NOTES: Yellow circle represents Daylight. White circle represents the LAIR ACTION Blizard. Please interpret the water-fountain in the map as the hags' cauldron. The gray stone squares where the statues used to be represent debris.
This post has potentially manipulated dice roll results.
Lolmetta is no more. Elisande is out for the count. Only one more of these witches remain and the coven would be fully broken. Neya strikes at the the last conscious member with the aim to end the coven's terror.
Unarmed Attack: 20 Damage: 9
Extra Unarmed Attack: 23 Damage: 8
Bonus action: 1 ki point for Flurry of Blows
FoB 1: 20 Damage: 8
FoB 2: 24 Damage: 6
If Exirsa goes down before all of her attacks were expended, she will close the distance and redirect her attacks against the green fiend.
(First roll results after first attack, apply where appropriate: #2 20, #3 10 (nat1), #4 24)
This post has potentially manipulated dice roll results.
Neya does what needs to be done. She easily hold Exirsa and delivers her next blows slowly, as to not waste any of them. One strike, two strikes, three... The cold-skinned hag crumbles in the monk's grasp as she breathes her last breath. (Exirsa takes 26 magical bludgeoning damageand is DEFEATED.)
Still hovering over the cauldron, Neya floats backward {AF-93} and delivers a kick to the Green Fiend's thigh. (Green Fiend takes 9 magical bludgeoning damage.)
Bigar's body begins its emergency biological response:
This post has potentially manipulated dice roll results.
Following up on Neya's kick, Graxx slides underneath the winged enemy and slashes it across the belly. All of its fiendish viscera fall on the barbarian, washing him in warm, gooey organs. A subsequent attack puts an end to yet another adversary. The fiend drops to the ground and rolls away from Graxx and Neya. (Green Fiend takes 56 magical slashing and radiant damage and is DEFEATED.)
From his corner, Rag pops out and says, a bit irritated: "I had him!"
-> Dornal's start-of-turn WIS saving throw {DC 13}: 11
Despite the dwarf's best efforts, the last enemy remains standing, albeit barely. (Insectoid#1 takes 28 magical bludgeoning damage.)
(Utar is up next. He is no longer blinded, so he can see that a heavily injured insect-humanoid is the last enemy. He can also now see that both Bigar and Elisande are fighting for their lives.)
This post has potentially manipulated dice roll results.
With the flurry of snow now...gone, Utar readjusts to his new position and the state of affairs on the battlefield. Suddenly confronted with the insectoid in front of him, he decides that dropping this foe is the best chance he has to get Bigar back on his feet. He swings Lightbringer, looking to deliver a final crushing blow.
Attack: 25 Damage: 8 plus 4 from divine strike.
Bonus Action: Should his first attack bring the last enemy down, Utar will cast mass healing word on Bigar, Neya, Graxx, Dornal, Thokk and Doozey so all get 11 hp back. Should it not, Utar will burn a use of war priest to swing Lightbringer again.
(Potential) Bonus Attack: 18 Damage: 9
(OOC - If the insectoid warrior goes down after the second swing and we're out of combat, then can he do the healing word afterwards?)
Breathing heavily, Thokk looks around the battlefield and determines no enemies are left to fight. Looking at Utar next to him, he reaches into a pouch and hands over the potion of healing he had retrieved from his fellow half-orc some moments ago, just in case.
He explains: "Here. This belongs to you. I had kept it in case of an emergency. Doozey didn't let me use it on you."
If Doozey heard Thokk kind of throwing him under the bus, the stoutling showed no indication of it. Rather his attention seemed to have immediately shifted to scanning the battlefield for more enemies just as soon as the insectoid succumbed to a most righteous bonking by Utar. With none in sight and in seeing Bigar begin to come around once more, his gaze immediately locks on to Elisande. Wordlessly, Doozey rushed to her side, dropping his rapier and even abandoning the bloodied sling among corpses in his rush.
He slid to a stop partway on his knees in the home stretch, half-muttering hoarsely at times incoherently while trying to fish out a full healer's kit. "C'monc'monc'mon! I-I can fix this! I-I just--it won't be like last time! I-I can-..."He said at one point with a mixture of growing confidence and lingering panic behind his voice as nimble fingers find the right tools and set about patching up the most grievous of wounds. Though deep down he'd fear the salves applied wouldn't be enough to fully mend the burns...
