This post has potentially manipulated dice roll results.
Dredge sees the small bolt of necrotic energy streak over his head to hit Karwin. He immediately moves to his fallen ally, using his bulk to interpose himself between Karwin in Grixx before shrinking back down to his original, but still considerable, size. His hands glow with a brief flash of light as Karwin suddenly finds himself returned to consciousness.
Movement: F79 (Hoping to stand over Karwin’s prone body to give him cover. If that’s not going to work, then Ill move to E79 to try and interfere with Jury’s line of sight)
-> The first blast hits with a critical, causing 23 force damage plus 8 necrotic damage (Bone - HP: 0/86). This causes Bone to go unconscious, incapacitated, and prone (the disadvantage for the next two ranged attacks being cancelled by the advantage from being unconscious).
-> The second blast misses.
-> The third blast hits, counting as Bone's first failure in the incoming DEATH saving throws (successes: 0, failures: 1).
-> Dredge cancels Wildshape reappearing as himself in square {D77}.
-> Dredge moves to {E79} and stays there.
-> Dredge upcasts Cure Wounds (3rd level) healing Karwin for 25 hit points (Karwin - HP: 25/116). Karwin is no longer unconscious or incapacitated, but she is still prone.
(PENDING: Dredge needs to decide whether he is staying on {E79} or moving to stand over a proneKarwin at {F79}. Pros and cons of this decision can be found in this message here. I'll edit this post once a decision is made.)
(Dredge needs to decide goes, butGrixx and Jury are welcome to post next in the meantime.)
This post has potentially manipulated dice roll results.
For when Jury's turn actually comes up...
"I could just blow them all up. There are so clustered, and it'd be sooooo perfeeect." The creature nestled in Jury's head says just loud enough to be overheard. To which, one of Jury's hands waves his staff in such way as to indicate a 'no'. "I have spoken! Make it so, Jury. Or I will bring back Counsel!"Jury shoulders slump at the declaration as he grudgingly walks over to stand by Bone's fallen form. Gesturing with his staff over loosely in Lot's direction he says, "... Rule Twelve. Make ash and cinder of those consumed by Sin."
An orange bead flies out to a point before rapidly expanding into a conflagration that consumes Karwin, Dredge, Lot, Justice, and potentially Grixx. After the dust settles, an invisible form makes its way over to Dredge, and readies to Help through some shenanigan involving some eye licking, nose picking, and generally distracting the man from the next oncoming attack that won't already be assisted.
Before that comes about, Jury stops tapping a beat to his shield again as he sings a new song to inspire Drago along with the creature!
"Turn up the Vigor-yo! Blast your Magic-yo! Riiiight now This joint is fizzlin' It's sizzlin Riiiight!"
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.
Action: Jury Casts Fireball(4th Level) centered on the point between G-82/83 and F-82/83, inflict 26 of Fire damage on Dredge, Karwin, Lot, Grixx(potentially), and Justice. Dexterity Save(DC 16) for half. (18 damage) (Note: Spell is cast with the intent to hit only above targets, and not Bones or Verdict. So, if adjustment needs made on "center" point, let me know boss man.)
Justice'sDexterity Save vs Jury's Fireball(DC 16): 19.
If necessary for being about to drop to 0 HP: Justice's Undead Fortitude Triggers. Con Save: 19. (Apparently wasn't necessary. Go Justice! To bad you can't seem to hit anything!)
Undead Fortitude. If damage reduces the topi to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the topi drops to 1 hit point instead.
If still alive Justice's continues to assault Karwin with Venomous Claws. (Rolls in spoiler)
To Hit: 16 For: 7 Slashing and Poison Damage. (If hit, the target must make a DC 11 Con Save or be poisoned until the end of their turn) (If Karwin is at 0 HP and attack succeeds, 2 failed death saving throws are suffered.)
Verdict readies the Help action to give the next attack on Dredge advantage AFTER Fireball has come and went.
This post has potentially manipulated dice roll results.
Dredge whips his hand up, siphoning some of the explosion into his palm through a timely Absorb Elements, giving him fire resistance until the start of his next turn. He twists with the fireball, attempting to dodge out of the way.
-> Grixx activates Rage and attacks Karwin, who is prone, with Reckless Attacks.
-> The first attack misses with a 12. Grixx uses up the Bardic Inspiration die he's been saving to try and force a successful hit, but the new roll of 14still misses.
-> The second attack hits, dealing 13 slashing damage (Karwin - HP: 12/116).
This post has potentially manipulated dice roll results.
JURY'S TURN
-> Jury moves to {B82} and provides Drago with a Bardic Inspiration die (d6 for 10 minutes).
