The World of Eafphqu: Team "good." (Inactive)

Game Master Hoary and Wizened

Setting Site

Battle Grid

Initiative:

Initiative =
Luna, Jun, Psalm, Nikeisha; BG (Red), BG (Orange), BG (Green), BG (Black); Quint, Hack; BG (Blue), BG (Purple), BG (Cyan), BG (Yellow).


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Battle Grid

Jun you're the only one left active in this block of initiative. Whenever you get the chance. Please, and thank you. :)


Battle Grid

Psalm's indication that the nicely dressed female, who was absolutely paralyzed by fear of the chaos surrounding her, escape to the west, was immediately heeded, and followed by the guards that had their clothing fires doused by Nikeisha and Luna following suit. Apparently whatever the guards were getting paid to guard the shipment was not enough for them to continue to risk their lives. Loyalty, apparently, is more costly than their wages. At leas the street is cleared of most bystanders at this point, Luna thinks, as she watches the heavily armored warrior that Hack had tried to halt slide through the wooden gate of the mansion north of the street. Then, to her absolute horror, she watches the man slice down two of the people that came pouring out of the compound's main building as if he were simply cutting through paper, and then enter the building that Jun just went into. That coupled with the fires spreading up the sides of the compound's wooden palisade wall, and would be guards becoming porcupines of arrows, makes processing the whole scene a brain-hurting mess.

Diggety Dices:

Archer (red) Attack 1: 1d20 + 4 ⇒ (12) + 4 = 16
Archer (red) Attack 2: 1d20 + 4 ⇒ (5) + 4 = 9
Archer (orange) Attack 1: 1d20 + 4 ⇒ (11) + 4 = 15
Archer (orange) Attack 2: 1d20 + 4 ⇒ (19) + 4 = 23
Archer (green) Attack 1: 1d20 + 4 ⇒ (3) + 4 = 7
Archer (green) Attack 2: 1d20 + 4 ⇒ (16) + 4 = 20
Damage 1: 2d8 + 4 ⇒ (3, 5) + 4 = 12
Damage 2: 2d8 + 4 ⇒ (1, 7) + 4 = 12

Birefall:

Burning Shrapnel: 2d6 ⇒ (2, 2) = 4
Hack Dex Save: 1d20 + 2 ⇒ (1) + 2 = 3
Luna Dex Save: 1d20 + 6 ⇒ (9) + 6 = 15

Then it goes from brain hurting to potentially body hurting as another of the flaming crates on the furiously burning wagon explodes with a crack of thunderous noise spraying flaming bits all over the area. Hack takes a couple burning scraps in his flesh, cutting and singeing, because he's too busy trying to avoid be sliced by a massive spectral glaive that floats in middair beside him. Luna barely dodges out of the way of the burning hunks of wood.

---------

Inside the main building of the compound, Jun tears off up the staircase, imagining anything crucially important to be in a master's office or bedchamber on the top floor. After turning the corner Jun stops in the threshold of a door where he watches a massive half orc, well armored and armed hastily throwing scroll tubes, and parchments inside a large leather sack.

Distractions:

Jun Stealth Check: 1d20 + 2 ⇒ (18) + 2 = 20

For the moment the man, distracted by gathering up whatever documents he's rapidly packing away, does not notice Jun is there.

Jun, I used the Dash action for you, so you could get up the stairs and to that first doorway. I also took some liberty with a couple things in the courtyard, treating a couple of the guards as story elements, and not even rolling attacks for the warrior that blew past Luna and Hack. Hack, you would get an OA as the warrior left your reach again; you can roll that as part of your post, and I'll retcon the damage accordingly. :)

Current Initiative = Quint and Hack.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

You can just use my attack from before my STR check for the AoO. If this does not work for you, I will reroll.


Battle Grid

That's a separate attack. He moved through and out of your reach once, you closed distance, and now he moved out of it again. So you can roll a separate OA, plus, it is your turn in the initiative so you can post your actual turn's worth of movement and actions as well.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Round 2, AoO, Rage Rounds 1/10, Reckless Att, Divine Fury

Hack swings at the man pulling away from him.

