This post has potentially manipulated dice roll results.
DRAGO'S TURN
A slightly younger Drago re-positions himself and his illusion. The real sorcerer then Blinks out of the Material Plane. The Androsphinx is not impressed.
LOT'S TURN
Seeing the other trialists hesitate for a moment, Lot pulls out a Pearl of Power from his pocket and releases its stored power (recovering a previously spent 3rd level spell slot). He will also burn a 2nd level spell slot to regain some needed sorcery points. He then touches his face realizing that his skin is quite smooth, as if it had yet to allow facial hair to sprout.
-> WIS saving throw {DC 18} at end of turn: 17 - Lot is still frightened.
RETROACTIVELY
-> Adding 4fire damage on Dino-Dredge's bite on the Sphinx because of Absorb Elements (Fallen Androsphinx - CMD: 31)
-> Here's a Wild Magic Surge die roll for the casting of Haste:6 - nothing happens.
This post has potentially manipulated dice roll results.
Bone will squawk in terror of the sphinx and notice that his squawk is in a higher pitch, it is at this moment he is now about 8 years old. He will take his two shots at the sphinx with a trembling hand while casting Hail of Thorns at 2nd level.
Action:
Attack: 15 Damage: 19 plus 6 piercing (half on a Dex Save DC: 15)
Bone prepares a Hail of Thorns and launches two arrows at the sphinx in an attempt to fight his fear. As he shakes upon release, both arrows miss their target, preventing the spell from springing. Bone then moves to the other side of the dinosaur, passing under its tail to get there.
(@Superbad: As long as you keep concentration on the spell, it would still trigger once you hit the target, so the spell is not completely wasted, really.)
NOX'S TURN
Nox plants his feet in the ground sending inspiring thoughts towards Dredge. He then unleashes three wisps of Eldritch Blast at the Androsphinx, changing his target after being nudged by his compatriots. Two of the blats hit, dealing 16 force damage to the sphinx (Fallen Androsphinx - CMD: 47). The creature seems unfazed.
This post has potentially manipulated dice roll results.
Dredge watches his friend disappear with the monster and the undead minion, and a wave of lethargy sweeps over him as the haste ends. He stands, stunned by events.
Wis Save against fear: 9 + 4 from bardic inspiration
Edit: Adding 8 to the Wis Save, consuming bardic inspiration
The druid suffers in place as the aftermath of being Hasted takes his body over. Nonetheless, the moment of being still becomes a blessing is disguise as it helps Dredge to calm himself. He is no longer frightened.
This post has potentially manipulated dice roll results.
FALLEN ANDROSPHINX'S TURN
The Sphinx reappears 60 feet into the air over the 2x2 space encompassed by squares {J72} and {I73}. Lot and Justice are no where to be seen. Without a word, the creature roars once again. It is louder than the previous roar and the Sphinx's entire head, including its mane, shines in bright golden light. The liquid walls reverberate violently once again.
(Everyone in the arena needs to make a WIS saving throw {DC 18}. On a fail, they'd become frightened, paralyzed, incapacitated, and deafened for 1 minute, but can repeat the WIS saving throw {DC 18} at the end of each of their turns. Here are the saving throws:)
-> Dredge loses his concentration on Polymorph and returns to his Genasi form at {C80}.
-> Grixx loses his readiedaction (can't pounce if he can't move as per Haste), and falls 20 feet towards the ground (at {D81}) taking 4+2= 3 bludgeoning damage. (Correct me if I am wrong but I don't think you attacked in your last turn, so Rage would have subsided.) -> (Grixx - HP: 134/137).
(Grixx, Jury, Karwin, and Drago, are up next. Please recall that Grixx is still suffering from the aftereffects of Haste.)
This post has potentially manipulated dice roll results.
Both the Creature within and Jury becomes locked in place with the hands at their head. The former eventually falls to a knee, locked frozen in place. "System ma-mal-mal-m-m-malfunnnnn…." He trails off there, and starts to slump forward on the spot.
End Turn: Wisdom Save Against Roar (DC 18):18.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Karwin gestures with her hand up into the sky where the androsphynx is flying above. Hoping that harming it will help break the effects on the others, she produces a Guiding Bolt in an attempt to harm it from a distance.
Guiding Bolt (2nd level) vs. Fallen Androsphynx:24 (use War God's Blessing for +10, so 22) vs. AC Hit:19 radiant damage, and grants advantage to the next attack roll.
This post has potentially manipulated dice roll results.
