“Hey! What are you two doing lurking around the camp of a servant of the Storm Lord? There is nothing here for you”Yashin shouts at the two. He ignores his immediate urge to fight, instead deliberately raising his voice so that Brock and the others in the dome can hear him and prepare. “This is dangerous county. It is not wise to sneak up on others in the darkness lest you be mistaken for bandits and dealt with by fire and lightning.”
Yashin pauses and remembers Grishkar’s minions and his earlier stories. “I do recommend staying back. I am but a humble priest, but some of my charges here are cursed with the wasting sickness. It would not do good to catch it.”
A sibalent voice comes out of the darkness. "Foolissh creaturess..." It casts suggestion on Yashin. "You needss takess a long walk sstraight north. Let your friendss know all iss ssafe out here ass you goess..."
Yashin, I need a DC 13 Wis save from you, or else you call to the others that all is safe and head straight north out of camp, the need to take a walk in that direction overpowering.
Brock, give me another perception check, to see what you can hear of this interaction between Yashin and the figures.
Yashin lets out a long, bellowing laugh. “You will have to do better than that to bend the will of a Reaver serving the Destroyer. You were warned.” With a wave of his hands and short prayer a bolt of crackling, blue lightning lances to the nearest creature.
Attack: 24 Damage: 29.
“Brock, wake the others and get out here before you miss the fun!”
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, give me initiative before you wake others. Yashin, can I get initiative from you as well. Everyone else can roll, but you need to wait for Brock to wake you before you can join combat. The skeletal warhorse and the zombies are free to act, I will let their master dictate what they do, but will need initiative for them as well I suppose. I can roll that if I don't get them if needs be though.
This post has potentially manipulated dice roll results.
Grishkar routes himself within the wagon, standing to survey the commotion, "You do know you do too, and more at that, right?"
((Grishkar Initiative: 6. What's the lighting look like currently? Night, dawn, dusk? Also, since Brock is at 20 initiative, where di the enemies sit for the sake of the rest of us acting?))
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
Everyone but Brock and Yashin are sleeping. It is the second of four watches, so between midnight and 2 A.M. The area is dark, those with darkvision can see as if in dim light, while those without cannot see. As Yashin's initiative is 16, which is when he would shout his alarm, Brock wouldn't wake people until the next round. The majority of the group won't be able to join the battle until the 3rd round. Undead can aid in the first couple rounds, and most everyone else is protected inside the hut.
((Undead being given the order to attack anything that crosses the pit, so on standby until they cross the threshold. Not sure of your interpretation, I suppose they could do Athletics to leap across the gap, but Grishkar needs a Bonus action to command. Downsides of Zombies being unintelligent undead. Hopefully we see the heights of getting Create Undead where I can get intelligent Undead ;). Familiars are a weird gray area. Is it safe to assume if the Raven sees the spells and challenge, it flies around squawking and making a general fuss?))
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 Sends his lightning blast at the figures to the South and has the spell countered. He then yells to Brock that the enemy has spellcasters.
Anathema A massive form slithers across the pit and up to the warhorse. It then casts a spell... divine word DC 18 save from the warhorse, Zombies 1 - 4. Yashin, those in the dome, and the other 2 zombies are either far enough away not to be affected or protected by the dome.
Abomination Will await for the undead's saves before deciding what the abominations do...
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
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“Hey! What are you two doing lurking around the camp of a servant of the Storm Lord? There is nothing here for you” Yashin shouts at the two. He ignores his immediate urge to fight, instead deliberately raising his voice so that Brock and the others in the dome can hear him and prepare. “This is dangerous county. It is not wise to sneak up on others in the darkness lest you be mistaken for bandits and dealt with by fire and lightning.”
Yashin pauses and remembers Grishkar’s minions and his earlier stories. “I do recommend staying back. I am but a humble priest, but some of my charges here are cursed with the wasting sickness. It would not do good to catch it.”
A sibalent voice comes out of the darkness. "Foolissh creaturess..." It casts suggestion on Yashin. "You needss takess a long walk sstraight north. Let your friendss know all iss ssafe out here ass you goess..."
Yashin, I need a DC 13 Wis save from you, or else you call to the others that all is safe and head straight north out of camp, the need to take a walk in that direction overpowering.
Brock, give me another perception check, to see what you can hear of this interaction between Yashin and the figures.
