Against the Cult: Entering Orlane (1.7)
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Rolls
Dart to hit, Piercing Damage - (1d20+4, 1d4+2)
1d20+4 : (17) + 4 = 21
1d4+2 : (4) + 2 = 6
Rolls
Hand axe attack, damage - (1d20+5, 1d6+3)
1d20+5 : (10) + 5 = 15
1d6+3 : (1) + 3 = 4
As the two villagers throw open the barn doors, the fighter and the monk perform their prepared attacks.
Myrtha's axe bounces off of the villager in the doorway, who has wisely come wearing armor. But Aanbo's dart catches the villager in the neck. Villager 1 takes 6 piercing damage. He sways but does not fall, looking daggers at the monk.
Another form, further back, rushed through the weeds towards the doors, but it is not quite able to make it even with a dash. That figure runs off to one side, so that the barn walls obscure view of it as it gets close.
Theran is up next, then the final villager, and we'll be done with round one.
Rolls
Attack (Chill Touch) - (1d20+5)
(19) + 5 = 24
Damage (Necrotic) - (1d8)
(4) = 4
Theran casts a spell (Chill Touch) and a glowing, disembodied hand forms in the air and grabs Villager 1. The nighttime visitor staggers but does not...quite...fall.
Villager 1 takes 4 necrotic damage.
The final villager, "Six," still partially hidden in the weeds back from the barn door, reaches into a pouch and pulls out an object that glows as bright as a lantern, which she then flings into the barn. It lands 10' from the barrel barricade, and illuminates the interior of the ground floor around it with bright light.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers Three and Four
17 - Aanbo (19/19)
15 - Chase (11/11)
12 - Reptile (15/15)
12 - Villagers One and Two
11 - Villager Seven
7 - Theran (13/13)
7 - Villagers Five and Six
Rolls
Dexterity check - (1d20+2)
(6) + 2 = 8
Rolls
to hit, damage - (1d20+5, 1d8+3)
1d20+5 : (9) + 5 = 14
1d8+3 : (5) + 3 = 8
- villager 2 is on the ground. Does his body impede us from closing the barn door?
- villager 1 is hurt but standing. I assume he would be blocking the door?
I can either shove villager 1 out of the way, in order to close the door, or just try to strike him down with Myrtha’s sword. If I move and attack, could I use a bonus action to close the door this round?
Myrtha fears they threw the light in to target is with ranged weapons or magic. In that case, we have to get the doors closed up again, so they can’t spray us with arrows.
- villager 1 is hurt but standing. I assume he would be blocking the door?
Joseph, groaning in pain, nocks, draws, and looses another arrow, this time at Villager 3. Villager 3 takes 8 piercing damage. Then the halfling rogue scoots back on the roof and tries to Hide as a bonus action.
Myrtha vaults the barrels and runs toward the armored and injured villager. He raises his spear but she ducks under the point and drives her shoulder up into the man's ribs; with the wound in his neck and the spectral hand draining his vigor, he is in no shape to withstand this irresistible force. Villager 1 is shoved back, and Myrtha closes the northern barn door in his face.
Villager 3 recocks his crossbow and walks toward the barn, grateful for the Light stone that illuminates the interior of the barn. The closed door blocks his view of Myrtha, so he triggers his weapon, loosing a quarrel toward the first PC he can see: Reptile. Reptile is hit with a crossbow bolt, but he barely feels it.
Reptile takes 1 point of piercing damage (reduced from 2 from Rage).
Villager 4 trots toward the house and out of view of everyone except Chase, who is still above them, watching out of the open hay loft door.
Then Aanbo leaps the barrels, scooping up the stone emitting Light, and throws it back out into the farmyard, far enough that the light doesn't penetrate into the barn. The interior of the barn is plunged back into darkness.
Chase, in the loft, sees the person who threw the stone suddenly backlit and an easy target. His arrow flies true and strikes that target - villager 6 - in the chest. Then Chase ducks behind the haybales again.
Shield in one hand and battleaxe in the other, enraged Reptile leaps the barrels just behind Myrtha, intending to mirror her action and shove Villager 2 out of the way to close the doors. But the split-second the barbarian is behind the fighter gives Villager 2 time to brace himself, and he resists the push. Reptile (still enraged) and Villager 2 are in close quarters combat (melee)! Chain shirt jangling, Villager 2 tries to whack Reptile with his spear...but flailing with one hand, he's unable to land a solid blow. Villager 1 comes to his senses and rushes to stab Reptile in the doorway! The speartip gouges into the barbarian's side, but the hapless villager's eyes widen with horror as Reptile feels no effect!
Theran leaps into motion as soon as he sees the green monster step into view, hurdling the barrels and drawing upon the power of the land itself. There is a concussive blast of force as he shouts; dust and hay sprinkle down from the loft above him, and the whole barn shudders with the impact. The monstrous "villager" is flung backward by the detonation. Villager 7 takes 3 thunder damage.
