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AquaDyne #1083212 Tue 18/06/2024 10:33 UTC
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Kriv

Superheated metal was no joke, but of all the party, the one that breathed fire was perhaps the least impacted. Through sheer effort of will, the Dragonborn resisted the urge to shuck his equipment mindlessly, advancing forward with grim determination before letting the maul fall at his feet. Since it would take but a thought to recall it, its disposition was moot, but the agony of holding it was fuel. Fuel that the eldritch knight drew upon as he inhaled, tapping into the Art and his draconic heritage. It was true that most of his offensive spells were innately tied to dragonfire and thus moot against foes with even closer ties to the element, that wasn't all a dragon could do.

Kriv Roared, channeling pain and hate and anger until it reverberated through the entire cave system, such that even those three hundred feet away couldn't help but hear it. For the two Mephits lurking by the bridge, however, the thunderous wave of magically enhanced sound was an altogether nastier experience, the vibrations threatening to tear them asunder altogether, with force enough to hurl them out over the water that was their anathema unless they kept their wits about them.



Kriv Con Save Maul
AJ rolled 1d20+4 and got 22

Kriv Con Save Armor
AJ rolled 1d20+4 and got 10

Item interaction drop the maul, freeing up a hand for somatic casting.

Kriv Thunderwave using a second level slot
AJ rolled 3d8 and got 10

DC14 Con save for half damage or be moved 10ft directly away from Kriv. Since this would put each of them above the water, it could be spectacular.

AquaDyne #1083214 Tue 18/06/2024 10:46 UTC
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OOC: Just a note... Pavel hadn't drawn his weapons yet. so they are sheathed. Part of being as stealthy as possible. So guessing they heat up in the sheaths. So at the start of my next turn he can draw?


+1 Con Pavel Heat metal Save
Miales rolled 1d20 and got 18
So a 19 to Right hand weapon

+1 Con Pavel Heat metal Save
Miales rolled 1d20 and got 3
So a 4 to Left hand weapon

+2 Dex Pavel Breath weapon save
Miales rolled 1d20 and got 11
So a 13 and 1 damage

AquaDyne #1083216 Tue 18/06/2024 10:54 UTC
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Jaliera

Jaliera's nightmare turns to reality. Lava behind her, fire attacks from two directions! But the attacks are not as bad as she feared.

Jaliera Dex save
Gypsy rolled 1d20+7 and got 21

Jaliera Dex save
Gypsy rolled 1d20+7 and got 26


So 8 damage total.

Last edited by Gypsy; Tue 18/06/2024 10:54 UTC.
AquaDyne #1083229 Tue 18/06/2024 12:54 UTC
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[[ Bern first Dex save MikeD rolled d20+6 and got 20

second dex save Bern 2nd dex save MikeD rolled d20+6 and got 8

so 12 dam ... total? ]]


MikeD
AquaDyne #1083241 Tue 18/06/2024 15:46 UTC
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OOC: OK, brief pause here.

As Pavel's swords were sheathed, they wouldn't have caused him damage, nor would the Mephits have targeted them. They'd have cast fire breath and likely moved in the process which would impact Kriv's move.

I did check the DnDBeyond character sheet and the two longswords were checked as "active" meaning they would show up in his list of available attacks, and it made sense to me that walking into combat you'd be ready for opportunity attacks at any time, and there was no post by Pavel anytime indicating they were sheathed or when he planned to draw them.

I did post about making sure your sheets were accurate, because I specifically wanted to avoid exactly this type of situation, but not spill the beans on what the attack was to clue you into it.
Originally Posted by AquaDyne
Please review your sheets at DnDBeyond and make sure they accurately reflect the weaponry you are wielding and the armor you are wearing. Future events may depend on that and I would prefer not to have to retcon "oh, I wasn't actually wearing that" complaints.

I'm a bit work-busy and will think about this and try to post a resolution later, but I'm presently leaning toward leaving things as-is.

AquaDyne #1083243 Tue 18/06/2024 16:42 UTC
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ooc: I agree with Aqua on this. In fact, when he posted his blurb about reviewing the sheets, I suspected he was planning something like this. I've mentored him through his initial DMhood and now I realize that I've created a MONSTER!


