Being unconscious, I'm not sure if the giant's Evil Eye would be have any effect on Ketch? Or if seeing Ketch fall, the giant would do something else / redirect the eye? Just advise.
At the end of Ketch's turn, his Ring of Regeneration allows Ketch to heal 2hp so, much like a yo-yo, Ketch is back up again...
Mordekai sees Ketch surrounded by 4 enemies, but continuing to pop back up, and figures for the moment that killing the enemies is still the priority, but Mordekai remains within 30ft of Ketch in case he looks even more desperately in need of evacuation.
Mordekai will re-cast Hex (1st level) on Giant 4, and continue his eldritch barrage.
The giant near Ketch drops under the onslaught of Mordekai's blasts of magic. The other one nearby, still with a zombie on it's back smacking it, walks over and attempts to grab Mordekai, "You come with me......"
Mordekai, Grapple check: 9
He also evil eye glares down at Mordekai..... DC 14 Charisma save, 27 psychic damage save for half.
Mordekai takes a further 13 damage, and uses his Misty Escape reaction to teleport 60ft, out of the grapple, popping up due west from Ketch, at the foot of the cliff, just within 30ft of Ketch, and is temporarily invisible.
Oh, and a DC10 CON save for concentration on Hex again: 22
(I believe Mordekai just killed G4 with his Eldritch Blasts. But G1 with the Meepo's zombie elf riding it came across to where Mordekai was last marked on the map.)
This post has potentially manipulated dice roll results.
E4 : Dex save vs DC 13: 15 Concentration check: 20
G1 : Dex save vs DC 13: 9
The lightning rips through both the elf and the remaining giant, and then the javelin jams into the giant who squeals unhappily at the sudden pain, but continues to stand. The elf manages to keep concentrating on the thrashing black tentacles surrounding the skeletons.
The shadowy creature standing over Ketch looks down at the blinking half-orc. It attacks.
Attack: 14 Damage: 10
The elf scans around for Mordekai who elusively vanishes from the giants grasp. "NOOO!! Where did he go!! We must get the marked one!!!" He scans around, and then absently sends out a blast of lightning to catch Lionel, one of the few standing combatants before moving into full cover away from any pesky flights of arrows (even though he's still invisible).
Lionel: Dex save DC 16. 27 save for half damage.
Ulthan is up. There is a giant 10 feet from him giving him the evil eye.
This post has potentially manipulated dice roll results.
Ulthan keeps running, he's moving 60 unobstructed, I'm hoping I could outrun him instead of just dying... instead of him just running 10 feet behind me obstructed. 6
The giant keeps running, but Ulthan is quickly losing him through the woods as he flees.
Meepo's skeletons, and shadowy undead are entanged in thrashing tentacles. Each must make a DC 14 Dex save or take 6 bludgeoning damage and be restrained by a grabbing tentacle. As the skeletons have vulnerability to bludgeoning, they'll take double damage if they fail.
10 of 17 skeletons must save. The 2 summoned undead must also save. If they are restrained, they can use their action to make a strength or dex check vs 14, to escape. (Dex checks are at disadvantage for restrained creatures.)
Meepo's action, plus his 2 zombies, 2 summoned undead and his 17 skeletons.
The tentacles are set such that they're up against the edge of the cliff, anyone will have to pass all the way around, using extra movement, or pass through the tentacles.
The only visible elf has full cover from the skeletons and Meepo behind a tree, and is over 30 feet from the nearest skeleton. The invisible elf also has full cover. The only remaining giant has full cover as he's around the cliff, but by using their movement, any of the skeletons can move far enough to get a shot at him.
Rollback Post to RevisionRollBack
What's the difference between a Wizard and a Sorcerer? Class.
(I will ask that the single summoned undead Meepo has not be in the area of the tentacles. The casting range on the spell is 90 feet, and Meepo was clearly trying not to let his skeletons get all put in a group like that. I did mention it several times that he wanted them to spread out. If he was seeing them get tangled together, likely due to simple movement constraints from leaving a portable hole and having to turn the corner to head towards the battle, then the one he summoned would have been summoned quite a bit further away, likely 60 to 90 feet away, to keep them from bunching up with the others. I cannot do much about the rest of the skeletons, so will likely have to write them off and simply resummon others at some point, as they have basicly no chance to escape this sort of thing.)
