Dorin Stonehammer |
Round 3, Hunters Mark, Dueling, Favored Enemy, Advantage
Dorin contibues his attack the faerie fired Orog after marking him as his prey.
WH Att: 1d20 + 8 ⇒ (12) + 8 = 20
WH Att Adv: 1d20 + 8 ⇒ (9) + 8 = 17
WH Dam: 1d8 + 5 + 2 + 2 + 1d6 ⇒ (1) + 5 + 2 + 2 + (4) = 14
Rath Irreson |
His concert growing at the amount and fierceness of their foes, Rath locks eyes with the dismounted orc charging him and provides his a double flame bath, before picking up his club, and readying for combat.
1d20 + 7 ⇒ (4) + 7 = 11 Produce Flame
2d8 ⇒ (8, 6) = 14 Fire Damage
1d8 + 4 ⇒ (6) + 4 = 10 Scorching Breath (Fire Damage) CON save negates damage
But the chaos of combat, and his growing fear leave his aim lacking.
Coronei Amasartis |
Coronei is AC21 = 13(mage armor)+4(dex)+4(Int from bladesong) not 22. My mistake.
The bladesinger stabs back at the wicked orog, aiming for gouge up into his chest at the last second.
Elven rapier: 1d20 + 7 ⇒ (9) + 7 = 16, damage: 1d8 + 4 ⇒ (7) + 4 = 11
Monty Haul |
Con save: 1d20 + 3 ⇒ (13) + 3 = 16
Rath’s bolt of fire sails wide as the orc also manages to dodge Rath’s scorching breath. With an evil grin, the brute hefts its axe menacingly.
Coronei’s attack is also ineffective, the orog’s heavy armour deflecting the well aimed blow.
Behind the northern force, you see the two fire giants stop their advance in an empty field, just north of Roderic’s cove. The male giant hurls one more rock deep into the town as the other drops to her knees, intently searching the ground. With a cry of triumph, she leaps to her feet and begins to dig ferociously, using her massive greatsword to cut huge swaths of dirt from the field as her companion moves to join her. The two seemingly oblivious to the progress of the battle for the town.
Position at the end of Round One:
Northern Force:
2 Fire Giants digging in a field 50 feet from the melee – uninjured
12 magmin burning down houses 30 feet from the melee – uninjured
1 orog twenty feet from the melee – 30 damage and affected by faerie fire
1 orog twenty feet from the melee – uninjured, affected by slow
In melee with Silvio, Dorin, Kraz and Coronei:
1 orog – 26 damage
1 orog – uninjured
2 orogs – uninjured and affected by faerie fire and slow
Western Force:
2 mounted orcs pursuing villagers
3 mounted orcs fighting the town guards, Southwell and Ghelryn – one orc and one axebeak are injured
1 orc on foot, twenty five feet from Rath
Turn Order:
Orogs
Dorin, Pik, Silvio
Magmin, Orc Cavalry
Rath, Coronei, Kraz, Ghelryn, Southwell, Guards
Fire Giants
Monty Haul |
The orogs press their attack, the two fighting Silvio pursuing him as the other four assault Dorin, Coronei and Kraz.
Great axe vs Silvio: 1d20 + 6 ⇒ (14) + 6 = 20;Damage: 1d12 + 4 ⇒ (3) + 4 = 7
Great axe vs Silvio: 1d20 + 6 ⇒ (18) + 6 = 24;Damage: 1d12 + 4 ⇒ (1) + 4 = 5
The slowed one pursues you but can’t attack this round.
Great axe vs Kraz: 1d20 + 6 ⇒ (2) + 6 = 8;Damage: 1d12 + 4 ⇒ (5) + 4 = 9
Great axe vs Kraz: 1d20 + 6 ⇒ (9) + 6 = 15;Damage: 1d12 + 4 ⇒ (5) + 4 = 9
Great axe vs Coronei: 1d20 + 6 ⇒ (7) + 6 = 13;Damage: 1d12 + 4 ⇒ (6) + 4 = 10
Great axe vs Coronei: 1d20 + 6 ⇒ (8) + 6 = 14;Damage: 1d12 + 4 ⇒ (4) + 4 = 8
Slow Great axe vs Dorin: 1d20 + 6 ⇒ (8) + 6 = 14;Damage: 1d12 + 4 ⇒ (5) + 4 = 9
Slow Great axe vs Kraz: 1d20 + 6 ⇒ (14) + 6 = 20;Damage: 1d12 + 4 ⇒ (2) + 4 = 6
Most of the party manages to evade the concerted attacks of the orogs, however Silvio is struck twice and Kraz takes one minor wound.