Regardless, just as soon as he felt her life was no longer at least in immediate danger, only then would he begin to relax and take a moment to genuinely breathe. Though at the first utterance of a spell or offering of a potion for the girl, he'd curtly call out a, "Don't! Not yet! I... It's not over. I need to administer.. a-administer the cure first. Just... give me a moment."The same would be said if any were to draw steel, but with the added caveat of the stoutling hurrying to his feet and trying to shield Elisande as well.
-> Expending a use of a 2ndry Healer's Kit to stabilize Elisande
As the last enemy falls, Doozey makes sure everyone takes a pause. He settles near Elisande and quickly mixes some of the powder he had acquired from this very village with some of the herbs he carries in his healer's kit. Some alcohol to clean, spices to react with it, and a few other ingredients...
It is a mixture that only makes sense for someone proficient in alchemy, and even then, there is quite the healthy dosage of improvisation going on. Nonetheless, the resulting potion has the desired effect. Elisande's wounds are not healed but her heart rate calms down and stabilizes. She is out of danger.
The rest of CRAP+ gathers around. Doozey explains that this was just the first step. Now, to cleanse the girl from the hags' influence...
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
Neya puts her feet back on the ground and motions to the gigantic cauldron, "Should we do something about this, as well? The other hags might be gone, but whatever concoction they made in here still exists."
Still recovering from just... frankly about everything over the past few moments, Doozey was unable or unwilling to respond to most everything that hadn't hinted at Elisande or himself. Even then, it took nearly a minute for the words to register. But eventually, Doozey stopped staring at shaky hands still hovering over the girl following his recent efforts, and took a deep, calming breath.
"... I-I... *ahem*... I 'preciate it. Both of you. But not quite yet. Once I've administer the potion though, at the very least one of you should be ready with either to help stabilize her when I give the command. Easy, yeah?"He requests, giving a weak smile before it quickly turned grim upon looking back to Elisande. "... Know that there's no guarantee it'll work though. You remember, yah? Back with Big Mama Bear? She would've died regardless of our intervention, but it would've been a slow and painful death... and she would've been one of the lucky ones."
Doozey lets the words and unspoken warning sit there for a moment before finally taking out his flask and uncorking it. "But her will is strong. I saw it... And we owe her at least a chance after letting things get things this bad." With that, Doozey takes another steadying breath and carefully feeds Elisande the concoction. Then he'd he seemed to ready himself to hold her down when whatever was to happen... happened.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
-> Elisande's DEATH saving throw: 14 (19)
Suddenly flanked by enemies, the remaining insectoid aims his next attacks at the one who looks the closest to falling:
-> Fork vs Thokk: Attack: 10
Damage: 12(13,12)-> Claws vs Thokk: Attack: 13
Damage: 8(8,9,Nat1)Thokk is in a perilous state but is not yet defeated. The experienced combatant blocks both attacks with his heavily armored arm.
On the floor next to the gladiator, Elisande moans in pain.
Exirsa is stunned and incapacitated. There is nothing she can do.
END OF INITIATIVE ROUND 7
(LAIR ACTION coming up.)
LAIR ACTION
The magic enveloping the village and its outskirts begins to wane. The localized blizzard dissipates.
-> Utar and Dornal are no longer blinded.
(OOC: You all may now ignore the white circle in the map update above.)
Rag has no reason to change his strategy. Staying put, the rogue concentrates on aiming and releasing his next arrow at the winged fiend:
-> Mirror Image roll: 4 (7)
-> Shortbow vs Green Fiend (Steady Aim, Sneak Attack, Lucky): Attack: 28 Damage: 38 (23,28)
The arrow hits the real creature's chest this time. (Green Fiend takes 14 piercing damage.)
(Neya and Graxx are up next.)
Graxx sets his eyes on the other hag but quickly diverts them to the Green Fiend realizing that the hag is not the main threat right.
Graxx will step directly underneath the fiend so that he can attack his legs and other areas he can reach.
Graxx swings wildly at the fiend! He swings his axe twice!
RECKLESS AND WITH GWM
Attack: 19 Damage: 27
Attack: 20 Damage: 23
Divine Radiant: 7
Lolmetta is no more. Elisande is out for the count. Only one more of these witches remain and the coven would be fully broken. Neya strikes at the the last conscious member with the aim to end the coven's terror.
