(@Ori: Climbing speed is perfectly fine for this.)
Neya is the first to break the silence from CRAP and companions as they watch the fearsome scene in the distance. Noting that there is something they can do right nearby, she directs the group's attention to the open area just outside the Laughing Goblin. Doozey and Biscuit whip into action, the former enveloping himself in a protective charm while the latter recruits backup in the form of a gnome fighter. Villonah hops on Biscuit and trust the beast to get her to where she is needed.
Aleyd makes an 180-degree turn and rushes for the steps she had taken just a moment ago to reach the second floor. Neya, Utar, and Raist follow her (or please let me know your alternative route) and quickly find themselves back in the tavern's main area. You watch (from different vantage points) as the door to the Laughing Goblin bursts open and a portly and sweaty man in a soiled apron runs into the street wielding a short knife. He leaps onto the back of a hobgoblin and thrusts the blade into the creature’s neck. The hobgoblin cries out in alarm and pain and crumples to the ground. The two-headed giant turns to face your courageous but foolish friend Mar and, with a snarl, swings its huge axe at the robust waiter. The blow connects and the man is sent hurtling backwards into the Laughing Goblin, accompanied by the sounds of shattering glass and splintering wood, as well as the lingering smell of blood, smoke, and cabbage soup.
Having imagined himself rooted himself to the spot, Utar suddenly finds himself rooted to the spot. He can understand a dragon flying over the city walls; what good are walls when you have wings, but the hobgoblins and giant would need to have been let into the city... Given this and the minting of coins suggests that CRAP have allowed themsleves to have their eyes turned elsewhere and away from the real designs of the Cult.
Brought back to the moment watching Mar's crumpled body suddenly re-enter the tavern, moves to rush to his aid.
From the moment Doozey's feet touches down on the ground Apostle is quickly drawn, having been snatched up out of reflex during his pursuit after Aleyd. Though he would mentally kick himself for not having more than a pocketed sling as backup weapons on his person, he'd worry about grabbing a potential spare from the bag of holdling later!
Doozey climbs down the outer wall of the tavern and finds himself already on the street by the time he lands. Villonah lands just behind him atop Biscuit. Aleyd is the first to come down the stairs but slows down once Markoth comes tumbling back into the tavern. This gives Raist and Utar a chance to overtake her: the elf goes to hold the tavern door open and the orc moves to Markoth's side. Neya brings up the rear, still on the stairs for now.
The street is filled with panicked citizens fleeing for their lives (the street outside the inn is considered difficult terrain because of this crowd for now). The air is filled with screaming town folk, making it hard to hear much else out there. The green-scaled two-headed giant creature pulls a large wagon behind him, screams coming from inside. The man in robes commands a group of hobgoblins to capture more civilians.
18.Doozey & Biscuit (108/108 & 55/55; green) - Protection from Poison; Biscuit occupies the same space as Villonah {S-17};
18. Man in Robes {I-10} -
13. Neya (121/121; cyan) -
13. Villonah Leadstopper {S-17, pink} -
11. Green-scaled two-headed giant {N-8;O-9} -
09. Captain Aleyd Burral (P-21; blue) -
05. Raist (41/41; red) -
04. Guard Drake {W-7} -
MAP:
NOTE: The rectangle with a red symbol behind the Giant represents the wagon that he is pulling. Markoth shows in the map in the token marked with a white border but he is not in the initiative order.
The three hobgoblins let go of the commoners they had been grasping at and turn to face Doozey, who just got all eyes on him following his second-story maneuver. Two of them brandish oil-slick greatswords at the halfling, while the third aims his bow at the gnome just beyond the ranger.
-> Greatsword vs. Doozey: Attack: 12 Damage: 6 (on a hit, there is an additional 3 of damage; with another 1 if it is a crit.)
-> Greatsword vs. Doozey: Attack: 18 Damage: 13 (on a hit, there is an additional 1 of damage; with another 5 if it is a crit.)
-> Greatsword vs. Doozey: Attack: 14 Damage: 11 (on a hit, there is an additional 1 of damage; with another 5 if it is a crit.)
