Eremoz gives it some thought for a brief second. “I also have nothing. What I can do is distract them. I draw them into the courtyard and you two can get behind them. Or a decent chunk of them.”
Cob, as you fly down the chimney, you stop just above the fireplace's opening. You can hear the conversation between two people who are probably a part of the invaders.
"Look at this, man," one of them says. "They are more fanatic than us. That's a lot of Light Bearer literature just for one family. We should bring this with us and burn them."
"We are not here to sightsee," the other one says. "Did you find what we're looking for?"
"Yeah, I got it here with me. It's the journal of the first Clarent patriarch. It confirms the Grand Mason's speculation that the Clarent gained their noble title simply because they owned an artefact of the Light Bearer, just like the other nobles with their own divine artefact. There's also a copy of the pact between the founding families of Mantagard detailing their nobility's attachment to the artefact's presence. Shame that the group before us failed to recover the Light Bearer artefact, but that's ground enough to strip the Clarent of their noble titles."
Drexon and Eremoz, as Cob flies down the chimney, both of you notice a group of four guards cloaked in gold and yellow walking through the inner courtyard toward the family wing. One of them tries the door, but the door flashes red before the one who touched the door is blasted backwards. The fallen guard looks stunned. The rest becomes a little bit more cautious.
In the grand room, the guard beside Leillana immediately grabs and drags her beside Fenton. One of the two guards near Karm tries to grapple him, but he makes it difficult for the guard to get a firm hold of him despite his paralyzed lower limbs. The other guard moves toward the paralyzed mayor while snickering at his friend's misfortune with Karm.
Cob swiftly makes his way back up the chimney to let Drexon and Eremoz know what's going on below.
"Sounds like only two of them," Cob says. "Seems like some power move between zealots and nobles."
He pulls out some rope and wraps it around the chimney itself and knots it so Eremoz and Drexon will have an easy climb down if they want to go that way.
"There are four more in the inner courtyard. We need to start thinning their numbers, perhaps with only two we can surprise them?", Drexon suggests to Cob and Eremoz.
He looks to Eremoz as the most likely to lead the charge.
"Fenton has already murdered his brother, it is only a matter of time before more die. We need to move quickly".
“Quickly, yes.” Eremoz drops down and sits on the edge of the inner courtyard. He takes a breath and jumps down to deal with the guards. As soon as his feet hit the ground, he launches forward at the nearest, standing guard. Eremoz flashes his claws and slashes at the unsuspecting guard.
As Eremoz appears to be gearing up to take action, Drexon turns back to the chimney readying himself to follow his Leonin friend down to strike at the two Cob saw, but instead he hears Eremoz leap down into the courtyard.
"Oh", he exclaims, and rushes over to the edge of the roof.
Seeing Eremoz outnumbered four to one, he makes everything seem funny and uses his innate abilities to effect two of the guards with the magic.
He then ducks back into cover.
Movement: Across to the edge of the roof overlooking the inner courtyard Action: Cast Tasha's Hideous Laughter using 1 sorcery point to effect 2 guards, one of which being the one Eremoz hit. DC 15 Wis Save or fall prone laughing. Movement: Drops back out of sight of those in the courtyard, likely dropping to his belly.
This post has potentially manipulated dice roll results.
Cob turns from tying the last knot on the rope leading down the inside of the chimney to see Eremoz leaping off the roof.
He looks over at Drexon, his mouth hanging open. Then shrugs.
"Okay."
Cob flies up off the roof and looks down into the courtyard (about 5' over the edge). He lets the bow dance across the strings of his fiddle. The magical connection to the statue moves to one of the guards still standing. Eldritch energy then builds up on the strings and a bolt lashes down at the same guard.
Cob then flies back over the roof, settling back down by Drexon.
Bonus Action - Hex moves from the animated statue to the guard - now has disadvantage on ability checks
Action - Eldritch Blast Attack: 20 Damage: 10 force damage plus 2 necrotic damage from Hex
With Eremoz's sudden leap and attack, the guards below don't have enough time to react. The claw sinks into one of the guard's body and a yell of pain echoes through the courtyard. It will surely call for some reinforcements. Suddenly, two of the guards, one of whom is the one that Eremoz attacked, snort and giggle. While the one in front of Eremoz regains his bearing quickly, the other one falls prone in sudden laughter. At the same time, one of the two remaining guards cannot move fast enough from the eldritch energy flung at him and is blasted backwards; his body is quickly decaying in the place the blast hit and will not be getting up again.
