Hreow's axe strikes with the power and accuracy of a well trained warrior; the blade slices through the weakened armour and crumples the suit down the middle. Suit One collapses and does not get up.
This post has potentially manipulated dice roll results.
(Posting for Gruenic now)
Gruenic brings his magical war hammer down on the trapped suit of armor (#3) to try and smash it to bits. “Crush ‘em! Smash ‘em!” he shouts out in the heat of battle.
Attack: 25 Damage: 8
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
Seeing the armour crumple under his blows Hreow finds himself able to shake of some of his frustrations and turns his attention to the other suit next to him
Second Great axe attack (GWM) on Suit 3: 12 damage: 10
Hreow'sfollow-up swing lands on the armour with a clang, but the blade seems to land flat and is ineffective.
Grueniccharges into the second trapped suit and smashes it with his warhammer, leaving a large dent in the chest plate (don't forget you're blessed and get +d4 to attack rolls, so are Hreow and Sila)
This post has potentially manipulated dice roll results.
Sila uses her action to climb up on one of the armor racks if she is able (adding some additional weight to his pinning) and draws her javelin to jab down at it. She pulls from her Ki and follows with two hard kicks to what should be its head.
Javelin jab Attack: 6 Damage: 8 plus 1(add to each for Bless ?)
Flurry of Blows Kick Attack: 16 Damage: 4
Flurry of Blows Kick Attack: 20 Damage: 4
acrobatics in case needed - hopefully I don't regret offering... 11
Silaclimbs up onto one of the racks, balancing expertly and raining a series of blows down on Suit Two. It takes some damage but is impervious to the first and second strikes.
Suit Two swings at Hreowwhile Suit Three (still pinned) attacks Gruenic
Attack 1 on Hreow Attack: 16 Damage: 7 bludgeoning
Attack 2 on Hreow Attack: 7 Damage: 8 bludgeoning
Attack 1 on Gruenic Attack: 20 Damage: 6 bludgeoning
Attack 2 on Gruenic Attack: 9 Damage: 7 bludgeoning
Sila, thwarted by the metal's lack of give in her prior attacks, she is somewhat more satisfied by the last kick. Still, not enough damage is being done. Still seriously injured (11/31), she looks for an opportunity to aid her fellows with her non magical skills.
@DM without visual I'm unsure, but would her elevated position provide any flanking benefit to the others?
Gruenic groans as one of the swipes from the suit of armor hits an unprotected spot on his leg. “Let’’s combine our strength and crush them! Surround them!” he spurts out.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
(Using the nat 20 portent)
Hreow, seeing that force is not the correct option decides to go for precision, letting the Halfling's foresight guide his strike. As the blade of the axe sinks between the armour plate, Hreow lets out a roar as the blow explodes into radiant light.
Attacking The undamaged Suit using GWM (I lost track which one that is):
Damage on the crit : Great Axe Damage 29 Divinine Smite Damage: 27 (using great weapon fighting to reroll the axe)
If the suit is still standing Hreow will use the second attack from GWM after criting to attack it again, if not Hreow will attack the next closest Suit: Second attack (Using GWM) 18 Damage: 19
(Hreow's rolls only seem to be adding +1 when their modifier is +6, so I have adjusted for this in the second attack. Also, don't forget +d4 for Bless!)
Hreow'sattacks seem guided by fate, or maybe the divine. His first is an incredible strike, catching a weak point in the armour's midriff and separating it into two; the suit falls inert at the paladin's feet. His second attack takes down the suit behind, less precise but no less lethal.
Only a sole suit now remains, damaged and pinned (attack it with advantage)
This post has potentially manipulated dice roll results.
Gruenic drops his shield for a minute to take hold of his new, powerful appearing war hammer, and he brings it down on the suit of armor with all of his might. He grunts and strains as he does so, throwing his body and his might into it. “Arrrggghhh!”
War Hammer : Attack: 9 Damage: 5
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
"Yes!" She says a little triumphantly then looks about at the others a slight bit embarrassed and fixes her face into a more stoic expression.
"Bree, here, let me renew your Darkvision , it may not have yet faded but I will need a short rest before we continue and can restore my Ki." She jumps down from the toppled rack and with a wince moves to Bree to lay a hand on the halfling's shoulder to share the buff.
(If you wish to forge ahead, there are three exits from the pool room that you were in before this one; North East, South East and South)
Searching the room, you find that there are an array of weapons and armours on display here. You may take a mundane weapon or suit of armour of your choosing.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
(Hreow can attack Armour One with advantage because it is still pinned by the shelving)
Initiative order: Hreow 21, Garavant 16, Gruenic 16, Sila 13, Animated Armour 8, Bree 5
(Sorry I missed that Hreow had edited their post)
Hreow's axe strikes with the power and accuracy of a well trained warrior; the blade slices through the weakened armour and crumples the suit down the middle. Suit One collapses and does not get up.
(Hreow gets another attack for GWM)
(Then it's Gruenic & Garavant)
Map:
(Posting for Gruenic now)
Gruenic brings his magical war hammer down on the trapped suit of armor (#3) to try and smash it to bits. “Crush ‘em! Smash ‘em!” he shouts out in the heat of battle.
Attack: 25 Damage: 8
A wizard is never late, nor is he early, he arrives precisely when he means to.
Seeing the armour crumple under his blows Hreow finds himself able to shake of some of his frustrations and turns his attention to the other suit next to him
Second Great axe attack (GWM) on Suit 3: 12 damage: 10
Initiative order: Hreow 21, Garavant 16, Gruenic 16, Sila 13, Animated Armour 8, Bree 5
Hreow's follow-up swing lands on the armour with a clang, but the blade seems to land flat and is ineffective.
Gruenic charges into the second trapped suit and smashes it with his warhammer, leaving a large dent in the chest plate (don't forget you're blessed and get +d4 to attack rolls, so are Hreow and Sila)
(Sila's turn, I think Garavant is away for a bit)
Sila uses her action to climb up on one of the armor racks if she is able (adding some additional weight to his pinning) and draws her javelin to jab down at it. She pulls from her Ki and follows with two hard kicks to what should be its head.
Javelin jab Attack: 6 Damage: 8 plus 1 (add to each for Bless ?)
Flurry of Blows Kick Attack: 16 Damage: 4
Flurry of Blows Kick Attack: 20 Damage: 4
acrobatics in case needed - hopefully I don't regret offering... 11
Initiative order: Hreow 21, Garavant 16, Gruenic 16, Sila 13, Animated Armour 8, Bree 5
Sila climbs up onto one of the racks, balancing expertly and raining a series of blows down on Suit Two. It takes some damage but is impervious to the first and second strikes.
Suit Two swings at Hreow while Suit Three (still pinned) attacks Gruenic
Attack 1 on Hreow Attack: 16 Damage: 7 bludgeoning
Attack 2 on Hreow Attack: 7 Damage: 8 bludgeoning
Attack 1 on Gruenic Attack: 20 Damage: 6 bludgeoning
Attack 2 on Gruenic Attack: 9 Damage: 7 bludgeoning
(Bree's turn)
Sila, thwarted by the metal's lack of give in her prior attacks, she is somewhat more satisfied by the last kick. Still, not enough damage is being done. Still seriously injured (11/31), she looks for an opportunity to aid her fellows with her non magical skills.
@DM without visual I'm unsure, but would her elevated position provide any flanking benefit to the others?
Gruenic groans as one of the swipes from the suit of armor hits an unprotected spot on his leg. “Let’’s combine our strength and crush them! Surround them!” he spurts out.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Initiative order: Hreow 21, Garavant 16, Gruenic 16, Sila 13, Animated Armour 8, Bree 5
Characters on elevated surfaces (such as standing on the racks) can still give flanking.
If necessary, you can move Garavant to occupy his current space.
Map:
Bree hurls another bolt of fire, this time at suit number 3.
(not sure if advantage, so 2 separate rolls): Attack: 21 7 Damage: 10
If Hreow attacks an undamaged suit Bree will use her portent to let them roll a 20.
Initiative order: Hreow 21, Garavant 16, Gruenic 16, Sila 13, Animated Armour 8, Bree 5
Bree's fire bolt rolls across the chest plate of suit 3, melting it slightly.
(Hreow's turn - you may use Bree's portent for a natural 20 if you wish)
(Using the nat 20 portent)
Hreow, seeing that force is not the correct option decides to go for precision, letting the Halfling's foresight guide his strike. As the blade of the axe sinks between the armour plate, Hreow lets out a roar as the blow explodes into radiant light.
Attacking The undamaged Suit using GWM (I lost track which one that is):
Damage on the crit : Great Axe Damage 29 Divinine Smite Damage: 27 (using great weapon fighting to reroll the axe)
If the suit is still standing Hreow will use the second attack from GWM after criting to attack it again, if not Hreow will attack the next closest Suit:
Second attack (Using GWM) 18 Damage: 19
Initiative order: Hreow 21, Garavant 16, Gruenic 16, Sila 13, Animated Armour 8, Bree 5
(Hreow's rolls only seem to be adding +1 when their modifier is +6, so I have adjusted for this in the second attack. Also, don't forget +d4 for Bless!)
Hreow's attacks seem guided by fate, or maybe the divine. His first is an incredible strike, catching a weak point in the armour's midriff and separating it into two; the suit falls inert at the paladin's feet. His second attack takes down the suit behind, less precise but no less lethal.
Only a sole suit now remains, damaged and pinned (attack it with advantage)
(Gruenic's turn)
Gruenic drops his shield for a minute to take hold of his new, powerful appearing war hammer, and he brings it down on the suit of armor with all of his might. He grunts and strains as he does so, throwing his body and his might into it. “Arrrggghhh!”
War Hammer : Attack: 9 Damage: 5
A wizard is never late, nor is he early, he arrives precisely when he means to.
Still weak and knowing it must be affecting her blows, she breathes deep and strikes the last suit of armor with all of her strength and speed.
Shortsword Attack: 18 Damage: Unable to parse dice roll.
Dagger Attack: 9 Damage: 6
((With the perfect critical rule, Gruenic did 24 points of bludgeoning damage to the animated armor with his two handed magical warhammer attack.))
A wizard is never late, nor is he early, he arrives precisely when he means to.
(And that'll do it!)
Gruenic's hammer smashes down on the last suit of armour, flattening the helm into a split metal pancake. The armour lies still, the battle over.
(Everyone gains 200 XP)
"Yes!" She says a little triumphantly then looks about at the others a slight bit embarrassed and fixes her face into a more stoic expression.
"Bree, here, let me renew your Darkvision , it may not have yet faded but I will need a short rest before we continue and can restore my Ki." She jumps down from the toppled rack and with a wince moves to Bree to lay a hand on the halfling's shoulder to share the buff.
(If you wish to forge ahead, there are three exits from the pool room that you were in before this one; North East, South East and South)
Searching the room, you find that there are an array of weapons and armours on display here. You may take a mundane weapon or suit of armour of your choosing.