Against the Cult: Entering Orlane (1.7)
With Villagers 5 and 6 both defeated, this ends round four.
Joseph does something out of view.
Myrtha attacks Villager 2, and manages to slash him across the chest. Villager 2 takes 8 slashing damage. "You don't have to die here, you know you're beaten!" His mad, staring eyes roll in his head, and she is not sure that her message registered.
Villager 3 desperately attacks Reptile again. The bolt sinks into his flesh. Reptile takes 3 piercing damage (reduced from 7 by Rage).
Villager 4 does something else out of sight of the Dungeon Busters.
Up in the loft, Chase waits to see if any of the villagers who have fallen - three, five, or six - stir or attempt to get up again. None of them do.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (13/19)
15 - Chase (11/11)
12 - Reptile (7/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Joseph CON save DC16 - (1d20)
(15) = 15
Reptile has a 5. Not so good for looking around.
Rolls
Perception check - (1d20+4)
(1) + 4 = 5
Rolls
Longsword attack, damage - (1d20+5, 1d8+3)
1d20+5 : (13) + 5 = 18
1d8+3 : (5) + 3 = 8
Myrtha attacks Villager 2, and manages to slash him across the chest. Villager 2 takes 8 slashing damage. "You don't have to die here, you know you're beaten!" His mad, staring eyes roll in his head, and she is not sure that her message registered.
Villager 3 desperately attacks Reptile again. The bolt sinks into his flesh. Reptile takes 3 piercing damage (reduced from 7 by Rage).
Villager 4 does something else out of sight of the Dungeon Busters.
23 - Joseph (4/13)
18 - Myrtha (12/12)
18 - Villagers 3 & 4
17 - Aanbo (13/19)
15 - Chase (11/11)
12 - Reptile (7/15) RAGING
12 - Villagers 1 & 2
11 - Villager 7
7 - Theran (13/13)
7 - Villagers 5 & 6
Rolls
Villager 3 crossbow attack on Reptile AC16, piercing damage - (1d20+3, 1d8+1)
1d20+3 : (16) + 3 = 19
1d8+1 : (6) + 1 = 7
Bonus Action: Spend 1 ki point for Step of the Wind and DIsengage. 0/2 ki points remaining.
Movement: Move to Villager Three.
Action: Unarmed Strike vs Villager Three.
Rolls
Unarmed Strike to hit, Bludgeoning damage - (1d20+4, 1d4+2)
1d20+4 : (20) + 4 = 24
1d4+2 : (4) + 2 = 6
Critical hit damage - (1d4)
(2) = 2
Rolls
to hit, damage - (1d20+5, 1d8+3)
1d20+5 : (5) + 5 = 10
1d8+3 : (1) + 3 = 4
Ignoring Villager 2's clumsy attacks, Aanbo stoops and picks up the the Light stone, pulling it out from under the strange corpse of Villager 7 and tucking it into his robes. This returns the interior of the barn to darkness, and then Aanbo zooms past Villager 2 out into the yard, and leaps into the air, delivering a flying kick to Villager 3's head. There is a loud snap! and Villager 3 falls to the ground. Villager 3 takes 8 damage and his head lies at a weird angle. Aanbo lands on his feet and yells "We've been in the temple this whole time!"
Aanbo can also attempt a Perception check, DC15.
Up in the loft, Chase waits to see if any of the villagers who have fallen - three, five, or six - stir or attempt to get up again. None of them do.
Rolls
Two-Handed Battle, Damage - (1d20+4, 1d10+4)
1d20+4 : (20) + 4 = 24
1d10+4 : (5) + 4 = 9
Crit - (1d10)
(5) = 5
Rolls
Perception DC15 - (1d20+3)
(20) + 3 = 23
This appears to have defeated all the enemies.
For surviving this attack, each PC gains 40 XP.
Chase goes to look out of the knotholes and sees no motion anywhere nearby, though from his elevated position, he can clearly hear the voices of concerned neighbors who are on their way to investigate what all the yelling meant. He can see the light of approaching lanterns. The people are approaching warily, unsure what they're going to find. They probably would have been here already, except that Aanbo pocketed the light, so they're wandering in the dark. "The yelling was coming from this direction, I tell you!"
Aanbo turns around and sees the carnage of the fight: six dead bodies sprawled in the tall grass...wait, SIX bodies? Aanbo does a double-take. There is another body by the corner of the barn - not one of the attacking villagers, unless Joseph managed to hit the last one with an arrow. Where is Joseph, anyway? There is no sign of Joseph.
"Reptile, can you check if Joseph is near the building there?", she added, pointing at the spot where their companion had been spotting for the party. The halfling had been hit, more than once. There might be a trail of blood spatters leading to their comrade.
He turns to the others and says, "Keep the bodies where they fell, but let's see if there's anything that might identify what sort of evil they represent. I'm thinking the guy who was yelling a lot might have something. And that creature might be what Ramne was referring to: tall, naked, and green." He points to the strange body just outside the barn door. "The villagers will be suspicious of us, so anything we find that can support our truth will help."
The monk heads over to the body of Villager Six, hoping there's something evil on them like a tattoo or symbol.
Rolls
Investigation - (1d20+1)
(17) + 1 = 18