Kotog You light your staff on magical fire once more, and swiftly dispatch the gnoll near you with 12 damage. The gnoll is knocked out, but his fur seems a little singed. The last normal gnoll is not close enough to you to take that secondary damage.
Surge effect — 35
The green flame on your staff suddenly increases in power, allowing you to feel its warmth. You feel your body take in that magic and to you, it’s like bliss. You received 3 hit points.
Gnolls The last gnoll sees his allies defeated and attempts to attack Tarth before running away in the direction they came from. He tries outrun any attacks that might come his way. Will he succeed?
Attack: 15 Damage: 9
I completely forgot the spirit guardians were there. DC 15 wis save or 14 damage: 6
As the gnoll is about to attack, a semi-transparent great-axe is planted into his back. The gnoll is pushed down by the force of the spirit who did so, and he lies on the ground dead, almost split in half.
The three normal gnolls and the pack leader are dead. The hunters seem to be fine, for the most part, but they look uncertain as to whether they should keep fighting. The flesh gnawer is pretty hurt, but doesn’t seem to care, still trying to deliver brutal attacks.
This post has potentially manipulated dice roll results.
Tarth You focus for a moment and reach out into your magic. Once you feel that raw power, you harness it and vanish in the midst of the battle. You reappear 20ft behind the party and let loose two Eldritch blasts at the Flesh Gnawer. You see the first shot hit him square in the chest, but he prepares for the second. As the second blast is about to hit him, he holds his scimitar and shortsword in an X shape and blocks it, seemingly cutting it apart.
Radar You suggest that the hunter run, followed by a growl, and you see the fear build up in his eyes, clearly envisioning the pack leader ripped apart. He runs, but the other one yells out “Coward!”
You charge at the Flesh Gnawer, glaive at the ready. You swing your weapon twice, cutting into him both times. You deal a total of 13 damage. The Flesh Gnawer looks badly hurt, but he doesn’t give up.
Flesh Gnawer The Flesh Gnawer attacks everyone surrounding him. He swings at Radar, attempts to stab at Tarth, and snaps at Tanwar with the intent of biting.
He misses Radar and he snaps at the air, but his sword connects with Tanwar’s arm, dealing 5 damage to him.
Hunters One of the hunters runs away, intimidated by Radar. The other yells out “Coward!” in response, and draws two arrows aimed at Kotog. He releases the arrows, which whizzes through the air.
This post has potentially manipulated dice roll results.
Norak's eyes thin as he watches the cowardly hunter run but refocuses on the one that foolishly stayed. He raises his staff again and slams the butt to the ground as further pests crawl from the ground to infest and bite the last hunter.
This post has potentially manipulated dice roll results.
Tanwar felt the Flesh Gnawer's blade slip past his defences and growled at the sudden, stinging pain. It was not a deep cut but it was enough to make him momentarily lose focus. He glanced to the side and saw his shadow spirits frozen in mid-combat before they phased out of existence.
'You'll pay for that, you cur.' Tanwar mentally commanded the floating skull of Shargaas to come closer and lash out at the Flesh Gnawer while he raised his flail to strike from the opposite end.
Bonus action: Spiritual Weapon moves towards the Flesh Gnawer and attacks - Attack: 10 Damage: 11 force damage Action: attacking the Flesh Gnawer - Attack: 24 Damage: 7 bludgeoning damage.
Tanwar You channel the wrath of Shargaas toward the Flesh Gnawer, but the way it laughs in your face makes you lose your nerve. You miss your attack, and your spiritual weapon misses as well.
Skipping the now dead pack leader, Kotog is up.
Kotog You attack the flesh gnawer with your green-fire staff, dealing 6 damage. You smack his head so hard you hear a crunch as the metal tip meets his skull. The fur on his head seems to burn a bit before dying out and the Flesh Gnawer crumples to the ground.
The Gnolls are dead so we have Tarth, Radar, then the final hunter (who is also the last one alive, so make it brutal :))
This post has potentially manipulated dice roll results.
Seeing the danger is mostly passed, and knowing his magic can cause strange occurrences, Tarth decides to hold off on attacking for now. He makes sure he is within range of the hunter, but then waits for Radar to act.
Held action to cast Eldritch Blast if Radar does not kill the Hunter on his turn.
If Eldritch Blast goes off it will use these rolls:
Attack: 7 Damage: 3
Attack: 18 Damage: 8
Rollback Post to RevisionRollBack
Founding Member of the High Roller Society.(Currently trying to roll max on 4d6)
This post has potentially manipulated dice roll results.
Radar charges the remaining hunter, gliding over the land with his glaive held behind him. When he reaches the hunter he swings with all his might and follows up with two quick swipes.
Radar You charge at the last hunter, gripping your glaive. You hit him twice, dealing 20 damage and killing him.
((You should have had 2 attacks instead of 3, but I dropped the 8 so we could finish this.))
The gnolls are all dead. What will you all do now? You can take some time to loot the gnolls, you may look for a place to rest, or you could keep going.
Kotog, if you want to try for another vision, give me an intelligence check.
This post has potentially manipulated dice roll results.
Norak looks over the dead and then to his bound spirit. "Spirit! Come and heal these orcs." He would make the spirit as much as able in the amount of time it has left. While that is happening Norak peruses the bodies in search of anything he can use.
(Assuming combat took 4 rounds, the healing spirit can heal 6 more times.Norak will take one; 7 and the following are up for grabs; 117665 )
Norak looks over the dead and then to his bound spirit. "Spirit! Come and heal these orcs." He would make the spirit as much as able in the amount of time it has left. While that is happening Norak peruses the bodies in search of anything he can use.
(Assuming combat took 4 rounds, the healing spirit can heal 6 more times.Norak will take one; 8 and the following are up for grabs; 57994 )
I’m dropping the 4 since there are only five of you. Norak heals to 41hp (make sure you check your sheet in case my math is wrong), Kotog is full on health, Tarth heals to 30hp, Radar to 31, and Tanwar to 33.
As the spirit goes around to heal your companions, your eyes glaze over again, completely white, and you have a blank stare. Unlike your previous vision, you don’t see a series of flashing images. Instead, you see several orcs moving around their camp, carrying a variety of supplies, like wood and stone, as well as a few dead animals. You feel like you’re watching this from the eyes of someone or something else. Your vision pans down and you see paws and very long claws. It’s extremely vivid, as you take in the scents this creature is sensing. You can pick up on the smell of smoke, as if a huge campfire is burning. Once you get settled in the vision, the creature you’re seeing through begins making a sound like some kind of warped barking. Your vision starts fading and as your eyes begin returning to normal, the last things you see are a few orcs and a very large and fierce-looking wolf.
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Kotog
You light your staff on magical fire once more, and swiftly dispatch the gnoll near you with 12 damage. The gnoll is knocked out, but his fur seems a little singed. The last normal gnoll is not close enough to you to take that secondary damage.
Surge effect — 35
The green flame on your staff suddenly increases in power, allowing you to feel its warmth. You feel your body take in that magic and to you, it’s like bliss. You received 3 hit points.
Gnolls
The last gnoll sees his allies defeated and attempts to attack Tarth before running away in the direction they came from. He tries outrun any attacks that might come his way. Will he succeed?
Attack: 15 Damage: 9
I completely forgot the spirit guardians were there. DC 15 wis save or 14 damage: 6
As the gnoll is about to attack, a semi-transparent great-axe is planted into his back. The gnoll is pushed down by the force of the spirit who did so, and he lies on the ground dead, almost split in half.
The three normal gnolls and the pack leader are dead. The hunters seem to be fine, for the most part, but they look uncertain as to whether they should keep fighting. The flesh gnawer is pretty hurt, but doesn’t seem to care, still trying to deliver brutal attacks.
It is Tarth and Radar’s turn.
OOC: On Radar's turn he heals 5 damage from the Healing spirit.
Feeling the power flow through him, Tarth elects to use it to remove himself from immediate danger.
BA: Teleport 20' away from closest enemy and other aggressive mobs.
As he reappears he smiles darkly and releases two more blasts from the cover of his book, both aimed at the flesh gnawer.
Attack: 14 Damage: 10
Attack: 10 Damage: 1
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Radar turns his attention to the hunter closest to him.
"Nows about the time for you to run."
Intimidation 19
He then uses his haste bonus action to take the disengage action and charge the flesh gnawer.
Attack 1 14 Damage 1 4
Attack 2 18 Damage 2 9
Tarth
You focus for a moment and reach out into your magic. Once you feel that raw power, you harness it and vanish in the midst of the battle. You reappear 20ft behind the party and let loose two Eldritch blasts at the Flesh Gnawer. You see the first shot hit him square in the chest, but he prepares for the second. As the second blast is about to hit him, he holds his scimitar and shortsword in an X shape and blocks it, seemingly cutting it apart.
Radar
You suggest that the hunter run, followed by a growl, and you see the fear build up in his eyes, clearly envisioning the pack leader ripped apart. He runs, but the other one yells out “Coward!”
You charge at the Flesh Gnawer, glaive at the ready. You swing your weapon twice, cutting into him both times. You deal a total of 13 damage. The Flesh Gnawer looks badly hurt, but he doesn’t give up.
Flesh Gnawer
The Flesh Gnawer attacks everyone surrounding him. He swings at Radar, attempts to stab at Tarth, and snaps at Tanwar with the intent of biting.
Radar - Attack 1: 9 Damage: 4
Tanwar - Attack 2: 19 Damage: 5
Tanwar - Bite: 7 Damage: 6
He misses Radar and he snaps at the air, but his sword connects with Tanwar’s arm, dealing 5 damage to him.
Hunters
One of the hunters runs away, intimidated by Radar. The other yells out “Coward!” in response, and draws two arrows aimed at Kotog. He releases the arrows, which whizzes through the air.
Attack: 8 Damage: 7
Attack: 10 Damage: 8
Both arrows miss horribly.
Norak's eyes thin as he watches the cowardly hunter run but refocuses on the one that foolishly stayed. He raises his staff again and slams the butt to the ground as further pests crawl from the ground to infest and bite the last hunter.
Infestation Con 15 Damage: 9 Poison damage.
He then commands the Healing spirit once again to aid Radar.
Norak
Norak, you hold your hand out towards the Gnoll Hunter, focused on fleas and other parasites.
Hunter Con save: 19
Feeling the fleas forming inside his fur, the hunter quickly shakes them off.
You send the chained fey healing spirit to heal Radar once again, restoring 6 health.
Kotog will advance to the closest enemy, drawing green fire along his staff as he does and taking a swing.
Attack: 22 Damage: 9 + 3 fire damage.
Tanwar felt the Flesh Gnawer's blade slip past his defences and growled at the sudden, stinging pain. It was not a deep cut but it was enough to make him momentarily lose focus. He glanced to the side and saw his shadow spirits frozen in mid-combat before they phased out of existence.
'You'll pay for that, you cur.' Tanwar mentally commanded the floating skull of Shargaas to come closer and lash out at the Flesh Gnawer while he raised his flail to strike from the opposite end.
Bonus action: Spiritual Weapon moves towards the Flesh Gnawer and attacks - Attack: 10 Damage: 11 force damage
Action: attacking the Flesh Gnawer - Attack: 24 Damage: 7 bludgeoning damage.
EDIT: So that's a whole load of nothing...
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Yes, it is.
Tanwar
You channel the wrath of Shargaas toward the Flesh Gnawer, but the way it laughs in your face makes you lose your nerve. You miss your attack, and your spiritual weapon misses as well.
Skipping the now dead pack leader, Kotog is up.
Kotog
You attack the flesh gnawer with your green-fire staff, dealing 6 damage. You smack his head so hard you hear a crunch as the metal tip meets his skull. The fur on his head seems to burn a bit before dying out and the Flesh Gnawer crumples to the ground.
The Gnolls are dead so we have Tarth, Radar, then the final hunter (who is also the last one alive, so make it brutal :))
Seeing the danger is mostly passed, and knowing his magic can cause strange occurrences, Tarth decides to hold off on attacking for now. He makes sure he is within range of the hunter, but then waits for Radar to act.
Held action to cast Eldritch Blast if Radar does not kill the Hunter on his turn.
If Eldritch Blast goes off it will use these rolls:
Attack: 7 Damage: 3
Attack: 18 Damage: 8
Founding Member of the High Roller Society. (Currently trying to roll max on 4d6)
Radar charges the remaining hunter, gliding over the land with his glaive held behind him. When he reaches the hunter he swings with all his might and follows up with two quick swipes.
Attack 1: 8
Damage 1: 6
Attack 2: 13
Damage 2: 7
Attack 3: 16
Damage 3: 4
Tarth
Holding action
Radar
You charge at the last hunter, gripping your glaive. You hit him twice, dealing 20 damage and killing him.
((You should have had 2 attacks instead of 3, but I dropped the 8 so we could finish this.))
The gnolls are all dead. What will you all do now? You can take some time to loot the gnolls, you may look for a place to rest, or you could keep going.
Kotog, if you want to try for another vision, give me an intelligence check.
Kotog Intelligence: 13
Norak looks over the dead and then to his bound spirit. "Spirit! Come and heal these orcs." He would make the spirit as much as able in the amount of time it has left. While that is happening Norak peruses the bodies in search of anything he can use.
(Assuming combat took 4 rounds, the healing spirit can heal 6 more times.Norak will take one; 7 and the following are up for grabs; 11 7 6 6 5 )
It should heal each person on their turn.
I’m dropping the 4 since there are only five of you. Norak heals to 41hp (make sure you check your sheet in case my math is wrong), Kotog is full on health, Tarth heals to 30hp, Radar to 31, and Tanwar to 33.
You can take some time to decide your next move.
(Any success or failure from Kotog's int roll for a vision?)
Kotog
As the spirit goes around to heal your companions, your eyes glaze over again, completely white, and you have a blank stare. Unlike your previous vision, you don’t see a series of flashing images. Instead, you see several orcs moving around their camp, carrying a variety of supplies, like wood and stone, as well as a few dead animals. You feel like you’re watching this from the eyes of someone or something else. Your vision pans down and you see paws and very long claws. It’s extremely vivid, as you take in the scents this creature is sensing. You can pick up on the smell of smoke, as if a huge campfire is burning. Once you get settled in the vision, the creature you’re seeing through begins making a sound like some kind of warped barking. Your vision starts fading and as your eyes begin returning to normal, the last things you see are a few orcs and a very large and fierce-looking wolf.