The First Mate tuts as he takes a slash on his torso from Seraphis' attack. The captain, standing behind the first mate, growls at the attack.
"If we survive this, yer on latrine 'til we port in whole 'nother city," the captain says, smacking the back of the first mate's head. "And I'm making it a long sail so ye won't be bringin' me and the crew to this sorta mess again."
"Bother someone else," the captain growls at Seraphis, unleashing a flurry of blades to deter him from coming closer. "I'm tryna steer me ship back to the harbour here. Go deal with the wizards or summat." Even as he misses a couple of his attacks, seemingly deliberately targeting the thicker part of the armour, there is a glint in his eyes that promises that he will not miss again next time.
Sailor 2 dodges away from Senni's attempt to do another groin shot. Angered by what the little guy had done to him, the sailor roars at Senni and charges. He feints for a bit and grins as Senni falls for his trap. The sailor's blade stabs deeply into Senni before being yanked back harshly.
Seeing Drexon falling overboard, the blur-robed mage (Mage 1) moves his sight toward Cob. The other mage beside him also looks at Cob with a menacing glint in their eyes. As one, they unleashed their attack on Cob, ignoring the fact that he had the child they were looking for with him. The lightning lash from the blue-robed mage wraps around Cob and bounces toward Seraphis, sending incredible crushing force to both of them. As soon as the lightning dissipates, the other mage blows a sprinkle of dust toward Cob and the child. The child immediately falls to the ground, unconscious. As the dust covers him, Cob starts to feel woozy and sleepy.
"What did I tell ye, eh?" The captain comments to Seraphis after seeing the lightning bolt coming out of one of the mage's hands. "Priorities, matey. Those two wanna do ye harm. We're not. Go bother 'em."
Captain 1st Attack to Seraphis: 7 [Miss] Captain 2nd Attack to Seraphis: 24 [6 piercing] Captain 3rd Attack to Seraphis: 7 [Miss] Captain has Focus.If the captain damages a creature with a weapon attack, he gains advantage on attack rolls against that target until the end of his next turn. For this purpose and narrative, I will leave his 3rd attack roll as a single roll instead of with an advantage.
Mage 1 1st Attack Cob: 17 [4 force to Cob, 13 force to Seraphis] Mage 1 2nd Attack Cob: 6 [Miss]
Mage 2 cast Sleeparound Cob and the child: 10 TheChild has 4 hp, so will be asleep. Unless Cob has 6 hp, he will not be affected by the spell.
{{Reaction time if there are any.}}
{{A note on who is where. Sailor 1 is dead. Sailor 2 is attacking Senni on board the Everingham. McGee is still at the Everingham. Lorgar is steering the Everingham. Amber -- forget about her, didn't you? -- is maintaining concentration to keep the Everingham in tip-top shape. Drexon is hanging on the port side, not exactly on the deck yet, of the Cobalt Restitution. Seraphis is facing the First Mate and the Captain of the Cobalt Restitution. Cob is standing at the starboard railing with the child. Mage 1 and Mage 2 are standing in the middle of the Cobalt Restitution. At the end of the round, there is a gap of 20 feet between the Everingham and the Cobalt Restitution.}}
Free of his own entanglement with Sailor 1, McGee scans the deck of the Everingham to search for other disasters to quell. The first trouble he spots is Senni and his being engaged with Sailor 2. They must hold on to their own ship if they want a way home, McGee presumes, so repelling these raiders seem to be the highest priority. As such McGee rushes to help Senni... ((I'm assuming McGee isn't hearing or really seeing in detail what is happening on the other ship given the distance and size differences and all...))
IfMcGee is close enough to move and engage with Sailor 2, that is his preferred choice and he will attack with vigor... Rapier Attack vs Sailor2: 21 to hit for 10piercing damage Bonus Action Rapier Attack: 25 to hit for 6damage If either attack hits Sailor 2 then McGee adds a Mobile Flourish to the attack and does an extra 1damage (blah!) AND moves Sailor 2 five feet away from Senni, McGee using his reaction to close that distance immediately to put himself between the pirate and his ally...
