Episode 2
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R7 (cont'd)
Abros pulls his arm back in time to avoid the myrmidon's riposte strike. When the Korvaran rolls backwards, Abros has a bit more space - enough to chance a withdrawal at least. He needs to back away from this scene.
Rolling his shoulder around the corner, Abros keeps his eyes on the big soldier and backs down the hall. Once he makes it a safe distance, he turns and departs into the darkness.
Movement
This leaves you open to make Movement just the way you wanted to. And unthreatened. I'll incorporate in next map and you can check it.
Loadout
Equipped
Right Hand: Kukri / Attack Bonus: +8 / Damage: (1d8+5)
Left Hand: Kukri / Attack Bonus: +8 / Damage: (1d8+5)
Armor: Studded Leather 12 Base +5 Dex Mod
Carried
Kurkri Blades, Karambit Daggers, White cast iron pike knives, Short Bow, 20 arrows.
Vitals
AC: 18(17 From Leather Armor, 1 from Dual Wielder Feat)
HP: 59/65
Hit Dice: 5/5 D8, 1/1 D10
Death Saves: +0/-0
Tactics
Refresh rest times noted in parentheses
CtC 1/1
Bryn can store and carry the small creatures called the Shoullod (same word for both singular and plural). They are small shrimp-like creatures, about 1 inch in length, that remain in crusty cocoons until broken free. They can be maintained in the suspended state for 1 year (starting in the fall of 860 DV). When a cocoon is manually broken and a Shoullod is released, it crawls on the first living thing it touches. After briefly crawling on to identify a good site, the Shoullod bites and injects fluid and material into the host. The toxins deliver various effects which include:
1) Sleep 2/2
2) Clairvoyance (linking their vision to Bryn?s mind for a short time) 2/2
3) A painful poison of aching bones and muscles 2/2
4) Knock out (appear dead, with slowed heartbeat, difficult to detect life signs) 2/2
5) Sickened 2/2
6) Euphoria, free of pain 2/2
7) Empowered and rejuvenated 2/2
8) Clear of mind, enlightened, and coordinated. Ability to take a roll of 20 on any 1 Skill Check or Attack. 1/2
Fighting Style: Two Weapon Fighting (Add Ability Mod to Damage Rolls With Off Hand)
Status Effects
Saving Throws
Brown text indicates proficiency
Strength: 0
Dexterity: +8
Constitution +4
Intelligence: +1
Wisdom: +1
Charisma:+3
Feats
Alert: Can't be Surprised +5 To Initiative
Dual Wielder: +1 Ac can wield non-light weapons can draw both weapons at once.
Stealthy: Double Proficiency in Stealth Skill, If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
Skill Proficiency
Brown text indicates proficiency
Blue text indicates Expertise
Acrobatics +8
Animal Handling +1
Arcana +0
Athletics -1
Deception +6
History +0
Insight +1
Intimidation +3
Investigation +3 (Passive 13)
Medicine +1
Nature +0
Perception +6 (Passive 16)
Performance +3
Persuasion +6
Religion +0
Sleight Of Hand +5
Stealth +11 (Passive 21)
Survival +4
Master Work Thieves Tools +12
Languages
Mastered Nadrilian-Yuoric fully Literate
Dannein - Native
Heshbaan - Fluent can read and write
Leading to read and write Zutaran, Archalasian, Alijanian, and Otessite
Rolls
Shortbow with sneak - (1d20+8, 4d6+5)
1d20+8 : (14) + 8 = 22
4d6+5 : (4236) + 5 = 20
Advantage in case of crit - (1d20+8)
(18) + 8 = 26
R7
Bryn readies the bow as he sees Thorn under pressure. He looks for a clear shot, being careful not to shoot Thorn in the back by mistake.
When he has aim, the hulking devil is slipping backwards down the hallway, quickly moving into the edges of the light.
Bryn releases.
It is hard to see.
Bryn thinks he sees the outline of the devil move abruptly - difficult to tell if it is a quick dodge or the flinch of being hit.
Result: Mystery
Then the devil man disappears into the darkness.
Bryn thinks the shot hit the mark, but he cannot be entirely sure. In any case, it does not seem that the devil was downed or slain.
With all of the swirl around this interchange, a dose of realism blend, plus the edge of the Dim Lighting effects...I'm making a ruling behind the scenes and leaving it a MYSTERY to the public.
Could be disagreement on this one. To that, I must say...very respectfully...
Ha!
Balis is also Prone and Restrained (Modified, his legs are wrapped).
So whatever all that means mixed together with anything you guys have.
R8 (partial Movement)
Elam forces in against Uburatu's shield even as he pushes Namtur away from it.
"Move back! Go!" he yells forcefully at Namtur as he pivots in to take his position.
Elam has to do everything he can to save one brother and defeat the other.
Small Movement to change position, maintain adjacent to opponent.
"Mercon!" he yells out, knowing that he needs all the help he can get to take down Uburatu.
At close range, and on the opposite side of the Seetan, with Uburatu trapped between, Elam prepares to fight.
R8
Pushed back by Elam, Namtur tries to reset his stance but finds that he can hardly stay upright. He tries his best to withdraw, but nearly collapses.
For the first time he looks down to see the gaping wound in his torso.
The room is spinning, and he feels short of breath.
Disengage. Movement halved by ZHPS effects.
R8
It is time to stand ground. Elam brings everything he can against Uburatu, slashing with his swords, trying to bypass the warlord's formidable defense and armor.
Movement: Reposition (detailed above)
Action: Attack (2 Attacks)
Bonus Action: Off-hand Attack
Reaction: Set for OA
Attack 1: Hit
Attack 2: Hit
Attack 2 and Off-Hand Attack: Miss
Rolls
Attack 1 - (1d20+9)
(13) + 9 = 22
damage - (1d6+6)
(5) + 6 = 11
Attack 2 - (1d20+9)
(7) + 9 = 16
damage - (1d6+6)
(4) + 6 = 10
damage - (1d6+6)
(5) + 6 = 11
Attack 1 Advantage - (1d20+9)
(12) + 9 = 21
Attack 2 Advantage - (1d20+9)
(12) + 9 = 21
Off Hand Attack Advantage - (1d20+9)
(5) + 9 = 14
I'm going to draw all of this "blended Action" theme to a close during Round 8.
With Elam's entry above as example, I'm laying out each character's full set of actions and it goes into the entire round as a lock.
No more late or delayed entries for Bonus Actions, Movement, etc.
The only exception will be Reactions, since they may or may not become realized, depending on opponent action.
With that in mind, if you want to use Movement and Bonus Actions or Battle Maneuvers, etc., put them in your posts.
If you have things that are set on "triggers" or contingency, you can use the Ready option if you are willing to spend the Reaction slot for the Round to carry it. That is one way that you can leave things more open ended to see if other developments change the scene one way or another.
This scene is coming down to the wire for some NPCs, maybe some PCs (not sure there), so we'll lay it out classic on the order and sequence.
This is pretty much what you guys are doing 90+% of the time anyway, so no big deal. Just wanted to bring attention to stay squared away.
Thanks.
R8
Akkeen hears Elam's call and sees Namtur falling away with a mortal wound.
Leaving Balis to his fate as it is, Akkeen crosses the distance to join Elam's stand against Uburatu. Still cautious and fearful of Uburatu's wrath, Akkeen tries to strike with opportunity and then withdraw.
Movement: to Uburatu
Action: Attack, Sneak Attack criteria with adjacent allies on opponent
Advantage by Flanking criteria
Bonus Action: Disengage by Cunning Action, relocate to avoid reach but threaten escape avenues if Uburatu flees to the hall
Reaction: Set to OAs
Hit
Using wolfpack tactics, Akkeen closes in, strikes at an exposure, and then falls back.
Uburatu's defenses are starting to show signs of weakness as he faces more enemies, but he is still standing strong enough.
Rolls
Attack w Mace - (1d20+6)
(18) + 6 = 24
Attack w Mace Advantage - (1d20+6)
(4) + 6 = 10
damage - (1d6+3)
(4) + 3 = 7
sneak attack - (2d6)
(23) = 5
Maeriks???
...certainly seemed an ally and intent on demolishing the desperate beast man. That in mind, Kray withdrew as the downed foe struggled furiously against what appeared to be iron snakes constricting him to near helplessness.
The pace of his stride picked up almost imperceptibly as he made his way toward Ubaratu. His sword held low and concealed to a degree behind his right leg, obfuscating the intent and direction of his next attack, Kray pressed in on Ubaratu. His shield was a trap, readied so as to create the illusion that Kray himself was an easy target.
"Yield or die!" He shot the words at Ubaratu after his attacks, holding the blade high threateningly, intent clear.
Moving into Namtur's old spot, boxing Ubaratu in. Bonus action after attacks: try to intimidate Ubaratu into surrender. Advantage on those in case it seems appropriate to you J, given Ubaratu's desperate predicament.
He is surrounded, after all. Worth a shot.
EDIT: Crit damage. Also, that intimidate is a 17 or 23.
Kray Mercon
link to main character sheet & group stats
Vitals
AC: Base 18 (20 with Med Shield)
HP: 46/68
Status Effects:
Death Saves: +0/-0
Initiative: +5
Hit Dice: 3/6 Fighter, 0/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Serpents Judgement +1 / Attack Bonus:
+9 (Weapon 1 + DEX 5 + 3 Prof) / Damage: 1d8+7
Left Hand: Medium Shield
Carried
Falcata / Attack Bonus: 8 (DEX 5 + Prof 3) / Damage 1d6+1 Left Handed
Gaerimundi Knife / Attack Bonus: 8 (DEX 5 +Prof 3) / Damage: (1d4+6)
Daggers x4 / Attack Bonus: 8 (DEX 5 + Prof 3) / Damage: (1d4+6)
Bow / Attack Bonus: 11 (DEX 5+ Prof 3+ Archery 2)
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.
SERPENT'S JUDGEMENT

Tactics
Refresh rest times noted in parentheses
Attacks per Turn: 2
Maneuvers: 1/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 0/1 (short rest)
Lucky: 2/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Weapon Specialization: +1 damage with Light Blades
Commitment to Mission: 0/2 (long rest)
---Allows a 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: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Friends with Everyone: +1 CHA. Persuade & Deception.
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +9
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +9
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Arkaddi- Intermediate
Heshaban - Basic?
Rolls
Judgement Attack 1 - (1d20+9, 1d20+9, 1d8+7)
1d20+9 : (3) + 9 = 12
1d20+9 : (20) + 9 = 29
1d8+7 : (4) + 7 = 11
Judgement Attack 2 - (1d20+9, 1d20+9, 1d8+7)
1d20+9 : (7) + 9 = 16
1d20+9 : (10) + 9 = 19
1d8+7 : (5) + 7 = 12
BA Intimidate - (1d20+9, 1d20+9)
1d20+9 : (11) + 9 = 20
1d20+9 : (17) + 9 = 26
Crit Damage - (1d8+7)
(7) + 7 = 14
Rolls
Perception - (1d20+3)
(14) + 3 = 17
R8
Attack 1 Critical Hit.
Attack 2 Miss
Kray's first strike is so incredibly fast. Uburatu is not expecting the angle and style of the attack. Kray slips around the body shield and slings the blade upward with a loose hold, an unconventional sort of spinning dragging slice.
The Otessite blade hits at an unusual site, the interior of the thigh - but it splices open either an artery or a major vein. Blood pours out instantly. Dark red blood.
Uburatu winces and stumbles back. Recovering to a degree, he blocks Kray's second strike with his great shield.
But now the blood is still pouring out. Uburatu leans back, a bit off balance as his leg weakens, and crashes up against the north wall.
His eyes are desperate.
Uburatu's mind is captured. This is a major wound. He knows it.
The call for surrender. Simple Heshbaan words spoken poorly by a foreigner. But they cut like knives.
Uburatu sees Elam as quick as ever. The Boxer closing in. Another huge myrmidon in the background. An archer. The Hechesi ranger. Treacherous Akkeen hungry for vengeance. A bull marauds Balis.
A bull?
There is no way to fight out of this alive.
Not now. Not with this wound.
How can this be?
How could this happen?
Uburatu slides his back against the wall, gritting his teeth. His mind is racing. He cannot get enough clarity to speak, his body is acting on instinct.
His shield he holds high. Defensively. Gripped tightly as if it is his last and only measure of safety.
But his sword is lowering.
He can hardly get his thoughts together. His eyes are locked with the Markeland commander. Uburatu has heard his name.
"Mercon!" Uburatu blurts out, as if he is unsure of what could happen by saying the name aloud.
Every breath is heavy and labored. His shoulders slump.
His eyes are still locked on the Northerner, not wavering at all, but Uburatu's mighty khopesh tilts down to touch the floor.
"Mercon." he says again. His eyes shift down, looking at the floor.
Kray has seen it before. The broken look of defeat in a man's eyes.
The sword drops to the stone floor. A loud rattle and clatter.
A hand free, Uburatu puts pressure on his terrible leg wound, that is still pouring blood as if through a sieve.
