| Faey Vallidorn |
Faey stashes her pack aboard their wagon, keeping her sword on her belt, quiver on her back, and bow in hand. "In the interest of not being trampled I might walk a ways next to the wagon. Might do us some good to have a person or two out on foot if anything does happen."
| DM Asmodeus |
Barshan was making sure everything on the now four wagon plus one cart caravan was strapped, tied or lashed in place for the journey. He made sure the kegs were all secured, as it was a promised cargo load that had to be delivered at their final destination as hauling the ale was really what paid for the trip. He'd also have to keep the dwarves out of it for the ride.
He secured the crates of pottery and other stuff that comes out of Waterdeep and ends up all over the Sword Coast by caravans just like this one. Then there were the flyers, it seemed that every town now wanted them. The new 'printing' press as they called it. The newest invention of Waterdavians. Mass produced printed material. So now every backwoods community and town was throwing coin at the new press to make little flyers about their towns and communities. One side of a wagon had scores of these things now attached to it. The new 'press' paid the caravan well to haul the flyers all over as they went. So everyone could learn about new destinations to travel too.
Once everything was finalized Barshan gave the word to depart.
The caravan leaves Waterdeep just about right on schedule (though you have no idea what schedule that is, nor any reason to think otherwise), and the journey south to Nashkel is rather boring and uneventful. In fact, the most exciting thing that happens is about 2 or so days into the journey when a group of 5 split off from the caravan near The Laughing Hollow and start heading west towards the marsh. Strikes you as odd that even one person would venture into and/or near a marsh, but 5? Maybe they are heading towards one of the towns on the coast, you think to yourselves.
Anyhow, from that point on, the journey is completely uneventful. You pass by several caravans on your way south, stopping briefly from time to time to talk to them and for Barshan to negotiate trades with them. It's actually a decent way to make a living, running a caravan, and more than one of you think that if you had the money...
The city of Nashkel is much smaller than Waterdeep, but still a decent size. It is nestled in the crook of a mountain range, and serves as a hub for mountaineers and traders alike. You stay with the caravan for one last day, helping unload goods from the wagons and put new ones on, and for that Barshan pays for you to stay at a local inn for a single evening. In the morning, when you wake, the caravan has already left the city, leaving you to continue on about your business of heading west and delivering this package of yours.
It has now been 25 days since you left Waterdeep. Since you are separating from the caravan at this point I will need a marching order for the road. If two people are going to carry the chest then I need to know which two and they need to be side by side in the marching order. If the group intends to pool their monies for a cart and pack animal then a donkey or mule is 8 gp or a draft horse is 50 gp. The cost of a cart is 15 gp and animal feed is 5 cp per day.
It is also another tenday trip to Thurmaster. The caravan would have given you up to a tenday of rations each before departing. A tenday pack of rations weighs 20 lbs. So if you are carrying this then add it to your equipment, if you plan to buy a cart and mule then we will throw them on there.
The Slice will attempt to buy a 10-gp gem with 10 of his gold pieces, as he likes to keep the coin weight down, and it's easier to conceal small gems.
can our coin be 1 platinum instead of 10 of the gold?
No problem, You are still in Waterdeep so coin exchange/gem exchange is available. But do it now because this train is leaving the station.
| The Slice |
OOC
"I guess I'll contribute to buying a cart and mule as I don't intend to take turns carrying the box. However I expect to be reimbursed from each of your spoils as we make money. We're equal partners in this right"?
OOC
| Glasilock Haridensford Pip |
"I'll pitch in a little bit. I don't have too much"
He will pitch in 5 gp. and 5 sp. This buys us the cart, and 10 days worth of feed
Wolfgang von Goethe
|
"Friends, friends," interjects Wolfgang as the debate of the donkey and cart comes up, and he pulls out 8 gp of his own. "Let us not be overly concerned with such trifles. I have found, in business, that permanent arrangements are often the best. Here, I shall, purchase, with my own funds, a mule already broken to the bit, and I will call him 'Max'. With The Slice's 15, that funds us a cart, and then we need but one gold coin from Pip to purchase 20 days feed for the animal. How does that sound?"
Wolfgang will put his extra rations, and Pip's 7 torches, on the cart.
Alexander Ironwill
|
Just as he was reaching for his pocket Alexander sees his three partners deciding to chip in. He shrughs and leaves his mess kit, blacksmith tools and iron pot inside the cart.
"Thank you, that was fast. People usually argue harder to pay less." he smiles sincerely "It seems we have met some nice fellas!"
Jelly Gelly
|
jelly bought trail rations before departing.
And he buys 5 trail rations for Thurmaster, as he plans to use 5 of the trail rations he already has from his explorers pack.
Jelly Gelly takes the front. "I'll help carry the box."
| DM Asmodeus |
The party agreed that the best course of action was to purchase a mule and a small cart before continuing their journey toward Thurmaster. What they couldn't initially agree on was how exactly to split up the purchase or who was going to buy what of the items that the group needed. Wolfgang however emerged into a leadership position and took charge. So the group headed off into town to find the items they needed.
