As the last person (Fontaine) exits the tunnel, you all begin tho hear a whoosh-whoosh sound coming from the tree line across the stream. You hear a crack as 6 bullets coming flying out of the tree line and you see two more figures moving across the water.
(Are the approaching enemies all coming into melee range or do some have ranged weapons still? Also, how far are they?)
Lynistra curses out loud as the bullet punches into her mail shirt. She kneels down next to Amrak to shield them both
(Dodge Action and try to give at least partial cover to Amrak from further attacks. Initiative: 14. My mind is swimming with possibilities since this is eerily similar to ambush-reaction drills. Do I take cover or provide cover for the wounded? Do I get to cover first or get them to safety?)
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Adrex will hold his shield trying to cover Fontaine and use his lay on hands on him (you get 2 HP ) „This is Bad! really bad...Don’t die now. We need you“
(How far are we from the grate we came out of? I see that only 1-2 enemies come before me, so I'm thinking of dragging someone back into the tunnel)
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
I’m about to be offline for an hour or so, so I’ll roll my death save since I have the highest initiative (still waiting on Roth’gar’s initiative, I think.)
(I believe we have everyone's initiative with Roth'gar and Amrak making their respective rolls. Just need a kobold and a ruling on whether the kobold with 14 goes before me.)
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
So I have the marching order as Roth'gar, Adrex, Lynistra, Amrak, Fontaine. Yes?
Alexander Leatherer Ranger: Dragons of Autumn
Fenlamin Aloro Wizard: Journey Across The Planes
(That looks right to me.)
Check out my Extended Signature here
(We will roll with it)
As the last person (Fontaine) exits the tunnel, you all begin tho hear a whoosh-whoosh sound coming from the tree line across the stream. You hear a crack as 6 bullets coming flying out of the tree line and you see two more figures moving across the water.
attacks on Roth'gar Attack: 19 Damage: 4 Attack: 5 Damage: 3
attack on Adrex Attack: 8 Damage: 4
attack on Lynistra Attack: 20 Damage: 6
attack on Amrak Attack: 17 Damage: 6
attack on Fontaine Attack: 18 Damage: 6
Alexander Leatherer Ranger: Dragons of Autumn
Fenlamin Aloro Wizard: Journey Across The Planes
roll Initiative please
Cultist 114 C215
Kobold 114 K210 K316 K418 K55 K62
Alexander Leatherer Ranger: Dragons of Autumn
Fenlamin Aloro Wizard: Journey Across The Planes
Fontaine grunts and falls to the ground, bleeding and unconscious.
Initiative: 16
And that's all I have to say about that.
Amrak feels a bullet lodge into his side. The pain is excruciating, causing the cleric falls unconscious.
Initiative: 21
Amrak is prone, and will start making death saving throws at the beginning of his turn.
Check out my Extended Signature here
(Are the approaching enemies all coming into melee range or do some have ranged weapons still? Also, how far are they?)
Lynistra curses out loud as the bullet punches into her mail shirt. She kneels down next to Amrak to shield them both
(Dodge Action and try to give at least partial cover to Amrak from further attacks. Initiative: 14. My mind is swimming with possibilities since this is eerily similar to ambush-reaction drills. Do I take cover or provide cover for the wounded? Do I get to cover first or get them to safety?)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
(the stream is 8 to 10 feet wide and only two are coming to engage in melee for now. 6 kobold are across the stearm, call it 15 feet.)
Alexander Leatherer Ranger: Dragons of Autumn
Fenlamin Aloro Wizard: Journey Across The Planes
Initiative 6
Adrex will hold his shield trying to cover Fontaine and use his lay on hands on him (you get 2 HP ) „This is Bad! really bad...Don’t die now. We need you“
--- Regular ---
LmOP, OotA and CoS as DM ---- SKT: Diero Merivaldi (Variant Human Arcane Trickster - lvl6) ---- ToA: Erevan (Drow Half-Elf Hexblade - lvl2)
--- PbP ---
Into the Mists - CoS: Euron Dread (Glasya Tiefling Hunter - lvl1) --- The Labyrinth of the Goblin King: Grigor Marsk (Human War Wizard - lvl3)
(I was stealthed coming out of the tunnel, does that make a difference at all?)
Mavi Göz Mal - Half Orc Monk Level 1 Not Another Lost Mine of Phandelver
Drita - Aasimar Hexblade Warlock Lvl 3 Tomb of Annhilation
Iznik Sylnithas - Half Drow Blood Hunter Level 2 Precipice of Voids
(How far are we from the grate we came out of? I see that only 1-2 enemies come before me, so I'm thinking of dragging someone back into the tunnel)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
(no your stealth did not help because of the noise from opening the grate.)
Alexander Leatherer Ranger: Dragons of Autumn
Fenlamin Aloro Wizard: Journey Across The Planes
(You are about 10 feet from the grate. I will say yes you can drag one member back in with your action and move.)
Alexander Leatherer Ranger: Dragons of Autumn
Fenlamin Aloro Wizard: Journey Across The Planes
I’m about to be offline for an hour or so, so I’ll roll my death save since I have the highest initiative (still waiting on Roth’gar’s initiative, I think.)
Death Save: 14
Check out my Extended Signature here
(yes we are waiting on Roth'gar. Check your roll Amrak.)
Alexander Leatherer Ranger: Dragons of Autumn
Fenlamin Aloro Wizard: Journey Across The Planes
Check out my Extended Signature here
Roth'gar runs toward the closest cultist and swings his great axe.
Attack: 18 Damage: 14
(sorry thought i did, 14
Mavi Göz Mal - Half Orc Monk Level 1 Not Another Lost Mine of Phandelver
Drita - Aasimar Hexblade Warlock Lvl 3 Tomb of Annhilation
Iznik Sylnithas - Half Drow Blood Hunter Level 2 Precipice of Voids
(did you roll initiative?)
Alexander Leatherer Ranger: Dragons of Autumn
Fenlamin Aloro Wizard: Journey Across The Planes
(I believe we have everyone's initiative with Roth'gar and Amrak making their respective rolls. Just need a kobold and a ruling on whether the kobold with 14 goes before me.)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
order Roth'gar, Amrak, K2, Fontaine, Lynistra, K3, K1, C1, K4-6, Adrex, C2
Alexander Leatherer Ranger: Dragons of Autumn
Fenlamin Aloro Wizard: Journey Across The Planes