Drexon follows Cob's lead and moves back to the edge, pleased to see not only one of the guards suffering from the laughter, but another two taken down by Cob's attacks.
He focusses at the one by Eremoz and reaches out with a spectral hand, looking to prise the life out of him.
He then keeps an eye out for reinforcements whilst establishing a telepathic link with Eremoz.
"Keep an eye out for reinforcements and let me know what you see", he says over their mental link.
Movement: Back to the edge of the roof Action: Casts Chill Touch against the one by Eremoz. To Hit: 18+7=25, Damage: 5 [necrotic] - can't regain hit points Bonus Action: Telepathic Link to Eremoz Special: Concentration on Tasha's Hideous Laughter Round 2/10 Special: Telepathic Link with Eremoz
Cob blasts another bolt of energy toward another guard. The bolt crashes into the guard's body and flings them away. The guard slumps down, unmoving.
Eremoz looks back to the sides for a moment as he attacks the bleeding guard in front of him. The guard uses the opportunity to dodge away from the claws, but it takes him in a direct path to Drexon's spectral hand. The guard stumbles a bit in his step, but he still yet stands.
Seeing the sudden attack and murder of his fellow guard, the still-standing guard yells out for help and pulls out a mean-looking hammer from behind him. The hammer swings true toward Eremoz, slamming hard toward his side. As Eremoz winces in pain, the barely-standing guard backs away and takes cover behind a pillar.
With the sound of the crack of the hammer, the other guard who is strangely laughing out loud hiccups and finally gets his bearing.
Q3
Guard 5 Action: Chisel. To Hit: 15. Miss. Guard 6 Action:Chisel. To Hit: 18. Damage: 4 piercing to Eremoz. Guard 7 Action:Chisel. To Hit: 17. Damage: 5 piercing to Eremoz. Guard 8 Action: Dash. Guard 9 Action:Dash.
Following the yell, Eremoz, you are the only one who can see three more guards rushing toward you from the eastern side of the manor. They stop at the threshold of the inner courtyard and take cover behind a supporting pillar, taking a similar page as their friends on the other side of the courtyard. A little bit further behind them, about 90 feet away, are another two guards, one of whom looks a lot stronger than the rest and seems to be the captain or leader of some sort. The latter two seem to be rounding the corner from the library.
The three advance guards pull out a slender-looking chisel and begin throwing them at Eremoz. Eremoz ducks down at the first chisel, but the other two find purchase, leaving gashes on Eremoz's body. Eremoz, you can see no more chisel strapped to their belt after that and they each begin to pull a hammer.
Q4
The grand room halts at the first sound of yelling in the direction of the inner courtyard.
"It appears we have an escaped guest or an errant troublemaker," Fenton comments. "Is it your friends, foreigner? I notice only you two are in attendance here. My informant said there would at least be four or five of you. Well, no matter, let's make an example out of you. Kill the one in blue first."
Guard 10 Action: Hammer. To Hit: 19. Damage: 4 bludgeoning to Karm. Guard 11 Action:Hammer. To Hit: 22. Damage: 5 bludgeoning to Karm. Guard 12Action:Keeping grapple on Leillana. Fenton: Still monologuing.
The guard standing before Karm lets out a sigh and draws a hammer. The hammer hits Karm's head with a resounding crack followed by another from the other guard.
In retaliation for the damage to his person, Karm lets out a burst of colour from his hand. The two guards before him recoil backwards as the bright colourful light blinded them. Following Karm's cue, Dvark reaches into his pocket and throws a powder toward Fenton, Leillana, and the guard restraining her. Leillana and the guard immediately become drowsy and slump to the ground.
Seeing the guard next to Eremoz duck away and sprint for cover, Drexon reaches out and attempts to strike at his mind.
He also notices Eremoz assailed by sharp items that look like chisels, and asks across the telepathic link, "How many are coming?". If able he will convey the number to Cob as well.
Movement: None, will stay ducked down though to benefit from as much cover as possible. Action: Casts Mind Sliver against the one by the family room. DC15 Int Save or take 3 [psychic] damage and subtract 1d4 from next save Bonus Action: Telepathic Link to Eremoz Special: Telepathic Link with Eremoz
Cob raises an eyebrow at the flying chisels and looks back over the edge of the roof. He salutes Drexon and then jumps off into the air, flying out over the courtyard to get a better view of the new attackers.