Silvio suffers 12 damage, Kraz takes 3.
Wis vs Slow: 1d20 ⇒ 19
Wis vs Slow: 1d20 ⇒ 6
Wis vs Slow: 1d20 ⇒ 8
The second orog fighting Silvio manages to throw off the slow spell, however the other two are still affected.
Monty Haul |
The orogs have arrayed themselves as follows, although you can help one another out without too much difficulty as it's all one big melee:
Fighting Silvio:
1 orog - 30 damage + faerie fire
1 orog - uninjured
Fighting Kraz:
1 orog - 26 damage
1 orog - uninjured + faerie fire + slow
Fighting Dorin:
1 orog - 14 damage (so far) + faerie fire + slow
Fighting Coronei:
1 orog - uninjured
Silvio Callgari Pazzi |
ac 17, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 13/39
effects:
Silvio continues his elusive ways by dancing back and forth while lashing out with his rapiers, trying his darndest to avoid getting caught up in melee for too long.
Did the slowed Orog catch up with Silvio (20’ with half movement)?
If so:
Standard action to attach the wounded Orog fighting Kraz: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Bonus action to take the disengage action
Move 30’ around the melee trying to lose his pursuers
If not:
Move 5’ to only be engaged with the wounded orog that’s been hounding Silvio
Standard action to attack: take the above result or 1d20 + 7 ⇒ (9) + 7 = 16 (advantage)
Damage as above
Bonus action to make a off hand attack: 1d20 + 7 ⇒ (12) + 7 = 19 or 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 4 + 1d8 ⇒ (7) + 4 + (4) = 15 (+1d8 crit)
Move 25’ around the melee trying to lose his pursuers
If any of the attacks hits then add 2d6 ⇒ (5, 6) = 11 of sneak attack damage
Crit damage if the sneak attack triggers on the second attack: 2d6 ⇒ (5, 4) = 9
Oh, I really hope the second Orog didn't catch up with me :)
Monty Haul |
I'm afraid he did (spelling out each of the orog's action/moves is going to get rather spammy) however: he moved 15 feet then took the dash action to move 15 feet again. You've clearly annoyed him. :p
Silvio strikes at the orog fighting Kraz, however the beast's heavy armor once more protects him. Extricating himself from the melee, Silvio falls back and circles around the fight, looking for another avenue to attack.
Pik |
The first attack on Silvio fits Pik's Cutting Words criteria (within 3 of the companion's AC). Given everything that's going on I certainly don't hold it against you to remember another person's ability! ;)
Cutting Words: 1d8 ⇒ 7 So, Silvio wouldn't get hit by that first attack, at least!
But you! Pik shouts as he points to the Orog attacking Silvio, I can smell you from here. I'd recognize the perfume your mother uses anywhere!
Casting vicious mockery, DC 16.
Vicious Mockery: 1d4 ⇒ 4
Cutting Words: Pik will use cutting words on the first of an enemy's attack to come within 3 of a fellow party member's AC.
I know, mother and fat jokes, I know! Pik shouts over the sounds of fighting. But that, pointing towards the two giants, Seems bad. We need to do something to even these odds, and quick!
Kraz Thadoom |
Did you miss Kraz's first set of attacks for 42 damage?
Kraz swings at the same one as before..
Attack 1: 1d20 + 9 ⇒ (12) + 9 = 21
Attack 2: 1d20 + 9 ⇒ (2) + 9 = 11
Attack Frenzy: 1d20 + 9 ⇒ (3) + 9 = 12
Dam 1: 2d6 + 8 ⇒ (4, 3) + 8 = 15
Dam 2: 2d6 + 8 ⇒ (6, 1) + 8 = 15
Dam Frenzy: 2d6 + 8 ⇒ (1, 6) + 8 = 15
Also, you sure the npc's to hit are right? The dwarf has 2 attacks, so he's at least 5th level right? If so he'd have +3 proficiency and at +3 damage at least +3 from strength.. That would be +6 to hit with no other mods..
Monty Haul |
The first attack on Silvio fits Pik's Cutting Words criteria (within 3 of the companion's AC). Given everything that's going on I certainly don't hold it against you to remember another person's ability! ;)
Ugh - reactions are a pain! You're right, of course. Thanks.
Silvio - add back 7 hit points and you owe Pik a beer.Wis Save: 1d20 ⇒ 17
This time, Pik's words seem to have no effect as the heavily armored orog merely sneers at the bard.
Monty Haul |
Did you miss Kraz's first set of attacks for 42 damage?
No I got that. Only two of the attacks hit (for 26 damage). That's why one of the ones attacking you is injured.
Also, you sure the npc's to hit are right? The dwarf has 2 attacks, so he's at least 5th level right? If so he'd have +3 proficiency and at +3 damage at least +3 from strength.. That would be +6 to hit with no other mods..
Remember that in 5E NPCs aren't built using the PC rules. FWIW, he's a veteran (p350 MM).
I'll process your round two actions after the magmin and orcs.
Monty Haul |
The magmin move closer to the fray, although they are in no hurry to engage you as they set fire to more and more of the buildings. The smoke from the uncontrolled fires is beginning to thicken, although it is a long way from causing any distress.
Back at the western battle, the orc cavalry press their attack.
Orc vs villager: 1d20 + 5 ⇒ (6) + 5 = 11;Damage: 1d12 + 3 ⇒ (10) + 3 = 13
Axebeak vs villager: 1d20 + 4 ⇒ (9) + 4 = 13;Damage: 1d8 + 2 ⇒ (7) + 2 = 9
Axe vs villager: 1d20 + 5 ⇒ (17) + 5 = 22;Damage: 1d12 + 3 ⇒ (5) + 3 = 8
Axebeak vs villager: 1d20 + 4 ⇒ (1) + 4 = 5;Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Two fleeing villagers are cut down by orcs whilst a third is disembowelled by one of the marauding axebeaks!
Axe vs guard: 1d20 + 5 ⇒ (9) + 5 = 14;Damage: 1d12 + 3 ⇒ (5) + 3 = 8
Axebeak vs guard: 1d20 + 4 ⇒ (4) + 4 = 8;Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Axe vs guard: 1d20 + 5 ⇒ (18) + 5 = 23;Damage: 1d12 + 3 ⇒ (6) + 3 = 9
Axebeak vs guard: 1d20 + 4 ⇒ (19) + 4 = 23;Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Axe vs Ghelryn: 1d20 + 5 ⇒ (1) + 5 = 6;Damage: 1d12 + 3 ⇒ (12) + 3 = 15
Axebeak vs Ghelryn: 1d20 + 4 ⇒ (16) + 4 = 20;Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Rath sees Ghelryn fend off the orc he is fighting, although the axebeak manages a minor blow. Unfortunately, with a scream of fear one of the town guards is overcome, falling beneath the orc's axe as it's savage mount finishes him off!
The orc on foot closes the gap on Rath, swinging his axe in fury.
Axe vs villager: 1d20 + 5 ⇒ (17) + 5 = 22;Damage: 1d12 + 3 ⇒ (10) + 3 = 13
The shaman suffers a nasty wound as the angry orc strikes hard.
Rath suffers 13 damage.
Monty Haul |
As the melee swirls around him, Kraz lays into the orog he struck before, launching a series of savage attacks and striking it once more. It staggers back but somehow manages to remain standing.
Rath and Coronei can post actions for round two.
Northern Force:
The ones Silvio escaped:
1 orog - 30 damage + faerie fire
1 orog - uninjured
Fighting Kraz:
1 orog - 41 damage
1 orog - uninjured + faerie fire + slow
Fighting Dorin:
nobody
Fighting Coronei:
1 orog - uninjured
Western Force:
2 mounted orcs are pursuing townsfolk
3 mounted orcs are fighting Ghelryn, Seargeant Southwell and the surviving guard
1 orc on foot is fighting Rath
Rath Irreson |
Reeling a bit from the vicious axe slice, Rath twirls and tries to bring his club to bear while keeping his shield up.
1d20 + 7 ⇒ (18) + 7 = 25 Shillelagh Club
1d8 + 4 ⇒ (5) + 4 = 9 Magical Bludgeoning damage
Coronei Amasartis |
Round Two
The mage aims his rapier again at a chink in the orog's armor. Piercing up under the neck.
elven rapier: 1d20 + 7 ⇒ (1) + 7 = 8, damage: 1d8 + 4 ⇒ (7) + 4 = 11
But he stumbles as the orog steps aside.
Monty Haul |
Through the building smoke, you can see the two fire giants in the field outside town. They are both furiously gouging at the soil with their greatswords, making rapid progress as they cooperate to dig a massive hole. They appear totally uninterested in the assault on Roderic’s Cove.
Far more pressing are the surviving orogs. The two who had been pursuing Silvio give up and instead engage with Dorin.
