With Narle being put down, Utar turns on his heel and heads back to check on Raist before CRAP pushes forward. Seeing the pool of darkness in front of him, he dips a hand into a familiar pouch on his pack. His fingers grasp a cool glass sphere and removes his Driftglobe.
Thinking fast and keeping his cardio up, Utar backtracks and notices the ball of Darkness. He has dealt with these a million times before. He finds his Driftglobe and immediately enacts its Daylight function. The last foes emerges just 10ft away from a still proneRaist, no longer hidden in magical shadow.
Unfortunately for CRAP, this enemy gets to act next. He approaches Raist by steping over some fallen comrades {G-7} and swings his blade at the elf twice.
-> Scimitar vs. Raist (prone): Attack: 21 Damage: 14
-> Scimitar vs. Raist (prone): Attack: 23 Damage: 12
"Woof! Not bad boy." Doozey weakly smiled and pat the side of Biscuit's head. His expression turned briefly wary as he looked up at Ruse, half expecting goliath's frenzy to be directed at the party next in mere moments! "Bruv! Bruv! Our mate Utar done scarpered off! I think the scrawny one is in trouble!"Said Biscuit, having been the first to notice the disappearance of the cleric.
Alarm immediately lights up the halfling's features, and without further hesitation, he bids Biscuit to tripple time it back towards the others! The pair easily over take the Orc, but rather than slow down to ask questions, seeing no sign of Raist was enough to spure them ever onward. "O' Avoreen preserve us! Raist! Raist hold on!!"He shouted, quickly discerning Raist slumped form from the more the dead thanks in part to his frame. The moment Biscuit gets close enough, Doozey slides off the beast pack, dropping his rapier in favor of grabbing a healer kit to at least bring the wizard back to consciousness. Soon as that's done, Doozey growls at the retreating Orc and pursued him with Biscuit not far behind carrying the discarded rapier!
Biscuit warns Doozey that the fight is not over and hurries to Raist's side. The ranger performs some quick field-medic duties and brings the elf back to consciousness. (Raist recovers 7 HP, is no longer unconscious or incapacitated, but remains prone.)
While the mastiff holds his blade, Doozey moves to block the last warband member's path.
On the other end of this cave, Ruse wastes no time in dashing further into its depths. She begins to move up a slope, a path CRAP would be familiar with as it leads to one of the higher ledges outside.
CRAP has lost sight of all other participants in this fight, be they ally or foe, apart from the last orc wearing a dragon helm.
NOTE: No outside map this time as no CRAPer is out there to get the lay of the land. The yellow circle represents the area of bright light from theDaylight spell. Please ignore the faint circle that used to represent the area of darkness.
(Neya, Raist, and Utar are up next. Raist is prone.)
Utar continues his route towards Raist and clearing up the last of the Orcish warband. He moves closer, before pointing his mace at the last member of Narle Shieldbiter's horde and the ringing sound of a bell fills the space.
Move: to G,6
Action: Cast toll the dead. DC18 wis save for the last member of the orcish warband or they take 22 necrotic damage.
"I'm going to try and see if I can locate Jeralla magical trail!" Neya calls back and takes off out of the cave (around the kobold trap, using Step of the Wind, free trial) and scales the cliff as much as she can, aiming for the top (dashing if necessary, if not, she will try to look for traces of Jeralla's magic)
This post has potentially manipulated dice roll results.
(@Drache: Despite the brief description I gave above, reaching the cave opening that leads to that ledge CRAP first entered trough should still take some turns. Neya'll be moving up a slope to arrive back at the four-way intersection where CRAP found some mushrooms in a cluster, and from there, she'll have to keep moving south to emerge outside again. Neya needs 60ft of movement to reach the edge of the area shown on the map, then 90ft to go up the slope, and another 40ft to reach outside from there. With the double-dash in this turn, Neya will be 30ft up the slope with 100ft still to go to reach outside. Scaling the wall up to the forested area up top would come after that.)
Neya decides to follow Ruse, and then overtake her, leaving the rest of CRAP to wrap up the fight against the orc warband.
(@MB: Because of the many corpses, Utar has to account for difficult terrain in his approach. With 30ft of movement, the farthest he can reach this turn is {G-7}.)
Utar continues to move, getting as close to Raist as he can before firing off another toll of the thunderous bell he can summon at will. Although the last Shieldbiter follower remains conscious for now, it is clear that he is about to lose his faculties. (Dragon-helm Orc #2 takes 22 necrotic damage.)
Raist looks up and sees an opportunity to pay the orc who brought him down in kind
Not getting up Raist points at the orc. "Hold still <wheeze> mother <wheeze> BOLTA DÓITEÁIN<wheeze> fire bolt
Attack: 11 Damage: 11
Potent cantrip:
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Once again time briefly slowed down for Doozey as reality seemed to split in two before him. In each one time was slightly reality time was further out of sync, as he could see in Raist's trembling hand only led to a misaligned spell. So without hesitation, just hope beyond hope, the halfling focused all his will and prayed for a miracle in the less realized version of events. Alas, as that reality settled into place, nudged as it was into being by furtive wishes, the wizard's hands might steady in time, but a startling boof from Biscuit alerted the final warband member in time to see and dodge the firebolt all the same!
Reaction: Bountiful Luck on Raist's Firebolt, allowing a reroll.
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can’t use your Lucky racial trait before the end of your next turn
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
DM's Screen:
4
Raist prepares to give the last enemy standing his final farewell. His spellcasting hand is even steadied by a sudden wash of halfling luck but, in the end, the Fire Bolt misses nevertheless.
Moving fast, the last warband member evadesDoozey on his way out of the cave. The dragon-helmed orc gets as far as 10 or 15 feet out in the open before a previously prepared arrow flies from a spot up high and to the northeast to find his neck. The orc lands limply on the ground, his helm rolling another 2 feet southward.
With the last known enemy now fallen, CRAP has a moment to collect their thoughts and, perhaps, give chase to Jeralla as Neya has already started to do. Otherwise, there are no imminent dangers around, or so it seems.
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
Doozey growled in frustration yet could do little more than start to give chase. But swift as the halfling was, he would scarcely make it a few few feet before watching the orc at last fall. And while under normal circumstances he'd step out to confirm the kill and take up the helm as proof of deed or later use, after taking a second look at the orc, well...
"Best we don't chance it. Temporary alliances being what they are 'n all that." He says as he made his way back into the center chamber. By that time Biscuit had already moved on to help Raist, offering his head as a means of helping the wizard get up, if not stay standing. "Where's... aww shoot, she's already on the move. Alright, we're gonna have to double time it 'fore Neya finds herself in too much trouble." He says as he briskly mounts up on Biscuit once more.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Utar stows his weapons and shield in the hopes he might be able to better keep up with Doozey and Biscuit. A laughable aim but maybe more realistic than trying to keep pace with Neya. He offers a hand to Raist, helping him up from his prone position. If the elf takes Utar's hand he will cast cure wounds with a second level slot for 4d8+5 healing or (not going to chance letting RedShirt roll this!) 17 healing.
Once Raist is mobile, Utar looks to the cave entrace that Neya and Doozey both left by. "Time to hunt some dragonborn!"
As they leave, he turns his magical radar back on, hoping that Jeralla has not managed to go far.
Doozey hesitates, but with Neya off on her own with Ruse and time being of the essence, he grimly nods to Raist. Still, in somewhat recognizing Utar calling upon a familiar miracle, Doozey delays pursuit to see what immediately came of it while donning his shield and sheathing his rapier upon retrieving it from Biscuit. But once he and Biscuit were truly on the move afterwards, he'd leave it to Biscuit to focus on tracking down Neya first while he did his level best to draw strength from the world to bolster his body, before
In Order of Events. -Donning Shield -Spending 3rd charge of Tireless to gain 5 Temp HP. -Using Battle Medic to restore 7 HP to Biscuit at the cost of one his Hit Dice.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
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The attack cut deep given Raist's vulnerable position. (Raist takes 12 slashing damage.)
(@MB: Utar's turn is still up. HIs turn as posted in post#1057 is not valid anymore as his intended target was killed before his turn came up.)
With Narle being put down, Utar turns on his heel and heads back to check on Raist before CRAP pushes forward. Seeing the pool of darkness in front of him, he dips a hand into a familiar pouch on his pack. His fingers grasp a cool glass sphere and removes his Driftglobe.
Move: back into the cave, to K,12 I think.
Action: Activate Driftglobe to cast daylight
Thinking fast and keeping his cardio up, Utar backtracks and notices the ball of Darkness. He has dealt with these a million times before. He finds his Driftglobe and immediately enacts its Daylight function. The last foes emerges just 10ft away from a still prone Raist, no longer hidden in magical shadow.
Unfortunately for CRAP, this enemy gets to act next. He approaches Raist by steping over some fallen comrades {G-7} and swings his blade at the elf twice.