He notes the guard who is no longer laughing standing out in the open and strums across the strings of his fiddle. A magical connection moves from the dead guard to the no longer laughing guard. He quickly strums again, letting the crackling energy collect around him and his fiddle before unleashing it towards the guard.
Movement: Up to 30' flying to get over the middle of the courtyard
Eremoz ducks behind a pillar and sees the one he attacked there with him. He swings his claw at the guard, but the guard stumbles back quickly enough to avoid it after shaking off Drexon's attempt to disorient his mind.
Cob takes flight above the middle of the courtyard and launches another eldritch energy shot toward the recovering guard still out in the open. The guard barely stands up and rolls quickly enough to avoid most of the damage. Still, now that Cob is in the open, he can see three more guards taking cover behind the pillars on the western side of the courtyard. Two more guards, one of whom is dressed more impeccably and seems to be the captain or leader, are just behind them walking slowly.
Q2
Guard 1 Action:Hammer. To Hit: 16. Damage: 8 bludgeoning to Eremoz. Guard 2 [DEAD] Guard 3 [DEAD] Guard 4 Movement:Stands up and move closer to Eremoz. Action:Chisel. To Hit: 15. Damage: 5 piercing to Cob.
Recovering from his stumble and accidental dodge, the guard in front of Eremoz once again swings his hammer at the leonin. The hammer once again finds purchase on Eremoz's massive body.
The one remaining guard in the courtyard stands up, still giggling a bit, and pulls out a chisel from his belt. He throws it toward Cob, the largest and closest target he can see.
Q3
Eremoz and Cob, you notice the guard captain motioning for the three guards by the pillar to the right and left.
"Flank the leonin from the sides," he says. He then points at Cob and nods his head at the guard beside him. "Ground him."
Guard 5 Action:Dash move along the southern corridor around the courtyard. Will reach Eremoz if he dash again next round. Guard 6 Action:Dash move along the southern corridor around the courtyard. Will reach Eremoz if he dash again next round. Guard 7 Action:Dash move along the northern corridor around the courtyard. Will reach Eremoz if he dash again next round and the round after that. Guard 8 Action: Cast Firebolt. To Hit: 17. Damage: 7 fire damage to Cob. Guard 9 Action:Just watching for now.
Q4
"Spellcasters!" Fenton exclaims in surprise and a little bit of fear. He appears spooked and does not expect both Karm and Dvark to be capable of wielding magic. With all three of his remaining guards down or distracted, he backs away from both Karm and Dvark, but remains alert and watching. The people in the grand room can see a wisp of magic beginning to manifest on his palm.
Dvark once again reaches into his pocket and throws another powder bomb toward the two guards in front of Karm. One of the guards slumps down unconscious, much to Karm's relief, but the other one remains standing albeit drowsy.
"No more guards, Fenton," Karm comments.
"No, no, I know what that is," Fenton says. "That's the Sleep spell. They will wake in a few moments. I have no reason to be worried."
"Oh, you should," Karm adds. "You're still not moving far enough." Karm pulls out his hook and throws it, hoping to get the guard, and if not, in line with striking Fenton. Unfortunately, despite being blind, the guard proves more agile. With the guard's movement, Fenton also manages to dodge away.
Cob gets hit with both the chisel and the fire bolt. Much more of that and he'll definitely be grounded.
With the chisel throwing guard still standing, Cob can't move the magical hex so he leaves it there for the moment, deciding to try and finish that one off. He lets the eldritch energy build up again and flash out and down at the chisel thrower.
He then flies back over to the roof, getting past the edge to gain some cover.
Eldritch Blast - Attack: 12 Damage: 8 plus 1 necrotic
As the hammer strikes Eremoz, the cloud rune scrawled on his Wayfarer’s Band flashes and sends the energy from the blow to Guard 4.
Reaction Cloud Rune - When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Eremoz slashes once again, desperately trying to finish Guard 1.
Seeing the one he was about to attack somehow fall to the ground, Drexon quickly adjusts his aim to the guard that is heading along the northern corridor, taking advantage of the fact he is hidden form his view.
Action: Casts Chill Touch against guard 5. To Hit:(13,20)+7=27 [crit], Damage: 8+3=11 [necrotic] - can't regain hit points
Eremoz gives it some thought for a brief second. “I also have nothing. What I can do is distract them. I draw them into the courtyard and you two can get behind them. Or a decent chunk of them.”