After some discussions with the locals and a little haggling the items they needed were procured. A mule they found at the market, one an old farmer had no longer any use of. The animal wasn't in its prime but it would do for this trip and Wolfgang decided to call him 'Max'. The cart on the other hand was little more than a flat board with some small wheels and about an eight inch side rail that kind of made the thing look like a half a shallow box. The merchant assured them that it would hold all the mule could pull. Pip haggled over the cart and finally at least got the man to throw in a old ridding saddle in the deal. That way he did not have to walk as he was the shortest of the bunch.
With business complete the two were on their way back to the rest of the group with their new found mule and cart when they spotted it. There sitting in a window was a map of Haranshire. They would need that, so Pip went in and paid the 2 gold for the item and quickly looked it over. The current town they were in wasn't on the map but they surely could not be that far away and judging by the map their next destination would be Milborne which looked to be about five days away from Nashkel. All they had to do was follow the Churnett river. Once they reached Milborne they would be able to have another nights proper rest before making the last hike to Thurmaster.
Now they would just need a marching order and watch rotation for when they camped and they would be ready to be off again.
Pip was going to ride the mule with his new found saddle. Jelly decided that he would walk in the front of the mule and the cart. So at least two of the seven positions were decided. The group then put all the extra rations that the caravan master had given them on the cart with the chest. Wolfgang threw some extra torches on it that a member had discarded and Alexander threw on some extras as well.
Map of Haranshire added to campaign tab.
Map of Haranshire
Wolfgang bought Max the mule.
Deduct 8 gold pieces.
The Slice bought the small cart.
Deduct 15 gold pieces.
Pip bought the Saddle, the map and ten days of feed for the animal.
Deduct 2 gold and 5 silver pieces.
Added to party treasury on the campaign tab.
Max the Mule
Cart
Riding Saddle
Mule - Your new mule can pull/carry up to 420 pounds.
Currently pulling cart with and riding Pip:
Chest (40 pounds)
10 days feed (100 pounds)
10 days rations for 7 people. (140 pounds)
Pip gear weight (113.5 pounds)
If you are storing anything in the cart then please note it on your sheet that it is in the cart.
| Faey Vallidorn |
Examining the sheets of "printed" pages, Faey wrinkles her nose in confusion. "I have to say I'm not sure I see the appeal. Where's the artistry in perfectly lined letters? Where's the dedication of the scribe toiling for hours and hours carefully copying each word?" She takes a tentative sniff and frowns. "They don't even smell right...Surely this will not be a lasting thing..."
Happy to have gone thus far on the trip without incident, Faey listens to her new friends discuss the details of acquiring the mule and cart. Seeing that it's largely been handled by the generosity of three members, she makes a mental note to make sure and chip in her fair share at the next opportunity.
Once things are settled and all has been purchased, she hangs her pack from the side of the cart and takes up position again as something of an outrider...bow in hand, eyes open and scanning her side of the cart for signs of trouble.
| Glasilock Haridensford Pip |
"Alright, good stuff. I'll ride the mule. Don't want to be holdin' the rest of you up."
He puts his mess kit, tinderbox, bedroll, and 2 of his torches into the cart. He also makes sure to take advantage of his newfound height on top of the mule the scan the area for enemies.
| DM Asmodeus |
Location: Ambush On The Road
Map of Current Area (Click Here)
Your journey west from Nashkel has, for the last 4 days, been rather boring. You've seen some animals off to the side of what some people might call a road, and some people tending fields off in the distance, but you've been rather bored. The only way that you've found to keep the boredom from overcoming you is to talk about whatever is on your mind. The weather (which has been rather nice), who is taking what watch, switching the marching order multiple times, where you came from...everything. And even that's wearing thin at this point.
You are, by your estimation, some hours away from Milbourne, with The Lyrchwood to your north, walking along the road (again, why you think it's called that is beyond you, as it's more an overgrown path than a road) east at a decent pace. It is about noon, and you've just restarted walking after stopping for a brief lunch and minor rest. You've just gotten moving again - well, maybe 30 minutes or so ago - when up ahead you notice 3 farmers walking on the path in your general direction. They seem to be deep in discussion about something, but you're too far away to tell what.
No sooner do you spot them than, from out of the wood to the left and right of you, archers with bows drawn sit just inside the tree line with arrows pointed at the group. They seem to be trying to be hidden but the scarsity of the fall leaves make their appearance pretty obvious to all of you. If they were trying to hide from anyone they were doing a piss poor job at it.
As this is happening, one of the farmers from ahead seems to spot them too and yells "Bandits!"
What do you do?
Please roll initiative and then post your turns actions.
Please keep in mind if you are burdened by encumbrance and have a movement penalty.
Please make sure to use map coridnates when you move.
You will need to spend your action dismounting this turn or you could fire a bow from your mounted position. You can also use your move action to make the mule move. The mule moves at 30 feet per turn pulling the cart.
| Glasilock Haridensford Pip |
Not hesitating, Pip slings his crossbow off his back, hurries to pull
the bolt into position, and lets fly.
"Look out for the varmits in the trees!" He yells. "C'mon ya piss pockets, ya want to fight a Laughing Dog?! I'll send ya strait ta Urdlen!"
