Dadeveth, seeing most of those affected by her pattern taken care of, decides to send an attack at the druid... She moves into the open, then releases her magic in a discordent harmony... Dissonant Whispers DC 15 wis save. Damage is 6, half on a save.
She then moves back out of line of sight of the druid...
Moving into the open, Dadeveth casts dissonant whispers on the druid. He clutches at his head as her words penetrate his mind, wracking him with pain.
Wisdom Saving Throw: 29(19 rolled in campaign log)
Though the druid seems to partially resist the spell, it is clear that it has caused him great pain. He pulls and tears at his hair wildly, causing his scald to bleed.
Swarm of Raven's Turn
Two of the raven swarms manage to tear apart the last remaining blight, their beaks flashing in and out of its twig frame.
The remaining two swarms fly around the druid, distracting him, their beaks ineffectually brushing off his armour and skin.
((Mechanically, they are using the help to infer advantage on the next attack))
Sandu - You watch as the raven swarms join the fray. They flap angrily around the druid, attempting to peck out his eyes. Nothing remains of the blights, having easily been torn apart by the ravens. You spot your opening to attack, it is your turn.
This post has potentially manipulated dice roll results.
Sandu winced with pain. The spot where the ghosly hand had clawed at his face was cold and felt numb. For a brief second he had lost all sensation in that part of his face to the point that he touch the flesh might as well be dead. The warmth returned right as the animated armour sped past him. At least it followed orders well. It moved so fast Sandu had barely the time to register the cloth doll clinging to the back of the metal construct.
The druid proved resilient. Between his chanting, the party roaring and the fluttering of raven wings the battle had devolved into a cacophonic mess. The ravens were unexpected yet welcome allies. With their help the party shredded apart the twig blights, leaving only the druid to deal with.
'Attack the one I'm firing at!' Sandu yelled new orders at the armour before raising both hands and conjuring a bolt of energy in each. 'Pleacã!' He yelled with vigor before ducking out of view.
Action: casting Eldritch Blast and targeting the druid - first beam (with advantage from the ravens): Attack: 17 Damage: 11 - second beam (no advantage): Attack: 22 Damage: 7
Movement: 6 squares (one diagonal) so Sandu ends up between the rightmost cask and the wall between the doors (so above Dormark on the map)
Bonus action: commanding the armour to attack the druid
Feeling the power swell in his hands, Sandu's eldritch blasts fly towards the druid. Both impact with such force that they almost knock the druid off his feet. Chunks of his ragged, animal-pelt, armour are blasted away to reveal pallid, inhuman skin. "Who are you?"his voice quivers, not used to facing such opposition, his confidence shattered.
Cerio - Sandu has just dashed past you into the winery. The magical beams that escaped his hands seem to have heavily wounded your foe. Overhead the swarms of ravens continue to dive and swoop at the exposed parts of the druid's face ((still inferring advantage on attacks)). The battle looks like it is moving in your favour, it is your turn to act.
This post has potentially manipulated dice roll results.
Cerio gasps in pain as the icy cold hand steals from his life stores. Like a man shaking off a swarm of spiders, he violently jerks away, then veers round and steps deeper into the chamber to clear up another shot with his bow:
Attack: 10 Damage: 10plus15sneak attack (if the ravens are within 5 feet)
Shaking off the shock of the chill touch, Cerio heads deeper into the winery, moving into a position where he can get a clear shot at the druid. Knocking an arrow into his bow, he lets it loose against the maniacal druid. Unfortunately, as the druid wildly swats at the swarms of ravens, Cerio's arrow sails wide of the mark, hitting the rail of the staircase. The druid's movements seem more desperate than before, he swings his body around and stares at Cerio with a look of anger and contempt.
Dormark - The foul druid yet lives. Sandu's [spell]eldritch blast[spell]s have left their mark and the wild man seems wounded. It is your turn to attempt to finish this before the druid can call upon any more dark magic.
Bellowing out his challenge, Dormark takes a swing at the druid. Unfortunately, whether overcome by the moment or momentarily distracted by the druid's visage, his attack sails well wide of the target. The druids chuckles. "Perhaps a construct like you will be useful to my Mistress," he jeers. "You wouldn't be the first one to fall under her spell!"
Grasping hold of Galqarin's staff, Dormark mutters a quick prayer, instilling it with power.
