Neya plans another barrage (Flurry of Blow) but the devil regains his faculty just at the last moment. The enemy only dodges one of the blows, given that the two strikes that preempted it were too weak to even require evasive maneuvers. That said, Neya regains her own conviction before her last attempt, hitting the devil more consequentially at her fourth try. (Cultish Devil {F-16} takes 14 bludgeoning damage.)
Despite her best attempt, Neya fails to put a mental pause on the Devil this time around.
Now starting to doze off due to blood loss, the ex-Fist raises a hand and requests: "Mercy..." He moves slowly but carefully out of his surrounded position and closer to the barricade {O-14}.
(Raist is up next. The only enemy he can see is the Tear of Virulence requesting mercy at {O-14}, though the barricade is a valid target too.)
With a second strike, Raist's gigantic hand slams into the barricade and crashes through it! Splinters of wood and chunks of barrels fall just on the other side of what used to be the barricade's only entryway (not enough to cause collateral damage to the devil or Neya). It is a good thing that the spell's hand itself doesn't occupy its space, otherwise there would still be no way through in this instant. (Barricade takes 19 force damage. and is DESTROYED.)
-> Spaces {G-15} and {G-16} now offer open passage.
(@Red: Before we move onward, would you like to take any action? The Bigby's Hand attack is only a bonus action.)
Villonah gives chase {P-13} to the retreating Tear: "Where do you think you are going? You destroyed my home!" Despite her words and the raising of her flame blade, she has the composure to hesitate. She searches with her eyes around the battlefield, looking for a signal from any CRAPer indicating whether she should strike or spare this turncoat.
Elisande continues to carve the corpse at her feet. With one ear collected, she next begins to scoop an eye. Doozey, Utar, and Neya would recognize the tune she is whistling, which resembles some of the chanting they observed near a cauldron in the nameless isle where they first met Elisande.
NOTE: Aleyd and her group have moved west (left) beyond {Q-0}. The green sword-&-shield token represents Utar's Spiritual Weapon. The gray "hands" token represents Raist's Bigby's Hand. The barricade gate at {G-15,G-16} is destroyed.
Biscuit glared at the retreating Tear and growled out what sounded almost like, "Not on your life!"Yet just as it looked as if the mastiff might start rushing the man, hearing Eli whistle gives him pause for a moment, followed by a concerned glance her direction. Not out of fear of what she's doing, but more so worry /for/ her. Biscuit then looked around at the other members of CRAP feeling much more unsure of what to do next.
That was until Boozey, a touch winded from the climb, finally called out another command in Sylvan from on high. After that, Biscuit took off fully intending on taking the guy's head off! As for Boozey, he could but hope Biscuit's actions, if not the earlier posturing, was answer enough for the Gnome. Because with the command given, he looked on now more worriedly than ever at Elisande. But for all of his want to question or dissuade her from whatever it was so enraptured her so, he ultimately gritted his teeth and turned away from it all. They still had one obvious dangerous foe to deal with and little time remaining to do so.
That said, realizing a little too late that the height of the wall would do him few favors, he yet launched a couple of specialized alongside a quiet prayer to Aroveeren to guide his shots.
Bonus Action(Doozey): Command Biscuit to Attack.
Movement(Biscuit): To O-15.
Action(Biscuit): Rip & Tear into Tear Knight(O-14). (Melee, Lethal)Beastial Strike - Attack: 13 Damage: 7 of slashing.
Bonus Action(Biscuit):Rush back to R-15. (if knight is NOT defeated, he'll remain in place and Dodge instead)
OR(if Villonah's ready attack would kill the knight)
Movement/Bonus Action(Biscuit): [Tooltip Not Found] and move to G-16 and Attack Cultish Devil. (Same attack roll as above, but replace damage type with force and add 4 to damage, and target is knocked prone if hit.
Movement(Doozey): To F-20.
Action(Doozey): Mad Bulleteer Bombardment on Cultist Devil. (Long Range, Lethal, Choker)Sling - Attack #1: 13 Damage: 8 bludgeoning. On Hit, Con Save(DC 14) or target becomes incapacitated as well. (Long Range, Lethal, Deva)Sling - Attack #2: 21 Damage: 8 bludgeoning and 2(plus if crit: 1) radiant if considered a fiend or undead. (If 1st attack missed, or target appeared to pass the 1st con save, 2nd attack will also be a Choker Bullet)
Movement(Doozey-Remaining): Start climbing down at F-19. (I believe that would put him at a height of 40ft)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Returning Villonah's glance, Utar gives a nod, these Tears have burnt the city and are looking to feed its inhabitants to a dragon. No mercy.
