This post has potentially manipulated dice roll results.
The 4 Centaurs rush north and launch arrows at Wilms Echo, Brocc, Udo, and Wilm. The Centaur's longbow attacks... Wilm's echo: Longbow. Ranged Weapon Attack: 16 to hit, range 150/600 ft., one target. Hit: 6 piercing damage. Longbow. Ranged Weapon Attack: 24 to hit, range 150/600 ft., one target. Hit: 4 piercing damage.
Brocc: Longbow. Ranged Weapon Attack: 23 to hit, range 150/600 ft., one target. Hit: 5 piercing damage. Longbow. Ranged Weapon Attack: 16 to hit, range 150/600 ft., one target. Hit: 10 piercing damage.
Wilm: Longbow. Ranged Weapon Attack: 19 to hit, range 150/600 ft., one target. Hit: 7 piercing damage. Longbow. Ranged Weapon Attack: 9 to hit, range 150/600 ft., one target. Hit: 10 piercing damage.
Udo: Longbow. Ranged Weapon Attack: 21 to hit, range 150/600 ft., one target. Hit: 7 piercing damage. Longbow. Ranged Weapon Attack: 12 to hit, range 150/600 ft., one target. Hit: 8 piercing damage.
Yuno turns to the camera an imaginary figure and puts a finger to her smiling lips, signaling them to be quiet. She then moves quietly but still with surprising speed. The armor however, makes it a bit hard for her to mask her sounds but she clearly has experience with sneaking, though not sneaking in her current armor.
Action: Stealth: 23 (Dis due to Half Plate: 23) BA: Dash
Movement: Move along the wall to CX91
You move north as well, being silent next to the others going in that direction who are clearly not.
This post has potentially manipulated dice roll results.
Harven will attempt to climb up the wall next to Wilm. (Bringing him to CV29)
(Athletics: 24)
Assuming he succeeds, he will cast Bless on himself, Brocc and Wilm. As a dark light emanate from his hand, the targets feel empowered by divine magic.
(Targets add 1d4 to their attack rolls and saving throws for 1 minute)
Thea sens her own familiar, a snow owl, flying overhead. It flutters overhead as she lifts her bow and sights on the oncoming flying horror. Thea sends two arrows at the horror.
Movement: none.
Bonus Action: None.
Action: Attack with longbow.
first attack: 17
Damage: 16
second attack: 19
Damage: 16
Both arrows thunk into the horror, causing it to scream in pain.
The two manticores move south. both sends tail spike attacks at Pike. They have disadvantage on the attacks due to distance. Tail Spike. Ranged Weapon Attack: 18/8 to hit, range 100/200 ft., one target. Hit: 6 piercing damage. Tail Spike. Ranged Weapon Attack: 6/6 to hit, range 100/200 ft., one target. Hit: 9 piercing damage. Tail Spike. Ranged Weapon Attack: 21/22 to hit, range 100/200 ft., one target. Hit: 5 piercing damage. Tail Spike. Ranged Weapon Attack: 19/23 to hit, range 100/200 ft., one target. Hit: 10 piercing damage. Tail Spike. Ranged Weapon Attack: 12/10 to hit, range 100/200 ft., one target. Hit: 8 piercing damage. Tail Spike. Ranged Weapon Attack: 23/25 to hit, range 100/200 ft., one target. Hit: 11 piercing damage.
Harven will attempt to climb up the wall next to Wilm. (Bringing him to CV29)
(Athletics: 23)
Assuming he succeeds, he will cast Bless on himself, Brocc and Wilm. As a dark light emanate from his hand, the targets feel empowered by divine magic.
(Targets add 1d4 to their attack rolls and saving throws for 1 minute)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Leon is surrounded by illusions of himself that twist and move making it hard to tell which is him and which is not. He then moves to the wall and climbs up to the top, barely making it. His greatsword is covered with fire.
Galin Firegard moves 30 feet north.
The Flying Horrors all lift off and start flapping wings towards the groups in their sections.
The Grells both move north.
The Girallon moves North.
Bennin Silverstorm moves to the top of the wall nearest him. He injures himself to cause his blade to spark with lightning, then he coats his body with a layer of ice, and then hexes the flying horror.
Udo ... increases in size and flies up 30 feet. He calls to his companions what he sees beyond hte walls. He then launches 2 arrows at the flying horror, both hitting for damage. The flying monster wobbles in the air, blood flowing liberally, but manages to stay aloft. (1 HP left...)
