
Giuseppe di Firenze |

Gio rushes up to give aid to Sha'Lea calling back to Quen, Quen, tend to Mender!
Longsword: 1d20 + 4 ⇒ (8) + 4 = 12 Don't think that is enough...

Giuseppe di Firenze |

We got you! ^_^ Didn't expect him to be so tough! Bandit Captain, if I am not mistaken...

Ionnis |
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I laughed so hard at your description of Gorum's hit my dogs are still staring at me.
That was a whole lot that happened very fast in front of Io. Noting that Mender has fallen, he decides to help attack that bandit captain instead. Tossing down his rapier, he moves over to that bush next to the end of the pier, drawing his crossbow as he goes.
Crossbow attack: 1d20 + 5 ⇒ (7) + 5 = 12 but apparently he's too hasty.
Does the bush or corner of that building provide any cover? If so Io'll try to hide behind it (Cunning Action), mostly from the two dudes in the mudflats. Stealth: 1d20 + 5 ⇒ (3) + 5 = 8 Oh dice roller, boo.

GM Infinity |

Giuseppe's longsword flashes out from behind his shield, the boat rocking gently from the melee. But Vance counters the attack with footwork alone, impressive technique given the confined space there on the prow. He seems poised for a deadly riposte...
The rogue dashes across the field, mindful of quarrels from the north. He pauses at the bush to take an opportunistic volley at the captain, but the scene is too chaotic and changes before the bolt can get there. With the mudflats bandits distracted, he slips behind the building.
Buildings provide cover to hide behind and/or get usual partial cover AC/dex save bonuses, yes. Bushes are heavy obscurement so can be hidden behind as well, but without cover bonus ofc.
Round 1:
Sha, Mender, Quen, Giu, Io, Gor <--UP
Enemies

Sha’ Lea |

Shae eyes the man with a grim look, assessing him, his fighting style, and his weaknesses.
You're skilled, Vance. It's a shame you became the very thing you fought against for so long. Men like you have no honor, and men without honor always fall to the righteous.
She them thrusts the butt of her staff at his throat, and follows it with a low kick at his knee, and a powerful elbow thrust to his nose.
Staff: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Kick: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Elbow: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Spending a ki point for flurry of blows

Giuseppe di Firenze |

You can use it to gain advantage on a roll. So you could, say use it on your staff attack.

Giuseppe di Firenze |

Damn, that is epic!

GM Infinity |

The aasimar needed no prayer to guide him, no potion to warm his insides. Existence was simply his fate and woe to those who mistook him for an easy kill.
Mender, death saving throws are made at the start of your turn so you still have your full actions for this round. You have 1 hp and are prone.
Will give Sha a bit to decide on inspiration before results of her turn.
Round 1:
Sha, Mender, Quen, Giu, Io, Gor <--UP
Enemies

Sha’ Lea |

I’m not going to waste it. He’s tough, but I get the feeling I should save it in case this goes south.

.Mender |

Mender used a bit of his healing magic on himself, stood, then called down divine fire on the bandit.
Healing Light: 1d6 ⇒ 6
Sacred Flame: DC 13 Dex Save: 1d8 ⇒ 4

GM Infinity |

Quen sorry no, other than striking down Mender and firing xbows at your friends. In general social checks in combat are vs set DC, and to get a change in a hostile creature/person is a very high DC, close to 30.
However, me personally as DM, I tend to lower those based on how convincing the player actually is (what they actually say, not just what they roll). Also, a high deception or persuasion roll might convince it to target something else, or a high intimidate might cause disadvantage to attack. Again just based on the cleverness of the player moreso than actual roll or set DC.
Finally, on a different note, guidance is a touch spell so you will need to move onto the boat to get Sha. You have enough movement, just wanted to make sure you were aware of how close to melee you would be placing yourself.

GM Infinity |

Vance narrowly avoids the shadar'kai's staff with a quick jerk of his head back, but such a counter was exactly what the monk had trained to expect. She followed with a shin-blaster, nearly dislodging the bandit's kneecap cartilage with a sick sound. Limp bounties were easier to keep close, after all. As part of her martial art, and almost as an afterthought, she concluded her flurry of movement with a raising elbow to Vance's face. The scoundrel he turned at the last moment causing the attack to fall on a hard cheek bone rather than the soft of his nose...
Distracted by the monk, the forgotten Mender rose from the pier, calmly wrapping himself in a warm aura of healing even as he called the fires from above...
Dex vs Mender: 1d20 + 5 ⇒ (5) + 5 = 10
...this time the energy fully coursed through the mere human, burning deep in his evil soul.
Meanwhile, Quen dashed onto the ship and called support from a god far beyond the Realms.
Vance 43/65 hp 15 AC
Round 1:
Sha, Mender, Quen, Giu, Io, Gor <--UP
Enemies

Sir Gorum |
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Gorum runs and leaps into the mud in order to close the distance between him and his would be ranged opponents. ”You were told to run...”
Greatsword: 1d20 + 5 ⇒ (3) + 5 = 8
”Now you’ve gotten us all stuck in the mud. You guys are a+# h!~%s.” Gorum’s attack falls short due to the slickness of his surroundings but his foes now have a large greataxe in their faces to contend with.