-> Jury casts Fireball (4th level) at point {G-F;82-83}, encompassing Dredge, Karwin, Justice, and Lot. Note that Grixx is outside the range of the spell since he did not move. Those affected need to roll a DEX saving throw {DC 16}:
Dredge uses his reaction to cast Absorb Elements (fire) and makes the save with advantage because of Danger Sense. He fails, taking 18 fire damage due to his temporary resistance (Dredge - HP: 113/131).
Karwin uses his stored Bardic Inspiration die and succeeds the save, taking 18 fire damage (Karwin - HP: 0/116). Karwin is unconscious, incapacitated, prone and needs to start rolling DEATH saving throws again (successes: 0; failures: 0).
Justice succeeds the save taking 18 fire damage (Justice - HP: 5/23).
Lot's save: 23. Lot also succeeds the save taking 18 fire damage (Lot - HP: 49/86).
-> Justice attacks Karwin but misses.
-> Verdict flies to {E78} and uses the help action against Dredge. Next attack against Dredge has advantage. Dredge has a general idea of where the invisible Verdict may be.
(Karwin is next and must roll a DEATH saving throw. Drago goes after that, but please wait until my next post.)
This post has potentially manipulated dice roll results.
Jury's Fireball destroys the patches of thin stonework in the northeastern section of the arena. The announcer chimes in "Ooohh... It seems our brave playthings can't wait for the proper time to get their surprises. Fine, fine... I was getting bored anyway. Send one of them in"
From beyond the broken wall, a large feline creature emerges. Its fur shines, its mane is impeccable, is arcane markings pulsate and its wings flap majestically. Oddly enough, it looks wet. It speaks: "You are unworthy of my presence, rabble. Your path ends here."
The creature jumps and flies upwards, going 45 feet into the air (occupying the 2x2 space between {F82} and {E83})
Fallen Androsphinx's initiative: 16.
(Karwin and Drago are still up, as indicated above).
Drago immediately realizes that something has changed. "It would seem there is a new game afoot. We may need to work together now. Our TEST just got even harder."
He moves down to ground level (15 feet) and then to h78 (5 feet) and casts Aid (4nd level slot, regain 15 hp and max hp increase of 15 for 8 hours) on himself, Karwin and Bone. "Wake up friends, looks like we have a lot more to deal with now."
(OOC: Now that the current battle is less clearly a PvP fight, I'll be adopting a mixture of the referee style under which I've been posting and my traditional approach. The specific order of your turns is also more flexible now that you may not be strictly fighting each other. This decision is completely up to you, of course, but as an example, I'm interpreting Drago's turn as happening before Karwin's in this round.)
DRAGO'S TURN
Drago changes priorities and casts Aid on himself, Karwin and Bone, who no longer unconscious nor incapacitated, but are still prone.
This post has potentially manipulated dice roll results.
(@All: Alright, let's keep going. Karwin will be autopiloted this turn as per our rules -- originally called into action here).
KARWIN'S TURN
Karwin (autopilot) will play it defensively and focus on survival this turn. She stands up and cast Healing Word (3rd level) on herself. She heals for 10 + 3 hit points (Karwin - HP: 27/(116+15)).
Next, she activates Channel Divinity: Turn Undead to try and get Justice away from her. Justice must roll a WIS saving throw {DC 16} with advantage because of its Turn Resistance feature. That roll is being made on its behalf right here: 13. Justice is not turned.
Regardless, she will then move to {C77} to try to put some distance between her and the Androsphinx. This move opens up a the chance for an attack of opportunity for Grixx, Verdict, and also Justice.
(@Ori: I'll argue that Justice would take the attack regardless of the new situation, as it is still under the previous orders.)
Bone squawks loudly in pain. He immediately casts a spell (Hunter's Mark) and lets loose two arrows aimed for Lot.
Action, both with Sharpshooter:
Attack: 16 Damage: 23
Attack: 19 Damage: 19
Bonus Action: Cast Hunter's Mark on Lot.
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Nox move B71 15 feet up the wall.
BA: Hex on bone disadavntage on dex ablity check
action: Eldritch Blast on bone
Attack: 29 Damage: 31 23force/8 necro
Attack: 13 Damage: 18 12force/6 necro
Attack: 17 Damage: 16 10 force/6 necro
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Dredge sees the small bolt of necrotic energy streak over his head to hit Karwin. He immediately moves to his fallen ally, using his bulk to interpose himself between Karwin in Grixx before shrinking back down to his original, but still considerable, size. His hands glow with a brief flash of light as Karwin suddenly finds himself returned to consciousness.
