Imberu is currently down and Vark and Dork are over 60 feet from the hut door battling Tonodirt. There is another elemental Pileorox between Vark and the door battling Toruun.
It was a very descriptive post - does the information above change anything?
(@Grant: Not for D.O.R.K, but Vark will still use his bonus action to disengage and action to dash to the door instead. 'cause Ebonitus already mentioned that non-magic weapons didn't work on elementals.)
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When you realize you're doing too much: Signature.
Devin sends a bolt of fire at the Yakfolk entering the hut and then follows it up with a strike with his spiritual weapon. However this damage is insufficient to drop the Yakfolk who once again attacks Ebonitus Attack: 18 Damage: 14 and again Attack: 14 Damage: 16.
Behind the Yakfolk who is trying to slice the Genasi into ever smaller pieces, Ebonitus can see two more Yakfolk trying to force their way into the hut. The first one swings at {1-2 = Ebonitus or 3-4 Vark} {2} xxxx (Attack: 13 Damage: 16 & Attack: 24 Damage: 17) while the second one swings at {1-2 = Ebonitus or 3-4 = Vark) {4} xxx (Attack: 17 Damage: 15 & Attack: 11 Damage: 15)
Meanwhile Mullo’s Warpick penetrates Pileorock’s armoured skin but only shallowly. DC 14 Dex save = 7 (7 rolled) and a few sparks from her aura slip into the wound.
The Earth elemental then {1-2 = Mullo or 3-4 = Toruun) targets {2} xxx (Attack: 24 Damage: 15 and Attack: 16 Damage: 15)
Almost simultaneously several red horsemen appear and set their lances at Tonodirt (DC14 - Cha) 7
This post has potentially manipulated dice roll results.
The Dusk Warden sees the elemental he was targeting disintegrate back into a pile of dirt and stone. He shifts the moonbeam to the other elemental (DC15 Con save or take 10 radiant.) He will follow that up by speaking healing words to Ebonitus. "Hold fast, brother! Feel the strength and peace of the gods course through your blood!"(13 healing =)
Moving the moonbeam into a combat zone is not a precise art so can Toruun and Mullo pls make DC15 Dex sav with advantage to avoid being clipped. As illezenya is not specifically targeted them a save = no damage and a fail = half damage. HoWeber unless somebody can point me to a different interpretation of the rules if they engage in melee combat with Pileorox they will be impacted by the moonbeam.
Moving the moonbeam into a combat zone is not a precise art so can Toruun and Mullo pls make DC15 Dex sav with advantage to avoid being clipped. As illezenya is not specifically targeted them a save = no damage and a fail = half damage. HoWeber unless somebody can point me to a different interpretation of the rules if they engage in melee combat with Pileorox they will be impacted by the moonbeam.
I would agree that if they move into the radius to engage in melee they would be affected by the spell.
But I don't see anything in the rules that moving the beam affects anyone as it moves along.
There is nothing in the rules for moonbeam that says that as the moonbeam moves, those in the way have to roll a save to keep from being hit. All it says is if a creature starts their turn in the beam or moves into it during their turn (neither of which applies to Mullo or Toruun). However, it's completely the DM's prerogative to interpret or even alter rules to add excitement and danger. One thing I'd say is that the moonbeam can be moved up to 60 feet, so, depending on how far the two earth elementals were from each other, is it possible for Illezenya to move the moonbeam AROUND Mullo and Toruun and still reach the second earth elemental? As we are not using a map, it is often the DM's choice to make proximity rules more lenient because it isn't possible for a player to make judgements before they take their turn like they would if they could see a map and weigh the consequences of their exact movements. All that being said ...
I will only add that the area of effect is tall but only 5' wide. RAW do not indicate a potential for damage to anyone else around the target. But, as stated, Rule #1 =)
Despite Vark's best efforts his time spent caged and in poor condition was finally starting to catch up to him, as one too many strikes manages to slip past his defenses. The best he can do was bring his shield up one last time to deflect at least one of the Yakfolk's blows, before a third one catches him across the back and send him tumbling to the ground, unconscious and soon to be driven closer to death by the 4th strike aimed his way.
