This post has potentially manipulated dice roll results.
Eiren's attack hits the Flesh Golem, which doesn't seem to be too bothered by the Necrotic sting.
Baik moves to U11 and Casts a Sacred Flame at Helmed Horror 2
11 Dex save 16
H2 Dex save 17
The Helmed Horror is bathed in holy fire.
Helmed Horror 1 dashes J17-K17 straight up to K9 and then finishes by moving to L9.
Helmed Horror 2 dashes to attack Baik movie east on 17 until he hits the wall and then turns north and comes up five feet short of Baik's position in U13 (I forgot that Xavier was in U12 until I did the map), with Xavier in between them.
This post has potentially manipulated dice roll results.
Velmine heads down, cutting Baik and Xavier off with her usual speed (stopping at T13). She pulls out her rapier for a stab at the Helmed Horror at the same time as she starts yelling out to the group. "The golem got teleported away. I think it's these pillars' fault. Don't get near them." By the time she started, her weapon had left her hip, but by the time she finished, it was being plunged towards the construct.
Attack:20Damage:24 Piercing (non-magical)
And then, aiming to protect her golem and attract the last enemy construct's attention, she dashes down to R17.
Velmine heads down, cutting Baik and Xavier off with her usual speed (stopping at T13). She pulls out her rapier for a stab at the Helmed Horror at the same time as she starts yelling out to the group. "The golem got teleported away. I think it's these pillars' fault. Don't get near them." By the time she started, her weapon had left her hip, but by the time she finished, it was being plunged towards the construct.
Attack:20Damage:24 Piercing (non-magical)
And then, aiming to protect her golem and attract the last enemy construct's attention, she dashes down to R17.
How do you get to T13 and then to R17. (Check out how I showed the path for the Helmed Horrors, also you did a good job last .)
(OOC: If I looked at it correctly, there should be no one between the golem and Velmine in initiative order. I also remembered the fact that I'm not taking the golem's turn, the DM is. So, I'll just shout an order to it as a free action if that's okay.)
"Hey, Clay, can you run behind me? I came here to protect you, so it'd not do for you to be so far away. Just remember to keep as far away from the pillars as you can, okay?" She has an eyebrow raised speaking that last part. As it was, the golem was already right next to a pillar.
Velmine does some fancy footwork and moves through Baik and Xavier's positions, and then with her signature sword thrust, manages to stab the Helmed Horror. If her weapon were magical the construct would be a pile of scrap metal, but she clearly hurt it badly. They she again use her fancy footwork to move out of range of the Helmed Horror's reach.
The Clay Golem dashes to behind Velmine. First moving digitally to U:T-19:20, and them moving up the wall until he passes Velmine, and then ducks in behind her i S:T-15:16. He makes no threatening moves towards the Helmed Horror.
This post has potentially manipulated dice roll results.
Eiren draws his rapier and spins into a Bladesong, and as his dance begins, three scorching rays of fire materialize from his open hand to fly out and strike the flesh golem!
Attack: 16 Damage: 14 fire
(Elven accuracy for the first roll: 21)
Attack: 27 Damage: 12 fire
Attack: 27 Damage: 10 fire
Eiren then weaves around Baik and Xavier and, guard up, moves to flank the helmed horror, his blade continually ringing as it cuts through the air.
(moving through U11, U12, T13, to end at U14)
(Not sure how the +4 modifier got added to the spell damage! All three of those damage rolls should be at -4)
This post has potentially manipulated dice roll results.
Eiren sends three deadly rays at the flash golem hurting. All three rays hit the target, causing so good damage.
The Flesh Golem moves digitally to L14 (Wisdom save 17) and gets transported to (11-6) J7 taking 6 Lightning damage. He then moves digitally to k6 and then to L6 (Wisdom save 9) and gets transported to (9-4) S2 taking 6 Lightning damage. He then moves digitally to T3, ending his turn.
Top of the round
Baik casts Sacred Flame at the Flesh Golem 8 Dex save 16
FG Dex save 5
The Flesh Golem is not able to avoid the holy fire.
Qu'oth swoops in to harass the other helmed horror (H1), helping the next person to attack it. Qu'oth then flies back to the center of the room, staying high enough in the air to be out of reach of any enemy melee weapons.