Action: Cure Wounds at third level: 23 Healing
Bonus Action: Dropping Wildshape
Movement: F79 (Hoping to stand over Karwin’s prone body to give him cover. If that’s not going to work, then Ill move to E79 to try and interfere with Jury’s line of sight)
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Lot will use one Lucky point to try an force the first of Bone's arrow to miss: 16.
BONE'S TURN
-> Bone casts Hunter's Mark on Lot.
-> Bone activates his Sharpshooter feat for both of its incoming attacks aimed at Lot.
-> The first arrow would hit with a 16, but Lot uses a Lucky point to make that a 12 instead. The attack misses.
-> The second arrow hits, dealing 19 piercing damage (Lot - HP: 67/86).
-> Bone stays in place at {B83}.
NOX'S TURN
-> Nox moves to {B71} and uses his Cat's Claws feature to climb 15 feet up the northern wall.
-> Nox casts Hex on Bone.
-> Nox casts Eldritch Blast also on Bone.
-> The first blast hits with a critical, causing 23 force damage plus 8 necrotic damage (Bone - HP: 0/86). This causes Bone to go unconscious, incapacitated, and prone (the disadvantage for the next two ranged attacks being cancelled by the advantage from being unconscious).
-> The second blast misses.
-> The third blast hits, counting as Bone's first failure in the incoming DEATH saving throws (successes: 0, failures: 1).
DREDGE'S TURN
-> Dredge cancels Wildshape reappearing as himself in square {D77}.
-> Dredge moves to {E79} and stays there.
-> Dredge upcasts Cure Wounds (3rd level) healing Karwin for 25 hit points (Karwin - HP: 25/116). Karwin is no longer unconscious or incapacitated, but she is still prone.
(PENDING: Dredge needs to decide whether he is staying on {E79} or moving to stand over a prone Karwin at {F79}. Pros and cons of this decision can be found in this message here. I'll edit this post once a decision is made.)(
Dredge needs to decide goes, butGrixx and Jury are welcome to post nextin the meantime.)For when Jury's turn actually comes up...
"I could just blow them all up. There are so clustered, and it'd be sooooo perfeeect." The creature nestled in Jury's head says just loud enough to be overheard. To which, one of Jury's hands waves his staff in such way as to indicate a 'no'. "I have spoken! Make it so, Jury. Or I will bring back Counsel!" Jury shoulders slump at the declaration as he grudgingly walks over to stand by Bone's fallen form. Gesturing with his staff over loosely in Lot's direction he says, "... Rule Twelve. Make ash and cinder of those consumed by Sin."
An orange bead flies out to a point before rapidly expanding into a conflagration that consumes Karwin, Dredge, Lot, Justice, and potentially Grixx. After the dust settles, an invisible form makes its way over to Dredge, and readies to Help through some shenanigan involving some eye licking, nose picking, and generally distracting the man from the next oncoming attack that won't already be assisted.
Before that comes about, Jury stops tapping a beat to his shield again as he sings a new song to inspire Drago along with the creature!
"Turn up the Vigor-yo!
Blast your Magic-yo!
Riiiight now
This joint is fizzlin'
It's sizzlin
Riiiight!"
Jury moves to B-82.
Bonus Action: Jury grants Drago Bardic Inspiration(d6).
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.
Action: Jury Casts Fireball(4th Level) centered on the point between G-82/83 and F-82/83, inflict 26 of Fire damage on Dredge, Karwin, Lot, Grixx(potentially), and Justice.
Dexterity Save(DC 16) for half. (18 damage)
(Note: Spell is cast with the intent to hit only above targets, and not Bones or Verdict. So, if adjustment needs made on "center" point, let me know boss man.)
Justice's Dexterity Save vs Jury's Fireball(DC 16): 19.
If necessary for being about to drop to 0 HP: Justice's Undead Fortitude Triggers.Con Save: 19.(Apparently wasn't necessary. Go Justice! To bad you can't seem to hit anything!)
Undead Fortitude. If damage reduces the topi to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the topi drops to 1 hit point instead.
If still alive Justice's continues to assault Karwin with Venomous Claws. (Rolls in spoiler)
To Hit: 16 For: 7 Slashing and Poison Damage.
(If hit, the target must make a DC 11 Con Save or be poisoned until the end of their turn)
(If Karwin is at 0 HP and attack succeeds, 2 failed death saving throws are suffered.)
Verdict readies the Help action to give the next attack on Dredge advantage AFTER Fireball has come and went.
When you realize you're doing too much: Signature.
