Anne gets off her cover while she run towards the clearing. She takes out her sand pouch to cast Sleep into the ground where the strangers are all standing
"Soothing waves, distant thunder; sandman cometh, he bids thee slumber!"
(used 1 action and 1 spell slot) ((Total Hp affected by sleep spell = 5d8: 23))
when you see the word "cometh" and have an urge to comment on it "one doesn't simply put -th on random words to make it look like old english" but you check it first on *our overlord search engine* and it's actually legit old english for the word "come".
This post has potentially manipulated dice roll results.
(oops looks like Gotta-go have to be Gotta-get Better lol)
===DM===
The woman in white waves her hand and mutters something.
"Flesh servants are truly useless. By the power of Orcus --- Rise!"
From the Ox's bag, bones, arrows, bow, and swords fly to the front of the woman and, in few seconds, forms into six skeletons armed with bow and sword.
When they form, the woman in white isn't seen anymore.
"Necromancy! So the rumors about undead are true"
Says Adric as he takes cover behind a tree, draws his longbow, and shoots an arrow to one of the skeletons. (Attack: 18 Damage: 2)
You guys can each take your turns (including Anne as we're getting in new round).
Edit: sorry, I kinda mess up the damage dice, it shows one value only before. I've edit it so it shows its individual value to each skeleton and the three nuber should be 4, 2, and 3...tho idk why they showed random number again
@neil: hahahaha...im an english major after all XD
anyway...My turn happen after sir richard and gotta-go right? id like to know what happen with them also
(ooc: with simple combats (one group of enemy for example), after the first turn, I usually just make it [enemy turn > player turn > enemy turn > etc] to make the game smoother - although it is still based on the initial initiative - and give everyone better flexibility for posting. In this case you may take your turn although Richard and Gotta-go haven't. That said, feel free if you want to wait for others to act)
===DM===
Anne's missiles hits the skeletons, sparks of arcane energy flew around them. But the three still stands in their place, holding their bow firmly.
(ooc: you can only make one attack per turn with shortbow, good thing you hit!)
===DM===
Still unseen, Richard hop on nearby tree and shoots an arrow to one of the skeletons. The arrow strikes the skeleton right at its chest and its body is now crumbling, but still strong enough to maintain its form. The skeleton looks at Richard's direction and prepares his bow as well.
(oops looks like Gotta-go have to be Gotta-get Better lol)
hahahah so true.
Btw, to cast a spell, do I roll 1d20? I'm so used to Roll20 automatic rolls when casting a spell that I'm not sure. Tried looking it up but couldn't find the info. Just in case yes, here's my roll: 16. Spell details are in the hidden spoiler.
--------------------------
Conflicted and confused at seeing and hearing the Priestess' odd behaviour, it took Anne and Richard's attack to wake Gotta-Go out of his stupor. Shaking his head to clear it, Gotta-Go then mutters under his breath, readying a spell, then aiming it at the skeletons, he sends out a blast of Thunderwave.
--------------------------
Casting Time:
1 Action
Range/Area:
Self/15ft.
Components:
V, S
Duration:
Instantaneous
Attack/Save:
CON 12
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
To cast Thunderwave, you just need to roll its damage (2d8) then I'll roll con saves for the targets. Yeah here stuff is pretty manual compared to roll20.
Anyway, casting Thunderwave would require you to move close to the enemy, but you can hit all of them. Alright?
To cast Thunderwave, you just need to roll its damage (2d8) then I'll roll con saves for the targets. Yeah here stuff is pretty manual compared to roll20.
Anyway, casting Thunderwave would require you to move close to the enemy, but you can hit all of them. Alright?
Yes, that would be fine. I figured since I've been spotted by the "Priestess", I might as well get close (using quotation marks since I don't know yet whether she's a doppelganger or not).
Going manual is good practice to remember the finer details of DnD mechanics. Here's my roll: 9 (I swear to God, ini si Gotta-Go bukan cuma kena curse diare, tapi curse bad rolls hahahaha)
This post has potentially manipulated dice roll results.
