Wielding two daggers, Verspera dances around the battlefield, in and out of melee, switching targets every round to maximize her attacks.
{Using bonus action to disengage, then attacking someone with flanking to get advantage and sneak attack. The Nick property of the dagger lets her make the second attack with light weapons as part of the attack action instead of a bonus action. If you aren't using the optional flanking rules, then ignore the second die roll, but sneak attack should still apply from attacking with an ally next to the target.}
Round 2: Main Attack: 18 Damage: Unable to parse dice roll. Offhand Attack: 25 Damage: 3 Sneak Attack Damage: 1
{Looks like showing the dice rolls isn't working. It either doesn't display anything, or displays an 8d6 roll. Should I reroll in the game log so you can see the rolls?}
@Combat vs Manny, up to round 3, when the Sahuagin attacking him dies. (rolls from above; round 1: 16,7 // round 2: 19,13 and 17,7 // round 3: 12,13 and 11,18. damage 4,2,2,2)
round 1: The sahuagin swings a claw at you faster than you thought possible and connects with your side. (4 damage. since you are bloodied, from now on the sahuagin gets an advantage on attack rolls against you )
You side step to get out of the way of its bite and the bite indeed misses, but the claw hit on your side causes you to miss your eldritch blast.
round 2: You quickly adjust your aim and your blast is on target ( 8 dmg to the sahuagin), but, in its frenzy, the sahuagin does not seem to care. It goes all in, swinging claws and biting like crazy. ( two hits, 2 and 2 dmg)
round 3: it keeps going at you like crazy and even tough you manage to avoid most of its attacks, it does get a hit in ( 2 dmg ) before you fry it with your next blast (yours only had 15 HP, so its dead now)
@TLDR: you took a total of 10 dmg. You have the 4th round to help Vespera if her sahuagin is not yet dead (about to look into that one now)
round 1: Vespera disengages her foe and tries to get an angle on the sahuagin going hard after Manny, but the sahuagin going after her fight so stupidly trying to chase after her she faints and sticks it twice. (plus sneak attack) the sahuagin misses both with its claws and its bites but
round 2: it reacts quick on the turn around, by leaving its flanks open yet again, it manages to both claw and bite at Vespera. ( damage 5 + 3 ) Unfortunately of it, Vespera has seen the opening and absolutely obliterates it by sticking both daggers in its most vital spots ( full dmg and sneak attack from the 2nd round)
round 3: Vespera then quickly stabs the sahuagin after Manny in the back, killing it ( full dmg from both attacks and sneak attack)
@Manny, you do not get damaged in round 3. so you lose 2 less HP, you have taken a total of 8 dmg.
@Vespera, TLDR: you took a total of 8 HPs dmg.
@Vespera, if your initiative is higher than the sahuagin's, you will act before it in round 2 and avoid all the dmg taken. I did not see you or Manny roll initiative or role play the dmg avoidance like Silver did.
@Manny: in round 1 the attack rolls against you are 16 and 7. Sahuagin have multiattack. 16 hits. From then on, they have blood frenzy, so their attacks have advantage.
So in round two, 19 and 13 with 1st attack, 17 and 7 with the second attack. In round 3, 12 and 13 with 1st attack and 11, 18 with the second.
------------
@Vespera,
round 1: attacks 7,13 both miss.
round 2: 1st attack is 14, which is a hit, so the 2nd is with advantage 19,14 also a hit. Your sahuagin is dead before round 3.
While Silver is dispatching the last sahuagin in round 4, I belive both Manny and Vespera are done at the end of round 3. You both have time to react to / plan against the following:
The sahuagin who retreated shouting in its own language down the corridor to the NW can be seen 15 ft beyond the door. the corridor turns to the left there. You cannot understand the language of the sahuagin, but you are afraid you do ont have to. It is excitedly waving its arms towards someone or something behind the corner and loud shrieks and the slap slap of fast running feat can be clearly heard. The voices are not few at all, nor the slap slap from running feet.
