This post has potentially manipulated dice roll results.
Yuno turns to the camera an imaginary figure and puts a finger to her smiling lips, signaling them to be quiet. She then moves quietly but still with surprising speed. The armor however, makes it a bit hard for her to mask her sounds but she clearly has experience with sneaking, though not sneaking in her current armor.
Action: Stealth: 15 (Dis due to Half Plate: 15) BA: Dash
Pike uses is Winged Boosts to fly up and North East, moving 40 to end (I think, DM will confirm) at N381. He will use a Bonus Action to enter Rage en route. He does not have enough speed to get within melee range of the creature, FH3, but he (I think) is within range to throw Javelins without Disadvantage. He will throw 2 Javelins using the Attack Action, and end the turn with his +1 Halberd drawn, in case the creature closes in order to take a Reaction to make a Polearm Master granted Opportunity Attack.
OOC: I've miscounted movement before, if I did so and I am not in range for Javelins without Disadvantage, he will fire his Longbow twice instead, still ending with Halberd ready for the OA should a creature close within reach. Please clarify movement/range so I know whether to roll for Javelin or Longbow attacks.
Pike uses is Winged Boosts to fly up and North East, moving 40 to end (I think, DM will confirm) at N381. He will use a Bonus Action to enter Rage en route. He does not have enough speed to get within melee range of the creature, FH3, but he (I think) is within range to throw Javelins without Disadvantage. He will throw 2 Javelins using the Attack Action, and end the turn with his +1 Halberd drawn, in case the creature closes in order to take a Reaction to make a Polearm Master granted Opportunity Attack.
OOC: I've miscounted movement before, if I did so and I am not in range for Javelins without Disadvantage, he will fire his Longbow twice instead, still ending with Halberd ready for the OA should a creature close within reach. Please clarify movement/range so I know whether to roll for Javelin or Longbow attacks.
As Pike gets within 30 feet of the Flying Horror it uses its readied action for just a thing... Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the horror’s Frightening Screech for the next 24 hours.
I will need your saving throw here before I can finish your action,as, if you are frightened then you will have disadvantage on the attacks.
OOC: Pike is now Frightened for 10 rounds. He will use his remaining movement to move away from the source of fear after the attacks, which he will now roll with disadvantage. I assume on successive rounds he will continue to move away from the source of Fright, firing his longbow with disadvantage.
A strange-looking spider suddenly appears next to Thea, teh thing is as big as a horse... Bite. Melee Weapon Attack: 9 to hit, reach 5 ft., one creature. Hit: 11 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 25 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.
Wilm summons his echo atop the wall 15 feet away. He then moves there himself, climbing up onto the wall. His Echo moves West from there, while Wilm stays on the corner.
You don't have to move away, you just cannot willingly go closer to it. It is not like being turned, or some other fear-based spells, this just makes you frightened
Plus you get a save every round to become unfrightened.
OOC: Pike is now Frightened for 10 rounds. He will use his remaining movement to move away from the source of fear after the attacks, which he will now roll with disadvantage. I assume on successive rounds he will continue to move away from the source of Fright, firing his longbow with disadvantage.
Attack Action, Disadvantage:
1st attack roll, Javelin, Disadvantage: 16
2nd attack roll, Javelin, Disadvantage: 9
Your first javelin hits, clipping the flying monster's wing, the second goes off at an angle, missing entirely.
You don't have to move away, you just cannot willingly go closer to it. It is not like being turned, or some other fear-based spells, this just makes you frightened
Plus you get a save every round to become unfrightened.
OOC: Thanks for clarifying, do I make the saves at the start of my successive turns, or at the end of the turns? I had no movement left this round, anyway.
Brocc mounts his steel defendor, then he casts a spell to bolster those he is fighting alongside for now. He then has his spider-like defendor move to the wall and climb up on to it, heading down the other side towards the massive wolf-creature.
Action: Cast aid targetting Wilm, Harven, and Brocc. Movement: Mount steel defendor. Free action: have Steel defendor move 40 feet. Bonus Action: None.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
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Yuno turns to
the cameraan imaginary figure and puts a finger to her smiling lips, signaling them to be quiet. She then moves quietly but still with surprising speed. The armor however, makes it a bit hard for her to mask her sounds but she clearly has experience with sneaking, though not sneaking in her current armor.Action: Stealth: 15 (Dis due to Half Plate: 15)
BA: Dash
Movement: Move along the wall to CX91
Pike uses is Winged Boosts to fly up and North East, moving 40 to end (I think, DM will confirm) at N381. He will use a Bonus Action to enter Rage en route. He does not have enough speed to get within melee range of the creature, FH3, but he (I think) is within range to throw Javelins without Disadvantage. He will throw 2 Javelins using the Attack Action, and end the turn with his +1 Halberd drawn, in case the creature closes in order to take a Reaction to make a Polearm Master granted Opportunity Attack.