(btw how much is Gotta-go's save DC?)
(lol that's good enough though. Anyway four of the skellys already taken load of damage from Anne's missile and Richard's arrow, I'll just roll for the last 2)
===DM===
Skeleton E's Con save: 3 Skeleton F's Con save: 7
Regaining his calm, Gotta-go rushes forward to the front of the skeletons. Before they all could attack Gotta-go at once, the bard raises his hand and unleashes a shockwave that hits all of them. The skeletons that are already hit by Anne and Richard breaks instantly, their bones flew into various directions.
The last two skeletons manages to stand their ground from the shockwave, retreats to take cover behind a tall tree (gaining +2 AC against ranged attacks), and shoots two arrow against Gotta-go, but both misses.
so, the diggers from before have crossbows right? If it's already loaded beforehand, can Richard jump and do a roll from the tree to the diggers, loot both crossbows and shoot them all with each one hand? It's ok if it should get >15 or perhaps >17 roll to hit. (plus : if it's allowed, how much damage it will do? (the dice))
roll inisiasi pakai bonus dexterity kah?
Roll initiative
1d20 + 3 = 7
edit: "ok... dont mind me guys, go get those bastards. Now i can punch her face right here and right now!" (it's a joke)
(ooc: Yup d20 + Dex modifier)
Currently:
Anne
NPCs
Richard
initiative roll 21
Anne ready herself as she hold nic-nic close.
My Characters:




Anne - Manaria Academy Student || Grea - Lonesome Dragoness || Vira - Fanatic Knight || Tanya - Shadow Enforcer
==DM==
While were waiting for Gotta-go, Anne, you can take your action!
Also the enemy notice no one else currently - only Gotta-go.
Anne gets off her cover while she run towards the clearing.
She takes out her sand pouch to cast Sleep into the ground where the strangers are all standing
"Soothing waves, distant thunder; sandman cometh, he bids thee slumber!"
(used 1 action and 1 spell slot) ((Total Hp affected by sleep spell = 5d8: 23))
My Characters:




Anne - Manaria Academy Student || Grea - Lonesome Dragoness || Vira - Fanatic Knight || Tanya - Shadow Enforcer
when you see the word "cometh" and have an urge to comment on it "one doesn't simply put -th on random words to make it look like old english" but you check it first on *our overlord search engine* and it's actually legit old english for the word "come".
===DM===
Wave of spell soothes over the diggers and Erve.
In few seconds, nothing happens, but suddenly the two diggers falls to their knees, drops their crossbows, and kisses the ground unconscious!
(ooc: let's wait for Gotta-go and we'll proceed to the NPC turns)
As the lady in white robe shouts her instructions, Got'ta-Go mutters a very loud and emphatic, "SHIT!"
----
2
(^^^ HAHAHAHAHHAHAHAHAHAHAHAHAHHA gila rendah melulu)
(oops looks like Gotta-go have to be Gotta-get Better lol)
===DM===
The woman in white waves her hand and mutters something.
"Flesh servants are truly useless. By the power of Orcus --- Rise!"
From the Ox's bag, bones, arrows, bow, and swords fly to the front of the woman and, in few seconds, forms into six skeletons armed with bow and sword.
When they form, the woman in white isn't seen anymore.
"Necromancy! So the rumors about undead are true"
Says Adric as he takes cover behind a tree, draws his longbow, and shoots an arrow to one of the skeletons. (Attack: 18 Damage: 2)
You guys can each take your turns (including Anne as we're getting in new round).
"Mr. Richard, Mr Gotta-Go...watch out for the skeleton!"
She ready herself to cast Magic Missile. Anne cast Magic missile to the three skeleton in front of her, one of which Sir Adric has hit.
