Toc notices a couple of the same forms, sneaking up on the caravan fromt he South. Two more...
Germain and Naroth both notice that the cult members are scrabbling for cover, and some moving to defend their wagons. They seem just as concerned about these spiders as anyone else. The ones we will concern ourselves with are the ones your group is fighting, and the ones Toc noticed (see above.) The cultists, other guards, and various other caravan peoples are fighting other spiders, but that will not be concerned about here.
ettercap 1 shoots a line of webs at Ulric... Web (Recharge 5–6). Ranged Weapon Attack: 18 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
He advances on the two near him, going into his dancing fighting steps as he nears them, his rapier whipping from his sheath as he attacks the creature. (BA: Activate Blade Song)
Attack: 19 Damage: 7 + 4 fire damage against a foe within 5 feet if there is one...(Green flame blade)
Rollback Post to RevisionRollBack
What's the difference between a Wizard and a Sorcerer? Class.
This post has potentially manipulated dice roll results.
Ulric breaks free of his webs and then has his spiritual weapon strike at a spider, but misses.
giant spiders 3 spiders try to web Tavial... Web (Recharge 5–6). Ranged Weapon Attack: 8 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage) Web (Recharge 5–6). Ranged Weapon Attack: 25 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage) Web (Recharge 5–6). Ranged Weapon Attack: 8 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
The other three do the same with Ulric... Web (Recharge 5–6). Ranged Weapon Attack: 24 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage) Web (Recharge 5–6). Ranged Weapon Attack: 6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage) Web (Recharge 5–6). Ranged Weapon Attack: 24 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
ettercap2 attacks Toc... Bite. Melee Weapon Attack: 5 to hit, reach 5 ft., one creature. Hit: 7 piercing damage plus 7 poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: 7 to hit, reach 5 ft., one target. Hit: 5 slashing damage.
ettercap3 moves on to the trailing wagons and starts to cut free the horses hitched to it...
Naroth will make a point of not going to the defense of any of the cultists wagons.
Naroth will move within 30' of the closets enemy, keeping himself between his wards wagon and the enemy and then summon his Echo to stand near the closest enemy and strike through it.
Attack at Spider 1: Fire Bolt Attack: 17 Damage: 10
Nissa: fly closer to spiders, try to get both in cone of fire for 14 on a failed save, or half as much damage on a successful one (Dex save DC14) - the keep her distance as much as possible
(Action will depend on how the enemies are arranged.)
If he can get three or more of them without hitting any allies, Germain will send a blast of acid at them from his gauntlet. Tasha's Caustic Brew DC 14 dex save or be covered in acid taking 8 at the start of its turn.
If he cannot get three in a line, Germain will send a blast of lightning from his gauntlet at one of the enemies engaged with Toc. Lightning Launcher: Attack: 9 Damage: 20 (Sneak attack included.)
Taviel Sends a blast of fire at one of the fires, hitting it squarly and leaving it smoking but alive.
nissa After Taviel imbues Nissa with magic, the snake flies up and towards the spiders, unleashing a blast of fire that engulfs two of the spiders, though one manages to dodge the worst of the affects. Both are still up, though the spider Taviel hit with the fire bolt is barely standing (2 hp left.)
Naroth Moves towards the spiders that Taviel and Nissa just attacked with fire. He is able to just barely get within 30 feet of them, and then summon his echo. His echo is exactly 30 feet from him now though and Naroth used 30 feet of his movement. Striking at the very injured spider Taviel and the flying snake both hit, the echo cleaves it in half. One spider down.
germain Need you to let me know what you wish to do. I posted the map earlier, but here it is again... You are on the South side of the wagons, the main force of enemies are on the North side of the wagons. If you move North 30 feet, then you can line up the spiders from East to West. I believe you can only get two of them in your acid line, as the next is 35 feet, so just out of range of the spell. Otherwise the spider-thing attacking Toc is on the same side of the wagons as you are currently.
(Sorry, I completely missed the map. I remember you use a variant diagonal movement rule, but can't remember the details, if Germain's 35 feet of movement can get him to AC1, he'll head there and blast the four of them, if his movement won't allow that, he'll move up just far enough to target and enemy engaged with an ally.)
Germain Moves up to AC3 (yes I use the every-other diagonal movement costs an extra 5 feet.) Then sends a blast of power at the spider nearest the Echo and Nissa. (No others are close to any of the group, except the one Toc is fighting, which is to the South and not able to be targeted as you moved North.) The blast misses though.
ettercap1 Moves 20 feet North, withdrawing a bit from the fighting. It is not shown on the spreadsheet, but this is forest, so the ettercap has three-quarters cover from anyone not within 15 feet of them. It takes the hide Stealth: 7
(sorry is it dim-light or dark out? It matters, Toc gets advantage to attack with his shadow blade in dim-light....will roll with advantage, but ignore the 2nd roll if he doesn't get it...)
