This post has potentially manipulated dice roll results.
Aio Initiative: 23
(Aio will still tell the owl to track his horse if it runs off, and still cast Greater Invis., but won't go through the whole ruse of messing with his horse and trying to cast from cover. Instead he'll just cast the Invis spell and head straight for the woods to take on the enemy.)
Yashin sees the bolt of fire leap toward the sky from the treeline. He urges the wagon forward, trying to close the gap with the lead riders. Although it may be better to keep the wagon back, he does not shy away from trouble and is looking for an opportunity to break something..or someone.
This post has potentially manipulated dice roll results.
(In this form, a guaranteed hit unless he rolls a 1. How lucky. But, well, at least he gets +3 instead of +2 for that initiative. Also, how high in the sky is he right now? Or, perhaps, how much falling damage would he had received if that attack dealt more than 26 hp and hit him?)
By pure, dumb luck, Kerah-Eagle manages to avoid the fire. Hostile creatures? So it seems. Can he tell how many of them are there, and about how far they are from each other?
Ssej snarls at seeing the fire bolt strike out at the flying eagle and then seeing his companion fall from the sky.
"The caster is mine." hey yells out as he prints forward 50' straight toward where he thinks the caster is and then as a bonus action he uses his step of the wind ability as wings once more unfurl from his back and he fly's up into the trees moving another 50' toward the caster at which point he will hide among the tree tops waiting for his foe to reveal himself once more.
Initiative order is... Ssej > Aio > Fist of Bane > Manshoon's Simulacrum > Zhentarim Thug > Kerah > Yashin > Brock > Iron Consul > Ichika > Senna > Valor > Black Gauntlet of Bane
Consider all actions done up to this point as pre-combat actions. Right now Ssej and Aio are up.
An Invisible Aio quickly looks back at his companions and sees Ichika nearby. He gently touches her on the arm and says "care to join me?" "Do not resist and we will teleport ahead." Upon arrival he runs his hand gently along the back of his blade to activate the elven magic that binds him to it and increases his speed and focus in preparation for battle.
Action: Cast Dimension Door to somewhere behind but near the enemy, such as AX5, bring Ichika if she desires. Bonus Action: Bladesong
Status: AC=24, Greater Invis. up
(*I hope you don't mind WhiteByakko/Ichika, but figured you might appreciate the leap forward.)
While unable to see him, Ichika trusted Aio's voice and let herself be taken. Her feet lands in the forests and she gives a bright smile at Aio, though possibly at a wrong direction. Her eyes focus on the enemies in front of her and leans forward, with her polearm flaming brightly, ready to strike. She catches sight of the men in wizard robe, turns to look where she thinks Aio would be, does a little casting hand gesture and slides her finger across her neck, that loosely translates to, We get the mage, right?
This post has potentially manipulated dice roll results.
Ssej sees the enemy in front and blow him and grins unfurling his wings once again and moves forward 100' to land right next to the mage (AT5).
Speaking to the mage, "You die first today!" As Ssej strikes out with his dagger swinging around and smacking the enemy with his tail as well.
Dragontooth Dagger: Attack: 16 Damage: 9 Plus Acid: 3
Dragontooh Dagger: Attack: 17 Damage: 9 Plus Acid: 3
Flurry of Blows - Tail: Attack: 25 Damage: Unable to parse dice roll.
Flurry of Blows - Tail: Attack: 15 Damage: 14
First successful hit - Stunning Attack: Con DC 17 or be stunned until end of my next turn. (will attempt on every attack if the wizard succeeds, if Wizard becomes stunned, I will move remaining attacks to BL1)
[OOC: I will keep track of the Ki points, currently have 7 left for the stunning attacks. Helps to fully read my skills, Flurry of Blows is a bonus action which also Step of the Wind is as well, can't do both, so in order to get into melee, I need to use Step of the wind, ignore the flurry attacks.]
Ssej sees the enemy in front and blow him and grins unfurling his wings once again and moves forward 100' to land right next to the mage (AT5).
Speaking to the mage, "You die first today!" As Ssej strikes out with his dagger swinging around and smacking the enemy with his tail as well.
Dragontooth Dagger: Attack: 23 Damage: 9 Plus Acid: 4
Dragontooh Dagger: Attack: 18 Damage: 13 Plus Acid: 5
Flurry of Blows - Tail: Attack: 21 Damage: 10
Flurry of Blows - Tail: Attack: 29 Damage: 12
First successful hit - Stunning Attack: Con DC 17 or be stunned until end of my next turn. (will attempt on every attack if the wizard succeeds, if Wizard becomes stunned, I will move remaining attacks to BL1)
[OOC: I will keep track of the Ki points, currently have 7 left for the stunning attacks. Helps to fully read my skills, Flurry of Blows is a bonus action which also Step of the Wind is as well, can't do both, so in order to get into melee, I need to use Step of the wind, ignore the flurry attacks.]
You land next to the wizard, but need to make all of your attacks with disadvantage. An aura of terror seems to fill that space, coming from the figure next to the wizard. Please just give me two disadvantage attack rolls for those two attacks you made. We'll see if it makes any difference. If one lands the wizard has already failed the con check, so he will be stunned with the first hit that lands.
This post has potentially manipulated dice roll results.
Ssej lands next to the wizard. Even through the sudden dread that fills them, he attacks the wizard, stunning him with the first strike. As the wizard is stunned, the second attack strikes at the black gauntlet figure next to the wizard, hitting for damage as well.
Aio and Ichika teleport to the opposite side of the enemy, appearing close to a group of Fist of Bane warriors.
Fist of Bane The five fist of bane warriors see the new threat and move to attack. #1 and #3 move to flank the enemy that stunned their wizard,w hile #2, #4, and #5 move to confront Ichika... #1 strikes at Ssej
Attack: 24 Damage: 5
#2 strikes at Ichika...
Attack: 6 Damage: 8
#3 strikes at Ssej
Attack: 13 Damage: 6
#4 strikes at Ichika...
Attack: 24 Damage: Unable to parse dice roll.
#5 strikes at Ichika...
Attack: 19 Damage: Unable to parse dice roll.
Zhentarim Thugs 2 thuggish-looking figures step out onto the road, lifting heavy crossbows and aiming down the road. One targets Brock while the second targets. Three more of those figures raise their heavy crossbows and shoot at the wild-shapped druid above int he sky. #1 strikes at Kerah
This post has potentially manipulated dice roll results.
Kerah-Eagle flies backwards, creating some distance between himself and his enemies. He then descends to the ground, landing in Goliath form already holding his shield and shiny sickle. "Tsk. Always someone in the way." He mumbles to himself. He points at Ssej, Aio and Ichika, who all feel like the air around them is warming up. They should be thankful, though, as a moment after, a cone of snow bursts forward from Kerah, freezing all those around them.
Move: To AT-17.
BA: Revert to original form.
Action: Cast Cone of Cold. That affects all enemies (pretty sure it can from this spot). The spell uses the Careful Spell metamagic, so Aio, Ssej and Ichika all succeed on the save automatically (They'll take only half damage). All those in the area of the spell must make a DC21 Con save or take 39 cold damage, half on success.
This post has potentially manipulated dice roll results.
BLACK GAUNTLET OF BANE con save: 19 FIST OF BANE con saves: 1 - 18 2 - 17 3 - 16 4 - 17 5 - 21 IRON CONSUL con saves: 1 - 15 2 - 15 ZHENTARIM THUG con saves: 1 - 21 2 - 13 3 - 12 4 - 10 5 - 6 wizard con save: 13 Let's see how this ends up then...
BLACK GAUNTLET OF BANE Takes full damage, but still stands.
FIST OF BANE All five are taken out.
IRON CONSUL Both are injured, but up.
ZHENTARIM THUG All five take full damage, but are up.
WIZARD Takes full damage, but is still up. (Why do wizards have such crappy con saves? Any I make have really good saves, maybe I'll have to fix this the next time I use a monster-manual magic-user.)
