Altani follows the group, somewhat enjoying the brisk pass the group sets back to town. Once they arrive and start to look around form Leetha and Thurk, the centaur approaches the first guardsmen they see.
"Excuse me good sir. I was wondering if you knew where we could find Sergeant Leetha? And for that matter I an now a little light on arrows... does the town have any fletchers?"
Rollback Post to RevisionRollBack
Yevna Galanodel - Wood Elf | Level 8 | Druid/Circle of Spores 6 - Ranger 2 - Ravnica Nyx - Satyr | Level 9 | Rouge/Swashbuckler 5 - Bard/Collage of Lore 4 - Lost Mine of Phandelver/Storm King's Thunder
The trip through the marshlands back towards Ambersilt is somewhat easier than the journey out here, with paths seeming to open up through the swampy lowlands in front of the travelling adventurers. While the trip is one of several miles over difficult terrain and the darkening clouds above threaten rain in the near future, the journey back is neither arduous nor slow-going. The sun is very low in the sky when you crest a small rise, bringing you within sight of the still distant town.
[OOC] Perception Checks: Read the spoiler with DC 14 or more (including passive):
At first it is hard to discern them from the low hanging dark clous in the evening sky, but the growing smell of ash finally makes you realise that the dark plumes ahead are coming from several small fires burning around Ambersilt's wooden palisade walls. As you come down off the rise still half a mile from the town itself, the odd dull redish glow you see emnating from these fires briefly and partially illuminates moving figures at the base of the wall. Still faint roars and shouts of anger can barely be heard above a growing wind.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
While the rest of her companions are focused on putting one foot in front of the other on their journey back to Ambersilt, Altani's senses detect something odd on the trip back from the deeper marshlands... almost as though unknown eyes were following the group along the rivers, creeks and streams. Unable to identify a specific presence or threat though, the wary centaur is forced to bring her attention back to the land ahead and their waiting destination.
In the deepening gloom of the late evening, at first, only Altani notices the difference between the dark clouds hanging over the town and the plumes of smoke rising from the palisade walls. Moments later, the sanctified warror's alert ears pick up the sounds she had heard many times before... the sounds of battle.
Rollback Post to RevisionRollBack
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Alwin just sighs "Can't we jus...t get a break."his hand drawing his sword and shield as he rushes off after Altani. For a small moment his mind flashes to stories of old heroes rushing into combat as a small smirk crosses his lips as the excitement coursed through him.
Kestrell startles at Altani's warning. His hand quickly goes to his crystal and rubs it nervously. He checks that his defensive dagger is on his belt, his backup dagger in his boot, stores his staff through his pack, readies his crossbow and then runs after Altani.
This post has potentially manipulated dice roll results.
Forgetting for the moment the sensation of being watched, Altani readies herself for battle before charging towards the assault taking place on Ambersilt's palisade wall. Leaving the last marshland creek behind her, the armoured centaur rushes towards the closest section of wall, the North Eastern wall, where she can hear gutteral shouting and just make out broad shouldered figures waving weapons about. Rushing in, the centaur quickly makes out a half dozen snarling orcish warriors, each brandishing a crude but deadly looking greataxe. The hacked and scorched logs around the feet of the savage fighters confirms Altani's worst fears - the attackers have breached the town's walls and are preparing to enter.
As Alwin charges in right behind his ally with sword and shield likewise drawn, the half-elf spots similar plumes of smoke curling into the sky from the Southern, Northern and Eastern gates. The lack of Silverstars or other defenders in sight concerns the citadel trained fighter, as it seems entirely possible that the towns forces (limited as they are) may be caught up with defending the gates and therefore unaware of this, and possibly other, breaches.
Kestrell and Alwin's legs struggle to keep up with the charging form of their centaur ally. Kestrell hopes that the growing wind and darkening sky, along with the chaos of the attack itself, helps to mask their approach... for as he approaches the sorcerer notices that each of the orcs wears a number of javelins strapped to their backs.
[OOC] We are entering combat, so I'll get everyone to roll initiative please and post 1st round actions. For reference purposes, the X axis (left-to-right) are numbers 1-100 and the Y axis (bottom-to-top) are letters A-Z, i.e. Altani is positioned at H3, the closest orc to her is at H17 65' feet away.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
This post has potentially manipulated dice roll results.
