Joshua had been moving forward, not really paying attention to the stories being told, in his mind still going over the previous days encounter and the sheer power he felt. (Rolled disadvantage on initiative due to his inner pondering)
Prentiss clenches his jaw as ice starts to form around his lips, dripping to the ground in spikes. His eyes blaze bright electric blue and he starts to crouch before throwing his arms out wide and unleashes a dragon roar, firing a 15ft cone of deadly ice to engulf skeletons 3, 4 and 5 (bonus action to cast dragon's breath and action to launch the attack).
(Every creature in the cone must make a DC13 DEX save or take 15 cold damage, half on a success)
Still need Brencharis and Kallen'sinitiatives please.
CalPol'sprotection from evil is felt by Prentiss like having a good friend close by to have your back. (Undead suffer disadvantage on all attacks against Prentiss for 10 minutes or loss of CalPol's concentration )
Checking for movement from Prentiss. The Skeletons are rising 30' west of the group. Do you wish to add movement to your post?
Brencharis doesn't notice the skeletons at first, but when she does, she runs away from, trying to interpose Cal Poe between her and the undead army, and then draws her bow, getting ready to shoot the first opportunity she gets to sneak attack one of them, preparing to dodge any incoming attacks as she does so. (Readying the Attack action to attack the first skeleton that gets within 5 of one her allies, whether that's via them moving towards the undead, or the opposite happening, and Bonus Action Dodge via Cunning Action)
Prentiss moves forward for most effect of his Icy Dragon's Breath and manages to catch two of the Skeletonsin his radius. Both attempt to resist the blast OrcSkeleton4 Dex save vs DC 13 10 and OrcSkeleton5 Dex save vs DC 13 11 but fail taking the full 15 damage injuring them both but not severely.
The two giant large skeletal clawed hands emerge from the grass behind the group still progressing.
Kallen please roll initiative when you can.
@Brencharis - Prentiss' situation currently meets your Ready an Action requirements. Undead attack him with disadvantage presently due to Protection spell. So I have Skeleton 5 as your current target when you're turn comes around.
The giant clawed hand straight south of Brencharis moves forward 20' feet but doesn't get close enough to attack. The other one south of Kallen is closer and jumps a her, slashing with sharp filthy claws Attack: 18 Damage: 9 . The Orc Skeleton most southern rushes forward wielding its Greatsword and slashes at Brencharis Attack: 22 Damage: 8
Kallen's Move
@Brencharis - Please advise a target for your action. Several now meet your Ready an Action due to progression in initiatives. Movement at this time may cause Opportunity attacks, allowing for an update of your action - will still use rolls for attack actions. Your initiative was not sufficient for dodge action on the attacks against her.
Cal pol once again looks up into the sky as the clouds seem to part and sunlight basks his face. You see a unmistakable smile as he casts abjure enemy on one of the clawed hands (ideally one that’s not in melee range of a friend)
Channel Divinity: Abjure Enemy
As an action, you can choose one creature within 60 ft. of you that you can see to make a WIS saving throw (12). Fiends and undead have disadvantage on this saving throw. On failure, the creature is frightened and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Velshir is going to run down to orc skeleton #1 and attack with his mace and a flurry of blows
Attack: 7 Damage: 7 bludgeoning dmg from mace
flurry of blows is also bludgeoning dmg:
Attack: 19 Damage: 6
Attack: 13 Damage: 8
if the flurry hits land then Velshir would like to deny the enemy the ability to use its reaction, and he will tell his ally, “Get away from these things, let me take the sword hits, not you!”
Joshua sees Prentiss up close and personal with the skeletons and will reach out his hand reciting the words and 4 points of light will streak out from it towards the skeletons (casting Magic Missile at 2nd lvl - 2 each at 4 and 5)
Kallen is too occupied hearing the conversation with the party members and saw a group of skeletons and was caught off guard by those hands, getting damaged in the process. "Ouch...get your filthy hands off me you jerk!" Kallen took out her golden coin and a bright burning glow appears from it as she uses "Channel Divinity: Turn Undead" to make those undead creature ran away from her.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
Then she will ran towards the back, getting the safety of Cal Poe.
