As a bonus action, Ilezenya expends his second use of Steps of Night to lift into the air. He then dashes towards the other barbarians for two rounds (he'll rise about 20' up, but I ain't gonna do Pythagorean geometry here...can we say 100' of movement in 2 rounds to be 50' away at the start of round 3?)
This post has potentially manipulated dice roll results.
(Half expected more on the barbarian's side, but then again, they are blind effectively from the darkness. :S)
D.O.R.K would join in breaking the masquerade protocols flinging a glowing red javelin of light for the same target as Ebonitus at least. But never would she let her stride be broken for more than the few steps needed to steady her aim, before its back to jogging closer to the fray.
Action: Cast (1st level)Javelin of Faith at Wormblood(?). Attack: 20 Damage: 14 Radiant Damage.
As Mullo watches on she can see the other Shaman making a show of trying to light the torch and responding to Wormblood in a whiny voice which (12) Mullo thinks sounds a bit forced. Frustrated with the seeming inability of the Shaman to relight the torch, Wormblood calls out in frustration “oy horselover if you want to make yourself useful come up here and give this useless witch a light from your torch!”Just as Mullo is trying to work out how to respond, all hell breaks loose and two bolts of light – one of which is a brilliant red – come flying out of the darkness from further down the corridor. Both hit and then a ball of blue flame also comes out of the darkness – all three hit Wormblood (OOC: Devin you had advantage from D.O.R.K.’s guiding bolt and I rolled a ‘9’ (+8) and so yours also hit).
Mullo then directs the power of the wind at Wormblood in an effort to pin him in place (DC15 – 16) but the Barbarian chief manages to maintain his footing.
Ilezenya launches himself into the air and silently flies over the heads of the party. He is now approximately 40 feet in front of the party.
One of the barbarians picks up his long bow and sends an arrow off into the darkness (Attack: 8 Damage: 11) and nobody even hears the hiss of the arrow passing.
D.O.R.K. you’re up next.
Initiative order = Conan / D.O.R.K. / Odoacer / Ilezenya / Attila / Mullo / Wormblood /Boudica / Devin / Ebonitus / Alaric / Maria / Clovis / Freezetongue
Even despite having some advantage, D.O.R.K is mute beyond speaking the words necessary to call another javelin of the gods to her hand, and subsequently send it flying. For even now, so long as they could not fully understand just who and what were targeting, a mote of hesitation would be the barbarians undoing.
And if they acted rashly and charged into the dark, all the better for her compatriots...
Action: Cast (2nd level)Javelin of Faith at Wormblood. Attack: 26 Damage: 37 Radiant Damage.
(@Grant: The advantage is from the targets being unable to see to see her atm. They would be aware obviously that they are under attack, but wouldn't be able to accurately defend themselves in the darkness... Unless they secretly had darkvision, or some other means to actually 'see' us atm.)
Unseen Attackers and Targets
Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.
When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.
When a creature can't see you, you have advantage on attack rolls against it. If you are hidden--both unseen and unheard--when you make an attack, you give away your location when the attack hits or misses.
(OOC: While that sort of makes sense I went and had a look at the internet and have decided on the following but happy to discuss. You would have all had advantage in the first round because you effectively surprised them. However as you have now effectively drawn attention to your presence you don't get advantage on further rounds. The barbarians now know that attacks are coming from where you are standing but because they can''t determine you as targets they have disadvantage when firing on you.)
Despite not having advantage D.O.R.K.'s javelin does slam into the chest of Wormblood inflicting (18 of radiant damage). The warchief grunts and yells out to his men "get the scum who dare trespass on Great Worm lands!" Another barbarian picks up his bow and fires an arrow off into the darkness (Attack: 17 Damage: 5. The arrow clatters off D.O.R.K.'s armoured carapace.
Ilezenya continues to fly over the heads of the party to land on the dais about 10 feet away from Barbarian #1. Unfortunately for Ilezenya he landed not far from a barbarian who had not as yet attacked. He rushes at Ilezenya, Great axe raised, yelling "Attila kill trespasser" (Attack: 12 Damage: 7) (OOC: any attack against Atilla this turn has advantage due to his reckless attack) but the half drow easily dodges out of the way.
