Frustrated with his iron confines, Gorik rattles the cage and snarls as his exhaustion sets in. An uneasiness clouds his mind before his blinding rage overtakes Gorik once more.
This post has potentially manipulated dice roll results.
Gorik - The cage groans in protest and begins to open once more. Your legs shake violently and give out but you can see the hole is a bit wider than before. Not big enough yet for you to crawl through but definitely bigger than before.
Scout 3 will fire an arrow at Kulogall. It zips past and clatters against the cave wall behind him.
Ruby - Your shortsword digs deeply into the man's thigh just above the knee, he cries out in agony and cries out again when your dagger pierces his other leg. He is badly hurt but he still stands.
Elwyn swiftly places his active hex on the scout and then he points his tentacle-shaped wand at him, unleashing a blue beam of crackling eldritch force.
This post has potentially manipulated dice roll results.
Elwyn - The eldritch blast slams into the Scout's back and erupts out of the front of his chest, spattering gore across the moist cave wall.
Scout 1 is DEAD.
Scout 2 will also run back toward the eastern passage. He sees Elwyn launch an Eldritch Blast that kills the other Scout and draws his shortsword for revenge. Both attacks miss in the tight confines of the cave passage.
Daveth will draw the crossbow Wake lent to him and attempt to fire it at the Scout by Elwyn. The bolt just misses Elwyn's head, sailing by within an inch of his left ear.
Attack: 8 Damage: 5
Sanbalet will take cover behind the bolts of cloth and let loose a freezing beam of energy directed at Kulogall. The beam traces a frigid line across his chest (Movement also reduced by 10ft until the start of Sanbalet's next turn).
Attack: 15 Damage: 3
Wake Scout 2 will attempt an attack of opportunity as you pass. The shortsword finds purchase between the plates of your armor and the Scout drives it inside.
Attack: 24 Damage: 11
You regain 7 HP as your wounds are suffused with delicate moonlight.
Everyone but Gorik are within the Twilight Sanctuary's area of effect and can choose one of the following benefits at the end of their turn:
Gain 1d6+2 HP
End the Charmed or Frightened Condition
Hobgoblin 1 will charge forth and take a swing at Kulogall with its longsword. The sword slices through the oilskin coat and his flesh beneath.
Attack: 15 Damage: 6
Scout 4 will attack Kulogall with its longbow. The first arrow misses, but the second pierces his upper-left shoulder.
(Going out of town for the day, so will post this out of order.)
Wake will advance up to 20’ (suffering any possible opportunity attacks, I’m looking at you Scout 2) and present his holy symbol (his shield) and pray,
”Selune grant us sanctuary.”
Action: Twilight Sanctuary:
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
You grant it temporary hit points equal to 1d6 plus your cleric level.
You end one effect on it causing it to be charmed or frightened.
Remember to add 1d6+2 HP (or end charmed or frightened condition) at the end of your EVERY TURN you’re alive and within 30’ of Wake!
If I’m not charmed or frightened at the end of my Round 3 turn will boost my HP by: 4
Kulogall is significantly damaged from the long sword and arrow attack. He does have resistance to cold as a Triton, so Sanbalet's attack does not do as much damage as he thought. He sees the major threat currently as the Hobgoblin in front of him. He puts his thumbs together and points his hands right in the face of the hobgoblin, attacks with burning hands.
The hobgoblin needs to make a DC 13 dexterity save or take 9 flame damage, half as much on a made save. The fire shoots out in a cone going backward 15 feet. He sees bolts of cloth behind the hobgoblin and he arcs the flame to catch the fabric and any other flammable items on fire in a tempestuous sorcerous rage, hopefully catching items on fire and causing smoke, instilling panic. Anyone behind the hobgoblin that he can catch in the cone he will do so.
When Kulogall casts the spell, an ability that he has triggers. As a bonus action and due to his tempestuous magic skills, when he casts the first level spell, gusts of wind gather around him and he flies backward 10 feet, without provoking opportunity attacks. He lands in a Neo/Matrixesque manner. To finish his movement he heads north and west toward Ruby and out of line of sight.
