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View Full Version : Huitzopochitl wants to rip your heart out (IC)



J-H
2022-04-25, 02:10 PM
https://i.ibb.co/xSthHzn/huitzo-heroforge-white-back.jpg
I'm not an artist, so this is the best I could do for an Aaracokra Huitzopochitl. It's technically a possessed stone statue, but they had really, really good paints available.

J-H
2022-04-28, 03:22 PM
https://www.youtube.com/watch?v=AeY8H2UK-NY
(Ghidorah's music from Godzilla KOTM)

The world flickers before you for a moment as space and the fabric of reality itself has a small hole punched in it.

You arrive fifty feet above the top of the high temple of Huitzopochitl, a shining gold-covered stepped temple at the heart of the city of Koamehtlani. To the north, east, and south of you are thousands of buildings containing tens of thousands of Aaracokra - while many more travel about their city through flight. To the west is the sun, hanging low and reflecting off the lake.

The reddish sunset is outshone by the towering figure that dominates the top level of the temple, a large stone figure of an Aaracokra wielding a spear. A necklace of 10 beating hearts encircles its neck, and beads of glowing light circle its head like a crown as it looks up at you. It glows with a fierce heat, and is so bright you can hardly stand to look at it.

The bloody stone altar in front of it, and the priests near the altar and guards near the steps, pale in comparison - but you have long experience telling you that they have weapons and spells of their own, and no fear of death in battle.

There are more, below, on lower levels of the temple, including two quadrupedal creatures you recognize as Ahuitzotl - cat-like creatures with human hands instead of paws, and another hand on their tail - creatures that can drown the unwary merely by being nearby. You've fought them in the wild, and at the temple of the rain god Tlaloc.

https://static.wikia.nocookie.net/itsmth/images/3/33/Ahuizotl-t.jpg/revision/latest/scale-to-width-down/400?cb=20140723091519

You know that they're about CR 7 with a 10' radius on their drown aura.

J-H
2022-04-28, 08:44 PM
Idol of Huitzopochitl

The glowing figure looks up at you. You hear a voice echo in some primordial language that you can all understand as though it were your native tongue. "The troublemakers, come at last to sacrifice yourselves to me. I am unstoppable."

The spear fused to the idol's hand points at three of you in turn, firing three bright, iridescent beams at three of your number, while one of the motes orbiting its head shoots up to explode next to Drak.


One at Sleth...
Lance of Light attack [roll0] for [roll1] radiant damage

One at Umara...
Lance of Light attack [roll2] for [roll3] radiant damage

One at The Serpent...
Lance of Light attack [roll4] for [roll5] radiant damage

Crown of Stars at Drak
Ranged spell attack, [roll6] for [roll7] radiant damage


"Be surrounded by my glory, the rainbow god of war."

A shimmering, multicolored sphere of light englobes all 5 of you, cutting off your view of the rest of the world. It's extremely bright and seems to be all colors at once. Those who can still see recognize the characteristics of a Prismatic Sphere.

You are all surrounded by a 25' diameter Prismatic Sphere (https://www.dndbeyond.com/spells/prismatic-wall). Everyone needs to make a DC 22 Constitution save or be blinded for 1 minute.
Should you choose to try to pass through the sphere, make saving throws as appropriate in your post. DC22 for all of them.


The Ahuitzotl far below spend their turn moving.

=> Umara's Turn, then Vasily


1 square = 5'
No good way to show the prismatic sphere on the map, but it's 25' in diameter and centered on the Serpent, who's at the middle of the party.
VA=Vasily
SL=Sleth
SE=Serpent
DR=Drak
UM=Umara
A1-4 = Sun Acolyte
C1-8 = Champion (lance & javelin melee mundanes)
P2-3 = Senior Priests
HP = High Priest
W1 = War Priest, a more martial priest
H1-H2 = Ahuitzotl

https://i.ibb.co/CW23fGF/huitz1.jpg (https://ibb.co/PtQvdH8)

Twelvetrees
2022-04-28, 11:26 PM
HP 222/222 (20 extra from The Serpent's aid spell)

Spell slots


Level
Total Slots
Slots Expended


1st
4
0


2nd
3
0


3rd
3
0


4th
3
0


5th
3
0


6th
2
0


7th
2
0


8th
1
0


9th
2
2



Active effects: Comprehend Languages, Longstrider, Fire Shield, Contingency


One of the figures on a broom flicks a hand up as soon as the array of rainbow colors begins to form.

"Rule number one: Don't fight fair."
Counterspell. 9th level. That Prismatic Sphere is going to mess us up if I don't put a stop to this now.

As the colors fade, she pushes a stray lock of silver hair out of her eyes and scans the temple and the grounds nearby, her grey robes flapping in the wind.

"Rule number two: Hit them with everything you've got."

She snaps her fingers and everything nearby explodes, rocks and fire flying in every direction. There's a roar off in the distance as the wizard academy experiences a similar explosion.
Meteor Swarm. One 40-foot radius sphere centered at Huitzopochitl's feet - it should hit everyone on top of the temple except for the party. Another two 40-foot radius spheres for the other groups of foes visible on the map. The last 40-foot radius sphere into the center of the wizard academy to the north - it's all wooden towers, so they should go up in flames.

I need DC 20 Dexterity saving throws from every creature except for the party. [roll0] fire damage and [roll1] bludgeoning damage, save for half.

J-H
2022-04-29, 07:02 AM
The half-formed Prismatic Sphere wavers, then fades out of existence. Moments later, flaming rocks impact the entire area in a set of thunderous explosions. Everyone within two miles knows you're here.


70 fire 63 bludgeoning, and a bucket of Dex saves

Idol [roll0], [roll1] and immune to the fire component
High Priest [roll2] and immune to the fire component
Senior P1 [roll3] and resistant to fire
Senior P2 [roll4] and resistant to fire
Senior P3 [roll5] and resistant to fire
War Priest [roll6]
Sun Acolyte 1 [roll7]
Sun Acolyte 2 [roll8]
Sun Acolyte 3 [roll9]
Sun Acolyte 4 [roll10]
Ahuizotl 1 [roll11]
Ahuizotl 2 [roll12]
Champ 1 [roll13]
Champ 2 [roll14]
Champ 3 [roll15]
Champ 4 [roll16]
Champ 5 [roll17]
Champ 6 [roll18]
Champ 7 [roll19]
Champ 8 [roll20]


The entire eastern patrol is wiped out, as are all 4 Sun Acolytes, both Ahuitzotls, and two of the guards on the top. The rest are left in varied degrees of bloodied, battered, scorched, and angry.


