[IC] The Odd Job

Asha watches as the half orc continues to take the assault from her various companions. The orc seemed about done for but through force of will was continuing to stand. She speaks the incantation again and the shadowy hand grabs for the orc again.

[sblock=turn]Action: Casting Chill Touch.
Attack:[roll0]
Damage:[roll1]
[/sblock]
 

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KahlessNestor

Adventurer
Kerzoth/Ivanhoe/Mill
Evening
Round 2


Despite the mighty blow the orc had given, Hrgach ignored the blood running down his armor. He took a deep breath, steeling himself against the pain, and dropped his crossbow as his red eyes stared at the orc from behind his war mask.


Hrgach reached back and slowly drew the large greatsword from the sheath on his back and swung it deliberately at the orc’s neck.


[sblock=Actions]
Bonus Action: Second Wind: 1D10+1 = [10]+1 = 11
Free: Drop crossbow, draw sword
Action: Greatsword: 1D20+4 = [5]+4 = 9
2D6+2 = [5, 2]+2 = 9

Move:
[/sblock]


[sblock=Stats]
AC: 17 (chainmail, defensive fighting style)
HP: 13/13 Vitality: 17/17 HD: 1/1d10
Saving Face (1/R)*
Second Wind (1/R)*
[/sblock]
 

Azurewraith

Explorer
The orc looks as shocked as everyone else that he is still alive as the great sword clips of a few hairs from the top of his head... he dipped in and out of death just at the right moment. He pulls his great axe up over his head and swings, letting gravity do most of the work, back at Hrgach, not having the strength to move. The blow strikes the ground about a shoulders width wide.

OOC: back to the top.... as the world's luckiest Orc lives on. Aloy you gots this
 

Aloysius strides into the doorway, surveys the scene, and points his wand at the orc.

"It seems you avoided my cat's wrath - by a whisker!"

With that, he flicks his wand tip and mutters "Boom boom".

OOC: Casting Tasha's Hideous Laughter. DC 14 Wisdom save required by the orc. If fails, falls prone, doubled up with laughter for 1 minute (concentration)
 

Azurewraith

Explorer
The orcs grimace begins to change... the corners of his lips start to turn upwards, he then falls to the floor rolling around with laughter causing him to hack up blood.

OOC: so the orc is prone giggling like a school girl Faindil its all you
 

Jago

Explorer
~ The Drow cocked an eyebrow: The Wizard wasn't that funny. Sure, it had caused a small rise to his cheekbones, in much the way a bit of non sequitur could if you didn't think about it too much, but to keel over as if he had just heard a performance by of the great Gnomes of Comedy? That was an interesting trick, and one he thought might be good enough to learn from this mage.

Well, best to put an end to this. Rather than rely on fancy spellwork or the like, Faindil instead made his way up to the giggling Orc, raised his staff high, and tried to gently bash him over the crown with it until he was unconscious. ~

[sblock=Turn]Move: Up to the Orc
Action: Thwap him with my Staff. Note that I am pulling the damage to be Non-Lethal should it drop him to 0 HP. Attack has Advantage due to him being Prone.
[roll0]
or
[roll1]
[roll2] Bludgeoning Damage[/sblock]
[sblock=Faindil's Stats]Character Sheet
Undying Light Warlock, Level 1

HP: 9/9
Condition: Normal
Initiative: +3
Perception: +1
Darkvision: 60 feet
In Hand: Quarterstaff

[sblock=Defenses]AC: 14
Str:+0
Dex:+3
Con:+1
Int:+1
Wis:+3
Cha:+5[/sblock]
[sblock=Offenses]Sacred Flame: DC 13 Dex Save 1d8+3 Radiant
Dagger: +5 1d4+3 P
Quarterstaff (2-Hands): +3 1d8+1 B
Light Crossbow: +5 1d8+3 P[/sblock]
[sblock=Proficient Skills]History: +2
Insight: +3
Persuasion: +5
Religion: +2[/sblock]
[sblock=Spells]Cantrips: Unlimited
Dancing Lights
Light
Sacred Flame
Mage Hand
Prestidigitation

Level 1: 1/Short Rest
Burning Hands
Hellish Rebuke[/sblock]

[sblock=Adventure Notes]Transactions:
Total Accumulated Coin: 15 GP

Expenditures:
-1 GP to the Barmaid of Ivenho

Current Coin: 14 GP

Game Info:
It will take a day to travel through the "Shortcut" to Durran Mill, our destination.

A group called "The Royal Guard" controls the path, with palisade checkpoints.

A Demonic General was slain to the North, in an area now known as "The Scorched Grove".
- "There where seven demonic generals each embodying the worse aspects of mankind, they served under something so dark and alien no sentient race could fathom it" [/sblock][/sblock]
 

Azurewraith

Explorer
Faindil delivers a gentle tap rp the head of the orc and he stops laughing his body falls limp.

You now find yourselves in the mill with one corpse one unconscious orc and a second body of the badly beaten human who's condition is unknown.
 

Jago

Explorer
~ With the conflict over, Faindil rushed over to the injured man that he could only assume was the apprentice.

" You're a lucky one, friend," he noted aloud, laying down his staff and kneeling next to the human, " A few minutes more and I don't think we would've found you alive ..."

For his part, while he was unskilled in the Medicinal Arts, he still had to try something. He remembered The Old Priest's teachings, the books he had read, and used whatever he could to stem bleeding and assess the apprentice's damaged body.

" Can you tell me your name, and what these ruffians wanted from you to beat you so badly?" ~

OOC: Medicine Check: [roll0]


[sblock=Faindil's Stats]Character Sheet
Undying Light Warlock, Level 1

HP: 9/9
Condition: Normal
Initiative: +3
Perception: +1
Darkvision: 60 feet
In Hand: Quarterstaff

[sblock=Defenses]AC: 14
Str:+0
Dex:+3
Con:+1
Int:+1
Wis:+3
Cha:+5[/sblock]
[sblock=Offenses]Sacred Flame: DC 13 Dex Save 1d8+3 Radiant
Dagger: +5 1d4+3 P
Quarterstaff (2-Hands): +3 1d8+1 B
Light Crossbow: +5 1d8+3 P[/sblock]
[sblock=Proficient Skills]History: +2
Insight: +3
Persuasion: +5
Religion: +2[/sblock]
[sblock=Spells]Cantrips: Unlimited
Dancing Lights
Light
Sacred Flame
Mage Hand
Prestidigitation

Level 1: 1/Short Rest
Burning Hands
Hellish Rebuke[/sblock]

[sblock=Adventure Notes]Transactions:
Total Accumulated Coin: 15 GP

Expenditures:
-1 GP to the Barmaid of Ivenho

Current Coin: 14 GP

Game Info:
It will take a day to travel through the "Shortcut" to Durran Mill, our destination.

A group called "The Royal Guard" controls the path, with palisade checkpoints.

A Demonic General was slain to the North, in an area now known as "The Scorched Grove".
- "There where seven demonic generals each embodying the worse aspects of mankind, they served under something so dark and alien no sentient race could fathom it" [/sblock][/sblock]
 


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