Despite the cover of the bridge, Tarja and her bear form take a mighty swipe down at the nothic trying to hide below. Tearing through the rope the nothic was clinging to, and perhaps its hand as well, the druid sends the creature screaming down into the abyss. A hiss and a rumbling snarl come from the darkness in return, sounding close.
With the flaming sphere out of the way Elra dashes past and skirts the edge of the blackness below, looking for the other nothic. Catching a glimpse just past Krikket she calls down bright, fiery radiance at her target. The nothic somehow side steps it, however, and returns its gaze to Krikket.
Setting its large eye on Arvel's familiar, Krikket begins to feel his own skin crawl. (DC12 CON vs 13 necrotic damage)
Another loud growl comes from the darkness below suddenly, and it sounds very close now. There are two subsequent screeches, each from a nothic. The one that just set its gaze upon Arvel suddenly flees in terror down a hallway that the group has yet to explore. The other screech was from a nothic hidden under the bedding of one of the large beds just north of Fae. It suddenly appears and begins dashing away in fear, running right past Fae and the Redbrand heading back the way the group had come (now N4 on map). (Fae may make a melee opportunity attack if she so chooses.) The bugbear that Arvel charmed hefts another javelin and looks to throw it past the warlock, but the nothic is already out of his sight. He looks around a little unsure of what to do now with no targets to pursue.
This post has potentially manipulated dice roll results.
Zeke hears the roar from below and quickly scans the area, assessing the tactical situation. Having dispatched the Nothics (at least the ones in view) and run off the Wizard (again, at least for now), the battlefield is full of danger but no direct threats. The chasm now splits the party, a chasm with some roaring entity racing up from the depths. Spotting Elra alone to the south, Zeke sprints towards her, blade out and up, ready to strike out the moment anything gets in range.
'We need to consolidate our position! Tarja, hold the Northern bridge until Fae gets across - I'll take the southern. Ethan and Elra - cover Arvel!'
Move: 40 feet directly South - think that puts me 1 or 2 blocks south of Elra on the current Map. Will stay within 10 ft of her. Action: Hold Attacks until something comes in range Reckless Attack 1: 22 Damage: 15 Reckless Attack 2: 24 Damage: 11 Bonus: None
Note: Rage falls if no one comes in range this turn or Zeke doesn't take damage.
Tarja holds position at the northern bridge. Ready: If anything comes out of the chasm she would roar and claw at it: 8 Damage: 5
(Bonus action: Flaming sphere moves one square to the left, so there's a clear path between Zeke and Elra along the chasm)
(man, these beast forms always last so much longer than I expected in combat, I always think I'll be reckless and take like one or two hits and get knocked out of it, but here I am still bearing at things!)
Assuming the pair successfully dispatched the Nothik, she’d call out. “Ethan! Arvel!” Fae would jut her chin towards the others on the other side of the bridge, “It’s time to cross gentlemen.” The wizard would get Herrick to get moving first. She’d hold her position to gesture for Ethan and Arvel to get going ahead of her. If she’d have too, she’d go get them.
Zeke begins shouting instructions and the group gets ready for yet another threat. The tiefling warrior, Arvel and Elra all wait, readying themselves.
Meanwhile Ethan blasts the fleeing nothic with fire but it does not go down.
Fae too shouts instructions for people to get moving but before she herself can act the source of the feral noises from the depths bursts forth. Rapidly climbing up from the darkness and exploding onto the scene with the ferocity of a bestial hunter is a massive behir. Most have only heard of such creatures, if even that, but the party is now faced with a huge many-legged monstrosity. One might think it resembles both a crocodile and a centipede in some ways, or a dragon even with its many hued blue scales. Tangled around the rear of its body and a hampered back leg is a thick chain that glows a faint blue color. With 11 other legs, a long neck and a powerful body the creature is no less deadly even without full use of this hind leg. Fae realizes quickly that her logic proved accurate, a behir. She knows these hunters of deep, dark places possess a lightning breath, possibly are resistant or immune to lightning, and perhaps worst of all will swallow their prey whole and digest them over time.