GA AoO Att: 1d20 + 7 ⇒ (7) + 7 = 14
GA AoO Dam: 1d12 + 4 ⇒ (9) + 4 = 13

Stay here, friend!

He then flies into a rage, pursuing the man to attack again, recklessly.

GA Att: 1d20 + 7 ⇒ (6) + 7 = 13
GA Att Adv: 1d20 + 7 ⇒ (18) + 7 = 25
GA Dam: 1d12 + 4 + 2 + 1d6 + 1 ⇒ (2) + 4 + 2 + (2) + 1 = 11


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Quint considers starting to take out the archers on the roof, but still can't decide whether they're actually enemies. I can't think of anything else useful to do without either committing to fight them or giving up the opportunity to do so, so I'm gonna hold my action.


Battle Grid

Would you like to use the Ready action, because 5e doesn't have a hold or a delay. You're either using your Action to Ready any other Action based off of a stated triggering event or circumstance, or forfeiting. When you use the Ready Action, whenever the triggering event or circumstance happens between your turn in one round and the start of your turn in the next round, you use your Reaction to carry out the previously stated Action. Man, that's a lot of action! :P Let me know if you have questions, I feel like I didn't explain that very well.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Oh, I know, I'll use mage hand to steal something from one of the archers. Ideally something that might be able to identify them, but failing that, I'll take one of those arrows with the oil vials strapped to it.

Sleight of Hand: 1d20 + 6 ⇒ (3) + 6 = 9
Sleight of Hand (inspiration): 1d20 + 6 ⇒ (16) + 6 = 22


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Should probably roll some perception to select an item that might be useful for identifying them...

Quint Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Owl Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Owl Perception advantage: 1d20 + 3 ⇒ (18) + 3 = 21


Battle Grid

Hacks reflexive swing is turned away by the warrior's splintmail, but after pursuing the man into the main building he throws his rage and muscle behind a second swing and cuts through mail into flesh, though not quite as deeply as he would have liked. A small trickle of blood is all that his heavy effort gains. The warrior turns to face him and clangs his swords together in a taunting display.

Purse-ception:

Perception Contest: 1d20 + 5 ⇒ (15) + 5 = 20

Quint not having a good enough angle to locate any tell-tale items on the archers on the rooftop adjacent to his own, uses his newly practiced magical talent to swipe items from a distance to grab one of the arrows with an oil flask strung just behind the tip. Giving the arrow and vial a quick inspection relates nothing important, no markings, no particularly unique details. It appears, very much so now, that whomever these agents are, they do not want to have their identities discovered.

Bones a rollin':

Ray 1 Nikeisha: 1d20 + 5 ⇒ (15) + 5 = 20
Ray 2 Psalm: 1d20 + 5 ⇒ (2) + 5 = 7
Ray 3 Luna: 1d20 + 5 ⇒ (10) + 5 = 15
Spectral Glaive vs. Luna: 1d20 + 5 ⇒ (19) + 5 = 24
Guiding Bolt Vs. Luna: 1d20 + 5 ⇒ (6) + 5 = 11

Ouchie ouch ouch:

Scorched: 2d6 ⇒ (1, 1) = 2
Spectral Glaive: 1d8 + 3 ⇒ (8) + 3 = 11

In a flash, literally, the chaos on the street erupts into nightmare. The caster with his mirrored images invokes magic and fires forth three separate beams of red-hot flame from his fingertips. One narrowly misses Luna, another flies well over Psalm's head hitting the wall of the stable behind him and leaving a scorched mark in the wood. A third though slams directly into Nikeisha's chest burning clothes and singeing flesh. At that same moment the man next to him that called for the spectral floating glaive fires a beam of his own magic, this also flies directly at Luna, but her reflexes are too quick to be struck by something she could see coming. Unfortunately in so dodging she did not see the spectral glaive float right at her. It struck down in a wicked arc, and cut the elf's back open causing her intense pain. Bright red blood begins to stain her clothes.

