This post has potentially manipulated dice roll results.
Cob sees the chisel throwing guard suddenly collapse from an unseen attack.
"Is there someone else here?" Cob says aloud.
But with that guard dead, Cob is free to move the dark magic link to one of the other opponents. As he peeks over the edge of the roof, he lines up the magic throwing guard. When he does, he lets the crackling eldritch energy build across his arms and then channels is through the bow and the strings of the fiddle. It leaps up and races down to the guard. Cob rolls back away from the edge of the roof once the energy is unleashed.
As the hammer swings toward Eremoz, the leonin raises his runed bracelet to meet it. The rune flares and Eremoz flicks his hand toward the guard approaching him from behind. Suddenly, A crack resounds from the approaching guard's body before he falls hard to the ground. Surprised at his friend's sudden death from what seems to be a hammer blow when he was nowhere nearby, the guard becomes distracted enough for Eremoz to finally sink his claws. The guard groans and slumps to the ground, dead.
From his perch, Drexon sees the surprising death of his original target before he ducks down to take advantage of his stealth to snipe the lone guard trying to flank Eremoz from the north. The guard suddenly gasps in pain before his spectral form is yanked out of the body by a spectral hand and dissipates into the air.
Cob, you see a flicker of something when the fire hits you. It's not a malicious vision, but something that feels like a memory from when you were very, very little--perhaps when you were just born. It is a memory of fire that lasts for barely a second. Confused and in pain, you unleash a returning eldritch beam of energy toward the perpetrator. The strength of the beam pierces through the guard's chest. The guard takes a step forward and drops to the ground, lifeless.
Q2
Guard 1, 2, 3, 4 [DEAD]
Q3
Guard 5 Action: Dash near Eremoz Guard 6 Action: Dash near Eremoz Guard 7 [DEAD] Guard 8 [DEAD] Guard 9 Action: Dash and retreats to the corridor near the grand room entrance
Seeing his subordinate dropping left and right, the leader of the guards turns around callously and walks back to where he came from, toward the library and the corridor near the grand room's front entrance. He has enough of a mind to know that fighting against ranged spellcasters in an open field would be suicide.
Q4
Guard 10, 12 [UNCONSCIOUS/SLEEPING] Guard 11 Action: Hammer. To Hit: 25. Damage: 12 bludgeoning damage to Karm. Fenton Action: Multiattack: Eldritch Lash. To Hit: 7 to Dvark. Fenton Action: Multiattack: Eldritch Lash. To Hit: 13 to Dvark.
The last guard still standing blinks the bright light from his eyes away and sees his friend slumped down on the ground. Rage fills his eyes and he unleashes it on the first target he sees, Karm. He swings his hammer hard, cracking Karm's skull. Karm slumps to his side as he bleeds from a head wound.
Seeing Karm slumping to the ground, Fenton unleashes the sparks of magic he has been building on his hand. A chain of eldritch energy shoots toward Dvark and would blast past him to hit the mayor if he had not pulled out his shield quickly to deflect the blast. A second chain manifests from Fenton's other hand, but Dvark once again deflects it with his shield.
Dvark looks at Karm's still body and yells out as he grasps his holy symbol. "Karm, wake up! We still have a duty to protect these people!" A surge of energy fills Karm and heals his head injury slightly.
Dvark Action: Cast Healing Word. Heal: 8 hit points to Karm.
{{I saw Karm online when I was rolling and writing this. I'll leave it here for now in case he has an objection during the action Karm took last round or he wants to do his own action for this round.}}
"Big one? Not smart enough to tell his men to retreat though", Drexon replies to Eremoz. "Lady Zelena is in the family room, but will only open the door to a special knock. You have to knock four times, wait for a count of three and then knock twice more. Not that I want to do that now, and do not speak this aloud unless absolutely necessary".
He then once again reaches forward with his spectral hand, looking to down the one Eremoz just attacked.
Action: Casts Chill Touch against guard 5. To Hit:4+7=11
This post has potentially manipulated dice roll results.
Once Cob sees the spellcasting attacker is down and the leader retreating, he flits back out to get a good angle on the two fighting Eremoz. He guides the dark energy to link with Guard 6. He quickly builds up another charge of energy and plucks a fiddle string to let it flash outwards towards the same guard.