Thessalhydra stays put.
The Guardian Wolf moves East. It calls out in a deep voice... "they have come, to the Northeast..." [Tooltip Not Found]
pike launches skyward, and heads towards the flying horror. as he nears it though it lets out an unearthly screetch. Those further away are not affected, though it sounds horrible even to them. Pike throws two javelins at the flying horror, one hits, the other misses.
kellin sends a fire bolt at the flying horror, but misses.
The Basalisks both move, South for #1 and East for #2.
The Owlbear rushes South and then West, coming right up to the corner where Leon stands atop the wall. It cannot attack this round though.
A Phase Spider enters the material plane next to thea, but misses its strike.
Whilm calls forth his echo atop the wall, then has it move to the West. Wilm moves to the corner of the wall and then tries to climb up onto the wall, but slips as his foot goes out and hits the ground. He redoubles his effort and easily makes the climb the next time.
Sylvara Harkend moves forward and strikes at the phase spider. Both of her strikes hit, leaving the spider damaged badly.
The Winter Wolf moves north.
Ethan climbs onto the wall and strikes at the owlbear, his blade delivering both thunder and radiant damage with the strike.
Cindrus carrying her blazing sword like a torch, rushes north.
Brocc mounts his steel defendor, casting a spell to bolster himself Wilm, and Harven. (Each gaining 5 max hp) he then rides the spider construct over the wall.
The 4 Centaurs rush north and launch arrows at Wilms Echo, Brocc, Udo, and Wilm. Wilm's Echo is taken out as the second arrow sent his way shatters the image. The two sent at Brocc simply bounce off of his shield. The two against Wilm are easily dodged.
The Displacer Beasts (DB) run north. DB1 reaches Brocc, but cannot attack.
Karnys Ruby-Eye moves around and strikes at the phase spider. The blow thunders into the monster, and sends it to the ground, as its legs crumple under it. The Arena Master's voice filles the arena... "And we have the first kill..."
Flen Battlehammer coats himself with ice and causes the air to ripple with his arcane ward.
The Minotaur moves south 40 feet, then takes a defensive stance. (Dodge action.)
Yuno Sunforge moves north, quietly.
Thea Moonwhisper sends two arrows into the flying horror in her section.
The two Manticores move south and shoot 6 spikes at Pike.
The four Griffons move East and some angle south. [Tooltip Not Found]
The Demogorgon moves south.
The four Carrion Crawlers (CC) move north. Harven climbs up next to Wilm and casts bless.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Unable to advance due to fear, but fueled by the adrenaline of Rage, Pike is awash with a mix of conflicting emotions. He floats in place, and tosses two more Javelins at the beast that continues to terrify him, trying to push past the mental blockade, while part of his mind screams "run."
Javelin attacks with Disadvantage:
Attack roll 1: 22
Attack roll 2: 20
Damage rolls, non-magical piercing, if either hit:
Udo will rise another 30 feet as a strange rune on his armor starts to glow.
Attacking the Flying Horror: Attack: 27 Damage: 14
If that attack misses, attacking it again with this roll, Attack: 14 Damage: Unable to parse dice roll.. If it kills it, he'll attack centaur 2 with this attack: Attack: 14 Damage: 21
Hearing the call of the first kill drives him to compete a little harder than last time as he pushes himself to launch another pair of arrows (Starting with centaur 2, if it dies, move to 4).
Attack: 11 Damage: 20 Attack: 20 Damage: 20
Movement: 30 feet up Action: attacks Action Surge: more attacks Bonus action: Rune
Leon brandishes his flaming sword, the flames growing a sickly green. He then slashes at the owlbear in front of him, as his own owl dives down to distract the beast.
Action: booming blade Bonus Action: None. Movement: none. Free Action: have familiar give help action.
To hit: 11 / 13 Damage: 6 slashing and 7 fire and 1 thunder.
Action 2: Shoot Minotaur with crossbow Attack: 10 Damage: 11
Bonus Action: None.
(fek)
You only get one action per round. You can use that to do the two-attack action, or the spell action, but the spell action takes the full action and cannot be substituted for one of your two attacks.
This post has potentially manipulated dice roll results.
Flying Horror (FH1) moves towards the group in the NW section. It then screathes... Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the horror’s Frightening Screech for the next 24 hours. Need saves from Sylvara, Karnys, Flenn and Thea.
Flying Horror (FH2) moves towards the group in the NE section. It then screathes... Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the horror’s Frightening Screech for the next 24 hours. Need saves from Wilm, Brocc, Harven, and Udo.
Flying Horror (FH3) moves to attack Pike. Claws. Melee Weapon Attack: 9 / 10 to hit, reach 5 ft., one target. Hit: 6 slashing damage plus 14 psychic damage. (advantage since Pike is frightened.)
Flying Horror (FH4) moves towards the group in the SE section. It then screathes... Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the horror’s Frightening Screech for the next 24 hours. Need saves from Bennin, Cindrus, Yuno, and Galin.
The 4 Centaurs rush north and launch arrows at Wilms Echo, Brocc, Udo, and Wilm.
The Centaur's longbow attacks...
Wilm's echo:
Longbow. Ranged Weapon Attack: 16 to hit, range 150/600 ft., one target. Hit: 6 piercing damage.
Longbow. Ranged Weapon Attack: 24 to hit, range 150/600 ft., one target. Hit: 4 piercing damage.
Brocc:
Longbow. Ranged Weapon Attack: 23 to hit, range 150/600 ft., one target. Hit: 5 piercing damage.
Longbow. Ranged Weapon Attack: 16 to hit, range 150/600 ft., one target. Hit: 10 piercing damage.
Wilm:
Longbow. Ranged Weapon Attack: 19 to hit, range 150/600 ft., one target. Hit: 7 piercing damage.
Longbow. Ranged Weapon Attack: 9 to hit, range 150/600 ft., one target. Hit: 10 piercing damage.
Udo:
Longbow. Ranged Weapon Attack: 21 to hit, range 150/600 ft., one target. Hit: 7 piercing damage.
Longbow. Ranged Weapon Attack: 12 to hit, range 150/600 ft., one target. Hit: 8 piercing damage.
Flen casts armor of agathys on himself, activating his arcane ward and coating himself with ice. He remains put though.
You move north as well, being silent next to the others going in that direction who are clearly not.
Harven will attempt to climb up the wall next to Wilm. (Bringing him to CV29)
(Athletics: 24)
Assuming he succeeds, he will cast Bless on himself, Brocc and Wilm. As a dark light emanate from his hand, the targets feel empowered by divine magic.
(Targets add 1d4 to their attack rolls and saving throws for 1 minute)
Thea sens her own familiar, a snow owl, flying overhead. It flutters overhead as she lifts her bow and sights on the oncoming flying horror. Thea sends two arrows at the horror.
Movement: none.
Bonus Action: None.
Action: Attack with longbow.
first attack: 17
Damage: 16
second attack: 19
Damage: 16
Both arrows thunk into the horror, causing it to scream in pain.
The two manticores move south. both sends tail spike attacks at Pike. They have disadvantage on the attacks due to distance.
Tail Spike. Ranged Weapon Attack: 18/8 to hit, range 100/200 ft., one target. Hit: 6 piercing damage.
Tail Spike. Ranged Weapon Attack: 6/6 to hit, range 100/200 ft., one target. Hit: 9 piercing damage.
Tail Spike. Ranged Weapon Attack: 21/22 to hit, range 100/200 ft., one target. Hit: 5 piercing damage.
Tail Spike. Ranged Weapon Attack: 19/23 to hit, range 100/200 ft., one target. Hit: 10 piercing damage.
Tail Spike. Ranged Weapon Attack: 12/10 to hit, range 100/200 ft., one target. Hit: 8 piercing damage.
Tail Spike. Ranged Weapon Attack: 23/25 to hit, range 100/200 ft., one target. Hit: 11 piercing damage.
Just need Harven's action now.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Leon is surrounded by illusions of himself that twist and move making it hard to tell which is him and which is not. He then moves to the wall and climbs up to the top, barely making it. His greatsword is covered with fire.
Galin Firegard moves 30 feet north.
The Flying Horrors all lift off and start flapping wings towards the groups in their sections.

The Grells both move north.

The Girallon moves North.

Bennin Silverstorm moves to the top of the wall nearest him. He injures himself to cause his blade to spark with lightning, then he coats his body with a layer of ice, and then hexes the flying horror.
Udo ... increases in size and flies up 30 feet. He calls to his companions what he sees beyond hte walls. He then launches 2 arrows at the flying horror, both hitting for damage. The flying monster wobbles in the air, blood flowing liberally, but manages to stay aloft. (1 HP left...)
Thessalhydra stays put.

The Guardian Wolf moves East. It calls out in a deep voice... "they have come, to the Northeast..."
[Tooltip Not Found]
pike launches skyward, and heads towards the flying horror. as he nears it though it lets out an unearthly screetch. Those further away are not affected, though it sounds horrible even to them. Pike throws two javelins at the flying horror, one hits, the other misses.
kellin sends a fire bolt at the flying horror, but misses.
The Basalisks both move, South for #1 and East for #2.

The Owlbear rushes South and then West, coming right up to the corner where Leon stands atop the wall. It cannot attack this round though.

A Phase Spider enters the material plane next to thea, but misses its strike.

Whilm calls forth his echo atop the wall, then has it move to the West. Wilm moves to the corner of the wall and then tries to climb up onto the wall, but slips as his foot goes out and hits the ground. He redoubles his effort and easily makes the climb the next time.
Sylvara Harkend moves forward and strikes at the phase spider. Both of her strikes hit, leaving the spider damaged badly.
The Winter Wolf moves north.

Ethan climbs onto the wall and strikes at the owlbear, his blade delivering both thunder and radiant damage with the strike.
Cindrus carrying her blazing sword like a torch, rushes north.
Brocc mounts his steel defendor, casting a spell to bolster himself Wilm, and Harven. (Each gaining 5 max hp) he then rides the spider construct over the wall.
The 4 Centaurs rush north and launch arrows at Wilms Echo, Brocc, Udo, and Wilm. Wilm's Echo is taken out as the second arrow sent his way shatters the image. The two sent at Brocc simply bounce off of his shield. The two against Wilm are easily dodged.

The Displacer Beasts (DB) run north. DB1 reaches Brocc, but cannot attack.

Karnys Ruby-Eye moves around and strikes at the phase spider. The blow thunders into the monster, and sends it to the ground, as its legs crumple under it. The Arena Master's voice filles the arena... "And we have the first kill..."
Flen Battlehammer coats himself with ice and causes the air to ripple with his arcane ward.
The Minotaur moves south 40 feet, then takes a defensive stance. (Dodge action.)

Yuno Sunforge moves north, quietly.
Thea Moonwhisper sends two arrows into the flying horror in her section.
The two Manticores move south and shoot 6 spikes at Pike.

The four Griffons move East and some angle south.
[Tooltip Not Found]
The Demogorgon moves south.

