This post has potentially manipulated dice roll results.
You finish your preparations and make your way to the mother tree to depart. Inara opens a portal in the tree and wishes you good fortune. You exit into a cooler climate at a much higher elevation. You make your way through a deep evergreen forest until you near the edge of the forest west of the keep. You see the skeletons pacing along the wall and make your final preparations. The druid begins to cast shape water on all your arrows freezing the holy water over the arrowheads.
While Aryn stays hidden in the forest with the druid the rest of the group makes their way south then east past the keep, staying far away to remain out of sight. The group turns north and heads towards the southeast corner of the keep using the overhanging cliff and nearby boulders to hide their presence.
Roll Stealth and Initiative (not in combat yet, just to save time) Skeleton initiative: 9
(Aryn- you could get off 6 shots stealthily while the group was moving. Roll attacks with advantage since your hidden. Gaelin- you got so lucky two people got nat 20's)
The group successfully reaches their current location without alerting the patrolling skeletons. (What happens next will be determined by Aryn's attacks. Will try to follow up quickly.)
As Aryn unleashes a pinpoint volley that takes out 6 of the skeletons the group inches closer to the southeastern wall. You can see and hear the scuffling of the skeletons. Initially it starts out as the sudden movement of one then another and within a minute all of them are searching the horizon and heading towards the western wall. There still remains one skeleton atop the highest point of the keep's center tower but the next closest that you can see are four guarding the front gate. None of them appear to be aware of your presence as you reach the eastern side of the wall. Mucor creates an earthen ramp up to the top of the wall using Mold Earth and you make your way up to the top of the southeastern wall..
Initiative Order: (Aryn make 2 more attacks either on your turn or now) Group 1: Gaelin & Zinmaer Group 2: Jinara & Mucor Group 3: Aryn & Skeletons
(Good work Aryn and thanks for saving me Zinmaer and Jinara!)
Gaelin would move to the south east tower and cast Fireball at the inner gate (vertical one) about 7 feet up from the ground. (Trying to hit 5/6 around that gate.)
This post has potentially manipulated dice roll results.
Dex: 10914205
A bead of red energy streaks across the sky and slams into the gate exploding in a giant burst of heat and energy. Four of the five skeletons are blown apart and charred bones scattered about the ground are all that remains.
(Hi all. Zinmaer asked me to post for him for the next week. He has a project at work that is eating all of his time at the moment and doesn't want to hinder the game, but enjoys the campaign. Xtracrispy, if you are ok with that, his turn is posted below.)
(I think I am reading this accurately, but correct me if I am wrong) Upon seeing the bead of red energy leave Gaelin's finger, Zinmaer says "I am headed south" and immediately sprints along the top of the wall around towards the South entrance. He will spend 1 Ki point to take Step of the Wind running a total of 100 ft. Finally, on his last step he will propel himself (24 ft due to step of the wind) putting him 10 ft away from the closest skeleton. For his action, Zinmaer will hold his attacks for the first skeleton to enter his range.
Held ATK #1 - Quarterstaff (Two-handed) = 21 DMG 7
Held ATK #2 - Quarterstaff (Two-handed) = 26 DMG 12
(Recap: Move action 50 ft, Bonus action Step of the Wind dash and jump, Attack action Held)
Mucor will quickly make his way around the ramparts, heading south and then to the west. As the fireball explodes nearby, The minotaur would stop and point his staff towards the explosion. "Rise from the flames and attack our enemies!" Mucor would shout as he casts Conjure Minor Elementals on the spot of the explosion. Two Magmin and two Magma Mephit will materialize as the flames of the fireball disappear. Mucor would then tilt his head towards his shoulder. "I was going to summon something you could ride on... but I don't want you getting hurt" He would say with a snort to Button.
This post has potentially manipulated dice roll results.
Jinara will lead Mucor around the rampart on the southeast and finish his 30 feet. He will pull out his [Tooltip Not Found] and target the 2 skeletons closest to Zinmaer (casting at 2nd level for 4 total missiles)
This post has potentially manipulated dice roll results.
