This post has potentially manipulated dice roll results.
Destin and Casmenos charge into the room. To your surprise, Cassyt follows. Destin narrowly avoids stepping into a circle drawn into the floor, but looks up to see several armed occupants.
Even at first glance, it is obvious that people have been living in this room for a long while. There are a number of straw pallets and even a pair of beds.
Across the room, a man in embroidered red robes with a shaved and tattooed head is hurriedly stuffing items into a haversack. As he sees you, he spits out a curse and shouts for his minions to attack.
The minions you can see include two kobolds, a rather frail looking human cultist, and a Knight in full plate, who appears anything but frail.
Initiatives:
Knight: 8
Kobold 1: 12
Kobold 2: 17
Cultist: 10
Wizard: 5
Cassyt: 20
Casmenos: 6
Destin: 16
Bastian: 17
Kelvin: 20
Tumal: 17
Marrow: 20
Initiatve (sorted, bold can go. If you did not charge into the room, consider yourself right outside it, e.g. only 5' away)
Tumal sees Cassyt running forward. "Oh!" he says. He hurries after her (to F13) and places a hand on her shoulder, praying to the light to give her guidance. As she looks back at him, he nods. "To guide your steps," the elf explains.
When you say we start from 5' away, do you mean we should consider ourselves as starting where we are on the map? Or somewhere near, like from D12? I wasn't able to check in today, and Marrow wouldn't have led the charge, but he would have kept within 25' of the leaders.
Marrow (and everybody) - not going to penalize people for not being able to check in for feel free to start within distance of the leaders, especially for something that would have been said instantly around a table. If your character would have followed the two chargers in, feel free to start from there.
This post has potentially manipulated dice roll results.
The wizard, seeing the intrusion, stops ransacking the desk and swears under his breath. He nods to the knight, mutters an incantation, and disappears from sight.
Cassyt reacts with uncharacteristic anger at the appearance of this red-garbed Wizard, and the evidence of a long-running plot. "No longer will you profane this place with your presence, she cries. and confers the Blessing of Kelemvor upon Destin, Marrow, and Casmenos.
The kobolds each wind up a sling, and lob a foul smelling pot, one at Casmenos: 20, and one at Destin: 2. No damage, but Destin please give me a Constitution save. (Keep in mind you are Blessed)
This post has potentially manipulated dice roll results.
Realising that the caster is going to be a big problem for the group, Destin's plan is to disable them as quickly as possible. Wizards are known to have tricky spells and contingencies, but they rely on their spellcasting in order to do so.
(If the DM will allow, this is Destin's plan)
Destin will move to M6, up to the wizard, and then put the axes away and attempt to grab the wizard, either covering his mouth or restraining his hands.
I may not have been clear enough with the language - when I said the Wizard disappeared from sight, I meant that he used a spell that made him invisible to sight, and/or possibly moved him. His spot where you last saw him on the map, but you would know that does not guarantee he is still there. Would that change your action?
A pot of stinking fumes explodes into Destin, but combat reflexes kick in and he holds his breath within the cloud, before exploding out of it himself to fell the kobold who threw it in a single blow.
(first attack was enough to finish it, if that changes the remainder of your turn, feel free to post again with remaining movement and different bonus action)
This post has potentially manipulated dice roll results.
Destin dances away from the Kobold before it can even hit the ground, and rattles the Knight on the side of the armored head with the flat of his axe. The helmet turns sideways, and growls "my turn" before unleashing two attacks with his greatsword. 13 damage: 925 damage: 10. The cultist, meanwhile, runs across the room towards the remaining Kobold.
Tumal
Kelvin
Wizard
Cassyt
Kobold 1
Kobold 2
Destin
Cultist
Knight
Marrow
Bastian
Casmenos
(Yes, that knight hits very hard. If somebody wants to take the actions of those who have departed, I would allow it, or bot them myself. The extra output might come in extremely handy.)
This post has potentially manipulated dice roll results.
OOC: Hope you all have tricks up your sleeve, I'm completely tapped out for healing and sitting at 6/12 HP.
Casmenos will move towards Destin (wherever he is) but not in melee range of the knight and attempt a medicine check (with advantage from inspiration) to stabilize Destin:
Medicine: 15
Casmenos will then stand and brace hiimself for combat.
Marrow grits his teeth, and runs 25 ft forwards towards the cultist and knight. (I'm guessing he gets to about I9 - but I'm a bit confused about where everyone is). He then takes the dodge action, trying to draw fire to give his friends time to think of something. This is really not a good idea, he thinks to himself, but he does it anyway.
(Welp, Destin dies. Carved in twain. Have fun people!)
Damage was double your HP pool, so instant death? If that is the case, then instead of my medicine check in Post #694, then I will move as close to the Knight as I can and take the Dodge action. (I should also get my inspiration back).
Destin and Casmenos charge into the room. To your surprise, Cassyt follows. Destin narrowly avoids stepping into a circle drawn into the floor, but looks up to see several armed occupants.
Even at first glance, it is obvious that people have been living in this room for a long while. There are a number of straw pallets and even a pair of beds.
Across the room, a man in embroidered red robes with a shaved and tattooed head is hurriedly stuffing items into a haversack. As he sees you, he spits out a curse and shouts for his minions to attack.
The minions you can see include two kobolds, a rather frail looking human cultist, and a Knight in full plate, who appears anything but frail.
Initiatives:
Initiatve (sorted, bold can go. If you did not charge into the room, consider yourself right outside it, e.g. only 5' away)
Tumal sees Cassyt running forward. "Oh!" he says. He hurries after her (to F13) and places a hand on her shoulder, praying to the light to give her guidance. As she looks back at him, he nods. "To guide your steps," the elf explains.
Guidance on Cassyt
Double Marrow! :)
When you say we start from 5' away, do you mean we should consider ourselves as starting where we are on the map? Or somewhere near, like from D12? I wasn't able to check in today, and Marrow wouldn't have led the charge, but he would have kept within 25' of the leaders.
Marrow (and everybody) - not going to penalize people for not being able to check in for feel free to start within distance of the leaders, especially for something that would have been said instantly around a table. If your character would have followed the two chargers in, feel free to start from there.
"There's a circle, and a caster." Destin warns the others as he evades stepping in it himself.
(Possibly a quick Arcana check to know about the wizard and his lineage ?)
Arcana: 11
The wizard, seeing the intrusion, stops ransacking the desk and swears under his breath. He nods to the knight, mutters an incantation, and disappears from sight.
Cassyt reacts with uncharacteristic anger at the appearance of this red-garbed Wizard, and the evidence of a long-running plot. "No longer will you profane this place with your presence, she cries. and confers the Blessing of Kelemvor upon Destin, Marrow, and Casmenos.
The kobolds each wind up a sling, and lob a foul smelling pot, one at Casmenos: 20, and one at Destin: 2. No damage, but Destin please give me a Constitution save. (Keep in mind you are Blessed)
After 4 days, skipping ahead
Realising that the caster is going to be a big problem for the group, Destin's plan is to disable them as quickly as possible. Wizards are known to have tricky spells and contingencies, but they rely on their spellcasting in order to do so.
(If the DM will allow, this is Destin's plan)
Destin will move to M6, up to the wizard, and then put the axes away and attempt to grab the wizard, either covering his mouth or restraining his hands.
Athletics: 20
(OOC: Forgot CON saving throw)
Constitution Saving Throw: 20
Destin:
I may not have been clear enough with the language - when I said the Wizard disappeared from sight, I meant that he used a spell that made him invisible to sight, and/or possibly moved him. His spot where you last saw him on the map, but you would know that does not guarantee he is still there. Would that change your action?
Oh right, missed that detail!
In which case, Destin will head into the room, attempting to take down the kobold in L-8
Handaxe vs. Kobold: 10 vs. AC. Hit: 6 slashing damage.
Handaxe vs. Kobold: 24 vs. AC. Hit: 1 slashing damage.
A pot of stinking fumes explodes into Destin, but combat reflexes kick in and he holds his breath within the cloud, before exploding out of it himself to fell the kobold who threw it in a single blow.
(first attack was enough to finish it, if that changes the remainder of your turn, feel free to post again with remaining movement and different bonus action)
Carry on to attack the knight at O7?
Destin dances away from the Kobold before it can even hit the ground, and rattles the Knight on the side of the armored head with the flat of his axe. The helmet turns sideways, and growls "my turn" before unleashing two attacks with his greatsword. 13 damage: 9 25 damage: 10. The cultist, meanwhile, runs across the room towards the remaining Kobold.
Kobold 1(Yes, that knight hits very hard. If somebody wants to take the actions of those who have departed, I would allow it, or bot them myself. The extra output might come in extremely handy.)
Ugh, crit
OOC: Hope you all have tricks up your sleeve, I'm completely tapped out for healing and sitting at 6/12 HP.
Casmenos will move towards Destin (wherever he is) but not in melee range of the knight and attempt a medicine check (with advantage from inspiration) to stabilize Destin:
Medicine: 15
Casmenos will then stand and brace hiimself for combat.
Playing for Bastian:
Step around the corner and shoot the other kobold:
Piercing Attack: 17 Damage: 8
Marrow grits his teeth, and runs 25 ft forwards towards the cultist and knight. (I'm guessing he gets to about I9 - but I'm a bit confused about where everyone is). He then takes the dodge action, trying to draw fire to give his friends time to think of something. This is really not a good idea, he thinks to himself, but he does it anyway.
Bastian fells the other Kobold with a well-placed shot.
Kobold 1Kobold 2Tumal rushes into the room and gets just close enough to launch a fire bolt at the knight.
Fire Bolt Attack: 19; Damage: 5 fire damage
(Welp, Destin dies. Carved in twain. Have fun people!)
Damage was double your HP pool, so instant death? If that is the case, then instead of my medicine check in Post #694, then I will move as close to the Knight as I can and take the Dodge action. (I should also get my inspiration back).
[[OOC: Just checking, I didn't miss a short rest anywhere did I?]]
Kelvin will move in and fire a blast at the Knight. Attack: 25 Damage: 9
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep