Ixsas is frustrated by the cramped quarters and his inability to get away from this swordsman so that he can help Krackle. And while he revived Zeds, the other spearman appeared to deal him a grievous wound almost as soon as he stirred. In his growing desperation, Ixsas decides to bring the fire into play whether it's a good idea or not. Through gritted teeth, he says, "Serge, get ready to move: it's about to get hot!" The flaming sphere suddenly rolls forward, ramming into the back of the swordsman.
Bonus Action: move the Flaming Sphere one square SW and then ram it into the lizardfolk swordsman. The flaming sphere is now directly north of the swordsman. The swordsman and any creature who ends its turn within 5 ft. of the sphere must make a DC 15 DEX saving throw. On a failed save, it takes damage: 10 (fire). Half damage on a successful save: 5 (fire). Action: Cast spell [Tooltip Not Found] on the lizardfolk swordsman The swordsman must make a WIS 15 save or take damage: 10 (necrotic) Movement: Ixsas moves 30 ft. straight south. He risks the swordsman's opportunity attack to try to create space and possibly draw one of the lizardfolk away from the others. Free Action: Talking to Serge.
Reaction: The first time it looks like one of the creatures is going to hit Ixsas, he'll use Warding Flare to impose disadvantage on the attack.
((OOC: He also needs to make a DEX 15 DEX save. That is, when the flaming sphererams into a creature, it takes damage on Ixsas's turn. Then it can also take the damage again at the end of its turn if it hasn't moved more than 5 ft. away from the sphere.))
Note: Disregard Zeds attacks in Round 5 - post # 2882 - Spearman 1 comes between Serge and Zeds in initiative and Spearman 1's second hit fells Zeds again. Zeds in unconscious and unable to attack on his turn.
Zeds Death Saving Throw: Nat 1
Initiative Reminder for myself below...
Serge
Lizardfolk barbarian
Lizardfolk spearman
Zeds
Lizardfolk archer
Lizardfolk swordsman
Krackle
Lizardfolk spellcaster
Lizardfolk spearman 2
Ixsas
Zeds crumbles at the spearlizard's second jab and falls to the floor...
Round 6
Zeds Death Saving Throw: 18
Zeds continues clinging to life as the battle rages around him. He'd cross his fingers that his people won... if he could.
Serge is unable to fell the Barbarian, and once again Krackle and Zeds are pummeled with blows. He grits his teeth, tightens his grip on his sword, and slashes, again and again and again - methodically trying to cut down these foes.
Longsword Attack: 7 (Miss)
Longsword Attack: 24 Slashing Damage: 6
(Special) Action Surge
Longsword Attack: 15 Slashing Damage: 10
Longsword Attack: 12 (Miss?)
[Once again, if the barbarian falls, Serge will move into his space, getting between the other Lizardfolk and Krackle.]
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Krackle begins to panic as the barbarian remains standing after his magical barrage. Before he can react the lizard folk slams his weapon down on the kobold, nearly knocking him to his feet. Hunched over, Krackle prepares to attack once more before freezing for a moment. Seeing Zeds down once more, The kobold grits his teeth and let's out a loud draconic cry before reaching over amd touching the lifeless rogue.
bonus action - draconic cry - allies have advantage on attacks against enemies within 10 feet of Krackle
Just for clarification of what is happening when...
((OOC: Yes, that looks right. Ixsas also moved away from the swordsman at the end of round 5, so he's south of the whole group. I haven't posted for Ixsas yet because I wanted to see whether Serge was finally able to finish off the barbarian. I also need to see whether the swordsman and the spearman repositioned on their turns so that I can figure out who to target and how. And whether anyone else is unconscious.))
This post has potentially manipulated dice roll results.
Round 6: Ixsas
Ixsas tries to end the fight quickly by taking out the Lizardfolk spearman, using the same combination from the previous round. Flaming Sphere south (dangerously close to Krackle), ramming into the spearman. Then he casts a spell on the spearman (or on the swordsman if the spearman was killed by the flaming sphere). If he can kill the spearman, then Zeds and Serge will be able to move away from the flaming sphere and take care of the swordsman. He calls out, "Maybe take one of them alive?"
Movement: None. Remain 25-feet south of the group Bonus Action: move the Flaming Sphere east 3 squares and then south 2 squares to ram into the Lizardfolk spearman. The spearman and any creature that ends its turn within 5 ft. of the sphere must make a DC 15 DEX saving throw. On a failed save, it takes damage: 10 (fire). Half damage on a successful save: 5 (fire) Action: Cast spell Crackling of the Final Flames on the spearman (or swordsman if it's the only one left). The spearman must make a DC 15 WIS saving throw or take damage: 2 (Necrotic) Free Action: Talking
Reaction: The first time it looks like one of the creatures is going to hit Ixsas, he'll use Warding Flare to impose disadvantage on the attack.
Zeds, having blinked awake from unconsciousness, looks around to try to assess the situation... He climbs begrudgingly to his feet and:
If Swordsman Lizard is still alive he scrabbles at his things until he finds his shortbow, notching an arrow and unleashing it at the creature. Shortbow Attack: Attack: 14 Damage: 10 PLUS 76 Sneak Attack damage as it appears someone should be within 5' of the target. Zeds then takes his Bonus Action to catch his Second Wind and regain 43 HP
If Swordsman is dead... Zeds still takes a bonus action to use Second Wind and regain those HP and he spends his action just picking up his dropped swords and then starting to search the dead.
Serge and Zeds need to move more than 5-feet away from the (FlS) on their turn to avoid damage, but that should be easy now that we're down to just the 1 lizardfolk.
Round 5: Ixsas
Ixsas is frustrated by the cramped quarters and his inability to get away from this swordsman so that he can help Krackle. And while he revived Zeds, the other spearman appeared to deal him a grievous wound almost as soon as he stirred. In his growing desperation, Ixsas decides to bring the fire into play whether it's a good idea or not. Through gritted teeth, he says, "Serge, get ready to move: it's about to get hot!" The flaming sphere suddenly rolls forward, ramming into the back of the swordsman.
Bonus Action: move the Flaming Sphere one square SW and then ram it into the lizardfolk swordsman. The flaming sphere is now directly north of the swordsman.
The swordsman and any creature who ends its turn within 5 ft. of the sphere must make a DC 15 DEX saving throw.
On a failed save, it takes damage: 10 (fire). Half damage on a successful save: 5 (fire).
Action: Cast spell [Tooltip Not Found] on the lizardfolk swordsman
The swordsman must make a WIS 15 save or take damage: 10 (necrotic)
Movement: Ixsas moves 30 ft. straight south. He risks the swordsman's opportunity attack to try to create space and possibly draw one of the lizardfolk away from the others.
Free Action: Talking to Serge.
Reaction: The first time it looks like one of the creatures is going to hit Ixsas, he'll use Warding Flare to impose disadvantage on the attack.
Concentration: Flaming Sphere round 3 of 10
That should be Crackling of the Final Flames.
Lizardfolk swordsman Wis Save
10
Dex Save
4
Round 6
Post when able
((OOC: He also needs to make a DEX 15 DEX save. That is, when the flaming sphere rams into a creature, it takes damage on Ixsas's turn. Then it can also take the damage again at the end of its turn if it hasn't moved more than 5 ft. away from the sphere.))
Note: Disregard Zeds attacks in Round 5 - post # 2882 - Spearman 1 comes between Serge and Zeds in initiative and Spearman 1's second hit fells Zeds again. Zeds in unconscious and unable to attack on his turn.
Zeds Death Saving Throw: Nat 1
Initiative Reminder for myself below...
Zeds crumbles at the spearlizard's second jab and falls to the floor...
Round 6
Zeds Death Saving Throw: 18
Zeds continues clinging to life as the battle rages around him. He'd cross his fingers that his people won... if he could.
Serge is unable to fell the Barbarian, and once again Krackle and Zeds are pummeled with blows. He grits his teeth, tightens his grip on his sword, and slashes, again and again and again - methodically trying to cut down these foes.
(Special) Action Surge
[Once again, if the barbarian falls, Serge will move into his space, getting between the other Lizardfolk and Krackle.]
