With a sad, final “…ook…”, the Great Ape Trey vanishes into the ether in a wisp of smoke…
Courageously wading directly into the fight now, the Changeling generates a sprout of flame from their wrist, briefly engulfing the Governor. MITCHUM *ROARS*! The fires set his clothing alight, and the jacket and collared shirt quickly begin to burn away…
There’s something you notice about Mitchum’s body as the man’s clothing begins to slough off him. Arno, please make an Intelligence Save to see what it was
Governor Mitchum, whatever he may now be, looks like he’s struggling to stay on his feet
…
Jack unloads the sidearm into the foul Little Witch, his hands a *blur* as he empties the pistol into the evil entity!
The shifter notices something strange about the “little girl”: the bullets hit her, but they don’t seem to…work? exactly right. Jack knows from experience that some of those shots would’ve injured a Giant, yet the hissing, sinister little creature in front of you seems to be merely “slightly battered” from the certainly-fatal lead barrage (-17 piercing, resistance)
A subconscious instinct kicks in, and on his final shot Jack changes tactics, aiming for her leg. With a surprised *SHRIEK*, the Witch topples to the stones below as her knee gives out, landing squarely on her ass with a pronounced *THWUMP*.
“…Wolf bastard…what *is it* with you and limbs…” The heap mutters angrily as she tries to fish herself out from her flowerly skirt
The Little Witch Faye has been knocked PRONE!
…
The Displacer Beast seems to keep pulling itself just out of the Barbarian’s line of sight…another bullshit magic mind trick. Oak’s had enough arcane intrusions into his mind lately; he isn’t fooled. With his eyes closed, the shifter can smell the creature’s breath. Channeling his flowing rage and animal nature, Oak *HACKS* at the monstrosity, gouging deep wounds into the creature’s sides!
Pretty Kitty is panting...moving slower now…bleeding profusely, from a handful of nearly-fatal injuries
One minute the Little Witch is there, struggling to extract herself from her skirt. And the next…
Little-Witch Faye has cast “Blink”!
Geth roll 1d20 “Blink”
…
Peeking out from behind cover, Private Mullroy attempts to lay down covering fire for his Masters. Seeing the exposed Jared rushing in, Mullroy aims, and *FIRES*, before falling back once more…
Geth roll 1d20+3 H.Crossbow (Jared)
Geth roll 1d10+1 piercing
Geth roll 1d20+1 Stealth Check (Mullroy)
…
The Collar around Pretty Kitty’s neck drips blood and ichor. Half its limbs are broken, and one of its eyes seems to have gone permanently out. The creature doesn’t stop; it doesn’t seem to have a choice. A wounded abomination selling her life for her master, the foul cat bites at Oak’s ankles, as tentacles *WHIP*…
Geth roll 1d20+6 Tentacle (Oak)
Geth roll 1d6+4 bludgeoning
Geth roll 1d6 piercing
Geth roll 1d20+6 Tentacle (Oak)
Geth roll 1d6+4 bludgeoning
Geth roll 1d6 piercing
…
As Oak battles the Displacer, he doesn’t notice that Private Murtogg has snuck around the sides of the statue towards him. Before the Shifter has a chance to notice him, the Private wheels around the statue, longsword swinging…
Geth roll 2d20+5 Longsword (Oak w Adv)
Geth roll 1d8+3 slashing
Geth roll 2d20+5 Longsword (Oak w Adv)
Geth roll 1d8+3 slashing
…
The Governor’s clothes flake off all around him, a strange, too-muscular chest suddenly exposed. He turns those awful eyes towards Urixes first, chortling evilly, but slowly, as though drunk “When I get den ripping apart the hillbilly here, gonna kill that little Blankie next, *right in front of you*…just like *old times*, me boyo’…”
Mitchum makes for the Paladin, fists out and *SWINGING*…
…nothing happens. The Little Witch pulls herself to her feet, looking rather sheepish. “….huh. Well, then!” she says to Jack with a sickening, cloying smile, slowly inching her way along the railing away from him…
…
EDGAR BOYS
Ranger Jared Edgar has been knocked unconscious!
Geth roll 1d20 Death Save (Jared)
…
Paladin David *SHREIKS* in anguish as he sees his brother go down. Tears flooding his face, the man now *BATS* at Mitchum with a raw, emotional ferocity…
Geth roll 1d20+5 Longsword (Mitchum)
Geth roll 1d8+2 slashing
Geth roll 1d20+5 Longsword
Geth roll 1d8+2 slashing
…
Sorcerer Aaron is either too focused or too distracted to see what happens to his brother. Emboldened by watching the Changeling step out into the fray, Aaron follows suit, timidly advancing forward. Seeing the situation with Oak, the man grins with purpose, and begins to conjure a familiar smelling spell…
Sorcerer Aaron casting his “Fireball” at the spot just behind Oak’s statue, to hit Pretty Kitty and Private Murtogg!
Geth roll 8d8 fire
Geth roll 1d20+2 Dex Save (Pretty Kitty)
Geth roll 1d20+1 Dex Save (Murtogg)
…
Aloro peeks out from the spot behind her statue, witnessing the sudden team-up on Oak. The Eladrin whispers a spell, and a series of magical darts *BLAST* out from her palm! Before the shots even connect on Private Murtogg, the Eladrin has gone to disappear back behind the statue once more…
Oak, you’re a bit busy at the moment, but you may have noticed something just now…please make a Wisdom Saving Throw to see what
...Aloro's been hesitating, holding back. Just now before she cast the "Magic Missile" on Murtogg, she seemed to be preparing another spell entirely...one she switched out at the last possible moment. Has she finally decided her loyalties? Or do you still have good reason to be nervous she's at your back...
Oak slashes the beast deep, but takes a beating in return as another soldier creeps up on him. Blood is running freely from cuts now, but the Shifter ignores it. Thankfully, help arrives in the form of magic, he didn't see who sent it but he would be sure to thank them later as the beast crumples and the soldier is driven back. Oak manages one swing as the force of magic drives Murtogg away from him.
"Sneaking up in me, ay? Not a smart choice lad." He grumbles at Murtogg as he turns away from the corpse of the cat and charges the soldier, his axe swing out quickly. The longer this battle drew on, the less his allies would be safe and he needed to provide the help that he was just given.
Geth, roll 1d20+10 for Opp Attack
Geth, roll 1d12+9 for Dmg
Geth, roll 1d20+10 for Attack
Geth, roll 1d12+9 for Dmg
Geth, roll 1d20+10 for Attack
Geth, roll 1d12+9 for Dmg
OOC: You and Jared are about five feet away from each other: let's call it a bonus action on Jack's turn to toss it to him, and a bonus action on his turn for him to chug it!
Arno *BLASTS* out one more spout of fire at the Governor. He goes up like a dry bunch of kindling, blazing brightly in the Midnight Sky!
The charred remnants of what was once the pirate Mitchum topple over sideways into the water, the life which remained steaming out of him now. The unholy light which sat in his eyes has faded and extinguished, and he blinks, as though seeing for the first in a long time. Finally, he laughs: an ironic, mocking laugh, but a laugh that is his own. “Heh..hehheheh…*hack-hack-*COUGH*….c-c-can’t believe I got l-l-let out, by s-s-some dirty lit….some dirty little…” The defiant eyes go still and the life leaves them. The Governor of Far Aeston and 3rd Mate of the Sanguine Seeker is no more
Governor Mitchum has been *slain* by the flame-spraying Arno!
The killing blow comes just as Midnight falls. There is a bare, slightly perceptible rumble in the stonework beneath your feet. *SOMETHING* is happening…
The rain stops, like someone had suddenly turned off a faucet overhead. The clouds dissipate in an instant, as though they’d never been there in the first place. In the distance you can hear the Wyverns; they’re returning. And the Whispered Curse is finally nearly to the top of the waterlock, already turning the bow of the Ship towards the Channel and readying the Sails to head this way...
The Little Witch looks on with a cold bemusement, but even so her eyes can’t help but betray a sort of curiosity. They dart from Jack, to Arno, to the slumped body of Mitchum…she licks her lips and smirks, pressing herself further against the railing. And she mumbles something to herself as she draws back…
Jack and Arno, roll Perception DC-12 to see if you heard what she whispered to herself under her breath…
”…huh. Wondered what would happen when one of them finally died. But…is that it?...”
Jack looks around unsure as the world grinds to a halt, eyes darting between the little witch and the rest of the crew, before turning down at the now-less-sturdy-feeling floor as it rumbles, "Um... I think one of those big worms took notice of us, guys."
