The party has a good idea who they are facing as they enter the cave, or at least some of it: a fire giant and a troll under its apparent command. There's still one unexplored branch of the cave with some creature inside it. They quietly move into the entrance, not yet splitting off to enact Zindra's proposed plan, but at least getting out of the daylight and letting their eyes adjust to the dim light.
Zhu, Zindra, Sindar, and Bern are the first ones in, close enough to see one of the light sources Davroar described. It's certainly not a torch... in fact, it looks like a small, glowing mound of magma, its red color illuminating the walls of the cave around it. There are two other similar mounds deeper within the cave, along the paths each of the two smaller groups plans to travel shortly.
There's no evidence that anyone's been detected yet, the murmur of some conversation deep within the cave heard echoing in the rocky tunnels, but not loud or clear enough to make out any words in any language.
OOC: Please wait your turn in initiative to move. It's possible it won't matter. It's also possible it will.
Also, possibly related, everyone on foot, in both parties, should be rolling stealth before they move further into the cave, unless they intend to not be stealthy. This will be a "group check" as described in PHB (majority saves vs. DC unknown to you).
Also, Davroar and Arus enjoying the hot tub together need a DC 10 CON save (once) on their way into the main cavern. They do not need to roll stealth.
He will start swimming up the stream underwater and will slowly poke his head up once he reaches approximately the same point where he spotted the giant from the last time.
[ooc: not sure if I need to wait for when it is my turn in initiative ?? Will not move my icon in Roll20 yet ]
(OOC - Are those greenish blobs ahead of her on the left bushes she could use for cover?)
OOC: The bushes are "moderate foliage". They provide less than half cover and do not provide any benefit to AC. They do somewhat obscure line of sight, however (lightly obscured). They give disadvantage on wisdom (perception) checks that rely on sight, and you can attempt to hide behind them.
She creeps forward, bow in her hand, Whisper on her shoulder, to follow Zhu. Having Whisper on her shoulder enables her to occasionally glance through Whisper's eyes so she can see in the dark.
ooc: I meant in Roll20. You may want to draw that line on the map for players. Some advanced far beyond it. Do it on the map level so that the players can't maintain it. I took the liberty of moving Bern next to Zindra behind the line. I don't think MikeD's browser can handle the VTT. Mike, we're all the way to the right near stairs going down.
The line became irrelevant once we started moving in initiative order.
With play-by-post and delays I was trying to not slow things down too much by giving everyone a starting line and time to do all the prep they needed before we went turn by turn.
Once everyone was "lined up" then we started initiatve and people are further in and the arbitrary line is irrelevant.
The confusion has resurfaced because of the whole "stealth" snafu where honestly "group stealth" should have been rolled/planned before anyone was moving, and I'm trying to be generous and let that happen instead of penalizing you for not thinking of it soon enough and bumbling along bumping into rocks that fall or otherwise making noise or letting the light reflect off your shinies, etc.
I apologize for the confusion here.
Last edited by AquaDyne; Sat 08/06/202407:03 UTC. Reason: Combine Posts
OOC: I'll assume Arus is swimming upstream soon to be followed by Davroar and neither move will impact what the Fire Giant or the mystery NPC do.
Ignara, the fire giant, is still berating the troll next to her. As some of the party members get closer, they are able to make out some of the words in the echos of the cave. Those who speak Jotun could make out enough of the conversation to determine the troll is being tasked to bring back other trolls, with some undefined "or else" threat lingering.
There's no sign in the conversation that anyone in the party was detected yet.
The party that headed towards the left, crossing the stone bridge that Arus and Davroar are swimming under, can hear the quiet moans of some creature further down a dark passage just past where they plan to turn toward Ignara for the attack.
Having Arus as company he feels slightly more calm as he swims under water towards the fire giant. The water temperature is getting to him, so he keeps to the lower depths to find any relief from the heat.
[Thanks Aquadyne. Yes the intention is to move into position with Davroar.]
Arus
He crawls along the streambed, feeling a little like a hermit crab in his plate armour. Despite such gigantic foes ahead, Arus is confident. He has strong and capable companions and Sindar's touch of motivational magic lingers with the triton.
The Dragonborn holds station and listens, words of power burning in his mind as they await to be spoken, to propel him at speed once their collective veil of silence is rent asunder.
The troll moves away from the Giant, perhaps beginning to obey one of the commands. Of course, there's a large fire to navigate around so he doesn't get far enough to impact anyone's strategy yet.
Moving up carefully, she finds a spot behind some bushes and boulders for concealment and waits for the others to join her. In the meantime she readies a spell to cast if the Giant attacks any of the party.
His dash only buying him time, Pavel stays at his position. His mind whirling for something to do.
Then a thought comes to him. He casts Unseen Servant and directs it to pick up a large rock and take it up the dark passage. (Red circle for progress)
Quote
Unseen Servant 1 conjuration Casting Time: 1 action Range: 60 feet Target: An unoccupied space on the ground within range Components: V S M (A piece of string and a bit of wood) Duration: 1 hour Classes: Bard, Warlock, Wizard This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Pavel's invisible servant manipulates a visible rock, which is moving its way up the passage. Nothing seems to happen to either the rock, or Pavel.
Yet.
OOC: A few quick notes: 1. Please review the current map image for your character's position on the grid (and familiar if they are co-located with you) and either adjust or tell me to adjust for you if it's not up to date. Everyone's exact position will soon be relevant. 2. 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. 3. Have fun.
The elf moves forward behind Sindar. He's not sure why Pavel stopped, nor why there is a rock moving slowly up the passage, but he lets warriors do warrior things.
He glances behind, wondering why Kriv isn't following.
Looking back, Aubric could take in the full figure of the Dragonborn noble, clad in gleaming magical armour, a massive hammer in one hand and a transparent wizard’s staff refracting the light that suffused this cavern in the other, one of which would need to be loosed ere battle was to be joined. Standing tall with regal bearing, he was closer in height to the hunched figures of the trolls they had been battling than to most other members of their fellowship, a formidable, imposing, obvious presence.
Even now, there was a faint sense of the power this student of the Art held ready at his fingertips, probably the selfsame magic that had enabled the Dragonborn to close so quickly with the trollish intruders that fateful night. Very definitely someone you’d want fighting beside you, but very definitely not one you’d want alongside, trying to muffle their metallic protections and weaponry when trying to get the jump on a dangerous, oblivious but alert enemy. Kriv seemed ready and poised to spring forward, but right now his positioning was a courtesy as the sneaking approach was made.
Bern moves up behind the other ranged fighters, the trio (plus owl) using the moderate foliage to attempt to remain unseen.
All three ranged fighters can now clearly see the giant, well lit by the fire on the other side of the stream. They also may notice an imposing rod clutched tightly in her massive hand in a perfectly-sized grip. The rod's surface gleams with a dark, almost midnight black hue that reflects the surrounding firelight with a dull, steely sheen. It's clearly forged from a rare and durable metal, its color hinting at the legendary adamantine. Intricately engraved runes run along its length, which catch the light from the fire. The runes, though unfamiliar, give off an aura of ancient magic and significance, suggesting that this is no ordinary weapon or tool.
They can also see several large mammoth tusks arranged around the fire, pointing outward over the edge of the stream. They look somewhat like a decorative use of remnants of a prior meal (or several), but also show evidence of rune engravings, hinting at a possible magical purpose.
The triton continues his hermit crab crawl, starting to feel more like a cooked lobster now. He may be oblivious to the goings-on above water but the plan is simple and shouldn't lead him astray.
Looking at the scene before them, she thinks that those rods, or whatever they are, may be a defensive trap and could launch towards them in an attack. She is concerned about her ability to dodge, especially if they are magical but is even more worried about Whisper. She sends her owl back behind the rock cover.
It shocked the huntress that her allies had moved forward, into combat range, and didn't take advantage of their situation to fire at the giant. These were poor hunters. They would scare off the prey or could become the prey themselves.
She moved forward close enough to spot her target and called upon ranger magic to mark her prey Hunter's Mark - bonus action and then ducked back behind the rock outcropping and did her best to hide, making sure that there was wall and distance between her and the giant. She knew giants well enough to understand their danger Zindra Stealth - Neptune rolled 1d20+6 and got 19
Zindra is successful in casting Hunter's Mark on the Giant without being noticed.
The rest of the ranged fighters are no so lucky.
