Tadhg swiftly invokes his
!!battle rage!!, his war-maul humming in the air as it descends toward the hapless Elven Hound! There's a sickening sound as the attack snaps the creatures spine in a single blow, and drives its body into the ground like a wooden stake-a mercifully quick death, at least.
Elven Hound Killed!Tadhg squashes puny Elven Hound with his [Maul]!
16+4=20
Hit!
Damage 2d6+2+2=11
Samara, thinking fast, invokes a nasty spell on the duo threatening Sarco-the ground underneath their feet suddenly glistens with a grease spell! ((Sarco immune to grease drop because Gm had no map))
Thug 1
Dexterity Save (vs 13)
[5+1=6]
Fail!
Hound 1
Dexterity Save (vs 13)
[3+2=5]
Fail!
The pair suddenly lose their balance-slipping, sliding and tumbling to the hard ground in a distinctly comedic fashion.
Akira, having gone pretty much unnoticed during the entire battle, decides to scramble up a tree, to impersonate the great aerial death dealing feats of the Legendary Falcon Assassins. Unfortunately, as she tries to ascend, one of the branches snaps dryly under her grip, dumping the Rogue on her rear. Thankfully, no-one noticed...she does complete a perfect kip-up, to make up for the disappointment.
No one sees that either.
Akira
Athletics Check (Very Easy/Difficulty 5)
[3+1=4]
Fail!
Sarco a bit bitten, and quite angry strikes out with own maul at the dog that scratched his scales-the dog, having lost it's balance, is an easy target.
At the same time an otherwordly and truly ethereal glow manifests a few feet away in the form of a human-shape...
Sarco avenges himself on puny Elven Hound with his [Maul]!
20+5=25
Critical Hit!
Damage 4d6+3=16!
Needless to say, there's not much of a thing left resembling a hound left after the strike-only some green red sludge and a few bones and teeth.
Elven Hound Killed!The Wisp form shrieks with delight in Sarco's mind, immediately losing it's cohesion-they rush over in a blazing shimmer, floating over the corpse, feeding on the vicious and painful death of a creature that was, more or less, blameless...
Aldeth sprints off to a safe spot and begins invoking her fell energies at one of the flanking hounds...of course, there ARE no hounds left, having been reduced to fertilizer by the parties warriors. She holds the gathered otherwordly energy in a closed fist, looking for a target...
She settles on the second thug, sending a deadly combination attack of Eldritch enemy and a Hex-a swirling, screaming bolt of energy that does...bad things.
It strikes him just barely, guided by something more instinct than skill. But 'barely' is still quite nasty. The Elf warriors flesh begins to abandon his body.
Adleth fires [Eldritch Blast] at Elf Thug 2!
9+5=14
Hit!
Damage 1d10+1d6+3=10!
In what is no doubt a complete coincidence, a cloud of butterflies on the opposite side of the Nepathica falls down stone dead in a fluttery cloud...
...
Risey, her pursuit having been abandoned in favor of the enemies, continues to run flat out-next turn, she'll be gone!
Kawtari snaps her hammer back down at the Elven Thug who was near her original target, nicely prone from the grease spell-she also flicks an axe high in the same motion, trickily arcing toward one of the commoners! ((GM present, two attacks, since I didn't bother with a map when you did this action))
Her meteor hammer gives the Elf Thug a good dent in his handsome forehead, but her axe is actually caught mid-air by one of the commoners with uncanny Elven speed, he grins at Kaw, and flicks her axe to a forward position.
Elves.
Kawtari flicks her [Meteor Hammer] at Elf Thug 1!
16+5=21
14+5=19
Hit!
Damage 1d6+3=9!
Kawtari flings her [handaxe] at Elf Commoner2!
5+5=10
Miss!
...
The Assassins don't seem to be in a mood to surrender yet. In fact, they seem very angry you killed their dogs.
"Keep fighting!" The Noble Blusters.
"I wish we could have done this in CIVILIZED manner! Concentrate fire on that horrible reptilian beast-he seems to have some sort of evil magic at his disposal..."A flurry of arrows and an icy beam stream toward Sarco!
Elven commoner 1 fires [shortbow] at Sarco!
3+0=3
Miss!
Elven Bandit 1 fires [light crossbow] at Sarco!
4+3=7
Miss!
Elven commoner 2 fires [shortbow] at Sarco!
3+0=3
Miss!
Elven Bandit Noble fires [ray of frost] at Sarco!
5+3=8
Miss!
And a flurry of arrows are either parried out of the air, miss, or clatter harmlessly against his scales and armor.
The thugs, now sans Dogs, also go back on the attack
...
Thug 1 manages to regain his feet for a moment, but utterly fails-he flings out a pair of wild, flailing attack as he slips and slides about, the last one actually taking Sarco by surprise. More by accident than design, the Elves wild blade slips up and under the Knights guard, poking through a weak spot in his armor, underneath his right arm.
Ow!
Sarco -5 hpThe other thug, not so hampered, lets out a ferocious volley at the foaming-at-the mouth madman who just killed his most loyal pet-however, Tadhg merely roars and keeps the slippery elf at bay with a few wide, almost lazy swings of his hammer.
Thug 1
Dexterity Save (vs 13)
[6+1=7]
Fail!
Dexterity Save (vs 13)
[8+1=9]
Fail!
Elven Thug 1 sloppily swings [Scimitar] at Sarco! (Disadvantage: Prone)
17+4=21
15+4=19
Hit!
1d6+1=5
Elven Thug 2 combo swings [Scimitar] at Sarco!
7+4=11
1+4=5
Miss! Miss!
Player turn!"Risey"
24/24 HP
Status: Healthy
Effects: ~
Abilities:~
Wielding:
Wearing:
2xElven Commoner
4/4 HP
Effects: ~
Abilities:~
Wielding: Shortbow (1d6 pierce)
Wearing: Padded Armor (Ac 12)
Elven Thug 1
23/32 HP
Effects: ~Prone/Can only crawl 5ft, advantage vs ranged attacks, disadvantage on all attack rolls, melee attacks against them have advantage. Standing up costs an amount equal to half your movement speed.
Elven Thug 2
22/32 HP
=Abilities:~Pack Tactics. The thug has advantage on an attack roll against
a creature if at least one of the thug’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.
~Multiattack. The thug makes two melee attacks.
Wielding: Scimitar (4 tohit, 1d6+1 pierce)
Wearing: Leather Armor (Ac 12)
2xElven Bandit
11/11 HP
Effects: ~
Abilities:~
Wielding: Scimitar. (3 tohit, 1d6 + 1 slashing damage)
Light Crossbow (3 tohit, 1d8 + 1 piercing damage)
Wearing: Leather Armor (Ac 13)
Aldeth=17
Risey=16
Kawtari=14
Elven Assassins=11
Tadhg Maeloc=10
Samara Oestel=5
Akira=9
Sarco Idous=3
Party EXP to next level
350/600
+25 xp Elven Hound!
+25 xp Elven Hound!
party Loots
None yet
Samara Oestel (Flying Dice)Class: Wizard12/16 HP left
Status: HealthyishDeath Saves Remaining:3/3Resting HD Remaining:1d6x2Effects: Summoned Raven (No name, Current location: Airborne, Current status: Concerned)
Abilities:
Spells Remaining TodayLv. 1:
2/3Spells PreparedCantrips/Fire Bolt, Light, Mage Hand, Prestidigitation
Rituals/Find Familiar, Alarm, Identify, Detect Magic
Lv.1/Shield, Grease, Sleep, Feather FallArcane Recovery/Ready! (1 Spell)Inspired!Portent (2), (18) 2/2 remaining
{Meditation text here}Wielding: Wizard Dagger
(A primitive weapon spellcasters used to carry for self defense, in the dark days before unlimited cantrips)Wearing: Practical linens and leathers
(Traveling outfit for an Elven woman with noble affectations-a scooped neckline, flared wrists, and a high collar. Tends to leave an impression. 13 AC)Magical ItemsWand of Chromatic OrbCurrent Charges: 2/3
Current Element:
FireThis fires the Chromatic Orb spell-it's element can be either acid, cold, fire, lightning, poison, or thunder, doing 3d8 damage. It regains 1 charge each day at dawn, to a maximum of three charges. If you expend the wand ’s last charge, roll a d20. On a 1, the wand crumbles into ash and is destroyed. You can also use the wand at 0 charges, and it will be irrevocably destroyed afterwards.
http://www.myth-weavers.com/sheet.html#id=93752Aldeth (My Name is Immaterial)Class: Warlock20/20 HP left
Status: Healthy, creepyDeath Saves Remaining:3/3Resting HD Remaining:1d8x2Effects: ~
Abilities:
Spells Remaining TodayLv. 1:
1/2Spells PreparedCantrips/Eldritch Blast, Mage Hand
Lv.1/Hex, Hideous Laughter, Charm Person, Dissonant WhispersInspired!Wielding: Arcane Focus Staff
(When sanity blasting horrors appear, lean on this, and clutch your forehead. A simple wooden staff carved with meandering lines.)Wearing: Leather Armor+Mystics Clothing
(A long red dress, with a leather chest piece under the cloth. Comes complete with combat boots, it's sort of a metaphor for her dual nature. Bet you never got that. 13 AC)http://www.myth-weavers.com/sheet.html#id=93702Magical ItemsMagical Scarab NecklaceA magical key to something, somewhere...
Bag of Tricks (Animal)Anyone reaching into the bag feels a small ball of fur, scales, or shell. If the ball is removed and tossed away, it turns into an animal. The animal serves the character who drew it from the bag for an hour (or until slain or ordered back into the bag), at which point it disappears. The animal is seemingly random, being either a bat, crab, giant badger, lizard, snake, horse, mule, goat, cat or rat.
Current Charges: 10/10
Akira (kj1225)Class: Rogue18/18 HP left
Status: Healthy, DiscouragedDeath Saves Remaining:3/3Resting HD Remaining:1d8x2Effects: Sneak Attacker/Does +1d6 with finesse weapons when ever attacking with advantage, or if allies are in 5 ft of enemy.
Abilities:
Inspired!Wielding: Rapier+Dagger
(Standard equipment-these pitted twin blades show years of hard use, and frankly, neglect.)Wearing: Dark Hooded Clothing+Leather armor
(Akira usually doesn't like to be seen, and these weather-worn clothes reflect a lack of light, and muffle details of her appearance even to her closest friends. She also wears an Iron Collar, but it doesn't seem to serve any obvious function... 14 AC)http://www.myth-weavers.com/sheet.html#id=93450Tadhg Maeloc (Scriver)Class: Barbarian27/28 HP left
Status: Healthy, cold, angry Death Saves Remaining:3/3Resting HD Remaining:1d12x2Effects: Raging!/+2 melee Damage, Resistance against slash/pierce/bludgeon, Adv. on Strength saves and checks
Abilities:
Rage/Ready! (1/2)Inspired!Wielding: Standard Issue Maul
(More the sort issued to military engineers, it's not exactly designed for killing, but labor. A block of stout oak can easily punch a tent peg in the ground as it can blast through armor and jelly the bones and muscles of the enemy underneath. Kept in immaculate condition, even if it shows signs of recent heavy use.)Wearing: Armor Not listed on sheet
(Nothing really stands out behind Tadhg's normal wear-it seems the barbarous fellow enjoys comfortable, light colored cloth breeches and shirts-they seem to have been mended and patched many times by his own meticulous hand, and are in fairly good condition. An odd skill for a sailor, one might think, but a lifetime of mending sails makes one pretty deft at sewing holes in shirts. 15 AC)http://www.myth-weavers.com/sheet.html#id=93818Sarco Idous (Cript)Class: Fighter19/26 HP left
Status: Healthy, bitten, poked Death Saves Remaining:3/3Resting HD Remaining:1d10x2Effects: Great Weapon Fighter/Reroll 1's and 2's on damage dice when wielding a two handed weapon.
Abilities:
Second Wind/Ready! (1d10+2)Action Surge/Ready!Inspired!Wielding: Knight's Maul
(This royal looking hammer is made of dark blue and green steel-engraved in a fashion similar to a Dragon's open maw, attached to a long haft of pure steel, wound by a segmented spiral of small blue gems, like a serpents tail. It's seen better days, and seems to have undergone recent surface damage through wear and tear. It's clear this weapon was made with skill and attention to pure lethality, and it reflects a certain pageantry of a long lost age.)Wearing: Thick Chainmail
(Thick and heavy with overlapping layers of strongly woven mesh, Sarco enjoys the obvious advantage his strong build and armored scales afford him AC 18.)Magical ItemsWisp OrbCurrent Charges: 3/3
Soul Energy:
(25xp) They are still so hungry...surely, you can do better than that!Available Abilities:
Soul Lantern/This ability mimics the Dancing Lights spell, but unlike the spell, you can control them mentally as a free action-though they are still limited to 60 seconds duration, and one combined 60 ft move a turn.
Feed on Death/This ability is not so much activated, as inherent-when any being dies while the wisps are summoned in their perception range, or their users, they will immediately disregard all previous commands, and rush to feed upon the energy released by the dying. The orb gains experience in this way depending on the strength of the slain, much like a player character, and as it levels it's power will grow-and it will become harder to control.
Imprison/This ability withdraws the Wisps back to their 'home', before their allotted time. They may attempt to resist this, if they have not been fed while summoned, or you are actively preventing them from feeding.
http://www.myth-weavers.com/sheet.html#id=93470Kawtari (GiglaDes)Class: Fighter24/24 HP left
Status: Healthy, stoic Death Saves Remaining:3/3Resting HD Remaining:1d10x2Effects: Two Weapon Fighter/When dual wielding, adds her ability modifier to the second attack
Abilities:
Second Wind/Ready! (1d10+2)Action Surge/Ready!Inspired!Wielding: Meteor Hammer+handaxe
(An exotic weapon favored by Kawtari, versatile and surprisingly deadly-two round mace heads on a length of thick swing chain, it can be wielded in one hand or two. It's got decent reach, and the chain can be manipulating with deftness to strike from afar or around corners, or to hamper an enemies movement by binding their legs. Useful when you don't want to get very close to an opponent. Kawtari also carries a completely mundane handaxe in her other hand, handy for close encounters)Wearing: Baggy Clothes, beaked Helm+Studded Leather Armor
(One can't see much of the Kenku underneath this ornate armor, of which most notable is a hawk-beaked metal helmet. Is she trying to hide from the gaze of her enemies, or her friends? She seems to be sporting spiffy new, metal studded leather-what looks like old iron, fashioned into razor studs, not designed so much to slice as to catch and foil incoming blades. AC 15)http://www.myth-weavers.com/sheet.html#id=93531