Krulek watches Doozey heal himself a bit more and produce yet more snark from his halfling mouth (That's how Krulek would describe it.) The man answers with a command: "Your group should go hold your end of the bargain and make sure Jeralla doesn't survive this. I'll join. Let's go!" (Doozey gains 8 temp HP.)
Neya gets the message and readies an arrow. Raist jumps into it more directly, already launching a Fire Bolt. It flies through the air and is aimed at the only kobold that is within the wizard's range at the moment. Or, at least, that was the intent. The kobold is perched on the King's Cup, which is lit. The missed bolt of fire adds to the flame in the cup, warning the kobold of CRAP arrival.
The fog has lifted somewhat, so visibility is better. You can see the kobolds and orcs in the far camp. You also spot a couple of dead kobolds within the Gray Patriot camp.
Given the warband noises being emitted from the behind vegetation, you have no doubt that there are more orcs out there than the ones you currently see.
28. Neya (89/121; cyan) - ready; benefiting from Aid (3rd level);
22. Kobolds -
20. Raist (43/51; purple) - benefiting from Aid (3rd level);
20. Utar (108/120; yellow) -
19. Orc Warband -
18. Gray Patriots -
14.Doozey & Biscuit (98/108 +8 & 60/65; green) - Speak with Animals active; Biscuit is benefiting from Aid (3rd level);
14. Ruse -
13. Sahnd Krulek -
08. Owlbear -
07. Jeralla -
MAP:
NOTE: The ledge you are on is approximately 50 feet above the bandit camp level. Doozey is mounted on Biscuit so they are occupying the same space. The big troll-like figure on the map is the "Scareman".
(Neya is up first. Feel free to trigger your ready action immediately before your turn proper.)
(OOC: Going with the detailed attack rolls in the OOC channel. I'll use the damage and splash rolls as I see them in the post above.)
Neya uses her readied arrow as a device to measure the distance between CRAP and the arriving orcs. The orcs seem to largely disregard the arrow and focus on their advance.
Neya then moves a bit closer, making good use of her ability to traverse walls. She quickly shoots two more arrows, this time picking out the one dragonborn in the kobold's camp. The shots are impressively accurate, tainting Jeralla's robes with acid. (Jeralla takes 28 piercing and acid damage.)
The kobolds snap into action:
Four kobolds in the front line combine their strength to push the Scareman down onto three arriving orcs, including the one with a dragon-like helmet. All thee of them are hit and pinned by the statue.
Two hidden winged kobolds launch their own acidic spittle at another arriving orc, burning their skin!
Four other kobolds form a second line of defense behind those who pushed the Scareman down. Two of them seem capable of casting spells, sending chromatic bolts toward the helmed orc. They both miss. The other two kobolds wait for their chance to do something.
Another kobold moves to the nearby cage and releases an Owlbear.
Most other kobolds move closer to Jeralla to protect her.
The kobold that Raist had aimed at moves from the King's Cup to then perch on the zip-line above Neya. He is now at {V-45}.
Utar follows Raist's lead. Stepping in front of the wizard, he raises his shield in case any orcs attempt the bum rush. His mace points at the same orc in the zip-line and he casts his own cantrip. A solemn, singular bell chime rings out
Toll the dead on the orc at V,45. DC18 wis save or 3d8 necrotic damage (or 3d12, if Raist's firebolt hits!)
(OOC Feel free to use as much of Utar's movement as a needed to get the orc in range assuming standard height rules apply.)
With his target much closer, Raist has no trouble hitting him with a Fire Bolt (Winged Kobold #5 takes 14 fire damage.)
Utar moves forward {X-54}, shield raised, and teaches the curious kobold his last lesson. The creatures loses his grip on the zip-line and his body falls limpidly to the ground below. (Winged Kobold #5 takes 23 necrotic damage and is DEFEATED.)
The orc warband delivers chaos:
The three orcs up front hoist the Scareman from their own bodies and shove it aside. Standing back up, they advance into melee range with the first line of kobolds. They all manage to trample past the line without opening themselves for opportunity attacks.
Five other orcs advance past the tossed Scareman and help flank the first line of kobolds. Then, the attacks begin.
Two of them focus the swipe of their impossibly long claws at the one front-line kobold wielding a shield. The blocks are only partial and a lot of blood spills onto the ground. This kobold remains standing.
Two other orcs use short blades to burst boils on their hands. All they have to do next is touch the kobold warriors ahead of them. Two of these warriors quickly succumb to necrotic inflammations.
The fifth attacking orc also uses a blade to burst its own boils, but then wields the short blade with the diseased pus on it as his weapon. It doesn't quite kill its target but that is likely a worse outcome for the poor kobold.