Toc draws his other sword, while he begins moving in his usual dancing fighting style. (BA: Activate Bladesong)
He swings his shadowy blade at the Ettercap in front of him, Attack: 20 Damage: 17
This post has potentially manipulated dice roll results.
spiders #2 tries to bite the echo... Bite. Melee Weapon Attack: 25 to hit, reach 5 ft., one creature. Hit: 7 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
#3 moves down and tries to bite Taviel... Bite. Melee Weapon Attack: 22 to hit, reach 5 ft., one creature. Hit: 6 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
#4, #5, and #6 try to bite Ulric... Bite. Melee Weapon Attack: 10 to hit, reach 5 ft., one creature. Hit: 4 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 12 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Bite. Melee Weapon Attack: 13 to hit, reach 5 ft., one creature. Hit: 4 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Bite. Melee Weapon Attack: 18 to hit, reach 5 ft., one creature. Hit: 6 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 14 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
The spider-thing fighting Toc attacks him... Bite. Melee Weapon Attack: 21 to hit, reach 5 ft., one creature. Hit: 10 piercing damage plus 1 poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: 9 to hit, reach 5 ft., one target. Hit: 6 slashing damage.
The other spider-thing continues cutting at the harness holding two horses to a wagon.
Naroth Perception: 20
dm rolls: 7 and 10
6 / 17 / 10
Map
Toc notices a couple of the same forms, sneaking up on the caravan fromt he South. Two more...
Germain and Naroth both notice that the cult members are scrabbling for cover, and some moving to defend their wagons. They seem just as concerned about these spiders as anyone else. The ones we will concern ourselves with are the ones your group is fighting, and the ones Toc noticed (see above.) The cultists, other guards, and various other caravan peoples are fighting other spiders, but that will not be concerned about here.
Initiative order:
ettercap 1 > Toc > Ulric > giant spiders > ettercaps 2 and 3 > Taviel > nissa > Naroth > germain
ettercap 1 shoots a line of webs at Ulric...
Web (Recharge 5–6). Ranged Weapon Attack: 18 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage.
Toc is up...
(Is it dim light or dark out?)
Toc shouts, "Two more over here!"
He advances on the two near him, going into his dancing fighting steps as he nears them, his rapier whipping from his sheath as he attacks the creature. (BA: Activate Blade Song)
Attack: 19 Damage: 7 + 4 fire damage against a foe within 5 feet if there is one...(Green flame blade)
What's the difference between a Wizard and a Sorcerer?
Class.
Toc moves and lands a blow on the spider-thing he spotted. No others are close to it, so no extra fire damage.
Ulric is now up. I believe Ulric is restrained by webs though, so you will need to do a DC11 athletics check to break free.
Ulric tries to avoid the web but doesn't move quickly enough.
"Bah. Damn spiders!"
Athletics 20
Bonus action to attack with spiritual weapon which should be next to the closest spider To Hit : 10
Damage 8
Ulric breaks free of his webs and then has his spiritual weapon strike at a spider, but misses.
giant spiders
3 spiders try to web Tavial...
Web (Recharge 5–6). Ranged Weapon Attack: 8 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
Web (Recharge 5–6). Ranged Weapon Attack: 25 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
Web (Recharge 5–6). Ranged Weapon Attack: 8 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
The other three do the same with Ulric...
Web (Recharge 5–6). Ranged Weapon Attack: 24 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
Web (Recharge 5–6). Ranged Weapon Attack: 6 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
Web (Recharge 5–6). Ranged Weapon Attack: 24 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage)
ettercap2 attacks Toc...
Bite. Melee Weapon Attack: 5 to hit, reach 5 ft., one creature. Hit: 7 piercing damage plus 7 poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: 7 to hit, reach 5 ft., one target. Hit: 5 slashing damage.
ettercap3 moves on to the trailing wagons and starts to cut free the horses hitched to it...
Taviel, nissa, Naroth, and Germain are now up.
Naroth will make a point of not going to the defense of any of the cultists wagons.
Naroth will move within 30' of the closets enemy, keeping himself between his wards wagon and the enemy and then summon his Echo to stand near the closest enemy and strike through it.
Greatsword: Attack: 25 Damage: 15
It was may be the first time of the real guard job and Taviel jumped at the opportunity. Spiders miss but she happily retaliated:
BA: Dragon's Breath on Nissa
Attack at Spider 1: Fire Bolt Attack: 17 Damage: 10
Nissa: fly closer to spiders, try to get both in cone of fire for 14 on a failed save, or half as much damage on a successful one (Dex save DC14) - the keep her distance as much as possible
Meili Liang Lvl 5 Monk
Dice
(Action will depend on how the enemies are arranged.)
If he can get three or more of them without hitting any allies, Germain will send a blast of acid at them from his gauntlet.