==Drago=Elf=Cleric/Sorcerer==
Drago will reappear at N,71 and will fly to I, 74. He casts Spiritual Weapon (level 4 spell) placing the beautiful sword directly above him at 60 feet next to the great lion looking beast and attacks: Attack: 12 Damage: 22
Drago will point a finger up at the beast and measure it for accuracy ( True Strike) hoping his next turn will prove even more deadly.
Both the zealot an the necromancer find themselves incapable of acting. The former struggles against lactic acid, while the former has run into a temporarily malfunction.
-> Grixx, as Dredge before him, return to normal as of the end of their turn.
This post has potentially manipulated dice roll results.
KARWIN'S TURN
The cleric calls forth the sacred guidance of her deity and, with its help, manage to hit the now much closer Androsphinx (Fallen Androsphinx - CMD: 68).
LEGENDARY ACTION
The Sphinx claws at Jury: Attack: 29 -> misses, with the creature misjudging its distance to Jury despite his lack of movement.
Nox move to H69 and cast Phantasmal Force (INT DC 17) on the androphinx dropping the concentration of hex. As for the illusion if it succed is an metal box surrounding (unles the sphinx higher then 10 feet then the box will start on top his head and leave opening underneath) the sphinx the wall of the box has retractible spikes releasing loud thunder toward the sphinx.
KARWIN'S TURN
Also affected by fear, Karwin steps back another 10 feet and assumes a defensive stance (dodge). She heals herself as well (Karwin - HP: 37/(116+15)).
-> Here another WIS saving throw {DC 18} at the end of Karwin's turn: 24.
-> Karwin is no longer frightened.
DRAGO'S TURN
A slightly younger Drago re-positions himself and his illusion. The real sorcerer then Blinks out of the Material Plane. The Androsphinx is not impressed.
LOT'S TURN
Seeing the other trialists hesitate for a moment, Lot pulls out a Pearl of Power from his pocket and releases its stored power (recovering a previously spent 3rd level spell slot). He will also burn a 2nd level spell slot to regain some needed sorcery points. He then touches his face realizing that his skin is quite smooth, as if it had yet to allow facial hair to sprout.
-> WIS saving throw {DC 18} at end of turn: 17 - Lot is still frightened.
RETROACTIVELY
-> Adding 4 fire damage on Dino-Dredge's bite on the Sphinx because of Absorb Elements (Fallen Androsphinx - CMD: 31)
-> Here's a Wild Magic Surge die roll for the casting of Haste: 6 - nothing happens.
END OF INITIATIVE ROUND 4
UPDATED MAP:
(Bone and Nox are up next.)
BA: Nox use bardic inspiration on Dredge (+1d8 ability,saving,attack once)
Action: Eldritch Blast on the sphinx
Attack: 29 Damage: 19
Attack: 21 Damage: 21
Attack: Unable to parse dice roll. Damage: 9
all force damage
Nox feline agility recharge because he not moving this turn.
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Bone will squawk in terror of the sphinx and notice that his squawk is in a higher pitch, it is at this moment he is now about 8 years old. He will take his two shots at the sphinx with a trembling hand while casting Hail of Thorns at 2nd level.
Action:
Attack: 15 Damage: 19 plus 6 piercing (half on a Dex Save DC: 15)
Attack: 20 Damage: 12
Bonus Action: Casted Hail of Thorns at 2nd level.
Movement: He will move to B78.
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
BONE'S TURN
Bone prepares a Hail of Thorns and launches two arrows at the sphinx in an attempt to fight his fear. As he shakes upon release, both arrows miss their target, preventing the spell from springing. Bone then moves to the other side of the dinosaur, passing under its tail to get there.
(@Superbad: As long as you keep concentration on the spell, it would still trigger once you hit the target, so the spell is not completely wasted, really.)
NOX'S TURN
Nox plants his feet in the ground sending inspiring thoughts towards Dredge. He then unleashes three wisps of Eldritch Blast at the Androsphinx, changing his target after being nudged by his compatriots. Two of the blats hit, dealing 16 force damage to the sphinx (Fallen Androsphinx - CMD: 47). The creature seems unfazed.
LAIR ACTION
Androsphinx: "You have now damaged me twice. That will no longer be tolerated. Two of you shall pay the price."
The Androsphinx's eyes shine in a bright gold sheen while its markings do so in a bright light blue color. The Sphinx, Lot, and Justice all vanish.
Jury's connection to its minion breaks. Grixx and Dredge are no longer Hasted.
(Dredge is up next).
Dredge watches his friend disappear with the monster and the undead minion, and a wave of lethargy sweeps over him as the haste ends. He stands, stunned by events.