With Wake's Twilight Sanctuary, he heals for 6 temporary hit points. He is injured and no longer the confident Xologall, he is Kulogall of the coast guard of Alaron, fighting for his life. "That didn't go as planned!"
Kulogall - The spell partially catches the Hobgoblin in its area of effect. The Hobgoblin cries out in anger as it suffers burns across its body. A couple of the bolts of silk catch fire and burn, emitting a burnt hair stench.
If the hobgoblin is dead, Ariana will retreat northwest to be closer to her friends. She'll tuck just around the corner in the alcove to the northeast of Ruby 10 or so feet to duck behind cover. If the hobgoblin still stands, she'll hold her ground.
Wake's twilight sanctuary heals Ariana's back for 8
Ariana - The Hobgoblin deflects your quarterstaff with its shield, but your kick connects solidly with its head. Its eyes flutter and it stumbles, almost dropping to the ground. It shakes its head and manages to stay upright, but it looks barely conscious at this point.
Gorik is up! A successful DC 10 Strength Athletics check will be enough to free yourself from your cage.
This post has potentially manipulated dice roll results.
Gorik notices the opening and the bars weakened. Sweat beading down his face, he closes his eyes and asks for a blessing from the gods and makes one more push.
Gorik - The cage screeches as the rusted metal gives way. The cage door flies open and you are free. To the north you can see someone with a longsword in one hand and a shield in the other. The flickering torches set in the northern wall behind them cast them in silhouette and you can't quite tell if it's one of your captors or not. To the south-east is a pitch black passage that leads off into darkness. You also see another cage next to the one you were in. A dark shape clings to the bars of the cage and calls out to you, "You're free! Help me out of this cage! Please!"
Scout 3 will stow its longbow and draw its shortsword as it runs forth to join the Hobgoblin by Ariana.
Ruby will move next to Ariana, trying to finish off the barely standing hobgoblin. She will stab him with in the gut with her dagger throw the other one at the guy behind him.
This post has potentially manipulated dice roll results.
Elwyn miraculously dodges the attacks from the bandit. He instinctively takes a few steps back and places the hex on the bandit before blasting it with blue crackling eldritch force.
Movement: 1 square to the northwest, triggering an attack of opportunity from scout 2. Bonus action: Place hex on scout 2 Action: Eldritch blast: 17 Force: 10 Necrotic: 5 Twilight sanctuary if needed: 4
This post has potentially manipulated dice roll results.
Ruby - The hobgoblin barely manages to raise his shield in time to block your dagger. It scrapes across the surface of the shield, drawing a shiny line across the dingy surface. The Scout presses himself back against the wall just in time as your thrown dagger flies through the spot where his head was only a moment before.
Elwyn - The man in the leather cap snarls at you and attempts to slash you with his shortsword. The blade catches you across your upper thigh and carves across your abdomen toward your left shoulder. You see the triumph in the man's eyes turn to fear as the eldritch blast crackles toward him. It washes over the man, knocking away his leather cap and slamming him into the wall behind him. Necrotic energy causes his body to rot from the inside out and he dies whimpering on the ground.
Attack: 9 Damage: 7
Scout 2 is DEAD.
Daveth will stow his crossbow and Dash forward to where Kulogall and Wake are standing, "Something big just busted out of one of those cages back there!" He says with wide eyes.
Twilight Sanctuary: 8
Sanbalet will curse and say, "USELESS! Guess I'll have to take care of it myself!" He then utters arcane words and weaves his hands through the air, casting Magic Missile at 2nd level. Four light green darts of magical energy burst forth from his hand and spiral through the air across the cavern. Two of the bolts slam into Ruby and the other pair finds Ariana.
This post has potentially manipulated dice roll results.
Wake needs to keep everyone within 30’ of him for them to benefit from the sanctuary provided by Selune. Although concerned about what’s behind, he’ll still advance Northeast 5’ and cast Sacred Flame at the Hobgoblin that comes into view.
Miraculously, the Hobgoblin manages to avoid the flame-like radiance that descended around him.
