Flying Horror (FH1) moves towards the group in the NW section. It then screathes... 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. Need saves from Sylvara, Karnys, Flenn and Thea.
Flying Horror (FH2) moves towards the group in the NE section. It then screathes... 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. Need saves from Wilm, Brocc, Harven, and Udo.
Flying Horror (FH3) moves to attack Pike. Claws. Melee Weapon Attack: 11 / 17 to hit, reach 5 ft., one target. Hit: 8 slashing damage plus 8 psychic damage. (advantage since Pike is frightened.)
Flying Horror (FH4) moves towards the group in the SE section. It then screathes... 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. Need saves from Bennin, Cindrus, Yuno, and Galin.
OOC: To Confirm, that was one attack against Pike, or two? The 17 would hit, if those were two attacks, not one with advantage, but note, Frightened gives Pike disadvantage, it does not give enemies advantage against him, and he did not use Reckless attack last round.
Frightened
A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight.
The creature can’t willingly move closer to the source of its fear.
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)
Unable to stand the horrific sound of the screech, bennin is shaken to his core. He cannot force himself to move towards the creature. Calling on his link to Kord, the Storm Lord, he casts a spell to bolster himself and Galin.
Movement: None.
Bonus Action: None.
Action: Cast bless on himself and Galin. No one else is within 30 feet of Bennin.
Flying Horror (FH1) moves towards the group in the NW section. It then screathes... 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. Need saves from Sylvara, Karnys, Flenn and Thea.
Flying Horror (FH2) moves towards the group in the NE section. It then screathes... 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. Need saves from Wilm, Brocc, Harven, and Udo.
Flying Horror (FH3) moves to attack Pike. Claws. Melee Weapon Attack: 11 / 17 to hit, reach 5 ft., one target. Hit: 8 slashing damage plus 8 psychic damage. (advantage since Pike is frightened.)
Flying Horror (FH4) moves towards the group in the SE section. It then screathes... 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. Need saves from Bennin, Cindrus, Yuno, and Galin.
OOC: To Confirm, that was one attack against Pike, or two? The 17 would hit, if those were two attacks, not one with advantage, but note, Frightened gives Pike disadvantage, it does not give enemies advantage against him, and he did not use Reckless attack last round.
Frightened
A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight.
The creature can’t willingly move closer to the source of its fear.
It is an aspect of the flying horror. They have advantage on attacks against any creature that is frightened of them. It was one attack with advantage.
Udo, I need a wis save before I can run your attacks. You may have disadvantage on them if you are frightened. If you fail the DC13 Wis save, then just roll disadvantage rolls for the attacks you already posted. just need to do the ones that would hit, so the first attack against the flying horror already misses, as its AC is 16. If you pass the save, then no disadvantage rolls are needed.
Flying Horror (FH1) moves towards the group in the NW section. It then screathes... 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. Need saves from Sylvara, Karnys, Flenn and Thea.
Flying Horror (FH2) moves towards the group in the NE section. It then screathes... 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. Need saves from Wilm, Brocc, Harven, and Udo.
Flying Horror (FH3) moves to attack Pike. Claws. Melee Weapon Attack: 11 / 17 to hit, reach 5 ft., one target. Hit: 8 slashing damage plus 8 psychic damage. (advantage since Pike is frightened.)
Flying Horror (FH4) moves towards the group in the SE section. It then screathes... 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. Need saves from Bennin, Cindrus, Yuno, and Galin.
OOC: To Confirm, that was one attack against Pike, or two? The 17 would hit, if those were two attacks, not one with advantage, but note, Frightened gives Pike disadvantage, it does not give enemies advantage against him, and he did not use Reckless attack last round.
Frightened
A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight.
The creature can’t willingly move closer to the source of its fear.
It is an aspect of the flying horror. They have advantage on attacks against any creature that is frightened of them. It was one attack with advantage.
Ah, I see. I will note that Pike took 12 damage total, he is Resistant to all forms of damage except psychic when in rage, so he took 4 of the 8 slashing, but the full 8 psychic.
Unable to advance due to fear, but fueled by the adrenaline of Rage, Pike is awash with a mix of conflicting emotions. He floats in place, and tosses two more Javelins at the beast that continues to terrify him, trying to push past the mental blockade, while part of his mind screams "run."