(OOC: I believe sidekicks do still get death saves, so he's at 2 auto-failed, but otherwise alive for the moment.)
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When you realize you're doing too much: Signature.
Yes they get death saves. If the third attack dropped him the Yakfolk warrior will attack Ebonitus not hit Vark once he’s down. If Ebonitus is down the the warrior will close on Mullo and Toruun who are 30’ away.
Hearing the goblin fall, Mullo rushes to the creatures surrounding the little warrior. (If she gives AoO to some others, so be it.) Her rage subsiding, she lays a hand on Vark and chants a quick healing prayer.
Yes they get death saves. If the third attack dropped him the Yakfolk warrior will attack Ebonitus not hit Vark once he’s down. If Ebonitus is down the the warrior will close on Mullo and Toruun who are 30’ away.
Ebonitus is not down prior to the final attack in post #5202 , but will be if the numbers rolled are carried through.
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Tirohia te Moana - Level 2 Cleric - What shall we do with the Drunken Sailor?
Ebonitus de Viribus - Level 4 Cleric - The Storm King's Thunder - The Gods Respond.
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Imberu is currently down and Vark and Dork are over 60 feet from the hut door battling Tonodirt. There is another elemental Pileorox between Vark and the door battling Toruun.
It was a very descriptive post - does the information above change anything?
DM - Stopping a god in his tracks
(@Grant: Not for D.O.R.K, but Vark will still use his bonus action to disengage and action to dash to the door instead. 'cause Ebonitus already mentioned that non-magic weapons didn't work on elementals.)
When you realize you're doing too much: Signature.
((Moping the ground with Torunn is what you wanted to say 😅))
PbP Character: A few ;)
Devin sends a bolt of fire at the Yakfolk entering the hut and then follows it up with a strike with his spiritual weapon. However this damage is insufficient to drop the Yakfolk who once again attacks Ebonitus Attack: 18 Damage: 14 and again Attack: 14 Damage: 16.
Behind the Yakfolk who is trying to slice the Genasi into ever smaller pieces, Ebonitus can see two more Yakfolk trying to force their way into the hut. The first one swings at {1-2 = Ebonitus or 3-4 Vark} {2} xxxx (Attack: 13 Damage: 16 & Attack: 24 Damage: 17) while the second one swings at {1-2 = Ebonitus or 3-4 = Vark) {4} xxx (Attack: 17 Damage: 15 & Attack: 11 Damage: 15)
Meanwhile Mullo’s Warwick penetrates
DM - Stopping a god in his tracks
Meanwhile Mullo’s Warpick penetrates Pileorock’s armoured skin but only shallowly. DC 14 Dex save = 7 (7 rolled) and a few sparks from her aura slip into the wound.
The Earth elemental then {1-2 = Mullo or 3-4 = Toruun) targets {2} xxx (Attack: 24 Damage: 15 and Attack: 16 Damage: 15)
Almost simultaneously several red horsemen appear and set their lances at Tonodirt (DC14 - Cha) 7
DM - Stopping a god in his tracks
The red horsemen carry the elemental off into the Great Beyond or slime such
Illezenya you’re up.
DM - Stopping a god in his tracks
The Dusk Warden sees the elemental he was targeting disintegrate back into a pile of dirt and stone. He shifts the moonbeam to the other elemental (DC15 Con save or take 10 radiant.) He will follow that up by speaking healing words to Ebonitus. "Hold fast, brother! Feel the strength and peace of the gods course through your blood!"(13 healing =)
Love God. Love Others. Any Questions?
Moving the moonbeam into a combat zone is not a precise art so can Toruun and Mullo pls make DC15 Dex sav with advantage to avoid being clipped. As illezenya is not specifically targeted them a save = no damage and a fail = half damage. HoWeber unless somebody can point me to a different interpretation of the rules if they engage in melee combat with Pileorox they will be impacted by the moonbeam.