His focus is then suddenly broken with the odd, atonal tune whistled by Elisande. He sometimes wakes in a cold sweat, the final notes of the tune drifting away.
Snapping back to the matter at hand, Utar looks at the distance to the runaway Tear and then to the barricade. He doubts he could get close enough to physically aid Neya right now, but Torm could provide his own divine aid to the monk.
Move: to N,13.
Action: Cast guiding bolt against the Cult Devil. Attack: 27 Damage: Unable to parse dice roll.
Utar is the first to notice Villonah's search for a signal. The gnome sees his nod, shortly thereafter confirmed by Doozey's Sylvan bark and Biscuit's rapid approach, and brings down her blade:
-> Shortsword vs. Tear of Virulence {O-14}: Attack: 11 Damage: 12
(@MB: It looks like the damage roll for Guiding Bolt bugged out. To keep things moving, I'll roll 4d6 below. This assumes you cast the spell at 1st level. Let me know if that is not the case.)
(@Ori: Doozey's first attack misses, so I understand that you'd like for the second attack to use a Choker Round as well. I'll use the damage roll as you rolled but ignore the additional radiant rolls.)
Unfortunately, Villonah's earlier hesitation comes at a cost. Her blade slides off the hurt Tear's armor, only singeing his under-armor padding where it fluffs out from beneath the metal. Biscuit's aggressive arrival only helps to highlight Villonah's fumble, as the mastiff focuses his anger at the man's right leg but can't get past his greaves.
Utar's approach gives Villonah some hope that this particular foe is about to get his due nonetheless, but the cleric has bigger fish to fry. Looking through Raist's ethereal hand,Utar launches a Guiding Bolt at the winged devil beyond the barricade. It bursts against his chest like a firework! (Cultish Devil {F-16} takes 16 radiant damage.)
(OOC: The very next attack against the devil has advantage, which would be Doozey's first sling attack. He also has disadvantage on this attack due to range, so it would come down to a straight roll. Thankfully, the tooltip feature in @Ori's original roll with disadvantage is working properly this time, so we can see the two underlying raw dice rolls. As we usually do in these cases, and whenever this tooltip feature works properly, I'll go by the first dice in that roll as if it were a straight roll. This means that the 13 roll for Doozey's first attack would instead become a 16, which is still a miss.)
Doozey walks on top of the Stojanow Gate to get a better angle at the glowing devil, while Biscuit resumes his defensive stance. The ranger launches two sling bullets from high above, relying more on gravity than the velocity of his shot at this distance. The first Choker Round spills alchemically-enhanced grain flour on the floor, but the second one releases its contents on the devil's face. The target releases one large sneeze but is otherwise fine. (Cultish Devil {F-16} takes 8 bludgeoning damage.)
Doozey then climbs 20ft down the wall, putting him 40ft above the ground.
The devil looks at Doozey up the wall with anger in his eyes, also sparing a look at Neya nearby and at Utar through Raist's ethereal hand. He then orders in a commanding voice:"GROVEL!"
-> Neya, Doozey, and Utar need to roll a WIS saving throw {DC 14}. On a failure, they spend their next turn going prone and do nothing else. For Doozey, I'll say this means releasing his grip on the wall.
Utar resists the fiend's magical order, but Neya and Doozey feel enticed by it. Both of them have a few second before they feel entirely compelled to follow the given order, but the halfing can already tell that he is likely to take a tumble when the time comes.
After casting the spell, the devil moves to Neya's other side {F-18} in order to block the line of sight to him from the CRAPers still on the other side of the barricade.
(Neya is up next. Her turn is dictated by the grovel command but, as usual, I'll give @drache the chance to add some nice flavor to it before moving down the initiative order.)
Neya keeps up her assault on the devilman.
Unarmed Attack: 14 Damage: 10
Extra Unarmed Attack: 12 Damage: 8
Bonus action 1 focus point for Flury of Blows
FOB1 Unarmed Attack: 15 Damage: 13
FoB2 Unarmed Attack: 26 Damage: 14
(First attack to land will be a stunning strike Con DC 16)
Extended Signature
DM's Screen:
CON save {DC 16} as needed: 22
Neya plans another barrage (Flurry of Blow) but the devil regains his faculty just at the last moment. The enemy only dodges one of the blows, given that the two strikes that preempted it were too weak to even require evasive maneuvers. That said, Neya regains her own conviction before her last attempt, hitting the devil more consequentially at her fourth try. (Cultish Devil {F-16} takes 14 bludgeoning damage.)
