Ankor strides up next to the Guard Captain, after seeing them all attack with some type of holy radiant attacks, "Let's see how this works out..." Ankor moves within striking distance of the mist beast while Mr. Pepper tries to distract the beast Ankor swings his longsword with a flourish and some prayer.
Channel Divinity:Guided Strike(Special): When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result.
MOVE: of the 30 ft I have right up to the beast.
ACTION:Guided Strike Attack:23Damage:11
If successful: Divine Smite - 10Radiant Damage, Expending my 3rd of 4, 1st level spell slots
ACTION: Extra Attack:17 Damage:7
BONUS ACTION:Spiritual Weapon : Attack: 7Damage: 8 - EDIT- Spiritual Weapon appears in the form of a Iron Gautlent that just punches its target with radiant damage.
I really hope I did all that correctly LOL, been thinking about this all day waiting for my turn to come around.
This post has potentially manipulated dice roll results.
(OOC: Yep, that looks fine. Paladins all about that SMITE!)
The keen edge of Ankor's blade swipes at the mist beast, severing a leg in a one-two slice. A shimmering gauntlet of ethereal power punches at the leg, destroying the dislocated part of the being. (Mist Beast: 83 damage total)
Sailor yaps from under Victoria's arm, then whimpers as it attempts to scarper. It doesn't want to pick a fight with this beasty. (Victoria: you can either opt to let Sailor run, or make a DC 9 Strength (Athletics) or Dexterity (Acrobatics) to prevent Sailor from breaking free of her grasp.)
Eight-Bit watches from Captain Obaysch's shoulder, holding its mop up like a general would raise their blade to salute or initiate a charge.
Victoria's turn. (If Sailor breaks free, the dog will attempt to run 30' back the way the party came)
This post has potentially manipulated dice roll results.
Victoria will allow Sailor to run, hopefully he'll be easy to find after. Now seeing magic can be fully effective compared to weapons, Victoria uses Fire Bolt Attack: 9 Damage: 15
This post has potentially manipulated dice roll results.
Having to readjust after having a puppy flee from her grasp, the fire bolt goes a little wide, neither striking the beast nor its captive guards.
End of Round: The beast releases what appears to be a blast of pressurised mist from the bottom of its bloated form, blasting those in its grasp and those beside it. All 6 guards, guard captain, Ankor, Mr. Pepper: Please make a DC 14 Constitution Saving Throw: On a failure, taking 7 poison damage and be poisoned for 1 round, or half as much on a successful one.
Guard 2's face goes pale, unable to keep the gaseous mist out of their system. They fall unconscious. (Guard #2: 19 damage. Poisoned, [Tooltip Not Found]) The other guards hold their breath in time, only taking minimal effect. (Guards 1/3-6: 10/12/2/2/2 damage) The guard captain steadies himself, ready for the mists. (Guard Captain: 2 damage.)
The Guards rally and attempt to break the mist beast's hold using their glowing spears.
Spear vs. Mist Beast:14 vs. AC. Hit:5 piercing, plus 2 radiant damage. Death Saving Throw:8 Spear vs. Mist Beast:12 vs. AC. Hit:3 piercing, plus 2 radiant damage. Spear vs. Mist Beast:20 vs. AC. Hit:10 piercing, plus 3 radiant damage. Spear vs. Mist Beast:16 vs. AC. Hit:4 piercing, plus 1 radiant damage. Spear vs. Mist Beast:19 vs. AC. Hit:6 piercing, plus 3 radiant damage.
A couple of the spears penetrate the beast, causing the light on their spears to cause more harm to it. (Mist Beast: 91 damage total)
(Note: Exhaustion 1 only gives disadvantage on ability checks, not saving throws.)
Ankor manages to hold breath long enough not to intake too much mist (2 poison damage.)
Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
Level
Effect
1
Disadvantage on ability checks
2
Speed halved
3
Disadvantage on attack rolls and saving throws
4
Hit point maximum halved
5
Speed reduced to 0
6
Death
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.
This post has potentially manipulated dice roll results.
Zack decides that between his defensive spells, he should be fairly protected from the beast to try and help the dying. He dashes toward the beast, getting within 40ft of it and then using his spectral hand to attack.
This post has potentially manipulated dice roll results.
Zack attempts again with the spectral hand, once again with no avail to affecting it; perhaps this mist creature has no life to extract with necromancy?
Captain Obaysch marches forward, leaving Eight-Bit to stand where he just was. He lifts his sabre in both hands, swinging in an attempt to cut free the unconscious guard in its grasp. Sabre vs. Mist Beast:12 vs. AC. Hit:10 slashing damage.
Not wanting to skewer the guard, his blow is only glancing on the misty claw.
The Mist Beast tightens its claws on those captured by them (DC 13 Strength saving throw, taking 7 force damage on a failure) before it begins to step further up the street, now looming above the guards and those in the front ranks (moved 10' forward). Guard 1 Strength Saving Throw:13 Guard 1 Strength Saving Throw: automatic failure, 2 death saves failed. Guard 3 Strength Saving Throw:20 The two other caught guards fall limp, dropping their glowing spears as they also are unconscious and dying.
Those beneath the mist beast see that its form is somewhat torn by all the efforts of the party and guards, but from those wounds are sprouting new appendages.
The Guard Captain, seeing three of his comrades have also fallen takes a moment to delay his swings. Instead, he reaches for the worst injured one and utters some words as a light glows from his hands (Lay on Hands for 10 HP)
This post has potentially manipulated dice roll results.
Despite Mr. Pepper's ongoing commentary, a determined -- or at least, visibly unaffected Tefkae presses on and into the church. Though if they feel the link begin to grow tenuous along the way, an order is given, alongside some energy being transferred as some internal mechanism in her hand sparking sparked and sparkle with a blue lightning for a few moments. Short of being locked, Tefkae bursts inside, and try to follow the guards steps using a dagger for the blessing.
Dr. Pepper tapping and visibly seeming to shock a guard stable, Mr. Pepper practically flies into whatever amounted to a face of the beast, wings beating hard in some vain but annoying effort to disrupt it.
Action(Tefkae): Cast Revitalizing Spark through Mr. Pepper on a fallen guard(#3 or #1, if the opposite was healed by guard captain), restoring for 5.
The tressym glides down from beside the beast and punches its paws onto the side of the guard, channelling the spell of Tefkae with some healing energies. In the meantime, Tefkae hurries and arrives at the outside of the chapel, finding the font that Mr. Pepper saw the others blessing their weaponry in. (If you wish to dip a weapon/other item into the font, it is your Use or Manipulate an Object action for the turn. However, it is likely a prayer of some sort would need to accompany it, done mechanically as an Intelligence (Religion) check.)
Ankor is up!
Initiative (Round 2):
22 Guards (#1: 5 HP & grabbed 0:0 death saves, #2: 10 HP & grabbed 1:2 death saves, #3: 19 damage & grabbed 0:0 death saves, #4: 2 damage, #5: 2 damage, #6: 2 damage) 17 Zack 16 Obaysch 14 Mist Beast (91 damage) 10 Guard Captain (2 damage) 10 Ankor 7 Tefkae 7 Sailor 6 Eight-Bit 3 Victoria 0 Additional Effects etc.
Ankor moves with the mist beast. but stays within range of his companions Captain Obeysch and Lady Victoria then the guard captain, then any of the other guards that may be nearby, so that if the beast attacks one of them he can try to use his shield to ward off an attack (Protection - While wielding a shield and a creature you can see attacks a target other than you within 5 ft., you can use your reaction to impose disadvantage on the attack roll.) He will take two strikes taking advantage on the first attack from the distraction once again from Mr. Pepper. then follow up with another swipe straight away. after that, the spectral gauntlet fist will punch the mist beast again.
Movement: Same as Mist Beast 10ft
Attack #1: 20 Damage: 5
Attack #2: 26 Damage: 13
IF Attacks 1 or 2 hits, Divine Smite expending my 4th of 4 1st level spell slots for an addtional 2d8 Radiant Damage. 9
Bonus Action Spiritual Weapon Attack: 7 Damage: 7
After all that, Ankor looks towards the dying woman, deciding if shes worth saving at this pont or better to try and save the guards.