OOC: Hell yeah! And nice map, love the details!
Initiative: 19 First round: Kestrell ducks and runs to G7. Fingering his crystal focus, he mutters a few phrases and casts Chaos Bolt at the Orc at H21. Attack: 8 Damage: 7 + 2 = 14 FIRE damage. Wild Magic Surge roll: 1
Edit: Just now noticed what you said about the Javelins. If it's not too late, I would like to run to G3, cast the spell, and then move to F5 and snuggle next to that pile of rocks.
Rushing forward as he summons the ever-present chaotic energies within himself, Kestrell claps both hands together to send a swirling, multi-coloured bolt of raw magic flying towards the still distant orcs. Streaking over the shoulder of the nearest brute, the arcane force blasts into its target beyond, lighting up the area briefly with sparks of wild flame. The orcs bloodthirsty roars turn to shouts of pain and anger, even as the group's heads swivel about, searching the area for the source of this unexpected attack.
Kestrell, however, is already ducking low behind the thigh-high pile of stone rubble nearby.
[OOC] I've updated the map with Kestrell's movement and assumed he'll go 1st with that initiative roll. No big deal if someone rolls higher, as we can switch it up for next round. Just thought I'd respond now before a big day tomorrow.
Kestrell's chaos bolt hits for 14 points of fire damage.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
After Altani's warning, Mazin snaps out of his funk and runs with his compatriots to the battle, drawing a javelin as he goes.
Initiative: 7
Mazin will scream with a primal fury (bonus action rage) as he rushes as far forward as he can (he's trying to get to H7, not sure how far he'll get). He will throw his javelin at the closest Orc to him. (I'm rolling with disadvantage because they are out of the 30ft range of the javelin. I'm not sure if they'll move closer before my turn.)
Altani moves to J10, hopefully to get some cover from the trees.
As she moves into the clearing at J10, she will throw her javelin at the closes orc, at disadvantage because she would be 35 feet away.
Initiative: 19
Attack: 19 Damage: 6
Hurling the javelin from afar before charging around a small corpse of shrubs and trees to get closer to the group of orcs, Altani has the satisfaction of hearing a suprised grunt of pain as her missile slams into her target. Hearing a chorus of guttural shouts go up but unsure of what they are saying, the centaur warrior notices several angry tusked visages tracking her movements.
[OOC] Altani's javelin hit her target for 6 piercing damage. Altani's 40' of movement got her to K10.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
After Altani's warning, Mazin snaps out of his funk and runs with his compatriots to the battle, drawing a javelin as he goes.
Initiative: 7
Mazin will scream with a primal fury (bonus action rage) as he rushes as far forward as he can (he's trying to get to H7, not sure how far he'll get). He will throw his javelin at the closest Orc to him. (I'm rolling with disadvantage because they are out of the 30ft range of the javelin. I'm not sure if they'll move closer before my turn.)
Attack: 13 Damage: 6
Mazin's raging fury and long strides carry him forward and despite the distance seperating him from his target, the barbarian's strength proves sufficient to drive the javelin into the same orc that his centaur ally wounded only a moment ago. Grunting a second time in quick succession and looking down with confusion at the two javelins now protruding from its chest, the bloodied but still standing orc roars a challenge and begins to charge towards his latest attacker with his great axe pulled back to strike, while two other uninjured orcs move forward in support drawing and preparing to throw javelins..
The other three orcs, including the still smoking and barely standing recipient of Kestrell's magical assault split off and rush to attack Altani in a similar fashion, except the injured orc hangs back to draw a javelin while one of his uninjured allies moves forward to attack with his blade.
[OOC] Mazin's 30' of movement gets him to H8. Mazin's attack hits for 6 piercing damage.
*I'll hold off a few more hours, then take a default action for Alwin. Initiative roll for Alwin: 12
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
Seeing a number of the blood thirsty orcs focusing their attention on Mazin, Alwin steps up and standing just behind the massive warrior's right shoulder, reaches out to launch a streak of flame that sears the face, neck and chest of an orc who was about to throw a javelin at the goliath. Snarling in pain, the angry orc instead redirects his throw towards the half-elven fighter mage. Perhaps due to the pain of his burns, the orc's throw is wide, sending the javelin stabbing into the palisade wall instead.
The orc with two javelins sticking from it's chest shouts something in orcish and charges, bringing it's great axe about in a wild swing at Mazin which slices into the barbarian's side. Fully enraged, Mazin barely flinches at the hit and while bloody, the wound does not appear severe. Another steps up and launches his javelin at Mazin, which the barbarian swats from the air contemptously.
Of the three remaining orcs, one charges towards Mazin initially, but then passing the small corpse of trees, spots Altani to the side. Roaring in fury, it knocks aside an old leaning fence post as it brings its greataxe across and towards Altani's torso. Having fought orcs before on the plains of her homeland, Altani is well prepared as the brute drives the head of his axe at her midsection and the centaur easily deflects the blow with her raised shield. The other two orcs, including the one badly scorched by Kestrell, likewise charge forward towards Mazin and the others, but upon being alerted to a previously hidden enemy, pivot and snap their arms forward to send their deadly missiles streaking towards the isolated centaur. One sails high, deflecting harmlessly off a tree branch, but the other flies true and is only barely avoided by the holy warrior's deft side-step.
[OOC] The orcs' turns completes RND1. Feel free to post your RND2 actions now.
The orcs who need to use their 'Agressive' racial feat, moving up to their movement (30') towards a visible enemy. The 2nd trio of orcs moved towards Mazin, but after moving past the trees which were obstructing their view of Altani (who was not hiding, i.e. in clear view), decide to attack the centaur. *However, not being able to view her from their starting positions, those orcs could not move around either side of the trees to flank her and were forced to bunch up with their allies.
Orc 1 (O1) melee attack vs Mazin: Attack: 19 Damage: 6 Hit: 4 slashing damage (halved for rage) O2 ranged attack vs Mazin: Attack: 10 Damage: 9 O3 ranged attack vs Alwin: Attack: 11 Damage: 9 O4 melee attack vs Altani: Attack: 17 Damage: 6 O5 ranged attack vs Altani: Attack: 16 Damage: 5 O6 ranged attack vs Altani: Attack: 8 Damage: 6
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
If the Orc in front of Mazin is still alive, he will attack him. If not, he will move to the closest Orc.
Mazin will draw his Greatsword and Recklessly attack the Orc in front of him. As he does so he will say in Orcish "This town is protected. Leave or die!"
Attack: 23 Damage: 17 (Reckless Attack gives attack rolls against Mazin advantage until his next turn.)
This post has potentially manipulated dice roll results.
Kestrell will take a few steps north to see beyond the wall and launch a Fire Bolt at the Orc that is still smoldering from his previous attack. Then he will take a step or two back, hiding behind the wall of steel put forth by Alwin and Mazin.
This post has potentially manipulated dice roll results.
Seeing the centaur dodging heavy blows and knowing the reputation of orcish warbands, Dewi slid out of the water and ran along the edge of the trees stopping at the northernmost edge of a small clump of foliage ( F6...unless I've miscounted), seeing the embattled centaur just ahead she reached out towards the nearest orc and summoned the chilling cold of the rivers embrace into their body.
Seeing her the others may note her long black hair slick with water that seemed to drift slowly over her shoulders as if moved by invisible currents, and silver/blue-grey skin. Her eyes were large for her face and black in colour. She carried a spear and shield though both looked more than a little waterlogged and worse for wear, as did the bag slung over her back, her simple grey cotton clothes were clean but ragged and, in places, mostly composed of holes...
OOC:
Initiative: 10
Action: Casting Frostbite: You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw ( DC 13). On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
As they head into town, Mazin will keep an eye out for Sergeant Leetha or Thurk.
Perception 21
Altani follows the group, somewhat enjoying the brisk pass the group sets back to town. Once they arrive and start to look around form Leetha and Thurk, the centaur approaches the first guardsmen they see.
"Excuse me good sir. I was wondering if you knew where we could find Sergeant Leetha? And for that matter I an now a little light on arrows... does the town have any fletchers?"
