"Sounds like they are in trouble upstairs. I will go and check. Shout or follow if things get bad down here."
Jardor glares menacingly at the scavengers visible through the door, scuffing his booted shoes like a bull wanting to charge before turning and heading towards the stairs.
(Move and use action to dash. 60' of movement this round, not sure how much of that is used climbing the staircase though, so will just place myself at the top of the stairs for now...at the bottom of the staircase I was at 35' out of 60, so let me know how much I burn climbing and then I will use the rest for positioning)
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
Gara is back on the map and it's Turn 7. Jardor is at I6, or K6, next to Gara
(I used the ladder as using 50% more move than moving though a single tile, so moving upstairs, then 10 feet north, behind Gara then one diagonal up makes it 60)
Nasaar uses his Saving Face ability, adding the number of allies he can see as a bonus to the first attack. How many companions can he see within 30 feet?
Nasaar actually hits both times (those dogs don't have that much armor), so no need to use save face ability. The first attacks kills a scavenger, the second injures another.
The two surviving scavengers attack back.
Attack: 18 Damage: 4
Attack: 20 Damage: 1
5 more total damage just barely enough to knock Nasaar out. The second scavenger uses its movement for the next nearest opponent: Serit.
The heavily injured scavenger that has been frightened by Serit last turn disengages. Too heavily injured to jump back to the ground, it moves to the the southwest corner of the tower, as far away as possible, and cowers there, whimpering. The scavenger that climbed the previous turn at B9, replaces him in attacking Serit.
Attack: 16 Damage: 4 Serit takes 4 damage.
The pack is increasily discouraged from climbing up. Down to 3 climbing checks.
61716. Two make it up in the northwest corner of the tower.
Down on the first floor, none of the hyenas are brave enough to approach the front door, though the one at the window continues to try and get in. 16. One of the boards flies off the window, it's heavily damaged, but still keeping out the scavenger for now.
The giant one on which was at 20 feet away from the front gate roars angrily and charges at the gate. Too large to fit though the half-open gate, it puts all its weight at the other half. 11. It does not get in. The large paws scrape at the wooden floor, leaving giant claw marks.
This post has potentially manipulated dice roll results.
Gara will move to where Nasaar is on the ground, and cast create bonfire in front of the main door before he covers Nasaars body to protect him from any more attacks.
This post has potentially manipulated dice roll results.
16. The giant beast is surpisingly agile for its size, and dodges the fire, though it may have not needed to, given the small size of the flame. It pauses, watching the fire, before fixating its eyes on Gara.
The flame previously burning outside the western window goes out (new concentration spell overwriting old one).
This post has potentially manipulated dice roll results.
"This situation is simply becoming unacceptable."
Jardor rushes forward to deal with the bonecrusher directly north of Serit. (Move to I9, Attack H10)
Attack: 18 Damage: 16
If the attack hits, after sending his great sword swinging in, if the scavenger is still standing Jardor butts it with his horns in an attempt to send it backwards and off of the second floor.
Hammering Horns
Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 15, you push it up to 10 feet away from you.
Things are just not quite working out for Serit. His handaxe gets lodged in the exact same cobwebs as his flail. Once again the choice is to let go of the weapon, or force your weight down, dropping prone with it, and risking some damage.
Jardor utterly annihilates one of the bonecrushers, with a single sword strike cleaving in three pieces, and the horns sending bits of the beast towards the wall.
Gathrik, now somewhat drunk by blood of his enemies and mesmerised by the bodies piling in front of him, screams to the hyenas in a feverishly animalistic voice, “I CAN’T HEAR HOUR CACKLES, PUPPIES! LIVEN UP, WILL YA? THE HUNT IS GETTING BORING”, as he goes to stab at the beast ramming into the door.
This post has potentially manipulated dice roll results.
Gathrik's maniacal screams would terrify many men, but the beasts being beasts are only moderately put off by them. The big beast, however is very angry at the injury.
Hyenas on the second floor move. One of the recent climbers moves toward Serit, with the disarmed bugbear looking like the easier prey thatn the minotaur that just splattered one them.
Attack: 13 Damage: 3 Serit is down.
The other one previously attacking Serit, together with with another one that climbed last turn, both attack Jardor
Attack: 21 Damage: 3
Attack: 12 Damage: 6 One of the attacks finds a soft spot on the armor, but despite this critical hit, deals fairly minor damage.
Another scavenger takes a bite at Gara, seeing the tortle try to cast a fire on the large beast.
Attack: 5 Damage: 6
The heavily injured scavenjer in the corner continues cowering.
On the ground floor, scavengers continue trying to get in through the windows. With the fire going out outside the western window, it too is now under attack.
199 Windows hold.
The large beast steps to the west a bit, away from the flame and out of direct line of fire for Gara, but still enough to bash the front gate. 15. But the gate holds.
"Sounds like they are in trouble upstairs. I will go and check. Shout or follow if things get bad down here."
Jardor glares menacingly at the scavengers visible through the door, scuffing his booted shoes like a bull wanting to charge before turning and heading towards the stairs.
(Move and use action to dash. 60' of movement this round, not sure how much of that is used climbing the staircase though, so will just place myself at the top of the stairs for now...at the bottom of the staircase I was at 35' out of 60, so let me know how much I burn climbing and then I will use the rest for positioning)
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
I accidently deleted my self off the map (for some reason my apple doesn‘t want to cooperate with Google doc.), Gara would be at J6
Gara is back on the map and it's Turn 7. Jardor is at I6, or K6, next to Gara
(I used the ladder as using 50% more move than moving though a single tile, so moving upstairs, then 10 feet north, behind Gara then one diagonal up makes it 60)
It's now Nasaar and Gathrik.
Gathrik will stand where he is and poke at the beast nibbling at the door.
Attack: 22 Damage: 9
If Gathrik misses, he will use his movement to move towards the upper floor.
Another scavenger drops. There's a bit of a pile now near the doorway.
Nasaar is up
Nasaar attacks with both daggers again...
Dagger in main hand...
To Hit: 13
Damage: 6
Off-hand attack...
To Hit: 18
Damage: 2
Nasaar uses his Saving Face ability, adding the number of allies he can see as a bonus to the first attack. How many companions can he see within 30 feet?
(Serit, Gara and Jardor so three)
Nasaar actually hits both times (those dogs don't have that much armor), so no need to use save face ability. The first attacks kills a scavenger, the second injures another.
Rolling for Nasaar's injury.
Location:16 Scar.
Size:7. A large scar, though not quite as impressive as Gathrik's.
Serit, Jardor, Gara then it's turn 8.
Gara will move to where Nasaar is on the ground, and cast create bonfire in front of the main door before he covers Nasaars body to protect him from any more attacks.
6 Fire damage on a failed save.
16. The giant beast is surpisingly agile for its size, and dodges the fire, though it may have not needed to, given the small size of the flame. It pauses, watching the fire, before fixating its eyes on Gara.
The flame previously burning outside the western window goes out (new concentration spell overwriting old one).
Serit roars again at the pain but fights through it, "Skiggaret take your eyes beast!" He swings his handaxe at the Bonecrusher beside him (G9).
Attack: 6
Damage: 8
"This situation is simply becoming unacceptable."
Jardor rushes forward to deal with the bonecrusher directly north of Serit. (Move to I9, Attack H10)
Attack: 18 Damage: 16
If the attack hits, after sending his great sword swinging in, if the scavenger is still standing Jardor butts it with his horns in an attempt to send it backwards and off of the second floor.
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Things are just not quite working out for Serit. His handaxe gets lodged in the exact same cobwebs as his flail. Once again the choice is to let go of the weapon, or force your weight down, dropping prone with it, and risking some damage.
Jardor utterly annihilates one of the bonecrushers, with a single sword strike cleaving in three pieces, and the horns sending bits of the beast towards the wall.
Turn 8 Starts:
Gathrik is next.
Nasaar roll death save.
Death save... 20
With a growl of frustration Serit once again surrenders his weapon to the damnable webs.
(It is comical that a bugbear is being undone by cobwebs lol.)
Gathrik, now somewhat drunk by blood of his enemies and mesmerised by the bodies piling in front of him, screams to the hyenas in a feverishly animalistic voice, “I CAN’T HEAR HOUR CACKLES, PUPPIES! LIVEN UP, WILL YA? THE HUNT IS GETTING BORING”, as he goes to stab at the beast ramming into the door.
Attack: 16 Damage: 10
Intimidation?: 24
Gathrik's maniacal screams would terrify many men, but the beasts being beasts are only moderately put off by them. The big beast, however is very angry at the injury.
Injuries:
Serit. Location. 14. Left leg.
Size: 4
Jardor. Location: 10. Right Arm.
Size: 1
Jardor, Gara, then it's Turn 9 and Gathrik
Serit and Nasaar will need to roll death saves.
(as usual, the next enemy turn will not be rolled until Tuesday so feel free to take your time).
Serit's death save: 16