Garet seeing their foes drop away sighs as not long had he struck down his foe had another take their place.
As the Lizardman aimed a clumsy blow towards Garet he uses all his skills to dodge out of the way and seeing the reptilian creature off balance, he brought the sun blade back as a Riposte.
OOC
Reaction: Combat Superiority move Riposte Hit 26(advantage Hermans Wolf totem) Damage 11 (include Superiority dice)
It's a 13 to hit if Herman didn't drop the ferryman and isn't within Melee range of Garet.
Tannin moves 15ft then bonus action dashes to the held wererat trying to cut off its head To hit 25 Damage 16 and with fancy footwork he steps back out of reach.
"There's another Giant Worm Creature in the river!" Tannin warns with a shout.
Garet ducked aside and returned to blow killing his opponent.
Ennwyn directs to owls to keep harrassing the Lizardfolk the two nearest the boat flew high to keep an eye on the battlefield with their superior vision.
Tannin landed and seizing the opportunity cut the head from the Were-rat, the body transforming back into a man in Leighs jaws.
His opponent dead, Herman turned and laid into the Lizardfolk smashing two of their skulls into paste, the solitary remaining Lizardman threw down his weapons and cowered in the sand.
At that moment there was a tremendous crash and splinters of the boat went flying in every direction, as a huge leathery black form exploded out of the river with a white eel the size of Herman in its jaws, the eel disappeared in a moment and the grinding circular jaws seemed to regard the slaughterhouse of a beach for a moment, the enormous head waving back and forth between the dead and the living..........
( Round 3. All but one Lizardfolk is dead, aquatic dangers have scattered/been eaten, Mudgrinder is trying to decide if it feels like live or dead smorgasbord. Everyone is up.)
This post has potentially manipulated dice roll results.
Protecting their sister, Tzedakas angels again ravage the remaining lizard man and if in range the mudgrinder. (Spirit guardians 13 damage unless dc wis save 17, also movement slowed to 1/2 when entering area of effect rolled in log)
she flies up 20 ft to survey the scene.
the scales of justice fly rapidly toward the huge creature and lay into it, with 5 additional radiant damage
This post has potentially manipulated dice roll results.
Enwynn sees the splinters of the boat she was attempting to secure from floating off instead fly off in all directions, then shrugs and drops the now irrelevant rope to the ground.
She studies the wildly changing battle for a brief moment, then directs one owl to watch the remaining lizardman, wary of a cowering non-combatant becoming an opportunistic knife in the back, yet well aware of the need for fresh information. The other seven owls are directed towards the new threat in a swift attempt to convince them that they had best get back to the waters they came from while they still can.
The elf mutters as she conjures a flame into her hands and measures the distance from herself to the muck-dwelling beast, intent on blinding and burning them if she can.
OOC: Enwynn casts Produce Flame and hurls it at the Mudgrinder's head when in range. Ranged spell attack roll: Attack: 15 Damage: 4
At first Herman was disappointed and shot a strange look at Tannin when he cut the ferryman head, Herman wished to "interrogate" him.
but soon enough he realised there would have been no time for it: a terrible threat came out of the water.
Although the sheer numbers are on their side, Herman decides it is the high time to use the magic strength potion: he retrieves it and downs it in one big gulp.
Truly to its nature the potion has an immediate effect: the barbarian eyes become wide open with blood veins, his body is tense and the muscles double in their size.
He is so filled with this new power that he lets away of any caoution, shouting at the monster:
When the boat explodes revealing Mudgrinder, Banzo will turn toward the river and cast Slow targeting only Mudgrinder and none of his allies that happen to be in the spells area of effect.
After that Banzo will move to take cover behind or inside one of the structures.
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Leigh spits out the ferryman and stands, once again in his elvish form. Stepping back from the edge of the water inland, he takes out the rock Tzedaka gave to him earlier. "There is always light fighting darkness" he quotes her as he raises the stone aloft before it shines with blinding brilliance. Daylight fills the space around them, something he is sure that these sub-terrain creatures would not be accustomed too.
(OOC: Whether or not we want to question the lizard man, Not sure Tzedaka would consider stopping her spell in her current state, so the Spirit Guardians will still attack and damage it, 13 damage, this round as well as all enemies she sees in her 15 ft range in all directions around her. She's gone nova.)
Ian drives in hard against the enormous annelid and somehow manages to find a nerve cluster within the gargantuan leathery bulk that sends to creature into spasms.
The others drive hard at it and it is battered by blade, light, angels, flame and maul.
The creature burbles in frustration at being unable to eat, but the companions have certainly gotten its attention away from eating the carrion and onto eating them.
The cowering Lizardman is torn to shreds by the angels.