Javelin attacks with Disadvantage:
Attack roll 1: 15
Attack roll 2: 12
Damage rolls, non-magical piercing, if either hit:
Damage for attack 1: 7
Damage for attack 2: 6
Wisdom Save vs ongoing Fear Effect: 12
Do you want to change to melee attacks here instead of your javelins? If so just let me know if there is any magical bonuses to the attack roll piece. both miss unless you have a plus 1 to that first attack. AC is 16. If that one does end up hitting, then roll up your polearm damage instead of the javelin.
Unable to advance due to fear, but fueled by the adrenaline of Rage, Pike is awash with a mix of conflicting emotions. He floats in place, and tosses two more Javelins at the beast that continues to terrify him, trying to push past the mental blockade, while part of his mind screams "run."
Javelin attacks with Disadvantage:
Attack roll 1: 15
Attack roll 2: 12
Damage rolls, non-magical piercing, if either hit:
Damage for attack 1: 7
Damage for attack 2: 6
Wisdom Save vs ongoing Fear Effect: 12
Do you want to change to melee attacks here instead of your javelins? If so just let me know if there is any magical bonuses to the attack roll piece. both miss unless you have a plus 1 to that first attack. AC is 16. If that one does end up hitting, then roll up your polearm damage instead of the javelin.
OOC - I would actually be re-rolling the attacks entirely - if it was within melee range I would be using 3 attacks instead of 2, and with Reckless Attack the advantage from that and Disadvantage from Fear would cancel out to be standard rolls. I will roll now, a new attack routine, based on this, all melee, using Reckless Attack (cancels disadvantage) and Great Weapon Master -5 hit +10 damage.
If either one hits, the girallon will be wounded and suffer 1d4 necrotic damage at the start of its turn. On top of that, add an 8 radiant damage from Divine Smite.
This post has potentially manipulated dice roll results.
On Yuno's turn, Yuno will climb the wall next to her (CW91). She will shout, "Come at me, nerd!" to the FH4. She whips out her Wand of Magic Missiles and releases a volley (level 1) at FH4.
Damage; 7 Force
(Also, I notice that there are two FH4s on the map. I am going to assume that's an error. If it's not, then let me know because I will use my movement and BA accordingly then)
Pikes action re-do, I will keep the prior 12 Wisdom save, which was a failure.
Attack Action (disadvantage and advantage cancel to "normal") with +1 Halberd, using GWM and PAM
1st attack roll: 23
2nd attack roll: 24
Bonus action:
Attack roll: 21
1st attack magical slashing: 28
2nd attack, crit, magical slashing: 35
Bonus action attack magical bludgeoning: 19
attacking with a vengence, you decimate the flying horror that managed to frighten you, taking your anger out on it. When you are done it falls to the ground, lifeless.
Wilm creates another echo of himself, and has it move in behind the displacer beast threatening Brocc. Then he lashes out at the beast three times with his massive great sword.
Movement: none.
Bonus Action: Manifest Echo.
Action: Attack.
Free Action: Move Echo.
To hit1: 25/22
Damage: 13
To hit2: 26/9
Damage: 12
To hit3: 24/22
Damage: 11
Wilm manages to just barely hit the beast on is first strike (only using the first of the attack rolls there as it would have been straight-up, advantage from flanking countering disadvantage from displacement.) The displacement affect ended then, so the rest of wilm's hits strike, with advantage.
OOC: To Confirm, that was one attack against Pike, or two? The 17 would hit, if those were two attacks, not one with advantage, but note, Frightened gives Pike disadvantage, it does not give enemies advantage against him, and he did not use Reckless attack last round.
Frightened
Yuno's WIS save: 22
(For saving throws, feel free to roll it for me if I ever take too long)
15
Check out my Extended signature here
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)
Bennin Wis save vs screech... 10
Unable to stand the horrific sound of the screech, bennin is shaken to his core. He cannot force himself to move towards the creature. Calling on his link to Kord, the Storm Lord, he casts a spell to bolster himself and Galin.
Movement: None.
Bonus Action: None.
Action: Cast bless on himself and Galin. No one else is within 30 feet of Bennin.