Idol 23 =>
Umara-12Trees 19
we are here
Vasily-BarMD 15
Sleth-JNA 12
Drak-Bob 10
High Priest 8
Champions 5
Serpent-Pyro 3
Senior Priests 3


=> Vasily, then Sleth, then Drak

Barbarian MD
2022-04-29, 10:41 AM
Vasily Gregorovich (https://ddb.ac/characters/72231593/m7W1BR)

AC 22. (aberrations, celestials, elementals, fey, fiends, undead and all spell attacks at disadvantage)
HP 204/204.
PP:16. Darkvision 60'.
Speed: 40'. Swim 60'.
Initiative:+1.
Languages: elvish, common
Immunities: charmed, disease, frightened
Resistances: Fire, Radiant
Active Conditions or Buffs: Longstrider, Deathward, Protection from Evil and Good


https://i.pinimg.com/originals/09/08/b1/0908b1cb4bb3ab12e6e8195d810a66a2.jpg


Saves:


S:+9
D:+10 (+2)
Co:+12


Int:+2
W:+8
Ch:+10


Advantage: saves against spells/magical effects

Add shield AC (+2) to Dex saves against magical effects that target only me. Reaction to negate damage completely if allows half on a success.

Attacks:
+3 Longsword: ATK: d20+16 DMG: 1d8+10+1d8 radiant
+2 Lance: ATK: d20+15 DMG: 1d12+9+1d8 radiant
Longbow: ATK: d20+7 DMG: 1d8+1
Net: ATK +7 Large or smaller creature restrained until freed. (Str DC 10 or 5 slash)

Advantage on melee attacks while mounted against medium creatures

Other Actions

Channel Divinity: Used 0/1 per short rest
Sacred Weapon. Turn the Unholy.
Cleansing Touch: Used 0/2 per long rest
Holy Nimbus: Used 0/1 per long rest
Lay on Hands Pool: Used 0/100 long rest

Bonus Actions

Shield Master Shove:
Spells: Sanctuary(1st), Thunderous Smite(1st), Wrathful Smite(1st), Branding Smite(2nd), Blinding Smite(3rd), Spirit Shroud(3rd)

Reactions
Boon of Invincibility

Spell Slots Used
1: 0/4. 2: 0/3. 3: 1/3. 4: 2/3. 5: 0/2.
Wish: 2/3
DC 16. Spell ATK: d20+8.

Passives
Aura, 30'. +2 all saves. Immune Charmed and Frightened.
Always under Protection from Evil and Good: aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls.

Pegasus: AC 12. HP 59. Fly Speed 90'.






Vasily spurs his mount into motion and bellows a challenge to the idol, leveling his lance towards it. Ghostly forms begin to swirl around him and frost forms on his armor as his pegasus dives.

The idol is large, correct? So no advantage on attacks and can't do the trick of using reach attack to avoid the attack of opportunity.

Bonus action: Spirit Shroud, Cold Damage
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

Move to melee reach, maintaining maximum elevation (15-20 feet up?)

+2 Lance: ATK: [roll0]
DMG: [roll1]+[roll2] radiant + [roll3] cold

+2 Lance: ATK: [roll4]
DMG: [roll5]+[roll6] radiant + [roll7] cold

If one of those is a crit I'll be smiting.

Ouch... At least he can't heal until the start of my next turn...

JNAProductions
2022-04-29, 10:46 AM
Sleth gets in on the roaring action, bellowing her challenge to the sun's idol. Her wings fold, and she dives down, her Holy Avenger preparing to pierce the godling's stony flesh.

Activating Rage as a Bonus Action. Not relevant at the moment, but can I use one BA to Rage, and a second on Cunning Action with my boon?
Or if I take two Bonus Actions, they BOTH have to be Cunning Actions?

Anyway, on to rolls.

[roll0] Attack
[roll1] Advantage from Reckless Attack, no penalty due to Elusive
[roll2] Magical Piercing damage with Rage Bonus
[roll3] Sneak Attack
[roll4] Radiant if it counts as undead or fiend, which I don't THINK it does, but I'll roll it anyway

J-H
2022-04-29, 10:53 AM
Reaction
As Sleth dives at the idol, it stabs out with its glowing spear, meeting him with a heated attack that stops him cold.

Sentinel/PAM-like opportunity attack with a reach of 10'. If you don't have reach, you can't hit with your attack because you're stopped. Speed is reduced to 0 so unfortunately you can't Cunning Action past it. If you see a problem with the wording please let me know. I believe I just copied existing feats to construct the reaction.

Defensive Strike. When an enemy approaches to within 10’ of the Idol, it lashes out with its spear. If the attack hits, the target’s speed is reduced to 0 until the beginning of its next turn.

[roll0] for [roll1] magic piercing damage and [roll2] fire and [roll3] radiant damage.

JNAProductions
2022-04-29, 11:12 AM
Stopped cold, Sleth seethes a little in her anger. But she's already feeling the pain of combat-so she snags a potion and downs it, restoring her vitality before grabbing her sword back.

[roll0] Greater Healing Potion

Total damage dealt was 7 (Radiant Blast from earlier) and now 10 piercing, 9 fire, and 5 radiant. Not Uncanny Dodging yet.

So I'm down 31, and up whatever the roll is.

Bobthewizard
2022-04-29, 11:19 AM
Drak (https://www.myth-weavers.com/sheet.html#id=2626761)

Drak follows Sleth into the fray, hoping to avoid whatever stopped the half-blooded orc. If he can reach his target, he unleashes the fury of his strikes.

If any attack hits, he gets advantage on the next attack
Attack 1: [roll0], Damage: [roll1], + Force [roll2]
Attack 2: [roll3], Advantage: [roll4], Damage: [roll5], + Force [roll6]
BA Attack: [roll7], Advantage: [roll8], Damage: [roll9], + Force [roll10]
Flurry Attack: [roll11], Advantage: [roll12], Damage: [roll13], + Force [roll14]

For any that hit, use stunning strike for 1 Ki. DC22 CON save or stunned until the end of my next turn.

J-H
2022-04-29, 11:28 AM
Drak lands two punches to the Idol, including one to the statue's neck. As he attempts to stun the divine creature, one of the ten beating hearts strung around its neck bursts in a spray of blood.

J-H
2022-04-29, 11:46 AM
High Priest
The High Priest, an Aarcokra with grey in his feathers, and wearing a leather armor the same shade as yuan-ti skin, brandishes an obsidian dagger. He casts a spell, and he and all other servants of Huitzopochitl within a 30' radius begin glowing with a Holy Aura. He then flies towards Drak and slashes at him with a dagger, but misses.


Casting a spell, then making a bonus action attack.
Holy Aura, Concentration, all allies within 30' glow. Their saving throws have advantage, and attack rolls against them have disadvantage for the duration of the spell.

Attack, Obsidian Sacrificial Dagger +2
[roll0] to hit, [roll1] piercing, [roll2] fire, [roll3] radiant damage.