Moving stealthily had managed to get them to where they are without being noticed by other creatures present in the cave. In fact, the Fire Giant was smart enough to set up warning runes to alert her when non-local creatures entered the cave (which is why a Giant Frog got away with it), and was well aware that someone was approaching. She knew there were at least three fighters across from her, and more elsewhere in the cave. She'd already sent the Troll away to help clear out her space to deal with the threat, although he's slow moving enough to have not gotten very far.
But it may not be the Giant that is the biggest immediate threat to the party. The other creatures in the cave were actually Magma Mephits, hidden in plain sight.
False Appearance: While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.
As the pre-fight safety briefing says, "the nearest Mephit may be behind you."
One is 20 feet behind the trio clustered behind the bushes, and another is just ahead of Sindar, Pavel, and Aubric. There was one in the entrance that everyone passed, and two more further north into the cave.
As part of the cave's defenses, these mephits had a readied action, and Ignara calls out a fiew brief syllables echoing throughout the cave... a code word to trigger that action:
Summon Mephits (1/Day): The mephit has a 25 percent chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Magma Mephit Summon Mephits (chance) AquaDyne rolled 1d4,1d4,1d4,1d4,1d4 and got 4, 1, 2, 4, 1
Magma Mephit Summon Mephits (number) AquaDyne rolled 1d4,1d4 and got 2, 3
The mephit at the north end of the cave successfully summons two more of its kind, while the one in the entrance summons three.
There are now a total ten Magma Mephits scattered throughout the cave.
But Ignara has just gotten started. She strolls purposefully toward the other side of the fire, to get a clearer line of sight to the trio of ranged fighters, kneeling down and grabbing a handful of earth on the floor of the cave.
Awaken Magma (Recharge 5-6). The fire giant kneels and grips the earth, dropping each creature it has grappled and turning stone and earth in a 60 ft. line that is 10 ft. wide to magma for the next hour.
A creature that starts its turn in the area or enters it for the first time in a turn must succeed on a DC 19 Dexterity saving throw or take 10d10 fire damage, or half as much on a success.
She could probably have fit all three fighters in that ten-foot-wide beam, but it seems she's confident in her ability to defeat them and instead creates a strip of magma cutting off their retreat path.... and cutting Zindra off from effectively approaching to take advantage of her mark.
To sum it up... the floor is lava.
Down in the stream, Arus is keenly aware of the lava at the shoreline boiling some of the stream water next to it, and may feel the slightly warmer water moving downstream from there to where he's swimming.
The Magma Mephits will take their turn next; but pausing to see if Zhu's readied attack is triggered.
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
Roll Table d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. 2-6 The creature doesn't move or take actions this turn. 7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9-10 The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
Troll Wisdom save DC15 AquaDyne rolled 1d20-1 and got 10
Ignara the Fire Giant Wisdom save DC15 AquaDyne rolled 1d20+4 and got 15
Zhu's readied Confusion spell is effective in confusing the Troll, but the Fire Giant shakes it off after the briefest moment of questioning.
The Mephits begin their attack on the intruders... with ten mephits and ten members of the party, everyone can have their own personal mephit!
The northernmost fire-and-earth elemental and its two summoned allies [MM1, MM1a, MM1b] fly closer to the party but don't attack yet. [Ready Dodge action.]
The mephit just on the other side of the bridge [MM2] finds that it can fly straight down to get directly in melee range of Zhu, but rather than use its claws, it uses a more potent weapon to attack all three of the clustered group, angling itself toward the corner to make sure the attack is effective.
Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
Magma Mephit MM2 Fire Breath AquaDyne rolled 2d6 and got 8
Zhu, Jaliera, and Bern, make a DC11 Dex save to determine if you take 8 or 4 fire damage.
Zhu, since you are taking damage, make a DC10 Con save to determine if you can maintain the Confusion spell.
Last edited by AquaDyne; Wed 03/07/202415:42 UTC. Reason: Con save is DC10
(OOC - Using a Sorcery Point to establish Fire Resistance for 1 hour. It is "No Action" so she can do it at will. Should have added it to her post description but was rushed. Clearly she'd have done it here. That reduces the damage by 1/2, so it becomes either 4 or 2. I believe her successful Dex Save and the Resistance reduces the DC of the Con save to 12. If she has a benefit from the Bard, or Bless from the Cleric, she will use it here to add to her Save roll. A minimum of +1 should let her Save. In either case: Zhu Dex Save Zeim rolled d20+4 and got 18 Zhu Con Save Zeim rolled d20+6 and got 11
Also, my sources show Fire Giants with only a +2 Wisdom Save not +4, unless of course it is from a Magic Item?)
The other mephits are still executing their attacks. The mephit right behind the trio that was just attacked makes its own fire breath attack, heading at an angle close enough to make the attack and then disengaging further to the north.
Magma Mephit MM3 Fire Breath AquaDyne rolled 2d6 and got 8
Zhu, Jaliera, and Bern, make another DC11 Dex save to determine if you take 8 or 4 fire damage. (4 or 2 if you have resistance.)
Meanwhile, the mephit from the entrance that was successful in conjuring three doppelgangers decides to work with two of them to go after the warrior standing in the entrance with shiny armor and a shiny hammer.
The mephit near Zindra and Whisper [MM4a] either doesn't see them, or doesn't find them suitable targets compared to someone wearing metal in their line of sight, and moves in Kriv's direction, using its innate ability to try to reduce the threat.
Innate Spellcasting (1/Day): The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.
Heat Metal Casting Time: 1 action Range: 60 feet Target: A manufactured metal object that you can see within range Duration: Up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
The original mephit [MM4] also casts the same spell, but targeting the metal maul.
Magma Mephit MM4a,MM4 Heat Metal AquaDyne rolled 2d8,2d8 and got 5, 10
Kriv: Make two DC10 Con saves, one for the armor target and one for the hammer target. If you fail the con save on the hammer you drop it. If you fail the con save on the armor and it is at all possible for you to drop it, do so. I'm not familiar with how easy it is to doff armor. . If you succeed you can still choose to drop to avoid the disadvantage.
After Casting, the Mephits fly out of line of sight of Kriv if they can.
Last edited by AquaDyne; Tue 18/06/202415:12 UTC. Reason: Add damage
OOC: You had bardic inspiration but Aubric hasn't cast bless yet as he's concentrating on his own fire resistance. Which he's about to (probably) lose concentration on when fire breath happens.
I agree, total of 4 damage and the troll is still confused.
While the mephits near the entrance turn Kriv's white-glowing magical accoutrements into red-glowing ones, the remaining three mephits target the group that was approaching for melee.
MM4b and MM4c look for the shinies, and identify Pavel's dual-wielded longswords. With a Heat Metal cast from each mephit, both longswords glow red.
Magma Mephit MM4b,MM4c Heat Metal AquaDyne rolled 2d8,2d8 and got 4, 9
Pavel: two DC10 con saves, one for each sword. If you fail, you drop it. If you succeed, you can choose to either drop it or take disadvantage on attacks and ability checks.
That leaves MM5 who is conveniently positioned to breathe fire on the trio with a simple move to the south, after which it flies over the stream to gain some distance.
Magma Mephit MM5 Fire Breath AquaDyne rolled 2d6 and got 2
(OOC: figures!)
Pavel, Sindar, and Aubric: DC11 Dex Save, if you save, you take 1 fire damage; if you fail you take 2.
If you have resistance, you take 0 or 1.
If Aubric takes 1, he needs a con save at DC10 to maintain concentration on fire resistance.
Last edited by AquaDyne; Wed 03/07/202415:46 UTC. Reason: DC 10 con save
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.
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
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.
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!
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 19/06/202400:25 UTC. Reason: Kriv fire resistance
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
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)
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.
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.
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.
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).
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.
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.
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.
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.
(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.)
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.
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 22/06/202406:32 UTC. Reason: Combine posts
The elf looks annoyed. As he's still crossing the bridge he can see the magma conjured by the giant and both Zhu and Jaliera's strike back against the giant.
"They're already attacking! What are we waiting for? These creatures are just a nuisance!" he says urgently toward Sindar and Pavel. "Let's go!"
Figuring that combat is imminent, he notes that he's in range of five other party members, including the two in the water. Given how he barely even got singed by the only attack so far, he decides to cease concentration on his fire resistance and instead help everyone else. Assuming they are actually going to... you know... continue the plan they had when everyone entered and attack the giant.
He takes a step back on the bridge to make sure his spell can reach Arus, and utters a brief prayer.
Bless 1st-Level Enchantment (Casting as level 3)
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Pavel, Sindar, Kriv, Arus, and Davroar have an extra 1d4 on attack rolls and saving throws.