Crossbow: 1d20 + 8 ⇒ (2) + 8 = 10 for 1d8 + 4 ⇒ (7) + 4 = 11 damage on bandit #2
| Erdann |
init: 1d20 + 4 ⇒ (18) + 4 = 22
spell attack: 1d20 + 5 ⇒ (12) + 5 = 17 vs archer 1
cold dmg: 1d8 ⇒ 8
hide: 1d20 + 6 ⇒ (8) + 6 = 14 vs archer 2
Erdann fires a ray of blue-white energy at one of their attackers, then ducks behind the wagon to use the wagon and their belongings for cover from the other enemy.
Alexander Ironwill
|
Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
At the sight of bandits Alex's blood start to rush furiously. He draws his greatsword and gets off the cart, preparing to engage them.
Wolfgang von Goethe
|
Wolfgang unsure as to the enemy's disposition, draws the very air about him, creating an ephemeral armor of inhuman color and insanity to ward against the violence of men.
Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Casting Armor of Agathys. +5 hit points, 1 hour duration
| The Slice |
OOC:
Mechanics:
1d20 + 4 ⇒ (10) + 4 = 14 Initiative;
1d20 + 6 ⇒ (10) + 6 = 16 Crossbow
1d8 + 4 ⇒ (4) + 4 = 8 Bolt
The Slice picks up his crossbow from next to him in the wagon, kneels behind the chest in the wagon bed, and fires his crossbow at Archer #2.
Alexander Ironwill
|
I don't know why I thought I was aboard the cart...
Alexander moves to engage the archer positioned to their left.
Moving (20ft speed so 4 squares) to M24
Jelly Gelly
|
movement speed 35, but medium encumbured, so 25
init: 2 + 1d20 ⇒ 2 + (13) = 15
on his turn, Jelly moves 5 spaces to the nearest bandit, after simply dropping the box. Was at Q19. and is now at 17, though the map will not let me move my character.
He pulls out his mace and swings at the bandit hit: 4 + 1d20 ⇒ 4 + (7) = 11
dmg: 1d6 + 2 ⇒ (2) + 2 = 4
| Faey Vallidorn |
Faey's eyes widen at the suddenness of it all, bolts and spells flying, armored men running about shouting and drawing swords! She has been in precious few scraps in her life in the city, and her first instinctual response to violence is to turn tail and run. That's how she survived as a street urchin, and how she survived as a gopher for the scholar...but it didn't feel like the proper course here. Her new friends weren't scattering to the brush, each for only caring about their own hide...
Squeaking out something unintelligible, "aayyYAAAGHH!!" possibly an attempt at a war-cry, Faey lets an arrow fly at one of the bandits. Not sure if she hopes the point will find it's mark, or just merely scare the bastard away...
Initiative: 1d20 + 2 ⇒ (10) + 2 = 12 Modifier Breakdown: (+2 Dex)
Short bow attack: 1d20 + 2 ⇒ (11) + 2 = 13 Modifier Breakdown: (+2 Dex)
-Target: Archer@2 at k17
Damage: 1d6 ⇒ 2 No Modifiers
| Glasilock Haridensford Pip |
"Hah! Thats all ya got?!" Pip yells as the bolts ping off his armor, or miss him entirely. He lets off another shot at the bandits
Crossbow: 1d20 + 8 ⇒ (6) + 8 = 14 for 1d8 + 4 ⇒ (1) + 4 = 5 damage.
| DM Asmodeus |
Location: Ambush On The Road
Map of Current Area (Click Here)
Round 2 Initiative: Erdann, Pip, NPC, Alex, Jelly, The Slice, Faey, Wolfgang
Names in gray have already went this round.
Erdann fires a ray of blue-white energy at the archer on the left, the beam strikes the archer as speckles of frost cover its being. The archer is visually shaken by the attack but still stands. Erdann then ducks behind the wagon to use the wagon and their belongings for cover from his enemies.
Not hesitating, Pip slings his crossbow off his back, hurries to pull the bolt into position, and lets fly at the same archer that Erdann's ray just hit a moment before. The bolt goes wide left and strikes a nearby tree.
Having their positions compromised the two archers concentrate fire on Pip who is in the saddle. The first bolt strikes the saddle itself barely missing Pip's leg. When the second archer fires the arrow sails way off target and makes the archer look like a fool as he tries to shake off the cold. Both archers then drop their crossbows and draw scimitars and advance toward Jelly as one says "He looks like a priest. TAKE HIM ALIVE!"
All of a sudden from the bushes to the right of the group a bolt comes flying out fired from a hand crossbow at Pip. The shot caught the gnome from behind and completely unaware as it hit him directly in the back. The bolt sunk deep as the gnome lurched forward barely holding onto the saddle as he tried to regain his seat. A woman then appeared from the bush the arrow was shot from, she moved like the wind as she sprinted north and disappeared again into the tree line.
The farmers move toward the group in an effort to close ranks and help the group fight off the bandits as they have clubs waving, when suddenly they shuck off their disguise and the two front farmers bring crossbows to bear as the one behind them draws a heavy crossbow and begins to bark orders at the others. "Take the spellcasters alive! All others life ends here. We have no need of them." he says as he points to Alex. "Concentrate fire on that one first." As they release a volley of bolts one of the bolts sticks into the cart next to Alex and the other two sail past him. He was lucky this day.
At the sight of bandits Alex's blood start to rush furiously. He draws his greatsword and heads for the one , preparing to engage them. Flanking out to the left of the group.
Jelly swings at the archer that has engaged his position. And hits solidly with his mace but the archers leather armor absorbs the blow.
The Slice picks up his crossbow from next to him in the cart, kneels behind the corner of the cart, and fires his crossbow at the wounded archer. His bolt sings true as it whizzes toward its target, striking the man in the chest as he falls over backwards, never to move again.
Squeaking out something unintelligible, possibly an attempt at a war-cry, Faey lets an arrow fly at the other archer that has engaged Jelly. Not sure if she hopes the point will find it's mark, or just merely scare the bastard away... Her arrow sailed toward the man striking him in the shoulder. She had hit her mark but he did not fall.
Wolfgang unsure as to the enemy's disposition, draws the very air about him, creating an ephemeral armor of inhuman color and insanity to ward against the violence of men.
I'm a little confused by the map. Slice was supposed to be in the front of the wagon, so is the ambush happening behind us? Is it possible to kneel behind the trunk, use it as a rest, and fire the crossbow? I'm going to post based on the affirmative, but if I'm wrong, then just move TS behind a little cover, and use the same rolls.
I never saw where you wanted to be up front. Jelly had said he wanted to be at the front. Anyway I put you in to guard the rear at the time you were ambushed. With all the rations and chest on the cart which is small it is not possible to ride or get in it at the moment but you certainly can use the entire wagon for cover. In 5e since you can move before and after your action you could move out, fire and then move back. The cart provides 3/4 cover right now.
You did not have to move because the archer engaged you in your position before your turn in initiative. You did not have to drop the chest as it is secured on the cart so no one has to carry it.
The woman ambusher ran into the treeline and tried to hide but you can see her at V-15 as your Passive Perception Scores matched or beat her stealth roll.
Your attack roll should have been 1d20 + 4(dex) +2 Proficiency Bonus for a total of +6. I don't see how you figured at +8.
Archer #2 takes 8 hitpoints of cold damage from Erdann's Ray of Frost.
Archer #2 takes 8 hitpoints of piercing damage from The Slice's crossbow.
Archer #2 has taken 16 hitpoints of damage total.
Archer #2 is dead.
Archer #1 takes 4 hitpoints of piercing damage from Faey's shortbow.
Archer #1 has taken 4 hitpoints of damage total.
Pip please remove 1 crossbow bolt from your inventory.
Pip takes 12 hitpoints of damage from Ambusher's hand crossbow.
Pip has 1 of 13 hitpoints remaining.
The Slice take off 1 crossbow bolt from your inventory.
Faey take off 1 arrow from your inventory.
Wolfgang cast armor of Agathys (1 hour remaining.)
Wolfgang has +5 temporary hitpoints.
Wolfgang has 0 of 1 first level spell slots remaining.
Archer #1 has taken 4 hitpoints of damage total.
Pip has 1 of 13 hitpoints remaining.
Wolfgang cast armor of Agathys (1 hour remaining.)
Wolfgang has +5 temporary hitpoints.
Wolfgang has 0 of 1 first level spell slots remaining.
Alexander Ironwill
|
Okey, I've found this [url=https://olddungeonmaster.wordpress.com/2014/07/26/dd-5e-quick-reference-combat/] quick reference [/ooc] of actions that you can perform in combat for the newbies like me. For example, I could have dashed last turn... as I will do this turn hehe.
Having heard the thugs ordered to kill him Alex dashes forward, decided to put a good fight. "Bring down those ones!"
Dashing forward 8 squares to M16
| The Slice |
OOC:
OOC:
"Here. let me carry the payment scroll. I shall put it in this compartment of my backpack".
He then cinches it up, places it under the bench on the Right Hand side at the front of the wagon (Facing forwards), and takes a seat when the wagon is ready to depart.
But no big deal we'll go with it as it is.
The slice quickly runs to engage the closest archer.
Mechanics
Moves 25' to S19
1d20 + 6 ⇒ (5) + 6 = 11 Attack Dagger 1
1d20 + 6 ⇒ (15) + 6 = 21 Attack Dagger 2
1d4 + 4 ⇒ (2) + 4 = 6 Damage Dagger 1
1d4 ⇒ 3 Damage Dagger 2
| Glasilock Haridensford Pip |
Please disregard my last post, I didn't realize we hadn't started a new round.
Handle animal: 1d20 + 4 ⇒ (12) + 4 = 16
Bonus action to use and reagainSecond Wind: 1d10 + 1 ⇒ (8) + 1 = 9
Pip seems to regain his feet, and the urges to mule towards the woman to shot his, loosing a crossbow bolt at her.
| Faey Vallidorn |
Seeing her friends move up to engage the threats Faey joins the fray as well, coming in behind Alex, sending another arrow at one of the disguised brigands, but keeping an eye on Clem and that horrible sniper woman...
