Carl pulls a torch and tinder out of his pack, handing them to Squirt Mudbottom. He says to him, "Light 'em up." Squirt proceeds to light the torch and run towards the orcs. Carl points at the lead orc and a bolt of force shoots out of his hand toward the orc.
Action : Eldritch blast to the lead orc, 8 to hit, for 10 points of force damage.
Free action : Hands torch and tinder to Squirt. Mudbottom
Bonus action : Squirt lights the torch and runs toward the orcs covered in pitch.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
"What in the hells!?" Hex immediately jumps back as the orcs reveal themselves, scrambling to get some distance between them. In a (hopefully) safer location, she throws out her hands towards the cave entrance and twists them into fists. The earth beneath them rumbles before cracking open as vines explode out of the ground and attempts to grasp at their legs.
Movement: 30ft away from the orcs
Action: Entangle. Placing it so that they're forced to move through it as they rush into the cave.
Auriel freezes at the sight of the orcs—six of them, hulking and ready—and his breath catches. This kind of fight would be difficult even at full strength. Wounded as they are ... it could end badly.
Slowly, he exhales, and as Hex puts distance between herself and the enemy, the paladin steps forward. He raises his halberd—not to strike, but to guard. His stance tightens and he locks eyes with the enemies, following their every movement.
OOC: I always hate to be the guy that points this out, but Carl can't quite do that much during one turn. Remember that drawing an item from your pack counts as an object interaction, and you get one free interaction per turn. So drawing a torch, drawing a tinderbox, handing a torch, and handing a tinderbox each require an object interaction. I'll assume that during this first round, Carl has drawn a torch as his object interaction. Please feel free to correct me if I got any of that wrong.
Auriel does still have shield of faith, only a few minutes would have passed between fights.
DM Screen:
8/15 10/10 11/11 17/17 14/14 11/11
Enemy Rolls:
Orc STR Saves vs. Entangle: 18, 22, 11, 18
Greataxes vs. Auriel (Disadvantage: Dodge): 14, 16 Greataxes vs. Hex: 15, 25 Javelin vs. Carlthuzad: 7
Hex Damage: 9 slashing Hex Concentration: 21
Orc STR Save vs. Entangle: 9
Hex brings vines forth from the cavern ground that wrap themselves around the oncoming orcs in a tangle. The menacing creatures close in with intense speed, their powerful limbs ripping and tearing the vines with ease. One orc remains near the back line, launching a javelin that doesn't threaten Carlthuzad, who also fires his eldritch blast wide of its mark. Another reaches to throw a javelin, but a vine emerges from the ground and wraps firmly around its arm before it can thrust it forward. The orc struggles against the entanglement, which holds firm.
Hildigrim's aim is true, but the orc charges through the vines with an arrow in its chest, along with three others. They seem to move with an inhuman speed, descending upon Auriel and Hex like rabid wolves. Auriel focuses purely on defensive maneuvers, and shifts deftly between swinging greataxes. Hex, on the run, scrambles to avoid one incoming axe only to come face to face with another, throwing herself sidelong to avoid being decapitated. Off balance and on her heels, the orcs close in.
Round 2 Order: Players <===== Orcs
Placement: Auriel is engaged in melee combat with two orcs. Hex is engaged in melee combat with two orcs. Two orcs are 30 feet away, one of which is restrained by the entangling vines.
Health: Hex is severely wounded. Auriel is lightly wounded. Carlthuzad is lightly wounded. Hildigrim is lightly wounded.
Hex barely has any time to react to all the axes swinging towards her, dodging out the way just fast enough to avoid complete decapitation but not enough to stop the blade from slicing through the side of her throat. Her hand instinctively whips up to cover the wound, blood pouring through her fingers at the futile attempt to stem the flow. Her vision begins to darken and blur. She can barely breathe as her mouth fills with blood and the taste of iron overwhelms her senses. Her brain can't even comprehend the pain from all the adrenaline rushing through her body.
Despite everything, she keeps concentrating on her vines. Knowing she has managed to restrain even just one of the orcs back is enough to keep holding onto the spell.
With what little strength is still left in her body, she attempts to escape. Even if she can't, at the very least, she would be satisfied with keeping the orcs' attention off the others for as long as possible.