Though he does not see the strong devil man, he does see now that the hallway continues on about 20 feet or so and then corners off to the left.
Around the corner is some faint light source. Thorn sees blurry shadows that suggest someone is moving a torch or lantern, obstructing its light cast perhaps, from around the corner.
The bull spins, kicking savagely with it's rear legs. It then immediately rears up, pivots on it's hind legs and crashes horns first down into Balis.
Trample 22 vs AC. 10 damage
Gore crit hit. 22 damage

Maeriks Mac Mahan Mac Hannoc ✎

Vitals
Proficiency Bonus: +3
AC: 11 (wildshape) 12 (10+2 DEX) 14 (12 Hide +2 DEX)
HP: 28/34 (wildshape) 12/63
Temp HP: 0
Speed: 40 ft. (wildshape) 30 ft.
Initiative: +2
Status Effects:
Poisoned
Zero HP State (ZHP)
Exhaustion 1 Disadvantage on ability checks (from ZHP)
Advantage on INT/WIS/CHA Saves for 1 hour. Then +1 to INT/WIS/CHA saves for 7 more hours after that
Death Saves: +3/-1
Hit Dice: 2/2 Druid, 5/5 Fighter
Weapons and Armor
Equipped
Armor: Unarmored (11 wildshape) Hide (12)
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. (wildshape)
Trample. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. (wildshape)
Carried
-- Maul "Reave" / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
-- Glaive / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d10+4) / Heavy, Two-handed, Reach, slashing
-- Dagger / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
-- Javelin x 3 / Attack Bonus: +7 (STR 4 + 3 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
-- torches (x2)
-- small bag of fire starting material (dry shavings, lichen)
-- small bag holding rations (x1 ration)
-- waterskin
Tactics
Refresh rest times noted in parentheses
Action Surge: 0/1 (short rest)
Second Wind: 1/1 (short rest) (bonus)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1: 0/3 (long rest)
---AB: +7, Save DC 14
Barbaric Justice:
---Must be acting on specific tenets of the Barbaric Code of Honor
---Roll with advantage (STR, CON, Some WIS, Attack, Damage): 0/1 (day)
---Add additional damage die on critical hit
Wild Shape: 1/2 (short rest)
---Dannien Longhorn Bull (Stats as brown bear )
---Speed: 40 ft.
---Multiattack. The bull makes two attacks: one with its horns and one with its hooves.
---Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
---Trample. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
---HP: 34, AC: 11
---The standard transformation time is 30 minutes to get into Wild Shape form and 5 minutes to revert back to normal.
---Fast transformation time is two turns (12 seconds) Wild Shape form and 1 turn (6 seconds) to revert. Requires DC 10 CON save or suffer 1 level of Exhaustion for 1 minute. Regardless of the result of that save, duration of the Wild Shape form will be half the normal time (1/2 hour at 2nd Level). Upon transforming back to normal after a fast transformation, the character will suffer 2 levels of Exhaustion for 5 minutes.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: +1
Wisdom: +7
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Polearm Master: Opportunity atk enemies coming in range. Bonus atk with offhand.
Extra Attack: Attack 2x
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Yuoric - Intermediate
Rolls
Trample, damage - (1d20+7, 2d6+4)
1d20+7 : (15) + 7 = 22
2d6+4 : (24) + 4 = 10
Savage attack reroll trample damage - (2d6+4)
(42) + 4 = 10
Gore, damage - (1d20+7, 1d8+4)
1d20+7 : (20) + 7 = 27
1d8+4 : (7) + 4 = 11
Gore crit damage - (1d8+4)
(7) + 4 = 11
Rolls
Attack w potential sneak - (1d20+8, 1d4+5, 3d6)
1d20+8 : (11) + 8 = 19
1d4+5 : (2) + 5 = 7
3d6 : (432) = 9
Potential disadvantage - (1d20+8)
(3) + 8 = 11
Elam and Akkeen just now dealing with the surprise reality of that.
Namtur is hanging on ZHPS.
Balis is getting bull mauled, seemingly to death pretty soon.
Bryn disappears down the north hallway, chasing Kung Fu Wrestle Devil.
What is everyone else doing in the confusion?
Suppressing the inner-physician in favor of the ranger, Iasu retrieves the plank bow and moves to search Nabua's body for arrows and other equipment. He keeps the poisoned arrow pointed at Uburatu, should this surrender turn out to be a ruse.