Great axe vs Dorin: 1d20 + 6 ⇒ (6) + 6 = 12;Damage: 1d12 + 4 ⇒ (1) + 4 = 5
Great axe vs Dorin: 1d20 + 6 ⇒ (1) + 6 = 7;Damage: 1d12 + 4 ⇒ (5) + 4 = 9
Great axe vs Dorin: 1d20 + 6 ⇒ (19) + 6 = 25;Damage: 1d12 + 4 ⇒ (10) + 4 = 14
Great axe vs Dorin: 1d20 + 6 ⇒ (12) + 6 = 18;Damage: 1d12 + 4 ⇒ (9) + 4 = 13
The wounded orog offers no threat, however the second strikes the dwarf once and it is only his armor which prevents a second, serious blow.
Dorin takes 14 damage.
Although one of the orogs facing Kraz is nearly dead, it’s assault doesn’t let up. Neither does it’s companion, although still afflicted by slow it is unable to do more than muster a single blow.
Great axe vs Kraz: 1d20 + 6 ⇒ (9) + 6 = 15;Damage: 1d12 + 4 ⇒ (12) + 4 = 16
Great axe vs Kraz: 1d20 + 6 ⇒ (12) + 6 = 18;Damage: 1d12 + 4 ⇒ (7) + 4 = 11
Cutting Words: 1d8 ⇒ 7
Just as the wounded brute looks to have found a weakness, Pik interjects. Mocking it ruthlessly and distracting it just enough for Kraz to dodge free. Pik uses one bardic inspiration die.
Slow Great axe vs Kraz: 1d20 + 6 ⇒ (17) + 6 = 23;Damage: 1d12 + 4 ⇒ (10) + 4 = 14
Unfortunately, he is unable to completely escape both and the slowed orog still manages to land a blow. Kraz takes 7 damage.
Finally, the orog engaged with Coronei swings wildly at the elf.
Great axe vs Coronei: 1d20 + 6 ⇒ (15) + 6 = 21;Damage: 1d12 + 4 ⇒ (6) + 4 = 10
Great axe vs Coronei: 1d20 + 6 ⇒ (2) + 6 = 8;Damage: 1d12 + 4 ⇒ (3) + 4 = 7
Mirror Image: 1d20 ⇒ 10
The final orog appears to have landed a blow, however it only manages to strike an image and another of Coronei's mirror images dissipates. Coronei is down to one duplicate.
Wis vs Slow: 1d20 ⇒ 19
With a show of willpower, the final slowed enemy manages to shrug off Coronei's enchantment and the slow spell fades.
Monty Haul |
Position at the start of Round Three:
Northern Force:
2 Fire Giants digging in a field 50 feet from the melee – uninjured
12 magmin burning down houses 30 feet from the melee – uninjured
Fighting Dorin:
1 orog – 30 damage and affected by faerie fire
1 orog – uninjured
Fighting Kraz:
1 orog – 41 damage
1 orog – uninjured + faerie fire
Fighting Coronei:
1 orog – uninjured
Western Force:
2 mounted orcs pursuing villagers
3 mounted orcs fighting the town guard, Southwell and Ghelryn – one orc and one axebeak are injured
Fighting Rath:
1 orc on foot – 9 damage
Turn Order:
Orogs
Dorin, Pik, Silvio
Magmin, Orc Cavalry
Rath, Coronei, Kraz, Ghelryn, Southwell, Guards
Fire Giants
Dorin, Pik and Silvio can post actions for round three.
Pik |
Cutting Words use subtracted. And as for missing it last round, I don't blame you. I'm impressed at how much you're already tracking!
Let's try to even these odds a bit! Pik starts whispering harsh magical words as he stares at the uninjured Orog attacking Dorin.
Casting dissonant whispers with a 3rd level spell slot. The target must make a Wisdom saving throw, DC 16. On a failed save it must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away.
Dissonant Whispers: 5d6 ⇒ (6, 4, 2, 6, 5) = 23
Cutting Words: Pik will use cutting words on the first of an enemy's attack to come within 3 of a fellow party member's AC.
Monty Haul |
Wis Save: 1d20 ⇒ 18
Pik's spell begins as a mild buzzing in the orog's ear and then builds to a discordant assault on its mind. Although the spell causes it to flinch and consider bolting, it grits its teeth and manages to hold it's ground.
11 damage done.
Dorin and Silvio can post actions for round three.
Dorin Stonehammer |
Round 4, Hunters Mark, Dueling, Favored Enemy, Advantage
Dorin contibues his attack the faerie fired Orog after marking him as his prey. If it falls, he will move his mark and attack the other on him.
