Dog lands a precision strike on the wretch. It writhes in agony as the sword pierces its leathery flesh. It pants, still ready to fight. Dog's quick glance to the south reveal two weary-looking archers riding towards the battle.
This post has potentially manipulated dice roll results.
Keyrie gets a little revenge, piercing the thick carapace of the imp. She only draws a little blood, but each bit counts in bringing the nasty things down.
The imp (I1) turns on Tyrol, stabbing at him with its poison tail.
Sting Attack: 10 Damage: 5
The other imp, turns and screeches at Tock but continues to pull at a large stone.
The abyssal wretch bites at (1) the guard captain.
Bite Attack: 22 Damage: 7
However it misses and so the guard captain swings again at the abyssal wretch in retaliation.
Halberd Attack: 17 Damage: 3
In the distance, two horses approach, the guards bloodied and haggard, carry crossbows. They see their captain struggling to put down the last wretch and so take aim and fire on it.
Crossbow Attack: 13 Damage: 4
Crossbow Attack: 7 Damage: 8
That is enough to end the miserable creature. The exhausted captain gives his men a weary salute, then shifts his gaze to the imps.
(Everyone may go in any order. Only the two imps remain. I'll post a map when Tock confirms his position.)
Dog attacks whichever closest imp still standing with longsword: 6 damage 4
If he can get between an imp and Tyrol while doing this, even better!
And in case he can get around to the opposite side of one of his compatriots around the imp and gets to flank it, here's a second roll for advantage 18
Regardless he will attempt to use his reaction to protect any of his allies from an attack from the imp.
This time, Tock lands his arrow on the imp (I2). It squawks as it is surprised by the attack.
Keyrie stabs at the imp, drawing a little more blood. Then Feytok charges at the imp that felled Tyrol as well, cutting it down with a brutal swing of his battleaxe.
This leaves Dog to try his hand against the remaining imp (I2). His attack is too timid, and the imp snarls at him.
The imp whirls on Dog, striking at it with a tail sting.
Sting Attack: 17 Damage: 5
The attack nearly strikes, but a magical ward slides the tail past Dog, keeping him safe once more.
The guard captain charges after the remaining imp as well, striking at it from a little distance with his halberd.
Halberd Attack: 5 Damage: 5
The captain fumbles yet again, leaving his archers to eye roll at his ineptitude, which seems to be no surprise to them. They each load another bolt and fire on the remaining imp.
[OOC did Dog hear/see Tyrol fall? If so he'll turn his attention to ensuring he get stabilized (assuming the imp falls). If not, he will acknowledge the arriving guards and turn his attention to figuring out what broke the house, if the crying child seems to be deeper in the house/close to the outside, and see if he can talk to it or calm it at all.
This post has potentially manipulated dice roll results.
Dog's strike is enough to end the menace. The imp shrieks and then falls, silent. The only sounds are the cries of the buried child and the occasional snort of the archer's horses.
The dwarf captain runs over to check on his men, finding them too far gone to be recovered. He retrieves a potion of healing from each of them as he places a hand on the chest of each, saying a silent prayer and goodbye. He hands one of them to Keyrie, who comes over to check on the guards as well. She rushes it over to Tyrol and administers the life-saving potion (5 HP to Tyrol.)
Dog lands a precision strike on the wretch. It writhes in agony as the sword pierces its leathery flesh. It pants, still ready to fight. Dog's quick glance to the south reveal two weary-looking archers riding towards the battle.
Tock rushes as far west as he needs to be able to take a shot at the other imp (the one still at the door):
Attack: 18 Damage: 6 (no sneak attack I believe)
(Do you mean east? Running west puts Tock behind the crumbled building. It's a miss either way. Just want to place you on the map properly.)
"Thanks Tyrol now lets take care of this imp." Keyrie uses her movement to get up and then stabs at the imp with her dagger.
Attack: 5 Damage: 2
Keyrie gets a little revenge, piercing the thick carapace of the imp. She only draws a little blood, but each bit counts in bringing the nasty things down.
The imp (I1) turns on Tyrol, stabbing at him with its poison tail.
