(@Palfatreos: please see edited post above. I don’t think you can use any reactions... sorry if this first round seemed brutal, but wandering off on your own into a mysterious room is rarely a good idea in D&D... also, legendary and lair actions can be nasty!)
(OOC: i felt pretty save being in the dark and could have double dash i just din't anticipate being teleported and grappled. with 62 hp and AC 18 i though i could last 2-3 round alas i was deadly wrong XD)
Karwin enters the vast room and makes good use of her Goggles of Night. What she sees is basically a room that is part feast hall, part treasure hoard, part library. Those seeking the pleasures of food and drink will find plenty of exquisite options in the many long tables adorning this room. Those searching for riches can plunge their hands into the tall piles of metallic shining coins and artistic precious metal-works and gems. Those seeking knowledge would find it hard to digest all the books methodically organized in the many bookshelves. Despite the many offerings, the ground is dead, dry, and cracked. Not far from where the cleric stands, some blank books, a couple of apples, and a hunk of pork lay on the ground, as if the person indulging in them had suddenly been whisked away. Other than that, just an eerie silence is noticeable within her range.
(Note: Going by the initiative order, this all happens before Dredge's casts Pass Without Trace).
LEGENDARY ACTION (end of Karwin's turn)
Far from everyone's prying eyes, the Balhannoth will mask its presence once again, and Vanish (invisible to everyone).
Before Karwin moves too far ahead, Dredge veils the party with Pass Without Trace and begins moving quietly into the room. Trying to obfuscate the light coming from his sword, the genasi sheaths it. A faint glow through the seems of the sheath allows him to see a few feet in front of him, but his vision is definitely impaired. Dredge is sure he has never moved so quietly and carefully in his life. This must be enough stealth, surely...
LEGENDARY ACTION (end of Dredge's turn)
The Balhannoth silently, and still invisible, Teleports 60 feet closer to the party.
This post has potentially manipulated dice roll results.
Lot moves to the now vacated threshold but refuses to fully enter the room. The sorcerer prepares an offensive fire spell in case he can identify a target within range.
LEGENDARY ACTION (end of Lot's turn).
The enemy teleports 35 feet closer to the group. It is now 10 feet away from both Karwin and Dredge, invisible, and did not move, since it has been using Teleport. (Nonetheless, since it is now so close and you all suspect something is wrong, I'd say you'd have a chance of noticing it. I'll row a stealth check with advantage against your perception at disadvantage).
Despite noticing something is near, the enemy's first attack is still coming from an unseen position, and therefore has advantage. the first tentacle swing at Karwin:
-> Tentacle (melee weapon attack with reach and advantage) vs. Karwin: Attack: 12Damage: 10 bludgeoning. Karwin sense the air shifting and steps sideways.
Now visible and nearby, you can all see the large, hideous visage of this aberration. Four tentacles slurp back and forth and a head that is mostly overtaken by a toothy mouth. Shoulders pop out of the ground, but the rest of the body simply seems to disappear underneath. the creature continues its attacks:
-> Tentacle (melee weapon attack with reach) vs. Karwin: Attack: 9Damage: 14 bludgeoning.
-> Tentacle (melee weapon attack with reach) vs. Karwin: Attack: 11Damage: 10 bludgeoning.
-> Tentacle (melee weapon attack with reach) vs. Karwin: Attack: 19 Damage: 14 bludgeoning.
Karwin manages to block the next two tentacles with her new, but still enigmatic eye-adorned shield. The last tentacle grabs her legs, however. The samurai is then dragged 5 feet closer to the creatures mouth. (Karwin is now considered both grappled and restrained).
Lot's Fire Bolt triggers: Attack: 26 Damage: 16 fire. One of its shoulders is slightly singed (Balhannoth - CMD: 23)
Rolling new initiative for Nox: 21. Same roll... WOW!
INITIATIVE ROUND 3
22. A 21. Nox - being revived at the center of the grassy room as a Tabaxi. 20. Lair 09. Karwin - both grappled and restrained; 06. Dredge 04. Lot 01. Balhannoth
Nox open his eyes feeling grass under his feet "what happened?". However the revived Nox doesn't has the luxury to ponder what happened since he sees the party still fighting the beast.