This post has potentially manipulated dice roll results.
Corvin would like to move slightly out of the doorway and heeding the words of Velmine will avoid the pillars to U10. Casting Sacred Flame at the Flesh Golem.
This post has potentially manipulated dice roll results.
Velmine moves 5 ft. northeast through her own golem's space, then 10 ft. north until they don't share a space which is where she dashes as a cunning action. Then, she moves 10 ft. northwest and 10 ft. north where she stops at Q10 for an attack at the helmed horror at R9, still using Qu'oth's distraction.
Attack:29Damage:44 Piercing (non-magical)
Velmine feels herself running low on energy to run, and the Horror is still uncomfortably close to her. A sly little smile comes on her face once she has a plan. "How about I try this?" And she walks southeast towards the spot on R11, seeing if it'll teleport her away as she wants it to.
Preemptive Wisdom Save:12
(Awaiting on the results to then use my free action later to issue the golem a new command.)
Velmine moves in for the kill, and delivers a textbook rapier strike to the animated suit of armor. As she predicted her nonmagical weapon is not super effective, but it does some damage.
(The way I read your movements it took all 60 feet to get to Q10. Did you forget about the diagonal movement rule? First one costs 5 feet, second cost 10 feet, and repet. Or that moving through friendly spaces is considered difficult terrain? If I made a mistake let me know, and if you can make it to R11 after all, you are a bit surprised when you don't get teleportated away. i.e. you make the save.)
Not being teleported doesn't change Velmine's mood when yelling out the golem's next command. "Hey, Clay! You look like you wouldn't even fit between these bars. Can't you just, uh, teleport one more time? Walk into that pillar next to you, then if you can move and hit an enemy, do that. Otherwise, stay still after the teleport."
Corvin remains in the entrance for the moment and launches a Sacred Flame at the flesh golem.
DC17 dex save or 14 damage.
Flesh Golem's Dex save 8
Corvin launches a Sacred Flame at the Flesh Golem, who isn't quick enough to dodge the holy flames.
Waiting for Eiren to take his readied action ane roll initiative.
(Apologies...I was thinking I had posted already)
Eiren, seeing a clear shot to the flesh golem and knowing they are a nasty piece of work, throws the necrotic attack directly towards the flesh golem.
(Reaction) Attack: 16 Damage: 10 necrotic
Initiative: 15
Qu'oth Inititive: 4
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Qu'oth helps Eiren with his next attack against the flesh golem by dive-bombing the monstrous creation before flying out of reach again.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Eiren's attack hits the Flesh Golem, which doesn't seem to be too bothered by the Necrotic sting.
Baik moves to U11 and Casts a Sacred Flame at Helmed Horror 2
11 Dex save 16
H2 Dex save 17
The Helmed Horror is bathed in holy fire.
Helmed Horror 1 dashes J17-K17 straight up to K9 and then finishes by moving to L9.
Helmed Horror 2 dashes to attack Baik movie east on 17 until he hits the wall and then turns north and comes up five feet short of Baik's position in U13 (I forgot that Xavier was in U12 until I did the map), with Xavier in between them.
Velmine is up.
Velmine heads down, cutting Baik and Xavier off with her usual speed (stopping at T13). She pulls out her rapier for a stab at the Helmed Horror at the same time as she starts yelling out to the group. "The golem got teleported away. I think it's these pillars' fault. Don't get near them." By the time she started, her weapon had left her hip, but by the time she finished, it was being plunged towards the construct.
Attack: 20 Damage: 24 Piercing (non-magical)
And then, aiming to protect her golem and attract the last enemy construct's attention, she dashes down to R17.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
How do you get to T13 and then to R17. (Check out how I showed the path for the Helmed Horrors, also you did a good job last .)
To T13:
To R17:
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
(OOC: If I looked at it correctly, there should be no one between the golem and Velmine in initiative order. I also remembered the fact that I'm not taking the golem's turn, the DM is. So, I'll just shout an order to it as a free action if that's okay.)