Unarmed Attack: 20 Damage: 9
Extra Unarmed Attack: 23 Damage: 8
Bonus action: 1 ki point for Flurry of Blows
FoB 1: 20 Damage: 8
FoB 2: 24 Damage: 6
If Exirsa goes down before all of her attacks were expended, she will close the distance and redirect her attacks against the green fiend.
(First roll results after first attack, apply where appropriate: #2 20, #3 10 (nat1), #4 24)
Extended Signature
Neya does what needs to be done. She easily hold Exirsa and delivers her next blows slowly, as to not waste any of them. One strike, two strikes, three... The cold-skinned hag crumbles in the monk's grasp as she breathes her last breath. (Exirsa takes 26 magical bludgeoning damage and is DEFEATED.)
Still hovering over the cauldron, Neya floats backward {AF-93} and delivers a kick to the Green Fiend's thigh. (Green Fiend takes 9 magical bludgeoning damage.)
Bigar's body begins its emergency biological response:
-> Bigar's DEATH saving throw: 4
Following up on Neya's kick, Graxx slides underneath the winged enemy and slashes it across the belly. All of its fiendish viscera fall on the barbarian, washing him in warm, gooey organs. A subsequent attack puts an end to yet another adversary. The fiend drops to the ground and rolls away from Graxx and Neya. (Green Fiend takes 56 magical slashing and radiant damage and is DEFEATED.)
From his corner, Rag pops out and says, a bit irritated: "I had him!"
-> Dornal's start-of-turn WIS saving throw {DC 13}: 11
Able to keep his mind sane for a few seconds, Dornal moves to put an end to this fight {AG-97}.
-> Cudgel (Reckless Attack) vs Insectoid#1: Attack: 25 Damage: 10 (20,10)
-> Punch (Reckless Attack) vs Insectoid#1: Attack: 27
Damage: 9(14,7)-> 1 Ki Point for Flurry of Blows:
-> Punch (Reckless Attack) vs Ice Wall: Attack: 28 Damage: 7 (25,11)
-> Punch (Reckless Attack) vs Ice Wall: Attack: 21 Damage: 10 (20,7)
Despite the dwarf's best efforts, the last enemy remains standing, albeit barely. (Insectoid#1 takes 28 magical bludgeoning damage.)
(Utar is up next. He is no longer blinded, so he can see that a heavily injured insect-humanoid is the last enemy. He can also now see that both Bigar and Elisande are fighting for their lives.)
With the flurry of snow now...gone, Utar readjusts to his new position and the state of affairs on the battlefield. Suddenly confronted with the insectoid in front of him, he decides that dropping this foe is the best chance he has to get Bigar back on his feet. He swings Lightbringer, looking to deliver a final crushing blow.
Attack: 25 Damage: 8 plus 4 from divine strike.
Bonus Action: Should his first attack bring the last enemy down, Utar will cast mass healing word on Bigar, Neya, Graxx, Dornal, Thokk and Doozey so all get 11 hp back. Should it not, Utar will burn a use of war priest to swing Lightbringer again.
(Potential) Bonus Attack: 18 Damage: 9
(OOC - If the insectoid warrior goes down after the second swing and we're out of combat, then can he do the healing word afterwards?)
Utar has to run a bit {AG-98}, but with some luck he should be able to go on the offensive and rescue his companions.
The Tormite cracks Lightbringer on the last enemy's head and brings it down. (Insectoid#1 takes 13 magical bludgeoning damage and is DEFEATED.)
Then, in a sweeping magical move, Utar sends some healing warmth around. (Neya recovers 12 HP, Graxx recovers 12 HP, Doozey recovers 12 HP, Bigar recovers 12 HP, Dornal recovers 12 HP, Thokk recovers 12 HP.)
(OOC: We'll remain in initiative order until all DEATH saves are resolved.)
Breathing heavily, Thokk looks around the battlefield and determines no enemies are left to fight. Looking at Utar next to him, he reaches into a pouch and hands over the potion of healing he had retrieved from his fellow half-orc some moments ago, just in case.
He explains: "Here. This belongs to you. I had kept it in case of an emergency. Doozey didn't let me use it on you."
(Doozey is up next.)