Dallid - Your quarry seems wounded, swaying back and forth, blood streaming from his tatty mop of hair. The foul language he barks at the other members of your party suggests he cannot be reasoned with. Ferelyon stands next to you, alert and ready to act should the need arise. It is your turn.
((No worries, I've been having issues with the notifications as well!))
Ferelyon bounds into action. Its massive heads snapping at the druid. The bite from the wolf's right head digs into the wild man's leg. Though it appears to have contact, there is no wound beneath the torn clothing ((the druid appears to be immune to non-magical damage)). The attack from Ferelyon's left head finds only air.
Druid Strength Saving Throw against the first attack: 9
Though Ferelyon's initial attack does not seem to have caused any harm to the druid, the giant wolf manages to topple the man, knocking him prone.
Galqarin - You watch as the druid tumbles down in front of you, Ferelyon's mighty maw knocking him prone. Though it seems like your previous round of attacks failed to penetrate the druid's defences, the staff in your hand emanates power following Dormark's blessing ((magic weapon)). The druid looks up at you, a look of pure loathing on his face. The chance to strike is now, it is your turn.
Galqarin hefts his raven staff. It feels lighter somehow, and crackling with eldritch energies. Time to test it out with a few practice swings!
(+1 to hit & damage added for magic weapon, advantage due to prone - thanks guys!)
Swing 1: To hit (25, 14) magic bludgeoning damage 9 Swing 1: To hit (25, 15) magic bludgeoning damage 8 (Assuming one of those hit, spending a ki point for stunning strike, CON DC14 or stunned) (Ki-Fuelled Attack: If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.) Bonus swing: To hit (24, 11) magic bludgeoning damage 7
(If the druid is stunned Galqarin will back off - up one and to the right on the map - to allow better LoS for his allies)
Galqarin brings his magically-imbued staff crashing down on the [condition]prone[/druid] druid. It connects with a mighty crack, splitting open a nasty gash in the wild man's head. Spurred on by his initial attack, Galqarin brutally smacks the druid a further two times, and both connect.
The druid's face at this point in time looks more like a pulp rather than a solid. His breaths are now ragged and he coughs out thick bloody mucus, it is clear that the man is close to death.
Constitution Saving Throw against being stunned: 23
Animated Armour's Turn
The animated armour, following Sandu's command, lurches towards the prone druid. Using its hefty frame it attempts to [Tooltip Not Found] him, in an attempt to pin him to the spot.
Using its hulking weight, the animated suit of armour successfully holds the druid in place; he is now prone and grappled. The armour follows this by slamming down with its gauntleted fist.
Slam Attack: 21, Damage: 4
Though it slams its fist down on the druid, the druid is harmed no further.
Druid's Turn
Cursing beneath his breath, the druid lets out a groan followed by a string of dark words. His hand meekly moves to his robes and he throws a handful of tiny objects at the entrance to the winery next to where Dormark is standing. "You may end me!"he screams maniacally, "but she still has sway here!"
Action: Casting wall of thorns at the point to the right of the double doors in a 20ft diameter circle, 20ft high.
The tiny objects, on closer inspection, appear to be thorns. No sooner than they hit the ground than they start sprouting tough, pliable, tangled brush bristling with needle-sharp thorns. These create a wall of sorts that blocks off the line of sight for any on the other side of the brush.
Dadeveth, Sandu, Cerio, Dormark, Ferelyon, and Galqarin - you are all caught within the thick, thorny brush. Please make Dexterity Saving Throws (DC 18), on a failed save take 25 piercing damage or if successful, the damage is halved (12 piercing damage).
For those caught within the wall;
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.
(Dormark sadly lost concentration on the last hit. So no more bless. )
Dormark Calling of Strahd (warforged cleric) 4
(I'd meant my description with Ferelyon to stay next to Dallid)
Paladin - warforged - orange
Ok, no worries - I shall update within the next Battlemap. Ferelyon is creeping behind Dallid (in the square to Dallid's left/west).
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dadeveth, seeing most of those affected by her pattern taken care of, decides to send an attack at the druid... She moves into the open, then releases her magic in a discordent harmony...
Dissonant Whispers
DC 15 wis save. Damage is 6, half on a save.
She then moves back out of line of sight of the druid...
War of the Wines - Round 1 - Dadeveth's Turn
Dadeveth's Turn
Moving into the open, Dadeveth casts dissonant whispers on the druid. He clutches at his head as her words penetrate his mind, wracking him with pain.