Ready and waiting, Zeke strikes out without hesitation as the behir emerges from the darkness, landing two solid slashes that cut through the monster's scales. Although Tarja is unable to reach, Arvel and Elra land their magical attacks as well. The creature screams in pain and fury and immediately tries to bite at he who struck it first and best, Zeke. Its jaws snap shut loudly just next to Zeke's head as he dodges, but the monster is upon him with its lengthy body and many legs and begins to constrict him before he can act.
17 bludgeoning damage and 15 lashing damage to Zeke (although you can likely halve that while raging, yes?) It hit with its Constrict attack, and thus you are immediately both grappled and restrained, but it's a DC16 STR or DEX as an action to escape both, if you so choose.
*Ethan, if you would have moved at all after one miss and one hit against the fleeing beholder, I trust you to act as you would have regarding movement.
(check to escape grapple) (error on the map, I had already moved Fae... Ethan and Fae can both just tell me their movements for this round and I'll adjust it)
This post has potentially manipulated dice roll results.
Seeing that Ethan and Arvel were still on the far side of the chasm, and Zeke is grappled, retreat isn't plausible yet. Tarja moves around the Behir to be next to Elra, and attacks the monstrosity while . Bite Attack: 10 Damage: 8 Claw Attack: 15 Damage: 5 .
She then rolls her flaming sphere into it from the top. 12 fire damage, half on DC15 dex save.
(OK, so this place is crowded enough that I have to make sure I'm not ending my turn next to my own flaming sphere! Up until now it's been open enough that I've been assuming everyone who wants to end turn not next to the flaming sphere can do so, allies and enemies both. Now it's not that easy, both for us and the behir. But I think it works this turn, there's one space up above the behir on land from which to ram a sphere at it, and when I put the sphere there, there's one space left which is not within 5 ft of the sphere but IS within 5 ft of the behir for me to bite and claw. Anyone who ends turn and is next to the sphere has to make that save.)
This post has potentially manipulated dice roll results.
Ethan catches the motion of the Behir from the corner of his eye, as it rises from the chasm, his eyes go wide as he forgets his previous target.
Ethan hesitates as he begins to take aim, deciding maybe a little extra fire power might be called for.
Pushing the quick release, Ethan swaps the cartridge in the handle of his Programmable Caster.
Taking careful aim, Ethan mouths a silent prayer to Gond, before releasing the magic from this, as yet, untested module.
The Programmable Caster begins to whine at the same time as the Eldritch Canon, but when the Caster releases its magic, three beams of fire shoot out, one after another in rapid succession, crossing the chasm to their target.
(lol I have been forgetting to add 1d8 to Ethan's spell casts, from his Arcane Firearm class feature. <emote>face palm</emote>)
(No save to avoid the Grapple/Restraint? Don't think so but wanted to double-check. Damaged halved and recorded on my character sheet - thank goodness for Rage. And as a reminder: 'While raging, the first creature you hit with an attack on your turn has disadvantage on any attack that isn't against you, and when the target hits a creature other than you, that creature has resistance to the damage dealt by the attack'. The 'on your turn' language is tricky here - I'll leave to your discretion to interpret if a 'held action' happens on Zeke's turn or the Monsters and if the spirits kick in this turn or not.)
No save, sorry. The grappling and anything bad that happens after seem to be the key feature of this monster, which has a pretty high CR/difficulty. It did have to hit against your AC on its 'Constrict' attack, though, and missed its bite attack, so it's not totally automatic.
The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Monster Manual:
GRAPPLE RULES FOR MONSTERS
Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.
A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier.
Ethan stands his ground (on the previous round) and begins assaulting the monstrous creature that has appeared from the depths soon there after, and thus Fae chooses not to abandon that side of the chasm as well.
(Giving Ixi more time to see if Fae wants to take an action for the end of round 6 still, which would be just after the behir has appeared.)
This post has potentially manipulated dice roll results.
Fae would hold her position when Arvel and Ethan would remain on this side of the cavern. She wasn’t going to leave them. And that pesky Nothik still remained. The wizard would clench her jaw, preparing to take aim at it when the new threat would emerge “It is a Behir...” and with that realization she’d begin her shouting. “Lightning Breath. Resistance and immunity to it.” She too would forget about the Nothik, turning to face the monstrosity. “It can swallow it’s prey and digest- Zeke!” As she was listing off its details, Fae would witness it begin to take hold of their tiefling. Without a second thought, she’d fire off a payload of darts. She’d pepper the side of the Behir’s body where it was constricting Zeke before blasting the last one at its face to try to get its attention. “Hey! Why so blue?”