End of round save: 22 bluess bonus of 1
Cindrus saving throw: 8
It is an aspect of the flying horror. They have advantage on attacks against any creature that is frightened of them. It was one attack with advantage.
Udo, I need a wis save before I can run your attacks. You may have disadvantage on them if you are frightened. If you fail the DC13 Wis save, then just roll disadvantage rolls for the attacks you already posted. just need to do the ones that would hit, so the first attack against the flying horror already misses, as its AC is 16. If you pass the save, then no disadvantage rolls are needed.
It was the last post on the previous page.
Ah, I see. I will note that Pike took 12 damage total, he is Resistant to all forms of damage except psychic when in rage, so he took 4 of the 8 slashing, but the full 8 psychic.
thanks, just missed it, sorry.
Do you want to change to melee attacks here instead of your javelins? If so just let me know if there is any magical bonuses to the attack roll piece. both miss unless you have a plus 1 to that first attack. AC is 16. If that one does end up hitting, then roll up your polearm damage instead of the javelin.
OOC - I would actually be re-rolling the attacks entirely - if it was within melee range I would be using 3 attacks instead of 2, and with Reckless Attack the advantage from that and Disadvantage from Fear would cancel out to be standard rolls. I will roll now, a new attack routine, based on this, all melee, using Reckless Attack (cancels disadvantage) and Great Weapon Master -5 hit +10 damage.
Pikes action re-do, I will keep the prior 12 Wisdom save, which was a failure.
Attack Action (disadvantage and advantage cancel to "normal") with +1 Halberd, using GWM and PAM
1st attack roll: 23
2nd attack roll: 24
Bonus action:
Attack roll: 21
1st attack magical slashing: 28
2nd attack, crit, magical slashing: 35
Bonus action attack magical bludgeoning: 19
Galin's saving throw: 6
Five percent of the people think; ten percent of the people think they think; and the other eighty-five percent would rather die than think.
An intelligent man believes only half of what he hears, a wise man knows which half. (Even Esar)
Don't wait for the perfect moment to strike, strike in the current moment and make it perfect. (William Yeats)
STATUS: Personal Problems, will not be active for a few days.
Extended Signature
Nothing will affect this (I don’t think), so on Sylvara’s turn, she will move next to the girallon and do her two attacks.
Attack 1: 11 Damage: 10 slashing
Attack 2: Attack: 16 Damage: 6 slashing
If either one hits, the girallon will be wounded and suffer 1d4 necrotic damage at the start of its turn. On top of that, add an 8 radiant damage from Divine Smite.
On Yuno's turn, Yuno will climb the wall next to her (CW91). She will shout, "Come at me, nerd!" to the FH4. She whips out her Wand of Magic Missiles and releases a volley (level 1) at FH4.
Damage; 7 Force
(Also, I notice that there are two FH4s on the map. I am going to assume that's an error. If it's not, then let me know because I will use my movement and BA accordingly then)
attacking with a vengence, you decimate the flying horror that managed to frighten you, taking your anger out on it. When you are done it falls to the ground, lifeless.
Kellin moves a bit to the East, then teleports up onto the wall. He turns to the owlbear and makes the sound of a bell tolling near it.
Movement: just a step or two East.
Bonus Action: misty step
Action: cast toll the dead
owlbear save: 10
Damage: 5
The owlbear attacks Leon.
Beak. Melee Weapon Attack: 23 to hit, reach 5 ft., one creature. Hit: 15 piercing damage.
Claws. Melee Weapon Attack: 11 to hit, reach 5 ft., one target. Hit: 18 slashing damage.
Leon raises a magic shield to protect him from the owlbear's strikes.
casting shield
Wilm creates another echo of himself, and has it move in behind the displacer beast threatening Brocc. Then he lashes out at the beast three times with his massive great sword.
Movement: none.
Bonus Action: Manifest Echo.
Action: Attack.
Free Action: Move Echo.
To hit1: 25/22
Damage: 13
To hit2: 26/9
Damage: 12
To hit3: 24/22
Damage: 11
Wilm manages to just barely hit the beast on is first strike (only using the first of the attack rolls there as it would have been straight-up, advantage from flanking countering disadvantage from displacement.) The displacement affect ended then, so the rest of wilm's hits strike, with advantage.
Extra crit on second hit: 4