Stirling speaks a healing word "Rutabaga" healing the monk for 7 hp. The turns on the man in black and calls on the Power of Lathander.
Channel Divinity its a DC 13 con save or 18 damage half on a save.
each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
This post has potentially manipulated dice roll results.
**are we treating this like a surprise round? if so krackle would hold his action until his companions finished their attacks.. waiting to cast sleep until right before the executioner got a chance to react...**
26 of hp directed at the executioner for the sleep spell.. no one hit him after he falls asleep
This post has potentially manipulated dice roll results.
The monk is free, and he starts running towards the west clutching his injuries.
The enemy turn,
The man in black lets out a warning call "Imposter in our ranks to arms!"
The side of the tent is split by a mighty greatsword and Cyanwrath joins the fray. The 4 guard drakes immediately come as well snapping their jaws full of razor-sharp teeth.
Krackle would quickly cast Create bonfire where the it in the tent occurred.. hoping to ignite the tent and delay the additional combatants before fleeing away from the action. "We need to run!"
Ironthar would vanishes 30ft west behind some tent to cover his escape and runs up towards the monk, and says “Follow me!” Then run again (a total of 90 ft in one turn, teleport, move and dash)
Hopefully he can get out from the immediate danger of the bandit camp while leading the monk back to safety.
Reminder there are tall grasses and boulders that are optimal for cover or to stay out of sight for a bit. The tall grasses are the dark green splotches, and the boulders are at the base of the plateau.
Stirling will cast flaming sphere then run towards the exit. A small sun appears to rise out of the ground as its starts burning a near by tent. Stirling will move the sphere to keep it at 45 feet from him as a distraction burning all he can in the camp as he runs.
Action Burning sphere then run 30 feet.
Burning sphere
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
This post has potentially manipulated dice roll results.
Now it's the enemies turn.
Cyanwrath lets out a mighty roar and soon after blaring horns from the watchtowers are heard across the camp. Brigands and kobold begin whipping out their blades ready to attack. They will join the fray next round.
Cyanwrath walks through the bonfire unafraid of it and looks at Zeds "You lived only to throw your life away here. How foolish." He snaps his fingers and directs the guard drakes to pursue and kill the other party members.
He then moves to and attacks Zeds 2x with his greatsword
Ironthar has traversed across a significant distance with the monk in tow and Sterling burning tents in his wake with Krackle also making a run for it. Now the brigands are in hot pursuit.
((Did you already deduct the 13 from my character sheet? If not, I didn't realize I was that hurt and I am now downed from this. If so... Then I have to figure out what to do.))
(No, I did not deduct your hp. Though don't worry you are not dead. Cyanwrath will take you as his prisoner. With your skills I have a feeling you can break out)
Cyanwrath personally drags Zeds and ties him with new rope to the same post the monk was occupying a moment ago. He then splashes a health potion on him and takes your weapons from you. Tossing then into his tent. He then leaves to hunt the other companions.
This post has potentially manipulated dice roll results.
6 - Healing potion heal?
Once awake again Zeds curses to himself and looks around. If there is nobody around paying attention to him then he will do the best he can to free himself of the rope he was bound with. (Sleight of Hand? 27 )
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Stirling speaks a healing word "Rutabaga" healing the monk for 7 hp. The turns on the man in black and calls on the Power of Lathander.
Channel Divinity its a DC 13 con save or 18 damage half on a save.
each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Con Save
18
**are we treating this like a surprise round? if so krackle would hold his action until his companions finished their attacks.. waiting to cast sleep until right before the executioner got a chance to react...**
26 of hp directed at the executioner for the sleep spell.. no one hit him after he falls asleep
No surprise here and the spell does not take effect. We can wait to see if Ironthar deals a lot of damage then maybe the spell will take effect.
Just after Zed distracts the man in black Ironthar would goes in and reckless attack the chains holding the monk and break him free.
Attack 21 Damage 13
If the chain breaks he says to the monk. “Run!”
He hopes the man had enough strength from Sterling healing light to be able to run.
The monk is free, and he starts running towards the west clutching his injuries.
The enemy turn,
The man in black lets out a warning call "Imposter in our ranks to arms!"
The side of the tent is split by a mighty greatsword and Cyanwrath joins the fray. The 4 guard drakes immediately come as well snapping their jaws full of razor-sharp teeth.
The man in black tries to grapple Zeds
Athletics - 20
Zeds roll acrobatics or athletics to see if you are grappled.
Cyanwrath and the guard drakes will come in the next round.
Round 2
it's the party's turn. The option is there to try to escape and not continue the fight.
((Zeds is grappled given his 9 acrobatics roll...))
Close in fighting isn't a bad thing, Zeds decides, and continues to attack the man in black.
Short Sword attack: Nat 20 for 26 to hit, 10 damage plus 18 Sneak Attack damage. ((28 total damage...))
Bonus Action Dagger attack: 23 to hit for 2 more damage...
The man in black is dead.
Krackle would quickly cast Create bonfire where the it in the tent occurred.. hoping to ignite the tent and delay the additional combatants before fleeing away from the action. "We need to run!"
“Scatter and regroup at the camp!” He shouts.
Ironthar would vanishes 30ft west behind some tent to cover his escape and runs up towards the monk, and says “Follow me!” Then run again (a total of 90 ft in one turn, teleport, move and dash)
Hopefully he can get out from the immediate danger of the bandit camp while leading the monk back to safety.
Reminder there are tall grasses and boulders that are optimal for cover or to stay out of sight for a bit. The tall grasses are the dark green splotches, and the boulders are at the base of the plateau.
Stirling will cast flaming sphere then run towards the exit. A small sun appears to rise out of the ground as its starts burning a near by tent. Stirling will move the sphere to keep it at 45 feet from him as a distraction burning all he can in the camp as he runs.
Action Burning sphere then run 30 feet.
Burning sphere
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Now it's the enemies turn.
Cyanwrath lets out a mighty roar and soon after blaring horns from the watchtowers are heard across the camp. Brigands and kobold begin whipping out their blades ready to attack. They will join the fray next round.
Cyanwrath walks through the bonfire unafraid of it and looks at Zeds "You lived only to throw your life away here. How foolish." He snaps his fingers and directs the guard drakes to pursue and kill the other party members.
He then moves to and attacks Zeds 2x with his greatsword
Attack: 22 Damage: 12
Attack: 25 Damage: 10
Round 3
Ironthar has traversed across a significant distance with the monk in tow and Sterling burning tents in his wake with Krackle also making a run for it. Now the brigands are in hot pursuit.
It's the party's turn.
((Did you already deduct the 13 from my character sheet? If not, I didn't realize I was that hurt and I am now downed from this. If so... Then I have to figure out what to do.))
(No, I did not deduct your hp. Though don't worry you are not dead. Cyanwrath will take you as his prisoner. With your skills I have a feeling you can break out)
Cyanwrath personally drags Zeds and ties him with new rope to the same post the monk was occupying a moment ago. He then splashes a health potion on him and takes your weapons from you. Tossing then into his tent. He then leaves to hunt the other companions.
6 - Healing potion heal?
Once awake again Zeds curses to himself and looks around. If there is nobody around paying attention to him then he will do the best he can to free himself of the rope he was bound with. (Sleight of Hand? 27 )