Neya is the first to react to the camp's vocal alarm, moving quickly westbound and releasing two arrows at the tattle-tale archer. He is taking advantage of some heavy foliage around him for cover, but Neya's skill surpasses such tactics. Nonetheless, the archer manages to partially dodge the first arrow, reducing it to just a glancing blow. The second arrow lands dead-on and the archer grunts in pain. (Covert Archer {T-41} takes 15 piercing damage.)
As the arrows are flying, the woman in charge of camp screams some quick orders: "Spread out!" She then moves 15ft westward as three of her companions move about and find cover. The three outlaws closest to the woman are now at {AD-60}, {AH-60}, and {AJ-61} and benefit from some degree of cover.
Picking up speed, the lady in charge then dashes across the waterfall using a fallen log and reaches the statue {AC-42}.
Doozey first hops back onto Biscuit, and with a curt few words in [sylvan], the pair take off. Not down the cliffside to engage the enemy directly, nor seemingly for a better position to strike down those that thought to hide behind their tents. But rather the pair would nimbly manuever past their own allies to the west with extreme haste. Upon reaching their destination Doozey immediately started to reach for a special round, only to hesitate for a moment at a sudden chord of worry stirring within. But then, with a grim smile he muttered, "Well, can't be called CRAP without adding a little chaos ourselves."Then the bullets are let loose, each one turning into small streaks of red midflight seemingly from air friction alone before (hopefully) landing in the bowl/goblet held by the statue.
Regardless of any success or failure, he calls out in [draconic], "It is time scaled brothers! Reinforcements near! End the grays while their pants are still down!"After which, he urges Biscuit to back just a little closer to the cliff wall behind them.
Movement(Doozey): Half-moment spent to mount up on Biscuit.
Action(Doozey): Light the Beacons! Gondor Calls for Aid! (Long Range, Phoenix Round)Sling -Attack #1: 20 Damage: 6 of bludgeoning and fire, in case it matters. (Long Range, Phoenix Round)Sling -Attack #2: 13 Damage: 7 of bludgeoning and fire, in case it matters.
Movement(Biscuit): Remaining spent to get as close to U-52 as possible.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Despite the sudden change in the circumstances, Doozey sticks to his previous plan. He counts on Biscuit's speed to get him nearly as close as possible to his target before firing two incendiary rounds at the King's cup. Biscuit has a moment to backtrack a bit and then assume his trained defensive stance as the duo watches the bullets fly. The first one lands in the cup; the second misses the target by a few feet, landing on stone.
There is a sudden commotion among the people located at the King's lap. Although the fog prevents any possible recognition of such people at this distance, it is plain to see that things get more agitated once the Phoenix's sparks erupt in flames, well-dried fuel apparently being left in the cup.
Back at the Gray Patriots' camp, the six more experienced outlaws continue to spread out and take advantage of the nearby terrain for cover. They are well versed in battle enough to know their incoming efforts are unlikely to lend them a quick victory, but they can also appreciate the age-old tactic referred to as 'suppressing fire.' Pulling heavily built but otherwise compact crossbows out, they lob bolts onto CRAP's ledge as best as they can at this distance. Despite the unfavorable angle, they look to be well-versed with these weapons:
Bolts rain down on the CRAPers who were the slowest to react to the beginning of the fight. Raist is slender and nimble enough to sidestep the first bolt aimed at him, but the next four arrive in rapid succession. A quickly thrown shield makes one of the four bolts ineffective (reference). A sixth bolt is luckily ill-aimed. (Raist takes 25 piercing damage.)
Utar can count on his armor and, hence, fares much better. None of the three bolts that find his frame get past his battle-hardened plate armor.
-> Veteran Outlaws are now at {AB-66}, {AD-60}, {AE-54}, {AG-59}, {AJ-55}, and {AJ-61}.
Raist feels the sudden boost of energy overtake his blood flow. (Raist recovers 16 HP.)
Down below, the brutish man curls his fingers and palms the air. He drags his hands downward as if rending a piece of the Weave out of the blank space in front of him. Once claimed, he throws it upwards and an aberration emerges out of nothingness floating a few feet above CRAP's ledge. A beholder snarls at all of you as its eye stalks prepare for an attack.
-> The beholder is at {X-60,Y-61}.
(Raist is next up. At the top of his turn, his AC climbs back down to 13.)
This post has potentially manipulated dice roll results.
DM's Screen:
DEX {DC 17} B: 3 BC: 10
Raist already had a plan in mind. He was not going to change it in the last second just to react to the aberration's arrival. Starting at 10 or so feet below his level, Raist's Ice Storm falls onto the Gray Patriot camp, catching three of its members within.
None of the caught outlaws know how to react to the sudden change in climate. Two of them are mortally pelted by hail. (Bandit#1 {AE-66} takes 32 bludgeoning and cold damage and is DEFEATED; Bandit#2 {AH-65} takes 32 bludgeoning and cold damage and is DEFEATED.)
The more robust of the three survives the ordeal despite being no better able to defend himself from the magical attack. (Veteran Outlaw#5 {AB-66} takes 32 bludgeoning and cold damage.)
The Covert Archer has seen enough to determine who deserves his arrows the most:
Raist is pelted by two arrows, the first one placed near his vitals. (Raist takes 28 piercing damage.)
At the statues lap, a conversations begins to break down. Enough has happened to cause a distraction, mostly of all the sudden eruption within the King's Cup.
NOTE: The ledge you are on is approximately 50 feet above the bandit camp level. Blue circle is difficult terrain until the end of Raist's next turn. Doozey is mounted on Biscuit so they are occupying the same space.
This post has potentially manipulated dice roll results.
Neya figures the sudden large monster near them all is the bigger problem, so she rushes up to it (to X-59 - I think) and tries to pummel it into submission.
Unarmed Attack: 19 Damage: 9 (18,14)
Extra Unarmed Attack: 26 Damage: 12 (29, 9)
(1 focus point for flurry of blows)
FoB 1 Unarmed Attack: 25 Damage: 13 (16, 11)
FoB 2 Unarmed Attack: 20 Damage: 8 (13, 14)
(Spend 1 more ki point to attempt a Stunning Strike on final successful attack)
Unwilling to ignore the beholder like Raist did, Neya rushes to meet the creature in close-quarters combat {X-59} and delivers two quick snaps of her wrist. Her attacks are delivered in quick succession, which is normally a boon. In this case, however, it means that she is already too far into the motion of her second attack to pull it back as a realization comes to her. Neya's fists pass through the beholder as if the creature was ethereal.
@Neya:
The image of the beholder becomes see-through to you (but not to your companions). Any and all of its sensory qualities become faint to you as you discern the beholder to be an elaborate illusion.
(@Dache: Pausing here to let you reconsider the second half of your turn now that you have new information. You have used your Attack action and both of the attack rolls it grants you, as well as 30ft worth of your movement. You still have your bonus action, reaction, and 15ft of movement. The two Focus Points you had earmarked for Flurry of Blows and Stunning Strike have not been used yet, but you are obviously welcome to use them still if you'd so like.)
Upon realizing that the threat is nonexistent, she instead opts to prepare for incoming real attacks. (1 ki point for Patient Defense: Premium Edition)
Doozey sighs and Biscuit, in his own way, facepalms. "Well, things we're only gonna go so smoothly."
Initiative: 13.
When you realize you're doing too much: Signature.
Neya initiative: 22
Extended Signature
DM's Screen:18
B: 6
BC: 14
BD: 20
BeC: 23
SC: 21
Rolling for Utar: 18
(Neya is up first.)
Neya moves closer to the archer that foiled their stealth approach (to V-53) and begins a deadly archery contest with them.
Splashbow Attack: 23 Damage: 11
Acid Check: 1 Damage: 3
Extra Splashbow Attack: 20 Damage: 10
Acid Check: 4 Damage: 2
Extended Signature
Neya is the first to react to the camp's vocal alarm, moving quickly westbound and releasing two arrows at the tattle-tale archer. He is taking advantage of some heavy foliage around him for cover, but Neya's skill surpasses such tactics. Nonetheless, the archer manages to partially dodge the first arrow, reducing it to just a glancing blow. The second arrow lands dead-on and the archer grunts in pain. (Covert Archer {T-41} takes 15 piercing damage.)
As the arrows are flying, the woman in charge of camp screams some quick orders: "Spread out!" She then moves 15ft westward as three of her companions move about and find cover. The three outlaws closest to the woman are now at {AD-60}, {AH-60}, and {AJ-61} and benefit from some degree of cover.
Picking up speed, the lady in charge then dashes across the waterfall using a fallen log and reaches the statue {AC-42}.
(Doozey is next up.)
Doozey first hops back onto Biscuit, and with a curt few words in [sylvan], the pair take off. Not down the cliffside to engage the enemy directly, nor seemingly for a better position to strike down those that thought to hide behind their tents. But rather the pair would nimbly manuever past their own allies to the west with extreme haste. Upon reaching their destination Doozey immediately started to reach for a special round, only to hesitate for a moment at a sudden chord of worry stirring within. But then, with a grim smile he muttered, "Well, can't be called CRAP without adding a little chaos ourselves." Then the bullets are let loose, each one turning into small streaks of red midflight seemingly from air friction alone before (hopefully) landing in the bowl/goblet held by the statue.
Regardless of any success or failure, he calls out in [draconic], "It is time scaled brothers! Reinforcements near! End the grays while their pants are still down!" After which, he urges Biscuit to back just a little closer to the cliff wall behind them.
Movement(Doozey): Half-moment spent to mount up on Biscuit.
Bonus Action(Doozey): Command Biscuit to Rush.
Movement/Action(Biscuit): Rush to V-51.
Bonus Action(Biscuit): Take up Defensive Posture.
Action(Doozey): Light the Beacons! Gondor Calls for Aid!
(Long Range, Phoenix Round)Sling -Attack #1: 20 Damage: 6 of bludgeoning and fire, in case it matters.
(Long Range, Phoenix Round)Sling -Attack #2: 13 Damage: 7 of bludgeoning and fire, in case it matters.
Movement(Biscuit): Remaining spent to get as close to U-52 as possible.
When you realize you're doing too much: Signature.
Despite the sudden change in the circumstances, Doozey sticks to his previous plan. He counts on Biscuit's speed to get him nearly as close as possible to his target before firing two incendiary rounds at the King's cup. Biscuit has a moment to backtrack a bit and then assume his trained defensive stance as the duo watches the bullets fly. The first one lands in the cup; the second misses the target by a few feet, landing on stone.
There is a sudden commotion among the people located at the King's lap. Although the fog prevents any possible recognition of such people at this distance, it is plain to see that things get more agitated once the Phoenix's sparks erupt in flames, well-dried fuel apparently being left in the cup.
Back at the Gray Patriots' camp, the six more experienced outlaws continue to spread out and take advantage of the nearby terrain for cover. They are well versed in battle enough to know their incoming efforts are unlikely to lend them a quick victory, but they can also appreciate the age-old tactic referred to as 'suppressing fire.' Pulling heavily built but otherwise compact crossbows out, they lob bolts onto CRAP's ledge as best as they can at this distance. Despite the unfavorable angle, they look to be well-versed with these weapons:
-> Outlaw Crossbow vs. Raist: Attack: 10 Damage: 10
-> Outlaw Crossbow vs. Raist: Attack: 22 Damage: 13
-> Outlaw Crossbow vs. Raist: Attack: 19 Damage: 4
-> Outlaw Crossbow vs. Raist: Attack: 13 Damage: 7
-> Outlaw Crossbow vs. Raist: Attack: 19 Damage: 8
-> Outlaw Crossbow vs. Raist: Attack: 9 Damage: 13
-> Outlaw Crossbow vs. Utar: Attack: 9 Damage: 10
-> Outlaw Crossbow vs. Utar: Attack: 10 Damage: 9
-> Outlaw Crossbow vs. Utar: Attack: 9 Damage: 7
-> Outlaw Crossbow vs. Utar: Attack: 14 Damage: 7
-> Outlaw Crossbow vs. Utar: Attack: 8 Damage: 5
-> Outlaw Crossbow vs. Utar: Attack: 16 Damage: 9
Bolts rain down on the CRAPers who were the slowest to react to the beginning of the fight. Raist is slender and nimble enough to sidestep the first bolt aimed at him, but the next four arrive in rapid succession. A quickly thrown shield makes one of the four bolts ineffective (reference). A sixth bolt is luckily ill-aimed. (Raist takes 25 piercing damage.)
Utar can count on his armor and, hence, fares much better. None of the three bolts that find his frame get past his battle-hardened plate armor.
-> Veteran Outlaws are now at {AB-66}, {AD-60}, {AE-54}, {AG-59}, {AJ-55}, and {AJ-61}.
(Utar is up next.)
seeing the misses coming Rast frantically circles his hand and exclaims "Sciath"
REACTION:!!!!!@ shield
Laissez les bons temps rouler
Seeing the number done to the newest CRAPer, Utar (autopilot) approaches Raist and magically patches him up a bit.
-> Healing roll: 16
-> Utar is now at {W-56}.
DM's Screen:
21
Raist feels the sudden boost of energy overtake his blood flow. (Raist recovers 16 HP.)
Down below, the brutish man curls his fingers and palms the air. He drags his hands downward as if rending a piece of the Weave out of the blank space in front of him. Once claimed, he throws it upwards and an aberration emerges out of nothingness floating a few feet above CRAP's ledge. A beholder snarls at all of you as its eye stalks prepare for an attack.
-> The beholder is at {X-60,Y-61}.
(Raist is next up. At the top of his turn, his AC climbs back down to 13.)
Raist ignores the beholder for the moment and as a matter of vengeance he pulls out that old mitten and points exclaiming "Stoirm oighir"
ice storm 4th lvl centered on AF66
Everyone in aoe takes
17 bludgeoning and 15 cold damage
Dex save of 17 for half damage
He then retreats to the cliff wall at W58
Laissez les bons temps rouler
DM's Screen:
DEX {DC 17}
B: 3
BC: 10
Raist already had a plan in mind. He was not going to change it in the last second just to react to the aberration's arrival. Starting at 10 or so feet below his level, Raist's Ice Storm falls onto the Gray Patriot camp, catching three of its members within.
None of the caught outlaws know how to react to the sudden change in climate. Two of them are mortally pelted by hail. (Bandit#1 {AE-66} takes 32 bludgeoning and cold damage and is DEFEATED; Bandit#2 {AH-65} takes 32 bludgeoning and cold damage and is DEFEATED.)
The more robust of the three survives the ordeal despite being no better able to defend himself from the magical attack. (Veteran Outlaw#5 {AB-66} takes 32 bludgeoning and cold damage.)
The Covert Archer has seen enough to determine who deserves his arrows the most:
-> Aimed Longbow Shot vs. Raist: Attack: 22 Damage: 22
-> Longbow vs. Raist: Attack: 19 Damage: 6
DM's Screen:
AD: 14
QK: 13
Raist is pelted by two arrows, the first one placed near his vitals. (Raist takes 28 piercing damage.)
At the statues lap, a conversations begins to break down. Enough has happened to cause a distraction, mostly of all the sudden eruption within the King's Cup.
(Neya is up next.)
Neya figures the sudden large monster near them all is the bigger problem, so she rushes up to it (to X-59 - I think) and tries to pummel it into submission.
Unarmed Attack: 19 Damage: 9 (18,14)
Extra Unarmed Attack: 26 Damage: 12 (29, 9)
(1 focus point for flurry of blows)
FoB 1 Unarmed Attack: 25 Damage: 13 (16, 11)
FoB 2 Unarmed Attack: 20 Damage: 8 (13, 14)
(Spend 1 more ki point to attempt a Stunning Strike on final successful attack)
Extended Signature
Unwilling to ignore the beholder like Raist did, Neya rushes to meet the creature in close-quarters combat {X-59} and delivers two quick snaps of her wrist. Her attacks are delivered in quick succession, which is normally a boon. In this case, however, it means that she is already too far into the motion of her second attack to pull it back as a realization comes to her. Neya's fists pass through the beholder as if the creature was ethereal.
@Neya:
The image of the beholder becomes see-through to you (but not to your companions). Any and all of its sensory qualities become faint to you as you discern the beholder to be an elaborate illusion.
(@Dache: Pausing here to let you reconsider the second half of your turn now that you have new information. You have used your Attack action and both of the attack rolls it grants you, as well as 30ft worth of your movement. You still have your bonus action, reaction, and 15ft of movement. The two Focus Points you had earmarked for Flurry of Blows and Stunning Strike have not been used yet, but you are obviously welcome to use them still if you'd so like.)
Upon realizing that the threat is nonexistent, she instead opts to prepare for incoming real attacks. (1 ki point for Patient Defense: Premium Edition)
Extended Signature