Auriel doesn't see the blow land—but he hears it. That sickening sound of steel meeting flesh cuts above the rest of the fight.
Instinctively, his gaze snaps toward the source and sees Hex clutching her throat, blood slipping between her fingers in a steady, terrible stream. The sight sends a cold shiver through him.
He wants to move to help her, but with the orcs pressing in, even a moment's hesitation would leave him open. Worse, it might turn their blades toward Hildigrim or Carl. So he grits his teeth and steadies his weapon, forced to stay where he is—for what he hopes is the best decision for them all. He sends a silent plea to Tyr: Shield her. Just for a breath longer.
Auriel raises the halberd in time to deflect a blow, but his heart isn't entirely on it. It is on the shimmering barrier beginning to form over Hex, instead.
((OOC : Thanks Barty, I didn’t know how that would work. Let’s just say that is his intent, and as a free action each step forward in that process of giving his torch and tinderbox to Squirt, I think that Squirt can light it and then run towards the orcs. Meanwhile, Carl will keep firing away.))
Carl hurriedly hands Squirt Mudbottom the torch and then starts to dig for his tinderbox. He raises up and fires off an Eldritch blast at the lead orc. He aims toward one of the restrained orcs.
Eldritch blast, at one of the restrained orcs : 19 to hit, for 8 points of force damage.
He is inching backwards as he tries to accomplish these tasks.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Orc STR Save vs. Entangle:22 Orc WIS Save vs. Sanctuary: 18
Greataxe vs. Hex: 20, Damage: 14 slashing Greataxes vs. Auriel (Disadvantage: Dodge): 11, 12, 21, Damage: 10 slashing Greataxe vs. Hildigrim: 24, Damage: 11 slashing
Growling through Carlthuzad's eldritch blast, the restrained orc rips the magical vines free of the floor, and after a grunted instruction to its partner nearby, unleashes a primal howl. The pair charges through the entanglement but find the restraints soon gone entirely; though Auriel does what he can to provide Hex protection through his magic, one of the orcs gives chase to the tiefling. Near the tunnels, you see the greataxe come down, and the form of Hex lying still beneath it. Hildigrim sends an arrow singing past the orcs near Auriel, the Eladrin pressed on all sides when the other orc that had been chasing Hex joins the pair fighting him. Still staying nimble, Auriel keeps two of the axes at bay while a third crunches against his armor, taking his breath away and nearly carving through it. Hildigrim ducks low suddenly, narrowly avoiding a decapitation himself as the orc that had thrown a javelin mere seconds ago has already reached him.
Round 3 Order: Players <===== Orcs
Placement: Auriel is engaged in melee combat with three orcs. Hildigrim is engaged in melee combat with an orc. Hex and one orc are 30 feet away.
Health: The orc that had been restrained is severely wounded. One orc fighting Auriel is lightly wounded.
Hex is unconscious and dying (0 successes, 0 failures). Auriel is severely wounded. Hildigrim is severely wounded. Carlthuzad is lightly wounded.
With her back turned on the orc still chasing her, Hex doesn't see the axe swing but she definitely hears it. As the sound of its blade grows closer, she can only shut her eyes and grit her teeth before dropping to the ground. She hadn't even had the chance to draw her bow.
If the orc next to Hex stays with her, or tries to attack anyone other than Auriel, then he casts Compelled duel on him. This makes him loose concentration on Shield of Faith, and his AC lowers to 17.
I'm really hoping Hildigrim BA Disengages from his own orc, or that the orc runs to Auriel as well.
At this point, Auriel is seeing red. He wants to end these orcs. Every instinct screams for it. But even through the surge of rage and the blood pounding in his ears, one thought cuts through: someone has to make it out of this. Someone has to reach Phlan.
He hopes at least three of them do.
He locks eyes with Carl and Hildigrim. His voice is quiet—barely more than a whisper. "Take Hex. Get the hell out of this island."
OOC: I should have paid better attention to distances. I thought I was still a ways away from all of the orcs. That mistake may cost the campaign.
Hildigrim's head is so foggy. The pain is tremendous. He can see Auriel's lips moving, but all he can hear in his halfling ears is the pounding of his heart.
I need to get help, he thinks. The Harpers stand together.
He disengages from his assailant and begins moving back toward where the captives were. He turns back just long enough to nock and fire an arrow at the orc he just escaped.
