Originally, she saw one opportunity. Now, she sees another. Knowing, Narle's (possibly) true target, she turns her attention to the kobolds that had just attacked her, Starting with the one to her right (cave H-2).
Unarmed Attack: 21 Damage: 13
Extra: Unarmed Attack: 14 Damage: 10
Bonus (1 Focus point for Flurry of Blows)
FoB 1 Unarmed Attack: 17 Damage: 8
Fob 2 Unarmed Attack: 27 Damage: 9
(If the main target goes down with any of the above attacks, she will go for other kobold)
Neya makes some tactical choices and targets the nearest kobold. The creature manages to put his shield to good use, blocking 25 percent of the monk's attacks and surviving the flurry. (Kobold Shield-bearer #5 takes 30 bludgeoning damage.)
(Raist and Utar are up next. Before they go, Utar and Neya can use their reactions to perform opportunity attacks against the two kobolds that moved toward Jeralla.)
Neya gives the kobold she attacked a moment ago a parting gift. (Kobold Shield-bearer #5 takes 7 bludgeoning damage.)
(Raist's and Utar's turns are still up. Before he goes, Utar can use his reaction to perform an opportunity attack against a kobold who moved toward Jeralla. It can be the same one Neya attacked or the other one.)
OOC Divine strike procs on Utar's turn. Does that mean it applies to the reaction OOO too? If so, then here's an extra 1d8 radiant damage for that hit and one the first strike on Utar's turn too, if not, no worries, means I know for next time:
(@MB: The opportunity attack reaction is taking place at the kobold's turn, so Blessed Strike does not proc. It does, however, proc in your turn's attack.)
(@Red: That's how I'm reading it to, but no worries here, that attack roll hits.)
Utar also takes the chance to hit the advancing kobold once the creature turns its back to the cleric. (Kobold Shield-bearer #5 takes 9 bludgeoning damage.)
Raist takes this moment to target Jeralla with another Fire Bolt. Jeralla is turned, looking at the newly arrived orcs, and does not see the elf's attack until it hits her ribs. (Jeralla takes 18 fire damage.)
(OOC: Pausing here until we get some clarifications in Utar's turn.)
After the barrage of attacks, this one kobold finally drops its shield. (Kobold Shield-bearer #5 takes 22 necrotic damage and is DEFEATED.)
The subordinate orcs within the cave move past their leaders to attack:
One with especially pronounced tusks moves forward quickly and swipes his blade at the remaining kobold twice.
Another one who wears a dragon-shaped helm runs even faster than his companion, throwing darts at Jeralla as he closes the distance.
A long-clawed orc moves forward more slowly and shoots a precise blast of magic to kill off the last kobold minion.
An ill-looking one lumbers forward, reaching Jeralla but pausing before doing anything else.
The orcs outside look around for their next targets. There are no kobolds in sight, but there is a halfling, an elf, and a mastiff standing on their way to the cavern Jeralla rushed into. These orcs have no reason not to keep marauding:
The three long-clawed ones approach from the west. One of them has to dash to catch up to the others, but the other two can already engage in combat with their next targets. One of them will force Doozey, Biscuit, and Raist to make a saving throw against Bane. The remaining one will shoot they desecrated version of Guiding Bolt at Biscuit. They are now at {AA-17}, {AB-17}, and {AB-18}
The two pus-filled ones will approach and each will reach melee range of a CRAPer. The one that reaches Raist forcibly touches the elf's chest with its nasty hand and releases energy akin to the Inflict Wounds spell. This guy is at {Z-21} now. The one reaching Doozey (and Biscuit) will plunge his knife into his on chest and go BOOM! The splash zone goes into the cave and catches EVERY CRAPer. It also catches the orc that just cast Inflict Wounds on Raist, harming him with "friendly fire".
Finally, the one wearing the dragon-themed helm approaches more cautiously and, from behind a tent, throws two darts at Ruse. This guy is at {AC-23} now.
-> @Ori & @Red: please roll CHA saving throws for Doozey, Biscuit, and Raist against Bane (DC 12).
-> Guiding Bolt vs. Biscuit: Attack: 6 Damage: 18 radiant.
-> @Red: please roll a CON saving throw for Raist against Inflict Wounds (DC 12). If you failed the saving throw against Bane, then be sure to subtract a 1d4 penalty from this save against Inflict Wounds. Here is the damage roll for Inflict Wounds:5 necrotic.
-> @Ori, @MB, @Drache: please roll CON saving throws for Doozey, Biscuit, Utar, and Neya against the BOOM (DC 13). If Doozey and/or Biscuit failed the saving throw against Bane, then be sure to subtract a 1d4 penalty from this save against the BOOM. If anyone fails the BOOM save, they get the poisoned condition and take poison damage. On a success, you take half damage and do not get the condition. Neya should not forget to account for her resistance. Here is the damage roll for the BOOM: 11 poison.
Biscuit and Doozey shake off the effects of Bane almost immediately, but Raist is not so lucky. While Doozey looks over his shoulder to check on the elf for half a second, Biscuit shimmies left to avoid a sudden blast. It is now Raist's turn to spare a glance at the ranger duo, which leaves him open to an unpleasant necrotic spell. (Raist takes 9 necrotic damage.)
Then, the booming orc arrives and catches all CRAP members in its sacrificial blast. Some get more goo on them than the others, and Raist holds his Periapt of Proof against Poison in a thankful gesture from the granted immunity. (Doozey takes 14 poison damage, Biscuit takes 7 poison damage, Neya takes 3 poison damage, Utar takes 7 poison damage.)
One of the orcs is also caught in the blast.
The Gray Patriots maintain their defensive positions at camp. The "firing squad" is ready to shoot at any enemy who gets a bit too close while the other criminals stay put in their guarding duties.
(Doozey and Biscuit are next up. Coordinates for the current location of the orcs who are outside can be found in post#972.)
"By the ninez--Raist!?" Doozey shouted, but before he could bark out either a command or warning for the slow to wizard, it was already too late. A sudden shifting about from Biscuit's evasion of a corroding spell made Doozey nearly bite his tongue, but the gambit paid off. Yet they'd go on to shrug off the hex(Bane) as well, Doozey ended up practically getting a mouthful of tainted blood when he tried again to shout something at the wizard.
Hacking and coughing, yet determined to power through, Doozey place a hand on his chest and managed to utter the words for a charm that would see his veins glow a neon green beneath the skin, before his breathing begin to ease. "Raist. Get. Yer butt. In there. Don't care how. Just make it happen, and make sure she can't just magic her way out. I'll cover the exit and hold out fer as long as I can."He says as he hops off Biscuit, and without looking to the mastiff said, "Brother. Get'em in there, then start clear the way."
"But.. Bruv-"Biscuit started to say, but then with a snarl Doozey demanded, "Do it!"and drew forth his rapier, branishing it against the nearby puss bag. Biscuit growled back, yet whipped around kicking up dust into the face of any nearby Orc before racing inside ready to pounce upon the nearest kobold blocking the way.
Action(Doozey): Cast (2nd level)Charm of Relief on self, ending poisoned condition and granting Doozey resistance going forward.
Movement(Doozey): Dismount at X-21(or Y-21, if unavailable).
Bonus Action(Doozey): Command Biscuit to grab Raist.
Bonus Action(Biscuit):Tactical Retreat (if needed from Orc in melee, otherwise Dodging).
Action(Biscuit): Attempt to Grapple Raist. STR/DEX Save(DC 15) to resist.
Movement(Biscuit): To H-4, dropping Raist off at H-3. (or as close as possible)
(OOC: If Raist resists/avoids the grapple, Biscuit will still continue on inside and get to H-6 or as close as possible)
Originally, she saw one opportunity. Now, she sees another. Knowing, Narle's (possibly) true target, she turns her attention to the kobolds that had just attacked her, Starting with the one to her right (cave H-2).
Unarmed Attack: 21 Damage: 13
Extra: Unarmed Attack: 14 Damage: 10
Bonus (1 Focus point for Flurry of Blows)
FoB 1 Unarmed Attack: 17 Damage: 8
Fob 2 Unarmed Attack: 27 Damage: 9
(If the main target goes down with any of the above attacks, she will go for other kobold)
Extended Signature
Neya makes some tactical choices and targets the nearest kobold. The creature manages to put his shield to good use, blocking 25 percent of the monk's attacks and surviving the flurry. (Kobold Shield-bearer #5 takes 30 bludgeoning damage.)
On their own turn, the two kobolds rush to Jeralla's defense, opening themselves for attacks from Utar and Neya (if they so choose).
(Raist and Utar are up next. Before they go, Utar and Neya can use their reactions to perform opportunity attacks against the two kobolds that moved toward Jeralla.)
Reaction
Neya tries to give the kobold she's been bothering a good smack.
Unarmed Attack: 22 Damage: 7
Extended Signature
Neya gives the kobold she attacked a moment ago a parting gift. (Kobold Shield-bearer #5 takes 7 bludgeoning damage.)
(Raist's and Utar's turns are still up. Before he goes, Utar can use his reaction to perform an opportunity attack against a kobold who moved toward Jeralla. It can be the same one Neya attacked or the other one.)
Reaction:
Before he can even really think about it, Bonecounter lashes out at the same kobold Neya targeted.
Attack: 27 Damage: 9
Turn:
Without giving time for thought or quarter, Utar keeps Bonecounter on the move, lashing out at any kobold standing.
Action: Attack: 30 Damage: 10
Bonus: War Priest Bonus Attack: 17 Damage: 10
Move: If needed to get to another target, Utar will spend at little, but wants to keep back from the centre of the room.
OOC Divine strike procs on Utar's turn. Does that mean it applies to the reaction OOO too? If so, then here's an extra 1d8 radiant damage for that hit and one the first strike on Utar's turn too, if not, no worries, means I know for next time:
Reaction: 1
Turn: 1
I deserved those 1s
Raist says behind Utar and launches another fire bolt at Jeralla
Attack: 30 Damage: 36 +3 damage for empowered evocation
Also using Potant Cantrip ability (basically if Raist misses Jeralla still takes half damage.....if I read that correctly)
Laissez les bons temps rouler
(@MB: The opportunity attack reaction is taking place at the kobold's turn, so Blessed Strike does not proc. It does, however, proc in your turn's attack.)
(@Red: That's how I'm reading it to, but no worries here, that attack roll hits.)
Utar also takes the chance to hit the advancing kobold once the creature turns its back to the cleric. (Kobold Shield-bearer #5 takes 9 bludgeoning damage.)
Raist takes this moment to target Jeralla with another Fire Bolt. Jeralla is turned, looking at the newly arrived orcs, and does not see the elf's attack until it hits her ribs. (Jeralla takes 18 fire damage.)
(OOC: Pausing here until we get some clarifications in Utar's turn.)
Utar's turn retcon:
With no immediate targets, Utar casts toll the dead, on the same kobold, the sound of a bell following it's escape.
DC18 wis save or 3d12 necrotic damage - 25
DM's Screen:
WIS saving throw (DC 18): 0
Focusing fire on one of the kobolds, Utar casts a harmful cantrip.
After the barrage of attacks, this one kobold finally drops its shield. (Kobold Shield-bearer #5 takes 22 necrotic damage and is DEFEATED.)
The subordinate orcs within the cave move past their leaders to attack:
The orcs outside look around for their next targets. There are no kobolds in sight, but there is a halfling, an elf, and a mastiff standing on their way to the cavern Jeralla rushed into. These orcs have no reason not to keep marauding:
Rolls going in order:
-> @Ori & @Red: please roll CHA saving throws for Doozey, Biscuit, and Raist against Bane (DC 12).
-> Guiding Bolt vs. Biscuit: Attack: 6 Damage: 18 radiant.
-> @Red: please roll a CON saving throw for Raist against Inflict Wounds (DC 12). If you failed the saving throw against Bane, then be sure to subtract a 1d4 penalty from this save against Inflict Wounds. Here is the damage roll for Inflict Wounds: 5 necrotic.
-> @Ori, @MB, @Drache: please roll CON saving throws for Doozey, Biscuit, Utar, and Neya against the BOOM (DC 13). If Doozey and/or Biscuit failed the saving throw against Bane, then be sure to subtract a 1d4 penalty from this save against the BOOM. If anyone fails the BOOM save, they get the poisoned condition and take poison damage. On a success, you take half damage and do not get the condition. Neya should not forget to account for her resistance. Here is the damage roll for the BOOM: 11 poison.
-> @Red: Raist is caught in the BOOM above as well but his Periapt of Proof against Poison makes him immune to its effects.
(OOC: The Gray Patriots go next but I would like to resolve all the rolls above before moving forward.)
Utar's CON save: 23
Reaction shield
CHA save 4
CON save 1
Laissez les bons temps rouler
Doozey's Cha Save(DC 12): 16.
Doozey's Con Save(DC 13): 6.
-Bane Debuff(if applicable): 2.
Biscuit's Cha Save(DC 12): 22.
Biscuit's Con Save(DC 13): 17.
-Bane Debuff(if applicable): 4.
When you realize you're doing too much: Signature.
Neya Con save: 12
Extended Signature
Biscuit and Doozey shake off the effects of Bane almost immediately, but Raist is not so lucky. While Doozey looks over his shoulder to check on the elf for half a second, Biscuit shimmies left to avoid a sudden blast. It is now Raist's turn to spare a glance at the ranger duo, which leaves him open to an unpleasant necrotic spell. (Raist takes 9 necrotic damage.)
Then, the booming orc arrives and catches all CRAP members in its sacrificial blast. Some get more goo on them than the others, and Raist holds his Periapt of Proof against Poison in a thankful gesture from the granted immunity. (Doozey takes 14 poison damage, Biscuit takes 7 poison damage, Neya takes 3 poison damage, Utar takes 7 poison damage.)
One of the orcs is also caught in the blast.
The Gray Patriots maintain their defensive positions at camp. The "firing squad" is ready to shoot at any enemy who gets a bit too close while the other criminals stay put in their guarding duties.
(Doozey and Biscuit are next up. Coordinates for the current location of the orcs who are outside can be found in post#972.)
"By the ninez--Raist!?" Doozey shouted, but before he could bark out either a command or warning for the slow to wizard, it was already too late. A sudden shifting about from Biscuit's evasion of a corroding spell made Doozey nearly bite his tongue, but the gambit paid off. Yet they'd go on to shrug off the hex(Bane) as well, Doozey ended up practically getting a mouthful of tainted blood when he tried again to shout something at the wizard.
Hacking and coughing, yet determined to power through, Doozey place a hand on his chest and managed to utter the words for a charm that would see his veins glow a neon green beneath the skin, before his breathing begin to ease. "Raist. Get. Yer butt. In there. Don't care how. Just make it happen, and make sure she can't just magic her way out. I'll cover the exit and hold out fer as long as I can." He says as he hops off Biscuit, and without looking to the mastiff said, "Brother. Get'em in there, then start clear the way."
"But.. Bruv-" Biscuit started to say, but then with a snarl Doozey demanded, "Do it!" and drew forth his rapier, branishing it against the nearby puss bag. Biscuit growled back, yet whipped around kicking up dust into the face of any nearby Orc before racing inside ready to pounce upon the nearest kobold blocking the way.
Action(Doozey): Cast (2nd level)Charm of Relief on self, ending poisoned condition and granting Doozey resistance going forward.
Movement(Doozey): Dismount at X-21(or Y-21, if unavailable).
Bonus Action(Doozey): Command Biscuit to grab Raist.
Bonus Action(Biscuit): Tactical Retreat (if needed from Orc in melee, otherwise Dodging).
Action(Biscuit): Attempt to Grapple Raist. STR/DEX Save(DC 15) to resist.
Movement(Biscuit): To H-4, dropping Raist off at H-3. (or as close as possible)
(OOC: If Raist resists/avoids the grapple, Biscuit will still continue on inside and get to H-6 or as close as possible)
When you realize you're doing too much: Signature.
Raist does not reaist
Laissez les bons temps rouler