Yashin Wis Save: 13.
Yashin lets out a long, bellowing laugh. “You will have to do better than that to bend the will of a Reaver serving the Destroyer. You were warned.” With a wave of his hands and short prayer a bolt of crackling, blue lightning lances to the nearest creature.
Attack: 24 Damage: 29.
“Brock, wake the others and get out here before you miss the fun!”
Ssej Initiative: 18
When Ssej is alerted and able to move he would move straight for the nearest attacker and start pummeling it.
Dagger 1: Attack: 29 Damage: 9 Necrotic Damage: 5
Dagger 2: Attack: 29 Damage: 11 Necrotic Damage: 6
Flurry of Blows:
Dragon Disciple Unarmed 1: Attack: 28 Damage: 13 Acid Damage
Dragon Disciple Unarmed 2: Attack: 31 Damage: 13 Acid Damage
Stunning Strikes on all attacks that hit, until it works - DC 17 CON save.
[OOC: Minus 1 Ki Strike for Flurry of Blows - Minus more Ki points depending on number of stunning strikes I need to use.]
((Should I assume we're all in initiative?))
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
ooc: As far as I know, everyone but Brock and Yashin are asleep.
Tandor the White, Human Life Cleric
“Wake up everyone were being attack,” says Brock rousing everyone.
Dormark Calling of Strahd (warforged cleric) 4
Brock, give me initiative before you wake others. Yashin, can I get initiative from you as well. Everyone else can roll, but you need to wait for Brock to wake you before you can join combat. The skeletal warhorse and the zombies are free to act, I will let their master dictate what they do, but will need initiative for them as well I suppose. I can roll that if I don't get them if needs be though.
Yashin, as you send a blast of lightning at one of the figures you find the spell fizzling, as the other figure gestures, countering your magic.
Kallandra initiative 15
Tandor the White, Human Life Cleric
(Rolled a soft 20 for intiative in campaign roller)
Dormark Calling of Strahd (warforged cleric) 4
Umeven initiative 16
Paladin - warforged - orange
Yashin’s laugh fades as his lightning bolt sputters and the spell is negated. “They have spellcasters” he shouts to warn the others.
Initiative: 19.
Grishkar routes himself within the wagon, standing to survey the commotion, "You do know you do too, and more at that, right?"
((Grishkar Initiative: 6. What's the lighting look like currently? Night, dawn, dusk? Also, since Brock is at 20 initiative, where di the enemies sit for the sake of the rest of us acting?))
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
Ichika initiative: 17 (I believe she is still sleeping)
Everyone but Brock and Yashin are sleeping. It is the second of four watches, so between midnight and 2 A.M. The area is dark, those with darkvision can see as if in dim light, while those without cannot see. As Yashin's initiative is 16, which is when he would shout his alarm, Brock wouldn't wake people until the next round. The majority of the group won't be able to join the battle until the 3rd round. Undead can aid in the first couple rounds, and most everyone else is protected inside the hut.
((Undead being given the order to attack anything that crosses the pit, so on standby until they cross the threshold. Not sure of your interpretation, I suppose they could do Athletics to leap across the gap, but Grishkar needs a Bonus action to command. Downsides of Zombies being unintelligent undead. Hopefully we see the heights of getting Create Undead where I can get intelligent Undead ;). Familiars are a weird gray area. Is it safe to assume if the Raven sees the spells and challenge, it flies around squawking and making a general fuss?))
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 order is:
Ssej > Umeven > Brock > Pit Master > Yashin > Ichika > Kallandra > Grishkar > Grishkar's Undead > Anathema > Abomination >
Map
Yashin
Sends his lightning blast at the figures to the South and has the spell countered. He then yells to Brock that the enemy has spellcasters.
Anathema
A massive form slithers across the pit and up to the warhorse. It then casts a spell...
divine word
DC 18 save from the warhorse, Zombies 1 - 4. Yashin, those in the dome, and the other 2 zombies are either far enough away not to be affected or protected by the dome.
Abomination
Will await for the undead's saves before deciding what the abominations do...
Updated Map
((Saves!))
Warhorse: 6
Zombie1: 4
Zombie2: 12
Zombie3: 0
Zombie4: 16
((Whew, good thing they've all got 22+10 (Level) hp. Better incapacitated than dusted.))
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