This post has potentially manipulated dice roll results.
Incantis finds himself surrounded, purple eyes darting around wildly. He contacts Strix' mind. "A mire o' foes surround me Owl, my hands are bound in plight; before I make these goblins howl, please take my star's insight." He gives Strix a Bardic Inspiration, and his eyes begin to glow, as does the crystalline focus around his neck. Arms of Hadar erupt around him, grasping at everyone within 10 feet. Incantis will then retreat his full movement to B3.
DC 13 STR, on failure take 4 necrotic damage and lose reaction for this turn, success half damage and no other effect.
That seems like a good idea; Incantis can move to G5 before casting, and avoid Strix and Zoria while hitting the same goblins. That would be fine.
Remember that Incantis is starting prone. He can crawl 15 feet, or stand and then move five feet. I need to go back and retcon Scupper's movement, actually.
If Incantis didn't start prone then moving from F5 to E3 would only be 10 feet of movement. Moving diagonally on grids is usually counted as no greater distance than moving horizontally or vertically; at least, that's the convention I'm familiar with.
This post has potentially manipulated dice roll results.
Incantis, you cast your spell, and in the darkness of the moonlit night, the writhing tendrils are black shapes protruding from the ground, quivering, sliding, grasping, tearing. One goblin seems immobilised by fear, but two others shrug off most of the effects.
You stand, and move to I3; as you move out of the reach of the goblins, one stands staring in horror at the black shapes on the ground, not moving. The other stabs his scimitar at you, snarling:
Attack: 22 Damage: 4 but misses, thrown off balance as a tendril of nothing brushes against its leg.
Goblins 4 and 5 see Incantis moving towards them, unaffected by the dark shapes that writhe on the grass below, and they turn their bows to shoot at him:
Attack: 20 Damage: 4
Attack: 18 Damage: 4
Goblin 6 now sees Zoria for the first time, and decides to chance an attack (with disadvantage, because she is prone). It gibbers something in common, which sounds suspiciously like "Horsey!"
Attack: 7 Damage: 7
But it misses. All three goblins take the Hide bonus action; please note that your character can see them only if their passive perception is equal or higher to their Stealth check.
Steve, do you go back and edit the map as people complete their turns? I want to know, that way I don't look at the map and then go through the pbp to edit it in my head.
Steve, do you go back and edit the map as people complete their turns? I want to know, that way I don't look at the map and then go through the pbp to edit it in my head.
No, I go back and edit in corrections or retcons, as with Scupper's movement. Not regular movements - I just post a new map.
The goblins are hiding in or behind the small clumps of trees and bushes indicated on the map. Goblins are small, and each square represents five feet of effective hiding space. Yes, there's an element of 'How Not To Be Seen', should you find a way to exploit it. The bushes and trees are somewhat flammable - it's spring so they're not particularly dry, but they will burn.
Steve, do you go back and edit the map as people complete their turns? I want to know, that way I don't look at the map and then go through the pbp to edit it in my head.
No, I go back and edit in corrections or retcons, as with Scupper's movement. Not regular movements - I just post a new map.
Understood! I had thought I saw a change. So I appreciate the explanation!
This post has potentially manipulated dice roll results.
Did someone say flammable?
Finally coming to his booze addled senses, Varinth does the most cringe worthy combat somersault it is possible to imagine, in a vein attempt to move and get up in a cool looking manner. Only working marginally, he ends up on his knees a little closer to the action. He aims his splayed fingers at the nearest group of goblins and states with a confidence somewhat sullied by his recent attempt at acrobatics;
It seems for a moment that one goblin has managed to jump to safety, but the flames engulf him too. All four drop to the ground screeching, but the one by one the sounds die. Little spots of flames still flicker on the armour and in the grass, but nothing major is still burning; it's a little strange to see fire so intense appear, and then disappear.
Finally coming to his booze addled senses, Varinth does the most cringe worthy combat somersault it is possible to imagine, in a vein attempt to move and get up in a cool looking manner. Only working marginally, he ends up on his knees a little closer to the action. He aims his splayed fingers at the nearest group of goblins and states with a confidence somewhat sullied by his recent attempt at acrobatics;
Incantis finds himself surrounded, purple eyes darting around wildly. He contacts Strix' mind. "A mire o' foes surround me Owl, my hands are bound in plight; before I make these goblins howl, please take my star's insight." He gives Strix a Bardic Inspiration, and his eyes begin to glow, as does the crystalline focus around his neck. Arms of Hadar erupt around him, grasping at everyone within 10 feet. Incantis will then retreat his full movement to B3.