J-H
2022-04-29, 12:00 PM
Champions
The four surviving champions, scorched and battered, but alive, launch themselves into the air, their lances ready. The two in the north go for Vasily's Pegasus, probably seeking to knock him out of the air. The one from the east goes after Drak, who actually struck a blow. All three of these fly up, then make diving attacks.

The last one, with perhaps a clearer view, charges straight up towards Umara.


They get a small to-hit and damage bonus on the first attack made after a dive, and C1-C3 have the 50' move speed to do it and still back up slightly afterward.
If the pegasus dies and any hits are left over, they'll try to kill Vasily instead. These are lance attacks, leaving them at 10' range vs their targets.
C1
Dive attack vs pegasus [roll0] for [roll1] plus [roll2] piercing damage
Regular lance attack vs pegasus [roll3] for [roll4] piercing damage

C2
Dive attack vs pegasus [roll5] for [roll6] plus [roll7] piercing damage.
Regular lance attack vs pegasus [roll8] for [roll9] piercing damage.

C3
Dive attack vs Drak [roll10] for [roll11] plus [roll12] piercing damage.
Regular lance attack vs Drak [roll13] for [roll14] piercing damage.

C5
Regular lance attack vs Umara [roll15] for [roll16] piercing damage. crit +6 extra damage
Regular lance attack vs Umara [roll17] for [roll18] piercing damage.


Legendary Action: Leap Attack (costs 2)
The idol leaps at Sleth, grabbing at him with its free hand and attempting to slam him into the ground as it lands.

Legendary action movements don't provoke OAs generally. This is a jump, attack or grab, and land movement.
Idol grapple check [roll19] vs Sleth... raging so [roll]1d20+20[roll] and [roll20]. Not a good choice of targets.
If he grabs you, [roll21] falling damage as he brings you down and you're grappled.



C2^20 means Champion 2 is at altitude 20' occupying the cube between 20' and 25' in height. The ^ is at the center of the square the creature's in when denoted that way.
https://i.ibb.co/KLYR19P/huitz2.jpg (https://ibb.co/z71jkSM)

=> The Serpent

Pyrophilios
2022-04-29, 03:25 PM
Suddenly the voice of The Serpend sounded across the plateau of the pyramid:

"THIS FIGHT IS YOUR GODS FIGHT, DO NOT DISHONOR HIM BY INTERVENING OR LETTING ANYONE ELSE INTERVENE, SO THAT THE MIGHTY HUIZOPOCHITL MAY SHOW YOU HIS GLORY!"

The Serpent swooped in with her Griffon and with a flicker of power drew a single sign of her dark master into the air, connecting herself to the Avatar with her master's curse



Action: Mass Suggestion against all remaining combatants except for the avatar, to leave the fight and prevent others from intervening - Charm, Resist DC 20
Movement: 20 ft towards the Avatar so I can lay the curse on him, then straight up again to 70 ft height.
Bonus action: Hexblades Curse.

I also have mounted combat, so any attacks are redirected against my character

J-H
2022-04-29, 05:08 PM
The Serpent's spell takes effect, as many of them look uncertain. You don't think they'll actively interfere with others coming to stop, but they will probably fly off, at least for a bit.
(affected: 2 senior priests, all 4 champions)

Legendary Action
"You still serve me!" The idol shouts. One of the priests nearby stiffens as the spell is removed from him.

Senior Priests
The northernmost Senior Priest (1) targets Drak, Sleth, and Vasily with Hold Person. Wis DC 16 or paralyzed. A spectral dagger also appears and stabs at Sleth (spiritual weapon) [roll0] for [roll1] force damage.

The other Senior Priest (2) casts another spell, calling into being a giant curved line of flame.
(Firestorm, 7 10' cubes should hit everyone when lined up correctly) [roll2] fire damage, Dex DC 16 half.
A spectral dagger also appears and stabs at Drak (spiritual weapon) [roll3] for [roll4] force damage.
Senior Priest 3, down below, flies to the north, heading slightly away from the temple but still watching.

Important Note
The Idol has a blinding/damaging aura. I mis-read it the first round as "when you start your turn within 20' of him." It's actually "when you start your turn or move to within 20' of him for the first time on your turn" as with Spirit Guardians. No takebacks though.
When you start your turn within 20', or move to within 20' of him from now on, take 2d12 fire damage (no save) and make a DC 22 Constitution save or be blinded until the beginning of your next turn.

The Idol's turn
One of the glowing motes orbiting its head (Crown of Stars) fires at Umara [roll5] for [roll6] radiant damage.
That's followed immediately by a much larger ball of light that shoots into the sky and explodes with the radiance of a third sun, scorching all of you.

This is Sunburst, but with friendly fire protection. 60' radius spherical blast definitely hits the whole party and your mounts.
[roll7] radiant damage AND blindness for 1 minute (save at the end of each turn to get rid of blindness), Con DC 22 for half damage and to negate blindness.


It then blurs with a couple of quick steps - you see now that the Idol moves like someone magically fast, but all the time - and stabs at Drak three times with its spear.

Sacred War spear [roll8] for [roll9] piercing and [roll10] fire and [roll11]
piercing
Sacred War spear [roll12] for [roll13] piercing and [roll14] fire and [roll15] piercing
Sacred War spear [roll16] for [roll17] piercing and [roll18] fire and [roll19] piercing

The idol yells "Warriors never run from a fight!" at those under the influence of the Suggestion. They'll get to make another save against Suggestion at the beginning of their turns, as disobeying their god and the tenets of his warlike faith is an act with obviously harmful implications for themselves.


https://i.ibb.co/2Mc20rW/huitz3.jpg (https://ibb.co/c825K9k)

=> Umara

Twelvetrees
2022-04-29, 10:35 PM
HP 152/222 (20 extra from The Serpent's aid spell)

Spell slots


Level
Total Slots
Slots Expended


1st
4
0


2nd
3
0


3rd
3
1


4th
3
1


5th
3
0


6th
2
0


7th
2
0


8th
1
1


9th
2
2



Active effects: Comprehend Languages, Longstrider, Fire Shield, Contingency, Death Ward, resistance to fire and radiant damage from Vasily's Wishes.


Umara weathers blasts of heat and light, too slow to get out of way of any of them. A lance skates across her ribs as an aarakocra darts up to attack her and she grits her teeth against the pain, waiting for her moment.

As the idol throws out a massive ball of light, she flicks her hand a second time."Rule number thr-"

Light fills her vision. "Aaah! My eyes!"

Umara swerves her broom upwards and away, frantically throwing out a variation on the spell she had just tried, blinking furiously to try to clear her vision.

She yanked the staff off her back, needing the reassurance of its steady power.

Umara is flying upwards until she's next to The Serpent and about 5 feet higher. I'm really hoping that paladin aura is going to help her save at the end of her turn.

I'm not sure if that movement will provoke an opportunity attack from the aaracokra champion whose reach she just left. They should still be under the effect of The Serpent's mass suggestion.

