(The owl I noted earlier as checking to see if there were more zorbos (or other creatures) still hiding in the trees waiting to attack, as a second wave.)
(For magic weaponry and the Tiny Hut, I would assume either 1. ammunition goes through but becomes non-magical or 2. it ricochets off the hut wall and doesn't exit the hut. Anyone of the party except Dorian can freely exit the hut to cast spells and then come back in, but if people want Dorian to drop the hut, he can always remake it later (though if it's close enough to it disappearing anyway, then we're also that close to being done with a long rest).
When it is Yaren's turn, he will use his Form of Dread feature as his bonus action. When you see him, he looks like a man made of nothing but swirling mists and shadows. He will use 10 feet of his movement to step outside the hut. As his action, he will cast Eldritch Blast, sending one shot towards Zorbo 1, and another towards Zorbo 2. He will then move back into the hut.
(The owl I noted earlier as checking to see if there were more zorbos (or other creatures) still hiding in the trees waiting to attack, as a second wave.)
(For magic weaponry and the Tiny Hut, I would assume either 1. ammunition goes through but becomes non-magical or 2. it ricochets off the hut wall and doesn't exit the hut. Anyone of the party except Dorian can freely exit the hut to cast spells and then come back in, but if people want Dorian to drop the hut, he can always remake it later (though if it's close enough to it disappearing anyway, then we're also that close to being done with a long rest).
This is a good point. It's dawn, consider yourselves long rested. The owl stuff is flavor text, but yes its in the trees, keeping some of the zorbos occupied and away from the hut. For magic stone, I think your magic stone logic works out. 'You throw a rock' seems to hold. Most of the cannons effects seem like AoE spells, maki g it not unlike a wand, the closest thing would be like catapult if we say the projectile was an object in the thing, so again 'you throw a rock' but I'm still not totally sure.
Tel steps out of the magical dome on the side of Ctenmiirs coffin. With a hissed word of power and a sweep of his free hand from his holy symbol towards his quarterstaff, the weapon starts glowing green and his hold on it turns more natural. He swings the staff at the nearest Zorbo, and barks at them all: "Leave, you little beasties!"
Move out of Tiny Hut to Z8, Bonus action Shillelagh, Action attack Z8
Shillelagh Quarterstaff+1: Attack: 23 Damage: 9
Can I roll something to tell what I know of these Zorbos?
This post has potentially manipulated dice roll results.
Seeing clearly by the way they treat Echo that these zorbos are violently hostile and can't be reasoned with, and thinking that things look just a bit too close outside of the hut for the time being, Shutorn loads his crossbow and fires it at zorbo #2.
Tel steps out of the magical dome on the side of Ctenmiirs coffin. With a hissed word of power and a sweep of his free hand from his holy symbol towards his quarterstaff, the weapon starts glowing green and his hold on it turns more natural. He swings the staff at the nearest Zorbo, and barks at them all: "Leave, you little beasties!"
Move out of Tiny Hut to Z8, Bonus action Shillelagh, Action attack Z8
Shillelagh Quarterstaff+1: Attack: 23 Damage: 9
Can I roll something to tell what I know of these Zorbos?
You smash one of the zorbos assailing Ctenmiir, sending him flying off the lid of the coffin to the ground with a thump.
Ooc: you're local and you have high survival skills. You know what a zorbo is. Just not any associated numbers.
To keep the game moving, opposing parties alternate actions. This also allows players to cooperate and use tactics, so they can decide who does what in want order. If you want to buff the Frontline combatant, do it before he wares into combat. Cast fireball? Do it before the melee tank is in the thick of the enemy. You can declare your intent to act before the action is resolved, just say if x does y, I will do z. Feel free to confer in the thread or by PMs if you care to.
There may be occasions where there is some clearly defined condition that divides the players, like being indoors or outdoors at the start of combat.
In each round, every player can take a turn when their group is up. In general, I think 12 hours is time enough for players to post. After that, I will declare they have not acted and the next group can proceed.
If anyone in the active group does not wish to take an action , they should indicate it either in character or with "..." So the next group can go. I will resolve actions
Because we're just starting out and there are many questions, I will leave some extra time for players in group 3 to respond. So if you're in group 3, now's you're chance.
So I know what their claws can do, and can tell the others?
I don't see why not, just no numbers, too gamey. Mechanical details burn immersion, so flavor or fluff it if you can. Just realized though that a tortle might or might not know about that specific thing. Lol.
This post has potentially manipulated dice roll results.
Huarache says something in Gnomish while looking at his scale mail. All present who do not know Gnomish can glean that it is something rude. All present who do know Gnomish know that it is creative, to say the least. Huarache continues in Common, "Duly noted. I'll just stay inside the dome and shoot."Echo attacks Zorbo 1 again, (OOC) now that I understand who's in what group. Can we assume that Huarache is holding his BA to command Echo to attack? If not, disregard the following roll and just use it when it's the hut people's turns.
Huarache says something in Gnomish while looking at his scale mail. All present who do not know Gnomish can glean that it is something rude. All present who do know Gnomish know that it is creative, to say the least. Huarache continues in Common, "Duly noted. I'll just stay inside the dome and shoot."Echo attacks Zorbo 1 again, (OOC) now that I understand who's in what group. Can we assume that Huarache is holding his BA to command Echo to attack? If not, disregard the following roll and just use it when it's the hut people's turns.
Attack: 7 Damage: 8 (Force damage)
Pet actions can happen now. This was my slip up because I put non-autonomous entities before their masters in order, implicitly thinking you could just tell them to act, RAW be damned, which according to me, you CAN.