Remember that Ssej, Aio, and Ichika all take 14 points of cold damage as well. Likely means a DC 10 concentration save for Aio.
Aio Initiative: 23
(Aio will still tell the owl to track his horse if it runs off, and still cast Greater Invis., but won't go through the whole ruse of messing with his horse and trying to cast from cover. Instead he'll just cast the Invis spell and head straight for the woods to take on the enemy.)
Yashin sees the bolt of fire leap toward the sky from the treeline. He urges the wagon forward, trying to close the gap with the lead riders. Although it may be better to keep the wagon back, he does not shy away from trouble and is looking for an opportunity to break something..or someone.
Initiative: 15
(In this form, a guaranteed hit unless he rolls a 1. How lucky. But, well, at least he gets +3 instead of +2 for that initiative. Also, how high in the sky is he right now? Or, perhaps, how much falling damage would he had received if that attack dealt more than 26 hp and hit him?)
By pure, dumb luck, Kerah-Eagle manages to avoid the fire. Hostile creatures? So it seems. Can he tell how many of them are there, and about how far they are from each other?
Initiative: 16.
Varielky
Ssej Initiative: 28
Ssej snarls at seeing the fire bolt strike out at the flying eagle and then seeing his companion fall from the sky.
"The caster is mine." hey yells out as he prints forward 50' straight toward where he thinks the caster is and then as a bonus action he uses his step of the wind ability as wings once more unfurl from his back and he fly's up into the trees moving another 50' toward the caster at which point he will hide among the tree tops waiting for his foe to reveal himself once more.
Stealth: 22
Senna initiative 7
As Senna sees the fireball she watches her allies to see what approach they will take.
14
Dormark Calling of Strahd (warforged cleric) 4
Ichika Initiative: 14
Valor
Initiative: 5
Initiative order is...
Ssej > Aio > Fist of Bane > Manshoon's Simulacrum > Zhentarim Thug > Kerah > Yashin > Brock > Iron Consul > Ichika > Senna > Valor > Black Gauntlet of Bane
Consider all actions done up to this point as pre-combat actions. Right now Ssej and Aio are up.
Map
Sorry for the large size of the map.
Kerah, you see a dozen individuals in the forest. you are 30 feet up.
An Invisible Aio quickly looks back at his companions and sees Ichika nearby. He gently touches her on the arm and says "care to join me?" "Do not resist and we will teleport ahead." Upon arrival he runs his hand gently along the back of his blade to activate the elven magic that binds him to it and increases his speed and focus in preparation for battle.
Action: Cast Dimension Door to somewhere behind but near the enemy, such as AX5, bring Ichika if she desires.
Bonus Action: Bladesong
Status: AC=24, Greater Invis. up
(*I hope you don't mind WhiteByakko/Ichika, but figured you might appreciate the leap forward.)
While unable to see him, Ichika trusted Aio's voice and let herself be taken. Her feet lands in the forests and she gives a bright smile at Aio, though possibly at a wrong direction. Her eyes focus on the enemies in front of her and leans forward, with her polearm flaming brightly, ready to strike. She catches sight of the men in wizard robe, turns to look where she thinks Aio would be, does a little casting hand gesture and slides her finger across her neck, that loosely translates to, We get the mage, right?
Ssej sees the enemy in front and blow him and grins unfurling his wings once again and moves forward 100' to land right next to the mage (AT5).
Speaking to the mage, "You die first today!" As Ssej strikes out with his dagger swinging around and smacking the enemy with his tail as well.
Dragontooth Dagger: Attack: 16 Damage: 9 Plus Acid: 3
Dragontooh Dagger: Attack: 17 Damage: 9 Plus Acid: 3
Flurry of Blows - Tail: Attack: 25 Damage: Unable to parse dice roll.Flurry of Blows - Tail: Attack: 15 Damage: 14First successful hit - Stunning Attack: Con DC 17 or be stunned until end of my next turn. (will attempt on every attack if the wizard succeeds, if Wizard becomes stunned, I will move remaining attacks to BL1)
[OOC: I will keep track of the Ki points, currently have 7 left for the stunning attacks. Helps to fully read my skills, Flurry of Blows is a bonus action which also Step of the Wind is as well, can't do both, so in order to get into melee, I need to use Step of the wind, ignore the flurry attacks.]