The four Carrion Crawlers (CC) move north.
Harven climbs up next to Wilm and casts bless.
("Thunders into the monster" . . .I see what you did there.)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Pike
Unable to advance due to fear, but fueled by the adrenaline of Rage, Pike is awash with a mix of conflicting emotions. He floats in place, and tosses two more Javelins at the beast that continues to terrify him, trying to push past the mental blockade, while part of his mind screams "run."
Javelin attacks with Disadvantage:
Attack roll 1: 22
Attack roll 2: 20
Damage rolls, non-magical piercing, if either hit:
Damage for attack 1: 11
Damage for attack 2: 10
Wisdom Save vs ongoing Fear Effect: 7
Udo will rise another 30 feet as a strange rune on his armor starts to glow.
Attacking the Flying Horror: Attack: 27 Damage: 14
If that attack misses, attacking it again with this roll, Attack: 14 Damage: Unable to parse dice roll..
If it kills it, he'll attack centaur 2 with this attack: Attack: 14 Damage: 21
Hearing the call of the first kill drives him to compete a little harder than last time as he pushes himself to launch another pair of arrows (Starting with centaur 2, if it dies, move to 4).
Attack: 11 Damage: 20
Attack: 20 Damage: 20
Movement: 30 feet up
Action: attacks
Action Surge: more attacks
Bonus action: Rune
(Hey, they fixed the dice roller. Nice!)
Galin will try to climb the wall, and attack the Minotaur.
Movement: Climb wall. 16
Action 1: Cast Guiding Bolt (Level 2) Attack: 10 Damage: 22
Action 2: None
Bonus Action: None.
(fek)
Five percent of the people think; ten percent of the people think they think; and the other eighty-five percent would rather die than think.
An intelligent man believes only half of what he hears, a wise man knows which half. (Even Esar)
Don't wait for the perfect moment to strike, strike in the current moment and make it perfect. (William Yeats)
STATUS: Personal Problems, will not be active for a few days.
Extended Signature
Cindrus will attempt to climb the wall to the west (Athletics: 9) and fire twice at the minotaur with a longbow.
Attack: 9 Damage: 4
Attack: 20 Damage: 10
(Thankfully, that nat 1 never comes into play, since I didn't climb the wall.)
Leon brandishes his flaming sword, the flames growing a sickly green. He then slashes at the owlbear in front of him, as his own owl dives down to distract the beast.
Action: booming blade
Bonus Action: None.
Movement: none.
Free Action: have familiar give help action.
To hit: 11 / 13
Damage: 6 slashing and 7 fire and 1 thunder.
You only get one action per round. You can use that to do the two-attack action, or the spell action, but the spell action takes the full action and cannot be substituted for one of your two attacks.
(Alright, my bad. Edited. :))
Five percent of the people think; ten percent of the people think they think; and the other eighty-five percent would rather die than think.
An intelligent man believes only half of what he hears, a wise man knows which half. (Even Esar)
Don't wait for the perfect moment to strike, strike in the current moment and make it perfect. (William Yeats)
STATUS: Personal Problems, will not be active for a few days.
Extended Signature
the lance of radiant light just misses the minotaur as it dodges out of the way.
Flying Horror (FH1) moves towards the group in the NW section. It then screathes...
Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the horror’s Frightening Screech for the next 24 hours.
Need saves from Sylvara, Karnys, Flenn and Thea.
Flying Horror (FH2) moves towards the group in the NE section. It then screathes...
Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the horror’s Frightening Screech for the next 24 hours.
Need saves from Wilm, Brocc, Harven, and Udo.
Flying Horror (FH3) moves to attack Pike.
Claws. Melee Weapon Attack: 9 / 10 to hit, reach 5 ft., one target. Hit: 6 slashing damage plus 14 psychic damage. (advantage since Pike is frightened.)
Flying Horror (FH4) moves towards the group in the SE section. It then screathes...
Frightening Screech (Recharge 5–6). The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the horror’s Frightening Screech for the next 24 hours.
Need saves from Bennin, Cindrus, Yuno, and Galin.
Udo wis save: 8
(edit: realized he can’t give himself advantage yet as he hadn’t had his second turn yet, but still a nat 20.)