Ink concentrates for a second (bonus action Second Wind healing of 9 ) then shouts aloud, "Don't cluster!" before flying off between the gargoyles, Quill just behind....
(current AC is 21, if Gargoyle AOO is 21 to 25, Ink will react with shield boosting AC to 26 until start of next turn)
... after clearing the gargoyles, Quill will pull ahead, getting in the face of the mage, allowing Ink to land next to the mage and swing with a booming blade!
Attack: 24 Damage: 13 and if the mage voluntarily moves additional thunder damage of 6
// Funny, I was hoping to avoid using Ink as a front line glass cannon as one good hit and he's down for the count, but he always seems to be finding himself in melee... Lol //
... after clearing the gargoyles, Quill will pull ahead, getting in the face of the mage, allowing Ink to land next to the mage and swing with a booming blade!
Attack: 24 Damage: 13 and if the mage voluntarily moves additional thunder damage of 6
The human wizard raises his hand in a warding gesture and Ink's magical cantrip is disrupted, momentarily causing the bladesinger to lose his balance and miss the attack.
// I'm just about off to bed. Friendly reminder to use your bonus actions, if you've got 'em. I believe we're waiting still on Flint, Marav, and Angel this round. BTW, since Marav lacks hands he will have a very hard time climbing the steep rock face—for the dire wolf form, the DC is 25. Just in case you were wanting to try it :)
This post has potentially manipulated dice roll results.
//It looks like if I use my full movement (50ft) running at an angle I can run to D12 and around and juuuust make it. If not let me know. I am gonna roll just in case I do get there.//
//I’ve been waiting to see if Marav can knock the Wizard prone before I make my move. Also, because I’m on mobile and cannot see but want to make sure. Marav I believe you do have advantage because of Ink//
Also, I’m not fast enough yet to run around. Could I scale the wall to get to the wizard and attack in the same round/ what would I need to do in order to make that happen.
//It looks like if I use my full movement (50ft) running at an angle I can run to D12 and around and juuuust make it. If not let me know. I am gonna roll just in case I do get there.//
Marav leaps at the wizard attacking him.
Attack: 11 Damage: 12
DC 13 Strength or knocked prone
// You can almost make it, but no dice. Also, Ink is in your way—you can move through his space, but not stop in it. But it's all good, the attack was a miss anyway! In any case, I've put you at J12, the furthest you can get with your move. Lemme know how you want to proceed. //
// I'm not sure Marav can reach the wizard, unless he makes that DC 25 climb check... If he goes up the path it may take him two turns... But Angel should be able to hit the wizard with a sun bolt from range. The wizard is currently on a thirty foot high bluff. //
//I’ve been waiting to see if Marav can knock the Wizard prone before I make my move. Also, because I’m on mobile and cannot see but want to make sure. Marav I believe you do have advantage because of Ink//
Also, I’m not fast enough yet to run around. Could I scale the wall to get to the wizard and attack in the same round/ what would I need to do in order to make that happen.
// The wall is 30 feet high, so with a successful Strength check you could scale it in one round with the dash action, but not just with your movement (every foot of movement costs double when climbing). //
// Or if you wanted to risk taking Opportunity Attacks from the two gargoyles, you could reach him in one move. //
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Ink concentrates for a second (bonus action Second Wind healing of 9 ) then shouts aloud, "Don't cluster!" before flying off between the gargoyles, Quill just behind....
(current AC is 21, if Gargoyle AOO is 21 to 25, Ink will react with shield boosting AC to 26 until start of next turn)
... after clearing the gargoyles, Quill will pull ahead, getting in the face of the mage, allowing Ink to land next to the mage and swing with a booming blade!
Attack: 24 Damage: 13 and if the mage voluntarily moves additional thunder damage of 6
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
// Funny, I was hoping to avoid using Ink as a front line glass cannon as one good hit and he's down for the count, but he always seems to be finding himself in melee... Lol //
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
The gargoyles each take their attack of opportunity against Ink:
Attack: 21 Damage: 7
Attack: 22 Damage: 6
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
// Marking off a use of shield... //
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
// I'm just about off to bed. Friendly reminder to use your bonus actions, if you've got 'em. I believe we're waiting still on Flint, Marav, and Angel this round. BTW, since Marav lacks hands he will have a very hard time climbing the steep rock face—for the dire wolf form, the DC is 25. Just in case you were wanting to try it :)
G'night everyone! //
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Flint will use second wind 6, move toward the wizard and cast sacred flame on him, DEX DC 14 or 5
//It looks like if I use my full movement (50ft) running at an angle I can run to D12 and around and juuuust make it. If not let me know. I am gonna roll just in case I do get there.//
Marav leaps at the wizard attacking him.
Attack: 17 Damage: 8
DC 13 Strength or knocked prone
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
//I’ve been waiting to see if Marav can knock the Wizard prone before I make my move. Also, because I’m on mobile and cannot see but want to make sure. Marav I believe you do have advantage because of Ink//
Also, I’m not fast enough yet to run around. Could I scale the wall to get to the wizard and attack in the same round/ what would I need to do in order to make that happen.
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
//That role was WITH advantage. :(//
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
// I
'm not sure Marav can reach the wizard, unless he makes that DC 25 climb check... If he goes up the path it may take him two turns... But Angel should be able to hit the wizard with a sun bolt from range. The wizard is currently on a thirty foot high bluff. //Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
//I guess I will use dash to get right up to him for my action. Then I will growl.//
Intimidation: 17
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
//H14 will get me in range I think.//
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Dex: 18
//BTW this wizard is vexing me, I am eating his face.//
Marav(Druid/Ranger) -Storm Kings ThunderDontontion(Rogue/Warlock) - Storm Kings Thunder
DM - Stormpoint Mountains :: A Critical Role Adventure ( Map of Trunau )