This post has potentially manipulated dice roll results.
Ever the consummate professional (sort of), Doozey not only chocked down the urge to holler out words of worry, but clamped a hand about Biscuit's muzzle, knowing his brother wouldn't be able to resist. Surprised but no less furious, Biscuit still growled and snarled until a couple of curt words of draconic seemed to get through to the beast. At least... for the moment.
Doozey then called out in [draconic], "Stick to it! Don't let her distract you. Get to me!"As he urged them, some of inherit magic in the land began gather in the palm of his hand, leaving it faintly glowing as he waited for the first injured sole to reach him. But without his sight, he was reliant on Biscuit to out when and where to reach out. Apart from all that, a few curt words between the two sees Biscuit standing at cautiously at the ready, but moving just a bit closer to the fog.
Action(Doozey):Ready to cast (2nd level)Cure Wounds on either Neya or Utar(whichever one reached him first), restoring 20 HP.
Bonus Action(Doozey): Command Biscuit to continue Readying a Grapple.
Action(Biscuit):Ready to [conditions]grapple[/conditions].
Doozey makes his intent known to Biscuit. The mastiff passes by Neya so that the halfling can cure some of her wounds. (Neya recovers 22 HP.)
Biscuit then circles back to approximately his last location and re-assumes his ready stance while priming his reflexes.
Suddenly, a blast of Daylight overtakes most of the area within the cave. Where there was only darkness, natural or arcane, a moment ago, there is now a light as bright as that of a summer day. The fog does not relent, but Neya's Darkness does.
Raist, Utar, and the muscle lady remain obscured by the fog. Neya and Biscuit no longer need to rely on their darkvision to see within the lit area, and Doozey is no longer effectively blind within the lit area.
(Utar is up next. The muscled lady is right in front of him and you are engaged in a fight with her.)
Utar knows he shouldn't let his opponent know they hurt him, but sometimes you can't help it, it just slips out. "Ouch!"
He readies himself to continue the duel, hoping other members of CRAP might be able to intervene sooner rather than later.
His pauldron glows briefly in the mist, then the Orc speaks a single word to his opponent, his voice seeming to take on an air of authority that isn't always present. "HALT."
Move: N/a, Utar stays put.
Action: Cast command at level 1 on the heavily muscled lady. DC 18 wis save or his opponent takes no move, action or bonus action next turn.
Bonus: Using channel divinity to cast spiritual weapon without a spell slot. It also does not use concentration. The warhammer appears behind the muscled lady and swings.
Utar reacts to the initiation of a duel by commanding his opponent to halt. The spell takes effect, giving the Tormite the opportunity to summon some help. The floating warhammer swings upon arrival, showing the strong woman that Utar can bite back. (Muscled Woman takes 10 force damage.)
(@Red: To clarify, those are two separate castings (i.e., spell slots) for Bigby's Hand. One as a ready action that never triggered as of the beginning of this turn for Raist, and one as an action during this turn.)
Raist moves further down the tunnel a bit {D-10}, making him the third CRAPer to exit the the foggy patch. Neya, Biscuit, Doozey, and Raist are now within the "dim light" area of the source of daylight, and can see each other. Utar remains in close-quarters combat with the strong woman within the fog. He cannot be spotted by the rest of the group and vice-versa.
Raist then confirms his previous plan by sending in a huge hand into the fog and toward the source of the struggle. The hand is formed just outside the foggy patch and then moved straight into it. By the time Raist moves it 45ft into the fog, he senses (passive arcana) that it is now occupying the same space as two other beings. Raist instinctively stops the hand in that location while he considers his next move.
NOTES: Doozey is mounted on Biscuit so they are occupying the same space. The yellow circular areas represent the bright light and the dim light ranges of the Daylight spell. The gray two-hand token represents Raist's Bigby's Hand. The map coordinates for the enemies refer to their last known location on the map of the cliff, not the map of the tunnel.
(Neya is up next. Her ready action expires at the top of her turn.)
Neya tries her luck with a couple of arrows being launched into the fog. Not that she can see it, but the first one pings off Utar's armor while the second one leaves a cut on the lady's leg. (Muscled Woman takes 6 piercing damage.)
This post has potentially manipulated dice roll results.
Though he tried to keep a level head, the fact that Utar hadn't come bursting out of the mist not long after cry out in pain left Doozey clenching a hand into a tight fist. Why hadn't Utar continue to fall back? Did she cripple him? Grab him? Enthralled him some spell? Or did he forget the plan in the heat of the moment!?