"Alright witch, it's all over now. You're out manned and outgunned. This is a final chance to surrender, because nothing is stopping us from ending it right here."
The Little Witch turns towards Arno, a mocking grin on her face. “You really believe that Arno? Although I suppose, I *could* see your perspective…haven’t had the best run of luck on the way out here after all, ever since I stepped on board that Accursed Ship…” She looks like she means it; the Little Witch has been kicking herself for her failures of late.
The Child-Thing angrily rattles them off, one-by-one. “*Didn’t* manage to install Conrad as Captain…*didn’t* assassinate Arabella…*wasn’t* able to stop or cripple your Ship here. It’s been…disappointing, to say the least.” Then, she looks up wickedly at the Wild Bunch. “Hasn’t been all bad, though. Without you all… Reynard may never have been pulled off that beach! Fair William might’ve still been out there as a factor. Hell,” she laughs. “Even the key to the Front Door you think you have is useless to you so long as Rax wears the White-Claw…and do you think he’ll turn it over to you? Ever?Ahahahahaha!”
The Little Witch wipes away tears of mirth, trying to catch her breath. “…ah…ahhh, but you *have* all been entertaining though…so how about instead, I give you one final chance!” She looks back at Arno once more, then nods over towards Jack. “…Give me the sword and I let you all walk away. Call it, a keepsake: if I can’t have Fair William’s head, I’ll take the blade which slayed him. Arno, you say I’m outmanned and outgunned…but I can still see the hairs on your head sizzling. You can barely stand on your feet, dear sweetheart, and my babies are on their way as we speak.” She’s not wrong there: the sound of wings is drawing closer and closer…
The Little Witch extends her hand, and smiles sweetly at Jack, her mood suddenly sweet-as-syrup. "Do the right thing, here, Mister Jack!"
OOC: Technically we’re still in combat, despite the monologue! Turn still to Jack ( @Glal ) and Urixes ( @Denada ), followed by Aloro, and then Faye and Private Mullroy! You all hear the sound of beating wings: the Wyverns from the Curse will arrive within three rounds!
Urixes is content to stay put, and trusts Jack to continue dealing with the witch for now. She's less powerful without puppets to control, so he turns his sights on Mullroy. The summoned tentacle slithers forward, but can't quite reach yet. His Eldritch Blasts have no such limitations, however.
OOC: The tentacle can move 30 feet and has a reach of 10 feet, but I don't think that's enough to reach Mullroy yet. If I'm wrong I'll go ahead and attack with that too. Otherwise just a couple of good ol' EBs for Mr. Mullroy.
Geth, roll 1d20+8 for Eldritch Blast 1
Geth, roll 1d10+4 for Force Damage 1
Geth, roll 1d20+8 for Eldritch Blast 2
Geth, roll 1d10+4 for Force Damage 2
Jack fishes out a healing potion and takes a step to hand it to Jared, then listens to her monologue with his head tilted, pulling out the saber to play with it when she brings it up, "Oh. Well, I suppose that's reasonable."
He walks over, saber in hand, then announces too loudly "A-HAH SO HAVE IT!" and stabby-stabs. He looks very pleased with himself.
Geth, roll 1d20+7 for Saber Strike at Little Witch
Geth, roll 1d8+4 for Saber Damage
Geth, roll 1d20+7 for Saber Strike at Little Witch
Geth, roll 1d8+4 for Saber Damage
((OOC: If the first attack lands add the extra damage below and he'll try to knock her down (STR save vs 15). On failure the second attack gets +2 tohit ))
Private Mullroy cries out in surprise as he is *FORCED* bodily back into the railing by the hail of Eldritch energy (-11 force damage)
The Little Witch’s eyes gleam and her grin widens…she can’t *believe* that worked. Greedily, she extends her open hands as Jack steps forward, betraying her excitement. And then…
“*EEERGHHHHHARRR!*”
(-21 slashing damage!)
Jack, for whatever reason, the sword seems to have gone *right through* her resistances!
Oak puts down Murtogg, then glances behind him once more. Aloro seems to be gone. The Barbarian thought he briefly heard her footsteps, but the Eladrin is nowhere to be seen…
…
FAYE AND MULLROY
When she finally pulls her hands away from her face, they’re coated in blood. The way the left eyelid sinks in unnaturally, Jack can already tell; that eye has been destroyed…
“*BASTARD!*” The Little Witch howls in fury and pain, as she clutches her face with her hands. “*YOU LYING, DIRTY-DOG, SIMPLE-MINDED SONUVABITCH, I’ll *KILL* YOU!” Twisting her (now bloody) hands over each other in an intricate pattern, the Little Witch retaliates with a “Magic Missile” into Jack's abdomen!
OOC: Little Witch Faye will be using “Magic Missile” to push Jack out of Attack of Opportunity range, then fleeing North, and hoping her “Blink” spell actually kicks in this time!
Geth roll 1d4+1 force damage (Jack#1)
Geth roll 1d4+1 force damage (Jack#2)
Geth roll 1d4+1 force damage (Jack#3)
Geth roll 1d20 “Blink”
…
Private Mullroy *grunts* as he pulls himself off from the railing. As he recovers, the soldier swings his Heavy Crossbow around frantically, struggling to pick a target: put the kid down again? Retaliate against the Warlock? The man decides quickly when he takes note of the Witch's situation. Locking a bolt into place, Private Mullroy *FIRES* upon the Shifter Jack, seeking to protect his Master…
The Little Witch seemingly*POPS* out of existence as she flees North past Mullroy!
…
EDGAR BOYS
“Goodenya, ken!” Jared pants thankfully to Jack, uncorking and downing the potion. Wiping his mouth and sighing with satisfaction, the Ranger pulls himself to his feet with his Longbow. The man charges to the nearby statue to try to hide and take cover, letting fly on Private Mullroy before he ducks down…
Geth roll 2d4+2 Standard Healing Potion (Jared)
Geth roll 1d20+5 Longbow (Mullroy)
Geth roll 1d8+1 piercing
Geth roll 1d20+5 Stealth Check (Jared)
…
Sorcerer Aaron rushes up to check on his Paladin brother, placing a firm reassuring hand on his shoulder. “Heissn, s’akira?”
“S’alright,” David mutters, annoyed and still regaining his breath after that punch. “B’ok”. Aaron smiles. A warm light radiates from the brothers…
Sorcerer Aaron has cast “Enhance Ability-Bear’s Endurance” on David!
Geth roll 2d6 Temp HP
…
Now invigorated, the Paladin *ROARS* a battle cry, rushing across the field directly towards the final Solider. “MULLLL-RRRRRRRROOOOY!”
Paladin David *DASHS* across the battlefield, sword raised and coming for Mullroy’s head!
OOC: Turn to the Wild Bunch! She Witch Faye is currently *BLINKED* out of existence (somewhere in the vicinity of Private Mullroy). Hex will return under Urixes’s control next turn. The Four Surviving Wyverns will arrive at the Southeast end of the battlefield in two turns.
With two enemies struck down, Oak finds himself now searching the field for a fight. Hefting his axe over his shoulder, he runs as hard as he can towards the last combatant he can actually see.
OOC Dash towards the question mark under "Faye". So, however close 80 feet of movement will get me towards Mullroy.
Jack turns to grin at Arno, "Right?! I can't beli-oof! Ow ow ow!" He's pummelled, first by magic, then with a pointy bolt to add injury to injury, "Well that's just infair..."
He glares at Mullroy and steps next to the statue to give himself some cover from the man, then puts the sabre away, one hand on its hilt cautiously as he pulls out the pistol once more with the other, eyes and ears alert for the tricksy little hag. He'll looking pretty beat up, all told.
((OOC: Jack will ready a shot for when she comes back ))
Urixes keeps up the pressure on Mullroy, with his tentacle now in range to get into the mix.
OOC: Grasp of the Deep should be able to close the rest of the distance now, just ignore it if that's not the case yet.
Geth, roll 1d20+8 for Eldritch Blast 1
Geth, roll 1d10+4 for Force Damage 1
Geth, roll 1d20+8 for Eldritch Blast 2
Geth, roll 1d10+4 for Force Damage 2
Geth, roll 1d20+8 for Grasp of the Deep
Geth, roll 1d8 for Lightning Damage
Another shot of Arcane Energy from the Tiefling Warlock *NAILS* Mullroy to the railing once more! (-9 force damage)
…
ALORO
Aloro the Eladrin is neither seen nor heard from...
…
FAYE’S CREW
Private Mullroy holsters his Crossbow, and draws out his Longsword. The solider says nothing; utterly focused on the task at hand. The man doesn’t even seem to notice he’s now all alone out here. With a low-growl like a cornered animal, Mullroy makes for the Changeling Arno, *SWINGING* his sword with both hands…
Geth roll 1d20+5 Longsword
Geth roll 1d10+3 slashing
Geth roll 1d20+5 Longsword
Geth roll 1d10+3 slashing
…
A bizarre *POP*-ing sound fills the air….and The Little Witch reappears!
OOC: Jack and Arno both get to make their READIED attacks against Faye before she makes a move! Arno, you’re more than twenty feet away from the Witch at the moment, but less than thirty
Faye dodges out of the way of Arno’s flung dagger…but the move leaves her open to Jack’s expert marksmanship, and she takes a lead shot *DIRECTLY* in the chest! (-13 piercing damage)
…
The Little Witch is panting, looking absolutely furious. Her eyes search the distance for the incoming Wyverns. Frustrated, they dart back to the gathering combatants, looking to box her in. Then, with a wave of her hands, the Witch Faye summons a chilling blast of cold, which she channels towards Oak the Barbarian and Paladin David…
Geth roll 8d8 cold damage (Cone of Cold)
Geth roll 2d20+3 Constitution Save vs. Cold (David w Advantage)
Paladin David sees the battered Changeling under assault from the Solider. As he jogs next to Oak, he gets the Shifter's attention, nodding over towards Arno. Teeth still chattering from the cold, he says “Eb’adoy, da liddle’ putty un yah? an’ ye turn’de’bird!” (How about, I’ll go help the Changer; you go take down the Witch!
David suddenly changes direction, rushing up to the melee between Arno and Mullroy, swinging his blade overhead…
Geth roll1d20+5 longsword (Mullroy)
Geth roll 1d8+2 slashing
Geth roll1d20+5 longsword (Mullroy)
Geth roll 1d8+2 slashing
…
Ranger Jared steps out from behind the staute and makes his way steadily North, letting fly arrows against the Witch as he goes…
Geth roll 1d20+5 longbow (Faye)
Geth roll 1d8+1 piercing
Geth roll 1d20+5 longbow (Faye)
Geth roll 1d8+1 piercing
…
Sorcerer Edgar, still making his way towards the fracas, summons a tiny mote of fire into his hand, which he “HURLS* at the single remaining soldier…
"Ah, there you are!" He begins walking towards her, sabre in one hand and pistol in the other, "Don't suppose you'd mind waiting for me? Only it's hard to give you this sword when you're out of reach." He approaches the little witch, as near as he can while avoiding Mullroy and keeping her in his line of sight.
Geth, roll 1d20+9 for Flintlock Shot at Little Witch
Geth, roll 1d10+4 for Damage
Geth, roll 1d20+9 for Flintlock Shot at Little Witch
Geth, roll 1d10+4 for Damage
((OOC: Trying for another Trip Attack if the second shot lands, STR vs 15 to keep standing ))
Posts
There’s something you notice about Mitchum’s body as the man’s clothing begins to slough off him. Arno, please make an Intelligence Save to see what it was
Governor Mitchum, whatever he may now be, looks like he’s struggling to stay on his feet
…
The Little Witch Faye has been knocked PRONE!
…
Pretty Kitty is panting...moving slower now…bleeding profusely, from a handful of nearly-fatal injuries
FAYE’S CREW
Little-Witch Faye has cast “Blink”!
Geth roll 1d20 “Blink”
…
Geth roll 1d10+1 piercing
Geth roll 1d20+1 Stealth Check (Mullroy)
Geth roll 1d6+4 bludgeoning
Geth roll 1d6 piercing
Geth roll 1d20+6 Tentacle (Oak)
Geth roll 1d6+4 bludgeoning
Geth roll 1d6 piercing
Geth roll 1d8+3 slashing
Geth roll 2d20+5 Longsword (Oak w Adv)
Geth roll 1d8+3 slashing
Geth roll 6d6+9 bludgeoning
Geth roll 1d20+3 Wisdom Save vs. Slow (Mitchum)
Geth roll 1d6+4 bludgeoning
Geth roll 1d6 piercing
EDGAR BOYS
Ranger Jared Edgar has been knocked unconscious!