Though the druid seems to partially resist the spell, it is clear that it has caused him great pain. He pulls and tears at his hair wildly, causing his scald to bleed.
Swarm of Raven's Turn
Two of the raven swarms manage to tear apart the last remaining blight, their beaks flashing in and out of its twig frame.
The remaining two swarms fly around the druid, distracting him, their beaks ineffectually brushing off his armour and skin.
((Mechanically, they are using the help to infer advantage on the next attack))
Sandu - You watch as the raven swarms join the fray. They flap angrily around the druid, attempting to peck out his eyes. Nothing remains of the blights, having easily been torn apart by the ravens. You spot your opening to attack, it is your turn.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Sandu winced with pain. The spot where the ghosly hand had clawed at his face was cold and felt numb. For a brief second he had lost all sensation in that part of his face to the point that he touch the flesh might as well be dead. The warmth returned right as the animated armour sped past him. At least it followed orders well. It moved so fast Sandu had barely the time to register the cloth doll clinging to the back of the metal construct.
The druid proved resilient. Between his chanting, the party roaring and the fluttering of raven wings the battle had devolved into a cacophonic mess. The ravens were unexpected yet welcome allies. With their help the party shredded apart the twig blights, leaving only the druid to deal with.
'Attack the one I'm firing at!' Sandu yelled new orders at the armour before raising both hands and conjuring a bolt of energy in each. 'Pleacã!' He yelled with vigor before ducking out of view.
Action: casting Eldritch Blast and targeting the druid
- first beam (with advantage from the ravens): Attack: 17 Damage: 11
- second beam (no advantage): Attack: 22 Damage: 7
Movement: 6 squares (one diagonal) so Sandu ends up between the rightmost cask and the wall between the doors (so above Dormark on the map)
Bonus action: commanding the armour to attack the druid
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Oh right: Dormark has bless cast so add to:- first attack 4- second attack 1Nevermind :)
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
(Bless is down lost concentration)
Dormark Calling of Strahd (warforged cleric) 4
War of the Wines - Round 1 - Sandu's Turn
Sandu's Turn
Feeling the power swell in his hands, Sandu's eldritch blasts fly towards the druid. Both impact with such force that they almost knock the druid off his feet. Chunks of his ragged, animal-pelt, armour are blasted away to reveal pallid, inhuman skin. "Who are you?" his voice quivers, not used to facing such opposition, his confidence shattered.
Cerio - Sandu has just dashed past you into the winery. The magical beams that escaped his hands seem to have heavily wounded your foe. Overhead the swarms of ravens continue to dive and swoop at the exposed parts of the druid's face ((still inferring advantage on attacks)). The battle looks like it is moving in your favour, it is your turn to act.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Cerio gasps in pain as the icy cold hand steals from his life stores. Like a man shaking off a swarm of spiders, he violently jerks away, then veers round and steps deeper into the chamber to clear up another shot with his bow:
Attack: 10 Damage: 10 plus 15 sneak attack (if the ravens are within 5 feet)
War of the Wines - Round 1 - Cerio's Turn
Cerio's Turn
Shaking off the shock of the chill touch, Cerio heads deeper into the winery, moving into a position where he can get a clear shot at the druid. Knocking an arrow into his bow, he lets it loose against the maniacal druid. Unfortunately, as the druid wildly swats at the swarms of ravens, Cerio's arrow sails wide of the mark, hitting the rail of the staircase. The druid's movements seem more desperate than before, he swings his body around and stares at Cerio with a look of anger and contempt.
Dormark - The foul druid yet lives. Sandu's [spell]eldritch blast[spell]s have left their mark and the wild man seems wounded. It is your turn to attempt to finish this before the druid can call upon any more dark magic.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dormark pulling out his mace, it is shining brightly in the room, runs towards the druid saying, "Your foul magic has no hold here!"
Mace : Attack: 11 Damage: 3
Standing next to Galqarin Dormark touches his staff and says, "Bless this weapon." Casting magic weapon as a bonus action.
Dormark Calling of Strahd (warforged cleric) 4
War of the Wines - Round 1 - Dormark's Turn
Dormark's Turn
Bellowing out his challenge, Dormark takes a swing at the druid. Unfortunately, whether overcome by the moment or momentarily distracted by the druid's visage, his attack sails well wide of the target. The druids chuckles. "Perhaps a construct like you will be useful to my Mistress," he jeers. "You wouldn't be the first one to fall under her spell!"