Sting Attack: 10 Damage: 5
The other imp, turns and screeches at Tock but continues to pull at a large stone.
The abyssal wretch bites at (1) the guard captain.
Bite Attack: 22 Damage: 7
However it misses and so the guard captain swings again at the abyssal wretch in retaliation.
Halberd Attack: 17 Damage: 3
In the distance, two horses approach, the guards bloodied and haggard, carry crossbows. They see their captain struggling to put down the last wretch and so take aim and fire on it.
Crossbow Attack: 13 Damage: 4
Crossbow Attack: 7 Damage: 8
That is enough to end the miserable creature. The exhausted captain gives his men a weary salute, then shifts his gaze to the imps.
(Everyone may go in any order. Only the two imps remain. I'll post a map when Tock confirms his position.)
Poison damage on Tyrol - CON 11 check: 3. Tyrol takes 4 poison damage. Tyrol just barely weakens enough to pass out on the ground.
Keyrie will stab the imp in front of her with a dagger again.
Attack: 6 Damage: 2
(Yup, east, sorry)
Tock, with the additional backup now inches closer and takes another shot at the Imp still at the building:
Attack: 6 Damage: 8
Feytok will join the fray against the imps moving directly to them and swinging at the closest one. Attack: 5 Damage: 10
Dog attacks whichever closest imp still standing with longsword: 18 damage 11
If he can get between an imp and Tyrol while doing this, even better!
And in case he can get around to the opposite side of one of his compatriots around the imp and gets to flank it, here's a second roll for advantage 18
Regardless he will attempt to use his reaction to protect any of his allies from an attack from the imp.
This time, Tock lands his arrow on the imp (I2). It squawks as it is surprised by the attack.
Keyrie stabs at the imp, drawing a little more blood. Then Feytok charges at the imp that felled Tyrol as well, cutting it down with a brutal swing of his battleaxe.
This leaves Dog to try his hand against the remaining imp (I2). His attack is too timid, and the imp snarls at him.
The imp whirls on Dog, striking at it with a tail sting.
Sting Attack: 17 Damage: 5
The attack nearly strikes, but a magical ward slides the tail past Dog, keeping him safe once more.
The guard captain charges after the remaining imp as well, striking at it from a little distance with his halberd.
Halberd Attack: 5 Damage: 5
The captain fumbles yet again, leaving his archers to eye roll at his ineptitude, which seems to be no surprise to them. They each load another bolt and fire on the remaining imp.
Crossbow Attack: 13 Damage: 3
Crossbow Attack: 14 Damage: 4
Both bolts hit, but do minimal damage.
Tyrol death save: 5
(Everyone else may go in any order.)
In frustration, Dog's going to bellow at the imp, "What do you want! What are you looking for? WHY ARE YOU HERE?" (If needed, Intimidation 13)
Feytok doesn't even hear the question. Seeing one imp fall he proceeds to the next. Attack: 24 Damage: 17
The only answer to Dog's question is the cry of the child under the rubble.
Feytok charges south after dispatching the first imp, his strike on the second one is less effective.
Dog shakes his head to clear it,, sets his stance against the imp directly opposite FeyTok, and slashes at the fiend again: 21 damage 6
[OOC did Dog hear/see Tyrol fall? If so he'll turn his attention to ensuring he get stabilized (assuming the imp falls). If not, he will acknowledge the arriving guards and turn his attention to figuring out what broke the house, if the crying child seems to be deeper in the house/close to the outside, and see if he can talk to it or calm it at all.
Dog's strike is enough to end the menace. The imp shrieks and then falls, silent. The only sounds are the cries of the buried child and the occasional snort of the archer's horses.
The dwarf captain runs over to check on his men, finding them too far gone to be recovered. He retrieves a potion of healing from each of them as he places a hand on the chest of each, saying a silent prayer and goodbye. He hands one of them to Keyrie, who comes over to check on the guards as well. She rushes it over to Tyrol and administers the life-saving potion (5 HP to Tyrol.)
(Combat has ended. Well done!)
If Feytok can hear the children he will use the last of his rage to clear them out from the rubble.
(Big update in a couple of hours. Feel free to RP until then.)