The elementals use all their movement and action to dash towards the nearest skeletons on the ground. Jinara's missiles impact the two skeletons chipping bits of bone off but the skeletons remain. Unable to locate the origin of the arrows the skeletons on the walls and towers turn their full attention to the group of four who just blew up their gate and are making their way along the walls. The skeletons on the ground engage the elementals. The two magmin are carved up by the two nearest skeletons and promptly explode send bones and magma flying. One Mephit is struck by two arrows and is barely hanging on for life.
Mucor- 1 arrow from a shortbow strikes your shoulder for 5 damage. Jinara- 2 arrows hit for 14 damage. Zinmaer-the two skeletons nearest you charge swords drawn but are immediately bashed to bits by your quarterstaff. The two guarding the south gate release arrows but you manage to dodge both. Gaelin- 1 arrow hits you in the sternum for 9
This post has potentially manipulated dice roll results.
Aryn will release an arrow a the skeleton in the center tower on the west wall then sprint east 70 feet. (Movement & bonus to dash If I can move diagonally down a few squares I'd prefer that but straight east is fine too.)
Attack: 19 Damage: 15820
Rollback Post to RevisionRollBack
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Mucor is ready to go BTW
(Did we get any gold from the last mission? or was it just items?)
You finish your preparations and make your way to the mother tree to depart. Inara opens a portal in the tree and wishes you good fortune. You exit into a cooler climate at a much higher elevation. You make your way through a deep evergreen forest until you near the edge of the forest west of the keep. You see the skeletons pacing along the wall and make your final preparations. The druid begins to cast shape water on all your arrows freezing the holy water over the arrowheads.
While Aryn stays hidden in the forest with the druid the rest of the group makes their way south then east past the keep, staying far away to remain out of sight. The group turns north and heads towards the southeast corner of the keep using the overhanging cliff and nearby boulders to hide their presence.
Roll Stealth and Initiative (not in combat yet, just to save time) Skeleton initiative: 9
Updated map: Keep map link
Stealth 21
Initiative 8
Stealth: 28
Initiative: 18
(if we aren't in initiative should I go ahead and start releasing arrows periodically?)
Stealth: 23
Initiative: 21
(dang)
Zinmaer
Stealth Roll 27
Initiative Roll 21
Mucor stealth 20
Mucor initiative 14
(Aryn- you could get off 6 shots stealthily while the group was moving. Roll attacks with advantage since your hidden. Gaelin- you got so lucky two people got nat 20's)
The group successfully reaches their current location without alerting the patrolling skeletons. (What happens next will be determined by Aryn's attacks. Will try to follow up quickly.)
I'll target the 5 on the west wall and next closest on the northern wall if each attack results in a kill.
Attack1: 18 Damage: 12 5 19 Attack2: 26 Damage: 14 2 27 Attack3: 27 Damage: 15 4 20 Attack4: 25 Damage: 13 2 18 Attack5: 15 Damage: 15 2 17 Attack6: 21 Damage: 12 10 17
(1d8 bow plus 1d10 lightning plus 4d6 sneak plus 1d6 radiant from holy water)
As Aryn unleashes a pinpoint volley that takes out 6 of the skeletons the group inches closer to the southeastern wall. You can see and hear the scuffling of the skeletons. Initially it starts out as the sudden movement of one then another and within a minute all of them are searching the horizon and heading towards the western wall. There still remains one skeleton atop the highest point of the keep's center tower but the next closest that you can see are four guarding the front gate. None of them appear to be aware of your presence as you reach the eastern side of the wall. Mucor creates an earthen ramp up to the top of the wall using Mold Earth and you make your way up to the top of the southeastern wall..
Initiative Order: (Aryn make 2 more attacks either on your turn or now)
Group 1: Gaelin & Zinmaer
Group 2: Jinara & Mucor
Group 3: Aryn & Skeletons
Group 1: Gaelin & Zinamer!