Rollback Post to RevisionRollBack
Killian Greycastle Lv3 - Human Wild Magic Sorcerer - Lost In The Endless Tower, DM Pokepaladdy
Onyx Greyscale Lv3 - Human Ranger - Hanging out at The Rest in the Quest
Fiven - Wood Elf Monk 3 / Rogue 2 - Private Campaign - Seeking a new adventure
Rokas Lv7 - Wood Elf Rogue - D&D Origins @ Local Game Store, Hex & CO, NYC
Ankor's blade sinks at the mist beast, cutting all along its underbelly. There are jets of steamy mist that gush out as the beast's body begins to explode.
Ankor, Mr. Pepper, Guards, Guard Captain, Obaysch: each make a DC 13 Constitution Saving Throw, taking 7 force damage on a failure, or half as much on a success.
As the bloated form explodes, left where its body was are seven human-sized bat-looking mist creatures. "Leatherwings!" The captain calls out.
Leatherwings' Initiative:10
Initiative (Round 2):
22 Guards (#1: 5 HP & grabbed 0:0 death saves, #2: 10 HP & grabbed 1:2 death saves, #3: 19 damage & grabbed 0:0 death saves, #4: 2 damage, #5: 2 damage, #6: 2 damage) 17 Zack 16 Obaysch 14 Mist Beast (91 damage) 10 Guard Captain (2 damage) 10 Ankor 7 Tefkae 7 Sailor 6 Eight-Bit 3 Victoria 0 Additional Effects etc.
The guard captain and some of the guards manage to whether the mist explosion, Obaysch coughing and spluttering, seemingly annoyed he didn't cause an explosion for a change.
Sailor rushes down the street, yapping his mouth off as it scurries up and arounnd nearby bumping into Tefkae.
Eight-Bit watches what just happened, grabbing its mop as it walks towards the collapsed guard, using its mop to clear the dark grey blots of blood on the ground.
Victoria sees the "leatherwings" and shoots LW1 Ray of Frost: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8)
This post has potentially manipulated dice roll results.
Victoria's ray of cold energy at the most forward Leatherwing. The ray strikes true, as the misty form of its wings seem to condense and harden from the magic, its form distorting from the energy. (Leatherwing #1: 11 damage)
The woman continues to bleed out. Death Saving Throw:12 The woman is holding on for now.
There are cries of help from the nearby building, one of the beams of the exposed roof cracking further and threatening to collapse under the damage.
The guards begin their counterstrike, the two badly injured grabbing their friend and moving to one side in an attempt to stabilise him. Medicine (DC 10):18 Guard 2 is stabilised by the other two guards, pulled towards safety; their three spears still glimmering on the floor. Guards 4-6 bring their spears up, striking at the flying threats above them. Spear vs. Leatherwing:21 vs. AC. Hit:6 piercing, plus 2 radiant damage. Spear vs. Leatherwing:16 vs. AC. Hit:9 piercing, plus 2 radiant damage. Spear vs. Leatherwing:12 vs. AC. Hit:5 piercing, plus 4 radiant damage. Despite their best efforts, the nimble flying forms evade most of the spear thrusts. However, one of the strikes is enough to hit the Leatherwing that had its wings frozen, destroying it as the light causes the mist to dissipate. (Leatherwing 1: destroyed)
Ankor strides up next to the Guard Captain, after seeing them all attack with some type of holy radiant attacks, "Let's see how this works out..." Ankor moves within striking distance of the mist beast while Mr. Pepper tries to distract the beast Ankor swings his longsword with a flourish and some prayer.
ACTION: Guided Strike Attack: 23 Damage: 11
If successful: Divine Smite - 10 Radiant Damage, Expending my 3rd of 4, 1st level spell slots
ACTION: Extra Attack: 17 Damage: 7
BONUS ACTION: Spiritual Weapon : Attack: 7 Damage: 8 - EDIT- Spiritual Weapon appears in the form of a Iron Gautlent that just punches its target with radiant damage.
I really hope I did all that correctly LOL, been thinking about this all day waiting for my turn to come around.
