Fred will use a bonus action to cast misty step (he can do this at will) and move to J11 (Gandolph's old spot). He will then raise flaming fingers and shoot the fire bolt cantrip at RH10: Attack: 37 Damage: 23
Fred is 6 seconds into 1 minute of concentrating on Banishment
I don't think Fred was supposed to take this turn yet. I was a little confused when you said Fred needed another action posted and I think it was not his turn. Just keeping track.
This post has potentially manipulated dice roll results.
Amathile blocked the last strike from the feral creature with his shield and let it push him back a few feet. He then danced forward lightly on his feet with a flurry of retaliatory strikes. He struck out with a vertical slash, then horizontal, then two diagonal slashes.
Attack: 28 Damage: 21
Attack: 25 Damage: 20
Attack: 26 Damage: 19
Attack: 33 Damage: 17
Bonus: Shove 5 feet, Athletics vs Athletics or Acrobatics. Athletics 26
Amathile ... attacks with a flurry of strikes, cutting into the hound four times, then knocking it prone. (Cannot make the DC of shove.)
Jown Sno ... moves and attacks RH7 twice, his spiritual weapon though misses.
Gandolph ... uses his hand to form a fist, causing the hand around RH7 to squeeze it, causing the hound to cry out in pain. He then sends a fire bolt at the hound, doing damage, but not taking it down.
RH7, RH12, and RH 14 are all looking quite wounded, probably barely standing at this point. RH4 and RH 10 are also decently wounded, but look a bit better-off than the other three.
Fred is now 12? seconds into concentration on Banishment and uses his action to cast a 4th level scorching ray 5 beams in total. He will target whichever hounds are still up starting with RH7 then to RH10 and on to RH12 and more if they are all falling dead.
Fred is now 12? seconds into concentration on Banishment and uses his action to cast a 4th level scorching ray 5 beams in total. He will target whichever hounds are still up starting with RH7 then to RH10 and on to RH12 and more if they are all falling dead.
Ray #1: Attack: 21 Damage: 3
Ray #2: Attack: 34 Damage: 9
Ray #3: Attack: 33 Damage: 5
Ray #4: Attack: 24 Damage: 8
Ray #5: Attack: 37 Damage: 8
One ray per hound, or concentrate on one and send rays to others only if the one goes down? (Badly wounded at this level means 50ish hp left, not 1 or 2...)
This post has potentially manipulated dice roll results.
Qatyra ... casts wind wall. RH4 str save ... 36 RH7str save ... 29 RH12str save ... 38 RH14str save ... 19 DC is 21, 7 on a failed save, 4 on a success.
Raist ... Mind Sliver: 8 DC Int 27 save for none. RH14 int save ... 27
Gilra ... a ghostly hand grabs RH10, dealing damage. Six Coins is healed some more.
Six Coins ... need action still.
fred ... casts scortching ray.
Vaden ... waiting to resolve other actions first.
Sorumar ... sends four attacks against RH12, taking it down, then striking a critical blow against RH14.
This post has potentially manipulated dice roll results.
Qatyra ... casts wind wall. RH4 str save ... 21 RH7str save ... 24 RH12str save ... 35 RH14str save ... 20 DC is 21, 7 on a failed save, 4 on a success.
Raist ... Mind Sliver: 8 DC Int 27 save for none. RH14 int save ... 21
Gilra ... a ghostly hand grabs RH10, dealing damage. Six Coins is healed some more.
Six Coins ... Takes down RH7 with an arrow, then sends a bolt into RH14, wounding it deeply.
fred ... casts scortching ray.
Vaden ... Has his spiritual dagger attack RH4. To hit: 34 damage: 20 force.
Casts toll the dead at RH4... RH 4 wis save: 17 DC is 26. Damage is 25 necrotic.
Sorumar ... sends four attacks against RH12, taking it down, then striking a critical blow against RH14 Also taking it down.
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Seeing his allies getting ganged up on, Jown Sno moves up to H9 and attacks RH7 twice with his sword.
Hit1: 34 Dmg: 12 + 3 Radiant + 7 Radiant
Hit2: 30 Dmg: 16 + 4 Radiant + 7 Radiant
BA: He moves his spectral warhammer up to N12 and brings it down on RH14:
Spiritual Weapon: 13 Dmg: 19 Force
EDIT: Forgot Bless:
Hit1: 2
Hit2: 1
BA: 1
I don't think Fred was supposed to take this turn yet. I was a little confused when you said Fred needed another action posted and I think it was not his turn. Just keeping track.
Lot's of stuff ...
Gandolph will cause Bigby's Hand that has already grasped RH7 to crush it for 17 Bludgeoning damage.
He will then raise burning fingers and throw a fire bolt at RH7 hoping to drop it once and for all: Attack: 30 Fire Damage: 16
Gandolph is 6 seconds into a 1 minute concentration on Bigby's hand
Lot's of stuff ...
