Jar meditating senses something close by (Perc 20). He motions to any who are looking, to look at the snow moving. He gets up quietly and moves over (Stealth 22) to the area.
Jar, as you approach, keeping low and stepping softly as only you could, you recognize this “mound of snow” to be a lying yeti watching the tykes. It is watching the rest of the group, having not yet noticed you, seemingly on alert in case they approach its children.
Jar's stealthy approach results in the group traveling around the yetis. You all travel a bit farther, but while some confrontations are avoidable, others seem to come to you.
As the night approaches, you see two figures stumbling toward you in the dark. They look like men, but they are poorly prepared for the winter, with bare feet and chests. Their eyes unnaturally glow and they carry pitch black flails. You can hear them madly rambling, phrases that make no sense as they approach you. When close enough, you can see they have fresh blood on them. The two men give you crazes, toothy smiles as they continue stumbling towards you, raising their weapons.
The figure to your north is Garret, for reference.
Initiative:
Party Average: 12
Enemy Average: 8
The party is first to act, as these two men rush them, screaming about the warm snow and the worms in your heads and the walking shadows.
Senushi: If you want a different image for your token, just say the word. Also we're using party initiative, so the party can move in whatever order you happen to post in.
"AYE!! ON YOUR GUARD MEN!! WE'VE GOT INCOMING!!" screams Barnabus as he charges towards the shambling bodies. The dwarf will charge 25 ft to the west and Brace .(+2 damage)
Morkeleb startles out of his laissez faire attitude when the crazies approach. Seeing their state, he feels a strange mixture of revulsion and sympathy for them.
"Alas," he calls out to them, "the Scion of the Vexashene shall put you out of your misery!"
Brandishing his sword, he strides 20 feet directly west and brings his sword to bear against the more southern lunatic.
"Damnable luck. Evade one danger just to run into another." says Senushi as he holds onto his instrument. He lets loose a sting of insults and cast vicious mockery at the closest enemy.
This post has potentially manipulated dice roll results.
Jar rushes the first madman and delivers a series of strong blows. As it steps forward to attack both him and Barnabus, it takes a swing from Barnabus to the chest. The southern one gawks at the insults Senushi flings at it, but then focuses on the dragonborn blocking its path and burst into unintelligible babbling.
North Berserker makes 3 attacks with its flail.
Attack 1 on Jar: 16 for 11 Bludgeoning Damage
Attack 2 on Barnabus: 8 for 9 Bludgeoning Damage
Attack 3 on Jar: 25 for 4 Bludgeoning Damage
If any of these hit, you must succeed on a DC 13 CON Save or be poisoned until the end of your next turn.
Additionally, it attacked recklessly, so attacks against it have advantage next turn.
The one next to Morkeleb, instead of attacking, grabs his shoulders and starts babbling incoherently about a dark master. Make a DC 13 CHA Save or be overcome by a dark urge to attack a friend on your next turn.
Blocking his own attack prevents Barnabus from intercepting the reckless flailings of "the beserker" as it swipes at Jar. The strike leaves an opening that Barnabus intends to exploit. Stepping in behind the goulish being he swings his warpick.
Filled with sudden revulsion for the pathetic creature, Morkeleb feels a strange sympathy for the mad man overcome him. He turns away in shame and a strange fey mood takes him. He sees his companions assaulting the other poor mad creature and a nameless anger overcomes him. "Stop this," he shouts at them, "Can't you see they're poor defenseless wretches? Stop this at once!"
He swings his sword at Barnabus!
Fortunately I am incapable of rolling higher than a 5, only a 7 to hit
Jar meditating senses something close by (Perc 20). He motions to any who are looking, to look at the snow moving. He gets up quietly and moves over (Stealth 22) to the area.
D&D since 1984
Jar, as you approach, keeping low and stepping softly as only you could, you recognize this “mound of snow” to be a lying yeti watching the tykes. It is watching the rest of the group, having not yet noticed you, seemingly on alert in case they approach its children.
Morkeleb watches Jar's sneaking with mild interest
Jar comes back and lets the rest of the team know.
D&D since 1984
"Aye! Darn good eyes ya got there Jar!. Let's avoid them if we can." says Barnabus.
**This Space for Rent**
Senushi trudges onward. Thankful that they did not walk into a yeti's sharp embrace. "Masterful scouting Jar"
Jar's stealthy approach results in the group traveling around the yetis. You all travel a bit farther, but while some confrontations are avoidable, others seem to come to you.
As the night approaches, you see two figures stumbling toward you in the dark. They look like men, but they are poorly prepared for the winter, with bare feet and chests. Their eyes unnaturally glow and they carry pitch black flails. You can hear them madly rambling, phrases that make no sense as they approach you. When close enough, you can see they have fresh blood on them. The two men give you crazes, toothy smiles as they continue stumbling towards you, raising their weapons.
The figure to your north is Garret, for reference.
Initiative:
Party Average: 12
Enemy Average: 8
The party is first to act, as these two men rush them, screaming about the warm snow and the worms in your heads and the walking shadows.
Senushi: If you want a different image for your token, just say the word. Also we're using party initiative, so the party can move in whatever order you happen to post in.
"AYE!! ON YOUR GUARD MEN!! WE'VE GOT INCOMING!!" screams Barnabus as he charges towards the shambling bodies. The dwarf will charge 25 ft to the west and Brace .(+2 damage)
Attack: 23 Damage + Brace=12
**This Space for Rent**
Jar charges forward to meet the new attackers.
Action: Attack with quarterstaff (22 to hit for 11 damage)
Bonus Action: Jar will use his Flurry of Blows (21 to hit with 5 damage) and (25 to hit (NAT 20) for 9 damage)
D&D since 1984
Morkeleb startles out of his laissez faire attitude when the crazies approach. Seeing their state, he feels a strange mixture of revulsion and sympathy for them.
"Alas," he calls out to them, "the Scion of the Vexashene shall put you out of your misery!"
Brandishing his sword, he strides 20 feet directly west and brings his sword to bear against the more southern lunatic.
To hit 9
10 damage if that manages to hit
"Damnable luck. Evade one danger just to run into another." says Senushi as he holds onto his instrument. He lets loose a sting of insults and cast vicious mockery at the closest enemy.
Wis Save DC 13
1 psychic damage on fail.
South Berserker Wis Save: 11
Garret positions his light to help you all see, but stays back out of the fight and just shouts words of encouragement.
North Berserker CM Roll: 2
South Berserker CM Roll: 1
Updated Map:
Jar rushes the first madman and delivers a series of strong blows. As it steps forward to attack both him and Barnabus, it takes a swing from Barnabus to the chest. The southern one gawks at the insults Senushi flings at it, but then focuses on the dragonborn blocking its path and burst into unintelligible babbling.
North Berserker makes 3 attacks with its flail.
Attack 1 on Jar: 16 for 11 Bludgeoning Damage
Attack 2 on Barnabus: 8 for 9 Bludgeoning Damage
Attack 3 on Jar: 25 for 4 Bludgeoning Damage
If any of these hit, you must succeed on a DC 13 CON Save or be poisoned until the end of your next turn.
Additionally, it attacked recklessly, so attacks against it have advantage next turn.
The one next to Morkeleb, instead of attacking, grabs his shoulders and starts babbling incoherently about a dark master. Make a DC 13 CHA Save or be overcome by a dark urge to attack a friend on your next turn.
Blocking his own attack prevents Barnabus from intercepting the reckless flailings of "the beserker" as it swipes at Jar. The strike leaves an opening that Barnabus intends to exploit. Stepping in behind the goulish being he swings his warpick.
Attack:10 Damage (Hah!!): 6
**This Space for Rent**
Jar CON Save: 9 then 16
D&D since 1984
Jar is poisoned
He strikes out (19 @ DIS to hit with 4 damage)
BA (21 to hit with 9 damage)
D&D since 1984
the terrible rolls continue
Morkeleb rolled a nat 1 for a 5 on the charisma save
Filled with sudden revulsion for the pathetic creature, Morkeleb feels a strange sympathy for the mad man overcome him. He turns away in shame and a strange fey mood takes him. He sees his companions assaulting the other poor mad creature and a nameless anger overcomes him. "Stop this," he shouts at them, "Can't you see they're poor defenseless wretches? Stop this at once!"
He swings his sword at Barnabus!
Fortunately I am incapable of rolling higher than a 5, only a 7 to hit
Senushi moves back 10 ft and seeing Morkeleb strange behavior will then cast calm emotions on Morkeleb.
If he has been charmed or frightened, then the spell should suppress those effects.
Senushi’s spell causes a relaxing feeling to wash over the party. Morkeleb comes to his senses quickly.
North Berserker CM: 4
South Berserker CM: 2