Yevna Galanodel - Wood Elf | Level 8 | Druid/Circle of Spores 6 - Ranger 2 - Ravnica
Nyx - Satyr | Level 9 | Rouge/Swashbuckler 5 - Bard/Collage of Lore 4 - Lost Mine of Phandelver/Storm King's Thunder
The trip through the marshlands back towards Ambersilt is somewhat easier than the journey out here, with paths seeming to open up through the swampy lowlands in front of the travelling adventurers. While the trip is one of several miles over difficult terrain and the darkening clouds above threaten rain in the near future, the journey back is neither arduous nor slow-going. The sun is very low in the sky when you crest a small rise, bringing you within sight of the still distant town.
[OOC] Perception Checks: Read the spoiler with DC 14 or more (including passive):
At first it is hard to discern them from the low hanging dark clous in the evening sky, but the growing smell of ash finally makes you realise that the dark plumes ahead are coming from several small fires burning around Ambersilt's wooden palisade walls. As you come down off the rise still half a mile from the town itself, the odd dull redish glow you see emnating from these fires briefly and partially illuminates moving figures at the base of the wall. Still faint roars and shouts of anger can barely be heard above a growing wind.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Alwin just smiles looking at his companions "Oh go...od we are almost back to to...wn."
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
While the rest of her companions are focused on putting one foot in front of the other on their journey back to Ambersilt, Altani's senses detect something odd on the trip back from the deeper marshlands... almost as though unknown eyes were following the group along the rivers, creeks and streams. Unable to identify a specific presence or threat though, the wary centaur is forced to bring her attention back to the land ahead and their waiting destination.
In the deepening gloom of the late evening, at first, only Altani notices the difference between the dark clouds hanging over the town and the plumes of smoke rising from the palisade walls. Moments later, the sanctified warror's alert ears pick up the sounds she had heard many times before... the sounds of battle.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Altani holds her hand up to bring her companions to a stop.
"We are being watch... but ahead. The fires at the walls and that sound. It is the sound of battle my friends. Prepare yourselves for combat!!"
The centaur reaches back and equips her shield, drawing her sword and holding it high.
"Ambersilt is under attack! Let us rise to its defence. By Mielikki and the Eternal Blue Sky..."
Kicking into a gallop, Altani wastes no time riding towards town.
Yevna Galanodel - Wood Elf | Level 8 | Druid/Circle of Spores 6 - Ranger 2 - Ravnica
Nyx - Satyr | Level 9 | Rouge/Swashbuckler 5 - Bard/Collage of Lore 4 - Lost Mine of Phandelver/Storm King's Thunder
Alwin just sighs "Can't we jus...t get a break." his hand drawing his sword and shield as he rushes off after Altani. For a small moment his mind flashes to stories of old heroes rushing into combat as a small smirk crosses his lips as the excitement coursed through him.
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Kestrell startles at Altani's warning. His hand quickly goes to his crystal and rubs it nervously. He checks that his defensive dagger is on his belt, his backup dagger in his boot, stores his staff through his pack, readies his crossbow and then runs after Altani.
Forgetting for the moment the sensation of being watched, Altani readies herself for battle before charging towards the assault taking place on Ambersilt's palisade wall. Leaving the last marshland creek behind her, the armoured centaur rushes towards the closest section of wall, the North Eastern wall, where she can hear gutteral shouting and just make out broad shouldered figures waving weapons about. Rushing in, the centaur quickly makes out a half dozen snarling orcish warriors, each brandishing a crude but deadly looking greataxe. The hacked and scorched logs around the feet of the savage fighters confirms Altani's worst fears - the attackers have breached the town's walls and are preparing to enter.
As Alwin charges in right behind his ally with sword and shield likewise drawn, the half-elf spots similar plumes of smoke curling into the sky from the Southern, Northern and Eastern gates. The lack of Silverstars or other defenders in sight concerns the citadel trained fighter, as it seems entirely possible that the towns forces (limited as they are) may be caught up with defending the gates and therefore unaware of this, and possibly other, breaches.
Kestrell and Alwin's legs struggle to keep up with the charging form of their centaur ally. Kestrell hopes that the growing wind and darkening sky, along with the chaos of the attack itself, helps to mask their approach... for as he approaches the sorcerer notices that each of the orcs wears a number of javelins strapped to their backs.
[OOC] We are entering combat, so I'll get everyone to roll initiative please and post 1st round actions. For reference purposes, the X axis (left-to-right) are numbers 1-100 and the Y axis (bottom-to-top) are letters A-Z, i.e. Altani is positioned at H3, the closest orc to her is at H17 65' feet away.
Current initiative order:
Kestrell: 21
Altani: 19
Alwin: 15
Mazin: 7
Orcish Warriors: 3
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
OOC: Hell yeah! And nice map, love the details!
Initiative: 19
First round: Kestrell ducks and runs to G7. Fingering his crystal focus, he mutters a few phrases and casts Chaos Bolt at the Orc at H21.
Attack: 8
Damage: 7 + 2 = 14 FIRE damage.
Wild Magic Surge roll: 1
Edit: Just now noticed what you said about the Javelins. If it's not too late, I would like to run to G3, cast the spell, and then move to F5 and snuggle next to that pile of rocks.
Rushing forward as he summons the ever-present chaotic energies within himself, Kestrell claps both hands together to send a swirling, multi-coloured bolt of raw magic flying towards the still distant orcs. Streaking over the shoulder of the nearest brute, the arcane force blasts into its target beyond, lighting up the area briefly with sparks of wild flame. The orcs bloodthirsty roars turn to shouts of pain and anger, even as the group's heads swivel about, searching the area for the source of this unexpected attack.
Kestrell, however, is already ducking low behind the thigh-high pile of stone rubble nearby.
[OOC] I've updated the map with Kestrell's movement and assumed he'll go 1st with that initiative roll. No big deal if someone rolls higher, as we can switch it up for next round. Just thought I'd respond now before a big day tomorrow.
Kestrell's chaos bolt hits for 14 points of fire damage.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
OCC:
Altani moves to J10, hopefully to get some cover from the trees.
As she moves into the clearing at J10, she will throw her javelin at the closes orc, at disadvantage because she would be 35 feet away.
Initiative: 15
Attack: 18 Damage: 6
Yevna Galanodel - Wood Elf | Level 8 | Druid/Circle of Spores 6 - Ranger 2 - Ravnica
Nyx - Satyr | Level 9 | Rouge/Swashbuckler 5 - Bard/Collage of Lore 4 - Lost Mine of Phandelver/Storm King's Thunder
After Altani's warning, Mazin snaps out of his funk and runs with his compatriots to the battle, drawing a javelin as he goes.
Initiative: 7
Mazin will scream with a primal fury (bonus action rage) as he rushes as far forward as he can (he's trying to get to H7, not sure how far he'll get). He will throw his javelin at the closest Orc to him. (I'm rolling with disadvantage because they are out of the 30ft range of the javelin. I'm not sure if they'll move closer before my turn.)
Attack: 13 Damage: 6
Hurling the javelin from afar before charging around a small corpse of shrubs and trees to get closer to the group of orcs, Altani has the satisfaction of hearing a suprised grunt of pain as her missile slams into her target. Hearing a chorus of guttural shouts go up but unsure of what they are saying, the centaur warrior notices several angry tusked visages tracking her movements.
[OOC] Altani's javelin hit her target for 6 piercing damage. Altani's 40' of movement got her to K10.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Mazin's raging fury and long strides carry him forward and despite the distance seperating him from his target, the barbarian's strength proves sufficient to drive the javelin into the same orc that his centaur ally wounded only a moment ago. Grunting a second time in quick succession and looking down with confusion at the two javelins now protruding from its chest, the bloodied but still standing orc roars a challenge and begins to charge towards his latest attacker with his great axe pulled back to strike, while two other uninjured orcs move forward in support drawing and preparing to throw javelins..
The other three orcs, including the still smoking and barely standing recipient of Kestrell's magical assault split off and rush to attack Altani in a similar fashion, except the injured orc hangs back to draw a javelin while one of his uninjured allies moves forward to attack with his blade.
[OOC] Mazin's 30' of movement gets him to H8. Mazin's attack hits for 6 piercing damage.
*I'll hold off a few more hours, then take a default action for Alwin. Initiative roll for Alwin: 12
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Alwin rushes stopping behind Mazin as he mutters some words in elvish and flings a fire bolt at one of the orcish warriors.
