@DRAGONDENN: Don't forget that RH9 and RH10 took 40 points of cold damage (assuming they are not resistant or immune) after hitting Fred with attacks.
Fred will cast dispel magic on Gandolph hoping to remove the frightened condition: dispel magic roll which is enhanced by Improved Abjuration 26. He will then action surge and cast banishment DC 26 charisma save, at 5th level (that gives two targets) on RH9 and RH15. This will recover 6 and 10 points respectively to Fred's arcane ward bringing it up to 16 points of protection. Assuming at least one save fail Fred will be concentrating on Banishment.
@DRAGONDENN: Don't forget that RH9 and RH10 took 40 points of cold damage (assuming they are not resistant or immune) after hitting Fred with attacks.
Fred will cast dispel magic on Gandolph hoping to remove the frightened condition: dispel magic roll which is enhanced by Improved Abjuration 26. He will then action surge and cast banishment DC 26 charisma save, at 5th level (that gives two targets) on RH9 and RH15. This will recover 6 and 10 points respectively to Fred's arcane ward bringing it up to 16 points of protection. Assuming at least one save fail Fred will be concentrating on Banishment.
Which of these spells are you going to cast? Both take an action... Also, yes I did take into account the damage. Both of those hounds were damaged by the cold; they do not appear to be resistant or immune.
@DRAGONDENN: Don't forget that RH9 and RH10 took 40 points of cold damage (assuming they are not resistant or immune) after hitting Fred with attacks.
Fred will cast dispel magic on Gandolph hoping to remove the frightened condition: dispel magic roll which is enhanced by Improved Abjuration 26. He will then action surge and cast banishment DC 26 charisma save, at 5th level (that gives two targets) on RH9 and RH15. This will recover 6 and 10 points respectively to Fred's arcane ward bringing it up to 16 points of protection. Assuming at least one save fail Fred will be concentrating on Banishment.
Which of these spells are you going to cast? Both take an action... Also, yes I did take into account the damage. Both of those hounds were damaged by the cold; they do not appear to be resistant or immune.
Fred used his action surge (he has two levels of fighter) in order to cast both spells.
@DRAGONDENN: Don't forget that RH9 and RH10 took 40 points of cold damage (assuming they are not resistant or immune) after hitting Fred with attacks.
Fred will cast dispel magic on Gandolph hoping to remove the frightened condition: dispel magic roll which is enhanced by Improved Abjuration 26. He will then action surge and cast banishment DC 26 charisma save, at 5th level (that gives two targets) on RH9 and RH15. This will recover 6 and 10 points respectively to Fred's arcane ward bringing it up to 16 points of protection. Assuming at least one save fail Fred will be concentrating on Banishment.
Which of these spells are you going to cast? Both take an action... Also, yes I did take into account the damage. Both of those hounds were damaged by the cold; they do not appear to be resistant or immune.
Fred used his action surge (he has two levels of fighter) in order to cast both spells.
ok, please make sure to specify such things going forward.
Raist will laugh wickedly as he then casts Fireball behind Rh2 to make sure he hits RH14 and RH15 as well in the blast but not hit Amathile or Jown Sno.
Fireball 3rd Level: 29
Elemental Adept (Fire)PHB
Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.
[OOC: I did the calculations on that wrong, any 1's rolled should be counted as a two, but I had it reroll, and it rerolled a 1, so the actual damage should just be 30 n the Fireball.]
This post has potentially manipulated dice roll results.
Fred casts banishment and dispel magic. His dispel magic does not seem to affect Gandolph Rh9 and Rh15 disappear.
Qatyra ... need action.
Raist ... remember you have mirror image up too, if you want to not use spells lots. For now you cast shield and the attack misses. You then cast fireball. Rh2 dex save ... 18 RH14 dex save ... 18 DC is 27, damage 30.
Gilra ... casts chill touch on RH10 hitting for 18 damage. Then casts healing word on six coins.
Six Coins ... shoots twice, hitting once for damage.
fred ... need action.
Vaden ... Waiting on resolving of those who have not posted actions above.
Sorumar ... Slashes into another hound, but misses twice out of his flurry of strikes.
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
This post has potentially manipulated dice roll results.
RH4 ... Wis save for spirit guardians: 10 Damage from spirit guardians ... 39 Bites Vaden again. Bite: Melee Weapon Attack: 26 to hit, reach 5ft., one target. Hit: 7 piercing damage and 15 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
7 ... attacks Six Coins. Bite: Melee Weapon Attack: 27 to hit, reach 5ft., one target. Hit: 9 piercing damage and 12 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
10 ... moves and attacks vaden. Wis save for spirit guardians: 27 Damage from spirit guardians ... 26
Bite: Melee Weapon Attack: 21 to hit, reach 5ft., one target. Hit: 8 piercing damage and 13 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
12 ... adjusts position and attacks Six Coins. Bite: Melee Weapon Attack: 18 to hit, reach 5ft., one target. Hit: 8 piercing damage and 13 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
14 ... attacks Amathile Bite: Melee Weapon Attack: 27 to hit, reach 5ft., one target. Hit: 6 piercing damage and 8 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
Those who go after the hounds can now post their actions.
@DRAGONDENN: Don't forget that RH9 and RH10 took 40 points of cold damage (assuming they are not resistant or immune) after hitting Fred with attacks.