The Gray Patriots strengthen their defenses:
Five of them move closer to the waterfall with their crossbows ready to shoot. This is the Gray Patriot vanguard.
Two others move into the center of their camp with intentions to hold their ground should their camp be invaded. This is the rearguard.
The spell-weaving brute remains at his post, guarding the isolated Gray Patriot tent in the northeast.
The stealth archer up in the statue spends his time climbing up to the statue's head and then hiding.
On the water, the two last Gray Patriots begin preparing their boat for a potential quick escape.
This post has potentially manipulated dice roll results.
Still very much leery of the idea of playing vanguard for the Grey Patriots, but ever a creature of his word, Doozey opted for the middle ground path by way of dismounting from Biscuit and commanding him to press on closer to the action. As for Doozey himself, realizing the great distance now worked against him, he begrudgingly doffed his buckler in favor of taking out his crossbow and readying it for the fight ahead.
Movement/Action(Biscuit):Rush to AF-48 (or as close to it), climbing as necessary.
Bonus Action(Biscuit): If feasible, he will duck low and hide using the cliff and high ground as cover from anyone on lower ground. If not, he will Dodge. See spoiler if the 1st one is feasible for Stealth roll.
Doozey and Biscuit spend the next few seconds preparing for the fight. Doozey dismounts and rearms himself while the mastiff hops down to meet some of the Gray Patriots below {AF-48} and then lay low. Biscuit's big frame gets in the way of a perfect execution.
Krulek and Ruse both looks disgusted at how unimpressive CRAP's introduction to the fight has been in his eyes. "I expected more,"he says as the duo rushes past CRAP and begins to make their move toward Jeralla's camp. They end up at {T-46} and {T-47} for now.
-> Should you choose to do so, Raist, Utar, and Doozey all have a shot at an opportunity attack against either Krulek or Ruse.
Back at that camp, the owlbear bursts out of its cage and tramples past the kobold who unlocked it. The creature then runs toward combat.
Neya goes down the cliff some more (trying to go to AB-40, using slow fall and running across water), she lets loose a couple more of her dwindling supply of arrows at the nearest konolds at the camp she can see (AD-25 and AE-22 in that order).
Neya continues to move swiftly, letting two more arrows fly. The first one splashes into a burst of acid, but neither is powerful enough to kill their target outright. (Kobold Warrior #6 takes 10 piercing and acid damage; Kobold Warrior #8 takes 11 piercing damage.)
They both look to see the attacker coming from behind. The kobolds continue their fight:
The two front-line kobolds who are surrounded stab nearby orcs in desperation.
Four winged kobolds fly above the ocrs and launch their acidic spittle downward.
A few feet back, two other kobolds sling simple fire spells. This time they hit!
A bunch of other kobolds huddle around Jeralla's last known location.
A detachment of four kobolds ford the river/fall and explore the area where attacks are hitting them from behind. These kobolds are now at {AD-37}, {AF-33}, {AF-34}, and {AG-34}.
Krulek watches Doozey heal himself a bit more and produce yet more snark from his halfling mouth (That's how Krulek would describe it.) The man answers with a command: "Your group should go hold your end of the bargain and make sure Jeralla doesn't survive this. I'll join. Let's go!" (Doozey gains 8 temp HP.)
Neya gets the message and readies an arrow. Raist jumps into it more directly, already launching a Fire Bolt. It flies through the air and is aimed at the only kobold that is within the wizard's range at the moment. Or, at least, that was the intent. The kobold is perched on the King's Cup, which is lit. The missed bolt of fire adds to the flame in the cup, warning the kobold of CRAP arrival.
The fog has lifted somewhat, so visibility is better. You can see the kobolds and orcs in the far camp. You also spot a couple of dead kobolds within the Gray Patriot camp.
Given the warband noises being emitted from the behind vegetation, you have no doubt that there are more orcs out there than the ones you currently see.
PLEASE ROLL INITIATIVE.
Neya initiative: 28
Extended Signature
Doozey's Initiative: 8.
When you realize you're doing too much: Signature.
Raist initiative 11
Laissez les bons temps rouler
Utar: 20
DM's Screen:
Kobolds: 15
Jeralla: 5
Gray Patriots: 16
Owlbear: 10
Ruse: 11
Krulek: 18
I'll start with group initiatives for many of the other combatants. We can break it down further if the need arises.
DM's Screen:
Orcs: 19
(Neya is up first. Feel free to trigger your ready action immediately before your turn proper.)
Readied action
Neya looses her arrows at one of the closer orcs, even though it is, quite literally, a long shot (At X-12)
Splashbow Attack: 14 Damage: 10
Acid Check: 7 Damage: 5
Actual turn
She then starts to move closer to the action (to Z-49, using slow fall to move down to that ledge) and fires two more tricky shots at Jeralla.
Splashbow Attack: 27 Damage: 13
Acid Check: 5 Damage: 1
Extra Splashbow Attack: 22 Damage: 10
Acid Check: 9 Damage: 3
Extended Signature
(OOC: Going with the detailed attack rolls in the OOC channel. I'll use the damage and splash rolls as I see them in the post above.)
Neya uses her readied arrow as a device to measure the distance between CRAP and the arriving orcs. The orcs seem to largely disregard the arrow and focus on their advance.
Neya then moves a bit closer, making good use of her ability to traverse walls. She quickly shoots two more arrows, this time picking out the one dragonborn in the kobold's camp. The shots are impressively accurate, tainting Jeralla's robes with acid. (Jeralla takes 28 piercing and acid damage.)
The kobolds snap into action:
(Raist and Utar are up next.)
Laissez les bons temps rouler
Utar follows Raist's lead. Stepping in front of the wizard, he raises his shield in case any orcs attempt the bum rush. His mace points at the same orc in the zip-line and he casts his own cantrip. A solemn, singular bell chime rings out
Toll the dead on the orc at V,45. DC18 wis save or 3d8 necrotic damage (or 3d12, if Raist's firebolt hits!)
(OOC Feel free to use as much of Utar's movement as a needed to get the orc in range assuming standard height rules apply.)
DM's Screen:
WIS save {DC 18}: 9
-> Toll the Dead damage roll if it hits (3d12): 23
With his target much closer, Raist has no trouble hitting him with a Fire Bolt (Winged Kobold #5 takes 14 fire damage.)
Utar moves forward {X-54}, shield raised, and teaches the curious kobold his last lesson. The creatures loses his grip on the zip-line and his body falls limpidly to the ground below. (Winged Kobold #5 takes 23 necrotic damage and is DEFEATED.)
The orc warband delivers chaos:
The Gray Patriots strengthen their defenses:
(Doozey is up next.)
Still very much leery of the idea of playing vanguard for the Grey Patriots, but ever a creature of his word, Doozey opted for the middle ground path by way of dismounting from Biscuit and commanding him to press on closer to the action. As for Doozey himself, realizing the great distance now worked against him, he begrudgingly doffed his buckler in favor of taking out his crossbow and readying it for the fight ahead.
Movement(Doozey): Dismount from Biscuit at X-57.
Bonus Action(Doozey): Command Biscuit to Move it, Move it~.
Movement/Action(Biscuit): Rush to AF-48 (or as close to it), climbing as necessary.
Bonus Action(Biscuit): If feasible, he will duck low and hide using the cliff and high ground as cover from anyone on lower ground. If not, he will Dodge. See spoiler if the 1st one is feasible for Stealth roll.
-Biscuit Stealth: 24.
Action(Doozey): Doff Shield and Free Action to Pull out Light Crossbow.
When you realize you're doing too much: Signature.
Doozey and Biscuit spend the next few seconds preparing for the fight. Doozey dismounts and rearms himself while the mastiff hops down to meet some of the Gray Patriots below {AF-48} and then lay low. Biscuit's big frame gets in the way of a perfect execution.
Krulek and Ruse both looks disgusted at how unimpressive CRAP's introduction to the fight has been in his eyes. "I expected more," he says as the duo rushes past CRAP and begins to make their move toward Jeralla's camp. They end up at {T-46} and {T-47} for now.
-> Should you choose to do so, Raist, Utar, and Doozey all have a shot at an opportunity attack against either Krulek or Ruse.
Back at that camp, the owlbear bursts out of its cage and tramples past the kobold who unlocked it. The creature then runs toward combat.
Jeralla turns invisible.
END OF INITIATIVE ROUND 1
(Neya is up next.)
Neya goes down the cliff some more (trying to go to AB-40, using slow fall and running across water), she lets loose a couple more of her dwindling supply of arrows at the nearest konolds at the camp she can see (AD-25 and AE-22 in that order).
Splashbow Attack: 30 Damage: 8
Extra: Splashbow Attack: 32 Damage: 11
Edit: rolls
Extended Signature
Splash rolls for the two attacks:
-> trigger: 2 damage: 1
-> trigger: 7 damage: 8
Neya continues to move swiftly, letting two more arrows fly. The first one splashes into a burst of acid, but neither is powerful enough to kill their target outright. (Kobold Warrior #6 takes 10 piercing and acid damage; Kobold Warrior #8 takes 11 piercing damage.)
They both look to see the attacker coming from behind. The kobolds continue their fight:
(Raist and Utar are up next.)