Despite her best attempt, Neya fails to put a mental pause on the Devil this time around.
Now starting to doze off due to blood loss, the ex-Fist raises a hand and requests: "Mercy..." He moves slowly but carefully out of his surrounded position and closer to the barricade {O-14}.
(Raist is up next. The only enemy he can see is the Tear of Virulence requesting mercy at {O-14}, though the barricade is a valid target too.)
Bigby takes another swing at the barricade
Attack: 25 Damage: 19
Laissez les bons temps rouler
With a second strike, Raist's gigantic hand slams into the barricade and crashes through it! Splinters of wood and chunks of barrels fall just on the other side of what used to be the barricade's only entryway (not enough to cause collateral damage to the devil or Neya). It is a good thing that the spell's hand itself doesn't occupy its space, otherwise there would still be no way through in this instant. (Barricade takes 19 force damage. and is DESTROYED.)
-> Spaces {G-15} and {G-16} now offer open passage.
(@Red: Before we move onward, would you like to take any action? The Bigby's Hand attack is only a bonus action.)
Valuing prudence, Raist remains tucked into a corner.
Villonah gives chase {P-13} to the retreating Tear: "Where do you think you are going? You destroyed my home!" Despite her words and the raising of her flame blade, she has the composure to hesitate. She searches with her eyes around the battlefield, looking for a signal from any CRAPer indicating whether she should strike or spare this turncoat.
Elisande continues to carve the corpse at her feet. With one ear collected, she next begins to scoop an eye. Doozey, Utar, and Neya would recognize the tune she is whistling, which resembles some of the chanting they observed near a cauldron in the nameless isle where they first met Elisande.
END OF INITIATIVE ROUND 5
(Utar and Doozey are next.)
Biscuit glared at the retreating Tear and growled out what sounded almost like, "Not on your life!" Yet just as it looked as if the mastiff might start rushing the man, hearing Eli whistle gives him pause for a moment, followed by a concerned glance her direction. Not out of fear of what she's doing, but more so worry /for/ her. Biscuit then looked around at the other members of CRAP feeling much more unsure of what to do next.
That was until Boozey, a touch winded from the climb, finally called out another command in Sylvan from on high. After that, Biscuit took off fully intending on taking the guy's head off! As for Boozey, he could but hope Biscuit's actions, if not the earlier posturing, was answer enough for the Gnome. Because with the command given, he looked on now more worriedly than ever at Elisande. But for all of his want to question or dissuade her from whatever it was so enraptured her so, he ultimately gritted his teeth and turned away from it all. They still had one obvious dangerous foe to deal with and little time remaining to do so.
That said, realizing a little too late that the height of the wall would do him few favors, he yet launched a couple of specialized alongside a quiet prayer to Aroveeren to guide his shots.
Bonus Action(Doozey): Command Biscuit to Attack.
Movement(Biscuit): To O-15.
Action(Biscuit): Rip & Tear into Tear Knight(O-14).
(Melee, Lethal)Beastial Strike - Attack: 13 Damage: 7 of slashing.
Bonus Action(Biscuit): Rush back to R-15.
(if knight is NOT defeated, he'll remain in place and Dodge instead)
OR(if Villonah's ready attack would kill the knight)
Movement/Bonus Action(Biscuit): [Tooltip Not Found] and move to G-16 and Attack Cultish Devil. (Same attack roll as above, but replace damage type with force and add 4 to damage, and target is knocked prone if hit.
Movement(Doozey): To F-20.
Action(Doozey): Mad Bulleteer Bombardment on Cultist Devil.
(Long Range, Lethal, Choker)Sling - Attack #1: 13 Damage: 8 bludgeoning. On Hit, Con Save(DC 14) or target becomes incapacitated as well.
(Long Range, Lethal, Deva)Sling - Attack #2: 21 Damage: 8 bludgeoning and 2(plus if crit: 1) radiant if considered a fiend or undead.
(If 1st attack missed, or target appeared to pass the 1st con save, 2nd attack will also be a Choker Bullet)
Movement(Doozey-Remaining): Start climbing down at F-19.
(I believe that would put him at a height of 40ft)
When you realize you're doing too much: Signature.
Returning Villonah's glance, Utar gives a nod, these Tears have burnt the city and are looking to feed its inhabitants to a dragon. No mercy.
