Okay - its a hard impact, and it takes a couple seconds to recover, but you're otherwise fine. Turning around, you're just in time to see what the others all have - two or three lizardmen having already engaged with Feydon.
Feydon nearly splits the warrior in front of him in twain, but miraculously, he's still going strong - well, not strong exactly, but still dangerous. Another Lizardman tribal appears on scene from behind the others - perhaps he came around the bend in the back, but there was a loud splash heard fist, so its possible he emerged from the water in the back. He throws a javelin and misses Feydon. The warrior swings and misses Feydon. Of the other two tribals, both throw javelins, and one hits Feydon for some solid damage, but he hardly flinches. It's now Eltra's turn, at the end of the initial round (before everyone else will be able to act) - Jory was able to move a little ahead as well.
Eltra, from where he is outside of the cave, fires his eldritch blast at the lizardman warrior that Feydon hard already hurt, blasting him squarely in the head, knocking him over dead (sorry iI should let you all roleplay your attacks, but I figure you'd be okay with that). Feydon then casts a spell that Eltra, Gus, and Bree all recognize to be Ice Knife - it hits the tribal in the middle of the line of three, and the cold damage along with it kills both the middle tribal, and the one to its left - the one to its right manages to step aside before being hit by the cold damage.
It's now Bree's Turn technically, but we should probably wait for Geren because once he enters, assuming he jumps, it may be his turn instead.
Geren jumps down, aiming for the shallow water and counting on his acrobatic skill to let him land on his feet.
Drawing his bow as he leaps Geren rolls as he hits the ground and is up and loosing his first shot as he rises.
The arrow hits a lizardfolk directly between the eyes and pierces partway through his skull. Unfortunately his thick scales and bone mean the wound isn't fatal, but it does look comical.
Hnefa closes in, managing to get onto the dry stone ground of the cave entrance before she hurls a javelin of her own, finishing the Lizardman with the arrow in his head, who just been blasted with some cold damage. Then another Warrior leaps out from the water to the north, swinging at Feydon with his sword but missing. A third warrior enters into the fray at a full dash, coming directly out of the wall apparently at a full run and making it into the room but unable to do anything else yet.
This post has potentially manipulated dice roll results.
You know, I should've rolled that with disadvantage because their vulnerability to cold. So let me roll another and we'll take the lower one (which will obviously be this one given that was a 20): 21
Sir Jory closes in to range of his halberd +1 'lizard-slayer', and makes two attacks with it - the first one bites deep into the warrior's chest, leaving it with a gaping wound - yet again, the cold component to his weapon hardly hurt him. But it did somewhat. He seems to be moving a little more slowly now. His second attack is successfully dodged by the lizardman, slicing into the water instead. (OOC: I rolled a heavy crossbow attack by accident, just ignore it. And if you're curious why I rolled the damage of his hit twice, he's got the Savage Attacker feat; you roll it twice and take the highest).
It's very clear now - there's some kind of hidden opening to the wall on the right - because four more tribals make their out into the rapidly crowding cave entrance, and all four toss javelins at people. Being the closest, Feydon bore the brunt of the attacks, but only one connecting. A grunt escapes his lips as he's hit, but he only smiles in response, snapping the javelin at its tip, and thus leaving the point imbedded in his shoulder to plug the wound until such time comes that he can cauterize it (or someone heals him). He's been hit twice so far, but he looks hardly phased. The last tribal to emerge this round tossed a javelin at Jory, which he knocked away with his halberd.
(OOC: It's now Dawn's turn - if the map isn't up when you come on, and I'm not responding, then here's a picture of the battlefield at the start of your turn so you can post your action):
(Also, after Dawns turn, as you can see in the picture, is Eltra's - so he can post his action as well if I"m not around and the map is down - then it will be the third round, and Geren will be up).
Eltra sees the group of lizards clump together "Rookies" He stomps his staff into the ground and let's loose shards of ice at the middle warrior sandwiched between all the tribal lizards
26 hit 2 damage on the lizard warrior
As the shards hit the warrior they explode into even more shards hitting him and everyone around him for 10 damage unless they make a dex 14 save.
LOL - OK. You mean Ice Knife I take it? The 10 damage is on the target (1-10 piercing). then roll 2d6 for each lizardman directly adjacent to the target as well as the target, and I'll roll their saves. It's Dawns turn, but then I just notice you have the same initiative, so you'd be able to trade places in the turn order if you wanted. I presume she won't mind :)
The ice Knife blasts the warrior and it dies in a scream of frosty doom. The tribal on his left is also badly hurt from the cold, and seems to be unable to move now (he'll get an attack but has speed 0 - no reactions or BA). Miraculously, perhaps anticipating the move, the other two adjacent tribals dash to the sides in time to avoid a similar fate.
Dawn Tolls the Death of the closest wounded Lizardman (Warrior B or Tribal D). The target and those nearby hear the dolorous bell tolling the targets doom.
WIS 15 save to avoid 9 necrotic damage.
Dawn also looks her teammates, noticing that Feydon is wounded, but decides he's not yet wounded enough to need healing. Since she can only heal a few times a day, she wants to get the most out of each heal spell.
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Okay - its a hard impact, and it takes a couple seconds to recover, but you're otherwise fine. Turning around, you're just in time to see what the others all have - two or three lizardmen having already engaged with Feydon.
Feydon nearly splits the warrior in front of him in twain, but miraculously, he's still going strong - well, not strong exactly, but still dangerous. Another Lizardman tribal appears on scene from behind the others - perhaps he came around the bend in the back, but there was a loud splash heard fist, so its possible he emerged from the water in the back. He throws a javelin and misses Feydon. The warrior swings and misses Feydon. Of the other two tribals, both throw javelins, and one hits Feydon for some solid damage, but he hardly flinches. It's now Eltra's turn, at the end of the initial round (before everyone else will be able to act) - Jory was able to move a little ahead as well.
Eltra, from where he is outside of the cave, fires his eldritch blast at the lizardman warrior that Feydon hard already hurt, blasting him squarely in the head, knocking him over dead (sorry iI should let you all roleplay your attacks, but I figure you'd be okay with that). Feydon then casts a spell that Eltra, Gus, and Bree all recognize to be Ice Knife - it hits the tribal in the middle of the line of three, and the cold damage along with it kills both the middle tribal, and the one to its left - the one to its right manages to step aside before being hit by the cold damage.
It's now Bree's Turn technically, but we should probably wait for Geren because once he enters, assuming he jumps, it may be his turn instead.
When the others get to the ground Eltra points out the dead lizardman “While you all dilly dallied…that’s one for me”
Geren jumps down, aiming for the shallow water and counting on his acrobatic skill to let him land on his feet.
Drawing his bow as he leaps Geren rolls as he hits the ground and is up and loosing his first shot as he rises.
The arrow hits a lizardfolk directly between the eyes and pierces partway through his skull. Unfortunately his thick scales and bone mean the wound isn't fatal, but it does look comical.
(having trouble with maps)
Bree targets the lizardman that Geren just shot with a cold attribute Sorcerous Burst
10
For1 damage
Got it - it does double damage, but he's still kicking.. for now.
Hnefa closes in, managing to get onto the dry stone ground of the cave entrance before she hurls a javelin of her own, finishing the Lizardman with the arrow in his head, who just been blasted with some cold damage. Then another Warrior leaps out from the water to the north, swinging at Feydon with his sword but missing. A third warrior enters into the fray at a full dash, coming directly out of the wall apparently at a full run and making it into the room but unable to do anything else yet.
(It's now Gus's Turn)
Gus gets to his feet and cast frostbite at the nearest bad guy for 1 pt of cold damage, con save DC 14
OK (I assume you meant ray of frost right? - but it doesn't matter much) - 24
You know, I should've rolled that with disadvantage because their vulnerability to cold. So let me roll another and we'll take the lower one (which will obviously be this one given that was a 20): 21
(OOC: OH FROSTBITE - sorry, I remember that spell now. Sort of forgot that was a thing.)
Amazingly, despite its extreme discomfort with the cold, he manages to shake it off as though nothing happened.
Sir Jory closes in to range of his halberd +1 'lizard-slayer', and makes two attacks with it - the first one bites deep into the warrior's chest, leaving it with a gaping wound - yet again, the cold component to his weapon hardly hurt him. But it did somewhat. He seems to be moving a little more slowly now. His second attack is successfully dodged by the lizardman, slicing into the water instead. (OOC: I rolled a heavy crossbow attack by accident, just ignore it. And if you're curious why I rolled the damage of his hit twice, he's got the Savage Attacker feat; you roll it twice and take the highest).
It's very clear now - there's some kind of hidden opening to the wall on the right - because four more tribals make their out into the rapidly crowding cave entrance, and all four toss javelins at people. Being the closest, Feydon bore the brunt of the attacks, but only one connecting. A grunt escapes his lips as he's hit, but he only smiles in response, snapping the javelin at its tip, and thus leaving the point imbedded in his shoulder to plug the wound until such time comes that he can cauterize it (or someone heals him). He's been hit twice so far, but he looks hardly phased. The last tribal to emerge this round tossed a javelin at Jory, which he knocked away with his halberd.
(OOC: It's now Dawn's turn - if the map isn't up when you come on, and I'm not responding, then here's a picture of the battlefield at the start of your turn so you can post your action):
(Also, after Dawns turn, as you can see in the picture, is Eltra's - so he can post his action as well if I"m not around and the map is down - then it will be the third round, and Geren will be up).
Eltra sees the group of lizards clump together "Rookies" He stomps his staff into the ground and let's loose shards of ice at the middle warrior sandwiched between all the tribal lizards
26 hit 2 damage on the lizard warrior
As the shards hit the warrior they explode into even more shards hitting him and everyone around him for 10 damage unless they make a dex 14 save.
LOL - OK. You mean Ice Knife I take it? The 10 damage is on the target (1-10 piercing). then roll 2d6 for each lizardman directly adjacent to the target as well as the target, and I'll roll their saves. It's Dawns turn, but then I just notice you have the same initiative, so you'd be able to trade places in the turn order if you wanted. I presume she won't mind :)
The ice Knife blasts the warrior and it dies in a scream of frosty doom. The tribal on his left is also badly hurt from the cold, and seems to be unable to move now (he'll get an attack but has speed 0 - no reactions or BA). Miraculously, perhaps anticipating the move, the other two adjacent tribals dash to the sides in time to avoid a similar fate.
Eltra brushes himself off “That’s another!” As he moves behind Hnefa for cover
(OOC: LOL - okay the encounter is back up)
OOC: And I'm finally up.
Dawn Tolls the Death of the closest wounded Lizardman (Warrior B or Tribal D). The target and those nearby hear the dolorous bell tolling the targets doom.
WIS 15 save to avoid 9 necrotic damage.
Dawn also looks her teammates, noticing that Feydon is wounded, but decides he's not yet wounded enough to need healing. Since she can only heal a few times a day, she wants to get the most out of each heal spell.