(@Karwin Oh no you don't! Also, I assume you cast banish at 4th level since you only target one creature. Or was leaving the level out on purpose? :o)
"Na-ah-ah! You didn't say the magic word!"Jury states through the agony of its burning face while trying to rip its adversaries magic asunder, preventing the banishment.
Jury's Reaction: Cast Counterspell at 4th level, canceling Karwin's Banishment if it is of equal or lower level.
This post has potentially manipulated dice roll results.
Drago calls forth his trusty dragonBroom of Flying "Burninator!" and flys to E79 (one space north of Karwin) and calls on Tymora to Invoke Duplicity (place duplicate image at G78, also next to Karwin) and then Drago will use some of his latent dragonblood heritage (2 sorcery points) to quicken Inflict Wounds as 5th level spell casting it with bonus action: Attack: 21 Damage: 40, that is rolled with advantage because of the duplicate image and Drago both being within 5 feet of Karwin. My elven accuracy feat gives me one more roll when I roll with advantage: 15
-> Drago uses Channel Divinity: Invoke Duplicity and his duplicate appears in {G78}. This clears the range requirements of the ability, giving Drago advantage on attack rolls against Karwin as things stand.
-> Drago uses 2 sorcery points to enable Quickened Spell for Inflict Wounds.
-> Drago's feat Elven Accuracy triggers allowing him to roll a third die for the attack. The attack hits with a final roll of 25 to hit.
This post has potentially manipulated dice roll results.
LOT'S TURN
-> Lot stays in place at {P83}.
-> Lot uses 4 sorcery points to enable Twinned Spell for Polymorph, aiming at Drago and Grixx.
-> Drago must make a WIS saving throw {DC 17}. I'm rolling this save on Drago's behalf here: 17. Drago avoids the effect.
-> Grixx must make a WIS saving throw {DC 17}. I'm rolling this save on Grixx's behalf here: 13. Grixx falls prey to the spell. He is transformed into a Killer Whale.
-> Lot needs to make a Wild Magic Surge roll, which I'm placing here: 8. Nothing happens.
21. Bone (HP: 86/86) - concentrating on Hunter's Mark (counter: 1 hour); 20. Nox (HP: 87/87) - has activated Hexblade's Curse (counter: 10); 19. Dredge (HP: 131/131 + 68/68) - concentrating on Heat Metal (counter: 10), in the form of an Ankylosaurus (counter: 4 hours) and still invisible due to Dust of Disappearance (counter: 5 minutes); 14. Grixx (HP: 137/137 + 90/90) - Raging (counter: 10), under negative effects of Reckless Attack (counter: 1), affected by Polymorph taking the form of a Killer Whale (counter: 1 hour); 10. Jury (HP: 73/89; Verdict's HP: 5/5; Justice's HP: 23/23) - affected by Heat Metal (counter: 10), Verdict is still invisible due to Dust of Disappearance (counter: 5 minutes); 08. Karwin (HP: 31/116) - affected by Hunter's Mark (counter: 1 hour); 07. Drago (HP: 81/99) - concentrating on Channel Divinity: Invoke Duplicity (counter: 10), affected by Hexblade's Curse (counter: 10); 03. Lot (HP: 86/86) - concentrating on Polymorph (counter: 1 hour).
(@All: This has to be one of the most complicated fights I have ever had to keep track of, and it is just the first round! Please let me know if I'm forgetting something in the tracker above.)
Announcer: "And how about that for the first few seconds of this fascinating affair?!" The unseen crowd goes wild. "We are still taking bets, folks. Come on and play!" Cheers follow.
-> Grixx seems a bit stricken at first but rages through whatever enchantment he has been targeted with: Using Fanatical Focus to re-roll the WIS saving throw (no reaction used). He is no longer in the form of a Killer Whale.
(@All: We'll go into the start of initiative round 2 next. Just to be clear, even before Bone takes his turn, Grixx is his normal self again.)
BA: Nox wil use bardic inspiration on Karwin (one time he can use 1d8 and ad it to ability/attack/saving throw before outcome is know)
Action: seeing the enemy all ganging up karwin he will castHypnotic Pattern G78-B83 cube evrybody on the right part of the map except Dredge has to make WIS saving throw (DC17) or be incapcited with no movement.
I'll be rolling the saves on behalf of those that have not yet done so:
Justice: 17 - The undead minion saves and is not affected by the spell.
Bone: 13 - The kenku fails and is now charmed, incapacitated, and speed is reduced to 0 feet.
(Note: I mistakenly posted the resolution of Nox's turn before Bone's. I'll do that next. Please note that for in-game purposes Bone's turn would still be resolved first.)
