Marfaen changes his position to be more in line with the door, while also keeping a distance from it. He stops at J10, and on the way there, he prepares and casts Mage Armor on himself.
(OoC: I know J10 is not perfectly in line with the door, but getting any closer to the door than that is not something Marfaen is up to, nor bothering Andmarir's ranged attacks by being too close.)
(@RagnerMonk: Because of Rag's racial feature Halfling Nimbleness, I'll say you can move in the following sequence - M11 - M10 - M9 - attack Guard at N8 through the door - back to M10 - back to M11 - bonus action hide. I'm throwing you a bone here since, technically, you'd be momentarily stopping at the same square as Graxx in order to attack. Next time, I kindly ask that you review the latest Map Update within an initiative tracker post to make sure you can get in a position to swing your blade).
Rag flips his magical cape and weaves though the many bodies in front of him. While still moving, the thief finds the perfect angle to poke one of the guards both through the door and Graxx's legs. His two shortswords strike true, as if the roguish halfling was a surgeon. The first stab is enough to perforate a vital organ. The second, ensures his foe won't be inhaling any more fresh air (Guard#1 - CMD: 20->DEFEATED).
(NOTE: CMD stands for "cummulative damage").
The halfling then returns to his corner (M11) and readies himself for ant retaliatory actions. (OOC: you can't use your Cunning Action feature to hide because you have already used your bonus action to perform an attack with your off-hand weapon).
Seeing how the sloppy recruit went and got himself killed within seconds, the Knight, who sports a large black hand as the emblem on the breastplate portion of his plate armor, steels himself and begins barking orders amid combat aimed at his other subordinates. "Take back your spear, concentrate on your spell, attack, attack, attack!"
-> Leadership: add a d4 to companions' attack rolls and saving throws.
(Graxx is up. Neya and Drazzim may also post for next round).
24. Neya 21. Drazzim - poisoned 19.Guard#1 &Guard#2 17. Andmarir - concentrating on Hunter's Mark but has no current target as Mastiff#1 is dead (counter: 600); 16. Utar 15. Acolytes - Acolyte#2 is concentrating on Bless; 14.Mastiff#1 &Mastiff#2 - Mastiff#2 is Blessed; 10. Marfaen & Rag - Marfaen is protected by Mage Armor; 06. Knight - Blessed and enabled Leadership (counter: 10) 05. Graxx - Raging
(@DracheLehre: I had to change your target a bit because there is no one in O9 right now, and the closet human is a Guard, not an Acolyte).
Neya follows Graxx into the into the room and attacks the first human she sees (Guard#2 at O10). The Black Fist Guard is not armed, as he threw his spear at Graxx earlier, but is still holding his shield. That saves him form the monk's shortsword attack. He is not expecting the follow up palm-strike, which breaks his nose (Guard#2 - CMD: 4).
Drazzim offends the Knight, causing his focus to shift momentarily (The dwarf is helping the next party member that aims their attack at the Knight, who then may roll that attack die with advantage. This must happen before Drazzim's next turn).
(@Lerus17: Looking at the map you have kinda clashes with my understanding of what happened last turn,an acolyte is crossed off, not a guard or is the guard the black clothed human...?)
(OOC: Oh, I'm a dope! I was operating under the assumption that the black-clothed humans were the acolytes! Don't know why I had that stuck in my head...)
This post has potentially manipulated dice roll results.
Now that a route through the door is open to him, Utar barrels through ending up at P9. Raising his warhammer he swings at the knight twice, "Have at ye!"
This post has potentially manipulated dice roll results.
Bonus action, move Hunters Mark to the knight in the back of the other room.
Attack longbow: 12 at knight
Damage longbow: 5
Seeing that the mastiff is dead, it is clearly giving him a good sight away the knight way in the back in the other room. Concentrating on moving his thoughts in that direction and shooting towards that knight.
This post has potentially manipulated dice roll results.
(@Nantook: you forgot to roll the extra 1d6 you get from Hunter’s Mark. I’ll roll on your behalf below)
Second track roll because of advantage 17. (The advantage roll was used by Utar. Please disregard this roll).
Hunter’s Mark die: 6.
As the Knight turns to glare at the babbling dwarf, it exposes on of the openings on his dense armor. From afar, Andmarir releases an arrow. The Knight turns back to face Utar, just in time to block the flying arrow.
The half-orc barrels through the room, hammer raised. The Knight proves to be a match for the cleric, blocking each hammer swing with his own greatsword.
Somewhat friegtned by the quickly approaching barbarian, Acolyte#1 will swing at Graxx with the short club she carries by her side. Her sister-in-arms will try to help her by calling Bane to their aid.
-> Club (melee weapon attack) vs. Graxx Attack: 4Damage: 1 bludgeoning.
Marfaen changes his position to be more in line with the door, while also keeping a distance from it. He stops at J10, and on the way there, he prepares and casts Mage Armor on himself.
(OoC: I know J10 is not perfectly in line with the door, but getting any closer to the door than that is not something Marfaen is up to, nor bothering Andmarir's ranged attacks by being too close.)
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Marfaen positions himself at a vantage point and prepares for battle by increasing his defenses.
(Rag is still up).
Rag does a sneak attack on the closest Guard.
Unable to parse dice roll. + 7
Second attack: 20 Damge: 6
He then hides again.
Redoing the first one it did not work.
Attack: 20
Damge: 6 and then sneak attack bonus: 8
(@RagnerMonk: Because of Rag's racial feature Halfling Nimbleness, I'll say you can move in the following sequence - M11 - M10 - M9 - attack Guard at N8 through the door - back to M10 - back to M11 - bonus action hide. I'm throwing you a bone here since, technically, you'd be momentarily stopping at the same square as Graxx in order to attack. Next time, I kindly ask that you review the latest Map Update within an initiative tracker post to make sure you can get in a position to swing your blade).