His focus is then suddenly broken with the odd, atonal tune whistled by Elisande. He sometimes wakes in a cold sweat, the final notes of the tune drifting away.
Snapping back to the matter at hand, Utar looks at the distance to the runaway Tear and then to the barricade. He doubts he could get close enough to physically aid Neya right now, but Torm could provide his own divine aid to the monk.
Move: to N,13.
Action: Cast guiding bolt against the Cult Devil. Attack: 27 Damage: Unable to parse dice roll.
Utar is the first to notice Villonah's search for a signal. The gnome sees his nod, shortly thereafter confirmed by Doozey's Sylvan bark and Biscuit's rapid approach, and brings down her blade:
-> Shortsword vs. Tear of Virulence {O-14}: Attack: 11 Damage: 12
(@MB: It looks like the damage roll for Guiding Bolt bugged out. To keep things moving, I'll roll 4d6 below. This assumes you cast the spell at 1st level. Let me know if that is not the case.)
-> Damage roll for Guiding Bolt: 16
(@Ori: Doozey's first attack misses, so I understand that you'd like for the second attack to use a Choker Round as well. I'll use the damage roll as you rolled but ignore the additional radiant rolls.)
DM's Screen:
CON save {DC 14}: 21
Unfortunately, Villonah's earlier hesitation comes at a cost. Her blade slides off the hurt Tear's armor, only singeing his under-armor padding where it fluffs out from beneath the metal. Biscuit's aggressive arrival only helps to highlight Villonah's fumble, as the mastiff focuses his anger at the man's right leg but can't get past his greaves.
Utar's approach gives Villonah some hope that this particular foe is about to get his due nonetheless, but the cleric has bigger fish to fry. Looking through Raist's ethereal hand, Utar launches a Guiding Bolt at the winged devil beyond the barricade. It bursts against his chest like a firework! (Cultish Devil {F-16} takes 16 radiant damage.)
(OOC: The very next attack against the devil has advantage, which would be Doozey's first sling attack. He also has disadvantage on this attack due to range, so it would come down to a straight roll. Thankfully, the tooltip feature in @Ori's original roll with disadvantage is working properly this time, so we can see the two underlying raw dice rolls. As we usually do in these cases, and whenever this tooltip feature works properly, I'll go by the first dice in that roll as if it were a straight roll. This means that the 13 roll for Doozey's first attack would instead become a 16, which is still a miss.)
Doozey walks on top of the Stojanow Gate to get a better angle at the glowing devil, while Biscuit resumes his defensive stance. The ranger launches two sling bullets from high above, relying more on gravity than the velocity of his shot at this distance. The first Choker Round spills alchemically-enhanced grain flour on the floor, but the second one releases its contents on the devil's face. The target releases one large sneeze but is otherwise fine. (Cultish Devil {F-16} takes 8 bludgeoning damage.)
Doozey then climbs 20ft down the wall, putting him 40ft above the ground.
The devil looks at Doozey up the wall with anger in his eyes, also sparing a look at Neya nearby and at Utar through Raist's ethereal hand. He then orders in a commanding voice: "GROVEL!"
-> Neya, Doozey, and Utar need to roll a WIS saving throw {DC 14}. On a failure, they spend their next turn going prone and do nothing else. For Doozey, I'll say this means releasing his grip on the wall.
Neya Wis save: 12
Extended Signature
Doozey's Wis Save(DC 14): 11.
When you realize you're doing too much: Signature.
Utar's wisdom save: 15
(OOC: Doozey fails the save, so we need to roll for fall damage. Because he is taking damage from a falling hazard, he goes prone.)
-> 40ft fall damage: 13
Utar resists the fiend's magical order, but Neya and Doozey feel enticed by it. Both of them have a few second before they feel entirely compelled to follow the given order, but the halfing can already tell that he is likely to take a tumble when the time comes.
After casting the spell, the devil moves to Neya's other side {F-18} in order to block the line of sight to him from the CRAPers still on the other side of the barricade.
(Neya is up next. Her turn is dictated by the grovel command but, as usual, I'll give @drache the chance to add some nice flavor to it before moving down the initiative order.)
Neya feels a familiar mental pressure. One she felt earlier in the day. As she reluctantly drops to the ground, "Ugh! Not again...!"
Possible reaction
On the ground, shadows start crawling up her body, as if ready to intervene. (On first attack between 18 and 21. She would cast it from a spell slot)
Extended Signature