Cob, as you fly down the chimney, you stop just above the fireplace's opening. You can hear the conversation between two people who are probably a part of the invaders.
"Look at this, man," one of them says. "They are more fanatic than us. That's a lot of Light Bearer literature just for one family. We should bring this with us and burn them."
"We are not here to sightsee," the other one says. "Did you find what we're looking for?"
"Yeah, I got it here with me. It's the journal of the first Clarent patriarch. It confirms the Grand Mason's speculation that the Clarent gained their noble title simply because they owned an artefact of the Light Bearer, just like the other nobles with their own divine artefact. There's also a copy of the pact between the founding families of Mantagard detailing their nobility's attachment to the artefact's presence. Shame that the group before us failed to recover the Light Bearer artefact, but that's ground enough to strip the Clarent of their noble titles."
Drexon and Eremoz, as Cob flies down the chimney, both of you notice a group of four guards cloaked in gold and yellow walking through the inner courtyard toward the family wing. One of them tries the door, but the door flashes red before the one who touched the door is blasted backwards. The fallen guard looks stunned. The rest becomes a little bit more cautious.
In the grand room, the guard beside Leillana immediately grabs and drags her beside Fenton. One of the two guards near Karm tries to grapple him, but he makes it difficult for the guard to get a firm hold of him despite his paralyzed lower limbs. The other guard moves toward the paralyzed mayor while snickering at his friend's misfortune with Karm.
Cob swiftly makes his way back up the chimney to let Drexon and Eremoz know what's going on below.
"Sounds like only two of them," Cob says. "Seems like some power move between zealots and nobles."
He pulls out some rope and wraps it around the chimney itself and knots it so Eremoz and Drexon will have an easy climb down if they want to go that way.
"There are four more in the inner courtyard. We need to start thinning their numbers, perhaps with only two we can surprise them?", Drexon suggests to Cob and Eremoz.
He looks to Eremoz as the most likely to lead the charge.
"Fenton has already murdered his brother, it is only a matter of time before more die. We need to move quickly".
“Quickly, yes.” Eremoz drops down and sits on the edge of the inner courtyard. He takes a breath and jumps down to deal with the guards. As soon as his feet hit the ground, he launches forward at the nearest, standing guard. Eremoz flashes his claws and slashes at the unsuspecting guard.
To hit: 14 Damage: 5
As Eremoz appears to be gearing up to take action, Drexon turns back to the chimney readying himself to follow his Leonin friend down to strike at the two Cob saw, but instead he hears Eremoz leap down into the courtyard.
"Oh", he exclaims, and rushes over to the edge of the roof.
Seeing Eremoz outnumbered four to one, he makes everything seem funny and uses his innate abilities to effect two of the guards with the magic.
He then ducks back into cover.
Movement: Across to the edge of the roof overlooking the inner courtyard
Action: Cast Tasha's Hideous Laughter using 1 sorcery point to effect 2 guards, one of which being the one Eremoz hit. DC 15 Wis Save or fall prone laughing.
Movement: Drops back out of sight of those in the courtyard, likely dropping to his belly.
Cob turns from tying the last knot on the rope leading down the inside of the chimney to see Eremoz leaping off the roof.
He looks over at Drexon, his mouth hanging open. Then shrugs.
"Okay."
Cob flies up off the roof and looks down into the courtyard (about 5' over the edge). He lets the bow dance across the strings of his fiddle. The magical connection to the statue moves to one of the guards still standing. Eldritch energy then builds up on the strings and a bolt lashes down at the same guard.
Cob then flies back over the roof, settling back down by Drexon.
Bonus Action - Hex moves from the animated statue to the guard - now has disadvantage on ability checks
Action - Eldritch Blast Attack: 20 Damage: 10 force damage plus 2 necrotic damage from Hex
With Eremoz's sudden leap and attack, the guards below don't have enough time to react. The claw sinks into one of the guard's body and a yell of pain echoes through the courtyard. It will surely call for some reinforcements. Suddenly, two of the guards, one of whom is the one that Eremoz attacked, snort and giggle. While the one in front of Eremoz regains his bearing quickly, the other one falls prone in sudden laughter. At the same time, one of the two remaining guards cannot move fast enough from the eldritch energy flung at him and is blasted backwards; his body is quickly decaying in the place the blast hit and will not be getting up again.
