This post has potentially manipulated dice roll results.
Gabriel feels an unnatural force at work on his being and he tenses, but then relaxes when he glances up at Yera. A quick nod affirms his appreciation. Turning to the men and women gathered around him he smiles his disconcerting ghastly grin from the sharows of his iron helm.
"Open the gate! " He roars. "We will meet them on our own terms!"
Charisma check: 15
Action: If the soldiers open the gate Gabriel will cast Ray of Sickness on the ogre. Attack: 23 Damage: 8 (CON ST DC 10) If not, Gabriel will ReadyRay of Sickness and cast it when the ogre shows itself.
(I didn't realize that the enlage spell gave you advantage also.. I thought may it was just a bonus or something... my bad.. you can change it to a different ability if there is one that would be helpful to you... maybe the temp HP or something if the DM is OK with that)
This post has potentially manipulated dice roll results.
(Temp HP is fine. Eremis go ahead and roll for the amount of HP gained.)
The gate keepers hear Gabriel's call and lift the gate. Both Ogres carrying ladders prop them up against the wall hooking them in using the palisade's pointed posts as a holding point. The Ogre on the west leaves protection of being adjacent to the wall and the ladders and rushes to pick up the large club its fallen ally held taking three arrows but continues towards the now open gate. The eastern Ogre holds the ladders in place partially obscured from attack. The ogre in the now open gateway dodges your spell and rushes to attack. The phalanx prepared for this stabs with their spears at the ogre piercing and cutting at its fatty flesh. The ogre enraged by these attacks swings down its club and shatters the shield of a guard breaking his arm. The guard falls to the ground in pain but stands back up defiant.
The priest and an acolyte move forward behind the phalanx. As the priest approaches his hands swirling, when a beam of holy energy descends from the sky and a host of angelic warriors now surrounds him. As he moves into the center of the phalanx behind Gabriel the angelic warriors descend on the ogre striking it down with their swords. The acolyte that came with him sets the guard's broken hand and heals him before moving to the back of the phalanx. The other 3 acolytes call down columns of radiant fire on the approaching orcs killing 1 of them. The guards loose their arrows and bolts at the oncoming horde taking out an additional goblin and orc. Jesse shouts "Hold them men! Do not let them enter the town."
The two orc groups carrying ladders make it to the wall and prop their ladders against the wall in the same manner. Half of the goblins and a few orcs release a volley of bolts and javelins 2 guards go down and the acolytes instinctively make their way to the wall. The remaining orcs rush towards the gate and the ladders with their axes in hand swinging wildly. The first is skewered on a spear and another slain by the angelic guardians painting a target on the priest who takes 2 bolts in his torso but manages to maintain the spell. The phalanx holds but another guard is downed by a cleaving blow to his leg and shards of bone protrude from his shin. The goblins that didn't shoot rush up the ladders and leap onto the wall and begin a bloody melee on top of the wall. Each of you can smell the stench of rotted flesh as the slower zombie horde gets closer to the melee at the gates.
Gabriel takes: 11 from an orcs great axe attack. Yera takes: 4 from a goblin's scimitar. Mucor takes: 5 from a goblin shortbow Onyx takes: 11 from 2 shortbow arrows
Are there any enemies within 10 ft. of Mucor or am I too high up? If So, The minotaur will use his reaction attack them with Halo of spores If 1 creature takes 1d4 necrotic damage if it fails a DC12 con save.
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Yera uses her reaction by using Channel Divinity: Rebuke the Violent on the ogre that attacked the guard. It has to make a DC 12 Wisdom Saving Throw, on a failed saved it takes radiant damage equal to the damage it dealt or half that if it succeeds.
Rebuke the Violent - Immediately after an attacker within 30 ft. deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a WIS saving throw (DC 12). On failure, the attacker takes radiant damage equal to the damage it just dealt, or half damage on success.
This post has potentially manipulated dice roll results.
Are we at the top of the round again? I am going to post my next action in case...
Mucor will look down from the gate and cast earth tremor on the ground at the orcs feet as he points his spear in the orcs direction... (dc 12 dex save or take 3 blugeoning damage)
(So I need the DM's ruling on that... Earth tremor is not centered on the caster the way tunderwave is and it says it has a range of 10 ft.. but it also acts like effects an area around the point you choose because it says it takes a while to clear each 5ft area effected... I will let you decide how you want to do it... it could possible effect multiple targets and make the entire area in front of the gate difficult terrain...)
(Yera, that ogre is already dead, slain by spirit guardians. The two remaining ogres have not attacked yet. You could target any of the orcs near the gate or goblins on the eastern part of the wall)
This post has potentially manipulated dice roll results.
"Ka-KAWWW!!" Grunting hops off Gump and pulls out his duel short-swords. He will try to minimize the amount of goblins near him on the ramparts. First short sword: Attack: 17 Damage: 6 Second short sword (off-hand): Attack: 15 Damage: 4
Grunting slashes open the back of the goblin between Onyx and himself as it crumples to the ground Grunting spins around trying to stab the other goblin which is parried away.
(I think you just advantaged my advantage)
Gabriel feels an unnatural force at work on his being and he tenses, but then relaxes when he glances up at Yera. A quick nod affirms his appreciation. Turning to the men and women gathered around him he smiles his disconcerting ghastly grin from the sharows of his iron helm.
"Open the gate! " He roars. "We will meet them on our own terms!"