Eremoz grabs the hammer of the fallen guard and moves to the two remaining guards. He swings hard, but it is not enough to make one of the guards fall immediately. Drexon tries to finish him off from afar, but it appears the guard is tougher than expected. Cob flies slightly away to get a better angle to shoot another blast of eldritch energy. He waits until the guard is in between the pillars before plucking the string of his fiddle and blasting a beam of energy that immediately pierces through the guard.
{{So, the first time I saw Cob's post the roll was a 25 with 8 damage plus 6 necrotic. The second time I saw it, the time I was writing this, it changed to 11 with 8 damage plus 5 necrotic. I'm going with the first roll I saw.}}
Q3
Seeing his friend dead and no other guards with him, the last remaining guard slows down and slowly drops his weapon on the ground.
"I-I s-surrender," he says stutteringly. It is as if a veil has been lifted from his mind. You can see the horror etched on his face mixed with perplexity. "B-but, the boss, you should stop him. H-he's planning to kill the mayor. I think. I don't know. Just don't kill me."
Meanwhile, the leader of the guards runs into the grand room from the main door with a frown on his face.
"Are you not finished yet, Fenton?" He asks. "The foreigners' friends are here. Three of them. Two are spellcasters. Have you not made an example out of them yet? I'll do it myself." He pulls out his own hammer and starts bashing Karm's head and body. When he finishes, he turns toward the one still-standing guard and nods. "Make sure he's dead."
Guard 9 Action:Multiattack: Chisel. To Hit: 19. Damage: 7 piercing damage to Karm. Guard 9 Action:Multiattack: Chisel. To Hit: 12. Damage: - piercing damage to Karm. Guard 9 Action:Multiattack: Chisel. To Hit: 14. Damage: 8 piercing damage to Karm.
Q4
Guard 10, 12 [UNCONSCIOUS/SLEEPING] Guard 11 Action: Hammer. To Hit: 19. Damage: 9 bludgeoning damage toKarm. Fenton Action: Multiattack: Eldritch Lash. To Hit: 12 to the Mayor. Damage: 6 force damage to the Mayor. Chain Damage: 7 force damage to Dvark. Fenton Action: Multiattack: Eldritch Lash. To Hit: 6 to the Mayor.
The one still-standing guard nods at his leader's words and smashes Karm's head one last time to make sure he's dead.
"You're taking too long," the guard leader replies. "I'm just doing my job. More efficiently than you who made the plan. Now, kill the other foreigner and the mayor so we can be done with it. The Rangers and the city guards will start mobilizing any time soon when they hear about the chaos outside."
"Stop rushing me," Fenton says as he throws a pair of chains of energy toward the Mayor. The chains sneak past Dvark's shield and smash toward the Mayor before sparking toward Dvark. A second set of chains of energy rushes to the Mayor again, but Dvark steps forward to deflect it, revealing that he is not affected by the paralysis poison.
With a murmur, Dvark grasps the Mayor by the waist and begins dragging him away toward the grand room and, hopefully, his friends outside. He looks at the other hostages with regret. "Run outside," he says to the Mayor. "My friends will be there keeping you safe. I'll hold them back and keep the other hostages alive for now, but send help quickly."
Dvark Action: Cast Lesser Restoration at the Mayor. The Mayor Action:Movement and Dash outside the grand room.
"I'm heading down the chimney", Drexon sends to Eremoz across the telepathic link as he darts across the rooftop back to the chimney. Jumping in, he descends with almost impossible speed, although no-one is around to witness this fact.
If he makes it into the library, he will start to be more cautious.
Movement: 35ft across the rooftop and down the chimney Action: Dash 35ft further down the chimney to the library, becoming more stealthy as he exits
Drexon finds himself in the library, hearing the sound of a large door opening from the direction of the grand room followed by a running footstep.
As Cob flies toward the front entrance into the grand room, you meet with the mayor of Mantagard. He is gasping and injured, but he seems relieved to see Cob.
"Inside, Fenton killed his brother and took us hostage," the mayor says in between gasps. "One of your friends, the orc, he healed the poison and helped me run away. Your other friend, I don't think he survives. The leader of the gold cloaks just hit him with a hammer until he cracked your friend's head open. You have to help the others. Fenton's gone mad."
