Echo used her reaction of a round to DADV the Pterafolk, then it was her turn to do actions, thus resetting her ability to take a reaction, then she used her reaction on the hag.
Hmm. Ok. So make a save on the hag's horrific appearance. You're only immune to H1s ugliness after the initial save. H3 is apparently a whole other kind of ugly. Echo too. DC11.
I think group 2 is up now then, right? Then back to group 1.
As things were, it had been Pterafolk, group 1, group 2 then back, the sea hags (who were pretty clearly the tbaxis from before) inserted between group 1 and 2 when they entered the gray. In the last round, players overtook the Pterafolk and I just let it go. Initiative as such is a complete debacle. So here is the order to finish this battle and we'll revisit the whole concept of initiative at its conclusion. Sorry for the confusion and inconvenience. So...
Players go now, then monsters, then back again. All players have 12 hours to post actions starting now.
This post has potentially manipulated dice roll results.
Being that she is currently 60 feet away from the hag that cast eyebite on ehr, I assume Leann cannot get within 30 feet of all of the hags with 30 feet of movement. Due to this she will move 30 feet then throw a javelin...
As she saw all 3 hags already, I will roll the saves vs the other two from last round...
2 ... 23 bless: 3
3 ... 17 bless: 1
If she fails either, then she would have the end of last round to try to redo the save...
2 ... 14 bless: 3
3 ... 21 bless: 3
Here is her javelin attack from this round...
to hit: 10 (with disadvantage due to frightened.)
Damage: 7
targeting the one who cast eyebite
Now, for this turn, she will try again to save against any she is still frightened of, at the end of her round...
Being that she is currently 60 feet away from the hag that cast eyebite on ehr, I assume Leann cannot get within 30 feet of all of the hags with 30 feet of movement. Due to this she will move 30 feet then throw a javelin...
As she saw all 3 hags already, I will roll the saves vs the other two from last round...
2 ... 23 bless: 2
3 ... 4 bless: 1
If she fails either, then she would have the end of last round to try to redo the save...
2 ... 11 bless: 4
3 ... 10 bless: 4
Here is her javelin attack from this round...
to hit: 8 (with disadvantage due to frightened.)
Damage: 7
targeting the one who cast eyebite
Now, for this turn, she will try again to save against any she is still frightened of, at the end of her round...
1 ... 6 bless: 4
2 ... 12 bless: 2
3 ... 12 bless: 2
Leann is still frightened of hag 1 but not of hags 2 or 3.
This post has potentially manipulated dice roll results.
Dorian's going to try Magnify Gravity again -- he should be able to get hags 1 and 3 in the sphere while keeping it out of range of his allies. DC 15 CON save or take 5 force damage and speed halved. On save: half damage only. He'll also have his owl harry the last pterafolk to give advantage to anyone trying to hit it.
This post has potentially manipulated dice roll results.
Shutorn calls telepathically to his familiar, Silhouette, who's perched on the boat, to harass Hag2 by diving at her head, while he takes aim at her with chill touch.
This post has potentially manipulated dice roll results.
Huarache is tired of trying to telepathize that he's badly injured, and thinks to himself, "Fine. I'll do it myself," as he casts Cure Wounds on himself at second level for 8, then Searing Smite as a BA.
EDIT: I just realized that I can't cast another spell here for my BA. Huarache isn't doing anything for his bonus action, I guess.
Echo will launch herself at the final Pterafolk, her fear counteracted by a helpful owl distracting the danged reptile. Attack: 12 Damage: 9
EDIT: Nat 1 with max damage. Oh, well. For those curious, the owl's advantage was cancelled by Echo's frightened condition.
Wile_E_Coyote, I would like you to consider balancing these encounters considering that not everyone will be fighting. You gave us 12 hours to respond with actions 10 hours ago. In those 10 hours, exactly four players have responded: DragonDenn, Hriste, pocketmouse, and myself. That is only half the party that is fighting, and I would rather that our fights reflect that. This is not to passively-aggressively call out those who don't have the time to respond. I get it; life can get in the way, and I completely understand that. However, to Coyote, I would like to say that I would rather we didn't have to fight eight players' worth of enemies with half the party occupied.
