This warrior's mistaken was to only consider the threat posed by those who had engaged him in close-quarters-combat. Raist sees that the fleeing enemy is getting close to the barricade and does something to slow him down. The Tear of Virulence stumbles as his mind nearly explodes, but he manages to remain upright for a few extra seconds. (Tear of Virulence#1 {I-15} takes 7 psychic damage.)
A second later, Raist's other spell moves around Neya to reach the devil and tries to punch him, but the winged creature sidesteps the attack.
Then, Villonah takes advantage of the soldier's stumble and catches up to him {J-15}. This time, she does not offer the courtesy of hesitating:
-> Shortsword vs. Tear of Virulence {I-15}: Attack: 10 Damage: 15
-> Shortsword vs. Tear of Virulence {I-15}: Attack: 16 Damage: 11
Despite her best try, it looks like Villonah's arm is getting tired. Once again, her attacks fail to best the Tear's armor.
Elisande seems to be satisfied with her harvest. She stows her small blade away without wiping it clean, and begins to look around. Her eyes light up when she sees Biscuit just a few feet away, clearly indicating that she had not noticed the magical mastiff until now. She approaches Biscuit {O-16} and, completely ignoring his battle-ready stance, begins to pet him: "Hi doggie!"
Her hands replete with her victim's fresh blood, she "paints" Biscuit's fur with each petting motion.
18. Doozey & Biscuit (67/118 & 31/55; green) - 40ft above ground level, has to "Grovel" in his next turn (likely fall damage pre-rolled here), Protection from Poison,Hybrid From,Crimson Rite - Rite of the Storm; Biscuit dodged;
NOTE: Aleyd and her group have moved west (left) beyond {Q-0}. The gray "hands" token represents Raist's Bigby's Hand. The barricade gate at {G-15,G-16} is destroyed.
Utar cuts off the Tear's access to the barricaded area and stands firm in front of the final turncoat. Having thought that Villonah might have put them down by now, he takes matters into his own hands.
Bonecounter re-introduces itself. Twice.
Move: to H,15
Action: Bonecounter Attack: 15 Damage: 11
Bonus: War Priest Bonus Attack: 29 Damage: 11
(OOC - There is 7 radiant damage to the first attack which hits the Tear and here is a spare damage roll for Savage Attacker, if needed, so that the higher total is used - 11.)
Special: If Utar misses that first hit on the Tear, he uses his reaction on Guided Strike (Self) to add +10 to the attack roll.
(OOC - My reading of the rules is that if Utar uses this on himself, he retains his reaction for future use. If he uses it on another player, it costs his reaction and a use of channel divinity. I think it still uses a use of his channel divinityif he uses it on himself.)
Despite the dangerous situation, Biscuit actually perked up at the playful spoken nickname, and almost immediately leaned more into the petting, seeming unbothered by the cost to his coat. *"Wey Wewie! Woo woof?"He looked over nd seemed to ask in turn.
Meanwhile, Doozey growled through gritted teeth and tried to dig his fingers deeper into the stone, hoping to lock himself into place if nothing else; only to instead let out one final sylvan curse as limbs go slack against his will. The crash into the ground, though not nearly as painful (or lethal) as it might've been for most, the wind is clearly knocked out of him from fall.
The noise of it all drew Biscuit's attention back to the melee at hand. **"Boof?! Woov.... Whuu... Wee Wahf waff!"Biscuit awkwardly says(??) in a hurry, and after giving Elisande one final lick to the forehead, the mastiff hurried off to rush off.
(Translations: *Hey Eli, you good?|** "What!? Uhhh... Uhmmm... Be Right Back!")
Movement(Biscuit): To I-14. (Or I-17, if Knight is defeated).
Utar steps up to the runaway, taking upon himself to finish the job. Villonah spares him an apologetic look as he arrives. The cleric boosts his first swing (Channel Divinity: Guided Strike), and lands a follow-up just to be sure. The Tear raises a hand in defense and breathes his last breath before impact. (Tear of Virulence#1 {I-15} takes 29 bludgeoning and radiant damage and is DEFEATED.)
