Cal wraps one of the merc garments over his shoulders to mock up the look. "Think about it! What is a better distraction then some of their own guys returning to their door? While they're distracted with us, the other team does their thing. And when the chaos starts, they won't even have the time to vet us properly! We'll just be in. Sabotaging them from within. I'm certain I can get inside. Just look at this hair. This is trustworthy hair."
Drax nods approvingly, but doesn't say anything. Even if the man's tactics were, in Zyzix's opinion, crude, he could see that both he and Cal thought at least somewhat alike. Perhaps they would be able to put their talents to use later on. If they survived the impending raid on the castle that is.
He sighs slightly as the plan of attack is explained, but it seemed like that was going to be the best ploy they could come up with. Oh well, everyone had different strengths and specialties, and seeing how much of the group was more physically inclined than he, Zyzix figures they might as well put their strengths to good use. Painting a smile on his face, Drax says in what he hopes passes as encouraging, "Sounds like a good plan. These bandits aren't going to know what hit them!"
The whole group moves to take up positions watching the gravediggers and guard. [OOC I've moved the tokens to start positions, although the group at the bottom should be a little further south hiding in bushes.]
Haj and Cal then head East until they are past the tower, keeping in the tree line to avoid detection. Once past the tower they head North, crossing the river and moving to their start positions, again trying to stay hidden. Once they are ready Cal starts running towards the bridge, shouting.
[OOC By time the fun starts it will be the middle of the night here and I'll be asleep. Hopefully when I get up tomorrow some of us will still be alive] 🤞
In the dense underbrush near the castle, Cal, masterfully disguised, moved with a silent determination, closely followed by Haj, whose footsteps were barely audible. The tension in the air was palpable as they neared the east side of the castle, the heavy presence of danger looming over them like a dark cloud.
Without warning, Cal broke into a sudden dash towards the bridge, where orcs stood guard. His unexpected movement was a gambit, a bold attempt to draw the orcs' attention away from Haj. The orcs, surprised by the appearance of this lone figure, grunted and shifted their focus towards Cal, their brutish faces contorted in confusion.
Haj seized the moment, inching closer to gain a better vantage point. But fate was not on his side. A misstep sent a dry branch snapping underfoot, the sound echoing like a gunshot in the quiet forest. The orcs, their attention now split, quickly turned towards the source of the noise. Haj, a master of stealth, found himself caught in a rare moment of vulnerability, his position compromised by the piercing eyes of the orcs.
Meanwhile, the rest of the party, led by Zyzix's subtle guidance, approached from the south with a ghost-like quietness. Their target was the bandit overseeing the forced labor of the commoners. Each step was a careful placement, a dance with danger, as they edged closer to their unaware foe.
The atmosphere was thick with suspense, every heartbeat a drum in the ears of the party. They were close now, close enough to see the strain on the faces of the commoners, to hear the harsh orders of the bandit. The risk of discovery was high, yet they pressed on, driven by the urgency of their mission.
In those fraught moments, the party was a picture of tension and readiness, a coiled spring waiting to be released. Part of their group exposed, part hidden in the shadows, they were at a critical juncture.
This is a free round to initiate the encounter. In 24 hours if you have not posted I will use your default behavior for this round, after which we will proceed in initiative order.
This post has potentially manipulated dice roll results.
Haj sees his shot hit and hopes that it's enough to keep the goblin distracted and looking his way. He shifts his aim and takes his 2nd shot at the bridge orc closest to him. Attack: 16 Damage: 7
As soon as the shot is released he makes a move, sprinting to another clump of bushes (BF7) hoping to take advantage of the confusion. [Dread ambush adds 10' movement.]
Hoping the distraction has begun, Galdric steels himself for the battle to come. From his position he can just barely get to the guard supervising the prisoners. Never shy to strike first, Galdric darts out from the bushes, sprinting for the guard. Any thought of stealth at this point was gone. The battle had begun. Galdric reaches the surprised guard (W,28) and takes a swing with his greatsword, hoping to eliminate the enemy quickly
As they approach the southern end of the castle Horros says a brief prayer tapping his mace against his shield. He casts bless on himself, Galdric and Taya using bis bonus action to give his fey gift hospitality ( help ) on Galdric for temp hp: 5 and advantage on your attack. “Move quickly, save the prisoners and up the walls I’ll protect the less sturdy folks hehe.”