"Right there with you Alex!" She yells as she runs up along with the warrior.
Move to N18 and attack Farmer#2 with bow
Short Bow: 1d20 + 2 ⇒ (4) + 2 = 6; 1d6 + 2 ⇒ (1) + 2 = 3 damage
Will be dropping the bow and drawing the short sword at the soonest opportunity, though if I'm understanding things I can only drop the bow this turn, and will draw the sword on my next action.
Wolfgang von Goethe
|
As Wolfgang sees Faey vacate the safety of the cart and dart forward, he ducks around the cart and takes her places. He steels his inner Eye, trying to see beyond the illusion of this reality, into the infinite doors that lie behind each moment's passing.
Jelly Gelly
|
I will now pull out my shield and swing at archer number 1 with my mace
dmg: 1d6 + 2 ⇒ (6) + 2 = 8
If the archer in melee with me goes down I will move to farmer number 2 if he doesn't move towards me by 25 feet, preferring to be on the right side of him if possible.
| DM Asmodeus |
Location: Ambush On The Road
Map of Current Area (Click Here)
Round 2 Initiative: Erdann, Pip, NPC, Alex, Jelly, The Slice, Faey, Wolfgang
Names in gray have already went this round.
Erdann stayed crouched behind the cart and let another blue-white ray go forth from his fingertips, this time at the left-most of the "farmers". The ray crossed the distance like a ray of light and in a flash it struck the target that it was after. Immediately the frost formed across his body and he staggered from the coldness of the attack but somehow he managed to hold on and not let the grip of death take him as he still stood his ground.
Pip seems to regain his balance in the saddle, and then urges the mule towards the woman who shot him, the mule moving in that direction and bringing the cart with them as it pulled away and left the others without the cover it provided. As the mule and cart closed in on her position he pulled back and cocked the crossbow and pulled the trigger. The bolt struck her in the thigh coming out the other side as the woman let out a quick yelp but that was quickly replaced by a fury in her eyes that only the planes of hell could match. Seeing the fury in her eyes Pip didn't think about the pain of his wound and shrugged off most signs of it as he stilled himself for what he was sure would be a brutal assault from the woman.
Pip did not have to wait but for a moment before the assault came, but it wasn't against him. Even with her wound the woman moved like the wind, rushing out to meet Jelly in the road. She discarded her hand crossbow as she went and drew a shortsword from its sheath. Reaching Jelly's position the woman struck out slashing with the same speed as her movement, the swordsword was excellent and each strike came off with both poise and balance, the first swing came in high and Jelly easily ducked it but the ambusher's quickness was unexpected and she quickly brought the shortword around and up before he could react. The woman's shortsword flashing and glinting in the sunlight as she turns the blade flat and brings the swing across the back of his head. Jelly crumbled to the ground face first under the weight of the blow and lay still, unmoving. The woman like lighting again moved, how could she be so quick the ones eyeing her wondered. Then Pip swallowed hard as he saw she was coming back towards him, as quick as the thought hit him she was by his side and spewing words of venom "We have some unfinished business to take care of."
With the cart out of the way the remaining archer dropped his bow and drew his scimitar and moved forward to engage Erdann and swung with the flat of his blade toward the caster. The blade coming into contact with the drow's temple spinning him but he did not fall. Blood trickled down his face as he tried to keep his footing.
The first farmer rushed toward Alex preparing to engage him with his scimitar in hand, meanwhile the other farmer rushed forward to engage Faey with his scimitar as well.
The ring leader of the entire ambush now barked more instructions "Good, very good. The priest is down. Now the other casters. I will help with the others." As he dropped his heavy crossbow Carlanis drug a mace from his belt and made a mad dash to join the farmer next to Alex "This one dies! Now!"
I will pause the round processing here to give Alex a chance to retcon in a action since he is now engaged by two people.
Also if The Slice, Faey or Wolfgang wants to retcon new actions they can do so now. If not I will use the actions already posted.
If you retcon an action you must keep the same attack rolls that have already been posted this round (if any)unless the dice size is different.
Erdann and Pip please do not post your next round actions until this round has finished being resolved.
You are unconscious but stable because the strike was not intended to kill you but a critical effect was caused because of the hit. See the mechanics section.
Farmer #1 takes 8 hitpoints of cold damage from Erdann's ray of frost.
Farmer #1 has taken 8 hitpoints of damage total.
Farmer #1 is slowed. (1 round remaining.)
Ambusher takes 8 hitpoints of piering damage from Pip's crossbow.
Ambusher has taken 8 hitpoints of damage total.
Pip gains 9 hitpoints from Second Wind.
Pip has 10 of 13 hitpoints remaining.
Pip has used Second Wind 0/1 remaining.
Jelly takes 14 hitpoints of piercing damage from Ambusher's shortsword.
Jelly as suffered a critical effect.
Traumatizing pain. Concussion. The target becomes exhausted to level 4 of that condition.
Jelly has 0 of 6 hitpoints remaining.