( Next round your all up again. Stun will wear off. Still Slowed. Looks....mildly injured.)
This post has potentially manipulated dice roll results.
Tzedaka seeing the huge creatures could endanger the heroes flies closer to the creatures and river (maybe 5 ft from edge), hoping to have her sisters continue to protect them, (And get each in the AOE).
Spiritual Guardians on all Mudgrinders (slowed when enter area of effect), (Radiant damage: 19 Wisdom DC 17 for 1/2 damage)
She yells in a horribly sounding language (not angelic like at all)
Abyssal: "Leave this place demon spawn. Go back to your realm or be banished."
The scales of justice continue to assault the creature, slicing chunks out of it like a knife carving a sausage, with each spin of the saucers: To Hit: Attack: 15Damage: 12 Force damage( + 5 ) additional Radiant damage:
This post has potentially manipulated dice roll results.
Banzo will step out into the open (if he was able to make it to cover last turn) and move to within range to cast Ray of Frost at the Mudgrinder.
Attack: 19 Damage: 11 cold damage, and its speed is reduced by 10 feet until the start of my next turn.
"I think Tzedaka and I have it pinned down! Everyone strike against it, I think we can slay this monstrous thing!"
(ooc: with my Slow spell giving it half speed, Tzedaka's Spirit Guardians spell having an affected creature's speed halved in the area, and my Ray of Frost spell reducing it's remaining speed by 10 feet... I think it's locked in place like a stone statue for purposes of having any movement?)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
This post has potentially manipulated dice roll results.
Attack: 26 Damage: 7 cold damage, and its speed is reduced by 10 feet until the start of my next turn.
Also, right after his attack Banzo will once again try ducking behind/inside a building to gain as much cover as possible.
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
— A basic prayer.
To post a comment, please login or register a new account.
Garet seeing their foes drop away sighs as not long had he struck down his foe had another take their place.
As the Lizardman aimed a clumsy blow towards Garet he uses all his skills to dodge out of the way and seeing the reptilian creature off balance, he brought the sun blade back as a Riposte.
OOC
Reaction: Combat Superiority move Riposte Hit 26(advantage Hermans Wolf totem) Damage 11 (include Superiority dice)
It's a 13 to hit if Herman didn't drop the ferryman and isn't within Melee range of Garet.
ooc: @Bunkaib : to be 100% sincere, Damian did not state if the ferryman was knocked out unconcious, if not Herman is still in melee with him
Ooc appreciate the heads up edited now.
Tannin moves 15ft then bonus action dashes to the held wererat trying to cut off its head To hit 25 Damage 16 and with fancy footwork he steps back out of reach.
"There's another Giant Worm Creature in the river!" Tannin warns with a shout.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Garet ducked aside and returned to blow killing his opponent.
Ennwyn directs to owls to keep harrassing the Lizardfolk the two nearest the boat flew high to keep an eye on the battlefield with their superior vision.
Tannin landed and seizing the opportunity cut the head from the Were-rat, the body transforming back into a man in Leighs jaws.
His opponent dead, Herman turned and laid into the Lizardfolk smashing two of their skulls into paste, the solitary remaining Lizardman threw down his weapons and cowered in the sand.
At that moment there was a tremendous crash and splinters of the boat went flying in every direction, as a huge leathery black form exploded out of the river with a white eel the size of Herman in its jaws, the eel disappeared in a moment and the grinding circular jaws seemed to regard the slaughterhouse of a beach for a moment, the enormous head waving back and forth between the dead and the living..........
( Round 3. All but one Lizardfolk is dead, aquatic dangers have scattered/been eaten, Mudgrinder is trying to decide if it feels like live or dead smorgasbord. Everyone is up.)
Protecting their sister, Tzedakas angels again ravage the remaining lizard man and if in range the mudgrinder. (Spirit guardians 13 damage unless dc wis save 17, also movement slowed to 1/2 when entering area of effect rolled in log)
she flies up 20 ft to survey the scene.
the scales of justice fly rapidly toward the huge creature and lay into it, with 5 additional radiant damage
(To hit: Attack: 11 Damage: 13
Enwynn sees the splinters of the boat she was attempting to secure from floating off instead fly off in all directions, then shrugs and drops the now irrelevant rope to the ground.
She studies the wildly changing battle for a brief moment, then directs one owl to watch the remaining lizardman, wary of a cowering non-combatant becoming an opportunistic knife in the back, yet well aware of the need for fresh information. The other seven owls are directed towards the new threat in a swift attempt to convince them that they had best get back to the waters they came from while they still can.
The elf mutters as she conjures a flame into her hands and measures the distance from herself to the muck-dwelling beast, intent on blinding and burning them if she can.
OOC: Enwynn casts Produce Flame and hurls it at the Mudgrinder's head when in range. Ranged spell attack roll: Attack: 15 Damage: 4
RAGE: 3/10
At first Herman was disappointed and shot a strange look at Tannin when he cut the ferryman head, Herman wished to "interrogate" him.
but soon enough he realised there would have been no time for it: a terrible threat came out of the water.
Although the sheer numbers are on their side, Herman decides it is the high time to use the magic strength potion: he retrieves it and downs it in one big gulp.
Truly to its nature the potion has an immediate effect: the barbarian eyes become wide open with blood veins, his body is tense and the muscles double in their size.
He is so filled with this new power that he lets away of any caoution, shouting at the monster:
FANCY A SNACK, COME AND GET ME!!!
MOVE: RETRIVE POTION
ACTION: DRINK GIANT STRGTH POTION
Ian will also attack the huge creature and will attempt to stun it. (CON DC12 or be stunned till the end of my next turn)
Action:
Attack1: 11 Damage: 8
Attack2: 15 Damage: 7
Bonus Action - Attack: 19 Damage: 8
D&D since 1984
When the boat explodes revealing Mudgrinder, Banzo will turn toward the river and cast Slow targeting only Mudgrinder and none of his allies that happen to be in the spells area of effect.
After that Banzo will move to take cover behind or inside one of the structures.
(edit) The spell save is a DC15 WIS save.
Leigh spits out the ferryman and stands, once again in his elvish form. Stepping back from the edge of the water inland, he takes out the rock Tzedaka gave to him earlier.
"There is always light fighting darkness" he quotes her as he raises the stone aloft before it shines with blinding brilliance. Daylight fills the space around them, something he is sure that these sub-terrain creatures would not be accustomed too.
(BA: Dropping wild shape. A:Cast Daylight)
With the creature mentioned, appearing after his statement as if on cue, turning towards the monster, Tannin raises a scaly eyebrow
"Well." is all he says, as he launches himself, flying, to attack the mudgrinder, with a sword wreathed in a green flame. Attack(crit) 28 Damage: 37 gl
Plunging the blade he calls Darb in, flying upwards, he slices with Darb trying to gut the creature, then disengages away towards land.
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
(OOC: Whether or not we want to question the lizard man, Not sure Tzedaka would consider stopping her spell in her current state, so the Spirit Guardians will still attack and damage it, 13 damage, this round as well as all enemies she sees in her 15 ft range in all directions around her. She's gone nova.)
Mudgrinder Con Save-12
Mudgrinder Wis Save-13
Mudgrinder Wis Save-12
Ian drives in hard against the enormous annelid and somehow manages to find a nerve cluster within the gargantuan leathery bulk that sends to creature into spasms.
The others drive hard at it and it is battered by blade, light, angels, flame and maul.
The creature burbles in frustration at being unable to eat, but the companions have certainly gotten its attention away from eating the carrion and onto eating them.
The cowering Lizardman is torn to shreds by the angels.
( Next round your all up again. Stun will wear off. Still Slowed. Looks....mildly injured.)
(Unfortunately, not stunned. Meets it beats it my DC was 12)
D&D since 1984
Tzedaka seeing the huge creatures could endanger the heroes flies closer to the creatures and river (maybe 5 ft from edge), hoping to have her sisters continue to protect them, (And get each in the AOE).
Spiritual Guardians on all Mudgrinders (slowed when enter area of effect), (Radiant damage: 19 Wisdom DC 17 for 1/2 damage)
She yells in a horribly sounding language (not angelic like at all)
Abyssal: "Leave this place demon spawn. Go back to your realm or be banished."
The scales of justice continue to assault the creature, slicing chunks out of it like a knife carving a sausage, with each spin of the saucers: To Hit: Attack: 15 Damage: 12 Force damage( + 5 ) additional Radiant damage:
( Oops....shouldn't update half asleep...let's pretend I rolled one lower so we can move along.)
Banzo will step out into the open (if he was able to make it to cover last turn) and move to within range to cast Ray of Frost at the Mudgrinder.
Attack: 19 Damage: 11 cold damage, and its speed is reduced by 10 feet until the start of my next turn.
"I think Tzedaka and I have it pinned down! Everyone strike against it, I think we can slay this monstrous thing!"
(ooc: with my Slow spell giving it half speed, Tzedaka's Spirit Guardians spell having an affected creature's speed halved in the area, and my Ray of Frost spell reducing it's remaining speed by 10 feet... I think it's locked in place like a stone statue for purposes of having any movement?)
Attack: 26 Damage: 7 cold damage, and its speed is reduced by 10 feet until the start of my next turn.
Also, right after his attack Banzo will once again try ducking behind/inside a building to gain as much cover as possible.