Elra moves off the bridge and starts moving along the side of the cavern, trying to spot the other nothic that everyone had been ignoring.
Con Save: 21
Movement: Off the bridge and hugging the side of the cavern opposite of N2, trying to get as close as I can.
Action: Cast Sacred Flame
DC 15 Dex save or take 13
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Despite the cover of the bridge, Tarja and her bear form take a mighty swipe down at the nothic trying to hide below. Tearing through the rope the nothic was clinging to, and perhaps its hand as well, the druid sends the creature screaming down into the abyss. A hiss and a rumbling snarl come from the darkness in return, sounding close.
With the flaming sphere out of the way Elra dashes past and skirts the edge of the blackness below, looking for the other nothic. Catching a glimpse just past Krikket she calls down bright, fiery radiance at her target. The nothic somehow side steps it, however, and returns its gaze to Krikket.
Setting its large eye on Arvel's familiar, Krikket begins to feel his own skin crawl. (DC12 CON vs 13 necrotic damage)
Another loud growl comes from the darkness below suddenly, and it sounds very close now. There are two subsequent screeches, each from a nothic. The one that just set its gaze upon Arvel suddenly flees in terror down a hallway that the group has yet to explore. The other screech was from a nothic hidden under the bedding of one of the large beds just north of Fae. It suddenly appears and begins dashing away in fear, running right past Fae and the Redbrand heading back the way the group had come (now N4 on map). (Fae may make a melee opportunity attack if she so chooses.) The bugbear that Arvel charmed hefts another javelin and looks to throw it past the warlock, but the nothic is already out of his sight. He looks around a little unsure of what to do now with no targets to pursue.
***Fae is up!
Fae would reach out to whack the Nothic with her staff.
AoO: Attack: 20 Damage: 3
Taking a few steps south and wit ha flick of her wrist, she'd send a fire bolt after it.
Attack: 16 Damage: 9
just an unstable unicorn.
End of Round 5
Fae has no mercy for the fleeing nothic, striking true with her staff and then a ranged bolt of fire as the creature flees.
Top of round 6, Zeke, Arvel, etc.!
Zeke hears the roar from below and quickly scans the area, assessing the tactical situation. Having dispatched the Nothics (at least the ones in view) and run off the Wizard (again, at least for now), the battlefield is full of danger but no direct threats. The chasm now splits the party, a chasm with some roaring entity racing up from the depths. Spotting Elra alone to the south, Zeke sprints towards her, blade out and up, ready to strike out the moment anything gets in range.
'We need to consolidate our position! Tarja, hold the Northern bridge until Fae gets across - I'll take the southern. Ethan and Elra - cover Arvel!'
Move: 40 feet directly South - think that puts me 1 or 2 blocks south of Elra on the current Map. Will stay within 10 ft of her.
Action: Hold Attacks until something comes in range
Reckless Attack 1: 22 Damage: 15
Reckless Attack 2: 24 Damage: 11
Bonus: None
Note: Rage falls if no one comes in range this turn or Zeke doesn't take damage.
Elra nods at Zeke's order, Ready to summon more divine flames to engulf anyone who tries to intercept Arvel.
Action: Ready Sacred Flame if anyone attacks Arvel in it's range: DC 15 dex save or take 10 Radiant Damge
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Ethan watches as the Nothic bursts from under the bed and runs past Fae, getting battered by her attacks.
Directing his Eldritch Canon to come up onto the space north of Ethan, both Ethan and the Canon, take aim at the Nothic to attempt to finish it off.
With the familiar sounds of their magics, two projectiles careen off in the direction of the last remaining Nothic.
Bonus Action: Activate the Eldritch Canon
Eldritch Canon Move: Move up and north-east to occupy the space directly north of Ethan
Action: Cast Fire Bolt at the fleeing Nothic: Attack: 1 (bless) + 19 - Damage: 11 fire damage (ignores half cover).
