The frightened affect affect you regardless if you are in sight of the Wendigo or not. As long as you are in this plane you are frightened if you fail the save. You get another save at the end of each of your turn.
Please reroll with disadvantage if you failed the save.
This post has potentially manipulated dice roll results.
Gandolph will use his powerful staff to drop a 5th level fireball at K4 (20 foot radius should include RH4, RH3, RH12, RH6, RH7 and no friendly fire). Make a dexterity save throw. On a fail take 26 fire damge or half on a save. Save DC is 28.
At the end of Gandolph's turn he will make another attempt to remove the fright: 19 (OOC: I'm assuming that Gandolph's advantage against magic and the disadvantage mentioned cancel each other, if not I will roll again to count the disadvantage) If disadvantage: 25
Gandolph will use his powerful staff to drop a 5th level fireball at K4 (20 foot radius should include RH4, RH3, RH12, RH6, RH7 and no friendly fire). Make a dexterity save throw. On a fail take 36 fire damge or half on a save. Save DC is 28.
At the end of Gandolph's turn he will make another attempt to remove the fright: 19 (OOC: I'm assuming that Gandolph's advantage against magic and the disadvantage mentioned cancel each other, if not I will roll again to count the disadvantage) If disadvantage: 19
no, you do not have disadvantage to the save. Frightened only affects attacks and ability checks.
Amathile ... slashes into RH2 and leaves it quite wounded, all of the attacks hitting home.
Jown Sno ... Summons a spiritual weapon and lashe sout with it, and his own weapon, wounding RH2 even further.
Gandolph ... Sends a blossom of fire filling an area of the clearing, several of the hounds caught in it, and with blackened burns on their coats to show from the flames. All take full damage.
Back to top of initiative, please post actions for...
Fred is going to take a chance that these hounds are not immune to being charmed. He will cast the 6th level spell mass suggestion DC 26 Wisdom save, on 12 of these vicious beasts, chosing RH16, RH15, RH14, Rh13, RH8, RH7, RH6, RH5, RH4, RH3, RH2, RH1
Fred tells them "You must run as far away from us as you can or we will kill you, or you can choose to find and attack this Windego that is causing the problem in the first place and attack it."
Gilra uses his Symbiotic Entity to refresh his temp HP and bonus action to spread some spores (Spreading Spores) to F12, 1 necrotic damage.
At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.
Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
While the cube of spores persists, you can’t use your Halo of Spores reaction.
Vaden's str save ... 9
Vaden is prone.
You are just frightened
No you cannot see it. It is not even close by at this point, the plane is 5 miles across, and the sound fills the entire plane.
so 24
You are not affected by the howl.
Still need actions from:
Amathile
Gandolph
Gandolph is frightened
You can repeat the save at the end of each of your turns.
Lots to catch up on... Wisdom save: 22 plus 3 from bless . Looks like fail, but if it is not in sight I guess no disadvantage on attack rolls yet.
With the beast (RH 2) attacking Jown, Amathile reacts in kind (sentinel feat lets me attack it as an AoO).
Reaction vs RH 2, Attack: 37 Damage: 20 plus bless 1
He then follows up with a serious of brutal attacks of his own.
1 21 Damage: 18 plus bless 2
2 37 Damage: 15 plus bless 1
3 36 Damage: 20 plus bless 2
4 22 Damage: 15 plus bless 3
4 was a crit for 6 additional damage
rerolling wisdom save: 15 plus 3 from bless
For everyone...
The frightened affect affect you regardless if you are in sight of the Wendigo or not. As long as you are in this plane you are frightened if you fail the save. You get another save at the end of each of your turn.
Please reroll with disadvantage if you failed the save.
Gandolph will use his powerful staff to drop a 5th level fireball at K4 (20 foot radius should include RH4, RH3, RH12, RH6, RH7 and no friendly fire). Make a dexterity save throw. On a fail take 26 fire damge or half on a save. Save DC is 28.
At the end of Gandolph's turn he will make another attempt to remove the fright: 19 (OOC: I'm assuming that Gandolph's advantage against magic and the disadvantage mentioned cancel each other, if not I will roll again to count the disadvantage) If disadvantage: 25
Lot's of stuff ...
no, you do not have disadvantage to the save. Frightened only affects attacks and ability checks.
