Erevan glances down at the gnome as Smitty is informing them of Night Wine's plan. Erevan peers down the pathway, looking to where Night Wine is hiding.
"I would advise against executing all of them. It's pragmatical to capture at least one of them." Erevan speaks to the party in a commanding tone, as he feels that interrogation of the cultists may provide more information on the matter at hand.
Erevan takes the Ready action. The trigger will be Night Wine attacking one of the cultists. Erevan will react by casting Fire Bolt on the same target.
After seeing that the message appears to have been given, Night Wine peaks out from his hiding spot, gives his signal that he is attacking, and with his bow in hand and takes aim at the cultist closest to him.
Damage: 22 (18 Piercing with sneak attack, and 4 fire)
The combined attack from Night Wine and Erevan turns cultist 8 into dust. Cultist 7 takes the arrow from the gnome to the upper part of the right arm. The force of the arrow shatters the bone in the upper arm and spins the cultist around and he crashes to the ground, screaming in pain.
[OOC: waiting for the others to post before doing initiative. ]
This post has potentially manipulated dice roll results.
Gromar sees the rest of the party giving away their position and moves forward about 15 feet, positioning himself between Night Wine and the rest of the group, and the Dragon Cultists.
"Come on, you scaly cat worshiping weaklings, lets see you take on a real warrior!" The challenge bellows from the half-orc as he sets into a fighting stance, and prepares to react with a tripping strike towards the first cultist to step within 10 feet of him.
Attack: 13 Damage: 11
DC 11 STR check or target falls prone.
*Edited due to me struggling with using the die roller for the first time.
Melnar extends his arm and takes aim with his hand crossbow. Then he appears as still as a statue, staring at the cultist. His eyes not moving along with his targets. (Travel Through Time: 6 seconds or 1 round
Freeze only yourself in time for a specified amount of rounds or period of time; for the duration, you are an immortal object; you see and hear everything around you happening as though it were in fast forward, however nothing you do can bring you out of this time lock until the pre-specified amount of time has passed)
The cultist seeing one of their members get obliterated and the other get knocked down turn and look at the group that had somehow come up behind them. Cultist 5 looks at the orc and yells back at him in challenge. He draws his scimitar and charges forward only to be cut down viciously. The others look at their two dead companions and one badly wounded. They look up at the group and draw their weapons, anger filling their eyes.
N - Night Wine C1 - Cultist 1 C6 - Cultist 6 G - Gromar C7 - Cultist 7 C3 - Cultist 3 S - Smitty C2 - Cultist 2 R - Rha'el C4 - Cultist 4 M - Melnar E - Erevan
Night Wine goes first.
[After this I will be doing Side Initiative. I will roll for both sides.]
Recording initiative for each PC and monster, arranging everyone in the correct order, and remembering where you are in the list can bog the game down. If you want quicker combats, at the risk of those combats becoming unbalanced, try using the side initiative rule.
Under this variant, the players roll a d20 for their initiative as a group, or side. You also roll a d20. Neither roll receives any modifiers. Whoever rolls highest wins initiative. In case of a tie, keep rerolling until the tie is broken.
When it’s a side’s turn, the members of that side can act in any order they choose. Once everyone on the side has taken a turn, the other side goes. A round ends when both sides have completed their turns.
If more than two sides take part in a battle, each side rolls for initiative. Sides act from the highest roll to lowest. Combat continues in the initiative order until the battle is complete.
This variant encourages teamwork and makes your life as a DM easier, since you can more easily coordinate monsters. On the downside, the side that wins initiative can gang up on enemies and take them out before they have a chance to act.
At feeling the sting of metal on his arm, Gromar spins around the cultist, positioning himself between cultist 1 and 2, and comes down hard with the blade of his glaive onto cultist 1.
Attack: 5 Damage: 21
After striking at cultist 1, if Gromar kills the cultist, follow through with the momentum of the strike and go for a full attack on cultist 2(Great Weapon Master). Otherwise Gromar will strike at cultist 2 with the butt of his glaive instead(Polearm Master).
Attack: 5 Damage: 19
If cultist 1 lives, and I don't crit: 12 on cultist 2, same attack as above.