@rolls, you can all roll in the campaign log or anywhere that is reliable and verifiable. But I would prefer form now on to be able to see the rolls reliably.
edit: i do like rolls here, but as JSenecal noted, they are totally bugged. Both Silver and Manny's looked good in the campaign log.
Sorry, missed initiative, rolled 6 (nat 1), so take the damage.
In the first fight, bludgeoning damage Vaspera received was reduced by 1. Was that supposed to be a permanent feature? Does it apply to the damage here?
@Manny and Vespera have 2 rounds to plan, heal etc. Silver has one round.
The Imp is invisible and on the way to scout for you.
@Manny, as far as I know, unlike previous DnD versions, the temps atm dont stack.
@Vespera,
Vespera does not reduce dmg taken, she instantly regenerates 1 point of dmg. After taking any dmg of any type, she instantly heals / regenerates 1 HP. (this is made to simulate wounds closing faster, because of a story plot having to do with the Child of Chaos)
@flying and invisibility. since we have 2 x fliers that are invisible, I figure we need to talk about speed. Even if MEP-RU is actually faster, lets put a fly speed of 120 ft, with perfect maneuverability. The Imp from what i see has a fly speed of 40 ft.
Healing damage sounds good 😊 Does it heal 1 point each time hit, or one point per turn? Does the healing continue on following turns, or is it just 1 hp healed?
Need to know these things to record the damage correctly.
@Manny, as far as I know, unlike previous DnD versions, the temps atm dont stack.
I don't know about other versions. I only began with the 2024 rules. From what I learned on this forum, is that you can stack temp points to allow your armor of Agathys to last longer. Also, the Invocation assumes a max roll # so you don't actually roll. That invocation is a great way to boost the temp points for the Agathys armor spell.
But you are the DM so if they do not stack, I will not stack the points and I request getting a different spell.
Temp HP hasn't ever stacked, at least not since 3.0. Here's the current rule from 2024 free rules:
Temporary Hit Points Don’t Stack
Temporary Hit Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22.
The imp scout has reached the corner and looking down the corridor (Manny can see with an action) it communicates that 5 more sahuagin are coming at a sprint. (total of 6, with the one under the imp, gesturing and shouting)
From the main room where you are, there is open door on the NW, corridor continuing for 15 ft then turns left. The one sahuagin is there. The Imp is there. Looking past the turn, towards the West (left). The imp sees another open door to the West, 15 ft away, beyond it a room. The 5 sprinting sahuagin are about to pass the door.
MEP-RU assesses Silverlining’s capabilities. He comes to realize that the Драконьорн is able to breath cold from its mouth parts and pushes the thought of projecting that down the corridor at the incoming combatants.
“Are we staying or fleeing…if we are staying, I have something for them.” The monk says as he moves to catch as many as he can that comes through the door with a line of cold 30’ long starting with the Sahuagin in the doorway.
@gm - You would need to bottle-neck them at the door, else not all 6 will be in the area. If Vespera and Manny help at the door, the plan sounds good to me.
@gm - You would need to bottle-neck them at the door, else not all 6 will be in the area. If Vespera and Manny help at the door, the plan sounds good to me.
Down the corridor. Aren’t there 5 in the corridor, isn’t it 5’ wide?
Vespera agrees, "Yes, block the door so we only have to fight one at a time!" She moves to keep sahuagin stuck in the corridor and unable to surround them.
Wielding two daggers, Verspera dances around the battlefield, in and out of melee, switching targets every round to maximize her attacks.
{Using bonus action to disengage, then attacking someone with flanking to get advantage and sneak attack. The Nick property of the dagger lets her make the second attack with light weapons as part of the attack action instead of a bonus action. If you aren't using the optional flanking rules, then ignore the second die roll, but sneak attack should still apply from attacking with an ally next to the target.}
Round 2:
Main Attack: 18 Damage: Unable to parse dice roll.