-> Scimitar vs. Raist (prone): Attack: 21 Damage: 14
-> Scimitar vs. Raist (prone): Attack: 23 Damage: 12
With two attacks added to his wounds, Raist loses consciousness and remains immobile. (Raist takes 26 slashing damage and is now unconscious, incapacitated, and prone.)
The enemy then begins to move past more corpses and closer to the exit {F-4}.
(Doozey is up next.)
"Woof! Not bad boy." Doozey weakly smiled and pat the side of Biscuit's head. His expression turned briefly wary as he looked up at Ruse, half expecting goliath's frenzy to be directed at the party next in mere moments! "Bruv! Bruv! Our mate Utar done scarpered off! I think the scrawny one is in trouble!" Said Biscuit, having been the first to notice the disappearance of the cleric.
Alarm immediately lights up the halfling's features, and without further hesitation, he bids Biscuit to tripple time it back towards the others! The pair easily over take the Orc, but rather than slow down to ask questions, seeing no sign of Raist was enough to spure them ever onward. "O' Avoreen preserve us! Raist! Raist hold on!!" He shouted, quickly discerning Raist slumped form from the more the dead thanks in part to his frame. The moment Biscuit gets close enough, Doozey slides off the beast pack, dropping his rapier in favor of grabbing a healer kit to at least bring the wizard back to consciousness. Soon as that's done, Doozey growls at the retreating Orc and pursued him with Biscuit not far behind carrying the discarded rapier!
Bonus Action(Doozey): Command Biscuit to Hurry!
Movement/Action/Bonus Action(Biscuit): To Hurry and Hurry so more to H-6(or as close as possible).
Movement(Doozey): Spending half movement to dismount to G-5.
No Action(Doozey): Drop Rapier.
Free Action(Doozey): Take out Healer's Kit.
Free Action(Biscuit): Grab Rapier.
Action(Doozey): Using Battle Medic on Raist to restore 7 HP at the cost of one of target's hit dice (or 0 if none available to spend).
Movement(Remaining-Doozey): To G-3.
When you realize you're doing too much: Signature.
Biscuit warns Doozey that the fight is not over and hurries to Raist's side. The ranger performs some quick field-medic duties and brings the elf back to consciousness. (Raist recovers 7 HP, is no longer unconscious or incapacitated, but remains prone.)
While the mastiff holds his blade, Doozey moves to block the last warband member's path.
On the other end of this cave, Ruse wastes no time in dashing further into its depths. She begins to move up a slope, a path CRAP would be familiar with as it leads to one of the higher ledges outside.
CRAP has lost sight of all other participants in this fight, be they ally or foe, apart from the last orc wearing a dragon helm.
END OF INITIATIVE ROUND 9
(Neya, Raist, and Utar are up next. Raist is prone.)
Utar continues his route towards Raist and clearing up the last of the Orcish warband. He moves closer, before pointing his mace at the last member of Narle Shieldbiter's horde and the ringing sound of a bell fills the space.
Move: to G,6
Action: Cast toll the dead. DC18 wis save for the last member of the orcish warband or they take 22 necrotic damage.
"I'm going to try and see if I can locate Jeralla magical trail!" Neya calls back and takes off out of the cave (around the kobold trap, using Step of the Wind, free trial) and scales the cliff as much as she can, aiming for the top (dashing if necessary, if not, she will try to look for traces of Jeralla's magic)
Contingent arcana: 24 (Tactical mind: 6
Extended Signature
(@Drache: Despite the brief description I gave above, reaching the cave opening that leads to that ledge CRAP first entered trough should still take some turns. Neya'll be moving up a slope to arrive back at the four-way intersection where CRAP found some mushrooms in a cluster, and from there, she'll have to keep moving south to emerge outside again. Neya needs 60ft of movement to reach the edge of the area shown on the map, then 90ft to go up the slope, and another 40ft to reach outside from there. With the double-dash in this turn, Neya will be 30ft up the slope with 100ft still to go to reach outside. Scaling the wall up to the forested area up top would come after that.)
Neya decides to follow Ruse, and then overtake her, leaving the rest of CRAP to wrap up the fight against the orc warband.
DM's Screen:
WIS save (DC 18): 15
(@MB: Because of the many corpses, Utar has to account for difficult terrain in his approach. With 30ft of movement, the farthest he can reach this turn is {G-7}.)