We like Fire:

Yellow 1: 1d20 + 2 ⇒ (15) + 2 = 17
Yellow 2: 1d20 + 4 ⇒ (20) + 4 = 24
Cyan 1: 1d20 + 2 ⇒ (20) + 2 = 22
Cyan 2: 1d20 + 4 ⇒ (2) + 4 = 6

Embroiled in the combat on the street level does not prevent anyone from seeing arrows fly into the roof of the mansion behind the walls of the compound to the north, hearing the shatter of glass and watching the sudden fire erupt on top of it. The blaze spreads quickly and it is lost on no one that that is the roof of the building where Jun and Hack disappeared. It seems obvious that whoever these attackers are, they want this mansion destroyed, and possibly all its inhabitants with it.

Nikeisha took only 2 damage from the Scorching Ray, but Luna took max damage, 11 HP, from the Spiritual Weapon. Thank goodness the Guiding Bolt missed!!! Or things could have gotten really ugly, really fast. :)

Current Initiative = Luna, Jun, Psalm, Nikeisha.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm clearly growing frustrated with this situation looks about. He strides forward. He pulls forth a piece of Feldspar and a silvery dust. His eyes glow with a rage his companions have not seen before. As he prays a shaft of dim silver light shies on the 2 spell casters who have engaged them. At the completion of the spell he flattens himself against the wall hopefully keeping himself out of range of some of the aggressors.

He looks back at Quint, "Do you have any idea why this is happening?"

Cast Moonbeam DEC 13 Con Save for 1/2 (At start of their turn or when they first enter). Moved to cover.

Moonbeam:
Moonbeam
2 Evocation
Casting Time: 1 action
Range: 120 feet
Components: V S M (Several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration:
Up to 1 minute
Classes: Druid
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

I added a Moonbeam square I assumed 5 foot radius was 4 squares from a central corner.


Battle Grid

Retcon, just replace "Quint" with "Nikeisha," and all is good. :D


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Quint is still hiding. Psalm should not even know he's at the scene (and even if he did know, it would be a real dick move to give away his position by shouting up to him).


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

Nikeisha winced as the attack hit, her attention now more focused on the guy doing the burning that the burning building. Still, she couldn't just leave the men who were wounded...

A quick glance showed Nikeisha they were dead. Gritting her teeth, she moved up to Luna, hoping to help, and opened fire on the man who fired the Scorching Ray.

Two could play that game, and Nikeisha could play for longer.

Eldritch Blast: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d10 + 4 ⇒ (8) + 4 = 12


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Oops. It was more RP. Basically Psalm is puzzled and having to solve the puzzle under duress. Hack is infiltrating a group we suspect is up to no good. And here we are having to 1- Keep commoners safe. 2- Face enemies who at this point count us all has hostile but they are apparently against those we suspect might be part of the evil cult. 3- If it weren't for the Spiritual Weapon and the shots toward us. Psalm might have laid back and just got civilians out of the way. That said I love this scenario. No good solutions a myriad of consequences for us.


Battle Grid

Okay, here we go... Since I'm botting Jun and Luna, I'm actually going to adjudicate what Psalm and Nikeisha did first.

Searing Beams of Moonlight!:

Sorcerer Con Save: 1d20 ⇒ 8
Priest Con Save: 1d20 + 1 ⇒ (18) + 1 = 19
Moonbeam damage: 2d10 ⇒ (3, 9) = 12

As Psalm invokes his druidic magic suddenly a shaft of moonlight slams down from the fullness of Laureoth above. The beam is so coalesced as to almost be fog-like, light made into matter and the screams of pain that emit from both the casters caught in the shaft of light are horrifying.

Mirrored Image?:

Mirror Image Test: 1d20 ⇒ 5

Nikeisha's anger gives her uncommon clarity and her blast of glowing green Eldritch force slams into the real magic-user, bypassing all his illusory selves. The ball of glowing green force slams directly into the caster's face, knocking back, and knocking him over. His head hits the cobblestones at an alarming rate of speed. It is somewhat funny to watch the three illusions all smack the pavement simultaneously. The images flicker, but remain, all four images leak blood onto the street, but they also can be seen perceptibly breathing. The enemy caster is alive, for the moment. He may not be so shortly.

Man! That was a great confluence of dice roll events. The bad guy sorcerer's failed save on the moonbeam coupled with him missing the roll for Nikeisha's Eldritch blast to hit a duplicate instead of himself, all lead to him being knocked out just like that. Good show!!!! Now, thanks to unarmored movement, time to go punch the priest!

Luna, seeing opportunity runs full force, skirting the area of Psalm's searing moonlight. As she runs she draws on her inner power, wreathing her hands and feet in flames. (Using one ki point here for Fangs of the Fire Snake. If one of the attacks hit, I'll be using another to add the extra 1d10 fire damage.)

Martial Arts!: 1d20 + 6 ⇒ (14) + 6 = 20
More Arts that are Martial: 1d20 + 6 ⇒ (9) + 6 = 15

Oh yeah, it's on. Using another ki point for the extra 1d10 fire damage.

Luna's fists flash with lightning speed and hit like a boom of thunder, the flames engulfing her hands explode into the priest in bright flashes.

Punches and flames!: 2d4 + 8 + 1d10 ⇒ (1, 4) + 8 + (9) = 22

Her second punch lands squarely on the priest's jaw, the flames burning his garments and hair. When the priest hits the stone of the street, there is an audible crack so loud that even Quint, hidden though he is on the stable roof, hears it. Just like that Akassa's volunteers have dispatched two of the most dangerous foes in this skirmish. Now, the question is, do they run to help Hack and Jun, or attempt to destroy these archers who are raining fire down upon the mansion?

Yes, that's right, Luna did enough damage, that it, coupled with Psalm's previous Moonbeam damage, knocked that sucker flat! Now onto Jun.

----------------------------

Inside the house, Jun realizes that he has not been seen, and decides to try and play that to his advantage. He steps to the side of the threshold and invokes a bit of magic to suggest that the half-orc just leave, and leave all the paperwork behind.

Suggestable?: 1d20 ⇒ 5

Wonderful!
Jun's magical suggestion that the half-orc run out as fast as he can leaving the papers behind, for his own good, of course, sticks, and Jun watches in absolute delight as this captain of the mansions forces does exactly that, blowing past him and straight down the stairs. Jun then walks into the room and grabs the leather sack the captain left behind, he also begins stuffing as many of the loose parchments and papers from the top of the desk into the satchel as he can.

Okay I need to take a break here. I realize it is the bad guy's turn in the initiative, but I've got a couple things to take care of before I can get to that. Fun!!!!


Battle Grid

And continuing...

Tete-a-tete:

Longsword once: 1d20 + 5 ⇒ (20) + 5 = 25
Longsword twice: 1d20 + 5 ⇒ (17) + 5 = 22
Shortsword: 1d20 + 5 ⇒ (19) + 5 = 24

Sweet crap!

Slashing Damage: Halved because of Ragey-ness:

Longswords: 2d8 + 6 ⇒ (8, 2) + 6 = 16
Shortsword: 1d6 ⇒ 6

That's 11 total slashing damage taken by Hack. Ouch!

Hack finds out rather quickly that the warrior in splint that he was chasing is not some street thug. The man strikes so quickly with his swords that Hack has zero time to react, and takes three quick slices in rapid succession. His own blood is nothing new to the expatriate Highlander, and it serves only to continue his angry fury.

Hack is currently at 15 HP out of a possible 39 total. He's going to need some healzzzz.

---------------------------------

Beyond all reason, having clearly displayed themselves as enemies, the archers on the roof do not target Nikeisha, Psalm, or Luna. Instead, they once again launch arrows with vials of oil. Having no flame themselves since Quint took away their torch, they launch them all at the flame that is spreading across the manse's rooftop, the fire started by their cohorts on the rooftrop across the street.

FIRE!:

Red 1: 1d20 + 2 ⇒ (2) + 2 = 4
Red 1: 1d20 + 2 ⇒ (4) + 2 = 6
Orange 2: 1d20 + 2 ⇒ (7) + 2 = 9
Orange 2: 1d20 + 2 ⇒ (11) + 2 = 13
Green 1: 1d20 + 2 ⇒ (19) + 2 = 21
Green 2: 1d20 + 2 ⇒ (3) + 2 = 5

It appears as though the distraction of the combat below has thrown off their aim, as several of the oil-flask arrows fly well wide of their mark landing on the wall beyond the building, or on the ground inside the compound, doing very little. Two, though land right next to the existing flame on the mansion's roof, and they cause the fire to quickly spread. Clearly these archers are focused, heavily, on making sure that building does not survive this encounter.

