Suddenly confronted by a creature it doesn't recognize, the zorbo tries to fight the creature, but fails to thwart the stinging barbed tail as it lashes about. As he continues to thrash, he begins to feel the effects of being poisoned.
Ooc: I may adjust Z2's fluff when we resolve Leann's attack, but mechanically: no difference.
Zorbo 1, unable to approach the hut out of fear if the dark cloud that appeared, blasted him and disappeared inside, has lost the will to fight on and retires to the jungle
Ooc: (mechanically, he's at zero hp, but I rolled the frightened save before I checked, so the above is for narrative purposes. Z1 is down.)
Zorbo 2 turns on Leann as she slashes with her flaming sword, rushing to claw at her face and hand hands as she tries to defend herself
Z2 vs.L 19 damage: 7
Zorbo 3 continues his attack on Echo, now joined by zorbos 4 and 5, who have lost sight of the owl.
Z3 vs.E 23 damage: 8
Z4 vs.E 6 damage: 4
Z5 vs.E 23 damage: 11
Zorbo 6, reeling from the poison stings from the imp, slashes wildly at his attacker.
Zorbo 7 jumps off the coffin and attacks Vernell, who came out of the hut to conjure the imp, (since it wasn't in the hut when the tiny hut spell was cast, it can't pass through it's walls).
Z6 vs.i 7 (DA) damage: 12
Z7 vs.V 14 damage: 3
In response to Tel's attack, the zorbo retaliates, ferociously pouncing on the turtle's thick shell before sliding back to the ground.
Z8 vs.T 14 damage: 10
If you haven't posted yet, feel free to post now, you'll be part of group 3; your actions are for round 2, after the Zorbos. If you're in group 3 and you have only acted in one round (had 1 turn), you may post your round 2 actions now, as well. You 8:15pm or when you've all gone, though it's a bit like extra time in soccer, I may not call it if something interesting might happen.
The zorbo battling the imp, summons the strength to smash his opponent, despite the effects of the poison, but in a puff of black smoke, the imp vanishes.
Having destroyed the vile imp, Z6 is shaking and making a strange noise as it convulses, dry heaving several times as it surveys the chaotic scene, fight or flight response set firmly to fight, despite the crippling agony of the poison soaked wound.
Ooc: (I'll try to make my descriptions more graphic in the future.)
Z2 looks pretty rough after the slashing it took, but continues to fight. Z3 was singed slightly by the green flames thrown from Leann's blade as it cut into Z2, but still regards the menacing metal beast as a better target for his next attack.
This post has potentially manipulated dice roll results.
Yaren, still in his shadowy form, uses his bonus action to Determine a Tale from his Tales of Beyond feature. He looks deep into his crystal ball and says "Tell me a story, my friends."He will then use his action to cast look into his crystal ball, as two wailing skulls made of silver mist shoot out of it(Eldritch Blast). The two skulls go for Zorbos 6 & 2.
I will make another post describing what the Tale from Beyond that I roll does, which Zorbo I will try to frighten using Form of Dread, and whether I will use a Luck Point to reroll any of the Eldritch Blasts.
This post has potentially manipulated dice roll results.
The Tale that I rolled is called "The Runaway"= You tell the tale of an adventurer that could escape any confinement. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 1) to immediately use the same reaction. This Tale only activates when I use my action to Bestow it upon somebody, so this doesn't happen yet.
I will use a luck point to reroll the 1st Eldritch Blast= 21 (new roll)
I will try to frighten Zorbo 2, who I hit with the 2nd Eldritch Blast(DC15 WIS save)
I will try to frighten Zorbo 2, who I hit with the 2nd Eldritch Blast(DC15 WIS save)
Sorry, that one is a miss.
Wis save (Z6) 8
Disregard. FoD effects creatures you hit with an attack, not a spell. They are distinct (also, while I admit an arrow would work, how is he supposed to be frightened by your form of dread if he can't see you? If the 'source of dread' is the hut, then maybe. But if it's your appearance that is dreadful, it doesn't add up for me, fluff-wise. Thoughts?)
Silver streaking skulls fly from the hut striking zorbo 6, who promptly hurls his abominable partially digested dinner on the ground. Standing upright, he looks at the hut and shelves his head. ( He's not getting any closer to that thing.) But he's in too deep to give up and stands his ground, beaten and battered though he is.