Geth roll 1d8+2 slashing
Geth roll 1d20+5 Longsword
Geth roll 1d8+2 slashing
Sorcerer Aaron casting his “Fireball” at the spot just behind Oak’s statue, to hit Pretty Kitty and Private Murtogg!
Geth roll 1d20+2 Dex Save (Pretty Kitty)
Geth roll 1d20+1 Dex Save (Murtogg)
Oak, you’re a bit busy at the moment, but you may have noticed something just now…please make a Wisdom Saving Throw to see what
Geth roll 1d4+1 force (Murtogg)
Geth roll 1d4+1 force (Murtogg)
Geth roll 1d20+2 Stealth Check (Aloro)
…
Nearby, Governor Mitchum hangs onto “life” by a mere thread!
…
Pretty Kitty has been slain in the Fireball blast!
…
Private Murtogg is FORCED back by Aloro’s Magic Missile attack! Oak, make an Attack of opportunity here!
Turn to the Wild Bunch!
"Sneaking up in me, ay? Not a smart choice lad." He grumbles at Murtogg as he turns away from the corpse of the cat and charges the soldier, his axe swing out quickly. The longer this battle drew on, the less his allies would be safe and he needed to provide the help that he was just given.
Geth, roll 1d20+10 for Opp Attack
Geth, roll 1d12+9 for Dmg
Geth, roll 1d20+10 for Attack
Geth, roll 1d12+9 for Dmg
Geth, roll 1d20+10 for Attack
Geth, roll 1d12+9 for Dmg
Geth roll 1d20+2+1d4 for intelligence save
Geth roll 1d20+1d4+7 to produce flame at Mitchem
Geth roll 2d8 for fire
Governor Mitchum has been *slain* by the flame-spraying Arno!
The killing blow comes just as Midnight falls. There is a bare, slightly perceptible rumble in the stonework beneath your feet. *SOMETHING* is happening…
https://youtu.be/3R1Hji741oQ
JACK
Jack and Arno, roll Perception DC-12 to see if you heard what she whispered to herself under her breath…
Geth roll 1d20+7 for exhausted
OOC: Technically we’re still in combat, despite the monologue! Turn still to Jack ( @Glal ) and Urixes ( @Denada ), followed by Aloro, and then Faye and Private Mullroy! You all hear the sound of beating wings: the Wyverns from the Curse will arrive within three rounds!
OOC: The tentacle can move 30 feet and has a reach of 10 feet, but I don't think that's enough to reach Mullroy yet. If I'm wrong I'll go ahead and attack with that too. Otherwise just a couple of good ol' EBs for Mr. Mullroy.
Geth, roll 1d20+8 for Eldritch Blast 1
Geth, roll 1d10+4 for Force Damage 1
Geth, roll 1d20+8 for Eldritch Blast 2
Geth, roll 1d10+4 for Force Damage 2
He walks over, saber in hand, then announces too loudly "A-HAH SO HAVE IT!" and stabby-stabs. He looks very pleased with himself.
Geth, roll 1d20+7 for Saber Strike at Little Witch
Geth, roll 1d8+4 for Saber Damage
Geth, roll 1d20+7 for Saber Strike at Little Witch
Geth, roll 1d8+4 for Saber Damage
((OOC: If the first attack lands add the extra damage below and he'll try to knock her down (STR save vs 15). On failure the second attack gets +2 tohit ))
Geth, roll 1d8 for Trip Damage
(-21 slashing damage!)
Jack, for whatever reason, the sword seems to have gone *right through* her resistances!
Geth roll 1d20 Strength Save vs. Tripping
…
FAYE AND MULLROY
OOC: Little Witch Faye will be using “Magic Missile” to push Jack out of Attack of Opportunity range, then fleeing North, and hoping her “Blink” spell actually kicks in this time!
Geth roll 1d4+1 force damage (Jack#2)
Geth roll 1d4+1 force damage (Jack#3)
Geth roll 1d20 “Blink”
Geth roll 1d10+1 piercing
Geth roll 1d10+1 piercing
…
EDGAR BOYS
Geth roll 1d20+5 Longbow (Mullroy)
Geth roll 1d8+1 piercing
Geth roll 1d20+5 Stealth Check (Jared)
Sorcerer Aaron rushes up to check on his Paladin brother, placing a firm reassuring hand on his shoulder. “Heissn, s’akira?”
“S’alright,” David mutters, annoyed and still regaining his breath after that punch. “B’ok”. Aaron smiles. A warm light radiates from the brothers…
Sorcerer Aaron has cast “Enhance Ability-Bear’s Endurance” on David!
Paladin David *DASHS* across the battlefield, sword raised and coming for Mullroy’s head!
OOC: Turn to the Wild Bunch! She Witch Faye is currently *BLINKED* out of existence (somewhere in the vicinity of Private Mullroy). Hex will return under Urixes’s control next turn. The Four Surviving Wyverns will arrive at the Southeast end of the battlefield in two turns.
OOC Dash towards the question mark under "Faye". So, however close 80 feet of movement will get me towards Mullroy.
Gotta get a spear or crossbow when we get to the ship, it's tough without spells.
OOC: move action to Mullroy and hold action to throw dagger when Faye appears. If more than 20ft, I'll have disadvantage.
He glares at Mullroy and steps next to the statue to give himself some cover from the man, then puts the sabre away, one hand on its hilt cautiously as he pulls out the pistol once more with the other, eyes and ears alert for the tricksy little hag. He'll looking pretty beat up, all told.
((OOC: Jack will ready a shot for when she comes back ))
OOC: Grasp of the Deep should be able to close the rest of the distance now, just ignore it if that's not the case yet.
Geth, roll 1d20+8 for Eldritch Blast 1
Geth, roll 1d10+4 for Force Damage 1
Geth, roll 1d20+8 for Eldritch Blast 2
Geth, roll 1d10+4 for Force Damage 2
Geth, roll 1d20+8 for Grasp of the Deep
Geth, roll 1d8 for Lightning Damage
ALORO
Aloro the Eladrin is neither seen nor heard from...
…
FAYE’S CREW
Geth roll 1d10+3 slashing
Geth roll 1d20+5 Longsword
Geth roll 1d10+3 slashing
A bizarre *POP*-ing sound fills the air….and The Little Witch reappears!
OOC: Jack and Arno both get to make their READIED attacks against Faye before she makes a move! Arno, you’re more than twenty feet away from the Witch at the moment, but less than thirty
Geth roll 1d20+1d4+6 disadvantage
Geth roll 1d4+3
Geth, roll 1d20+9 for Flintlock Shot at Little Witch
Geth, roll 1d10+4 for Damage
Geth, roll 1d20+9 for Disadvantage
Geth roll 2d20+3 Constitution Save vs. Cold (David w Advantage)
Geth roll 1d20 "Blink"
Geth roll 1d8+2 slashing
Geth roll1d20+5 longsword (Mullroy)
Geth roll 1d8+2 slashing
Geth roll 1d8+1 piercing
Geth roll 1d20+5 longbow (Faye)
Geth roll 1d8+1 piercing
Geth roll 1d10 fire
Geth roll 1d8+2 slashing
Geth roll 1d20+5 longsword (Mullroy)
Geth roll 1d8+2 slashing
Private Mullroy is heavily wounded, but remains standing!
Paladin David and Ranger Jared are both heavily beaten, but defiant!
Hex has returned to Urixes control!
The Wyverns will arrive from the Southeast at the top of the next round!
Turn to the Wild Bunch!
Geth roll 1d8+4 cure wounds self
He doesn't respond to the Paladin other than to run on the witch with a swinging axe, striking with all his might.
OOC
Edit: Assuming that saves, so half dmg.
Geth, roll 1d20+6 for Con Save
Geth, roll 1d20+10 for Attack
Geth, roll 1d12+9 for Dmg
Geth, roll 1d20+10 for Attack
Geth, roll 1d12+9 for Dmg
Geth, roll 1d20+9 for Flintlock Shot at Little Witch
Geth, roll 1d10+4 for Damage
Geth, roll 1d20+9 for Flintlock Shot at Little Witch
Geth, roll 1d10+4 for Damage
((OOC: Trying for another Trip Attack if the second shot lands, STR vs 15 to keep standing ))
Geth, roll 1d8 for Extra Damage