Action The Tabaxi move to Z25 and since he know he can go invisble he cast Faerie Fire (DC = Dex17) ,edge of the cube AD19 - AG22 only hitting the big beast. "watch out it can turn invisble."
BA I use Bardic Inspiration on Karwin. He can use an extra 1d8 once during ability, attack, saving throw. He ends his movement AB25.
Bardic Inspiration
As a bonus action, a creature within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
While all this happening Nox think to himself *since when do i have all these abilities? Also why am i craving for fish?*
Karwin quickly glances to the familliar, yet different tone. "What in the?" She stops herself from being distracted as she has a monstrous entity attempting to kill her right now.
Dredge glances over, distracted momentarily by Karwin’s cry. ”Mate, I know I shapeshift all the time, but we’re gonna have to have a talk after this, eh?”
Dredge grunts as he is whisked (by my count) 60 feet away from the creature. He mutters ”Well that’s mighty unsporting” before casting Conjure Animals 20 feet away from the giant mass of tentacles. A Giant Constrictor Snake plops into space. Dredge looks directly at it, and then says ”Charge!” before morphing into a Rhinoceros himself and moving 40 feet closer (now 20 feet away).
Animal Initiative: 15
(OOC: I’ll leave the actual attacks to you, spell specifically says DM controls)
Lot freaks out at the sight of this beast (and i assume bloody tentacles and maw?)
"By the Hells what are you?!" Lot runs to Z19 and hastily casts Animate Objects on 10 pieces of debris (small rocks if available. If not then we will animate 10 GP) Wild Magic Surge: 20
And use his bonus action to surround the beast and attack.
This post has potentially manipulated dice roll results.
As some objects around the creature succumb to Faerie Fire, the light-violet glow makes it a bit easier to see the Balhannoth. Karwin uses this to her advantage, but not before forcing her way out of the aberration's grasp. Karwin is no longer grappled nor restrained.
As she moves around the creature, her spectral weapon appears and takes a swipe at one of its flailing tentacles. The appendage's randomness in movement is such that it avoids the hit. While sidestepping, Karwin purposefully avoids the creatures tentacles, but one step too many is enough for the Balhannoth to seize the opportunity (OOC: I'm going by this).
-> Bite (melee weapon attack of opportunity) vs. Karwin: Attack: 23Damage: 14 piercing. The samurai simply continues to move in her intended direction.
LEGENDARY ACTION (end of Karwin's turn)
The creature magically vanishes right in front of Karwin's eyes (invisible to all).
Dredge summons a huge snake and the group now has another ally in the battle field. The snake sees no immediate threat, as the Balhannoth is invisible. (OOC: snake will follow your command in its next turn, which is unfortunately only coming next round at this point since its initiative is higher than the current count we are in. I'm a bit surprised the snake doesn't have darkvision and its blindsight is so limited...)
The druid then turns into a Rhino and approaches the enemy.
LEGENDARY ACTION (end of Dredge's turn)
It teleports, but since it is also invisible, the party does not know where it went.
Lot moves to the corner and animates ten books from the many bookshelves. The sorcerer then commands the books to attack the Balhannoth's last known location, but none of the books hit anything solid. Through this, Lot is the first to realize the creature must have teleported again.
(@Palfatreos: please see edited post above. I don’t think you can use any reactions... sorry if this first round seemed brutal, but wandering off on your own into a mysterious room is rarely a good idea in D&D... also, legendary and lair actions can be nasty!)
(OOC: i felt pretty save being in the dark and could have double dash i just din't anticipate being teleported and grappled. with 62 hp and AC 18 i though i could last 2-3 round alas i was deadly wrong XD)
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
(Lair and legendary actions are pretty nasty. It helps those big scary monsters stand up to a party solo, let alone going 1v1 with a PC...)
Lot will ready a Fire Bolt.
And will call out "Nox, where are you?"