(Ilezenya can fly for 1 minute, so he would stay in the air for the full 10 rounds =)
A retcon of Ilezenya's actions
Ilezenya continues to float over the heads of the party to a point above the dias and is close to the ceiling approximately 35 feet above those on the dias. Cloaked in darkness nobody appears to be aware he is there. Another of the barbarians picks up his longbow and fires off into the darkness (Attack: 9 Damage: 3).
This post has potentially manipulated dice roll results.
If there's a way to line up Wormblood with his pet, she'll move to do that. If not, if there's a way to line up Wormblood with one or more of the barbarians, she'll do that. She will not move in a way that would line Wormblood up with the shaman.
Mullo's wind disappears, and she raises her fists into the air. "Father of my father, lend me your power!" As she pulls her elbows down into her sides, a bolt of blinding lightning blasts out of her at Wormblood.
Channel Divinity: Destructive Wrath — You can use Channel Divinity to deal maximum damage instead of rolling for lightning or thunder damage.
Lightning bolt — DC 15 DEX save or take 48 lightning damage; half on save
Bonus: And then she goes into a rage! And as she does, the air around her crackles with energy!
And if any foes are within 10 feet of me ... Storm Aura — You gain a 10 ft. aura effect when you start your rage and as a bonus action on each of your turns. When activated, one creature of your choice in your aura takes lightning damage (DEX DC 13, half damage on success) based on your level: [3rd] 1d6: 6 .
Mullo's wind disappears, and she raises her fists into the air. "Father of my father, lend me your power!" As she pulls her elbows down into her sides, a bolt of blinding lightning blasts out of her at Wormblood. Wormblood staggers as the lightning bolt slams into him (DC 15 [Dex] - 22). He snarls with rage and yells out "that's about what I'd expect from a horse lover, they come across all friendly and then wham!" He lets go of the Dragon's leash whispering "Freezetongue drepur innflytjendurna" before turning to shaman and yelling out "do something you useless witch"as he grabs his Greataxe and leaps down the stairs towards Mullo. Another of the barbarians - a female - also grabs her Greataxe and leaps down the steps towards Mullo.
While Devin's ball of blue flame slams into Wormblood and more scorch marks can be seen on the barbarian warchief's arms it does not seem to slow him much in his attempt to reach Mullo.
Ebonitus calls upon the Earthmother "Remove this poor example of humanity from this land." and pointing his finger fires another guiding bolt at Wormblood.
Attack: 14 Damage: 9 radiant damage.
And with a hit the next attack on this target has advantage.
Ebonitus ensures he continues to move forward and keep within 60' of D.o.R.K.
This post has potentially manipulated dice roll results.
As Ebonitus' bolt hammers into Wormblood the barbarian chief collapses to the ground. As he does so he yells out "dial eich pennaeth. Peidiwch â gadael i unrhyw un o'r tresmaswyr fyw!" Immediately two more barbarians grab their Great axes and charge down the steps towards Mullo. At the same time four glowing balls of light surround the Shaman and start to follow the charging barbarians down the steps towards Mullo. The white dragon wyrmling launches himself into the air and follows the barbarians towards Mullo. When it reaches her its maw opens and a fog of freezing cold air envelops the Sky Pony shaman (DC 12 [Con] save or take 23 of Cold damage (Mullo saving throw = 17). Mullo stands her ground and absorbs the damage
Another of the barbarians grabs his Great axe and leaps down the steps towards Mullo. There are now five barbarians clustered around the Sky pony shaman and on their turn all will be able to attack as there is no cover that she can take advantage of!
D.O.R.K. you're up next - you're currently 10 feet behind Mullo. Devin and Ebonitus are 30 feet behind you. Ilezenya is about 120 feet (60 feet vertically and 60 feet horizontally) away from Mullo.
What did Wormblood say as he collapsed (Mullo only)
Avenge your chief. Do not let any of the trespassers live!
(OOC: @Grant actually - by Pythagoras - Ilezenya would be about 85' away as the cleric flies)
Is Eboonitus looking to switch domains to Knowledge?
(Now that has made my day. ^_^)
Though tempted to draw forth dawnbringer, knowing its light would only compromise the group, D.O.R.K opted to change tactics. To that end, she called "Dragon Next", hoping the more oriented fellows might focus fire on it, while she instead turned on the gathering horde Mullo. In a snap of her fingers and sharp word in dwarvish, celestial fire in the rough shape of burning small boulder falls from on high as if launched by a catapult, and is well on a collision course at the woman with the floating orbs beside her.