All - A bit more information on Temporary Hit Points just as an FYI:
Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you.
Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.
Hobgoblin 1 will lash out at Ruby with its Longsword. The frantically swung blade deals her a terrible wound.
Attack: 19 Damage: 9
Scout 4 will fire its longbow at Ruby, then again at Daveth now that he is in its line of sight. The first arrow misses Ruby, but the second strikes Daveth in the chest. The arrow doesn't penetrate very far thanks to his armor, but it still wounds him nonetheless.
This post has potentially manipulated dice roll results.
Kulogall steps to the northeast until he can see the hobgoblin, amazed that he is still alive and dangerous. He concentrates and shoots a bolt of energy out of his hand towards him. After shooting he will continue to the northeast into the alcove, out of longbow sight. He encourages Daveth to move forward and support Ariana and Ruby.
"I'm coming for you Sanbalet! Once we have your goon out of the way I'm coming for you!"
Fire bolt : Attack: 18 Damage: 2
Twilight Sanctuary : 6
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
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Frustrated with his iron confines, Gorik rattles the cage and snarls as his exhaustion sets in. An uneasiness clouds his mind before his blinding rage overtakes Gorik once more.
Gorik attempts to break his cage again.
9
Gorik - The cage groans in protest and begins to open once more. Your legs shake violently and give out but you can see the hole is a bit wider than before. Not big enough yet for you to crawl through but definitely bigger than before.
Scout 3 will fire an arrow at Kulogall. It zips past and clatters against the cave wall behind him.
Attack: 10 Damage: 6
Ruby is up! Followed by Elwyn.
Ruby, seeing the scout shoot at Ariana and Kulogall, will run up to him and stab him in the back if his knees.
Movement behind Scout 1
Attack with dagger: 18 damage:6
Bonus action: two-weapon fightin
Dagger: 18 damage:3
Ruby - Your shortsword digs deeply into the man's thigh just above the knee, he cries out in agony and cries out again when your dagger pierces his other leg. He is badly hurt but he still stands.
Elwyn is up!
Elwyn swiftly places his active hex on the scout and then he points his tentacle-shaped wand at him, unleashing a blue beam of crackling eldritch force.
Bonus action: Place hex on scout.
Action: Eldritch blast: 23 Force: 9 Necrotic: 4
Elwyn - The eldritch blast slams into the Scout's back and erupts out of the front of his chest, spattering gore across the moist cave wall.
Scout 1 is DEAD.
Scout 2 will also run back toward the eastern passage. He sees Elwyn launch an Eldritch Blast that kills the other Scout and draws his shortsword for revenge. Both attacks miss in the tight confines of the cave passage.
Action: Multi-Attack, Shortsword Attack: 8 Damage: 5
Attack: 7 Damage: 5
Daveth will draw the crossbow Wake lent to him and attempt to fire it at the Scout by Elwyn. The bolt just misses Elwyn's head, sailing by within an inch of his left ear.
Attack: 8 Damage: 5
Sanbalet will take cover behind the bolts of cloth and let loose a freezing beam of energy directed at Kulogall. The beam traces a frigid line across his chest (Movement also reduced by 10ft until the start of Sanbalet's next turn).
Attack: 15 Damage: 3
Wake Scout 2 will attempt an attack of opportunity as you pass. The shortsword finds purchase between the plates of your armor and the Scout drives it inside.
Attack: 24 Damage: 11
You regain 7 HP as your wounds are suffused with delicate moonlight.
Everyone but Gorik are within the Twilight Sanctuary's area of effect and can choose one of the following benefits at the end of their turn:
Hobgoblin 1 will charge forth and take a swing at Kulogall with its longsword. The sword slices through the oilskin coat and his flesh beneath.
Attack: 15 Damage: 6
Scout 4 will attack Kulogall with its longbow. The first arrow misses, but the second pierces his upper-left shoulder.
Action: Multi-Attack, Longbow Attack: 8 Damage: 10
Attack: 19 Damage: 3
Kulogall is up!
(Going out of town for the day, so will post this out of order.)