I hadn't noticed that not everyone had been posting -- I'm not the best at keeping track of PBP fights. I'd be fine establishing a default combat action (or two) for the DM to use for times when I'm not able to keep up with combat rounds properly.
Default actions, like help or attack or offensive cantrip? That's something we can try. I actually think you guys are doing very well against these monsters. It was this reason that I used the coven variant stats. If I thought the party was genuinely struggling, I'd have just made them 3 base hags and you'd have chopped them up by now. Their attack patterns reflect relative threat but do include those who have yet to venture from the deck of the boat. I truly think less than half of this party could wipe out this coven. Their main attack is creating Wis saves and most of you are well insulated. With that said, I think the default action concept keeps the party together and allows for expedient combats.
I'm seeing the need for an ooc group thread here. I'll establish one shortly.
Shutorn's chill touch grabs hold of hag 2. She shrieks in pain flopping about wildly flailing in an effort to rid herself of the horrid disembodied hand.
Dorian's gravity increasing magic presses on the other hags.
Hag1 con save: 20
Hag3 con save: 7
Two hags's eyes turn black as they stare vacantly to casting a death glare at Echo and Leann, respectively. The third hag shifts her eyebite to Vernell. He must roll DC12 Wis save or fall asleep.
Leann and Echo must make DC11 Wis saves or drop to zero hp.
The last remaining Pterafolk, meanwhile, flies 40ft into the air over the water to the East of the boat
Tired of hiding up on the boat, Tel springs to action. He jumps off the deck towards Hag1, and pumps more power into his bless to expand it to cover himself and Dorian as well. Taking a fighting stance, a quick spell makes his weapon glow green once again.
Action: up cast bless at third level, target the three the previous one did (Huarache, Vernell, Leann) plus Tel and Dorian.
Hmm. Ok. So make a save on the hag's horrific appearance. You're only immune to H1s ugliness after the initial save. H3 is apparently a whole other kind of ugly. Echo too. DC11.
I think group 2 is up now then, right? Then back to group 1.
Huarache's save: 16
Echo's save: 18
Shonisaurus, Artificer Enthusiast
As things were, it had been Pterafolk, group 1, group 2 then back, the sea hags (who were pretty clearly the tbaxis from before) inserted between group 1 and 2 when they entered the gray. In the last round, players overtook the Pterafolk and I just let it go. Initiative as such is a complete debacle. So here is the order to finish this battle and we'll revisit the whole concept of initiative at its conclusion. Sorry for the confusion and inconvenience. So...
Players go now, then monsters, then back again. All players have 12 hours to post actions starting now.
Being that she is currently 60 feet away from the hag that cast eyebite on ehr, I assume Leann cannot get within 30 feet of all of the hags with 30 feet of movement. Due to this she will move 30 feet then throw a javelin...
As she saw all 3 hags already, I will roll the saves vs the other two from last round...
2 ... 23 bless: 3
3 ... 17 bless: 1
If she fails either, then she would have the end of last round to try to redo the save...
2 ... 14 bless: 3
3 ... 21 bless: 3
Here is her javelin attack from this round...
to hit: 10 (with disadvantage due to frightened.)
Damage: 7
targeting the one who cast eyebite
Now, for this turn, she will try again to save against any she is still frightened of, at the end of her round...
1 ... 22 bless: 4
2 ... 21 bless: 3
3 ... 5 bless: 3
Leann is still frightened of hag 1 but not of hags 2 or 3.
Dorian's going to try Magnify Gravity again -- he should be able to get hags 1 and 3 in the sphere while keeping it out of range of his allies. DC 15 CON save or take 5 force damage and speed halved. On save: half damage only. He'll also have his owl harry the last pterafolk to give advantage to anyone trying to hit it.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Shutorn calls telepathically to his familiar, Silhouette, who's perched on the boat, to harass Hag2 by diving at her head, while he takes aim at her with chill touch.