DC 13 STR, on failure take 4 necrotic damage and lose reaction for this turn, success half damage and no other effect.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
I know I haven't explicitly stated this, but can we assume I have mage armor active at all times from armor of shadows?
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
DEX saves: 3 5 18
Strix and Zoria, please make Strength saving throws.
Arms of Hadar affects every creature, not every enemy. jsmall, let me know if you still want to cast it...
I thought Zoria was 15ft away, I'd rather not catch two allies...
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
I'm fine making a Strength save, but I don't think Strix is considering his low hp lol or if you move to G5, there's no AOO and you don't hit allies.
Published Subclasses
No, both Zoria and Strix are within 10 feet and would be caught.
And yes, except in circumstances where it wouldn't make sense, we can assume Mage Armor at all times, as Incantis can cast at will.
Would it not take 15ft of movement to reach E3? Would you allow me to adjust my movement slightly, cast in G5 and end up in H1?
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
That seems like a good idea; Incantis can move to G5 before casting, and avoid Strix and Zoria while hitting the same goblins. That would be fine.
Remember that Incantis is starting prone. He can crawl 15 feet, or stand and then move five feet. I need to go back and retcon Scupper's movement, actually.
If Incantis didn't start prone then moving from F5 to E3 would only be 10 feet of movement. Moving diagonally on grids is usually counted as no greater distance than moving horizontally or vertically; at least, that's the convention I'm familiar with.
Ok! Forgot about the prone part actually, Incantis will stand and move. I think he can end up in I3 if diagonals are 5?
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Incantis, you cast your spell, and in the darkness of the moonlit night, the writhing tendrils are black shapes protruding from the ground, quivering, sliding, grasping, tearing. One goblin seems immobilised by fear, but two others shrug off most of the effects.
You stand, and move to I3; as you move out of the reach of the goblins, one stands staring in horror at the black shapes on the ground, not moving. The other stabs his scimitar at you, snarling:
Attack: 22 Damage: 4 but misses, thrown off balance as a tendril of nothing brushes against its leg.
Group B: Goblins 4, 5, and 6. Goblin 7 is dead.
Goblins 4 and 5 see Incantis moving towards them, unaffected by the dark shapes that writhe on the grass below, and they turn their bows to shoot at him:
Attack: 20 Damage: 4
Attack: 18 Damage: 4
Goblin 6 now sees Zoria for the first time, and decides to chance an attack (with disadvantage, because she is prone). It gibbers something in common, which sounds suspiciously like "Horsey!"
Attack: 7 Damage: 7
But it misses. All three goblins take the Hide bonus action; please note that your character can see them only if their passive perception is equal or higher to their Stealth check.
Goblin 4: 17
Goblin 5: 18
Goblin 6: 7
Group C: Vaz is up. Or down. Prone, I mean.
Steve, do you go back and edit the map as people complete their turns? I want to know, that way I don't look at the map and then go through the pbp to edit it in my head.
Published Subclasses
(what are they hiding in? We know where they were to within 5ft, are their surroundings flammable?)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
No, I go back and edit in corrections or retcons, as with Scupper's movement. Not regular movements - I just post a new map.
The goblins are hiding in or behind the small clumps of trees and bushes indicated on the map. Goblins are small, and each square represents five feet of effective hiding space. Yes, there's an element of 'How Not To Be Seen', should you find a way to exploit it. The bushes and trees are somewhat flammable - it's spring so they're not particularly dry, but they will burn.
Understood! I had thought I saw a change. So I appreciate the explanation!
Published Subclasses
Did someone say flammable?
Finally coming to his booze addled senses, Varinth does the most cringe worthy combat somersault it is possible to imagine, in a vein attempt to move and get up in a cool looking manner. Only working marginally, he ends up on his knees a little closer to the action. He aims his splayed fingers at the nearest group of goblins and states with a confidence somewhat sullied by his recent attempt at acrobatics;
FOOM! *****ES! Burning Hands @Second Level Damage: 15
Varinth, you crawl to D9 and extend your hands, unleashing a fiery blast on the four goblins before you while missing all your allies:
Goblin 2: 15
Goblin 3: 19
Goblin 9: 7
Goblin 10: 9
It seems for a moment that one goblin has managed to jump to safety, but the flames engulf him too. All four drop to the ground screeching, but the one by one the sounds die. Little spots of flames still flicker on the armour and in the grass, but nothing major is still burning; it's a little strange to see fire so intense appear, and then disappear.
Vaz, please give me a Wildmagic check.
Published Subclasses
Group D: Goblins 1, 2 and 3 of which only Goblin 1 is still alive.
Goblin 1 turns tail and runs for its life - 60 feet takes it off the map to the east.
Group E: Dekhan and Zoria are up (in any order)