After casting, he moves forward, past Pavel's floating rock which also seems to have stopped moving along with everyone else, prepared to offer healing support as needed.
Standing behind a lava river, the huntress, begins to run towards it and leaps across the flaming stream of fire with a 10 foot start, Zindra can jump 12 feet without fail - strength of 12. Landing on her feet she unleashes two arrows at the fire giant who she's already marked. She then moves further away from the magma flow.
Zindra hit,hit,dam,dam,hunters mark damage Neptune rolled 1d20+8,1d20+8,1d8+3,1d8+3,1d6 and got 22, 13, 11, 8, 6 Zindra disadvantage dice Neptune rolled 1d20+8,1d20+8 and got 17, 15
Last edited by AquaDyne; Sun 23/06/202414:23 UTC. Reason: Combine posts
One of Zindra's shots looks perfectly aimed to hit the giant [AC 18], but is deflected by the wall of water just barely enough to miss.
Ignara
Ignara Awaken Magama Recharge AquaDyne rolled 1d6 and got 4
The fire giant is annoyed.
She has no idea that her enslaved troll is actually under the impact of a spell; she assumes the creature has turned against her! Perhaps all these people are here as his allies to help free him!
In any case, the troll is now her enemy, and if Zhu intended to bring about a civil war with her Confusion spell, she's managed to do so.
Multiattack. The fire giant uses its molten grasp twice, one of which it may replace with a hurl creature attack.
Molten Grasp. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 3d12 + 7 bludgeoning plus 3d10 fire damage and the target is grappled (escape DC 20).
Hurl Creature (Requires a grappled creature). Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 4d10 + 7 bludgeoning damage. On a hit or miss, the thrown creature takes the attack's damage.
The Giant reaches out with her powerful hand, seizing hold the troll and burning him with her fist, the power of molten lava burning him.
Troll Grapple Escape AquaDyne rolled 1d20+4 and got 18 -> Troll is grappled
The troll now becomes a projectile, as the fire giant hurls him toward Arus, the large green body splashing through the wall of water but still impacting the triton, and then falling down into the water below, still alive... barely. Probably easily killed unless he's allowed to regenerate... but also now somewhat removed from the field of battle.
Ignara Hurl Creature AquaDyne rolled 1d20+12,1d20+12,4d10+7 and got 32, 31, 29 -> hit, would have been crit except for disadvantage, 29 damage to both Arus and Troll
MM2,MM3,MM5 Fire breath recharge AquaDyne rolled 1d6,1d6,1d6 and got 1, 4, 4
The northernmost mephit [MM1] spies Arus's shiny metal shield on the other side of the wall of water and makes its first attack of the battle, making the armor glow red hot before flying further south and attempting to use the giant for cover from the party on the opposite side of the stream.
Heat Metal: Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range.
You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Meanwhile, one of the mephits it summoned [MM1b] is close enough to Arus to try to engage him inside the wall of water, flying around the wall to the left, and setting off a brief burst of steam as it penetrates the 1-foot-thick wall. [1 square of difficult terrain]. It then breaths fire on the triton, over the top of the head of the troll. The other mephit summoned by the same northerly elemental [MM1b] flies straight toward Arus. It remains outside the wall, which mitigates its damage, but still does its best to project its flame breath in the triton's direction.
Fire Breath (Recharge 6): The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
MM1a Fire Breath AquaDyne rolled 2d6 and got 6 MM1b Fire Breath AquaDyne rolled 2d6 and got 7 (halved is 3)
And Arus, newly arrived and wielding a shiny longsword, is the victim of a fourth mephit attack. The creature that had done a fly-by fire breath attack on the clustered trio before now casts heat metal on Arus's longsword. It too glows red with heat, while the mephit flies further north into the cave.
MM1,MM3 Heat Metal AquaDyne rolled 2d8,2d8 and got 5, 8
In the front of the cave, the two mephits who are still concentrating on keeping Kriv's armor and hammer red-hot [MM4, MM4a] choose to not attack him a second time, but instead fly as fast as they can out of the cave, essentially requiring the party to retreat from the battle to help the dragonborn avoid further heat damage, which they both inflict. [Move+Dash Action+Bonus Action for more heat damage]
MM4,MM4a Heat Metal Bonus AquaDyne rolled 2d8,2d8 and got 5, 11 (Kriv takes 2 more damage)
The mephit maintaining concentration on Pavel's dropped sword's heat [MM4c] has a similar idea, flying out of the cave as fast as it can. [Move+Dash Action]. As the weapon was already dropped, Pavel incurs no additional damage from it, but the sword remains glowing at his feet.
But the last Mephit, who had previously attacked the trio with fire breath, still has its own heat metal casting, and goes after the sword still in Pavel's hand. It then flies away toward the south. MM5 Heat Metal AquaDyne rolled 2d8 and got 14
Pavel, another CON save.
Summary: Arus takes a total of 6+3+5+8=22 fire damage and must make 2 CON saving rolls (one for shield and one for sword); on a failure, he drops the item; on success he can choose to drop the item or not; holding on to the item confers disadvantage on attack rolls and ability checks.
Kriv takes 2 more damage and still has disadvantage.
Miales takes 14 more damage and has disadvantage again.
Last edited by AquaDyne; Sat 29/06/202402:08 UTC. Reason: kriv dropped hammer
Pavel Con Save (Heat Metal) , Bless Miales rolled 1d20,1d4 and got 19, 4 +1 + Bless roll
19 +1 +4 so a 24
Pavel now standing with his sword drawn feels the metal of his blade suddenly heat. Spiking suddenly as if the longsword was no longer a weapon but a red hot fire brand. With a brief effort of will he convinces himself that he can endure the heated metal. He manages to hold on to his weapon as he looks around for the flying creature that must have done this to him.
Although he may not be in a condition to engage in melee right now, Arus is close enough to the giant to make an observation about a potential weakness. It looks like he (or anyone) could climb onto that armor and attack at close range.
Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 20 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it.
Davroar-as-frog has a similar idea as Arus, of getting an idea of what's going on in the battle before engaging. But unlike the triton's water show that attracted undue attention, he observes more sneakily, still in frog form and completely unnoticed in the battle raging above.
OOC: skipping Davroar's turn for now to preserve his options for the future; will make other adjustments to the encounter to acknowledge temporary party size reduction and/or catch up with a late turn if appropriate.
Although initially minded to ignore the mephits as the overheated armor was relatively trivial for the fire-aligned Dragonborn to bear, the fact was there were precious few other reachable targets, especially with the giant being immune to most of his ranged complement and the troll noises being muffled by something watery and likely to further disrupt his aim. So, he headed back out after the magma creatures, trying to roar the culprits into the river it had appeared they had so foolishly paused beside.
Move to bring MM4 into range. (Having looked up the rules for Thunderwave cube placement, this should do it.)
Kriv Thunderwave AJ rolled 2d8 and got 7 MM4 DC14 Con save for half damage or be moved 10ft directly away from Kriv.
Kriv's attack on the mephit hits true, and the mephit is pushed out to the edge of the stream. Unlike the mephit previously knocked into a wall and tumbled into the stream, this one doesn't have much altitude to deal with and other than the damage from the spell, seems to survive the hit. It loses concentration on its heat metal spell, though, and Kriv's maul (that he's no longer holding) cools off to a normal temperature. His armor is still rather toasty.
Magma Mephit MM4 Con save thunderwave DC14 AquaDyne rolled 1d20+1 and got 3
Magma Mephit MM4 Con save for concentration on heat metal DC17 AquaDyne rolled 1d20+1 and got 14
This is far from the troll's best day. Whether or not it's his worst has yet to be determined.
He's still confused by Zhu's Confusion spell, but has a brief moment of clarity.
Troll Random Action AquaDyne rolled 1d10 and got 9
He remembers that he attacked the giant and got hit hard in response... and knows he is seriously injured. But is still a bit unsure on what to do next. He could try to follow the stream to the exit, but rejects that option as he's got a reason to remain... which reduces his choices to fighting where he is or moving somewhere to possibly fight later.
It seems the Giant who enslaved him has enemies, and while they are not necessarily his friends, it seems that killing her may be in his best long term interests. But he also has to maintain plausible deniability in case this group of attackers can't defeat her.
There's no time for extended thought and the troll decides to ... stall by moving away, but in a way that looks like he's trying to re-engage. Just in case the giant wins. But enough away to hopefully let the party know he's... well, at least not trying to hurt them.
He heads under the bridge and toward a natural stairstep that will bring him back up to where he was before being unceremoniously hurled.
OOC: Arus can take an opportunity attack against the troll as he moves away. If still alive, Troll uses its normal movement (difficult terrain for wall of water and squeezing under bridge) and takes Dodge action. If dead... the stream turns green with troll blood.
Troll Wisdom save DC15 (Confusion) AquaDyne rolled 1d20-1 and got 17
If still alive... the Troll regains its wits for the next turn. If not... Zhu no longer needs to maintain concentration.
Preparing for an action she plans to do on her next turn, Zhu expends one of her 2nd level spell slots to create additional Sorcery Points. She moves up to be closer to Arus and not be bunched with the other pcs and casts a spell on the Mephits that are concentrating on Heat Metal.
Zhu Magic Missile Zeim rolled d4,d4,d4,d4 and got 2, 2, 3, 1 each at +1
Total = 12 points, divided up between the two Mephits. 10 points on MM1 and 2 points on the MM3. Both need to make DC10 Concentration Saves
The troll didn't get as far in his attempt to move; perhaps he should have disengaged instead of dodging! Arus's sword plunges into the Troll, who seems to be barely clinging to life, crawling away.
OOC: I see the damage roll as 1d8+5 for 10 hp so using that rather than the 5 you indicated.
MM1,MM3 Con save for concentration on heat metal AquaDyne rolled 1d20+1,1d20+1 and got 8, 2
Some practitioners of magic think Magic Missile is a child's plaything, good for those just learning the craft but not useful once more powerful magicks are learned.
But sometimes it's the right spell at the right place and time.
Zhu's magic does trivial damage to the mephits. But much more importantly, that trivial damage is enough to distract them from maintaining concentration on Arus's weapon and shield. They cool off, giving the triton back his ability to fight without distraction. And the magical energy is enough to ready Zhu for something even more powerful in .... about six seconds.
Last edited by AquaDyne; Tue 02/07/202403:47 UTC. Reason: Combine posts
His back against the cave wall he can here that the ranged group had already started their attack. Their was somewhere he needed to be. Glancing down at his sword on the ground he takes off in a dash down the corridor towards where he believes the giant is. As he rounds the corned he sees one of the nefarious creatures that spat fire at him between him and the giant. While still moving he casts a spell hoping to slow it down as he runs past. The giant looming before him his weapon ready for the next round.
OOC: His path is the red line. Where he cast is the Blue circle. 30 ft cone from that spot would also include the giant.
A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn’t hindered by ice.
Pavel Rines Binding Ice Damage Miales rolled 3d8 and got 16
In case he needs because he crossed into the path of his spell:
Pavel Con Save Miales rolled 1d20+1,1d4 and got 11, 3
Pavel takes a risk, making a tactical move less helpful to himself but hopefully to the benefit of the party, getting within melee range of the Giant on the opposite side of Arus. Even though he doesn't make a melee attack this turn and has left a (hot) sword behind limiting his future melee attacks, this is a team effort and the flanking position will help Arus gain advantage if he chooses to enter melee.
En route his destination, his spell ends up being rather effective, striking both the Mephit and Giant and surrounding them with ice.
MM1 Con save for ice (DC12) AquaDyne rolled 1d20+1 and got 4
Ignara Con save for ice (DC12) AquaDyne rolled 1d20+6 and got 11
Thanks to Zhu's choice to send three missiles the way of the mephit that Pavel also just targeted, it's weak enough that the icy blast inflicts fatal damage. It explodes in a burst of lava, the superheated rocks mixing with the ice to create a fire-and-ice steamy spectale.
Unfortunately for Pavel, he's a bit too close to the Mephit when this happens.
Death Burst. When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
MM1 Death Burst damage AquaDyne rolled 2d6 and got 4
OOC: Pavel, DC11 Dex saving throw to reduce that 4 to a 2, and kill mephits from a further distance next time.
When the mephit dies, the two mephits surrounding Arus who had just breathed fire on him disappear as fast as they had appeared earlier, returning to the elemental plane from whence they came.
OOC tactical note: any other character can pick up Pavel's sword as an object interaction, move with it, and drop it at a destination without the need for an object interaction; perhaps multiple characters in multiple stages. Pavel in theory could have done this as well... Its heat won't cause damage, but would confer disadvantage on attack rolls and ability checks while carrying it.
Key notes about the Giant:
Huge Stature. A creature adjacent to the giant may spend half of its movement to attempt a DC 20 Strength (Athletics) check. On a success, the creature climbs onto the giant. While climbing on the giant, a creature has advantage on melee attacks against the giant, and the giant has disadvantage on melee attacks against it.
Dampen Flames. If the giant takes any cold damage, the next attack made against it is made at advantage.
Not expecting the eruption of the creature and too focused on getting to the giant, Pavel barely is able to acknowledge the bursting creature much less dodge the after effects. Singed but ready for the next round his eyes widen when he realizes he is right next to the giant as ice encases her.
Pavel Dex Save Miales rolled 1d20+2,1d4 and got 4, 3
OOC: I wanted to pick the sword up but thought it'd take an action I needed to be able to get to the giant. Lesson learned I guess.
As for the giant. She is encased in ice and hindered for the next minute. That means what? Next round? Can't move or is at a disadvantage on attacks? The spell wasn't exactly clear on it except that another creature would have to break them out. Essentially as described Pavel is standing next to a giant ice cube
[OOC Jaliera can see the ice wall around the giant and so will hold her action until she has a target she can hit more easily ie as soon as ice melts/cracks. ]
(OOC - Gypsy - I believe the ice does not affect your attacks. Miales, I also believe the only impact for 'Hindered' is as described i the spell. Speed is reduced to 0. However Aqua posted the giant has a weakness that if it takes any cold damage the next attack on it is at advantage. Unfortunately Jaliera already has advantage but something to keep in mind.)
OOC: I wanted to pick the sword up but thought it'd take an action I needed to be able to get to the giant. Lesson learned I guess.
If you wanted to pick it up and then drop it again, I'll allow that on a retcon. It's kind of a loophole but it's legal. An "object interaction" is not an action, but you do only get one per turn (and just letting go of something isn't interacting with it). So <hand wave> Pavel's hot sword is now at his feet.
Originally Posted by Miales
She is encased in ice and hindered for the next minute.
Not "encased". The spell description says "hindered by ice formations" and the only impact is on movement. Maybe they're like prison bars. Maybe it's just a slippery ground that you can't walk on. Whatever it is, it doesn't impact targeting.
Originally Posted by Gypsy
[OOC Jaliera can see the ice wall around the giant and so will hold her action until she has a target she can hit more easily ie as soon as ice melts/cracks. ]
There's a wall impacting your targeting, but it's around Arus, not the giant.
There are multiple impacts at play here: 1. Arus's Wall of Water creates disadvantage: "Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target." 2. Jaliera has advantage attacking from hiding. 3. The next attack against the Giant has advantage because it took cold damage from Pavel's spell.
Since she has both one or more things granting advantage, and one or more things granting disadvantage, they cancel each other out, so an attack from where Jaliera presently is would be a normal roll.
The wall of water is going to be there for 10 minutes, so it'll be a long wait, or Jaliera can move to better line of sight. While moving may give up the hiding spot, moving far enough to not have to shoot through the wall of water would be at advantage so Jaliera could get the Sneak Attack bonus.
And you want to hit this Giant with advantage. I've hinted at this before but I'm just going to outright tell you all now:
Quote
Damage Resistances Attacks made without advantage
So I'd suggest Jaliera move and shoot. (She can move 5 squares north-northwest, shoot with clear LOS, and then move one square back to the south to be behind the wall of water so if the Giant attacked her it would be at disadvantage unless she moved -- which she can't.) She'd then be close enough to hide behind another bush with clear LOS on her next move.
OOC: While Jaliera doesn't have advantage, she will still get her sneak attack bonus because an ally is adjacent to the target:
Quote
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.
Sneak Attack rules Also, if Jaliera is near a wall, she can hide with her cunning action and be more than invisible!
Jaliera moves to be able to see her target around the side of the wall of water, her shot striking true. She remains near the wall and despite revealing her position with the shot, successfully manages to hide from everyone yet again. So sneaky.
OOC: Giant's HP-meter is down 1/3, or has 2/3 remaining, depending on your optimism or pessimism.
The bard slips out on to the bridge and lines up with the giant. He whispers. The giant may hear whispers that are disconcerting. He then moves back into cover.
Sindar Disonnant Whispers (psychic) Wis 14 save Pandemonium rolled 3d6 and got 9
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.]
Ignara is starting to have a terrible, horrible, no good, very bad day.
First, her troll turns against her. Now she's hearing voices in her head. Not just voices, singing. Not just singing, BAD singing, completely out of key. Only bards can cause such horrible pain.
Ignara Wisdom save DC14 AquaDyne rolled 1d20+4 and got 8
Failed save, taking full damage (half since not at advantage) but since her speed is 0 she does not move away. However, her reaction has been expended so she can not do opportunity attacks until the start of her next turn.
Last edited by AquaDyne; Tue 02/07/202420:58 UTC. Reason: Note reaction used
Aubric is happy that Pavel took his suggestion to engage in battle, but questions the wisdom of him playing hot potato with his sword while rushing forward.
That guy is going to get himself killed.
Of course, that's exactly why Aubric is here. Figuring that Sindar can fend for himself, the cleric moves forward, just enough to get a glimps of the giant, targeting a spot just adjacent to him for his spell.
A swirling mass of thorny vines appears next to the giant. (OOC: Yellow Circle)
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
Aubric Spiritual weapon AquaDyne rolled 1d20+7,1d8+4 and got 21, 10
The vines twist inside Ignara's armor, prickling at her skin.
While remaining out of sight of the Giant, Aubric is still too close for his comfort, anticipating the need to rush forward and heal Pavel. But just in case, he also remains ready to flee back to the south if threatened.
OOC: - Move 30 feet - Spell as Bonus Action during move - Ready Movement as Action, on a threat to him from the Giant (Giant moves within line of sight or casts a spell targeting his area ... like turning the floor to lava.)
The giant is still the most threatening foe ... and looking a bit worse for the wear. He moves north to be able to shoot around the wall of water and lets two more arrows fly,
Bern moves just enough to be able to target the giant outside the wall of water, but misses. Better luck next time.
A minor note.
Zeim pointed out that "attacks" in the context of spells refers to those which roll hit dice vs. AC. Spells with damage side effects are not attacks. So the Giant has a bit more damage than I have been tracking and I've updated accordingly. Giant is about 55% health.
This is also the reason that Pavel could carry around two red-hot swords (one of which he dropped again) and have disadvantage on attack rolls, but still be totally fine casting his spell.
ooc: My time's at the mercy of a 20 month old so I went early to keep the flow flowing. Zindra She moves north to not have to shoot through the wall of water. She knows it will expose her but there was a clear-cut objective, to kill that giant. Once she gets a clear shot she lets two arrows fly but these weren't good shots and she knows they were not going to help bring it down. Zindra Two arrow shots, 2 damages, hunter's mark damage Neptune rolled 1d20+8,1d20+8,1d8+3,1d8+3,1d6 and got 12, 13, 9, 7, 6
[Thanks for the damage check, AquaDyne! Was posting in a hurry at work. ]
Arus
The wall of water seems to be effective in creating cover that the ranged attackers can pivot around. Hopefully they can also use the darkness in the nooks and crannies to their advantage, moving in and out of hiding.
Arus has a troll to contend with before he can tackle the giant though. Just when a red hot sword would've come in handy! The triton has no fire or acid but perhaps the mephit ahead will oblige them with its fiery breath if given a juicy enough target?
He has options but he needs to think fast.
[How high from the level where Arus stands to the level where the fire giant stands? I noticed the gradiented steps from the stream to the level above but can't tell what height they represent.]
[How high from the level where Arus stands to the level where the fire giant stands? I noticed the gradiented steps from the stream to the level above but can't tell what height they represent.]
OOC: from a "grid" standpoint assume the surface of the stream is 10 feet below the ledge where the giant stands. There is 5 feet of water depth if you're underwater. There is a stone "bridge" with 5 feet underneath it that the troll just squeezed under.
But there's also some ground below the ledge but above the water to make it not a complete 10 feet.
TLDR: you're 3 grid squares horizontally from melee range to the giant. I'd add 2 more for "difficult terrain" to climb while also moving horizontally so you could in theory reach Giant-adjacency with 5 squares of movement. You could back off a square, but she has a reach of 10 feet so that wouldn't gain you much.
[Terribad damage roll. 42 in total, probably halved.]
OOC: You are flanking with Pavel, so you are attacking with advantage. Full damage, and you get two more 1d20+6 (or just the d20s really) to try to get a crit.
Also I'm trying to read the dice roll. I see 2x attacks, is the 6d8 for divine smite 2x 3d8? And what's the last d6 for?
But you also just really pissed off the giant. In the words of Inigo Montoya, "prepare to die".
Also, the wall of water remains, there's nothing in the spell allowing you to dismiss it so that circle needs to be put back (and it was difficult terrain to exit from it when you did, but that just adds to the whole climbing the cliffs of insanity to escape the troll under the bridge madness.
Arus charges into melee and with the advantage of Pavel flanking his target, plus the divine power aiding his strikes, lands two powerful blows on the giant.
[OOC: pending potential crit damage, see previous comment.
The Giant's HP meter changes from green to yellow as it drops below half its base, at 38%.]
Zindra, meanwhile, is distracted enough from having to move and shoot around the water wall, and her shots miss.
Mephits
The one remaining mephit inside the cave [MM1] wants to get revenge on Zhu for hitting it with a magic missile, breaking its concentration on heating Arus's sword. It can't quite reach her, and hasn't yet worked up its fire breathing ability again, so instead goes for the nearest two targets, Zindra and Bern, parking itself between them and attacking Zindra.
MM3 Fire Breath Recharge AquaDyne rolled 1d6 and got 1
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1d4 + 1 slashing damage plus 1d4 fire damage.
Outside the cave, the Mephits are surprised that Kriv is chasing them down. Rather than run away, they gang up on him; three of them get close enough to breathe fire on him while the last one can't summon up a firey belch and instead flies headlong into him, claws slashing. The one maintaining concentration on heating Kriv's armor sends another surge of heat his way.
MM4 Heat Metal Bonus Action AquaDyne rolled 2d8 and got 12 (fire damage halved, so 6)
MM5 Fire Breath Recharge AquaDyne rolled 1d6 and got 1
Fire Breath (Recharge 6). The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
MM4, MM4a, MM4c Fire Breath AquaDyne rolled 2d6,2d6,2d6 and got 9, 4, 5 (fire damage halved, so 4, 2, 2)
Kriv: 3 Dex saves (at disadvantage due to your hot armor) to drop each number in half
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1d4 + 1 slashing damage plus 1d4 fire damage.
MM5 Claws AquaDyne rolled 1d20+3,1d4+1,1d4 and got 17, 4, 4 (damage 6 since fire is halved)
Last edited by AquaDyne; Sun 07/07/202419:57 UTC. Reason: Heat Metal bonus action
Wincing from the powerful blows by Arus, the fire giant is done messing around. She reaches out her burning-hot hand and grabs the triton paladin.
Multiattack. The fire giant uses its molten grasp twice, one of which it may replace with a hurl creature attack.
Molten Grasp. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 3d12+7 bludgeoning plus 3d10 fire damage and the target is grappled (escape DC 20).
[OOC: Roller wins a tie at AC20 so I think that's a hit and enough damage to drop Arus to 0hp, thus he's unconscious. Rules aren't clear on saving throws here and left to DM but Sage Advice says "probably" auto-fail. So I'm ruling that Arus is grappled in addition to being unconscious.]
Having grappled Arus, the Giant ponders throwing the merman, just as he threw the troll earlier, but feels the body go limp and decides to try to remove the other melee threat instead, reaching for Pavel with her other hand.
Ignara Molten Grasp Pavel AquaDyne rolled 1d20+12,3d12+7,3d10 and got 18, 29, 13
Pavel also is squeezed unconscious, and the Giant now has two party members that it can use as projectiles in a future attack...
Ignara Awaken Magma Recharge AquaDyne rolled 1d6 and got 2
[Sorry, I was so disgusted with my dice rolling I quite forgot to explain what I was rolling for!
Arus cast Wrathful Smite with his bonus action, attacked twice with his longsword, hit twice and used two 2nd-lvl Divine Smites. 1d8+5, 1d8+5 slashing from sword, 3d8+3d8 radiant from Divine Smites and 1d6 psychic from Wrathful Smite.
Ignara also has to make Wis save against DC 14 or become frightened of Arus.
Because of Arus's Aura of Conquest, if Ignara is frightened her movement is also 0 and she takes 3 psychic damage every round automatically. (In addition to attacking w/ disadvantage.) Phew!!
Also, because he cast Wrathful Smite it cancels his concentration on Wall of Water so it fizzles.
Thanks again, AquaDyne. I'll roll those advantage dice now... no crits to report.]
Last edited by nem; Sun 07/07/202419:58 UTC. Reason: Rolled dice
The thing with being a creature that breathed fire was that other creatures that breathed fire weren't exactly a threat. The Dragonborn neither flinched nor did anything to defend himself from the magma mephit flames, his expression surprisingly readable in the scorn and contempt that radiated from him more than the heat did. In truth he was slightly less fireproof than they were, but the difference was negligible. The one that came at him with claws might have had a better idea, if he hadn't been a student of the Art wielding a Staff of Defense.
In retaliation, the Dragonborn roared again, focusing the sound on the mephit that had heated his armour.
Minor point of order: MM4 was said to have lost concentration on the maul as of Kriv's previous turn. MM4a still has concentration on the armour. The post lists MM4 as maintaining concentration on the armor. I presume that was supposed to be MM4a in the most recent post. Otherwise if MM4 who lost concentration was the one on the armour, then Kriv wasn't at disadvantage.
Mephit turn
Kriv Dex save at disadvantage AJ rolled 1d20+1,1d20+1 and got 20, 20 - 4 halved to 2 damage. Kriv Dex save at disadvantage AJ rolled 1d20+1,1d20+1 and got 11, 2 - 2 damage Kriv Dex save at disadvantage AJ rolled 1d20+1,1d20+1 and got 6, 2 - 2 damage
Reaction, cast Shield (2 charges) from the Glassstaff. +5 AC, melee magma mephit misses.
Kriv turn
Kriv Thunderwave (MM4a if they're maintaining concentration on the armour) AJ rolled 2d8 and got 10 MM4a DC14 Con save for half damage or be moved 10ft directly away from Kriv.
Potential additional actions depending if they make the concentration check, over to you.
Unfortunately for the mephits, the range they needed to cast fire breath is just inside the range of Kriv's thunderwave spell.
Fortunately for the mephits, their choice to spread out at angles means he can't target all of them at once, and one particular mephit takes the brunt of the blast.
MM4a DC14 Con Save/Thunder Damage/DC10 Con Save for concentration AquaDyne rolled 1d20+1,2d8,1d20+1 and got 13, 6, 20 (Edit: ignore the 2d8, you did the damage roll so it takes 10)
The blast is enough to push the creature away and do some damage to it, but it stubbornly keeps that armor glowing red.
Originally Posted by AJ
Minor point of order: MM4 was said to have lost concentration on the maul as of Kriv's previous turn. MM4a still has concentration on the armour. The post lists MM4 as maintaining concentration on the armor. I presume that was supposed to be MM4a in the most recent post. Otherwise if MM4 who lost concentration was the one on the armour, then Kriv wasn't at disadvantage.
Correct, should have been MM4a, so the roll at disadvantage was correct. But Kriv also has Bless so you get an extra 1d4 on those saving throws. Wouldn't have helped when you rolled 1s on 2 of the 3 saves, though . So total of 6 damage from the 4 attacks.
He will swim right up to the streams edge. With the ground level 10 feet above him to the giants feet, he should be out of sight as he surfaces and reverts back to his human self keeping low with only his head and shoulders above the water. Wanting to provide as much distraction as possible away from his friends he casts summon animals bringing fourth eight swarms of bats to appear from the ceiling over the bridge and instructing them to swarm and attack the giants head.
[ooc: move, bonus action to revert back to human form, cast summon animals - 8 swarm of bats (CR 1/4) ]
OOC: OK, folks, Dugan's back and we chatted about what he would have done and I'm going to do a slightly hand-wavy retconnish thing to give him his skipped turn last time around, plus another turn now. I'll be posting some rolls and such shortly but to simplify the explanation for you, the sequence is:
1. Assume the post you see above this one where he cast Conjure Animals was his turn the previous cycle through the initiative. As he did nothing else and the Giant wouldn't have noticed him, that is easy to retcon into the timeline.
2. The summoned creatures have their own initiative. They rolled a 14 which puts them right after Arus and before the Mephits and Giant. So they only would have just moved a short while ago (before the giant grasped the humanoid targets). I don't think that would change the giants' actions, so I'll adjudicate that round now.
3. After I'm done (and pretending it happened before the Giant's and Mephits' turns) then it's Davroar's turn again in initiative so he can take a full turn to do whatever he wants. That will get us back on track.
4. Then it will be Kriv's move (already in process outside the entrance) and we'll all be where we should be.
Hardly anyone noticed that Davroar had conjured eight Swarms of Bats while the battle was raging. But right after Arus's blows land, they follow his orders to swarm the giant, surrounding it.
They all nip and bite at the giant.... a distraction, but only a minor one, as she continues her earlier plan to take out her more powerful attackers.
OOC: I would not grant advantage either way. It is not one of the monster's features and it is not an effect of the spell. However, this is something that the DM gets to decide but it would be a fudge.
Not Advantage directly, but Flanking, which grants Advantage. The whole idea of flanking is that the target is distracted by an attack from a different direction. You can't be more distracted than having swarms of bats flying around your head nipping at you from all sides.
Not Advantage directly, but Flanking, which grants Advantage. The whole idea of flanking is that the target is distracted by an attack from a different direction.
I'm just going by the wording of the (optional) rule which explicitly states "melee attack rolls".
Quote
Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
Originally Posted by Zeim
You can't be more distracted than having swarms of bats flying around your head nipping at you from all sides.
I dunno...
The bats were swarming around the cave before attacking the giant, and there are exploding mephits everywhere and the floor is lava. Not to mention troll tossing, and the Bellagio Fountain. It's got to be distracting for everyone.
And, actually, I'm not sure how flanking works with the swarm. They have a reach of 0, and literally co-occupy the target's space. Does that count as adjacent? Is opposite corners of a 3x3x3 cube flanking? I guess.
Seeing Pavel dropped from the Giants grasp he will cast a healing spell on him and then Davroar will be as quiet as possible to back away to fully get out of sight from the giant.
Davroar stealthy retreat Dugan rolled 1d20 and got 18
Davroar Healing word cast on Pavel Dugan rolled 1d4+4 and got 8
Last edited by Dugan; Wed 10/07/202406:05 UTC. Reason: Call lightning spell not allowed
OOC: OK. I admit, I'm defeated. This has to be the most confusing spell description ever written. The description says "centered on a point you can see within range directly above you". So, uh, does that mean it's really directly above you or in (120ft) range? WTF. And now you say it's centered over the troll which I guess is within range and sort of above you but not directly. OK sure, directly above the troll. But then the bolt is on the mephit which is adjacent to Bern. But the bolt can't affect Bern, so I guess it's in a square 5 feet form the mephit but 10 feet from Bern?
And we haven't even discussed how a random storm cloud in a cave would affect a swarm of bats. Or eight swarms.
I digress.
OK so center of the cloud is immaterial, it pretty much covers the entire cave. Lightning hits a point within 5 feet of mephit but not within 5 feet of Bern (or Zindra, but we know nobody cares about her ;)). So assuming this is the plan I'm going to roll a dex save for the mephit. If I've misinterpreted this, let me know. I am still somewhat not sure about this.
MM3 Dex saving throw DC15 AquaDyne rolled 1d20+1 and got 17 (Save vs. 21 dam is halved to 10.)
The Mephit looks injured from the lightning bolt but is still very much alive.
OOC: It's now Kriv's turn and I think we've done a portion of it. Let's finish it out.
See as DM I would rule that a swarm provides flanking to melee attacks from any direction since it is on all sides of the target, but that's me. On the Call Lightning, I do not believe that spell can be cast indoors (besides the fact of not casting it on the Giant?). Here is the pertinent part of the spell description:
Quote
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
IOW it has to be cast in a place where there is at least 100 feet of open air space for the cloud to form. The cloud is 10 feet tall, but it begins 100 feet up. If there is not a space you can see 100 feet up, then you can't cast it. This is effectively an outdoors only spell.
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you.
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
There was apparently an errata that changed it:
Quote
Call Lightning (p. 220). In the first paragraph, “100 feet” is now “within range.” In the second paragraph, “within range” is now “under the cloud.”
So Roll20 is out of date.
But the room does need to be big enough to fit a 60-foot radius cylinder. Which it is not. Even centered on the troll it's 35 feet between the troll and walls on either side, so it fails the "in a room that can't accommodate the cloud" test. So Davroar needs to do something else.
The Mephit Kriv targeted with his thunderwave manages to resist being pushed away, reducing the damage... but it's finally enough to break its concentration on heating Kriv's armor, which finally cools.
MM4a DC14 Con Save/DC10 Con Save for concentration AquaDyne rolled 1d20+1,1d20+1 and got 21, 6
The Dragonborn waves the staff without looking at the adjacent Mephit to deny its claws purchase, then teleports the now-usable maul into his free hand.
Reaction: Expend 2 charges to cast shield, +5 to AC until Kriv's next turn. Bonus action, weapon bond, recall the Maul.
While Kriv is outside making noises, Davroar successfully brings Pavel back to consciousness with 8 hp. Pavel is still grappled by the Giant.
[OOC: Pavel would need to use an object interaction to pick up the sword he dropped when going unconscious if he wanted to attack, but would be able to attack him as he's still adjacent. The attack would be at disadvantage.]
The Troll
While the troll was on the brink of death following Arus's stab, it seems to be recovering as it climbs the stairs.
[OOC: Took no fire damage this turn, regenerates 10 hp]
In the Troll's equivalent of Maslow's hierarchy of needs, self-preservation is very much near the top, and he bravely runs away, heading northward away from the battle.
Moving to gain a better vantage, Zhu unleashes another bolt of lightning, carefully avoiding Arus and Pavel in it's path. She spends some of her Sorcery points to gain more damage on the spell and then to also be able to cast a Cantrip. A line of cold strikes the Giant after the Lightning Bolt.
Lightning Bolt 3rd-level (as 3) evocation Zhuirentel Elendaril Casting Time: 1 action Range: Self (100-foot line) Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass) Duration: Instantaneous 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. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. DC 15 Dexterity saving throw Saving throw success: half damage Saving throw failure: 26 lightning damage
Frostbite Cantrip (as 0) evocation Zhuirentel Elendaril Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). DC 15 Constitution saving throw Saving throw failure: 8 cold damage
So, to sum up. Using 3 Sorcery Points. A DC 15 Dex save versus 35 Lightning Damage (save for 1/2) and a DC 15 Con save versus 8 Cold Damage Plus Disadvantage on next weapon attack roll it makes PLUS the loss of its special defense (save for no effect)
The giant is moving around about as everyone tries to take shots at her, and manages to dodge the worst of both of two spells.
Ignara DC 15 Dex save v. Lightning/DC 15 Con save v. Frostbite AquaDyne rolled 1d20+2,1d20+6 and got 16, 22
Takes 17 lightning + 4 cold damage. May not live long enough to make a next weapon attack roll, anyway.
The cold damage does aid whoever's going to strike next, giving them advantage. As that's Pavel who'd attack at disadvantage due to being grappled, that cancels it out and he can make a normal attack roll.
Ignara
But wait, there's more!
Ignara knows a spellcaster when she sees them, and is a bit tired of Zhu attacking from relative safety. She's been holding back, but as Zhu has approached the edge of the cliff, it's the perfect time to unleash...
Legendary Actions
The giant can take 3 legendary actions, choosing from the options below.
Flamelash. One creature within 60 ft. that the fire giant can see must succeed on a DC 17 Strength saving throw or take 2d10 fire damage and be pulled 15 ft. toward the giant.
If Zhu fails the save she's pulled to midair where she would fall 10 feet and take 1d6 bludgeoning damage.
Last edited by AquaDyne; Fri 12/07/202402:29 UTC. Reason: No cold damage
(OOC - So isn't it water she is falling into? I'd not think you take falling damage from falling into water and not a hard surface? Also, the Giant saved versus the Cantrip so the whole thing is nullified. She takes no damage, not half damage and no frost, so her ability is not compromised. Failed the save, as expected for a Str save. Let me know damage. Note she has Resistance to Fire Damage.)
If you look on the map 15 feet toward the giant from Zhu you'll see some "shoreline" area. It's where Arus climbed up from as well.
There's no official rule on damage depending on where you fall. JC has a personal house rule that he halves damage. TCoE references that and has this to say if you want to roll a die.
Quote
A creature that falls into water or another liquid can use its reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.
In reality it's not going to matter. I just wanted to use a legendary action before the giant dies.
The last thing he remembered was that an oversized hand was grabbing him and squeezing him for dear life before he passed out. Looking around in the grasp of the giant he finds what he is looking for. His sword.
There isn't much he can do. Taking the single sword in his mainhands he slashes out with the weapon with a Disarming attack.
Note: Note spending a Superiority die on his Weapon attack being done with Precision Attack; If successful Spending a second Superiority Die for a Disarming attack
Pavel Attack Miales rolled 1d20+6,1d20+6,1d8 and got 11, 14, 1
She knows that the giant is in the bat swarm somewhere but there is another target closer, that pesky fire creature. She moves out of cover and casts Ray of Frost at it.
[OOC I think she gets advantage and so sneak damage but ignore it if this is not the case.]
Jaliera Ray of Frost then hide Gypsy rolled 1d20+5,1d20+5,2d8,4d6,1d20+10 and got 10, 17, 11, 15, 17
There's some good news, some bad news, and some ugly news.
The good news is that Jaliera's attack against the mephit is effective in completely destroying it.
The bad news is that Magma Mephits explode when they die, a lesson Pavel recently learned. Zindra and Bern are hit with exploding bits of lava.
Death Burst: When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
MM3 Death Burst damage AquaDyne rolled 2d6 and got 6
Zindra and Bern, DC11 dex save to cut that damage to 3.
The ugly news is that Jaliera revealed her position with the spell, and is unsuccessful at re-hiding against the perceptive giant, who now knows where she is, and may throw one of the grappled melee attackers at her... if she lives that long.
He moves out onto the bridge and is surprised to see the giant being harried by bats. Yet he tosses two beams of Eldritch energy at the large creature.
Assuming only the 23 hits, for 2 force damage. 2024-07-13 21:17:50 Sindar Eldritch Blast 1 Bolt Damage Pandemonium rolled 1d10 and got 2 2024-07-13 21:17:13 Sindar Eldritch Blast 2 Bolts at Giant Pandemonium rolled 1d20+6,1d20+6 and got 7, 23
The cleric had been confident earlier when several attacks had hit the giant, but the last few attacks seemed to do either little damage, or were targeted at something other than the giant.
The party needed the triton back, and this called for prayer. He stepped out just far enough to get within range of Arus, and sought the help of his deity in defeating the giant.
Channel Divinity: Preserve Life
As an action, you can restore 35 HP. Choose any creatures within 30 ft. of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
OOC: Max 30 hp to Arus, remaining 5 hp to Pavel
As he returns to his original hiding place, he commands the swirling mass of vines to prick at the giant again.
Spiritual Weapon
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
Aubric Spiritual weapon AquaDyne rolled 1d20+7,1d8+4 and got 14, 10
Unfortunately, the vines are ineffective.
Things are looking grim for the party, and unless Bern, Arus, or Davroar's Swarm of Bats can quickly dispatch this giant, it's likely some folks will get hurt.
In the shifting, volcanic light of the cave the triton hadn't seen the killing blow. He hadn't seen the magic that healed him either but suddenly he was on his side, coughing and with the huge feet of a fire giant too close to his head.
Jumping to his feet and looking up, Arus scowls at the swarms of black shadows surrounding the giant. No matter. Sword in hand and backed by the blessings of righteous gods, the paladin lunges into attack.
His broad blade slices at the insides of the giant's thighs....
[Two hits with a 1st-level Divine Smite for a total of 20 slashing damage, 4 radiant.]
[Two hits with a 1st-level Divine Smite for a total of 20 slashing damage, 4 radiant.]
Not quite. You were grappled, and then went unconscious. Were you not in the fist of a giant you'd be prone. You don't get flanking advantage because Miales is also grappled and thus is not threatening the Giant.
I know the rules aren't specific on this optional rule; this is my DM ruling. Y'all are being held by the giant, and whether you are on opposite corners or not isn't really distracting. She knows you're not going anywhere.
Your first attack (14,17) is just the first die (14) + 2 bless = 16 < 18. You do still have an inspiration die from Sindar you can spend if you want to, for the coup de grâce. Second hit (19,16) is just the first die (19) >= 18 so it hits for 9. Add 4 for smiting and you have 13. The giant has 6 hp left from its +10 plus up.
Do you want to roll your bardic inspiration die? Anything other than a 1 on a d8 will kill the giant. Otherwise we give the glory to the bats.
Update.... reread the thread and checked Sindar's sheet. He only has 4 (d8) dice he can give out which means they went to Bern, Zindra, and Jaliera (for sneaky sneaky), plus Aubric. Kriv and Arus missed out.
Last edited by AquaDyne; Tue 16/07/202400:37 UTC. Reason: No inspiration die.
Thanks to the added protection of her blue hearthflames, she's clinging to life, barely.
And she knows that the tiniest bite from one of those bats would kill her.
Ignara is not going to die to the bite of a bat.
Oh, she may die, but she's going to make whoever executes the coup de grâce hurt in the process.
She releases Pavel and Arus, and a geyser of flame erupts below her feet, melting the icicles that Pavel had created, and starting to launch her toward the north.
The giant can take 3 legendary actions, choosing from the options below.
Flameburst Leap. The giant leaps up to 20 ft., propelled by a geyser of flame. A creature that hits the giant with an attack of opportunity provoked by this movement takes 2d10 fire damage.
Ignara Flameburst Leap AquaDyne rolled 2d10 and got 6
Emphasis on "staring to."
Pavel, Arus, and the bats have an opportunity to get one last blow in... at the price of a small burn wound.
Yes, when she released you and Arus from grapple you are now once again flanking her.
So to sum up: One melee attack, at advantage, you may use superiority dice (or any other relevant feature) if the description says "make a weapon attack roll", and you have a bless die as well.
Sindar's most recent cast left him standing on the bridge with a clear view of the fire giant and the epic conclusion to the battle.
In the heart of the cavern, the fire giant's desperate roar echoed like a dying thunderstorm as the collective damage dealt from the entire party brought her to the brink of death. With a final, defiant heave, she released her grasp on Pavel and Arus, her immense form swaying as she summoned a geyser of flame beneath her feet. The searing heat began to melt the ice formations that had kept her trapped, steam billowing and hissing, but her escape was not to be.
With the fire giant's grip loosened, Pavel and Arus seized their moment, re-energized by Davroar and Aubric's healing.
The triton struck first. With a powerful thrust, he drove his weapon deep into the giant’s heart, a strike as swift and inevitable as a tidal wave. The fire giant's eyes widened in shock, the geyser beneath her faltering. Flames sputtered and died, leaving nothing but a steaming puddle of water that quickly cooled the cavern's air.
Pavel was right behind Arus. But as he raised his blade, he realized his strike was unneeded. The giant had already begun to fall, her life extinguished by Arus’s deadly blow. The cavern itself seemed to hold its breath as the giant's enormous adamantine staff slipped from her grasp. It crashed to the ground with a deafening clang, the sound ricocheting off the stone walls and reverberating through the chamber like the final toll of a bell. The giant’s colossal form slumped and then fell, shaking the very ground upon which they stood.
(OOC - OK, did Davroar or anyone say anything to the group about the noises they heard from the Northwest passage earlier?)
Zhu
She breathes a sigh of relief. Looking around she looks for a way to climb up from the chasm she is in and to check to see if everyone is alright. "Where is Kriv?" She asks when she can't see the Dragonborn. Climbing up to the top she looks at the Giant's body. "We need to find him, and then somebody help me search the Giant, and then we should go check on those noises Davroar heard earlier."
Kriv's repeated uses of Thunderwave, audible out to 300ft
The sound of the dragonborn noble's magically enhanced roaring easily reached far enough into the cave to give some indication of where he might be and what he might be doing, even over the clamour of battle.
Pavel looks around for his other sword. Finding it he nearly drops it again. The heat still present.
"Some of those lava flying things are still alive. Was that him causing those thunder claps?" He asks as he starts trotting to tge entrance to find and help Kriv.
Given that there are still active opponents I haven't suspended initiative order yet, but if you all intend to not attack the (wounded but regenerating) troll and want to shift into more of a RP mode, I'm happy to do that.
Zindra The giant fell and so she shifted her Hunter's Mark to the troll that was moving away. She already knew that her arrows alone could not kill it but they would slow it down. So she moved forward and took aim. Zindra Fires 2 arrows at troll who is now marked Neptune rolled 1d20+8,1d20+8,1d8+3,1d8+3,1d6 and got 13, 18, 10, 11, 2
Davroar's bats fly off to do his tasking, although they don't make it far enough to have any impact yet.
Zindra didn't even need her Hunter's Mark to inflict fatal (?) damage to the fleeing troll, knocking it unconscious. For now.
Ignara has an appointment with Surtur.
The remaining four mephits still alive have nothing better to do than harass Kriv, and they do so. The one who had previously been heating Kriv's armor breathes fire on him again, while the others surround him for a melee attack.
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft ., one creature. Hit: 1d4 + 1 slashing damage plus 1d4 fire damage.
Fire Breath (Recharge 6): The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
MM4,MM4a,MM4c,MM5 Fire Breath recharge AquaDyne rolled 1d6,1d6,1d6,1d6 and got 4, 6, 3, 1
Still under the benefit of his shield, Kriv had nothing but contempt for the elemental creatures. Indeed, he treated the one that breathed fire upon him with an unflinching, unblinking look of unmitigated boredom as the flames washed near-harmlessly over him.
Kriv Dexterity saving throw AJ rolled 1d20+1 and got 16
Still, one of them got the best possible angle of attack, leaving Kriv lightly scratched.
[OOC: Still waiting on Davroar's turn if we're still planning on fighting things. If you want to switch to RP and suspend initiative, let me know. You may deny Kriv the opportunity to swat the mosquitos buzzing him, but I don't think he cares. IC at least. ]
The Dragonborn dropped the staff momentarily for a couple of two-handed maul swings, then retrieved it.
Drop Glassstaff Kriv Attack MM4 with maul, GWM -5 AJ rolled 1d20+2 and got 7 Kriv Extra Attack MM4 with maul, GWM -5 AJ rolled 1d20+2 and got 3 Bonus action weapon bond retrieve glassstaff
Inside the cave, the unconscious troll wakes up, says "I'm not dead yet!" in the giant language, uses half his movement to stand up from his prone position, and the other half to run away, and the dash action to keep running away, north off the map into the unknown northern reaches of the cave.
Well, with the Troll having fled now and it being too dangerous to run after it into the unknown alone, she shrugs. Questioning it would have helped but that option seems to be gone. However, Davroar did mention noises he heard from the Northwest passage and so Zhu moves in that direction, this time being a bit more careful to look for anything unusual along the way.
Pavel continues to run to the entrance hoping to find Kriv there. Guessing that Kriv is still fighting with the lava creatures since the pommel to his sword is still hot. As he rounds the corner he sees two of the creatures. He was about to cast Rime's binding Ice again when he thinks better of it realizing that Kriv would be effected too. Instead he casts Snilloc's Snowball Swarm on MM5
Components: V, S, M(a piece of ice or a small white rock chip)
Duration: Instantaneous
Attack/Save: DEX 12
Source: EE, pg. 165
A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
Pavel Snowball Swarm Damage Miales rolled 3d6 and got 11
Seeing Zhu moving away as the threats around them seem to have disappeared, she decides to follow her as backup, reacalling Whisper and letting her settle back on her shoulder.
[Note: Assuming Pavel targets a point that can get both MM4c and MM5 within 5 feet but exclude Kriv]
MM4c,MM5 Dex save vs. snowball AquaDyne rolled 1d20+1,1d20+1 and got 16, 9
Mephits are vulnerable to cold damage which doubles it. MM4c saves, halving damage back to 11, MM5 fails, takes 22 damage.
The mephit to Kriv's northwest [MM4c] adeptly dodges some of the snowballs, but enough hit to seriously injure it (6 hp left).
The mephit to Kriv's northeast [MM5] is pummelled by the snowballs. Having already been injured it didn't even take that much to kill it, causing it to explode, mixing bits of flying lava with the snowballs for a spectacular effect.
While Kriv is safe from the snowballs, he does get hit by some of the exploding lava.
Death Burst: When the mephit dies, it explodes in a burst of lava. Each creature within 5 ft. of it must make a DC 11 Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much damage on a successful one.
MM5 Death Burst damage AquaDyne rolled 2d6 and got 8
Not only does the mephit explode, it also ceases to concentrate on heating Pavel's sword.
Since it appears you're letting the troll hide somewhere, there's not much point in maintaining initiative unless you all really want to finish the mephit cleanup. 4a and 4c will disappear if 4 dies or in 4 more turns regardless, and Kriv seems to not really care about the heat damage.
I'll leave this thread open if anyone wants to make mephits explode for RP effect, otherwise I'll start a new RP thread for the creature in the hidden passageway.
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