Eldritch Canon Attack fleeing Nothic: Attack: 4 (bless) + 21 - Damage: 14 force damage.
David Gearlock | Human | Artificer | Revenge Heist
Knox | Warforged | Cleric | Shadowthorn's Out of the Abyss
Tarja holds position at the northern bridge. Ready: If anything comes out of the chasm she would roar and claw at it: 8 Damage: 5
(Bonus action: Flaming sphere moves one square to the left, so there's a clear path between Zeke and Elra along the chasm)
(man, these beast forms always last so much longer than I expected in combat, I always think I'll be reckless and take like one or two hits and get knocked out of it, but here I am still bearing at things!)
"Back to me, Krikket!"
The charlatan stands poised, walking stick ready to blast any enemy that approaches.
Action: Ready - Edritch Blast any enemy that closes distance to Arvel
Attack 1: 27 Damage: 9
Attack 2: 17 Damage: 9
DCI: 3319125026
Assuming the pair successfully dispatched the Nothik, she’d call out. “Ethan! Arvel!” Fae would jut her chin towards the others on the other side of the bridge, “It’s time to cross gentlemen.” The wizard would get Herrick to get moving first. She’d hold her position to gesture for Ethan and Arvel to get going ahead of her. If she’d have too, she’d go get them.
just an unstable unicorn.
“Oh, by all means. Far be it from me to...*cross* you.”
DCI: 3319125026
Ethan has already taken his turn, and whether or not the last Nothic went down and/or takes an action, would determine what Ethan would do next.
So I will wait to post, until after Hexblade updates.
David Gearlock | Human | Artificer | Revenge Heist
Knox | Warforged | Cleric | Shadowthorn's Out of the Abyss
Round 6
Zeke begins shouting instructions and the group gets ready for yet another threat. The tiefling warrior, Arvel and Elra all wait, readying themselves.
Meanwhile Ethan blasts the fleeing nothic with fire but it does not go down.
Fae too shouts instructions for people to get moving but before she herself can act the source of the feral noises from the depths bursts forth. Rapidly climbing up from the darkness and exploding onto the scene with the ferocity of a bestial hunter is a massive behir. Most have only heard of such creatures, if even that, but the party is now faced with a huge many-legged monstrosity. One might think it resembles both a crocodile and a centipede in some ways, or a dragon even with its many hued blue scales. Tangled around the rear of its body and a hampered back leg is a thick chain that glows a faint blue color. With 11 other legs, a long neck and a powerful body the creature is no less deadly even without full use of this hind leg. Fae realizes quickly that her logic proved accurate, a behir. She knows these hunters of deep, dark places possess a lightning breath, possibly are resistant or immune to lightning, and perhaps worst of all will swallow their prey whole and digest them over time.
Ready and waiting, Zeke strikes out without hesitation as the behir emerges from the darkness, landing two solid slashes that cut through the monster's scales. Although Tarja is unable to reach, Arvel and Elra land their magical attacks as well. The creature screams in pain and fury and immediately tries to bite at he who struck it first and best, Zeke. Its jaws snap shut loudly just next to Zeke's head as he dodges, but the monster is upon him with its lengthy body and many legs and begins to constrict him before he can act.
17 bludgeoning damage and 15 lashing damage to Zeke (although you can likely halve that while raging, yes?) It hit with its Constrict attack, and thus you are immediately both grappled and restrained, but it's a DC16 STR or DEX as an action to escape both, if you so choose.
*Ethan, if you would have moved at all after one miss and one hit against the fleeing beholder, I trust you to act as you would have regarding movement.
**Fae's action.
((Is that a check or save Hex?))
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
(check to escape grapple) (error on the map, I had already moved Fae... Ethan and Fae can both just tell me their movements for this round and I'll adjust it)
Seeing that Ethan and Arvel were still on the far side of the chasm, and Zeke is grappled, retreat isn't plausible yet. Tarja moves around the Behir to be next to Elra, and attacks the monstrosity while . Bite Attack: 10 Damage: 8 Claw Attack: 15 Damage: 5 .