Umara's action is to cast dispel magic at 8th level at the High Priest. Holy Aura will end, as will any other spell the High Priest may have cast on himself, provided they are 8th level or lower. She doesn't need to see to be able to cast dispel magaic and she should be beyond the range of counterspell now.

Save at the end of her turn against blindness from Sunburst: [roll0]

Barbarian MD
2022-04-29, 10:46 PM
Vasily Gregorovich (https://ddb.ac/characters/72231593/m7W1BR)

AC 22. (aberrations, celestials, elementals, fey, fiends, undead and all spell attacks at disadvantage)
HP 168/204.
PP:16. Darkvision 60'.
Speed: 40'. Swim 60'.
Initiative:+1.
Languages: elvish, common
Immunities: charmed, disease, frightened
Resistances: Fire, Radiant
Active Conditions or Buffs: Longstrider, Deathward, Protection from Evil and Good


https://i.pinimg.com/originals/09/08/b1/0908b1cb4bb3ab12e6e8195d810a66a2.jpg


Saves:


S:+9
D:+10 (+2)
Co:+12


Int:+2
W:+8
Ch:+10


Advantage: saves against spells/magical effects

Add shield AC (+2) to Dex saves against magical effects that target only me. Reaction to negate damage completely if allows half on a success.

Attacks:
+3 Longsword: ATK: d20+16 DMG: 1d8+10+1d8 radiant
+2 Lance: ATK: d20+15 DMG: 1d12+9+1d8 radiant
Longbow: ATK: d20+7 DMG: 1d8+1
Net: ATK +7 Large or smaller creature restrained until freed. (Str DC 10 or 5 slash)

Advantage on melee attacks while mounted against medium creatures

Other Actions

Channel Divinity: Used 0/1 per short rest
Sacred Weapon. Turn the Unholy.
Cleansing Touch: Used 0/2 per long rest
Holy Nimbus: Used 0/1 per long rest
Lay on Hands Pool: Used 0/100 long rest

Bonus Actions

Shield Master Shove:
Spells: Sanctuary(1st), Thunderous Smite(1st), Wrathful Smite(1st), Branding Smite(2nd), Blinding Smite(3rd), Spirit Shroud(3rd)

Reactions
Boon of Invincibility

Spell Slots Used
1: 0/4. 2: 0/3. 3: 1/3. 4: 2/3. 5: 0/2.
Wish: 2/3
DC 16. Spell ATK: d20+8.

Passives
Aura, 30'. +2 all saves. Immune Charmed and Frightened.
Always under Protection from Evil and Good: aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls.

Pegasus: AC 12. HP 59. Fly Speed 90'.

Concentrating: Spirit Shroud






Vasily's Pegasus disappears in a flash of fire and smoke, but he fortunately only drops a few inches before his winged boots take over. The old paladin wheels in midair to face the high priest, spiraling around the edge of the mass of combatants to stab him in his beaked face.

Hope this is the right course of action...

Concentrating: Spirit Shroud, Cold Damage
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

Move to melee reach of the high priest, maintaining maximum elevation (15 feet up?) and staying within 10' of the idol to AD32 so as not to trigger sentinel or polearm master.

Attack 1: disadvantage for blind
+3 Longsword:
ATK: [roll0]
ATK: [roll1]

DMG: [roll2] + [roll3] radiant + [roll4] cold (can't heal until next turn)

Bonus action shove prone Athletics [roll5]

You make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If he fails, I follow him down to just above the ground.

Attack #2
ATK: [roll6]
ATK: [roll7] (ignore if disadvantage cancelled by prone)

DMG: [roll8] + [roll9] radiant + [roll10] cold

I smite with the first attack that hits at 3rd level. [roll11] radiant damage

Con save to end blindness at end of turn
[roll12]
[roll13]

Pyrophilios
2022-04-30, 01:59 AM
"Not so fast..."

With a lazy flick of her staff, The Serpent sent a tiny mote of power in the path of the priest's counterspell, jinxing his efforts.

J-H
2022-04-30, 08:31 AM
The Idol dispels the counterspell of the counterspell, leaving the Sunburst to explode unimpeded despite the flurry of magical energies creating a pale white lightshow of magical runes exploding in mid-air.

Umara's Dispel is successful, blasting the Holy Aura out of existence as she rises, blind, and then shakes off the blindness.

Legendary Action
The Idol of Huitzopochitl stabs at the blinded Vasily with his glowing spear.

With advantage [roll0] and [roll1]
Damage [roll2] magic piercing + [roll3] fire + [roll4] radiant

J-H
2022-04-30, 08:47 AM
Vasily's first strike hits the high priest, dealing 25 damage (resist radiant & cold). He smashes his priest with his shield, knocking him to the ground.
Acrobatics resist [roll0] unless he rolls a 20, he fails and the 2nd attack hits.


His second attack also hits for another 23 damage.

J-H
2022-04-30, 08:51 AM
Legendary Action 2
The Idol's spear blurs upwards, stabbing at Drak again.

Attack [roll0] as far as I can tell Drak isn't blinded so no advantage.
Damage [roll1] magic piercing + [roll2] fire + [roll3] radiant

=> Sleth then Drak
The only change since the last map is Vasily just to the right of the High Priest, and Umara's altitude changing to 75' and being next to The Serpent.

Bobthewizard
2022-04-30, 10:20 AM
Drak (https://www.myth-weavers.com/sheet.html#id=2626761)

Drak decides we need to take this high priest out. He is likely easier to kill than the idol, and his spellcasting is messing with Umara and Serpent. He stays where he is and attacks the priest, trying to knock him out.

He then moves 20' south.

I assume Sleth is attacking the idol so my action won't change theirs. I'll be out the rest of the day so I'm going to post now.

Instead of granting advantage, he will use his gloves to heal himself equal to the force damage they deal.

Attack 1: [roll0], 26 Advantage, Damage: [roll1], Force/Heal: [roll2]
Attack 2: [roll3], 23 Advantage, Damage: [roll4], Force/Heal: [roll5]
BA Attack: [roll6], 16 Advantage, Damage: [roll7], Force/Heal: [roll8]
Flurry Attack: [roll9], 33 Advantage, Damage: [roll10], Force/Heal: [roll11]

For any that hit, use stunning strike for 1 Ki. DC22 CON save or stunned until the end of my next turn.

Let me know which ones hit so I can apply the healing too.

JNAProductions
2022-04-30, 10:42 AM
Sleth, after having been stopped the first time, charges in again. "You aren't getting away that easily!" she yells, stabbing the idol with her Avenger.

Hit AC 32, for 14+33=47 magical piercing damage.

J-H
2022-04-30, 02:28 PM
Sleth's blow is true, her magical sword biting deep for 47 damage. Drak lands next to the downed high priest, firing off a flurry of blows, 3 of which strike. The priest tries to slash at Drak as the elf retreats to the south, but misses.