Biscuit reconnects with Elisande before being snapped back into battle mode. From the corner of his eye, the mastiff sees his badger-brother "voluntarily" release his grip from the wall. Doozey falls 40ft to the ground and can do little but rely on his toughened hide to absorb some of the impact. (Doozey takes 6 bludgeoning damage, already halved by Resilient Hide.)
Doozey lands prone next to the threatening devil. The enemy leaves Doozey to feel the pain from his fall and turns to attack Neya with his claws. They turn orange with heat as he slashes:
-> Devil Claws vs. Neya (prone): Attack: 26 Damage: 7 -> This attack does additional damage, which I will roll separately here: 6 (if the attack roll was a crit, add another 4)
-> Devil Claws vs. Neya (prone): Attack: 27 Damage: 13 -> This attack does additional damage, which I will roll separately here: 5 (if the attack roll was a crit, add another 6)
(@Drache: Unfortunately, the enemy's attack rolls were above 21, so your mentioned reaction would not trigger.)
Neya feels the burning slash of the devil's claws despite her shadows being ready to intervene. (Neya takes 20 slashing damage and 17 fire damage.)
Laughing menacingly, the devil then flaps his wings and takes it to the sky, making sure to break line of sight with those on the other side the barricade by moving behind the Stojanow Gate's stone structure. The devil is now 40ft above the ground {C-9}.
(Neya and Raist are up next. Neya still has her reaction, which she could use for an opportunity attack at disadvantage or for something else. Doozey also has a chance at an opportunity attack at disadvantage, and still needs to roll a concentration check.)
Getting up after that wild miss (Original roll is 12, for some reason I see 27 now), Neya stands up and Takes out her Splashbow and shoots at the fleeing target.
This warrior's mistaken was to only consider the threat posed by those who had engaged him in close-quarters-combat. Raist sees that the fleeing enemy is getting close to the barricade and does something to slow him down. The Tear of Virulence stumbles as his mind nearly explodes, but he manages to remain upright for a few extra seconds. (Tear of Virulence#1 {I-15} takes 7 psychic damage.)
A second later, Raist's other spell moves around Neya to reach the devil and tries to punch him, but the winged creature sidesteps the attack.
Then, Villonah takes advantage of the soldier's stumble and catches up to him {J-15}. This time, she does not offer the courtesy of hesitating:
-> Shortsword vs. Tear of Virulence {I-15}: Attack: 10 Damage: 15
-> Shortsword vs. Tear of Virulence {I-15}: Attack: 16 Damage: 11
Despite her best try, it looks like Villonah's arm is getting tired. Once again, her attacks fail to best the Tear's armor.
Elisande seems to be satisfied with her harvest. She stows her small blade away without wiping it clean, and begins to look around. Her eyes light up when she sees Biscuit just a few feet away, clearly indicating that she had not noticed the magical mastiff until now. She approaches Biscuit {O-16} and, completely ignoring his battle-ready stance, begins to pet him: "Hi doggie!"
Her hands replete with her victim's fresh blood, she "paints" Biscuit's fur with each petting motion.
END OF INITIATIVE ROUND 6
(Utar and Doozey are next.)
Utar cuts off the Tear's access to the barricaded area and stands firm in front of the final turncoat. Having thought that Villonah might have put them down by now, he takes matters into his own hands.
Bonecounter re-introduces itself. Twice.
Move: to H,15
Action: Bonecounter Attack: 15 Damage: 11
Bonus: War Priest Bonus Attack: 29 Damage: 11
(OOC - There is 7 radiant damage to the first attack which hits the Tear and here is a spare damage roll for Savage Attacker, if needed, so that the higher total is used - 11.)
Special: If Utar misses that first hit on the Tear, he uses his reaction on Guided Strike (Self) to add +10 to the attack roll.
