This post has potentially manipulated dice roll results.
Round 1 actions... m2 ... sends a mind blast out at the dragons, catching two of them in the area... 1... DC15 int save: 13 Or take 13 and be stunned. 2... DC15 int save: 19 Or take 23 and be stunned.
m3 ... sends a mind blast out at the dragons, catching two of them in the area... 3... DC15 int save: 6 Or take 9 and be stunned. 4... DC15 int save: 14 Or take 23 and be stunned.
Round 1 actions... m2 ... sends a mind blast out at the dragons, catching two of them in the area... 1... DC15 int save: 20 Or take 23 and be stunned. 2... DC15 int save: 5 Or take 25 and be stunned. One of the dragons plummets, hitting the water and disappearing under it.
m3 ... sends a mind blast out at the dragons, catching two of them in the area... 3... DC15 int save: 16 Or take 25 and be stunned. 4... DC15 int save: 7 Or take 23 and be stunned. One of the dragons plummets, hitting the water and disappearing under it.
Real will address the obvious question: "So I don't mean to be confused but which of these groups of combatants are with Tempani and which are against Tempani? I will say I don't feel a kinship to either mind flayers or dragons, although I do speak the dragon language. Should we just proceed and defend ourselves? If I have a chance to speak with one of the dragons it might benefit us but that seems a remote possibility at present."
"I guess I should mention, if anyone of you are unaware, I'm speaking of the 4 brass dragons that have approached to contend with the mind flayers. It would seem a battle has ensued."
"Metallic dragons generally fight on the side of good in the great conflicts of history. I would be inclined to assist them in their plight against the mind flayers. On the other hand, a Solar generally fights on the side of good as well, so perhaps generalities are not something we can trust in this instance."
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Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Two of the young brass dragons have fallen into the lake, stunned. The entire group can see the struggle happening, as the sounds of the confrontation are loud enough that you all would notice it.
We need Bjorn's action next, then I can post some more of the NPC actions.
Tyrkoris will speak up from his spot on the oars, "Whether the dragons are our allies or not, the mind flayers are the enemies of us all, we kill them, and if the dragons attack us, we attempt to reason with them, if not, kill them as well."
(OOC: Sorry to have people waiting on my actions, but it's often the case that I only have time once a day to post a substantial update. So sometimes it may be up to 24 hours from when input is needed to when it is provided. If this is a problem, then I may need to leave this adventure.)
Bjorn readies Ensnaring strike and his cross bow for if any of the creatures attack the party.
"Our businesses is at the temple, and it seems the dragons are defending the temple. If we need to choose sides, I think it should be with the dragons. Can we do anything to help the drowning dragons?"
(OOC: Sorry to have people waiting on my actions, but it's often the case that I only have time once a day to post a substantial update. So sometimes it may be up to 24 hours from when input is needed to when it is provided. If this is a problem, then I may need to leave this adventure.)
Bjorn readies Ensnaring strike and his cross bow for if any of the creatures attack the party.
"Our businesses is at the temple, and it seems the dragons are defending the temple. If we need to choose sides, I think it should be with the dragons. Can we do anything to help the drowning dragons?"
Round 1 actions... m2 ... sends a mind blast out at the dragons, catching two of them in the area... 1... DC15 int save: 20 Or take 23 and be stunned. 2... DC15 int save: 5 Or take 25 and be stunned. One of the dragons plummets, hitting the water and disappearing under it.
m3 ... sends a mind blast out at the dragons, catching two of them in the area... 3... DC15 int save: 16 Or take 25 and be stunned. 4... DC15 int save: 7 Or take 23 and be stunned. One of the dragons plummets, hitting the water and disappearing under it.
Arturan ... start rowing.
bjorn ... Ready action for ensnaring strike.
m1 ... Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw (14) or take 17 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
This post has potentially manipulated dice roll results.
Round 1 actions... m2 ... sends a mind blast out at the dragons, catching two of them in the area... 1... DC15 int save: 20 Or take 23 and be stunned. 2... DC15 int save: 5 Or take 25 and be stunned. One of the dragons plummets, hitting the water and disappearing under it.
m3 ... sends a mind blast out at the dragons, catching two of them in the area... 3... DC15 int save: 16 Or take 25 and be stunned. 4... DC15 int save: 7 Or take 23 and be stunned. One of the dragons plummets, hitting the water and disappearing under it.
Arturan ... start rowing.
bjorn ... Ready action for ensnaring strike.
m1 ... Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw (11) or take 18 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Another dragon falls out of the sky, leaving only one.
Lair Actions ...
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. m1 save... 9 m save... 4 m3 save... 10 m4 save... 5 m5 save... 6
3 of the mind flayers are blinded, two appear to have not been affected.
Tyrkoris ... Start Rowing.
Boat is now 30 feet out from the dock... 270 feet from the combat.
This post has potentially manipulated dice roll results.