GM Infinity |

Vance decides theres too many aboard his ship, and bull rushes Sha'Lea, trying to knock her off the boat into the quipper filled waters...
Athletics Shove: 1d20 + 4 ⇒ (15) + 4 = 19
Sha, this is a contested roll...beat that number. You can choose either athletics and acrobatics to avoid getting shoved off the boat. You also have an extra d4 from Quen's guidance.
Meanwhile out in the mudflats the skinny little ass-wipes use what else but ass-wipe tactics to try and take down the glorious paladin. The closest tosses a mudpie right in the Ersatz eye...while the other lines up a thrust through the weak point near the joint...
Blue Help on yellow for advantage...
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Attack, adv: 1d20 + 3 ⇒ (17) + 3 = 20
Slashing: 1d6 + 1 ⇒ (4) + 1 = 5
...wiping the mud he feels and hears the sting coming through the back of his knee.
Map updated. Need Sha's contested roll for round 2. Party up for round 3.

.Mender |

Wanting to free up Gorum, Mender calls down fire on Blue, then heals his own wounds.
Sacred Flame: DC 13 Dex Save: 1d8 ⇒ 7
Healing Light: 1d6 ⇒ 6

GM Infinity |

Dex vs Mender: 1d20 + 1 ⇒ (5) + 1 = 6
From the pier, up on high, the celestial called forth a smiting radiance against the assailants in the mudflats...catching one with a burning lash that stole the bandit's breath...and nearly his life.
Bandit blue: 3/11 hp; 12 ac
Round 3:
Sha, Mender, Quen, Giu, Io, Gor <--UP
Enemies

Sir Gorum |

Greataxe: 1d20 + 5 ⇒ (5) + 5 = 10
Squinting through the mud in his eye, Gorum swings widely at one of the mud bandits missing. ”Dirty son of a b!*~#. I’m going to make you eat this mud!”

Giuseppe di Firenze |
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Giuseppe, seeing the bandit shove Sha'Lea, moves to provide a distraction!
Flipping his longsword around and catching it by the blade in gloved hands, the swordsman catches the bandit's ankle and tugs with all his might!
Strength (Athletics) to shove prone: 1d20 + 4 ⇒ (19) + 4 = 23

Ionnis |

Io sees the gang up on the boat captain, and aims his next crossbow against one of the jerks in the mudfield. Attack vs blue: 1d20 + 5 ⇒ (1) + 5 = 6 lololol, to no avail.

Sha’ Lea |

Acrobatics: 1d20 + 3 ⇒ (3) + 3 = 6
Guidance: 1d4 ⇒ 3
Caught off guard, Shae goes tumbling into the mud! She sputters, and spits words full of anger at Vance.
Gorum’s correct You guys are a~&+&%*s. You’re quickly making yourself a “cold” bounty Vance.

GM Infinity |

Sha, you can climb the side of the boat back up, or go around.
Even climbing I think you still have enough movement to melee attack this round.
At Gor's taunt, the mudslinger snickers "Really? Is that your spoon, mom?" pointing at the flailing axe.
On deck, Giuseppe gives Vance a taste of his own medicine...
Ath vs Giu: 1d20 + 4 ⇒ (20) + 4 = 24
...but remarkably his sea legs brace the shin sweep. Was not expecting that...
Round 3:
Sha, Mender, Quen, Giu, Io, Gor <--UP Io can also roll hide and attack if successful
Enemies

Giuseppe di Firenze |

Fuuuuuuuuu... And I rolled so well... :( I am beginning to really hate this guy... I imagine that he just picks up his leg at the right time, and I whiff!

Sha’ Lea |

Shae grabs the side of the boat, and launches herself up (climb), executing a flip over the side to land on her feet in front of Vance.
Acrobatics (if necessary): 1d20 + 3 ⇒ (17) + 3 = 20
She then goes right back into her fluid attack routines, despite being covered in mud and flinging it everywhere.
Staff: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Throat Punch: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Extra Crit Damage: 1d4 ⇒ 3

Giuseppe di Firenze |

@Sha'Lea, you have the wrong damage for your staff. Also, there is nothing to stop you from using it 2-handed and still making an unarmed attack...

GM Infinity |

Indeed Sha, in future roll d8 for staff...you did so last time so I assume was just typo. However, he is going to use his parry ability which increases his AC to 17 so staff was a miss here.
As the muddy monk claws her way back to the top, the captain braces for the heavy swing of her bostaff with a stable upward defensive cross. But his attention up left his throat wide open for the followup jab..."*hhhOORkk* *cough*" shutting him up for a time, at least.
Vance 34/65 hp 15 AC
Round 3:
Sha, Mender, Quen, Giu, Io, Gor <--UP Io can also roll hide and attack if successful
Enemies

Giuseppe di Firenze |

To quote Doc Holliday in Tombstone, "Now I REALLY hate 'em..." ^_^

Giuseppe di Firenze |

@Quen, I know you gotta rest your eyes. Just want to let you know that guidance was used, so you no longer need to maintain concentration. You could cast it again, perhaps?
EDIT: Oo, ninja'd by the DM!

