The High Street
bonus -- rage continues
action --attacks with great sword
Rolls
-attacks with great sword - (1d20+6)
(2) + 6 = 8
damage - (2D6+8)
(66) + 8 = 20
Having pocketed the obsidian ring, Elysia apologizes to the drow in the palanquin, urges Ishi to follow, and extracts herself from the crowd, neatly sidestepping the flailing arms of the leather-wrapped, foul-stinking bearers and the heavy swings of crowd members wielding torches. She passes Elowin, who braces herself to fend off anyone that she doesn't know personally from entering the alley after her friends. Eyes rolling, the thumping of his heart a pounding in his ears, Ishi screams and continues to attack the foul undead bearers that are killing the living people in the mob. His sword hacks one of the bearers in half, but it continues to silently flail and pound at one of the citizens with one arm while the other hand's fingers are digging into her neck. Like Ishi, that person is also screaming, but she is trying to set her attacker on fire. There is no blood from the stump, just a sickening reek of decay.
Findal stares at Adran with wide eyes as Adran shields the gnome with his body while the guards run past, toward the xenophobic yelling and various screams of rage, anguish, and terror. Following the courtier, the six Grayhaven Guards arrive and immediately begin to pacify the mob, laying about with truncheons to break up the bloodthirsty crowd so that the palanquin can resume its course to the castle.
The undead trying to choke Ishi can't get close enough, so it windmills trying to pummel him in the face. Rather than collapse, the bearer that Bramlin punched silently whirls on him and tries to punch back. The other three undead bearers continue to attack the mob.
What does everyone do in round four?
24 - Elysia
23 - Elowin
20 - Ishi
20 - Adran
18 - drow
18 - courtier and guards
14 - Eozindra
14 - Bramlin
13 - Mob
12 - bearers
8 - Morik
Rolls
Bramlin punch undead bearer AC8, 5 damage on a hit - (1d20+6)
(10) + 6 = 16
Mob attacks undead bearer AC8, damage on a hit - (1d20+5, 2d6)
1d20+5 : (19) + 5 = 24
2d6 : (52) = 7
Undead bearer attacks Ishi AC16, damage on a hit - (1d20+3, 1d6+1)
1d20+3 : (2) + 3 = 5
1d6+1 : (6) + 1 = 7
Undead bearer attacks Bramlin AC17, damage on a hit - (1d20+3, 1d6+1)
1d20+3 : (4) + 3 = 7
1d6+1 : (6) + 1 = 7
3 Undead bearers attack the mob AC10, damage on a hit - (1d20+5, 2d6, 1d20+5, 2d6, 1d20+5, 2d6)
1d20+5 : (17) + 5 = 22
2d6 : (26) = 8
1d20+5 : (16) + 5 = 21
2d6 : (14) = 5
1d20+5 : (1) + 5 = 6
2d6 : (12) = 3
Morik knocks down on the people in the mob that get in his way - (1d2+1)
(1) + 1 = 2
If Ishi want to stay in the mob fighting undead she is not going to stop him. She just wants her friends, along with Findal, to get out of this mess. She withdraws to the ally as her friends pass her, taking the role of rear guard.
Still taking dodge action and blocking the entrance to the ally
She too is prepared to leave. The last thing she wants is to be picked up by the guards, or worse, either her or Zin be recognized. She might consider him among her friends, but her family took precedence.
bonus action -- rage continues
action -- shove aside
move -- 35' toward alley
Rolls
shove aside - (1d20+6)
(4) + 6 = 10
Not having noticed any effect of wearing the ring, Elysia turns to the immediate situation and berates Ishi: "You will abandon this nonsense and join us! Do not make me drag you away the same way I did years ago!" and then continues into the alley. Adding her voice to try to penetrate the song of battle in Ishi's heart, Elowin cries out in elvish: "Leave the corpses alone you raging idiot. Let the guards do their job!" (which sounds simultaneously more affectionate and condescending in elvish) while she blocks the mob and the bearers alike from entering the alley. The elvish registers in some part of his brain, and Ishi roars his assent as he shoves others out of the way and enters the alley, too.
Adran checks and sees that the coast is clear and proceeds to lead the way down the next street with Findal close behind him.
The courtier arrives behind the palanquin with the guards. "There they are! They're blocking our path, preventing us from performing the duties the queen commanded!" He shrieks when he sees what's happened in the interim. "The King wept!" (apparently a common exclamation among Grayhaven's nobility) "They've killed one of the emissaries! And they've brought a GIANT MONSTER!!!" There is little doubt that this last is referring to Morik's shaggy form. Apparently the guards have a different impression of their job than Elowin does, for they reverse their spears and immediately run to the aid of the zombie bearers, bashing the massed citizenry to clear a path for the drow vehicle to continue on its way.
Morik grunts and lowers his muzzle as the guards beat their way through the crowd toward them, but Bramlin pats the bear on the shoulder. "Don't worry, Moonie, Elowin! I'll be the rearguard - you two go with the others and make sure Findal gets to Tykus' place. I'll catch up with you later if I can!" Bramlin stands there, preparing to beat back any comers.