The seven remaining move around the tentacles and towards the battlefield. They spread out as they move, so that none remain bunched up. (I don't know if any can get within range of attacking, so not posting an attack for them at this point.)
The two zombies continue their attacks... z1 ... to hit: 8 Damage: 11 z2 ... to hit: 8 Damage: 11
The bigger skeleton (If allowed not to be in the tentacles)... Grave Bolt (Skeletal Only). Ranged Spell Attack: 18 to hit, range 150 ft., one target. Hit: 11 necrotic damage. Grave Bolt (Skeletal Only). Ranged Spell Attack: 9 to hit, range 150 ft., one target. Hit: 10 necrotic damage.
(And I make a liar of myself as 4 of the ten break free... lol. Some disadvantage rolls...) The four that escape the tentacles move on towards the battle.
This post has potentially manipulated dice roll results.
You never mentioned that you cast / summoned those two other far away. They're moved now, and not in the tentacles, but please try to let me know if you are summoning things at max range from you for example. Also, the skeletons get all get an initial Dex save before being caught in the Tentacles to start with, which are not at disadvantage at all. THEN if they're caught, they get a NORMAL strength save or a DISADVANTAGE dex save to escape
So, initial Dexterity saving throws for 10 skeletons vs DC 14:
1: 17
2: 17
3: 21
4: 19
5: 13
6: 7
7: 14
8: 3
9: 19
10: 4
6 of them save and don't get caught by the tentacle. 4 of them do, taking 12 damage each. I'll use the first 4 saves you rolled to see if they escape using their action. 1 does, the other 3 are caught by the tentacles and remain restrained.
Meepo's Undead army status:
2 Large Skeletons - not near the tentacles, and acting normally.
2 Zombies - on backs of giants thwacking them.
13 Skeletons - undamaged, out of the tentacles and attacking normally.
1 skeleton - damaged (12 damage), but out of the tentacles, no attack this turn.
3 skeletons - damaged (12 damage), restrained by the tentacles and unable to move.
Please roll attacks for the 13 unharmed skeletons.
This post has potentially manipulated dice roll results.
Again, I only summoned one undead, not two. This is a normal summons spell, so his necromancer ability does not aid in it. The skeletal undead he summoned gets two attacks, as it is a 4th-level spell. Just want to be clear, as that seems to be a confusing point. If you want to give me 2 undead for the price of one here, then I'll take it, but the spell does not support that, so...
I could not say how far away he was casting it, as I was not aware that the skeletons would be bunching up, even after I specified they would spread out. Due to this, which I didn't learn until after the tentacles spell was cast on a bunche dup group, I retro-activly said he would have cast the spell at further distance, as he would have not wanted more of his undead bunched up. I'll try to make it more clear with convoluted if/else statements in the future... Lol.
(Single undead with two skeletal bolt attacks. Got it. Bit more info is good, but no need to over do the if/then/else statements, we can always retcon when necessary.)
Most of the skeletons manage to extricate themselves from the field of writhing black tentacles, many of them getting clear with enough time to get a shot off. Arrows whistle through the air one after another through the clearing, many of them thudding into the last giant who so recently thought he'd captured Mordekai. Thunk....thunk...crack....thunk go the arrows into the giant until finally he falls to a knee, then collapses with a thud.
The elf that is visible glances at all of the skeletons roaming out into the battle, while watching another giant fall. Their prey has vanished and the tide of the battle had suddenly turned. Some level of desperation though seemed to keep him in it. He turned, fleeing to another bit of cover further from the skeletons, he unleashes a blast of electricity. With a thunderous crack of power, a bright jagged streak of power rips across the field smashing through several skeletons. It pass through a tree trunk near him as well....the tree trunk exploding into bits of charred and smoking wood. Then...almost in slow motion, the tree toppled to it's left crashing into the ground.
DC 14 Dex save to skeletons: 27 lightning damage, save for half. He strikes 5 undamage skeletons and 1 skeleton still caught in the tentacles.
Then he ducks down, behind a huge chunk of stone, taking full cover.
This post has potentially manipulated dice roll results.
Option 1
IF Lionel has fallen, and IF Ketch was able to see that while fighting, dying and bouncing back up and IF he is within 60' of Ketch, then Ketch will Bonus Action Healing Word Lionel at 1st level = 10 "Rise up and get of your lazy ass!" he calls out, sending magical healing to him...
(At 5' squares I *think* Ketch and Lionel are right at 60' away, but could be off in my counting...)