OOC:
Alwin moves to G7 and cast fire bolt
Attack: 16 Damage: 7
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Seeing a number of the blood thirsty orcs focusing their attention on Mazin, Alwin steps up and standing just behind the massive warrior's right shoulder, reaches out to launch a streak of flame that sears the face, neck and chest of an orc who was about to throw a javelin at the goliath. Snarling in pain, the angry orc instead redirects his throw towards the half-elven fighter mage. Perhaps due to the pain of his burns, the orc's throw is wide, sending the javelin stabbing into the palisade wall instead.
The orc with two javelins sticking from it's chest shouts something in orcish and charges, bringing it's great axe about in a wild swing at Mazin which slices into the barbarian's side. Fully enraged, Mazin barely flinches at the hit and while bloody, the wound does not appear severe. Another steps up and launches his javelin at Mazin, which the barbarian swats from the air contemptously.
Of the three remaining orcs, one charges towards Mazin initially, but then passing the small corpse of trees, spots Altani to the side. Roaring in fury, it knocks aside an old leaning fence post as it brings its greataxe across and towards Altani's torso. Having fought orcs before on the plains of her homeland, Altani is well prepared as the brute drives the head of his axe at her midsection and the centaur easily deflects the blow with her raised shield. The other two orcs, including the one badly scorched by Kestrell, likewise charge forward towards Mazin and the others, but upon being alerted to a previously hidden enemy, pivot and snap their arms forward to send their deadly missiles streaking towards the isolated centaur. One sails high, deflecting harmlessly off a tree branch, but the other flies true and is only barely avoided by the holy warrior's deft side-step.
[OOC] The orcs' turns completes RND1. Feel free to post your RND2 actions now.
The orcs who need to use their 'Agressive' racial feat, moving up to their movement (30') towards a visible enemy. The 2nd trio of orcs moved towards Mazin, but after moving past the trees which were obstructing their view of Altani (who was not hiding, i.e. in clear view), decide to attack the centaur. *However, not being able to view her from their starting positions, those orcs could not move around either side of the trees to flank her and were forced to bunch up with their allies.
Orc 1 (O1) melee attack vs Mazin: Attack: 19 Damage: 6 Hit: 4 slashing damage (halved for rage)
O2 ranged attack vs Mazin: Attack: 10 Damage: 9
O3 ranged attack vs Alwin: Attack: 11 Damage: 9
O4 melee attack vs Altani: Attack: 17 Damage: 6
O5 ranged attack vs Altani: Attack: 16 Damage: 5
O6 ranged attack vs Altani: Attack: 8 Damage: 6
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
If the Orc in front of Mazin is still alive, he will attack him. If not, he will move to the closest Orc.
Mazin will draw his Greatsword and Recklessly attack the Orc in front of him. As he does so he will say in Orcish "This town is protected. Leave or die!"
Attack: 23 Damage: 17 (Reckless Attack gives attack rolls against Mazin advantage until his next turn.)
Kestrell will take a few steps north to see beyond the wall and launch a Fire Bolt at the Orc that is still smoldering from his previous attack. Then he will take a step or two back, hiding behind the wall of steel put forth by Alwin and Mazin.
Action:
Fire Bolt: 23
Damage: 6
Bonus Action:
Convert 2 Sorcery points to 1 first level spell slot.
Movement:
End up at G4.
Seeing the centaur dodging heavy blows and knowing the reputation of orcish warbands, Dewi slid out of the water and ran along the edge of the trees stopping at the northernmost edge of a small clump of foliage ( F6...unless I've miscounted), seeing the embattled centaur just ahead she reached out towards the nearest orc and summoned the chilling cold of the rivers embrace into their body.
Seeing her the others may note her long black hair slick with water that seemed to drift slowly over her shoulders as if moved by invisible currents, and silver/blue-grey skin. Her eyes were large for her face and black in colour. She carried a spear and shield though both looked more than a little waterlogged and worse for wear, as did the bag slung over her back, her simple grey cotton clothes were clean but ragged and, in places, mostly composed of holes...
OOC:
Initiative: 10
Action: Casting Frostbite: You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw ( DC 13). On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.