-> Greatsword vs. Doozey: Attack: 18 Damage: 8 (on a hit, there is an additional 5 of damage; with another 5 if it is a crit.)
-> Longbow vs. Villonah: Attack: 24 Damage: 10 (on a hit, there is an additional 5 of damage; with another 7 if it is a crit.)
Doozey dodges the first swing but fails to repeat the maneuver for the second. He is lucky that the other swordsman's first swing is stopped by his armor, but this hobgoblin also makes better use of his second attempt. (Doozey takes 21 slashing damage.)
His precautions pay off right away, as a burning sensation in his fresh wound tell Doozey that the oil-coating on the hobgoblin's weapons are poisonous. Although their effect is magically mitigated, the halfling still feels a little bit of the poison's bite. (Doozey takes 2 poison damage, already halved.)
Still adjusting from the mounted landing, Villonah looks vulnerable for a second or two. The archer hobgoblin takes advantage of her situation and hits her square in the gut. Like Doozey, Villonah wasn't holding her shield as the fight broke out, so she resorts to her quick spellcasting to block the archer's second arrow. Still, the poison coating the first arrow begins to makes its way around the gnome's veins. (Villonah takes 22 piercing and poison damage.)
-> The three hobgoblins have moved to {T-14}, {U-14}, and {V-12}
Kneeling beside Mar, Utar reaches down to begin checking over their barman for damage. "Mar! Talk to me! Are you hurt?! That was quite the hit you took."
Move: N/A. Utar stays put to check over Mar, potentially healing him next turn.
Action: Medicine - 10 looking to assess Mar's injuries and triage Utar's use of spells next turn, is he ok, can he move, is he unconscious?
Bonus Action: Cast Spiritual Weapon using War God's Blessing to spend a channel divinity rather than a spell slot, so concentration is not required. It appears in front of the hobgoblin at W,12 between it and the fleeing civilian at W,14. It takes a swing at the hobgoblin.
Attack: 23 Damage: 11
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(@Ori: Climbing speed is perfectly fine for this.)
Neya is the first to break the silence from CRAP and companions as they watch the fearsome scene in the distance. Noting that there is something they can do right nearby, she directs the group's attention to the open area just outside the Laughing Goblin. Doozey and Biscuit whip into action, the former enveloping himself in a protective charm while the latter recruits backup in the form of a gnome fighter. Villonah hops on Biscuit and trust the beast to get her to where she is needed.
Aleyd makes an 180-degree turn and rushes for the steps she had taken just a moment ago to reach the second floor. Neya, Utar, and Raist follow her (or please let me know your alternative route) and quickly find themselves back in the tavern's main area. You watch (from different vantage points) as the door to the Laughing Goblin bursts open and a portly and sweaty man in a soiled apron runs into the street wielding a short knife. He leaps onto the back of a hobgoblin and thrusts the blade into the creature’s neck. The hobgoblin cries out in alarm and pain and crumples to the ground. The two-headed giant turns to face your courageous but foolish friend Mar and, with a snarl, swings its huge axe at the robust waiter. The blow connects and the man is sent hurtling backwards into the Laughing Goblin, accompanied by the sounds of shattering glass and splintering wood, as well as the lingering smell of blood, smoke, and cabbage soup.
ROLL FOR INITIATIVE!
Having imagined himself rooted himself to the spot, Utar suddenly finds himself rooted to the spot. He can understand a dragon flying over the city walls; what good are walls when you have wings, but the hobgoblins and giant would need to have been let into the city... Given this and the minting of coins suggests that CRAP have allowed themsleves to have their eyes turned elsewhere and away from the real designs of the Cult.
Brought back to the moment watching Mar's crumpled body suddenly re-enter the tavern, moves to rush to his aid.
Utar's initiative: 20
Raist moves to the side doorway [in order to allow civilians access inside] reading a spell staring intently at the giant
Initiative: 5
Laissez les bons temps rouler
From the moment Doozey's feet touches down on the ground Apostle is quickly drawn, having been snatched up out of reflex during his pursuit after Aleyd. Though he would mentally kick himself for not having more than a pocketed sling as backup weapons on his person, he'd worry about grabbing a potential spare from the bag of holdling later!