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Krackle begins to panic as the barbarian remains standing after his magical barrage. Before he can react the lizard folk slams his weapon down on the kobold, nearly knocking him to his feet. Hunched over, Krackle prepares to attack once more before freezing for a moment. Seeing Zeds down once more, The kobold grits his teeth and let's out a loud draconic cry before reaching over amd touching the lifeless rogue.
bonus action - draconic cry - allies have advantage on attacks against enemies within 10 feet of Krackle
action - cure wounds on zeds - 5
Just for clarification of what is happening when...
Round 5 - Zeds is knocked unconscious again...
Round 6 - We are here...
I could be wrong but I think that is where we stand. It's a little confusing not strictly following initiative, though that does make it faster. lol
((OOC: Yes, that looks right. Ixsas also moved away from the swordsman at the end of round 5, so he's south of the whole group. I haven't posted for Ixsas yet because I wanted to see whether Serge was finally able to finish off the barbarian. I also need to see whether the swordsman and the spearman repositioned on their turns so that I can figure out who to target and how. And whether anyone else is unconscious.))
Serge 24 hits and kills the barbarian the 15 hits spearman 1 but he still lives. The 12 does not hit anybody
Spearman 1 quite injured sees the threat of Serge and attacks him
Attack: 20 Damage: 6
Attack: 7 Damage: 7
The swordsman moves south 1 an attacks Krackle
Attack: 9 Damage: 7
Ixsas is up and Zeds is alive
((OOC: I have us the group like this, with Ixsas 25 feet south of the Lizardfolk Swordsman:
Serge avoided damage from the flaming sphere this round because he moved into the barbarian's square.
))
Round 6: Ixsas
Ixsas tries to end the fight quickly by taking out the Lizardfolk spearman, using the same combination from the previous round. Flaming Sphere south (dangerously close to Krackle), ramming into the spearman. Then he casts a spell on the spearman (or on the swordsman if the spearman was killed by the flaming sphere). If he can kill the spearman, then Zeds and Serge will be able to move away from the flaming sphere and take care of the swordsman. He calls out, "Maybe take one of them alive?"
Movement: None. Remain 25-feet south of the group
Bonus Action: move the Flaming Sphere east 3 squares and then south 2 squares to ram into the Lizardfolk spearman.
The spearman and any creature that ends its turn within 5 ft. of the sphere must make a DC 15 DEX saving throw.
On a failed save, it takes damage: 10 (fire). Half damage on a successful save: 5 (fire)
Action: Cast spell Crackling of the Final Flames on the spearman (or swordsman if it's the only one left).
The spearman must make a DC 15 WIS saving throw or take damage: 2 (Necrotic)
Free Action: Talking
Reaction: The first time it looks like one of the creatures is going to hit Ixsas, he'll use Warding Flare to impose disadvantage on the attack.
Concentration: Flaming Sphere round 4 of 10
Spearman 1 Dex Save
7
Spearman 1 Wis Save
2
Spearman 1 dies
Round 7
Post when able
Only Swordsman lives.
((Serge gets first crack at him...))
Zeds, having blinked awake from unconsciousness, looks around to try to assess the situation... He climbs begrudgingly to his feet and:
If Swordsman Lizard is still alive he scrabbles at his things until he finds his shortbow, notching an arrow and unleashing it at the creature.
Shortbow Attack: Attack: 14 Damage: 10 PLUS 76 Sneak Attack damage as it appears someone should be within 5' of the target. Zeds then takes his Bonus Action to catch his Second Wind and regain 43 HP
If Swordsman is dead... Zeds still takes a bonus action to use Second Wind and regain those HP and he spends his action just picking up his dropped swords and then starting to search the dead.
Ok, I entered something wrong for Sneak Attack damage and Second Wind, lol
Sneak Attack Damage: 4
Second Wind Heal: 10
Let's see if this works better.
((OOC: FYI - after Ixsas's turn, start of round 7:
Serge and Zeds need to move more than 5-feet away from the (FlS) on their turn to avoid damage, but that should be easy now that we're down to just the 1 lizardfolk.
))
((OOC: LOL! Yeah, those numbers looked a little high for a level 4 rogue!))