Kallen raises her Golden Coin and calling upon her Diety to send the creatures away.
Crawling hand 1Wisdom Save vs DC 13 1
Crawling hand 2 Wisdom Save vs DC 13 4
Orc Skeleton 1 Wisdom Save vs DC 13 17
The Crawling hands halt immediately and start moving in the opposite direction away from Kallen at the height of their speed - (20') The nearest skeleton is unaffected. The remaining skeletons are beyond her 30' range.
OrcSkeleton4 moves forward waving his Greatsword at the frustrating blue wizard with the dragon's breath Attack: 11 Damage: 13 but misses him.
@joshua - roll for your Wild Surge for me please? @Brencharis - confirm your move due to changes (you are immediately engaged in melee now) @Kallen - I failed to process your movement but had to step away. will adjust soon.
As the fight begins in earnest, Velshir, who is admittedly irritated that these undead monsters have interrupted their ghost-telling session without him getting his turn, begins to loudly talk to his teammates. He is determined to relate his ghost story even if it's in the middle of a battle.
"Listen to this tale of the Battle of the Hyena. This happened many years ago, before anyone now alive was even born. It occurred far to the North, in Icewind Dale. I read a first-hand report of this story during my scholarly research, and now I pass the story on to you.
"A new tribe, calling itself of the Hyena, appeared suddenly out of the mountains. They wore deep hoods so that their faces could not be seen. They were also violent and savage, and they did not honor the way of the Reghed Tribes, which is to take only what you need, that the rest can have an increase to nourish your children’s children."
Joshua launches 2 magic missiles at each OrcSkeleton4 and OrcSkeleton5 doing additional damage to each. OrcSkeleton6 moves forward to Velshir and slashes with its Greatsword Attack: 24 Damage: 18OrcSkeleton5 attempts to attack Prentiss with its Greatsword Attack: 15 Damage: 6 both missing in their attacks.
Velshir is now in active melee with OrcSkeleton6 suffering a possible OA should you wish to continue with your action. Due to the Protection from Evil its attack would be at a disadvantage. Do you continue with your move?
@Joshua - please roll d20 ; @Brencharis please advise if you risk Opportunity attack to retreat and attack at distance or change to a Melee attack. Rolls will remain(I will adjust bonuses for damage)
Cal Pol rushes to the south of Prentiss ready to fight. (Dash if needed)
if he can get there without dashing he touch’s Prentiss in the shoulder as he arrives casting hero on him
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains 2 hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
if he has to dash he cast shield of faith on Prentiss
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Initiative: 9
Joshua had been moving forward, not really paying attention to the stories being told, in his mind still going over the previous days encounter and the sheer power he felt. (Rolled disadvantage on initiative due to his inner pondering)
Prentiss clenches his jaw as ice starts to form around his lips, dripping to the ground in spikes. His eyes blaze bright electric blue and he starts to crouch before throwing his arms out wide and unleashes a dragon roar, firing a 15ft cone of deadly ice to engulf skeletons 3, 4 and 5 (bonus action to cast dragon's breath and action to launch the attack).
(Every creature in the cone must make a DC13 DEX save or take 15 cold damage, half on a success)
Initiatives: Prentiss 20 (PFE); Brencharis ? ; Kallen ? ; CH2 18 ; CH1 15 ; OS1 13 ; OS4 10 ; Joshua 9 ; OS6 9 ; OS5 8 ; Velshir 8 ; OS3 5 ; OS2 3 ; CalPol 20 ;
Still need Brencharis and Kallen's initiatives please.
CalPol's protection from evil is felt by Prentiss like having a good friend close by to have your back. (Undead suffer disadvantage on all attacks against Prentiss for 10 minutes or loss of CalPol's concentration )
Checking for movement from Prentiss. The Skeletons are rising 30' west of the group. Do you wish to add movement to your post?
(Yes please, Prentiss will move so that he can catch as many skeletons as possible in his 15ft cone, even if that means entering melee range)
(If any attacks against Prentiss roll a 15-19 to hit then he will cast shield as a reaction)
Velshir is caught flat-footed by the sudden intrusion. He is going to react once most of the enemies have had their way.