Eremoz, you veer away to the side door, possibly to flank the enemies in case of an ambush at the front entrance. You see Dvark defending himself and the paralyzed guests with a shield. On the other side of the room from where you are peeking in, you see the leader of the guards standing on top of Karm's still and bleeding body. However, you notice a faint reddish light starts appearing from Karm's body.
Q4 {{Honestly forgot to post this because my internet is acting up for the entire day}}
Within the grand room, there is a tense standoff. On one side with the paralyzed guests stands Dvark with his shield. On the other side stands Fenton. Slightly to the side and separated from both is the leader of the gold-cloaked guard.
"This is what happens when you rush things," Fenton sighs in annoyance. "I almost had them convinced too. Your brutal murder will turn them against us now."
"Then just kill them all," the guard leader replies callously. "It will be deemed a tragedy, but we will go unpunished. Win-win."
"This is why you're the muscle and not the brain. Everything is a mess. Our plan is no longer holding up. We must use the alternative. Very well. Do it. No witnesses."
Before both Fenton and the guard leader realize their plan, a throatclearing can be heard from Hotis. The Grand Mason of the Verdant Mason turns to look at Fenton and shakes his head.
"I will enforce your vow, Fenton," Hotis says. "If even one civilian is killed during this madness of yours, the Guilleman name will be nothing but history. Find a way, boy. You are the one who insists on doing this, even so much as going behind my back, and you will finish what you've started. You vow a bloodless takeover and you will deliver it. You do not want to be seen as a loudmouth and a liar, do you, Fenton?"
This post has potentially manipulated dice roll results.
Cob looks seriously at the mayor.
"Get your guards and city watch," Cob says.
He then slips through the doors, hoping the mayor's frantic state made him over exaggerate what's happened inside.
If Cob can slip into the manor and down the hall unseen, once he sees what's going on, he'll move the dark magic mark on to the guard leader (who's standing over Karm). And then quickly let the eldritch energy build and let it strike at the guard leader (guard 9?).
Drexon starts to move towards the Grand Room, speaking directly into Eremoz's mind as he does to let him know, "I am moving towards the Grand Room".
He passes the mayor, but speed is of the essence and so he just tells him to, 'Stay back".
When he reaches the doorway to stand beside Cob he quickly surveys the scene, spotting the threat of Fenton and the two guards but also the Grand Mason still at the far end of the room.
Seeing Karm lying on the floor at the feet of the two guards, he whistles a haunting melody that only they can hear.
Movement: 35ft to the doorway of the Grand Room Action: Cast Dissonant Whispers using a sorcery point for twinned spell against the two guards by Karm. DC 15 Wis Save or take 5 [psychic[ damage and have to use reaction to flee. On save just takes 2 [psychic] damage
Eremoz tenses up when he sees the two guards standing over Karm. He scratches a rune into his palm and charges in. The big one is mine.
As he charges inside, Eremoz’s form begins to grow and stretch. By the time he reaches the leader of the guards, he dwarfs everyone in the room. Eremoz swings with the hammer.
Seeing Karm's fallen body between two guards, Cob, Drexon, and Eremoz quickly rush and attack the two, hoping to save Karm if they are not too late. An eldritch beam blasts from Cob, striking the guard leader across the chest. Seeing the opening that presented itself, Eremoz rushes from the side door toward the guard leader and blindsides him enough for a firm strike toward the guard's body. A sudden yell comes out from both of the guard's mouths as their ears start bleeding. The guard and the guard leader quickly back away as far as they can from Drexon's direction, one of them showing genuine fear and the other, the guard leader, showing annoyance at once again facing someone capable of using mind magic. With a backhanded swing, Eremoz manages to hit the guard leader heavily again as he tries to make some distance.
Q4
Guard 9 Action:Multiattack: Chisel. To Hit: 13. Damage: - piercing to Eremoz. Guard 9 Action:Multiattack: Chisel. To Hit: 6. Damage: - piercing to Eremoz. Guard 9 Action:Multiattack: Chisel. To Hit: 9. Damage: - piercing to Eremoz. Fenton Action:Multiattack: Eldritch Lash. To Hit: 24. Damage: 13 force damage to Eremoz. Chain Damage: 13 force damage to a civilian. Fenton Action: Multiattack: Eldritch Lash. To Hit: 17. Damage: 7 force damage to Dvark. Chain Damage: 10 force damage to a civilian.