Rag flips his magical cape and weaves though the many bodies in front of him. While still moving, the thief finds the perfect angle to poke one of the guards both through the door and Graxx's legs. His two shortswords strike true, as if the roguish halfling was a surgeon. The first stab is enough to perforate a vital organ. The second, ensures his foe won't be inhaling any more fresh air (Guard#1 - CMD: 20->DEFEATED).
(NOTE: CMD stands for "cummulative damage").
The halfling then returns to his corner (M11) and readies himself for ant retaliatory actions. (OOC: you can't use your Cunning Action feature to hide because you have already used your bonus action to perform an attack with your off-hand weapon).
(Knight is next).
Seeing how the sloppy recruit went and got himself killed within seconds, the Knight, who sports a large black hand as the emblem on the breastplate portion of his plate armor, steels himself and begins barking orders amid combat aimed at his other subordinates. "Take back your spear, concentrate on your spell, attack, attack, attack!"
-> Leadership: add a d4 to companions' attack rolls and saving throws.
(Graxx is up. Neya and Drazzim may also post for next round).
Drazzim looks to the knight. "Bah, there'sh a shhhhugerbuffer flashin' their cash." He says, staggering at the enemy, his weapon swings wildly.
Action: Help for the next attack made against the target.
Graxx has taken a beating but is trying not to show it.
Graxx would like to rage.
"Now it is Tempus's turn!"
Graxx will attack with Lightbreaker against the Dog standing in front of him at N9.
Attack: 12 Slashing Damage: 8
Divine Fury Radiant Damage: 3
IF Dog Dies Graxx will push into the room to space O8.
Graxx yells in his blood-fueled wrath and skewers the first dog with his greatsword (Mastiff#1 - CMD: 15->DEFEATED).
The barbarian then storms the room.
END OF INITIATIVE ROUND 1
Neya moves into the room (N9) and attacks an acolyte (O9) with her shortsword and follows up with a palmheel strike to the chin.
Shortsword Attack: 22 Damage: 5
(Bonus action) Unarmed strike Attack: 15 Damage: 5
Extended Signature
UPDATED MAP:
(@DracheLehre: I had to change your target a bit because there is no one in O9 right now, and the closet human is a Guard, not an Acolyte).
Neya follows Graxx into the into the room and attacks the first human she sees (Guard#2 at O10). The Black Fist Guard is not armed, as he threw his spear at Graxx earlier, but is still holding his shield. That saves him form the monk's shortsword attack. He is not expecting the follow up palm-strike, which breaks his nose (Guard#2 - CMD: 4).
Drazzim offends the Knight, causing his focus to shift momentarily (The dwarf is helping the next party member that aims their attack at the Knight, who then may roll that attack die with advantage. This must happen before Drazzim's next turn).
(Guard#2 is next).
(@Lerus17: Looking at the map you have kinda clashes with my understanding of what happened last turn,an acolyte is crossed off, not a guard or is the guard the black clothed human...?)
Extended Signature
Guard#2 reaches for his fallen comrade's spear (moving to O9) and swings the weapon at Neya. Seeing this, the Knight yells: "Strike true!"
-> Spear (melee weapon attack with Leadership) vs. Neya: Attack: 9,
Damage: 4 slashing instead of piercing. The monk dodges it easily.(Andmarir and Utar are up next).
(OOC: Oh, I'm a dope! I was operating under the assumption that the black-clothed humans were the acolytes! Don't know why I had that stuck in my head...)
Extended Signature
Now that a route through the door is open to him, Utar barrels through ending up at P9. Raising his warhammer he swings at the knight twice, "Have at ye!"
Attack: 21 Damage: 9
Bonus Attack: 11 Damage: 7 (from war priest)
Rag will go to O-7 and attack P-8
Attack: 19 Damage: 7 Sneak Attack: 2
Rag will take his bonus action to hide at Q-8
Bonus action, move Hunters Mark to the knight in the back of the other room.
Attack longbow: 12 at knight
Damage longbow: 5
Seeing that the mastiff is dead, it is clearly giving him a good sight away the knight way in the back in the other room. Concentrating on moving his thoughts in that direction and shooting towards that knight.
(@Nantook: you forgot to roll the extra 1d6 you get from Hunter’s Mark. I’ll roll on your behalf below)
Second track roll because of advantage 17. (The advantage roll was used by Utar. Please disregard this roll).Hunter’s Mark die: 6.
As the Knight turns to glare at the babbling dwarf, it exposes on of the openings on his dense armor. From afar, Andmarir releases an arrow. The Knight turns back to face Utar, just in time to block the flying arrow.
The half-orc barrels through the room, hammer raised. The Knight proves to be a match for the cleric, blocking each hammer swing with his own greatsword.
Somewhat friegtned by the quickly approaching barbarian, Acolyte#1 will swing at Graxx with the short club she carries by her side. Her sister-in-arms will try to help her by calling Bane to their aid.
-> Club (melee weapon attack) vs. Graxx Attack: 4
Damage: 1 bludgeoning.-> Sacred Flame vs. Graxx: {DC 12} DEX saving throw: 9.
Damage: 4 radiant.Graxx handily avoids both threats.
The surviving Mastiff will simply attack the closest non-familiar face.
-> Bite (melee weapon attack) vs. Neya: Attack: 12
Damage: 2 piercing. The monk side-steps effectively.-> Regardless of whether it hits - Neya {DC 11} STR saving throw: 11.