The owl will do a swooping divebomb non-attack as its help action, to startle/distract the zorbo. It'll fly back out of range after Leann has attacked, which, with its flyby feature, won't incur an opportunity attack.
(The owl I noted earlier as checking to see if there were more zorbos (or other creatures) still hiding in the trees waiting to attack, as a second wave.)
(For magic weaponry and the Tiny Hut, I would assume either 1. ammunition goes through but becomes non-magical or 2. it ricochets off the hut wall and doesn't exit the hut. Anyone of the party except Dorian can freely exit the hut to cast spells and then come back in, but if people want Dorian to drop the hut, he can always remake it later (though if it's close enough to it disappearing anyway, then we're also that close to being done with a long rest).
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
When it is Yaren's turn, he will use his Form of Dread feature as his bonus action. When you see him, he looks like a man made of nothing but swirling mists and shadows. He will use 10 feet of his movement to step outside the hut. As his action, he will cast Eldritch Blast, sending one shot towards Zorbo 1, and another towards Zorbo 2. He will then move back into the hut.
Form of Dread Temp HP=10
Eldritch Blast 1= Attack 22, Damage 9
Eldritch Blast 2= Attack 8, Damage 9
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
Zorbo 1 also has to make a DC15 Wisdom save or be frightened of me until the end of my next turn(Form of Dread ability).
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
This is a good point. It's dawn, consider yourselves long rested. The owl stuff is flavor text, but yes its in the trees, keeping some of the zorbos occupied and away from the hut. For magic stone, I think your magic stone logic works out. 'You throw a rock' seems to hold. Most of the cannons effects seem like AoE spells, maki g it not unlike a wand, the closest thing would be like catapult if we say the projectile was an object in the thing, so again 'you throw a rock' but I'm still not totally sure.
Tel steps out of the magical dome on the side of Ctenmiirs coffin. With a hissed word of power and a sweep of his free hand from his holy symbol towards his quarterstaff, the weapon starts glowing green and his hold on it turns more natural. He swings the staff at the nearest Zorbo, and barks at them all: "Leave, you little beasties!"
Move out of Tiny Hut to Z8, Bonus action Shillelagh, Action attack Z8
Shillelagh Quarterstaff+1: Attack: 23 Damage: 9
Can I roll something to tell what I know of these Zorbos?
Also, how does group initiative work for player characters? Do we wait until all players have attacked, then wait for the enemies to go again?
Shonisaurus, Artificer Enthusiast
Along the same lines, do I wait until group 3 is all done, before Leann and the coffin get their turns again?
Seeing clearly by the way they treat Echo that these zorbos are violently hostile and can't be reasoned with, and thinking that things look just a bit too close outside of the hut for the time being, Shutorn loads his crossbow and fires it at zorbo #2.
Attack: 15 Damage: 9
Z1 Wis save 2
Zorbo 1 is hit by a steak of light, recoiling in pain and fear from the cloud of smoke that is Yaren, until the smoke disappears.
You smash one of the zorbos assailing Ctenmiir, sending him flying off the lid of the coffin to the ground with a thump.
Ooc: you're local and you have high survival skills. You know what a zorbo is. Just not any associated numbers.
So I know what their claws can do, and can tell the others?
Group initiative overview:
To keep the game moving, opposing parties alternate actions. This also allows players to cooperate and use tactics, so they can decide who does what in want order. If you want to buff the Frontline combatant, do it before he wares into combat. Cast fireball? Do it before the melee tank is in the thick of the enemy. You can declare your intent to act before the action is resolved, just say if x does y, I will do z. Feel free to confer in the thread or by PMs if you care to.
There may be occasions where there is some clearly defined condition that divides the players, like being indoors or outdoors at the start of combat.
In each round, every player can take a turn when their group is up. In general, I think 12 hours is time enough for players to post. After that, I will declare they have not acted and the next group can proceed.
If anyone in the active group does not wish to take an action , they should indicate it either in character or with "..." So the next group can go. I will resolve actions
Because we're just starting out and there are many questions, I will leave some extra time for players in group 3 to respond. So if you're in group 3, now's you're chance.
I don't see why not, just no numbers, too gamey. Mechanical details burn immersion, so flavor or fluff it if you can. Just realized though that a tortle might or might not know about that specific thing. Lol.
Dorian doesn't really have anything he can do to attack with the hut up, but he can command his owl to help Leann.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
End of round 1. Group 1 can post now. The owl flies back out of the forest from the side opposite from which it entered.
(From overhead the effect is not unlike watching Pac-Man)
He uses the help action
"A word of warning, I've heard stories of creatures like these breaking armor, even magical one", Tel advises the others.
Huarache says something in Gnomish while looking at his scale mail. All present who do not know Gnomish can glean that it is something rude. All present who do know Gnomish know that it is creative, to say the least. Huarache continues in Common, "Duly noted. I'll just stay inside the dome and shoot." Echo attacks Zorbo 1 again, (OOC) now that I understand who's in what group. Can we assume that Huarache is holding his BA to command Echo to attack? If not, disregard the following roll and just use it when it's the hut people's turns.
Attack: 18 Damage: 8 (Force damage)
Shonisaurus, Artificer Enthusiast
Pet actions can happen now. This was my slip up because I put non-autonomous entities before their masters in order, implicitly thinking you could just tell them to act, RAW be damned, which according to me, you CAN.
Alright, cool. Huarache's BAs just opened up.
Shonisaurus, Artificer Enthusiast
The owl will do a swooping divebomb non-attack as its help action, to startle/distract the zorbo. It'll fly back out of range after Leann has attacked, which, with its flyby feature, won't incur an opportunity attack.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep