For Windlass, you would likely have trouble using an IceKnife here, as the ghouls are in combat with merchants, so you would have a good chance of hitting them with the spell.
Xerronios Sends divine protection to one of the merchants.
Io Sends a grasping hand at the sentry, as well as one of the ghouls close to it. The attack hits home, but does less damage than would be expected against the sentry.
Kanlos Sends an arrow at the sentry, but misses.
returned sentry Turns from the merchant and faces the more dire threat, you. It moves directly towards Xerronios, who is the only one of you that specified they were moving towards the undead. Spear. Melee Weapon Attack: 19 to hit, reach 5 ft., one target. Hit: 10 piercing damage used with two hands to make a melee attack, plus 11 poison damage.
Windlass Sends four blasts of fire out, each hitting one of the ghouls and dealing damage.
merchants The merchants take the distraction the group gave to move away from the undead.
ghouls The ghouls move towards the group, as the merchants move away, and you have proven to be more of an immediate threat. Two move in and help the Sentry attacking Xerronios. Claws. Melee Weapon Attack: 7 to hit, reach 5 ft., one target. Hit: 9 slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: 19 to hit, reach 5 ft., one target. Hit: 7 slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The other two move on twoards the rest of you, one to Io and the other to Kanlos. They dash to do so, so cannot attack this round.
Please post next-round actions. No map for this one, just not worth the effort with this going to be over fairly quickly.
The leonine bard's teeth curl back in a snarl as 3 enemies close on him. He twists desperately, his longsword fending off one of the ghouls but the other, and the guard's spear strike home. Something tries to freeze his muscles but he clenches his teeth and fights off the ghoul's poisons. Seeing the merchants fleeing, he drops the spell of protection he'd cast on one of them and uses another on himself, tossing a bit of holy water mixed with powdered iron into the air.
ooc: Casts Protection from Evil and Good on himself and uses his Daunting Roar on the Returned Sentry and all 4 of the ghouls. As a bonus action once per short rest, creatures of your choice within 10 ft. that can hear you must succeed on a Wisdom saving throw (DC13) or become frightened of you until the end of your next turn.
As the ghoul races up to him, Kanlos quickly dances backwards out of the way before pausing to take aim and fire into the ghoul.
Reaction: move back 15 feet via Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
This post has potentially manipulated dice roll results.
((I'm not entirely sure where on the map Io is but I'm going to assume he can get into the position I'm about to explain without provoking AoO))
Seeing the undead grouped together like this and seeing three of them attack Xerrinos, Io decides to give the Leonin some support as well as make the battlefield hellish for all enemies involved. He moves to position himself within 15 ft of all the undead and then he casts Spirit Guardians, raising his war hammer high above his head and causing ghostly spirits to swirl around him and attack the undead as he chants.
All enemies: Take 18 Radiant Damage. WIS15 for half. All enemy's speed is halved while they are within 15ft of Io.
Xerronios Brings up his own protections, then lets out a devistatingly loud roar. The sentry, plus two of the ghouls appear taken aback by the roar (they are frightened of him, ghouls frightened are 2 and 4.)
Io (figured out the issue. It wouldn't let me add io after I added Xerronios, since Xerronios has an 'io' in their name. Wierd.) Io steps up and between two of the ghouls, near to Xerronios, and then calls up his spirit guardians.
Kanlos Backs up as the ghoul rushes towards him, and sends an arrow slamming into it, dealing damage, but leaving it standing.
returned sentry Takes some damage from the spirit guardians, but is still standing, though still frightened of the leonin bard. He attacks anyway... Spear. Melee or Ranged Weapon Attack: 18 to hit, reach 5 ft., one target. Hit: 7 piercing damage used with two hands to make a melee attack, plus 7 poison damage. (disadantage from frightened canceled by pack tactics.)
Windlass Takes out ghoul 3 with a blast of flames.
ghouls. the three remaining ghouls crumble under the power of Io's spirit guardians.
Back to the group, the only enemy left is the returned Sentry.
((OOC: I don't think Frightened stops you from attacking. It gives you disadvantage on attacks and it stops you moving closer to the source. If the Sentry was already 5ft in front of Xerrinos, it should still be able to attack him I think))
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Ghoul initiative: 3
Returned Sentry initiative: 15
You are only about 40 feet away.
I will need Xerronios and Io's initiative still...
For Windlass, you would likely have trouble using an IceKnife here, as the ghouls are in combat with merchants, so you would have a good chance of hitting them with the spell.
Xerronios initiative 20
Xerronios moves a little closer to the combat group, and, picking out the merchant who looks likely to be attacked the most, breaks into song, "O'Klothys of Fate, stretch for thy hand and protect this one."
ooc: Armor of Faith as described above. That merchant also gets a die of Bardic Inspiration, 1D6. He also moves 10' closer.
Tandor the White, Human Life Cleric
Instead of a cantrip, Windlass casts scorching ray at 3rd level, one ray for each ghoul:
Ray the First: 27 Damage: 10
Ray the Second: 25 Damage: 10
Ray the Third: 18 Damage: 10
Ray the Fourth: 24 Damage: 6
Io, can you post an initiative? It was not in the post on the previous page.
