The Red Wizard casts a web down the hallway to where he can see, centered on Xavier. The webs are anchored by the hallway walls and floor.
Each creature (the whole party) that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw DC 14. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check DC 14. If it succeeds, it is you longer restrained.
As the Wizard casts his web spell, Xavier counterspells it, so the webs never land.
Velmine is up (I'm not sure if you remember that you have the mastiff, since you haven't used it in the last couple of encounters. I suspect that you aren't using it because mastiffs aren't really built for battle, but wanted to remind you in case you really did forget about it.)
(You'd be partially correct. That's one of the reasons, but along with that, I've had plenty of good chances to use my bonus actions so far, so I couldn't squeeze in giving a command to the mastiff, especially when it couldn't really do anything.)
Velmine takes a quick pace towards the nearest enemy. She reaches I17 by dashing and then immediately tries a stab at the apprentice with her shortsword.
Attack:17Damage:22 Piercing
Just as quickly as she arrived, she leaves back, ending at G21.
Velmine takes a quick pace towards the nearest enemy. She reaches I17 by dashing and then immediately tries a stab at the apprentice with her shortsword.
Attack:17Damage:22 Piercing
Just as quickly as she arrived, she leaves back, ending at G21.
The way I'm counting it just to get to I17 is 60 feet. What path did you use? Don't forget that I17, I18, and H17 are considered difficult terrain and are double movement.
(I didn't know those were difficult terrain. Even then, I still may still have some questions.)
(Here's a link. The dark blue path there should only be using 45 ft. of movement, right? If you consider I17 and Corvin's space as difficult terrain, I'd still have 15 ft. remaining, so that changes my movement only slightly so that I end in G20 instead of G21, which should still be good enough for me.)
(I didn't know those were difficult terrain. Even then, I still may still have some questions.)
(Here's a link. The dark blue path there should only be using 45 ft. of movement, right? If you consider I17 and Corvin's space as difficult terrain, I'd still have 15 ft. remaining, so that changes my movement only slightly so that I end in G20 instead of G21, which should still be good enough for me.)
Ok that will work for now.
I have always used the optional rule for moving on diagonals (see spoiler). I don't know if I ever said as much though, so for this encounter we will use the basic rules for diagonal movement. This is probably the first time diagonals will be a normal way of moving.
Optional Rule: Diagonals
The Player’s Handbook presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat.
When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet.
(Oh! I've never used it before in my whole time playing D&D, so I guess that explains it. Thanks for the clarification, but you don't need to change the rules for my sake. If you think it'd be better to keep Velmine on I17 to keep the rules consistent, by all means.)
(Ok, if you are fine with playing this encounter with those rules in force. I am stating for the record that we are using the optional movement rules for diagonal movement that are in the DMG. If everyone isn't familiar with them, you can read it in the spoiler in my last post.)
Velmine runs forward and attacks the closest apprentice with her rapier. The apprentice throws up a shield, but the deadly rapier still gets through, dealing a terrible, but not fatal wound. Velmine is a little bit winded by her dash, and with the rubble on the ground is not able to move away from the apprentice.
The large red creature casts a Wall of Fire from F13 to F24 in the center of the F row. The hot side facing towards where most of the party is standing. Eiren, you need to make a DC 15 Dex save or take 33 Fire damage (half on save). The wall cuts Velmine off from the rest of the party, unless you move through it taking 5d8 fire damage.
This post has potentially manipulated dice roll results.
Eiren... 7
...takes a crap ton of fire damage.
He moves to 10 feet up and 5 feet to the left (C19 I think? Just south of the black gate) and fires two arrow shots into the wizards—first the one that had cast the wall of fire (C), then the apprentice to the right (A2)
As the Wall of Fire goes up, Eiren is badly burned.
Corvin concentrates for 6 seconds and the Wall of Fire vanishes.
Eiren moves closer to the Black Gate and fires off two arrows, one at the Red Wizard, and one at the furthest apprentice. Both arrows hit their targets.
Xavier moves in front of Eiren and casts a Fire Bolt at the Wizard, the bolt of fire burns the wizard.
Baik points his spear, and a large Blazing Flame erupts from below the creature, as Baik tries to cook it alive!
(DC 16 Dex save or 6 fire damage, same for anything in its square)
The large reddish creature is just barely in range, but you can't see the ground where he is standing because of the huge crucible he is standing behind. As you need to see the ground (at least that it how I read the spell, I am open to other interpretations) to cast the spell, I am going to say that you should take a different action.
This post has potentially manipulated dice roll results.
Reddish creature Dex save 15
The reddish creature is engulfed by Baik's Sacred Flame. He seems a little taken aback that the flames hurt him.
The closest apprentice (A1) stretches out her hand and tries to deliver a Shocking Grasp to Velmine Attack: 12 Damage: 6, but her hand gets tangled up in her robes and fails to make the required physical contact.
The other apprentice casts Mage Armor on himself, and then moves to N16
The Wizard casts Cloudkill centered on F17. Then as a bonus action he teleports to I12 (around the big crate, providing half cover from everyone's current positions)
(The area within the cloud is heavily obscured and everyone within the sphere is blinded.
Put your spoiler here.A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
(That cloud is a little bit bigger than I was envisioning. It caught one of the apprentices 😀)
Velmine is up (don't forget to make a Con save DC 14 at the start of your turn)
You will take 21 Poison damage on a failed save (or half as much on a save)
Velmine coughs thanks to the gas, but her body manages to resist most of the damage, she takes a side glance towards the wizard who threw the gas out in the first place and decides to rush directly towards them, seeking for a way to kill this Cloudkill.
Feeling like she needs to get there fast, she simply dashes as a cunning action to get out of the gas and right over at H12 next to the wizard. Her shortsword's movement is quick as she tries a stab.
Attack:22Damage:20 Piercing
(Well, there we go again... Assuming that doesn't kill, the wizard has to succeed a DC 25 concentration save to keep the spell. This is insane. Sneak Attack OP.)
If the spell is no more, as intended, Velmine gets away from being so close to the red demon by going back to F17.
Initiative: 18
15 Init
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
The Red Wizard casts a web down the hallway to where he can see, centered on Xavier. The webs are anchored by the hallway walls and floor.
Each creature (the whole party) that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw DC 14. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.A creature restrained by the webs can use its action to make a Strength check DC 14. If it succeeds, it is you longer restrained.Velmine is up
Xavier uses his reaction to cast counterspell at 4th level
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
As the Wizard casts his web spell, Xavier counterspells it, so the webs never land.
Velmine is up (I'm not sure if you remember that you have the mastiff, since you haven't used it in the last couple of encounters. I suspect that you aren't using it because mastiffs aren't really built for battle, but wanted to remind you in case you really did forget about it.)
(You'd be partially correct. That's one of the reasons, but along with that, I've had plenty of good chances to use my bonus actions so far, so I couldn't squeeze in giving a command to the mastiff, especially when it couldn't really do anything.)
Velmine takes a quick pace towards the nearest enemy. She reaches I17 by dashing and then immediately tries a stab at the apprentice with her shortsword.
Attack: 17 Damage: 22 Piercing
Just as quickly as she arrived, she leaves back, ending at G21.
(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
The way I'm counting it just to get to I17 is 60 feet. What path did you use? Don't forget that I17, I18, and H17 are considered difficult terrain and are double movement.
(I didn't know those were difficult terrain. Even then, I still may still have some questions.)
(Here's a link. The dark blue path there should only be using 45 ft. of movement, right? If you consider I17 and Corvin's space as difficult terrain, I'd still have 15 ft. remaining, so that changes my movement only slightly so that I end in G20 instead of G21, which should still be good enough for me.)
(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
Ok that will work for now.
I have always used the optional rule for moving on diagonals (see spoiler). I don't know if I ever said as much though, so for this encounter we will use the basic rules for diagonal movement. This is probably the first time diagonals will be a normal way of moving.
Optional Rule: Diagonals
The Player’s Handbook presents a simple method for counting movement and measuring range on a grid: count every square as 5 feet, even if you’re moving diagonally. Though this is fast in play, it breaks the laws of geometry and is inaccurate over long distances. This optional rule provides more realism, but it requires more effort during combat.
When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet, but the second diagonal square counts as 10 feet. This pattern of 5 feet and then 10 feet continues whenever you’re counting diagonally, even if you move horizontally or vertically between different bits of diagonal movement. For example, a character might move one square diagonally (5 feet), then three squares straight (15 feet), and then another square diagonally (10 feet) for a total movement of 30 feet.