IfMcGee is not close enough to move and attack... He will instead move close as he can and call out to Senni - "Buck up, my man! You shall not let this scallywag get the best of you!" The words, corny perhaps, but a part of his casting Healing Word at 2nd level and returning 7 hp to Senni as a bonus action and using his action to dash closer...
Cob winces a little at the force caused by the wizard's spell. And while he feels a little sleepy for a moment he shakes it off and looks down at the sleeping child. "Best place for the kid at the moment."
Seeing Drexon clinging on the side of the ship, Sailor 3 groans in annoyance. "Really? That's just so unfair!"
Sailor 3 will ready action to shove Drexon overboard again when he gets close to climbing on to the deck. You get to face a 20Athletics/Strength check.
While Sailor 2 is occupied with gloating over Senni's injured form, McGee sneaks behind him and stabs the sailor's head. Pushing the fallen sailor to the side, McGee helps Senni up with a little bit of encouragement. Senni feels energy pervade his body and some of his injuries begin to slowly stitch back together.
{{McGee's turn was posted. So, Senni, your turn before we move to the next block, the First Mate's action. Drexon, Cob, and Seraphis, be ready for your turn after I post the First Mate's turn.}}
Senni grabs one of his Piton's from his bag, loading it into a catapult contraption and firing it at the mage he has full sight of. DC15 dex save or 12bludgeoning damage
Jade also flies closer to be above the boat and shoots a jet of liquid at the same mage, magically produced in the flying flask. 8 to hit so not bothering with damage
Just like a crossbow, Senni loads a piton into the contraption on his hand and shoots it toward the blue-robed mage. The small projectile moves too fast for the mage to see. He groans in pain as the piton strikes his side. Doubling over in pain, the mage accidentally, and fortunately for him, moves away from the path of a little familiar's spray of unknown liquid.
The first mate watches Seraphis and Cob keenly in case they retaliate against his captain's warning attack.
First Mate will ready an action called Turning the Tides in case Seraphis or Cob attacks the captain.
Turning the Tides. As an Action and as long as the First Mate and the Captain are within 5 ft. of the helm of the ship, the First Mate or the Captain can command the crew to cause complications for everyone on board the ship's deck. Everyone on the deck of the ship must make a Dexterity saving throw of DC 14. Roll a 1d4 to determine what happens on a fail. Whosoever calls this action must make its Dexterity saving throw without an advantage even if it has an advantage on Dexterity saving throw. On a 1, the crew works twice as fast and the ship lurches twice as fast. The ship moves twice the pace and any creature on the deck falls prone on a failed save. On a 2, the crew shifts the sails erratically. The ship moves half the pace and any creature on the deck takes 1d6 bludgeoning damage from being hit by the sail on a failed save. On a 3, the crew moves the sail so the ship hits a large wave. The ship takes 1d6 bludgeoning damage disregarding the hull damage threshold and any creature on the deck is thrown overboard on a failed save. On a 4, the crew drops the anchor. The ship stops moving and any creature on the deck is thrown overboard on a failed save.
Drexon wrings his hat out and dons the rather soggy looking headpiece, before looking back up at the railing of the ship. He sees the sailor there and sighs. If the captain and first mate want them to concentrate on the mages that hired them, why do they not call off their sailors.
He stands up on the side of the ship, as if gravity was rotated ninety degrees, and locks eyes with the sailor. He then reaches out a hand static electricity arcs out towards the sailor.
If it hits he will move up onto the deck, past the sailor away from the edge. If not he will move along the side of the ship, and onto the deck away from the sailor.
"I told you to order your men to stand down. Now do it if you want us to take out your employers!", he says to the first mate and captain.
Action: Shocking Grasp on sailor 3, using distant metamagic to do it at range. To Hit: 19+7=26, Damage: 2 [lightning] - on hit can't take reactions Movement: Either onto the deck past sailor 3 and away from the edge if above hits (which I believe it does), or along the side of the ship and up onto the deck if it misses Special: Concentration suggestion(I believe it is still up on the first mate, but might be wrong)
This post has potentially manipulated dice roll results.
Cob nudges the child forward as he himself kneels down looking for partial / half cover for both of them. While the captain is clearly a mercenary willing to take any job for money, he's not the biggest threat at the moment. The spellcasters are.
He holds his fiddle close and focuses on Mage 2, using the connection to the darkness just on the edge of this world, he lays a Hex on the wizard, deciding that affecting his opponents ability to maintain his balance on moving ships might be useful right about now too.
Cob then strums his bow across the fiddle strings, letting a crackling dark blue arc of energy to leap up and race towards the same Mage.
Seraphis watches as his comrades continue to engage "You all will face justice for your part in this." he says as takes their advice and moves to engage the mage that attempted to hit him with a spell.
"We did!" The First Mate replies. There is a hint of a mischievous grin on his face. "The ship's crew haven't attacked you, have they? That guy and his two friends are unfortunately on the wizard's payroll. Out of our hand, mate."
The captain tuts and smacks the first mate again. Both of them make no move to attack Seraphis when he leaves them. "Don't put us in the same boat as 'em," the captain comments, disgruntled. "Transport is a transport. Can't all be knights with good patrons like ye, can we? Blame the harbour inspectors. Shouldn't've said alls clear when alls not. Tch, knights."
As the bolt of magic comes toward the fully-cloaked mage, a shimmering blue barrier emerges in front of them. The bolt of magic splashes on the barrier and dissipates harmlessly. In retaliation, the mage conjures another blade and throws it toward Cob. The sudden lurch of the ship makes their foot slip and the blade miss, much to the embarrassment of the mage.
The same blue barrier emerges around the blue-robed mage as Seraphis strikes him. The mage unleashes a spark of lightning toward Seraphis, but both Seraphis' shield and blade seem to block it, diverting it upwards harmlessly. Seeing no result, the mage targets Cob and winds an arc of lightning to also strike an unaware Seraphis from behind.
Captain will ready the same action as the First Mate in case someone attacks them.
Mage 1 reacts with a Shield negating Seraphis' attack. Mage 1 1st Attack to Seraphis:14 [Miss] Mage 1 2nd Attack to Cob: 22 [7 force to Cob;11 force to Seraphis]
Mage 2 reacts with a Shield negating Cob's attack. Mage 2 Attack Cob: 7 [Miss]
A roll of21 in case Silvery Barbs to the attack to Cob.
{{Drexon's spell is still up. The First Mate is just skirting around the order. Reactions, if any.}}
After receiving a shock from Drexon, Sailor 3 looks at the various spell casters around him and lets out a heavy sigh. He throws down his weapon and sits with his back on the ship's railing, sulking. "Nope, I'm done." He says exasperatedly. "Boss, you're on your own," he calls toward the wizards. "I'm not dealing with more spell casters. I'm not even paid yet."
“Not sure how everyone else is fairing but I’m pretty sure he’s not one of us,” McGee says as he sheathes a rapier and draws a dagger. Moving to be sure it is in range he takes a brief moment to aim then chucks it at the blue robed mage…
Senni will, for lack of better options, risk setting the other boat on fire, hoping that if it does catch, there is enough people to put it out and rescue the kids, and therefore he launches a small vial of alchemical fire (firebolt, not the actual item) at the same mage he just destroyed a piton on. The vial aims true, but the damp sea air seems to have got into the vial so the impact is minimal. (23 to hit, 1fire damage).
Jade manages to create some more magical energy to spray over the same mage. (22 to hit, 2 force damage)
Drexon continues speaking to the first mate and captain even as the fight continues, backing away from the mages so he is between them and the middle of the ship, although not risking heading to the side of the boat again.
"So where were you taking your passengers then? Were you taking them to land, or were you meeting another ship?", he asks the first mate and captain, before fully turning his focus to the mages.
He whispers a haunting tune that only the two mages can hear.
Movement: Up to 35ft to be between the mages and the middle of the ship, trapping them at the rear. Action: Dissonant Whispers - twinned meta magic on both mages - DC15 Wis Save or take 8 [psychic] damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. On a save, just 4 [psychic] damage
(OOC: Hoping to drive them to the back of the ship, possibly even off it if that isn't deemed as dangerous)
"We sail to Vortesso," the captain says, "said they vacationing there."
"Enchanter!" The blue-robed mage shouts in pain and disgust before running back under the deck. The other mage looks around and gives Drexon a wide berth as they move to the back of the ship, toward the helm.
{{Both of them fail. The blue-robed mage hasn't moved from the opening leading under the deck, so it's logical he would flee down. The other mage has moved closer to Cob, so that path is blocked to them if Drexon is on the way and they will move to the back of the ship toward the helm.}}
Cob pops his head up over the gunwale and takes in that there's only one spellcaster on deck now, and smiles that its the same one he had the hex on. Making sure the child is still asleep, he strums the strings of his fiddle. The crackling eldritch energy builds quickly and then leaps across the gap between the ships towards the mage.
Eldritch Blast - from game log - (13+7) = 20 to hit for (6+5) = 11 force damage plus 3 necrotic (14 total)
The First Mate tuts as he takes a slash on his torso from Seraphis' attack. The captain, standing behind the first mate, growls at the attack.
"If we survive this, yer on latrine 'til we port in whole 'nother city," the captain says, smacking the back of the first mate's head. "And I'm making it a long sail so ye won't be bringin' me and the crew to this sorta mess again."
"Bother someone else," the captain growls at Seraphis, unleashing a flurry of blades to deter him from coming closer. "I'm tryna steer me ship back to the harbour here. Go deal with the wizards or summat." Even as he misses a couple of his attacks, seemingly deliberately targeting the thicker part of the armour, there is a glint in his eyes that promises that he will not miss again next time.
Sailor 2 dodges away from Senni's attempt to do another groin shot. Angered by what the little guy had done to him, the sailor roars at Senni and charges. He feints for a bit and grins as Senni falls for his trap. The sailor's blade stabs deeply into Senni before being yanked back harshly.
Seeing Drexon falling overboard, the blur-robed mage (Mage 1) moves his sight toward Cob. The other mage beside him also looks at Cob with a menacing glint in their eyes. As one, they unleashed their attack on Cob, ignoring the fact that he had the child they were looking for with him. The lightning lash from the blue-robed mage wraps around Cob and bounces toward Seraphis, sending incredible crushing force to both of them. As soon as the lightning dissipates, the other mage blows a sprinkle of dust toward Cob and the child. The child immediately falls to the ground, unconscious. As the dust covers him, Cob starts to feel woozy and sleepy.
"What did I tell ye, eh?" The captain comments to Seraphis after seeing the lightning bolt coming out of one of the mage's hands. "Priorities, matey. Those two wanna do ye harm. We're not. Go bother 'em."
{{Reaction time if there are any.}}
{{A note on who is where. Sailor 1 is dead. Sailor 2 is attacking Senni on board the Everingham. McGee is still at the Everingham. Lorgar is steering the Everingham. Amber -- forget about her, didn't you? -- is maintaining concentration to keep the Everingham in tip-top shape. Drexon is hanging on the port side, not exactly on the deck yet, of the Cobalt Restitution. Seraphis is facing the First Mate and the Captain of the Cobalt Restitution. Cob is standing at the starboard railing with the child. Mage 1 and Mage 2 are standing in the middle of the Cobalt Restitution. At the end of the round, there is a gap of 20 feet between the Everingham and the Cobalt Restitution.}}
Senni is very injured but still up
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Free of his own entanglement with Sailor 1, McGee scans the deck of the Everingham to search for other disasters to quell. The first trouble he spots is Senni and his being engaged with Sailor 2. They must hold on to their own ship if they want a way home, McGee presumes, so repelling these raiders seem to be the highest priority. As such McGee rushes to help Senni... ((I'm assuming McGee isn't hearing or really seeing in detail what is happening on the other ship given the distance and size differences and all...))
If McGee is close enough to move and engage with Sailor 2, that is his preferred choice and he will attack with vigor...
Rapier Attack vs Sailor2: 21 to hit for 10 piercing damage
Bonus Action Rapier Attack: 25 to hit for 6 damage
If either attack hits Sailor 2 then McGee adds a Mobile Flourish to the attack and does an extra 1 damage (blah!) AND moves Sailor 2 five feet away from Senni, McGee using his reaction to close that distance immediately to put himself between the pirate and his ally...
If McGee is not close enough to move and attack... He will instead move close as he can and call out to Senni - "Buck up, my man! You shall not let this scallywag get the best of you!" The words, corny perhaps, but a part of his casting Healing Word at 2nd level and returning 7 hp to Senni as a bonus action and using his action to dash closer...