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
Karwin enters the vast room and makes good use of her Goggles of Night. What she sees is basically a room that is part feast hall, part treasure hoard, part library. Those seeking the pleasures of food and drink will find plenty of exquisite options in the many long tables adorning this room. Those searching for riches can plunge their hands into the tall piles of metallic shining coins and artistic precious metal-works and gems. Those seeking knowledge would find it hard to digest all the books methodically organized in the many bookshelves. Despite the many offerings, the ground is dead, dry, and cracked. Not far from where the cleric stands, some blank books, a couple of apples, and a hunk of pork lay on the ground, as if the person indulging in them had suddenly been whisked away. Other than that, just an eerie silence is noticeable within her range.
(Note: Going by the initiative order, this all happens before Dredge's casts Pass Without Trace).
LEGENDARY ACTION (end of Karwin's turn)
Far from everyone's prying eyes, the Balhannoth will mask its presence once again, and Vanish (invisible to everyone).
Before Karwin moves too far ahead, Dredge veils the party with Pass Without Trace and begins moving quietly into the room. Trying to obfuscate the light coming from his sword, the genasi sheaths it. A faint glow through the seems of the sheath allows him to see a few feet in front of him, but his vision is definitely impaired. Dredge is sure he has never moved so quietly and carefully in his life. This must be enough stealth, surely...
LEGENDARY ACTION (end of Dredge's turn)
The Balhannoth silently, and still invisible, Teleports 60 feet closer to the party.
Lot moves to the now vacated threshold but refuses to fully enter the room. The sorcerer prepares an offensive fire spell in case he can identify a target within range.
LEGENDARY ACTION (end of Lot's turn).
The enemy teleports 35 feet closer to the group. It is now 10 feet away from both Karwin and Dredge, invisible, and did not move, since it has been using Teleport. (Nonetheless, since it is now so close and you all suspect something is wrong, I'd say you'd have a chance of noticing it. I'll row a stealth check with advantage against your perception at disadvantage).
Both Karwin and Dredge realize something large just "landed" in front of them. Lot is still oblivious to the target's location.
(Balhannoth's turn is next)
Despite noticing something is near, the enemy's first attack is still coming from an unseen position, and therefore has advantage. the first tentacle swing at Karwin:
-> Tentacle (melee weapon attack with reach and advantage) vs. Karwin: Attack: 12
Damage: 10 bludgeoning. Karwin sense the air shifting and steps sideways.Now visible and nearby, you can all see the large, hideous visage of this aberration. Four tentacles slurp back and forth and a head that is mostly overtaken by a toothy mouth. Shoulders pop out of the ground, but the rest of the body simply seems to disappear underneath. the creature continues its attacks:
-> Tentacle (melee weapon attack with reach) vs. Karwin: Attack: 9
Damage: 14 bludgeoning.-> Tentacle (melee weapon attack with reach) vs. Karwin: Attack: 11
Damage: 10 bludgeoning.-> Tentacle (melee weapon attack with reach) vs. Karwin: Attack: 19 Damage: 14 bludgeoning.
Karwin manages to block the next two tentacles with her new, but still enigmatic eye-adorned shield. The last tentacle grabs her legs, however. The samurai is then dragged 5 feet closer to the creatures mouth. (Karwin is now considered both grappled and restrained).
Lot's Fire Bolt triggers: Attack: 26 Damage: 16 fire. One of its shoulders is slightly singed (Balhannoth - CMD: 23)
END OF INITIATIVE ROUND 2
Rolling new initiative for Nox: 21. Same roll... WOW!
UPDATED MAP (zooming in a tad)
(Nothing happens in the next turn. Nox is up).
Karwin: 83/97 HP
Nox open his eyes feeling grass under his feet "what happened?". However the revived Nox doesn't has the luxury to ponder what happened since he sees the party still fighting the beast.
Action
The Tabaxi move to Z25 and since he know he can go invisble he cast Faerie Fire (DC = Dex17) ,edge of the cube AD19 - AG22 only hitting the big beast. "watch out it can turn invisble."
BA
I use Bardic Inspiration on Karwin. He can use an extra 1d8 once during ability, attack, saving throw. He ends his movement AB25.