In her next breath and sharp downward stroke of her finger, a spectral battle axe reminiscent in design to Dork's old battle axe appears just behind the barbarian line already swinging for at least one backside. But that much is not enough. With only the sounds of metal booting to mark her passage, the living construct with dagger in hand maneuvers into position so that all it would take is a few steps for Mullo to get the flank on at least one of her would be foes(Conan).
Action: Cast Holy Artillery at Shaman, inflicting 8 Radiant damage on a Failed Dex Save(DC 14). 0 Damage on a success.
Bonus Action: Cast Celestial Armament behind Conan(who I presume is one of the barbarians). Attack: 21 Damage: 7 force damage.
Movement: Behind Conan, if possible.
(S/N: If the enemy shaman with the glowing orbs is concentrating on a spell, she'll need to make a Concentration Save as well if Sacred Flame damages her.)
As a bonus action, Ilezenya expends his second use of Steps of Night to lift into the air. He then dashes towards the other barbarians for two rounds (he'll rise about 20' up, but I ain't gonna do Pythagorean geometry here...can we say 100' of movement in 2 rounds to be 50' away at the start of round 3?)
Love God. Love Others. Any Questions?
Mullo is holding her action until the party begins their attack, at which time she will redirect her wind at Wormblod.
(Half expected more on the barbarian's side, but then again, they are blind effectively from the darkness. :S)
D.O.R.K would join in breaking the masquerade protocols flinging a glowing red javelin of light for the same target as Ebonitus at least. But never would she let her stride be broken for more than the few steps needed to steady her aim, before its back to jogging closer to the fray.
Action: Cast (1st level)Javelin of Faith at Wormblood(?).
Attack: 20 Damage: 14 Radiant Damage.
Movement: 30ft closer to
When you realize you're doing too much: Signature.
Devin thinks he understands what the plan is and he gets within range as he moves to 100 feet out and throws a Fire Bolt at Wormblood
Attack: 14 Damage: 8
The Arcane Eye sits idle as he throws the molt of blue flame.
The battle for the doors
As Mullo watches on she can see the other Shaman making a show of trying to light the torch and responding to Wormblood in a whiny voice which (12) Mullo thinks sounds a bit forced. Frustrated with the seeming inability of the Shaman to relight the torch, Wormblood calls out in frustration “oy horselover if you want to make yourself useful come up here and give this useless witch a light from your torch!” Just as Mullo is trying to work out how to respond, all hell breaks loose and two bolts of light – one of which is a brilliant red – come flying out of the darkness from further down the corridor. Both hit and then a ball of blue flame also comes out of the darkness – all three hit Wormblood (OOC: Devin you had advantage from D.O.R.K.’s guiding bolt and I rolled a ‘9’ (+8) and so yours also hit).
Mullo then directs the power of the wind at Wormblood in an effort to pin him in place (DC15 – 16) but the Barbarian chief manages to maintain his footing.
Ilezenya launches himself into the air and silently flies over the heads of the party. He is now approximately 40 feet in front of the party.
One of the barbarians picks up his long bow and sends an arrow off into the darkness (Attack: 8 Damage: 11) and nobody even hears the hiss of the arrow passing.
D.O.R.K. you’re up next.
Initiative order = Conan / D.O.R.K. / Odoacer / Ilezenya / Attila / Mullo / Wormblood /Boudica / Devin / Ebonitus / Alaric / Maria / Clovis / Freezetongue
DM - Stopping a god in his tracks
Even despite having some advantage, D.O.R.K is mute beyond speaking the words necessary to call another javelin of the gods to her hand, and subsequently send it flying. For even now, so long as they could not fully understand just who and what were targeting, a mote of hesitation would be the barbarians undoing.
And if they acted rashly and charged into the dark, all the better for her compatriots...
Action: Cast (2nd level)Javelin of Faith at Wormblood.
Attack: 26 Damage: 37 Radiant Damage.
Movement: 30ft closer to barbarians.
When you realize you're doing too much: Signature.