Ketch would then swing his axe at the ShadowThing.
GSA vs ShadowThing Attack: 13 Damage: 8 PLUS 8 from Divine Strike if it hits...
Option 2
IF Lionel hasn't fallen OR IF Ketch if too far away and doesn't have a clean line of sight OR IF Ketch is too far away from him to use Healing Word...
Then the same attack on ShadowThing as rolled above... But also a Bonus Action Attack against it via War Priest Feature...
Bonus Action GSA vs ShadowThing Attack: 19 Damage: 8 PLUS 3 from Divine Strike IF first strike missed...
Edit to add:
Ketch will use Guided Strike feature on his first attack for a +10 to that attack. Last use of Guided Strike until he can find a rest... So Divine Strike is not on Bonus Action attack even if Bonus Action is used as an attack...
Ketch, hit by the giant's club, falls...
Being unconscious, I'm not sure if the giant's Evil Eye would be have any effect on Ketch? Or if seeing Ketch fall, the giant would do something else / redirect the eye? Just advise.
At the end of Ketch's turn, his Ring of Regeneration allows Ketch to heal 2hp so, much like a yo-yo, Ketch is back up again...
With Ketch falling to the club, he directs the evil eye at Mordekai instead. Evil Eye on Mordekai: DC 14 Charisma save. 29 damage, save for half.
Ketch's eyes open. He's laying on his back on the ground near the giant. The giant looks down at him, and blinks, confused, a deep frown on its face.
Mordekai.
What's the difference between a Wizard and a Sorcerer?
Class.
DC14 CHA save: 24
Mordekai sees Ketch surrounded by 4 enemies, but continuing to pop back up, and figures for the moment that killing the enemies is still the priority, but Mordekai remains within 30ft of Ketch in case he looks even more desperately in need of evacuation.
Mordekai will re-cast Hex (1st level) on Giant 4, and continue his eldritch barrage.
Attack: 26 Damage: 14
Attack: 29 Damage: 15
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationThe giant near Ketch drops under the onslaught of Mordekai's blasts of magic. The other one nearby, still with a zombie on it's back smacking it, walks over and attempts to grab Mordekai, "You come with me......"
Mordekai, Grapple check: 9
He also evil eye glares down at Mordekai..... DC 14 Charisma save, 27 psychic damage save for half.
Lionel is up!
What's the difference between a Wizard and a Sorcerer?
Class.
Acrobatics check for Grapple: 7
DC14 CHA save: 19
Mordekai takes a further 13 damage, and uses his Misty Escape reaction to teleport 60ft, out of the grapple, popping up due west from Ketch, at the foot of the cliff, just within 30ft of Ketch, and is temporarily invisible.
Oh, and a DC10 CON save for concentration on Hex again: 22
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationLionel could not get in time to Mordekai, but could try to eliminate or at least distract another enemy:
Moving East and a square North (NEE) to get the line E4-G4. Throwing Javelin of Lightning: E4 gets 16 lightning damage (Dex save DC13 for half)
G4 gets: Attack: 27 Damage: 11 + 10 lightning damage (the advantage against G4 should still be active)
Meili Liang Lvl 5 Monk
Dice
(I believe Mordekai just killed G4 with his Eldritch Blasts. But G1 with the Meepo's zombie elf riding it came across to where Mordekai was last marked on the map.)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationE4 : Dex save vs DC 13: 15 Concentration check: 20
G1 : Dex save vs DC 13: 9
The lightning rips through both the elf and the remaining giant, and then the javelin jams into the giant who squeals unhappily at the sudden pain, but continues to stand. The elf manages to keep concentrating on the thrashing black tentacles surrounding the skeletons.
The shadowy creature standing over Ketch looks down at the blinking half-orc. It attacks.
Attack: 14 Damage: 10
The elf scans around for Mordekai who elusively vanishes from the giants grasp. "NOOO!! Where did he go!! We must get the marked one!!!" He scans around, and then absently sends out a blast of lightning to catch Lionel, one of the few standing combatants before moving into full cover away from any pesky flights of arrows (even though he's still invisible).
Lionel: Dex save DC 16. 27 save for half damage.
Ulthan is up. There is a giant 10 feet from him giving him the evil eye.
Round 5: Meepo 23 | GE4 21 | GE3 17 | Ketch 14 | Mordekai 12 | GE1 12 | Lionel 9 | GE2 9 | Ulthan 6
What's the difference between a Wizard and a Sorcerer?