Current Initiative = Quint and Hack.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Round 3, Rage Rounds 2/10, Divine Fury

Hack stands to to toe with spittle flying as he attacks again!

GA Att:: 1d20 + 7 ⇒ (19) + 7 = 26

GA Dam: 1d12 + 4 + 2 + 1d6 ⇒ (1) + 4 + 2 + (6) = 13


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Quint, seeing that his friends have committed to battle, pulls out his bow. He sees Psalm approaching the group of archers near him, and suspecting that he has some spell in mind for that group, instead targets on of the ones on the distant roof. (Targeting yellow, since I'm probably the one in the best position to attack him, and leaving the clustered guys for someone with an AoE. I don't suppose anyone knows Grease?)

He reaches behind him for an arrow, then holds for a moment, feeling the fletching between his fingers. He closes his eyes and slowly lets out a breath, then in one fluid motion, he whips the arrow around, presses it against the bowstring, and hooks the string with the iron ring on his thumb. His eyes flash back open as the string pulls back. He doesn't hold, but he tugs on the string until it slips from his grasp, sending the arrow hurdling across the street.

Shortbow, sneak attack: 1d20 + 6 ⇒ (6) + 6 = 121d6 + 4 + 2d6 ⇒ (4) + 4 + (3, 6) = 17
Shortbow, advantage: 1d20 + 6 ⇒ (13) + 6 = 19

Without waiting to see if the arrow hits its mark, Quint takes a step back, ducking down to take cover behind the slope of the roof. Bonus action: hide.

Stealth: 1d20 + 8 ⇒ (18) + 8 = 26

Above, the owl continues to look for any mark on any of the attackers, or any gear that might have such a mark, or for any telltale sign of where they came from (perhaps a bit of soot on someone's shoe that is distinctive to a certain part of the city, or a maker's mark on a weapon that would indicate where it was purchased).

Owl Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Owl Perception Advantage: 1d20 + 3 ⇒ (20) + 3 = 23


Battle Grid

Hack's axe slams into his opponent's shoulder and cuts through splintmail and flesh, drawing a spray of blood, but it appears to slow the warrior down not at all. He simply grimaces a bit, and once again slams his blades together in a taunt.

The street is now clear of all bystanders, as they have all run away in various directions after seeing so much death and magical carnage. One thing is certain, the streets of Rydwyrna have suddenly become intensely, savagely, lawlessly, more dangerous than they were just one day before. Moments like this are the kinds of moments that shake a people's belief that their systems and governance can protect them at all. It takes heroes to restore that faith. Heroes ready to act at a moments notice. Heroes ready to do what's right regardless of wages or accolades. Perhaps such heroes are here on the street now? Under the four moons of Eafphqu, waging war against evil and chaos.

Quint has surely got to come up with a name for his bow at this point. Loosing his arrow, it flies straight and true directly into the heart of the fire-bearing archer on the cross-street rooftop. The archer tumbles forward off the roof and hits the ground, thoroughly dead.

Watching his partner fall dead gives the remaining archer on that roof a moment to weigh the risks and rewards of his mission. Clearly, to the owl overhead who is the only thing capable of seeing what he's doing, he has decided the rewards no longer outweigh the risks. He grabs a hold of the knotted rope of black silk that is attached to the roof's chimney, climbs down, and shoves off, at rapid speed. Instinctually, or perhaps at the subconscious direction of its master, the owl follows him...

Death Saves:

Priest: 1d20 ⇒ 14
Sorcerer: 1d20 ⇒ 7

Cyan has bugged out, and everyone else in that initiative group is incapacitated. One death save failure for the Sorcerer, one success for the Priest.

Current Initiative = Luna, Psalm, Nikeisha, Jun.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm reels back on his heels where he can see the archers on the roof and moves the moonbeam over their location.


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

At work, so I can't see the map, so going by memory here. Token assist please if I am not wrong.

Luna rushes around past Hack (Trying to avoid any AoO's if possible) and attacks the man attacking Hack.

