This post has potentially manipulated dice roll results.
OOC > Assuming the man is still up after Flynn's attack...
Wex will close with the man, rushing up behind Sevrn, and swing his longsword at his legs, attempting to injure and trip him.
Move: On a diagonal until he is directly north of D2 Action: Attack with a two-handed swing of his longsword: 25 to hit, for 8 slashing damage If a hit: If that hits, Wex will spend his one superiority die to do 3 extra damage and trip the man (if he fails a DC12 Str Save), knocking him prone
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ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
This post has potentially manipulated dice roll results.
Wex rushes up right behind Sevrn to match pace with D2. A crossbow bolt from Flynn flies wide, past the man missing him. Wex, swings down trying to trip the man. (STR Save: 9 ). Wex's sword hits the man across one of his legs, sending the man skidding on the floor!
The man skids to a halt face flat on the rough cave floor. Mopham easily gets in a solid hit on the man. He scrambles up and stands on wobbly legs, dripping blood from different cuts now. He gives a wry smile and a laugh, then he screams out one word "INTRUDERS!" the man then lunges and tries for an attack against Mohpam!
Attack1: 14Damage: 6
Attack2: 19Damage: 7
Mopham dodging the first attack but taking a hit with the man's second swing.
Sevrn steps closer and thrusts Mercy into the man's side ending him with a small scream. Then quickly turns around and snuffs out Flynn's torch. Flynn pointing his crossbow down the hallway before his sight is gone by the snuffing of the torch. A long moment goes by but you four start to hear footsteps, quiet ones, trying to be stealthy. Sevrn, Wex, you two start to see three more masked men, dressed just like the other two walking cautiously down the tunnel. One is carrying a lantern but it doesn't seem to be shedding light just yet. They get to the end of the tunnel where it meets the room you all are standing in, they don't seem to be able to see in the dark from what you guess. They're just about to open the hood on the lantern.
OOC: I'll let each of you have a surprise round on this one! we'll keep the same initiative order for you four. I'll let Wex and Sevrn make their attacks with advantage if they attack before the lantern hood is raised but that would mean Mopham and Flynn's would be made with disadvantage for the surprise round and every round after unless someone lights up the room again, of course :) .
So, to be clear... initiative order is this? And the new enemies got an 8, which puts them at the top of the order (we got 5, 4, 3, and 1) when we enter regular rounds?
(New enemies) Sevrn Flynn Wex Mopham
We get a surprise round, but can choose to wait until they open the lantern before taking it? Or we can take it before they open the lantern. But the latter would give Flynn, Mopham, and presumably the new enemies disadvantage on their attacks until some light source is created.
Wex chooses to keep the advantage of darkness.
If Sevrn and Flynn choose not to attack in darkness, Wex will attack first, otherwise he will go after them. He will close with and attack the closest enemy, his two-handed longsword strike briefly catching fire with an eerie green flame that goes out after his strike.
Bonus Action: Cast Green-Flame Blade, and if the attack below is a hit, green fire leaps to an enemy within 5', doing 4hp fire damage. Action: Attack two-handed with longsword with advantage: 19 to hit, for 5 slashing damage
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
OOC: yup! that's correct Wex, if you attack under darkness, for the surprise round, then you and Sevrn get advantage but Mopham and Flynn would have disadvantage. If you wait for them to open the lantern hood then you all would attack normal for the surprise round.
OOC > Going by what Lothiat said in PM, since Flynn used his turn to ready a shot, and Wex' Green-Flame Blade provided the trigger (light) however briefly, Flynn should take his surprise round shot not at disadvantage. Mopham will have to contend with the darkness, however, since he did not go before Wex and have the chance to ready anything. Sorry. :)
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
This post has potentially manipulated dice roll results.
The three men, trying to sneak up on you all stop at the exit of the tunnel. Just as the lead man goes to open the hood on the lantern, Sevrn swings Mercy hard hitting the man! A brief flash of bright green flame surrounds Wex's sword as she slashes across the man from the other side, the flame reaching out to the man next to him, and burning him as well. Using the light Flynn lets his bolt loose hitting the leader square in the chest, dropping the opponent to the ground. Mopham tries for a swing as the darkness returns but hits nothing but cave wall as his sword sends a few sparks out.
Silence and darkness return as the other two men gather their wits and quickly try to retaliate! Without any light they swing around the corner wildly!
D4 Attack1: 9 Damage: 4
D4 Attack2: 8 Damage: 8
D5 Attack1: 9 Damage: 9
D5 Attack2: 12 Damage: 9
OOC: we'll roll randomly to see who they hit of the three of you near the tunnel, Sevrn=1, Wex=2, Mopham= 3
D4 comes out swinging towards Mopham. Unable to see as well is trying to hold his sword out to block anything but takes a hit from the side. D5 comes out swinging wildly towards Sevrn but he easily parries the attacks out of the way.
OOC: ok I don't think the die roller liked that i switched it from a d6 to a d3 lol. oh well....Next up is Sevrn!
Flynn moves to where he can see the man then lets loose with his hand crossbow Attack: 11 Damage: 4
Laissez les bons temps rouler
OOC > Assuming the man is still up after Flynn's attack...
Wex will close with the man, rushing up behind Sevrn, and swing his longsword at his legs, attempting to injure and trip him.
Move: On a diagonal until he is directly north of D2
Action: Attack with a two-handed swing of his longsword: 25 to hit, for 8 slashing damage
If a hit: If that hits, Wex will spend his one superiority die to do 3 extra damage and trip the man (if he fails a DC12 Str Save), knocking him prone
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Wex rushes up right behind Sevrn to match pace with D2. A crossbow bolt from Flynn flies wide, past the man missing him. Wex, swings down trying to trip the man. (STR Save: 9 ). Wex's sword hits the man across one of his legs, sending the man skidding on the floor!
