimitar. To hit: 15. Damage: 9. Divine Favor damage (radiant): 1. Booming Blade damage (thunder): 3.
Light weapon attack with Shortsword as a result of Nick weapon mastery. To hit: 7. Damage: 7. Divine Favor damage (radiant): 4.
REACTION: Use readied action.
OTHER: Concentration on Blade Ward.
"Ice spirits six as blizzards blow
I care not for their snowballs though
Far meaner than our Gourmet dear
These tiniest of Auril's toes"
Ophelia peers through the driving snow as Marva and Drift point out the mephits and she sings out her rhyming call, seemingly annoyed at the hostile elemental creatures. The lavender glow suffusing her appears to extend to her arm as she raises it. The ferocity of the blizzard seems to affect her aim, however, as a large but poorly-aimed streak of fire shoots towards the nearest mephit and she backs away, teeth bared.
Bonus Action: Innate Sorcery - Ophelia has advantage on spell attacks and a +1 to spell DC for the next minute.
Action: Ophelia casts Sorcerous Burst (fire) at the nearest mephit, with advantage from Innate Sorcery canceling disadvantage from the blizzard.
Sorcerous Burst to hit mephit: 10 (ignore second roll, I forgot that blizzard disadvantage cancels her advantage, and second roll was a Nat. 1 anyway).
Sorcerous Burst fire damage: 11 (8 + 3, rolled second die to add due to rolling 8 on first die, aargh, wasted on the likely miss)
Movement: Ophelia steps 35' away from the mephits.
Concentration: Ophelia is concentrating on Blade Ward. Rolled a d10 to determine how many rounds left, since it lasts a minute (10 rounds) and it is random when the encounter started. Got a 1. =( So Blade Ward is just up for this round. Subtract 1d4 from incoming attack rolls.
Reaction: Ophelia has the Shield spell available and will use it as a reaction if it would make the difference in causing an incoming attack to miss.
Barn(Paladin1): Damian_May's Ereworn Under the Shadow | Lyra(Warlock2/Bard4): VitusW's Silverwood Forest | Nivi(Rogue5): Erik_Soong's Netherdeep
Joren(Fighter6): NotDrizzt's Simple Request | Quyen(Adept1, ba5ic): ConstancePhokas' Nentir Vale (Discord) | Seri(Druid1): Hunter_Orien's Saltmarsh
Xarian(Fighter3): Luna_Dust's Marks on the Map | Ophelia(Sorcerer2): BillM's Icewind Dale | Shin(Wizard1): Culuril's Strixhaven
Ellora blasts one of the mephits in the left tree with her Burning Hands for 5 damage then moves back to the group. Marva stays with the group out of melee range. Zuleikha moves to the trees but is still 10' from her foes. Orphelia stays with the group and sends streaks and bursts of fire towards the trees, but nothing connects with the mephits. You can hear their laughter cackle over the wind.
The three ice mephits from the right tree fly 30' towards the group then release their frost breaths. The five in the group, roll d20 CONS saving throw twice - for each d20 below 10 then 7hp damage and for each above 10 then 3 hp damage of cold damage.
The three mephits in the left trees stay put to attack the colorful human that kindly came to them. The wounded mephit stays put 10' away from Zuleikha and casts Fog Cloud, which Heavily Obscures it from Zuleikha and the rest of the group. The other two attack her with their icy claws but both miss.
(OOC: Monster, I applied the Ready rules here.) Zuleikha, your scimitar hits for 13 hp damage and indeed booms, knocking the snow off the trees and surprising everyone and everything nearby. The mephit deflects the short sword for no damage.
Group 3 and Group 1, you are up! (Again, no need to wait for individual order.)
Dvu takes the ball of fire in his hand and throws it at the ice mephits, but in the wind and snow he has difficulty with his aim. He starts to walk closer, to close the distance and get ready for melee. “Stay together! Don’t get lost… Here.. catch!”
Action : He throws the ball of flame at the nearest ice mephit. 7 to hit, for 2 points of flame damage.
