Episode 1
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Will have to wait and see her reaction. Stay tuned!
First we'll have to see if Big Maeriks comes flying in like an Offensive Lineman ramming the pile of teammates trying to push the stalled RB across the goal line.
... Help in, for Kray to Resist Telekinetic pull:
DC 28
STR Athletics Check
Throne Room Defense gives Advantage to STR Athletics
+5 base Modifier (reported by Ez for Kray)
+3 from Thorn
+3 from Ivor
+1 from Doirind
+1 from Bryn
-----
+13 so far.
Maeriks still has option to try to contribute with burn of Reaction and effort to grab, which is "Attack" roll at AC 10 using proficiency and choice of STR or DEX Mod.
Ez, looks like you are nearly half way to the number by net Mods. Need the other half (a little more or little less depending on CB) from the dice!
Rolls
Push comes to shove - (1d20+7)
(11) + 7 = 18
DC 28
STR Athletics Check
Throne Room Defense gives Advantage to STR Athletics
+5 base Modifier (reported by Ez for Kray)
+3 from Thorn
+3 from Ivor
+1 from Doirind
+1 from Bryn
+2 from Maeriks
-----
+15 Total
Ez, check this over and see if it is right before you roll. Let me know if there are any other questions or things to be straightened out.
DC 28
STR Athletics Check
Throne Room Defense gives Advantage to STR Athletics
+5 base Modifier (reported by Ez for Kray)
+3 from Thorn
+3 from Ivor
+1 from Doirind
+1 from Bryn
+2 from Maeriks
-----
+15 Total
Ez, check this over and see if it is right before you roll. Let me know if there are any other questions or things to be straightened out.
And fuck.
Kray Mercon
link to main character sheet & group stats
In the Throne Room, you have clarity of time and space.
The following Skills checks are made at Advantage: STR Athletics, STR, DEX Acrobatics, DEX Sleight of Hand, DEX, WIS Perception
Throne Room Defense
All Attack rolls against you are made at Disadvantage. Gain Advantage on all DEX and STR Saving Throws.
Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +0 / AC +3
AC: 18 (base 18) + (If shield) + (0-3 from set Combat Proficiency)
HP: 59 + 7temp/59
Status Effects: None
Death Saves: +0/-0
Initiative: +5
Hit Dice: 5/5 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Yatagan / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d8+5)
Left Hand: Medium Shield AC+2
Carried
Falcata / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage (1d6+0 Left Handed)
Gaerimundi Knife / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Dagger / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2) + (0-3 Combat Proficiency)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.

Tactics
Refresh rest times noted in parentheses
Attacks per Turn: 2
Maneuvers: 3/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 2/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 0/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Commitment to Contract: 0/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +5
Dexterity: +9
Constitution: +7
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +5
Deception +7
History +0
Insight +0
Intimidation +7
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +9 (Passive 18)
Performance +3
Persuasion +7
Religion +0
Sleight Of Hand +5
Stealth +9 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Rolls
Athletics Scrum Roll - (1d20+15)
(5) + 15 = 20
Athletic Scrum Advantage - (1d20+15)
(9) + 15 = 24
Unfortunately you ended up on the wrong side of a relatively strong dice verdict. A roll of 19 by the bad guy, 2 single digits in a row by the good guys.
Plus I've got a feeling that if I make something up to give you another chance, you would secretly be disappointed that I "saved" you. Haha!
As frustrating as this is, I think we have to ride this out where it goes for this moment. Good thing is, I'm sure new Action is just around the corner. So we'll KEEP ROLLIN'!!
But he cannot make it. Kray fights but he cannot keep his motion and mobility, cannot resist the press of the invisible force.
He is lifted off of the ground. Sorcha Rhone is still in his arms. And he begins to float backwards.
Everyone grabs and dives in to help, pulling and pushing with all of their strength trying to take hold of Kray and retain him, but the force of The Hierophant pulls with impossible power. At one moment, Kray and Sorcha thrust upward sharply. The sudden change in motion throws everyone off balance. Almost at once, they lose their grip.
Kray and Rhone float upward and outward at an angle, rising higher in the air and back towards the Throne.
All the while the two great blocks continue to grind inward towards one another. Soon the door will be closed again.
Now a second later, the lead Ulathi in chase is upon them, charging forward with a brass-headed harpoon.
Maeriks sees the glimpse in the Ulathi's eye. Though Maeriks is the closest and biggest target, at the last moment the Deep One diverts his attack to another. The creature takes one step past Maeriks and thrusts the harpoon at Bryn.
U7.2: Attack Bryn with Harpoon, 2 handed
Rolls
U7.2 Attack Bryn - (1d20+4)
(8) + 4 = 12
Damage - (1d8+2)
(2) + 2 = 4
The smaller girl's face is locked in terror, in full flight as the Deep Ones run in behind them, getting closer and closer.
Laoise knows that they cannot make the angle, not together. She turns at the last minute to block the way, hoping to let her sister continue.
The closest two Deep Ones close in and target Laoise.
U2.4 Net Attack Laoise
U2.1 (injured) short sword Attack Laoise
RESULT: Net Hit. Laoise Restrained.
RESULT: Short Sword Hit.
The net falls heavily over Laoise and she is captured. The other Deep One stabs in at her viciously with an old dirty green bronze gladius.
Rolls
Net Attack - (1d20+3)
(20) + 3 = 23
Short sword Attack - (1d20+4)
(10) + 4 = 14
Short Sword Attack Advantage (Restrained opponent) - (1d20+4)
(1) + 4 = 5
Damage - (1d6+2)
(4) + 2 = 6
U4.2 Attacks Laoise with Spear, two handed
U4.3 Attacks Laoise with Javelin
RESULT: One Miss. One Hit.
Despite being captured in the net, the elusive Laoise tries her best to dodge the deadly spears.
Rolls
Attack - (1d20+4)
(7) + 4 = 11
Attack Advantage - (1d20+4)
(5) + 4 = 9
Damage - (1d8+2)
(6) + 2 = 8
Attack - (1d20+4)
(18) + 4 = 22
Attack Advantage - (1d20+4)
(4) + 4 = 8
Damage - (1d6+2)
(4) + 2 = 6
BR1
Some Dash north as far as they can.
Some move to intervene against the women group.
One (U4.1) Moves up to Casidhe and attempts to Grapple
The Ulathi in the back of the room disperse, spreading out in the room to find someone to assail.
RESULT: Casidhe resists Grapple.
Casidhe ducks under the groping arms of an Ulathi that tries to snatch her. The little Colvert girl keeps running, giving it everything she's got, but at this point running towards other Deep Ones who have already moved ahead. And still yet, more Deep Ones are chasing her from behind.
She is running free, barely, but is surrounded.
Rolls
U4.1 Grapple to Casidhe - (1d20+2)
(1) + 2 = 3
Casidhe DEX Acrobatics to resist Grapple - (1d20+4)
(5) + 4 = 9
More Deep Ones flood the gap between the two great blocks, even as the gap narrows every second.
Dash Action to charge opponents. Uses all Action.
No Attack possible, but are staged to force OAs depending on opponent Movement.
He gets the disturbing view from above of the Ulathi assault - Deep Ones swarming everywhere. Rushing forward with weapons and nets. Wrestling women to the ground. Flooding the narrow pass between the two great stone blocks. Some are attacking without hesitation or mercy, to kill Laoise and Boann who have both been declared barren. They are attack his comrades now also.
Kray feels his arms being forced open.
Now Sorcha Rhone, once over his shoulder, is separating from him. Floating forward, but still rising with him, held in the invisible force.
Eventually when she is a foot or so away, he sees her face. She is struggling. Eyes and teeth clenched. Tears forcing out of the outside corners over her eyes.
She is shaking in small quakes. Her arms begin to shake the most, and he sees her eyes tilt down to look at her hands.
Now she slowly moves her fingers in. Very slowly at first, but then they close in a fist, and then clinch tight. She tilts her forearms up, with great effort.
He reads her lips. They move slowly. There is no sound, but the single word is clear.
"Mom."
Kray sees now that her nose is bleeding.
Quickly now she too is pivoting, turning high in the air to face the Throne.
Beside the Dark Throne stands the Hierophant. Down below. One hand outstretched, the other held relaxed but at attention at her side.
Kray reads The Hierophant's lips. He hears her words, but he is not sure if it is normal sound, in his mind, or both.
"Now," she says in a foreign and sinister tone, but in Dannein. "Who are you, little girl, to have so many striving to save you, and so many hoping to be saved by you?"
3.1, 5.1, 4.8 all Attack Boann
RESULTS: Hit, Miss, Hit
Boann barely avoids being killed by the assault, trying everything she can to stay alive, knowing that her luck will soon run out.
"Curse you, Maeriks!," she yells with one dodge. "Curse you, Rutcranna Daol!" she yells as the trident cuts her side. Her fury is driving her on in defiance of the odds.
Rolls
Attack spear - (1d20+4)
(8) + 4 = 12
Damage - (1d6+2)
(3) + 2 = 5
Attack knife - (1d20+4)
(4) + 4 = 8
Damage - (1d4+2)
(4) + 2 = 6
Attack Trident 2 hand - (1d20+4)
(8) + 4 = 12
Damage - (1d8+2)
(6) + 2 = 8
Alright. I think we are a "go".
Switching from BR1 to Top of Round 2. PC and allies are up!
New Grid Map on Admin.
Keep it coming if there is anything else to review also.
First come, first served on Action. Ez, unless you can convince me otherwise, I don't think Kray will be able to take any physical Action while in this status unfortunately.
Important: Throne Room Defense/Offense remains in effect IF you are in the circle structure of the Throne Room. If you set foot outside the Throne Room threshold, going into the north hallway, all of that vision and clarity falls away-- you loose the performance boost.
Laoise tries to roll out of the net and run free.
Attempt Net escape. Advantage for Throne Room Vision.
Cunning Action: Disengage
Movement if possible.
RESULT: Success.
She slides out barely, deftly sidesteps the would-be captors who surround her, and darts forward trying to catch up with her sister Casidhe.
She looks around to see Ulathi ahead, behind, and to the side, and alligators on her right side. Danger in every direction, but she tries to assess to decide what to do.
Rolls
DEX Check DC 10 - (1d20+3)
(3) + 3 = 6
DEX Check DC 10 Advantage - (1d20+3)
(15) + 3 = 18
TR2
"Go!," Laoise shouts from behind her, "Run through!"
Casidhe sees the Deep Ones ahead of her. How can she get past? She tries to weave past one of them who is already running the same way. She tries desperately to keep moving, to make it to the hallway filled with daylight before the door closes again.
Action: Dash
Bonus Action: Tumble (reference DMG optional p. 272)
RESULT: Success on Tumble.
Pause on Movement: Maintains face off with opponent, to avoid activation of OA. Wait for development.
Casidhe dashes past the Deep One near one of the great cauldrons and the sliding stone block on the right. She makes it past him, but in the process alerts his attention. Seeing that she cannot yet complete her escape, she turns and faces him to look for the right moment to dive forward and press on.
Rolls
Dex Acrobatics - (1d20+2)
(10) + 2 = 12
Dex Acrobatics Advantage - (1d20+2)
(16) + 2 = 18
U4.7 DEX Acrobatics Comparison - (1d20)
(13) = 13