Wis Save against fear: 9 + 4 from bardic inspiration
Edit: Adding 8 to the Wis Save, consuming bardic inspiration
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
DREDGE'S TURN
The druid suffers in place as the aftermath of being Hasted takes his body over. Nonetheless, the moment of being still becomes a blessing is disguise as it helps Dredge to calm himself. He is no longer frightened.
FALLEN ANDROSPHINX'S TURN
The Sphinx reappears 60 feet into the air over the 2x2 space encompassed by squares {J72} and {I73}. Lot and Justice are no where to be seen. Without a word, the creature roars once again. It is louder than the previous roar and the Sphinx's entire head, including its mane, shines in bright golden light. The liquid walls reverberate violently once again.
(Everyone in the arena needs to make a WIS saving throw {DC 18}. On a fail, they'd become frightened, paralyzed, incapacitated, and deafened for 1 minute, but can repeat the WIS saving throw {DC 18} at the end of each of their turns. Here are the saving throws:)
-> Bone loses his concentration on Hail of Thorns.
-> Dredge loses his concentration on Polymorph and returns to his Genasi form at {C80}.
-> Grixx loses his readied action (can't pounce if he can't move as per Haste), and falls 20 feet towards the ground (at {D81}) taking 4+2= 3 bludgeoning damage. (Correct me if I am wrong but I don't think you attacked in your last turn, so Rage would have subsided.) -> (Grixx - HP: 134/137).
(Grixx, Jury, Karwin, and Drago, are up next. Please recall that Grixx is still suffering from the aftereffects of Haste.)
Both the Creature within and Jury becomes locked in place with the hands at their head. The former eventually falls to a knee, locked frozen in place. "System ma-mal-mal-m-m-malfunnnnn…." He trails off there, and starts to slump forward on the spot.
End Turn: Wisdom Save Against Roar (DC 18): 18.
When you realize you're doing too much: Signature.
Karwin gestures with her hand up into the sky where the androsphynx is flying above. Hoping that harming it will help break the effects on the others, she produces a Guiding Bolt in an attempt to harm it from a distance.
Guiding Bolt (2nd level) vs. Fallen Androsphynx: 24 (use War God's Blessing for +10, so 22) vs. AC Hit: 19 radiant damage, and grants advantage to the next attack roll.
(Used a 2nd level slot and last Channel Divinity)
Grixx stands lethargically.
==Drago=Elf=Cleric/Sorcerer==
Drago will reappear at N,71 and will fly to I, 74. He casts Spiritual Weapon (level 4 spell) placing the beautiful sword directly above him at 60 feet next to the great lion looking beast and attacks: Attack: 12 Damage: 22
Drago will point a finger up at the beast and measure it for accuracy ( True Strike) hoping his next turn will prove even more deadly.
Blink roll: 9 and Drago again disappears!
Lot's of stuff ...
GRIXX'S & JURY'S TURN
Both the zealot an the necromancer find themselves incapable of acting. The former struggles against lactic acid, while the former has run into a temporarily malfunction.
-> Grixx, as Dredge before him, return to normal as of the end of their turn.
-> Jury fails his save and is still frightened, paralyzed, incapacitated, and deafened.
LEGENDARY ACTION
-> The creature teleports to the 2x2 space defined by {C74} and {B75}, landing on the ground next to Jury.
KARWIN'S TURN
The cleric calls forth the sacred guidance of her deity and, with its help, manage to hit the now much closer Androsphinx (Fallen Androsphinx - CMD: 68).
LEGENDARY ACTION
The Sphinx claws at Jury: Attack: 29 -> misses, with the creature misjudging its distance to Jury despite his lack of movement.
DRAGO'S TURN
(@Laserwhit: I'm changing the placement of the spell a bit since the Sphinx has moved. The Spiritual Weapon appears at ground level, in space {C73}).
Drago strikes, aims, and disappears (a true Trickery Cleric!), cutting the shiny Sphinx a bit (Fallen Androsphinx - CMD: 78).
END OF INITIATIVE ROUND 5
UPDATED MAP:
(Bone and Nox are up next.)
Bone feels his muscles tighten. He tries to fight it.
Wis Save to break free: 26
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Nox move to H69 and cast Phantasmal Force (INT DC 17) on the androphinx dropping the concentration of hex. As for the illusion if it succed is an metal box surrounding (unles the sphinx higher then 10 feet then the box will start on top his head and leave opening underneath) the sphinx the wall of the box has retractible spikes releasing loud thunder toward the sphinx.
After that Nox inspire dredge again (+1d8)
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate