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DM

Zindra's shot hits true, exchanging the same damage with the attacker as she had just received.

But most of the rest of the attackers are now closing in.

They are all skilled archers, and are able to get two shots off rather quickly.

Multiattack. The bandit makes two ranged attacks.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


The riders from the north continue racing toward the western half of the party, bows at the ready. (Mounts move 60 + Dash.)

Not yet close enough for a more accurate shot at anyone, the two westernmost attackers fire their arrows toward where Zhu retreated, aiming not for her, but her mount. One of the four arrows hits the horse.

BS-N1 Shortbow Attack @ Zhu's mount, at disadvantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 20, 24, 6 (hit)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 5, 16, 8 (miss)

BS-N2 Shortbow Attack @ Zhu's mount, at disadvantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 5, 11, 7 (miss)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 21, 5, 5 (miss)


One archer is close enough to target Vordana and chooses to target the halfling, one of the arrows striking her.

BS-N3 Shortbow Attack @ Vordana
AquaDyne rolled 1d20+4,1d6+2 and got 23, 5 (hit)
AquaDyne rolled 1d20+4,1d6+2 and got 12, 5 (miss)


One archer is close enough to fire accurate shots at Bern, hitting once.

BS-N4 Shortbow Attack @ Bern
AquaDyne rolled 1d20+4,1d6+2 and got 22, 4 (hit)
AquaDyne rolled 1d20+4,1d6+2 and got 5, 3 (miss)


The other two also aim for Bern, slightly out of their more accurate range, with all four arrows missing him.

BS-N5 Shortbow Attack @ Bern, at disadvantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 11, 24, 5 (miss)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 21, 14, 8 (miss)

BS-N6 Shortbow Attack @ Bern, at disadvantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 14, 18, 6 (miss)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 14, 6, 5 (miss)


The riders from the south make a similar rapid approach to the eastern half of the party, bows at the ready. (Mounts move 60 + Dash.)

Three of them are close enough to Jaliera to target her accurately ... if they could see her! Instead, they target the bard. Only one of them is close enough for an accurate shot, but together volley six arrows in Sindar's direction! Two hit.

BS-S1 Shortbow Attack @ Sindar, at disadvantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 19, 16, 5 (hit)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 6, 24, 8 (miss)

BS-S2 Shortbow Attack @ Sindar, at disadvantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 9, 14, 4 (miss)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 12, 17, 8 (miss)

BS-S3 Shortbow Attack @ Sindar
AquaDyne rolled 1d20+4,1d6+2 and got 23, 7 (hit)
AquaDyne rolled 1d20+4,1d6+2 and got 13, 3 (miss)


One rider aims for Zindra, close enough to shoot accurately, grazing with one, but causing no damage.

BS-S4 Shortbow Attack @ Zindra
AquaDyne rolled 1d20+4,1d6+2 and got 14, 5 (tie goes to defender)
AquaDyne rolled 1d20+4,1d6+2 and got 10, 3 (miss)


The last two riders are still out of their best range, but together lob four arrows at the ogre with the golden mask. One arrow hits, another is enough to annoy him even if it causes no damage.

BS-S5 Shortbow Attack @ Glork, at disadvantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 13, 19, 3 (hit)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 7, 24, 8 (miss)

BS-S6 Shortbow Attack @ Glork, at disadvantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 8, 18, 8 (miss)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 11, 16, 5 (tie goes to defender)


No doubt those arrows will make Glork very, very angry....

Last edited by AquaDyne; Sat 17/06/2023 16:05 UTC. Reason: Typo
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Glork

Roars in pain and challenge. Carrying the Mask and planting it between Zindra and the riders. Acting as a Ogre shield with a big shiny for his friend.

As for Glork. He moved to Zindra to provide her more cover and readies an attack if/when a Rider comes close enough.

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[Arus will stay mounted on his celestial steed for now.]

Arus

He hears Kriv's plans and nods his agreement.

Across the open grassland Arus has a good view of his attackers and an opportunity he's never before had: To cast his trident at long range. This simply isn't possible under the sea but here it is and the triton won't pass it up.

"Let's be a good sport and chance a throw." he says almost to himself.

Wheeling his celestial steed around to gain momentum he hurls the trident in an arc, up and away. He aims to unseat their captain.

[That could be worse. 13 to hit BB's mount, even with disadvantage.

That should hit a riding horse. If it does, damage is 7.]


Catching a glimpse of Bern out the corner of his eye, Arus realises the longbowman is a priority target for the horse-archers.