D.O.R.K. No advantage this round yours was burned up making Devin’s fire bolt hit. The 12 however hits - are you happy for me to reroll the damage
DM - Stopping a god in his tracks
(@Grant: The advantage is from the targets being unable to see to see her atm. They would be aware obviously that they are under attack, but wouldn't be able to accurately defend themselves in the darkness... Unless they secretly had darkvision, or some other means to actually 'see' us atm.)
Unseen Attackers and Targets
Combatants often try to escape their foes' notice by hiding, casting the invisibility spell, or lurking in darkness.
When you attack a target that you can't see, you have disadvantage on the attack roll. This is true whether you're guessing the target's location or you're targeting a creature you can hear but not see. If the target isn't in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target's location correctly.
When a creature can't see you, you have advantage on attack rolls against it. If you are hidden--both unseen and unheard--when you make an attack, you give away your location when the attack hits or misses.
When you realize you're doing too much: Signature.
(OOC: While that sort of makes sense I went and had a look at the internet and have decided on the following but happy to discuss. You would have all had advantage in the first round because you effectively surprised them. However as you have now effectively drawn attention to your presence you don't get advantage on further rounds. The barbarians now know that attacks are coming from where you are standing but because they can''t determine you as targets they have disadvantage when firing on you.)
Despite not having advantage D.O.R.K.'s javelin does slam into the chest of Wormblood inflicting (18 of radiant damage). The warchief grunts and yells out to his men "get the scum who dare trespass on Great Worm lands!" Another barbarian picks up his bow and fires an arrow off into the darkness (Attack: 17 Damage: 5. The arrow clatters off D.O.R.K.'s armoured carapace.
Ilezenya continues to fly over the heads of the party to land on the dais about 10 feet away from Barbarian #1. Unfortunately for Ilezenya he landed not far from a barbarian who had not as yet attacked. He rushes at Ilezenya, Great axe raised, yelling "Attila kill trespasser" (Attack: 12 Damage: 7) (OOC: any attack against Atilla this turn has advantage due to his reckless attack) but the half drow easily dodges out of the way.Mullo you're up!
DM - Stopping a god in his tracks
(Ilezenya can fly for 1 minute, so he would stay in the air for the full 10 rounds =)
Love God. Love Others. Any Questions?
A retcon of Ilezenya's actions
Ilezenya continues to float over the heads of the party to a point above the dias and is close to the ceiling approximately 35 feet above those on the dias. Cloaked in darkness nobody appears to be aware he is there. Another of the barbarians picks up his longbow and fires off into the darkness (Attack: 9 Damage: 3).
Mullo you're still up next!
DM - Stopping a god in his tracks
If there's a way to line up Wormblood with his pet, she'll move to do that. If not, if there's a way to line up Wormblood with one or more of the barbarians, she'll do that. She will not move in a way that would line Wormblood up with the shaman.
Mullo's wind disappears, and she raises her fists into the air. "Father of my father, lend me your power!" As she pulls her elbows down into her sides, a bolt of blinding lightning blasts out of her at Wormblood.
Channel Divinity: Destructive Wrath — You can use Channel Divinity to deal maximum damage instead of rolling for lightning or thunder damage.
Lightning bolt — DC 15 DEX save or take 48 lightning damage; half on save
Bonus: And then she goes into a rage! And as she does, the air around her crackles with energy!
And if any foes are within 10 feet of me ... Storm Aura — You gain a 10 ft. aura effect when you start your rage and as a bonus action on each of your turns. When activated, one creature of your choice in your aura takes lightning damage (DEX DC 13, half damage on success) based on your level: [3rd] 1d6: 6 .
Mullo's wind disappears, and she raises her fists into the air. "Father of my father, lend me your power!" As she pulls her elbows down into her sides, a bolt of blinding lightning blasts out of her at Wormblood. Wormblood staggers as the lightning bolt slams into him (DC 15 [Dex] - 22). He snarls with rage and yells out "that's about what I'd expect from a horse lover, they come across all friendly and then wham!" He lets go of the Dragon's leash whispering "Freezetongue drepur innflytjendurna" before turning to shaman and yelling out "do something you useless witch" as he grabs his Greataxe and leaps down the stairs towards Mullo. Another of the barbarians - a female - also grabs her Greataxe and leaps down the steps towards Mullo.