Zorbo 2 narrowly dodges the skull hurtling toward him, with surprising agility.
"Get away from Echo!" Huarache shouts, running out of the hut. He shoots Zorbo 2 with his blunderbuss, and he will go for Zorbo 3 with his blunderbuss as well, the hut no longer preventing his gun from making magical ammunition. He won't get within 5 feet of the Zorboes for safety's sake, but he's getting within 15 feet for accuracy's sake.
Z2 Blunderbuss Attack: 26 Damage: 20
Z3 Blunderbuss Attack: 18 Damage: 18
After firing twice, he will retreat to the hut. I've worded this post to emphasize that Huarache will do this so that he won't provoke opportunity attacks when retreating.
EDIT: Since Huarache's bonus actions are freed now, he will cast Branding Smite on his blunderbuss for next turn.
FoD effects creatures you hit with an attack, not a spell. They are distinct
PHB p.194: "If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack."
You make an attack roll to use Eldritch Blast, therefore it is an attack.
This post has potentially manipulated dice roll results.
Tel keeps his attention on the Zorbo he's already hit once. He goes for another swing, but this time he gives his staff a little spin to bring it around for another attack.
Leann grimaces as she sees the creatures go for the coffin. She casts shield of faith on herself, then steps out, drawing her longsword.
Causing green fire to leap along the blade, she lashes out at one of the creatures near the coffin....
green flame blade
Attack: 25 Damage: 12
if it hits an enemy within 5 feet of the target takes 5 fire.
.
(I think I got skipped).
Vernell gestures, and out of thin air strikes an imp, black as night and silent as the grave. It’s stinger lashes towards one of the creatures (Z6)
Attack: 25 Damage: 7 DC 11 Con save or take 9 poison damage halved on a successful save
The imp is on all fours and thrashes its stinger menacingly at the creatures all around
Paladin - warforged - orange
Z6 Con save 3
Suddenly confronted by a creature it doesn't recognize, the zorbo tries to fight the creature, but fails to thwart the stinging barbed tail as it lashes about. As he continues to thrash, he begins to feel the effects of being poisoned.
Ooc: I may adjust Z2's fluff when we resolve Leann's attack, but mechanically: no difference.
Zorbo 1, unable to approach the hut out of fear if the dark cloud that appeared, blasted him and disappeared inside, has lost the will to fight on and retires to the jungle
Ooc: (mechanically, he's at zero hp, but I rolled the frightened save before I checked, so the above is for narrative purposes. Z1 is down.)
Zorbo 2 turns on Leann as she slashes with her flaming sword, rushing to claw at her face and hand hands as she tries to defend herself
Z2 vs.L 19 damage: 7
Zorbo 3 continues his attack on Echo, now joined by zorbos 4 and 5, who have lost sight of the owl.
Z3 vs.E 23 damage: 8
Z4 vs.E 6 damage: 4
Z5 vs.E 23 damage: 11
Zorbo 6, reeling from the poison stings from the imp, slashes wildly at his attacker.
Zorbo 7 jumps off the coffin and attacks Vernell, who came out of the hut to conjure the imp, (since it wasn't in the hut when the tiny hut spell was cast, it can't pass through it's walls).
Z6 vs.i 7 (DA) damage: 12
Z7 vs.V 14 damage: 3
In response to Tel's attack, the zorbo retaliates, ferociously pouncing on the turtle's thick shell before sliding back to the ground.
Z8 vs.T 14 damage: 10
If you haven't posted yet, feel free to post now, you'll be part of group 3; your actions are for round 2, after the Zorbos. If you're in group 3 and you have only acted in one round (had 1 turn), you may post your round 2 actions now, as well. You 8:15pm or when you've all gone, though it's a bit like extra time in soccer, I may not call it if something interesting might happen.
The zorbo battling the imp, summons the strength to smash his opponent, despite the effects of the poison, but in a puff of black smoke, the imp vanishes.
OOC: Which Zorbo(s) is the most damaged?
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
Having destroyed the vile imp, Z6 is shaking and making a strange noise as it convulses, dry heaving several times as it surveys the chaotic scene, fight or flight response set firmly to fight, despite the crippling agony of the poison soaked wound.
