This post has potentially manipulated dice roll results.
Roll 1: 4 Roll 3: 11 Roll 4: 6
Ednyss is too busy calling down the sacred flame and so by the time he gets to the Right Hand all of the potions have been handed out. Seeing the giant's finger coming, Ednyss dives out of the way and easily avoids being splattered although he also manages to prove himself enough that the bards do not feel it is necessary to grant him some of their limited inspiration.
Marching forward, Ednyss turns to the rest of the group, "Too bad we couldn't finish the creature." As he says this he glances back longingly at the giant that is still back there but he presses onwards knowing that there will be plenty of other opportunities to prove himself.
Mittens tries to snag one of the potions, but his short legs don't travel fast enough. By the time he catches up, all of them are gone.
Roll 2: 19
He dodges most of the blue goop as they race ahead.
Roll 3: 6
As th party races off towards the village, Mittens begins to fall behind. He shouts, "Wait up! I'm too short to go that fast!" He tries his best to keep up, but the snow so deep enough and he is small enough that he becomes slower than the group . He almost has to hop through some of the deeper snow. As he calls behind, he snaps his fingers again, and Pooky appears in his arms. He holds him under one arm as he barrels ahead.
((OOC: I have a movement of 25 and I get the feeling that the snow is pretty deep here unless we are running along the rails and I missed that part.))
Varielky, who is also at the back of the group, hears Mittens' call and stops for a moment, letting him catch up to her. The real reason she does it is to let her leg rest for a moment so she could walk normally. Meanwhile, she sheathes her longsword but keeps her shield in her hand. When Mittens reaches her, she says: "Sorry, little one, just endure it for now." as she picks him up with her free hand (unless he resists) and then dashes forward to catch the rest of the group.
Still under the effects of the sudden events with the roof and the giant, Dyn Gwelw staggers toward the side door in the 'roof' that is closest and clambers out, flopping onto the snow, trying desperately to get it together.
This post has potentially manipulated dice roll results.
Roll 1 14
Roll 2 4
Roll 3 1
Running along with the others, Dyn Gwelw softly chants to himself; anyone who pays attention will find it a bit odd that the normally serene fellow is swearing like a sailor, albeit sotto voce.
(OOC: Ka’imi & Varielky each gain one potion of healing, which I have added to their equipment.)
The brigade bursts forward, unassailed at the moment by missile fire, due to a score of Dreyen archers having been killed or heavily wounded by the fireball, while smoke from the burning woods is providing cover from the archers near you who remain active.
Mittens swings up as Varielky, wincing, picks him up with one hand, while Mittens holds his spell book and Pooky under his other arm. Yet, within a few steps Varielky and Mittens both realize they’re not moving that much faster. She sidesteps toward the tracks, which have been cleared of snow, and drops Mittens safely near them, to the relief of her ankle.
You all move more easily near the tracks, and keep up with the company which is moving at 25’/round.
As you jog south along the tracks, The Giant and Roc Rider continue battling, and the ground trembles with the movement of both the giant, and, you suspect, many dozens or even hundreds of Dreyen concealed in the woods, and at least one more Giant near the front (Northern end) of the train.
Eerie ocarina melodies and steadying beats continue from provincial Bards nearby, inspiring more troops with confidence. (Roll #1: 1d20, no bonuses. If you roll a 19 or 20, you are the object of Inspiration https://www.dndbeyond.com/classes/bard#BardicInspiration-75 (1d6) [N.B. if you received Inspiration before, you can still use it, but can’t “double up.”]
After advancing halfway down the map, the smoke clears enough for you to see Dreyen foot soldiers approaching you at a run from the woods. They're protected by heavy furs and helmets with Elk horns attached. They seem to favor axes and hammers of all kinds. Skin a pale violet, and with long red-brown hair braided or falling over their shoulders, the warriors wear war paint, streaks of white chalk smeared across their faces, and their eyes shine with frenzied abandon.
A line of 20 Dreyen engage the first 3 provincial squads, and Shirei-Kin, joining the melee, commands you and the rest of the brigade to “Follow orders and keep moving!”
You run past, west of Shirei-Kin, but you are then, in turn, engaged by 4 young Dreyen Barbarians and 4 Hunting Dogs who have come around behind the first line, and your advance (or retreat, rather) is halted as they near your flank. The rest of the brigade now dashes behind and around you toward the village, while your squad is split into two adjacent melees, and your party of 5 is faced with:
2 Dreyen Barbarians (young & rash). #1 carries a battle axe and is using it 2-handed. #2 carries a hammer and shield. They are wild with fury and excitement.
2 War Dogs in leather armor. #1 has white & grey fur and its armor is dyed blood red. #2 is grey-furred and its armor is undyed.
You find yourself oriented at the beginning of the melee as in this map:
Roaring with the fury of the divine, Ednyss charges towards the first dog (D1), flanking it to the north, before invoking his divine powers and swinging twice with his War Pick.
As Ednyss engages with the bloodthirsty warriors, Mittens hesitates for a moment before he says, "Sorry Pooky." He drops Pooky to the ground near him and puts his book in his pack quickly ((use object?)). He bends down and scoops some snow up and packs into a snowball. He straightens back up and whispers a few words of magic to the snowball in his hands to infuse it with power. He shouts to the barbarian with the axe, "Hey bozo, take a chill pill!" He then lobs the snowball at him.
Action: cast frostbite. DC 14 constitution save or take 2 cold damage.
((OOC: I'm RPing the snowball as the spell. I also love terrible puns))
This post has potentially manipulated dice roll results.
Inspiration roll: 15 Initiative: 2 (OOC: Also, just a general tip for faster-flowing combat and comfortability, maybe you can roll initiative for us? I know that I, at the very least, don't mind if you roll it for me. It speeds things up and also allows us to see what the order of things are. For this round, for example, Varielky's actions depend on whether she's before or after the enemies.)
Varielky draws her sword and gets into a fighting stance. If earlier she tried to hide the pain from her ankle, now it seems like it truly doesn't bother her anymore. She moves forward, in front of the group, and readies her sword to attack in one hand, with her shield still in the other.
If Varielky gets her turn before the enemies, move to G5 and take the Ready action to attack the first enemy that comes into reach.
If the enemies act before her, she'll go to the closest enemy and attack them. If that happens, she'll also use her bonus action to try to shove the opponent she attacked prone with her shield.
Attack in either case: 13 Damage: 13 Athletics for the shove: 20
23 Mittens’ snowball (frostbite strikes the axe-wielding barbarian in the leg, and fingers of magical frost crinkle out from the impact. But the young barbarian somehow shirks off its effects and he laughs in joy at his own strength.
21 Ednyss moves to attack the red-armored dog, which leaps at him, trying to knock him prone. Before it can attack, Ednyss’ War Pick connects, swinging upward and impaling the animals jaw. Ednyss continues the arc, carrying the beast over his head and slamming it back down on the snowy earth, dead! (OOC: Ednyss' bonus attack goes against barbarian 1 and misses)
19 Dyn Gwelw skirts around to the southeast to G7 and in an acrobatic twirling motion flings a steel dart expertly at the hammer-wielding barbarian. The dart strikes him squarely in the left thigh, piercing to the bone, and he howls with pain but continues his advance.
16 Barbarian #2 Closes with Dyn Gwelw, eyes bulging with pain and fury, and, timing his attack perfectly against Dyn Gwelw’s smooth defensive stance, hits a glancing but tremendous blow to the monk’s temple, doing 9 points of damage.
8 Dog #1 [dead from Ednyss’ blow]
7 Barbarian #1 lunges and strikes diagonally at Ednyss with his two-handed battleaxe, but by the grace of Takal Demesh, Ednyss sees the blow coming and deflects it with a sudden shift of his shield.
5 Ka’imi, despite firing into the melee, connects with the hammer-weilding barbarian as he gloats over Dyn Gwelw, preparing to finish him off. The arrow strikes the young man in the jaw, just betwen his shield and helmet, and the Dreyen flips and falls, dead.
3 Dog #2 leaps at Dyn Gwelw’s flank, biting and threatening to knock him off balance, but Dyn, gripping his bleeding temple, manages to dodge aside.