Wake will advance up to 20’ (suffering any possible opportunity attacks, I’m looking at you Scout 2) and present his holy symbol (his shield) and pray,
”Selune grant us sanctuary.”
Action: Twilight Sanctuary:
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
Remember to add 1d6+2 HP (or end charmed or frightened condition) at the end of your EVERY TURN you’re alive and within 30’ of Wake!
If I’m not charmed or frightened at the end of my Round 3 turn will boost my HP by: 4
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
”I am not young enough to know everything.” - Oscar Wilde
Kulogall is significantly damaged from the long sword and arrow attack. He does have resistance to cold as a Triton, so Sanbalet's attack does not do as much damage as he thought. He sees the major threat currently as the Hobgoblin in front of him. He puts his thumbs together and points his hands right in the face of the hobgoblin, attacks with burning hands.
The hobgoblin needs to make a DC 13 dexterity save or take 9 flame damage, half as much on a made save. The fire shoots out in a cone going backward 15 feet. He sees bolts of cloth behind the hobgoblin and he arcs the flame to catch the fabric and any other flammable items on fire in a tempestuous sorcerous rage, hopefully catching items on fire and causing smoke, instilling panic. Anyone behind the hobgoblin that he can catch in the cone he will do so.
When Kulogall casts the spell, an ability that he has triggers. As a bonus action and due to his tempestuous magic skills, when he casts the first level spell, gusts of wind gather around him and he flies backward 10 feet, without provoking opportunity attacks. He lands in a Neo/Matrixesque manner. To finish his movement he heads north and west toward Ruby and out of line of sight.
With Wake's Twilight Sanctuary, he heals for 6 temporary hit points. He is injured and no longer the confident Xologall, he is Kulogall of the coast guard of Alaron, fighting for his life. "That didn't go as planned!"
A wizard is never late, nor is he early, he arrives precisely when he means to.
One last thing that Kulogall says out loud, he looks down the hall and says “Daveth, come forward! We need your sword, not your crossbow right now!”
A wizard is never late, nor is he early, he arrives precisely when he means to.
Hobgoblin DEX Saving Throw: 19
Kulogall - The spell partially catches the Hobgoblin in its area of effect. The Hobgoblin cries out in anger as it suffers burns across its body. A couple of the bolts of silk catch fire and burn, emitting a burnt hair stench.
Ariana is up! Followed by Gorik.
Ariana steps forward to attack the hobgoblin in front of her, swinging her quarterstaff hard and following it with a swinging back kick to the head.
Quarterstaff Attack: 10 Bludgeoning Damage: 4
Unarmed strike kick Attack: 19 Bludgeoning Damage: 6
If the hobgoblin is dead, Ariana will retreat northwest to be closer to her friends. She'll tuck just around the corner in the alcove to the northeast of Ruby 10 or so feet to duck behind cover. If the hobgoblin still stands, she'll hold her ground.
Wake's twilight sanctuary heals Ariana's back for 8
Ariana - The Hobgoblin deflects your quarterstaff with its shield, but your kick connects solidly with its head. Its eyes flutter and it stumbles, almost dropping to the ground. It shakes its head and manages to stay upright, but it looks barely conscious at this point.
Gorik is up! A successful DC 10 Strength Athletics check will be enough to free yourself from your cage.
Gorik notices the opening and the bars weakened. Sweat beading down his face, he closes his eyes and asks for a blessing from the gods and makes one more push.
19
Gorik - The cage screeches as the rusted metal gives way. The cage door flies open and you are free. To the north you can see someone with a longsword in one hand and a shield in the other. The flickering torches set in the northern wall behind them cast them in silhouette and you can't quite tell if it's one of your captors or not. To the south-east is a pitch black passage that leads off into darkness. You also see another cage next to the one you were in. A dark shape clings to the bars of the cage and calls out to you, "You're free! Help me out of this cage! Please!"
Scout 3 will stow its longbow and draw its shortsword as it runs forth to join the Hobgoblin by Ariana.
Ruby is up! Followed by Elwyn.
Ruby will move next to Ariana, trying to finish off the barely standing hobgoblin. She will stab him with in the gut with her dagger throw the other one at the guy behind him.
