This post has potentially manipulated dice roll results.
As Shae gets to within five feet of one of the lights, it suddenly discharges an electric jolt, but misses Shae. Meanwhile, the other light seems to suddenly have disappeared. Everyone roll initiative!
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Everyone that is proficient can roll a nature or history check to try and find out what you’re faced with. I’ll allow arcana rolls with disadvantage as well.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
This post has potentially manipulated dice roll results.
As you are all unsure what is happening and fully trying to react to the moment, the light that tried to zap Shae passes right through her to end up close to the Professor, and shock him instead, but thanks to the metal boss on his wooden shield, the energy is redirected and safely discharged. The invisible light meanwhile goes for Shae, reappearing right next to her, ready to shock her. Although struck by the electric jolt, it seems minimal, for now.
Both of the entities beat your initiative scores, so you can all act in order now. One is currently located next to the Professor, the other next to Shae. If you want to move, the ground is difficult terrain, as it is swampy and heavy. Beyond sixty feet, your vision is obscured. Other than a few bigger rocks nearby, the area is flat, without cover.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
OOC: Does the Professor know anything about these enemies with his Arcana roll? If not he may delay his turn slightly or ask the others how we fight these things before he casts a spell.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"I remember tales of evil spirits from my studies, and know that night hags harvest evil souls. Based on the way these lights behave, I'm pretty sure they're will’o’whisps and usually they draw travellers into the forest to kill them there. They are all that remains of the people they once were. They are cold and emotionless, but retain enough intelligence to understand certain languages, and to coordinate their actions." She'd look to Berrus, "Given their magical nature, most nonmagical means of harming them are ineffective."
This post has potentially manipulated dice roll results.
"Understand some languages? As if we could talk them out of attacking us?" She watched the fire sphere sent by Professor. "Guess not." There was not that many pure spells Maxine learned - she so hoped to invent many new! - but as a counter ti common healing (and future base of invention) she learned one that could take away life and it looked like now was the time to test it: Ray of Sickness Attack: 24 Damage: 13 (plus Con 15 save, or poisoned)
based on the information Shae called out Berrus will take position to be within 5 feet of his companions in order to provide
Protection: While wielding a shield and a creature you can see attacks a target other than you within 5 ft., you can use your reaction to impose disadvantage on the attack roll or will otherwise attempt to distract and or draw their fire
"Understand some languages? As if we could talk them out of attacking us?" She watched the fire sphere sent by Professor. "Guess not." There was not that many pure spells Maxine learned - she so hoped to invent many new! - but as a counter ti common healing (and future base of invention) she learned one that could take away life and it looked like now was the time to test it: Ray of Sickness Attack: 18 Damage: 13 (plus Con 15 save, or poisoned)
The Professor:
Shrugging at Maxine, the Professor manages a short barking laugh, "Talking is for when they haven't already started attacking us."
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
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The Professor:
OOC: Yes, Stone with Gruk, Dagger with the captain.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"I got a.bad feelin bout this"
Laissez les bons temps rouler
Shae would take steps forward to ‘greet’ the lights.
just an unstable unicorn.
And Maxine is preparing to be the second part of the welcoming committee, for
whenif thinks go awry.Meili Liang Lvl 5 Monk
Dice
As Shae gets to within five feet of one of the lights, it suddenly discharges an electric jolt, but misses Shae. Meanwhile, the other light seems to suddenly have disappeared. Everyone roll initiative!
20 vs 11, for 5 lightning damage.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Maxine initiative: 10
Meili Liang Lvl 5 Monk
Dice
The Professor:
Initiative: 16
(Is there an appropriate skill Snively can roll to know about these things?)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Shae initiative: 11
just an unstable unicorn.
Everyone that is proficient can roll a nature or history check to try and find out what you’re faced with. I’ll allow arcana rolls with disadvantage as well.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Professor S:
History: 6
Arcana: 14
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Berrus initiative 2
Laissez les bons temps rouler
Nature/History: 23
just an unstable unicorn.
Maxine History: 8 (wow! Shae - natural 20, Maxine - natural 1 :) )
Arcana: 16
Meili Liang Lvl 5 Monk
Dice
As you are all unsure what is happening and fully trying to react to the moment, the light that tried to zap Shae passes right through her to end up close to the Professor, and shock him instead, but thanks to the metal boss on his wooden shield, the energy is redirected and safely discharged. The invisible light meanwhile goes for Shae, reappearing right next to her, ready to shock her. Although struck by the electric jolt, it seems minimal, for now.
Both of the entities beat your initiative scores, so you can all act in order now. One is currently located next to the Professor, the other next to Shae. If you want to move, the ground is difficult terrain, as it is swampy and heavy. Beyond sixty feet, your vision is obscured. Other than a few bigger rocks nearby, the area is flat, without cover.
12 vs 18 for 9 lightning damage
23 vs 11 for 14 lightning damage
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Professor S:
OOC: Does the Professor know anything about these enemies with his Arcana roll? If not he may delay his turn slightly or ask the others how we fight these things before he casts a spell.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"I remember tales of evil spirits from my studies, and know that night hags harvest evil souls. Based on the way these lights behave, I'm pretty sure they're will’o’whisps and usually they draw travellers into the forest to kill them there. They are all that remains of the people they once were. They are cold and emotionless, but retain enough intelligence to understand certain languages, and to coordinate their actions." She'd look to Berrus, "Given their magical nature, most nonmagical means of harming them are ineffective."
just an unstable unicorn.
The Professor:
"Okay, magic it is," says the Professor, conjuring a flaming ball of fire (Flaming Sphere) and sending it against the mote of light attacking him.
Dexterity save DC 13 or take 10 magical fire damage.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"Understand some languages? As if we could talk them out of attacking us?" She watched the fire sphere sent by Professor. "Guess not." There was not that many pure spells Maxine learned - she so hoped to invent many new! - but as a counter ti common healing (and future base of invention) she learned one that could take away life and it looked like now was the time to test it: Ray of Sickness Attack: 24 Damage: 13 (plus Con 15 save, or poisoned)
Meili Liang Lvl 5 Monk
Dice
"i dinna have any bloody magik"
based on the information Shae called out Berrus will take position to be within 5 feet of his companions in order to provide
Laissez les bons temps rouler
The Professor:
Shrugging at Maxine, the Professor manages a short barking laugh, "Talking is for when they haven't already started attacking us."
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"