You land next to the wizard, but need to make all of your attacks with disadvantage. An aura of terror seems to fill that space, coming from the figure next to the wizard. Please just give me two disadvantage attack rolls for those two attacks you made. We'll see if it makes any difference. If one lands the wizard has already failed the con check, so he will be stunned with the first hit that lands.
Updated Map
The above is updated after Aio and Ssej's actions. Once Ssej resolves the disadvantage rolls I'll do the Fist of Bane actions.
Disadvantage 1: 30
Disadvantage 2: 20
Ssej lands next to the wizard. Even through the sudden dread that fills them, he attacks the wizard, stunning him with the first strike. As the wizard is stunned, the second attack strikes at the black gauntlet figure next to the wizard, hitting for damage as well.
Aio and Ichika teleport to the opposite side of the enemy, appearing close to a group of Fist of Bane warriors.
Fist of Bane
The five fist of bane warriors see the new threat and move to attack. #1 and #3 move to flank the enemy that stunned their wizard,w hile #2, #4, and #5 move to confront Ichika...
#1 strikes at Ssej
Attack: 24 Damage: 5
#2 strikes at Ichika...
Attack: 6 Damage: 8
#3 strikes at Ssej
Attack: 13 Damage: 6
#4 strikes at Ichika...
Attack: 24 Damage: Unable to parse dice roll.
#5 strikes at Ichika...
Attack: 19 Damage: Unable to parse dice roll.
Zhentarim Thugs
2 thuggish-looking figures step out onto the road, lifting heavy crossbows and aiming down the road. One targets Brock while the second targets. Three more of those figures raise their heavy crossbows and shoot at the wild-shapped druid above int he sky.
#1 strikes at Kerah
Attack: 20 Damage: 6
#2 strikes at Brock.
Attack: 10 Damage: 10
#3 strikes at Yashin
Attack: 18 Damage: 8
#4 strikes at Kerah
Attack: 20 Damage: Unable to parse dice roll.
#5 strikes at Kerah
Attack: Unable to parse dice roll. Damage: 8
Kerah, Yashin, and Brock can now post.
Updated Map
Ichika would use her reaction to strike when the first Bane approached her, probably #2. Ending their movement 10 feet away from her on a hit.
Attack: 9 Damage: 21 + 5 fire
EDIT: that probably doesn't hit. She hopes Aio would still go after the mage though!
Kerah-Eagle flies backwards, creating some distance between himself and his enemies. He then descends to the ground, landing in Goliath form already holding his shield and shiny sickle. "Tsk. Always someone in the way." He mumbles to himself. He points at Ssej, Aio and Ichika, who all feel like the air around them is warming up. They should be thankful, though, as a moment after, a cone of snow bursts forward from Kerah, freezing all those around them.
Varielky
BLACK GAUNTLET OF BANE con save: 19
FIST OF BANE con saves: 1 - 18
2 - 17
3 - 16
4 - 17
5 - 21
IRON CONSUL con saves: 1 - 15
2 - 15
ZHENTARIM THUG con saves: 1 - 21
2 - 13
3 - 12
4 - 10
5 - 6
wizard con save: 13
Let's see how this ends up then...
BLACK GAUNTLET OF BANE
Takes full damage, but still stands.
FIST OF BANE
All five are taken out.
IRON CONSUL
Both are injured, but up.
ZHENTARIM THUG
All five take full damage, but are up.
WIZARD
Takes full damage, but is still up. (Why do wizards have such crappy con saves? Any I make have really good saves, maybe I'll have to fix this the next time I use a monster-manual magic-user.)
Remember that Ssej, Aio, and Ichika all take 14 points of cold damage as well. Likely means a DC 10 concentration save for Aio.
Yashin and Brock are still up...
Updated Map