ONLY TO BE CONSIDERED IF THERE ARE ENOUGH FOES ON A REACH OF 10 FEET, without map it is hard to understand
Albert, totally entranced by the battlefield and frankly annoyed he has been awaken, keeps swinging his halberd with all his might towards closest skeletons
ACTION SURGE: USED: it gives another action, i.e. another two attacks (same style)
Albert gets up and the first thing he does is to get hold of his beloved halberd.
Then he looks (he can actually see in the dark because of the belt of the dwarvenkind) at the new battlefield.
He is not sure what is happening but he is pretty sure one of his new companions entangled some skeletons.
Since he hopes his companions are as expert as him and they can stand the ground for some time, he runs to attack the skeleton closest to the cart and the horses (or, if the cart is behind us, he attack the skeleton that might be running towards the cart... if none of this makes sense, he simply attacks the closest foe, that should be the one who attacked Robin)
BONUS ACTION: ENTERING RAGE: RAGE 1/10 TURNS
MOVE ACTION: ENTERING IN MELEE
ACTION: TWO ATTACKS WITH RECKLESS ATTACK AND GREAT WEAPON MASTER FEAT (if the first would kill the first skeleton, I hope there is second skeleton nearby to hit)
Attack: 20 Damage: 25
Attack: 26 Damage: 31
NOTE: For all the companions: Albert has the wolf totem: it means that all the companions has advantage vs any foe within 5 feet from me
NOTE FOR DM: all attacks vs me from foes must be done with advantage (because of reckless attack)
You rush up to the nearest skeleton, halberd gleaming in the moonlight, and bring it down on the targets shoulder, where it digs through halfway. You bring it back again and the shoulder snaps at the force. It's arm and rusty blade fall to the grass. A thick, oily liquid starts to ooze from where the bone was severed. The undead creature stumbles a bit, but is glaring at you with an anger most undead would be unable to give.
ONLY TO BE CONSIDERED IF THERE ARE ENOUGH FOES ON A REACH OF 10 FEET, without map it is hard to understand
Albert, totally entranced by the battlefield and frankly annoyed he has been awaken, keeps swinging his halberd with all his might towards closest skeletons
ACTION SURGE: USED: it gives another action, i.e. another two attacks (same style)
Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section.
Attack: Dice rolls not yet available for this section. Damage: Dice rolls not yet available for this section.
(OOC: For some reason I cannot see your rolls here.)
This post has potentially manipulated dice roll results.
The six trapped roll a group Strength check to try escaping the tentacles. 15
The guards arrive at the scene and let loose a valley of spears and crossbow bolts. Attack: 10 Damage: 3 Attack: 5 Damage: 7 Attack: 7 Damage: 4 Attack: 18 Damage: 4 Attack: 6 Damage: 8 Attack: 16 Damage: 7
This post has potentially manipulated dice roll results.
Draanel watches as the skeletons appear from the rip in reality not at all phased by their manner of appearance, indeed she distracts herself a little as she wonders which realm lies beyond it.
Seeing the sheer numbers she knows that slowing them down to reduce their effective numbers is key. She pulls small hawthorns from a pouch and tosses them forwards, as she utters "Huul ac hegaan ghec dhuun". She turns the ground into her weapon, trying to delay the skeletons emerging from the rip, already struggling with Robin's tendrils. With her spell cast she prepares to take the fight to the seven surrounding Robin, calling on the dark energy from her patron Draanel manifests herself into a shadowy form. As anyone looks at her they see something of their own fears as the shadows flicker around the little goblin.
Grapping her bow and quiver, she retreats slightly, keeping herself safely out of range should the skeletons decide to charge her.
Action: Cast Spike Growth overlapping Robin's Evard’s Black Tentacles but maximising the amount that the skeletons have to walk through if possible. Damage: 2 piercing per 5 ft moved and counts as difficult terrain.
Bonus Action: Form of Dread - 4 temp hp.
Form of Dread: Transform
As a bonus action, you can transform to manifest an aspect of your patron’s dread. For 1 minute you gain the following benefits:
- You gain temp HP equal to 1d10+1.
- Once on each of your turns, if you hit a creature you can force it to make a Wisdom saving throw (DC 13), on a fail, it is frightened of you until the end of your next turn.
- You are immune to the frightened condition.
Movement & Free action: Draanel will pick up her shortbow and quiver then move far enough back to be 65 feet from the skeletons.
(DM, can you explain your posts a bit? I assume a group attack of 9 to hit will miss, but I don't know how group attacks work. Are the guards on our side, or on the skeletons side? Did they damage anyone, skeletons or us, with those attacks? How did the skeletons attack Robin, did they use ranged weapons? She moved away from the portal area during her turn, so should have been more than a single move from the skeletons at the start of their turn. Just trying to understand what is happening...)
Rakim quickly grabs his lute next to him and strikes a chord. As he does, he hums a quick harmony before calling out in a beautiful sing-songy voice.
"
All you friends with your pumped up kicks You better run, better run, outrun the undead All you friends with the pumped up kicks You better run, better run faster than the undead
"
As he sings his voice takes on a Feylike quality and empowers everyone to gain the additional encouragement that they need to sprint a bit farther if needed. Then, whispering a quiet incantation under his breath, the satyr calls upon the magic of the feywild to mask his presence. Now well, hidden, Rakim rushes towards the fray, making sure to avoid the newly created spiky terrain. Errol meanwhile, flies 60 feet in the air and hovers there patiently, waiting for the combat to be over and for safety to return.