Attack on the hobgoblin
to hit: 14 damage: 6
bonus action, attack scout 3
to hit:12 damage:1
Twilight Sanctuary: 8 hp
Elwyn miraculously dodges the attacks from the bandit. He instinctively takes a few steps back and places the hex on the bandit before blasting it with blue crackling eldritch force.
Movement: 1 square to the northwest, triggering an attack of opportunity from scout 2.
Bonus action: Place hex on scout 2
Action: Eldritch blast: 17 Force: 10 Necrotic: 5
Twilight sanctuary if needed: 4
Ruby - The hobgoblin barely manages to raise his shield in time to block your dagger. It scrapes across the surface of the shield, drawing a shiny line across the dingy surface. The Scout presses himself back against the wall just in time as your thrown dagger flies through the spot where his head was only a moment before.
Elwyn - The man in the leather cap snarls at you and attempts to slash you with his shortsword. The blade catches you across your upper thigh and carves across your abdomen toward your left shoulder. You see the triumph in the man's eyes turn to fear as the eldritch blast crackles toward him. It washes over the man, knocking away his leather cap and slamming him into the wall behind him. Necrotic energy causes his body to rot from the inside out and he dies whimpering on the ground.
Attack: 9 Damage: 7
Scout 2 is DEAD.
Daveth will stow his crossbow and Dash forward to where Kulogall and Wake are standing, "Something big just busted out of one of those cages back there!" He says with wide eyes.
Twilight Sanctuary: 8
Sanbalet will curse and say, "USELESS! Guess I'll have to take care of it myself!" He then utters arcane words and weaves his hands through the air, casting Magic Missile at 2nd level. Four light green darts of magical energy burst forth from his hand and spiral through the air across the cavern. Two of the bolts slam into Ruby and the other pair finds Ariana.
Ruby Missile Damage: 8
Ariana Missile Damage: 4
Wake is up!
Wake needs to keep everyone within 30’ of him for them to benefit from the sanctuary provided by Selune. Although concerned about what’s behind, he’ll still advance Northeast 5’ and cast Sacred Flame at the Hobgoblin that comes into view.
Action: Sacred Flame: DEX 13 or 7 radiant damage.
He’ll then slide South 5’ to provide cover from the East and a view back to Elwyn and whatever is coming from the West.
Twilight Sanctuary: 7
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
”I am not young enough to know everything.” - Oscar Wilde
Wake - Hobgoblin DEX Saving Throw: 19
Miraculously, the Hobgoblin manages to avoid the flame-like radiance that descended around him.
All - A bit more information on Temporary Hit Points just as an FYI:
Healing can't restore temporary hit points, and they can't be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receiving temporary hit points doesn't restore you to consciousness or stabilize you. They can still absorb damage directed at you while you're in that state, but only true healing can save you.
Unless a feature that grants you temporary hit points has a duration, they last until they're depleted or you finish a long rest.
Hobgoblin 1 will lash out at Ruby with its Longsword. The frantically swung blade deals her a terrible wound.
Attack: 19 Damage: 9
Scout 4 will fire its longbow at Ruby, then again at Daveth now that he is in its line of sight. The first arrow misses Ruby, but the second strikes Daveth in the chest. The arrow doesn't penetrate very far thanks to his armor, but it still wounds him nonetheless.
Action: Multi-Attack, Longbow: Attack: 10 Damage: 9
Attack: 18 Damage: 5
Kulogall is up! Followed by Ariana, then Gorik.
Kulogall steps to the northeast until he can see the hobgoblin, amazed that he is still alive and dangerous. He concentrates and shoots a bolt of energy out of his hand towards him. After shooting he will continue to the northeast into the alcove, out of longbow sight. He encourages Daveth to move forward and support Ariana and Ruby.
"I'm coming for you Sanbalet! Once we have your goon out of the way I'm coming for you!"
Fire bolt : Attack: 18 Damage: 2
Twilight Sanctuary : 6
A wizard is never late, nor is he early, he arrives precisely when he means to.