I forgot that the high priest took fall damage when being knocked out of the sky. [roll0]
Drak hits 3 times, healing for 32hp. Damages High Priest by 76hp.

I'm interpreting that as "stunning strike on all hits until one sticks."
Con save [roll1]
Con save [roll2]
Con save [roll3]
HP will use Legendary Resistance on all that fail, which may be all of them. Only 3 LRs total... 1 LR remaining

If not stunned, OA, disadvantage from prone, unless I missed a free step of the wind feature or something.
Attack [roll4] or [roll5] obviously a miss
Damage [roll6] piercing + [roll7] fire + [roll8] radiant

J-H
2022-04-30, 02:38 PM
Legendary Action 3
The Idol stabs at Sleth in a retaliatory blow.

Attack [roll0] don't think he's blind so no advantage.
Damage [roll1] piercing + [roll2] fire + [roll3] radiant


High Priest
The high priest stands and cries out in the Aaracokra language. "Huitzopochitl strengthens me!" as many of his wounds close. He then flies up to an altitude of 40' and casts a spell, sending a cone of prismatic rays up at The Serpent and Umara.
=>Vasily gets an Opportunity Attack as the High Priest moves away.

Bonus action: Boon of Recovery, heal 100hp. Only 1 use per day.
Prismatic Spray (https://www.dndbeyond.com/spells/prismatic-spray)
Dex DC 20
Serpent [roll4] Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
Umara [roll5] 5 & 3: Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. + Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
Extra D8s in case someone gets an unlucky 8 [roll6]

J-H
2022-04-30, 02:46 PM
Champions
The Champions fly further away, watching their god do glorious battle.


https://i.ibb.co/tZC8DdM/huitz4.jpg (https://ibb.co/wJ6M4vN)
=> The Serpent

Pyrophilios
2022-04-30, 03:28 PM
"Oh, no Poison *cough* *cough* my only weakness, curse you all..."
The Serpent sputtered as if wounded gravely and the griffon seemed to fall from the sky - but the fall turned directly into a charge attack against the avatar.



Deception roll to make them believe poison is my weakness (won't roll for saves due to poison immunity)
[roll0]

Aura con save w/ advantage: [roll1]/[roll2]
Griffon Aura con save [roll3] - is blinded

Aura damage [roll4] half 3 damage
Aura damage Griffon [roll5] half Griffon is still alive - if barely
Attacking the Avatar with Power Strikes from Staff of Power

[roll6], damage [roll7]+26, if crit [roll8] - also smite [roll9] 36 dmg
[roll10], damage [roll11]+26, if crit [roll12] - also smite [roll13] 29 dmg

Bonus action Pole Arm Master:
[roll14], damage [roll15]+[roll16]+26, if crit [roll17]+[roll18] - also smite [roll19] 32 dmg

If all attacks hit the avatar took 97 damage

Provided the Griffon has survived it will make to shove attacks to prone the god:
[roll20] - ignore, the Griffon is blind
[roll21]

Barbarian MD
2022-04-30, 03:36 PM
Vasily, now able to see, lashes out at the priest with his sword, smirking as the priest's magical healing fails.

ATK: [roll0]

DMG: [roll1] + [roll2] radiant + [roll3] cold

J-H
2022-04-30, 09:01 PM
Vasily's strike hits (19 damage after resistances), and the Priest's expected healing fails.

The Serpent's griffin, scorched, drops from the sky. From its back, the plate-mail clad figure lashes out with his staff, connecting twice.

The 31 & 28 hit, the 23 did not.
36+32 = 68 damage


The priest next to Vasily sneers at the aura of spirits around him and casts a Dispel Magic on the paladin, then guides his spectral dagger to stab him.

Priest 2. Dispel, then BA Spiritual Weapon
[roll0] and [roll1] force damage.


The other priest, just to the north of Sleth, rattles out an imprecatory chant against Sleth and his presumably inferior ancestry.

Priest 1
Harm, [roll2] necrotic damage, Con DC 16 half; on a failed save, max HP reduced for 1 hour.

Senior Priest 3 continues to fly away under the influence of Suggestion.

J-H
2022-04-30, 10:23 PM
Idol

You hear a sneer in your head. "Die, then." Behind Sleth and the Serpent, you hear a tearing sound, followed by a strong wind and the howl of air being sucked through a small space at high speed, as a 3' long black rift of nothingness appears in reality, swinging through both of them. The Idol stabs thrice with its glowing spear.

The sharp breeze of air being sucked into a vacuum offers little relief from the blazing bright light and heat surrounding everyone close to the idol.


Black blade of disaster!
https://static.wikia.nocookie.net/forgottenrealms/images/1/1d/Blade_of_Disaster_5e.jpg/revision/latest/scale-to-width-down/700?cb=20220405072503
Melee spell attack vs Sleth, crits on a 18-20
Attack [roll0] for [roll1] force damage; if crit, add [roll2] additional force damage crit

Melee spell attack vs Serpent, crits on a 18-20
Attack [roll3] for [roll4] force damage; if crit, add [roll5] additional force damage crit

Sacred War Spear vs Sleth
Attack [roll6] for [roll7] + [roll8] fire + [roll9] radiant

Sacred War Spear vs the Serpent
Attack [roll10] for [roll11] + [roll12] fire + [roll13] radiant

Sacred War Spear vs Vasily
Attack [roll14] for [roll15] + [roll16] fire + [roll17] radiant



He could move, but why?
https://i.ibb.co/pKzx9QH/huitz5.jpg (https://ibb.co/GM20b9Z)

=>Umara then Vasily

Twelvetrees
2022-05-01, 12:31 AM
HP 128/222 (20 extra from The Serpent's aid spell)

Spell slots


Level
Total Slots
Slots Expended


1st
4
0


2nd
3
0


3rd
3
1


4th
3
1


5th
3
1


6th
2
0


7th
2
0


8th
1
1


9th
2
2



Active effects: Comprehend Languages, Longstrider, Fire Shield, Contingency, Rary's Telepathic Bond, Death Ward, resistance to fire and radiant damage from Vasily's Wishes.


Umara ducks mostly beneath a couple of blasts of lightning and freezing ice, then zips off to the side.

Violet light coalesces in the air around her as she draws deep on the magic within, her grey robe billowing. She snaps her arm out straight and an arctic blizzard blasts forth from her staff.


Moving to square Z35 on the map and dropping down 15 feet, which should put her 60 feet above the ground.

Action to cast an Overchanneled cone of cold. I need DC 22 Constitution saving throws from the Idol, the High Priest, and the two priests on the central plateau. My allies and the Champion in the area of the spell all automatically save and take no damage because of Sculpt Spells.

70 cold damage on a failed save, half as much on a success.