Initiative: 18.
.
When you realize you're doing too much: Signature.
Neya rasises her fists, in preparation for the fight ahead. Quarters are too tight for ranged options.
Initiative: 13
Extended Signature
DM's Screen:
F: 18
E: 11
GD: 4
HC: 21
Doozey climbs down the outer wall of the tavern and finds himself already on the street by the time he lands. Villonah lands just behind him atop Biscuit. Aleyd is the first to come down the stairs but slows down once Markoth comes tumbling back into the tavern. This gives Raist and Utar a chance to overtake her: the elf goes to hold the tavern door open and the orc moves to Markoth's side. Neya brings up the rear, still on the stairs for now.
The street is filled with panicked citizens fleeing for their lives (the street outside the inn is considered difficult terrain because of this crowd for now). The air is filled with screaming town folk, making it hard to hear much else out there. The green-scaled two-headed giant creature pulls a large wagon behind him, screams coming from inside. The man in robes commands a group of hobgoblins to capture more civilians.
(Hobgoblins are up first.)
The three hobgoblins let go of the commoners they had been grasping at and turn to face Doozey, who just got all eyes on him following his second-story maneuver. Two of them brandish oil-slick greatswords at the halfling, while the third aims his bow at the gnome just beyond the ranger.
-> Greatsword vs. Doozey: Attack: 12 Damage: 6 (on a hit, there is an additional 3 of damage; with another 1 if it is a crit.)
-> Greatsword vs. Doozey: Attack: 18 Damage: 13 (on a hit, there is an additional 1 of damage; with another 5 if it is a crit.)
-> Greatsword vs. Doozey: Attack: 14 Damage: 11 (on a hit, there is an additional 1 of damage; with another 5 if it is a crit.)
-> Greatsword vs. Doozey: Attack: 18 Damage: 8 (on a hit, there is an additional 5 of damage; with another 5 if it is a crit.)
-> Longbow vs. Villonah: Attack: 24 Damage: 10 (on a hit, there is an additional 5 of damage; with another 7 if it is a crit.)
Forgot the second attack against Villonah:
-> Longbow vs. Villonah: Attack: 16 Damage: 10 (on a hit, there is an additional 5 of damage; with another 6 if it is a crit.)
Doozey dodges the first swing but fails to repeat the maneuver for the second. He is lucky that the other swordsman's first swing is stopped by his armor, but this hobgoblin also makes better use of his second attempt. (Doozey takes 21 slashing damage.)
His precautions pay off right away, as a burning sensation in his fresh wound tell Doozey that the oil-coating on the hobgoblin's weapons are poisonous. Although their effect is magically mitigated, the halfling still feels a little bit of the poison's bite. (Doozey takes 2 poison damage, already halved.)
Still adjusting from the mounted landing, Villonah looks vulnerable for a second or two. The archer hobgoblin takes advantage of her situation and hits her square in the gut. Like Doozey, Villonah wasn't holding her shield as the fight broke out, so she resorts to her quick spellcasting to block the archer's second arrow. Still, the poison coating the first arrow begins to makes its way around the gnome's veins. (Villonah takes 22 piercing and poison damage.)
-> The three hobgoblins have moved to {T-14}, {U-14}, and {V-12}
(Utar and Doozey are up next.)
Kneeling beside Mar, Utar reaches down to begin checking over their barman for damage. "Mar! Talk to me! Are you hurt?! That was quite the hit you took."
Move: N/A. Utar stays put to check over Mar, potentially healing him next turn.
Action: Medicine - 10 looking to assess Mar's injuries and triage Utar's use of spells next turn, is he ok, can he move, is he unconscious?
Bonus Action: Cast Spiritual Weapon using War God's Blessing to spend a channel divinity rather than a spell slot, so concentration is not required. It appears in front of the hobgoblin at W,12 between it and the fleeing civilian at W,14. It takes a swing at the hobgoblin.
Attack: 23 Damage: 11