Killian Greycastle Lv3 - Human Wild Magic Sorcerer - Lost In The Endless Tower, DM Pokepaladdy
Onyx Greyscale Lv3 - Human Ranger - Hanging out at The Rest in the Quest
Fiven - Wood Elf Monk 3 / Rogue 2 - Private Campaign - Seeking a new adventure
Rokas Lv7 - Wood Elf Rogue - D&D Origins @ Local Game Store, Hex & CO, NYC
(Victoria: you can either opt to let Sailor run, or make a DC 9 Strength (Athletics) or Dexterity (Acrobatics) to prevent Sailor from breaking free of her grasp.)
22 Guards (#1: 8 damage & grabbed, #2: 14 damage & grabbed, #3: 11 damage & grabbed)
17 Zack
16 Obaysch
14 Mist Beast (83 damage)
10 Guard Captain
10 Ankor
7 Tefkae
7 Sailor
6 Eight-Bit
3 Victoria <---
0 Additional Effects etc.
Victoria will allow Sailor to run, hopefully he'll be easy to find after. Now seeing magic can be fully effective compared to weapons, Victoria uses Fire Bolt Attack: 9 Damage: 15
Victoria Beckham Reboot the Universe
All 6 guards, guard captain, Ankor, Mr. Pepper: Please make a DC 14 Constitution Saving Throw: On a failure, taking 7 poison damage and be poisoned for 1 round, or half as much on a successful one.
Guard 1: 23
Guard 2: 17
Guard 3: 9
Guard 4: 9
Guard 5: 7
Guard 6: 9
Guard Captain: 5
Guard 2's face goes pale, unable to keep the gaseous mist out of their system. They fall unconscious. (Guard #2: 19 damage. Poisoned, [Tooltip Not Found])
The other guards hold their breath in time, only taking minimal effect. (Guards 1/3-6: 10/12/2/2/2 damage)
The guard captain steadies himself, ready for the mists. (Guard Captain: 2 damage.)
Woman's Death Saving Throw: 10
The woman isn't quite dead yet.
22 Guards (#1: 10 damage & grabbed, #2: 19 damage & grabbed, #3: 13 damage & grabbed, #4: 2 damage, #5: 2 damage, #6: 2 damage)
17 Zack
16 Obaysch
14 Mist Beast (83 damage)
10 Guard Captain (2 damage)
10 Ankor
7 Tefkae
7 Sailor
6 Eight-Bit
3 Victoria
0 Additional Effects etc. (Woman: 1 success, 0 failures)
Death Saving Throw: 8
Spear vs. Mist Beast: 12 vs. AC. Hit: 3 piercing, plus 2 radiant damage.
Spear vs. Mist Beast: 20 vs. AC. Hit: 10 piercing, plus 3 radiant damage.
Spear vs. Mist Beast: 16 vs. AC. Hit: 4 piercing, plus 1 radiant damage.
Spear vs. Mist Beast: 19 vs. AC. Hit: 6 piercing, plus 3 radiant damage.
22 Guards (#1: 10 damage & grabbed, #2: 19 damage & grabbed 1:0 death saves, #3: 13 damage & grabbed, #4: 2 damage, #5: 2 damage, #6: 2 damage)
17 Zack
16 Obaysch
14 Mist Beast (91 damage)
10 Guard Captain (2 damage)
10 Ankor
7 Tefkae
7 Sailor
6 Eight-Bit
3 Victoria
0 Additional Effects etc.
Ankors CON save with disadvantage from exhaustion 15
Killian Greycastle Lv3 - Human Wild Magic Sorcerer - Lost In The Endless Tower, DM Pokepaladdy
Onyx Greyscale Lv3 - Human Ranger - Hanging out at The Rest in the Quest
Fiven - Wood Elf Monk 3 / Rogue 2 - Private Campaign - Seeking a new adventure
Rokas Lv7 - Wood Elf Rogue - D&D Origins @ Local Game Store, Hex & CO, NYC
(Note: Exhaustion 1 only gives disadvantage on ability checks, not saving throws.)
Ankor manages to hold breath long enough not to intake too much mist (2 poison damage.)
Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature’s exhaustion level by 1.
Mr. Pepper CON Save(DC 14): 15.