2 Varielky advances to meet the Dog threatening Dyn Gwelw. Her sword whistles over its head as it bobs back and forth, barking, but Varielky’s shield whips around and knocks the beast prone!
Here is your current orientation at the start of Round 2
This post has potentially manipulated dice roll results.
Shaking the limp red dog off of his War Pick, Ednyss smiles menacingly at the Barbarian. "Ice is one thing, but can you shrug off THIS!" Ednyss cries out as he lunges forward and strikes out twice more with his War Pick.
Mittens growls as his sleek fails to take effect. He bends down and makes another snowball as he grumbles in annoyance. He lobs this snowball at the remaining dog.
Action: cast [spell] frostbite [spell/] on the dog. DC 14 constitution saving throw or take 1 cold damage.
(OOC: Also, just a general tip for faster-flowing combat and comfortability, maybe you can roll initiative for us? (OOC: That makes sense, and I’ll try that for your next encounter. Thanks for your feedback, I appreciate it.)
23 Mittens’ snowball (frostbite) hits and splatters Dog#2, which is quickly regaining its footing after being struck prone by Varielky, but the magical frost which emanates from the impact seems not to penetrate the beast’s dense fur coat and dissipates without harm.
21 Ednyss swings his War Pick in a figure 8 assault on Barbarian #1, but both attacks fall short, though splattering the Dreyen’s furs with blood from his dead war dog.
19 Dyn Gwelw (see below)
16 Barbarian 2. [dead from Ka’imi’s first arrow]
8 Dog 1 Red armor [dead from Ednyss’ Round 1 blow]
7 Barbarian #1, having leaned back to evade Ednyss’ war pick, then twists and brings his axe down 2-handed, striking Ednyss across his shoulders from above. The blade doesn’t penetrate Ednyss’ Scale Mail -- barely -- but Ednyss is knocked to a kneeling position (OOC: this is RP only) and feels blood flowing down his back from torn flesh underneath caused by the force of the axe blow through his armor, resulting in 9 points slashing damage.
5 Ka’imi, turning to face Barbarian #1, fires another Elven arrow -- grown in the Elven lands in one piece, with firm leaves instead of feathers, and its tip varnished in a crystallizing sap to a metallic hardness-- which speeds directly over Ednyss’ bowed head to strike the young, axe-weilding barbarian #1 in the throat. The Dreyen gurgles as blood sprays out, and he slumps over on Ednyss’ shield, dead.
3 Dog #2 twists up from its prone position, backpedalling through the slush, growling and barking ferociously, and you can hear its tone is now fearful. Its master and its brother both dead, the animal turns and flees. Varielky and Dyn Gwelw may take opportunity attacks as it runs.
(OOC: any actions between now and POST #6, below?)
POST #6
Continuing ocarina melodies and steadying pulses from Orracan drums continue from Bards nearby, inspiring more troops with confidence. (Roll #1: 1d20, no bonuses. If you roll a 19 or 20, you are the object of Inspiration https://www.dndbeyond.com/classes/bard#BardicInspiration-75 (1d6) [N.B. if you received Inspiration before and haven’t used it yet, you can still use it, but can’t “double up.”]
Dreyen Archers, in the Distance are firing randomly into the provincial ranks. All: roll a DC5 DEX save. Fail = an archer is targeting you at long distance.
Joining up with your squad, you discover that you are now down one older Orracan fighter who was critically injured by a leg-severing axe blow. The current of soldiers passing around you sweeps you up, and you’re trotting south once again. Dreyens attacking from the east, despite the advantage of the rising sun behind them, seem unable to stop the onward momentum.
A Bard casts sleep upon a group of advancing enemies and, as tiny twinkling fairy lights quickly hypnotize them, they stumble and lose consciousness. But the magic is flowing on both sides, and a squad ahead of you has been trapped by thick ivy which suddenly pushed up through the snow, grasping at their ankles at the behest of a Dreyen Druid.