Charisma check: 15
Action: If the soldiers open the gate Gabriel will cast Ray of Sickness on the ogre. Attack: 23 Damage: 8 (CON ST DC 10) If not, Gabriel will Ready Ray of Sickness and cast it when the ogre shows itself.
Bonus Action: None
Object Interaction: None
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(EDIT: If I still have advantage against the ogre Attack: 20)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
(I didn't realize that the enlage spell gave you advantage also.. I thought may it was just a bonus or something... my bad.. you can change it to a different ability if there is one that would be helpful to you... maybe the temp HP or something if the DM is OK with that)
(Temp HP is fine. Eremis go ahead and roll for the amount of HP gained.)
The gate keepers hear Gabriel's call and lift the gate. Both Ogres carrying ladders prop them up against the wall hooking them in using the palisade's pointed posts as a holding point. The Ogre on the west leaves protection of being adjacent to the wall and the ladders and rushes to pick up the large club its fallen ally held taking three arrows but continues towards the now open gate. The eastern Ogre holds the ladders in place partially obscured from attack. The ogre in the now open gateway dodges your spell and rushes to attack. The phalanx prepared for this stabs with their spears at the ogre piercing and cutting at its fatty flesh. The ogre enraged by these attacks swings down its club and shatters the shield of a guard breaking his arm. The guard falls to the ground in pain but stands back up defiant.
The priest and an acolyte move forward behind the phalanx. As the priest approaches his hands swirling, when a beam of holy energy descends from the sky and a host of angelic warriors now surrounds him. As he moves into the center of the phalanx behind Gabriel the angelic warriors descend on the ogre striking it down with their swords. The acolyte that came with him sets the guard's broken hand and heals him before moving to the back of the phalanx. The other 3 acolytes call down columns of radiant fire on the approaching orcs killing 1 of them. The guards loose their arrows and bolts at the oncoming horde taking out an additional goblin and orc. Jesse shouts "Hold them men! Do not let them enter the town."
The two orc groups carrying ladders make it to the wall and prop their ladders against the wall in the same manner. Half of the goblins and a few orcs release a volley of bolts and javelins 2 guards go down and the acolytes instinctively make their way to the wall. The remaining orcs rush towards the gate and the ladders with their axes in hand swinging wildly. The first is skewered on a spear and another slain by the angelic guardians painting a target on the priest who takes 2 bolts in his torso but manages to maintain the spell. The phalanx holds but another guard is downed by a cleaving blow to his leg and shards of bone protrude from his shin. The goblins that didn't shoot rush up the ladders and leap onto the wall and begin a bloody melee on top of the wall. Each of you can smell the stench of rotted flesh as the slower zombie horde gets closer to the melee at the gates.
Gabriel takes: 11 from an orcs great axe attack. Yera takes: 4 from a goblin's scimitar. Mucor takes: 5 from a goblin shortbow Onyx takes: 11 from 2 shortbow arrows
Updated map:
Are there any enemies within 10 ft. of Mucor or am I too high up? If So, The minotaur will use his reaction attack them with Halo of spores If 1 creature takes 1d4 necrotic damage if it fails a DC12 con save.
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
You are within 10 ft of the western orc at the gate. Con save: 15
Constitution Save for maintaining concentration on Shield of Faith 11
Yera uses her reaction by using Channel Divinity: Rebuke the Violent on the ogre that attacked the guard. It has to make a DC 12 Wisdom Saving Throw, on a failed saved it takes radiant damage equal to the damage it dealt or half that if it succeeds.
Rebuke the Violent - Immediately after an attacker within 30 ft. deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a WIS saving throw (DC 12). On failure, the attacker takes radiant damage equal to the damage it just dealt, or half damage on success.
Are we at the top of the round again? I am going to post my next action in case...
Mucor will look down from the gate and cast earth tremor on the ground at the orcs feet as he points his spear in the orcs direction... (dc 12 dex save or take 3 blugeoning damage)
(So I need the DM's ruling on that... Earth tremor is not centered on the caster the way tunderwave is and it says it has a range of 10 ft.. but it also acts like effects an area around the point you choose because it says it takes a while to clear each 5ft area effected... I will let you decide how you want to do it... it could possible effect multiple targets and make the entire area in front of the gate difficult terrain...)
(also also... my rolls suck SO BAD!)
Nope, I just used a reaction is all.
(Yera, that ogre is already dead, slain by spirit guardians. The two remaining ogres have not attacked yet. You could target any of the orcs near the gate or goblins on the eastern part of the wall)
(You are about 15ft from the ground. Orcs are tall enough that they are 10ft away from you so you would know that you couldn't cast Earth Tremor.)
Grunting!
(Oh my bad, if I'm close enough to the goblin that hit Mucor, I'll use it on him, if not, than any of the orcs on the front lines.)
Goblin Con save: 11
Yera, seeing the goblin shoot Mucor mutters an incantation towards the goblin and a radiant fire consumes him until only a charred corpse remains.
Temp hp: 11
"Ka-KAWWW!!" Grunting hops off Gump and pulls out his duel short-swords. He will try to minimize the amount of goblins near him on the ramparts. First short sword: Attack: 17 Damage: 6 Second short sword (off-hand): Attack: 15 Damage: 4
Grunting slashes open the back of the goblin between Onyx and himself as it crumples to the ground Grunting spins around trying to stab the other goblin which is parried away.
Group 4: Onyx & Quentin!
Updated map:
(Can I get past grunting or grump? And how high up are we? )
(Yes you can get by. You are 15ft off the ground)