Gameplay 2 - Deranged Poisoner

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Nov 2, 2016 11:12 pm
When targets were not selected, I randomly rolled.

Grok and Jhishma both feel the effects of the Jackalwere's strange attack, but they fight it off.

Grok falls off his slumbering horse, and attacks one (J5) on the right hand side (J5 takes 13 damage).

Jhishma rides up, falls off his horse, and breaths his frosty breathweapon on the front three (J2 and J4 take 7, J3 takes 3).

Cyrind'ae casts Sleep on the the group from farther back, centering it to only affect the Jackalweres (J2 falls asleep).

Owen fires and strikes one, killing it outright (J1).

Nar rides in, unaware of what befell his companions, and smites the lead one (J3). Nar's own horse falls asleep as the fifth Jackalwere targets the beast with his own strange attack. (J3 takes 12 damage).

Kelvin conjures magical fire which lashes out at the front 3, hitting two (J2 takes 6 & J3 takes 3) but the attack misses the third one (J4). The lead one (J3) falls to the ground.
Grok, Jhishma, and Cyrind'ae may act, in any order

J1 - dead
J2 - asleep
J3 - dead
J4 - 7 damage
J5 - 13 damage

Rolls

J2, save v bw - (1d20+0)

(9) = 9

J3, save v bw - (1d20+0)

(17) = 17

J4, save v bw - (1d20+0)

(6) = 6

J5 save v Sleep - (1d20+0)

(18) = 18

J2 save v Sleep - (1d20)

(12) = 12

J4, save v sleep - (1d20)

(15) = 15

Nov 3, 2016 1:00 am
Jhishma staggers to his feet and roars in frustration at losing his mount. Seeing that there's only one left standing that he attacked with his dragon breath (J4), he closes the gap to engage it in hand-to-hand mortal combat!

"You're a pack of deranged poisoners!" the paladin cries, "And we're here to send you to hell!"
Last edited November 3, 2016 1:01 am

Rolls

greataxe attack and damage - (1d20+5, 1d12+3)

1d20+5 : (11) + 5 = 16

1d12+3 : (10) + 3 = 13

Nov 3, 2016 1:22 am
Jhishma's axe bites deep into his target, who is punished into the ground. (J4 has fallen).
Nov 3, 2016 4:05 am
OOC:
is there a save for a sleep spell? I thought that a certain # of hp worth of creatures sleep, starting with the lowest remaining hp creatures.
Nov 3, 2016 4:48 am
OOC:
I don't know. there doesn't seem to be any save mentioned in the description of the sleep spell, which makes me wonder why the werejackals got one...
Nov 3, 2016 7:18 am
Grok swings his axe furiously at the Jackalware.
OOC:
Same target (J5).

Rolls

Greataxe attack, damage - (1d20+7, 1d12+7)

1d20+7 : (13) + 7 = 20

1d12+7 : (1) + 7 = 8

Nov 3, 2016 1:22 pm
OOC:
What? No save for Sleep? Madness! Doesn't matter now, though.
Grok's greataxe fells the last Jackalwere.
Nov 3, 2016 2:11 pm
OOC:
I think the sleep's saving throw is your HP...
Nov 3, 2016 2:52 pm
You have rendered the Jackalwere's either dead or unconscious. There is at least one asleep (three if I retconned away the Sleep saves).

Their horse and cart lie just beyond them. On the cart, you see two barrels, although both are light and clearly empty. The creatures have little in the way of gear, only their scimitars (5), a satchel of raw deer meat, 9 gp between them, and several flasks of ale (7).
Nov 3, 2016 3:19 pm
"Well, seems like we have the opportunity to make prisoners so we can interrogate them. Do we have any rope?"
Nov 3, 2016 4:42 pm
Owen rides up after surveying the area for an assurance of safety. Then he takes out his 30ft of rope and hands it to Cyrind'ae "You any good with knots?"
Nov 3, 2016 4:48 pm
Nar reaches for the rope, "May I?" He then proceeds to hog tie any sleeping Js like he did the ogre a week or so ago.
Nov 3, 2016 11:29 pm
Cyrind'ae frowns.

"No, sorry, I'm more handy with books than with ropes..."
Nov 3, 2016 11:55 pm
Owen nods and hands it to the paladin.
Nov 4, 2016 4:01 pm
The creature wakes up as Nar cinches the knots securely. He struggles briefly and then eyes Nar. His pupils seem to expand as Nar is overwhelmed with a sudden battle fatigue.

Nar should make a DC 10 Wisdom save.
Nov 4, 2016 5:26 pm
Being proficient in both Intimidation and Persuasion, Jhishma joins Nar for the interrogation to stand with him, following his lead (intimidation or persuasion) to gesture, threaten, cajole, etc. in support of Nar, in order to give him advantage in his questioning.

If Jhishma notices the gaze attack as he approaches, he will call out for Nar to steel himself and shake off the charm, while simultaneously giving the jackalwere a sturdy kick with the hope of giving Nar advantage on his Wisdom save.
Nov 4, 2016 5:44 pm
Save from sleep

Nar pulls himself from the brink of sleep -- and it finally hits him what happened to the horses.

He slams the Jackalwere onto its stomach, its face in the ground. It is hog tied with its arms tied together in the back and then tied to the feet, and cinched up so that the legs are curled back.

Nar is incensed that the barrels are empty, so he puts his knee on the back of its neck.

In a quiet but urgent voice, "You will tell me what I need to know or I will slowly break you. Who is behind the poisoning, and where did you dump the poison that was in these barrels."
OOC:
not sure how to incorporate Jhishma 's help -- bonus? Advantage?
Last edited November 4, 2016 5:57 pm

Rolls

WIS save - (1d20+4)

(6) + 4 = 10

Intimidate, adv if approved - (1d20+4, 1d20+4)

1d20+4 : (9) + 4 = 13

1d20+4 : (15) + 4 = 19

Nov 4, 2016 5:57 pm
Kelvin clods the offending jackelwere over the head with his walking stick.
"Filthy bugger!"
OOC:
HAHA these rolls...
Last edited November 4, 2016 5:58 pm

Rolls

Attack roll - (1d20+1)

(1) + 1 = 2

Damage - (1d8-1)

(1) - 1 = 0

Nov 4, 2016 6:00 pm
OOC:
attacks against restrained have adv!
Nov 4, 2016 6:33 pm
OOC:
The Help Action is supposed to grant advantage. That's what I was intending with Jhishma, so hopefully Nar can take that 19 on Intimidation!
Jhisham lends weight to Nar's threat: "I remember the ear-splitting howls of pain when your divine fire burned that other bastard in the fort, Nar. I'm sure this one would prefer a much more civil, quick and painless execution," he says intimidatingly.
Last edited November 4, 2016 6:33 pm
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