Ichika closes her eyes briefly, then reaches for her glaive on her back. The polearm lights up in flames in her hand, flames licking her gauntlet. She recites silently in her head the tenets of the Lord of the Immortals, focusing her mind and her body in one place. She rides her horse up ahead, but hoping the fight would be as simple as it seems - no traps, no trickeries.
Grishkar smiles from the driver's seat of his wagon. With a silent command, his minions seat themselves near the end of the vehicle while the necromancer whips his skeletal workhorse into motion. They just need to close the gap. The wagon was handy, if nothing else, for moving his minions quickly. "Very interesting. I wonder what could have brought these creatures out?"
((Grishkar will wait until he is close enough before engaging with his magic. He has a few items that can be used from the wagon, though. That reminds me, I used Wand of Magic Missiles for 5 charges. Recharge at dawn: 3 charges))
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Yashin holds on tight as Grishkar urges the wagon forward toward the fray. “Whatever their reason for coming out, they will regret it as they feel the Raging One’s wrath”he barks a short laugh and readies his shield and warhammer. He tilts his head slightly as he observes the creatures, trying to determine exactly what they are and what he knows about them.
Nature: 3.
As they move forward, he notices Brock for the first time since he changed. “Well, you do clean up nice. Careful not to get any blood in that pretty beard of yours.” Yashin laughs again, a long, rumbling laugh.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Kallandra You have no idea what the creatures are, though you do know they are not natural.
Ssej, Umeven, and Brock, need initiatives from you three.
You top the hill and spot the battle going on below. Several of the Slaad creatures are there, with a large number of those strange eye-creatures. 2 of the Slaads, and 6 of the eye-creatures, turn away from the battle with the guards and move towards you. As they do so Umeven sends an arrow into one of the eye-creatures, damaging it.
This battle has others of these same creatures continuing to fight the guards, while you are only concerned with these ones that are coming to fight you. I have the map below, which is the part of the battle you are concerned with.
This post has potentially manipulated dice roll results.
Ssej Initiative: 28
Ssej would charge as quickly as he can moving up to N01 (or the closest creature on his turn) and attack. Thrusting his dagger twice into the stomach of the creature and then spinning around to have his tail slam against the side of the creatures head.
Dagger 1: Attack: 29 Damage: 14 Acid Damage: 5
Dagger 2: Attack: 16 Damage: 13 Acid Damage: 6
Flurry of Blows:
Tail 1: Attack: 24 Damage: 14
Tail 2: Attack: 30 Damage: 14
Will do stunning strikes on ever hit until it is stunned. Con Save DC 17
This post has potentially manipulated dice roll results.
Grishkar will dismount the wagon, stepping forward to join the others. He issues a mental command to his minions to follow suit and surround him. As they shudder to life, the necromancer weaves a foul curse points to a spot just before (15') the approaching enemies. From the desired spot, a plume of greenish-blue fog spews forth and spreads over the ground in a low fog.
((Cloudkill centered 15' before the middle of the approaching group. Each enemy in front that's within the area starts their turn with a DC 19 CON save vs 20 poison damage, half on save. Those that start their turns or move into the area make similar saves. The spells area increases by a 10' radius per round as well.))
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
Kallandra soars along and up, gaining altitude as she closed on the creatures [she will finish her move at H11, 30' up]. As she does, she dips into her pool of sorcerous might, speeding up her spell casting. Her fingers move in complicated dance, her voice rings with words of power, and she focuses her magic through her component pouch and out at the hoard, sending an expanding sphere of acid at them. She also draws her bow and fires at the same creature struck by Umeven.
Bow Attack Attack: 16 Damage: 8
2 sorcery points to cast Vitriolic Sphere as bonus action. It is centered on the point between rows 5 and 6 and columns J and K, which should get them all. DC21 21 Dex Save or take 27 acid damage and then another 17 at the end of its next turn. On a successful save, take half the initial damage, none next turn.
Climbing out of the bench seat of the wagon, the necromancer summons his undead to move with him. (That takes half of your movement, so let me know where, coordinates please, you want everyone to end up.) Raising a hand, Grishkar summons his magic. A yellowish haze begins to form in front of the strange eye-creatures and the slaads. Soon they are hidden behind an opaque yellowish fog that swirls up and out in front of the figures ahead of you on the road. (As a note, the cloud does not grow in size every round, it moves away from you further each round, but remains the same size.)
Kallandra
Kallandra soars up above the swirling patch of yellowish fog, unable to see the figures in it. She casts a spell, calling on ehr sorcerery to do so quickly, sending a blob of acid goo rolling over the massed group of enemies. The Slaads seem less effected by it than they should of, but the eye-things are clearly harmed badly, blistering skin and worse showing where the acid is eating into their flesh. As kallandra cannot see the creature struck by her bow-wielding companion, she sends her own arrow streaking down to thunk into one of the other eye-creatures injured by her acid.
Brock and Ichika
Your magic-wielders have moved into combat first. There is a large patch of dangerous-looking fog blocking your view of the enemy now. Kallandra floats above the fog on her broom, and you are unable to see what effect her magic, or Grishkar's have had on the enemy forces. You both may act now.
The yellow square is the cloud kill fog. it blocks the view of the enemies. Those inside of it are blocked from view by anyone, hwile those on the far side of it are blocked from view by anyone on the opposite side of it from them.
Climbing out of the bench seat of the wagon, the necromancer summons his undead to move with him. (That takes half of your movement, so let me know where, coordinates please, you want everyone to end up.) Raising a hand, Grishkar summons his magic. A yellowish haze begins to form in front of the strange eye-creatures and the slaads. Soon they are hidden behind an opaque yellowish fog that swirls up and out in front of the figures ahead of you on the road. (As a note, the cloud does not grow in size every round, it moves away from you further each round, but remains the same size.)
((Good note about the Cloudkill dynamic. I was wondering how it moves away from me, but the origin is on a point within 120'. That makes sense now. I'll stop at L17, next to the skeletal horse, and the zombies will move as close as they can with their remaining 10' after dismounting the wagon. Not picky about where, I don't expect them to surround me until after next round anyway.))
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
Brock observing the group of monsters starts to put on his show. "Oi, I paid you to guard the wagon, not to run off and fight monsters. Get back here," says Brock, however this is different the usual way Brock speaks. This sounds like an older somewhat angry Dwarf. A different personality to the usual fun-loving Brock you have gotten to know.
Brock points his staff towards the middle of the monster group and a silent physic shockwave hits the entire monster pack.
Seemingly a completely different person, older and bossy, Brock sends a lance of power out to explode among the enemy. Even though he cannot see them through the fog, he guesses at their location and creates a mental pulse of power to encompass his enemies. He is unable to see the effects of his spell though, as a thick mass of fog blocks his view of them.
Ichika
Three magic users have pulled out their big spells and sent them pounding into your enemies. From your position you cannot tell what effects those spells have had on the enemy though. It is your turn to act still...
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Ichika closes her eyes briefly, then reaches for her glaive on her back. The polearm lights up in flames in her hand, flames licking her gauntlet. She recites silently in her head the tenets of the Lord of the Immortals, focusing her mind and her body in one place. She rides her horse up ahead, but hoping the fight would be as simple as it seems - no traps, no trickeries.
Umeven will move his horse to longbow range and fire at the big eye like it’s a target
Attack: 30 Damage: 13 + sneak attack if it’s next to a guard 16
Paladin - warforged - orange
Grishkar smiles from the driver's seat of his wagon. With a silent command, his minions seat themselves near the end of the vehicle while the necromancer whips his skeletal workhorse into motion. They just need to close the gap. The wagon was handy, if nothing else, for moving his minions quickly. "Very interesting. I wonder what could have brought these creatures out?"
((Grishkar will wait until he is close enough before engaging with his magic. He has a few items that can be used from the wagon, though. That reminds me, I used Wand of Magic Missiles for 5 charges. Recharge at dawn: 3 charges))
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Yashin holds on tight as Grishkar urges the wagon forward toward the fray. “Whatever their reason for coming out, they will regret it as they feel the Raging One’s wrath” he barks a short laugh and readies his shield and warhammer. He tilts his head slightly as he observes the creatures, trying to determine exactly what they are and what he knows about them.
Nature: 3.
As they move forward, he notices Brock for the first time since he changed. “Well, you do clean up nice. Careful not to get any blood in that pretty beard of yours.” Yashin laughs again, a long, rumbling laugh.
Initiative (when needed) 9.
((Initiative as well: 19))
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
initiative: 12
Dormark Calling of Strahd (warforged cleric) 4
Umeven initiative 10
Paladin - warforged - orange
Kallandra Initiative 19
Tandor the White, Human Life Cleric
Initiative: 8
Kallandra
You have no idea what the creatures are, though you do know they are not natural.
Ssej, Umeven, and Brock, need initiatives from you three.
You top the hill and spot the battle going on below. Several of the Slaad creatures are there, with a large number of those strange eye-creatures. 2 of the Slaads, and 6 of the eye-creatures, turn away from the battle with the guards and move towards you. As they do so Umeven sends an arrow into one of the eye-creatures, damaging it.
This battle has others of these same creatures continuing to fight the guards, while you are only concerned with these ones that are coming to fight you. I have the map below, which is the part of the battle you are concerned with.
Map
(I did rolled a 17)
Dormark Calling of Strahd (warforged cleric) 4
Ssej Initiative: 28
Ssej would charge as quickly as he can moving up to N01 (or the closest creature on his turn) and attack. Thrusting his dagger twice into the stomach of the creature and then spinning around to have his tail slam against the side of the creatures head.