Unless the Idol takes no damage, it will also need to make a concentration check for that blade of disaster.

Pyrophilios
2022-05-01, 07:23 AM
"What a cute little knife you've got there. Did you take that from your mama's kitchen or did your husband gift it to you for being a good little Aarakocra-sucker last night?"
The Serpent laughted in the avatar's face.

J-H
2022-05-01, 08:26 AM
The two senior priests turn into frozen statues under the hail of cold. The high priest shudders under the full brunt, but the frost melts quickly. He is bleeding from several injuries and favoring one wing at this point. The idol seems to be mostly uninjured by the blast.

70 cold damage, Con DC 22 half.
HP [roll0] and resist cold fail, 35 damage
P1 [roll1] fail, 70 damage, dead
P2 [roll2] fail, 70 damage, dead
Idol [roll3] and resist cold success, 17 damage
Idol Con check [roll4] success vs DC 10

Barbarian MD
2022-05-01, 11:12 AM
Vasily tries to close the distance between himself and the high priest, wary of the idol's spear.

Move AC31, going to an altitude of 35-40 feet to threaten the high priest. Need to know if sentinel stops him from getting there. I'll decide what to do with action depending on this question.

Also, damage incurred from starting within idol's aura. [roll0]

He then looks down at his ring, grimacing at having to use its last wish so soon into the battle. All of his allies feel renewed as they are restorated to full health and vigor.

"You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell."

Greater Restoration:
"You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

One effect that charmed or petrified the target
One curse, including the target's attunement to a cursed magic item
Any reduction to one of the target's ability scores
One effect reducing the target's hit point maximum"

J-H
2022-05-01, 01:12 PM
Idol Reaction
I don't think Vasily has anything preventing OAs while departing, so the idol tries to spear him in the back.

Sacred War Spear [roll0] for [roll1] piercing [roll2] fire [roll3] radiant

J-H
2022-05-01, 01:21 PM
Several Sun Acolytes fly out of the temple.
Two come from the a door on the north side of the 3rd floor down, winging their way up and partway towards the top.

Four more emerge from a door on the east side of the fourth floor down, but the champion flying east under the Serpent's Suggestion spell yells something down to them. One stops, lands, and watches up the stairs. The other three move towards the battle.

In the distance, you're aware of plenty of Aaracokra flying this way from the city - but none will arrive within the next 2 rounds.

Legendary Action 1
The idol points its spear at Umara, firing a ray of golden light.

Ranged spell attack [roll0] for [roll1] radiant damage.


https://i.ibb.co/qDVnWn3/huitz6.jpg (https://ibb.co/kGvy9ys)

=>Sleth then Drak

Bobthewizard
2022-05-01, 02:40 PM
Drak (https://www.myth-weavers.com/sheet.html#id=2626761)

Drak flies up to again to attack the head priest, this time staying right next to the priest and just to its south. If the priest falls to the ground, Drak falls too, using his reaction to take no damage, so that he remains right next to the priest and can continue the attack.

I assume Sleth is attacking the idol so my action won't change theirs.

If any attack hits, the next attack is rolled with advantage.

Attack 1: [roll0], Damage: [roll1], Force: [roll2]
Attack 2: [roll3], if Advantage: [roll4], Damage: [roll5], Force: [roll6]
BA Attack: [roll7], if Advantage: [roll8], Damage: [roll9], Force: [roll10]
Flurry Attack: [roll11], if Advantage: [roll12], Damage: [roll13], Force: [roll14]

For any that hit, use stunning strike for 1 Ki. DC22 CON save or stunned until the end of my next turn. If the priest dies before the last attack, and Drak can reach the idol, Drak will move to attack the idol with the rest of his attacks.

Summary:
#1 24+19 Force = 43
#2 18+8 Force = 26
BA 9+13 Force = 22
Fl 15+18 Force = 33

Total = 66 + 58 Force = 124

JNAProductions
2022-05-01, 07:34 PM
Sleth continues her assault on the Idol.

[roll0] Attack Roll
[roll1] Reckless Advantage
[roll2] Magical Piercing
[roll3] Sneak Attack

J-H
2022-05-01, 08:56 PM
Drak pummels the High Priest to death (3 hits = 91 damage, had 90hp left), and the body collapses to the ground behind him, as he then dives at the Idol and strikes it again (33 points of damage), while Sleth stabs for another 48 points of damage. You see a few cracks forming on the idol's skin as injuries start to mount.

Legendary Action 2+3
"You still serve me!"
The High Priest, battered and just killed, sits up woozily, returned to life.

The initiative timing on this was perfect. The High Priest is alive, prone, on the ground, and next to Drak. He is at half health (150hp remaining) and has disadvantage on all rolls until the beginning of his next turn.
Blame Matt Colville for this one.


High Priest of Huitzopochtil
The priest stands shakily. "Yes."
"Yes. They shall bleed." He slashes at Drak once with his dagger, then conjures a ring of obsidian blades about himself.


BA Attack w/ disadvantage
Attack [roll0] or [roll1]
Damage [roll2] piercing + [roll3] fire + [roll4] piercing

He casts Blade Barrier in a circle protecting a roughly 15' diameter circle, hitting Drak, Serpent, and Sleth. It's kind of square-ish on the map but is my best approximation.
When you start your turn in the Blade Barrier, [roll5] slashing damage, Dex DC 20 half. The blade barrier is difficult terrain, and the wall is 20' high.


Init count 5
The suggested champions keep flying and I'm going to ignore them going forward except for effects on reinforcements.
An additional Aaracokra, a war priest carrying shield and macahuitl, joins the acolytes coming from the 4th level down of the temple on the eastern side.


https://i.ibb.co/TMV0K5Q/huitz7.jpg (https://ibb.co/nMH13SX)


=> Serpent

Pyrophilios
2022-05-02, 12:17 AM
Save vs. Blade Barrier w/advantage

[roll0]/[roll1] no damage (shieldmaster)

Griffon (fully healed thanks to the wish)
[roll2] takes 12 damage (mounted combatant)

Moving out of the blade barrier and around the avatar to the east of him (large mount has no problem entering smaller characters spaces)

Strike Avatar w/powerstrikes

[roll3]+14, damage [roll4]+26, if crit [roll5]+Smite [roll6] 36 damage

[roll7]+14, damage [roll8]+26, if crit [roll9]+Smite [roll10]

Bonus action: Shield bash - pushing the avatar one square into the blade barrier while potentially shoving also Sleth out of it
[roll11]+14

=>Avatar forced to move into barrier, has to save for 25 damage.

The Serpent immediately follows the avatar.




"How nice, can't live with out your little pet. I have bad news for you about that..."

The Serpent smiled while moving her griffon out of the barrier and around the avatar.