As a bonus action, a creature within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
While all this happening Nox think to himself *since when do i have all these abilities? Also why am i craving for fish?*
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Karwin quickly glances to the familliar, yet different tone. "What in the?" She stops herself from being distracted as she has a monstrous entity attempting to kill her right now.
Dredge glances over, distracted momentarily by Karwin’s cry. ”Mate, I know I shapeshift all the time, but we’re gonna have to have a talk after this, eh?”
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Balhannoth DEX save: 15.
The monster begins to flicker in sparkly colors but the spell fades after a brief second (Legendary resistance).
LAIR ACTION
Dredge feels a strange aura surround him (WIS saving throw {DC 16}: 14).
Dredge is teleported to AJ34.
(Karwin, Dredge, and Lot are up).
Karwin starts in the grasp of the beast and attempts to break free of her confines.
(Action) Escape Attempt. Athletics: 27
(Assuming that breaks free) She then utters a prayer as a spectral blade appears beside the Balhannoth (AF-22), slicing at the beast.
(Bonus Action) Spiritual Weapon vs Balhannoth: Attack: 10 vs. AC. Hit: 7 force damage.
Then with her movement, she will carefully sidestep around the monster (to AF-24)
Dredge grunts as he is whisked (by my count) 60 feet away from the creature. He mutters ”Well that’s mighty unsporting” before casting Conjure Animals 20 feet away from the giant mass of tentacles. A Giant Constrictor Snake plops into space. Dredge looks directly at it, and then says ”Charge!” before morphing into a Rhinoceros himself and moving 40 feet closer (now 20 feet away).
Animal Initiative: 15
(OOC: I’ll leave the actual attacks to you, spell specifically says DM controls)
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Lot freaks out at the sight of this beast (and i assume bloody tentacles and maw?)
"By the Hells what are you?!" Lot runs to Z19 and hastily casts Animate Objects on 10 pieces of debris (small rocks if available. If not then we will animate 10 GP)
Wild Magic Surge: 20
And use his bonus action to surround the beast and attack.
1: Attack: 11 Damage: 6
2: Attack: 27 Damage: 5
3: Attack: 15 Damage: 5
4: Attack: 22 Damage: 7
5: Attack: 26 Damage: 7
6: Attack: 13 Damage: 6
7: Attack: 19 Damage: 8
8: Attack: 17 Damage: 6
9: Attack: 27 Damage: 6
10: Attack: 25 Damage: 5
Eider, Level 13 Human Abjurer Wizard - Colosseum of Conquest (11W-3L) (Tougher than he looks)
As some objects around the creature succumb to Faerie Fire, the light-violet glow makes it a bit easier to see the Balhannoth. Karwin uses this to her advantage, but not before forcing her way out of the aberration's grasp. Karwin is no longer grappled nor restrained.
As she moves around the creature, her spectral weapon appears and takes a swipe at one of its flailing tentacles. The appendage's randomness in movement is such that it avoids the hit. While sidestepping, Karwin purposefully avoids the creatures tentacles, but one step too many is enough for the Balhannoth to seize the opportunity (OOC: I'm going by this).
-> Bite (melee weapon attack of opportunity) vs. Karwin: Attack: 23
Damage: 14 piercing. The samurai simply continues to move in her intended direction.LEGENDARY ACTION (end of Karwin's turn)
The creature magically vanishes right in front of Karwin's eyes (invisible to all).
(@Hydra: 60 feet away is right!)
Dredge summons a huge snake and the group now has another ally in the battle field. The snake sees no immediate threat, as the Balhannoth is invisible. (OOC: snake will follow your command in its next turn, which is unfortunately only coming next round at this point since its initiative is higher than the current count we are in. I'm a bit surprised the snake doesn't have darkvision and its blindsight is so limited...)
The druid then turns into a Rhino and approaches the enemy.
LEGENDARY ACTION (end of Dredge's turn)
It teleports, but since it is also invisible, the party does not know where it went.
Lot moves to the corner and animates ten books from the many bookshelves. The sorcerer then commands the books to attack the Balhannoth's last known location, but none of the books hit anything solid. Through this, Lot is the first to realize the creature must have teleported again.
LEGENDARY ACTION (end of Lot's turn)
The monster will teleport, once again unknown.