I goofed: 19
Xerronios
Sends divine protection to one of the merchants.
Io
Sends a grasping hand at the sentry, as well as one of the ghouls close to it. The attack hits home, but does less damage than would be expected against the sentry.
Kanlos
Sends an arrow at the sentry, but misses.
returned sentry
Turns from the merchant and faces the more dire threat, you. It moves directly towards Xerronios, who is the only one of you that specified they were moving towards the undead.
Spear. Melee Weapon Attack: 19 to hit, reach 5 ft., one target. Hit: 10 piercing damage used with two hands to make a melee attack, plus 11 poison damage.
Windlass
Sends four blasts of fire out, each hitting one of the ghouls and dealing damage.
merchants
The merchants take the distraction the group gave to move away from the undead.
ghouls
The ghouls move towards the group, as the merchants move away, and you have proven to be more of an immediate threat. Two move in and help the Sentry attacking Xerronios.
Claws. Melee Weapon Attack: 7 to hit, reach 5 ft., one target. Hit: 9 slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claws. Melee Weapon Attack: 19 to hit, reach 5 ft., one target. Hit: 7 slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The other two move on twoards the rest of you, one to Io and the other to Kanlos. They dash to do so, so cannot attack this round.
Please post next-round actions. No map for this one, just not worth the effort with this going to be over fairly quickly.
Xerronios CON Save: 13
Tandor the White, Human Life Cleric
The leonine bard's teeth curl back in a snarl as 3 enemies close on him. He twists desperately, his longsword fending off one of the ghouls but the other, and the guard's spear strike home. Something tries to freeze his muscles but he clenches his teeth and fights off the ghoul's poisons. Seeing the merchants fleeing, he drops the spell of protection he'd cast on one of them and uses another on himself, tossing a bit of holy water mixed with powdered iron into the air.
"Lady of Fate, protect thy servant and strike these creatures down!" His voices roars forth, resonating strongly.
ooc: Casts Protection from Evil and Good on himself and uses his Daunting Roar on the Returned Sentry and all 4 of the ghouls. As a bonus action once per short rest, creatures of your choice within 10 ft. that can hear you must succeed on a Wisdom saving throw (DC13) or become frightened of you until the end of your next turn.
Tandor the White, Human Life Cleric
((How close is Io to Xerrinos and the undead that are attacking him?))
As the ghoul races up to him, Kanlos quickly dances backwards out of the way before pausing to take aim and fire into the ghoul.
Reaction: move back 15 feet via Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Bonus action: Steady Aim
Action: no sharpshooter, sneak attack included: Attack: 25 Damage: 14
Only about 10 feet behind him. Just far enough the ghoul had to dash to get to Io, but not to the bard.
Ok, put together a map...
Map
((I'm not entirely sure where on the map Io is but I'm going to assume he can get into the position I'm about to explain without provoking AoO))
Seeing the undead grouped together like this and seeing three of them attack Xerrinos, Io decides to give the Leonin some support as well as make the battlefield hellish for all enemies involved. He moves to position himself within 15 ft of all the undead and then he casts Spirit Guardians, raising his war hammer high above his head and causing ghostly spirits to swirl around him and attack the undead as he chants.
All enemies: Take 18 Radiant Damage. WIS15 for half.
All enemy's speed is halved while they are within 15ft of Io.
ooc: Thanks, DD, but I'm not sure the map is accurate since 2 of the ghouls & the sentry attacked Xerronios.
Tandor the White, Human Life Cleric
Windlass casts a fire bolt at the nearest ghoul.
Attack: 17 Damage: 13
Xerronios
Brings up his own protections, then lets out a devistatingly loud roar. The sentry, plus two of the ghouls appear taken aback by the roar (they are frightened of him, ghouls frightened are 2 and 4.)
Io
(figured out the issue. It wouldn't let me add io after I added Xerronios, since Xerronios has an 'io' in their name. Wierd.)
Io steps up and between two of the ghouls, near to Xerronios, and then calls up his spirit guardians.
Kanlos
Backs up as the ghoul rushes towards him, and sends an arrow slamming into it, dealing damage, but leaving it standing.
returned sentry
Takes some damage from the spirit guardians, but is still standing, though still frightened of the leonin bard. He attacks anyway...
Spear. Melee or Ranged Weapon Attack: 18 to hit, reach 5 ft., one target. Hit: 7 piercing damage used with two hands to make a melee attack, plus 7 poison damage. (disadantage from frightened canceled by pack tactics.)
Windlass
Takes out ghoul 3 with a blast of flames.
ghouls.
the three remaining ghouls crumble under the power of Io's spirit guardians.
Back to the group, the only enemy left is the returned Sentry.
ooc: who did the sentry attack? I don't think it can attack Xerronios while frightened of him.
Tandor the White, Human Life Cleric
((OOC: I don't think Frightened stops you from attacking. It gives you disadvantage on attacks and it stops you moving closer to the source. If the Sentry was already 5ft in front of Xerrinos, it should still be able to attack him I think))