"Hey, Clay, can you run behind me? I came here to protect you, so it'd not do for you to be so far away. Just remember to keep as far away from the pillars as you can, okay?" She has an eyebrow raised speaking that last part. As it was, the golem was already right next to a pillar.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Velmine does some fancy footwork and moves through Baik and Xavier's positions, and then with her signature sword thrust, manages to stab the Helmed Horror. If her weapon were magical the construct would be a pile of scrap metal, but she clearly hurt it badly. They she again use her fancy footwork to move out of range of the Helmed Horror's reach.
The Clay Golem dashes to behind Velmine. First moving digitally to U:T-19:20, and them moving up the wall until he passes Velmine, and then ducks in behind her i S:T-15:16. He makes no threatening moves towards the Helmed Horror.
Eiren is up
Eiren draws his rapier and spins into a Bladesong, and as his dance begins, three scorching rays of fire materialize from his open hand to fly out and strike the flesh golem!
Attack: 16 Damage: 14 fire
(Elven accuracy for the first roll: 21)
Attack: 27 Damage: 12 fire
Attack: 27 Damage: 10 fire
Eiren then weaves around Baik and Xavier and, guard up, moves to flank the helmed horror, his blade continually ringing as it cuts through the air.
(moving through U11, U12, T13, to end at U14)
(Not sure how the +4 modifier got added to the spell damage! All three of those damage rolls should be at -4)
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Eiren sends three deadly rays at the flash golem hurting. All three rays hit the target, causing so good damage.
The Flesh Golem moves digitally to L14 (Wisdom save 17) and gets transported to (11-6) J7 taking 6 Lightning damage. He then moves digitally to k6 and then to L6 (Wisdom save 9) and gets transported to (9-4) S2 taking 6 Lightning damage. He then moves digitally to T3, ending his turn.
Top of the round
Baik casts Sacred Flame at the Flesh Golem 8 Dex save 16
FG Dex save 5
The Flesh Golem is not able to avoid the holy fire.
Corvin, Xavier, and Qu'oth are up
Xavier casts shocking grasp reaching out at H2
Attack: 24 Damage: 13
Then he will move up 2 and right 2 squares to w10.
On successful hit target cannot take reations until the start of its next turn
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Xavier manages to turn the Helmed Horror into scrap metal as the lightning drains the life away .
Corvin and Qu'oth are up
Qu'oth swoops in to harass the other helmed horror (H1), helping the next person to attack it. Qu'oth then flies back to the center of the room, staying high enough in the air to be out of reach of any enemy melee weapons.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Corvin would like to move slightly out of the doorway and heeding the words of Velmine will avoid the pillars to U10. Casting Sacred Flame at the Flesh Golem.
DeX 17 or Damage: 9
Flesh Golems Dex save 9
Corvin step out and casts a Sacred Flame spell at the Flesh Golem, who is not quite quick enough to avoid the holy fire.
The remaining Helmed Horror (H1) moves to R9 and end it's turn.
Velmine is up
Velmine moves 5 ft. northeast through her own golem's space, then 10 ft. north until they don't share a space which is where she dashes as a cunning action. Then, she moves 10 ft. northwest and 10 ft. north where she stops at Q10 for an attack at the helmed horror at R9, still using Qu'oth's distraction.
Attack: 29 Damage: 44 Piercing (non-magical)
Velmine feels herself running low on energy to run, and the Horror is still uncomfortably close to her. A sly little smile comes on her face once she has a plan. "How about I try this?" And she walks southeast towards the spot on R11, seeing if it'll teleport her away as she wants it to.
Preemptive Wisdom Save: 12
(Awaiting on the results to then use my free action later to issue the golem a new command.)
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Velmine moves in for the kill, and delivers a textbook rapier strike to the animated suit of armor. As she predicted her nonmagical weapon is not super effective, but it does some damage.
(The way I read your movements it took all 60 feet to get to Q10. Did you forget about the diagonal movement rule? First one costs 5 feet, second cost 10 feet, and repet. Or that moving through friendly spaces is considered difficult terrain? If I made a mistake let me know, and if you can make it to R11 after all, you are a bit surprised when you don't get teleportated away. i.e. you make the save.)
Last map for the new page
Not being teleported doesn't change Velmine's mood when yelling out the golem's next command. "Hey, Clay! You look like you wouldn't even fit between these bars. Can't you just, uh, teleport one more time? Walk into that pillar next to you, then if you can move and hit an enemy, do that. Otherwise, stay still after the teleport."
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon