Graxx snaps into action, calling on Tempus' battle fury as if he wasn't asleep until just a moment ago. He rushes to Doozey's aid and swings a much smaller weapon than he is used to at a nearby hound (not the same one marked by Doozey). Though the barbarian's aim is true, his simple weapon bounces off the creature's magical hide almost harmlessly. Nonetheless, the handaxe's own magical afterglow added by Graxx's connection to his deity sears some of the creatures fur (Yeth Hound #1 takes 7 radiant damage).
The floating hound opens its human-looking mouth slowly, before letting out a baleful baying sound. It seems impossible not to want to protect your ears, and even a sleepy Utar wakes up after the sonorous demonstration. Doozey's magical protection shields him from the sounds. In fact, he never hears it.
WIS saving throws to all others {DC 13}:
Graxx: 11;
Utar: 17;
Neya: 4
Most of the party was expecting it, but Graxx is still taken aback by his failure to cut the other hound. In his frustration, he becomes frightened of the airborne enemy (the one at {BS-18}).
The other two hounds continue their attack. One snaps at Doozey again, the other turns to Graxx:
-> Bite vs. Doozey: Attack: 8Damage: Unable to parse dice roll. piercing.
-> Bite vs. Graxx: Attack: 23 Damage: 22 piercing and psychic.
Doozey shows part of his armor for the hound to bite, successfully avoiding any damage this time. A shaken Graxx is less responsive, allowing his arm to get snagged. As he bleeds, his head aches more so than his forearm (Graxx takes 16 piercing and psychic damage, already appropriately mitigated by Rage).
Both hounds then retreat into the air (15 feet up and 5 away), opening themselves to opportunity attacks (one available to Doozey and one to Graxx).
@Graxx:
A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way.
Doozey refrains retaliation, having not forgotten his last foray with hounds. Instead, his immediate turns towards sliding down the rock, abandoning steel in favor of breaking out the kit to start treating his wounds. The whole while he is doing so, he lets out a string of very choice but muttered words. "Stay the mundanes with these fellows, if'n ya can! Only magic's the guarantee for slay'em!" He calls in warning, if others weren't already prepared in such.
Action: Healer's Healing on Self, restoring 11 to self (8 of 10 charges remaining)
This post has potentially manipulated dice roll results.
Utar's eyes flash open and he sits bolt upright. Taking a moment to spot the hounds floating about the party. Clutching his amulet in one hand and feeling for Lightbringer with the other, he casts spiritual weapon.
Sending the spectral warhammer towards the hound at BS,18.
Spiritual weapon attack: 22 Damage: 12
Pulling himself upright Utar raises Lightbringer and his shield, ready to respond.
(OOC Casting at third level to increase the damage to 2d8. If able, Utar will ready an attack in case a yeth hound comes close.
This post has potentially manipulated dice roll results.
Seeing as her bow is not going to quite cut it and she has no horse to aid her, this time. Neya decides to test out her new ability by first diving behind a tree in the small thicket behind her while visualizing where she wants to be.
As soon as she steps in the shadows created by the campfire, she sees herself 10 feet (25 feet above the ground, total) directly above the nearest Yeth Hound to her (BS18) and begins to fall. She sees that the fey creature is still looking where she once was, giving her a big opening for her to attack with her clawed knuckles.
Shadow Step
When you are in dim light or darkness, as a bonus action you can teleport up to 60 ft. to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Unarmed Attack: 27 Damage: 8
Extra Unarmed Attack: 13 Damage: 6
After striking at the creature, she uses the momentum to drop back onto solid ground.
This post has potentially manipulated dice roll results.
(@Drache: I hope I am interpreting your turn correctly. Let me know if I'm not).
Neya didn't expect to use this trick again so soon, but in a moment, she dives into a nearby shadow and reappears 35 feet into the air (remember that I had mentioned the light of the campfire has a radius of 30 feet, so dim light begins beyond that point). As she drops, she quickly claws at a floating hound, drawing blood (Yeth Hound #3 takes 17 magical slashing damage). The monk continues to fall, but lands as gracefully as only someone as acrobatic as her could manage (Neya is now at {BT-20}).
-> Rolling for fall damage: 7 bludgeoning -> negated by Neya's Slow Fall reaction (reference).
The last one to open his eyes, Utar grabs his mace as he stands up. Noticing two hovering creatures nearby, he calls forth his spiritual hammer and commands it to attack. The sound of crushing bone can be heard following the impact (Yeth Hound #3 takes 13 force damage). The cleric then prepares for any potential retaliatory attack by winding up his striking arm.
Doozey reminds his companions of the difficulties of causing harm to these hounds, and retreats a bit in order to patch up the most damaged of his two bleeding legs (Doozey heals for 11 HP, and is now at {BZ-18}).
Graxx attempts one more swipe at the retreating hound. This time, his weapon simply passes through the creature as if it was made out of fog. That apparently being the trigger for his internal fear to sprout, the barbarian turns around and moves away from the fight. Before getting too far, he turns around and launches two javelins at the nearest floating hound. Though they both also pass through the foggy creature, one of the javelins' lights up in holy flames, which burn the creature a bit at least (Yeth Hound #3 takes 8 radiant damage).
(@Grx: Those javelins pass through the hound and keep flying. You'll have to go looking for them later or they'll be lost.)
Seeing Graxx's failure to properly land a blow reminds Neya of something. In their previous encounter with such a creature, before her fists themselves were capable of hitting them, her silvery sword came in quite handy.
This post has potentially manipulated dice roll results.
Each of the three hovering hounds comes down from their perch to attack an adventurer. They then float back up to safety (15 feet above ground once again).
-> Bite vs. Doozey: Attack: 19Damage: 11 piercing.
Doozey smartly uses his armor once again, Utar raises his shield, and Neya ducks out of the way. It would seem the hounds have nothing on the CRAPers. Utar was especially prepared for such an advance, and meets his attacker with a blow of his own (Yeth Hound #2 takes 11 magical bludgeoning damage).
-> An opportunity attack is available for Doozey. Unfortunately, Neya and Utar don't get one because they have already used their reactions.
As the hounds retreat upward again, Graxx feels a sense of calm wash over him (he is no longer frightened).
(Everyone may take their next turn, including Graxx).
This post has potentially manipulated dice roll results.
Feeling helpless on the ground, and even more so without a weapon to help without a price, Doozey rushes over to wherever Utar's pack lied, and root around in it for his rope. Over the next couple of moments he tries to quickly fashion a noose for at least restraining one of the hounds in some way!
Movement: To BX-21.
Action: Make a good noose for catching Yeth hounds. (assuming a Sleight of Hand is needed: 11.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Utar's spectral warhammer takes another swing at the Yeth Hound at BT,18, coming down in a vertical chop designed either to end it or force it closer to the ground.
Should the attack fell the Yeth Hound, the warhammer will float over to BV,16 to threaten the next hound. If not, it hovers in place.
Gripping his amulet again, Utar casts guiding bolt, pointing Lightbringer at the floating hound at BW,15 and striding past the group's campfire to BW,16.
(OOC Utar will spend a channel divinity charge to add 10 to the attack roll for guiding bolt. Note the hit would illuminate the target, giving advantage to the next attack roll made against it.)
Satisfied with the success of her previous trick, Neya repeats it, graceful landing and all (Slow Fall reaction). This time, she is only able to claw the chosen hound once before gravity pulls her out of reach. Nonetheless, she is able to cut her foe's shoulder area deeply (Yeth Hound #3 takes 8 magical slashing damage). Upon landing, she reaches for her silvered side-arm and runs with incredible speed in order to deliver it to Graxx. She trusts her fellow human to understand what she means with the offer.
Focusing first on the same hound Neya almost killed, Utar orders his floating weapon to bring an end to the creature. The human-faced quadruped rolls midair to avoid the attack, however, and survives for a while longer. Already looking elsewhere, Utar then calls on the favor of Torm twice in rapid succession in order to illuminate a separate hound with his righteous light (Yeth Hound #2 takes 11 radiant damage). The light lingers for a while longer, making this hound an easier target.
Praising his companions for doing the damage he is currently unable to, Doozey tries to aid them in whichever way he can. Taking the liberty of perusing the half-orc's backpack, the halfling brings out his own rope and ties a quick noose. Much like Biscuit's sled, this is not Doozey's best work, but it should do the job in a tight spot.
(@Ori: Consider this lasso an one-use improvised net that only inflicts the grappled condition).
(@Grx: I'm placing you at {BT-20} since the hound moved a bit).
Graxx accepts Neya's offer and runs toward the closest hound, taunting it as he goes. Unable to reach the creature but eager to use his borrowed blade, the barbarian prepares himself to not let his foe run away should it get near enough.
At this point, the shiny hound lets out his baleful baying. Utar and Neya see it coming and plug their ears in time, while Doozey never hears a thing. Graxx on the other hand, remains susceptible.
-> Graxx's WIS saving throw {DC 13}: 22
It turns out the barbarian did not need to plug his ears. He hears the creature's cry but does not fall for its effects again. The other two hounds descend to attack:
-> Bite vs. Doozey: Attack: 24 Damage: 12 piercing.
-> Bite vs. Graxx: Attack: 19 Damage: 10 piercing.
Doozey is unable to shift defensively this time (Doozey takes 12 piercing damage), while Graxx actually welcomes the bite (Graxx takes 5 piercing damage, already reduced by Rage). The barbarian completes his plan by using his free hand to snag the hound by the neck. This creature is unable to fly back up, but the one that attacked Doozey flies back to relative safety.
Having not fully anticipated the bite, what the dissuading ward in place, the shock of it left Doozey reeling for a second. With it now gone from his focus, a stoutling turns on his retreating foes flank, growling and fixing to return the favor in some fashion. But cooler heads prevail, if only for the moment.
"Much obliged, my Clerical Compatriot!" He said as he accepted the dagger. Armed with it in one hand and a rope in the other, he approaches the previously marked fey having bloodied former, leaving it sleek and subtly crackling with power from corrupted blood.
The same blood that had to have left a slight numbing taste to those that bit him. Unwilling to wait and see however, he threw the noose high hoping to entangle his mark.
Bonus Action: Activate Crimson Rite on Silver Dagger.
Movement: Within 15ft of previously marked target(Shortest Route possible)
Action:Rope Lasso - Attack: 13 Damage: 0. If hit, target is considered Grappled.
Previously marked(Slayer's Prey) target is preferred, and if hit here's the bonus damage 3 plus 4 for the crit. If Slayer's Prey does not come within range, the first to do so and leave it takes the above attack without bonus damage.
Graxx eyes shoot open at hearing Doozeys cries.
Graxx stands up(20ft movement) he looks to Neya facing down and Doozey facing down two. Graxx moves to Doozey's aid to BZ,17(20 ft).
Graxx begins to rage!(bonus action).
Graxx brings one handaxe up from his side and brings it down recklessly aiming for the shoulder of the Yeth Hound at BZ,16.
Attack: 22 Damage: 9
Divine Radiant Damage if Hit: 7
Attack: 25 Damage: 11
Graxx snaps into action, calling on Tempus' battle fury as if he wasn't asleep until just a moment ago. He rushes to Doozey's aid and swings a much smaller weapon than he is used to at a nearby hound (not the same one marked by Doozey). Though the barbarian's aim is true, his simple weapon bounces off the creature's magical hide almost harmlessly. Nonetheless, the handaxe's own magical afterglow added by Graxx's connection to his deity sears some of the creatures fur (Yeth Hound #1 takes 7 radiant damage).
(Hounds go next).
The floating hound opens its human-looking mouth slowly, before letting out a baleful baying sound. It seems impossible not to want to protect your ears, and even a sleepy Utar wakes up after the sonorous demonstration. Doozey's magical protection shields him from the sounds. In fact, he never hears it.
Most of the party was expecting it, but Graxx is still taken aback by his failure to cut the other hound. In his frustration, he becomes frightened of the airborne enemy (the one at {BS-18}).
The other two hounds continue their attack. One snaps at Doozey again, the other turns to Graxx:
-> Bite vs. Doozey: Attack: 8
Damage: Unable to parse dice roll. piercing.-> Bite vs. Graxx: Attack: 23 Damage: 22 piercing and psychic.
Doozey shows part of his armor for the hound to bite, successfully avoiding any damage this time. A shaken Graxx is less responsive, allowing his arm to get snagged. As he bleeds, his head aches more so than his forearm (Graxx takes 16 piercing and psychic damage, already appropriately mitigated by Rage).
Both hounds then retreat into the air (15 feet up and 5 away), opening themselves to opportunity attacks (one available to Doozey and one to Graxx).
@Graxx:
A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way.
(Everyone may post their next turn).
Doozey refrains retaliation, having not forgotten his last foray with hounds. Instead, his immediate turns towards sliding down the rock, abandoning steel in favor of breaking out the kit to start treating his wounds. The whole while he is doing so, he lets out a string of very choice but muttered words. "Stay the mundanes with these fellows, if'n ya can! Only magic's the guarantee for slay'em!" He calls in warning, if others weren't already prepared in such.
Action: Healer's Healing on Self, restoring 11 to self (8 of 10 charges remaining)
When you realize you're doing too much: Signature.
Utar's eyes flash open and he sits bolt upright. Taking a moment to spot the hounds floating about the party. Clutching his amulet in one hand and feeling for Lightbringer with the other, he casts spiritual weapon.
Sending the spectral warhammer towards the hound at BS,18.
Spiritual weapon attack: 22 Damage: 12
Pulling himself upright Utar raises Lightbringer and his shield, ready to respond.
(OOC Casting at third level to increase the damage to 2d8. If able, Utar will ready an attack in case a yeth hound comes close.
Readied Attack: 15 Damage: 6)
Seeing as her bow is not going to quite cut it and she has no horse to aid her, this time. Neya decides to test out her new ability by first diving behind a tree in the small thicket behind her while visualizing where she wants to be.
As soon as she steps in the shadows created by the campfire, she sees herself 10 feet (25 feet above the ground, total) directly above the nearest Yeth Hound to her (BS18) and begins to fall. She sees that the fey creature is still looking where she once was, giving her a big opening for her to attack with her clawed knuckles.
When you are in dim light or darkness, as a bonus action you can teleport up to 60 ft. to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Unarmed Attack: 27 Damage: 8
Extra Unarmed Attack: 13 Damage: 6
After striking at the creature, she uses the momentum to drop back onto solid ground.
Extended Signature
(@Drache: I hope I am interpreting your turn correctly. Let me know if I'm not).
Neya didn't expect to use this trick again so soon, but in a moment, she dives into a nearby shadow and reappears 35 feet into the air (remember that I had mentioned the light of the campfire has a radius of 30 feet, so dim light begins beyond that point). As she drops, she quickly claws at a floating hound, drawing blood (Yeth Hound #3 takes 17 magical slashing damage). The monk continues to fall, but lands as gracefully as only someone as acrobatic as her could manage (Neya is now at {BT-20}).
->
Rolling for fall damage: 7 bludgeoning-> negated by Neya's Slow Fall reaction (reference).The last one to open his eyes, Utar grabs his mace as he stands up. Noticing two hovering creatures nearby, he calls forth his spiritual hammer and commands it to attack. The sound of crushing bone can be heard following the impact (Yeth Hound #3 takes 13 force damage). The cleric then prepares for any potential retaliatory attack by winding up his striking arm.
Doozey reminds his companions of the difficulties of causing harm to these hounds, and retreats a bit in order to patch up the most damaged of his two bleeding legs (Doozey heals for 11 HP, and is now at {BZ-18}).
END OF INITIATIVE ROUND 2
YETH HOUNDS... AGAIN:
NOTE: Red sun-like token represents your campfire. It provides enough light for you to fight unhindered within a 30-foot radius.