"Bad god"
She bonked him on the nose/beak. "Look what a mess you made!"
And shoved the avatar backwards into the mess of flying blades

J-H
2022-05-02, 12:38 PM
One of the Serpent's slashes hits (36 damage), but the other misses. He tries to shove the avatar back. It wavers, off-balance for a moment, then takes a step back into the wall of blades, taking 15 points of damage.


DC 27 shove
Athletics [roll0]
I'm going to treat this as a save and apply LR if he fails. Not quite RAW.

J-H
2022-05-02, 12:52 PM
The Idol of Huitzopochitl
Another two hearts bursts around the idol's neck, and the cracks in its form close...somewhat...as it continues to be assailed by obsidian shards spinning in the Blade Barrier. It then lashes out with its spear at Sleth, the Serpent, and Vasily, its spear blurring as he whirls within his encircling foes. Another heart explodes, spattering the upper torso of the idol with more blood, as it directs the black rift in space to try to slice through Drak and the Serpent.


Used TWO Legendary Resistance on the Constitution save to not loose Black Blade of Disaster, one from an attack and then one from Blade Barrier's damaged.
Using the extra action from perma-haste as a 2nd bonus action to heal 100hp by popping a heart, instead of casting a spell.
vs Sleth
Spear [roll0] for [roll1] piercing + [roll2] fire + [roll3] radiant

vs Serpent
Spear [roll4] for [roll5] piercing + [roll6] fire + [roll7] radiant

vs Vasily
Spear [roll8] for [roll9] piercing + [roll10] fire + [roll11] radiant

Black Blade
vs Drak
[roll12] for [roll13] force damage; crits on 18-20 for [roll14] extra force damage

vs Serpent
[roll15] for [roll16] force damage; crits on 18-20 for [roll17] extra force damage


=> Umara, then Legendary Action to move inside blade ring, then Vasily


https://i.ibb.co/m5cTtsM/huitz8.jpg (https://ibb.co/hFm9H5t)

Pyrophilios
2022-05-02, 01:15 PM
"Thank you old man, this worked exactly as you told us it would!" The Serpent chimed with exitement and smiled at the High Priest
"You will be richly rewarded for your help."



Deception
[roll0]

Twelvetrees
2022-05-02, 09:34 PM
HP 222/222 (20 extra from The Serpent's aid spell)

Spell slots


Level
Total Slots
Slots Expended


1st
4
2


2nd
3
0


3rd
3
1


4th
3
1


5th
3
1


6th
2
0


7th
2
1


8th
1
1


9th
2
2



Active effects: Comprehend Languages, Longstrider, Fire Shield, Contingency, Rary's Telepathic Bond, Death Ward, resistance to fire and radiant damage from Vasily's Wishes.


Umara growls, "Fine, we're relying on rule two." and deflects the golden light ray that streaks towards her with a briefly conjured shield, before sending a flurry of translucent force darts flying unerringly through the wall of blades to strike the idol.


Remaining where she is.

Shield to block the ray of light from Huitzopochitl's first legendary action.

Action to cast magic missile at 7th level at the idol. I'm going to need a ruling on how this works with Empowered Evocation.

If it adds to each missile (like Stack Exchange (https://rpg.stackexchange.com/questions/47140/how-does-the-evocation-wizards-empowered-evocation-feature-work-with-the-magic) suggests it might) then the Idol takes [roll0] x 9 force damage, for 72 damage total.

If not, the Idol takes [roll1] force damage.

Either way, the Idol then needs to make nine Concentration checks against DC 10.

Barbarian MD
2022-05-03, 12:37 AM
Vasily Gregorovich (https://ddb.ac/characters/72231593/m7W1BR)

AC 22. (aberrations, celestials, elementals, fey, fiends, undead and all spell attacks at disadvantage)
HP 139/204.
PP:16. Darkvision 60'.
Speed: 40'. Swim 60'.
Initiative:+1.
Languages: elvish, common
Immunities: charmed, disease, frightened
Resistances: Fire, Radiant
Active Conditions or Buffs: Longstrider, Deathward, Protection from Evil and Good


https://i.pinimg.com/originals/09/08/b1/0908b1cb4bb3ab12e6e8195d810a66a2.jpg


Saves:


S:+9
D:+10 (+2)
Co:+12


Int:+2
W:+8
Ch:+10


Advantage: saves against spells/magical effects

Add shield AC (+2) to Dex saves against magical effects that target only me. Reaction to negate damage completely if allows half on a success.

Attacks:
+3 Longsword: ATK: d20+16 DMG: 1d8+10+1d8 radiant
+2 Lance: ATK: d20+15 DMG: 1d12+9+1d8 radiant
Longbow: ATK: d20+7 DMG: 1d8+1
Net: ATK +7 Large or smaller creature restrained until freed. (Str DC 10 or 5 slash)

Advantage on melee attacks while mounted against medium creatures

Other Actions

Channel Divinity: Used 0/1 per short rest
Sacred Weapon. Turn the Unholy.
Cleansing Touch: Used 0/2 per long rest
Holy Nimbus: Used 0/1 per long rest
Lay on Hands Pool: Used 0/100 long rest

Bonus Actions

Shield Master Shove:
Spells: Sanctuary(1st), Thunderous Smite(1st), Wrathful Smite(1st), Branding Smite(2nd), Blinding Smite(3rd), Spirit Shroud(3rd)

Reactions
Boon of Invincibility

Spell Slots Used
1: 0/4. 2: 0/3. 3: 2/3. 4: 2/3. 5: 0/2.
Wish: 2/3
DC 16. Spell ATK: d20+8.

Passives
Aura, 30'. +2 all saves. Immune Charmed and Frightened.
Always under Protection from Evil and Good: aberrations, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls.

Pegasus: AC 12. HP 59. Fly Speed 90'.

Concentrating: Spirit Shroud






As the spirits of the dead begin to swirl around him, Vasily throws himself at the idol with his sword and shield.

Damage taken from idol's aura at start of turn: [roll0]

Constitution save to not be blind: [roll1]
Advantage [roll2]
If I fail I'll need to roll attacks at disadvantage
Not sure if I'm in Serpent's aura. If so, add +4 to those saves.
Edit: yeah, I'm within 10'. Doesn't change any of my attacks, but at least I'm not blinded.

Bonus action/Concentrating: Spirit Shroud, Necrotic Damage
You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

The above spell will prevent healing by the idol each turn that I hit him.

Attack 1:
+3 Longsword:
ATK: [roll3]
Disadvantage if failed save above: [roll4]

DMG: [roll5] + [roll6] radiant + [roll7] necrotic (can't heal until next turn)

Attack #2
ATK: [roll8]
Disadvantage if failed save above: [roll9]

DMG: [roll10] + [roll11] radiant + [roll12] necrotic

Edit: didn't do much, but now he can't heal until my next turn. I'm just going to keep Spirit Shrouding him until you guys can kill him.

