They are within 20ft of you, spread out 15ft away from each other, equally, in a half circle (or is that Simi Circle?) around you. I guess I'll consider the closest, as the one that goes first.
(( Not sure if the description means that thay have surrounded us, but at least two should be targetable ))
A pea-sized point of light flies to the leader and any nearby enemies, then erupts into a bally of fiery gas which engulfs the enemies but just misses his companions.
Torman then moves back, trying to keep his distance from the enemies. ((Not sure oif we are surrounded?))
He'll dart to the side, trying to position himself for a more favorable attack if they close with a party member.
Torman
A pea-sized point of light flies to the leader and any nearby enemies, then erupts into a bally of fiery gas which engulfs the enemies but just misses his companions.
Torman then moves back, trying to keep his distance from the enemies.
Kat grimaces, moving quickly out of the way of others, and into the room where she can best keep her distance from the hostile trio, sending a flurry of arrows at them.
Ok now that you all can see, on your turn, use the draw feature or just state Ice Native 1, 2 or 3, to point out which one, you are attacking, the creatures 1 and 2 that moved are flying 10 ft high, in the air. (3 is still on the ground)
If you will, please update your Character Sheets, on R20.
Duncan you may choose target Ice Native 3, if you want, since you cant reach #2 You hit both times.
(Sure, moved Duncan to Ice Native 3. Note, with a Strength of 20, Duncan can do a standing high jump of 4 feet. Add 6 feet for his height, 3 feet for his arm reach, and a sword length of 3 to 4 feet, Duncan can reach to 16-17 feet up while jumping with the tip of his longsword. That's more than a 5 foot overlap with the body of the foe).
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Azzure moves to just south of Duncan, and casts a spectral axe that appears just to the right of Ice Native 3. The axe swings at the Native, hacking at its flank. Azzure points at the native and a bolt of radiant light streaks down, hopefully striking him.
Movement : Below Duncan
Action : Sacred Flame to Ice Native 3 : DC 17 Dex save or take 10 points of radiant damage.
Bonus action : Spiritual Weapon to Ice Native 3 : 22 to hit, for 7 points of force damage.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
((Gryrig get shifted down in init? Forum post when I rolled for him changed to a 9 and flagged itself, but he had been first in the order. Fine with him being slotted further down.))
Rollback Post to RevisionRollBack
DM:Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Yelping in surpirse -- he had completely misjudged the placement of the enemies -- Torman's form is enveloped in a black mist before he disappears then reappears southwest of his previous position. Glancing around nervously, he then focuses on the most wounded of the Ice Natives, launching a bolt of fire in its direction, asking to distract it before flying to Torman.
((They will both target the closest first, cycling to further targets if any fall. If equidistant, Gryrig will start rightmost, and Kat leftmost.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
They are within 20ft of you, spread out 15ft away from each other, equally, in a half circle (or is that Simi Circle?) around you. I guess I'll consider the closest, as the one that goes first.
But its Torman's turn.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
(Bump)
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(( Not sure if the description means that thay have surrounded us, but at least two should be targetable ))
A pea-sized point of light flies to the leader and any nearby enemies, then erupts into a bally of fiery gas which engulfs the enemies but just misses his companions.
Torman then moves back, trying to keep his distance from the enemies. ((Not sure oif we are surrounded?))
Dex Save: 17 or take 30 fire damage.
Gryrig Wagner, conjures a pair of ethereal blades and flips them at the nearest frozen figure as they approach.
Psychic Blade Attack: 23 Damage: 8
Psychic Blade Off-hand Attack: 26 Damage: 1
He'll dart to the side, trying to position himself for a more favorable attack if they close with a party member.
Torman
A pea-sized point of light flies to the leader and any nearby enemies, then erupts into a bally of fiery gas which engulfs the enemies but just misses his companions.
Torman then moves back, trying to keep his distance from the enemies.
Kat grimaces, moving quickly out of the way of others, and into the room where she can best keep her distance from the hostile trio, sending a flurry of arrows at them.