Cob winces a little at the force caused by the wizard's spell. And while he feels a little sleepy for a moment he shakes it off and looks down at the sleeping child. "Best place for the kid at the moment."
New Round
Seeing Drexon clinging on the side of the ship, Sailor 3 groans in annoyance. "Really? That's just so unfair!"
While Sailor 2 is occupied with gloating over Senni's injured form, McGee sneaks behind him and stabs the sailor's head. Pushing the fallen sailor to the side, McGee helps Senni up with a little bit of encouragement. Senni feels energy pervade his body and some of his injuries begin to slowly stitch back together.
{{McGee's turn was posted. So, Senni, your turn before we move to the next block, the First Mate's action. Drexon, Cob, and Seraphis, be ready for your turn after I post the First Mate's turn.}}
Which enemies (if any) does Senni have sight of?
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Senni grabs one of his Piton's from his bag, loading it into a catapult contraption and firing it at the mage he has full sight of. DC15 dex save or 12 bludgeoning damage
Jade also flies closer to be above the boat and shoots a jet of liquid at the same mage, magically produced in the flying flask. 8 to hit so not bothering with damage
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Just like a crossbow, Senni loads a piton into the contraption on his hand and shoots it toward the blue-robed mage. The small projectile moves too fast for the mage to see. He groans in pain as the piton strikes his side. Doubling over in pain, the mage accidentally, and fortunately for him, moves away from the path of a little familiar's spray of unknown liquid.
The first mate watches Seraphis and Cob keenly in case they retaliate against his captain's warning attack.
{{Drexon, Cob, and Seraphis. Your go.}}
Drexon wrings his hat out and dons the rather soggy looking headpiece, before looking back up at the railing of the ship. He sees the sailor there and sighs. If the captain and first mate want them to concentrate on the mages that hired them, why do they not call off their sailors.
He stands up on the side of the ship, as if gravity was rotated ninety degrees, and locks eyes with the sailor. He then reaches out a hand static electricity arcs out towards the sailor.
If it hits he will move up onto the deck, past the sailor away from the edge. If not he will move along the side of the ship, and onto the deck away from the sailor.
"I told you to order your men to stand down. Now do it if you want us to take out your employers!", he says to the first mate and captain.
Action: Shocking Grasp on sailor 3, using distant metamagic to do it at range. To Hit: 19+7=26, Damage: 2 [lightning] - on hit can't take reactions
Movement: Either onto the deck past sailor 3 and away from the edge if above hits (which I believe it does), or along the side of the ship and up onto the deck if it misses
Special: Concentration suggestion (I believe it is still up on the first mate, but might be wrong)
Cob nudges the child forward as he himself kneels down looking for partial / half cover for both of them. While the captain is clearly a mercenary willing to take any job for money, he's not the biggest threat at the moment. The spellcasters are.
He holds his fiddle close and focuses on Mage 2, using the connection to the darkness just on the edge of this world, he lays a Hex on the wizard, deciding that affecting his opponents ability to maintain his balance on moving ships might be useful right about now too.
Cob then strums his bow across the fiddle strings, letting a crackling dark blue arc of energy to leap up and race towards the same Mage.
Bonus Action - Casts Hex - gives disadvantage to DEX checks.
Action - Casts Eldritch Blast - Attack: 9 Damage: 10 force damage plus 6 necrotic damage from Hex
Seraphis watches as his comrades continue to engage "You all will face justice for your part in this." he says as takes their advice and moves to engage the mage that attempted to hit him with a spell.
OOC:
Movement: Move to the mage 1
Action: Attack on Mage 1, 18 to hit for 10 damage
End Turn
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
"We did!" The First Mate replies. There is a hint of a mischievous grin on his face. "The ship's crew haven't attacked you, have they? That guy and his two friends are unfortunately on the wizard's payroll. Out of our hand, mate."
The captain tuts and smacks the first mate again. Both of them make no move to attack Seraphis when he leaves them. "Don't put us in the same boat as 'em," the captain comments, disgruntled. "Transport is a transport. Can't all be knights with good patrons like ye, can we? Blame the harbour inspectors. Shouldn't've said alls clear when alls not. Tch, knights."
