| Raseri Whitescale |
How far is the other giant? Could I get to it and still attack?
| GM Infinity |
The one you saw earlier on the road is hidden from view because the crest of the hill is in the way (imagine looking up a steep road, you cant see past the top). You would need to run up the hill to see it, which would cost 30 ft movement (and you need to get around the stupefied dog somehow). From there it may or may not be in range.
| *Lexi |
Lexi opts to slide into the tower where the unknown enemies are located. She disappears into the gloom and starts looking for a way up.
So my speed is 40' in the first round of combat. I'm gonna stealth and look for a way up to where the enemies are while sticking to the darkness.
| GM Infinity |
Lex, you can spend 40 to get to the top of the tower (20 ft climb on the darkside). The windows aren't quite big enough for you to slip through. No climb roll required, but stealth check is. From there you could take further actions to get inside perhaps. Or you could pause your climb to get a good look through a window (search action). The creature(s) are presumably on either the 1st or 2nd floor from the noises earlier.
| Raseri Whitescale |
Totally forgot I had sacred flame prepared and I can cast spiritual weapon.
Raseri had been quiet, her silence speaking rather loudly about her opinions on the matter. Unfortunately for the giant bandits they interrupted her thoughts and she felt something inside of her come to a roiling boil as they were taunted in sylvan.
Athletics (To get past the shadow hound that's currently learning what it's like to be black-out drunk): 1d20 + 3 ⇒ (3) + 3 = 6 Boo! C'mon dice! I'm not even asking you to roll well! I just need you to roll well enough to not leave me in the single digits!
Got a feeling that's it for my turn since I'm probably now in the pit.
| GM Infinity |
Ras, it was Acrobatics to tumble through the hounds space. However, you have 16 str meaning from a dead stop you can leap 8 ft...that's enough to jump across the corner of the pit and be on the other side. Do you continue running up the hill?
Lex, indeed from there a wide stairwell which used to connect to higher tiers (now collapsed) now presents an opening into the lower levels. You would need to bonus dash to move further.
| Raseri Whitescale |
Well in that case...
Raseri leaps the gap, almost falling in, but managing to keep her balance well enough to recover and set off at a run up the hill. She begins reciting the runes to a spell she knows, but has not had the occasion to use. Flames engulf the head of her maul as she begins to spin as she climbs the hill. Once, twice, then thrice. The flames arc off towards the hound at the back fo the group, but she has no mind for it. She has bigger prey tonight. Her right hand pulls her hammer, Strength, from the ring on her belt and she grabs it by the strap before twirling it around a couple of times. as she lets out a warcry.
"Óðinn á ykkur alla!"
The hammer glows and transforms into an echo of Mjolnir as it flies at the giant just as she crests the hill.
Spiritual Weapon v. Giant with spears: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Sacred Flame (DEX Save DC 13 negates) v. Shadow Hound that was not hit by Kjeta's Hypnotic Pattern: 2d8 ⇒ (1, 5) = 6
| GM Infinity |
Hound Save vs Ras: 1d20 + 2 ⇒ (3) + 2 = 5
Ras, you throw your divine flame back at the rear hound, smacking it violently across the face. Then you make it about 10 ft beyond the front line...when suddenly the ground...or actually another canvas made to look like ground...slips out from under you. You fall for what seems like forever before getting cut up by something very nasty...
40 ft fall: 4d6 ⇒ (2, 2, 4, 6) = 14 bludgeoning
Impaled on spikes: 2d10 ⇒ (10, 8) = 18 piercing
...old rusty doors and other pieces of scrap metal bent upward in crude spikes catch your fall, with some impaling you. You are restrained (speed 0) on the metal spikes at the bottom of the pit. You can DC 15 str athletics to free self, then take the rest of your move to climb halfway out, if successful. Spiritual weapon not cast.
Rear Hound -6
Raseri -32
Marked this second pit on map.
| GM Infinity |
DM: 1d2 ⇒ 2
Lexi, you swiftly creep down the stairs and immediately see the source of the noise...the shadowy form of an enraged elven spirit. Blacker than gloom, its insubstantial form easily wrestles free of a collapsed shelf and sets its sights on the window towards the party...seemingly unaware of you.