Sha’ Lea |

Yes, it’s a typo on the staff damage. I’ve been using at 1d8, I just typed 1d4 because I was in a hurry earlier.

GM Infinity |

Vance's attention had stuck with the Athkatlan after ditching the shadar'kai overboard...
Scim 1: 1d20 + 5 ⇒ (12) + 5 = 17
Slashing: 1d6 + 3 ⇒ (3) + 3 = 6
Scim 2: 1d20 + 5 ⇒ (1) + 5 = 6
Dagger: 1d20 + 5 ⇒ (15) + 5 = 20
Piercing: 1d4 + 3 ⇒ (1) + 3 = 4
...the river bandit struck first just under Giuseppe's shield, tearing at his bracers and drawing blood. The captain followed up with a quiet flurry just inches from his nose, but his stance was wrong, shifted at the last moment as Sha'Lea rejoined. He compensated the miss with a sudden thrust of his dagger into Giuseppe's side...twisting the sharp edge inside to cause extra pain.
10 dmg total to Giu
On the mudflats, the rogue duo continued their game, waiting for Gorum to slip up both literally and figuratively. The injured one attacked recklessly with his blade, as his partner tried to execute a quick takedown from behind...
Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Slashing: 2d6 + 1 ⇒ (2, 6) + 1 = 9
Shove Prone: 1d20 ⇒ 2
...the wound made the paladin cringe, not because of any physiological reason...just for the pure fact that he knew it was only a lucky swing.
9 dmg to Gor
Party up.
Mender 13 /17
Giuseppe 10 /20
Ionnis 15 /15
Gorum'drek 8 /22
Quen 17 /17
Sha 17 /17

Ionnis |

Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Thanks for the tip, hadn't thought to do that!
Crossbow att w advantage fingers crossed: 1d20 + 5 ⇒ (16) + 5 = 21
How odd, two 16's
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
:-|

GM Infinity |

Suddenly a quarrel darts from the bushes like a scared quail, a scared quail that embeds itself bloodily in the bandits neck...the man falls face first in the mud and dead beached quippers.
Alright, scratch that 9 dmg to Gor since Io killed him before that happened then. Gorum is back at 17 hp.
Io you have an action for this round as well.

Sir Gorum |

OK, assuming the other one still tried to tackle me.
Opposed Athletics: 1d20 + 5 ⇒ (15) + 5 = 20
Greataxe: 1d20 + 5 ⇒ (1) + 5 = 6
Greataxe: 1d12 + 3 ⇒ (3) + 3 = 6
Gorum finds a bit of solid ground for a brief instant and shrugs off the thug’s meager attempt to shove him. Keeping the bandits occupied is all Gorum manages to do though as he wrestles around with the remaining bandit. He moves to knock the man out with a downward thrust of his pommel but looses the solid footing he had found just before striking.
what a mess, mud and blood everywhere.

Giuseppe di Firenze |

Gio snarls, Is that di best you have?
Longsword: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d8 + 4 ⇒ (6) + 4 = 10
Flipping his blade and catching it by the hilt, the Athkatlan slashes up from groin to nose!
Bonus action Second Wind.
Second Wind: 1d10 + 2 ⇒ (3) + 2 = 5

Giuseppe di Firenze |
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@Io, remember that if you have advantage on the attack, you can add your Sneak damage too! ^_^

GM Infinity |

Gorum backswings, hoping to catch the last bandit standing with him down in the mud and blood, but he just feels air.
Like opening a keg tap, Giuseppes upward slice loosens the hold of Vances nose on his blood flow. It streams down his face, into his mouth, and splatters on deck. The sight is enough to give you a vengeful rush of strength. For a moment its as if you see actual fire in his eyes, but perhaps that's Mender after all...
Vance 24/65 hp 15 AC
Round 4:
Sha, Mender, Quen, Giu, Io, Gor <--UP
Enemies

Giuseppe di Firenze |
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Quen, I understand your predilection for peace, but dis is an evil man, that preys on the weak. What does your goddess say about that? Giuseppe wonders aloud, not taking his eyes from the dangerous bandit.
@Quen, just curious. Are you choosing that action because it is easy and you do not stress your eyes, or are you having a hard time figuring out what to do as a pacifist character? If you need help, we are here to help you with options. ^_^

.Mender |

Mender raises his holy symbol and a beam of light arcs towards Vance.
Guiding Bolt Spell Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage Roll: 4d6 ⇒ (2, 4, 1, 5) = 12 Radiant damage, and if I hit the next attack against him has advantage.
Well then. Take that f@#$er!
Crit Damage: 4d6 ⇒ (5, 6, 2, 5) = 18 that's 30 damage in toto.
As the beam sears towards Vance, Mender says "Thank you for not surrendering." and then light smashes into Vance's face.