If Doozey heard Thokk kind of throwing him under the bus, the stoutling showed no indication of it. Rather his attention seemed to have immediately shifted to scanning the battlefield for more enemies just as soon as the insectoid succumbed to a most righteous bonking by Utar. With none in sight and in seeing Bigar begin to come around once more, his gaze immediately locks on to Elisande. Wordlessly, Doozey rushed to her side, dropping his rapier and even abandoning the bloodied sling among corpses in his rush.
He slid to a stop partway on his knees in the home stretch, half-muttering hoarsely at times incoherently while trying to fish out a full healer's kit. "C'monc'monc'mon! I-I can fix this! I-I just--it won't be like last time! I-I can-..." He said at one point with a mixture of growing confidence and lingering panic behind his voice as nimble fingers find the right tools and set about patching up the most grievous of wounds. Though deep down he'd fear the salves applied wouldn't be enough to fully mend the burns...
Regardless, just as soon as he felt her life was no longer at least in immediate danger, only then would he begin to relax and take a moment to genuinely breathe. Though at the first utterance of a spell or offering of a potion for the girl, he'd curtly call out a, "Don't! Not yet! I... It's not over. I need to administer.. a-administer the cure first. Just... give me a moment." The same would be said if any were to draw steel, but with the added caveat of the stoutling hurrying to his feet and trying to shield Elisande as well.
-> Expending a use of a 2ndry Healer's Kit to stabilize Elisande
Alchemy Check: 27.
When you realize you're doing too much: Signature.
As the last enemy falls, Doozey makes sure everyone takes a pause. He settles near Elisande and quickly mixes some of the powder he had acquired from this very village with some of the herbs he carries in his healer's kit. Some alcohol to clean, spices to react with it, and a few other ingredients...
It is a mixture that only makes sense for someone proficient in alchemy, and even then, there is quite the healthy dosage of improvisation going on. Nonetheless, the resulting potion has the desired effect. Elisande's wounds are not healed but her heart rate calms down and stabilizes. She is out of danger.
The rest of CRAP+ gathers around. Doozey explains that this was just the first step. Now, to cleanse the girl from the hags' influence...
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
Utar looks around at the chaos around them, taking in the scene. Snapped out of things by Thokk, Utar pushes the potion back to the gladiator.
"You might still need it, we aren't out of the woods yet."
Heading over to Bigar, Utar extends a hand to the greenling to get him back on his feet.
"Right, we all whole? Anyone not feeling that great come speak to me. Doozey, does the girl need healing?"
Neya puts her feet back on the ground and motions to the gigantic cauldron, "Should we do something about this, as well? The other hags might be gone, but whatever concoction they made in here still exists."
Extended Signature
Graxx breathes heavily and looks around at the party ensuring all enemies have been neutralized.
He looks up to the Sky.
"Thank you, Tempus..." says Graxx genuinely.
Graxx will place his axe down at his feet and try to wipe the green fiends innards off of him. Making sure to keep his eyes clean.
Graxx looks over at Doozey.
"I'm happy to try to heal her with Tempus's light if you wish. I do not know the limitations of it's power." says Graxx.
Still recovering from just... frankly about everything over the past few moments, Doozey was unable or unwilling to respond to most everything that hadn't hinted at Elisande or himself. Even then, it took nearly a minute for the words to register. But eventually, Doozey stopped staring at shaky hands still hovering over the girl following his recent efforts, and took a deep, calming breath.
"... I-I... *ahem*... I 'preciate it. Both of you. But not quite yet. Once I've administer the potion though, at the very least one of you should be ready with either to help stabilize her when I give the command. Easy, yeah?" He requests, giving a weak smile before it quickly turned grim upon looking back to Elisande. "... Know that there's no guarantee it'll work though. You remember, yah? Back with Big Mama Bear? She would've died regardless of our intervention, but it would've been a slow and painful death... and she would've been one of the lucky ones."
Doozey lets the words and unspoken warning sit there for a moment before finally taking out his flask and uncorking it. "But her will is strong. I saw it... And we owe her at least a chance after letting things get things this bad." With that, Doozey takes another steadying breath and carefully feeds Elisande the concoction. Then he'd he seemed to ready himself to hold her down when whatever was to happen... happened.
When you realize you're doing too much: Signature.
-> Da Brew: 20.
When you realize you're doing too much: Signature.