This post has potentially manipulated dice roll results.
Large, thumping footsteps resound as the invisible Dredge moves to E77 in a desperate attempt to shield Karwin from Jury. He then takes a swing at the closest (northernmost) copy of Drago, surprising his foe as an invisible tail sweeps out of nowhere.
To Hit: 12
Damage: 18 Bludgeoning (Magical)
Save: Strength, DC 14 or be knocked prone
Dredge then bellows again, attempting to draw attention to himself. As the roar echos around the chamber, Jury’s face again glows white hot.
Damage: 17 Fire
Save: Constitution, DC 15 or be forced to drop/remove the plating (if possible? Not quite sure how that’s gonna work)
Renewed Disadvantage on Jury
Dredge brings his form upo to it’s full height, attempting to give cover (maybe 1/2, 3/4 if I can manage it) to Karwin.
Movement: E77 (or as close as I can get without stepping on Grixx and waking him up. It doesn’t really matter, tail has reach anyways. All I really want is to get between Jury and Karwin.)
(@Hydra Not gonna bother trying to make the save it as it is being ruled as requiring me to take the interact with an object free action on my turn anyways considering the nature of the object(Otherwise, as normal it wouldn't cost anything to 'drop'). I forgot to do so last turn, or at least reference having done so. )
(@All Posting Soon since Grixx is incapacitated. Note this my next post will be after his for clarification.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
(@Everyone Alright. Ready for another mountain post?)
"Annoying." Jury states as he marches over to B-77(or -76 if that 'just' puts Karwin just in visible range),carry not one Iota of the possibility of an opportunity attack. But in doing so, turns Dredge's "cover" against him when it comes to Lot at least.
Along the way he takes off the face plate with an audible hiss of steam and drops it on the ground at his feet. Wrapped in and embedded with a number of wires, threads, and steaming pipes is a tiny, obscenely plump, and grey-skinned creature that appears almost fey-like in origin. It slumps forward in its makeshift bedding as if to add weight to his next few words. "You frick'n fricks! When will you learn!? When will you learn that your actions have consequences!"The creature shouts in a high pitched voice. Both figure and Jury(?) form a symbol in the air.
(@All I am totally joking about the entity, btw. But not about him taking off the plate and casting the spell... Unless DM rules that it won't be consider an auto-crit if it gets hit or somethin. Then, I'm totally cool with it. >.>)
"Rule Seven: A Blight upon those that insist upon resistance." Jury's normal voice issues forth from its being.
Jury Casts Blight(5th level) Upon Karwin(Con DC: 16; Save for half). Necrotic Damage: 49.
To both the confusion and maybe amazement of even his own team, Jury clears its proverbial throat, and starts and stomping his foot to some beat. It even starts doing a little jig on the spot, shaking something internally like some sort maraca. As he does so, Grixx will feel something clinging to his face, and start shaking him, waking the barbarian from his stupor. As soon as the barbarian awakens, the 'invisible' being moves away.
Verdict Uses his Action to awaken Grixx, and then move away.
For DM:
Verdict spends 20ft of movement to get to Grixx, action to shake awake, and then the remaining 20ft is used to move towards Lot. Last position should be: I-78.
"Now You've never been the one to play it safe You might play a little dirty some day Your just following fate they say/ Your the chosen one You know what it takes to be the king Be the song everybody wanna sing Bring harmony and be the chosen one Ain't no one gonna stop us Ain't no one gonna stop this fire!"
Bonus Action: Give Grixx Bardic Inspiration.
Bardic Inspiration
As a bonus action, a creature within 60 ft. that can hear you gains an inspiration die (1d6). 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.
Justice Continues its Assault upon fallen Karwin, following its previous orders. If hit, it will count as 2 failed death saving throws. (if otherwise somehow still standing, just subtract any damage)
Justice'sVenomous Claw Attack: 9 Damage: 2. (Con Save DC: 11 or be poisoned until the end of Karwin's next turn)
(Don't know how I got a +2 mixed with a +4... And didn't do the damage dice right. Go me! But either way an 18 I believe will miss. Good Job, Justice.)
(Nah, that's fine. Still have things to hit next turn, assuming I survive that long.)
(@Karwin Oh no you don't! Also, I assume you cast banish at 4th level since you only target one creature. Or was leaving the level out on purpose? :o)
"Na-ah-ah! You didn't say the magic word!" Jury states through the agony of its burning face while trying to rip its adversaries magic asunder, preventing the banishment.
Jury's Reaction: Cast Counterspell at 4th level, canceling Karwin's Banishment if it is of equal or lower level.
When you realize you're doing too much: Signature.