Question after question relentlessly flitted through his mind, and threatened to overwhelm the halfling when he's suddenly blindsided by the light. Biscuit yowled and Doozey growled, but both recovered after sparing a moment to blink away the spots in their eyes. "Kusorwary..." He murmured upon recognizing the new light for what it was: an ill-omen disguised as enlightening illumination.
"If there this determined to chase, then our best bet is fight'n on'em on this side of the mist -- like I told the Orc! 'least that way their spellslingers got limited options. I'm goin in and grab the nut, but keep doing what ya can from here."He said in [draconic]. "But no heroics. If push comes to shove, Rai, you use whatever magic ya got to get whoever you can 'cept me outta here." Doozey demands more than suggests, before following up with a sharp command in sylvan, spurring Biscuit into action by way of bounding into the mist.
Unlike Biscuit, who could just make out Raist spellslinging before in the dark, Doozey momentarily went wide-eyed at even the impression of the hand in the mist, before getting his wits about him and urging Biscuit on. "Enough! We're leave'n! Biscuit! Rabbit hunt!"Doozey called out still in dragon tongue, and with that, Biscuit is able to push himself just that few feet more before putting his fangs to work snapping at what he at least thought to be Utar's belt before dragging the Orc away. And though committed to tending to the Orc even had said Orc's stubbornness forced a change in tactics(ie. resisting the grapple), one way or another, Doozey would find himself dismounting from Biscuit and drawing a rapier in anticipation of covering the rear.
Movement(Biscuit): To E-16.
Bonus Action(Doozey): Command Biscuit to Grab Utar.
Action(Biscuit): Attempt to grappled Utar(or at least what he thinks is Utar). STR/DEX(DC 15) to avoid.
Movement(Biscuit-Remaining): To E-14, if grapple successful, dropping grappled target at F-15. Otherwise moving to F-19 if grapple was unsuccessful.
Action(Doozey): Cast (1st level)Cure Wounds on Utar(?), restoring 12 HP. (or if able to tell its Utar once within 5ft, upcasting that at 2nd level for an additional 11.
Movement(Doozey): Dismount and move to F-16, if original grapple successful, otherwise dismounting at G-19.
Doozey barks off some demands at the rest of the group and orders his mount to dive into the fog to go getUtar. Both Biscuit and Doozey can identify their target once close enough {E-17}. The mastiff tries to bite and drag Utar by the tabbard, but the cleric has a chance to react...
(Utar needs to roll his choice of a STR or DEX saving throw {DC 15} or choose to fail the save.)
Realising that Biscuit is the one pulling his tabbard, Utar relents and accepts his fate, "Alright, alright, let's go!"
(OOC Choosing to fail the test and to be dragged along with Biscuit... Now here is a question, the Muscled Lady doesn't get to move or act on her next turn, but does she still have a reaction? Let's find out!)
(OOC: The turn in which Command takes effect already happened. The lady did nothing in her previous turn. As for the opportunity attack, the new 2024 or 5.5e rule says that a you can "make an Opportunity Attack when a creature that you can see leaves your reach using its Action, its Bonus Action, its Reaction, or one of its speeds." Utar is using none of that to move away. In other words, forced movement doesn't trigger Opportunity Attacks.)
Biscuitbites and pullsUtar away from his duel. The orc is oinked to a spot further down the fog patch {F-15} with Doozey and Biscuit being nearby {E-14}. The halfling then places his hands on Utar and reverses roles (2nd level) for a moment. (Utar recovers 20 HP.)
Doozey then dismounts and moves to a spot in between Utar and his opponent {F-16}.
Another person enters the fog from the cave entrance direction. You can tell this is not the muscled lady running towards you because the footsteps are accompanied by the clang of heavy metal armor that CRAP has grown used to hearing in Utar's company (the lady was not armored last you saw her). This is obviously not Utar either, as he is much closer to the rest of CRAP than the origin point of these sounds. A voice speaks out: "Ruse, leave at least one of them alive. We need answers!"
(Utar and Raist are up next. Utar can no longer pinpoint the woman's location but can guess that Biscuit moved him some 15ft away from her and towards the other CRAPers. His Spiritual Weapon is still in melee range of the lady, who you can now deduce is called Ruse. Raist's magical hand occupies the same space as Ruse and then some. No one knows the exact location of Ruse's companion. In terms of allies, Utar knows only where Biscuit and Doozey are, while Raist can only see Neya.)