The really committed, virulently xenophobic remnant of the mob continues to attack one of the zombie bearers.
The undead bearers attack the mob.
It's clear that, between the undead servants and the Duke's guards, the mob will be suppressed very soon, at which point the guards will probably turn their full ire on the party. Ever contrary to his family's legacy, Bramlin will bravely hold the line so that the rest of you can slip away if you wish to.
What do you do?
24 - Elysia
23 - Elowin
20 - Ishi
20 - Adran
18 - drow
18 - courtier and guards
14 - Eozindra
14 - Bramlin
13 - Mob
12 - bearers
8 - Morik
Rolls
Guards attacking mob AC10, damage on hit - (1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 5)
1d20+3 : (3) + 3 = 6
1d20+3 : (1) + 3 = 4
1d20+3 : (11) + 3 = 14
1d20+3 : (18) + 3 = 21
1d20+3 : (12) + 3 = 15
1d20+3 : (8) + 3 = 11
5 : () + 5 = 5
Mob attacks undead bearer AC8, damage on a hit - (1d20+5, 2d6)
1d20+5 : (16) + 5 = 21
2d6 : (62) = 8
Bearers attack five citizens with ADV AC10, damage on a hit - (1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 4)
1d20+3 : (1) + 3 = 4
1d20+3 : (14) + 3 = 17
1d20+3 : (7) + 3 = 10
1d20+3 : (14) + 3 = 17
1d20+3 : (10) + 3 = 13
4 : () + 4 = 4
Adran checks and sees that the coast is clear and proceeds to lead the way down the next street with Findal close behind him.
The courtier returns, arriving just then behind the palanquin with the guards. "There they are! They're blocking our path, preventing us from performing the duties the queen commanded!" He shrieks when he sees what's happened in the interim. "The King wept!" (apparently a common exclamation among Grayhaven's nobility) "They've killed one of the emissaries! And they've brought a GIANT MONSTER!!!" (there is little doubt that this last is referring to Morik's shaggy bear form) Apparently the guards have a different impression of 'their job' than Elowin does, for they reverse their spears and immediately run to the aid of the zombie bearers, bashing the massed citizenry to clear a path for the drow vehicle to continue on its way.
Morik grunts and lowers his muzzle as the guards beat their way through the mob toward them, but Bramlin pats the bear on the shoulder. "Don't worry, Moonie, Elowin! I'll be the rearguard - you two go with the others and make sure Findal gets to Tykus' place." Bramlin stands there, preparing to beat back any comers. "Go! I'll catch up with you later if I can!"
The really committed, virulently xenophobic remnant of the mob continues to attack one of the zombie bearers.
The undead bearers attack the mob.
It's clear that, between the undead servants and the Duke's guards, the mob will be suppressed very soon, at which point the guards will probably turn their full ire on the party (what the zombies will do depends on the drow emissaries' commands). Ever contrary to his family's legacy, Bramlin will bravely hold the line so that the rest of you can slip away if you wish to.
What do you do?
24 - Elysia
23 - Elowin
20 - Ishi
20 - Adran
18 - drow
18 - courtier and guards
14 - Eozindra
14 - Bramlin
13 - Mob
12 - bearers
8 - Morik
Rolls
Guards attacking mob AC10, damage on hit - (1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 5)
1d20+3 : (6) + 3 = 9
1d20+3 : (15) + 3 = 18
1d20+3 : (4) + 3 = 7
1d20+3 : (11) + 3 = 14
1d20+3 : (4) + 3 = 7
1d20+3 : (7) + 3 = 10
5 : () + 5 = 5
Mob attacks undead bearer AC8, damage on a hit - (1d20+5, 2d6)
1d20+5 : (19) + 5 = 24
2d6 : (33) = 6
Bearers attack five citizens with ADV AC10, damage on a hit - (1d20+3, 1d20+3, 1d20+3, 1d20+3, 1d20+3, 4)
1d20+3 : (7) + 3 = 10
1d20+3 : (18) + 3 = 21
1d20+3 : (5) + 3 = 8
1d20+3 : (12) + 3 = 15
1d20+3 : (2) + 3 = 5
4 : () + 4 = 4
Is anyone of ours left in the mob?
Lets move people. Adran! Take point!
"Where to?" he asks Findal, asking for directions while looking for trouble.
Bramlin
After running for some distance down twisting and turning alleys and back streets, the party comes to a stop, no longer able to hear the melee.
Findal
Adran and Elowin observe that Tykus' Tower was on the ridge, so the party can follow the slope generally upwards to reach the ridge; Ishi adds that the slope rises generally in that northeast direction, through the edge of the High Street district. Meanwhile, Elysia and Eozindra, having spent more time in Grayhaven recently, suggest that an alternative route that is at least as fast, avoiding the major thoroughfares that might have more guards by moving downhill a ways, then north, then back uphill from the Market Square on a path too narrow for carriages.
Rolls
General roll - (1d6)
(4) = 4
Perception - (1d20+1d4+6)
(14) + (3) + 6 = 23