Class.
(Once again, no need to roll. If there is no other resurrection option that I forgot about, Lionel is down.)
Meili Liang Lvl 5 Monk
Dice
Ulthan keeps running, he's moving 60 unobstructed, I'm hoping I could outrun him instead of just dying... instead of him just running 10 feet behind me obstructed. 6
Ketch sees the shadowy thing blink? Thus forewarned, he rolls onto his left shoulder and evades it's attack...
The giant keeps running, but Ulthan is quickly losing him through the woods as he flees.
Meepo's skeletons, and shadowy undead are entanged in thrashing tentacles. Each must make a DC 14 Dex save or take 6 bludgeoning damage and be restrained by a grabbing tentacle. As the skeletons have vulnerability to bludgeoning, they'll take double damage if they fail.
10 of 17 skeletons must save. The 2 summoned undead must also save. If they are restrained, they can use their action to make a strength or dex check vs 14, to escape. (Dex checks are at disadvantage for restrained creatures.)
Meepo's action, plus his 2 zombies, 2 summoned undead and his 17 skeletons.
The tentacles are set such that they're up against the edge of the cliff, anyone will have to pass all the way around, using extra movement, or pass through the tentacles.
The only visible elf has full cover from the skeletons and Meepo behind a tree, and is over 30 feet from the nearest skeleton. The invisible elf also has full cover. The only remaining giant has full cover as he's around the cliff, but by using their movement, any of the skeletons can move far enough to get a shot at him.
What's the difference between a Wizard and a Sorcerer?
Class.
(I will ask that the single summoned undead Meepo has not be in the area of the tentacles. The casting range on the spell is 90 feet, and Meepo was clearly trying not to let his skeletons get all put in a group like that. I did mention it several times that he wanted them to spread out. If he was seeing them get tangled together, likely due to simple movement constraints from leaving a portable hole and having to turn the corner to head towards the battle, then the one he summoned would have been summoned quite a bit further away, likely 60 to 90 feet away, to keep them from bunching up with the others. I cannot do much about the rest of the skeletons, so will likely have to write them off and simply resummon others at some point, as they have basicly no chance to escape this sort of thing.)
Skeletons attempting to break free of the tentacles...
1 ... 13
2 ... 16
3 ... 5
4 ... 8
5 ... 9
6 ... 6
7 ... 16
8 ... 14
9 ... 12
10 ... 14
The seven remaining move around the tentacles and towards the battlefield. They spread out as they move, so that none remain bunched up. (I don't know if any can get within range of attacking, so not posting an attack for them at this point.)
The two zombies continue their attacks...
z1 ... to hit: 8 Damage: 11
z2 ... to hit: 8 Damage: 11
The bigger skeleton (If allowed not to be in the tentacles)...
Grave Bolt (Skeletal Only). Ranged Spell Attack: 18 to hit, range 150 ft., one target. Hit: 11 necrotic damage.
Grave Bolt (Skeletal Only). Ranged Spell Attack: 9 to hit, range 150 ft., one target. Hit: 10 necrotic damage.
Meepo stays put for now.
(And I make a liar of myself as 4 of the ten break free... lol. Some disadvantage rolls...)
The four that escape the tentacles move on towards the battle.
You never mentioned that you cast / summoned those two other far away. They're moved now, and not in the tentacles, but please try to let me know if you are summoning things at max range from you for example. Also, the skeletons get all get an initial Dex save before being caught in the Tentacles to start with, which are not at disadvantage at all. THEN if they're caught, they get a NORMAL strength save or a DISADVANTAGE dex save to escape
So, initial Dexterity saving throws for 10 skeletons vs DC 14:
1: 17
2: 17
3: 21
4: 19
5: 13
6: 7
7: 14
8: 3
9: 19
10: 4
6 of them save and don't get caught by the tentacle. 4 of them do, taking 12 damage each. I'll use the first 4 saves you rolled to see if they escape using their action. 1 does, the other 3 are caught by the tentacles and remain restrained.
Meepo's Undead army status:
2 Large Skeletons - not near the tentacles, and acting normally.
2 Zombies - on backs of giants thwacking them.
13 Skeletons - undamaged, out of the tentacles and attacking normally.
1 skeleton - damaged (12 damage), but out of the tentacles, no attack this turn.
