
Abrel Deadrose |

Nertz! Abrel swears cleanly, I'll help Cole, come over as you can!
Assuming that Cole is not anchoring the rope, Abrel climbs up and over, hanging to a full body's length before dropping to the ground! Aware that I may take damage.
Strength (Athletics): 1d20 + 4 ⇒ (6) + 4 = 10
If that is not enough, I will use Action Surge.
Strength (Athletics): 1d20 + 4 ⇒ (20) + 4 = 24
Bonus action to summon my sword.

GM Infinity |

Con vs El: 1d20 + 2 ⇒ (1) + 2 = 3
As the stone guard reloads his xbow, Elandil's frosty blast splatters all over the weapon's limbs and jamming the flight groove with a line of icy winter.
Abrel meanwhile rushes the gate wall, hefting himself up and over the wall like a spec ops master in one fluid movement, as if the 15 ft barrier was not even there. Cole mentioned anchoring the rope so you can slide down the other side without taking damage as well, plus nat 20.
Round 1:
Enemy
Elandil, Abrel, Cole, Davin, Shal, Bhoors <--UP

Bhoors Thistledown |

Bhoors curses his luck and his memory, "Someone remind me I need to 'buy' a hand crossbow."
He pulls loads and begins to swing his sling with practiced form aiming for the guard on the platform.
Attack: 1d20 + 5 ⇒ (7) + 5 = 12

Shaldinari Vec |

"Huh...that didn't work out so well." Shaldinari says as guards shout, arrows fly, and blood flows.
When Abrel practically leaps over the wall, the witch again calls on the power of the fae to try and help subdue the guard on this side of the gate.
Repelling Eldritch Blast: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d10 ⇒ 1 plus 10' knockback

GM Infinity |

Bhoors snaps his sling around and the bullet *hisss*es through the air with an odd vibration, going wide. Shal's blast strike the guard squarely and amazingly the guard goes flying, flipping over the stairs and landing in an empty vegetable cart.
Round 1:
Enemy
Elandil, Abrel, Cole, Davin, Shal, Bhoors <--UP
Cole up, reminder you have advantage against red, yellow, and green

Cole Younger |

Round 1, Sneak Att
Cole steps up to Red and attacks with both swords.
LS Att: 1d20 + 5 ⇒ (13) + 5 = 18
LS Att Adv: 1d20 + 5 ⇒ (7) + 5 = 12
LS Dam: 1d8 + 3 + 1d6 ⇒ (1) + 3 + (1) = 5
SS Att: 1d20 + 5 ⇒ (19) + 5 = 24
SS Att Adv: 1d20 + 5 ⇒ (2) + 5 = 7
ss Dam: 1d6 ⇒ 5

GM Infinity |

Cole bursts out of the shadows, his blackened blades nearly invisible, sliding his longsword across the throat of one of the guards from behind while simultaneously thrusting his short sword all the way through his torso. The guard crumples in death!
Redz dead baby. Only blue is in the stone plate, I just lazily used the same token for all. Yellow and Green have some sort of mud caked all over them, streaked in places down to the skin with some sort of special symbols.
Yellow and Green turn to take on the wall climbers with their dark, almost shiny grey flintstone blades. Blue meanwhile picks himself up and moves towards the gate.
Yellow vs Cole: 1d20 + 3 ⇒ (3) + 3 = 6
Green vs Abrel: 1d20 + 3 ⇒ (16) + 3 = 19
Dmg to Abrel: 1d6 + 1 ⇒ (4) + 1 = 5
Round 2:
Enemy
Elandil, Abrel, Cole, Davin, Shal, Bhoors <--UP

Abrel Deadrose |

Abrel grunts as the grey blade sparks across his mithral breastplate that was hidden under his tunic. He retorts with a single word, Verdanis!
He swings his blade, two-handed!
Longsword: 1d20 + 4 ⇒ (4) + 4 = 8
The blade begins to glow a greenish hue, but the blade bounces off the heavy armor!
Curses!