The guard who first runs backs away toward the wall in fear, but the guard leader only moves enough to stay away from Drexon's line of sight, putting Eremoz's massive body in between. The guard leader pulls out three chisels and throws them at Eremoz, unfortunately missing all of them and injuring some civilians due to the sudden headache he has from Drexon's psychic whisper.
"What was it that you say?" Fenton asks, mocking the guard leader. "Just deal with it?"
Fenton brings his hands forward and unleashes a pair of lightning-like chains toward Eremoz and Dvark. He puts more power toward Eremoz after seeing his large form. The lightning-like energy sparks and scatters after hitting both Eremoz and Dvark, instantly killing two paralyzed guests in the room. The blood immediately drains from his face as the guests trapped in the middle of this battle gasp and scream at the sight of their charred companions. All of you can feel a menacing aura coming from Hotis and Fenton visibly flinch before moving as far away from Hotis as he could.
Dvark grits his teeth at the sight of the two dead guests. He can feel they are no longer living. With a heavy heart, he moves toward Eremoz and casts upon him his last magic. The wounds on Eremoz's body knit themselves together.
Dvark Action: Cast Cure wounds. To Heal: 5 hit points.
{{Next round. This will be the round that determines whether you will emerge victorious or not. I glanced at your sheet when I looked for Dvark's sheet and it is not looking good, guys.}}
Cob, seeing Fenton and the guard captain as the biggest threats, thinks about keeping the hex in place but also seeing how strong they appear to be and his own weak condition decides he needs more protection. Reluctantly he lets his connection to the dark energy fade and calls up a different form of darkness.
As he flies into the room, a magical darkness appears on Cob's vest and then spreads out in a 30' diameter sphere. Cob From within the darkness, easily able to see himself, he keeps moving so as not to block Eremoz and Dexon's vision.
Drexon stands his ground in the doorway as Cob moves into the room and becomes surrounded by darkness. Looking at those arrayed against them, including the Grand Mason who seemed to be taking more of an interest.
For now he concentrates on Fenton, hoping that if he was to fall, this whole plot would crumble with him.
He reaches out to whip his mind, hoping to debilitate him.
With that done, he looks to get some cover from the doorway in case he is targeted.
Action: Cast Tasha's Mind Whip on Fenton. DC15 Int Save or take 12 [psychic] damage and be unable to make a reaction and must choose between action, bonus action and movement next turn. If saved, just takes 6 [psychic] damage. Movement: Gaining cover in doorway, but still able to see what is happening in the room
Cob Con Save to keep concentration on Hex (forgot this before): 14
Cob sees the chisel throwing guard suddenly collapse from an unseen attack.
"Is there someone else here?" Cob says aloud.
But with that guard dead, Cob is free to move the dark magic link to one of the other opponents. As he peeks over the edge of the roof, he lines up the magic throwing guard. When he does, he lets the crackling eldritch energy build across his arms and then channels is through the bow and the strings of the fiddle. It leaps up and races down to the guard. Cob rolls back away from the edge of the roof once the energy is unleashed.
Bonus Action - Move Hex to Guard 8.
Action - Eldritch Blast against Guard 8 - Attack: 19 Damage: 9 plus 6 necrotic energy.
Q1
As the hammer swings toward Eremoz, the leonin raises his runed bracelet to meet it. The rune flares and Eremoz flicks his hand toward the guard approaching him from behind. Suddenly, A crack resounds from the approaching guard's body before he falls hard to the ground. Surprised at his friend's sudden death from what seems to be a hammer blow when he was nowhere nearby, the guard becomes distracted enough for Eremoz to finally sink his claws. The guard groans and slumps to the ground, dead.
From his perch, Drexon sees the surprising death of his original target before he ducks down to take advantage of his stealth to snipe the lone guard trying to flank Eremoz from the north. The guard suddenly gasps in pain before his spectral form is yanked out of the body by a spectral hand and dissipates into the air.
Cob, you see a flicker of something when the fire hits you. It's not a malicious vision, but something that feels like a memory from when you were very, very little--perhaps when you were just born. It is a memory of fire that lasts for barely a second. Confused and in pain, you unleash a returning eldritch beam of energy toward the perpetrator. The strength of the beam pierces through the guard's chest. The guard takes a step forward and drops to the ground, lifeless.
