3-1: Beneath the Streets
Bonus Action: Shillelagh
Action: Attack
Rolls
Shillelagh - Attack - (1d20+6)
(12) + 6 = 18
Shillelagh - Damage - (1d8+4)
(5) + 4 = 9
Rolls
Rapier Attack - (1d20+6)
(8) + 6 = 14
Rapier Damage - (1d8+4)
(8) + 4 = 12
Rolls
Attack (Hand Crossbow) - (1d20+7)
(2) + 7 = 9
Damage (Piercing - Magic) - (1d6+5)
(4) + 5 = 9
"Snakes and reptiles also mulch, right?" Elowin quips in response, as she turns to see why Eozindra called the warning. Elowin casts Faerie Fire on the tunnel behind Elysia, so that the effect flashes over the centipedes that are skittering toward Elysia and the creature lurking in the water. The tunnel behind the party glimmers with otherworldly moonlight, as does the second group of centipedes and the creature in the channel.
The remaining centipedes under and on Ishi - which we'll call "Swarm1" - crawl on and attempt to sting him with their many forcipules.
Adran follows his sister's gaze, his crossbow coming up and around to release a bolt into the water toward the submerged creature.
Shuddering with a revulsion that transforms into eye-bulging rage, Ishi yanks out his war hatchet and begins to furiously scrape the bugs off of him. Six of them fall in pieces.
The other group of centipedes - which we'll call "Swarm2" - continues its forward movement into Elysia's personal space, crawling on her and stinging her savagely, repeatedly. Swarm2 crits on Elysia.
Elysia takes 23 damage and remains - barely - standing.
Recovering from her initial shock, Eozindra sings out a malediction on their antagonists (casting Bane on Swarm1, Swarm2, and the creature).
Whipping out her rapier, Elysia leaps, stomps, slices, and stabs at the stinging arthropods in her space. Blurring with speed in her desperation, she destroys 12 of the centipedes in Swarm2.
The submerged shape of the creature emerges from the water, long, feathery tendrils groping toward Adran. The artificer tried to dodge the feelers, but they brushed against his scale mail, and the scales began to rust and crumble (Adran's Scale Mail is reduced to AC13). The creature is a Rust Monster!
Notes: Ishi is raging, and Swarm1 is in his space.
Swarm1, Swarm2, and the Rust Monster are suffering Bane.
Swarm2 and the Rust Monster have Faerie Fire, so attacks on them have ADV.
Swarm2 is in Elysia's space.
22- Elowin (24/24)
16 - Morik (33/33)
16 - Swarm1 BANE
15 - Adran (26/26)
11 - Ishi (35/35) ENRAGED
10 - Swarm2 BANE, Faerie Fire
9 - Eozindra (15/15)
5 - Elysia (1/24)
5 - Creature BANE, Faerie Fire
Rolls
Centipedes' DEX save DC13 - (1d20+1)
(5) + 1 = 6
Creature DEX save DC13 - (1d20+1)
(3) + 1 = 4
Secret Roll
Swarm1 attacks Ishi AC16, piercing damage - (1d20+3, 4d4)
1d20+3 : (4) + 3 = 7
4d4 : (1443) = 12
Swarm2 attacks Elysia AC15, piercing damage - (1d20+3, 4d4)
1d20+3 : (20) + 3 = 23
4d4 : (4131) = 9
Bane saves DC13: swarm1, swarm2, creature - (1d20-5, 1d20-5, 1d20-2)
1d20-5 : (8) - 5 = 3
1d20-5 : (7) - 5 = 2
1d20-2 : (12) - 2 = 10
Critical hit piercing damage to Elysia - (4d4)
(4334) = 14
Secret Roll
Edit: 🙄
Rolls
Advantage - (1d20+7)
(3) + 7 = 10
DEX Save - (1d20+4)
(1) + 4 = 5
Elysia is badly hurt (1 HP remaining).
There are three enemies: Swarm1, Swarm2, and a Rust Monster.
All three enemies have the effect of Bane (a penalty to attack rolls and saves) from Eozindra's concentration.
Swarm2 and the Rust Monster are on Faerie Fire from Elowin's concentration, so attacks on them have ADV.
Adran's AC has dropped 1, from 19 to 18.
That ends round one.
What do you all do for round two?
Rolls
Attack (Hand Crossbow) - (2d20H1+7)
(188) + 7 = 25
Damage (Piercing - Magic) - (1d6+5)
(6) + 5 = 11
Rolls
Shillelagh - Attack - (1d20+6)
(13) + 6 = 19
Shillelagh - Damage - (1d8+4)
(8) + 4 = 12
bonus = rage
action - attack SWARM
Rolls
attack with hand axe ADY - ((2d20H1+6), 1d6+6)
(2d20H1+6) : (28) + 6 = 14
1d6+6 : (2) + 6 = 8
Action: swiping Swarm 2 for being jerks that did the damage, with rapier because they’re too close for crossbow and I don’t want to accidentally shoot Sia
Post-Roll Edit: Wowwwww. Really. REALLY? Shite heal roll.
I will also use my inspiration to try to make that save …
Rolls
Healing Word - 2nd Level - (2d4+3)
(11) + 3 = 5
Rapier (advantage) - Attack - (2d20H1+3)
(206) + 3 = 23
Rapier - Damage - (1d8+1)
(6) + 1 = 7
Con - Save DC12 - (1d20+0)
(5) = 5
Con - Save DC12 - (1d20+0)
(14) = 14
The light changes and so does some of the air. It still smells bad, but its more like a cesspit in the wild than in a sewer
Then she pulls a crescent-shaped weapon out of the air and throws it at the rust monster. It hits the creature and hovers next to it as it is reading to make another strike
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
* You grant it temporary hit points equal to 1d6 plus your cleric level.
* You end one effect on it causing it to be charmed or frightened.
Range: point 60 feet
Components: SV
Duration: 1 minute
['You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to {@damage 1d8} + your spellcasting ability modifier.', 'As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.', "The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon."]
Rolls
Con - Save DC12 poison - (1d20+2)
(16) + 2 = 18
Twilight Santuary temp hp for all - (1d6+3)
(5) + 3 = 8
BA: Spiritual weapon - (1d20+5, 1d8+3)
1d20+5 : (6) + 5 = 11
1d8+3 : (1) + 3 = 4
Rolls
Round One Attack ADV Roll (not sure if it’s needed but here) - (1d20+6)
(6) + 6 = 12
Secret Roll
Rapier Attack (Advantage) - (2d20H1+6)
(38) + 6 = 14
Rapier Damage - (1d8+4)
(3) + 4 = 7
Sneak Attack Damage - (2d6)
(21) = 3
Constitution Save - DC12 - (1d20+2)
(7) + 2 = 9
Constitution Save (Using my Inspiration) - DC12 - (1d20+2)
(14) + 2 = 16
Rolls
Con (advantage) - Save DC12 - (2d20H1+4)
(619) + 4 = 23
Rolls
CON Save - (1d20+4)
(4) + 4 = 8
1) @forkbeard: Ishi was already raging. Is he going into a frenzied rage this turn? I'm assuming so, since that would have given him the ADV that you rolled, but I wanted to make sure.
2) @forkbeard: Do you want me to roll the DC12 CON saving throw for Ishi? I will when I return in a few hours if you haven't.
3) @runekyndig: Do you want to roll a second attack roll (to represent the ADV from Faerie Fire) for Elowin's spiritual weapon, or shall I?
4) @MaJunior: Any commands from Adran for the Steel Defender?