This level of the tower seems to have once been a military barracks of some kind, with a few old and broken beds spread out together with some fallen wardrobes. There is also evidence of a fire here at some point.
You've got about 10 ft in between you, still reachable in melee this round.
edit: but not actually meleeable...you already did Hide and Dash with movement. My bad, see below.
| GM Infinity |
Round 1:
Enemies
Kjeta, Lexi, Carn, Ras, Dei, Hru<--UP
Lexi is nowhere to be seen and Raseri just vanished in a cloud of dust up ahead...moments later another gaping pit clearly visible at that location. It looks like there is still a narrow path to the crest of this hill now on the opposite side of the road.
Reminder a possible action for PCs is Search, should you suspect more pits about.
| Raseri Whitescale |
So what happened to Raseri's hammer? She was pulling it out as she was running.
| Hrungnir |
With only one foe that he could reach, Hrungnir diligently marched forward, hammer in hand.
Booming Blade: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 2d8 + 5 ⇒ (1, 7) + 5 = 13
Damage: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Two solid blows connected, supported by the runes on his hammer...it was sure to leave a mark.
| GM Infinity |
The runeman boldy strikes his hammer across the face of the mesmerized fiend, it was a dog eat dog world after all. The demon squelched as it gained its bearings anew, a low growl stirred within as a cloud of black began to form around its haunches...
Round 1:
Enemies
Kjeta, Lexi, Carn, Ras, Dei, Hru<--UP
Forward Hound -25
Rear Hound -6
Raseri -32 (restrained)
Lexi I think I f'ed up your action economy...you did Hide and Dash with regular movement so I dont think you can attack this round.
Ras can still free herself from the spikes and climb halfway out this turn.
| *Lexi |
I am a Rogue. I can do either of those things as a bonus action. I will admit, however, that it might have taken more than 80' of movement to get into range, and I was trying to stay quiet and get into position, so I'm fine not attacking this round.
| GM Infinity |
Yeah, but not both and still attack was my point. You climbed 20 ft (spending 40 ft, since you climb at half speed) to get to top of tower. That was while stealthed, so Hide action used. Then you dashed to get inside the tower with more movement. The enemy turned out (via random roll) to be on the second, highest floor inside, so you have some movement left. But since you both used Hide and Dash already your action is gone. I suppose you could still come back upstairs outside, or just perch there on the (dark) stairs stealthed, or somewhere else within the room.
| *Lexi |
Like I said, I'm fine with not attacking but being as far down as I can without being seen.
| Raseri Whitescale |
I was thinking it might have gone flying when Ras fell into the pit.
Raseri is grateful that she'd left her pack with Voyra and Carnadine as she sees all of the wickedly sharp and jagged bits that would have torn through it and the clothing she'd bought. She is even more grateful that the shield strapped to her back kept her from getting killed. She aches from the fall, but she doesn't feel any broken bones. Using the maul and it's head to help steady her, she tries to stand.
Only to fall back as searing pain lances up her leg. She looks down after the pain dulls a bit and tries not to throw up as the pain and the sight hit her all at once. Jutting from her thigh is a full six inches of jagged, rusted steel covered in her blood.
She swallows the bile rising in her throat and carefully sets her other foot and her maul's head. She knows that she can't stay here, but she has to be careful lest she do more damage to her injured leg.
Athletics DC 15: 1d20 + 3 ⇒ (7) + 3 = 10
Raseri clenches her teeth and begins to push up to left herself off the giant shard, but only gets about a half inch before she lets out a scream of pain as the red-hot pain turns searing again.
Okay then.
| Carnadine |
As the trap gets sprung, Carnadine thinks to Voyra, over. And, the zombie destrier coils back on its powerful hind legs and springs across the corner of the pit. Seeing another pit swallow the Thorsdottir and Hrungnir wake up the fascinated fey hound in front, the ghost knight maneuvers around to flank the pooch while unsheathing his silver sword.
Trying to move 20 ft across the pit and around the hound to trigger the frightful charge Wisdom DC 13
The knight incorporeal slashes down on the hound using his height advantage and leverage from the stirrups.
Mounted Combatant, if the hound is medium-sized, Carn gets advantage
Longsword 1 vs Hound: 1d20 + 6 ⇒ (4) + 6 = 101d20 + 6 ⇒ (17) + 6 = 231d8 + 5 ⇒ (4) + 5 = 9
Longsword 2 vs Hound: 1d20 + 6 ⇒ (6) + 6 = 121d20 + 6 ⇒ (2) + 6 = 81d8 + 5 ⇒ (1) + 5 = 6
Then, he rams the hound with his crimson shield and attempts to push the hound into the pit with the strength of Voyra.
Bonus action, for Shield Master. Maybe Hrunnir gets an AOO for good measure.
Bonus Action Shove into the pit: 1d20 + 6 ⇒ (19) + 6 = 25
| Deimus |
No, no, no! thinks Deimus as hell breaks loose.
Seeing enemies on all sides, Deimus focuses his mind and the tubes in his head hum and their vibration comes out of his mouth slit, forming a comforting tone, filled with complexity and character, as he throws off his cloak, revealing a sparkling plating of copper hues.
His companions feel imbued with inspiration. There was a way to win this fight!
Mantle of Inspiration for those I see (so not Lexi):
8 temp hp and you can immediately use your reaction to move up to your speed, without provoking opportunity attacks.
He then focuses his attention on the hound Hrungnir is in melee with and tries to torture the beast's mind.
Vicious Mockery, Wis save DC 16 or psychic: 2d4 ⇒ (3, 2) = 5
He uses his movement to stay close and behind Hrungnir.
| GM Infinity |
Voyra gloriously clops about the hound, Carnadine swinging down in a wide arc opening a sizzling black wound on its back. Then, in a coordinated move, Voyra dips her front legs as Carnadine presses his shield in tightly on her shoulder, and man and mount come crashing into the fiend at the edge of the pit...
Contested Shove: 1d20 + 5 ⇒ (17) + 5 = 22
...its paws dig into the gravel road, snarling and frothing at the mouth as it works its powerful hind legs...but against the freight train of muscle behind that shield, it never really had a chance. With one last *yip* it barrels over the side of the pit...
Fall into Pit: 4d6 ⇒ (5, 3, 4, 6) = 18
Impaled on spikes: 2d10 ⇒ (1, 1) = 2 xD
Forward Hound -54 (restrained, in pit)
Rear Hound -6
Raseri -32 (restrained, in pit)
Deimus, would you like to revise you turn? Target rear hound perhaps or giant?
| Deimus |
Rear hound. I'm also hoping the extra movement can help Ras.
| GM Infinity |
Dog Wise: 1d20 + 1 ⇒ (3) + 1 = 4
The fiendish hound smells its butt for a moment, embarrassed after being called out by the gearforged. Its pschye diminishes.
Ras is at the bottom of a 40 ft pit so can't see your inspiration unfortunately. But yes, other than her and Lexi all others may take a movement at this time. Please do so before I resolve enemy attacks for round 2. Bear in mind this free movement will burn up your reaction.
| Kjeta Strongmalt |
Kjeta--inspired by the wondrous mechanical hum--heads for the pit Raseri fell in, intent on helping her out.
"Hang in there, Ras. I got a rope fer ya!"
Intent: go to pit; get out rope; tie or wrap around something up top to help her out
Available actions this round: Move + bonus move. Not at all sure what of that I can accomplish in that time, but I'll do as much as I can.
| GM Infinity |
Kjeta, your turn ended before Ras fell so its really just a bonus move, but no worries you make it to the edge of the pit. There are a few irons stakes on the corners which used to hold part of the canvas which you might be able to tie onto (next round). There is also the canvas itself still attached by 2 of 4 stakes draping down into the pit like a curtain making for easy hand holds should Ras free herself. You could also climb down I suppose and help free Ras or heal etc (again next round).
| Kjeta Strongmalt |
ok, thanks. Does it look to me like I can give any advantage by throwing a rope down? Or does the tarp give her just as much purchase?
| Carnadine |
Carnadine is pleased with his dispatching the hound and does not burn his reaction for movement.
| Deimus |
Confirmed: conga for Deimus.
| GM Infinity |
The hound blocking your path is gone, so you move up next to Kjeta and Carn between the pits.
The twisted looking entity in the tower with Lexi glances around suspiciously before walking through the wall.
Outside, the shadowy creature hovers above the southern pit, its chest beginning to glow a bright purple and its face melting into the visage of a black skull. It speaks a hollow language none have ever heard before "...eGGhhss...NNoooc..."
Suddenly a million strands of shadow lick out of the flying creature and stream towards your heads, some snaking their way inside your ear holes and nostrils...the whispers and screams of dying children fill your thoughts...
Fear spell on Hru, Dei, Kjet, and Carn/Voyra. DC 15 wisdom or Frightened condition and must use action to Dash away out of sight of the shadow beast.
From above the east tower another large chunk of rubble dislodges, being heaved above the head of the strange looking giant...
Target: 1d5 ⇒ 2 Deimus
Rock Throw: 1d20 + 5 ⇒ (4) + 5 = 9
...it whistles across the battlefield only to shatter on the cliffs edge just behind Deimus with anothe deafening *crash*. The giant paces about at the summit, blocking himself somewhat (half-cover).
From the crest up high the other giant with the two massive spears taunts, again in Sylvan "Having trouble? I'm waaaaiting." before disappearing back above the crest.
Finally the rear most hound charges at Deimus, tearing at his most delicate machinery...
Bite: 1d20 + 8 ⇒ (4) + 8 = 12
...but the fiendish maw finds no purchase on the freshly oiled enclosure.
Meanwhile, at the bottom of the northern pit, Raseri still struggles against the nasty trap...
Piercing: 1d10 ⇒ 4
Round 2:
Enemies
Kjeta, Lexi, Carn, Ras, Dei, Hru<--UP
Raseri -36 (restrained, in pit)
Kjeta, Hru, Dei, Carn, Voyra (+8 temp hp) need fear saves, shadow is a fey creature so prot from good/evil applies
Forward Hound -60 (in pit) 1d10 ⇒ 6 1d20 + 5 ⇒ (15) + 5 = 20
Rear Hound -6
Shadow Beast (flying)
East Giant (half-cover)
North Giant (out of sight)
The shadow beast is flying about 30 ft away from those between the pits. The east giant is still up on the tower behind cover, though I will go ahead and say if any advance just a bit further they see a climbable set of rubble to the top on the north side. The other giant is across the north pit at the top of the hill, which would be about 30 ft straight, but now with having to go around the pit its more like a double move (again squeezing across a 5 ft section on the east side). The rear hound is adjacent to Deimus, back on the first 5 ft path next to the first pit. Sheets map not updated.
| Deimus |
Wis save: 1d20 + 1 ⇒ (20) + 1 = 21
Deimus barely notices the fear latching at him as he ducks the rock and sidesteps the hound. He straightens and shouts at the hound: "Wrteched beast!" As he does so, he hums an incantation clutching at the hound's heart.
Vicious Mockery, Wis save DC 16 or psychic: 2d4 ⇒ (3, 3) = 6
| Kjeta Strongmalt |
Wis: 1d20 + 8 ⇒ (2) + 8 = 10 Will spend Inspiration, hopefully it will save the day!!
Wis: 1d20 + 8 ⇒ (4) + 8 = 12 NOOOO!!!!
Kjeta does her best to hold onto her courage:
Remember the Blessings of Ninkash! Remember the Sacred Barley! Remember her Holy Ales! Remem--"BAAAAAAAAAAAAAHHHHH!!"
...But she fails utterly, and dashes away, looking for a place to hide behind the giant's tower.
Can I get behind out of sight of the Flying Fear Fey with a dash? If so, does that grant me a new save?
| GM Infinity |
Raseri looks up to find hope in a caring, concerned Kjeta, when suddenly the dwarf drops everything and runs for her life...
Kjeta, yes, around the west tower on the north side is probably 'safest route'. You also drop what you were holding before moving sorry to say. And yes with that save the spell ends with your turn.
Dog vs Machine: 1d20 + 1 ⇒ (10) + 1 = 11
The shadow hound skitters on all fours a moment, nuzzling its head on the ground as if there's an itch inside it can't scratch...
Rear Hound -12
| Kjeta Strongmalt |
Got it. I'd mentioned holding up my tankard, so that's on the ground now. Would I have dropped my shield as well? (I think that would've taken an action, so maybe not?). Sadly, I can't cast Tankardlellagh without the tankard, so I'll have to go with another option. I hate to ask this but...in the tankard where I was standing, or is there any chance it fell in the pit. :-/
| Hrungnir |
Will: 1d20 + 1 ⇒ (9) + 1 = 10
Inspiration Will: 1d20 + 1 ⇒ (14) + 1 = 15
Fighting off the fear the assaulted his mind, Hrungnir barely held his ground. He responded by digging his feet in (lest they carry him in the wrong direction) and caused a flaming sphere to appear atop the offending giant.
| GM Infinity |
Hru, you don't need to spend inspiration since you had protection from good/evil which includes this creature's type and the frightening effect. And also, you didn't have inspiration. ;) Finally, Ill assume you also ram the giant with the sphere using your bonus action since otherwise nothing would happen immediately.
A brilliant blaze dampened only slightly by the material of this world alights atop the eastern tower, you watch as a humongous blaze tinted oddly greenish pummels into the giant like a meteor from the sky...
Dex vs Flaming Sphere: 1d20 ⇒ 13 Doh, from what I can tell this ties your spell save DC and 'ties go to dice roller'
Fire: 2d6 ⇒ (3, 5) = 8 halved
...the marauding giant throws his massive forearm up at just the last second, still getting a lot of singed nose-hairs. Something tells you he won't stay near that inferno for long...
East Marauder Giant -4
| GM Infinity |
Lexi, I didn't think of this before but from the top of the tower you could also see over the crest of the hill others could not, where the second giant with spears is. You saw him up there, but also next to him there's 2 large white stone pillars with a glowing magical area within, resembling a portal of some sort.
| Carnadine |
Carnadine Wis DC 15: 1d20 ⇒ 2
Voyra Wis DC 15: 1d20 ⇒ 20
Carnadine Wis DC 15 with Inspiration!: 1d20 ⇒ 13
Carnadine was so startled by the banshee, he drops his silver sword to the ground. When Voyra stood tall like a statue, the ghost knight dismounts and follows the Alemaiden.
15 ft to dismount and 15 ft away around the second pit.
Chicken. Red, shadow dragon chicken. The zombie destrier telepathically teases his master.
| GM Infinity |
Carn, you must take the Dash so get more movement as per Fear spell and can thus get up the little hill next to the west tower with Kjeta. Since you make it out of line of sight, you can attempt another wis save to break the frightened and end your turn.
Also, both of you, you see a little collapsed entrance leading into the first level of the tower, but no sign of Lexi up there.
Round 2:
Enemies
Kjeta, Lexi, Carn, Ras, Dei, Hru<--UP
| *Lexi |
Gotcha. Gonna kill this shadow boi first.
Lexi moved quietly to the room's window and focused on the creature for a moment before throwing a dagger at it.
I'm assuming it can't see or hear me currently; I'm casting Hunter's Mark.
Attack Roll: 1d20 + 8 ⇒ (9) + 8 = 17
Damage Roll w/Sneak Attack and Hunter's Mark: 1d4 + 3d6 + 5 ⇒ (2) + (4, 6, 2) + 5 = 19
| Carnadine |
Carn did Dash. Dismounting takes half move = 15 ft. Then, another 15 ft. I didn't think his frightened Dash would move Voyra.