Handy attack: 1d20 + 6 ⇒ (12) + 6 = 18

Damage: 1d4 + 4 ⇒ (1) + 4 = 5


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

By my count, you need 13 squares of movement to get there. I don't think you have the speed to do that and attack, even if you spend a ki point to dash as a bonus action...


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Okay, I cannot get there and attack, so I double-moved myself on into the room on the main floor of the mansion.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

Following the arrows, and the Moondbeam, Nikeisha put her hand in a small pouch and waved at the archers. Flower petals gently fell as she tapped the ground with her staff again, casting Sleep.

Sleep: 7d8 ⇒ (6, 5, 6, 6, 5, 7, 5) = 40


Battle Grid

White Light:

Con Save Red: 1d20 + 1 ⇒ (12) + 1 = 13
Con Save Orange: 1d20 + 1 ⇒ (11) + 1 = 12
Con Save Green: 1d20 + 1 ⇒ (13) + 1 = 14
Beaming Moon Damage: 2d10 ⇒ (6, 2) = 8

Psalm sends his shaft of Laureoth's magical coalescing radiance down upon the roof full of archers. The thick searing light causes all three men to scream in pain, though one scream lingers longer than the others.

Bomb's Away:

Red: 3d6 ⇒ (2, 3, 1) = 6
Orange: 3d6 ⇒ (1, 4, 3) = 8
Green: 3d6 ⇒ (6, 3, 5) = 14

Then, Nikeisha drops a puff of magical slumber amongst them, dropping them all instantly to sleep. After dropping their bows they all hit the roof tiles and then tumble in three different directions off the roof. Two of the archers fall so awkwardly and hard that their bodies lie on the ground bloody, twisted, and broken. They will not be getting up, ever. A third though, the leader of the group, hits the ground hard, but instantly pops his eyes open, very much awake. He instantaneously pops up from the ground and, weaponless, tears off at a dead sprint into the alley between buildings southward. Perhaps somebody should take off after him? Or perhaps everyone should go and check on what's going on in the building behind the wall. The flames atop the roof have become a blaze so furious that they light up the entire street, and even Quint, from his position across the street, can feel the heat of all the separate fires.

--------------------------
Meanwhile Luna charges into the building just in time to watch a hulking half-orc charge out right past her. She also sees Hack and the warrior he followed doing furious combat, axe and swords fly about at breakneck speed.

This is gonna hurt...:

Longsword 1: 1d20 + 5 ⇒ (11) + 5 = 16
Longsword 2: 1d20 + 5 ⇒ (9) + 5 = 14
Shortsword: 1d20 + 5 ⇒ (15) + 5 = 20
Longswords: 2d8 + 6 ⇒ (2, 8) + 6 = 16
Shortsword: 1d6 ⇒ 5

Hack's studded leather armor, as fine as it is, is no match for the sharpness and swiftness of the veteran warrior's swords. Luna watches as three fresh and deep gashes are opened in the Highlander's flesh. Dark drops of blood drip in rivulets onto the floor, but the axe wielding barbarian refuses to fall. Hack is currently at 5 HP.

Upstairs, Jun continues to ferociously file any thing he thinks he might need later into the leather satchel that his suggestable friend the vacated half-orc left behind for him. As he does so he begins to smell and then see smoke pouring down into the room from above. The building is most definitely on fire.

Jun! I didn't bot you because at this point, being upstairs and out of the combat, and in an area that has some potential secrets to discover, in addition to starting to see smoke pouring in from the ceiling, I didn't want to dictate what you do there. So, as soon as you are able, please post whatever actions you want for Round 4.

Current Initiative = EVERYBODY You've eliminated the threat group that was between your initiative blocks, so everyone can post at their leisure. Right now the only combat threat is the warrior that is cutting the life out of Shenkt "Hack" Corchran.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I would normally disengage at this point with any other PC, but I am afraid that Hack does not do such things. Round 4, Rage Rounds 3/10, Divine Fury

Hack grunts as he attacks again!

Get out, Jun!

GA Att:: 1d20 + 7 ⇒ (16) + 7 = 23
GA Dam: 1d12 + 4 + 2 + 1d6 ⇒ (8) + 4 + 2 + (3) = 17


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Unaware of what's going on inside the building, Quint gets a good look at the nearest dead archer, filing the information about his appearance away for later. He then takes off after the fleeing one, trying to stay out of sight on the rooftops above. He can dash twice in a round, thanks to Cunning Action, for a total of 75ft of movement, which should be more than enough to keep up with him. He doesn't get too close, though. Just trying to keep him in sight, so that he can follow him and see where he goes.


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Mended? Can I get any kind of idea of how hurt the warrior with all the swords skills (attacking Hack) is? Do you need me to make some kind of roll? - I mean, Hack has surely been hitting him with those high attacks and seems to be doing a lot of damage? Though from one of your posts I gather the warrior has some sort of DR. - And has the warrior paid me any attention since I came in? I may be stretching here, but, do I get any sense of hostility towards me?


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

Jun pauses for a moment: while it is good that his ruse has worked so far, the smoke means that he is now on a timetable, so he decides to stop shoving documents into the satchel - the free satchel - he reminds himself with a silent chuckle, and instead does his best to think like a cultist would.

If I had important paperwork that I needed to keep on site, but didn't want anyone to find, where would I hide it? he thought to himself as he stopped and really took a look at the office he was in.

Investigation seems like the most reasonable skill for this: 1d20 + 4 ⇒ (17) + 4 = 21


Battle Grid

Luna, I'm not sure what it is you're looking for with that question? Is the warrior hostile towards you specifically? The answer to that would be "no," because he's currently trading blows with a hulking Highlander barbarian. Ergo, he's too busy trying not to die and simultaneously trying to kill your friend Hack to worry about some prissy elf lady that just ran in. Having said that, he is trying to kill Hack, and, I might add, doing a pretty bang up job of it. If Hack didn't have DR because he was raging, he'd already by on the floor. So....

@Jun, since this is your round 3 action, I wanted to respond to you separately, because you can immediately jump into taking your round 4 actions as well, and then I'll adjudicate everything once everyone has posted.

Taking a quick but thorough look at his surroundings, Jun notices some telltale scrapes on the wooden floor in front of the chest of drawers just inside the door. It can't be that easy, can it? He thinks to himself while pulling the chest forward. When he sees a part of the floorboards cut out with an iron handle on them, he thinks, I guess it can be that easy. Pulling up the handle Jun finds a small chest. Unfortunately it is locked and he knows he doesn't have time to unlock it here and now. Giving the small chest a quick heft, he realizes, though it won't be particularly easy, he can carry it and still move at a close to normal pace. Whatever is in it, it isn't just paperwork. In fact, it might not be paperwork at all, but no doubt whatever is in it, will provide some clues to the inner workings of whatever group was operating out of this, soon to be burned down, building.

Current Initiative = Jun, Luna, Nikeisha, Psalm. Quint and Hack have already posted their round 4 actions. :)


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Just an FYI...for those that can see or hear Hack, one of your boon companions is getting his ass kicked, and near going down. It should be obvious from blood loss.


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Mended, sorry for the confusion. That apparently made you forget the first part of my question, can I tell how badly injured the warrior attacking Hack is? Is he hurt enough that I could finish him off soon? Before he kills me?

I have curing potions to use on Hack, but I'm afraid the warrior will then try to attack me and I do NOT have that DR! I believe we would both get killed then!

Also, Mended? There seems to still be a figure standing in room 3 of the main floor of the mansion? I thought everybody had left? Or did you just forget to move the icon? And do we know what the different letters in different rooms mean? I would like to move into room 3 where the 'G' is to get out of sight of that deadly warrior, hoping he will stop once Hack is unconscious and perhaps leave or goes upstairs? So then I can go give Hack a healing potion or two? BUT I need a little more info here please?