Most of the provincial force maneuvers past this obstacle, but you only have time enough to dash south another 100’ or so, again passing others who have been engaged by the enemy, when you find yourselves on flattened snow just east of the tracks, on the company’s flank, and are engaged in battle by an attacking Dreyen Barbarian leader and his Wolf, and 3 more Dreyen axe-men with 6 Dogs.
You five must battle a portion of this force, as your squad is once again divided into separate melees:
This post has potentially manipulated dice roll results.
Grunting in pain at the blow that the axe struck against him, Ednyss breathes a sigh of relief at the arrow that finally kills the raging barbarian in front of him. Turning to Kai'imi, Ednyss shouts his gratitude, "Your arrow was well timed. I appreciate your assistance."
Roll 1: 12 Dex Save: 16
Fortunately, one of the Bards graces him with a bit of inspiration and Ednyss finds the strength to trudge along. Coming into the next melee, Ednyss is a bit more hesitant to just throw himself into the fray, and will stay back a bit and touch his emblem to summon sacred flame down upon the wolf waiting for the enemy to come to him.
(On his turn)
Action: Sacred Flame on the Wolf (Requires a DC 15 Dexterity Save) On a failure, the wolf takes 7 Radiant Damage
Roll 1: 4
Roll 3: 11
Roll 4: 6
Ednyss is too busy calling down the sacred flame and so by the time he gets to the Right Hand all of the potions have been handed out. Seeing the giant's finger coming, Ednyss dives out of the way and easily avoids being splattered although he also manages to prove himself enough that the bards do not feel it is necessary to grant him some of their limited inspiration.
Marching forward, Ednyss turns to the rest of the group, "Too bad we couldn't finish the creature." As he says this he glances back longingly at the giant that is still back there but he presses onwards knowing that there will be plenty of other opportunities to prove himself.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Roll 1: 3
Mittens tries to snag one of the potions, but his short legs don't travel fast enough. By the time he catches up, all of them are gone.
Roll 2: 19
He dodges most of the blue goop as they race ahead.
Roll 3: 6
As th party races off towards the village, Mittens begins to fall behind. He shouts, "Wait up! I'm too short to go that fast!" He tries his best to keep up, but the snow so deep enough and he is small enough that he becomes slower than the group . He almost has to hop through some of the deeper snow. As he calls behind, he snaps his fingers again, and Pooky appears in his arms. He holds him under one arm as he barrels ahead.
((OOC: I have a movement of 25 and I get the feeling that the snow is pretty deep here unless we are running along the rails and I missed that part.))
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Varielky, who is also at the back of the group, hears Mittens' call and stops for a moment, letting him catch up to her. The real reason she does it is to let her leg rest for a moment so she could walk normally. Meanwhile, she sheathes her longsword but keeps her shield in her hand. When Mittens reaches her, she says: "Sorry, little one, just endure it for now." as she picks him up with her free hand (unless he resists) and then dashes forward to catch the rest of the group.
Varielky
Athletics: 12
Still under the effects of the sudden events with the roof and the giant, Dyn Gwelw staggers toward the side door in the 'roof' that is closest and clambers out, flopping onto the snow, trying desperately to get it together.
Panic is a mechanism that strengthens the gene pool.
Roll 1 14
Roll 2 4
Roll 3 1
Running along with the others, Dyn Gwelw softly chants to himself; anyone who pays attention will find it a bit odd that the normally serene fellow is swearing like a sailor, albeit sotto voce.
Panic is a mechanism that strengthens the gene pool.
POST #5
(OOC: Ka’imi & Varielky each gain one potion of healing, which I have added to their equipment.)
The brigade bursts forward, unassailed at the moment by missile fire, due to a score of Dreyen archers having been killed or heavily wounded by the fireball, while smoke from the burning woods is providing cover from the archers near you who remain active.
Mittens swings up as Varielky, wincing, picks him up with one hand, while Mittens holds his spell book and Pooky under his other arm. Yet, within a few steps Varielky and Mittens both realize they’re not moving that much faster. She sidesteps toward the tracks, which have been cleared of snow, and drops Mittens safely near them, to the relief of her ankle.
You all move more easily near the tracks, and keep up with the company which is moving at 25’/round.
As you jog south along the tracks, The Giant and Roc Rider continue battling, and the ground trembles with the movement of both the giant, and, you suspect, many dozens or even hundreds of Dreyen concealed in the woods, and at least one more Giant near the front (Northern end) of the train.
Eerie ocarina melodies and steadying beats continue from provincial Bards nearby, inspiring more troops with confidence. (Roll #1: 1d20, no bonuses. If you roll a 19 or 20, you are the object of Inspiration https://www.dndbeyond.com/classes/bard#BardicInspiration-75 (1d6) [N.B. if you received Inspiration before, you can still use it, but can’t “double up.”]
After advancing halfway down the map, the smoke clears enough for you to see Dreyen foot soldiers approaching you at a run from the woods. They're protected by heavy furs and helmets with Elk horns attached. They seem to favor axes and hammers of all kinds. Skin a pale violet, and with long red-brown hair braided or falling over their shoulders, the warriors wear war paint, streaks of white chalk smeared across their faces, and their eyes shine with frenzied abandon.
A line of 20 Dreyen engage the first 3 provincial squads, and Shirei-Kin, joining the melee, commands you and the rest of the brigade to “Follow orders and keep moving!”
You run past, west of Shirei-Kin, but you are then, in turn, engaged by 4 young Dreyen Barbarians and 4 Hunting Dogs who have come around behind the first line, and your advance (or retreat, rather) is halted as they near your flank. The rest of the brigade now dashes behind and around you toward the village, while your squad is split into two adjacent melees, and your party of 5 is faced with:
2 Dreyen Barbarians (young & rash). #1 carries a battle axe and is using it 2-handed. #2 carries a hammer and shield. They are wild with fury and excitement.
2 War Dogs in leather armor. #1 has white & grey fur and its armor is dyed blood red. #2 is grey-furred and its armor is undyed.
You find yourself oriented at the beginning of the melee as in this map:
https://drive.google.com/file/d/1YKOcdUdYIfrdFN7ETqUXneudhghS-GeH/view?usp=sharing
All: Please roll Initiative and state your actions for Round 1. If you attack, roll both the attack and damage. (Damage will be ignored if you miss.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
(Inspiration roll 3)
(OCC !?@# hope this is not a prognostication via giant guts as to Dyn Gwelw's ffate)
Dyn Gwelw will hurl a dart at B2 Attack: 16 Damage: 7
Oophs, Forgot:
RD1
Panic is a mechanism that strengthens the gene pool.
(OOC: lol!) Please roll initiative. Also apologies, but I'm not sure what "RD1" means?
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Roll 1: 18
Initiative: 21
Roaring with the fury of the divine, Ednyss charges towards the first dog (D1), flanking it to the north, before invoking his divine powers and swinging twice with his War Pick.
Move Action: 20 feet (Ending I3)
Action: War Pick - Attack: 17 Damage: 8
Bonus Action: War Priest (War Pick) - Attack: 5 Damage: 9
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Initiative: 23
As Ednyss engages with the bloodthirsty warriors, Mittens hesitates for a moment before he says, "Sorry Pooky." He drops Pooky to the ground near him and puts his book in his pack quickly ((use object?)). He bends down and scoops some snow up and packs into a snowball. He straightens back up and whispers a few words of magic to the snowball in his hands to infuse it with power. He shouts to the barbarian with the axe, "Hey bozo, take a chill pill!" He then lobs the snowball at him.
Action: cast frostbite. DC 14 constitution save or take 2 cold damage.
((OOC: I'm RPing the snowball as the spell. I also love terrible puns))
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Round 1
Initiative (19)
Panic is a mechanism that strengthens the gene pool.
Inspiration roll: 15
Initiative: 2 (OOC: Also, just a general tip for faster-flowing combat and comfortability, maybe you can roll initiative for us? I know that I, at the very least, don't mind if you roll it for me. It speeds things up and also allows us to see what the order of things are. For this round, for example, Varielky's actions depend on whether she's before or after the enemies.)
Varielky draws her sword and gets into a fighting stance. If earlier she tried to hide the pain from her ankle, now it seems like it truly doesn't bother her anymore. She moves forward, in front of the group, and readies her sword to attack in one hand, with her shield still in the other.
Varielky
Inspiration - 6
Initiative - 5
Round 1 -
Ka'imi holds his longbow and fires a wooden arrow at the Barbarian with the hammer. Attack: 20 Damage: 7
(OOC: Round 1 results, in initiative order)
23 Mittens’ snowball (frostbite strikes the axe-wielding barbarian in the leg, and fingers of magical frost crinkle out from the impact. But the young barbarian somehow shirks off its effects and he laughs in joy at his own strength.
21 Ednyss moves to attack the red-armored dog, which leaps at him, trying to knock him prone. Before it can attack, Ednyss’ War Pick connects, swinging upward and impaling the animals jaw. Ednyss continues the arc, carrying the beast over his head and slamming it back down on the snowy earth, dead! (OOC: Ednyss' bonus attack goes against barbarian 1 and misses)
19 Dyn Gwelw skirts around to the southeast to G7 and in an acrobatic twirling motion flings a steel dart expertly at the hammer-wielding barbarian. The dart strikes him squarely in the left thigh, piercing to the bone, and he howls with pain but continues his advance.
16 Barbarian #2 Closes with Dyn Gwelw, eyes bulging with pain and fury, and, timing his attack perfectly against Dyn Gwelw’s smooth defensive stance, hits a glancing but tremendous blow to the monk’s temple, doing 9 points of damage.
8 Dog #1 [dead from Ednyss’ blow]
7 Barbarian #1 lunges and strikes diagonally at Ednyss with his two-handed battleaxe, but by the grace of Takal Demesh, Ednyss sees the blow coming and deflects it with a sudden shift of his shield.
5 Ka’imi, despite firing into the melee, connects with the hammer-weilding barbarian as he gloats over Dyn Gwelw, preparing to finish him off. The arrow strikes the young man in the jaw, just betwen his shield and helmet, and the Dreyen flips and falls, dead.
3 Dog #2 leaps at Dyn Gwelw’s flank, biting and threatening to knock him off balance, but Dyn, gripping his bleeding temple, manages to dodge aside.
2 Varielky advances to meet the Dog threatening Dyn Gwelw. Her sword whistles over its head as it bobs back and forth, barking, but Varielky’s shield whips around and knocks the beast prone!
Here is your current orientation at the start of Round 2
https://drive.google.com/file/d/1zzBReCvcZ6OQrzCX6uXu_mL4ffrE9dkr/view?usp=sharing
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Shaking the limp red dog off of his War Pick, Ednyss smiles menacingly at the Barbarian. "Ice is one thing, but can you shrug off THIS!" Ednyss cries out as he lunges forward and strikes out twice more with his War Pick.
(OOC: Oof! Apparently he can shrug it off XD!)
Move Action: 5 Feet (Ending J3)
Action: War Pick - Attack: 12 Damage: 3
Bonus Action: War Priest (War Pick) - Attack: 10 Damage: 8
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Mittens growls as his sleek fails to take effect. He bends down and makes another snowball as he grumbles in annoyance. He lobs this snowball at the remaining dog.
Action: cast [spell] frostbite [spell/] on the dog. DC 14 constitution saving throw or take 1 cold damage.
DM- Azalin's Doom
DM- Surviving the Unsurvivable
Ka'imi fires another wooden arrow at Barbarian 2, with a resounding Attack: 19 Damage: 10
"This is winnable, squad. We've got the momentum now!"
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
(OOC: Round 2 results, in initiative order)
23 Mittens’ snowball (frostbite) hits and splatters Dog#2, which is quickly regaining its footing after being struck prone by Varielky, but the magical frost which emanates from the impact seems not to penetrate the beast’s dense fur coat and dissipates without harm.
21 Ednyss swings his War Pick in a figure 8 assault on Barbarian #1, but both attacks fall short, though splattering the Dreyen’s furs with blood from his dead war dog.