She then rolls her flaming sphere into it from the top. 12 fire damage, half on DC15 dex save.
(OK, so this place is crowded enough that I have to make sure I'm not ending my turn next to my own flaming sphere! Up until now it's been open enough that I've been assuming everyone who wants to end turn not next to the flaming sphere can do so, allies and enemies both. Now it's not that easy, both for us and the behir. But I think it works this turn, there's one space up above the behir on land from which to ram a sphere at it, and when I put the sphere there, there's one space left which is not within 5 ft of the sphere but IS within 5 ft of the behir for me to bite and claw. Anyone who ends turn and is next to the sphere has to make that save.)
Ethan catches the motion of the Behir from the corner of his eye, as it rises from the chasm, his eyes go wide as he forgets his previous target.
Ethan hesitates as he begins to take aim, deciding maybe a little extra fire power might be called for.
Pushing the quick release, Ethan swaps the cartridge in the handle of his Programmable Caster.
Taking careful aim, Ethan mouths a silent prayer to Gond, before releasing the magic from this, as yet, untested module.
The Programmable Caster begins to whine at the same time as the Eldritch Canon, but when the Caster releases its magic, three beams of fire shoot out, one after another in rapid succession, crossing the chasm to their target.
(lol I have been forgetting to add 1d8 to Ethan's spell casts, from his Arcane Firearm class feature. <emote>face palm</emote>)
Bonus Action: Activate the Eldritch Canon
Action: Cast Scorching Ray at the Behir:
Beam 1: Attack: 4 (Bless) + 28 - Damage: 13 fire damage (ignores half cover).
Beam 2: Attack: 3 (Bless) + 24 - Damage: 7 fire damage (ignores half cover).
Beam 3: Attack: 2 (Bless) + 14 - Damage: 9 fire damage (ignores half cover).
+ 1 fire damage if one of the attacks hits.
Eldritch Canon Attack: Targeting the Behir: Attack: 1 (Bless) + 13 - Damage: 9 force damage and can push the target 5ft (would that even work here?)
(Also, is Bless still up? I'm not sure if I'm forgetting that and shouldn't be adding it any more...)
David Gearlock | Human | Artificer | Revenge Heist
Knox | Warforged | Cleric | Shadowthorn's Out of the Abyss
(No save to avoid the Grapple/Restraint? Don't think so but wanted to double-check. Damaged halved and recorded on my character sheet - thank goodness for Rage. And as a reminder: 'While raging, the first creature you hit with an attack on your turn has disadvantage on any attack that isn't against you, and when the target hits a creature other than you, that creature has resistance to the damage dealt by the attack'. The 'on your turn' language is tricky here - I'll leave to your discretion to interpret if a 'held action' happens on Zeke's turn or the Monsters and if the spirits kick in this turn or not.)
No save, sorry. The grappling and anything bad that happens after seem to be the key feature of this monster, which has a pretty high CR/difficulty. It did have to hit against your AC on its 'Constrict' attack, though, and missed its bite attack, so it's not totally automatic.
The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
Monster Manual:
GRAPPLE RULES FOR MONSTERS
Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise.
A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier.
Ethan stands his ground (on the previous round) and begins assaulting the monstrous creature that has appeared from the depths soon there after, and thus Fae chooses not to abandon that side of the chasm as well.
(Giving Ixi more time to see if Fae wants to take an action for the end of round 6 still, which would be just after the behir has appeared.)
Fae would hold her position when Arvel and Ethan would remain on this side of the cavern. She wasn’t going to leave them. And that pesky Nothik still remained. The wizard would clench her jaw, preparing to take aim at it when the new threat would emerge “It is a Behir...” and with that realization she’d begin her shouting. “Lightning Breath. Resistance and immunity to it.” She too would forget about the Nothik, turning to face the monstrosity. “It can swallow it’s prey and digest- Zeke!” As she was listing off its details, Fae would witness it begin to take hold of their tiefling. Without a second thought, she’d fire off a payload of darts. She’d pepper the side of the Behir’s body where it was constricting Zeke before blasting the last one at its face to try to get its attention. “Hey! Why so blue?”
Magic Missile: 3 | 3 | 5 | 3 | 4
just an unstable unicorn.