Khessa, clutching her Staff of Power, runs to one end of the men-at-arms line, while Alfred follows her and the previously created Arcane Hand remains at her side.
The blonde arcane warrior points the magic-crackling end of her enchanted staff and unleashes a Cone of Cold, freezing the whole enemy line (and possibly the two demons, if they are not immune to magic like last ones).
The tall adventuress then lets Alfred take custody of the Staff of Power and she wields the Death Lance. At that point, both she and the Arcane Hand begin to attack the enemy line from the flank, moving as they eliminate targets.
[[ OOC: Khessa uses her Action to cast Cone of Cold, her free object interaction to wield the Death Lance, the additional action granted by Haste to attack an enemy and her bonus action to direct the Arcane Hand. She uses her Movement to approach and to come in range of the enemies. Alfred uses its Movement to stay behind Khessa and its free object interaction to get the Staff of Power from her. The Arcane Hand punches an enemy (the same Khessa is attacking, or the nearest one if Khessa kill her last target) ]]
This post has potentially manipulated dice roll results.
Lord Akkron's Initiative: 17
The lich sighs... he had really hoped to use the dragon. He glances at the beholderkin still floating next to him.
"I guess you're stuck here a little bit longer," he tells it apologetically.
Then he raises his hand towards the monsters... he casts tasha's mind whip at 3rd-level, targeting the two demons who must now both make a DC 24 Int save or take 10 psychic damage and lose their reaction plus be forced to choose between an action, move, or bonus action on their next turn. Half damage and no other effects on a successful save.
The lich's beholderkin then targets its three eye beams at one of the demons.
This post has potentially manipulated dice roll results.
Clarac Round 1:
Weatherbee takes flight with Clarac, heading to the opposite guard tower of Vrox. Something Khessa and Vrox had discussed remains in Clarac's mind, a simple way to remove a single enemy from the fight. Surely a swift death by impact would be more merciful than cutting this man to pieces,' she thinks, and grabs at the archer atop the tower in an attempt to carry and drop him over the side of the cliff.
If successful in her plan, she would next have Wetherbee cut over to the bridge and land, ready to face the remaining enemies together.
OOC:
Mount Movement: 35 ft to top of tower; 15 ft to get next to archer. If Clarac's grapple is successful, 100 ft. (halved to 50 because Clarac is grappling medium creature) to get over chasm; 30 ft. back towards the road/bridge Mount Action: Dash Bonus Action: Cast Sanctuary on Wetherbee Action: Attack (grapple) --> Athletics30 against archer's Athletics or Acrobatics Extra attack (shove) --> Athletics21 against archer's Athletics or Acrobatics
Whether a rider can use her mount's speed while grappling an enemy is, as far as I can tell, a gray area in the rules. Putting my rules lawyer hat on, I would argue that because the PHB allows you to drag a grappled creature when you move at half your speed, and riding a mount grants the "benefits of speed and mobility that a mount can provide," a mounted character should be able to drag a grappled creature at half the mount's speed. Of course, that is only one interpretation.
If this course of action is not allowed, Clarac will instead dismount Wetherbee on top of the tower and attempt to grapple and shove the archer off the tower rather than off of the cliff.
At the start of his turn, Vrox briefly becomes visible again on the ground, longbow in hand, near the guard tower where the archer whom he marked is stationed. He looks to the top of the tower, and as he steps forward, the air around him seems to sparkle as though he's surrounded by a cloud of diamond dust that reflects the sunlight in thousands of tiny motes of light. His form wavers for a moment like something seen in a mirage, and with a hop, he disappears along with the sparkling cloud. To Vrox, it's like taking a step, but to an observer, he vanishes from the ground only to reappear at the top of the guard tower, standing on the parapet wall.
Vrox hops nimbly down off the wall onto the tower's "roof" and fires two arrows at the archer. Then he moves...
Movement: (depends on whether he kills the marked archer) If he kills the archer, he moves (up to 40') to position himself behind a merlon that faces the other guard tower to gain cover from that archer. If the archer does not die, Vrox moves to engage the archer in melee, which should also impose disadvantage if the archer attempts to use his bow. Bonus Action: Cast a spell (Misty Wanderer feature) Misty Step to move to the top of the guard tower Action: Two attacks with Dragon's Wrath Longbow (150/600) Attack 1: 34 Damage: 21 (magical piercing, including HM dmg) + 15 (radiant) = 36 (total) Attack 2: 22 Damage: 14 (magical piercing, including HM dmg) + 12 (radiant) = 26 (total) If Vrox hits, the first attack that hits does an additional 1 (psychic), or if it was a critical hit, 4 (psychic) Free Action: (only if the archer is still standing) Item interaction - draw his obsidian dagger
The lich sighs... he had really hoped to use the dragon. He glances at the beholderkin still floating next to him.
"I guess you're stuck here a little bit longer," he tells it apologetically.
Then he raises his hand towards the monsters... he casts tasha's mind whip at 3rd-level, targeting the two demons who must now both make a DC 24 Int save or take 10 psychic damage and lose their reaction plus be forced to choose between an action, move, or bonus action on their next turn. Half damage and no other effects on a successful save.
The lich's beholderkin then targets its three eye beams at one of the demons.
The lich sighs... he had really hoped to use the dragon. He glances at the beholderkin still floating next to him.
"I guess you're stuck here a little bit longer," he tells it apologetically.
Then he raises his hand towards the monsters... he casts tasha's mind whip at 3rd-level, targeting the two demons who must now both make a DC 24 Int save or take 10 psychic damage and lose their reaction plus be forced to choose between an action, move, or bonus action on their next turn. Half damage and no other effects on a successful save.
The lich's beholderkin then targets its three eye beams at one of the demons.
Weatherbee takes flight with Clarac, heading to the opposite guard tower of Vrox. Something Khessa and Vrox had discussed remains in Clarac's mind, a simple way to remove a single enemy from the fight. Surely a swift death by impact would be more merciful than cutting this man to pieces,' she thinks, and grabs at the archer atop the tower in an attempt to carry and drop him over the side of the cliff.
If successful in her plan, she would next have Wetherbee cut over to the bridge and land, ready to face the remaining enemies together.
OOC:
Mount Movement: 35 ft to top of tower; 15 ft to get next to archer. If Clarac's grapple is successful, 100 ft. (halved to 50 because Clarac is grappling medium creature) to get over chasm; 30 ft. back towards the road/bridge Mount Action: Dash Bonus Action: Cast Sanctuary on Wetherbee Action: Attack (grapple) --> Athletics32 against archer's Athletics or Acrobatics Extra attack (shove) --> Athletics30 against archer's Athletics or Acrobatics
Whether a rider can use her mount's speed while grappling an enemy is, as far as I can tell, a gray area in the rules. Putting my rules lawyer hat on, I would argue that because the PHB allows you to drag a grappled creature when you move at half your speed, and riding a mount grants the "benefits of speed and mobility that a mount can provide," a mounted character should be able to drag a grappled creature at half the mount's speed. Of course, that is only one interpretation.
If this course of action is not allowed, Clarac will instead dismount Wetherbee on top of the tower and attempt to grapple and shove the archer off the tower rather than off of the cliff.
You successfully swoop in, grab the soldier, and drop him into the gorge.
Khessa is attacked simultaneously with slashes and stabs, but she quickly releases her left from the Death Lance and makes an elegant gesture with her fingers, while mumbling a short formula and thus a invisible (and unbreakable) barrier blocks the various strikes - while also granting her an eventual additional protection, in case a lucky strike should eventually land.
[[ OOC: Khessa is under the effect of Alfred's Haste, so her AC is 26 instead of the usual 24. She casts Shield as a Reaction, temporarily bringing her AC to 31 and thus negating the hits. She uses the Arcane Ward feature to create a magical ward on herself that lasts until she finishes a long rest. The ward has 23 max HP, and takes damage instead of her until it reaches 0 HP. ]]
The blonde arcane warrior can no longer strike en masse the men-at-arms, now that her allies have arrived, so she returns both hands to firmly grip the Death Lance and, with a grim smile, rains down a hail of thrusts on her enemies, while the Arcane Hand continues to pummel them.