Devin - you're up next!
DM - Stopping a god in his tracks
As Wormblood launches himself forward Devin throws another molt of blue flame at him.
Fire bolt Attack: 18 Damage: 7 fire damage
While Devin's ball of blue flame slams into Wormblood and more scorch marks can be seen on the barbarian warchief's arms it does not seem to slow him much in his attempt to reach Mullo.
Ebonitus you're up.
DM - Stopping a god in his tracks
Ebonitus calls upon the Earthmother "Remove this poor example of humanity from this land." and pointing his finger fires another guiding bolt at Wormblood.
Attack: 14 Damage: 9 radiant damage.
And with a hit the next attack on this target has advantage.
Ebonitus ensures he continues to move forward and keep within 60' of D.o.R.K.
Tirohia te Moana - Level 2 Cleric - What shall we do with the Drunken Sailor?
Ebonitus de Viribus - Level 4 Cleric - The Storm King's Thunder - The Gods Respond.
As Ebonitus' bolt hammers into Wormblood the barbarian chief collapses to the ground. As he does so he yells out "dial eich pennaeth. Peidiwch â gadael i unrhyw un o'r tresmaswyr fyw!" Immediately two more barbarians grab their Great axes and charge down the steps towards Mullo. At the same time four glowing balls of light surround the Shaman and start to follow the charging barbarians down the steps towards Mullo. The white dragon wyrmling launches himself into the air and follows the barbarians towards Mullo. When it reaches her its maw opens and a fog of freezing cold air envelops the Sky Pony shaman (DC 12 [Con] save or take 23 of Cold damage (Mullo saving throw = 17). Mullo stands her ground and absorbs the damage
Round 2 - Initiative order = Conan / D.O.R.K. / Odoacer / Ilezenya / Attila / Mullo /
Wormblood/Boudica / Devin / Ebonitus / Alaric / Maria / Clovis / FreezetongueAnother of the barbarians grabs his Great axe and leaps down the steps towards Mullo. There are now five barbarians clustered around the Sky pony shaman and on their turn all will be able to attack as there is no cover that she can take advantage of!
D.O.R.K. you're up next - you're currently 10 feet behind Mullo. Devin and Ebonitus are 30 feet behind you. Ilezenya is about 120 feet (60 feet vertically and 60 feet horizontally) away from Mullo.
What did Wormblood say as he collapsed (Mullo only)
Avenge your chief. Do not let any of the trespassers live!
DM roll only
2
from
DM - Stopping a god in his tracks
(OOC: @Grant actually - by Pythagoras - Ilezenya would be about 85' away as the cleric flies)
Tirohia te Moana - Level 2 Cleric - What shall we do with the Drunken Sailor?
Ebonitus de Viribus - Level 4 Cleric - The Storm King's Thunder - The Gods Respond.
Is Eboonitus looking to switch domains to Knowledge?
DM - Stopping a god in his tracks
(Now that has made my day. ^_^)
Though tempted to draw forth dawnbringer, knowing its light would only compromise the group, D.O.R.K opted to change tactics. To that end, she called "Dragon Next", hoping the more oriented fellows might focus fire on it, while she instead turned on the gathering horde Mullo. In a snap of her fingers and sharp word in dwarvish, celestial fire in the rough shape of burning small boulder falls from on high as if launched by a catapult, and is well on a collision course at the woman with the floating orbs beside her.
In her next breath and sharp downward stroke of her finger, a spectral battle axe reminiscent in design to Dork's old battle axe appears just behind the barbarian line already swinging for at least one backside. But that much is not enough. With only the sounds of metal booting to mark her passage, the living construct with dagger in hand maneuvers into position so that all it would take is a few steps for Mullo to get the flank on at least one of her would be foes(Conan).
Action: Cast Holy Artillery at Shaman, inflicting 8 Radiant damage on a Failed Dex Save(DC 14). 0 Damage on a success.
Bonus Action: Cast Celestial Armament behind Conan(who I presume is one of the barbarians).
Attack: 21 Damage: 7 force damage.
Movement: Behind Conan, if possible.
(S/N: If the enemy shaman with the glowing orbs is concentrating on a spell, she'll need to make a Concentration Save as well if Sacred Flame damages her.)
When you realize you're doing too much: Signature.