Longbow Attack: 21 Damage: 12
Longbow Attack: 19 Damage: 12
Gloomstalker Longbow Attack: 24 Damage: 15
-78 Frozen Native 1 Flies upwards in this 20ft high dwelling and Attacks Kat To hit 9 Slam (+7) bludgeoning 12 cold 5
and with a ten foot reach Gryrig, To hit 26 Bludgeoning 13 Cold 13 in both attacks the spear tips turn into snowballs
-30 Frozen Native 2 Flies up Attacks Torman To hit 18 Bludgeoning 17 Cold 4 then Duncan To hit 19 Bludgeoning 13 Cold 16
Duncan
Azzure
Frozen Native 3
See battle map on role 20 Move your tokens
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
((roll20 is all black, can't see Kat.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Duncan:
(Ditto on Roll 20 -- all black)
Duncan blocks the incoming blow, taking no damage from it. With his Sun Blade at hand, he answers in kind, slashing at the snowy foe!
Sun Blade (Radiant Damage): Attack: 15 Damage: 12
Sun Blade (Radiant Damage): Attack: 25 Damage: 14
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Try it now
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
((Also all black for me.))
A wizard is never late, nor is he early, he arrives precisely when he means to.
((Works now. May need to scroll down and to the right from where it loads in.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Ok now that you all can see, on your turn, use the draw feature or just state Ice Native 1, 2 or 3, to point out which one, you are attacking, the creatures 1 and 2 that moved are flying 10 ft high, in the air. (3 is still on the ground)
If you will, please update your Character Sheets, on R20.
Duncan you may choose target Ice Native 3, if you want, since you cant reach #2 You hit both times.
Azzure
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
(Sure, moved Duncan to Ice Native 3. Note, with a Strength of 20, Duncan can do a standing high jump of 4 feet. Add 6 feet for his height, 3 feet for his arm reach, and a sword length of 3 to 4 feet, Duncan can reach to 16-17 feet up while jumping with the tip of his longsword. That's more than a 5 foot overlap with the body of the foe).
https://www.dndbeyond.com/sources/basic-rules/adventuring#Speed
High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Azzure moves to just south of Duncan, and casts a spectral axe that appears just to the right of Ice Native 3. The axe swings at the Native, hacking at its flank. Azzure points at the native and a bolt of radiant light streaks down, hopefully striking him.
Movement : Below Duncan
Action : Sacred Flame to Ice Native 3 : DC 17 Dex save or take 10 points of radiant damage.
Bonus action : Spiritual Weapon to Ice Native 3 : 22 to hit, for 7 points of force damage.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Dex save 3
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Azzures attacks hit home, the creature Ice Native 1 flies above Azzure and attacks from 10 ft away Attack: 18 Damage: 16
Then aims for Torman Attack: 12 Damage: 13
Torman
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
(( @DM: How do the creatures look after the fireball? Also...am I correct in assuming that the creature with glowing eyes is not one of us? ))
#1 looks really melted, two is not that hurt, the glowing eyes thing is Azzure's spirit weapon.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
((Gryrig get shifted down in init? Forum post when I rolled for him changed to a 9 and flagged itself, but he had been first in the order. Fine with him being slotted further down.))
DM: Forged in Chaos, Spiders of the Abyss, The Sundered Way, Champions of the Citadel
Active Characters:
Breldo, Halfling Ranger | Kathryn, Wood Elf Rogue/Ranger | Kroshav, Dragonborn Paladin | T'laren Farsiel, Wood Elf Fighter | Trill, Kenku Bard | Val "Janellae", Mark of Shadow Elf Warlock
Yelping in surpirse -- he had completely misjudged the placement of the enemies -- Torman's form is enveloped in a black mist before he disappears then reappears southwest of his previous position. Glancing around nervously, he then focuses on the most wounded of the Ice Natives, launching a bolt of fire in its direction, asking to distract it before flying to Torman.
BA: Misty Step
Action: Fire Bolt Attck: 28; Damage: 11
Idiotic bot thing!, Sorry, I didn't look at my original, turn order, sigh, for convenance, Gyrig and Kat are next.
(We will roll for initiative on role 20 for now on and Gyring will act after Kat, with no extra init roll, till he gets back.)
The tribal leader doesn't look good, as it melts more, with Tormans hit of fire.
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Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please