(Graxx is up next, but still has a chance at an opportunity attack. Also, Neya should roll a INT check {DC 8}).
REACTION:
Graxx instinctively swings his handaxe at the Yeth Hound as it moves out of range.
Attack: 10 Damage: 10
TURN:
Graxx feels a deep fear boil within him. He must get away. Graxx runs to BX,25.
Graxx then turns and lobs two Javelins at the hound closest to him.
Attack: 9 Damage: 7
Attack: 16 Damage: 5
Divine Radiant First Hit: 8
REACTION
Neya executes a small tumble to mitigate her fall (Slow Fall)
Edit: Intelligence Roll: 8
Reaction accounted for...
Extended Signature
Graxx attempts one more swipe at the retreating hound. This time, his weapon simply passes through the creature as if it was made out of fog. That apparently being the trigger for his internal fear to sprout, the barbarian turns around and moves away from the fight. Before getting too far, he turns around and launches two javelins at the nearest floating hound. Though they both also pass through the foggy creature, one of the javelins' lights up in holy flames, which burn the creature a bit at least (Yeth Hound #3 takes 8 radiant damage).
(@Grx: Those javelins pass through the hound and keep flying. You'll have to go looking for them later or they'll be lost.)
Seeing Graxx's failure to properly land a blow reminds Neya of something. In their previous encounter with such a creature, before her fists themselves were capable of hitting them, her silvery sword came in quite handy.
(Yeth Hounds will go next).
Each of the three hovering hounds comes down from their perch to attack an adventurer. They then float back up to safety (15 feet above ground once again).
-> Bite vs. Doozey: Attack: 19
Damage: 11 piercing.-> Bite vs. Utar: Attack: 19
Damage: 15 piercing.-> Bite vs. Neya: Attack: 10
Damage: 8 piercing.Doozey smartly uses his armor once again, Utar raises his shield, and Neya ducks out of the way. It would seem the hounds have nothing on the CRAPers. Utar was especially prepared for such an advance, and meets his attacker with a blow of his own (Yeth Hound #2 takes 11 magical bludgeoning damage).
-> An opportunity attack is available for Doozey. Unfortunately, Neya and Utar don't get one because they have already used their reactions.
As the hounds retreat upward again, Graxx feels a sense of calm wash over him (he is no longer frightened).
(Everyone may take their next turn, including Graxx).
Feeling helpless on the ground, and even more so without a weapon to help without a price, Doozey rushes over to wherever Utar's pack lied, and root around in it for his rope. Over the next couple of moments he tries to quickly fashion a noose for at least restraining one of the hounds in some way!
Movement: To BX-21.
Action: Make a good noose for catching Yeth hounds.
(assuming a Sleight of Hand is needed: 11.)
When you realize you're doing too much: Signature.
Utar's spectral warhammer takes another swing at the Yeth Hound at BT,18, coming down in a vertical chop designed either to end it or force it closer to the ground.
Spiritual weapon Bonus Attack:23 Damage: 12
Should the attack fell the Yeth Hound, the warhammer will float over to BV,16 to threaten the next hound. If not, it hovers in place.
Gripping his amulet again, Utar casts guiding bolt, pointing Lightbringer at the floating hound at BW,15 and striding past the group's campfire to BW,16.
Guiding bolt Attack: 13 Damage: 16
(OOC Utar will spend a channel divinity charge to add 10 to the attack roll for guiding bolt. Note the hit would illuminate the target, giving advantage to the next attack roll made against it.)
Neya dives into the thicket once again and repeats her aerial attack.
Unarmed Attack: 14 Damage: 9
Extra Unarmed Attack: 26 Damage: 9
After landing with a roll (Slow Fall), Neya makes her way to Graxx, she then unhooks and lends her silvered blade to him (Yay, 45 ft speed).
Extended Signature
Graxx shakes his head and his heart calms ever slightly(for someone who is raging)
Graxx moves to BU,19 "COME DOG!" Graxx shouts up at the hounds.
Graxx will ready a Grapple in case a dog comes down in range of him.