Q2
Q3
Seeing his subordinate dropping left and right, the leader of the guards turns around callously and walks back to where he came from, toward the library and the corridor near the grand room's front entrance. He has enough of a mind to know that fighting against ranged spellcasters in an open field would be suicide.
Q4
The last guard still standing blinks the bright light from his eyes away and sees his friend slumped down on the ground. Rage fills his eyes and he unleashes it on the first target he sees, Karm. He swings his hammer hard, cracking Karm's skull. Karm slumps to his side as he bleeds from a head wound.
Seeing Karm slumping to the ground, Fenton unleashes the sparks of magic he has been building on his hand. A chain of eldritch energy shoots toward Dvark and would blast past him to hit the mayor if he had not pulled out his shield quickly to deflect the blast. A second chain manifests from Fenton's other hand, but Dvark once again deflects it with his shield.
Dvark looks at Karm's still body and yells out as he grasps his holy symbol. "Karm, wake up! We still have a duty to protect these people!" A surge of energy fills Karm and heals his head injury slightly.
{{I saw Karm online when I was rolling and writing this. I'll leave it here for now in case he has an objection during the action Karm took last round or he wants to do his own action for this round.}}
Eremoz grabs a hammer from the downed guards and engages Guard 5. He informs Drexon of the temporary retreat. “Big one is headed back. He’s smart.”
To hit: 20 Damage: 7
”We need to finish these two and regroup.”
"Big one? Not smart enough to tell his men to retreat though", Drexon replies to Eremoz. "Lady Zelena is in the family room, but will only open the door to a special knock. You have to knock four times, wait for a count of three and then knock twice more. Not that I want to do that now, and do not speak this aloud unless absolutely necessary".
He then once again reaches forward with his spectral hand, looking to down the one Eremoz just attacked.
Action: Casts Chill Touch against guard 5. To Hit:4+7=11
Once Cob sees the spellcasting attacker is down and the leader retreating, he flits back out to get a good angle on the two fighting Eremoz. He guides the dark energy to link with Guard 6. He quickly builds up another charge of energy and plucks a fiddle string to let it flash outwards towards the same guard.
Bonus Action - Move Hex to Guard 6.
Action - Eldritch Blast at Guard 6 - Attack: 20 Damage: 12 plus 4 necrotic from Hex
Q1
Eremoz grabs the hammer of the fallen guard and moves to the two remaining guards. He swings hard, but it is not enough to make one of the guards fall immediately. Drexon tries to finish him off from afar, but it appears the guard is tougher than expected. Cob flies slightly away to get a better angle to shoot another blast of eldritch energy. He waits until the guard is in between the pillars before plucking the string of his fiddle and blasting a beam of energy that immediately pierces through the guard.
{{So, the first time I saw Cob's post the roll was a 25 with 8 damage plus 6 necrotic. The second time I saw it, the time I was writing this, it changed to 11 with 8 damage plus 5 necrotic. I'm going with the first roll I saw.}}
Q3
Seeing his friend dead and no other guards with him, the last remaining guard slows down and slowly drops his weapon on the ground.
"I-I s-surrender," he says stutteringly. It is as if a veil has been lifted from his mind. You can see the horror etched on his face mixed with perplexity. "B-but, the boss, you should stop him. H-he's planning to kill the mayor. I think. I don't know. Just don't kill me."
Meanwhile, the leader of the guards runs into the grand room from the main door with a frown on his face.
"Are you not finished yet, Fenton?" He asks. "The foreigners' friends are here. Three of them. Two are spellcasters. Have you not made an example out of them yet? I'll do it myself." He pulls out his own hammer and starts bashing Karm's head and body. When he finishes, he turns toward the one still-standing guard and nods. "Make sure he's dead."
Q4
The one still-standing guard nods at his leader's words and smashes Karm's head one last time to make sure he's dead.
"You're taking too long," the guard leader replies. "I'm just doing my job. More efficiently than you who made the plan. Now, kill the other foreigner and the mayor so we can be done with it. The Rangers and the city guards will start mobilizing any time soon when they hear about the chaos outside."
"Stop rushing me," Fenton says as he throws a pair of chains of energy toward the Mayor. The chains sneak past Dvark's shield and smash toward the Mayor before sparking toward Dvark. A second set of chains of energy rushes to the Mayor again, but Dvark steps forward to deflect it, revealing that he is not affected by the paralysis poison.
