Seeing that is could be dangerous, Tarkkin immediately volunteers and moves to stand by Gregor and Rakada. He looks happy to help, but also serious, and he already seems to be ready to fight at any given moment.
Dainar moves with focused purpose to his personal storage locker as the group gathers. He takes the time to don his chain mail, scabbards his longsword and mace to his belt and slings his shield on to his back. All of the arms and armor seem basic for such a warrior as him beyond the longsword. It has a finely crafted hilt that is reminiscent of a scale. The two sides make up the times of the pommel and even feature loose chains that dangle though not enough to impede the swords use.
He walks back on deck and approaches the Captain, "Aego, I shall find out what is happening and notify you when it is safe," he turns to the assembling members, "They fly the flag of peace, approach them with such but stay on guard." He moves to the smaller boat they plan to take as if it were natural he would be first in.
This post has potentially manipulated dice roll results.
(Yup going to spend a couple of slots now that NY stuff is done.)
In order to aid with performances and such Ashlin practiced various finger exercises to improve their limberness.
Rolling to learn Slight of Hand: 93
(lol)
It would seem that Ashlin's time would have been better spent exercising her fingers at alone time rather than trying to preform tricks, but at least an effort was made.
She also took out her big book of recipes and tried to brew some orange cider for the crew as they traveled.
Rolling to double proficiency with Brewer's Supplies: 66
At least the orange cider had been a better idea. It wasn't quite what she had been hoping for, but it was still quite drinkable. Her plan on opening a tavern on the island wasn't completely for naught.
I'm gonna write this post right now because I'll probably be busy with New Years Stuff for the next couple of hours. This post is assuming everyone boarded the row boats, umm PM me if your character wouldn't but not gonna lie they won't have much to do for a while if they don't.
Although it was only a few minutes for the two burly orc's to row your boat to the wooden docks of the port, those few minutes were perhaps the longest of your lives. Sounds like explosions, accompanied by the crashing of buildings could be heard in the distance. Each instance caused the group waiting by the docks to flinch and glance back at the town. They were all men above the age of puberty, heavily armored and heavily armed with a variety of weapons; most prominent was the fact that each of them had a cruel looking iron tipped whip attached at their belts.
When you finally reach port-side, a cacophony of noise assaults your ears from these men. Some words that can be easily picked up upon are "started an hour ago-", "clay men", "the mayors mansion", "a party of experienced adventures", and finally "A drake attack"
As if to punctuate this random townspersons' words, you all hear a reptilian roar followed by the high pitched scream of a women from the plaza of the town.
Saint Tyrol's heart, it's plaza by which the town's streets flare out in pinwheel formation from, is a few hundred feet away. The town itself is made of only a couple buildings, sixty at the most, a lot of which are either smashed into piles of tinder or burning at the very moment. The plaza has a couple of what may have been stalls at one point before being reduced to splinters and a large well. A women escorting a group of children sprints into the open space, see's your group, mouths something and suddenly vanishes. You all suddenly feel disorientated as the world rapidly shifts around you in green mist. After a second of this confusing sensory experience, the world comes back into focus and your group minus the orc's and men holding the white flags occupy where she and her children were a few seconds ago.
Stomping into sight is a large two legged creature. Red scales gleaming in the noon sunlight, with more horns and spikes covering it's body then probably necessary. Where other creatures have arms, it instead has two large bat like wings, and a club like tail. It bellows a challenging roar, and stomps the ground below it. It's about 30 feet away from your collective group in a wide open road about 30 feet wide with broken buildings on all sides.
Important Combat Information: We will try something to try to speed up combat. There will be no initiative, instead the creature will get it's turn first and then you all get your individual turns which you can take whenever you can type. You will have 24 hours or until everyone get's their posts in until the monsters next turn, and thus the next round of combat. If you couldn't make your turn in time, no worries, just stack 2 turns together. We will start to have issues if anyone goes past 2, but we will discuss that in PM's if we get to that point. Back to combat!
The drake lifts it's head towards the sky, and takes a deep breathe inwards, seemingly sucking in all the burning air around it. After a few seconds of deep breathe intake, it whips it's head forwards at the group and expels a large fireball! It will explode and hit everything within a 20 foot radius (all of you for right now) dealing 27 on a unsuccessful dexterity saving throw of DC16 or half as much on a successful roll. That will conclude the drakes turn.
Emergancy Edit: That was not supposed to be 6D6 lol, sorry if I gave any of you guys who have hp lower than that damage roll a heart attack. New roll: 9
This post has potentially manipulated dice roll results.
The White Wolf didn't do much in preparation, except donning some additional armor, but stands ready to go with everyone else.
Dex ST: 2
Before he can do much more than gape at the drake, he is immediately knocked unconscious.
The White Wolf shrieks with pain as the flames sear them all. He throws up his hands, wrists crossed. The loops of red thread glow softly as they take the form of Ilmater's holy symbol.
The White Wolf casts Bless on Dainar, Michael, and Tine (chosen at random).
(Whenever you make an attack roll or a saving throw before the spell ends, you can roll a d4 and add the number rolled to the attack roll or saving throw.)
Able to avoid the brunt of the fireball, Tarkkin growls/hisses at the drake. Pumping himself up, he pushes through the pain and rushes towards the side, angling a flanking approach on the Drake before firing a shot from his shortbow. Once the shot is fired, he then rushes over to where the woman and children might be and looks for any signs of them.
Second Wind as BA: 11 (cancelling that damage in in light of the new damage roll XD)
Shortbow Attack: 15 Damage: 6 + Sneak Attack (only add if someone goes to engage the drake) 1
Investigation(if needed for the sake of looking for the kids & woman): 10
Ashlin is scorched by the flame and let out a loud cry. Thankfully for her she was still left standing. She began to chant the incantation for the Faerie Fire spell.
(Dex vs 13 to avoid the spell. If it hits every attack roll against the target gets advantage.)
Falros would have summoned out his falcon familiar to scout the area ahead of time. Falcon perception: 23
Dex Save: 8 He will get caught flat-footed by the blast getting badly burned.
After the blast, Falros will try to move away from the main group as much as possible, so they're not all clumped up, then reach out his hand and send a ghostly image of his hand to try and grasp the drake chill touch Attack: 22 Damage: 7
This post has potentially manipulated dice roll results.
Dex save: 12
Dainar reflexively puts his shield up, just not fast enough and takes the brunt of the ball of fire. Still steaming he lowers his guard and moves in to action. He has never fought creatures of this caliber, his past experiences being mainly in the city and dealing with more mundane issues as he gained his experiences. However, no true warrior is left unprepared and he does what he does best, create a point for the drake to focus on.
He moves directly to the drake bellowing a loud, "Hey, over here!" He swipes at whatever he can reach, letting White Wolf's blessing aid him.
Attack: 24 Damage: 11
Bless: 1
As he strikes he puts his faith fully behind his swing (Expending a spell slot for Divine Smite): 6
This post has potentially manipulated dice roll results.
Dex Save: 18
Evading most of the fire blast, Michael still casts absorb elements, cutting that damage down even further.
Guardian Dex save: 13
Michael sees the large lizard as it approaches and gives out a resigned sigh. He hopes his companions are up for this, and is not quite sure he himself is for that matter. Gritting his teeth he knows they have no choice but to be though...
"Guardian go." He orders, sending the fleet cat in to Dainar's side. "Attack." Michael gives the command and the cat-construct lashes out with a claw...
Force-Empowered Rend... Melee Weapon Attack: 18 (if advantage: 13) to hit, reach 5 ft., one target you can see. Hit: 7 force damage.
Michael then sends a crossbow bolt at the drake, using his heavy crossbow...
Dex Save for Drake Against Faerie Fire: 13 (Edit: Oops I forgot to add proficiency bonuses, but it doesn't matter I guess since it passed.) A strange glow seemingly of fae origin starts to surround the drake, but it seemingly shrugs off the effect, not starting to glow the desired color.
Total damage to Drake: 53
After a barrage of spell fire, bolts from arrows, swinging swords from the paladin, and a missed slashing from a metallic catlike mechanical creation, the drake let's out an agonized bellow. There's several bleeding wounds with arrows protruding, a nasty slash near it's shoulder, a patch of scales that look almost rotting from where a necrotic hand is currently gripping it, and a patch of scales that look slightly crispy from the fire bolt but not as devastated as something hit with such a large fire projectile should be. The drake is still standing, and angrily regards the two closest targets, the mechanized guardian and the paladin.
Because the cat over extended during it's failed attempt to rend the drake, and the fact that it seemed the original fireball from the drake seemed to hit it dead center it's a prime target for the beasts fangs. The fangs attack will get advantage because of the Guardians 2 natural 1's.
Bite Attack Against Guardian with advantage: 20 Dam: 11 piercing
However, the drake is a formidable creature! While it's fangs are barring down upon the Guardian, it's tail simultaneously flares out; reminiscent of a scorpion aside from the fact that it's a clubbed tail instead of a stinger. It smashes down at the paladin Dainar with surprising speed and force.
Bludgeoning Tail Attack: 9
Dam: 8
For those making perception checks: In the heat of combat with a large drake, some things are hard to make out, but since you are seasoned adventurers and backed by a magical falcon familiar, you can make out some key things. It seems like at least half the town has been seriously affected by the drakes damage, with most of the surviving buildings being those closer to the port. It seems like the most fire and smoke is coming from the smoldering ruins of what was at one point a very large estate house, easily the size of a palace with a garden to match. It seems very out of place with the relatively small scale of the buildings of the town; which are about log cabin sized and put together by none professional builders for the most part. You also see a significant plume of smoke about a mile into the forest land inwards of the continent, but your falcon would have to get closer to see what exactly is going on there.
It would seem that the women and children had taken the spot your party was standing before the conflict; appearing with a swirl of green tinted mist. While your party was attacked, she was making the children board the row boat you came in and threatening the white flag holding townspeople with fire in hand as they tried to board the boat instead of the children.
Final note for Tine: feel free to take your first turn at the same time as you make your second turn! No pressure, the beast probably wouldn't have been slain with whatever contribution your first turn would have made.
(lol, we got a badass magic-slinging school teacher/mother in this place XD LOVE IT!)
Tarkkin is happy that none of the little humanoids are hurt and places his full attention on the drake. Using his shortbow still, he fires again at it's face.
Falros will try to move a little further away, muttering to himself, “This is not what I was expecting.” Before launching another spectral hand at the drake.
Winni also backs away. He assumes the drake is resistant to his fire magic based on the lack of effect.
Arcana check: 22
He opts for a different solution. He retreats back as far as he can while remaining within 60 feet of the drake with a clear line of sight. He then drops his dagger to the ground and begins casting a spell. His dagger magically flies through the air and strikes the drake.
Catapult
Casting Time: 1 action
Range/Area: 60ft.
Components: S
Duration: Instantaneous
Attack/Save: DEX 13
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
Michael is less than happy to see his companion go down, the cat-construct crumpling to the ground as the drake bites it. Michael is glad it was not one of the others though and knows he will be able to get the sturdy construct back on its feet as soon as this fight is over. Adjusting his grip on his heavy crossbow, he aligns it with the creature's chest and looses another bolt.
Seeing that is could be dangerous, Tarkkin immediately volunteers and moves to stand by Gregor and Rakada. He looks happy to help, but also serious, and he already seems to be ready to fight at any given moment.
Dainar moves with focused purpose to his personal storage locker as the group gathers. He takes the time to don his chain mail, scabbards his longsword and mace to his belt and slings his shield on to his back. All of the arms and armor seem basic for such a warrior as him beyond the longsword. It has a finely crafted hilt that is reminiscent of a scale. The two sides make up the times of the pommel and even feature loose chains that dangle though not enough to impede the swords use.
He walks back on deck and approaches the Captain, "Aego, I shall find out what is happening and notify you when it is safe," he turns to the assembling members, "They fly the flag of peace, approach them with such but stay on guard." He moves to the smaller boat they plan to take as if it were natural he would be first in.
(Yup going to spend a couple of slots now that NY stuff is done.)
In order to aid with performances and such Ashlin practiced various finger exercises to improve their limberness.
Rolling to learn Slight of Hand: 93
(lol)
It would seem that Ashlin's time would have been better spent exercising her fingers at alone time rather than trying to preform tricks, but at least an effort was made.
She also took out her big book of recipes and tried to brew some orange cider for the crew as they traveled.
Rolling to double proficiency with Brewer's Supplies: 66
At least the orange cider had been a better idea. It wasn't quite what she had been hoping for, but it was still quite drinkable. Her plan on opening a tavern on the island wasn't completely for naught.
I'm gonna write this post right now because I'll probably be busy with New Years Stuff for the next couple of hours. This post is assuming everyone boarded the row boats, umm PM me if your character wouldn't but not gonna lie they won't have much to do for a while if they don't.
Although it was only a few minutes for the two burly orc's to row your boat to the wooden docks of the port, those few minutes were perhaps the longest of your lives. Sounds like explosions, accompanied by the crashing of buildings could be heard in the distance. Each instance caused the group waiting by the docks to flinch and glance back at the town. They were all men above the age of puberty, heavily armored and heavily armed with a variety of weapons; most prominent was the fact that each of them had a cruel looking iron tipped whip attached at their belts.
When you finally reach port-side, a cacophony of noise assaults your ears from these men. Some words that can be easily picked up upon are "started an hour ago-", "clay men", "the mayors mansion", "a party of experienced adventures", and finally "A drake attack"
As if to punctuate this random townspersons' words, you all hear a reptilian roar followed by the high pitched scream of a women from the plaza of the town.
Saint Tyrol's heart, it's plaza by which the town's streets flare out in pinwheel formation from, is a few hundred feet away. The town itself is made of only a couple buildings, sixty at the most, a lot of which are either smashed into piles of tinder or burning at the very moment. The plaza has a couple of what may have been stalls at one point before being reduced to splinters and a large well. A women escorting a group of children sprints into the open space, see's your group, mouths something and suddenly vanishes. You all suddenly feel disorientated as the world rapidly shifts around you in green mist. After a second of this confusing sensory experience, the world comes back into focus and your group minus the orc's and men holding the white flags occupy where she and her children were a few seconds ago.
Stomping into sight is a large two legged creature. Red scales gleaming in the noon sunlight, with more horns and spikes covering it's body then probably necessary. Where other creatures have arms, it instead has two large bat like wings, and a club like tail. It bellows a challenging roar, and stomps the ground below it. It's about 30 feet away from your collective group in a wide open road about 30 feet wide with broken buildings on all sides.
Important Combat Information: We will try something to try to speed up combat. There will be no initiative, instead the creature will get it's turn first and then you all get your individual turns which you can take whenever you can type. You will have 24 hours or until everyone get's their posts in until the monsters next turn, and thus the next round of combat. If you couldn't make your turn in time, no worries, just stack 2 turns together. We will start to have issues if anyone goes past 2, but we will discuss that in PM's if we get to that point. Back to combat!
The drake lifts it's head towards the sky, and takes a deep breathe inwards, seemingly sucking in all the burning air around it. After a few seconds of deep breathe intake, it whips it's head forwards at the group and expels a large fireball! It will explode and hit everything within a 20 foot radius (all of you for right now) dealing 27 on a unsuccessful dexterity saving throw of DC16 or half as much on a successful roll. That will conclude the drakes turn.
Emergancy Edit: That was not supposed to be 6D6 lol, sorry if I gave any of you guys who have hp lower than that damage roll a heart attack. New roll: 9
The White Wolf didn't do much in preparation, except donning some additional armor, but stands ready to go with everyone else.
Dex ST: 2
Before he can do much more than gape at the drake, he is immediately knocked unconscious.The White Wolf shrieks with pain as the flames sear them all. He throws up his hands, wrists crossed. The loops of red thread glow softly as they take the form of Ilmater's holy symbol.
The White Wolf casts Bless on Dainar, Michael, and Tine (chosen at random).
(Whenever you make an attack roll or a saving throw before the spell ends, you can roll a d4 and add the number rolled to the attack roll or saving throw.)
Dex save: 20
(barely survived XD)
Able to avoid the brunt of the fireball, Tarkkin growls/hisses at the drake. Pumping himself up, he pushes through the pain and rushes towards the side, angling a flanking approach on the Drake before firing a shot from his shortbow. Once the shot is fired, he then rushes over to where the woman and children might be and looks for any signs of them.
Second Wind as BA: 11(cancelling that damage in in light of the new damage roll XD)Shortbow Attack: 15 Damage: 6 + Sneak Attack (only add if someone goes to engage the drake) 1
Investigation(if needed for the sake of looking for the kids & woman): 10
DEX save: 15
Ashlin is scorched by the flame and let out a loud cry. Thankfully for her she was still left standing. She began to chant the incantation for the Faerie Fire spell.
(Dex vs 13 to avoid the spell. If it hits every attack roll against the target gets advantage.)
Winni sees the large winged creature and preps for an attack.
Dex save: 20
He successfully mitigates the damage. He then decides to return fire and hurls a firebolt right back.
Attack roll: 22
Damage roll: 9
Falros would have summoned out his falcon familiar to scout the area ahead of time. Falcon perception: 23
Dex Save: 8
He will get caught flat-footed by the blast getting badly burned.
After the blast, Falros will try to move away from the main group as much as possible, so they're not all clumped up, then reach out his hand and send a ghostly image of his hand to try and grasp the drake chill touch Attack: 22 Damage: 7
Dex save: 12
Dainar reflexively puts his shield up, just not fast enough and takes the brunt of the ball of fire. Still steaming he lowers his guard and moves in to action. He has never fought creatures of this caliber, his past experiences being mainly in the city and dealing with more mundane issues as he gained his experiences. However, no true warrior is left unprepared and he does what he does best, create a point for the drake to focus on.
He moves directly to the drake bellowing a loud, "Hey, over here!" He swipes at whatever he can reach, letting White Wolf's blessing aid him.
Attack: 24 Damage: 11
Bless: 1
As he strikes he puts his faith fully behind his swing (Expending a spell slot for Divine Smite): 6
Dex Save: 18
Evading most of the fire blast, Michael still casts absorb elements, cutting that damage down even further.
Guardian Dex save: 13
Michael sees the large lizard as it approaches and gives out a resigned sigh. He hopes his companions are up for this, and is not quite sure he himself is for that matter. Gritting his teeth he knows they have no choice but to be though...
"Guardian go." He orders, sending the fleet cat in to Dainar's side. "Attack." Michael gives the command and the cat-construct lashes out with a claw...
Force-Empowered Rend... Melee Weapon Attack: 18 (if advantage: 13) to hit, reach 5 ft., one target you can see. Hit: 7 force damage.
Michael then sends a crossbow bolt at the drake, using his heavy crossbow...
Attack: 9
If advantage: 24
Damage: 9
Dex Save for Drake Against Faerie Fire: 13 (Edit: Oops I forgot to add proficiency bonuses, but it doesn't matter I guess since it passed.)
A strange glow seemingly of fae origin starts to surround the drake, but it seemingly shrugs off the effect, not starting to glow the desired color.
Total damage to Drake: 53
After a barrage of spell fire, bolts from arrows, swinging swords from the paladin, and a missed slashing from a metallic catlike mechanical creation, the drake let's out an agonized bellow. There's several bleeding wounds with arrows protruding, a nasty slash near it's shoulder, a patch of scales that look almost rotting from where a necrotic hand is currently gripping it, and a patch of scales that look slightly crispy from the fire bolt but not as devastated as something hit with such a large fire projectile should be. The drake is still standing, and angrily regards the two closest targets, the mechanized guardian and the paladin.
Because the cat over extended during it's failed attempt to rend the drake, and the fact that it seemed the original fireball from the drake seemed to hit it dead center it's a prime target for the beasts fangs. The fangs attack will get advantage because of the Guardians 2 natural 1's.
Bite Attack Against Guardian with advantage: 20
Dam: 11 piercing
However, the drake is a formidable creature! While it's fangs are barring down upon the Guardian, it's tail simultaneously flares out; reminiscent of a scorpion aside from the fact that it's a clubbed tail instead of a stinger. It smashes down at the paladin Dainar with surprising speed and force.
Bludgeoning Tail Attack: 9
Dam: 8
For those making perception checks: In the heat of combat with a large drake, some things are hard to make out, but since you are seasoned adventurers and backed by a magical falcon familiar, you can make out some key things. It seems like at least half the town has been seriously affected by the drakes damage, with most of the surviving buildings being those closer to the port. It seems like the most fire and smoke is coming from the smoldering ruins of what was at one point a very large estate house, easily the size of a palace with a garden to match. It seems very out of place with the relatively small scale of the buildings of the town; which are about log cabin sized and put together by none professional builders for the most part. You also see a significant plume of smoke about a mile into the forest land inwards of the continent, but your falcon would have to get closer to see what exactly is going on there.
It would seem that the women and children had taken the spot your party was standing before the conflict; appearing with a swirl of green tinted mist. While your party was attacked, she was making the children board the row boat you came in and threatening the white flag holding townspeople with fire in hand as they tried to board the boat instead of the children.
Final note for Tine: feel free to take your first turn at the same time as you make your second turn! No pressure, the beast probably wouldn't have been slain with whatever contribution your first turn would have made.
(lol, we got a badass magic-slinging school teacher/mother in this place XD LOVE IT!)
Tarkkin is happy that none of the little humanoids are hurt and places his full attention on the drake. Using his shortbow still, he fires again at it's face.
Shortbow Attack: 24 Damage: 7
+
Sneak Attack Damage: 3
Falros will try to move a little further away, muttering to himself, “This is not what I was expecting.” Before launching another spectral hand at the drake.
Attack: 8 Damage: 2
Winni also backs away. He assumes the drake is resistant to his fire magic based on the lack of effect.
Arcana check: 22
He opts for a different solution. He retreats back as far as he can while remaining within 60 feet of the drake with a clear line of sight. He then drops his dagger to the ground and begins casting a spell. His dagger magically flies through the air and strikes the drake.
Catapult
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
The White Wolf huddles behind Tarkkin, who hasn't moved away, and continues to concentrate on his spell.
Raising his red-thread bound wrists again, he casts Aid on Dainar, Tarkkin, and Falros.
Bless continues for Dainar, Michael, and Tine.
Michael is less than happy to see his companion go down, the cat-construct crumpling to the ground as the drake bites it. Michael is glad it was not one of the others though and knows he will be able to get the sturdy construct back on its feet as soon as this fight is over. Adjusting his grip on his heavy crossbow, he aligns it with the creature's chest and looses another bolt.
Attack: 15
Damage: 13
(Forgot to add the bonus from bless...)
Bless bonus to attack roll: 4
Ashlin begins to whisper taunts and predictions of failure, her spell insinuating them into the drake's mind.
Dissonant Whispers
Wis save vs 13 for half damage
Damage: 11 Psychic damage.