Offhand Attack: 25 Damage: 3
Sneak Attack Damage: 1
Round 1:
Main Attack: 24 Damage: 7
Offhand Attack: 20 Damage: 1
Sneak Attack Damage: 4
Round 3:
Main Attack: 14 Damage: 7
Offhand Attack: 11 Damage: 1
Sneak Attack Damage: 2
Round 4:
Main Attack: 14 Damage: 7
Offhand Attack: 20 Damage: 3
Sneak Attack Damage: 6
{Looks like showing the dice rolls isn't working. It either doesn't display anything, or displays an 8d6 roll. Should I reroll in the game log so you can see the rolls?}
@Combat vs Manny, up to round 3, when the Sahuagin attacking him dies. (rolls from above; round 1: 16,7 // round 2: 19,13 and 17,7 // round 3: 12,13 and 11,18. damage 4,2,2,2)
round 1: The sahuagin swings a claw at you faster than you thought possible and connects with your side. (4 damage. since you are bloodied, from now on the sahuagin gets an advantage on attack rolls against you )
You side step to get out of the way of its bite and the bite indeed misses, but the claw hit on your side causes you to miss your eldritch blast.
round 2: You quickly adjust your aim and your blast is on target ( 8 dmg to the sahuagin), but, in its frenzy, the sahuagin does not seem to care. It goes all in, swinging claws and biting like crazy. ( two hits, 2 and 2 dmg)
round 3: it keeps going at you like crazy and even tough you manage to avoid most of its attacks, it does get a hit in ( 2 dmg ) before you fry it with your next blast (yours only had 15 HP, so its dead now)
@TLDR: you took a total of 10 dmg. You have the 4th round to help Vespera if her sahuagin is not yet dead (about to look into that one now)
@Cmabt vs Vespera,
round 1: Vespera disengages her foe and tries to get an angle on the sahuagin going hard after Manny, but the sahuagin going after her fight so stupidly trying to chase after her she faints and sticks it twice. (plus sneak attack) the sahuagin misses both with its claws and its bites but
round 2: it reacts quick on the turn around, by leaving its flanks open yet again, it manages to both claw and bite at Vespera. ( damage 5 + 3 ) Unfortunately of it, Vespera has seen the opening and absolutely obliterates it by sticking both daggers in its most vital spots ( full dmg and sneak attack from the 2nd round)
round 3: Vespera then quickly stabs the sahuagin after Manny in the back, killing it ( full dmg from both attacks and sneak attack)
@Manny, you do not get damaged in round 3. so you lose 2 less HP, you have taken a total of 8 dmg.
@Vespera, TLDR: you took a total of 8 HPs dmg.
@Vespera, if your initiative is higher than the sahuagin's, you will act before it in round 2 and avoid all the dmg taken. I did not see you or Manny roll initiative or role play the dmg avoidance like Silver did.
Rolls explained round by round:
@Manny: in round 1 the attack rolls against you are 16 and 7. Sahuagin have multiattack. 16 hits. From then on, they have blood frenzy, so their attacks have advantage.
So in round two, 19 and 13 with 1st attack, 17 and 7 with the second attack. In round 3, 12 and 13 with 1st attack and 11, 18 with the second.
------------
@Vespera,
round 1: attacks 7,13 both miss.
round 2: 1st attack is 14, which is a hit, so the 2nd is with advantage 19,14 also a hit. Your sahuagin is dead before round 3.
While Silver is dispatching the last sahuagin in round 4, I belive both Manny and Vespera are done at the end of round 3. You both have time to react to / plan against the following:
The sahuagin who retreated shouting in its own language down the corridor to the NW can be seen 15 ft beyond the door. the corridor turns to the left there. You cannot understand the language of the sahuagin, but you are afraid you do ont have to. It is excitedly waving its arms towards someone or something behind the corner and loud shrieks and the slap slap of fast running feat can be clearly heard. The voices are not few at all, nor the slap slap from running feet.