With a murmur, Dvark grasps the Mayor by the waist and begins dragging him away toward the grand room and, hopefully, his friends outside. He looks at the other hostages with regret. "Run outside," he says to the Mayor. "My friends will be there keeping you safe. I'll hold them back and keep the other hostages alive for now, but send help quickly."
"I'm heading down the chimney", Drexon sends to Eremoz across the telepathic link as he darts across the rooftop back to the chimney. Jumping in, he descends with almost impossible speed, although no-one is around to witness this fact.
If he makes it into the library, he will start to be more cautious.
Movement: 35ft across the rooftop and down the chimney
Action: Dash 35ft further down the chimney to the library, becoming more stealthy as he exits
Cob sees the last guard surrender and then Drexon go down the chimney.
"Where are Dvark and Karm?" Cob calls down to Eremoz.
Not waiting for a reply, he flies down after the guard leader, thinking he may know.
(Movement - 30'. Action - Dash - 30' but holding up to the side of the main door to make sure it's not an ambush first)
Bearing his teeth at the lone guard, Eremoz growls, “Leave, now.”
Mayor is running. He informs Drexon of what he sees as he runs into the manor, drinking a Potion of Healing. Eremoz runs towards the Grand Room.
Heal: 6
Drexon finds himself in the library, hearing the sound of a large door opening from the direction of the grand room followed by a running footstep.
As Cob flies toward the front entrance into the grand room, you meet with the mayor of Mantagard. He is gasping and injured, but he seems relieved to see Cob.
"Inside, Fenton killed his brother and took us hostage," the mayor says in between gasps. "One of your friends, the orc, he healed the poison and helped me run away. Your other friend, I don't think he survives. The leader of the gold cloaks just hit him with a hammer until he cracked your friend's head open. You have to help the others. Fenton's gone mad."
Eremoz, you veer away to the side door, possibly to flank the enemies in case of an ambush at the front entrance. You see Dvark defending himself and the paralyzed guests with a shield. On the other side of the room from where you are peeking in, you see the leader of the guards standing on top of Karm's still and bleeding body. However, you notice a faint reddish light starts appearing from Karm's body.
Q4 {{Honestly forgot to post this because my internet is acting up for the entire day}}
Within the grand room, there is a tense standoff. On one side with the paralyzed guests stands Dvark with his shield. On the other side stands Fenton. Slightly to the side and separated from both is the leader of the gold-cloaked guard.
"This is what happens when you rush things," Fenton sighs in annoyance. "I almost had them convinced too. Your brutal murder will turn them against us now."
"Then just kill them all," the guard leader replies callously. "It will be deemed a tragedy, but we will go unpunished. Win-win."
"This is why you're the muscle and not the brain. Everything is a mess. Our plan is no longer holding up. We must use the alternative. Very well. Do it. No witnesses."
Before both Fenton and the guard leader realize their plan, a throatclearing can be heard from Hotis. The Grand Mason of the Verdant Mason turns to look at Fenton and shakes his head.
"I will enforce your vow, Fenton," Hotis says. "If even one civilian is killed during this madness of yours, the Guilleman name will be nothing but history. Find a way, boy. You are the one who insists on doing this, even so much as going behind my back, and you will finish what you've started. You vow a bloodless takeover and you will deliver it. You do not want to be seen as a loudmouth and a liar, do you, Fenton?"
{{Back to the top, guys.}}
Cob looks seriously at the mayor.
"Get your guards and city watch," Cob says.
He then slips through the doors, hoping the mayor's frantic state made him over exaggerate what's happened inside.
If Cob can slip into the manor and down the hall unseen, once he sees what's going on, he'll move the dark magic mark on to the guard leader (who's standing over Karm). And then quickly let the eldritch energy build and let it strike at the guard leader (guard 9?).
Bonus Action - move hex
Action - Eldritch Blast - Attack: 25 Damage: 7 plus 3 necrotic damage
Drexon starts to move towards the Grand Room, speaking directly into Eremoz's mind as he does to let him know, "I am moving towards the Grand Room".
He passes the mayor, but speed is of the essence and so he just tells him to, 'Stay back".