Bonus action: disengage
Movement: 25 feet
Attack with advantage (using inspiration): 17, damage: 8, sneak attack if applicable: 9
From deep in his mind, Carl starts to hear a dark, cackling laugh. “YOU IDIOT, LOOK AT YOU, MUCKING IT UP! I BET THEY’LL BURN YOUR BODY TO HONOR THEIR DRAGON GOD! OH THEN WE’LL PLAY, OH YES WE WILL!” Carl’s eyes are dark black as he reaches into his pocket and flings a little piece of mica at the orcs and a resounding BOOM fills the cavern. “Shut it ya bloody bastard! Can’t ya leave me alone? It’s now or never, I tell ya!” Carl feels the air blast against him and he smells the pitch. He sends Squirt in with torch lit to touch it to the oily black substance…
Action : Carl casts shatter on as many of the orcs as he can, while keeping it away from Hex. Each orc involved takes 10 points of thunder damage, DC 13 con save to cut this in half.
Movement : back another 10 feet or so if able
Bonus action : sending Squirt in with lit torch if possible, touching it to the pitch.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Greataxes vs. Auriel (Disadvantage: Dodge): 11, 8, 10
Almost out of sight and headed back down the tunnel from whence the party came, Hildigrim finds a moment of pure focus. His arrow smashes through the chasing orc's nose and emerges from the back of its skull; as if its muscles are driven beyond its own murderous mind, the creature takes several more steps before finally falling.
For a moment, Auriel sees nothing but pitch and steel - three orcs with greataxes raised, victory in their eyes. The Eladrin has remained on balance, his halberd ready to swing at any moment, and he finds his defense in a sudden moment of offense. As the greataxes come down, he release a mighty pent up swing of the halberd, parrying two of the strikes with a loud clash, and using the momentum to charge into the third orc, knocking it off balance against the wall and disrupting its strike. As the remaining two orcs close in, his body overextended, Auriel sees his hope flicker; until Carlthuzad releases the energy of his spell, and a thunderous peal precedes the insides of those orcs splattering against him, the orcs, and the cavern walls.
Round 4 Order: Players <===== Orcs
Placement: Auriel is engaged in melee combat with three orcs. Hildigrim is 25 feet away. Hex is 30 feet away.
Health: Hex is unconscious and dying (0 successes, 1 failure). Auriel is severely wounded. Hildigrim is severely wounded. Carlthuzad is lightly wounded.
Auriel barely registers the sound—an explosion? He doesn't know. He doesn't care. All he knows is that he is surrounded, and he must endure. Just a little longer. It will soon be over. Perhaps not as he hoped, but … maybe that's all right.
Don’t know where Carl is in relation to Hex. If he can reach her in 25 feet, he’ll move there and feed her the potion of healing. Otherwise, he will move forward 20 feet and get ready to next round, sending an Eldritch blast into the closest orc, to warm them up.
Action : Eldritch blast : 20 to hit, for 11 points of force damage.
Free action : Hands tinderbox to Squirt, telling it to light the torch.
Hildigrim pauses, momentarily surprised by how swiftly the orc dropped. He looks up at the thunderclap overhead and winces — until he spots Carl at the source and lets out a brief breath of relief. But then his eyes land on Hex’s prone form.
His breath catches.
For a heartbeat, he glances over his shoulder, torn between pressing forward and turning back. But the decision comes quickly. He tightens his grip, raises his bow once more, and sets his jaw with quiet resolve.
Another arrow soars through the arrow, aimed at one of the orcs surrounding Auriel.
Attack: 13 (ugh), damage: 7, sneak attack if applicable: 7
To keep the orcs from surprising him again, he backs up another 25 feet.
Don’t know where Carl is in relation to Hex. If he can reach her in 25 feet, he’ll move there and feed her the potion of healing.
OOC: I aim to be as explicit as I can be with the placement distances. If your character is not mentioned, it's safe to assume that distances also apply to you. So Hex being 30 feet away indicates she's 30 feet away from the central point of the fracas, if you will. Since Carl's not mentioned directly, I'm considering him part of that central part of combat, so Hex would also be 30 feet away from him. Carl's 25 feet of movement would bring him to within 5 feet of Hex, so he can reach her and do this.