19 Dyn Gwelw (see below)
16 Barbarian 2. [dead from Ka’imi’s first arrow]
8 Dog 1 Red armor [dead from Ednyss’ Round 1 blow]
7 Barbarian #1, having leaned back to evade Ednyss’ war pick, then twists and brings his axe down 2-handed, striking Ednyss across his shoulders from above. The blade doesn’t penetrate Ednyss’ Scale Mail -- barely -- but Ednyss is knocked to a kneeling position (OOC: this is RP only) and feels blood flowing down his back from torn flesh underneath caused by the force of the axe blow through his armor, resulting in 9 points slashing damage.
5 Ka’imi, turning to face Barbarian #1, fires another Elven arrow -- grown in the Elven lands in one piece, with firm leaves instead of feathers, and its tip varnished in a crystallizing sap to a metallic hardness-- which speeds directly over Ednyss’ bowed head to strike the young, axe-weilding barbarian #1 in the throat. The Dreyen gurgles as blood sprays out, and he slumps over on Ednyss’ shield, dead.
3 Dog #2 twists up from its prone position, backpedalling through the slush, growling and barking ferociously, and you can hear its tone is now fearful. Its master and its brother both dead, the animal turns and flees. Varielky and Dyn Gwelw may take opportunity attacks as it runs.
(OOC: any actions between now and POST #6, below?)
POST #6
Continuing ocarina melodies and steadying pulses from Orracan drums continue from Bards nearby, inspiring more troops with confidence. (Roll #1: 1d20, no bonuses. If you roll a 19 or 20, you are the object of Inspiration https://www.dndbeyond.com/classes/bard#BardicInspiration-75 (1d6) [N.B. if you received Inspiration before and haven’t used it yet, you can still use it, but can’t “double up.”]
Dreyen Archers, in the Distance are firing randomly into the provincial ranks. All: roll a DC5 DEX save. Fail = an archer is targeting you at long distance.
Joining up with your squad, you discover that you are now down one older Orracan fighter who was critically injured by a leg-severing axe blow. The current of soldiers passing around you sweeps you up, and you’re trotting south once again. Dreyens attacking from the east, despite the advantage of the rising sun behind them, seem unable to stop the onward momentum.
A Bard casts sleep upon a group of advancing enemies and, as tiny twinkling fairy lights quickly hypnotize them, they stumble and lose consciousness. But the magic is flowing on both sides, and a squad ahead of you has been trapped by thick ivy which suddenly pushed up through the snow, grasping at their ankles at the behest of a Dreyen Druid.
Most of the provincial force maneuvers past this obstacle, but you only have time enough to dash south another 100’ or so, again passing others who have been engaged by the enemy, when you find yourselves on flattened snow just east of the tracks, on the company’s flank, and are engaged in battle by an attacking Dreyen Barbarian leader and his Wolf, and 3 more Dreyen axe-men with 6 Dogs.
You five must battle a portion of this force, as your squad is once again divided into separate melees:
You are oriented like this:
https://drive.google.com/file/d/1yt8XolN5QQxd4nilZsX7nJOaCzTKrRsA/view?usp=sharing
You are facing:
1 Barbarian Leader
1 Wolf
Dog #1 (Blue leather armor)
Dog #2 (Black leather armor)
Here is the initiative order:
22 Dyn Gwelw
19 Mittens
17 Ka’imi
17 Ednyss
15 Wolf
14 Barbarian
11 Varielky
6 Dog #2
1 Dog #1
(OOC: Let's keep the ball rolling and please post at least once per 24-hours!)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Grunting in pain at the blow that the axe struck against him, Ednyss breathes a sigh of relief at the arrow that finally kills the raging barbarian in front of him. Turning to Kai'imi, Ednyss shouts his gratitude, "Your arrow was well timed. I appreciate your assistance."
Roll 1: 12
Dex Save: 16
Fortunately, one of the Bards graces him with a bit of inspiration and Ednyss finds the strength to trudge along. Coming into the next melee, Ednyss is a bit more hesitant to just throw himself into the fray, and will stay back a bit and touch his emblem to summon sacred flame down upon the wolf waiting for the enemy to come to him.
(On his turn)
Action: Sacred Flame on the Wolf (Requires a DC 15 Dexterity Save)
On a failure, the wolf takes 7 Radiant Damage
Bonus Action: None
Move Action: None
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”