As Galdric rushes out, Zyzix trails him off to the side. Normally, he hated being out in the open like this, but he had cast a spell earlier that wove invisible strands of energy around him. It wasn't much, but some protection was better than none at all. Seeing Galdric ((most likely)) miss his target, Zyzix pulls a long, slender knife from his belt and flicks it towards the bandit.
Dagger Attack: 18 Damage: 4 plus 10 psychic damage from Psychic Blades if it hits.
((Zyzyx moves to a position where he is in range and has line of sight to the guard at W28. Not sure where that would be. Maybe V30?))
This post has potentially manipulated dice roll results.
Taya runs after Galdric (to W29), almost running into Drax' flying blade, and draws her longsword. "Get to our priest!" she instructs the prisoners and swipes her longsword wide across the guards front to force him to concentrate on her (Unwavering mark if hit, see below).
Longsword: Attack: 11 Damage: 10
Unwavering Mark (XGtE, pg. 30)
When you hit with a melee weapon attack, you can mark the creature until the end of your next turn (or if you are incapacitated or you die, or if someone else marks the creature).
While it is within 5 ft. of you, a marked creature has disadvantage on any attack roll that doesn’t target you. If the marked creature deals damage to anyone else, you can make a special melee attack against it on your next turn as a bonus action with advantage and +1 extra damage. You can make this attack 2 times per long rest.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
(((Realizing the situation has gone to heck, Cal improvises and drops a Shatter then ducks for cover.))
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
The tension near Castle Daggerdale reached a crescendo as the party sprung into action. Haj, perched in his concealed position, took aim at the goblin in the makeshift tower to the west. With a swift, practiced motion, he released an arrow that whistled through the air, striking the goblin with a thud. The creature let out a sharp yelp of pain, drawing the attention of nearby enemies.
Not wasting a moment, Haj quickly nocked a second arrow and sent it flying towards the orcs near the bridge. However, this time, his aim was off. The arrow skittered across the ground, missing its intended targets and kicking up dirt in its wake.
Meanwhile, Cal, focusing his arcane energies, whispered an incantation under his breath. A moment later, a horrific shattering noise erupted, causing the orcs to clutch their ears and scream in agony. The sound, magically amplified and distorted, was disorienting and painful, effectively disrupting the orcs' ability to respond.
Galdric, seizing the moment of chaos, charged forward with his sword drawn, aiming a deadly slash at one of the mercenaries. The mercenary, alert despite the confusion, managed to step out of the way just in time, but his evasive move led him directly into the path of Drax's thrown dagger. The dagger struck true, eliciting a yelp of pain from the mercenary as it found its mark.
Taya, moving in with precision, brought her sword down with a sickening squelch. The mercenary's cries were abruptly silenced, his body collapsing to the ground under the force of her blow.
The suddenness of the party's assault caught the castle's occupants off guard. One of the patrols and the southern ballista crew, who had been facing away, turned around in surprise, only to witness the attack unfolding to the south. The realization that they were under siege dawned on them, their expressions turning from confusion to alarm. Meanwhile, the orcs on the bridge, mercenaries to the west, and the northwest ballista began to train their sights on Haj and Cal.
The party's well-coordinated ambush had effectively turned the tide, gaining them the element of surprise and the upper hand in the initial moments of the battle. The sounds of combat echoed through the ruins of Castle Daggerdale, signaling the beginning of a fierce confrontation.
It is Drax, Galdric, and Horros' Turn, the ballistas are very powerful and will fire one bolt at the southern group and one at the eastern group.
Galdric is going to throw himself against the castle wall. Then he’s going to work his way east within reach of the closer mercenary (ac, 27) and try his luck with another swing.
Attack: 22
Damage: 9
Rollback Post to RevisionRollBack
Kaelan Thornfell - Wildhunt Shifter Beast Barbarian - Horde of the Dragon Queen
Gustuck "Grumpy Gus" Clayshaper - Deep Gnome Astral Self Monk - Malady of Minarrh
Shelmo Sherrinford - Fairy Inquisitive Rogue - Vae Victus
This post has potentially manipulated dice roll results.
Sensing the danger of the ballistae, Drax follows Galdric's orders and presses himself up against decrepit stone wall of the ruined castle, his heart beating fast in his chest as adrenaline courses through his body. This was the first time he had ever been in a fight, it was a lot more intense than he thought it would be. He was shocked by how easily his knife and Taya's sword stole the life from the mercenary, his body slumping to the ground.
His back to the wall and breathing heavily, he looks towards his right as Galdric rushes the two mercenaries. Realizing he should help, he cries out to the orc, "Hey pig-face! While you may not be the dumbest person in the world, you better hope they don't die!"
Moving to V27 and casting Vicious Mockery on the orc and AE27. DC 14 wisdom saving throw or take 2 psychic damage and have disadvantage on their next attack.
Vicious Mockery
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Taya peeks up at the ballista and would like to cast Create Bonfire on its space but can't see the ground below it. "Anyone able to climb up, quietly? And take out the ballista?" She asks back to the others before she follows Galdric (to AD27). There she probes again the range to the watchtower but she can't cast there, too. It's still too far. If she'd risk to expose herself and steps around Galdric and next to the mercenary (AC28), she could reach the tower but giving them a free shot at her doesn't seem to be a good option. Instead she loosens the soil under the mercenary that was fighting Galdric (AD28) with Mold Earth in such a way that it inclines steeply into the grave and he would need to be quick or tumble down into it with a shower of soil and rocks, perhaps.
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Horros directs the prisoners to retreat into the treeline (south)as he joins his companions against the walls he casts toll the dead on the nearest mercenary DC 13 Wisdom or 2 necrotic. "It might be too late to be quiet no? Up We Go!" He attempts to climb up the wall if he has remaining movement. If he does, He'll cast spiritual weapon in front of the ballista on the south side of the castle with his bonus action.
Galdric, with a warrior's focus, charged at one of the mercenaries stationed to the south. His sword cut through the air, finding its mark and slashing into the mercenary. The man's screams of pain pierced the morning air, echoing off the ancient walls.
At that moment, Horros pointed at the wounded mercenary, uttering a prayer to invoke 'Toll the Dead.' The sound of an ethereal, haunting bell resonated throughout the castle grounds, its eerie chime intensifying the mercenary's agony. The supernatural toll of the bell seemed to sap the very life force from its target.
In an act of mercy, Taya stepped to the other side of the mercenary. She whispered an incantation, and the ground beneath the man's feet loosened, causing him to lose his balance. With a startled cry, he toppled backward into the mass grave the commoners had been forced to dig. His screams ended abruptly with a sickening crunch as he hit the bottom, his neck breaking upon impact.
Drax, seizing the opportunity, stepped forward and employed a magical turn of phrase, casting 'Vicious Mockery.' His words, laced with arcane power, struck the nearest orc, causing tears to stream down its face, the creature momentarily overwhelmed by the spell's effects.
Meanwhile, Horros attempted a bold move, charging toward the castle wall with the intention of scaling it. His hands grasped for holds, but in a twist of fate, he lost his grip and landed back on the ground with a thud, his attempt thwarted for the moment.
The defenders of the castle, now gaining some awareness of the attack, began to fight back. The southern ballista crew fired a bolt in Bell's direction, narrowly missing him as he ducked out of the way just in time. Cal, however, wasn't as fortunate. The northern ballista targeted him, launching a bolt that whistled through the air towards his head. In a reflexive move, Cal dodged, but the bolt still tore through his shoulder, exiting with a spray of blood and skittering off the ground behind him.
The goblin that Haj had previously shot managed to regain its composure and retaliated with a shot of its own. The arrow grazed the side of Haj's face, a stinging reminder of the dangers they faced.
On the bridge, two of the three orcs, still reeling from Cal's 'Shatter' spell, squealed in fear and retreated, but the third orc, fueled by rage, charged towards Cal and Haj. The orc's heavy footsteps thundered across the bridge, followed closely by two mercenaries, their weapons ready for battle.
The clash at Castle Daggerdale had erupted into a full-scale confrontation, with both sides engaged in a desperate struggle. The party, despite their initial surprise attack, now faced a fierce resistance from the castle's defenders, each moment filled with peril and uncertainty.
Cal is at 7/23 health, Haj is at 21/28 health. See roll20 dice log for rolls. It is Bell's turn
Drax nods approvingly, but doesn't say anything. Even if the man's tactics were, in Zyzix's opinion, crude, he could see that both he and Cal thought at least somewhat alike. Perhaps they would be able to put their talents to use later on. If they survived the impending raid on the castle that is.
He sighs slightly as the plan of attack is explained, but it seemed like that was going to be the best ploy they could come up with. Oh well, everyone had different strengths and specialties, and seeing how much of the group was more physically inclined than he, Zyzix figures they might as well put their strengths to good use. Painting a smile on his face, Drax says in what he hopes passes as encouraging, "Sounds like a good plan. These bandits aren't going to know what hit them!"
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Do we start with all of us at W/X32, or should Cal and I go on to our NW positions?
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
((You can go NW, I will make whatever rolls are needed edits my narrative post))
A bit of narrative so we know what's happening.
The whole group moves to take up positions watching the gravediggers and guard. [OOC I've moved the tokens to start positions, although the group at the bottom should be a little further south hiding in bushes.]
Haj and Cal then head East until they are past the tower, keeping in the tree line to avoid detection. Once past the tower they head North, crossing the river and moving to their start positions, again trying to stay hidden. Once they are ready Cal starts running towards the bridge, shouting.
[OOC By time the fun starts it will be the middle of the night here and I'll be asleep. Hopefully when I get up tomorrow some of us will still be alive] 🤞
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Castle Daggerdale
You will have a single round to initiate the encounter followed by initiative in the following order.
Initiative has been rolled in roll20, groups are as follows:
Drax, Galdric, Horros
Ballistas, Eastern Enemies
Taya, Bell
Castle Enemies, Commoners, Southern Enemies
Haj, Cal
Northern Enemies
Castle Daggerdale
In the dense underbrush near the castle, Cal, masterfully disguised, moved with a silent determination, closely followed by Haj, whose footsteps were barely audible. The tension in the air was palpable as they neared the east side of the castle, the heavy presence of danger looming over them like a dark cloud.
Without warning, Cal broke into a sudden dash towards the bridge, where orcs stood guard. His unexpected movement was a gambit, a bold attempt to draw the orcs' attention away from Haj. The orcs, surprised by the appearance of this lone figure, grunted and shifted their focus towards Cal, their brutish faces contorted in confusion.
Haj seized the moment, inching closer to gain a better vantage point. But fate was not on his side. A misstep sent a dry branch snapping underfoot, the sound echoing like a gunshot in the quiet forest. The orcs, their attention now split, quickly turned towards the source of the noise. Haj, a master of stealth, found himself caught in a rare moment of vulnerability, his position compromised by the piercing eyes of the orcs.
Meanwhile, the rest of the party, led by Zyzix's subtle guidance, approached from the south with a ghost-like quietness. Their target was the bandit overseeing the forced labor of the commoners. Each step was a careful placement, a dance with danger, as they edged closer to their unaware foe.
The atmosphere was thick with suspense, every heartbeat a drum in the ears of the party. They were close now, close enough to see the strain on the faces of the commoners, to hear the harsh orders of the bandit. The risk of discovery was high, yet they pressed on, driven by the urgency of their mission.
In those fraught moments, the party was a picture of tension and readiness, a coiled spring waiting to be released. Part of their group exposed, part hidden in the shadows, they were at a critical juncture.
This is a free round to initiate the encounter. In 24 hours if you have not posted I will use your default behavior for this round, after which we will proceed in initiative order.
With his cover blown Haj goes on the attack and takes his 1st shot against the tower Attack Attack: 26 Damage: 4
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Haj sees his shot hit and hopes that it's enough to keep the goblin distracted and looking his way. He shifts his aim and takes his 2nd shot at the bridge orc closest to him. Attack: 16 Damage: 7
As soon as the shot is released he makes a move, sprinting to another clump of bushes (BF7) hoping to take advantage of the confusion. [Dread ambush adds 10' movement.]
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Hoping the distraction has begun, Galdric steels himself for the battle to come. From his position he can just barely get to the guard supervising the prisoners. Never shy to strike first, Galdric darts out from the bushes, sprinting for the guard. Any thought of stealth at this point was gone. The battle had begun. Galdric reaches the surprised guard (W,28) and takes a swing with his greatsword, hoping to eliminate the enemy quickly
Attack: 6
Damage: 8
Kaelan Thornfell - Wildhunt Shifter Beast Barbarian - Horde of the Dragon Queen
Gustuck "Grumpy Gus" Clayshaper - Deep Gnome Astral Self Monk - Malady of Minarrh
Shelmo Sherrinford - Fairy Inquisitive Rogue - Vae Victus
Solstice Nightchill - Winter Eladrin Hunter Ranger - The Yawning Portal
Captain Duskstar - Human Hex "Gun" Warlock - Airships and Whiskey
As they approach the southern end of the castle Horros says a brief prayer tapping his mace against his shield. He casts bless on himself, Galdric and Taya using bis bonus action to give his fey gift hospitality ( help ) on Galdric for temp hp: 5 and advantage on your attack. “Move quickly, save the prisoners and up the walls I’ll protect the less sturdy folks hehe.”
With the added advantage and bless given by Horros, Galdric’s attack goes up to an 9
Kaelan Thornfell - Wildhunt Shifter Beast Barbarian - Horde of the Dragon Queen
Gustuck "Grumpy Gus" Clayshaper - Deep Gnome Astral Self Monk - Malady of Minarrh
Shelmo Sherrinford - Fairy Inquisitive Rogue - Vae Victus
Solstice Nightchill - Winter Eladrin Hunter Ranger - The Yawning Portal
Captain Duskstar - Human Hex "Gun" Warlock - Airships and Whiskey
As Galdric rushes out, Zyzix trails him off to the side. Normally, he hated being out in the open like this, but he had cast a spell earlier that wove invisible strands of energy around him. It wasn't much, but some protection was better than none at all. Seeing Galdric ((most likely)) miss his target, Zyzix pulls a long, slender knife from his belt and flicks it towards the bandit.
Dagger Attack: 18 Damage: 4 plus 10 psychic damage from Psychic Blades if it hits.
((Zyzyx moves to a position where he is in range and has line of sight to the guard at W28. Not sure where that would be. Maybe V30?))
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Taya runs after Galdric (to W29), almost running into Drax' flying blade, and draws her longsword. "Get to our priest!" she instructs the prisoners and swipes her longsword wide across the guards front to force him to concentrate on her (Unwavering mark if hit, see below).
Longsword: Attack: 11 Damage: 10
When you hit with a melee weapon attack, you can mark the creature until the end of your next turn (or if you are incapacitated or you die, or if someone else marks the creature).
While it is within 5 ft. of you, a marked creature has disadvantage on any attack roll that doesn’t target you. If the marked creature deals damage to anyone else, you can make a special melee attack against it on your next turn as a bonus action with advantage and +1 extra damage. You can make this attack 2 times per long rest.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
(((Realizing the situation has gone to heck, Cal improvises and drops a Shatter then ducks for cover.))
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
The tension near Castle Daggerdale reached a crescendo as the party sprung into action. Haj, perched in his concealed position, took aim at the goblin in the makeshift tower to the west. With a swift, practiced motion, he released an arrow that whistled through the air, striking the goblin with a thud. The creature let out a sharp yelp of pain, drawing the attention of nearby enemies.
Not wasting a moment, Haj quickly nocked a second arrow and sent it flying towards the orcs near the bridge. However, this time, his aim was off. The arrow skittered across the ground, missing its intended targets and kicking up dirt in its wake.
Meanwhile, Cal, focusing his arcane energies, whispered an incantation under his breath. A moment later, a horrific shattering noise erupted, causing the orcs to clutch their ears and scream in agony. The sound, magically amplified and distorted, was disorienting and painful, effectively disrupting the orcs' ability to respond.
Galdric, seizing the moment of chaos, charged forward with his sword drawn, aiming a deadly slash at one of the mercenaries. The mercenary, alert despite the confusion, managed to step out of the way just in time, but his evasive move led him directly into the path of Drax's thrown dagger. The dagger struck true, eliciting a yelp of pain from the mercenary as it found its mark.
Taya, moving in with precision, brought her sword down with a sickening squelch. The mercenary's cries were abruptly silenced, his body collapsing to the ground under the force of her blow.
The suddenness of the party's assault caught the castle's occupants off guard. One of the patrols and the southern ballista crew, who had been facing away, turned around in surprise, only to witness the attack unfolding to the south. The realization that they were under siege dawned on them, their expressions turning from confusion to alarm. Meanwhile, the orcs on the bridge, mercenaries to the west, and the northwest ballista began to train their sights on Haj and Cal.
The party's well-coordinated ambush had effectively turned the tide, gaining them the element of surprise and the upper hand in the initial moments of the battle. The sounds of combat echoed through the ruins of Castle Daggerdale, signaling the beginning of a fierce confrontation.
It is Drax, Galdric, and Horros' Turn, the ballistas are very powerful and will fire one bolt at the southern group and one at the eastern group.
“Everyone, against the wall, quickly!”
Galdric is going to throw himself against the castle wall. Then he’s going to work his way east within reach of the closer mercenary (ac, 27) and try his luck with another swing.
Attack: 22
Damage: 9
Kaelan Thornfell - Wildhunt Shifter Beast Barbarian - Horde of the Dragon Queen
Gustuck "Grumpy Gus" Clayshaper - Deep Gnome Astral Self Monk - Malady of Minarrh
Shelmo Sherrinford - Fairy Inquisitive Rogue - Vae Victus
Solstice Nightchill - Winter Eladrin Hunter Ranger - The Yawning Portal
Captain Duskstar - Human Hex "Gun" Warlock - Airships and Whiskey
Sensing the danger of the ballistae, Drax follows Galdric's orders and presses himself up against decrepit stone wall of the ruined castle, his heart beating fast in his chest as adrenaline courses through his body. This was the first time he had ever been in a fight, it was a lot more intense than he thought it would be. He was shocked by how easily his knife and Taya's sword stole the life from the mercenary, his body slumping to the ground.
His back to the wall and breathing heavily, he looks towards his right as Galdric rushes the two mercenaries. Realizing he should help, he cries out to the orc, "Hey pig-face! While you may not be the dumbest person in the world, you better hope they don't die!"
Moving to V27 and casting Vicious Mockery on the orc and AE27. DC 14 wisdom saving throw or take 2 psychic damage and have disadvantage on their next attack.
Vicious Mockery
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Taya peeks up at the ballista and would like to cast Create Bonfire on its space but can't see the ground below it. "Anyone able to climb up, quietly? And take out the ballista?" She asks back to the others before she follows Galdric (to AD27). There she probes again the range to the watchtower but she can't cast there, too. It's still too far. If she'd risk to expose herself and steps around Galdric and next to the mercenary (AC28), she could reach the tower but giving them a free shot at her doesn't seem to be a good option. Instead she loosens the soil under the mercenary that was fighting Galdric (AD28) with Mold Earth in such a way that it inclines steeply into the grave and he would need to be quick or tumble down into it with a shower of soil and rocks, perhaps.
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
Horros directs the prisoners to retreat into the treeline (south)as he joins his companions against the walls he casts toll the dead on the nearest mercenary DC 13 Wisdom or 2 necrotic. "It might be too late to be quiet no? Up We Go!" He attempts to climb up the wall if he has remaining movement. If he does, He'll cast spiritual weapon in front of the ballista on the south side of the castle with his bonus action.
Athletics in case it's needed: 20
Galdric, with a warrior's focus, charged at one of the mercenaries stationed to the south. His sword cut through the air, finding its mark and slashing into the mercenary. The man's screams of pain pierced the morning air, echoing off the ancient walls.
At that moment, Horros pointed at the wounded mercenary, uttering a prayer to invoke 'Toll the Dead.' The sound of an ethereal, haunting bell resonated throughout the castle grounds, its eerie chime intensifying the mercenary's agony. The supernatural toll of the bell seemed to sap the very life force from its target.
In an act of mercy, Taya stepped to the other side of the mercenary. She whispered an incantation, and the ground beneath the man's feet loosened, causing him to lose his balance. With a startled cry, he toppled backward into the mass grave the commoners had been forced to dig. His screams ended abruptly with a sickening crunch as he hit the bottom, his neck breaking upon impact.
Drax, seizing the opportunity, stepped forward and employed a magical turn of phrase, casting 'Vicious Mockery.' His words, laced with arcane power, struck the nearest orc, causing tears to stream down its face, the creature momentarily overwhelmed by the spell's effects.
Meanwhile, Horros attempted a bold move, charging toward the castle wall with the intention of scaling it. His hands grasped for holds, but in a twist of fate, he lost his grip and landed back on the ground with a thud, his attempt thwarted for the moment.
The defenders of the castle, now gaining some awareness of the attack, began to fight back. The southern ballista crew fired a bolt in Bell's direction, narrowly missing him as he ducked out of the way just in time. Cal, however, wasn't as fortunate. The northern ballista targeted him, launching a bolt that whistled through the air towards his head. In a reflexive move, Cal dodged, but the bolt still tore through his shoulder, exiting with a spray of blood and skittering off the ground behind him.
The goblin that Haj had previously shot managed to regain its composure and retaliated with a shot of its own. The arrow grazed the side of Haj's face, a stinging reminder of the dangers they faced.
On the bridge, two of the three orcs, still reeling from Cal's 'Shatter' spell, squealed in fear and retreated, but the third orc, fueled by rage, charged towards Cal and Haj. The orc's heavy footsteps thundered across the bridge, followed closely by two mercenaries, their weapons ready for battle.
The clash at Castle Daggerdale had erupted into a full-scale confrontation, with both sides engaged in a desperate struggle. The party, despite their initial surprise attack, now faced a fierce resistance from the castle's defenders, each moment filled with peril and uncertainty.
Cal is at 7/23 health, Haj is at 21/28 health. See roll20 dice log for rolls. It is Bell's turn