6
Brencharis doesn't notice the skeletons at first, but when she does, she runs away from, trying to interpose Cal Poe between her and the undead army, and then draws her bow, getting ready to shoot the first opportunity she gets to sneak attack one of them, preparing to dodge any incoming attacks as she does so.
(Readying the Attack action to attack the first skeleton that gets within 5 of one her allies, whether that's via them moving towards the undead, or the opposite happening, and Bonus Action Dodge via Cunning Action)
Attack and Damage rolls because I described my action after rolling initiative.
14 - attack
Base Damage - 5 - Sneak Attack - 4
Initiatives: Kallen ? ; CH2 18 ; CH1 15 ; OS1 13 ; OS4 10 (-15 hp) ; Joshua 9 ; OS6 9 ; OS5 8 (-15 hp) ; Velshir 8 ; Brencharis* 6 ; OS3 5 ; OS2 3 ; CalPol 20 ; Prentiss 20 (PFE)
Prentiss moves forward for most effect of his Icy Dragon's Breath and manages to catch two of the Skeletons in his radius. Both attempt to resist the blast OrcSkeleton4 Dex save vs DC 13 10 and OrcSkeleton5 Dex save vs DC 13 11 but fail taking the full 15 damage injuring them both but not severely.
The two giant large skeletal clawed hands emerge from the grass behind the group still progressing.
Kallen please roll initiative when you can.
@Brencharis - Prentiss' situation currently meets your Ready an Action requirements. Undead attack him with disadvantage presently due to Protection spell. So I have Skeleton 5 as your current target when you're turn comes around.
Kallen's initiative 12
Initiatives: Kallen 12 (12/21) ; OS4 10 (-15 hp) ; Joshua* 9 ; OS6 9 ; OS5 8 (-15 hp) ; Velshir* 8 ; Brencharis* 6 (15/21) ; OS3 5 ; OS2 3 ; CalPol* 20 ; Prentiss 20 (PFE) ; CH2 18 ; CH1 15 ; OS1 13 ;
The giant clawed hand straight south of Brencharis moves forward 20' feet but doesn't get close enough to attack. The other one south of Kallen is closer and jumps a her, slashing with sharp filthy claws Attack: 18 Damage: 9 . The Orc Skeleton most southern rushes forward wielding its Greatsword and slashes at Brencharis Attack: 22 Damage: 8
Kallen's Move
@Brencharis - Please advise a target for your action. Several now meet your Ready an Action due to progression in initiatives. Movement at this time may cause Opportunity attacks, allowing for an update of your action - will still use rolls for attack actions. Your initiative was not sufficient for dodge action on the attacks against her.
Cal pol once again looks up into the sky as the clouds seem to part and sunlight basks his face. You see a unmistakable smile as he casts abjure enemy on one of the clawed hands (ideally one that’s not in melee range of a friend)
As an action, you can choose one creature within 60 ft. of you that you can see to make a WIS saving throw (12). Fiends and undead have disadvantage on this saving throw. On failure, the creature is frightened and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Velshir is going to run down to orc skeleton #1 and attack with his mace and a flurry of blows
Attack: 7 Damage: 7 bludgeoning dmg from mace
flurry of blows is also bludgeoning dmg:
Attack: 19 Damage: 6
Attack: 13 Damage: 8
if the flurry hits land then Velshir would like to deny the enemy the ability to use its reaction, and he will tell his ally, “Get away from these things, let me take the sword hits, not you!”
Joshua sees Prentiss up close and personal with the skeletons and will reach out his hand reciting the words and 4 points of light will streak out from it towards the skeletons (casting Magic Missile at 2nd lvl - 2 each at 4 and 5)
Skeleton 4: 8
Skeleton 5: 4
Initiatives: Kallen 12 (12/21) ; OS4 10 (-15 hp) ; Joshua* 9 ; OS6 9 ; OS5 8 (-15 hp) ; Velshir* 8 ; Brencharis* 6 (15/21) ; OS3 5 ; OS2 3 ; CalPol* 20 ; Prentiss 20 (PFE) ; CH2 18 ; CH1 15 ; OS1 13
Kallen's move. *have your upcoming moves. @Brencharis confirm move or make changes as you desire. I will use existing rolls.
Kallen is too occupied hearing the conversation with the party members and saw a group of skeletons and was caught off guard by those hands, getting damaged in the process. "Ouch...get your filthy hands off me you jerk!" Kallen took out her golden coin and a bright burning glow appears from it as she uses "Channel Divinity: Turn Undead" to make those undead creature ran away from her.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
Then she will ran towards the back, getting the safety of Cal Poe.
Initiatives: Joshua* 9 ; OS6 9 ; OS5 8 (-15 hp) ; Velshir* 8 ; Brencharis* 6 (15/21) ; OS3 5 ; OS2 3 ; CalPol* 20 ; Prentiss 20 (PFE) ; CH2 18 ; CH1 15 ; OS1 13 ; Kallen 12 (12/21) ; OS4 10 (-15 hp) ;
Kallen raises her Golden Coin and calling upon her Diety to send the creatures away.
Crawling hand 1 Wisdom Save vs DC 13 1
Crawling hand 2 Wisdom Save vs DC 13 4
Orc Skeleton 1 Wisdom Save vs DC 13 17
The Crawling hands halt immediately and start moving in the opposite direction away from Kallen at the height of their speed - (20') The nearest skeleton is unaffected. The remaining skeletons are beyond her 30' range.
OrcSkeleton4 moves forward waving his Greatsword at the frustrating blue wizard with the dragon's breath Attack: 11 Damage: 13 but misses him.
@joshua - roll for your Wild Surge for me please? @Brencharis - confirm your move due to changes (you are immediately engaged in melee now) @Kallen - I failed to process your movement but had to step away. will adjust soon.
As the fight begins in earnest, Velshir, who is admittedly irritated that these undead monsters have interrupted their ghost-telling session without him getting his turn, begins to loudly talk to his teammates. He is determined to relate his ghost story even if it's in the middle of a battle.
"Listen to this tale of the Battle of the Hyena. This happened many years ago, before anyone now alive was even born. It occurred far to the North, in Icewind Dale. I read a first-hand report of this story during my scholarly research, and now I pass the story on to you.
"A new tribe, calling itself of the Hyena, appeared suddenly out of the mountains. They wore deep hoods so that their faces could not be seen. They were also violent and savage, and they did not honor the way of the Reghed Tribes, which is to take only what you need, that the rest can have an increase to nourish your children’s children."
Initiatives: Velshir* 8 ; Brencharis* 6 (15/21) ; OS3 5 ; OS2 3 ; CalPol* 20 ; Prentiss 20 (PFE) ; CH2 18 ; CH1 15 ; OS1 13 ; Kallen 12 (12/21) ; OS4 10 (-23 hp) ; Joshua* 9 ; OS6 9 ; OS5 8 (-19 hp) ;
Joshua launches 2 magic missiles at each OrcSkeleton4 and OrcSkeleton5 doing additional damage to each. OrcSkeleton6 moves forward to Velshir and slashes with its Greatsword Attack: 24 Damage: 18 OrcSkeleton5 attempts to attack Prentiss with its Greatsword Attack: 15 Damage: 6 both missing in their attacks.
Velshir is now in active melee with OrcSkeleton6 suffering a possible OA should you wish to continue with your action. Due to the Protection from Evil its attack would be at a disadvantage. Do you continue with your move?
@Joshua - please roll d20 ; @Brencharis please advise if you risk Opportunity attack to retreat and attack at distance or change to a Melee attack. Rolls will remain (I will adjust bonuses for damage)
Yes Velshir will risk the OA
Cal Pol rushes to the south of Prentiss ready to fight. (Dash if needed)
if he can get there without dashing he touch’s Prentiss in the shoulder as he arrives casting hero on him
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains 2 hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
if he has to dash he cast shield of faith on Prentiss
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Wild Surge: 8