Attack: 13 Damage: 21
Huarache is tired of trying to telepathize that he's badly injured, and thinks to himself, "Fine. I'll do it myself," as he casts Cure Wounds on himself at second level for 8, then Searing Smite as a BA.
EDIT: I just realized that I can't cast another spell here for my BA. Huarache isn't doing anything for his bonus action, I guess.
Echo will launch herself at the final Pterafolk, her fear counteracted by a helpful owl distracting the danged reptile. Attack: 12 Damage: 9
EDIT: Nat 1 with max damage. Oh, well. For those curious, the owl's advantage was cancelled by Echo's frightened condition.
Shonisaurus, Artificer Enthusiast
(do you have a potion you could drink?)
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
No, I bought a Bag of Holding that I've flavored to look like a satchel, as well as a Stone of Good Luck (Luckstone). I figured, "I can cast Cure Wounds; I'll be fine."
Shonisaurus, Artificer Enthusiast
I have something I would like to say.
Wile_E_Coyote, I would like you to consider balancing these encounters considering that not everyone will be fighting. You gave us 12 hours to respond with actions 10 hours ago. In those 10 hours, exactly four players have responded: DragonDenn, Hriste, pocketmouse, and myself. That is only half the party that is fighting, and I would rather that our fights reflect that. This is not to passively-aggressively call out those who don't have the time to respond. I get it; life can get in the way, and I completely understand that. However, to Coyote, I would like to say that I would rather we didn't have to fight eight players' worth of enemies with half the party occupied.
Shonisaurus, Artificer Enthusiast
I hadn't noticed that not everyone had been posting -- I'm not the best at keeping track of PBP fights. I'd be fine establishing a default combat action (or two) for the DM to use for times when I'm not able to keep up with combat rounds properly.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Default actions, like help or attack or offensive cantrip? That's something we can try. I actually think you guys are doing very well against these monsters. It was this reason that I used the coven variant stats. If I thought the party was genuinely struggling, I'd have just made them 3 base hags and you'd have chopped them up by now. Their attack patterns reflect relative threat but do include those who have yet to venture from the deck of the boat. I truly think less than half of this party could wipe out this coven. Their main attack is creating Wis saves and most of you are well insulated. With that said, I think the default action concept keeps the party together and allows for expedient combats.
I'm seeing the need for an ooc group thread here. I'll establish one shortly.
Shutorn's chill touch grabs hold of hag 2. She shrieks in pain flopping about wildly flailing in an effort to rid herself of the horrid disembodied hand.
Dorian's gravity increasing magic presses on the other hags.
Hag1 con save: 20
Hag3 con save: 7
Two hags's eyes turn black as they stare vacantly to casting a death glare at Echo and Leann, respectively. The third hag shifts her eyebite to Vernell. He must roll DC12 Wis save or fall asleep.
Leann and Echo must make DC11 Wis saves or drop to zero hp.
The last remaining Pterafolk, meanwhile, flies 40ft into the air over the water to the East of the boat
Under the weight of the increased gravity, hag 3 struggles to maintain concentration on her eyebite spell...
7
But just manages to maintain composure and keep the spell up.
Please, post now.
Turn completion target= 11:59am
Echo's WIS save: 9
EDIT: Welp, at least I can make a new Echo after a long rest.
Shonisaurus, Artificer Enthusiast
Tired of hiding up on the boat, Tel springs to action. He jumps off the deck towards Hag1, and pumps more power into his bless to expand it to cover himself and Dorian as well. Taking a fighting stance, a quick spell makes his weapon glow green once again.
Action: up cast bless at third level, target the three the previous one did (Huarache, Vernell, Leann) plus Tel and Dorian.
Bonus action: shillelagh
Move: G7 should be close enough to target Leann, will move further west if needed
Leann wis save: 5 bless: 2
Leann falls to the ground, unconscious.
I realized that it's the players' turns. Huarache will MTLS Hag 3 twice.
Attack: 15 Damage: 5
Attack: 26 Damage: 8
EDIT: That last one isn't a critical failure; the Bless die just gave me a one.
Shonisaurus, Artificer Enthusiast