The words leave Utar's throat and are bellowed into the murk, if there is a way to unite or at least focus on the larger threat before them, it seems pointless not to take it.
"Why not agree a parley? All of us could leave here with our lives, although knowing the double cross that the Cult has orchestrated, killing us all where we stand is their choice! Narle Shieldbitter is on his way here as we speak with a Orcish horde!"
Utar stands his ground and allows his spiritual weapon to disengage with Ruse and move closer to his new position.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.
This post has potentially manipulated dice roll results.
DM's Screen:
STR save {DC 17}: 22
Utar stands his ground as his Spiritual Weapon retreats {G-15}. He hears a response coming from the fog: "You snuck up to my camp and attacked my companions during high-level negotiations with a rival band. You killed two of my brothers, retreated when we showed our force, and decided to ask for a parley now that you are on your back-foot. A strange way to bargain, if you ask me. Who are you? What do you want? And are you in cahoots with the dragonborn sorcerer? Who is this Shieldbitter? Answer clearly and Ruse might be less incline to hack you down."
Following through with his previous plan in spite of Utar's change of tactic, Raist begins to squeeze his Big Hand around Ruse.
(OOC: Utar may want to consider taking the Influence action instead of the Dodge action here, based on @MB's post. Waiting for a response.)
(@Red: Grabbing a target with your spell is a bonus action. You can't quite squeeze Ruse for damage yet using the Grasping Hand because that's is an additional bonus action. However, you still have your action this turn.)
Ever the consummate professional (sort of), Doozey not only chocked down the urge to holler out words of worry, but clamped a hand about Biscuit's muzzle, knowing his brother wouldn't be able to resist. Surprised but no less furious, Biscuit still growled and snarled until a couple of curt words of draconic seemed to get through to the beast. At least... for the moment.
Doozey then called out in [draconic], "Stick to it! Don't let her distract you. Get to me!" As he urged them, some of inherit magic in the land began gather in the palm of his hand, leaving it faintly glowing as he waited for the first injured sole to reach him. But without his sight, he was reliant on Biscuit to out when and where to reach out. Apart from all that, a few curt words between the two sees Biscuit standing at cautiously at the ready, but moving just a bit closer to the fog.
Action(Doozey): Ready to cast (2nd level)Cure Wounds on either Neya or Utar(whichever one reached him first), restoring 20 HP.
Bonus Action(Doozey): Command Biscuit to continue Readying a Grapple.
Action(Biscuit): Ready to [conditions]grapple[/conditions].
Bonus Action(Biscuit): Defensive Training.
Movement(Biscuit): To E-8.
When you realize you're doing too much: Signature.
(OOC: Forgot the -1 to that healing from Jenny's Deal)
When you realize you're doing too much: Signature.
(OOC: Engaging OOC clarifications.)
Doozey makes his intent known to Biscuit. The mastiff passes by Neya so that the halfling can cure some of her wounds. (Neya recovers 22 HP.)
Biscuit then circles back to approximately his last location and re-assumes his ready stance while priming his reflexes.
Suddenly, a blast of Daylight overtakes most of the area within the cave. Where there was only darkness, natural or arcane, a moment ago, there is now a light as bright as that of a summer day. The fog does not relent, but Neya's Darkness does.
Raist, Utar, and the muscle lady remain obscured by the fog. Neya and Biscuit no longer need to rely on their darkvision to see within the lit area, and Doozey is no longer effectively blind within the lit area.
(Utar is up next. The muscled lady is right in front of him and you are engaged in a fight with her.)
Utar knows he shouldn't let his opponent know they hurt him, but sometimes you can't help it, it just slips out. "Ouch!"
He readies himself to continue the duel, hoping other members of CRAP might be able to intervene sooner rather than later.
His pauldron glows briefly in the mist, then the Orc speaks a single word to his opponent, his voice seeming to take on an air of authority that isn't always present. "HALT."
Move: N/a, Utar stays put.
Action: Cast command at level 1 on the heavily muscled lady. DC 18 wis save or his opponent takes no move, action or bonus action next turn.
Bonus: Using channel divinity to cast spiritual weapon without a spell slot. It also does not use concentration. The warhammer appears behind the muscled lady and swings.
Attack: 21 Damage: 10
DM's Screen:
WIS save {DC 18}: 14
Utar reacts to the initiation of a duel by commanding his opponent to halt. The spell takes effect, giving the Tormite the opportunity to summon some help. The floating warhammer swings upon arrival, showing the strong woman that Utar can bite back. (Muscled Woman takes 10 force damage.)
(Raist is up next.)
Raist stays put but carries through casting Bigbys Hand sending it towards the noise
Laissez les bons temps rouler
(@Red: To clarify, those are two separate castings (i.e., spell slots) for Bigby's Hand. One as a ready action that never triggered as of the beginning of this turn for Raist, and one as an action during this turn.)
Raist moves further down the tunnel a bit {D-10}, making him the third CRAPer to exit the the foggy patch. Neya, Biscuit, Doozey, and Raist are now within the "dim light" area of the source of daylight, and can see each other. Utar remains in close-quarters combat with the strong woman within the fog. He cannot be spotted by the rest of the group and vice-versa.
Raist then confirms his previous plan by sending in a huge hand into the fog and toward the source of the struggle. The hand is formed just outside the foggy patch and then moved straight into it. By the time Raist moves it 45ft into the fog, he senses (passive arcana) that it is now occupying the same space as two other beings. Raist instinctively stops the hand in that location while he considers his next move.
END OF INITIATIVE ROUND 5
(Neya is up next. Her ready action expires at the top of her turn.)
Neya relies on her hearing to try and peg whoever is accosting Utar with a couple of arrows.
Splashbow Attack: 25 Damage: 8
Acid Check: 9 Damage: 6
Extra Splashbow Attack: 22 Damage: 7
Acid Check: 4 Damage: 6
"As interesting as loosing into the unknown is, we desperately need better options."
Extended Signature
Neya tries her luck with a couple of arrows being launched into the fog. Not that she can see it, but the first one pings off Utar's armor while the second one leaves a cut on the lady's leg. (Muscled Woman takes 6 piercing damage.)
Despite the fresh wound, the woman does not feel compelled to do much apart from seething.
(Doozey is up next.)
Though he tried to keep a level head, the fact that Utar hadn't come bursting out of the mist not long after cry out in pain left Doozey clenching a hand into a tight fist. Why hadn't Utar continue to fall back? Did she cripple him? Grab him? Enthralled him some spell? Or did he forget the plan in the heat of the moment!?
Question after question relentlessly flitted through his mind, and threatened to overwhelm the halfling when he's suddenly blindsided by the light. Biscuit yowled and Doozey growled, but both recovered after sparing a moment to blink away the spots in their eyes. "Kusorwary..." He murmured upon recognizing the new light for what it was: an ill-omen disguised as enlightening illumination.
"If there this determined to chase, then our best bet is fight'n on'em on this side of the mist -- like I told the Orc! 'least that way their spellslingers got limited options. I'm goin in and grab the nut, but keep doing what ya can from here." He said in [draconic]. "But no heroics. If push comes to shove, Rai, you use whatever magic ya got to get whoever you can 'cept me outta here." Doozey demands more than suggests, before following up with a sharp command in sylvan, spurring Biscuit into action by way of bounding into the mist.
Unlike Biscuit, who could just make out Raist spellslinging before in the dark, Doozey momentarily went wide-eyed at even the impression of the hand in the mist, before getting his wits about him and urging Biscuit on. "Enough! We're leave'n! Biscuit! Rabbit hunt!" Doozey called out still in dragon tongue, and with that, Biscuit is able to push himself just that few feet more before putting his fangs to work snapping at what he at least thought to be Utar's belt before dragging the Orc away. And though committed to tending to the Orc even had said Orc's stubbornness forced a change in tactics(ie. resisting the grapple), one way or another, Doozey would find himself dismounting from Biscuit and drawing a rapier in anticipation of covering the rear.
Movement(Biscuit): To E-16.
Bonus Action(Doozey): Command Biscuit to Grab Utar.
Bonus Action(Biscuit): Dash to E-17.
Action(Biscuit): Attempt to grappled Utar(or at least what he thinks is Utar). STR/DEX(DC 15) to avoid.
Movement(Biscuit-Remaining): To E-14, if grapple successful, dropping grappled target at F-15. Otherwise moving to F-19 if grapple was unsuccessful.
Action(Doozey): Cast (1st level)Cure Wounds on Utar(?), restoring 12 HP. (or if able to tell its Utar once within 5ft, upcasting that at 2nd level for an additional 11.
Movement(Doozey): Dismount and move to F-16, if original grapple successful, otherwise dismounting at G-19.
When you realize you're doing too much: Signature.
(OOC: Rerolling that 1 with Healer feat into 6.)
When you realize you're doing too much: Signature.
Doozey barks off some demands at the rest of the group and orders his mount to dive into the fog to go get Utar. Both Biscuit and Doozey can identify their target once close enough {E-17}. The mastiff tries to bite and drag Utar by the tabbard, but the cleric has a chance to react...
(Utar needs to roll his choice of a STR or DEX saving throw {DC 15} or choose to fail the save.)
Realising that Biscuit is the one pulling his tabbard, Utar relents and accepts his fate, "Alright, alright, let's go!"
(OOC Choosing to fail the test and to be dragged along with Biscuit... Now here is a question, the Muscled Lady doesn't get to move or act on her next turn, but does she still have a reaction? Let's find out!)
(OOC: The turn in which Command takes effect already happened. The lady did nothing in her previous turn. As for the opportunity attack, the new 2024 or 5.5e rule says that a you can "make an Opportunity Attack when a creature that you can see leaves your reach using its Action, its Bonus Action, its Reaction, or one of its speeds." Utar is using none of that to move away. In other words, forced movement doesn't trigger Opportunity Attacks.)
Biscuit bites and pulls Utar away from his duel. The orc is oinked to a spot further down the fog patch {F-15} with Doozey and Biscuit being nearby {E-14}. The halfling then places his hands on Utar and reverses roles (2nd level) for a moment. (Utar recovers 20 HP.)
Doozey then dismounts and moves to a spot in between Utar and his opponent {F-16}.
Another person enters the fog from the cave entrance direction. You can tell this is not the muscled lady running towards you because the footsteps are accompanied by the clang of heavy metal armor that CRAP has grown used to hearing in Utar's company (the lady was not armored last you saw her). This is obviously not Utar either, as he is much closer to the rest of CRAP than the origin point of these sounds. A voice speaks out: "Ruse, leave at least one of them alive. We need answers!"
(Utar and Raist are up next. Utar can no longer pinpoint the woman's location but can guess that Biscuit moved him some 15ft away from her and towards the other CRAPers. His Spiritual Weapon is still in melee range of the lady, who you can now deduce is called Ruse. Raist's magical hand occupies the same space as Ruse and then some. No one knows the exact location of Ruse's companion. In terms of allies, Utar knows only where Biscuit and Doozey are, while Raist can only see Neya.)
The words leave Utar's throat and are bellowed into the murk, if there is a way to unite or at least focus on the larger threat before them, it seems pointless not to take it.
"Why not agree a parley? All of us could leave here with our lives, although knowing the double cross that the Cult has orchestrated, killing us all where we stand is their choice! Narle Shieldbitter is on his way here as we speak with a Orcish horde!"
Utar stands his ground and allows his spiritual weapon to disengage with Ruse and move closer to his new position.
Move: N/a
Action: Dodge
Bonus: Utar's hammer catches him up.
Raist closes the hand around muscled lady
(Grasping hand)
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.
Laissez les bons temps rouler
DM's Screen:
STR save {DC 17}: 22
Utar stands his ground as his Spiritual Weapon retreats {G-15}. He hears a response coming from the fog: "You snuck up to my camp and attacked my companions during high-level negotiations with a rival band. You killed two of my brothers, retreated when we showed our force, and decided to ask for a parley now that you are on your back-foot. A strange way to bargain, if you ask me. Who are you? What do you want? And are you in cahoots with the dragonborn sorcerer? Who is this Shieldbitter? Answer clearly and Ruse might be less incline to hack you down."
Following through with his previous plan in spite of Utar's change of tactic, Raist begins to squeeze his Big Hand around Ruse.
Ruse grunts as her movement becomes limited within Raist's five-fingered spell.
(OOC: Utar may want to consider taking the Influence action instead of the Dodge action here, based on @MB's post. Waiting for a response.)
(@Red: Grabbing a target with your spell is a bonus action. You can't quite squeeze Ruse for damage yet using the Grasping Hand because that's is an additional bonus action. However, you still have your action this turn.)