Free action : Hands tinderbox to Squirt, telling it to light the torch.
OOC: All that being said, Carl needs to use his free object interaction to retrieve the potion of healing from Hex's pack, and an action to administer the potion, so he would not have an object interaction or an action available to hand his tinderbox to the unseen servant.
Carlthuzad reaches Hex, coming to a stop and rummaging quickly through the tiefling's belongings until he feels the bottle of liquid he is looking for. Hex soon feels a flood of awareness in her consciousness as Carl pops the cork and administers the healing potion. Hildigrim's arrow strikes one of the orcs in the back, and the halfling quickly disappears into the tunnel that led into this cavern.
Auriel still stands strong against the trio of orcs facing him. Without his mind focused on looking for an opening to counterattack, he fends off one greataxe with the haft of his halberd, turning the blade just enough to discourage a second swing. Nothing lasts forever, though; the third greataxe crunches into the Eladrin's armor and bites into his side. Feeling his strength leave him, he falls to the ground.
The orcs waste no time, wheeling around and finding their next targets. One reaches around and rips Hildigrim's arrow free from its back, ignoring the blood flowing from the wound and storms toward the tunnel. The others howl and bear quickly down on the others, with Carl still crouched down over Hex's prone form.
Round 5 Order: Players <===== Orcs
Placement: Carl is engaged in melee combat with an orc, 25 feet away from Auriel. Hex is prone and engaged in melee combat with an orc, 30 feet away from Auriel. The third orc is chasing Hildigrim, 30 feet away from Auriel. Hildigrim is 50 feet away from Auriel.
Health: The orc chasing Hildigrim is severely wounded.
Auriel is unconscious and dying (0 successes, 0 failures). Hex is severely wounded. Hildigrim is severely wounded. Carlthuzad is lightly wounded.
Carl pulls a torch and tinder out of his pack, handing them to Squirt Mudbottom. He says to him, "Light 'em up." Squirt proceeds to light the torch and run towards the orcs. Carl points at the lead orc and a bolt of force shoots out of his hand toward the orc.
Action : Eldritch blast to the lead orc, 8 to hit, for 10 points of force damage.
Free action : Hands torch and tinder to Squirt. Mudbottom
Bonus action : Squirt lights the torch and runs toward the orcs covered in pitch.
A wizard is never late, nor is he early, he arrives precisely when he means to.
"What in the hells!?" Hex immediately jumps back as the orcs reveal themselves, scrambling to get some distance between them. In a (hopefully) safer location, she throws out her hands towards the cave entrance and twists them into fists. The earth beneath them rumbles before cracking open as vines explode out of the ground and attempts to grasp at their legs.
Movement: 30ft away from the orcs
Action: Entangle. Placing it so that they're forced to move through it as they rush into the cave.
Auriel freezes at the sight of the orcs—six of them, hulking and ready—and his breath catches. This kind of fight would be difficult even at full strength. Wounded as they are ... it could end badly.
Slowly, he exhales, and as Hex puts distance between herself and the enemy, the paladin steps forward. He raises his halberd—not to strike, but to guard. His stance tightens and he locks eyes with the enemies, following their every movement.
Action: Dodge
Bonus: I take it he still has Shield of Faith up (AC 19)?
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
OOC: I always hate to be the guy that points this out, but Carl can't quite do that much during one turn. Remember that drawing an item from your pack counts as an object interaction, and you get one free interaction per turn. So drawing a torch, drawing a tinderbox, handing a torch, and handing a tinderbox each require an object interaction. I'll assume that during this first round, Carl has drawn a torch as his object interaction. Please feel free to correct me if I got any of that wrong.
Auriel does still have shield of faith, only a few minutes would have passed between fights.
DM Screen:
8/15
10/10
11/11
17/17
14/14
11/11
Enemy Rolls:
Hex brings vines forth from the cavern ground that wrap themselves around the oncoming orcs in a tangle. The menacing creatures close in with intense speed, their powerful limbs ripping and tearing the vines with ease. One orc remains near the back line, launching a javelin that doesn't threaten Carlthuzad, who also fires his eldritch blast wide of its mark. Another reaches to throw a javelin, but a vine emerges from the ground and wraps firmly around its arm before it can thrust it forward. The orc struggles against the entanglement, which holds firm.