When he reaches the doorway to stand beside Cob he quickly surveys the scene, spotting the threat of Fenton and the two guards but also the Grand Mason still at the far end of the room.
Seeing Karm lying on the floor at the feet of the two guards, he whistles a haunting melody that only they can hear.
Movement: 35ft to the doorway of the Grand Room
Action: Cast Dissonant Whispers using a sorcery point for twinned spell against the two guards by Karm. DC 15 Wis Save or take 5 [psychic[ damage and have to use reaction to flee. On save just takes 2 [psychic] damage
Eremoz tenses up when he sees the two guards standing over Karm. He scratches a rune into his palm and charges in. The big one is mine.
As he charges inside, Eremoz’s form begins to grow and stretch. By the time he reaches the leader of the guards, he dwarfs everyone in the room. Eremoz swings with the hammer.
To hit: 20 Damage: 7+4 from Giant’s Might=11
As the guard leader flees, Eremoz sees an opening and takes another swing.
To hit: 20 Damage: 9
Q1
Seeing Karm's fallen body between two guards, Cob, Drexon, and Eremoz quickly rush and attack the two, hoping to save Karm if they are not too late. An eldritch beam blasts from Cob, striking the guard leader across the chest. Seeing the opening that presented itself, Eremoz rushes from the side door toward the guard leader and blindsides him enough for a firm strike toward the guard's body. A sudden yell comes out from both of the guard's mouths as their ears start bleeding. The guard and the guard leader quickly back away as far as they can from Drexon's direction, one of them showing genuine fear and the other, the guard leader, showing annoyance at once again facing someone capable of using mind magic. With a backhanded swing, Eremoz manages to hit the guard leader heavily again as he tries to make some distance.
Q4
The guard who first runs backs away toward the wall in fear, but the guard leader only moves enough to stay away from Drexon's line of sight, putting Eremoz's massive body in between. The guard leader pulls out three chisels and throws them at Eremoz, unfortunately missing all of them and injuring some civilians due to the sudden headache he has from Drexon's psychic whisper.
"What was it that you say?" Fenton asks, mocking the guard leader. "Just deal with it?"
Fenton brings his hands forward and unleashes a pair of lightning-like chains toward Eremoz and Dvark. He puts more power toward Eremoz after seeing his large form. The lightning-like energy sparks and scatters after hitting both Eremoz and Dvark, instantly killing two paralyzed guests in the room. The blood immediately drains from his face as the guests trapped in the middle of this battle gasp and scream at the sight of their charred companions. All of you can feel a menacing aura coming from Hotis and Fenton visibly flinch before moving as far away from Hotis as he could.
Dvark grits his teeth at the sight of the two dead guests. He can feel they are no longer living. With a heavy heart, he moves toward Eremoz and casts upon him his last magic. The wounds on Eremoz's body knit themselves together.
{{Next round. This will be the round that determines whether you will emerge victorious or not. I glanced at your sheet when I looked for Dvark's sheet and it is not looking good, guys.}}
As Drexon sees Fenton wind up an almighty strike with his chain, he reaches out to distract him, granting Eremoz a boost in the process.
Reaction: Cast Silvery Barbs using feat and grant advantage to Eremoz.
Cob, seeing Fenton and the guard captain as the biggest threats, thinks about keeping the hex in place but also seeing how strong they appear to be and his own weak condition decides he needs more protection. Reluctantly he lets his connection to the dark energy fade and calls up a different form of darkness.
As he flies into the room, a magical darkness appears on Cob's vest and then spreads out in a 30' diameter sphere. Cob From within the darkness, easily able to see himself, he keeps moving so as not to block Eremoz and Dexon's vision.
Casts Darkness
Drexon stands his ground in the doorway as Cob moves into the room and becomes surrounded by darkness. Looking at those arrayed against them, including the Grand Mason who seemed to be taking more of an interest.
For now he concentrates on Fenton, hoping that if he was to fall, this whole plot would crumble with him.
He reaches out to whip his mind, hoping to debilitate him.
With that done, he looks to get some cover from the doorway in case he is targeted.
Action: Cast Tasha's Mind Whip on Fenton. DC15 Int Save or take 12 [psychic] damage and be unable to make a reaction and must choose between action, bonus action and movement next turn. If saved, just takes 6 [psychic] damage.
Movement: Gaining cover in doorway, but still able to see what is happening in the room