Athletics Check: 24
Satisfied with the success of her previous trick, Neya repeats it, graceful landing and all (Slow Fall reaction). This time, she is only able to claw the chosen hound once before gravity pulls her out of reach. Nonetheless, she is able to cut her foe's shoulder area deeply (Yeth Hound #3 takes 8 magical slashing damage). Upon landing, she reaches for her silvered side-arm and runs with incredible speed in order to deliver it to Graxx. She trusts her fellow human to understand what she means with the offer.
Focusing first on the same hound Neya almost killed, Utar orders his floating weapon to bring an end to the creature. The human-faced quadruped rolls midair to avoid the attack, however, and survives for a while longer. Already looking elsewhere, Utar then calls on the favor of Torm twice in rapid succession in order to illuminate a separate hound with his righteous light (Yeth Hound #2 takes 11 radiant damage). The light lingers for a while longer, making this hound an easier target.
Praising his companions for doing the damage he is currently unable to, Doozey tries to aid them in whichever way he can. Taking the liberty of perusing the half-orc's backpack, the halfling brings out his own rope and ties a quick noose. Much like Biscuit's sled, this is not Doozey's best work, but it should do the job in a tight spot.
(@Ori: Consider this lasso an one-use improvised net that only inflicts the grappled condition).
END OF INITIATIVE ROUND 3
YETH HOUNDS... AGAIN:
NOTE: Red sun-like token represents your campfire. It provides enough light for you to fight unhindered within a 30-foot radius.
(I'll resolve Graxx's turn next).
(@Grx: I'm placing you at {BT-20} since the hound moved a bit).
Graxx accepts Neya's offer and runs toward the closest hound, taunting it as he goes. Unable to reach the creature but eager to use his borrowed blade, the barbarian prepares himself to not let his foe run away should it get near enough.
At this point, the shiny hound lets out his baleful baying. Utar and Neya see it coming and plug their ears in time, while Doozey never hears a thing. Graxx on the other hand, remains susceptible.
-> Graxx's WIS saving throw {DC 13}: 22
It turns out the barbarian did not need to plug his ears. He hears the creature's cry but does not fall for its effects again. The other two hounds descend to attack:
-> Bite vs. Doozey: Attack: 24 Damage: 12 piercing.
-> Bite vs. Graxx: Attack: 19 Damage: 10 piercing.
-> Yeth Hound #3's athletics check: 20
Doozey is unable to shift defensively this time (Doozey takes 12 piercing damage), while Graxx actually welcomes the bite (Graxx takes 5 piercing damage, already reduced by Rage). The barbarian completes his plan by using his free hand to snag the hound by the neck. This creature is unable to fly back up, but the one that attacked Doozey flies back to relative safety.
-> Doozey has an opportunity attack available.
(Everyone can take theirs turns again).
Conc. Save for Spirit Begone(DC 10): 12.
OoA: Not Taken.
Having not fully anticipated the bite, what the dissuading ward in place, the shock of it left Doozey reeling for a second. With it now gone from his focus, a stoutling turns on his retreating foes flank, growling and fixing to return the favor in some fashion. But cooler heads prevail, if only for the moment.
"Much obliged, my Clerical Compatriot!" He said as he accepted the dagger. Armed with it in one hand and a rope in the other, he approaches the previously marked fey having bloodied former, leaving it sleek and subtly crackling with power from corrupted blood.
The same blood that had to have left a slight numbing taste to those that bit him. Unwilling to wait and see however, he threw the noose high hoping to entangle his mark.
Bonus Action: Activate Crimson Rite on Silver Dagger.
Movement: Within 15ft of previously marked target(Shortest Route possible)
Action: Rope Lasso - Attack: 13 Damage: 0. If hit, target is considered Grappled.
Future OoA:
Silvered Dagger - Attack: 14 Damage: 9 of piercing.
Previously marked(Slayer's Prey) target is preferred, and if hit here's the bonus damage 3 plus 4 for the crit. If Slayer's Prey does not come within range, the first to do so and leave it takes the above attack without bonus damage.
When you realize you're doing too much: Signature.