Move: 35 Feet Closer to the Undead
Bonus Action: Mantle of Inspiration (Choosing Each Party Member (Including Rakim)) As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose up to 5 creatures you can see and that can see you within 60 feet of you. Each of them gains 8 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
Action: Cast Invisibility (Using a Pact Magic Slot) (On Rakim)
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(DM, can you explain your posts a bit? I assume a group attack of 9 to hit will miss, but I don't know how group attacks work. Are the guards on our side, or on the skeletons side? Did they damage anyone, skeletons or us, with those attacks? How did the skeletons attack Robin, did they use ranged weapons? She moved away from the portal area during her turn, so should have been more than a single move from the skeletons at the start of their turn. Just trying to understand what is happening...)
(OOC: Sorry for the confusion. I'll try to get a map made tomorrow to help confusion. The guards are on your side. For group attack I only do one attack for the group instead of rolling 6 to 7 different attacks.)
ONLY TO BE CONSIDERED IF THERE ARE ENOUGH FOES ON A REACH OF 10 FEET, without map it is hard to understand
Albert, totally entranced by the battlefield and frankly annoyed he has been awaken, keeps swinging his halberd with all his might towards closest skeletons
ACTION SURGE: USED: it gives another action, i.e. another two attacks (same style)
Attack: 16 Damage: 25
Attack: 16 Damage: 21
Rerolling the 21 because of great weapon style
22
You rush up to the nearest skeleton, halberd gleaming in the moonlight, and bring it down on the targets shoulder, where it digs through halfway. You bring it back again and the shoulder snaps at the force. It's arm and rusty blade fall to the grass. A thick, oily liquid starts to ooze from where the bone was severed. The undead creature stumbles a bit, but is glaring at you with an anger most undead would be unable to give.
(OOC: For some reason I cannot see your rolls here.)
22 - ROBIN
21 - ALBERT
17 - Seven Undead Warriors (Untapped)
*16 - Six Undead Warriors (Coming through viel)
12 - Six Undead Warriors (Trapped)
10 - Guards
6 - RAKIM / DRAANEL
3 - Six Undead Warriors (Trapped)
The Seven non-trapped warriors try swarming Robin and make a group attack.
Attack: 9 Damage: 32
The six coming through the veil make a group Dexterity throw to avoid Evard’s Black Tentacles.
4
The six trapped roll a group Strength check to try escaping the tentacles.
15
The guards arrive at the scene and let loose a valley of spears and crossbow bolts.
Attack: 10 Damage: 3
Attack: 5 Damage: 7
Attack: 7 Damage: 4
Attack: 18 Damage: 4
Attack: 6 Damage: 8
Attack: 16 Damage: 7
DRAANEL, your turn.
RAKIM, you're on deck.
dunno why: they were both 16
(Understood)
Both hit.
Draanel watches as the skeletons appear from the rip in reality not at all phased by their manner of appearance, indeed she distracts herself a little as she wonders which realm lies beyond it.
Seeing the sheer numbers she knows that slowing them down to reduce their effective numbers is key. She pulls small hawthorns from a pouch and tosses them forwards, as she utters "Huul ac hegaan ghec dhuun". She turns the ground into her weapon, trying to delay the skeletons emerging from the rip, already struggling with Robin's tendrils. With her spell cast she prepares to take the fight to the seven surrounding Robin, calling on the dark energy from her patron Draanel manifests herself into a shadowy form. As anyone looks at her they see something of their own fears as the shadows flicker around the little goblin.
Grapping her bow and quiver, she retreats slightly, keeping herself safely out of range should the skeletons decide to charge her.
Action: Cast Spike Growth overlapping Robin's Evard’s Black Tentacles but maximising the amount that the skeletons have to walk through if possible.
Damage: 2 piercing per 5 ft moved and counts as difficult terrain.
Bonus Action: Form of Dread - 4 temp hp.
As a bonus action, you can transform to manifest an aspect of your patron’s dread. For 1 minute you gain the following benefits:
- You gain temp HP equal to 1d10
+1.
- Once on each of your turns, if you hit a creature you can force it to make a Wisdom saving throw (DC 13), on a fail, it is frightened of you until the end of your next turn.
- You are immune to the frightened condition.
Movement & Free action: Draanel will pick up her shortbow and quiver then move far enough back to be 65 feet from the skeletons.
Bring out your inner chatacter class...
(DM, can you explain your posts a bit? I assume a group attack of 9 to hit will miss, but I don't know how group attacks work. Are the guards on our side, or on the skeletons side? Did they damage anyone, skeletons or us, with those attacks? How did the skeletons attack Robin, did they use ranged weapons? She moved away from the portal area during her turn, so should have been more than a single move from the skeletons at the start of their turn. Just trying to understand what is happening...)
Rakim quickly grabs his lute next to him and strikes a chord. As he does, he hums a quick harmony before calling out in a beautiful sing-songy voice.
"
You better run, better run, outrun the undead
All you friends with the pumped up kicks
You better run, better run faster than the undead
"
As he sings his voice takes on a Feylike quality and empowers everyone to gain the additional encouragement that they need to sprint a bit farther if needed. Then, whispering a quiet incantation under his breath, the satyr calls upon the magic of the feywild to mask his presence. Now well, hidden, Rakim rushes towards the fray, making sure to avoid the newly created spiky terrain. Errol meanwhile, flies 60 feet in the air and hovers there patiently, waiting for the combat to be over and for safety to return.
Move: 35 Feet Closer to the Undead
Bonus Action: Mantle of Inspiration (Choosing Each Party Member (Including Rakim))
As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose up to 5 creatures you can see and that can see you within 60 feet of you. Each of them gains 8 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
Action: Cast Invisibility (Using a Pact Magic Slot) (On Rakim)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
(OOC: Sorry for the confusion. I'll try to get a map made tomorrow to help confusion. The guards are on your side. For group attack I only do one attack for the group instead of rolling 6 to 7 different attacks.)
what'sup?
(OOC: I am going to have to drop out of this game, unfortunately! It was fun playing though!)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”