Round 1 actions... m2 ... sends a mind blast out at the dragons, catching two of them in the area... 1... DC15 int save: 20 Or take 23 and be stunned. 2... DC15 int save: 5 Or take 25 and be stunned. One of the dragons plummets, hitting the water and disappearing under it.
m3 ... sends a mind blast out at the dragons, catching two of them in the area... 3... DC15 int save: 16 Or take 25 and be stunned. 4... DC15 int save: 7 Or take 23 and be stunned. One of the dragons plummets, hitting the water and disappearing under it.
Arturan ... start rowing.
bjorn ... Ready action for ensnaring strike.
m1 ... Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw (2) or take 30 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Another dragon falls out of the sky, leaving only one.
Lair Actions ...
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. m1 save... 19 m2 save... 2 m3 save... 21 m4 save... 12 m5 save... 3
3 of the mind flayers are blinded, two appear to have not been affected.
Tyrkoris ... Start Rowing.
Boat is now 30 feet out from the dock... 270 feet from the combat.
d3 ... Fire Breath at M1. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (10), taking 45 fire damage on a failed save, or half as much damage on a successful one.
The mind flayer manages to dodge some of the flames, but still gets hit by some of it.
This post has potentially manipulated dice roll results.
Deciding that for now the Mind Flayers are the bigger threat to them, Iorythas will step towards the end of the boat that's closest to the enemies. With a quick shot he aims at one mind flayer and lets his arrow fly before moving his slightly and doing the same again.
So with Ambush Master I advantage on the first one which gives me sneak attack. Also unless I say differently I will probably using Sharpshooter on both attacks that is why there is is twenty to the damage.... With Sudden Strike I can attack again as a bonus action.
Attack 1: Attack: 18 Damage: 24
Sneak Attack Damage: 38
Attack 2: Attack: 15 Damage: 26
Reroll for Attack 1: Attack: 21 Damage: 27
Sneak Attack for Attack 2: 32
(Messed up on Ambush Master so I rerolled the first attack without sneak attack.)
Sounds good. I have Arturan and Pinnacle rowing the boat and moved them to the center.
Tyrkoris can row, he can use his spells from there anyway if needed.
Sounds good. I will update the map.
Initiative 14
Lot's of stuff ...
Initiative 20
Round 1 actions...
m2 ... sends a mind blast out at the dragons, catching two of them in the area...
1... DC15 int save: 13 Or take 13 and be stunned.
2... DC15 int save: 19 Or take 23 and be stunned.
m3 ... sends a mind blast out at the dragons, catching two of them in the area...
3... DC15 int save: 6 Or take 9 and be stunned.
4... DC15 int save: 14 Or take 23 and be stunned.
Arturan ...
bjorn ...
m1 ...
Tyrkoris ...
d3 ...
Iorythas ...
real ...
d1 ...
d4 ...
saralyssa ..
m4 ...
m5 ...
Ralph ...
d2 ...
Pinnacle ...
improved steel defender ...
Round 1 actions...
m2 ... sends a mind blast out at the dragons, catching two of them in the area...
1... DC15 int save: 20 Or take 23 and be stunned.
2... DC15 int save: 5 Or take 25 and be stunned.
One of the dragons plummets, hitting the water and disappearing under it.
m3 ... sends a mind blast out at the dragons, catching two of them in the area...
3... DC15 int save: 16 Or take 25 and be stunned.
4... DC15 int save: 7 Or take 23 and be stunned.
One of the dragons plummets, hitting the water and disappearing under it.
Arturan ... Go ahead and post your action.
bjorn ... Go ahead and post your action.
m1 ...
Tyrkoris ...
d3 ...
Iorythas ...
real ...
d1 ...
d4 ...
saralyssa ..
m4 ...
m5 ...
Ralph ...
d2 ...
Pinnacle ...
improved steel defender ...
(Posting now since I might not be on again for awhile.)
Tyrkoris will be rowing the boat. Athletics: 17
Arturan will be rowing the boat.
Athletics =22
Your secret is safe with my indifference - Percy
Real will address the obvious question: "So I don't mean to be confused but which of these groups of combatants are with Tempani and which are against Tempani? I will say I don't feel a kinship to either mind flayers or dragons, although I do speak the dragon language. Should we just proceed and defend ourselves? If I have a chance to speak with one of the dragons it might benefit us but that seems a remote possibility at present."
"I guess I should mention, if anyone of you are unaware, I'm speaking of the 4 brass dragons that have approached to contend with the mind flayers. It would seem a battle has ensued."
Lot's of stuff ...
"Metallic dragons generally fight on the side of good in the great conflicts of history. I would be inclined to assist them in their plight against the mind flayers. On the other hand, a Solar generally fights on the side of good as well, so perhaps generalities are not something we can trust in this instance."
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Current situation...
Two of the young brass dragons have fallen into the lake, stunned. The entire group can see the struggle happening, as the sounds of the confrontation are loud enough that you all would notice it.