Mr. Pepper instinctively holds her breathe only to realize after the wave wafts away... that's she's immune to most poisons anyhow!
When you realize you're doing too much: Signature.
Zack decides that between his defensive spells, he should be fairly protected from the beast to try and help the dying. He dashes toward the beast, getting within 40ft of it and then using his spectral hand to attack.
Chill Touch: 10 Dmg: 12
Sabre vs. Mist Beast: 12 vs. AC. Hit: 10 slashing damage.
Guard 1 Strength Saving Throw: 13
Guard 1 Strength Saving Throw: automatic failure, 2 death saves failed.
Guard 3 Strength Saving Throw: 20
The two other caught guards fall limp, dropping their glowing spears as they also are unconscious and dying.
22 Guards (#1: 16 damage & grabbed 0:0 death saves, #2: 10 HP & grabbed 1:2 death saves, #3: 19 damage & grabbed 0:0 death saves, #4: 2 damage, #5: 2 damage, #6: 2 damage)
17 Zack
16 Obaysch
14 Mist Beast (91 damage)
10 Guard Captain (2 damage)
10 Ankor
7 Tefkae
7 Sailor
6 Eight-Bit
3 Victoria
0 Additional Effects etc.
Despite Mr. Pepper's ongoing commentary, a determined -- or at least, visibly unaffected Tefkae presses on and into the church. Though if they feel the link begin to grow tenuous along the way, an order is given, alongside some energy being transferred as some internal mechanism in her hand sparking sparked and sparkle with a blue lightning for a few moments. Short of being locked, Tefkae bursts inside, and try to follow the guards steps using a dagger for the blessing.
Dr. Pepper tapping and visibly seeming to shock a guard stable, Mr. Pepper practically flies into whatever amounted to a face of the beast, wings beating hard in some vain but annoying effort to disrupt it.
Action(Tefkae): Cast Revitalizing Spark through Mr. Pepper on a fallen guard(#3 or #1, if the opposite was healed by guard captain), restoring for 5.
Bonus Action: Cunning Action - Dash into the church.
Reaction(Mr. Pepper): Casting Tefkae's spell.
Action: Distract Mist Beast for Ankhor.
When you realize you're doing too much: Signature.
22 Guards (#1: 5 HP & grabbed 0:0 death saves, #2: 10 HP & grabbed 1:2 death saves, #3: 19 damage & grabbed 0:0 death saves, #4: 2 damage, #5: 2 damage, #6: 2 damage)
17 Zack
16 Obaysch
14 Mist Beast (91 damage)
10 Guard Captain (2 damage)
10 Ankor
7 Tefkae
7 Sailor
6 Eight-Bit
3 Victoria
0 Additional Effects etc.
(@PokeP: Noted. Since she would've just drawn her dagger this turn, that and the prayer would have to wait until next.)
When you realize you're doing too much: Signature.
Ankor moves with the mist beast. but stays within range of his companions Captain Obeysch and Lady Victoria then the guard captain, then any of the other guards that may be nearby, so that if the beast attacks one of them he can try to use his shield to ward off an attack (Protection - While wielding a shield and a creature you can see attacks a target other than you within 5 ft., you can use your reaction to impose disadvantage on the attack roll.) He will take two strikes taking advantage on the first attack from the distraction once again from Mr. Pepper. then follow up with another swipe straight away. after that, the spectral gauntlet fist will punch the mist beast again.
Movement: Same as Mist Beast 10ft
Attack #1: 20 Damage: 5
Attack #2: 26 Damage: 13
IF Attacks 1 or 2 hits, Divine Smite expending my 4th of 4 1st level spell slots for an addtional 2d8 Radiant Damage. 9
Bonus Action Spiritual Weapon Attack: 7 Damage: 7
After all that, Ankor looks towards the dying woman, deciding if shes worth saving at this pont or better to try and save the guards.