@rolls, you can all roll in the campaign log or anywhere that is reliable and verifiable. But I would prefer form now on to be able to see the rolls reliably.
edit: i do like rolls here, but as JSenecal noted, they are totally bugged. Both Silver and Manny's looked good in the campaign log.
Sorry, missed initiative, rolled 6 (nat 1), so take the damage.
In the first fight, bludgeoning damage Vaspera received was reduced by 1. Was that supposed to be a permanent feature? Does it apply to the damage here?
Assuming I still have my familiar, I ask it to become invisible and go see what is being summoned to our location.
Assuming I have time I cast Fiendish Vigor Invocation which gives me 12 temp HP.
Assuming I still have time, I use a bonus action toI also cast Armor of Agathys so I now have 17 temp HP.
IMP has
Skills
Stealth +5, Insight +3, Deception +4
Senses
Darkvision 120 ft. (unimpeded by magical Darkness), Passive Perception 11
Languages
Common, Infernal
@Manny and Vespera have 2 rounds to plan, heal etc. Silver has one round.
The Imp is invisible and on the way to scout for you.
@Manny, as far as I know, unlike previous DnD versions, the temps atm dont stack.
@Vespera,
Vespera does not reduce dmg taken, she instantly regenerates 1 point of dmg. After taking any dmg of any type, she instantly heals / regenerates 1 HP. (this is made to simulate wounds closing faster, because of a story plot having to do with the Child of Chaos)
@flying and invisibility. since we have 2 x fliers that are invisible, I figure we need to talk about speed. Even if MEP-RU is actually faster, lets put a fly speed of 120 ft, with perfect maneuverability. The Imp from what i see has a fly speed of 40 ft.
Healing damage sounds good 😊 Does it heal 1 point each time hit, or one point per turn? Does the healing continue on following turns, or is it just 1 hp healed?
Need to know these things to record the damage correctly.
I don't know about other versions. I only began with the 2024 rules. From what I learned on this forum, is that you can stack temp points to allow your armor of Agathys to last longer. Also, the Invocation assumes a max roll # so you don't actually roll. That invocation is a great way to boost the temp points for the Agathys armor spell.
But you are the DM so if they do not stack, I will not stack the points and I request getting a different spell.
Correct
Temp HP hasn't ever stacked, at least not since 3.0. Here's the current rule from 2024 free rules:
Temporary Hit Points Don’t Stack
Temporary Hit Points can’t be added together. If you have Temporary Hit Points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 Temporary Hit Points when you already have 10, you can have 12 or 10, not 22.
The imp scout has reached the corner and looking down the corridor (Manny can see with an action) it communicates that 5 more sahuagin are coming at a sprint. (total of 6, with the one under the imp, gesturing and shouting)
From the main room where you are, there is open door on the NW, corridor continuing for 15 ft then turns left. The one sahuagin is there. The Imp is there. Looking past the turn, towards the West (left). The imp sees another open door to the West, 15 ft away, beyond it a room. The 5 sprinting sahuagin are about to pass the door.
MEP-RU assesses Silverlining’s capabilities. He comes to realize that the Драконьорн is able to breath cold from its mouth parts and pushes the thought of projecting that down the corridor at the incoming combatants.
“Are we staying or fleeing…if we are staying, I have something for them.” The monk says as he moves to catch as many as he can that comes through the door with a line of cold 30’ long starting with the Sahuagin in the doorway.
(Edited to the correct length, 30’ not 60’)
@gm - You would need to bottle-neck them at the door, else not all 6 will be in the area. If Vespera and Manny help at the door, the plan sounds good to me.
Manny asks the imp to close the door if he can
If he can be on the other side of the door with the monsters that is fine, if he can't then so be it.
"main thing is to close the door."
Down the corridor. Aren’t there 5 in the corridor, isn’t it 5’ wide?
Vespera agrees, "Yes, block the door so we only have to fight one at a time!" She moves to keep sahuagin stuck in the corridor and unable to surround them.
As in line up all 3 of us in front of the door, so there's no space for them to come out into the room.