Utar continues to move, getting as close to Raist as he can before firing off another toll of the thunderous bell he can summon at will. Although the last Shieldbiter follower remains conscious for now, it is clear that he is about to lose his faculties. (Dragon-helm Orc #2 takes 22 necrotic damage.)
Raist looks up and sees an opportunity to pay the orc who brought him down in kind
(Raist's turn is still up.)
Not getting up Raist points at the orc. "Hold still <wheeze> mother <wheeze> BOLTA DÓITEÁIN<wheeze> fire bolt
Attack: 11 Damage: 11
Potent cantrip:
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
Empowered evocation. +3 damage
Laissez les bons temps rouler
A Doozy enhanced attack re roll
Attack: 11
Laissez les bons temps rouler
Once again time briefly slowed down for Doozey as reality seemed to split in two before him. In each one time was slightly reality time was further out of sync, as he could see in Raist's trembling hand only led to a misaligned spell. So without hesitation, just hope beyond hope, the halfling focused all his will and prayed for a miracle in the less realized version of events. Alas, as that reality settled into place, nudged as it was into being by furtive wishes, the wizard's hands might steady in time, but a startling boof from Biscuit alerted the final warband member in time to see and dodge the firebolt all the same!
Reaction: Bountiful Luck on Raist's Firebolt, allowing a reroll.
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!
When an ally you can see within 30 feet of you rolls a 1 on the d20
for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can’t use your Lucky racial trait before the end of your next turn
When you realize you're doing too much: Signature.
DM's Screen:
4
Raist prepares to give the last enemy standing his final farewell. His spellcasting hand is even steadied by a sudden wash of halfling luck but, in the end, the Fire Bolt misses nevertheless.
Wheezing, the wizard remains prone for now.
Moving fast, the last warband member evades Doozey on his way out of the cave. The dragon-helmed orc gets as far as 10 or 15 feet out in the open before a previously prepared arrow flies from a spot up high and to the northeast to find his neck. The orc lands limply on the ground, his helm rolling another 2 feet southward.
With the last known enemy now fallen, CRAP has a moment to collect their thoughts and, perhaps, give chase to Jeralla as Neya has already started to do. Otherwise, there are no imminent dangers around, or so it seems.
WE ARE NOW OUT OF INITIATIVE. YOU MAY DO AS YOU WILL.
Doozey growled in frustration yet could do little more than start to give chase. But swift as the halfling was, he would scarcely make it a few few feet before watching the orc at last fall. And while under normal circumstances he'd step out to confirm the kill and take up the helm as proof of deed or later use, after taking a second look at the orc, well...
"Best we don't chance it. Temporary alliances being what they are 'n all that." He says as he made his way back into the center chamber. By that time Biscuit had already moved on to help Raist, offering his head as a means of helping the wizard get up, if not stay standing. "Where's... aww shoot, she's already on the move. Alright, we're gonna have to double time it 'fore Neya finds herself in too much trouble." He says as he briskly mounts up on Biscuit once more.
When you realize you're doing too much: Signature.
Utar stows his weapons and shield in the hopes he might be able to better keep up with Doozey and Biscuit. A laughable aim but maybe more realistic than trying to keep pace with Neya. He offers a hand to Raist, helping him up from his prone position. If the elf takes Utar's hand he will cast cure wounds with a second level slot for 4d8+5 healing or (not going to chance letting RedShirt roll this!) 17 healing.
Once Raist is mobile, Utar looks to the cave entrace that Neya and Doozey both left by. "Time to hunt some dragonborn!"
As they leave, he turns his magical radar back on, hoping that Jeralla has not managed to go far.
Raist accepts the hand as well as the healing
<wheeze>thanks you <wheeze> go on ahead. I will <wheeze wheeze> catch up as I can <wheeze>
Laissez les bons temps rouler
Doozey hesitates, but with Neya off on her own with Ruse and time being of the essence, he grimly nods to Raist. Still, in somewhat recognizing Utar calling upon a familiar miracle, Doozey delays pursuit to see what immediately came of it while donning his shield and sheathing his rapier upon retrieving it from Biscuit. But once he and Biscuit were truly on the move afterwards, he'd leave it to Biscuit to focus on tracking down Neya first while he did his level best to draw strength from the world to bolster his body, before
In Order of Events.
-Donning Shield
-Spending 3rd charge of Tireless to gain 5 Temp HP.
-Using Battle Medic to restore 7 HP to Biscuit at the cost of one his Hit Dice.
When you realize you're doing too much: Signature.