We need Bjorn's action next, then I can post some more of the NPC actions.
Tyrkoris will speak up from his spot on the oars, "Whether the dragons are our allies or not, the mind flayers are the enemies of us all, we kill them, and if the dragons attack us, we attempt to reason with them, if not, kill them as well."
"I like this one." Saralyssa says, nodding. "Kill the mind flayers, and the dragons if they get in our way." She shrugs. "Seems like sense to me."
(OOC: Sorry to have people waiting on my actions, but it's often the case that I only have time once a day to post a substantial update. So sometimes it may be up to 24 hours from when input is needed to when it is provided. If this is a problem, then I may need to leave this adventure.)
Bjorn readies Ensnaring strike and his cross bow for if any of the creatures attack the party.
"Our businesses is at the temple, and it seems the dragons are defending the temple. If we need to choose sides, I think it should be with the dragons. Can we do anything to help the drowning dragons?"
You are 100% fine.
Round 1 actions...
m2 ... sends a mind blast out at the dragons, catching two of them in the area...
1... DC15 int save: 20 Or take 23 and be stunned.
2... DC15 int save: 5 Or take 25 and be stunned.
One of the dragons plummets, hitting the water and disappearing under it.
m3 ... sends a mind blast out at the dragons, catching two of them in the area...
3... DC15 int save: 16 Or take 25 and be stunned.
4... DC15 int save: 7 Or take 23 and be stunned.
One of the dragons plummets, hitting the water and disappearing under it.
Arturan ... start rowing.
bjorn ... Ready action for ensnaring strike.
m1 ... Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw (14) or take 17 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Round 1 actions...
m2 ... sends a mind blast out at the dragons, catching two of them in the area...
1... DC15 int save: 20 Or take 23 and be stunned.
2... DC15 int save: 5 Or take 25 and be stunned.
One of the dragons plummets, hitting the water and disappearing under it.
m3 ... sends a mind blast out at the dragons, catching two of them in the area...
3... DC15 int save: 16 Or take 25 and be stunned.
4... DC15 int save: 7 Or take 23 and be stunned.
One of the dragons plummets, hitting the water and disappearing under it.
Arturan ... start rowing.
bjorn ... Ready action for ensnaring strike.
m1 ... Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw (11) or take 18 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Another dragon falls out of the sky, leaving only one.
Lair Actions ...
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
m1 save... 9
m save... 4
m3 save... 10
m4 save... 5
m5 save... 6
3 of the mind flayers are blinded, two appear to have not been affected.
Tyrkoris ... Start Rowing.
Boat is now 30 feet out from the dock... 270 feet from the combat.
Round 1 actions...
m2 ... sends a mind blast out at the dragons, catching two of them in the area...
1... DC15 int save: 20 Or take 23 and be stunned.
2... DC15 int save: 5 Or take 25 and be stunned.
One of the dragons plummets, hitting the water and disappearing under it.
m3 ... sends a mind blast out at the dragons, catching two of them in the area...
3... DC15 int save: 16 Or take 25 and be stunned.
4... DC15 int save: 7 Or take 23 and be stunned.
One of the dragons plummets, hitting the water and disappearing under it.
Arturan ... start rowing.
bjorn ... Ready action for ensnaring strike.
m1 ... Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15
Intelligence saving throw (2) or take 30 psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Another dragon falls out of the sky, leaving only one.
Lair Actions ...
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners.
Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
m1 save... 19
m2 save... 2
m3 save... 21
m4 save... 12
m5 save... 3
3 of the mind flayers are blinded, two appear to have not been affected.
Tyrkoris ... Start Rowing.
Boat is now 30 feet out from the dock... 270 feet from the combat.
d3 ... Fire Breath at M1. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (10), taking 45 fire damage on a failed save, or half as much damage on a successful one.
The mind flayer manages to dodge some of the flames, but still gets hit by some of it.
Iorythas ... Please post your action now.
real ... Please post your action now.
d1 ... Stunned.
d4 ... Stunned.
saralyssa ..
m4 ... Blinded.
m5 ... Blinded.
Ralph ...
d2 ... Stunned.
Pinnacle ...
improved steel defender ...
Deciding that for now the Mind Flayers are the bigger threat to them, Iorythas will step towards the end of the boat that's closest to the enemies. With a quick shot he aims at one mind flayer and lets his arrow fly before moving his slightly and doing the same again.
So with Ambush Master I advantage on the first one which gives me sneak attack. Also unless I say differently I will probably using Sharpshooter on both attacks that is why there is is twenty to the damage.... With Sudden Strike I can attack again as a bonus action.
Attack 1: Attack: 18 Damage: 24
Sneak Attack Damage: 38
Attack 2: Attack: 15 Damage: 26
Reroll for Attack 1: Attack: 21 Damage: 27
Sneak Attack for Attack 2: 32
(Messed up on Ambush Master so I rerolled the first attack without sneak attack.)