Hildigrim's aim is true, but the orc charges through the vines with an arrow in its chest, along with three others. They seem to move with an inhuman speed, descending upon Auriel and Hex like rabid wolves. Auriel focuses purely on defensive maneuvers, and shifts deftly between swinging greataxes. Hex, on the run, scrambles to avoid one incoming axe only to come face to face with another, throwing herself sidelong to avoid being decapitated. Off balance and on her heels, the orcs close in.
Round 2 Order:
Players <=====
Orcs
Placement:
Auriel is engaged in melee combat with two orcs.
Hex is engaged in melee combat with two orcs.
Two orcs are 30 feet away, one of which is restrained by the entangling vines.
Health:
Hex is severely wounded.
Auriel is lightly wounded.
Carlthuzad is lightly wounded.
Hildigrim is lightly wounded.
See my profile for all my PbP threads!
Hex barely has any time to react to all the axes swinging towards her, dodging out the way just fast enough to avoid complete decapitation but not enough to stop the blade from slicing through the side of her throat. Her hand instinctively whips up to cover the wound, blood pouring through her fingers at the futile attempt to stem the flow. Her vision begins to darken and blur. She can barely breathe as her mouth fills with blood and the taste of iron overwhelms her senses. Her brain can't even comprehend the pain from all the adrenaline rushing through her body.
Despite everything, she keeps concentrating on her vines. Knowing she has managed to restrain even just one of the orcs back is enough to keep holding onto the spell.
With what little strength is still left in her body, she attempts to escape. Even if she can't, at the very least, she would be satisfied with keeping the orcs' attention off the others for as long as possible.
Action: Disengage
Movement: 30ft away
Auriel doesn't see the blow land—but he hears it. That sickening sound of steel meeting flesh cuts above the rest of the fight.
Instinctively, his gaze snaps toward the source and sees Hex clutching her throat, blood slipping between her fingers in a steady, terrible stream. The sight sends a cold shiver through him.
He wants to move to help her, but with the orcs pressing in, even a moment's hesitation would leave him open. Worse, it might turn their blades toward Hildigrim or Carl. So he grits his teeth and steadies his weapon, forced to stay where he is—for what he hopes is the best decision for them all. He sends a silent plea to Tyr: Shield her. Just for a breath longer.
Auriel raises the halberd in time to deflect a blow, but his heart isn't entirely on it. It is on the shimmering barrier beginning to form over Hex, instead.
Action: Dodge
Bonus action: Sanctuary on Hex.
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
((OOC : Thanks Barty, I didn’t know how that would work. Let’s just say that is his intent, and as a free action each step forward in that process of giving his torch and tinderbox to Squirt, I think that Squirt can light it and then run towards the orcs. Meanwhile, Carl will keep firing away.))
Carl hurriedly hands Squirt Mudbottom the torch and then starts to dig for his tinderbox. He raises up and fires off an Eldritch blast at the lead orc. He aims toward one of the restrained orcs.
Eldritch blast, at one of the restrained orcs : 19 to hit, for 8 points of force damage.
He is inching backwards as he tries to accomplish these tasks.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Hildigrim knocks another arrow and fires at the orc attacking Auriel that looks like it has taken the most damage.
Attack: 12, damage: 10, sneak attack: 7
The halfling turns to Carl. "If you're hiding anything stronger up your sleeve, now's the time to use it!"
2 arrows used
Free action : Carl turns to Hildigrim, saying “It’ll make a lot of noise, everyone should get away, everyone outside will hear! Should I?”
A wizard is never late, nor is he early, he arrives precisely when he means to.
DM Screen:
8/15 - a
2/10 - r
11/11
17/17
14/14
11/11
Enemy Rolls:
Growling through Carlthuzad's eldritch blast, the restrained orc rips the magical vines free of the floor, and after a grunted instruction to its partner nearby, unleashes a primal howl. The pair charges through the entanglement but find the restraints soon gone entirely; though Auriel does what he can to provide Hex protection through his magic, one of the orcs gives chase to the tiefling. Near the tunnels, you see the greataxe come down, and the form of Hex lying still beneath it. Hildigrim sends an arrow singing past the orcs near Auriel, the Eladrin pressed on all sides when the other orc that had been chasing Hex joins the pair fighting him. Still staying nimble, Auriel keeps two of the axes at bay while a third crunches against his armor, taking his breath away and nearly carving through it. Hildigrim ducks low suddenly, narrowly avoiding a decapitation himself as the orc that had thrown a javelin mere seconds ago has already reached him.
