First successful Attack gets Psionic Armament Damage: 4
[OOC: Assuming the Force Wall is still between us so I can not use my other attacks on Acolyte #2, but it that changes my remaining attacks will go to Acolyte #2, unless he surrenders.]
Acolyte1 ... casts sacred flame on Cobalt. sacred flame... Deals 47 DC to save is Dex 12. radiant damage.
Kobold2 attacks Zelroch Dagger. Melee Weapon Attack: 19 to hit, reach 5 ft., one target. Hit: 6 piercing damage. Dagger. Melee Weapon Attack: 17 to hit, reach 5 ft., one target. Hit: 3 piercing damage. Breath weapon: to hit 27, Line of fire. range 60 feet 36 fire damage.
Acolyte3 ... casts sacred flame on Golden Rose. sacred flame... Deals 34 DC to save is Dex 12. radiant damage.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
Mr. Black looks about as the magical blasts of energy are exchanged, from his position of relative safety, stepping up to E69 for 3/4 cover and shakes his head, pulling three more bolts out of his bandolier and firing and loading with deadly efficiency. "This is crazy!" he shouts. The steady stream of crossbow bolts continue to fly towards Kobold2.
Attack: 28 Damage: 29
Attack: 14 Damage: 18
Attack: 14 Damage: 19
I'll add a precision dice to my 2nd attack. +4 to hit.
This post has potentially manipulated dice roll results.
Art will focus on taking down Kobold2 before retreating to E18 to get out of line of sight of the acolytes, "They can't get through the wall, stay out of sight and they can't hit us."
Ray of Frost Attack: 26 Damage: 19 Canon1: Attack: 34 Damage: 17 Canon2: Attack: 28 Damage: 14
Ok, the group has all pulled out of the view of the acolytes. (Going to just allow this even if your turn was not yet this round.)
Through words, actions, and threats, you subdue the remaining three acolytes and bind them, the force wall getting dropped to allow this. As you get them under control, the town's guards rush in and start to repair the broken gate.
Bringing the three captives back to the leader of the town, he thanks you and has the prisoners taken off to cells.
"We will see what we can learn from these fellows." Nighthill tells you. Just then a cry comes from a sentry stationed nearby. Rushing over Nighthill swears. Following his gaze you can see a group of invaders moving towards a large building.
“Raiders are trying to set fire to the town’s mill. If it burns, we’ll lose our stockpile of flour and we won’t be able to grind more for months. I’m trying to assemble enough defenders from here in the keep to defend it through the rest of the night, but that will take time. You’d do us a great service if you could get to the mill quickly and drive away the raiders before they can set it aflame. You’ll need to defend it until our force arrives to take over, but it shouldn’t be more than fifteen minutes behind you.” Nighthill explains as he notices you looking at the building.
The mill is about 500 feet from the keep. The distance is doubled if you use the secret tunnel and follow the stream to stay hidden.
"I be needing some healing if we are going to be doing this." Dain says with a groan. he pulls out his small lockbox and uses it, with arcane lock to pump up his arcane ward though.
Blood dripping from sword cuts all over his body Zelroch eyes the raiders and grins, "We should leave and leave quickly if we are going to save that building. I would not mind some healing if there is any to spare."
[OOC: Zelroch is at 120/227 and only has one Rage left for the day.]
Cobalt will put his hand on Dain, "I need to touch you for this," and cast Cure Wounds at 4th level.
Healing: 33
Rollback Post to RevisionRollBack
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
Art will switch out staves and cast mass cure wounds on everyone who needs it. 19. Then switch to another staff to heal one at a time anyone who still needs it.
Mr.Black wanders about the scene of the battle, pulling crossbow bolts out of bodies and broken shafts off the floor. Each one seems to shed its blood and guts from the arrow head. Small nicks on the sharp heads vanish and broken shafts merge together. He replaces them in his bandolier as he walks about. As he does so he listens to the conversation, and raises an eyebrow as Nighthill makes claims about the mill.
Once the group agrees to defend the mill and are casting their healing spells to recover Mr.Black comes to the group, speaking in conspiratorial tones. He is calm and measured despite the chaos around them. "Folks, I think the our poor Mr.Nighthill is overcome by the situation at hand. We've fought some fearsome foes, but the creatures here are unnaturally tough, and their poison and breath weapons are unusual. I think sending his most powerful resources from the keep to defend a mill, when everyone here would be much more vulnerable is fool hardy. Now, you all know me, I'll go along with whatever you folks think. It just seems to me, defending a mill is a lot less valuable than defending a keep full of people. There, I said my piece, it's done. Off we go...ready when you are. If we're going to go, spending an extra minute to get there in stealth is my preference. Obviously."
Rollback Post to RevisionRollBack
What's the difference between a Wizard and a Sorcerer? Class.
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Acolyte Con save: 17
Wis save: 28
The Acolyte Cobalt targets taking full frost damage.
The one Golden Rose tries to dominate shrugs off the affect.
Cobolt
Zelroch Dex Save: 21
Zelroch growls while looking over his shoulder and then winks at the Acolyte, "Your next, unless of course you surrender."
And then continues to attack Kobold #2 and then when it dies he will move to stand in front of Acolyte #2 .
Reckless Greatsword #1: Attack: 25 Damage: 31 Dragon Type: 9
Greatsword #2: Attack: 16 Damage: 31 Dragon Type: 11
Greatsword #3: Attack: 10 Damage: 28 Dragon Type: 13
First successful Attack gets Psionic Armament Damage: 4
[OOC: Assuming the Force Wall is still between us so I can not use my other attacks on Acolyte #2, but it that changes my remaining attacks will go to Acolyte #2, unless he surrenders.]
Acolyte1 ... casts sacred flame on Cobalt.
sacred flame... Deals 47 DC to save is Dex 12. radiant damage.
Kobold2 attacks Zelroch
Dagger. Melee Weapon Attack: 19 to hit, reach 5 ft., one target. Hit: 6 piercing damage.
Dagger. Melee Weapon Attack: 17 to hit, reach 5 ft., one target. Hit: 3 piercing damage.
Breath weapon: to hit 27, Line of fire. range 60 feet 36 fire damage.
Acolyte3 ... casts sacred flame on Golden Rose.
sacred flame... Deals 34 DC to save is Dex 12. radiant damage.
Back to top of initiative.
Map is here:
https://www.dropbox.com/s/csllc5728r78ihg/hdq map 2.xlsx?dl=0
DC for the Sacred flames above is 21, not 12.
Cobalt Dex Save: 16 (don't really have much of a chance, need 19+ to dodge) note to self, wild shape.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneMr. Black looks about as the magical blasts of energy are exchanged, from his position of relative safety, stepping up to E69 for 3/4 cover and shakes his head, pulling three more bolts out of his bandolier and firing and loading with deadly efficiency. "This is crazy!" he shouts. The steady stream of crossbow bolts continue to fly towards Kobold2.
Attack: 28 Damage: 29
Attack: 14 Damage: 18
Attack: 14 Damage: 19
I'll add a precision dice to my 2nd attack. +4 to hit.
What's the difference between a Wizard and a Sorcerer?
Class.
mr black ...
dain ...
Art Illery ...
Thueban al'Naar ...
Zelroch ...
Art will focus on taking down Kobold2 before retreating to E18 to get out of line of sight of the acolytes, "They can't get through the wall, stay out of sight and they can't hit us."
Ray of Frost Attack: 26 Damage: 19
Canon1: Attack: 34 Damage: 17
Canon2: Attack: 28 Damage: 14
mr black ... His first shot takes down the final kobold.
xdain ... Casts toll the dead on Acolyte 2, then also moves out of lline of sight.
DC 21 wis save or take 12 necrotic.
Acolyte Wis save: 21
Art Illery ... Moves back out of sight of the Acolytes.
Zelroch ... Need action.
Zelroch seeing most of the enemies are either dead or can;t be reached, will grudgingly move to stand out of site if the enemies left standing.
Will also use Stone Endurance to reduce the Fire Damage by: 9
(Will lose Rage if he does not attack or is damaged)
Ok, the group has all pulled out of the view of the acolytes. (Going to just allow this even if your turn was not yet this round.)
Through words, actions, and threats, you subdue the remaining three acolytes and bind them, the force wall getting dropped to allow this. As you get them under control, the town's guards rush in and start to repair the broken gate.
Bringing the three captives back to the leader of the town, he thanks you and has the prisoners taken off to cells.
"We will see what we can learn from these fellows." Nighthill tells you. Just then a cry comes from a sentry stationed nearby. Rushing over Nighthill swears. Following his gaze you can see a group of invaders moving towards a large building.
“Raiders are trying to set fire to the town’s mill. If it burns, we’ll lose our stockpile of flour and we won’t be able to grind more for months. I’m trying to assemble enough defenders from here in the keep to defend it through the rest of the night, but that will take time. You’d do us a great service if you could get to the mill quickly and drive away the raiders before they can set it aflame. You’ll need to defend it until our force arrives to take over, but it shouldn’t be more than fifteen minutes behind you.” Nighthill explains as he notices you looking at the building.
The mill is about 500 feet from the keep. The distance is doubled if you use the secret tunnel and follow the stream to stay hidden.
"I be needing some healing if we are going to be doing this." Dain says with a groan. he pulls out his small lockbox and uses it, with arcane lock to pump up his arcane ward though.
Blood dripping from sword cuts all over his body Zelroch eyes the raiders and grins, "We should leave and leave quickly if we are going to save that building. I would not mind some healing if there is any to spare."
[OOC: Zelroch is at 120/227 and only has one Rage left for the day.]
Cobalt will put his hand on Dain, "I need to touch you for this," and cast Cure Wounds at 4th level.
Healing: 33
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneArt will switch out staves and cast mass cure wounds on everyone who needs it. 19. Then switch to another staff to heal one at a time anyone who still needs it.
Two charges each on:
Dain 16
Cobalt 21
Zelroch 18
(Everyone good?)
Mr.Black wanders about the scene of the battle, pulling crossbow bolts out of bodies and broken shafts off the floor. Each one seems to shed its blood and guts from the arrow head. Small nicks on the sharp heads vanish and broken shafts merge together. He replaces them in his bandolier as he walks about. As he does so he listens to the conversation, and raises an eyebrow as Nighthill makes claims about the mill.
Once the group agrees to defend the mill and are casting their healing spells to recover Mr.Black comes to the group, speaking in conspiratorial tones. He is calm and measured despite the chaos around them. "Folks, I think the our poor Mr.Nighthill is overcome by the situation at hand. We've fought some fearsome foes, but the creatures here are unnaturally tough, and their poison and breath weapons are unusual. I think sending his most powerful resources from the keep to defend a mill, when everyone here would be much more vulnerable is fool hardy. Now, you all know me, I'll go along with whatever you folks think. It just seems to me, defending a mill is a lot less valuable than defending a keep full of people. There, I said my piece, it's done. Off we go...ready when you are. If we're going to go, spending an extra minute to get there in stealth is my preference. Obviously."
What's the difference between a Wizard and a Sorcerer?
Class.