J-H
2022-05-04, 10:45 AM
(after Umara/before Vasily)
Umara's magic missiles hit, and the planar rift into nothingness disappears.

Legendary Action
Huitzopochitl moves from one place to another in a blur of motion, placing himself inside the wall of blades.

Vasily dashes into the blade barrier and meets the glowing tip of a spear that stops him in his tracks. Undaunted, he casts Spirit Shroud and attacks the High Priest twice, missing with one blow but hitting with the other for 23 damage. The priest strikes back with his obsidian dagger, somehow managing to hit despite his disorientation. The dagger's slash leaves a line of seared and bubbling flesh.


Defensive strike
[roll0] for [roll1] for [roll2] piercing, [roll3] fire, [roll4] radiant. hit/stopped
If hits, stops and redirects attacks to the High Priest.

The HP has a reaction to attack anyone who strikes him in melee, which I've been forgetting to use.
Attack, with disadvantage from being recently dead [roll5] and [roll6] wow, he actually hit
Damage [roll7] and [roll8] fire and [roll9] radiant

I'm assuming that you act in the most optimal order by casting after dashing through a wall of spinning blades rather than before, and risking Concentration loss.
I am also assuming that the damage for casting a spell post-wish takes place at the moment of casting and before Concentration begins. It doesn't need to be more crippling.

Also oops should have had the idol Counterspell the Magic Missiles.

J-H
2022-05-04, 01:53 PM
Sun Acolytes

The acolytes fly upwards and inwards towards the top of the temple, going to the sounds of what is obviously a battle. They climb upwards as much as they fly laterally.

The northern two gain enough altitude to see a few feet above the top of the temple, and both fire glowing rays at Umara, which are easily deflected by her magical protections.

Guiding Bolt x 2, if hit, next one has advantage.
Bolt 1 [roll0] for [roll1] radiant damage

Bolt 2 [roll2] for [roll3] radiant damage
Possible advantage [roll4]


The three flying in from the east can just barely see over the top - enough to know that there's a major attack going on, and to see numerous dead bodies. In fact, the only friendlies they see left are the high priest and the glowing idol, both of which they know are immune to fire... calling to each other, they each send forth a ball of cleansing fire to destroy their enemies, and three overlapping fireballs erupt amongst those atop the temple, driving the heat even higher. The gold plating atop the temple is starting to soften to where you're think you're going to leave footprints, and the air scorches you with every breath.


Fireball, fireball, fireball. Hits everyone except Umara.
Dex DC 12 half.
[roll5]
[roll6]
[roll7]
Melting gold for flavor only, no mechanical effects going on. Just a lot of fire.

J-H
2022-05-04, 01:56 PM
Legendary Action 2
The idol stabs at Drak.

Attack [roll0]
Damage [roll1] plus [roll2] fire and [roll3] radiant
He is in the blade barrier, not behind it, so I think cover does not apply.


=> Sleth then Drak. Probably a Legendary Action attack after that or possibly between Sleth & Drak


https://i.ibb.co/0Kv6c53/huitz9.jpg (https://ibb.co/1MjPLcx)

JNAProductions
2022-05-04, 09:18 PM
[roll0]
[roll1] Reckless Advantage
[roll2] Magical Piercing
[roll3] Sneak Attack

Sleth drives her Avenger towards the Idol again, her battle cry wordless by now.

J-H
2022-05-04, 10:03 PM
Legendary Action 3
The idol stabs at Sleth with its spear.

Attack [roll0]
Damage [roll1] + [roll2] fire and [roll3] radiant

=>Drak

Bobthewizard
2022-05-05, 05:30 AM
Drak (https://www.myth-weavers.com/sheet.html#id=2626761)

Drak flies up over the top of the head priest in order to get to the idol. He stays just above the priest, making sure not to trigger any opportunity attacks, as he tries to hit the idol as many times as he can.

CON save for blindness: [roll0], if Adv: [roll1]
He has blindsight from his subclass so even if blinded, he doesn't have disadvantage.
Immune to fire damage from his boon.

If any attack hits, the next attack is rolled with advantage.

Attack 1: [roll2], Adv from last round: [roll3], Damage: [roll4], Force: [roll5]
Attack 2: [roll6], if Adv: [roll7], Damage: [roll8], Force: [roll9]
BA Attack: [roll10], if Adv: [roll11], Damage: [roll12], Force: [roll13]
Flurry Attack: [roll14], if Adv: [roll15], Damage: [roll16], Force: [roll17]

For any that hit, use stunning strike for 1 Ki. DC22 CON save or stunned until the end of my next turn.

Hits did 29, 23, 24, and 26 damage, for total of 102 vs. AC24, or 76 vs. AC 28.

J-H
2022-05-05, 05:15 PM
Drak pummels the idol, three of the hearts around its neck exploding as they absorb the vibrations set up in the structure of the divine construct.

The High Priest raises a glowing green hand, and touches the idol, casting Heal to repair 70 points of damage. With his other hand, he stabs at Drak.

BA attack. No longer has disadvantage from being raised.
Attack [roll0] for [roll1] piercing + [roll2] fire + [roll3] radiant damage

A single War Priest flies up to join the Sun Acolytes, firing a Guiding Bolt towards The Serpent, but missing.

Attack [roll4] for [roll5] damage + [roll6] on a crit.
It doesn't hit unless it's a crit.

=> The Serpent

Pyrophilios
2022-05-06, 01:23 AM
"I see that "learning" for you is just another word for "giving up"" The Serpent pushed her spurs into the flanks of the blind griffon, rising from the ground so she could look above the wall of blades.
"Enjoy!"

With that, the Serpent launched a barage of force bolts at the avatar



Movement: Rising just enough so the barrier is no longer obscuring my sight on the Avatar - 30 ft should do

Bonus Action: Hex - Strength checks

Action: Eldritch blast - one of which has the push option activated to shove the avatar 10ft through the blade barrier.
Hex and Hexblades Curse active
[roll0]+14, damage [roll1]+[roll2]+14
[roll3]+14, damage [roll4]+[roll5]+14
[roll6]+14, damage [roll7]+[roll8]+14
[roll9]+14, damage [roll10]+[roll11]+14

11 damage from crits in the OOC

105 damage



Laughing like a maniac, the serpent sent bolt after bolt into the ambulatory statue, forcing it back into the blade barrier, that the foolish priest still maintained.

J-H
2022-05-06, 05:07 PM
The yuan-ti's force bolts all strike cracks in the idol's form. The oppressive, glaring aura around it flickers with each hit before finally cutting out suddenly, as the idol breaks into four pieces that strike the ground with a loud clatter. The fragment of divinity possessing the idol has been banished, and Huitzopochitl no longer walks among his people.

You quickly finish off the High Priest, and deal with the reinforcements as they come.

=> Battle Complete!