[[ OOC: Khessa uses her Action to multiattack with the Death Lance, the extra Action provided by Haste to deliver yet another Death Lance attack and her Bonus Action to have the Arcane Hand punch as well. All attacks are focused on the most injured enemy she can reach, moving on to the next if the original target falls. ]]
Aya will move close to the most grouped enemies and cast Divine Word.
Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
50 hit points or fewer: deafened for 1 minute
40 hit points or fewer: deafened and blinded for 10 minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
Aya will move close to the most grouped enemies and cast Divine Word.
Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
50 hit points or fewer: deafened for 1 minute
40 hit points or fewer: deafened and blinded for 10 minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
Aya will move close to the most grouped enemies and cast Divine Word.
Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
50 hit points or fewer: deafened for 1 minute
40 hit points or fewer: deafened and blinded for 10 minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
CHR 21 is the saving throw.
Demon #1 save: 4; demon #2 save 4
As both demons failed their saves, there is a roar from them, as they disappear from this plane.
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Round 1
Khessa, clutching her Staff of Power, runs to one end of the men-at-arms line, while Alfred follows her and the previously created Arcane Hand remains at her side.
The blonde arcane warrior points the magic-crackling end of her enchanted staff and unleashes a Cone of Cold, freezing the whole enemy line (and possibly the two demons, if they are not immune to magic like last ones).
The tall adventuress then lets Alfred take custody of the Staff of Power and she wields the Death Lance. At that point, both she and the Arcane Hand begin to attack the enemy line from the flank, moving as they eliminate targets.
[[ OOC: Khessa uses her Action to cast Cone of Cold, her free object interaction to wield the Death Lance, the additional action granted by Haste to attack an enemy and her bonus action to direct the Arcane Hand. She uses her Movement to approach and to come in range of the enemies. Alfred uses its Movement to stay behind Khessa and its free object interaction to get the Staff of Power from her. The Arcane Hand punches an enemy (the same Khessa is attacking, or the nearest one if Khessa kill her last target) ]]
Khessa's rolls:
Cone of Cold causes: 30 cold damage - DC 19 Constitution Saving Throw for half.
Death Lance Attack: 27 Damage: 20 (magical piercing) + 6 (necrotic) = 26
Arcane Hand Clenched Fist Attack: 24 Damage: 28 (force)
Lord Akkron's Initiative: 17
The lich sighs... he had really hoped to use the dragon. He glances at the beholderkin still floating next to him.
"I guess you're stuck here a little bit longer," he tells it apologetically.
Then he raises his hand towards the monsters... he casts tasha's mind whip at 3rd-level, targeting the two demons who must now both make a DC 24 Int save or take 10 psychic damage and lose their reaction plus be forced to choose between an action, move, or bonus action on their next turn. Half damage and no other effects on a successful save.
The lich's beholderkin then targets its three eye beams at one of the demons.
Eye beams vs. demon:
Attack: 25 Damage: 13
Attack: 35 Damage: 10
Attack: 30 Damage: 17
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Aya Init 21
D&D since 1984
Clarac Round 1:
Weatherbee takes flight with Clarac, heading to the opposite guard tower of Vrox. Something Khessa and Vrox had discussed remains in Clarac's mind, a simple way to remove a single enemy from the fight. Surely a swift death by impact would be more merciful than cutting this man to pieces,' she thinks, and grabs at the archer atop the tower in an attempt to carry and drop him over the side of the cliff.
If successful in her plan, she would next have Wetherbee cut over to the bridge and land, ready to face the remaining enemies together.
OOC:
Mount Movement: 35 ft to top of tower; 15 ft to get next to archer. If Clarac's grapple is successful, 100 ft. (halved to 50 because Clarac is grappling medium creature) to get over chasm; 30 ft. back towards the road/bridge
Mount Action: Dash
Bonus Action: Cast Sanctuary on Wetherbee
Action: Attack (grapple) --> Athletics 30 against archer's Athletics or Acrobatics
Extra attack (shove) --> Athletics 21 against archer's Athletics or Acrobatics
Whether a rider can use her mount's speed while grappling an enemy is, as far as I can tell, a gray area in the rules. Putting my rules lawyer hat on, I would argue that because the PHB allows you to drag a grappled creature when you move at half your speed, and riding a mount grants the "benefits of speed and mobility that a mount can provide," a mounted character should be able to drag a grappled creature at half the mount's speed. Of course, that is only one interpretation.
If this course of action is not allowed, Clarac will instead dismount Wetherbee on top of the tower and attempt to grapple and shove the archer off the tower rather than off of the cliff.
You appear on top of the tower, and your arrows find their mark. The warrior does not fall but is wounded.
save 20
The cone goes forth, but it appears more like frost then cold. Your other attacks land true
save 19
The beams strike the other demon not fighting Tyek
You successfully swoop in, grab the soldier, and drop him into the gorge.
Sparhawk attacks a man-at-arms: Attack 15 / damage 14; attack 19 / damage 12
Robert attacks a man-at-arms: Attack 26 / damage 9; attack 18 / damage 9
Maynard fires on the man-at-arms: Attack 23 / damage 8; attack 29 / damage 8
Sparhawk's attacks are blocked, one of Robert's attack is blocked, and both bolts fly true from Maynard
Bottom of Round One, the enemy's turn.
Demon 1 attacks Tyek: Attack 22, damage 21; attack 18 (miss), attack 35, damage 20
Demon 2 attack Tyek: Attack 27, damage 28, attack 28, damage 24, attack 29, damage 22
Men-at-arms at Sparhawk: Attack 29, damage 13, attack 12 (miss), attack 14 (miss)
Men-at-arms#2 at Sparhawk: Attack 21(Miss), Attack 27, damage 13, attack 25, damage 7
Man-at-arms attack on Robert: Attack 28, damage 9, Attack 26, damage 9, attack 30, damage 6
Man-at-arms attack on Khessa: Attack 18 (Miss), attack 29, damage 7, attack 14 (Miss)
Man-at-arms #2 attack on Khessa: Attack 29, damage 6, attack 12 (Miss), attack 30, damage 8
Round complete
Top of Round 2, your attack
Round 2
Khessa is attacked simultaneously with slashes and stabs, but she quickly releases her left from the Death Lance and makes an elegant gesture with her fingers, while mumbling a short formula and thus a invisible (and unbreakable) barrier blocks the various strikes - while also granting her an eventual additional protection, in case a lucky strike should eventually land.
[[ OOC: Khessa is under the effect of Alfred's Haste, so her AC is 26 instead of the usual 24. She casts Shield as a Reaction, temporarily bringing her AC to 31 and thus negating the hits. She uses the Arcane Ward feature to create a magical ward on herself that lasts until she finishes a long rest. The ward has 23 max HP, and takes damage instead of her until it reaches 0 HP. ]]
The blonde arcane warrior can no longer strike en masse the men-at-arms, now that her allies have arrived, so she returns both hands to firmly grip the Death Lance and, with a grim smile, rains down a hail of thrusts on her enemies, while the Arcane Hand continues to pummel them.
[[ OOC: Khessa uses her Action to multiattack with the Death Lance, the extra Action provided by Haste to deliver yet another Death Lance attack and her Bonus Action to have the Arcane Hand punch as well. All attacks are focused on the most injured enemy she can reach, moving on to the next if the original target falls. ]]
Khessa's rolls:
Death Lance Attack 1: 24 Damage: 20 (magical piercing) + 15 (necrotic) = 35
Death Lance Attack 2: 36 Damage: 16 (magical piercing) + 17 (necrotic) = 33
Death Lance Attack 3: 37 Damage: 20 (magical piercing) + 19 (necrotic) = 39
Death Lance Attack 4: 28 Damage: 16 (magical piercing) + 22 (necrotic) = 38
Arcane Hand Clenched Fist Attack: 19 Damage: 30 (force)
Aya will move close to the most grouped enemies and cast Divine Word.
Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.
CHR 21 is the saving throw.
D&D since 1984
With all of your attacks and the fist, another man-at-arms falls to the ground
Demon #1 save: 5; demon #2 save 11
As both demons failed their saves, there is a roar from them, as they disappear from this plane.