"Guardian of the Deep, shield this man from his enemies this day."

What looks like a pearlescent coat springs up around Bern.

[Casts Shield of Faith as a bonus action on Bern. Bern gets +2 AC.]

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Davroar

Moving forward a bit he will cast wind wall to cover against future arrow attacks. He is also hoping that if the bandits do come riding in for a charge, they will likely find themselves almost riding into a invisible brick wall.

At the same time he says to his fellow combatants in a lowered voice, "Don't move more than five feet past the edge of our path..."

[ooc: I indicated in blue where I want the windwall placed. I am using the full height of 15' to help prevent them arcing their shots into our current positions. ]

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Sindar

The bard looked at the two groups as he dismounted and thought about how his spell array was set up for travel, not attack. He frowned.

Slipping his lute from his body, he began to play, first and foremost singing a kind word Zindra, "may your arrows be blessed by truth."

His strings played a rather discordant note, and twin blasts of green fire leapt from his hand toward one of the bandits in front of them.

OOC: Bardic Inspiration to Zindra for a 1d8.
16 and 25 to hit, 1, 4 on damage for 5 on a single foe if any are wounded. If not, either end BS S1, or BS S6
Sindar Attack, Dmg
Pandemonium rolled 1d20+7,1d10,1d10 and got 16, 1, 4
Sindar Attack
Pandemonium rolled 1d20+7,1d10,1d10 and got 25


Last edited by Pandemonium; Sun 11/06/2023 17:42 UTC.
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Sindar's blast streaks toward the center archer to the south, previously injured by Zindra's arrow. Both beams hit him... he looks pretty beat up, but he's not dead yet!

Meanwhile, while most of the eastern half of the party's attention has been focused to the horde attacking from their southern flank, a lone rider (BP) approaches from the north.

The hoofbeats of this mace-weilding, cloaked attacker's mount can barely be heard with all the noise closer to the south, and certainly the rider couldn't hear the words as spells were cast or inspirational words were given. But Davroar's hand movements and the streaks of green flame from Sindar's own hands make it clear they are wielding magic.

And the rider knows some spells as well, his free hand rising to gesture toward Sindar and Davroar, uttering words they can't hear as he concludes his gesture pointing to a spot between them.

It's not just those words they can't hear... abruptly, they can't hear anything. No hoofbeats. No residual sounds from Sindar's lute. Glork's cries of pain fall, literally, on deaf ears, even to Zindra right next to him. Jaliera adds being uhneard to her being unseen.

Silence
For the duration, no sound can be created within or pass through a 20-foot-radius s⁠phere centered on a point you choose within range. Any creature or object entirely inside the s⁠phere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.


OOC: Cyan AOE on the roll20 map.

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Kriv

True to his word and true to his plan, the Dragonborn, speaking a brief phrase in his native tongue to lend himself preternatural speed, sprinted towards the southern group to give them a problem on their own flank. Another short phrase of Draconic accompanied by a targeting mudra, and Kriv sent a bolt of flame towards the nearest mount of that enemy grouping.


Kriv is 170ft from BS-S1. Kriv's speed is 30ft, Kriv's dash is +30ft for 60ft.
Bonus action: Kriv casts Expeditious Retreat. (Bonus action spell: Can only cast a cantrip in addition this turn.)
As part of casting Expeditious Retreat, Kriv Dashes 60ft directly towards BS-S1.
Kriv casts the Fire Bolt cantrip (Range 120ft) at BS-S1's horse
Kriv fire bolt at BS-S1's horse, damage
AJ rolled 1d20+6,2d10 and got 14, 5

Kriv is holding his staff of Defense and is prepared to cast Shield from it as a reaction after his turn if necessary.

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Kriv's dash in the direction of the other group nets him a bit of damage on the westernmost rider's horse, although the mount presses onward with only a bit of a stumble.

OOC: I moved Kriv's token on Roll20 to match your description.

The sole remaining member of the southerly group (BW) charges forward to keep up with everyone else (Mount 60 move + Dash)... actually resuming his position in the lead as the group closes in. His longsword is at the ready for whatever battle may ensue. (Ready Action: Melee attack at first enemy in range.)

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[OOC Time for a sneak attack as discussed in PM wink ]

Jaliera

She raises her bow and targets BW with advantage, hoping she can really help her friends by taking the leader out. Then she hides again.


Jaliera Attack BW
Gypsy rolled 1d20+7,1d20+7,1d6+4,4d6 and got 18, 25, 10, 15


[OOC: Oh yes! grin Rinse and repeat!]

Jaliera Hide with disadvantage
Gypsy rolled 1d20+10,1d20+10 and got 13, 23


[Close but no biscuit! ;)]

Last edited by AquaDyne; Sat 17/06/2023 15:59 UTC. Reason: Combine posts
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DM

Jaleria's shot, seemingly out of nowhere, hits the leader of the southern troop squarely. By his cry of pain it's clear it did a lot of damage, and he's struggling to stay mounted and alive... not dead yet, but now along with the assassin, clearly not too far away from meeting their maker.

OOC: Unfortunately the ranged shot gave your position away so you can't[edit: have disadvantage to] re-hide in the same spot, as enemies in combat are alert. Not to worry, you can still sneak attack if they're distracted by one of your allies next to them which just might happen before your next turn.

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<Bern>

Since Jaleria did some serious damage to one of the leaders, finishing him off seemed like a good choice. He let fly ...

[[ Bern shoot wounded leader MikeD rolled d20+9,d20+9,d8+3 and got 19, 14, 4 ]]

[[ Bern trying again MikeD rolled d20+9,d20+9,d8+3 and got 27, 22, 4 ]]

Last edited by AquaDyne; Tue 13/06/2023 21:26 UTC. Reason: Combine posts

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DM

While Bern had the best intentions and the skill to pull it off, shooting all the way across the battle field is a long shot. Literally.

Still, he manages to hit with one of his two shots, but the damage fell just short of that necessary to do the job.

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Vordana

Her bow at the ready, the halfling takes a cue from Arus, firing off a shot at the leader's riding horse. After the shot, she takes a cue from Zindra, backing away from the attackers as far as she can move.

Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 7 (2d6 + 1) piercing damage.

Vordana Range attack BB mount
AquaDyne rolled 1d20+3,2d6+1 and got 19, 10


The shot hits true, and there is one less riding horse on the field of combat.

The rider (BB) uses his reaction to dismount as the creature falls (no longer has readied melee), landing on his feet.

BA-N

The center archer in the northern line may be a bit confused about what he's doing....

BA-N Confusion random action
AquaDyne rolled 1d20 and got 10


OOC: and so is the DM. Per discussion with Zeim, halving this to result in a d10 roll of 5.

... and ends up doing absolutely nothing. His mount halts, and he just sits there staring at his recently de-horsed leader.

His mount is at least alert enough to want to avoid the same fate as his equine brother, though, and might move enough to try to Dodge incoming arrows.

BA-N DC14 Wisdom Save v. (continued) Confusion
AquaDyne rolled 1d10+0 and got 4


OOC: Oh, so that's where that d10 went! Should have been a d20 sad Doubling this to 8 still fails.

He still looks a little bit confused, though.

BA-S

Meanwhile, over on the eastern half of the battlefield, the center archer there, hanging on for dear life, knows he's mortally wounded and the next hit will likely kill him. He could flee... and probably be killed by his own men. Nope, even bandits have honor and he knows what to do, tactically at least, to enact the carefully choreographed plan.

His mount speeds forward (60 move + 10 using Dash), plunging through the wind wall until it is right next to Davroar, giving the rider advantage on a melee attack. He'd dropped his nocked arrow into his lap as he changed out his bow for his short sword, and the arrow goes flying upward as he passes through the wall.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6 + 2) piercing damage.

BA-S Short Sword v. Davroar, with advantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 5, 23, 4


His tactical advantage works in his favor, and Davroar feels the slice of the sword.

BB

The leader of the northern group is horseless....

He knows the archers are better at ranged combat than melee and figures he can swap a mount with one of them, looking at the nearest two and shouting at them to bring him a mount. Meanwhile, he surveys the battlefield, including the multiple hits being taken by the leader on the other side... he's not going to last long. On his own half of the battlefield, his targets are scattering. While Arus seems to be facing him down, Kriv is already heading to the other side, Bern is focusing his bow there, and Vordana and Zhu are in retreat. He shouts some tactical positioning commands to his archers... and meanwhile, while he doesn't move, he does remain ready to try to dodge any incoming attacks. (Dodge action.)

DM

Independent Mounts Initiative
AquaDyne rolled 1d20 and got 3

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Zindra
Not distracted by the sounds of people dying around her, Zindra fires away at the same person that she marked fueled by Sindar's inspiration.


Zindra Fires arrow at BA-S ToHit, Dam, hunter's mark damage
Neptune rolled 1d20+8,1d6+3,1d6 and got 11, 5, 1
Zindra Bardic inspiration
Neptune rolled 1d8 and got 7
ooc: That's an 18 to hit which I assume does hit.


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Zhu

Identifying a good target location she touches her amulet and speaks words of power. The words spill from her lips in a blindingly quick fashion and a small seed of fire shoots from her fingertip to the spot she choose.

Targeting BS-N3, which should allow me to also include BS-N2, BA-N, BB, and all of their mounts in the AOE.

Using Metamagic Quickened spell to cast as a Bonus Action:
Fireball
3rd-level (as 3) evocation
Zhuirentel Elendaril
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
DC 15 Dexterity saving throw
Saving throw success:
half damage
Saving throw failure:
25 fire damage
Meta magic: Empowered Spell - Rerolling three 1s and one 2:
rolling 4d6
(3+2+5+1)=11
Net is +6 to damage
Total Damage = 31, Save for 1/2


As soon as the fire seed leaves her fingers, she moves up and continues on and casts another spell targeting BB (assuming he is still up):

Fire Bolt
Cantrip (as 0) evocation
Zhuirentel Elendaril
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Melee Spell Attack: 25 to hit BB AC 12, range 120 feet
Hit: 10 fire damage


OOC - If BA-N drops she will stop concentrating on the Confusion. Also, I moved her in roll20 but I can't move her horse.

Last edited by Zeim; Wed 14/06/2023 22:05 UTC.
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OOC: Since Zhu went first in the first round, that initiative order sticks so I'll adjudicate in that order.

However, I want to clarify mounted movement. Zhu's mount shares the same initiative order but not the same turn. As described the "fireball-move-fire bolt" sequence can't happen. I am going to interpret this as "mount moves to new location, and then Zhu casts both spells". Also the mount hasn't used its action this turn, I'll assume Dodge.

North/West

The bandits should have taken into account the radius of a fireball spell when planning their attack.

They didn't.

Some lessons were learned.

BS-N2 Dex Save
AquaDyne rolled 1d20+2 and got 16
BS-N2 Mount Dex Save
AquaDyne rolled 1d20 and got 18

BS-N3 Dex Save
AquaDyne rolled 1d20+2 and got 15
BS-N3 Mount Dex Save
AquaDyne rolled 1d20 and got 6

BA-N Dex Save
AquaDyne rolled 1d20+2 and got 22
BA-N Mount Dex Save (Dodge)
AquaDyne rolled 1d20,1d20 and got 9, 19

BB Dex Save (Dodge)
AquaDyne rolled 1d20+1,1d20+1 and got 10, 17


Zhu's fireball engulfs all four targeted bandits and the three mounts between them. The damage is overwhelming to the mounts, who all perish. Their riders use their reaction to land on their feet, but that doesn't save them from taking 15 points of damage.

Except for the confused assassin, who is no longer confused, and no longer alive any more, and whose charred corpse falls next to his charred mount's corpse.

And if the fireball weren't enough for the leader (BB), Zhu follows up with a Fire Bolt, dealing an additional 10 points.

OOC: BA-N is toast (haha) and no longer confused (or alive, so Zhu no longer needs to maintain concentration). His mount is dead. BS-N2 has 4HP left, BS-N3 has 13 HP left, their mounts are dead. BB has 14 HP left.

East/South

Over on the other side of the battlefield, Zindra still has the Hunter's mark (as it was cast when she could speak) and executes the coup de grâce on the assassin who's just attacked Davroar, giving him an honorable death by arrow rather than the ignominy of being killed by an improvised golden mask wielded by an ogre, moving away from the rest of the party to protect against potential additional nefariousness by the bandit spellcaster suspiciously named "Pyro".

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The bandits in the north/west side of the battlefield are shocked to see four of their eight mounts defeated. It's clear the warriors they are up against are skilled.

And yet, they want to follow the tactical instructions given them by their leader who, while slightly singed, is still very much alive. And those instructions were to kill the mounts and reinforce the party to the east....

The westernmost attacker (BS-N1) heads eastward, but rather than attack, rides next to his leader and dismounts. (BS-N1 mount uses Dodge action). Having learned his lesson about the range of the fireball spell he moves away from the horse.

Two of the surviving (barely) scouts, deprived of their mounts, spread out slightly while remaining within bow range of Arus, or more specifically, his steed. They shoot at the mount.

BS-N2 Shortbow vs. Arus Mount
AquaDyne rolled 1d20+4,1d6+2 and got 23, 6 (hit)
AquaDyne rolled 1d20+4,1d6+2 and got 13, 6 (miss)

BS-N3 Shortbow vs. Arus Mount
AquaDyne rolled 1d20+4,1d6+2 and got 12, 8 (miss)
AquaDyne rolled 1d20+4,1d6+2 and got 19, 3 (hit)


The three scouts on the eastern half of the line race eastward to join the battle there (Mounts move 60+Dash). Two of them (BS-N4 and BS-N5) target Zhu's mount, hoping to slow the progress of the fireball-wielder. (At disadvantage, mount used Dodge)

BS-N4 Shortbow vs. Zhu Mount
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 12, 14, 4 (hit)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 12, 6, 6 (miss)

BS-N5 Shortbow vs. Zhu Mount
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 22, 19, 4 (hit)
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 14, 16, 8 (hit)


Zhu finds herself horseless, using her reaction to land on her feet.

The other races further eastward, getting in range of the lute-playing green-flame-casting bard and letting loose a volley.

BS-N6 Shortbow vs. Sindar
AquaDyne rolled 1d20+4,1d6+2 and got 17, 5 (hit)
AquaDyne rolled 1d20+4,1d6+2 and got 23, 8 (hit)


All both shots hit, adding 13 damage to the 12 Sindar had already received from two of the attacking scouts to the south.

It's hard to be the bard.

Last edited by AquaDyne; Thu 15/06/2023 20:21 UTC. Reason: Update for Zhu's choice
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The bandits in the south/east side of the battlefield had a plan. And everything was going as planned. Even the death of one of their number was accounted for.

The Silence spell cast by their battle cleric to the north was primarily useful only in enclosed environments, as opposed to an open battlefield where the targeted spellcasters merely needed to move out of the area to cast. But they had a plan to essentially put a spell caster into an isolated environment. Turns out they got a two for one deal.

The scouts begin moving in. The damage done by their assassin (BA-S) prior to his untimely demise was enough to break Davroar's concentration so the wind wall isn't even a factor anymore, not that it would have stopped the charging horses. All their horses dash in quickly (Move 60 + Dash) to take their preplanned positions.

BA-S1 is first, riding his horse up and around to the northwest of Sindar. He saw where Jaliera shot from and while he doesn't know if she's still there, he maintains his distance from that spot just in case she is. And while he's positioning himself within melee range of Sindar, he chooses instead to use a ranged attack against Davroar. Unfortunately (for him), his shots miss. He keeps his bow as his weapon of choice, however.

BS-S1 Shortbow vs. Davroar
AquaDyne rolled 1d20+4,1d6+2 and got 5, 4
AquaDyne rolled 1d20+4,1d6+2 and got 12, 5


BS-S2 moves in next, into the riskiest of positions. He trades his bow for his shortsword, sliding in between Jaliera (unknown to him) and the two spellcasters to his right, moving his horse next to S1's to block a northwesterly exit. He's still within reach of all three. He strikes at Sindar, drawing even more blood.

BS-S2 Shortsword vs. Sindar, with advantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 16, 20, 3


BS-S3 is next, also switching to his sword as he fills in the final piece of the three-horse barrier preventing Sindar and Davroar from moving west. He strikes at Davroar. Even with the new armor the druid obtained from the barbarians earlier today, it's not enough to protect him.

BS-S3 Shortsword vs. Davroar, with advantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 15, 18, 5


By now the pattern should be clear, as BS-S4 moves in to take his place on the southeast corner, swapping out weapons for his sword as well He braces in preparation for the inevitable swipe by the mask-wielding ogre as he passes. The strike hurts, but doesn't stop him from achieving his goal, where he attacks Davroar, landing another blow.

Glork ready action melee attack vs. BS-S4
Miales rolled d20+7,d8+12 and got 25, 16


BS-S4 Shortsword vs. Davroar, with advantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 16, 24, 5


BS-S5 swings wide around the ogre, finding plenty of space between Glork and Zindra to position himself at the north side of the tiny room being built for Sindar and Davroar. Like the three before him, he's swapped bow for sword and uses it to attack Sindar, missing the bard.

BS-S5 Shortsword vs. Sindar, with advantage
AquaDyne rolled 1d20+4,1d20+4,1d6+2 and got 8, 5, 4


And finally, BS-S6 closes off the last possible exit, keeping his bow, and taking a pair of shots at Sindar, missing both shots.

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Glork

[DM Note: Retcon to earlier turn]

Glork enters into a Rage when the riders approach and he feel the impact of his club against the Bandit.

Quote
Rage • 4 / Long Rest
As a bonus action enter a rage for up to 1 minute (10 rounds).

You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.

Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since

Drawing back his club again he strikes out at the same bandit (BS-S4) with his first attack:


Glork First hit BS-S4
Miales rolled d20+7,d8+12 and got 16, 13+2 (Rage)=15


OOC: Not certain if this hit or not. Or if it killed the Bandit. But if it did his next target will be BS-S6.

Glork Second attack
Miales rolled d20+7,d8+12 and got 21, 13+2(Rage)=15


Now in the event either of those attacks bring a Bandit to 0HP:

Quote
Great Weapon Master Attack
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action.

Glork Bonus attack
Miales rolled d20+7,d8+12 and got 25, 15+2(Rage)=17

Last edited by AquaDyne; Thu 15/06/2023 20:19 UTC.
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OOC Note: As DM, I sized the encounter assuming all PCs were level 7. After Glork's turn last round, I wanted to make sure combat was fairly balanced and proposed to Miales that we up-stat him from the CR2 NPC stat block that he'd been using, and Miales used the same rules we're all using to generate a level 7 barbarian ogre. He asked at the time about retroactively saying he entered a rage as his bonus action on the previous turn, and my brief answer about pros and cons didn't cover that it would limit his bonus actions this turn by delaying it.

So to be fair, I'm retroactively assuming the Rage occurred as a bonus action at the end of his last turn. That adds 2 melee damage to his readied attack against BS-S4 from the previous turn. The rest of the turn plays as written above (Attack, Extra Attack, Bonus Action Attack for reducing BS-S4 to 0 HP) with one grid square of movement north to be in range of BS-S6, killing him with two blows.


Glork follows up his readied attack on the rider within his reach, dispatching him to meet his maker, even as he takes one large ogre-step northward to land two blows on the last rider to arrive. It does take two blows to fell the archer, but he also joins the choir invisible.

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Arus

He steers his warhorse around to line up with Bern, drawing his sword as he does.

Vordana is off to the south, a vulnerable-looking target for the bandits but one Arus thinks they'll want to exploit after the fighting's done.

Arus will hold fast with Bern. If all the northerly bandits attack the east group, then they'll have an exposed flank to contend with. If they attack Arus and Bern, the paladin is fine with that and prepared.

"Easy." he says, soothing his mount, "Let them come to us."

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Davroar

Being surrounded has surprised him, and not wanting to be squeezed he will wild-shape into a giant crab which is smaller than his preference of changing into the more powerful brown bear.
Hopefully his strange appearance will freak out the riderless horses at the same time.
He will then attempt to strike the bandit beside Sindar with his claws.

Davroar attack bandit BS-S2
Dugan rolled 1d20+3,1d6+1 and got 13, 5



AquaDyne, I did find this link on movement, so I would think changing into a cat (tiny) would be able to escape through the riderless horses (large) on his right.
But I figure best to try and engage at least one bandit so they all do not gang-up on Sindar.

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A crab looks enough like a spider that the nearby horses are very likely to flee... when they get a chance to. For now they have to wait their turn.

The rider's eyes widen as a crab tries to attack him. That was unexpected. Fortunately he avoids being pinched.

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Sindar

He should feel honored that he is such an important opponent. Not only did they cast silence on him, but they also rode up to surround him with a wall of horseflesh. But he doesn't take the time to consider such a thing. He could try and run away, but his companion didn't, turning into a giant crab.

He elects to put all of his energy into dodging the close-in combatants.

[OOC: If Cutting Words is allowed as a gesture, rather than requiring a verbal component, which I interpret by the hearing comment in the description. Sindar will offer as many different versions of go screw yourself, in worse terms in common symbology. Mixed in he has a hand over one finger as well, because well he really is...]

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The combat cleric bandit (BP) looks pleased that his tactical use of Silence had its intended results. He maintains his concentration on that, while backing away slightly to the north, to his maximum range for his next spell. (Mount moved 20 and will dodge.)

Amused at the giant crab, he gets a hankering for some steamed (giant) crab legs, and with a few words and a fist opening its fingers in a bursting motion toward Davroar, he tries to make the decapod's life a bit steamy.

Guiding Bolt

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

BP Guiding Bolt as 2nd level
AquaDyne rolled 1d20+5,5d6 and got 9, 16


Alas, his attempt fails. Looks like it's still BBQ horse on tonight's menu.

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