(OOC - My reading of the rules is that if Utar uses this on himself, he retains his reaction for future use. If he uses it on another player, it costs his reaction and a use of channel divinity. I think it still uses a use of his channel divinityif he uses it on himself.)
Despite the dangerous situation, Biscuit actually perked up at the playful spoken nickname, and almost immediately leaned more into the petting, seeming unbothered by the cost to his coat. *"Wey Wewie! Woo woof?" He looked over nd seemed to ask in turn.
Meanwhile, Doozey growled through gritted teeth and tried to dig his fingers deeper into the stone, hoping to lock himself into place if nothing else; only to instead let out one final sylvan curse as limbs go slack against his will. The crash into the ground, though not nearly as painful (or lethal) as it might've been for most, the wind is clearly knocked out of him from fall.
The noise of it all drew Biscuit's attention back to the melee at hand. **"Boof?! Woov.... Whuu... Wee Wahf waff!" Biscuit awkwardly says(??) in a hurry, and after giving Elisande one final lick to the forehead, the mastiff hurried off to rush off.
(Translations: *Hey Eli, you good?|** "What!? Uhhh... Uhmmm... Be Right Back!")
Movement(Biscuit): To I-14.
(Or I-17, if Knight is defeated).
Action(Biscuit): Take Defensive Posture.
Action(Doozey): Fall prone, taking 13 (reduced to 6 thanks to bludgeoning resistance).
When you realize you're doing too much: Signature.
Utar steps up to the runaway, taking upon himself to finish the job. Villonah spares him an apologetic look as he arrives. The cleric boosts his first swing (Channel Divinity: Guided Strike), and lands a follow-up just to be sure. The Tear raises a hand in defense and breathes his last breath before impact. (Tear of Virulence#1 {I-15} takes 29 bludgeoning and radiant damage and is DEFEATED.)
Biscuit reconnects with Elisande before being snapped back into battle mode. From the corner of his eye, the mastiff sees his badger-brother "voluntarily" release his grip from the wall. Doozey falls 40ft to the ground and can do little but rely on his toughened hide to absorb some of the impact. (Doozey takes 6 bludgeoning damage, already halved by Resilient Hide.)
Doozey lands prone next to the threatening devil. The enemy leaves Doozey to feel the pain from his fall and turns to attack Neya with his claws. They turn orange with heat as he slashes:
-> Devil Claws vs. Neya (prone): Attack: 26 Damage: 7
-> This attack does additional damage, which I will roll separately here: 6 (if the attack roll was a crit, add another 4)
-> Devil Claws vs. Neya (prone): Attack: 27 Damage: 13
-> This attack does additional damage, which I will roll separately here: 5 (if the attack roll was a crit, add another 6)
(@Drache: Unfortunately, the enemy's attack rolls were above 21, so your mentioned reaction would not trigger.)
Neya feels the burning slash of the devil's claws despite her shadows being ready to intervene. (Neya takes 20 slashing damage and 17 fire damage.)
Laughing menacingly, the devil then flaps his wings and takes it to the sky, making sure to break line of sight with those on the other side the barricade by moving behind the Stojanow Gate's stone structure. The devil is now 40ft above the ground {C-9}.
(Neya and Raist are up next. Neya still has her reaction, which she could use for an opportunity attack at disadvantage or for something else. Doozey also has a chance at an opportunity attack at disadvantage, and still needs to roll a concentration check.)
Reaction:
Neya tries to strike a pressure point as the devilman tries to escape.
Unarmed Attack: 27 Damage: 14
(Stunning strike attempt if hit Con DC 16)
Edit: Dice
Extended Signature
Getting up after that wild miss (Original roll is 12, for some reason I see 27 now), Neya stands up and Takes out her Splashbow and shoots at the fleeing target.
Splashbow Attack: 21 Damage: 11 (27, 8)
Acid Check: 12 Damage: 1 (2, 1)
Extra
Splashbow Attack: 21 Damage: 10 (22, 10)
Acid Check: 12 Damage: 1 (2, 5)
Extended Signature