Cob peeks back over the edge again and take stock of the situation.
He moves the hex to the remaining guard who hasn't been involved yet, and lets a bolt of eldritch energy crackle and race towards to them.
Bonus - Move Hex
Action: Eldritch Blast Attack: 18 Damage: 5 force damage plus 6 necrotic damage.
Drexon follows Cob's lead and moves back to the edge, pleased to see not only one of the guards suffering from the laughter, but another two taken down by Cob's attacks.
He focusses at the one by Eremoz and reaches out with a spectral hand, looking to prise the life out of him.
He then keeps an eye out for reinforcements whilst establishing a telepathic link with Eremoz.
"Keep an eye out for reinforcements and let me know what you see", he says over their mental link.
Movement: Back to the edge of the roof
Action: Casts Chill Touch against the one by Eremoz. To Hit: 18+7=25, Damage: 5 [necrotic] - can't regain hit points
Bonus Action: Telepathic Link to Eremoz
Special: Concentration on Tasha's Hideous Laughter Round 2/10
Special: Telepathic Link with Eremoz
Eremoz glances to the side, looking for the reinforcements. The distraction causes him to strike wide at the guard.
To hit: 9 Damage: 6
Q1
Cob blasts another bolt of energy toward another guard. The bolt crashes into the guard's body and flings them away. The guard slumps down, unmoving.
Eremoz looks back to the sides for a moment as he attacks the bleeding guard in front of him. The guard uses the opportunity to dodge away from the claws, but it takes him in a direct path to Drexon's spectral hand. The guard stumbles a bit in his step, but he still yet stands.
Q2
Seeing the sudden attack and murder of his fellow guard, the still-standing guard yells out for help and pulls out a mean-looking hammer from behind him. The hammer swings true toward Eremoz, slamming hard toward his side. As Eremoz winces in pain, the barely-standing guard backs away and takes cover behind a pillar.
With the sound of the crack of the hammer, the other guard who is strangely laughing out loud hiccups and finally gets his bearing.
Q3
Following the yell, Eremoz, you are the only one who can see three more guards rushing toward you from the eastern side of the manor. They stop at the threshold of the inner courtyard and take cover behind a supporting pillar, taking a similar page as their friends on the other side of the courtyard. A little bit further behind them, about 90 feet away, are another two guards, one of whom looks a lot stronger than the rest and seems to be the captain or leader of some sort. The latter two seem to be rounding the corner from the library.
The three advance guards pull out a slender-looking chisel and begin throwing them at Eremoz. Eremoz ducks down at the first chisel, but the other two find purchase, leaving gashes on Eremoz's body. Eremoz, you can see no more chisel strapped to their belt after that and they each begin to pull a hammer.
Q4
The grand room halts at the first sound of yelling in the direction of the inner courtyard.
"It appears we have an escaped guest or an errant troublemaker," Fenton comments. "Is it your friends, foreigner? I notice only you two are in attendance here. My informant said there would at least be four or five of you. Well, no matter, let's make an example out of you. Kill the one in blue first."
The guard standing before Karm lets out a sigh and draws a hammer. The hammer hits Karm's head with a resounding crack followed by another from the other guard.
In retaliation for the damage to his person, Karm lets out a burst of colour from his hand. The two guards before him recoil backwards as the bright colourful light blinded them. Following Karm's cue, Dvark reaches into his pocket and throws a powder toward Fenton, Leillana, and the guard restraining her. Leillana and the guard immediately become drowsy and slump to the ground.
{{Back to the top. Cob, Drexon, Eremoz.}}
Seeing the guard next to Eremoz duck away and sprint for cover, Drexon reaches out and attempts to strike at his mind.
He also notices Eremoz assailed by sharp items that look like chisels, and asks across the telepathic link, "How many are coming?". If able he will convey the number to Cob as well.
Movement: None, will stay ducked down though to benefit from as much cover as possible.
Action: Casts Mind Sliver against the one by the family room. DC15 Int Save or take 3 [psychic] damage and subtract 1d4 from next save
Bonus Action: Telepathic Link to Eremoz
Special: Telepathic Link with Eremoz
“Five more.” Eremoz chases after his wounded prey. Catching up with him, he attempts to sink his claws into the guard.