Jelly is unconscious.
Jelly is stable.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.
Erdann takes 7 hitpoints of piercing damage from Archer #1's scimitar.
Erdann has 1 of 8 hitpoints remaining.
Ambusher has taken 8 hitpoints of damage total.
Farmer #1 has taken 8 hitpoints of damage total.
Farmer #1 is slowed (1 round remaining.)
Archer #1 has taken 4 hitpoints of damage total.
Pip has 10 of 13 hitpoints remaining.
Pip has used Second Wind 0/1 remaining.
Wolfgang cast armor of Agathys (1 hour remaining.)
Wolfgang has +5 temporary hitpoints.
Wolfgang has 0 of 1 first level spell slots remaining.
Jelly as suffered a critical effect.
Traumatizing pain. Concussion. Jelly is now exhausted to level 4 of that condition.
Jelly has 0 of 6 hitpoints remaining.
Jelly is unconscious.
Jelly is stable.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.
Erdann has 1 of 8 hitpoints remaining.
Alexander Ironwill
|
Yay thanks, and sorry for the confusion... until I get our flow of combat these things will happen.
As the enemy closes Alex prepares his broadsword and slashes the area in front of him. "Stay away, villain!"
Greatsword: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 2d6 + 3 ⇒ (2, 4) + 3 = 9
GWF Reroll 1s and 2s: 1d6 ⇒ 5
| The Slice |
The slice moves to assist Alex, who is being ganged up on.
Man the farmers around here are tough"!
OOC:
Mechanics:
| Faey Vallidorn |
Thanks for the option to change things, definitely taking it :)
Seeing the false farmer rush toward her, Faey droped her bow and drew her sword, hoping to have it out and the pointy end ready to meet him when he got to her. Unfortunately she was ill trained in the nuances of tactical weapon shuffling, and barely managed to wave her sword in the man's vague direction...
"Stay back brigand! Our cargo isn't worth your life!"
| DM Asmodeus |
Location: Ambush On The Road
Map of Current Area (Click Here)
Round 3 Initiative: Erdann, Pip, NPC, Alex, Jelly, The Slice, Faey, Wolfgang
Names in gray have already went this round.
As the enemy closes Alex slashes at the farmer in front of him, the swing going wide as the farmer sidestepped the blow with ease.
Jelly laid motionless on the ground, motionless as a testament of the danger the group faced at the moment.
The Slice sees Alex in great danger as two of the enemy rush to gang up on him. The Slice reacts quickly dropping his crossbow and closes the distance to the farmer in front of Alex while pulling a dagger from his belt and lashes out, his dagger digging into the mans leather armor but not penetrating enough to hurt the man.
Seeing the false farmer rush toward her, Faey dropped her bow and drew her sword, hoping to have it out and the pointy end ready to meet him when he got to her. Unfortunately she was ill trained in the nuances of tactical weapon shuffling, and barely managed to wave her sword in the man's vague direction as the farmer easily dodged the awkward swing. The farmer spit back "We are not after your cargo missy. We are after you!"
Wolfgang steels his inner Eye, trying to see beyond the illusion of this reality, into the infinite doors that lie behind each moment's passing. then he moved up to take his place next to Faey.
Round 3
Erdann and Pip are up before the bandits go again.
Everyone else please hold until after the bandits go again so we won't have any retcon to do.
You fired your crossbow last turn so you had to drop it to pull your dagger. You can't pull two daggers in the same turn without the TWF feat so I had you pull #1. Now you can pull the second and attack next round with two as long as you don't use your manipulate object action for anything else.
Wolfgang cast True Strike
Wolfgang is concentrating on True Strike (1 round remaining.)
Ambusher has taken 8 hitpoints of damage total.
Farmer #1 has taken 8 hitpoints of damage total.
Archer #1 has taken 4 hitpoints of damage total.
Pip has 10 of 13 hitpoints remaining.
Pip has used Second Wind 0/1 remaining.
Wolfgang cast armor of Agathys (1 hour remaining.)
Wolfgang has +5 temporary hitpoints.
Wolfgang has 0 of 1 first level spell slots remaining.
Wolfgang is concentrating on True Strike (1 round remaining.)
Jelly as suffered a critical effect.
Traumatizing pain. Concussion. Jelly is now exhausted to level 4 of that condition.
Jelly has 0 of 6 hitpoints remaining.
Jelly is unconscious.
Jelly is stable.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.
Erdann has 1 of 8 hitpoints remaining.
| Glasilock Haridensford Pip |
Pip drops his crossbow and draws his rapier, attempting to skewer the ambusher.
| Erdann |
Cast silent image, a 15ft cube. The image i want to make is of the ground rising and lifting me up 10ft, so basically make it look like i do earth magic instead of illusion magic. Once this image is complete, i will in reality move back to the back of the cube while i am out of their sight so i am no longer in melee. Theyll have a juicy target on top of this cube of earth to shoot at, and i will have him dance around to avoid shots. I will leave Faey and Wolfgang out of it since we didnt discuss it beforehand. The illusion is that the ground, in a perfect square, raised up 10ft (so if the bank on the side of the road is higher, that part of the top of the cube would be higher). With an image of me on top in my same space, reactively dodging arrows.
| DM Asmodeus |
Location: Ambush On The Road
Map of Current Area (Click Here)
Round 3 Initiative: Erdann, Pip, NPC, Alex, Jelly, The Slice, Faey, Wolfgang
Names in gray have already went this round.
Erdann under threat, weaves his magic into words, gestures and a little bit of fleece. The ground below him begins to rise up into a fifteen foot cube of earth as it seems to swallow the drow wizard whole. A moment later Erdann appears at the back of the hill.
Pip drops his crossbow and draws his rapier, attempting to skewer the ambusher that was now at his side. Being on the mule and the quick shift in weight led to an ackward thrust at the ambusher which left him vulnerable and the ambusher immediate reacted and took advantage of it. The ambusher's shortsword pierced into the gnome's ribs as he let out a cry in agony but stayed in the saddle.
The ambusher seeing Pip wounded badly decided to turn her next attack on the mule that he was riding. The first strike went through the mule's side and then the second strike slit the animal's throat as it and Pip crashed to the ground. Looking down at the injured gnome and the dead animal the woman toyed with the gnome "How does it feel to know that you are only a moment away from your death."
The archer that remained lashed out with his scimitar at Wolfgang, the blade sunk into the protective layer of frost surrounding the warlock. The ice and frost moved from Wolfgang and travelled up the archer's blade and clung to the archer like dew in the early morning. The archer staggered from the shock of the magic but did not fall. Wolfgang remained unharmed.
The farmer in front of Faey lashed out at the woman wildly but she easily side stepped the incoming blow and prepared to return it.
The farmer in front of The Slice swung his scimitar but The Slice spun out of the way and batted away the blade.
The leader of the bandits raised his mace once again, this time toward Alex swinging like a slugger he connects with Alex right in the chest as the wind is expelled from his opponent. The bandit comes around for another swing but Alex ducks the second blow.
The hill on the map is an illusion, however to keep from revealing that to the enemy no one should walk through or fire through it. And for all intents and purposes for everyone, it looks real.
Alex, The Slice, Faey and Wolfgang are up next in Initiative.
You are prone. Use half your movement next turn to stand up.
Archer #1 takes 5 hitpoints of cold damage from Wolfgang's Armor of Agathys.
Archer #1 has taken 9 hitpoints of damage total.
Pip Fumbled.
Devastating error. Your opponent may immediately make one melee attack with advantage against you as a reaction. Pip takes 7 hitpoints of piercing damage from Ambusher's shortsword.
Pip has 3 of 13 hitpoints remaining.
Pip is prone.
Wolfgang takes 5 hitpoints of slashing damage from Archer's Scimitar.
Wolfgang's temporary hitpoints removed 0 of 5 remaining.
Alex takes 5 hitpoints of bludgeoning damage from Carlanis's mace.
Alex has 8 of 13 hitpoints remaining.
Mule takes 12 hitpoints of piercing damage from Ambusher's shortsword.
Mule has taken a total of 12 hitpoints of damage total.
Mule is dead.
Ambusher has taken 8 hitpoints of damage total.
Farmer #1 has taken 8 hitpoints of damage total.
Archer #1 has taken 9 hitpoints of damage total.
Pip has 3 of 13 hitpoints remaining.
Pip has used Second Wind 0/1 remaining.
Wolfgang has 0 of 1 first level spell slots remaining.
Wolfgang is concentrating on True Strike (1 round remaining.)
Jelly as suffered a critical effect.
Traumatizing pain. Concussion. Jelly is now exhausted to level 4 of that condition.
Jelly has 0 of 6 hitpoints remaining.
Jelly is unconscious.
Jelly is stable.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.
Erdann has 1 of 8 hitpoints remaining.
Alex has 8 of 13 hitpoints remaining.
| Faey Vallidorn |
Seeing more of her new companions get knocked around, Faey nearly scream in frustration. Instead, she feints a slash at the brigand and rushes around him, the words to a spell on her lips, hand reaching for Jelly...
"We haven't know each other long, big guy, but I sure hope you have some neat tricks up your sleeve.
Move to P20 and cast Cure Light Wounds on Jelly.
1d8 + 3 ⇒ (7) + 3 = 10
Alexander Ironwill
|
Feeling the wind escape his body Alex concentrates to ignore the pain and then grips furiously his greatsword before trying to cleave the leader in half.
Alex uses Second Wind for a total of: 1d10 + 1 ⇒ (2) + 1 = 3
Alex attacks the leader
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 2d6 + 3 ⇒ (4, 3) + 3 = 10
Wolfgang von Goethe
|
Wolfgang stands impassive as the foe's attack bites into the nothingness around him. A sneer is born on his face as the un-mist that had surrounded him leaves the area of his body and crawls, like a living thing, toward the bandit and infests him with its chill.
He says, with an air of spite, "There are things here that are more terrible than you."
He raises his hand, green wisps of ur-power forming and congealing in his outstretched palm.
"And I'm one of them."
The blast strikes out with the power of Things Unknown And Unknowable.
Eldrich Attack: 1d20 + 4 ⇒ (11) + 4 = 15
True Strike: 1d20 + 4 ⇒ (11) + 4 = 15
Eldrich blast damage: 1d8 ⇒ 5
| DM Asmodeus |
Location: Ambush On The Road
Map of Current Area (Click Here)
Round 3 Initiative: Erdann, Pip, NPC, Alex, Jelly, The Slice, Faey, Wolfgang
Names in gray have already went this round.
Feeling the wind escape his body Alex concentrates to ignore the pain and then grips furiously his greatsword before trying to cleave the leader in half. The blow strikes the leader across his arm as he tries to dodge out of the way. Blood flows down the injured limb and onto the ground. The leader of the bandit just grimaces "You are going to regret that boy!" he spits out in anger.
The Slice is up next. Faey and Wolfgang I will process your actions above as soon as The Slice post up.
Carlanis takes 10 hitpoints of slashing damage from Alex's greatsword
Carlanis has taken a total of 10 hitpoints of damage.
Alex Used Second Wind 0 of 1 remaining.
Alex gains 3 hitpoints from Second Wind
Alex has 11 of 13 hitpoints remaining.
Carlanis has taken a total of 10 hitpoints of damage.
Ambusher has taken 8 hitpoints of damage total.
Farmer #1 has taken 8 hitpoints of damage total.
Archer #1 has taken 9 hitpoints of damage total.
Pip has 3 of 13 hitpoints remaining.
Pip has used Second Wind 0/1 remaining.
Wolfgang has 0 of 1 first level spell slots remaining.
Wolfgang is concentrating on True Strike (1 round remaining.)
Jelly as suffered a critical effect.
Traumatizing pain. Concussion. Jelly is now exhausted to level 4 of that condition.
Jelly has 0 of 6 hitpoints remaining.
Jelly is unconscious.
Jelly is stable.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.
Erdann has 1 of 8 hitpoints remaining.
Alex Used Second Wind 0 of 1 remaining.
Alex has 11 of 13 hitpoints remaining.
| The Slice |
The Slice twirls out of the way of the attack, and slices twice at the farmer as he spins in place, one from the front, and one a backhand.
| DM Asmodeus |
Location: Ambush On The Road
Map of Current Area (Click Here)
Round 4 Initiative: Erdann, Pip, NPC, Alex, Jelly, The Slice, Faey, Wolfgang
Names in gray have already went this round.
The Slice twirls out of the way of the attack, and slices twice at the farmer as he spins in place, one from the front, and one a backhand. Both daggers flashed and glinted in the sunlight. The first landing in the farmers neck and the second in his side. As The Slice ripped them across the farmers body severing the carotid artery and the mans spleen. The farmer fell to the ground in a pool of his own blood.
Seeing more of her new companions get knocked around, Faey nearly scream in frustration. Instead, she feints a slash at the brigand and rushes around him, the words to a spell on her lips, hand reaching for Jelly... As she touches the man his eyes flick open as his wounds stitch themselves up.
Wolfgang raises his hand, green wisps of ur-power forming and congealing in his outstretched palm as he slung the ball of energy toward the archer in front of him. The blast striking the man in the chest and caving his ribs inward as one pierces his heart and he falls to the ground never to move again.
Erdann and Pip are up next before the bandits go again.
You are awake but still suffer the penalties of the exhaustion listed in active effects.
You are prone so you will need to use half your movement speed to stand up next round.
Welcome Back!
You are right, only one sneak attack dice per round regardless of the number of hits.
Casting a ranged attack spell within 5 foot of an opponent causes disadvantage. This disadvantage offsets with your true strike advantage so they cancel each other out. Using your first attack roll only.
Farmer #1 takes 8 hitpoints of piercing damage from The Slice's daggers.
Farmer #1 has taken 16 hitpoints of damage total.
Farmer #1 is dead.
Archer #1 takes 5 hitpoints of force damage from Wolfgang's Eldritch Blast.
Archer #1 has taken 14 hitpoints of damage total.
Archer #1 is dead.
Faey cast Cure Wounds
Faey has 1 of 2 first level spell slots available.
Jelly gains 6 hitpoints from Faey's Cure Wounds.
Jelly has 6 of 6 hitpoints remaining.
Jelly is conscious.
Jelly is prone.
Carlanis has taken a total of 10 hitpoints of damage.
Ambusher has taken 8 hitpoints of damage total.
Pip has 3 of 13 hitpoints remaining.
Pip has used Second Wind 0/1 remaining.
Wolfgang has 0 of 1 first level spell slots remaining.
Wolfgang is concentrating on True Strike (1 round remaining.)
Jelly as suffered a critical effect.
Traumatizing pain. Concussion. Jelly is now exhausted to level 4 of that condition.
Jelly has 6 of 6 hitpoints remaining.
Jelly is prone.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.
Erdann has 1 of 8 hitpoints remaining.
Alex Used Second Wind 0 of 1 remaining.
Alex has 11 of 13 hitpoints remaining.
Faey has 1 of 2 first level spell slots available.