Grasping hold of Galqarin's staff, Dormark mutters a quick prayer, instilling it with power.
Dallid - Your quarry seems wounded, swaying back and forth, blood streaming from his tatty mop of hair. The foul language he barks at the other members of your party suggests he cannot be reasoned with. Ferelyon stands next to you, alert and ready to act should the need arise. It is your turn.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid sends in Ferelyon to take down the druid
Ferelyon bites!
Attack: 27 Damage: 11
Attack: 15 Damage: 8
The druid must succeed on a DC 11 str save or be knocked prone
(Sorry! No notification on this one.)
Paladin - warforged - orange
War of the Wines - Round 1 - Dallid's Turn
Dallid's Turn
((No worries, I've been having issues with the notifications as well!))
Ferelyon bounds into action. Its massive heads snapping at the druid. The bite from the wolf's right head digs into the wild man's leg. Though it appears to have contact, there is no wound beneath the torn clothing ((the druid appears to be immune to non-magical damage)). The attack from Ferelyon's left head finds only air.
Though Ferelyon's initial attack does not seem to have caused any harm to the druid, the giant wolf manages to topple the man, knocking him prone.
Galqarin - You watch as the druid tumbles down in front of you, Ferelyon's mighty maw knocking him prone. Though it seems like your previous round of attacks failed to penetrate the druid's defences, the staff in your hand emanates power following Dormark's blessing ((magic weapon)). The druid looks up at you, a look of pure loathing on his face. The chance to strike is now, it is your turn.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Galqarin hefts his raven staff. It feels lighter somehow, and crackling with eldritch energies. Time to test it out with a few practice swings!
(+1 to hit & damage added for magic weapon, advantage due to prone - thanks guys!)
Swing 1: To hit (25,
14) magic bludgeoning damage 9Swing 1: To hit (25,
15) magic bludgeoning damage 8(Assuming one of those hit, spending a ki point for stunning strike, CON DC14 or stunned)
(Ki-Fuelled Attack: If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.)
Bonus swing: To hit (24,
11) magic bludgeoning damage 7(If the druid is stunned Galqarin will back off - up one and to the right on the map - to allow better LoS for his allies)
War of the Wines - Round 1 - Galqarin's Turn
Galqarin's Turn
Galqarin brings his magically-imbued staff crashing down on the [condition]prone[/druid] druid. It connects with a mighty crack, splitting open a nasty gash in the wild man's head. Spurred on by his initial attack, Galqarin brutally smacks the druid a further two times, and both connect.
The druid's face at this point in time looks more like a pulp rather than a solid. His breaths are now ragged and he coughs out thick bloody mucus, it is clear that the man is close to death.
Animated Armour's Turn
The animated armour, following Sandu's command, lurches towards the prone druid. Using its hefty frame it attempts to [Tooltip Not Found] him, in an attempt to pin him to the spot.
Using its hulking weight, the animated suit of armour successfully holds the druid in place; he is now prone and grappled. The armour follows this by slamming down with its gauntleted fist.
Though it slams its fist down on the druid, the druid is harmed no further.
Druid's Turn
Cursing beneath his breath, the druid lets out a groan followed by a string of dark words. His hand meekly moves to his robes and he throws a handful of tiny objects at the entrance to the winery next to where Dormark is standing. "You may end me!" he screams maniacally, "but she still has sway here!"
The tiny objects, on closer inspection, appear to be thorns. No sooner than they hit the ground than they start sprouting tough, pliable, tangled brush bristling with needle-sharp thorns. These create a wall of sorts that blocks off the line of sight for any on the other side of the brush.
Dadeveth, Sandu, Cerio, Dormark, Ferelyon, and Galqarin - you are all caught within the thick, thorny brush. Please make Dexterity Saving Throws (DC 18), on a failed save take 25 piercing damage or if successful, the damage is halved (12 piercing damage).
For those caught within the wall;
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dadeveth saves, rolled a 22 on the game log. When it is her turn she would move to the closest edge of the thorn wall to get out of it.
Cerio Dex Save: 8
(Taking 25 damage)
(Galqarin DEX save: 10, also taking 25 damage)