Round 3 Order:
Players <=====
Orcs
Placement:
Auriel is engaged in melee combat with three orcs.
Hildigrim is engaged in melee combat with an orc.
Hex and one orc are 30 feet away.
Health:
The orc that had been restrained is severely wounded.
One orc fighting Auriel is lightly wounded.
Hex is unconscious and dying (0 successes, 0 failures).
Auriel is severely wounded.
Hildigrim is severely wounded.
Carlthuzad is lightly wounded.
See my profile for all my PbP threads!
With her back turned on the orc still chasing her, Hex doesn't see the axe swing but she definitely hears it. As the sound of its blade grows closer, she can only shut her eyes and grit her teeth before dropping to the ground. She hadn't even had the chance to draw her bow.
Death Save: 9
Barty:
If the orc next to Hex stays with her, or tries to attack anyone other than Auriel, then he casts Compelled duel on him. This makes him loose concentration on Shield of Faith, and his AC lowers to 17.
I'm really hoping Hildigrim BA Disengages from his own orc, or that the orc runs to Auriel as well.
At this point, Auriel is seeing red. He wants to end these orcs. Every instinct screams for it. But even through the surge of rage and the blood pounding in his ears, one thought cuts through: someone has to make it out of this. Someone has to reach Phlan.
He hopes at least three of them do.
He locks eyes with Carl and Hildigrim. His voice is quiet—barely more than a whisper. "Take Hex. Get the hell out of this island."
Action: Dodge
BA: Depends on spoiler.
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
OOC: I should have paid better attention to distances. I thought I was still a ways away from all of the orcs. That mistake may cost the campaign.
Hildigrim's head is so foggy. The pain is tremendous. He can see Auriel's lips moving, but all he can hear in his halfling ears is the pounding of his heart.
I need to get help, he thinks. The Harpers stand together.
He disengages from his assailant and begins moving back toward where the captives were. He turns back just long enough to nock and fire an arrow at the orc he just escaped.
Bonus action: disengage
Movement: 25 feet
Attack with advantage (using inspiration): 17, damage: 8, sneak attack if applicable: 9
3 arrows used
From deep in his mind, Carl starts to hear a dark, cackling laugh. “YOU IDIOT, LOOK AT YOU, MUCKING IT UP! I BET THEY’LL BURN YOUR BODY TO HONOR THEIR DRAGON GOD! OH THEN WE’LL PLAY, OH YES WE WILL!” Carl’s eyes are dark black as he reaches into his pocket and flings a little piece of mica at the orcs and a resounding BOOM fills the cavern. “Shut it ya bloody bastard! Can’t ya leave me alone? It’s now or never, I tell ya!” Carl feels the air blast against him and he smells the pitch. He sends Squirt in with torch lit to touch it to the oily black substance…
Action : Carl casts shatter on as many of the orcs as he can, while keeping it away from Hex. Each orc involved takes 10 points of thunder damage, DC 13 con save to cut this in half.
Movement : back another 10 feet or so if able
Bonus action : sending Squirt in with lit torch if possible, touching it to the pitch.
A wizard is never late, nor is he early, he arrives precisely when he means to.
DM Screen:
8/15 - a
2/10 - r
17/17
14/14
11/11
Enemy Rolls:
Almost out of sight and headed back down the tunnel from whence the party came, Hildigrim finds a moment of pure focus. His arrow smashes through the chasing orc's nose and emerges from the back of its skull; as if its muscles are driven beyond its own murderous mind, the creature takes several more steps before finally falling.
For a moment, Auriel sees nothing but pitch and steel - three orcs with greataxes raised, victory in their eyes. The Eladrin has remained on balance, his halberd ready to swing at any moment, and he finds his defense in a sudden moment of offense. As the greataxes come down, he release a mighty pent up swing of the halberd, parrying two of the strikes with a loud clash, and using the momentum to charge into the third orc, knocking it off balance against the wall and disrupting its strike. As the remaining two orcs close in, his body overextended, Auriel sees his hope flicker; until Carlthuzad releases the energy of his spell, and a thunderous peal precedes the insides of those orcs splattering against him, the orcs, and the cavern walls.
Round 4 Order:
Players <=====
Orcs
Placement:
Auriel is engaged in melee combat with three orcs.
Hildigrim is 25 feet away.
Hex is 30 feet away.
Health:
Hex is unconscious and dying (0 successes, 1 failure).
Auriel is severely wounded.
Hildigrim is severely wounded.
Carlthuzad is lightly wounded.
See my profile for all my PbP threads!
Death Save: 15
Auriel barely registers the sound—an explosion? He doesn't know. He doesn't care. All he knows is that he is surrounded, and he must endure. Just a little longer. It will soon be over. Perhaps not as he hoped, but … maybe that's all right.
Action: Dodge
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
Don’t know where Carl is in relation to Hex. If he can reach her in 25 feet, he’ll move there and feed her the potion of healing. Otherwise, he will move forward 20 feet and get ready to next round, sending an Eldritch blast into the closest orc, to warm them up.
Action : Eldritch blast : 20 to hit, for 11 points of force damage.
Free action : Hands tinderbox to Squirt, telling it to light the torch.
Movement : as above
A wizard is never late, nor is he early, he arrives precisely when he means to.
Hildigrim pauses, momentarily surprised by how swiftly the orc dropped. He looks up at the thunderclap overhead and winces — until he spots Carl at the source and lets out a brief breath of relief. But then his eyes land on Hex’s prone form.
His breath catches.
For a heartbeat, he glances over his shoulder, torn between pressing forward and turning back. But the decision comes quickly. He tightens his grip, raises his bow once more, and sets his jaw with quiet resolve.
Another arrow soars through the arrow, aimed at one of the orcs surrounding Auriel.
Attack: 13 (ugh), damage: 7, sneak attack if applicable: 7
To keep the orcs from surprising him again, he backs up another 25 feet.
OOC: I aim to be as explicit as I can be with the placement distances. If your character is not mentioned, it's safe to assume that distances also apply to you. So Hex being 30 feet away indicates she's 30 feet away from the central point of the fracas, if you will. Since Carl's not mentioned directly, I'm considering him part of that central part of combat, so Hex would also be 30 feet away from him. Carl's 25 feet of movement would bring him to within 5 feet of Hex, so he can reach her and do this.
OOC: All that being said, Carl needs to use his free object interaction to retrieve the potion of healing from Hex's pack, and an action to administer the potion, so he would not have an object interaction or an action available to hand his tinderbox to the unseen servant.
DM Screen:
3/17
14/14
11/11
Enemy Rolls:
Player Rolls:
Carlthuzad reaches Hex, coming to a stop and rummaging quickly through the tiefling's belongings until he feels the bottle of liquid he is looking for. Hex soon feels a flood of awareness in her consciousness as Carl pops the cork and administers the healing potion. Hildigrim's arrow strikes one of the orcs in the back, and the halfling quickly disappears into the tunnel that led into this cavern.
Auriel still stands strong against the trio of orcs facing him. Without his mind focused on looking for an opening to counterattack, he fends off one greataxe with the haft of his halberd, turning the blade just enough to discourage a second swing. Nothing lasts forever, though; the third greataxe crunches into the Eladrin's armor and bites into his side. Feeling his strength leave him, he falls to the ground.
The orcs waste no time, wheeling around and finding their next targets. One reaches around and rips Hildigrim's arrow free from its back, ignoring the blood flowing from the wound and storms toward the tunnel. The others howl and bear quickly down on the others, with Carl still crouched down over Hex's prone form.
Round 5 Order:
Players <=====
Orcs
Placement:
Carl is engaged in melee combat with an orc, 25 feet away from Auriel.
Hex is prone and engaged in melee combat with an orc, 30 feet away from Auriel.
The third orc is chasing Hildigrim, 30 feet away from Auriel.
Hildigrim is 50 feet away from Auriel.
Health:
The orc chasing Hildigrim is severely wounded.
Auriel is unconscious and dying (0 successes, 0 failures).
Hex is severely wounded.
Hildigrim is severely wounded.
Carlthuzad is lightly wounded.
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