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puzzler7
2019-05-21, 04:30 AM
Your team walks into the room to see 5 large trees distributed evenly throughout the room, reaching almost all the way to the ceiling.

Perform any preparation you would like, start anywhere you would like, and when you're ready, take a round of actions (you win init).

Map is here. (https://docs.google.com/spreadsheets/d/1KgaNlgKoFnLb2qTJHEBhu0ZdHNZTPuBKYFEiZCw4H8s/edit?usp=sharing)

Storyteller_Arc
2019-05-21, 06:10 AM
Team Conquest prepared carefully for the battle ahead.

Number 5 cast Find Steed during the recovery period, making sure the loyal Warhorse was ready for the next fight. When they a few minutes away from the battle beginning, he cast Aid on Number 7, Number 8, and Wolf in order to grant them extra resilience. Finally, moments before the battle began, he cast Bless on himself, Number 6 & Number 8 in order to guide their attacks.

Number 7 & Number 8 meanwhile, summoned back their Owl Familiar during the recovery period with Find Familiar. Number 8 followed this up with Mirror Image, then Haste on themselves in preparation for the fight. As well as entering into their Bladesong.

Storyteller_Arc
2019-05-22, 07:18 AM
Number 5 starts at J8-J9, mounted on his warhorse. The rest of Team Conquest, however, line up from I2-L2.

Number 5 starts the team off by unleashing the power of his Conqueering Prescence. Forcing all Elementals, the Treanat, and the Animated Trees to make a DC 17 Wisdom Save, or be Frightened. Afterwards, he orders his Warhorse to Disengage and move to M7-M8. In order to ensure his Aura of Conquest covers as many people as possible. As well as preparing his Tunnel Fighter Expertise if needed.

Number 6 meanwhile, casts Hunter’s Mark on Air Elemental D, and then attacks him with his Extra Attack, banking on the wind to allow him to use Sharpshooter for devastating damage. Number 7 followed suit, firing a crossbow bolt at the Air Elemental, hoping that the wind could let him land a devastating Sneak Attack.

Number 8 meanwhile, would run over to the Tree that the Air Elemental was hiding in. Attacking with his Two-Weapon Fighting, before following up with a Green-Flame Blade, hoping the fire damage could burn the tree significantly. Wolf meanwhile ran to stand alongside Number 8, and Attacked the tree itself in hopes of knocking it prone.

Number 6’s Attacks:
[roll0]+[roll1] vs [roll2]+[roll3] [roll4]+[roll5]
[roll6]+[roll7] vs [roll8]+[roll9] [roll10]+[roll11]

Number 7’s Attack:
[roll12] or [roll13]
[roll14] + [roll15].

Number 8’s Attacks:
[roll16]+[roll17] [roll18]
[roll19]+[roll20] [roll21]
[roll22]+[roll23] [roll24] [roll25] [roll26]

Wolf’s Attack:
[roll27] or [roll28] [roll29]
If Hit, DC 15 Strength save or knocked prone.

puzzler7
2019-05-22, 04:41 PM
Redacted

Air Elem A: [roll0]
Air Elem C: [roll1]
Treant 2: [roll2]
Treant 3: [roll3]

Conquering Presence is only 30 ft range, so it only reaches these monsters (and Air Elem D, but he dies).


Number 6 and Number 7 bring down Air Elem D before it has a chance to act. Number 8's attacks hit, and his fire burns away at the bark of the tree. The wolf can't seem to penetrate the bark of the tree.

Will make another post with attacks shortly, after saves.

puzzler7
2019-05-22, 04:45 PM
Redacted

Air Elem A: [roll0]
Air Elem C: [roll1]
Treant 2: [roll2]
Treant 3: [roll3]

puzzler7
2019-05-22, 04:55 PM
Redacted

How is number 8 two-weaponing and using GFB?

Treant 3 slams at Number 8 in retaliation. Treant 2 slams at Number 5 while Treant 1 hurls a rock at him. Air Elem B whirlwinds 6 and 7, while Air Elem C whirlwinds 8 and the wolf.

Treant 3 Slams on 8: [roll0] or [roll1] for [roll2] damage and [roll3] or [roll4] for [roll5] damage

Air Elem B Whirlwind on 6 and 7: Take [roll6] damage and be flung 20 ft in a random ([roll7]) direction and be knocked prone. If you hit something, take 1d6 damage for every 10 feet you moved ([roll8]). DC 13 Dex save to halve damage and not be flung or knocked prone.
Recharge: [roll9]

Treant 2 Slams on 5: [roll10] for [roll11] damage and [roll12] for [roll13] damage
Treant 1 Rock on 5: [roll14] for [roll15] damage

Air Elem C Whirlwind on 8 and Wolf: Take [roll16] damage and be flung 20 ft in a random ([roll17]) direction and be knocked prone. If you hit something, take 1d6 damage for every 10 feet you moved ([roll18]). DC 13 Dex save to halve damage and not be flung or knocked prone.
Recharge: [roll19]

Storyteller_Arc
2019-05-23, 03:57 AM
As Air Elemental D was vanquished by the attacks of their comrades, Number 8 and Wolf would instead turn their attention to the Northen Air Elemental, striking out at him with blade and fang, Number 8 no longer harnessing the power of fire in order to strike out twice against him.

Regardless. As Number 8 and Wolf are still going to be attacking, simply attack Air Elemental... A, I think, instead of Air Elemental D, I think I'm going to keep the rolls I made. Except Number 8 is using the Extra Attack action, as there is no Tree to hit with his Green Flame Blade. So keep the original attack and damage roll, (No Help Action this time) discount the fire damage, and add this:
[roll0] + [roll1]. [roll2]

I reset the position of all the Treants and Elementals on the map in order to make it easier for you to decide how your actions will change. Oh and feel free to delete your post. It makes it much, much easier to track what's going on.

puzzler7
2019-05-23, 04:52 AM
I reset the position of all the Treants and Elementals on the map in order to make it easier for you to decide how your actions will change.

Much appreciated.


As most of the monsters are paralyzed with fear, all the treants can do is shakily hurl rocks at Team Conquest. The elementals, lacking any sort of ranged attack, are reduced to quivering in place in fear and/or anger.

Treants 2 and 3 throw rocks at the source of their fear, Number 5, while Treant 1 hurls a rock towards number 6. The wind helps make up for Treant 3's inability to aim.

All double rolls in this post are disadvantage.
Treant 1 Rock at Number 6: [roll0] or [roll1] for [roll2]
Treant 2 Rock at Number 5: [roll3] or [roll4] for [roll5]
Treant 3 Rock at Number 5: [roll6] for [roll7]

Saves:
Treant 1: [roll8]
Treant 2: [roll9]
Treant 3: [roll10]
Air B: [roll11]
Air C: [roll12]
Air E: [roll13]

Storyteller_Arc
2019-05-23, 05:37 AM
Thanks to the Fear he had inflicted on the enemies, neither of the large rocks flung at Number 5 hit. Number 6 meanwhile, realized that the rock directed at him was going to strike, and called up a magical Shield to catch and deflect the rock before it smashed into his body.

Realizing the fragile nature of their opponents, Team Conquest changed tactics. Number 5 would order his mount to carefully skirt around Treant 2 in order to position himself between Treant 2 and Treant 3. From there, he would Attack Elemental B with his glaive, before calling on the power of his God to summon a Spiritual Weapon to also strike at the creature.

Number 6 and Number 7 would follow suit. Once more using the power of the wind to guide their Attacks against Elemental B. Number 6 using the increased accuracy in order to use his skills as a Sharpshooter, as well as redirecting his Hunter’s Mark to Elemental B. Whilst Number 7 hoped to land a Sneak Attack. If either one of them was able to kill the Elemental, or Number 5 had been successful in doing so themselves, they would switch their attention to Elemental E.

Finally, Number 8 and Wolf would take shelter behind Number 5 as they Attacked Elemental C. With Number 8 using both his Two-Weapon Fighting skill, as well as a Green-Flame Blade in order to burn not just the Air Elemental, but also the Treant it was hiding within. His Owl Familiar would Help his attack with the Green-Flame Blade, before carefully flying up out of reach.

Number 5:
[roll0] + [roll1] [roll2]
[roll3] + [roll4] [roll5]
[roll6] + [roll7] [roll8]

Number 6:
[roll9] + [roll10] vs [roll11] + [roll12] [roll13] + [roll14]
[roll15] + [roll16] vs [roll17] + [roll18] [roll19] + [roll20]

Number 7:
[roll21] vs [roll22] [roll23] [roll24]

Number 8:
[Roll=Attack 1]1d20+10] + [roll25] [roll26]
[Roll=Attack 2]1d20+10] + [roll27] [roll28]
[Roll=GFB]1d20+10] + [roll29] vs [Roll=GFB]1d20+10] + [roll30] [roll31] [roll32] [roll33]

Wolf:
[roll34] vs [roll35] [roll36]

puzzler7
2019-05-25, 04:10 AM
Team Conquest manages to slay all of the support Air Elementals, leaving lumbering trees to fend for themselves. As the wind dies down, Treant 3 hurls a rock at Number 7, while Treant 2 slams at Number 8 and Treant 1 hurls a rock at the owl flitting around its leaves.

All double rolls are disadv.

Tree 3 rock at #7: [roll0] or [roll1] for [roll2]

Tree 2 slams #8:
[roll3] or [roll4] for [roll5]
[roll6] or [roll7] for [roll8]

Tree 1 rock at Owl Familiar: [roll9] or [roll10] for [roll11]

Storyteller_Arc
2019-05-25, 04:03 PM
Once again, thanks to the Treant’s fear, no one was hurt by their attacks... well, no, that wasn’t entirely true. Number 8’s poor familiar suddenly and unexpectedly got a Rock to the face and vanished into the Aether. But an attack against the familiar was not an attack against the Team, so they were hardly complaining at all.

Knowing that trying to simply kill all of the Treants would take too long, Number 5 directed his Spirital Weapon to attack the already damaged Treant 2, before directing his Warhorse next to Number 6, lending him his Aid in identifying the correct Treant to attack. As he did so, the Warhorse Readied an action to move Number 5 into position once the Treant was identified. The more they could lock them down with the Aura of Conquest, the better!

Number 5:
[roll0] + [roll1] [roll2]

Number 6: DC 15 Nature Check
[roll3] or [roll4]

Storyteller_Arc
2019-05-25, 04:12 PM
With Number 6 calling out the correct creature to face, Number 7 would Ready his attack. Waiting for Number 8 and Wolf to move into position, both of them Attacking the Treant, with Number 8 once more using his Two-Weapon Fighting and Green-Flame Blade to strike at the beast. Despite not having an adjacent foe for the fire to leap to, the tree-like nature of the Treants would mean the flame would burn through them swiftly. This time, Number 7’s Owl Familiar would fly over in order to lend it’s Help to Number 8’s attack.

Number 7’s bolt meanwhile, would be launched at the creature at the same time as Number 8’s first attack hopefully cut into its bark.

Number 8:
[roll0] + [roll1] [roll2]
[roll3] + [roll4] [roll5]
[roll6] + [roll7] vs [roll8] + [roll9] [roll10] [roll11]

Wolf:
[roll12] vs [roll13] [roll14]
DC 15 Strength check or knocked prone.

Number 7
[roll15] [roll16] [roll17]

puzzler7
2019-05-27, 01:42 AM
Fear:
1: [roll0]
2: [roll1]
3: [roll2]

Treant 3 Wolf Trip save: [roll3] Wolf attack doesn't hit so this doesn't matter.

Number 6 identifies Treant 3 as the real Treant.

puzzler7
2019-05-27, 02:09 AM
Treants 1 and 3 manage to free themselves from the fear, but as soon as they do so, Team Conquest identifies Treant 3 as the real threat. The team piles on, carving massive chunks out of the tree bark.

Treant 3 weakly bats at Wolf, while Treants 1 and 2 hurl a rock at Number 7.

Treant 3 slams vs Wolf:
[roll0] for [roll1]
[roll2] for [roll3]

Treant 2 Rock vs 7 (disadv):
[roll4] or [roll5] for [roll6]

Treant 1 Rock vs 7:
[roll7] for [roll8]

Storyteller_Arc
2019-05-27, 05:14 AM
... If that was ‘weakly batting’, then Team Conquest was not interested in learning what a strong blow from a Treant was like. Poor Wolf was almost killed outright by the powerful blows from the Treant, whilst Number 7 was forced to use his Uncanny Dodge to mitigate some of the damage from rock chucked at his face.

If was unfortunate that both attacks smashed into Wolf, despite the strong defence his armour and skill gave him. As it means that Team Conquest’s plan to defeat this group and go straight onto the next fight without taking a moment to rest would not work. As it was, the target was located, and now it was time to move in for the kill. All of the team Attack Treant 3 with everything they had. With Number 6 not just moving his Hunter’s Mark, but using his Action Surge to ensure victory. Determined to bring it down, whilst Number 5 moved his Spiritual Weapon as close as he could, in case the attacks did not work out.

Number 5:
[roll0] + [roll1]. [roll2]
[roll3] + [roll4]. [roll5]

Number 6:
[roll6] + [roll7]. [roll8] [roll9]
[roll10] + [roll11]. [roll12] [roll13]
[roll14] + [roll15]. [roll16] [roll17]
[roll18] + [roll19]. [roll20] [roll21]

Number 7
[roll22]. [roll23] [roll24]

Number 8
[roll25] + [roll26]. [roll27]
[roll28] + [roll29]. [roll30]
[roll31] + [roll32]. [roll33]
[roll34] + [roll35]. [roll36]

Wolf:
[roll37] vs [roll38]. [roll39]
DC 15 Strength check or knocked prone.

puzzler7
2019-05-30, 02:56 PM
Take a short rest if you'd like, then move onwards. A short rest will take 10 rounds.

You win init. Start anywhere you'd like.


Team Conquest takes down the Treant.

You walk into the room to see a 5 fire elementals, as well as a murky lake.

Storyteller_Arc
2019-05-30, 06:48 PM
Whilst it would have been fortunate for Team Conquest to be able to maintain their empowering spells from the first round into the second round and thus efficiently use their resources as best that they could. The simple fact was that Wolf's injuries, combine with the loss of Number 5's Conquering Presence, made that strategy an unviable action. So, they rested. Recovered their strength and resources, and went into the next fight refreshed and ready, with a slight change in tactics. This time, the only buff cast would be Number 5's Bless. Number 8 would cast neither their Mirrior Image, nor their Haste for this fight. Through their Bladesong would be started all the same.

When they moved into battle, Team Conquest would position themselves at the southern edge of the lake, except for Number 5 and his mount, who carefully swam out into the middle of the lake. G7-H7. This meant that as the battle began, and the elements appeared. Number 5 was able to catch them all within the range of his Conqueering Presence, before ordering his mount to swim out and position himself, ready to intercept one of the other Elementals if he needed to with his Tunnel Fighting.

As for the rest? Well. The tactics hadn't really changed. Number 6, still maintaining his Hunter's Mark. Would redirect it to Fire Elemental D before launching his Sharpshooter Attack. Number 7's Familiar would fly forwards to Help Number 7's own Attack, as well as making it a Sneak Attack. With Number 8 and Wolf following up with their own Attacks. This time, Wolf would strike first, hoping to knock the element prone, as Number 8 used his Two-Weapon Fighting, to try and cut through the creature. If the creature had been killed by Number 6 and 7, then they would turn their attention to Elemental E instead.

Wolf's HP Recovery:
Spending 4 of his hit die. [roll0]

Number 5: DC 17 or Frightened for 1 Minute.

Number 6:
[roll1] + [roll2]. [roll3] + [roll4]
[roll5] + [roll6]. [roll7] + [roll8]

Number 7:
[roll9] vs [roll10]. [roll11] + [roll12]

Wolf:
[roll13] vs [roll14]. [roll15]
DC 15 Strength check or knocked prone.

Number 8:
[roll16] + [roll17]. If Prone: [roll18] + [roll19]. [roll20]
[roll21] + [roll22]. If Prone: [roll23] + [roll24]. [roll25]
[roll26] + [roll27]. If Prone: [roll28] + [roll29]. [roll30]

puzzler7
2019-06-03, 01:50 AM
Team Conquest piles on Fire D. Number 8's second attack kills it, allowing his third attack to hit Fire E. However, the intense heat of the elemental burns Number 8 and Wolf as they attack.

Wolf takes [roll0] fire damage, Number 8 takes [roll1] fire damage.

DC 17 Fear saves:
Monstrosity: [roll2] +x
A: [roll3]
B: [roll4]
C: [roll5]
E: [roll6]

EDIT: It's okay, I didn't want to use the fire elementals anyways... :smallyuk:

puzzler7
2019-06-03, 02:02 AM
All the fire elementals quiver in fear, unmoving.

A tentacled monstrosity rises from the depths of the pool. A massive hand appears behind Number 8 and shoves him towards the pool.

All fire elementals take the Dodge action.

Opposed athletics: [roll0] or be pushed to G9.

puzzler7
2019-06-03, 02:04 AM
A: [roll0]
B: [roll1]
C: [roll2]
E: [roll3]

Storyteller_Arc
2019-06-03, 03:18 AM
Well then. That was an interesting thing to fight.

With all of the Fire elemental's cowering in fear from Number 5's Conquering Presence, Team Conquest decided it was best to just focus on the creature before them... which, itself was likely going to take a while to defeat. Having no interest in getting any closer to the creature, Number 5 would urge his horse to step closer to the wall, before Attacking the Fire Elemental close by, if he managed to hit, a surge of power would leap from his blade, the Paladin calling upon the power of his Divine Smite.

Number 6, not knowing how tough the creature was, would not use his Sharpshooter, instead Attacking with the intent of probing its defences. Not that he would not first move his Hunter's Mark to it of course. Number 7 would wait for his familiar to fly up to the thing in order to Help his Attack, and make it a Sneak Attack. Number 8, who had been pushed so close to the beast, decided the best cause of action would be to Disengage and follow his team to the back of the wall.

Number 5 vs Fire Elemental E:
[roll0] + [roll1]. [roll2]
[roll3] + [roll4]. [roll5]
[roll6]

Number 6 vs Tentacle Freak:
[roll7] + [roll8]. [roll9] + [roll10]
[roll11] + [roll12]. [roll13] + [roll14]

Number 7 vs Tentacle Freak:
[roll15] or [roll16]. [roll17] + [roll18]

puzzler7
2019-06-08, 04:25 AM
Didn't I kill that familiar? Could have sworn I threw a rock at it, but I could be wrong.

Number 5 takes damage from the blistering heat. Number 6 hits his second attack, and Number 7 hits his attack.

The creature rises up from the lake, settling on the edge for just a second before hissing something at Team Conquest, staring at each member for a moment before sinking back to the center of the bottom of the pool. The Hand hovers over the lake, anticipating something.

All members of the party must make a DC 17 Wisdom save or be charmed by the creature for 1 minute. While charmed in this way, the victim tries to get as close to the creature as possible, using its actions to Dash until it is within 5 feet of the creature. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage. This breaks concentration.

If someone goes under, Bigby's hand grapples it (priority 5>8>6>7>wolf). Grapple check with advantage: [roll0] or [roll1]

A: [roll2]
B: [roll3]
C: [roll4]
E: [roll5]

Storyteller_Arc
2019-06-08, 05:53 AM
I have 2 Familiars. You only killed one. Oh and Number 5 doesn’t take any fire damage, he wasn’t within 5ft of the Fire Elemental at the time

Despite the creature’s best attempt, most of Team Conquest was able to throw off its attempts to lull them under their spell. Keyword being [i]most[/b] of them. Unfortunately, they're most mobile and agile member, Number 7, was pulled under the creature’s spell, and before they could stop him, the Rogue had plunged deep into the water in order to be as close to the creature as possible.

This. Was a problem. As long as the Rogue was underneath the water, there was no reason for the beast to surface, and attacking it whilst it was underneath the water was going to be... difficult. Especially as it was still empowered by the Fire Elemental allies surrounding the lake. It was hurt, yes, but only just. Taking this creature down was proving to be a much more difficult challenge than the Treant and the Air Elementals had been.

First things first. Eliminate the threats that Team Conquest could attack.

Number 8 would shift over in order to cast Greater Invisibilty on Number 6, allowing him to vanish from the sight of the fire elementals. He would also shift over towards Fire Elemental E, allowing Wolf to flank him and Attack the creature, hopefully slaying it and weakening the tentacled monster.

The now Invisible Number 6 would Attack Fire Elemental B using his skills as a Sharpshooter, aided by his now invisible state in order to hopefully cut the creature down. Using his Action Surge to fire a quick flurry of arrows at it. If Fire Elemental B was taken out before all the shots were fired, then Number 6 would change his attention to Fire Elemental C.

Number 5 meanwhile, would either Attack Fire Elemental E in order to slay it, or he would order his mount forwards, riding across the lake to strike Fire Elemental B to finish it off if Number 6 had not been able to, or Fire Elemental C if Fire Elemental B had been killed.

Wolf:
[roll0] vs [roll1]. [roll2]

Number 6:
[roll3] vs [roll4] + [roll5]. [roll6]
[roll7] vs [roll8] + [roll9]. [roll10]
[roll11] vs [roll12] + [roll13]. [roll14]
[roll15] vs [roll16] + [roll17]. [roll18]

Number 5:
[roll19] + [roll20]. [roll21]
[roll22] + [roll23]. [roll24]

Number 7’s Charm Save:
[roll25]

puzzler7
2019-06-10, 02:47 AM
The Hand swoops down and tries to crush Number 7, pinning it to the floor of the pool. The tentacled monstrosity assaults the poor rogue with a flurry of tentacles and bites, trying to grab the rogue to ensure it can't get away.

Meanwhile on the surface, Fire B falls to all four of Number 6's arrows. Fire E is visibly pained by the attacks (as much a ethereal ball of fire can be pained), but it does not fall. The elementals continue to be unable to move, and thus they all take the Dodge Action.

Wolf takes [roll0] fire damage, Number 5 takes [roll1] fire damage.

For Number 7:
Hand grapple attempt with advantage: [roll2] or [roll3]

Monstrosity Bite: [roll4] for [roll5] damage
Monstrosity Tentacle: [roll6] for [roll7] damage
Monstrosity Tentacle: [roll8] for [roll9] damage

If the Hand grapple fails and either tentacle hits, Number 7 is grappled, escape DC 16.

Everytime he takes damage, he has to make a DC (dmg/2) Con save to avoid having the breath knocked out of him and causing him to start drowning. When drowning, you have Con mod rounds before you are knocked unconscious and start making death saves.

Storyteller_Arc
2019-06-10, 07:42 AM
The Fire Elementals were tougher than the Air Elementals.

That was a problem, as it was rather important that they were able to take out the Fire Elementals in order to leave the main creature vunrable to their attacks. Especially now that Number 7 had been pinned underneath the water, and was in danger of drowning if they were not given aid sooner rather than later. And if they drowned... well. They were essential to the party’s plan moving forwards.

As it was, two of the Fire Elemental’s had already been defeated, with one more looking on the verge of defeat. Therefore, the plan of attack was decided. Wolf would go first, using his Pack Tactics in order to negate the Fire Elemental’s attempt to Dodge, risking the flames in order to Attack it with his fangs, before he would move down towards the wall. The reason for this movement was because Number 8 would step 10ft back, and then cast Lighting Lure on Fire Elemental E, hoping to pull the Fire Elemental towards him, zapping him with lighting, and allowing Wolf to make an Opportunity Attack against it.

Hopefully, that was enough to slay the fire elemental. Regardless of if it did or did not, the rest of the plan would not change. Through if Wolf’s first attack was all that was needed to take down Fire Elemental E, then Number 8 would move to the lake and fire a Ray of Frost at the creature.

Number 6 would move forwards the lake in order to get a better shot at the monster with his Attacks, taking the gamble with his Sharpshooter regardless of Elemental E’s Survival or not. Number 5 would direct his mount to plunge deep into the lake, bringing him right up next to the creature and Attack it himself. Hoping that his Bless would guide his strikes, regardless of the difficulty due to the water. If he did, he would unload a mighty Smite to aid in cutting the beast down.

Lucky and skilled Number 7, desptie being battered by the creature’s attacks, was able to evade the attempts to grapple and pin him down underneath the water. With his Uncanny Dodge reducing the impact of the second tentacle strike, and so was able to keep his breath despite thep ummeling. This allowed him to withdraw 5 feet up and away from the monster, and bring his crossbow to Attack. The crossbow firing easier in the water than other attacks, and thanks to the mount’s presence, it would still be a Sneak Attack

Wolf:
[roll0]. [roll1]
[roll2]. [roll3]

Number 8: DC 16 Strength Save, or Fire Elemental E is dragged 10ft and takes [roll4] lightning damage.
If using Ray of Frost: [roll5] vs [roll6] +[roll7]. [roll8] cold damage.

Number 6:
[roll9] + [roll10]. [roll11] + [roll12]
[roll13] + [roll14]. [roll15] + [roll16]

Number 5:
[roll17] vs [roll18] + [roll19]. [roll20]
[roll21] vs [roll22] + [roll23]. [roll24]
[roll25]

Number 7:
[roll26]. [roll27] [roll28]

puzzler7
2019-06-13, 02:44 AM
Lightning lure is forced movement and does not proc an AoO.

Fire E takes the hit from Wolf and is pulled by the lure, but remains upright. As it was pulled away from the wall, it is able to engulf Wolf without coming any closer to that horrific paladin. All Fire elementals once again dodge.

Number 6's first attack and both of Number 5's attacks hit, but the Hand and the creature continue its assault on Number 7. He is out of range of a bite, but is still very much in range of the monstrosity's tentacles.

Wolf takes [roll0] damage, one from attacking, one from being moved through.

Hand grapple attempt with advantage: [roll1] or [roll2]

Monstrosity Tentacle: [roll3] for [roll4]
Monstrosity Tentacle: [roll5] for [roll6]

If the Hand grapple fails and either tentacle hits, Number 7 is grappled, escape DC 16.

Everytime he takes damage, he has to make a DC (dmg/2 or 10, whichever is higher) Con save to avoid having the breath knocked out of him and causing him to start drowning. When drowning, you have Con mod rounds before you are knocked unconscious and start making death saves.

Storyteller_Arc
2019-06-13, 06:25 AM
Team Conquest were hurt, but they would endure.

Number 7 would use his Uncanny Dodge to weaken the blow from the monster and its tentacles, wiggling out of any attempts to grapple him. Number 8 meanwhile, would make an Opportunity Attack as the Fire Elemental slipped away in order to engulf Wolf. He would soon follow this up with another Lighting Lure in order to pull the Fire Elemental off Wolf. With Wolf then moving round, closer to the lake and next to either Number 8 or Number 7’s Familiar in order to attack the Elemental, closer to the lake meaning that the Fire Elemental would not be able to engulf him again.

As for the rest of Team Conquest? Same actions as last time. Number 6 and Number 5 would both Attack the monster, with Number 6 using his Sharpshooter, through Number 5 would not use his Smite this time around. Number 7 would also Attack, hoping to land a Sneak Attack against the creature. The main difference, however, was that Number 5’s mount would Help Number 7’s attack in order to give it a better chance of landing.

Number 8:
[roll0] + [roll1]. [roll2]
Concentration Save is 10, so I automatically pass.
DC 16 Strength Save, or Fire Elemental E is dragged 10ft and takes [roll3] lighting damage.

Wolf:
[roll4]. [roll5].

Number 6:
[roll6] + [roll7]. [roll8] + [roll9]
[roll10] + [roll11]. [roll12] + [roll13]

Number 5:
[roll14] vs [roll15] + [roll16]. [roll17]
[roll18] vs [roll19] + [roll20]. [roll21]

Number 7:
[roll22] vs [roll23]. [roll24] + [roll25]

puzzler7
2019-06-13, 06:53 PM
Congrats, you move on to the next round! Take a short rest if you want and roll init.

Anyone of yours faster than a [roll0] can go. Start anywhere south of the line. It's not anything interesting, just a marker.

After Number 6 and Number 5 sever several of the beast's tentacles, Number 7 manages to finally coup de grace it with a well placed scimitar to the neck. It dies, splashing around the lake before sinking to the bottom.

After you move into the next room, several figures file into the room and line up. In order, a paladin with a greatsword, itching for battle (A), a fighter with a glaive that moves so stiffly you could mistake him for a statue (B), and a spellcaster with a large staff scowling at the walls (C). Despite the fact that they're about to fight to the death, all of them are wearing identical shaded glasses, presumably for protection from the sun.

Behind them, a shadowy figure floats into place. He's wearing a very large black hooded robe, so you really can't get any information about him.

All just flavor text, no hidden hints or clues. I had a bit of fun making these guys.

Storyteller_Arc
2019-06-17, 04:10 AM
Team Conquest would go into this final battle prepared.

Knowing that they would be facing off against humanoid opponents, Number 8 would use his Arcane Recovery to regain the 4th Level spell he had used previously, only to re-use it in order to cast Greater Invisiblity on Number 7. With Number 5 casting Bless on himself, Number 6, and Number 8 for one, final time.

When the battle began, Number 7 would go first. Thanks to his Invisibility, he would be able to use his Magicial Ambush to empower the Hold Person he casts on Mr President. Following this, Number 5 would kick his warhorse forwards, positioning him directly in the middle of the group, because what else was he to do, but use his infamous Conquering Presence in order to try and frighten the group into submission? Of course, he would also use his Tunnel Fighter expertise to prepare himself in case anyone tried to runaway from him.

Number 6 would take aim at Mr President, and Attack him, using his Hunter’s Mark on the floating figure as well. Going all out with his Sharpshooter, regardless of whenever or not the President was paralyzed by Number 7. Wolf meanwhile, would carefully run past the Paladin in order to attack Attack the Spellcaster at the back. Number 8’s plan however, would be the most dependant on the success of his counterparts.

If Number 7’s Hold Person had worked, but Number 6’s attacks had not killed Mr President, then Number 8 will step to the back wall and use Ray of Frost on him. If the Hold Person had failed, or Mr President was dead, then Number 8 would move up next to Wolf, standing next to the wall, and would Attack the hopefully prone spellcaster, using his Two-Weapon Fighting to attack three times in short succession.

Number 7:
Mr President must make a DC 16 Wisdom save at a Disadvantage, or be paralyzed.

Number 5:
DC 17 Wisdom Save or be Frightened for 1 Minute.

Number 6:
[roll0] vs [roll1] + [roll2]. [roll3] + [roll4]. Crit Damage: [roll5] + [roll6].
[roll7] vs [roll8] + [roll9]. [roll10] + [roll11]. Crit Damage: [roll12] + [roll13].

Wolf:
[roll14] vs [roll15]. [roll16].
DC 15 Strength Saving Throw or Prone.

Number 8:
[roll17] vs [roll18] + [roll19]. [roll20] Cold Damage.
Or
[roll21] vs [roll22] + [roll23]. [roll24].
[roll25] vs [roll26] + [roll27]. [roll28].
[roll29] vs [roll30] + [roll31]. [roll32].

puzzler7
2019-06-22, 04:03 AM
Bonus not shown:
Pres DC 16 Wis (disadv) or paralyzed: [roll0] or [roll1]

DC 17 Wis save or Feared:
Pres: [roll2]
A: [roll3]
B: [roll4]
C: [roll5]

Spellcaster DC 15 Str or prone (may not be needed): [roll6]

puzzler7
2019-06-22, 04:43 AM
Mr. President is paralyzed as soon as the combat begins. Number 6's first arrow goes wide, but the second strikes Mr. President squarely in the chest. "Mr. President!" the Paladin cries. "You'll pay for that!" A flash of holy light emanates from the Paladin, scalding Number 6.

For the first time, not a single person is frightened of Number 5.

Wolf trips the spellcaster. Number 8's Ray of Frost found it's mark, but Mr. President is magically shielded by the Spellcaster with a weak "Get down, Mr. President!", blocking some of the frost.

The Spellcaster stands up and follows up on the Paladin's blast with a 4th level hold person, targeting all of the visible PCs.

The Paladin curses Number 5 before attacking him twice with his Greatsword, empowering it with divine fury.

The Fighter walks up to Number 6 and attempts to finish him off with a series of blows from his glaive, before setting up into a defensive stance.

Mr. President tries to be less paralyzed before his impending doom.

Number 6 takes 41 radiant damage, DC 16 Wis save to halve.

Number 5, Number 6 and Number 8 must make a DC 17 Wis save or be paralyzed for 1 minute by Spellcaster.

Paladin curses Number 5, then attacks him twice. If an attack hits, he does a 2nd level smite for an additional 3d8 damage.
Triple advantage if Hold Person goes through, no adv otherwise:
Attack 1: [roll0] or [roll1] or [roll2] for [roll3] + [roll4] (+17, rolled in next post) damage
Attack 2: [roll5] or [roll6] or [roll7] for [roll8] + [roll9] damage

Fighter attacks Number 6 twice, then shifts into a defensive stance. If number 6 dies, extra attack(s) go to Number 8.
Attack 1: [roll10] for [roll11] damage
Attack 2: [roll12] for [roll13] damage

puzzler7
2019-06-22, 04:45 AM
Paladin Attack 1 is a crit regardless of Hold Person (crits on a 19). It deals an extra [roll0]+[roll1] damage.

Storyteller_Arc
2019-06-22, 07:53 AM
Team Conquest stood strong, shaking off the spellcaster's attempt to hold them, nor was Number 5 brought low by the other Paladin's attempt to smite him down, though it was a close run thing, and his Concentration on Bless was shattered. While this meant he could Opportunity Attack against the retreating Fighter, he chose otherwise, letting the healthier Number 6 weather the attacks.

Number 5 would act first, risking being smited down by Attacking the still parazlyed Mr President with his own Divine Fury, planning on finishing the job. If, by some miracle, he slew Mr President and was not smiyed down, he would direct his second attack to the Spellcaster, and take up his Tunnel Fighter stance.

If he was unsuccessful, then Number 6 would step up to finish the job, first taking a step away from the other Fighter, then Attacking Mr President with a flurry of shots, using his Action Surge for increased attacks. If Mr President fell during this flurry, he would switch to the Spellcaster. If he had a spell slot left, he would use a Hunters Mark on the Spellcaster. Ifthe Spellcaster falls during the flurry, he would switch targets to the Paladin.

Regardless of whenever or not Number 5 was able to Smite down Mr President, Number 7 would cast Hold Person on the spellcaster, once again using his Magical Ambush to make it hard to resist, hopefully giving Number 6 a perfect target for his attacks.

Number 8 would take a 5ft step away from the fighter, and use Ray of Frost against the spellcaster. With Wolf also Attacking the Spellcaster. If Number 6's attacks had been enough to kill the Spellcaster, then Number 8 and Wolf would Attack the Paladin, with Number 8 using his Two-Weapon Fighting. If the Ray of Frost killed the spellcaster, Wolf would Attack the Paladin alone, with the aid of Number 7's familiar.

Number 5:

[roll0] vs [roll1]. [roll2] + [roll3]
[roll4] vs [roll5]. [roll6] + [roll7]


Number 7: Spellcaster must make a DC 16 Wisdom save at a Disadvantage, or be paralyzed.


Number 6:

[roll8] vs [roll9]. [roll10] + [roll11] + [roll12] + [roll13]
[roll14] vs [roll15]. [roll16] + [roll17] + [roll18] + [roll19]
[roll20] vs [roll21]. [roll22] + [roll23] + [roll24] + [roll25]
[roll26] vs [roll27]. [roll28] + [roll29] + [roll30] + [roll31]


Number 8

[roll32] vs [roll33]. [roll34] + [roll35]

Or

[roll36]. [roll37]
[roll38]. [roll39]
[roll40]. [roll41]


Wolf:

[roll42] vs [roll43]. [roll44] + [roll45].
DC 15 Strength Save or Prone.

puzzler7
2019-06-26, 06:14 PM
Number 5 strikes down the spellcaster before turning and hitting the paladin.

The Spellcaster is frozen and promptly executed by Number 6's first two arrows. The second two attacks hit the paladin, felling him.

Number 8 and Wolf pile on the fighter, who throws up a magical shield, causing only Wolf's attack and Number 8's first attack to hit.

Regardless of whether the fighter falls or not, he attacks Number 6 twice.

Str save to avoid prone: [roll0] Spending half movement to stand up if failed. EDIT: passed.

Attacking number 6 with glaive twice:
[roll1] for [roll2]
[roll3] for [roll4]

EDIT: Using bonus action to shift into defensive stance.

Storyteller_Arc
2019-06-27, 03:08 AM
With both the Spellcaster and surprisingly the Paladin, falling to Team Conquest's Strikes. Only the Fighter was left to take on, and even as his blows would disrupt Number 6's Hunter's Mark, they would all turn their attention to him. There was no need for any fancy tricks, any magic spells or potent techniques. No, all that was left was to full upon him in a fury to cut him to shreds. Number 7 would Attack first with his Sneak Attack, followed by Number 6's dual shots, both of which would be helped. One by the remaining Familiar, and the other by Number 5's horse. Wolf would be next, using his Pack Tactics for accuracy, and to try and trip him up, leaving him open for Number 5 and Number 8 Attacks.

Number 7:
[roll0] vs [roll1]. [roll2] + [roll3].

Number 6:
[roll4] vs [roll5]. [roll6]
[roll7] vs [roll8]. [roll9]

Wolf:
[roll10] vs [roll11]. [roll12]
DC 15 Strength Save or Prone.

Number 5: Advantedge if Prone.
[roll13] vs [roll14]. [roll15]
[roll16] vs [roll17]. [roll18]

Number 8:
Advantedge if Prone.
[roll19] vs [roll20]. [roll21]
[roll22] vs [roll23]. [roll24]
[roll25] vs [roll26]. [roll27]

puzzler7
2019-07-01, 06:09 PM
DC 15 Str Save (bonus not shown): [roll0]

The fighter throws up a magical shield to block the hits, then mentally refreshes himself before attacking Wolf multiple times, resolutely determined to make the fight last as long as possible.

Feel free to counterspell the shield if you have the slots available, he still doesn't die.

Second Wind: [roll1]

Using action surge to make 4 attacks total against wolf:
[roll2] for [roll3]
[roll4] for [roll5]
[roll6] for [roll7]
[roll8] for [roll9]

Storyteller_Arc
2019-07-01, 06:40 PM
Despite the Fighter shielding himself with magic, Team Conquest would not let up their attacks, even as Wolf was wounded. Ther tactics would not change either. number 7's Sneak Attack, Number 6's Helped Shots. Wolf with his Pack Tactics and hopeful trip for Number 5's and Number 8's Attacks

Number 7:
[roll0] vs [roll1]. [roll2] + [roll3]

Number 6:
[roll4] vs [roll5]. [roll6]
[roll7] vs [roll8]. [roll9]

Wolf:
[roll10] vs [roll11]. [roll12]
DC 15 Strength Save or Prone.

Number 5: Advantedge if Prone.
[roll13] vs [roll14]. [roll15]
[roll16] vs [roll17]. [roll18]

Number 8:
Advantedge if Prone.
[roll19] vs [roll20]. [roll21]
[roll22] vs [roll23]. [roll24]
[roll25] vs [roll26]. [roll27]

puzzler7
2019-07-01, 09:03 PM
The fighter dies.

Storyteller_Arc
2019-07-04, 03:44 AM
Team Conquest would start the speed-run as well-prepared as they could with mounts and familiar’s, but beyond that, knew they would have limited prep-time beyond their planning with the information they had been given about their opponents. So, they would keep their spells to themselves. The only spell being cast before-hand being Danse Macabre by Number 8. The skeletons equipped with Number 6’s previous Longbow, as well as 4 Heavy Crossbows, instead of their normal shortbows.

Upon the battle beginning, Number 8 would use their bonus action to order the skeletons to Attack the wolf’s from right to left. Two shots to a wolf, with the longbow wielding skeleton taking the single lone shot. Number 6 would follow up with his Attack as well, going from left to right. Hoping to use only a single Sharpshooter’d attack to take the Wolf out, with Crossbow Expert giving him a 3rd attack, and his, Number 8, and Wolf’s Familiar’s Helping his attacks to give him the accuracy he needs.

Finally, Number 7 would Attack the leftmost remaining wolf with his crossbow, his own Familiar Help to land the shot. Wolf would then charge forwards, pass the skeletons in order to Attack the final, uninjured wolf, the nearby familiar’s giving him his Pack Tactics to give him the accuracy to tear the other wolf’s throat out... and his summoned steed would move and Attack what was hopefully the final wolf, the one hit by the Skeleton’s Longbow shot, and and it would be a Trampling Charge as well.

If this was not enough... well. Number 6, 7 and 8 all had Steed’s of their own to make Trampling Charge’s, and if that was not enough. Number 5 would ride up to the wolf’s and move along them. His double Attack with his blade and his Polearm Master bonus action attack, hopefully, all that was needed to finish the remaining wolf’s off... through hopefully, it wasn’t needed at all.

Number 8:
[roll0]. [roll1]
[roll2]. [roll3]
[roll4]. [roll5]
[roll6]. [roll7]
[roll8]. [roll9]

Number 6:
[roll10] vs [roll11]. [roll12]
[roll13] vs [roll14]. [roll15]
[roll16] vs [roll17]. [roll18]

Number 7:
[roll19] vs [roll20]. [roll21] + [roll22]

Wolf:
[roll23] vs [roll24]. [roll25]

Steeds:
[roll26]. [roll27]
[roll28]. [roll29]
[roll30]. [roll31]
[roll32]. [roll33]
DC 14 Strength Save or be knocked Prone. If Prone, the Steed’s can make an extra attack:
[roll34]. [roll35]
[roll36]. [roll37]
[roll38]. [roll39]
[roll40]. [roll41]

Number 5:
[roll42]. [roll43]
[roll44]. [roll45]
[roll46]. [roll47]

puzzler7
2019-07-04, 03:55 AM
Wolves die by Number 7's attack. A hell hound enters the room.

How are you getting +8 to hit with skeletons?

EDIT: never mind, read the spell.

Storyteller_Arc
2019-07-04, 04:27 AM
With the Wolf's falling under the onslaught of arrows and bolts, Wolf, the Warhorses, and most importantly, Number 5 was left to take on the hell hound by themselves.

Which was exactly the plan all along. With a sharp kick of his heels, Number 5 would move to strike the hell hound down. His Polearm Master enhanced Attacks not simple hitting hard, but fueled by the power of his Divine Smite, Triple Level 1 Smites in fact, the Hell Hound's Fiendish Nature working against it in order to empower his attacks. Not only that, but these attacks were Help as well. His steed, his familar, and Wolf's steed providing all the assistance he needed... and if this flurry of attacks wasn't enough to take it down?

Well. Wolf and 3 more Warhorses were standing by to be off assistance.

Number 5:
[roll0] vs [roll1]. [roll2] [roll3]
[roll4] vs [roll5]. [roll6] [roll7]
[roll8] vs [roll9]. [roll10] [roll11]


Wolf:
[roll12] vs [roll13]. [roll14]
DC 16 Strength Save or Prone

Steeds, Advantedge if Prone:
[roll15] vs [roll16]. [roll17]
[roll18] vs [roll19]. [roll20]
[roll21] vs [roll22]. [roll23]
DC 14 Strength Save or be knocked Prone. If Prone, the Steed’s can make an extra attack:
[roll24] vs [roll25]. [roll26]
[roll27] vs [roll28]. [roll29]
[roll30] vs [roll31]. [roll32]

puzzler7
2019-07-04, 04:49 AM
Number 5 kills the hellhound. A party of 3rd level PCs enters the room.

Storyteller_Arc
2019-07-04, 05:11 AM
Team Conquest would rest up between the rounds, allowing the remaining actions with Wolf and the steed's to pass them by in order to prepare for the next round against the party of four...

That Number 8 would try to one-shot with a single level 4 Fireball.

Number 8:
[roll0]
DC 16 Reflex Save for Half.
[roll1]
[roll2]
[roll3]
[roll4]

Storyteller_Arc
2019-07-04, 05:17 AM
Thank to the Eldritch Knight's Absorb Elements he survived, as did the Wizard's quick feet. The bard and the rogue, however, would not, and were killed by the Fireball. However, Wolf and the Warhorse's were still available to move, and move they would. Charging at their opponents in an attempt to finish them off in a flurry of Attacks. Wolf would target the Fighter with his attack, his familar moving with him to provide him the body needed for his Pack Tactics. This should leave the Warhorses to lead a Trampling Charge against the Wizard.

Wolf:
[roll0] vs [roll1]. [roll2]

Steeds:
[roll3]. [roll4]
[roll5]. [roll6]
[roll7]. [roll8]
[roll9]. [roll10]
DC 14 Strength Save or be knocked Prone. If Prone, the Steed’s can make an extra attack:
[roll11]. [roll12]
[roll13]. [roll14]
[roll15]. [roll16]
[roll17]. [roll18]

Storyteller_Arc
2019-07-04, 06:08 AM
Against the Treant and the Air Elementals, Team Conquest would start in the exact same way as before. With Number 5 in the middle of them all, unleashing the power of his Conqueering Presence to freeze them with his fear. Before he would ride back to his allies to keep them safe with his Tunnel Fighting.

Next up was Number 6. Using the wind to his full Advantage, he would launch a flurry of Attacks, focusing on any Air Elemental that was not frightened by Number 5. If they were all frightened, or any of his attacks slew them, he would instead focus down the closet Air Elemental. While he couldn’t cast another spell, Number 8 could still order his skeletons to Attack the Air Elementals. Number 7 meanwhile, would take an Attack of his own at an Air Elemental. Hopefully, one injured, but not killed by Number 8’s Skeletons, but willing to attack an uninjured one, if that was necessary.

Number 5: DC 17 Wisdom Save, or Frightened for 1 Minute.
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]

Number 6:
[roll8] vs [roll9]. [roll10]
[roll11] vs [roll12]. [roll13]
[roll14] vs [roll15]. [roll16]

Number 8:
[roll17] vs [roll18]. [roll19]
[roll20] vs [roll21]. [roll22]
[roll23] vs [roll24]. [roll25]
[roll26] vs [roll27]. [roll28]
[roll29] vs [roll30]. [roll31]

Number 7:
[roll32] vs [roll33]. [roll34] + [roll35]

puzzler7
2019-07-04, 10:41 PM
2 rounds have passed.

Number 7 finishes off the wizard. Number 6 kills Air B. Air A is wounded by the skeletons but does not die.

The live air elementals bristle angrily.

Tree A slams at S3 and S4, while Tree B throws a rock at S5. The Treant throws a rock at Number 8 before taking cover behind the northeast tree.

Tree A slams against S3, attacking S4 if S3 dies.
[roll0] for [roll1]
[roll2] for [roll3]

Tree B Rock at S5 (disadv):
[roll4] or [roll5] for [roll6]

Treant Rock at Number 8 (disadv):
[roll7] or [roll8] for [roll9]

I took a look at Find Steed. I don't think you can have a mount bonded to somebody else, and even if you could (it's reasonable to summon a mount then say "go serve him") I don't think you can have multiple. It's still bonded to the paladin as the spellcaster, even if it serves someone else (unless I'm missing something).


You can't have more than one steed bonded by this spell at a time.

Storyteller_Arc
2019-07-05, 03:39 AM
When the Treant stepped forwards in an attempt to smash some skeletons, Number 5’s expertise as a Polearm Master would allow him to lash out at the creature, which, combined with his Sentinel training, should allow him to completely halt its movement, and protect the skeletons from its blows.

Regardless of this, the chain of events that followed would not differ. While the Treant having moved up North was... annoying. It was still close enough to an Air Elemental that Number 8’s Level 4 Fireball, hitting at I14, would hit both the Treant, and Air Elemental C. His bonus action would have the Danse Macbre skeletons Attack from 1-5. If the Air Elemental C had not been able to avoid most of the fireball blast, then the Skeletons would focus it down, before moving their attention to the Treant. If Air Elemental C had avoided most of the blast, they would just target the Treant. They would also move away from Tree A in order to try and avoid further attacks from it.

Then there was Wolf and the Warhorses. They would charge Air Elemental A, trying to slay it with their Attacks, before retreating to an advantedgeous position. All except Number 5’s Warhorse which would Dash across the battlefield in order allow Number 5 to lay into the Treant with a flurry of Level 2 Divine Smite fueled strikes. With 3 Owl Familiar’s Helping him land the blows, having hitched a ride on him to get across the battlefield.

Number 6 would go next, focusing all of his Attacks against the Treant himself. He wouldn’t just attack either. He would hit the Treant with double Menacing attacks, trying to make it afraid of him, as well as hitting harder than normal. Finally Number 7 would follow up with a Sneak Attack against the Treant.

Number 5’s Opportunity Attack:
[roll0]. [roll1]

Number 8:
[roll2] Fire Damage. DC 16 Dexterity Save for Half.
[roll3]
[roll4]
Skeletons:
[roll5] vs [roll6]. [roll7]
[roll8] vs [roll9]. [roll10]
[roll11] vs [roll12]. [roll13]
[roll14] vs [roll15]. [roll16]
[roll17] vs [roll18]. [roll19]
Ignore Attacks 3 & 4 is Number 5’s attack missed.

Wolf:
[roll20] vs [roll21]. [roll22]

Steed’s:
[roll23]. [roll24]
[roll25]. [roll26]
[roll27]. [roll28]
[roll29]. [roll30]

Number 5:
[roll31] vs [roll32]. [roll33] + [roll34]
[roll35] vs [roll36]. [roll37] + [roll38]
[roll39] vs [roll40]. [roll41] + [roll42]

Number 6:
[roll43] vs [roll44]. [roll45]
[roll46] vs [roll47]. [roll48]
[roll49] vs [roll50]. [roll51]
Menacing Attack: DC 16 Wisdom Save or be Frightened until the end of my next turn.
[roll52]. [roll53]. [roll54]. [roll55]

Number 7:
[roll56] vs [roll57]. [roll58] + [roll59].

puzzler7
2019-07-06, 04:54 AM
All the things you said in the OOC appear to be correct. If I'm not mistaken, that means 3 rounds have passed.

The treant crumbles with the sneak attack. You walk into a room with a lake.

Storyteller_Arc
2019-07-06, 08:06 AM
Round 4

With the Treant defeated, Team Conquest would carefully spread out around the pool in preparation to face off against the Morkoth. Very aware of its Hypnosis and Spellcasting ability, and spreading out as best they could in order to minimize the effectiveness of such abilities.

When the battle began and the Fire Elemental’s appeared, it would be Wolf that lead the charge. He would use the Ioun Stone of Reserve to cast the Hypnotic Pattern that had been prepared beforehand. Catching Fire Elemental’s A, B and C within its area and hopefully Incapacitating them. Number 5 would move next, Attacking Fire Elemental D with a flurry of Divine Strike powered attacks. One level 3, and 2 level 2 Smites. Next would be Number 6, also focusing down Fire Elemental D, and if it fell, would switch targets to Fire Elemental E, instead. Each attack getting Help from a Familiar. With another Familiar Help number 7 get a Sneak Attack on either Fire Elemental D or E. Before flying up to hover over the middle of the lake.

Finally, there was Number 8. They would use Ray of Frost against Fire elemental D or E, or even the Morkoth if both had fallen. Then, with their bonus action, they would order their Skeleton’s to Attack. If Fire Elemental E was still alive, they would be the target, starting with Skeleton 1, then moving down to Skeleton 2-5. If Fire Elemental E fell. Then the crossbow bolts would spit into the water against the Morkoth, before the Skeletons would step back and press themselves against the Wall. As for the Steeds? They would take the Dodge action if all of the Fire Elemental's were charmed or dead. Otherwise, they would Ready an action to move their speed down the side of the lake if a creature came within 5ft of them.

Wolf: DC 16 Wisdom save or Charmed & Incapacitated.
[roll0]
[roll1]
[roll2]


Number 5:
[roll3]. [roll4] + [roll5]
[roll6]. [roll7] + [roll8]
[roll9]. [roll10] + [roll11]

Number 6:
[roll12] vs [roll13]. [roll14]
[roll15] vs [roll16]. [roll17]
[roll18] vs [roll19]. [roll20]

Number 7:
[roll21] vs [roll22]. [roll23] + [roll24].

Number 8:
[roll25]. [roll26]
Skeletons:
[roll27] vs [roll28]. [roll29]
[roll30] vs [roll31]. [roll32]
[roll33] vs [roll34]. [roll35]
[roll36] vs [roll37]. [roll38]
[roll39] vs [roll40]. [roll41]

puzzler7
2019-07-08, 06:13 PM
Fire Elementals D and E fall, while Fire Elemental B is not hypnotized. It runs at the skeletons, setting them ablaze.

The Morkoth summons a hand and tries to flick Wolf into the water.

Number 7 and Skeletons 2-5 take [roll0] fire damage.

Opposed Str check to push Wolf to G6 (hand has adv): [roll1] or [roll2]

Storyteller_Arc
2019-07-09, 03:38 AM
Round 5

Thanks to the readied actions of the warhorses, Number 7 and his Warhorse was able to move away from the Fire Elemental before it reached them and avoid the damage. The skeletons, however, did not, and were set ablaze because of it. Fortunately, however, they did not burn to a crisp underneath said Fire Elemental, which meant they were capable of being used. With Wolf managing to resist the Grappling Magicial Hand.

And used they would be. Number 5 would move first through, positioning himself to cut the Fire Elemental off from following the skeletons. His bonus action would be using his Font of Magic to turn 2 Sorcery Points into a Level 1 spell. Which would then be used to cast Bless on himself, Number 6, and Number 7. He and his mount did not just move into position, however, but forwards, to allow his mount to use the Help action on the Fire Elemental, before shifting back into position.

Number 6 would then move out of the way, further around the lake, and cast Hunter’s Mark on the Morkoth. Which he would then follow up with an Action Surge double Attack down into the depths at it. Not only that, but he would spend his remaining Superiority Die as well - Precision Attack’s first and foremost. However, the second and third unassisted hits would use a Goading Attack instead.

With Number 5 and Number 6 done. Next was Number 8. They would trot up the lake and perform their favourite trick. A Fireball. Specifically a level 5 Fireball down at the Morkoth. Which they would follow up with their bonus action directing their skeletons to Attack it, after moving further around the lake. As his mount moved him back against the wall, Number 7’s Mount would gallop around the lake while Number 7, along with the familiar’s hovering above the lake, would Ready an action. The familiar’s to use Help on the Morkoth if it came within 5ft of the surface. Number 7 to Attack the Morkoth as soon as Help was used on it. The remaining Mount’s Dodge, while Wolf Dashed around the lake.


Number 6:
+ [roll1]. [roll2] + [Roll]Hunter’s Mark]1d6
+ [roll4]. [roll5] + [Roll]Hunter’s Mark]1d6
+ [roll7]. [roll8] + [Roll]Hunter’s Mark]1d6
+ [roll10]. [roll11] + [Roll]Hunter’s Mark]1d6
[roll12]. [roll13] [roll14].
Goading Attack: DC 16 Wisdom Save or be Frightened until the end of my next turn.
[roll15]. [roll16].

Number 8:
[roll17] Fire Damage. DC 16 Dexterity Save for Half.
[roll18]

Skeletons: Skeleton 1 has Disadvantedge.
[roll19] vs [roll20] . [roll21]
[roll22]. [roll23]
[roll24]. [roll25]
[roll26]. [roll27]
[roll28]. [roll29]

puzzler7
2019-07-10, 01:16 AM
Trusting the numbers you added up in the OOC.

The Hand fizzles under the onslaught from Team Conquest. It growls, summoning a massive lightning bolt that arcs through the PCs.

The only fire elemental that isn't frightened runs through Number 5 and the Skeletons.

Number 5, 6, 7 ,8: Take [roll0] lightning damage, DC 17 Dex save for half.

Number 5 and Skeletons, take [roll1] fire damage.

Storyteller_Arc
2019-07-10, 03:01 AM
Round 6

With Number 5’s Polearm Mastery and skill as a Sentinel stopping the Fire Elemental from running him and the skeletons over, and Number 8’s Counterspell stopping the Chain Lighting in its track. Team Conquest moved in order to finish the Morkoth off.

Number 8 would go first, using his bonus action to order the skeletons to Attack. After this however, he would dismiss them, allowing them to crumble to the ground in order to cast Greater Invisibility on Number 7 - preparing for the next round. After all, with his Crossbow Expert, Number 6 could make three Attacks with his hand crossbow, and with his Sharpshooter and Hunter’s Mark, he’ll be doing a ton of damage... with his Percise Attack aiding in the accuracy if necessary, or evn damage for his third and final attack if needed.

Number 8:

Skeletons: Skeleton 1 has Disadvantedge.
[roll0] vs [roll1] . [roll2]
[roll3]. [roll4]
[roll5]. [roll6]
[roll7]. [roll8]
[roll9]. [roll10]

Number 6:
[roll11] + [roll12]. [roll13] + [roll14]
[roll15] + [roll16]. [roll17] + [roll18]
[roll19] + [roll20]. [roll21] + [roll22]
[roll23].
Goading Attack: DC 16 Wisdom Save disadvantedge vs other attacks until the end of the turn.
[roll24].

Storyteller_Arc
2019-07-10, 03:05 AM
Sadly. Number 6's attacks were not enough to fell the Morkoth. Meaning it fell to Number 7 to finish the job. At the very least, the Greater Invisibility put on him would allow him to land a Sneak Attack with his attack.

Number 7:
[roll0] vs [roll1] + [roll2]. [roll3] + [roll4]

Storyteller_Arc
2019-07-10, 03:30 AM
Round 7

Going into the final opponent, Team Conquest would take their free short-rest in order to recharge and prepare themselves for the final fight. Not only would Number 8 use their Arcane Recovery to regain a Level 4 spell slot, while Number 6 would regain his Superiority Die and Action Surge, but going into the fight, there would be a buffing to empower everyone.

Number 5 would use his Sorcery Points to regain a level 1 spell slot, which would then be used to cast Bless on himself, Number 6 and Number 7. Number 8 would then cast Greater Invisiblity on Number 7, in order to make sure he’s ready to the fight, before activing his Bladesong for the fight to come. Finally, Number 8 would also cast Haste into the Ioun Stone of Reserve, which Wolf would use to cast on Number 7.

Then, the battle would commence. Number 7 would lead the way with a Magicial Ambush . Using his Divine Arcana to empower his a Level 3 Hold Person against Agent A and Agent C. Hoping to shut down both the Counterspeller, and the Attack Punisher with the spell.

Number 7: DC 18 Wisdom save with Disadvantedge, or Parazyled.
[roll0] vs [roll1]
[roll2] vs [roll3]

Storyteller_Arc
2019-07-10, 04:01 AM
With Agent A successfully throwing off the effects of the Hold Person, even empowered by the Magicial Ambush and the Channel Arcana, Number 7 would not, in fact, take a bonus action due to his Haste. Instead, he would simply let the others take their action.

With the Counterspelling frozen up, Number 8 would lead the charge by throwing a Fireball into the middle of the group, using his last level 3 slot to do so. Number 6 would be next, using his Action Surge to give him a flurry of Attacks against Mr President. Each one Helped by a Familiar. Using his Superiority Die for either Percise Attack to make sure the attack hits, or Menacing Attack to damage and weaken him if they did hit.

However, Number 6 was not simply attacking Mr President for no reason... if Agent A would react as planned, and use his attack punishment on Number 6, then it would free up Number 6 to sacrifice his last 2 attacks in order to use Commander’s Strike. Allowing Number 7 to use his Reaction to make a Sneak Attack against Agent C.

Next. There was Number 5. He would order his Warhorse into the middle of the group, and make a flurry of Divine Smite powered attacks. If Agent C was still standing, he would be the first target. If Number 6 had used Commander’s Strike, then there would be 2 Familiar’s ready to Help Number 5’s next attacks against Mr President. If Number 6 had not used it however. Then Number 5 would have up to 3 horses Helping him attack Agent A.

Finally. There was Wolf and the Warhorses. The would simply charge forwards to hit who they could. If, by some miracle, Agent C was still alive. They would be the target. If, however, they were dead. Then they would focus on Agent A instead. If Agent A was killed, then Agent B would be their target.

Number 8:
[roll0] DC 16 Reflex Save for Half. Agent C automatically fails.
[roll1]
[roll2]
[roll3]

Number 6:
[roll4] vs [roll5] + [roll6]. [roll7]
[roll8] vs [roll9]+ [roll10]. [roll11]
[roll12] vs [roll13] + [roll14]. [roll15]

[roll16]. [roll17]. [roll18].
Menacing Attack: DC 16 Wisdom Save or frightened until the end of the next turn.
[roll19]. [roll20]. [roll21]

If not using Commander’s Strike:

[roll22] vs [roll23] + [roll24]. [roll25]
[roll26] vs [roll27] + [roll28]. [roll29]

[roll30]. [roll31].
Menacing Attack: DC 16 Wisdom Save or frightened until the end of the next turn.
[roll32]. [roll33].

If using Commander’s Strike:
[roll34] vs [roll35] + [roll36]. [roll37] + [roll38].

Number 5:
[roll39] vs [roll40] + [roll41]. [roll42] + [roll43]. [roll44] + [roll45]
[roll46] vs [roll47] + [roll48]. [roll49] + [roll50]. [roll51] + [roll52]
[roll53] vs [roll54] + [roll55]. [roll56] + [roll57]. [roll58] + [roll59]

Wolf:
[roll60] vs [roll61]. [roll62]
DC 16 Strength Saving Throw or Prone
[roll63]
[roll64]

Steeds: -1 Steed attack per Attack from Number 5 vs Agent A. Advantage if Prone from Wolf
[roll65] vs [roll66]. [roll67]
[roll68] vs [roll69]. [roll70]
[roll71] vs [roll72]. [roll73]
[roll74] vs [roll75]. [roll76]
[roll77] vs [roll78]. [roll79]
If any target is prone, Bonus Action attack:
[roll80] vs [roll81]. [roll82]
[roll83] vs [roll84]. [roll85]
[roll86] vs [roll87]. [roll88]
[roll89] vs [roll90]. [roll91]
[roll92] vs [roll93]. [roll94]

puzzler7
2019-07-13, 03:59 AM
The full blast of the fireball hits the whole party. Number 6 takes 3 attacks to kill Mr. President. The paladin does retaliate with his reaction, burning Number 6. Number 7 assassinates the paralyzed Agent C. Number 5 barely manages to take out Agent A.

The wolves assault Agent B, forcing him to throw up a magical shield, preventing any damage.

puzzler7
2019-07-13, 04:03 AM
Agent B attacks the warhorses. As a bonus action, he shifts into a defensive stance.

Number 6 takes 21 radiant damage, DC 16 Wis save to halve.

Fighter attacks against nearby warhorses:
[roll0] for [roll1]
[roll2] for [roll3]

Using bonus action to shift into tunnel fighter stance.

Storyteller_Arc
2019-07-13, 04:19 AM
Round 8

What was hopefully the final round on Team Conquest's Speed Run was very simple.

Number 7 would use his Magicial Ambush to cast Hold Person on Agent B. Then, he, and everyone else. Would attack the hopefully Paraylzed Fighter to kill him.

Number 7: DC 16 Wisdom Save with Disadvantedge or Paraylzed.
[roll0] vs [roll1]
Then, Hasted Action. All attacks have advantage if Paraylzed.
[roll2] vs [roll3] + [roll4]. [roll5] + [roll6]. [roll7]

Number 6:
[roll8] vs [roll9] + [roll10]. [roll11] + [roll12]
[roll13] vs [roll14]+ [roll15]. [roll16] + [roll17]
[roll18] vs [roll19] + [roll20]. [roll21] + [roll22]

Number 5:
[roll23] vs [roll24] + [roll25]. [roll26] + [roll27]. [roll28] + [roll29]
[roll30] vs [roll31] + [roll32]. [roll33] + [roll34]. [roll35] + [roll36]
[roll37] vs [roll38] + [roll39]. [roll40] + [roll41]. [roll42] + [roll43]

Number 8:
[roll44] vs [roll45]. [roll46]. [roll47]
[roll48] vs [roll49]. [roll50]. [roll51]
[roll52] vs [roll53]. [roll54]. [roll55]

Wolf:
[roll56] vs [roll57]. [roll58] + [roll59]
DC 16 Strength Saving Throw or Prone
[roll60]

Steeds:
[roll61] vs [roll62]. [roll63] + [roll64]
[roll65] vs [roll66]. [roll67] + [roll68]
[roll69] vs [roll70]. [roll71] + [roll72]
[roll73] vs [roll74]. [roll75] + [roll76]
[roll77] vs [roll78]. [roll79] + [roll80]
If any target is prone, Bonus Action attack:
[roll81] vs [roll82]. [roll83] + [roll84]
[roll85] vs [roll86]. [roll87] + [roll88]
[roll89] vs [roll90]. [roll91] + [roll92]
[roll93] vs [roll94]. [roll95] + [roll96]
[roll97] vs [roll98]. [roll99] + [roll100]

puzzler7
2019-07-13, 04:42 AM
Agent B dies a gruesome death.

puzzler7
2019-08-11, 02:11 AM
After Team Conquest swift dispatches several waves, a Boss spawns. It flies up to Number 5 and attacks him.

Jumping you to round 5, as you detailed in the OOC.

Boss attack on Number 5: [roll0] for 22 damage.

Storyteller_Arc
2019-08-11, 08:00 AM
Thanks to Team Conquest’s summoned creatures, including the Berserkers summoned by their new Iron Horn of Valhalla, they were able to easily vanquish the first few waves they faced. Not as easily as Team FUNGUS from the sounds of it... but that pretty much expected to be the case by now. The Boss wave however, was a flying creature, meaning that the Berserkers were unable to touch it. But, it wouldn’t exactly escape unscathed regardless.

After all, the 10 Skeleton Archers, Number 6, Number 7 and Number 8 each had Readied to attack the creature as soon as it appeared. Most with their crossbows, and Number 8 with a Ray of Frost. Plus, Warhorse’s 6 and 7 were able to rear up and hit the boss as it moved down towards Number 5... and Number 5, on top of his Warhorse and with his Glaive ready, was able to lash out himself as well.

Skeletons:
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
Average: 115. Total: 126

Warhorse’s:
[roll10]
[roll11]
Average: 22. Total: 16

PC’s:
[roll12]
[roll13] + [roll14]
[roll15]
[roll16]
Average: 70.5. Total: 78

Reaction Damage:
Average: 207.5. Total: 220

puzzler7
2019-08-13, 11:32 AM
The next wave files down the line to get ripped to pieces by the berserkers. This time, however, much of the wave survives.

Map updated. I only counted AoOs - I did not include any readied actions.

urandom
2019-09-02, 09:20 PM
marid (M) [roll0]
young bronze dragon 1 (D1) [roll1]
young bronze dragon 2 (D2) [roll2]

Storyteller_Arc
2019-09-03, 03:44 AM
With their many, many different summons, Team Conquest would enter the battlefield in battle formation, the zombies arranged at the front, the skeleton crossbowmen at the back and the actual team either placed between them, or flanking either side in case of the Number 6’s. The fact that they were up against three flying creatures, while they had a significant melee only element to their party, was a frustration. But the zombies were mainly there to soak up damage, so it wasn’t a significant issue.

Their opponents had arranged themselves quite effectively behind the terrain, using it to shield them from attacks... but not well enough. A flurry of crossbow bolts were launched against the young Bronze dragon in the middle of the group as the Skeleton’s were ordered to Attack, with the Zombies marching forwards not longer after, forced to break formation due to the terrain. Number 8 was close behind, launching a Ray of Frost at the flying beast.

At this, Number 8’s owl familiar would leave his shoulder and zip forwards over to the Bronze dragon, distracting it with the Help action so that Simulacrum 6 could urge his mount forwards a use his skills with Extra Attack and as a Crossbow Expert to make 4 quick attacks against it. Not only did his skill as a Sharpshooter mean he could work around the long-distance with his hand crossbow, but he also sacrificed accuracy for damage, aiming for the dragon’s eyes and other vulnerable spots.

If the Bronze Dragon fell, then the Simulacrum’s Familiar would fly over to the second bronze dragon and distract it with the Help action again, if not, it would focus on the first bronze dragon. Both times opening up the original Number 6 for a slightly more accurate barrage of crossbow bolts at the dragons, changing targets if necessary. After this, the Chain Devil and Invisible Stalker would move forwards, hiding behind the walls for cover as they were not able to get in range to strike.

Skeletons:
[roll0]. [roll1]
[roll2]. [roll3]
[roll4]. [roll5]
[roll6]. [roll7]
[roll8]. [roll9]
[roll10]. [roll11]
[roll12]. [roll13]
[roll14]. [roll15]
[roll16]. [roll17]

Number 8:
[roll18]. [roll19]

Simulacrum 6
[roll20] vs [roll21]. [roll22]
[roll23]. [roll24]
[roll25]. [roll26]
[roll27]. [roll28]

Number 6
[roll29] vs [roll30]. [roll31]
[roll32]. [roll33]
[roll34]. [roll35]
[roll36]. [roll37]

urandom
2019-09-03, 01:01 PM
The remaining bronze dragon screams in fury at his loss, and flies forward to release a terrible arc of lighting from its jaws, striking the simulacrum of number 6, his mount, number 7, and number 5 and his mount. The marid floats above number 6 and taps him. "To the Abyss with ye."


D1 uses lightning breath
Make dc 15 dex save to half:
lightning dmg [roll0]
recharge [roll1]

Marid casts plane shift on number 6 (if attack hits make dc 16 cha save or be sent to the abyss)
attack [roll2]

Storyteller_Arc
2019-09-03, 04:21 PM
While the Simulacrum and Number 8 weathers the storm of the Bronze Dragon’s Lighting breath, and the original Number 6 easily dodged the attack against him by the Marid, Number 7 would make his move. Mounting his horse and guiding him closer to the Bronze Dragon, before slipping back of the horse to hide behind the pillar. Once safely hidden, he would use his talent of Magicial Ambush in order to cast Tasha’s Hideous Laughter at the Bronze Dragon. Planning on bringing it crashing to the ground and make it vunrable to follow up Attack’s.

Saving Throws:
[roll0]
[roll1]
[roll2]
If either Horse fails, then it dies. Forcing its rider to make a DC 10 Dex save or fall prone.
[roll3]
[roll4]

Number 7:
[roll5] vs [roll6]
If successful, YBD1’s saving throw vs Tasha’s Hideous Laughter is made at Disadvantedge. DC 17.
[roll7] vs [roll8]

Storyteller_Arc
2019-09-03, 04:24 PM
Indeed, the Bronze Dragon would collaspe to the ground, helpess in laughter due to Number 8’s spell. Meaning that Wolf 2 and Wolf 2’s Warhorse could Attack, with the Warhorse making a second Attack against the prone target as a bonus action. Number 7’s Familiar meanwhile, would fly over to the Marid to Help against it.

Number 5 meanwhile, would move up towards the Marid. Thanks to the Marid’s size, Number 5’s reach, and the fact he was mounted on his trust steed, Number 5 was able to strike upwards with an Attack of his own, also using his skill as a Polearm Master to make a third attack against the creature. Through, sadly, Wolf could make any attacks against the Marid himself. Still, Wolf’s Familiar, and Number 5’s Familiar could Help the next attacks against it.

Then, it was Number 8’s turn once more, and with the Bronze Dragon prone, he could direct his Zombies down to Attack it, before they begun their Bladesong, empowering their attacks as he directed his Warhorse - borrowed from Wolf - neatly around the salagamites and his Zombies in order to make a devastating triple Attack thanks to his Dual Wielding expertise. With the Warhorse making its own attack before they withdrew. The Skeletons Archers meanwhile, would reorganize themselves, and fire at the Marid. Number 8’s Familiar would then move to Help the next attack against it.

Simulacrum 6. Crossbow Expert Attacks vs the Marid. With his Owl moving to Help vs it for Number 6’s own Crossbow Expert Attacks. Finally, the Chain Devil would move down to attack the prone Bronze Dragon with its Multiattack and Animated Chains. Meanwhile, the Invisible Stalker flew up to the Marid and Multiattack it as well.


Wolf 2:
[roll0] vs [roll1]. [roll2]
Warhorse 2:
[roll3] vs [roll4]. [roll5]
[roll6] vs [roll7]. [roll8]

Number 5:
[roll9] vs [roll10]. [roll11]
[roll12]. [roll13]
[roll14]. [roll15]

Zombies:
[roll16] vs [roll17]. [roll18].
[roll19] vs [roll20]. [roll21].
[roll22] vs [roll23]. [roll24].

Number 8:
[roll25] vs [roll26]. [roll27]
[roll28] vs [roll29]. [roll30]
[roll31] vs [roll32]. [roll33]

Skeletons:
[roll34] vs [roll35]. [roll36]
[roll37] vs [roll38]. [roll39]
[roll40]. [roll41]
[roll42]. [roll43]
[roll44]. [roll45]
[roll46]. [roll47]
[roll48]. [roll49]
[roll50]. [roll51]
[roll52]. [roll53]

Simulacrum 6
[roll54] vs [roll55]. [roll56]
[roll57]. [roll58]
[roll59]. [roll60]
[roll61]. [roll62]

Number 6
[roll63] vs [roll64]. [roll65]
[roll66]. [roll67]
[roll68]. [roll69]
[roll70]. [roll71]

Chain Devil:
[roll72] vs [roll73]. [roll74]
[roll75] vs [roll76]. [roll77]
[roll78] vs [roll79]. [roll80]
[roll81] vs [roll82]. [roll83]
[roll84] vs [roll85]. [roll86]
[roll87] vs [roll88]. [roll89]
DC 14 Grapple Check, or Grappled and Restained.

Invisible Stalker:
[roll90] vs [roll91]. [roll92]
[roll93] vs [roll94]. [roll95]

urandom
2019-09-03, 05:50 PM
save vs tashas with advantage each time it takes dmg
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]
vs grapple [roll18]

urandom
2019-09-03, 06:17 PM
The terribly wounded dragon growled and stood before swiping out madly against the wizard.
Meanwhile the Marid conjures a powerful jet of water to blast back 6 and his simulacrum, as well as a few of the minions in the way.

Dragon attacks vs number 8

bite:
attack[roll0]
dmg [roll1]
claw 1
attack[roll2]
dmg [roll3]
claw2
attack[roll4]
dmg [roll5]

Water Jet:
6, 6 horse, 1 owl, s8, s9, Sim 6, sim 6 horse
Make DC 16 Dex save to half
:
[roll6] bludgeoning damage
and avoid being pushed 20 ft

Storyteller_Arc
2019-09-04, 02:43 AM
With the Bronze Dragons dead, the Marid was the last opponent they needed to face. The loss of two Skeletons and Sim 6’s Warhorse was an annoyance, but not a total loss. Plus, defeating the Mirad was rather simple to do now that the Dragons were defeated.

A short ride from Number 7 allowed him to get in range to use his Sneak Attack, Help[b]ed by his familiar. Then, Number 5 would just [b]Attack it thrice as a Polearm Master. Number 8 would launch a Fire Bolt at the creature, while the Skeletons Attacked it. Finally, Number 6 and Sim 6 would each launch Four bolts of their own to attack it. Then to round it up, the Invisible Stalker would Multiattack it. With many Familiar’s Helping the next attacks to come.

Number 7:
[roll0] vs [roll1]. [roll2] + [roll3].

Number 5:
[roll4]. [roll5]
[roll6]. [roll7]
[roll8]. [roll9]

Number 8:
[roll10] vs [roll11]. [roll12]

Skeletons:
[roll13] vs [roll14]. [roll15]
[roll16]. [roll17]
[roll18]. [roll19]
[roll20]. [roll21]
[roll22]. [roll23]
[roll24]. [roll25]
[roll26]. [roll27]

Simulacrum 6
[roll28] vs [roll29]. [roll30]
[roll31]. [roll32]
[roll33]. [roll34]
[roll35]. [roll36]

Number 6
[roll37] vs [roll38]. [roll39]
[roll40]. [roll41]
[roll42]. [roll43]
[roll44]. [roll45]


Invisible Stalker:
[roll46] vs [roll47]. [roll48]
[roll49] vs [roll50]. [roll51]

Storyteller_Arc
2019-09-12, 03:47 AM
Team Conquest was better prepared for Round 2.

Not only was Number 7 and Number 8’s horse invisible, not only had Number 7 cast bless on Number 6, his Simulacrum, and the Chain Devil. But, they were much faster in their response as a group than before. Allowing them to put their plans into practice.

First. Number 6. Who would cast Hunter’s Mark on the Erinyes, and follow it through with three Attacks, the first of which was Helped by his trusty Familiar. Next was the Chain Devil, which still had its Animated Chains. Said Chains would be used to Multiattack the Mammoth, before retreating away so that the Mammoth would have difficulty retaliating. Third was Wolf 2. Thanks to Pack Tactics, his Attack against the Mammoth would be much more accurate, then he too would retreat.

Simulacrum 6 would replicate Number 6, though he was Helped by Wolf 2’s Familiar as well as his own. Wolf would replicate Wolf 2. Then it was Number 7’s turn. Number 7, who would cast Suggestion on Githyanki 2, the Inivisblity meaning he could use the power of his Magicial Abmush skill to make it incredibly difficult to resist: ‘Planeshift away’, before flying over the top of Mammoth 3 in order to get behind enemy lines.

And then finally, Number 8. The Zombies would all Attack the Mammoth’s in front of them, while the Archer’s Attacked the Erinyes. Finally, Number 8 would Attack three times, all three attacks Help. One by his familiar, one by Number 7’s familiar, and one by Wolf’s familiar. Then, he too would retreat away from the Mammoth.

All of the Warhorse's would Dodge

Number 6: Attacks 2 & 3 at Disadvantedge.
[roll0] + [roll1]. [roll2] + [roll3]
[roll4] vs [roll5] + [roll6]. [roll7] + [roll8]
[roll9] vs [roll10] + [roll11]. [roll12] + [roll13]

Chain Devil: Attacks at Disadvantage
[roll14] vs [roll15] + [roll16]. [roll17]
[roll18] vs [roll19] + [roll20]. [roll21]
[roll22] vs [roll23] + [roll24]. [roll25]
[roll26] vs [roll27] + [roll28]. [roll29]
[roll30] vs [roll31] + [roll32]. [roll33]
[roll34] vs [roll35] + [roll36]. [roll37]

Wolf 2:
[roll38]. [roll39]

Sim 6: Attack 3 at Disadvantedge.
[roll40] + [roll41]. [roll42] + [roll43]
[roll44] + [roll45]. [roll46] + [roll47]
[roll48] vs [roll49] + [roll50]. [roll51] + [roll52]

Wolf:
[roll53]. [roll54]

Number 7: DC 17 Wisdom Saving Throw, made at Disadvantage.
[roll55] vs [roll56].

Zombies: All attacks at Disadvantedge
[roll57] vs [roll58]. [roll59]
[roll60] vs [roll61]. [roll62]
[roll63] vs [roll64]. [roll65]
[roll66] vs [roll67]. [roll68]
[roll69] vs [roll70]. [roll71]
[roll72] vs [roll73]. [roll74]
[roll75] vs [roll76]. [roll77]
[roll78] vs [roll79]. [roll80]
[roll81] vs [roll82]. [roll83]
[roll84] vs [roll85]. [roll86]

Skeletons: All attacks at Disadvantedge
[roll87] vs [roll88]. [roll89]
[roll90] vs [roll91]. [roll92]
[roll93] vs [roll94]. [roll95]
[roll96] vs [roll97]. [roll98]
[roll99] vs [roll100]. [roll101]
[roll102] vs [roll103]. [roll104]
[roll105] vs [roll106]. [roll107]

Number 8:
[roll108]. [roll109]
[roll110]. [roll111]
[roll112]. [roll113]

charlesrwest
2019-09-20, 01:45 PM
The Erinyes screeches and looses a volley of arrows at Number 6, then moves up to Number 7. The first Githyanki Knight then marches forward and makes a pulling gesture at Number 6.


Erinyes
Longbow. Ranged Weapon Attack: +7 to hit, reach 150/600 ft., one target. Hit: (1d8 + 3) piercing damage plus (3d8)poison damage. The target must succeed on a dc 14 constitution saving throw or be poisoned The poison lasts until it is removed by the lesser restoration spell or similar magic
Attack: [roll0]
Damage: [roll1] + [roll]3d8/roll] + (if crit): [roll2] + [roll]3d8/roll]

Attack: [roll3]
Damage: [roll4] + [roll]3d8/roll] + (if crit): [roll5] + [roll]3d8/roll]

Attack: [roll6]
Damage: [roll7] + [roll]3d8/roll] + (if crit): [roll8] + [roll]3d8/roll]

Number 6 str saving throw (DC 13): [roll9]

charlesrwest
2019-09-20, 01:57 PM
Most of the enraged mammoths lash out at the surrounding zombies, but one makes a break for Number 5.


M1 attacks Z1, M2 attacks Z9. M3 runs and attacks Z10. M4 runs and attacks N5.


Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: (4d8 + 7) piercing damage.
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: (4d10 + 7) bludgeoning damage.

M1
Attack: [roll0]
Damage: [roll1] + (if crit) [roll2]

M2
Attack: [roll3]
Damage: [roll4] + (if crit) [roll5]

M3
Attack: [roll6]
Damage: [roll7] + (if crit) [roll8]

ZOmbie strength save DC 18: [roll9]

Bonus attack if failed:
Attack: [roll10]
Damage: [roll11] + (if crit) [roll12]

M4
Attack: [roll13]
Damage: [roll14] + (if crit) [roll15]

Number 5 strength save DC 18: [roll16]

Bonus attack if failed:
Attack: [roll17]
Damage: [roll18] + (if crit) [roll19]

charlesrwest
2019-09-20, 02:01 PM
The second knight dashes forward and teleports behind Number 6 and his duplicate.

Storyteller_Arc
2019-09-20, 06:03 PM
The loss of the zombies was easily acceptable, and Number 5 took the mammoth’s attack without flinching, the Armour of Agathys lashing back against it to deal even greater damage than the mammoth itself did with its blow. Plus, the Paladin’s glaive would cut into its flesh, halting its charge before it was complete thanks to his skill as a Sentinel

Number 5 would not attack the Mammoth’s, instead, he would take the Dodge action while preparing himself as a Tunnel Fighter to block the Mammoth’s attempts to attack his allies. His Warhorse would also use Dodge. The Invisible Stalker meanwhile would fly down from the top of the room to Multiattack, targetting Mammoth 3. If his first strike was successful in felling the creature, then he would turn his attention to Mammoth 4, before moving in order to limit the creature’s ability to approach his allies.

Then, it was time for Number 6 to take the stage once more. He was swift to return the favour against the Erinyes with a barrage of Sharpshooter Attacks. The first attack Helped by his familiar once again. When the Erinyes fell, his attacks would switch target to the Githyanki Knight so close to him. His Warhorse would also Attack the Knight, before moving up to get out of the way of his allies.

The Chain Devil was next, and his actions were simple. Moving across the mold, immune to its poison, in order to strike at the Githyanki Knight with his Animated Chains. Wolf 2 and his mount were next. The Warhorse moving first to Attack, then Wolf 2, taking full advantage of the Pack Tactics to Attack and potentially trip the Knight, before retreating out of the way for others to strike. Sim 6 would follow up with his own Sharpshooter attacks. If the pruning had failed, then the first two Attacks would be Helped against the Knight by his and Wolf 2’s Familiars. Otherwise, this wasn’t needed. His Warhorse would also Attack the Knight.

If Knight 2 died, then Sim 6 would instead attack the other Knight. Number 7 would take a Sneak Attack against Knight 2 if he was still alive and not prone, or against Knight 1 if Knight 2 was prone or dead. Wolf’s Warhorse would Attack Knight 2 if he was somehow still alive, followed by Wolf himself. Otherwise, both hit Mammoth 4 instead then retreated.

And to wrap it all of, was Number 8. Who had Zombies to Attack the Mammoth’s in front of them, Skeletons that would focus fire on Githyanki Knight 1, or Mammoth 4 if he died. Before Number 8 would Attack Mammoth 4 himself before retreating. Two of his Attack’s were Help by his and Wolf’s familiars.

Invisible Stalker:
[roll0] vs [roll1]. [roll2] [roll3]
[roll4] vs [roll5]. [roll6] [roll7]

Number 6:
[roll8] vs [roll9] + [roll10]. [roll11] [roll12] [roll13].
[roll14] + [roll15]. [roll16] [roll17] [roll18].
[roll19] + [roll20]. [roll21] [roll22] [roll23].
[roll24] + [roll25]. [roll26] [roll27] [roll28].

Warhorse 6:
[roll29]. [roll30] [roll31].

Chain Devil:
[roll32] + [roll33]. [roll34]. [roll35]
[roll36] + [roll37]. [roll38]. [roll39]
[roll40] + [roll41]. [roll42]. [roll43]
[roll44] + [roll45]. [roll46]. [roll47]
[roll48] + [roll49]. [roll50]. [roll51]
[roll52] + [roll53]. [roll54]. [roll55]

Warhorse W2:
[roll56]. [roll57]. [roll58]

Wolf 2:
[roll59] vs [roll60]. [roll61] [roll62].
If Hit, DC 18 Strength Saving Throw or Prone:
[roll63].

Warhorse S6: Only with Advantage if Prone is succesful
[roll64] vs [roll65]. [roll66]. [roll67]

Sim 6: Only Attack’s 1 and 2 have Advantage if the Prone failed.
[roll68] vs [roll69] + [roll70]. [roll71]. [roll72]
[roll73] vs [roll74] + [roll75]. [roll76]. [roll77]
[roll78] vs [roll79] + [roll80]. [roll81]. [roll82]
[roll83] vs [roll84] + [roll85]. [roll86]. [roll87]

Number 7:
[roll88] vs [roll89]. [roll90] [roll91] [roll92].

Warhorse W: Only with Advantage if Prone is succesful
[roll93] vs [roll94]. [roll95]. [roll96]

Wolf:
[roll97] vs [roll98]. [roll99] [roll100].
If Hit, DC 18 Strength Saving Throw or Prone:
[roll101].

Zombies:
[roll102]. [roll103] [roll104].
[roll105]. [roll106] [roll107].
[roll108]. [roll109] [roll110].
[roll111]. [roll112] [roll113].
[roll114]. [roll115] [roll116].
[roll117]. [roll118] [roll119].
[roll120]. [roll121] [roll122].
[roll123]. [roll124] [roll125].

Skeletons
[roll126]. [roll127] [roll128].
[roll129]. [roll130] [roll131].
[roll132]. [roll133] [roll134].
[roll135]. [roll136] [roll137].
[roll138]. [roll139] [roll140].
[roll141]. [roll142] [roll143].
[roll144]. [roll145] [roll146].

Number 8:
[roll147] vs [roll148]. [roll149] [roll150].
[roll151] vs [roll152]. [roll153] [roll154].
[roll155]. [roll156] [roll157].

charlesrwest
2019-09-20, 09:11 PM
The mammoths buck in fury and attempt to purge the irritants before them.


Targeting lowest hit point adjacent zombies.
M1:
Attack: [roll0]
Damage: [roll1] + (if crit) [roll2]

M2:
Attack: [roll3]
Damage: [roll4] + (if crit) [roll5]

Storyteller_Arc
2019-09-21, 03:27 AM
With all but two Mammoth’s left. The path straight forwards was simple. The Wolves, Warhorses and Zombies would Dodge. Number 5 and Number 8 would attack with Ray of Frost and Firebolt respectively, while everyone else would just Attack. Starting with Mammoth 2, then switching to Mammoth 1. With plenty of Help from Familiar’s.

Number 5:
[roll0]. [roll1].

Invisible Stalker:
[roll2] vs [roll3]. [roll4] [roll5]
[roll6] vs [roll7]. [roll8] [roll9]

Number 6:
[roll10] vs [roll11] + [roll12]. [roll13] [roll14].
[roll15] vs [roll16] + [roll17]. [roll18] [roll19].
[roll20] + [roll21]. [roll22] [roll23].
[roll24] + [roll25]. [roll26] [roll27].

Chain Devil:
[roll28] + [roll29]. [roll30]. [roll31]
[roll32] + [roll33]. [roll34]. [roll35]
[roll36] + [roll37]. [roll38]. [roll39]
[roll40] + [roll41]. [roll42]. [roll43]
[roll44] + [roll45]. [roll46]. [roll47]
[roll48] + [roll49]. [roll50]. [roll51]

Sim 6:
[roll52] vs [roll53] + [roll54]. [roll55] [roll56].
[roll57] vs [roll58] + [roll59]. [roll60] [roll61].
[roll62] + [roll63]. [roll64] [roll65].
[roll66] + [roll67]. [roll68] [roll69].