Cole Younger |

Round 2, Sneak Att
Cole returns the favor on the gold in front of him.
LS Att: 1d20 + 5 ⇒ (20) + 5 = 25
LS Dam: 2d8 + 3 + 2d6 ⇒ (7, 7) + 3 + (2, 4) = 23
SS Att: 1d20 + 5 ⇒ (12) + 5 = 17
Dam: 1d6 ⇒ 5
[ooc]I assume advantage was over...if crit kills yellow, please apply SS attack to the one before Abrel.

Abrel Deadrose |

Masterful strike, Cole! Abrel calls out with a smile then turns his attention back on the stone knight before him, Come on, blackheart! Let us finish this dance!

Elandil Blackleaf |

Is it an action to try to get over the wall?
Elandil tries his luck at joining his companions but doesn't make any progress.
athletics: 1d20 - 1 ⇒ (6) - 1 = 5
Realizing he isn't going to make it he tries to stay out of sight.
Hide action
Stealth: 1d20 + 5 ⇒ (11) + 5 = 16

GM Infinity |

No, but climbing costs double movement so if you want to get all the way to the other side you probably need to use your action to get some additional move. From where you were, you would move forward 15 ft, then climb 15 ft (costing 30 for total of 45). You can drop down on the other side for free.

Bhoors Thistledown |

Bhoors scurries up the wall.
That's a full round I will stop on top.

GM Infinity |

Ill go ahead just to move things on here
Athletics: 1d20 - 1 ⇒ (17) - 1 = 16
...Bhoors indeed scurries up the wall. XD
Green slashes out with the dark stone blade...
Attack Abrel: 1d20 + 3 ⇒ (7) + 3 = 10
...but the nearby table catches the force of the blow as Abrel sidesteps.
Blue unloads a menacing looking morningstar made of granite and studded with shiny obsidian balls, tapping it in his hand a few times before striding, circling around, towards Cole, reciting some kind of ritual "...and he shall know the cut of the eons in an instant, his body a fossil, soul thrown to the Rift..." and other insane ramblings of a stone worshipper as he brings the great weapon crashing down...
Attack Cole: 1d20 + 5 ⇒ (10) + 5 = 15
Dmg to Cole: 1d8 + 3 ⇒ (4) + 3 = 7 piercing
Attack Cole, Multiattack: 1d20 + 5 ⇒ (3) + 5 = 8
...Cole nearly collapses as his entire body is compressed down into the ground, but at the last minute some hidden strength rises and he adjusts his stance to resist the full force of the impact.

Shaldinari Vec |

Shaldinari gracefully jumps down from the wall, dropping to one knee and then quickly unleashes a blast of energy at the cultist who just landed a nasty blow to Cole.
Repelling Eldritch Blast Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d10 ⇒ 5 +10' knockback

Elandil Blackleaf |

Elandil casts a small blessing before trying to get over the wall again.
Cast guidance and try to climb over the wall.
athletics: 1d20 - 1 + 1d4 ⇒ (10) - 1 + (2) = 11
But just can't get a good grip.

GM Infinity |

This time, the earthen knight seemed ready for Shaldinari's magics and as her energy charges up, latches of stone burst from the ground, encapsulating his boots and keeping him in place during the most intense part of the blast... He has a special ability against forced movement
Those outside, remember you can help action to give advantage to someone if you want.
Round 3:
Enemy
Elandil, Abrel, Cole, Davin, Shal, Bhoors <--UP

Abrel Deadrose |

Abrel swings again, Verdantis!
Green flame blade: 1d20 + 4 ⇒ (6) + 4 = 10
Gods dammit! I know they are tough to hit, but I couldn't even hit a thug with these rolls!
The blade clangs off the stone plate again!

Bhoors Thistledown |

Bhoors moves along the top of the wall and leaps down on one of the guards (green) one hand holding the sword with the other palm against the pomel hoping to use momentum as he rains down.
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
He lands on the guard awkwardly and dismounts to be at the guards back. cursing his luck.

Davin Grey |

Ok, not a problem..I kinda thought that but just wanted to make sure...do I need a new roll, or did that one just mean it took me 2 rounds to get to the top of the wall...will roll just in case to speed things up!!
Athletics (climb): 1d20 + 3 ⇒ (1) + 3 = 4
Well count me out of this battle...I cannot climb a rope..lol

GM Infinity |

Haha, well for my part I'm a bit surprised no one's thought to open the door.
Seeing Bhoors fall out of the sky, Green reacts instinctively with a wide arcing slash of his dark grey flintstone scimitar...
Attack Bhoors: 1d20 + 3 ⇒ (16) + 3 = 19
Dmg Slashing Bhoors: 1d6 + 1 ⇒ (6) + 1 = 7
Meanwhile the stone plated knight steps up between Shal and Abrel, swiping across with the super-dense morningstar and trying to catch them both the earthen momentum...
Attack Shal: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg Blunt Shal: 1d8 + 3 ⇒ (6) + 3 = 9
Attack Abrel, Multiattack: 1d20 + 5 ⇒ (8) + 5 = 13
...as the stone weapon bounces off of Shal, bruising her badly, its trajectory is altered enough for Abrel to dodge.
Round 4:
Enemy
Elandil, Abrel, Cole, Davin, Shal, Bhoors <--UP

GM Infinity |

Cole's dagger point sneaks through a few ribs of the mud covered cultist and sticks to the hilt. The man arches his back in pain "Yarrghhh!!!" before falling dead to the ground.
Cole quickly moves to the gate and tosses the wooden plank keeping it barred. The gate swings loosely in its well oiled hinges.
Round 4:
Enemy
Elandil, Abrel, Cole, Davin, Shal, Bhoors <--UP

Abrel Deadrose |

Abrel says, Oh no you don't go hitting a lady like that!
Strength (Athletics): 1d20 + 4 ⇒ (13) + 4 = 17
Abrel drops his sword to the ground and grabs the stoney guard, dragging him away!
Dragging the guy 15 feet North East if he fails.

GM Infinity |

Contested Athletics Abrel: 1d20 + 3 ⇒ (12) + 3 = 15
Abrel wraps his huge forearms around the stone encapsulated guard, and starts yanking him out of the way...however, he is as if rooted in place, locked gravitationally with the center of the planet.
Again, he has an ability to resist changes to his movement. It burns his reaction and you do have him grappled, however.

Shaldinari Vec |

Shaldinari's breath explodes from her lungs as several ribs make an unpleasant cracking sound when the cultist's blow slams into her side. The sound of laughter fills her head followed by the sultry, fae voice of her patron. Perhaps you should remember to duck if you're going to throw yourself into the front lines my dear.
Unable to argue with the Lady's admonishment, Shaldinari takes several steps backwards as Abrel grapples the cultist. Ready to send another blast of energy at the man but unwilling to risk harming a comrade, she holds the power back and waits to see if the enemy can escape the knights grip.
20' move back (off the map) and hold any further action unless the cultist breaks free.
HP: 6/15

GM Infinity |

Con vs Elandil: 1d20 + 2 ⇒ (20) + 2 = 22
Elandil's ice orb shatters off the guard's helm without him flinching at all as it leans into Abrel saying as he struggles "...the Black Earth is..*grunt*..a fortress...unyielding! *grunt* ...I am...the Mountain of Doom..."
Most of the primordial chaos of the elemental planes is just random destruction. There are some entities who dwell there with a spirit of real evil, however. Mountain of Doom is an alias of one of the Princes of elemental evil, Ogremoch.
Round 4:
Enemy
Elandil, Abrel, Cole, Davin, Shal, Bhoors <--UP

GM Infinity |

Alright, sorry for lack of clarity. I meant depending on how spent your movement
Seeing his chance, the strange archer advances past the gate, notched arrow at the ready...turning and sending a pain spike deep into the earthen guards chest, shattering a small hole in the stone.
Bhoors up to finish the round
Earth Knight -19

Bhoors Thistledown |

Sorry one of my posts was lost I guess.

Bhoors Thistledown |

Bhoors moves up to the remaining opponent and lunges with his rapier.
Stab stab: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 3 ⇒ (8) + 3 = 11