3 skeletons - damaged (12 damage), restrained by the tentacles and unable to move.
Please roll attacks for the 13 unharmed skeletons.
What's the difference between a Wizard and a Sorcerer?
Class.
Again, I only summoned one undead, not two. This is a normal summons spell, so his necromancer ability does not aid in it. The skeletal undead he summoned gets two attacks, as it is a 4th-level spell. Just want to be clear, as that seems to be a confusing point. If you want to give me 2 undead for the price of one here, then I'll take it, but the spell does not support that, so...
I could not say how far away he was casting it, as I was not aware that the skeletons would be bunching up, even after I specified they would spread out. Due to this, which I didn't learn until after the tentacles spell was cast on a bunche dup group, I retro-activly said he would have cast the spell at further distance, as he would have not wanted more of his undead bunched up. I'll try to make it more clear with convoluted if/else statements in the future... Lol.
Skeleton attacks:
1 ... 24 Damage: 7
2 ... 21 Damage: 12
3 ... 8 Damage: 7
4 ... 16 Damage: 10
5 ... 21 Damage: 7
6 ... 18 Damage: 7
7 ... 9 Damage: 11
8 ... 7 Damage: 11
9 ... 10 Damage: 7
10 ... 7 Damage: 7
11 ... 16 Damage: 10
12 ... 15 Damage: 10
13 ... 11 Damage: 7
(Single undead with two skeletal bolt attacks. Got it. Bit more info is good, but no need to over do the if/then/else statements, we can always retcon when necessary.)
Most of the skeletons manage to extricate themselves from the field of writhing black tentacles, many of them getting clear with enough time to get a shot off. Arrows whistle through the air one after another through the clearing, many of them thudding into the last giant who so recently thought he'd captured Mordekai. Thunk....thunk...crack....thunk go the arrows into the giant until finally he falls to a knee, then collapses with a thud.
The elf that is visible glances at all of the skeletons roaming out into the battle, while watching another giant fall. Their prey has vanished and the tide of the battle had suddenly turned. Some level of desperation though seemed to keep him in it. He turned, fleeing to another bit of cover further from the skeletons, he unleashes a blast of electricity. With a thunderous crack of power, a bright jagged streak of power rips across the field smashing through several skeletons. It pass through a tree trunk near him as well....the tree trunk exploding into bits of charred and smoking wood. Then...almost in slow motion, the tree toppled to it's left crashing into the ground.
DC 14 Dex save to skeletons: 27 lightning damage, save for half. He strikes 5 undamage skeletons and 1 skeleton still caught in the tentacles.
Then he ducks down, behind a huge chunk of stone, taking full cover.
Ketch, Mordekai, your actions.
Round 6: Meepo 23 | GE4 21 | GE3 17 | Ketch 14 | Mordekai 12 | GE1 12 | Lionel 9 | GE2 9 | Ulthan 6
What's the difference between a Wizard and a Sorcerer?
Class.
Skeleton dex saves for lightning bolt...
1 ... 15
2 ... 10
3 ... 17
4 ... 18
5 ... 7
6 (in tentacles) ... 16
One of meepo's skeletons in the tentacles is destroyed, as well as one of the ones hit that was not in the tentacles.
Option 1
IF Lionel has fallen, and IF Ketch was able to see that while fighting, dying and bouncing back up and IF he is within 60' of Ketch, then Ketch will Bonus Action Healing Word Lionel at 1st level = 10 "Rise up and get of your lazy ass!" he calls out, sending magical healing to him...
(At 5' squares I *think* Ketch and Lionel are right at 60' away, but could be off in my counting...)
Ketch would then swing his axe at the ShadowThing.
GSA vs ShadowThing Attack: 13 Damage: 8 PLUS 8 from Divine Strike if it hits...
Option 2
IF Lionel hasn't fallen OR IF Ketch if too far away and doesn't have a clean line of sight OR IF Ketch is too far away from him to use Healing Word...
Then the same attack on ShadowThing as rolled above... But also a Bonus Action Attack against it via War Priest Feature...
Bonus Action GSA vs ShadowThing Attack: 19 Damage: 8 PLUS 3 from Divine Strike IF first strike missed...
Edit to add:
Ketch will use Guided Strike feature on his first attack for a +10 to that attack. Last use of Guided Strike until he can find a rest... So Divine Strike is not on Bonus Action attack even if Bonus Action is used as an attack...