-Nep
AquaDyne #1083249 Tue 18/06/2024 19:34 UTC
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OOC: After considerable thought, I've decided not to retcon here, and assume Pavel's swords were drawn (or, after communication with Miales, in some state where the damage rolls and spell impacts are the same for game purposes). Sorry about the miscommunication, we're all new at this, but in the interest of having fun, I think it's best to play on and mark this as a lesson learned for the future.

Summing up where we are:

The round of Mephit attacks incurs some damage: Zhu 4 total, Jaliera 8, Bern 12, Kriv 7, Aubric 1, Pavel 14, Sindar 1. In addition Kriv and Pavel have the other impacts of the heat metal.

Davroar had already moved and I didn't bother moving him back, but I will update that after this round he's in the same Exhaustion Level 1 as Arus, with disadvantage on ability checks. (This does not impact saving throws.)

That brings up Kriv's move and Thunderwave attack.

Magma Mephit MM4b,MM4c Thunderwave Con Saves
AquaDyne rolled 1d20+1,1d20+1 and got 3, 19


One of the mephits [MM4c] manages to hold its position and only take a limited amount of damage. It also keeps its concentration on the heat metal spell.

Magma Mephit MM4c Con save for concentration on heat metal
AquaDyne rolled 1d20+1 and got 16



However, the spell is effective at both damaging and pushing the other mephit [MM4b] away. Of course, 10 feet directly away would smash it right into the cave wall, where it impacts and bounces along the wall to end over a portion of the stream. Mephits can fly, of course, but trying to do so after tumbling along a rock wall may be a challenge...

Magma Mephit MM4b Dex save to remain flying after impact
AquaDyne rolled 1d20+1 and got 6


The mephit is unable to orient itself properly and plunges down into the stream, immediately causing a geyser of steam and exploding lava.

Spectacular, indeed.

As a side benefit, one of Pavel's longswords [the one that did not fail the con save] ceases to glow red.

Last edited by AquaDyne; Wed 19/06/2024 00:25 UTC. Reason: Kriv fire resistance
AquaDyne #1083250 Tue 18/06/2024 19:39 UTC
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Troll

The troll is under the effect of Zhu's Confusion spell and...

Troll Random Action
AquaDyne rolled 1d10 and got 8


... decides he needs to attack someone. He could hit either the Mephit or ...

Troll Random Attack 1-giant,2-mephit
AquaDyne rolled 1d2 and got 1


... the giant. Yeah, that sounds like a brilliant idea!


Troll Bite,Claw,Claw Giant Attack rolls at AC 18
AquaDyne rolled 1d20+7,1d20+7,1d20+7 and got 27 (crit), 21, 18

All hit.

Troll Bite,Claw,Claw Giant Damage
AquaDyne rolled 1d6+4,2d6+4,2d6+4 and got 5, 7, 13

Troll Crit damage on bite
AquaDyne rolled 1d6 and got 5

Total 30



That giant which had enslaved him had it coming to her!

AquaDyne #1083259 Tue 18/06/2024 22:47 UTC
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Zhu

She takes a step back........

(OOC - Pausing here mid-turn to see if the Mephit wants to take an OA....)

AquaDyne #1083260 Tue 18/06/2024 23:01 UTC
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Mephit next to Zhu

The mephit claws at Zhu as she attempts to retreat.

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1d4 + 1 slashing damage plus 1d4 fire damage.

Magma Mephit MM2 Opportunity Attack v. Zhu
AquaDyne rolled 1d20+3,1d4+1,1d4 and got 13, 2, 1


A miss at AC18.

AquaDyne #1083261 Tue 18/06/2024 23:52 UTC
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Zhu

Having stepped back, she casts a spell targeting both the Mephit who was next to her and the Giant, using two Sorcery points to shorten the casting time. Shen then continues to move back to the wall, and turning, she casts a second spell (either at the same Mephit if it still lives, or at the Mephit to the north, the one due North of her, furthest away).

