Rolled 20, 12, 14, 15, 15, 1, 6 = 83 (7d20)
>>5697853>>5697878>>5697879>>5697933>>5698017“Unknowable One! Archer!” you shout in the True Speech of the Reptilian Master Race. “Protect the Merchant!”
Natvodosk clicks and clatters in confusion, but stands down and moves towards the Merchant. He at first seems confused how to even go about ‘protecting’ something, eventually settling for turning his back to the enemy bowmen and spreading his wings, forming a wall of carapace for the prone and pained purveyor. Olu the Archer takes a more direct approach, returning fire with one arrow after another.
“Warning shots,” you admonish him, as one shot grazes a human’s torso and another very nearly impales one’s eye before he ducks.
“If they were not warning shots,” the Archer counters with his half-mad battle grin, “they would already be dead, Dragonborn.”
You laugh quietly, and survey the battle-scene. A quirk of <Shadow> magic, properly cast, is that while it shields YOU from the sight of diurnal enemies, YOU can see just fine through it… provided you have darkvision to do so. It also thus shields your counteroffensive from Ekaterine’s delicate sensibilities, freeing you to take radical action against your adversaries.
But… What action? You don’t mean to make war upon Blackpine, after all!
As is so often the case, you realize that the earth is your ally here. The tower contains a single archer, and a signal fire—a fire which, no doubt, is even now sending an alert or warning to other troops in the areas, perhaps to Baron Brunus himself. You don’t wish to contend with the whole of Blackpine’s militia. Inferior though it might be to that of Redwell, or to your army back home in the Bloodrise Mountains, it is more than enough to present a problem to your current force, especially with noncombatants in tow.
An <Earth Tremor> will put an end to that.
[3d20 for Elementalism, DC 14 for clever write-in; 2d20 for allies, 1d20 enemies, 1d20 mystery die]