OOC: I've miscounted movement before, if I did so and I am not in range for Javelins without Disadvantage, he will fire his Longbow twice instead, still ending with Halberd ready for the OA should a creature close within reach. Please clarify movement/range so I know whether to roll for Javelin or Longbow attacks.
Cindrus will dash 60 feet north.
As Pike gets within 30 feet of the Flying Horror it uses its readied action for just a thing...
Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the horror’s Frightening Screech for the next 24 hours.
I will need your saving throw here before I can finish your action,as, if you are frightened then you will have disadvantage on the attacks.
Pike's Wisdom Save: 9
OOC: Pike is now Frightened for 10 rounds. He will use his remaining movement to move away from the source of fear after the attacks, which he will now roll with disadvantage. I assume on successive rounds he will continue to move away from the source of Fright, firing his longbow with disadvantage.
Attack Action, Disadvantage:
1st attack roll, Javelin, Disadvantage: 16
2nd attack roll, Javelin, Disadvantage: 9
Damage rolls if either hit:
1st Javelin: 7
2nd Javelin: 7
OOC: Sorry, guys. Pike isn't going to help much in this fight, with the Fear effect.
Without moving, Kellin sends a bolt of fire at the oncoming flying horror.
Movement: none.
Bonus Action: None.
Free Action: He sends his owl aloft but keeps it close at hand.
Action: fire bolt
To hit: 12
Damage: 5
Kellin's blast misses the flying horror as it dodges to one side.
A strange-looking spider suddenly appears next to Thea, teh thing is as big as a horse...
Bite. Melee Weapon Attack: 9 to hit, reach 5 ft., one creature. Hit: 11 piercing damage, and the target must make a DC 11 Constitution saving throw, taking 25 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.
And totally misses the elven woman.
Wilm summons his echo atop the wall 15 feet away. He then moves there himself, climbing up onto the wall. His Echo moves West from there, while Wilm stays on the corner.
Bonus Action: Manifest Echo.
Movement: 30 feet to get to wall and climb.
Free Action: Move Echo West.
Action: Dodge.
Athletics: 8
.
.
Wilm retries the climb, using his regular action:
12
You don't have to move away, you just cannot willingly go closer to it. It is not like being turned, or some other fear-based spells, this just makes you frightened
Plus you get a save every round to become unfrightened.
Your first javelin hits, clipping the flying monster's wing, the second goes off at an angle, missing entirely.
OOC: Thanks for clarifying, do I make the saves at the start of my successive turns, or at the end of the turns? I had no movement left this round, anyway.
Sylvara is next up.
Pike's end of turn fear save (GM clarified retries at the end of each turn): 20
OOC: Still afraid. Crud, I even built him with a 16 Wisdom to make these as good as they could be for his build.
The new warrior in Pike's section strides up to the wall and attempts to climb it...
Athletics: 11
Topping the wall, with difficulty, he stands and calls on divine divine power for his strikes. Then he lashes out at the owlbear, his blade glowing.
Movement: 30 feet to top of wall.
Bonus Action: divine favor
Action: booming blade
To hit: 13
Damage: 10 and 4 radiant and 7 thunder. Another 9 thunder if he moves before Ethan's next turn.
Sylvara will charge forward and strike at the phase spider, then raise her shield to defend herself.
Attack 1: 24 (18 if advantage) Damage: 4
Attack 2: 10 (18 if advantage) Damage: 8 + 5 crit damage
Action: Attack spider on H21
Movement: G21
Brocc mounts his steel defendor, then he casts a spell to bolster those he is fighting alongside for now. He then has his spider-like defendor move to the wall and climb up on to it, heading down the other side towards the massive wolf-creature.
Action: Cast aid targetting Wilm, Harven, and Brocc.
Movement: Mount steel defendor.
Free action: have Steel defendor move 40 feet.
Bonus Action: None.
Karnys can post his action.
I need to do the centaurs and displacer beasts, but will do those in the morning.
Karnys will jump slightly, seeing the giant spider right next to him.
"Well you're a big bastard, aren't ye. Best get to werk on those legs."
He'll begin chopping at the spider's legs with gusto.
Movement: moving around Sylvara to H25
Action: booming blade
Familiar action: help
Attack: 25 (adv: 19) Damage: 11 slashing, 3 thunder, and 9 thunder if it moves
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)