OOC: Unless I'm mistaken, the nearest door is the one Klak & Quest went through.
Against the Cult: Party at the Mill (1.1)
OOC: Unless I'm mistaken, the nearest door is the one Klak & Quest went through.
I'm assuming the insight check doesn't require my action? If it does, I'm not going to take it.
Rolls
Insight - (1d20+3)
(17) + 3 = 20
Sara has seen that look in men's eyes before. These thugs have heard Quest's challenge and ignored it. They're out for blood.
OOC: Fey presence- As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC (12). The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
"You had your chance."
Quests eyes fill with an Azure light and he turns to his right to look at the nearest man. Then that man's eyes fill with the same light and his head fills with pain.
::Using Mind Thrust. The attack uses the target's Int score as their AC. There is no disadvantage for attacking at range while a target is within 5 feet. This power seems a little OP right now, but that is how it is written up.::
Rolls
Mind Thrust vs. Int. - (1d20+5, 1d8)
1d20+5 : (14) + 5 = 19
1d8 : (4) = 4
IF TALLER: Durren watches the Kobold run for a moment, then dashes into the grain. He can still see the Kobold's weaving path, and he cuts corners on the creature, closing the distance even more. He decides to put up his sword so as to be able to move faster; there is no immanent danger... as of yet.
IF NOT TALLER: Durren watches the Kobold run for a moment, then darts around and along one side of the field. He sprints around the field and arrives on the other side. Has the Kobold emerged yet?
Rolls
Athletics (to push through the grain) - (1d20+5)
(8) + 5 = 13
Insight (Detect Kobold) - (1d20+4)
(11) + 4 = 15
Bonus action to rage, then attacking
Rolls
Attack/Damage on Dog - (1d20+4, 1d12+4)
1d20+4 : (5) + 4 = 9
1d12+4 : (2) + 4 = 6
If i understand I was on the right side of the door, and with this attack I am moving to the left side of the door - so that I am between the two doors and can more easily provide aid to either fight, as my allies require.
Rolls
Longbow - (1d20+5)
(14) + 5 = 19
Damage - (1d8+3)
(6) + 3 = 9
Rolls
Whack-a-man - (1d20+5, 1d8)
1d20+5 : (9) + 5 = 14
1d8 : (4) = 4
Upstairs, Ogbar roars back at the dog, spittle flying, and lashes out with his axe. The first swipe misses, slicing off a big hank of the dog's fur but not connecting with its flesh. The two of them are locked in melee: a whirling ball of fur, fury, and gleaming metal. Their bodies slam together and rebound again and again as the dog dodges the axe swings and Ogbar uses his elbows and knees to knock the dog's snapping head away from him. Neither is able to connect again for a few moments as they whirl around the room.
Next door, Klak engages the first thug behind the table on the left, contemptuously redirecting the first clumsy swing with his shield and stepping around the table while the thug swings his club back around. They trade blows, neither really connecting, but the dwarf clearly is the superior fighter, and the man gives way slowly. Klak pushes out with his shield to bash his opponent and the man blocks it with both hands, leaving his flank undefended. Klak's axe carves into the man's thigh, splitting the leather armor and the flesh beneath. The man screams in pain and surprise. Villagers he's bullied have never fought back like this.
Meanwhile, Quest's look of disappointment transforms into disapproval so profound one thug takes a half step back. But it is no good feeling remorse now; the fierce gleam of blue light flashes from his eyes and the rumor of a whine beyond hearing is felt by all nearby. The mystic enters the thug's mind and is not pleased with what he finds there. He sets off all the pain synapses in his nervous system. The second thug recoils as his buddy shrieks in a seizure so severe that he cannot even fall down as every muscle in his body vibrates with rapid contractions in opposing directions. Further, the man knows that Quest has peered inside his mind and feels intensely violated in a way he never imagined possible. Quest feels the intense hatred as a boiling yet impotent force within the man as the man instinctively imagines how he will enact his revenge for this intrusion.
Having taken careful aim and let fly her shaft, Sara steps across the doorway and sees the mystic's victim - the body twitching, the agonized shrieking from a vibrating mouth - and so does not see the arrow she shot as it flits above the table's edge and catches the man in the eye, impaling him into the wall behind him. Also through the doorway, she sees the other thug behind the table on the right preparing to bash Quest, while to her other side are shutters that she could fling open for a view into another room, where Ogbar and Xana went.
One man in the right hand room is dead, and two there are wounded.
Rolls
War dog's save (WIS) - (1d20+1)
(6) + 1 = 7
As Durren follows, he sees the kobold rushing past the easternmost of a more rustic row of houses, heading toward a low hill and the river. They've been running for perhaps a minute; Durren is not winded, but he is somewhat surprised at the kobold's speed and stamina; he thought reptiles didn't have that much energy.
Durren is able to cut the corner as the kobold veers slightly to the left to avoid the houses, and if he wishes he can close the distance, though the kobold might hear his footfalls and react if Durren doesn't attack. The human is still curious as to why the kobold is running around like this - is it going somewhere? Surely this isn't normal kobold behavior!
Rolls
DM roll - (1d20)
(15) = 15
OOC: I'm assuming I can talk to the Kobold? What language do they speak? I'm also going to roll a persuasion check - or should it be animal handling? I'll do both; whichever applies you can use.
Rolls
Persuasion - (1d20+1)
(5) + 1 = 6
Animal Handling - (1d20+4)
(15) + 4 = 19
The war dog continues to try to tear at Ogbar. It leaps at him and tears his throat with its teeth.
Ogbar takes 5 damage (reduced from his Rage resistance). Ogbar is bleeding horribly, red spraying from his neck, but he's still standing, ignoring the nasty wound.
Unfortunately, this attack by their pet bolsters the swaggering confidence of the two thugs in the room with Ogbar, and they step in, swinging their clubs to take down this interloper. But they are squeamish about the spraying blood and can't get close enough past the swinging blade and the snapping jaws to land a good hit; their clubs rise and fall, pounding Ogbar repeatedly but ineffectually.
Aanbo hears screams of agony, snarls, barking, yells of fury and the clash of arms from within the mill, and he sees Sara fire an arrow through a doorway as she steps past and then nock another. Clearly, there is furious battle happening in the mill.
Meanwhile, in the office of the mill, the wounded thug (Thug 3) is fighting for his life against the implacable Klak. Again and again the man swings his club with all his might, hammering at the dwarf's defenses, but the shield is usually there to block it, and when it isn't, the dwarf takes the hit coldly and keeps implacably swinging his axe. Oh, the axe! The human must be quick with his cudgel to knock away the deadly axe's blade, already slick with his life blood. With each swing his arm grows heavier, and the damned dwarf keeps coming.
Recovering the use of his limbs after the profound violation of his mind by the half-elf, thug 4 hammers Quest with his club, screaming insults and curses and spittle as he bashes him again and again across the cover of the table. Quest is able to anticipate his moves, reacting with Intellect Fortress, however, his lip curling in irritated disdain, as the blows land painfully but glancingly, doing no real damage (Edited to accommodate the DISADV on the attack from Quest's Intellect Fortress discipline).
Thug 5, horrified at the sight of his cousin across from him with an arrow sticking out of his eye socket, goes berserk with his club, and smashes the half-elf with his club, using two-handed, full-bodied swings, knocking Quest's head back and forth. The half-elf staggers, his head ringing, seeing stars. Quest takes 3 HP of damage and must make a CON save to maintain concentration.
Initiative order:
- War dog (done)
- Aanbo
- Men in the mill room (done)
- Men in the office room (done)
- Thacogygax
- Man in the basement
- Xana
- Ogbar
- Klak
- Quest
- Sara
Note that I did not need to roll a DISADV on Thug 5's attack on Quest; Quest gets only one reaction per turn, and that was against Thug 4's attack.
Rolls
War dog bite - (1d20+1)
(20) + 1 = 21
Bite damage with crit - (2d6+1)
(36) + 1 = 10
Thug 1 (mill room) attack, damage on hit - (1d20+1, 1d4+1)
1d20+1 : (7) + 1 = 8
1d4+1 : (4) + 1 = 5
Thug 2 (mill room) attack, damage on hit - (1d20+1, 1d4+1)
1d20+1 : (1) + 1 = 2
1d4+1 : (1) + 1 = 2
Thug 3 (office room) attack on Klak, damage - (1d20+1, 1d4+1)
1d20+1 : (12) + 1 = 13
1d4+1 : (3) + 1 = 4
Thug 4 (office room) attack on Quest (cover), damage - (1d20+1, 1d4+1)
1d20+1 : (16) + 1 = 17
1d4+1 : (1) + 1 = 2
Thug 5 (office room) attack on Quest (cover), damage - (1d20+1, 1d4+1)
1d20+1 : (18) + 1 = 19
1d4+1 : (2) + 1 = 3
Thug 4's DISADV attack on Quest (Intellect Fortress) - (1d20+1)
(4) + 1 = 5
Thug 5's DISADV attack on Quest (Intellect Fortress) - (1d20+1)
(19) + 1 = 20
I'm raging, and thus only took 5 points, right?
Pretty sure I just wrecked that dog, and maybe even cleaved through it to the next guy?
Rolls
Attack/Damage - (1d20+4, 1d12+4)
1d20+4 : (15) + 4 = 19
1d12+4 : (12) + 4 = 16
OOC: Casting "Minor Illusion"- You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.