Targos
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Stepping forward a little, Vincent continues. "So, fiends, do you happen to know who killed, but didn't rob, our good friend the Barrel Maker?"
The yetis pound their feet and chests as they witness Ugs transformation. They howl in haunting unison. Ug beats his chest in kind and the yetis grow more excited. They lift their horned heads back and let out a wintry howl and the snow swirls around them. It is here that Ugs attempt fails. His howl, though bestial, is obviously off. The yetis cease their howling and bare their fangs. For a brief moment Ug thinks they will attack, but they hold off. With a grunt the lead yeti growls at the part barbarian and backs slowly away. A cold wind blows a swirl of snow about them and when it settles the yeti are gone.
But Ugs horns remain
The townsfolk recoil from the heroes as though they bear some hideous disease. "These Gruumsh worshippers murdered Deirdre Galloway and several others, and marred their faces with a profane sign! You cannot trust anything they say."
He raises his hands high. "Who can sort through all of these lies? Ulbrec? His grief has crippled him, because of them. We need a new leader, one who can protect us from liars, murderers, and orc-blooded monsters!" The crowd nods in agreement.
Alalla hurls her glaive at Kalden's dumb face.
Alalla uses thaumaturgy to make her voice boom and tremors happen. Kalden must take 19 damage and make a strength save or be knocked prone. The intimidate roll is also intended to try and help the townsfolk see through the lies.
Rolls
Intimidate (shut your face I don't have time for this garbage) - (1d20+8, 1d20+8)
1d20+8 : (6) + 8 = 14
1d20+8 : (14) + 8 = 22
Attack v Kalden - (1d20+10)
(8) + 10 = 18
Damage - (2d10+5)
(72) + 5 = 14
Damage - (1d10+12)
(7) + 12 = 19
Al strikes out quickly at the nearest fake militia member. When her sword bites into his flesh the flames return to their usual colour and the radiance fills the man instead. Alalla barely registers the man's new pearly glow before her sword is cutting into the fiend again.
Guard 1 takes 28 slashing, 21 fire, and 8 radiant damage. Al uses Branding smite. G1 sheds dim light in a 5-foot radius and can't become invisible until the spell ends (1 minute or concentration).
HP: 92/144
AC: 20
Rolls
Attack 2 v G1 - (1d20+10)
(15) + 10 = 25
Damage - (2d10+5, 2d6)
2d10+5 : (19) + 5 = 15
2d6 : (66) = 12
Damage reroll - (1d10+14)
(7) + 14 = 21
Branding smite - (2d6)
(14) = 5
Smite damage reroll - (1d6+4)
(4) + 4 = 8
Attack 3 v G1 - (1d20+10)
(8) + 10 = 18
Damage - (1d10+5, 2d6)
1d10+5 : (1) + 5 = 6
2d6 : (45) = 9
Damage reroll - (1d10+5)
(2) + 5 = 7
Fiend 2 takes 29 damage. 1ki to get 2ac.
HP: 45/87
AC:20
Rolls
Sickening Radiance Damage - (4d10)
(6493) = 22
Sword, and 3 fists - (1d20+10, 1d20+10, 1d20+10, 1d20+10)
1d20+10 : (9) + 10 = 19
1d20+10 : (6) + 10 = 16
1d20+10 : (18) + 10 = 28
1d20+10 : (9) + 10 = 19
Damage - (1d10+5, 2d6+10)
1d10+5 : (7) + 5 = 12
2d6+10 : (52) + 10 = 17
Kalden must make a DC 14 con save or take 3d6 damage and become paralyzed.
ug hp 41.
Rolls
Last 3 hit dice - (3d12+9)
(1289) + 9 = 38
Seeing Al attack, Ras raises his hand at the fiends and sends a trusty lightning bolt in their direction.
HP 79/101
Rolls
Hit dice - (5d8+10)
(38272) + 10 = 32
Lightning bolt damage - (8d6)
(22553626) = 31
More hit dice - (2d8+4)
(33) + 4 = 10
He shifts an arrow from his knuckles to his thumb and forefinger and fires at another guard. Vincent moves blindingly fast and gets in between him and the guard. Zenithral bends the arrow into a different guard and follows up with another shot to its neck. (Guard 3 takes 45 damage)
He had to protect the villagers...the glare in his eye gets more intense as the guards make their move. Anger rises in his core. No more deaths here. Not today. "By Ilmater's name, you will STAND DOWN FIENDS. Let us not make this more difficult than it must be." (All enemies must make a DC 16 Wisdom saving throw or drop what they are holding, such as weapons or shields that don't strap on, and be charmed by Zenithral for a turn or until they next take damage.)
Used Action Surge and Channel Divinity: Order's Demand
57/98 HP
17 AC
Rolls
Retroactive Second Wind and Last Hit Dice - (1d10+11, 1d6+1, 1d8+1)
1d10+11 : (3) + 11 = 14
1d6+1 : (1) + 1 = 2
1d8+1 : (8) + 1 = 9
Longbow 1 vs Guard 1 (Sharp) - (1d20+7)
(20) + 7 = 27
Damage vs Guard 1 - (1d8+23)
(5) + 23 = 28
Longbow 2 vs Guard 2 (Sharp) - (1d20+7)
(4) + 7 = 11
Curving Shot vs Guard 3 (Sharp) - (1d20+7)
(11) + 7 = 18
Longbow 3 vs Guard 3 (Sharp) - (1d20+7)
(20) + 7 = 27
Damage vs Guard 3 - (2d8+38)
(52) + 38 = 45
Persuasion? (Subtract 5 if Persuasion does not apply) - (1d20+7)
(18) + 7 = 25
Advantage against those who are charmed by Order's Demand - (1d20+7)
(9) + 7 = 16
Rolls
Attack 1 vs Guard 2 - (1d20+10)
(7) + 10 = 17
Attack 2 vs guard 2 - (1d20+10)
(4) + 10 = 14
Horde Breaker attack vs guard 3 - (1d20+10)
(5) + 10 = 15
The disguised guards surge forward to meet Alalla, Vince, and Erevain, fighting with more skill and coordination than any mere militia could ever hope to achieve. They strike and parry as a single unit, each one covering its allies' blind spots (Al takes 29, Vince takes 11 unless Shield, Erevain takes 22), and even go so far as to take hits for each other so that no single guard falls (As a group they each spend their reaction and spread all damage from hits around evenly).
It is an impressive display of discipline, but then Ras' lightning bolt roars through their ranks, greatly weakening two of the hardy fiends. Ras is forced to refrain from trying to line up more foes, for fear of hitting the townsfolk. The bolt continues on to strike through several crates and even the warehouse wall beyond, blasting a hole open into the night air.
Then Zenithral's commanding voice rings out through the warehouse. The fiends' innate resistance to magic grants them some defense against the half-elf's divine authority, but still two of the fiends tremble until their weapons fall to the warehouse floor.
As Zenithral's voice subsides, another voice can be heard chanting from somewhere in the warehouse, and then a noxious cloud suddenly billows up around the combatants, obscuring everyone's vision. Alalla, Vince, Ug, Erevain, and most of the townsfolk breathe in the poisonous fumes and immediately begin to retch. The disguised guards, with their fiendish resilience, are unaffected by the poison, though are still blinded by the swirling cloud.
Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Rolls
Kalden vs Alalla - (1d20+8)
(11) + 8 = 19
G1 vs Alalla (3 attacks) - (3d20+6)
(12172) + 6 = 37
Dmg to Al - (1d12+4)
(12) + 4 = 16
G2 vs Al (3 attacks) - (3d20+6)
(18196) + 6 = 49
Dmg to Al - (2d12+8)
(23) + 8 = 13
G3 vs Vince (3 attacks) - (3d20+6)
(1019) + 6 = 26
G4 vs Vince (3 attacks) - (3d20+6)
(17104) + 6 = 37
Dmg to Vince - (1d12+4)
(7) + 4 = 11
G5 vs Erevain (3 attacks) - (3d20+6)
(7166) + 6 = 35
Dmg to Erevain - (1d12+4)
(10) + 4 = 14
Guard 6 vs Erevain (3 attacks) - (3d20+6)
(1544) + 6 = 29
Dmg to Erevain - (1d12+4)
(4) + 4 = 8
Al con save DC 16 - (1d20+10)
(4) + 10 = 14
Ug Con save DC 16 (disadv) - (1d20+8, 1d20+8)
1d20+8 : (13) + 8 = 21
1d20+8 : (6) + 8 = 14
Vince Con save DC 16 - (1d20+1)
(8) + 1 = 9
Ras Con save DC 16 - (1d20+2)
(15) + 2 = 17
Zen Con save DC 16 - (1d20+6)
(13) + 6 = 19
Erevain Con save DC 16 - (1d20+1)
(1) + 1 = 2
Kalden Con save DC 14 - (1d20+2)
(16) + 2 = 18
Guards 1, 2, and 3 Dex saves (adv) - (2d20+2, 2d20+2, 2d20+2)
2d20+2 : (1513) + 2 = 30
2d20+2 : (158) + 2 = 25
2d20+2 : (115) + 2 = 18
Kalden wis save - (1d20+2)
(11) + 2 = 13
Guard 2 wisdom save (adv) - (2d20+1)
(132) + 1 = 16
Guard 4 wis save (adv) - (2d20+1)
(1115) + 1 = 27
Guard 5 wis save (adv) - (2d20+1)
(1716) + 1 = 34
Guard 6 wis save (adv) - (2d20+1)
(915) + 1 = 25
Guard 1 wis save (adv) - (2d20+1)
(1115) + 1 = 27
Guard 3 wis save (adv) - (2d20+1)
(47) + 1 = 12
The cloud itself obscures vision, but rules-wise it comes out to just cancelling advantage/disadvantage for people fighting in the cloud, so just straight rolls there. However, since you cannot SEE you can't target with spells that require you to see the target.
You can leave the cloud with your movement. Tell me the direction you want to go (FORWARD in the direction of Kalden, or BACKWARD the way you came, and I'll tell you if your movement makes you leave the cloud (since you guys can't actually see where it ends).
Nobody is really sure where Pomab is, but anyone can make a Perception check to figure out where.
Alalla staggers towards the sound of Pomab's voice. Her flaming wings burn away but her sword remains bright. The cloud lights up eerily around it.
HP:80/144
AC: 20
Rolls
Second wind - (1d10+12)
(5) + 12 = 17
Perception - (1d20)
(16) = 16
Intimidate - (1d20+8)
(18) + 8 = 26
Mustering his strength, Ras casts Control Winds and strong gusts of wind push the stinking cloud away. The wind limits the movement and fight of the baddies.
Rolls
Arcana check for stinky cloud - (1d20+1)
(7) + 1 = 8