(OOC: @drumdigby - The dice roller is being especially crazy today. I think that it gave me different rolls initially, but now it's showing impossible values, like 1d8+4 -> 13. Or the sum 1+7=24. For sanity's sake, I went ahead and re-rolled one True Strike attack with crossbow and one Vicious Mockery in the game log so that you have clean rolls no matter which way Xanrym's action goes:
Khessa blocks the door, while Theldrin's spell misses the Kruthik. Quindal laughs as he is torn to shreds by Syllen's crows, "I see your power now! I see why Fadheela was willing to reach out to us." He dies, along with Derro 9. Xanrym and Coriana's spells hits Kruthik 1 and Derro 10. Avery busts out of the window to attack Kruthik 1, but both attacks miss.
The last Derro looks around, wounded and alone. He laughs and uses the Dash action to run 60ft away, deeper into The Riddle, "Back to the Church!" He laughs as he flees. The Kruthik, however, stay and fight, told to kill you all by their now late master (Appropriate Disadvantages applied).
Stab against Avery Attack: 11 Damage: 7 Piercing
Stab against Avery Attack: 9 Damage: 9 Piercing
Stab against Khessa Attack: 6 Damage: 4 Piercing
Stab against Khessa Attack: 11 Damage: 6 Piercing
You all are up. Derro 10 flees into The Riddle toward 'the Church', while the two Kruthik fight on.
Since it has been effective so far, Xanrym mocks Kruthik 2, "Whether you stand on the ceiling, the wall, or the ground, you don't stand a chance against The Company of the Grey Chain!"
Believing that the other members of The Company can handle the remaining opponents outside, Xanrym moves into the room with the stairs where his bonfire still rages, wondering whether Irennaste is still alive and how many Inheritors remain in their hideout.
Movement: 30-ft of movement toward the stairs that lead to the 2nd floor Action: Cast spell Vicious Mockery at Kruthik 2, WIS 16 save or it takes 10 (psychic) damage and has disadvantage on the next attack roll it makes before the end of its next turn. (rolled in game log) Free Action: Equip his crossbow since he didn't do that last round.
Concerned about the Derro who might get away, Theldrin does his best to coordinate with the other party members to hopefully avoid Kruthik 2 getting a chance to attack him, but he will venture out the door and to the left nonetheless. He moves into the street near Syllen and if the Derro is still standing and in view, send a Magic Missile blast after him.
[[The diagonals are free, actually. Khessa is fine]]
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
(OOC: @drumdigby - The dice roller is being especially crazy today. I think that it gave me different rolls initially, but now it's showing impossible values, like 1d8+4 -> 13. Or the sum 1+7=24. For sanity's sake, I went ahead and re-rolled one True Strike attack with crossbow and one Vicious Mockery in the game log so that you have clean rolls no matter which way Xanrym's action goes:
)
Avery moves to intercept Quindal and attacks: Attack: 12 Damage: 14; Attack: 17 Damage: 14
Kruthik 1 DEX Save: 17
Kruthik 2 DEX Save: 15
Derro 9 DEX Save: 10
Derro 10 DEX Save: 21
Quindal DEX Save: 5
Kruthik WIS Save: 12
Khessa blocks the door, while Theldrin's spell misses the Kruthik. Quindal laughs as he is torn to shreds by Syllen's crows, "I see your power now! I see why Fadheela was willing to reach out to us." He dies, along with Derro 9. Xanrym and Coriana's spells hits Kruthik 1 and Derro 10. Avery busts out of the window to attack Kruthik 1, but both attacks miss.
The last Derro looks around, wounded and alone. He laughs and uses the Dash action to run 60ft away, deeper into The Riddle, "Back to the Church!" He laughs as he flees. The Kruthik, however, stay and fight, told to kill you all by their now late master (Appropriate Disadvantages applied).
Stab against Avery Attack: 11 Damage: 7 Piercing
Stab against Avery Attack: 9 Damage: 9 Piercing
Stab against Khessa Attack: 6 Damage: 4 Piercing
Stab against Khessa Attack: 11 Damage: 6 Piercing
You all are up. Derro 10 flees into The Riddle toward 'the Church', while the two Kruthik fight on.
Khessa trusts that her companions will stop the fugitive and finally focuses on the Kruthik who is so tenaciously trying to kill her!
The massive blade of the magical Greatsword falls rapidly, propelled by the blonde arcane warrior's powerful arms.
Khessa's Attack: 14 Damage: 11 (magical slashing) or 3 if missed, thanks to Graze property.
Syllen runs out of the building in order to chase the remaining Derro.
“You have no hope of leaving! Surender was always your only option.”
Action: Cast Starry Wisp. To Hit: 19 Damage: 8 Radiant. On hit target emits dim light and can't be invisible until the end of my next turn.
Movement: Move crows next to both Kruthik. DC 15 Dex Save or take 10 Slashing Damage.
Tentacle (Kruthik 1): AC 19, 11 Cold.
Coriana:
Scimitar (Kruthik 2): AC 26, 6 slashing
Scimitar (Kruthik 2): AC 20, 6 slashing
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Round 4: Xanrym
Since it has been effective so far, Xanrym mocks Kruthik 2, "Whether you stand on the ceiling, the wall, or the ground, you don't stand a chance against The Company of the Grey Chain!"
Believing that the other members of The Company can handle the remaining opponents outside, Xanrym moves into the room with the stairs where his bonfire still rages, wondering whether Irennaste is still alive and how many Inheritors remain in their hideout.
Movement: 30-ft of movement toward the stairs that lead to the 2nd floor
Action: Cast spell Vicious Mockery at Kruthik 2, WIS 16 save or it takes 10 (psychic) damage and has disadvantage on the next attack roll it makes before the end of its next turn. (rolled in game log)
Free Action: Equip his crossbow since he didn't do that last round.
Concentration: Create Bonfire round 4 of 10
Concerned about the Derro who might get away, Theldrin does his best to coordinate with the other party members to hopefully avoid Kruthik 2 getting a chance to attack him, but he will venture out the door and to the left nonetheless. He moves into the street near Syllen and if the Derro is still standing and in view, send a Magic Missile blast after him.
3
2
5
Avery pursues the fleeing Dero, will attempt to tackle him: Athletics: 17