You're right, I did forget the first part of the question. Incorporating Hack's last attack, it is clear to Luna that the warrior is bloodied. Remember that is a purely mechanical term that the rules designate; it means the bad guy is at less than half of their total HP value. I do not want to give you any more information than that, because I do not want HP numbers to be the directive for a character's actions. That's one of those fourth wall things that tends to bother me. As to the icon on the main floor, you're right there too. Just forgot to move it out of the building and onto the street. I have since taken care of that oversight. As to the letters on the map, I don't even know what they mean. I just took that map because it fit roughly with my idea of what the Shepherd's main house would look like on the inside. :) Remember, it's me, DM-on-the-fly-even-though-it's-PbP-and-he-doesn't-have-to. :D Does that answer all your questions? Remember, when it comes to Luna's actions, think about what she's seen, what she knows, her background, and her ideals (Charity - I always try to help those in need, no matter what the personal cost). :)


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Yes, that answers my questions, thank you! *** As to the Charity part, well yeah, that's why I'm willing to use a couple of MY healing potions on Hack, but I meant no matter what the personal financial cost, not the risk of my own life! :-P

Luna believes she cannot do enough damage to this warrior to outlast him in combat. She hopes he will cease his attacks on Hack once Hack goes unconscious, so she moves to another room to get out of the immediate danger Disengage, and hope she can then heal Hack later.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

You have no ability or weapon that will allow you to do damage from Range?


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Luna has Fangs of the Fire Snake, right? With that, you could attack from outside his reach (and even spend extra ki for extra damage if you have it to spare), then move away (not provoking an AoO, because he wouldn't be threatening you at the time)...

Of course, you also have the option to disengage as a bonus action after a normal attack using Step of the Wind, but that also costs a ki point.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Am I aware of Hack's situation? I was under the impression he was inside a building. If I know he is in jeopardy I will make haste.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

You probably saw him follow the guy, but I don't see how you would know that he is still fighting with him, or how well he's doing in that fight.


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LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

Not having time to waste trying to pick locks, a skill he realizes that he now needs to learn, Jun hoists the chest and flees the office. Once down the stairs, he will say "My friend, is this fool really all that stands in your way? Cut it down like the dog he is so that we can be on our way!"

Bardic Inspiration for Hack

Turning to the other man, Jun says "And you, you shame your ancestors with that blade technique. Your father turns his eyes away from your shoddy footwork and haphazard stance!"

Using my new ability, Cutting Words, as a reaction, to reduce his attack roll by 1d6 ⇒ 2.


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage
Quint Rue wrote:

Luna has Fangs of the Fire Snake, right? With that, you could attack from outside his reach (and even spend extra ki for extra damage if you have it to spare), then move away (not provoking an AoO, because he wouldn't be threatening you at the time)...

Of course, you also have the option to disengage as a bonus action after a normal attack using Step of the Wind, but that also costs a ki point.

Both The Fangs of Fire and the extra damage were used by Mended when he botted my attack against the spellcaster outside. I just forgot to subtract those two ki points from my tag line. I do have a bow for range attacks as well, but now that Jun is down here we shall see.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Luna: Jun has completed his action. I believe you have an action you can use now to attack with the bow, unless I am reading the initiative wrong.


Hack, Luna used the Disengage action, which takes the place of her action, so, no, she can't attack. I do believe Luna is waiting until you either kill the guy or get knocked unconscious, with the plan to heal you up with healing potions, and then escape from the burning building. At first I thought that a rather cowardly plan, but the more I thought about it, the wiser it seems. If Luna gets herself killed trying to save you, there might not be anyone to save you both from a burning building collapsing on you. This way, she ducks and hides, awaits one outcome or the other, and worst case scenario, brings you back to consciousness with a potion, and you all skedaddle. In a world where healing potions are a fairly common item, that is actually a very wise plan. From my point of view, anyway.

Looks like we're just waiting on Nikiesha and Psalm to declare their round 4 actions, and then I'll be able to string together the narrative for all the various locales.


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Yes, the plan to live to fight another day, rather than both of us dying uselessly is definitely the wiser plan.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

Nikeisha looked around in confusion. "Where the bloody hell did everyone go?" It seemed like she was missing something, but for now she was going to focus on putting out the fire.

Nikeisha will simply extinguish 5ft worth of fire for now, targeting anything that looks important.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

I did not realize she had to disengage...what was threatening her?


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm moves up to the casters who are lying in the street to confirm they will be staying down.

Double move. Not able to check them this round.


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage
Shenkt "Hack" Corchran wrote:
I did not realize she had to disengage...what was threatening her?

The same warrior that is killing you, since I was standing next to that warrior.

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