Lightning Bolt

3rd Level Evocation

8d6 Damage
Casting Time: 1 action
Range/Area: Self/100ft.
Components: V, S, M(a bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous
Attack/Save: DEX 15

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites flammable objects in the area that aren't being worn or carried.

Zhu Lightning Bolt
Zeim rolled d6,d6,d6,d6,d6,d6,d6,d6 and got 3, 5, 5, 6, 3, 4, 1, 1
Zhu Lightning Bolt - Using 1 Sorcery Point for a Mega Magic reroll of 3, 3, 1, 1
Zeim rolled d6,d6,d6,d6 and got 3, 4, 4, 1
Total: 32 DC 15 Dex Save for 1/2

Ray of Frost

Evocation Cantrip
2d8 Damage
Casting Time: 1 action
Range/Area: 60ft.
Components: V, S
Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level

Zhu Ray of Frost
Zeim rolled d20+8 and got 15
Zhu Ray of Frost - Damage
Zeim rolled 2d8 and got 8
Total: 16 (for Cold Vulnerability)

Last edited by Zeim; Wed 19/06/2024 16:40 UTC.
AquaDyne #1083290 Wed 19/06/2024 17:06 UTC
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Ignara Dex saving throw DC15
AquaDyne rolled 1d20+2 and got 16

MM2 Dex saving throw DC15
AquaDyne rolled 1d20+1 and got 18


Both the giant and mephit dodge the bulk of the lightning bolt, but still get a bit singed. The Giant looks annoyed and the Mephit looks nearly dead but still glowing red.

The second spell targeting the mephit causes it to explode in a spectacular burst of magma.

AquaDyne #1083339 Thu 20/06/2024 13:16 UTC
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OOC: So found the measurement tool... As for the whole thing with sheathed weapons. Active to me means ready. As I've established so far in other games I tend to mention if mine are drawn or not. Realistically in a sneaky infiltration longswords are not the ideal weapon to have in hand. They are sheathed and cloth is stuffed in the scabbards so they don't rattle. The plan was to sneak in. The right side attack first. The left side flank them. The time to draw weapons would be at the outset of the attack.
As I told Aqua... pommels are shiny too... damages can easily be explained... even with sheathed swords.


Pavel's eyes widen as the fiery elemental erupts from the glowing spot a scant 10 ft from him. His blood chilling as the creature split into three. His shock was only shaken when he started to smell the acrid scent of burning wool and feeling a burning sensation near his hips. Glancing down in time to see the wool stuffing in his scabbards were smoldering and the one on his right hip burst into flame. Frantically he attempts to put out the flame. Only successful once he releases the quick release and stamping on on the scabbard. but the burning sensation persisted. Grabbing at his remaining blade he's welcomed to a new sensation of pain as he attempts to draw the weapon out.

The pain from the arcanely heated weapon courses up his arm but he holds on enough to keep it away from the wool he stuffed in the scabbards to keep them silent while the group stealthily creeped into position. Just as the last of the wool drops to the floor of the cave Pavel hears the sharp crack of Kriv's spell and the heat in the pommel of blade he is holding disappears. Glancing around he sees one of the fiends that had done this a few feet away. Releasing the pommel he raises his hand to cast at the creature as the blade falls back into its sheath.

(OOC: It isn't labeled but the one that got thrown into the bushes and is in between Kriv and the rest of the Left group)

Pavel Cast Chill Touch (=4 to hit ranged)
Miales rolled 1d20 and got 6

So a 10


Quote
Chill Touch
NecromancyCantrip
Cast
At Will
2d8
Damage
Customize

Casting Time:

1 action

Range/Area:

120ft.

Components:

V, S

Duration:

1 round

Source:

PHB, pg. 221

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
.

In the unlikely event that he hit with that 10

Pavel Chill Touch Damage
Miales rolled 1d8 and got 4

With his Bonus action he draws the remaining sword.

Last edited by Miales; Thu 20/06/2024 14:11 UTC.
AquaDyne #1083342 Thu 20/06/2024 13:52 UTC
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OOC: Incidentally end result from all of that is... One of Pavel's swords in on the ground at his feet. That one is still hot and smouldering (effectively dropped). The other drawn using the Bonus Action.