With an arrow in his chest, Villager 6 stumbles and staggers backwards to where the Light stone was thrown. With trembling fingers, he picks it up, but then, belying his obvious injury, his shout booms over the barnyard, his voice echoing off of the buildings "ORLANE FOOLS! YOU CANNOT STOP US! WE WILL DESTROY YOUR TOWN AND STEAL AWAY YOUR CHILDREN!" Then he weakly tosses the shining rock back toward the barn. It lands just short of the open door, in front of Villager 7. Still, the illumination shines through the open doorway; Reptile, Myrtha, Theran, and Villagers 1, 2, and 7 are in bright light, Aanbo, Villager 3, and Villager 6 are in dim light. Chase remains in darkness in the loft.
Note: Chase is above everyone else, in the hayloft. All the other creatures are on the ground level.
Note 2: The northern/left door of the barn is closed, the southern/right door of the barn is open.
Note 3: The little yellow circle on the ground by the door is the Light stone which is illuminating the front half of the ground floor of the barn.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (19/19)
15 - Chase (11/11)
12 - Reptile (14/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7 (stinky monstrous humanoid)
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Joseph shortbow, damage - (1d20+6, 1d6+4)
1d20+6 : (18) + 6 = 24
1d6+4 : (4) + 4 = 8
Joseph Hide attempt - (1d20+6)
(9) + 6 = 15
Rolls
Athletics (shove attack) - (1d20+5)
(14) + 5 = 19
Villager 3 recocks his crossbow and walks toward the barn, grateful for the Light stone that illuminates the interior of the barn. The closed door blocks his view of Myrtha, so he triggers his weapon, loosing a quarrel toward the first PC he can see: Reptile. Reptile is hit with a crossbow bolt, but he barely feels it.
Reptile takes 1 point of piercing damage (reduced from 2 from Rage).
Villager 4 trots toward the house and out of view of everyone except Chase, who is still above them, watching out of the open hay loft door.
Then Aanbo leaps the barrels, scooping up the stone emitting Light, and throws it back out into the farmyard, far enough that the light doesn't penetrate into the barn. The interior of the barn is plunged back into darkness.
Chase, in the loft, sees the person who threw the stone suddenly backlit and an easy target. His arrow flies true and strikes that target - villager 6 - in the chest. Then Chase ducks behind the haybales again.
Reptile, you're enraged and have been attacked with a crossbow (by Villager 3), and there is another man, Villager 2, standing in the doorway effectively 30' in front of you. What do you do now?
Rolls
Villager 3 crossbow attack on Reptile AC18, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (16) + 3 = 19
1d8+1 : (1) + 1 = 2
Wow. I think Reptile tripped! Double "1" As the god proclaim the door to remain up.
Rolls
Advantage STR check to push away the man. - (2d20h1+2)
(11) + 2 = 3
Note: Chase is up on the second floor/hayloft, with a clear view of villagers three and six (though if he moves closer to the opening, he could look down and see villager 1 still). Chase and the haybales are marked with a green "UP" arrow, to show that they are above.
Everyone else is on the ground level.
Note 2: The left/north door to the barn is closed. This is blocking line of sight/effect for a lot of actors. Aanbo, Theran, and Myrtha cannot see Villagers 1 or 3 without moving.
Note 3: Attacks on the party in the barn or on Villager 7 are made with DISADV by any character that does not have darkvision, until the barn's interior is illuminated again.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (19/19)
15 - Chase (11/11)
12 - Reptile (14/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7 (stinky monstrous humanoid)
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Villager 2 athletics check - (1d20+1)
(9) + 1 = 10
Villager 1 attack on Reptile AC18, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (4) + 3 = 7
1d8+1 : (1) + 1 = 2
Villager 2 smacking Reptile AC18, bludgeoning damage - (1d20+3, 1d6+1)
1d20+3 : (12) + 3 = 15
1d6+1 : (4) + 1 = 5
Unlucky Reptile fails with a roll of 8.
Rolls
CON save DC 12 - (1d20+5)
(3) + 5 = 8
Villager 7 lashes out at Reptile with both clawed hands AND tries to bite him!
Rolls
Villager 7 claw attack on Reptile AC16, slashing damage - (1d20+4, 1d4+2)
1d20+4 : (1) + 4 = 5
1d4+2 : (3) + 2 = 5
Villager 7 claw attack on Reptile AC16, slashing damage - (1d20+4, 1d4+2)
1d20+4 : (3) + 4 = 7
1d4+2 : (1) + 2 = 3
Villager 7 bite attack on Reptile AC16, piercing damage - (1d20+4, 1d4+2)
1d20+4 : (7) + 4 = 11
1d4+2 : (4) + 2 = 6
Thunderwave, trying to angle the cube with Theran at a corner, so it catches Villager 7 but not Reptile.
V7 will need a DC13 CON Save.
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
🙄 Maybe he'll at least be pushed?
Rolls
Thunder Damage - (2d8)
(12) = 3