Dredge whips his hand up, siphoning some of the explosion into his palm through a timely Absorb Elements, giving him fire resistance until the start of his next turn. He twists with the fireball, attempting to dodge out of the way.
Dex Save: 11
**Wow... advanatage, everyone!**
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Karwin's Dexterity Saving Throw: 19 = 3 (Bardic inspiration)
Karwin (6/116 HP)
Seeing Bone go down angers Grixx.
Bonus Action: Grixx would like to rage.
Grixx will then attempt to cut down with his greatsword onto the prone Karwin with a reckless attack.
Attack: 23 Damage: 15
Divine Fury Radiant Damage: 7
Grixx will then make a second attack against Karwin with the greatsword.
Attack: 25 Damage: 12
Grixx will use Bardic Inspiration roll granted by Jury to assist with the first roll 1
Grixx Dex Save from Fireball: 10
Karwin's hit by one of the attacks (Karwin: 0 HP, 2 failures)Edit: Karwin has +2 AC from cover. The attacks miss.
(Amended from above. Used Karwin's Inspiration die)
GRIXX'S TURN
-> Grixx activates Rage and attacks Karwin, who is prone, with Reckless Attacks.
-> The first attack misses with a 12. Grixx uses up the Bardic Inspiration die he's been saving to try and force a successful hit, but the new roll of 14 still misses.
-> The second attack hits, dealing 13 slashing damage (Karwin - HP: 12/116).
JURY'S TURN
-> Jury moves to {B82} and provides Drago with a Bardic Inspiration die (d6 for 10 minutes).
-> Jury casts Fireball (4th level) at point {G-F;82-83}, encompassing Dredge, Karwin, Justice, and Lot. Note that Grixx is outside the range of the spell since he did not move. Those affected need to roll a DEX saving throw {DC 16}:
-> Justice attacks Karwin but misses.
-> Verdict flies to {E78} and uses the help action against Dredge. Next attack against Dredge has advantage. Dredge has a general idea of where the invisible Verdict may be.
(Karwin is next and must roll a DEATH saving throw. Drago goes after that, but please wait until my next post.)
Jury's Fireball destroys the patches of thin stonework in the northeastern section of the arena. The announcer chimes in "Ooohh... It seems our brave playthings can't wait for the proper time to get their surprises. Fine, fine... I was getting bored anyway. Send one of them in"
From beyond the broken wall, a large feline creature emerges. Its fur shines, its mane is impeccable, is arcane markings pulsate and its wings flap majestically. Oddly enough, it looks wet. It speaks: "You are unworthy of my presence, rabble. Your path ends here."
The creature jumps and flies upwards, going 45 feet into the air (occupying the 2x2 space between {F82} and {E83})
Fallen Androsphinx's initiative: 16.
(Karwin and Drago are still up, as indicated above).
==Drago=Elf=Cleric(8)/Sorcerer(4)==
Drago immediately realizes that something has changed. "It would seem there is a new game afoot. We may need to work together now. Our TEST just got even harder."
He moves down to ground level (15 feet) and then to h78 (5 feet) and casts Aid (4nd level slot, regain 15 hp and max hp increase of 15 for 8 hours) on himself, Karwin and Bone. "Wake up friends, looks like we have a lot more to deal with now."
Lot's of stuff ...
(OOC: Now that the current battle is less clearly a PvP fight, I'll be adopting a mixture of the referee style under which I've been posting and my traditional approach. The specific order of your turns is also more flexible now that you may not be strictly fighting each other. This decision is completely up to you, of course, but as an example, I'm interpreting Drago's turn as happening before Karwin's in this round.)
DRAGO'S TURN
Drago changes priorities and casts Aid on himself, Karwin and Bone, who no longer unconscious nor incapacitated, but are still prone.
(Karwin is up next for a real turn this time. She will then be followed by Lot).
(@All: Alright, let's keep going. Karwin will be autopiloted this turn as per our rules -- originally called into action here).
KARWIN'S TURN
Karwin (autopilot) will play it defensively and focus on survival this turn. She stands up and cast Healing Word (3rd level) on herself. She heals for 10 + 3 hit points (Karwin - HP: 27/(116+15)).
Next, she activates Channel Divinity: Turn Undead to try and get Justice away from her. Justice must roll a WIS saving throw {DC 16} with advantage because of its Turn Resistance feature. That roll is being made on its behalf right here: 13. Justice is not turned.
Regardless, she will then move to {C77} to try to put some distance between her and the Androsphinx. This move opens up a the chance for an attack of opportunity for Grixx,
Verdict,and also Justice.(@Ori: I'll argue that Justice would take the attack regardless of the new situation, as it is still under the previous orders.)