Number 7:
[roll70] vs [roll71]. [roll72] [roll73] [roll74].

Skeletons
[roll75]. [roll76] [roll77].
[roll78]. [roll79] [roll80].
[roll81]. [roll82] [roll83].
[roll84]. [roll85] [roll86].
[roll87]. [roll88] [roll89].
[roll90]. [roll91] [roll92].
[roll93]. [roll94] [roll95].

Number 8:
[roll96]. [roll97].

urandom
2019-10-16, 01:21 PM
The monsters prepare themselves for the coming of their prey.


Vampire casts non detection, mirror image, greater invisibility and dodges
Golems all dodge (right before).

init:

V[roll0]
I[roll1]
F1[roll2]
F2[roll3]

Storyteller_Arc
2019-10-16, 05:50 PM
The Simulacrum, and then the original Number 6 would Attack Flesh Golem 1 with a flurry of crossbow bolts, aiming for maximum damage due to their skills as a Sharpshooter. Confident in their ability to strike the Golem down, they did not even call upon the aid of their familiars. If one Flesh Golem fell, the other would be targetted next.

Number 8 would soon follow up with a casting of Firebolt, directed at Flesh Golem 2, not only to damage it, but to weaken it due to its Aversion of Fire. If Flesh Golem 2 had miraculously already been slain, then he would instead direct it at the Vampire, which would be Helped by his Familiar. The zombies under his control would all simply use the Dodge action, unable to hurt the Golems in front of them. The Skeleton Archers meanwhile, would Attack the Vampire Spellcaster, hoping to disrupt its concentration or weaken its defences.

Then there was the Chain Devil, its might chains could not hurt the Golems. So, with the Help of the Rangers Owls, they would Attack the Vampire Spellcaster, hopefully, weakened by the Skeleton Archers. If Number 8 attacked Flesh Golem 2, then the Chain Devil was also Helped on his 3rd attack.

Sim 6:
[roll0] vs [roll1] + [roll2]. [roll3] [roll4]
[roll5] vs [roll6] + [roll7]. [roll8] [roll9]
[roll10] vs [roll11] + [roll12]. [roll13] [roll14]
[roll15] vs [roll16] + [roll17]. [roll18] [roll19]

Number 6:
[roll20] vs [roll21] + [roll22]. [roll23] [roll24]
[roll25] vs [roll26] + [roll27]. [roll28] [roll29]
[roll30] vs [roll31] + [roll32]. [roll33] [roll34]
[roll35] vs [roll36] + [roll37]. [roll38] [roll39]

Number 8: Disadvantage vs Flesh Golem 2 only.
[roll40] vs [roll41]. [roll42] [roll43].

Skeleton Archers
[roll44] vs [roll45]. [roll46] [roll47]
[roll48] vs [roll49]. [roll50] [roll51]
[roll52] vs [roll53]. [roll54] [roll55]
[roll56] vs [roll57]. [roll58] [roll59]
[roll60] vs [roll61]. [roll62] [roll63]
[roll64] vs [roll65]. [roll66] [roll67]
[roll68] vs [roll69]. [roll70] [roll71]

Chain Devil: Disadvantage on Third Attack only if Number 8 used Firebolt on Flesh Golem 2.
[roll72] + [roll73]. [roll74] [roll75]
[roll76] + [roll77]. [roll78] [roll79]
[roll80] vs [roll81] + [roll82]. [roll83] [roll84]
[roll85] vs [roll86] + [roll87]. [roll88] [roll89]
[roll90] vs [roll91] + [roll92]. [roll93] [roll94]
[roll95] vs [roll96] + [roll97]. [roll98] [roll99]

urandom
2019-10-17, 09:24 PM
vampire will use legendary action to move to p12 (no opportunity attacks)

vampire will use legendary action to unarmed strike 8

vampire will use legendary action to unarmed strike 8

vampire will use legendary saves to preserve greater invis (2)

attack 8 [roll0], [roll1]
attack 8 [roll2], [roll3]
first to hit will be a grapple
if two hit dmg [roll4]

Assuming that doesn't change your turn:


>>>>>>

the flesh golem lumbers forward and makes a sad swipe at number 5s horse.

Iron Golem moves forward, and unleashes its poisonous breath.

The vampires flesh knits together as it drags number 8 (if grappled, else moves to 6) back into the poison, before casting bestow curse on the wizard.



Flesh golem
attack 5 horse [roll5]
dmg [roll6]
attack 5 horse [roll7]
dmg [roll8]

Iron golem breath
8, 6, 6S, 6 horse, 6S horse make
dc19 con save to half:
[roll9] poison damage

Vampire:
Vampire regenerates +20
8 if he was grapples (6 if not) makes dc 15 wis save to resist bestow curse upcast at 5th level (effect: wis save throw or waste turn doing nothing)

Edit:
forgot disadv on flesh, but missed anyway

also chain devil and skelly aren't magic weapons so I think vampire took 36 dmg from attacks due to resistance.

Storyteller_Arc
2019-10-18, 03:14 AM
Number 5: Already rolled the attack, gonna roll the damage now. Also because he stopped the Iron Golem, I'm not going to roll vs the Poison Breath, as you might want to change his action.
[roll0]

Number 8: 2 Saving Throws, in case I don't make the first. DC 16.
[roll1]
[roll2]

Storyteller_Arc
2019-10-18, 04:04 AM
Number 5's skill as a Polearm Master would allow him to make an Opportunity Attack as the Iron Golem approached, and when his attack landed, his talent as a Sentinel stopped the Golem in its tracks. All while Number 8 shook off the Vampire’s attempts to Curse him.

Then it was time to attack. The Invisible Stalker took the lead, flying over to the Vampire and making a Multiattack against it. Next was Number 7. Who with the Help of his Owl Familiar, would launch a deadly Sneak Attack against the Vampire. Then were the two Wolf’s and their summoned Horses. Most of which would take damage from the Mould in order to Attack the Vampire Spellcaster. The Wolves using their Pack Tactics for greater accuracy, as well as trying to knock the Vampire Spellcaster Prone.

Then, it was Number 5’s turn. If the Vampire Spellcaster was still standing, his first Attack would be Helped by his familiar. His skill as a Polearm Master would allow him to make 3 attacks, but most importantly: The first attack he would land against the Vampire would be a Smite attack, using its undead nature against it, and halting its regeneration in its tracks. His Warhorse meanwhile, would take the Dodge action.

Back to the Simulacrum, who not only had his own Familiar to Help, but the Wolf’s Familiars, and potentially even Number 5’s familiar as well. Allowing him to make a devastating series of Attacks against the Iron Golem., with Number 6 following shortly. The Chain Devil would once again Attack the Vampire Spellcaster, as would the Skeleton Archers. Number 8 would direct his zombies to surround the Iron Golem and get in the way of where it could move, as well as using Dodge. Before he would move down and Attack the Vampire Spellcaster himself, potentially with the Help of his Owl if it was needed.

Invisible Stalker: All Damage is Halved.
[roll0]. [roll1] [roll2].
[roll3]. [roll4] [roll5].

Number 7
[roll6] vs [roll7]. [roll8] [roll9] [roll10].

Wolf 2: Damage Halved.
[roll11]. [roll12] [roll13].
If Hit, DC 18 Strength Check or Prone.
[roll14]

Warhorse W2: Disadvantage if not Prone. Damage Halved.
[roll15] vs [roll16]. [roll17] [roll18].

Wolf: Damage Halved. Advantage if Prone.
[roll19] vs [roll20]. [roll21] [roll22].
If Hit, DC 18 Strength Check or Prone.
[roll23]

Warhorse W: Disadvantage if not Prone. Damage Halved.
[roll24] vs [roll25]. [roll26] [roll27].

Number 5: Disadvantage on Attacks 2 & 3 if not Prone.
[roll28]. [roll29] [roll30].
[roll31] vs [roll32]. [roll33] [roll34].
[roll35] vs [roll36]. [roll37] [roll38].
[roll39] [roll40].

Sim 6: Advantage on Attack 4 if Vampire Spellcaster is Prone.
[roll41] vs [roll42] + [roll43]. [roll44] [roll45].
[roll46] vs [roll47] + [roll48]. [roll49] [roll50].
[roll51] vs [roll52] + [roll53]. [roll54] [roll55].
[roll56] vs [roll57] + [roll58]. [roll59] [roll60].

Number 6:
[roll61] vs [roll62] + [roll63]. [roll64] [roll65].
[roll66] + [roll67]. [roll68] [roll69].
[roll70] + [roll71]. [roll72] [roll73].
[roll74] + [roll75]. [roll76] [roll77].

Chain Devil: Disadvantage if not Prone. Half Damage.
[roll78] vs [roll79] + [roll80]. [roll81] [roll82].
[roll83] vs [roll84] + [roll85]. [roll86] [roll87].
[roll88] vs [roll89] + [roll90]. [roll91] [roll92].
[roll93] vs [roll94] + [roll95]. [roll96] [roll97].
[roll98] vs [roll99] + [roll100]. [roll101] [roll102].
[roll103] vs [roll104] + [roll105]. [roll106] [roll107].

Skeleton Archers: Half Damage.
[roll108] vs [roll109]. [roll110].
[roll111] vs [roll112]. [roll113].
[roll114] vs [roll115]. [roll116].
[roll117] vs [roll118]. [roll119].
[roll120] vs [roll121]. [roll122].
[roll123] vs [roll124]. [roll125].
[roll126] vs [roll127]. [roll128].

Number 8: Disadvantage if Prone.
[roll129] vs [roll130]. [roll131] [roll132]
[roll133] vs [roll134]. [roll135] [roll136]
[roll137] vs [roll138]. [roll139] [roll140]

urandom
2019-10-18, 08:51 PM
Foiled in it's approach, the iron golem instead attacks the chain devil. Meanwhile the blinding speed of the vampire allows it to take swipes at the simulacrum on number 6.


iron golem attack chain devil
[roll0]
[roll1]
[roll2]
[roll3]

bestow curse was on 6 not 8, but it doesn't matter since he would have rolled 18 anyway.

Vampire still has greater invis up, so those attacks should have been made at disadvantage, and no sneak attack dmg if its still up. (and will burn last LR if necessary to keep greater invis up)

Vampire will use legendary action to attack S6 after each of the enemy turns (and use opportunity attack if he leaves range (on him if possible, else horse))

[roll4],[roll5]
[roll6]

[roll7],[roll8]
[roll9]

[roll10],[roll11]
[roll12]

Possible opportunity attack
[roll13],[roll14]
[roll15]

urandom
2019-10-22, 08:17 PM
The vampire perishes under the hail of blows, invisibility insufficient to survive.
The flesh golem moves forward to drag one of the zombies out of the way of the iron golem.
The Iron golem still moves, internal fires leaking out of the holes in its shell. It creaks forward through the gap opened by the flesh golem, and unleashes a wave of poisonous gas.


F2 moves to the left, then tries to grapple and drag z7 back two squares.

athletics
try 1:
[roll0]
z7 [roll1]

[roll2]
try 2:
z7
[roll3]
Attack if first succeeds:
[roll4]
dmg[roll5]


poison breath:
CD, 8, SW, 5, 5horse
make dc 19 con save. to half
[roll6] poison dmg

Storyteller_Arc
2019-10-23, 03:52 AM
The higher intelligence of the Flesh Golem compared to other Golems, allowed it to perform a surprisingly intelligent move. Drawing one of the zombies away from its position from the Iron Golem, and allowing it to step forwards and unleash its deadly posion breath. The exactly reason why the zombies had surronded it in the first place, to ensure that the poison breath would be unable to be used. However, Number 5 would have his Aura of Protection to aid his loyal steed and the trusted wolf to throw off the worst of the breath, as well as his Book of Invincibility to shake it of completely himself. All while Number 8 would try to shake it off on his own.

Then it was time for Team Conquest to attack. Number 7 would launch a Sneak Attack against the Iron Golem. Before Number 5 would position himself between both remaining Golems and launch of a flurry of Attacks of his own, all of which would be empowered Divine Smite, trying to bring the Iron Golem and Flesh Golem crashing to the ground sooner, rather than later. The Wolves and their Horses, sadly were unable to make their own attacks against the Iron Golems. They would, however, be able to lend their Familiar's to Help with the attacks.

Poison Gas Saves, DC 19.
Number 5 is using his Boon of Invincibility to negate the damage.
[roll0]
[roll1]
[roll2].

Number 7:
[roll3] vs [roll4]. [roll5] [roll6] [roll7].

Number 5:
[roll8] vs [roll9]. [roll10] [roll11]. [roll12] [roll13]
[roll14] vs [roll15]. [roll16] [roll17]. [roll18] [roll19]
[roll20] vs [roll21]. [roll22] [roll23]. [roll24] [roll25]