Dagger 1: Attack: 29 Damage: 14 Acid Damage: 5
Dagger 2: Attack: 16 Damage: 13 Acid Damage: 6
Flurry of Blows:
Tail 1: Attack: 24 Damage: 14
Tail 2: Attack: 30 Damage: 14
Will do stunning strikes on ever hit until it is stunned. Con Save DC 17
Paladin - warforged - orange
Grishkar will dismount the wagon, stepping forward to join the others. He issues a mental command to his minions to follow suit and surround him. As they shudder to life, the necromancer weaves a foul curse points to a spot just before (15') the approaching enemies. From the desired spot, a plume of greenish-blue fog spews forth and spreads over the ground in a low fog.
((Cloudkill centered 15' before the middle of the approaching group. Each enemy in front that's within the area starts their turn with a DC 19 CON save vs 20 poison damage, half on save. Those that start their turns or move into the area make similar saves. The spells area increases by a 10' radius per round as well.))
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Kallandra soars along and up, gaining altitude as she closed on the creatures [she will finish her move at H11, 30' up]. As she does, she dips into her pool of sorcerous might, speeding up her spell casting. Her fingers move in complicated dance, her voice rings with words of power, and she focuses her magic through her component pouch and out at the hoard, sending an expanding sphere of acid at them. She also draws her bow and fires at the same creature struck by Umeven.
Bow Attack Attack: 16 Damage: 8
2 sorcery points to cast Vitriolic Sphere as bonus action. It is centered on the point between rows 5 and 6 and columns J and K, which should get them all. DC21 21 Dex Save or take 27 acid damage and then another 17 at the end of its next turn. On a successful save, take half the initial damage, none next turn.
Tandor the White, Human Life Cleric
ooc: Kallandra will spend 1 sorcery point to re-roll the three 1s from the 10d4.
5
Revised Initial Damage Total: 25
Tandor the White, Human Life Cleric
Grishkar
Climbing out of the bench seat of the wagon, the necromancer summons his undead to move with him. (That takes half of your movement, so let me know where, coordinates please, you want everyone to end up.)
Raising a hand, Grishkar summons his magic. A yellowish haze begins to form in front of the strange eye-creatures and the slaads. Soon they are hidden behind an opaque yellowish fog that swirls up and out in front of the figures ahead of you on the road.
(As a note, the cloud does not grow in size every round, it moves away from you further each round, but remains the same size.)
Kallandra
Kallandra soars up above the swirling patch of yellowish fog, unable to see the figures in it. She casts a spell, calling on ehr sorcerery to do so quickly, sending a blob of acid goo rolling over the massed group of enemies. The Slaads seem less effected by it than they should of, but the eye-things are clearly harmed badly, blistering skin and worse showing where the acid is eating into their flesh.
As kallandra cannot see the creature struck by her bow-wielding companion, she sends her own arrow streaking down to thunk into one of the other eye-creatures injured by her acid.
Brock and Ichika
Your magic-wielders have moved into combat first. There is a large patch of dangerous-looking fog blocking your view of the enemy now. Kallandra floats above the fog on her broom, and you are unable to see what effect her magic, or Grishkar's have had on the enemy forces. You both may act now.
The yellow square is the cloud kill fog. it blocks the view of the enemies. Those inside of it are blocked from view by anyone, hwile those on the far side of it are blocked from view by anyone on the opposite side of it from them.
Updated Map
((Good note about the Cloudkill dynamic. I was wondering how it moves away from me, but the origin is on a point within 120'. That makes sense now. I'll stop at L17, next to the skeletal horse, and the zombies will move as close as they can with their remaining 10' after dismounting the wagon. Not picky about where, I don't expect them to surround me until after next round anyway.))
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Brock observing the group of monsters starts to put on his show. "Oi, I paid you to guard the wagon, not to run off and fight monsters. Get back here," says Brock, however this is different the usual way Brock speaks. This sounds like an older somewhat angry Dwarf. A different personality to the usual fun-loving Brock you have gotten to know.
Brock points his staff towards the middle of the monster group and a silent physic shockwave hits the entire monster pack.
Brock casted Synaptic Static DC 19
30
Dormark Calling of Strahd (warforged cleric) 4
Brock
Seemingly a completely different person, older and bossy, Brock sends a lance of power out to explode among the enemy. Even though he cannot see them through the fog, he guesses at their location and creates a mental pulse of power to encompass his enemies. He is unable to see the effects of his spell though, as a thick mass of fog blocks his view of them.
Ichika
Three magic users have pulled out their big spells and sent them pounding into your enemies. From your position you cannot tell what effects those spells have had on the enemy though. It is your turn to act still...