Killian Greycastle Lv3 - Human Wild Magic Sorcerer - Lost In The Endless Tower, DM Pokepaladdy
Onyx Greyscale Lv3 - Human Ranger - Hanging out at The Rest in the Quest
Fiven - Wood Elf Monk 3 / Rogue 2 - Private Campaign - Seeking a new adventure
Rokas Lv7 - Wood Elf Rogue - D&D Origins @ Local Game Store, Hex & CO, NYC
22 Guards (#1: 5 HP & grabbed 0:0 death saves, #2: 10 HP & grabbed 1:2 death saves, #3: 19 damage & grabbed 0:0 death saves, #4: 2 damage, #5: 2 damage, #6: 2 damage)
17 Zack
16 Obaysch
14 Mist Beast (91 damage)
10 Guard Captain (2 damage)
10 Ankor
7 Tefkae
7 Sailor
6 Eight-Bit
3 Victoria
0 Additional Effects etc.
Guard 1: 17
Guard 2: 12
Guard 3: 6
Guard 4: 7
Guard 5: 9
Guard 6: 13
Guard Captain: 11
Obaysch: 23
The guard captain and some of the guards manage to whether the mist explosion, Obaysch coughing and spluttering, seemingly annoyed he didn't cause an explosion for a change.
Sailor rushes down the street, yapping his mouth off as it scurries up and arounnd nearby bumping into Tefkae.
Eight-Bit watches what just happened, grabbing its mop as it walks towards the collapsed guard, using its mop to clear the dark grey blots of blood on the ground.
Victoria's Turn!
22 Guards (#1: 2 HP & grabbed 0:0 death saves, #2: 3 HP & grabbed 1:2 death saves, #3: 19 damage & grabbed 0:2 death saves, #4: 9 damage, #5: 9 damage, #6: 5 damage)
17 Zack
16 Obaysch (7 damage)
10 Leatherwings (1: undamaged, 2: undamaged, 3: undamaged, 4: undamaged, 5: undamaged, 6: undamaged, 7: undamaged)
10 Guard Captain (5 damage)
10 Ankor
7 Tefkae
7 Sailor
6 Eight-Bit
3 Victoria
0 Additional Effects etc.
Ankors CON save 21
Killian Greycastle Lv3 - Human Wild Magic Sorcerer - Lost In The Endless Tower, DM Pokepaladdy
Onyx Greyscale Lv3 - Human Ranger - Hanging out at The Rest in the Quest
Fiven - Wood Elf Monk 3 / Rogue 2 - Private Campaign - Seeking a new adventure
Rokas Lv7 - Wood Elf Rogue - D&D Origins @ Local Game Store, Hex & CO, NYC
Victoria sees the "leatherwings" and shoots LW1 Ray of Frost: A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8)
Attack: 19
Damage: 11
Victoria Beckham Reboot the Universe
Mr. Pepper's Con Save(DC 13): 11.
Mr. Pepper is blown back and dissipates into a flicker of white motes of light.
When you realize you're doing too much: Signature.
Death Saving Throw: 12
The woman is holding on for now.
Medicine (DC 10): 18
Guard 2 is stabilised by the other two guards, pulled towards safety; their three spears still glimmering on the floor.
Guards 4-6 bring their spears up, striking at the flying threats above them.
Spear vs. Leatherwing: 21 vs. AC. Hit: 6 piercing, plus 2 radiant damage.
Spear vs. Leatherwing: 16 vs. AC. Hit: 9 piercing, plus 2 radiant damage.
Spear vs. Leatherwing: 12 vs. AC. Hit: 5 piercing, plus 4 radiant damage.
Despite their best efforts, the nimble flying forms evade most of the spear thrusts. However, one of the strikes is enough to hit the Leatherwing that had its wings frozen, destroying it as the light causes the mist to dissipate. (Leatherwing 1: destroyed)
22 Guards (#1: 5 HP & grabbed 0:0 death saves, #2: 10 HP & grabbed 1:2 death saves, #3: 19 damage & grabbed 0:0 death saves, #4: 2 damage, #5: 2 damage, #6: 2 damage)
17 Zack <---
16 Obaysch
10 Leatherwings (2: undamaged, 3: undamaged, 4: undamaged, 5: undamaged, 6: undamaged, 7: undamaged)
10 Guard Captain (2 damage)
10 Ankor
7 Tefkae
7 Sailor
6 Eight-Bit
3 Victoria
0 Additional Effects etc.