Fred will cast dispel magic on Gandolph hoping to remove the frightened condition: dispel magic roll which is enhanced by Improved Abjuration 26. He will then action surge and cast banishment DC 26 charisma save, at 5th level (that gives two targets) on RH9 and RH15. This will recover 6 and 10 points respectively to Fred's arcane ward bringing it up to 16 points of protection. Assuming at least one save fail Fred will be concentrating on Banishment.
Lot's of stuff ...
Which of these spells are you going to cast? Both take an action... Also, yes I did take into account the damage. Both of those hounds were damaged by the cold; they do not appear to be resistant or immune.
Fred used his action surge (he has two levels of fighter) in order to cast both spells.
Lot's of stuff ...
ok, please make sure to specify such things going forward.
Raist would have used his reaction to cast shield negating the attack against him.
Raist will laugh wickedly as he then casts Fireball behind Rh2 to make sure he hits RH14 and RH15 as well in the blast but not hit Amathile or Jown Sno.
Fireball 3rd Level: 29
Spells you cast ignore resistance to fire damage, and when you roll damage for a spell you cast that deals fire damage, you can treat any 1 on a damage die as a 2.
[OOC: I did the calculations on that wrong, any 1's rolled should be counted as a two, but I had it reroll, and it rerolled a 1, so the actual damage should just be 30 n the Fireball.]
((OOC: Wait, so we can cast more than one leveled spell in a turn? Or is that due to some Boon that Fred has?))
(It's pretty difficult to follow who's at which state..)
Gilra casts chill touch on one of the nearby enemies: Attack: 28 Damage: 18
Sorumar will continue to attack whichever hounds are left.
1. 35 Damage: 20
2. 26 Damage: 15
3. 35 Damage: 16
4. 24 Damage: 20
BA. Attack: Attack: 29 Damage: 16
(Edit, 2 nat 1's, ow)
Six Coins fires one arrow at Sorumar's target, and one at RH2.
Attack (Sharpshooter): 16 Damage: 26 Sneak Attack: 36
Bonus Action Attack (Sharpshooter): 18 Damage: 25 Sneak Attack: 34
@Winenose Six Coins is down to almost half, but I dont know if anyone else could use the healing more.
Gilra then notices SixCoins being wounded and says, "Stop bleeding." (casting healing word at 1st level for 12 health on him)
Fred casts banishment and dispel magic. His dispel magic does not seem to affect Gandolph
Rh9 and Rh15 disappear.
Qatyra ... need action.
Raist ... remember you have mirror image up too, if you want to not use spells lots. For now you cast shield and the attack misses. You then cast fireball.
Rh2 dex save ... 18
RH14 dex save ... 18
DC is 27, damage 30.
Gilra ... casts chill touch on RH10 hitting for 18 damage. Then casts healing word on six coins.
Six Coins ... shoots twice, hitting once for damage.
fred ... need action.
Vaden ... Waiting on resolving of those who have not posted actions above.
Sorumar ... Slashes into another hound, but misses twice out of his flurry of strikes.
Updated map is here...
https://www.dropbox.com/s/uubdye94elb9b9c/EG map 2.xlsx?dl=0
[OOC: @Dragondenn - Good point my shield spell and mirror image are all at will, so I can cast them willy nilly, due to Spell Mastery. :) ]
Qatyra casts cure wounds on Six Coins at 5th level
Healing 27
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
Lot's of stuff ...
Vaden casts Spiritual Weapon at 6th-level, summing a dagger behind RH4.
The dagger attacks...
To hit: 28
Damage: 18
He also casts toll the dead on RH4.
Rh 4 Wis save: 12
Damage: 36
Six Coins manages to take down RH2 with a shot from his bow.
RH12 gets sliced badly, but is still up.
Rh4 takes a spiritual dagger and then gets hit by a necrotic bell, but is also up still.
Rh10 takes a necrotic hand attack, as well as a flame bolt, but remains up as well.
It is now the hounds's turn...
RH4 ...
Wis save for spirit guardians: 10
Damage from spirit guardians ... 39
Bites Vaden again.
Bite: Melee Weapon Attack: 26 to hit, reach 5ft., one target. Hit: 7 piercing damage and 15 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
7 ... attacks Six Coins.
Bite: Melee Weapon Attack: 27 to hit, reach 5ft., one target. Hit: 9 piercing damage and 12 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
10 ... moves and attacks vaden.
Wis save for spirit guardians: 27
Damage from spirit guardians ... 26
Bite: Melee Weapon Attack: 21 to hit, reach 5ft., one target. Hit: 8 piercing damage and 13 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
12 ... adjusts position and attacks Six Coins.
Bite: Melee Weapon Attack: 18 to hit, reach 5ft., one target. Hit: 8 piercing damage and 13 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
14 ... attacks Amathile
Bite: Melee Weapon Attack: 27 to hit, reach 5ft., one target. Hit: 6 piercing damage and 8 necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. This attack critically hits on a roll of 18-20.
Those who go after the hounds can now post their actions.
Amathile ...
Jown Sno ...
Gandolph ...
Updated map is here...
https://www.dropbox.com/s/uubdye94elb9b9c/EG map 2.xlsx?dl=0