Originally Posted by Zeim
You may be one of the ones who got Bardic Inspiration for another +1. The Mephits are AC 11 so it could be important.

And he was not... Sindar sent it out to Bern, Zindra, Jaliera, Aubric, Kriv, and Arus.

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Pavel's attempt to chill the mephit barely fails.

OOC: Result is the same, but clarifying here: Pavel chose to not drop the weapon that he saved on, so had disadvantage on attack rolls because of that. However, the Mephit that Kriv killed obviously lost concentration, so the still-held weapon is back to normal and no disadvantage on the spell roll. Also as mentioned in OOC thread, drawing a weapon is a free object interaction, and not a bonus action (and could only be a regular action anyway).

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OOC: For clarity on stealth rolls/hiding as Jaliera's turn is upcoming: she remains unseen to the giant and troll; the giant knows she's somewhere over there but not precisely where. The troll has no clue. If she reveals herself by taking a shot, she can attempt to re-hide with a new roll as long as she moves (point being, they know where you shot from, so the ability to go elsewhere is somewhat needed for plausible deniability.). And again that will only help for those on the other side of the bushes, a mephit behind the bushes can see everyone.

AquaDyne #1083401 Fri 21/06/2024 11:34 UTC
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Jaliera

Why is it always fire?

She wants to run but has no direction to go. The troll and giant lie in one direction, fire creatures in another and there is lava behind her. That heat is a constant reminder. But she thinks of Davroar, and his words last time she ran in a panic. And doing nothing to help when he is a vulnerable frog - that doesn't sit well with her. So she gathers her courage to fire at the troll and then to move and hide, hoping to avoid any further pain.

Jaliera Bow, damage, hide
Gypsy rolled 1d20+8,1d8+5,1d20+10 and got 17, 11, 19

AquaDyne #1083403 Fri 21/06/2024 12:02 UTC
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ooc: Gypsy, as per Aquadyne's post:
Quote
For clarity on stealth rolls/hiding as Jaliera's turn is upcoming: she remains unseen to the giant and troll; the giant knows she's somewhere over there but not precisely where.
That means 2 things:
1) You attack with advantage. I think the 17 hits anyway, but roll in case you get a crit.
2) You get to add your (massive) sneak attack bonus to the attack, which isn't trivial 4d6!

Note that you also get sneak attack damage when an ally is adjacent to your target.


-Nep
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[OOC Thought that was only after a successful hide. smile ]

Jaliera bow, sneak
Gypsy rolled 1d20+8,4d6 and got 24, 13

Gypsy #1083408 Fri 21/06/2024 13:01 UTC
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Aqua gave us "group stealth" so she was hidden. This was on the approach.
Quote
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the atta⁠ck roll. The atta⁠ck must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attac⁠k roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.


-Nep
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Thanks! grin

AquaDyne #1083415 Fri 21/06/2024 15:37 UTC
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(OOC - Gypsy - It is not based on Hide. It is anytime you attack with Advantage. Hiding is one method of getting Advantage on your attacks. Having an ally adjacent to your target is another. If someone uses some sort of ability or magic to give you Advantage that would be another.)

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Jaliera's bow shot strikes true! Those observing the attack might notice it was rather effective, appearing to do more damage in one shot than the combined damage of the troll's' multiple bite and claw wounds and Zhu's lightning strike. Clearly something was different in the giant's resistances or vulnerabilities here... did Jaliera find an exploitable flaw?

Meanwhile, Jaliera manages to find a clever hiding spot amidst the crevices in the cave wall, able to use the distraction of the battle to effectively disappear from view of all the enemies.

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Sindar

The red-headed half-elf sneered at the far (SSW) mephit and began to whisper.

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

Wis save 14 or 3d6 psychic damage 60' range
Sindar Dissonant Whispers (psychic) Wis 14
Pandemonium rolled 3d6 and got 11

Last edited by AquaDyne; Sat 22/06/2024 06:32 UTC. Reason: Combine posts
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Magma Mephit MM4 Wisdom save DC14
AquaDyne rolled 1d20 and got 20


The targeted mephit winces in pain, but seems to have enough wits about them to hold fast to their position, ready to strike at the party again.

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