Combat initiative is as follows: Illezenya, Yakfolk #2, Yakfolk #7, Yakfolk #4, Yakfolk #3, Mullo, Ebonitus, Devin, DORK, Vark, Yakfolk #5, Toruun, Yakfolk #6, Pileorox.
DM - Stopping a god in his tracks
(Torunn gets a solid 6 on his ST)
PbP Character: A few ;)
I would agree that if they move into the radius to engage in melee they would be affected by the spell.
But I don't see anything in the rules that moving the beam affects anyone as it moves along.
What I’m trying to reflect is that Mullo and Toruun are in combat with the earth elemental that Illezenya is trying to tarfet
DM - Stopping a god in his tracks
There is nothing in the rules for moonbeam that says that as the moonbeam moves, those in the way have to roll a save to keep from being hit. All it says is if a creature starts their turn in the beam or moves into it during their turn (neither of which applies to Mullo or Toruun). However, it's completely the DM's prerogative to interpret or even alter rules to add excitement and danger. One thing I'd say is that the moonbeam can be moved up to 60 feet, so, depending on how far the two earth elementals were from each other, is it possible for Illezenya to move the moonbeam AROUND Mullo and Toruun and still reach the second earth elemental? As we are not using a map, it is often the DM's choice to make proximity rules more lenient because it isn't possible for a player to make judgements before they take their turn like they would if they could see a map and weigh the consequences of their exact movements. All that being said ...
Mullo's DEX save with advantage: 12
I will only add that the area of effect is tall but only 5' wide. RAW do not indicate a potential for damage to anyone else around the target. But, as stated, Rule #1 =)
Love God. Love Others. Any Questions?
It’s actually 10’ wide (5’ radius) if I read it correctly
DM - Stopping a god in his tracks
Oh, yeah. If they are already in melee with it they may be affected by it. I thought you meant as it moved along.
A total of four Yakfolk have managed to force their way into the Hall and are combating Ebonitus (Yakfolk #2 & #7) and Vark (Yakfolk #4 & #3).
On Ebonitus Yakfolk #2 Attack: 18 Damage: 15 and Attack: 20 Damage: 17 and Yakfolk #7 Attack: 25 Damage: 11 and Attack: 21 Damage: 14
On Vark Yakfolk #4 Attack: 19 Damage: 13 and Attack: 15 Damage: 14 and Yakfolk #3 Attack: 26 Damage: 29 and Attack: 20 Damage: 15
Mullo you’re up
DM - Stopping a god in his tracks
Despite Vark's best efforts his time spent caged and in poor condition was finally starting to catch up to him, as one too many strikes manages to slip past his defenses. The best he can do was bring his shield up one last time to deflect at least one of the Yakfolk's blows, before a third one catches him across the back and send him tumbling to the ground, unconscious and soon to be driven closer to death by the 4th strike aimed his way.
(OOC: I believe sidekicks do still get death saves, so he's at 2 auto-failed, but otherwise alive for the moment.)
When you realize you're doing too much: Signature.
Yes they get death saves. If the third attack dropped him the Yakfolk warrior will attack Ebonitus not hit Vark once he’s down. If Ebonitus is down the the warrior will close on Mullo and Toruun who are 30’ away.
DM - Stopping a god in his tracks
Hearing the goblin fall, Mullo rushes to the creatures surrounding the little warrior. (If she gives AoO to some others, so be it.) Her rage subsiding, she lays a hand on Vark and chants a quick healing prayer.
Cure Wounds at 1st level: 11 hp
Ebonitus is not down prior to the final attack in post #5202 , but will be if the numbers rolled are carried through.
Tirohia te Moana - Level 2 Cleric - What shall we do with the Drunken Sailor?
Ebonitus de Viribus - Level 4 Cleric - The Storm King's Thunder - The Gods Respond.