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TW16 Strength check
Neptune rolled 1d20+1 and got 6

I rolled the opposing check but please explain how he gets to do a shove and also attack? He can do either but not both. Shove is a full action.
Davroar can shove
-or-
Davroar can get a claw and a bite (not 2 claw attacks).



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[ooc: Neptune I edited previous post to Bite attack ]

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The bear knocks one of the barbarians to the ground and off his feet. That provides him with the chance to take a bite of his filthy body. The metallic taste of blood fills Davroar's maw as the bear bites off a chunk of barbarian flesh.

The Uthdardt Shaman urges his elk forward, malign spirits flittering about him, towards the caravan guard and Davroar. Both find themselves enveloped in the shadow of the spirits. Davoar can see that the guard is nearly overwhelmed by the vile spirits. While the elk rushes forward, the barbarian hurls a spear at Zhu but the projectile misses.

The guard near Davroar is surrounded. With little hope of survival, he attacks the berserker. He manages to strike the warrior who had abandoned all defense in his frenzy. But this is a durable foe and remains alive.

The other guards face off against the berserkers and other barbarians. They kill two of the barbarians and draw blood from their other opponents.


ooc: You hit anyway but once on the ground, Davroar had advantage.
US Hurls spear at Zhu
Neptune rolled 1d20+4,1d6+2 and got 6, 6

At the start of Davroar and V2's turn they take 13 points necrotic damage.
US Spirit Guardian damage
Neptune rolled 3d8 and got 13


the Wolves get their attacks.

Last edited by Neptune; Tue 01/09/2026 02:37 UTC. Reason: Added Shaman's move

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[ooc: Nothing in range for the wolves to attack, so they will just use dash for their actions to reposition for next round. ]

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DM

OOC:
I'm on the road and rolled everything before I realized that the wolves needed to go. The following are the rolls. Everything was resolved otherwise.

Since it's V2's turn, he takes nearly enough damage to be felled.

V2 Attacks B3 twice with a two-handed long sword with advantage
Neptune rolled 1d20+5,1d20+5,1d10+3,1d20+5,1d20+5,1d10+3 and got 14, 11, 11, 11, 12, 8
(One hit for 11)

V1 Attacks TW27 twice with a two-handed long sword with advantage
Neptune rolled 1d20+5,1d10+3,1d20+5,1d10+3 and got 25, 12, 19, 8
V1 Crit on TW27. Second attack moves to E27
Neptune rolled 1d10 and got 7
kills TW17. E27 takes 8.

V5 Attacks B4 twice with a two-handed long sword with advantage
Neptune rolled 1d20+5,1d20+5,1d10+3,1d20+5,1d20+5,1d10+3 and got 10, 21, 10, 9, 16, 4
2 hits on B4 for 14 points

V3 Attacks TW26 twice with a two-handed long sword
Neptune rolled 1d20+5,1d10+3,1d20+5,1d10+3 and got 6, 7, 21, 4
1 hit on TW26 for 4 points

V4 Attacks TW24 twice with a two-handed long sword
Neptune rolled 1d20+5,1d10+3,1d20+5,1d10+3 and got 13, 7, 20, 13
2 hits on TW24 for 10 points - killed

It's Kriv's turn followed soon after by Aubric...



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Kriv

Skirting around the nearby elk, switching maul for staff again, Kriv uttered a guttural but incendiary word in his native tongue, looking to set the nearest elk rider ablaze.


Free action drop maul, Bonus action weapon bond teleport glassstaff.
Kriv Fire Bolt TW20 (Elemental adept fire, 1s are 2s)
AJ rolled 1d20+6,1d10,1d10 and got 23, 9, 8
17 points of fire damage that ignores resistance.

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Kriv incinerates the barbarian with his firebolt.
Aubric goes


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Aubric

The cleric glanced behind him, to confirm his assumption that they could handle themselves.

Between Sindar available for any healing, and Pavel and Jaliera available to dispatch the remanining warriors, the party-to-warrior ratio was rather favorable

Aubric was needed to the east. The battle in the forest soon, but the immediate need was to his northeast. Zindra was down.

He was slightly out of range but headed that way anyway. He repositioned, heading into the trees while making sure he was in range to revive Zindra and perhaps get a small bit of revenge on the berserker who attacked her.

1. Conundrum moves 60 feet to a point keeping Aubric in healing range of Zindra, and takes Dodge action. (Mount Move/Action)

2. Aubric casts Healing Word on Zindra. (Bonus Action, level 1)

Aubric Healing Word
AquaDyne rolled 1d4+7 and got 10

Disciple of Life - Zindra gets 3 extra HP
Blessed Healer - Aubric gets 3 HP


3. Aubric casts Toll the Dead against Zindra's assailant (B2). (Action, cantrip, target does not have full HP.)

Aubric Toll the Dead
AquaDyne rolled 2d12 and got 13
B2 needs DC16 WIS save


4. Conundrum has moved into the edge of the forest, with a few trees, but Aubric goes a step further, dismounting on the side of the horse away from the spear-throwing barbarian. While not trying to actually hide, he hopes the combination of trees and horse keeps him a less obvious target long enough to heal others when needed. (Movement, cover?)

(OOC: Aubric has Mask of the Wild which RAW only applies to the Hide action. Aubric is not hiding, but his player is hoping the DM will at least consider the trait and offer half- or three-quarter- cover for the combination of horse and trees to obscure direct line of sight.)

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