Updated map:
Northern most skelly on the western wall and then the one directly south of that one.
Attack: 18 Damage: 10 2 20 Attack: 22 Damage: 12 2 17
(Good work Aryn and thanks for saving me Zinmaer and Jinara!)
Gaelin would move to the south east tower and cast Fireball at the inner gate (vertical one) about 7 feet up from the ground. (Trying to hit 5/6 around that gate.)
DC16 Dex save or take: 24 or half on save.
Dex: 10 9 14 20 5
A bead of red energy streaks across the sky and slams into the gate exploding in a giant burst of heat and energy. Four of the five skeletons are blown apart and charred bones scattered about the ground are all that remains.
Zinmaer!
(Hi all. Zinmaer asked me to post for him for the next week. He has a project at work that is eating all of his time at the moment and doesn't want to hinder the game, but enjoys the campaign. Xtracrispy, if you are ok with that, his turn is posted below.)
(I think I am reading this accurately, but correct me if I am wrong) Upon seeing the bead of red energy leave Gaelin's finger, Zinmaer says "I am headed south" and immediately sprints along the top of the wall around towards the South entrance. He will spend 1 Ki point to take Step of the Wind running a total of 100 ft. Finally, on his last step he will propel himself (24 ft due to step of the wind) putting him 10 ft away from the closest skeleton. For his action, Zinmaer will hold his attacks for the first skeleton to enter his range.
Held ATK #1 - Quarterstaff (Two-handed) = 21 DMG 7
Held ATK #2 - Quarterstaff (Two-handed) = 26 DMG 12
(Recap: Move action 50 ft, Bonus action Step of the Wind dash and jump, Attack action Held)
(No worries.)
Zinmaer rushes across the top of the wall in a blur of speed and readies himself to attack should anything come close.
Group 2 Mucor and Jinara!
Updated map:
Mucor will quickly make his way around the ramparts, heading south and then to the west. As the fireball explodes nearby, The minotaur would stop and point his staff towards the explosion. "Rise from the flames and attack our enemies!" Mucor would shout as he casts Conjure Minor Elementals on the spot of the explosion. Two Magmin and two Magma Mephit will materialize as the flames of the fireball disappear. Mucor would then tilt his head towards his shoulder. "I was going to summon something you could ride on... but I don't want you getting hurt" He would say with a snort to Button.
Jinara will lead Mucor around the rampart on the southeast and finish his 30 feet. He will pull out his [Tooltip Not Found] and target the 2 skeletons closest to Zinmaer (casting at 2nd level for 4 total missiles)
Skeleton #1
#1 - DMG 2
#2 - DMG 3
Skeleton #2
#3 - DMG 3
#4 - DMG 2
The elementals use all their movement and action to dash towards the nearest skeletons on the ground. Jinara's missiles impact the two skeletons chipping bits of bone off but the skeletons remain. Unable to locate the origin of the arrows the skeletons on the walls and towers turn their full attention to the group of four who just blew up their gate and are making their way along the walls. The skeletons on the ground engage the elementals. The two magmin are carved up by the two nearest skeletons and promptly explode send bones and magma flying. One Mephit is struck by two arrows and is barely hanging on for life.
Mucor- 1 arrow from a shortbow strikes your shoulder for 5 damage.
Jinara- 2 arrows hit for 14 damage.
Zinmaer-the two skeletons nearest you charge swords drawn but are immediately bashed to bits by your quarterstaff. The two guarding the south gate release arrows but you manage to dodge both.
Gaelin- 1 arrow hits you in the sternum for 9
Aryn!
Updated map:
Aryn will release an arrow a the skeleton in the center tower on the west wall then sprint east 70 feet. (Movement & bonus to dash If I can move diagonally down a few squares I'd prefer that but straight east is fine too.)
Attack: 19 Damage: 15 8 20