OOC: Mopham you're up!
Mopham will rush over to try to finish the man before he can try to escape again.
Attack: 22 Damage: 12
The man skids to a halt face flat on the rough cave floor. Mopham easily gets in a solid hit on the man. He scrambles up and stands on wobbly legs, dripping blood from different cuts now. He gives a wry smile and a laugh, then he screams out one word "INTRUDERS!" the man then lunges and tries for an attack against Mohpam!
Attack1: 14 Damage: 6
Attack2: 19 Damage: 7
Mopham dodging the first attack but taking a hit with the man's second swing.
OOC: Sevrn is up!
Attack: 21
Damage: 12
Sevrn will stab 'Mercy' at the cultist (hopefully ending him), and then quickly move to extinguish the torches around them.
Flynn will stay where he is crossbow pointing down the tunnel
Laissez les bons temps rouler
Sevrn steps closer and thrusts Mercy into the man's side ending him with a small scream. Then quickly turns around and snuffs out Flynn's torch. Flynn pointing his crossbow down the hallway before his sight is gone by the snuffing of the torch. A long moment goes by but you four start to hear footsteps, quiet ones, trying to be stealthy. Sevrn, Wex, you two start to see three more masked men, dressed just like the other two walking cautiously down the tunnel. One is carrying a lantern but it doesn't seem to be shedding light just yet. They get to the end of the tunnel where it meets the room you all are standing in, they don't seem to be able to see in the dark from what you guess. They're just about to open the hood on the lantern.
OOC: I'll let each of you have a surprise round on this one! we'll keep the same initiative order for you four. I'll let Wex and Sevrn make their attacks with advantage if they attack before the lantern hood is raised but that would mean Mopham and Flynn's would be made with disadvantage for the surprise round and every round after unless someone lights up the room again, of course :) .
New Enemy Init: 8
So, to be clear... initiative order is this? And the new enemies got an 8, which puts them at the top of the order (we got 5, 4, 3, and 1) when we enter regular rounds?
(New enemies)
Sevrn
Flynn
Wex
Mopham
We get a surprise round, but can choose to wait until they open the lantern before taking it? Or we can take it before they open the lantern. But the latter would give Flynn, Mopham, and presumably the new enemies disadvantage on their attacks until some light source is created.
Wex chooses to keep the advantage of darkness.
If Sevrn and Flynn choose not to attack in darkness, Wex will attack first, otherwise he will go after them. He will close with and attack the closest enemy, his two-handed longsword strike briefly catching fire with an eerie green flame that goes out after his strike.
Bonus Action: Cast Green-Flame Blade, and if the attack below is a hit, green fire leaps to an enemy within 5', doing 4 hp fire damage.
Action: Attack two-handed with longsword with advantage: 19 to hit, for 5 slashing damage
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
Flynn will hold until the second there is some light
Laissez les bons temps rouler
OOC: yup! that's correct Wex, if you attack under darkness, for the surprise round, then you and Sevrn get advantage but Mopham and Flynn would have disadvantage. If you wait for them to open the lantern hood then you all would attack normal for the surprise round.
Sevrn will attack the closest enemy (presumably also holding the lantern) under cover of darkness.
Attack (w advantage): 22
Damage: 13
OOC > Going by what Lothiat said in PM, since Flynn used his turn to ready a shot, and Wex' Green-Flame Blade provided the trigger (light) however briefly, Flynn should take his surprise round shot not at disadvantage. Mopham will have to contend with the darkness, however, since he did not go before Wex and have the chance to ready anything. Sorry. :)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. Here's my D&D stuff. I love it so.
Campaign links for Game Log access because DDB has abandoned the forum dice roller, apparently.
Radiant Citadel by cbaer8 ~•~ Stormwreck Isle by Rforrest14 ~•~ Wildspace by Rhanloi ~•~ Rise of Tiamat by SteveThaiBinh ~•~ The Long Road currently by me
OOC: yup Flynn can go ahead and roll his crossbow attack normally. Mopham will still have disadvantage till someone lights up the room.
Flynn shoots Attack: 27 Damage: 7
subtract 4 from that attack dice roll i dont know what happened
Laissez les bons temps rouler
OOC: just waiting on Mopham to take his attack.
Mopham will hide just outside the exit of the tunnel and swing right after Flynn fires his crossbow.
Attack: 10 Damage: 10
The three men, trying to sneak up on you all stop at the exit of the tunnel. Just as the lead man goes to open the hood on the lantern, Sevrn swings Mercy hard hitting the man! A brief flash of bright green flame surrounds Wex's sword as she slashes across the man from the other side, the flame reaching out to the man next to him, and burning him as well. Using the light Flynn lets his bolt loose hitting the leader square in the chest, dropping the opponent to the ground. Mopham tries for a swing as the darkness returns but hits nothing but cave wall as his sword sends a few sparks out.
Silence and darkness return as the other two men gather their wits and quickly try to retaliate! Without any light they swing around the corner wildly!
D4 Attack1: 9 Damage: 4
D4 Attack2: 8 Damage: 8
D5 Attack1: 9 Damage: 9
D5 Attack2: 12 Damage: 9
OOC: we'll roll randomly to see who they hit of the three of you near the tunnel, Sevrn=1, Wex=2, Mopham= 3
D4= 2
D5= 3
D4 comes out swinging towards Mopham. Unable to see as well is trying to hold his sword out to block anything but takes a hit from the side. D5 comes out swinging wildly towards Sevrn but he easily parries the attacks out of the way.
OOC: ok I don't think the die roller liked that i switched it from a d6 to a d3 lol. oh well....Next up is Sevrn!
Sevrn turns his blade to Attacker 2
Attack: 8
Damage: 5