Tasha's Caustic Brew DC 14 dex save or be covered in acid taking 8 at the start of its turn.
If he cannot get three in a line, Germain will send a blast of lightning from his gauntlet at one of the enemies engaged with Toc.
Lightning Launcher: Attack: 9 Damage: 20 (Sneak attack included.)
Dex saves: 8 and 15
Taviel
Sends a blast of fire at one of the fires, hitting it squarly and leaving it smoking but alive.
nissa
After Taviel imbues Nissa with magic, the snake flies up and towards the spiders, unleashing a blast of fire that engulfs two of the spiders, though one manages to dodge the worst of the affects. Both are still up, though the spider Taviel hit with the fire bolt is barely standing (2 hp left.)
Naroth
Moves towards the spiders that Taviel and Nissa just attacked with fire. He is able to just barely get within 30 feet of them, and then summon his echo. His echo is exactly 30 feet from him now though and Naroth used 30 feet of his movement. Striking at the very injured spider Taviel and the flying snake both hit, the echo cleaves it in half. One spider down.
germain
Need you to let me know what you wish to do. I posted the map earlier, but here it is again... You are on the South side of the wagons, the main force of enemies are on the North side of the wagons. If you move North 30 feet, then you can line up the spiders from East to West. I believe you can only get two of them in your acid line, as the next is 35 feet, so just out of range of the spell. Otherwise the spider-thing attacking Toc is on the same side of the wagons as you are currently.
Map
(Sorry, I completely missed the map. I remember you use a variant diagonal movement rule, but can't remember the details, if Germain's 35 feet of movement can get him to AC1, he'll head there and blast the four of them, if his movement won't allow that, he'll move up just far enough to target and enemy engaged with an ally.)
Web recharge for ettercap1... 1
Germain
Moves up to AC3 (yes I use the every-other diagonal movement costs an extra 5 feet.) Then sends a blast of power at the spider nearest the Echo and Nissa. (No others are close to any of the group, except the one Toc is fighting, which is to the South and not able to be targeted as you moved North.) The blast misses though.
ettercap1
Moves 20 feet North, withdrawing a bit from the fighting. It is not shown on the spreadsheet, but this is forest, so the ettercap has three-quarters cover from anyone not within 15 feet of them.
It takes the hide
Stealth: 7
Toc and Ulric, You can post your actions now.
Updated Map
Ulric will move ahead to AB11 to engage spider 6 while his spiritual weapon attacks spider 5.
To hit 25
Damage 9
Spiritual Weapon
To Hit 7
Damage 6
(What happened to Recolic?!?!)
(sorry is it dim-light or dark out? It matters, Toc gets advantage to attack with his shadow blade in dim-light....will roll with advantage, but ignore the 2nd roll if he doesn't get it...)
Toc draws his other sword, while he begins moving in his usual dancing fighting style. (BA: Activate Bladesong)
He swings his shadowy blade at the Ettercap in front of him, Attack: 20 Damage: 17
What's the difference between a Wizard and a Sorcerer?
Class.
(OOC: Mindmeldme is his other account, from when he got locked out of his Recolic account previously. Recolic, did you get locked out again?)
Toc (yes it is dim light) You slash the spider-thing in front of you, leaving a deep wound.
Ulric moves forward and strikes one of the spiders nearest him. His spiritual weapon misses though.
giant spiders
web recharge rolls... 2 / 4 / 3 / 1 / 2 /
spiders
#2 tries to bite the echo...
Bite. Melee Weapon Attack: 25 to hit, reach 5 ft., one creature. Hit: 7 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
#3 moves down and tries to bite Taviel...
Bite. Melee Weapon Attack: 22 to hit, reach 5 ft., one creature. Hit: 6 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
#4, #5, and #6 try to bite Ulric...
Bite. Melee Weapon Attack: 10 to hit, reach 5 ft., one creature. Hit: 4 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 12 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Bite. Melee Weapon Attack: 13 to hit, reach 5 ft., one creature. Hit: 4 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Bite. Melee Weapon Attack: 18 to hit, reach 5 ft., one creature. Hit: 6 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 14 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
The spider-thing fighting Toc attacks him...
Bite. Melee Weapon Attack: 21 to hit, reach 5 ft., one creature. Hit: 10 piercing damage plus 1 poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: 9 to hit, reach 5 ft., one target. Hit: 6 slashing damage.
The other spider-thing continues cutting at the harness holding two horses to a wagon.
Taviel, nissa, Naroth, and Germain are now up.
Updated Map
Taviel Con save: 18
Spell Conc save: 13
The bite and the poison almost kill Taviel - but "almost" makes the difference here.
At S3
Taviel: Magic Missile 4 + 3 + 5
Nissa (aiming as to not get Taviel): fire for 9 on a failed save, or half as much damage on a successful one (Dex save DC14).
If S3 is dead - target is S2.
Meili Liang Lvl 5 Monk
Dice