Strength Save 1: 22
Strength Save 2: 20
Using my reaction (Skirmisher) to move to M49 (Next to Jown Sno)
Amathile blocked the last strike from the feral creature with his shield and let it push him back a few feet. He then danced forward lightly on his feet with a flurry of retaliatory strikes. He struck out with a vertical slash, then horizontal, then two diagonal slashes.
Attack: 28 Damage: 21
Attack: 25 Damage: 20
Attack: 26 Damage: 19
Attack: 33 Damage: 17
Bonus: Shove 5 feet, Athletics vs Athletics or Acrobatics. Athletics 26
bless: 4, 4, 1, 2
Wisdom save vs frightened 9
Amathile ... attacks with a flurry of strikes, cutting into the hound four times, then knocking it prone.
(Cannot make the DC of shove.)
Jown Sno ... moves and attacks RH7 twice, his spiritual weapon though misses.
Gandolph ... uses his hand to form a fist, causing the hand around RH7 to squeeze it, causing the hound to cry out in pain. He then sends a fire bolt at the hound, doing damage, but not taking it down.
RH7, RH12, and RH 14 are all looking quite wounded, probably barely standing at this point.
RH4 and RH 10 are also decently wounded, but look a bit better-off than the other three.
Top of initiative.
Qatyra
Raist
Gilra
Six Coins
fred
Vaden
Sorumar
Updated Map:
https://www.dropbox.com/s/uubdye94elb9b9c/EG map 2.xlsx?dl=0
Sorumar will turn and start his attacks again (starting with RH12, if it falls, moving to RH14).
1. Attack: 40 Damage: 16
2. Attack: 30 Damage: 19
3. Attack: 24 Damage: 20
4. Attack: 34 Damage: 18
BA. Attack: 31 Damage: 16 Extra crit damage 4
Qatyra casts wind wall stretching diagonally from I17 to O41 (hitting RH4, RH7, RH12, and RH14)
Strength save dc 21 or take 7 bludgeoning damage half on success
(Oof that low damage.)
Is that going to affect Sorumar at all? He's on the other side of them.
Fred is now 12? seconds into concentration on Banishment and uses his action to cast a 4th level scorching ray 5 beams in total. He will target whichever hounds are still up starting with RH7 then to RH10 and on to RH12 and more if they are all falling dead.
Ray #1: Attack: 28 Damage: 5
Ray #2: Attack: 24 Damage: 2
Ray #3: Attack: 21 Damage: 7
Ray #4: Attack: 33 Damage: 5
Ray #5: Attack: 22 Damage: 10
Lot's of stuff ...
Gilra does what he did last round - chill touch to the nearest hound and healing word to SixCoins.
Chill Touch: Attack: 30 Damage: 23
Healing Word: 9
Shouldn't, unless you're shooting through it. But I set it up so both archers can still shoot each wolf.
Raist will cast [Tooltip Not Found] on RH14 hoping to finally take it out.
Mind Sliver: 8 DC Int 27 save for none.
One ray per hound, or concentrate on one and send rays to others only if the one goes down? (Badly wounded at this level means 50ish hp left, not 1 or 2...)
Qatyra ... casts wind wall.
RH4 str save ... 36
RH7str save ... 29
RH12str save ... 38
RH14str save ... 19
DC is 21, 7 on a failed save, 4 on a success.
Raist ... Mind Sliver: 8 DC Int 27 save for none.
RH14 int save ... 27
Gilra ... a ghostly hand grabs RH10, dealing damage. Six Coins is healed some more.
Six Coins ... need action still.
fred ... casts scortching ray.
Vaden ... waiting to resolve other actions first.
Sorumar ... sends four attacks against RH12, taking it down, then striking a critical blow against RH14.
Fred's scorching rays all hit RH7 for damage.
Exactly
Lot's of stuff ...
Giving Six Coins a bit longer to post, then will just have to move on.
Six Coins fires two shots at RH14 and RH7.
Attack at RH14 (Sharpshooter): 34 Damage: 27 Sneak Attack: 37
Bonus Action Attack at RH7(Sharpshooter): 34 Damage: 25 Sneak Attack: 44
Qatyra ... casts wind wall.
RH4 str save ... 21
RH7str save ... 24
RH12str save ... 35
RH14str save ... 20
DC is 21, 7 on a failed save, 4 on a success.
Raist ... Mind Sliver: 8 DC Int 27 save for none.
RH14 int save ... 21
Gilra ... a ghostly hand grabs RH10, dealing damage. Six Coins is healed some more.
Six Coins ... Takes down RH7 with an arrow, then sends a bolt into RH14, wounding it deeply.
fred ... casts scortching ray.
Vaden ... Has his spiritual dagger attack RH4.
To hit: 34 damage: 20 force.
Casts toll the dead at RH4...
RH 4 wis save: 17 DC is 26.
Damage is 25 necrotic.
Sorumar ... sends four attacks against RH12, taking it down, then striking a critical blow against RH14 Also taking it down.