(I will try to post in a few hours)
(Oh! I've never used it before in my whole time playing D&D, so I guess that explains it. Thanks for the clarification, but you don't need to change the rules for my sake. If you think it'd be better to keep Velmine on I17 to keep the rules consistent, by all means.)
(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
(Ok, if you are fine with playing this encounter with those rules in force. I am stating for the record that we are using the optional movement rules for diagonal movement that are in the DMG. If everyone isn't familiar with them, you can read it in the spoiler in my last post.)
Velmine runs forward and attacks the closest apprentice with her rapier. The apprentice throws up a shield, but the deadly rapier still gets through, dealing a terrible, but not fatal wound. Velmine is a little bit winded by her dash, and with the rubble on the ground is not able to move away from the apprentice.
The large red creature casts a Wall of Fire from F13 to F24 in the center of the F row. The hot side facing towards where most of the party is standing. Eiren, you need to make a DC 15 Dex save or take 33 Fire damage (half on save). The wall cuts Velmine off from the rest of the party, unless you move through it taking 5d8 fire damage.
Xavier, Corvin, Eiren, and Baik are up
Corvin eyes the wall of fire between the party and the enemy, then raises a hand towards it and begins to chant. After a moment, the flames vanish.
Action: Cast Dispel Magic using a 4th level spell slot on the Wall of Fire.
Eiren... 7
...takes a crap ton of fire damage.
He moves to 10 feet up and 5 feet to the left (C19 I think? Just south of the black gate) and fires two arrow shots into the wizards—first the one that had cast the wall of fire (C), then the apprentice to the right (A2)
Attack: 20 Damage: 9 piercing
Attack: 20 Damage: 5 piercing
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
Xavier will move into D19 and cast fire bolt at the red wizard
Attack: 17 Damage: 15
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
As the Wall of Fire goes up, Eiren is badly burned.
Corvin concentrates for 6 seconds and the Wall of Fire vanishes.
Eiren moves closer to the Black Gate and fires off two arrows, one at the Red Wizard, and one at the furthest apprentice. Both arrows hit their targets.
Xavier moves in front of Eiren and casts a Fire Bolt at the Wizard, the bolt of fire burns the wizard.
Baik is up
Baik points his spear, and a large Holy Flame erupts from below the creature, as Baik tries to cook it alive!
(DC 16 Dex save or 4 +4 Radiant damage)
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
The large reddish creature is just barely in range, but you can't see the ground where he is standing because of the huge crucible he is standing behind. As you need to see the ground (at least that it how I read the spell, I am open to other interpretations) to cast the spell, I am going to say that you should take a different action.
(Makes sense, easy fix though, I’ll just use a different Cantrip. Thanks.)
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Reddish creature Dex save 15
The reddish creature is engulfed by Baik's Sacred Flame. He seems a little taken aback that the flames hurt him.
The closest apprentice (A1) stretches out her hand and tries to deliver a Shocking Grasp to Velmine Attack: 12 Damage: 6, but her hand gets tangled up in her robes and fails to make the required physical contact.
The other apprentice casts Mage Armor on himself, and then moves to N16
The Wizard casts Cloudkill centered on F17. Then as a bonus action he teleports to I12 (around the big crate, providing half cover from everyone's current positions)
(The area within the cloud is heavily obscured and everyone within the sphere is blinded.
Put your spoiler here.A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
(That cloud is a little bit bigger than I was envisioning. It caught one of the apprentices 😀)
Velmine is up (don't forget to make a Con save DC 14 at the start of your turn)
You will take 21 Poison damage on a failed save (or half as much on a save)
Constitution Save: 13
Velmine coughs thanks to the gas, but her body manages to resist most of the damage, she takes a side glance towards the wizard who threw the gas out in the first place and decides to rush directly towards them, seeking for a way to kill this Cloudkill.
Feeling like she needs to get there fast, she simply dashes as a cunning action to get out of the gas and right over at H12 next to the wizard. Her shortsword's movement is quick as she tries a stab.
Attack: 22 Damage: 20 Piercing
(Well, there we go again... Assuming that doesn't kill, the wizard has to succeed a DC 25 concentration save to keep the spell. This is insane. Sneak Attack OP.)
If the spell is no more, as intended, Velmine gets away from being so close to the red demon by going back to F17.
(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