Okay, so regardless of if it's in sight or not, we still get disadvantage. Got it, re-rolling with disadvantage
Attack: 28 Damage: 21 with bless 3
Attack: 33 Damage: 21 with bless 1
Attack: 29 Damage: 14 with bless 1
Attack: 35 Damage: 20 with bless 2
I think the reaction would still stand as is because that was prior to the howl? if not Attack: 20 Damage: 19 with bless 3
RH4 dex save ... 28
RH3 dex save ... 12
RH12 dex save ... 10
RH6 dex save ... 18
RH7 dex save ... 18
Amathile ... slashes into RH2 and leaves it quite wounded, all of the attacks hitting home.
Jown Sno ... Summons a spiritual weapon and lashe sout with it, and his own weapon, wounding RH2 even further.
Gandolph ... Sends a blossom of fire filling an area of the clearing, several of the hounds caught in it, and with blackened burns on their coats to show from the flames. All take full damage.
Back to top of initiative, please post actions for...
Qatyra
Raist
Gilra
Six Coins
fred
Vaden
Sorumar
Map is here...
https://www.dropbox.com/s/uubdye94elb9b9c/EG map 2.xlsx?dl=0
Sorumar will continue to try and finish off the hound he started with (RH11). (If he finishes off that one, he'll move to RH12.)
1. Attack: 23 Damage: 19
2. Attack: 34 Damage: 17
3. Attack: 37 Damage: 18
4. Attack: 24 Damage: 18
BA. Attack: 32 Damage: 17
(Attack 3 is a crit, extra dice here 7)
Seeing his allies getting surrounded, he'll push himself a little further to launch another salvo of attacks. (Action Surge.)
1. Attack: 39 Damage: 19
2. Attack: 21 Damage: 16
3. Attack: 40 Damage: 18
4. Attack: 28 Damage: 18
(Attack 1 is a crit as well, extra dice here 11)
(Using Lucky for the nat 1 32)
Fred is going to take a chance that these hounds are not immune to being charmed. He will cast the 6th level spell mass suggestion DC 26 Wisdom save, on 12 of these vicious beasts, chosing RH16, RH15, RH14, Rh13, RH8, RH7, RH6, RH5, RH4, RH3, RH2, RH1
Fred tells them "You must run as far away from us as you can or we will kill you, or you can choose to find and attack this Windego that is causing the problem in the first place and attack it."
Lot's of stuff ...
Raist will cast Chain Lightning 6th level on RH2 which will then arc to RH1, RH13 & RH14, hoping his Mirror Image continues to protect him.
Damage: 58 DC 27 Dex Save for half.
Holding off on Vaden's action until i see how many hounds are leaving the fight after Fred's spell.
Qatyra, Gilra, and Six Coins can still post actions though, since they go before Fred.
Gilra uses his Symbiotic Entity to refresh his temp HP and bonus action to spread some spores (Spreading Spores) to F12, 1 necrotic damage.
At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.
Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
While the cube of spores persists, you can’t use your Halo of Spores reaction.
Qatyra will launch a volley (multiattack feature) at RH1, Rh2, Rh13 and Rh14. Using sharpshooter on each.
Attack: 27 Damage: 24
Attack: 16 Damage: 21
Attack: 21 Damage: 23
Attack: 15 Damage: 19
Qatyra ... shoots at four of the hounds, two hits and two misses. RH1 and RH13 are hit, the others go wide.
Raist ... casts chain lightning.
Rh 1 dex save ... 10
Rh 2 dex save ... 21
Rh 13 dex save ... 13
Rh 14 dex save ... 27
Gilra ... refreshes hp and then tosses spores towards RH10.
RH10 Con save ... 28 DC is 24.
Six Coins ... still need action.
fred ... will do Mass spell once Six Coin's action is completed.
Vaden ... waiting on Fred's results.
Sorumar ... need to see if you ahve targets after Fred's spell...
(Fred didn't target Sorumar's targets, his attacks should still go through unless someone else kills them first.)