Ooc: (I'll try to make my descriptions more graphic in the future.)
has this been resolved yet?
Z2 looks pretty rough after the slashing it took, but continues to fight. Z3 was singed slightly by the green flames thrown from Leann's blade as it cut into Z2, but still regards the menacing metal beast as a better target for his next attack.
Yaren, still in his shadowy form, uses his bonus action to Determine a Tale from his Tales of Beyond feature. He looks deep into his crystal ball and says "Tell me a story, my friends." He will then use his action to cast look into his crystal ball, as two wailing skulls made of silver mist shoot out of it(Eldritch Blast). The two skulls go for Zorbos 6 & 2.
I will make another post describing what the Tale from Beyond that I roll does, which Zorbo I will try to frighten using Form of Dread, and whether I will use a Luck Point to reroll any of the Eldritch Blasts.
Tales from Beyond=3
Eldritch Blast 1= Attack 17, Damage 3 (Force)
Eldritch Blast 2= Attack 25, Damage 5 (Force)
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
The Tale that I rolled is called "The Runaway"= You tell the tale of an adventurer that could escape any confinement. The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 1) to immediately use the same reaction. This Tale only activates when I use my action to Bestow it upon somebody, so this doesn't happen yet.
I will use a luck point to reroll the 1st Eldritch Blast= 21 (new roll)
I will try to frighten Zorbo 2, who I hit with the 2nd Eldritch Blast(DC15 WIS save)
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
Sorry, that one is a miss.
Wis save (Z6) 8
Disregard. FoD effects creatures you hit with an attack, not a spell. They are distinct (also, while I admit an arrow would work, how is he supposed to be frightened by your form of dread if he can't see you? If the 'source of dread' is the hut, then maybe. But if it's your appearance that is dreadful, it doesn't add up for me, fluff-wise. Thoughts?)
Silver streaking skulls fly from the hut striking zorbo 6, who promptly hurls his abominable partially digested dinner on the ground. Standing upright, he looks at the hut and shelves his head. ( He's not getting any closer to that thing.) But he's in too deep to give up and stands his ground, beaten and battered though he is.
Zorbo 2 narrowly dodges the skull hurtling toward him, with surprising agility.
Could I change it to Zorbo 6? It says I can decide after it is declared a hit or not.
The three teachings of Tyre:
Nothing is forbidden.
Nothing is sacred.
Nothing is impossible.
Also I stan Tomoe for life
See above, attack vs. spell
"Get away from Echo!" Huarache shouts, running out of the hut. He shoots Zorbo 2 with his blunderbuss, and he will go for Zorbo 3 with his blunderbuss as well, the hut no longer preventing his gun from making magical ammunition. He won't get within 5 feet of the Zorboes for safety's sake, but he's getting within 15 feet for accuracy's sake.
Z2 Blunderbuss Attack: 26 Damage: 20
Z3 Blunderbuss Attack: 18 Damage: 18
After firing twice, he will retreat to the hut. I've worded this post to emphasize that Huarache will do this so that he won't provoke opportunity attacks when retreating.
EDIT: Since Huarache's bonus actions are freed now, he will cast Branding Smite on his blunderbuss for next turn.
Shonisaurus, Artificer Enthusiast
PHB p.194: "If there's ever any question whether something you're doing counts as an attack, the rule is simple: if you're making an attack roll, you're making an attack."
You make an attack roll to use Eldritch Blast, therefore it is an attack.
Tel keeps his attention on the Zorbo he's already hit once. He goes for another swing, but this time he gives his staff a little spin to bring it around for another attack.
Action attack Z8, Polearm Master Bonus Action attack Z8
Shillelagh Quarterstaff+1: Attack: 21 Damage: 8
Other end of Shillelagh Quarterstaff+1: Attack: 14 Damage: 6
From the description of Eldritch Blast: "Make a ranged spell attack against the target." You roll to hit with that spell, so it's an attack.
Shonisaurus, Artificer Enthusiast
(Sorry for no posting had stuff to do)
initiative 4
longbow attack 10
damage 2
Second attack
13
damage 9
bouns action hunters mark