Drago calls forth his trusty dragon Broom of Flying "Burninator!" and flys to E79 (one space north of Karwin) and calls on Tymora to Invoke Duplicity (place duplicate image at G78, also next to Karwin) and then Drago will use some of his latent dragonblood heritage (2 sorcery points) to quicken Inflict Wounds as 5th level spell casting it with bonus action: Attack: 21 Damage: 40, that is rolled with advantage because of the duplicate image and Drago both being within 5 feet of Karwin. My elven accuracy feat gives me one more roll when I roll with advantage: 15
Lot's of stuff ...
KARWIN'S TURN
-> Karwin attempts to send Grixx into Banishment (4th level).
-> Jury uses Counterspell (4th level) negating Karwin's spell. Jury is out of reactions until the beginning of his next turn.
-> Karwin then uses Second Wind to recover 14 hit points as a bonus action (Karwin - HP: 66/116)
(@poke: I think you forgot to account for the 4 damage you received from Justice, the undead minion, in your character sheet.)
-> Karwin stays in place at {F79}.
DRAGO'S TURN
-> Drago uses his Broom of Flying to move to {E79}.
-> Drago uses Channel Divinity: Invoke Duplicity and his duplicate appears in {G78}. This clears the range requirements of the ability, giving Drago advantage on attack rolls against Karwin as things stand.
-> Drago uses 2 sorcery points to enable Quickened Spell for Inflict Wounds.
-> Drago's feat Elven Accuracy triggers allowing him to roll a third die for the attack. The attack hits with a final roll of 25 to hit.
-> The spell hits Karwin causing 35 necrotic damage (Karwin - HP: 31/116).
(I'll be posting for Lot next.)
LOT'S TURN
-> Lot stays in place at {P83}.
-> Lot uses 4 sorcery points to enable Twinned Spell for Polymorph, aiming at Drago and Grixx.
-> Drago must make a WIS saving throw {DC 17}. I'm rolling this save on Drago's behalf here: 17. Drago avoids the effect.
-> Grixx must make a WIS saving throw {DC 17}. I'm rolling this save on Grixx's behalf here: 13. Grixx falls prey to the spell. He is transformed into a Killer Whale.
-> Lot needs to make a Wild Magic Surge roll, which I'm placing here: 8. Nothing happens.
END OF INITIATIVE ROUND 1
(@All: This has to be one of the most complicated fights I have ever had to keep track of, and it is just the first round! Please let me know if I'm forgetting something in the tracker above.)
UPDATE MAP:
(Bone is up next, followed by Nox and Dredge.)
Grixx will use Reaction to do “Fanatical Focus” definition in spoiler.
If you fail a saving throw while you’re raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.
Wisdom Save: 20
If possible, after resisting Grixx would like to be remain in F,78
OOC: yeah you signed yourself for some logistic nightmare ;3
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Bone will attack Karwin twice.
Action:
Attack: 27 Damage: 11
Attack: 23 Damage: 9
Bonus Action: Hide 13 (not sure if I can tbh since I'm just in a corner but I like to roll dice :P
Edit: Forgot Sneak Attack: 1
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
BEFORE THE BEGINNING OF INITIATIVE ROUND 2
Announcer: "And how about that for the first few seconds of this fascinating affair?!" The unseen crowd goes wild. "We are still taking bets, folks. Come on and play!" Cheers follow.
-> Grixx seems a bit stricken at first but rages through whatever enchantment he has been targeted with: Using Fanatical Focus to re-roll the WIS saving throw (no reaction used). He is no longer in the form of a Killer Whale.
(@All: We'll go into the start of initiative round 2 next. Just to be clear, even before Bone takes his turn, Grixx is his normal self again.)
BA: Nox wil use bardic inspiration on Karwin (one time he can use 1d8 and ad it to ability/attack/saving throw before outcome is know)
Action: seeing the enemy all ganging up karwin he will castHypnotic Pattern G78-B83 cube evrybody on the right part of the map except Dredge has to make WIS saving throw (DC17) or be incapcited with no movement.
After that the tabaxi move to C70
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Wisdom Saving Throw: 23
(Karwin: 9/116 HP)
Wisdom Save: 12
Wisdom Save: 21
Lot's of stuff ...
NOX'S TURN
-> Nox inspires Karwin (extra d8 to be added to attack roll, ability check or saving throw within the next 10 minutes).
-> Nox cast Hypnotic Pattern affecting Drago, Grixx, Karwin, Justice, and Bone. (refer to box below for outcomes).
-> Nox the moves to {C70}.
(Note: I mistakenly posted the resolution of Nox's turn before Bone's. I'll do that next. Please note that for in-game purposes Bone's turn would still be resolved first.)
BONE'S TURN (Resolves before Nox's turn above).
-> Bone attacks Karwin twice with his Longbow, +1.
-> Sneak Attack damage triggers for both attacks, since Grixx and Drago are within 5 feet of Karwin.
-> Only the first arrow hits, causing 22 piercing damage, including Sneak Attack damage (Karwin - HP: 9/116).
-> Bone stays in place at {B83}.
(Dredge is up next, Followed by Grixx and Jury.)
Large, thumping footsteps resound as the invisible Dredge moves to E77 in a desperate attempt to shield Karwin from Jury. He then takes a swing at the closest (northernmost) copy of Drago, surprising his foe as an invisible tail sweeps out of nowhere.
To Hit: 12
Damage: 18 Bludgeoning (Magical)
Save: Strength, DC 14 or be knocked prone
Dredge then bellows again, attempting to draw attention to himself. As the roar echos around the chamber, Jury’s face again glows white hot.
Damage: 17 Fire
Save: Constitution, DC 15 or be forced to drop/remove the plating (if possible? Not quite sure how that’s gonna work)
Renewed Disadvantage on Jury
Dredge brings his form upo to it’s full height, attempting to give cover (maybe 1/2, 3/4 if I can manage it) to Karwin.
A: Tail attack on Drago
BA: renew Heat Metal on Jury
Movement: E77 (or as close as I can get without stepping on Grixx and waking him up. It doesn’t really matter, tail has reach anyways. All I really want is to get between Jury and Karwin.)
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
(@Hydra Not gonna bother trying to make the save it as it is being ruled as requiring me to take the interact with an object free action on my turn anyways considering the nature of the object(Otherwise, as normal it wouldn't cost anything to 'drop'). I forgot to do so last turn, or at least reference having done so. )
(@All Posting Soon since Grixx is incapacitated. Note this my next post will be after his for clarification.)
When you realize you're doing too much: Signature.
(@Everyone Alright. Ready for another mountain post?)
"Annoying." Jury states as he marches over to B-77(or -76 if that 'just' puts Karwin just in visible range),carry not one Iota of the possibility of an opportunity attack. But in doing so, turns Dredge's "cover" against him when it comes to Lot at least.
Along the way he takes off the face plate with an audible hiss of steam and drops it on the ground at his feet. Wrapped in and embedded with a number of wires, threads, and steaming pipes is a tiny, obscenely plump, and grey-skinned creature that appears almost fey-like in origin. It slumps forward in its makeshift bedding as if to add weight to his next few words. "You frick'n fricks! When will you learn!? When will you learn that your actions have consequences!" The creature shouts in a high pitched voice. Both figure and Jury(?) form a symbol in the air.
(@All I am totally joking about the entity, btw. But not about him taking off the plate and casting the spell... Unless DM rules that it won't be consider an auto-crit if it gets hit or somethin. Then, I'm totally cool with it. >.>)
"Rule Seven: A Blight upon those that insist upon resistance." Jury's normal voice issues forth from its being.
Jury Casts Blight(5th level) Upon Karwin(Con DC: 16; Save for half). Necrotic Damage: 49.
To both the confusion and maybe amazement of even his own team, Jury clears its proverbial throat, and starts and stomping his foot to some beat. It even starts doing a little jig on the spot, shaking something internally like some sort maraca. As he does so, Grixx will feel something clinging to his face, and start shaking him, waking the barbarian from his stupor. As soon as the barbarian awakens, the 'invisible' being moves away.
Verdict Uses his Action to awaken Grixx, and then move away.
For DM:
Verdict spends 20ft of movement to get to Grixx, action to shake awake, and then the remaining 20ft is used to move towards Lot. Last position should be: I-78.
"Now You've never been the one to play it safe
You might play a little dirty some day
Your just following fate they say/ Your the chosen one
You know what it takes to be the king
Be the song everybody wanna sing
Bring harmony and be the chosen one
Ain't no one gonna stop us
Ain't no one gonna stop this fire!"
Bonus Action: Give Grixx Bardic Inspiration.
As a bonus action, a creature within 60 ft. that can hear you gains an inspiration die (1d6). 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.
Justice Continues its Assault upon fallen Karwin, following its previous orders. If hit, it will count as 2 failed death saving throws. (if otherwise somehow still standing, just subtract any damage)
Justice's Venomous Claw Attack: 9 Damage: 2. (Con Save DC: 11 or be poisoned until the end of Karwin's next turn)
(Don't know how I got a +2 mixed with a +4... And didn't do the damage dice right. Go me! But either way an 18 I believe will miss. Good Job, Justice.)
(@All Full Song)
When you realize you're doing too much: Signature.