As the bolt of magic comes toward the fully-cloaked mage, a shimmering blue barrier emerges in front of them. The bolt of magic splashes on the barrier and dissipates harmlessly. In retaliation, the mage conjures another blade and throws it toward Cob. The sudden lurch of the ship makes their foot slip and the blade miss, much to the embarrassment of the mage.
The same blue barrier emerges around the blue-robed mage as Seraphis strikes him. The mage unleashes a spark of lightning toward Seraphis, but both Seraphis' shield and blade seem to block it, diverting it upwards harmlessly. Seeing no result, the mage targets Cob and winds an arc of lightning to also strike an unaware Seraphis from behind.
{{Drexon's spell is still up. The First Mate is just skirting around the order. Reactions, if any.}}
New Round
After receiving a shock from Drexon, Sailor 3 looks at the various spell casters around him and lets out a heavy sigh. He throws down his weapon and sits with his back on the ship's railing, sulking. "Nope, I'm done." He says exasperatedly. "Boss, you're on your own," he calls toward the wizards. "I'm not dealing with more spell casters. I'm not even paid yet."
"Cowarly cur," the blue-robed mage snarls.
{{Senni and McGee, you're up.}}
“Not sure how everyone else is fairing but I’m pretty sure he’s not one of us,” McGee says as he sheathes a rapier and draws a dagger. Moving to be sure it is in range he takes a brief moment to aim then chucks it at the blue robed mage…
Dagger attack vs Mage: 10 to hit for 6 damage.
“Well, I hit the boat…”
Senni will, for lack of better options, risk setting the other boat on fire, hoping that if it does catch, there is enough people to put it out and rescue the kids, and therefore he launches a small vial of alchemical fire (firebolt, not the actual item) at the same mage he just destroyed a piton on. The vial aims true, but the damp sea air seems to have got into the vial so the impact is minimal. (23 to hit, 1 fire damage).
Jade manages to create some more magical energy to spray over the same mage. (22 to hit, 2 force damage)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
The blue-robed mage yells in pain and looks toward the Everingham with contempt.
Seeing that the other guys are handling this, the First Mate remains with the captain at the helm.
{{The First Mate will be using the same ready action as before in case anyone attacks him or the captain.}}
{{Drexon, Cob, Seraphis, your go. We're close to finishing, I think. Had to rush it before I leave for a bit.}}
Drexon continues speaking to the first mate and captain even as the fight continues, backing away from the mages so he is between them and the middle of the ship, although not risking heading to the side of the boat again.
"So where were you taking your passengers then? Were you taking them to land, or were you meeting another ship?", he asks the first mate and captain, before fully turning his focus to the mages.
He whispers a haunting tune that only the two mages can hear.
Movement: Up to 35ft to be between the mages and the middle of the ship, trapping them at the rear.
Action: Dissonant Whispers - twinned meta magic on both mages - DC15 Wis Save or take 8 [psychic] damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. On a save, just 4 [psychic] damage
(OOC: Hoping to drive them to the back of the ship, possibly even off it if that isn't deemed as dangerous)
"We sail to Vortesso," the captain says, "said they vacationing there."
"Enchanter!" The blue-robed mage shouts in pain and disgust before running back under the deck. The other mage looks around and gives Drexon a wide berth as they move to the back of the ship, toward the helm.
{{Both of them fail. The blue-robed mage hasn't moved from the opening leading under the deck, so it's logical he would flee down. The other mage has moved closer to Cob, so that path is blocked to them if Drexon is on the way and they will move to the back of the ship toward the helm.}}
Cob pops his head up over the gunwale and takes in that there's only one spellcaster on deck now, and smiles that its the same one he had the hex on. Making sure the child is still asleep, he strums the strings of his fiddle. The crackling eldritch energy builds quickly and then leaps across the gap between the ships towards the mage.
Eldritch Blast - from game log - (13+7) = 20 to hit for (6+5) = 11 force damage plus 3 necrotic (14 total)
Seraphis swings his sword at the mage hoping to hit him this time. Using the momentum of the first swing to flow into a second.
OOC:
attack on mage 14 to hit for 10 damage
action surge to attack mage again 16 to hit for 5 damage
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9