WH Att: 1d20 + 8 ⇒ (19) + 8 = 27
WH Att Adv: 1d20 + 8 ⇒ (18) + 8 = 26
WH Dam: 1d8 + 2 + 2 + 1d6 + 1d8 ⇒ (7) + 2 + 2 + (1) + (5) = 17
WH Att2: 1d20 + 8 ⇒ (6) + 8 = 14
WH Att2 Adv, If necessary: 1d20 + 8 ⇒ (20) + 8 = 28
WH Dam 2: 1d8 + 5 + 2 + 2 + 1d6 + 1d8 ⇒ (4) + 5 + 2 + 2 + (2) + (7) = 22
Kraz Thadoom |
Rolled a 20 Dorin..
"DIE YOU HEATHEN BRUTE!!"
He attacks the injured one, switching to the fresh one if it dies..
Attack 1: 1d20 + 9 ⇒ (19) + 9 = 28
Attack 2: 1d20 + 9 ⇒ (7) + 9 = 16
Frenzy: 1d20 + 9 ⇒ (11) + 9 = 20
Dam 1: 2d6 + 8 ⇒ (4, 4) + 8 = 16
Dam 2: 2d6 + 8 ⇒ (4, 3) + 8 = 15
Dam Frenzy: 2d6 + 8 ⇒ (6, 1) + 8 = 15
Rage 6/10
Monty Haul |
Dorin moves his mark to the injured orog. His first strike lands solidly, but isn't enough to finish it off. Launching a second attack, he would have missed but for the faerie fire, which allows him to land a deadly blow, finishing it off!
The extra d8s weren't needed, but can you check for me: are you adding in colossus slayer more than once a round? Hunter's mark is every attack but I'm pretty sure colossus slayer is once only. Also - are you adding your strength to damage? (I reckon that first attack did 5 additional). Hmm - this should clearly have been in the discussion thread, but c'est la vie...I also think you only double dice for critical damaqe (so it should have been an extra d8 + d6 only. :/)
Monty Haul |
No problem - it made absolutely zero difference (the +5 didn't quite kill it on the first attack and you didn't need the extras for the second). An ideal opportunity to check (since I'm also posting from work, so don't have the books with me). :)
I guess it hasn't come up previously since you've only just started rolling double figures. :p
Silvio Callgari Pazzi |
ac 17, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 20/39
effects:
Free of the awful pursuit orc shackles Silvio returns to hit-n-run tactics.
Move in to engage the orog fighting Coronei
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Bonus action to attack with my off hand: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Using what movement that’s left to disengage (up to 15’)
Sneak attack damage should any of the two attacks hit: 2d6 ⇒ (1, 2) = 3
Darn it, I was pondering attacking the farie fire:d one, but I chose to go for Coronei’s orog instead.
Monty Haul |
Circling the melee, Silvio sees an opportunity, darting in to harry the orog fighting Coronei. One attack is deflected, but his second attack strikes home, before he withdraws once more to his customary place on the fringe of the battle.
Emerging from the nearby houses, half a dozen of the magmin begin chattering and calling to one another as they swarm towards the brawl, gleefully joining their orog allies in attacking Coronei, Dorin and Kraz. The other six circle the battle, three each descending on Pik and Silvio.
Flaming touch vs Dorin: 1d20 + 4 ⇒ (14) + 4 = 18;Damage: 2d6 ⇒ (4, 3) = 7
Flaming touch vs Coronei: 1d20 + 4 ⇒ (15) + 4 = 19;Damage: 2d6 ⇒ (6, 2) = 8
Despite coming close, both warriors are able to fend off the fiery gremlins.
Updated position at the northern battle:
2 Fire Giants digging in a field 50 feet from the melee – uninjured
Fighting Dorin:
1 orog – uninjured
1 magmin - uninjured
1 mgamin - uninjured and not yet able to engage
Fighting Kraz:
1 orog – 41 damage
1 orog – uninjured + faerie fire
2 magmin - uninjured and not yet able to engage
Fighting Coronei:
1 orog – 12 damage
1 magmin - uninjured
1 magmin - uninjured and not yet able to engage
Fighting Pik:
3 magmin - uninjured
Fighting Silvio:
3 magmin - uninjured
The six on Pik and Silvio used dash actions to skirt the battle and can't act this round.
The fire raging through the buildings the magmin have ignited is beginning to build. Flames and smoke are billowing across the battlefield and it is beginning to spread further south.
Monty Haul |
Meanwhile, back in the makeshift refugee camp, the orcs continue their rampage.
Axe vs Villager: 1d20 + 3 ⇒ (13) + 3 = 16;Damage: 1d12 + 3 ⇒ (3) + 3 = 6
Axebeak vs Villager: 1d20 + 4 ⇒ (3) + 4 = 7;Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Axe vs Villager: 1d20 + 3 ⇒ (20) + 3 = 23;Damage: 2d12 + 3 ⇒ (4, 4) + 3 = 11
Axebeak vs Villager: 1d20 + 4 ⇒ (20) + 4 = 24;Damage: 2d8 + 2 ⇒ (2, 6) + 2 = 10
Axe vs Ghelryn: 1d20 + 3 ⇒ (10) + 3 = 13;Damage: 1d12 + 3 ⇒ (8) + 3 = 11
Axebeak vs Ghelryn: 1d20 + 4 ⇒ (17) + 4 = 21;Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Axe vs Guard: 1d20 + 3 ⇒ (19) + 3 = 22;Damage: 1d12 + 3 ⇒ (5) + 3 = 8
Axebeak vs Guard: 1d20 + 4 ⇒ (10) + 4 = 14;Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Axe vs Southwell: 1d20 + 3 ⇒ (10) + 3 = 13;Damage: 1d12 + 3 ⇒ (7) + 3 = 10
Axebeak vs Southwell: 1d20 + 4 ⇒ (10) + 4 = 14;Damage: 1d8 + 2 ⇒ (8) + 2 = 10
Things look dire as three more villagers are run down by the orcs. Ghelryn and Sergeant Southwell manage to hold their own, Ghelryn suffering a wound from another axebeak bite. However, the remaining town guard is outclassed and he too falls!
Axe vs Rath: 1d20 + 3 ⇒ (16) + 3 = 19;Damage: 1d12 + 3 ⇒ (8) + 3 = 11
Almost on its last legs, the orc fighting Rath is determined and steps back into battle where it lands another strike. Rath takes 11 damage
Updated status on the western front:
2 mounted orcs pursuing villagers
3 mounted orcs fighting Seargent Southwell and Ghelryn – one orc and one axebeak are injured
Fighting Rath:
1 orc on foot – 9 damage
Monty Haul |
Steeling themselves as the second guard falls, Ghelryn and Sergeant Southwell find one another in the battle, standing back to back as the three mounted axebeaks circle them, hurling abuse. The two experienced warriors strike out to avenge the two fallen guards.
Ghelryn vs orc: 1d20 + 5 ⇒ (5) + 5 = 10;Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Ghelryn vs orc: 1d20 + 5 ⇒ (16) + 5 = 21;Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Southwell vs axebeak: 1d20 + 4 ⇒ (3) + 4 = 7;Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Shieldbash vs orc: 1d20 + 4 ⇒ (1) + 4 = 5;Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Ghelryn manages to finish off the wounded orc, it's unguided axebeak tearing off through the camp.
Rath and Coronei can post actions for round three.
Coronei Amasartis |
Round three
Coronei tries again using Pik to make the orog split his view. The elven mage waits and then has another flash with the rapier to hit.
elven rapier: 1d20 + 7 ⇒ (14) + 7 = 21, damage: 1d8 + 4 ⇒ (1) + 4 = 5
Rath Irreson |
Horrified at the amount of his own blood spilling on the ground, Rath once again swings his magically enhanced club at the fiend.
1d20 + 7 ⇒ (9) + 7 = 16 Shillelagh Club
1d8 + 4 ⇒ (6) + 4 = 10 Magical Bludgeoning damage
And for good measure summons another flaming crow to dive bomb the offending creature.
1d8 + 4 ⇒ (8) + 4 = 12 Scorching Breath (Fire Damage)
Monty Haul |
The orog fighting Coronei suffers another wound, although continues to attack the bladesinger.
The orc fighting Rath crumples under the blow from the club.
You can use the scorching breath on another. Who would you like to target - the orcs pursuing villagers or the orcs fighting Ghelryn and Southwell? (Or an axebeak?)
Monty Haul |
Con Save: 1d20 + 3 ⇒ (8) + 3 = 11
Rath’s bolt of flame strikes one of the marauding orcs and he screams with fury, scanning the area to locate the spellcaster.
In the field north of town, both Fire Giants continue their excavations. It’s becoming more difficult to see as the smoke and flame from nearby buildings obscure the battlefield, however their progress seems impressive, the two of them shovelling massive quantities of dirt aside as they burrow ever deeper.
Unconcerned by their leaders’ absence, the orogs press the attack as magmin swarm around the melee.
Axe vs Dorin: 1d20 + 6 ⇒ (15) + 6 = 21;Damage: 1d12 + 4 ⇒ (10) + 4 = 14
Axe vs Dorin: 1d20 + 6 ⇒ (2) + 6 = 8;Damage: 1d12 + 4 ⇒ (3) + 4 = 7
Cutting Words: 1d8 ⇒ 6
The orog fighting Dorin launches an effective series of attacks, but Pik is once more able to distract the enemy at just the right moment.
Axe vs Kraz: 1d20 + 6 ⇒ (16) + 6 = 22;Damage: 1d12 + 4 ⇒ (9) + 4 = 13
Axe vs Kraz: 1d20 + 6 ⇒ (8) + 6 = 14;Damage: 1d12 + 4 ⇒ (8) + 4 = 12
Kraz stands in the centre of the battle as the melee swarms around him. Although the orog he is engaged with gets in another attack, the enraged half-orc barely seems to notice.
Kraz takes 6 damage
Axe vs Coronei: 1d20 + 6 ⇒ (16) + 6 = 22;Damage: 1d12 + 4 ⇒ (11) + 4 = 15
Axe vs Coronei: 1d20 + 6 ⇒ (3) + 6 = 9;Damage: 1d12 + 4 ⇒ (10) + 4 = 14
Mirror Image: 1d20 ⇒ 5
As the number of illusory images Coronei has summoned fades, he is unable to escape the orog's attention.
Coronei takes 15 damage unless you use shield. (One mirror image remains).
Monty Haul |
Positions at start of Round Four:
Northern Battle:
2 Fire Giants digging in a field 50 feet from the melee – uninjured
Fighting Dorin:
1 orog – uninjured
1 magmin - uninjured
1 mgamin - uninjured and not yet able to engage
Fighting Kraz:
1 orog – 30 damage + faerie fire
2 magmin – uninjured
Fighting Coronei:
1 orog – 12 damage
1 magmin - uninjured
1 magmin - uninjured and not yet able to engage
Fighting Pik:
3 magmin – uninjured
Fighting Silvio:
3 magmin – uninjured
Western Battle:
2 mounted orcs pursuing villagers – one has taken 12 damage
3 mounted orcs fighting Seargent Southwell and Ghelryn – one orc and one axebeak are injured
Rath is not currently engaged, you are around thirty feet from Sergeant Southwell and Ghelryn, fifty feet from the two orcs riding down villagers.
Turn Order:
Orogs
Dorin, Pik, Silvio
Magmin, Orc Cavalry
Rath, Coronei, Kraz, Ghelryn, Southwell, Guards
Fire Giants
Dorin, Pik and Silvio can post actions for round four.
Silvio Callgari Pazzi |
ac 17, strength save +0, dexterity save +5, constitution save +2, intelligence save +2, wisdom save -1, charisma save +3
hp 20/39
effects:
Silvio shrugs of the magmins and leap to backstab the orog fighting Coronei. Unfortunately his opportunistic actions yield no result as his rapier bounces off his target’s plate armor.
Bonus action to disengage
Move action to engage the Orog fighting Coronei
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Sneak attack damage should the attack hit: 2d6 ⇒ (1, 2) = 3
Rath Irreson |
The orog fighting Coronei suffers another wound, although continues to attack the bladesinger.
The orc fighting Rath crumples under the blow from the club.
You can use the scorching breath on another. Who would you like to target - the orcs pursuing villagers or the orcs fighting Ghelryn and Southwell? (Or an axebeak?)
Rath likes birds... even big scary ones, so he'll hit one of the orcs going after the villagers.
Dorin Stonehammer |
Round 5, Hunters Mark, Dueling, Favored Enemy
Dorin moves his mark to the uninjured Orog and attacks.
WH Att: 1d20 + 8 ⇒ (1) + 8 = 9
WH Dam: 1d8 + 5 + 2 + 2 + 1d6 ⇒ (7) + 5 + 2 + 2 + (4) = 20
WH Att2: 1d20 + 8 ⇒ (8) + 8 = 16
WH Dam 2: 1d8 + 5 + 2 + 2 + 1d6 ⇒ (6) + 5 + 2 + 2 + (6) = 21
Kraz Thadoom |
Kraz roars as he takes the hit..
"THAT ALL YEA GOT? DEATH COMES FOR YOU!!!"
He swings at the glowing Orog, switching to a magmin if he falls..
Attack 1: 1d20 + 9 ⇒ (18) + 9 = 27
Attack 2: 1d20 + 9 ⇒ (20) + 9 = 29
Frenzy: 1d20 + 9 ⇒ (6) + 9 = 15
Dam 1: 2d6 + 8 ⇒ (5, 1) + 8 = 14
Dam 2: 2d6 + 8 ⇒ (2, 3) + 8 = 13 Crit Damage: 3d6 ⇒ (5, 3, 1) = 9
Dam Frenzy: 2d6 + 8 ⇒ (2, 5) + 8 = 15
Pik |
Pik's face screws up into a grimace as he sees three magmin circling around to attack him. I don't like the looks of that! He reaches into his pocket pulling forth a handful of fine sand. Then, holding forth a cupped hand under his mouth, blows the sand into a small puff of a cloud in the direction of the coming enemy.
Casting Sleep using a 2nd-level slot.
Sleep: 7d8 ⇒ (4, 2, 3, 7, 3, 1, 7) = 27
Hopefully that gets one or two!
Another Cutting Words use subtracted.
Cutting Words: I'm going to save the last two uses of Cutting Words for when people are closer to serious injury, possibly against the Giants or if someone gets closer to death.
Monty Haul |
Silvio continues his harrying attacks, slipping out from the horde of descending magmin and providing support to Coronei. Dorin also continues his attack, focussing his attention on the fresh orog before him.
Unfortunately, neither is able to land a significant strike.
Meanwhile, Pik cast his spell as the three flame-wrapped gremlins descend on him. The two weakest begin to slow and then slump to the ground. As they collapse, the flames engulfing them fade and the two of them lie harmless in the street as the third continues its charge to attack Pik.
Monty Haul |
The magmin struggle to keep out of one another’s way, however Dorin, Coronei, Kraz and Pik are each attacked by a single one of the little pests.
Magmin vs Dorin: 1d20 + 4 ⇒ (4) + 4 = 8;Fire Damage: 2d6 ⇒ (2, 2) = 4
Magmin vs Kraz: 1d20 + 4 ⇒ (16) + 4 = 20;Fire Damage: 2d6 ⇒ (3, 2) = 5
Magmin vs Coronei: 1d20 + 4 ⇒ (16) + 4 = 20;Fire Damage: 2d6 ⇒ (6, 1) = 7
Magmin vs Pik: 1d20 + 4 ⇒ (3) + 4 = 7;Fire Damage: 2d6 ⇒ (1, 4) = 5
Most of you are able to fend them off, however one sneaks in under Kraz's defences. Not only is he scorched by the attack, but the magical flames spread over his armor and he remains on fire!
Kraz suffers 5 fire damage and is on fire. You’ll take 1d6 fire damage at the end of each of your turns until you spend an action extinguishing the flames.
The three magmin who had descended on Silvio pursue him into the fray, although only two of them are able to get in an attack.
Magmin vs Silvio: 1d20 + 4 ⇒ (18) + 4 = 22;Fire Damage: 2d6 ⇒ (2, 5) = 7
Magmin vs Silvio: 1d20 + 4 ⇒ (11) + 4 = 15;Fire Damage: 2d6 ⇒ (1, 4) = 5
Despite his nimbleness, one of the magmin manages to land a blow and Silvio's new armor also catches alight!
Silvio takes 7 fire damage and is on fire - 1d6 fire damage each round until you spend an action extinguishing the flames.
Monty Haul |
On the western side of the village, the two orcs continue to fight Ghelryn and Sergeant Southwell. The two orcs who had been pursuing civilians turn their mounts towards Rath, both charging through the makeshift camps to attack the shaman.
Orc vs Ghelryn: 1d20 + 5 ⇒ (12) + 5 = 17;Damage: 1d12 + 3 ⇒ (8) + 3 = 11
Axebeak vs Ghelryn: 1d20 + 4 ⇒ (20) + 4 = 24;Damage: 2d8 + 2 ⇒ (3, 5) + 2 = 10
Both of Ghelryn's opponents wound him, the orc sending the dwarf staggering with a vicious strike before the axebeak strikes at his neck, leaving a nasty gash! Somehow, the grizzled old blacksmith manages to stand, although Rath can see he is in a bad way.
Orc vs Southwell: 1d20 + 5 ⇒ (16) + 5 = 21;Damage: 1d12 + 3 ⇒ (4) + 3 = 7
Axebeak vs Ghelryn: 1d20 + 4 ⇒ (8) + 4 = 12;Damage: 1d8 + 2 ⇒ (4) + 2 = 6
The Sergeant fares better, although is also wounded by the orc he is fighting.
Orc vs Rath: 1d20 + 5 ⇒ (15) + 5 = 20;Damage: 1d12 + 3 ⇒ (11) + 3 = 14
Orc vs Rath: 1d20 + 5 ⇒ (5) + 5 = 10;Damage: 1d12 + 3 ⇒ (2) + 3 = 5
Finding himself facing two of the enemy, Rath defends against one but is unable to prevent another blow from an orc axe as the Western defenders struggle to hold off the attackers.
Rath suffers 14 damage.