To hit: 10 Damage: 8
Afterwards, he ducks behind the same pillar and takes a deep breath, getting his second wind.
Heal: 8
Cob raises an eyebrow at the flying chisels and looks back over the edge of the roof. He salutes Drexon and then jumps off into the air, flying out over the courtyard to get a better view of the new attackers.
He notes the guard who is no longer laughing standing out in the open and strums across the strings of his fiddle. A magical connection moves from the dead guard to the no longer laughing guard. He quickly strums again, letting the crackling energy collect around him and his fiddle before unleashing it towards the guard.
Movement: Up to 30' flying to get over the middle of the courtyard
Bonus Action: Move Hex to Guard 4
Action: Eldritch Blast - Attack: 26 Damage: 21 plus 2 necrotic damage from hex
Q1
Eremoz ducks behind a pillar and sees the one he attacked there with him. He swings his claw at the guard, but the guard stumbles back quickly enough to avoid it after shaking off Drexon's attempt to disorient his mind.
Cob takes flight above the middle of the courtyard and launches another eldritch energy shot toward the recovering guard still out in the open. The guard barely stands up and rolls quickly enough to avoid most of the damage. Still, now that Cob is in the open, he can see three more guards taking cover behind the pillars on the western side of the courtyard. Two more guards, one of whom is dressed more impeccably and seems to be the captain or leader, are just behind them walking slowly.
Q2
Recovering from his stumble and accidental dodge, the guard in front of Eremoz once again swings his hammer at the leonin. The hammer once again finds purchase on Eremoz's massive body.
The one remaining guard in the courtyard stands up, still giggling a bit, and pulls out a chisel from his belt. He throws it toward Cob, the largest and closest target he can see.
Q3
Eremoz and Cob, you notice the guard captain motioning for the three guards by the pillar to the right and left.
"Flank the leonin from the sides," he says. He then points at Cob and nods his head at the guard beside him. "Ground him."
Q4
"Spellcasters!" Fenton exclaims in surprise and a little bit of fear. He appears spooked and does not expect both Karm and Dvark to be capable of wielding magic. With all three of his remaining guards down or distracted, he backs away from both Karm and Dvark, but remains alert and watching. The people in the grand room can see a wisp of magic beginning to manifest on his palm.
Dvark once again reaches into his pocket and throws another powder bomb toward the two guards in front of Karm. One of the guards slumps down unconscious, much to Karm's relief, but the other one remains standing albeit drowsy.
"No more guards, Fenton," Karm comments.
"No, no, I know what that is," Fenton says. "That's the Sleep spell. They will wake in a few moments. I have no reason to be worried."
"Oh, you should," Karm adds. "You're still not moving far enough." Karm pulls out his hook and throws it, hoping to get the guard, and if not, in line with striking Fenton. Unfortunately, despite being blind, the guard proves more agile. With the guard's movement, Fenton also manages to dodge away.
{{Back to the top. Hopefully, we can thin out the hostiles quickly.}}
Seeing the guard who was laughing stand up and throw his chisel at Cob, Drexon reaches forward again with his spectral hand.
"Five more? That's not good", he sends back to Eremoz as he sees a fire bolt streak up to hit Cob.
Action: Casts Chill Touch against the one in the middle. To Hit:5+7=12, Damage: 5 [necrotic] - can't regain hit pointsCob gets hit with both the chisel and the fire bolt. Much more of that and he'll definitely be grounded.
With the chisel throwing guard still standing, Cob can't move the magical hex so he leaves it there for the moment, deciding to try and finish that one off. He lets the eldritch energy build up again and flash out and down at the chisel thrower.
He then flies back over to the roof, getting past the edge to gain some cover.
Eldritch Blast - Attack: 12 Damage: 8 plus 1 necrotic
As the hammer strikes Eremoz, the cloud rune scrawled on his Wayfarer’s Band flashes and sends the energy from the blow to Guard 4.
Reaction Cloud Rune - When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack’s effects regardless of the attack’s range. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Eremoz slashes once again, desperately trying to finish Guard 1.
To hit: 11 Damage: 7
Seeing the one he was about to attack somehow fall to the ground, Drexon quickly adjusts his aim to the guard that is heading along the northern corridor, taking advantage of the fact he is hidden form his view.
Action: Casts Chill Touch against guard 5. To Hit:(
13,20)+7=27 [crit], Damage: 8+3=11 [necrotic] - can't regain hit points