This post has potentially manipulated dice roll results.
The Northern enemy swings his flail wildly and recklessly, and makes one attack against each of the men around him. Reminder, if hit, that’s a DC 13 CON Save vs Poison on your next turn.
Jar: 12 for 10 Bludgeoning damage
Barnabus: 25 for 8 Bludgeoning damage
Morkeleb: 15 for 11 Bludgeoning damage
This is a reckless attack, so you can still attack him with advantage next turn.
The southern foe runs up to Barnabus from behind and begins the same babbling he did to Morkeleb. However, Senushu’s spell protects you from its effects, so you just suffer a bit of spittle as he raves at you.
Morkeleb feels sudden clarity as Senushi's spell descends upon him. Now he sees these madmen for what they really are, far-gone lunatics that need to be put out of their misery. Seeing that one is merely babbling uselessly while the other seems dangerous with his reckless attacks, Morkeleb sees an opening in that one's defenses and tries to exploit it. He blocks an attack aimed at him on his shield, then answers with his sword.
22 to hit, 8 slashing damage to the upper enemy
(had to move up a square to do it, might incur an attack of opportunity)
The first Berserker goes down amidst the barrage of attacks.
The second one begins babbling incoherently and rolling in the snow, not necessarily attacking but not looking calm either. It is up to the party how to respond.
Barnabus doesn't wait to see what crazy 2 is or isn't going to do. He immediately positions himself 15 ft south and strikes at the poor soul. If for no other reason than to put it out of its misery.
This post has potentially manipulated dice roll results.
Berserker WIS Save: 11
Taking the blows, the remaining Berserker gets up, disengages, and flees into the snow. The part can choose to chase him, or the battle can be over as you watch him disappear into the night.
Moving on from that oddity, the group eventually begins to feel exhausted from the travel. Garret insists on making camp for the night, setting up a fire and tents to keep the party warm (or as warm as able) through the night.
One person can make a Survival check for the fire.
Whoever plans on taking watches can roll Perception checks as well.
The Northern enemy swings his flail wildly and recklessly, and makes one attack against each of the men around him. Reminder, if hit, that’s a DC 13 CON Save vs Poison on your next turn.
Jar: 12 for 10 Bludgeoning damage
Barnabus: 25 for 8 Bludgeoning damage
Morkeleb: 15 for 11 Bludgeoning damage
This is a reckless attack, so you can still attack him with advantage next turn.
The southern foe runs up to Barnabus from behind and begins the same babbling he did to Morkeleb. However, Senushu’s spell protects you from its effects, so you just suffer a bit of spittle as he raves at you.
(That second attack is a crit, so it would become 13 damage against Barnabus)
Morkeleb feels sudden clarity as Senushi's spell descends upon him. Now he sees these madmen for what they really are, far-gone lunatics that need to be put out of their misery. Seeing that one is merely babbling uselessly while the other seems dangerous with his reckless attacks, Morkeleb sees an opening in that one's defenses and tries to exploit it. He blocks an attack aimed at him on his shield, then answers with his sword.
22 to hit, 8 slashing damage to the upper enemy
(had to move up a square to do it, might incur an attack of opportunity)
Opportunity Attack vs Morkeleb: 9 for 4. On a hit, DC 13 CON Save vs poison for one turn
That hit, 5 damage taken, con save 19
Jar attacks
(Action: 9 to hit with 7 damage; BA: 17 to hit with 9 damage)
D&D since 1984
Senushi will cast vicious mockery at one of the enemies.
Wis Save DC 13
4 psychic damage on fail.
The slimy wet droplets spewed from the crazy land on Barnabus' neck
."Uuuhggthhh!!!" Barnabus cries in disgust as he swings around to bring Fife down on the defilers head.
Attack: 21 Damage: 8
**This Space for Rent**
If I'm reading this right, Morkeleb already took his turn for the round, right?
Yes
**This Space for Rent**
The first Berserker goes down amidst the barrage of attacks.
The second one begins babbling incoherently and rolling in the snow, not necessarily attacking but not looking calm either. It is up to the party how to respond.
Updated Map:
Barnabus doesn't wait to see what crazy 2 is or isn't going to do. He immediately positions himself 15 ft south and strikes at the poor soul. If for no other reason than to put it out of its misery.
Warpick (Fife) attack:12
Damage: 5
**This Space for Rent**
Morkeleb also approaches and swings with his sword, intent on putting the thing out of its misery before it can cause more mischief
14 to hit, 4 damage
Once more Senushi flings a strong of insults casting vicious mockery
Wis Save DC 13
on fail 1 psychic damage
Jar approaches the second one and attacks
20 and 16 to hit; 4 and 4 damage
D&D since 1984
Berserker WIS Save: 11
Taking the blows, the remaining Berserker gets up, disengages, and flees into the snow. The part can choose to chase him, or the battle can be over as you watch him disappear into the night.
Senushi says "let the crazed man go, I rather not chase the man as he may be running back to more of his crazed pals"
Morkeleb laughs at the retreating figure. He shouts after it, "Run, you pathetic scoundrel. And don't forget, it was House Vexashene who bested you!"
Moving on from that oddity, the group eventually begins to feel exhausted from the travel. Garret insists on making camp for the night, setting up a fire and tents to keep the party warm (or as warm as able) through the night.
One person can make a Survival check for the fire.
Whoever plans on taking watches can roll Perception checks as well.
Jar will take first watch
Survival: 9
Perception 14
D&D since 1984