Movement : 15 feet closer
Bonus Action : create a new ball of flame in his hand for light and to prepare to throw next round.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Drift moves closer to the ice mephits. He takes his wand in one hand and draws an arcanum in the air and a cube and mutters some strange formula to himself.
A 20 foot pulse of violet fire and flame flashes into being from a point, whooshing heatlessly until they meet the edges of an invisible wall, filling a cube, wherever the most ice mephits would be caught.
Action: Faerie Fire Dex save DC 13
Movement: up to 30 feet to place himself where he can catch the most Mephits.
While the dragonborn fully plans to strike at any mephits who come near, there is something about their dance that fascinates her. Even the frosty breath that washes over the group makes her feel more alive, despite the accompanying damage. (Con saves: 11 and 11) “I can breathe frost, too, children, but I imagine it will do little to harm you either. Come, let’s dance!”
Movement: Since they don’t move into melee range, Marva moves around the three from the right side who approached, attacking from the back to flank with Dvu.
Action: Attack with mace with advantage - two natural 1s!!!
She does a complicated flourish with her mace that seems to encircle the nearest mephit, but never makes contact. Instead, she overbalances and falls flat in the snow. She quickly leaps up, calling, “Ah, you dance well, little one!”
Marva Stormavendrien - Level 1 Cleric - Rime of the Frostmaiden
(Librarian/Gamer/Knitter)
((Forgot the con saves for Dvu))
Con save 1 : 11
Con save 2 : (Nat 20!) : 22
A wizard is never late, nor is he early, he arrives precisely when he means to.
The white-haired whiteflame wielder quickly follows the pesky group of tiny ice devils, once more unleashing searing hot white flames from her hands that engulf the enemies, to a greater effect this time. She then retreat away.
(Move to the square just right of Marva, cast Burning Hands, Fire:10 Dex save 13 for half, then retreat, moved on map)
Green squares are the trees (really!), each bloc is 5', the road/path is in-between the trees.
I will start posting the snapshots so I do not get more annoyed with DDB.
(OOC: On her turn, Marva moved to the square two spaces to the right of Dvu. She was trying to flank and make it so it would be harder for them to get multiple people with their breath weapon. Thanks for the map!)
Marva Stormavendrien - Level 1 Cleric - Rime of the Frostmaiden
(Librarian/Gamer/Knitter)
Ophelia gasps as the area affected by the ice mephits' Frost Breath barely stops short of her retreating form, stumbling away. Lucid for now, she is painfully aware of the perilous scrape which she and her companions find themselves in. Her voice calls out through the driving snow:
"Whilst Auril, watching from winter skies alight
Mocks us coldly with her mephits' icy breath,
We go not gentle to the dark night of death
And rage, rage against the dying of the light."
As she pulls the longbow awkwardly from her back, nocking an arrow and drawing with frost-numbed fingers, her lavender aura (Innate Sorcery, True Strike) guides her wild shot, curving, warbling radiantly into the heart of the most injured mephit at which she has a clear shot.
Action: Ophelia shoots at the most injured ice mephit at which she has a clear shot, casting True Strike with her Longbow (straight roll regardless of Faerie Fire as advantage from Innate Sorcery cancels blizzard-based disadvantage on ranged attacks).
True Strike with Longbow to hit the most injured ice mephit: 25 (Nat. 20)
True Strike with Longbow damage to the most injured ice mephit: 10 (radiant)
Bonus Action: (none)
Movement: Based on her previous turn's movement, Ophelia begins the turn in the partial square at the far southwest corner of the map. She stays put.
Barn(Paladin1): Damian_May's Ereworn Under the Shadow | Lyra(Warlock2/Bard4): VitusW's Silverwood Forest | Nivi(Rogue5): Erik_Soong's Netherdeep
Joren(Fighter6): NotDrizzt's Simple Request | Quyen(Adept1, ba5ic): ConstancePhokas' Nentir Vale (Discord) | Seri(Druid1): Hunter_Orien's Saltmarsh
Xarian(Fighter3): Luna_Dust's Marks on the Map | Ophelia(Sorcerer2): BillM's Icewind Dale | Shin(Wizard1): Culuril's Strixhaven