"strike true...magic missile"
Damage to each skeleton: 4 5 5 <--dont use this
--------------------------------------------------------------------------------------------------------------------------
Edit: sorry, I kinda mess up the damage dice, it shows one value only before. I've edit it so it shows its individual value to each skeleton
and the three nuber should be 4, 2, and 3...tho idk why they showed random number again
@neil: hahahaha...im an english major after all XD
anyway...My turn happen after sir richard and gotta-go right? id like to know what happen with them also
My Characters:




Anne - Manaria Academy Student || Grea - Lonesome Dragoness || Vira - Fanatic Knight || Tanya - Shadow Enforcer
(ooc: with simple combats (one group of enemy for example), after the first turn, I usually just make it [enemy turn > player turn > enemy turn > etc] to make the game smoother - although it is still based on the initial initiative - and give everyone better flexibility for posting. In this case you may take your turn although Richard and Gotta-go haven't. That said, feel free if you want to wait for others to act)
===DM===
Anne's missiles hits the skeletons, sparks of arcane energy flew around them. But the three still stands in their place, holding their bow firmly.
Richard climbs a tree and shoot two of the skeletons.
1st shot : hit roll(1d20 + 5) : 17 damage(1d6 + 3) : 8 + sneak attack(1d6) : 6
2nd shot : hit roll(1d20 + 5) : 14 damage(1d6 + 3) : 5
i forgot if i got bonus action if i use short bow or not..., if i don't i only shoot one plus sneak attack
(ooc: you can only make one attack per turn with shortbow, good thing you hit!)
===DM===
Still unseen, Richard hop on nearby tree and shoots an arrow to one of the skeletons. The arrow strikes the skeleton right at its chest and its body is now crumbling, but still strong enough to maintain its form. The skeleton looks at Richard's direction and prepares his bow as well.
Gotta-go, you can take your turn.
ooh that's okay then, i guess. I thought i would hinder other player if i post mine first XD
My Characters:




Anne - Manaria Academy Student || Grea - Lonesome Dragoness || Vira - Fanatic Knight || Tanya - Shadow Enforcer
hahahah so true.
Btw, to cast a spell, do I roll 1d20? I'm so used to Roll20 automatic rolls when casting a spell that I'm not sure. Tried looking it up but couldn't find the info. Just in case yes, here's my roll: 16. Spell details are in the hidden spoiler.
--------------------------
Conflicted and confused at seeing and hearing the Priestess' odd behaviour, it took Anne and Richard's attack to wake Gotta-Go out of his stupor. Shaking his head to clear it, Gotta-Go then mutters under his breath, readying a spell, then aiming it at the skeletons, he sends out a blast of Thunderwave.
--------------------------
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
==DM==
To cast Thunderwave, you just need to roll its damage (2d8) then I'll roll con saves for the targets. Yeah here stuff is pretty manual compared to roll20.
Anyway, casting Thunderwave would require you to move close to the enemy, but you can hit all of them. Alright?
Yes, that would be fine. I figured since I've been spotted by the "Priestess", I might as well get close (using quotation marks since I don't know yet whether she's a doppelganger or not).
Going manual is good practice to remember the finer details of DnD mechanics. Here's my roll: 9 (I swear to God, ini si Gotta-Go bukan cuma kena curse diare, tapi curse bad rolls hahahaha)
(btw how much is Gotta-go's save DC?)
(lol that's good enough though. Anyway four of the skellys already taken load of damage from Anne's missile and Richard's arrow, I'll just roll for the last 2)
===DM===
Skeleton E's Con save: 3
Skeleton F's Con save: 7
Regaining his calm, Gotta-go rushes forward to the front of the skeletons. Before they all could attack Gotta-go at once, the bard raises his hand and unleashes a shockwave that hits all of them. The skeletons that are already hit by Anne and Richard breaks instantly, their bones flew into various directions.
The last two skeletons manages to stand their ground from the shockwave, retreats to take cover behind a tall tree (gaining +2 AC against ranged attacks), and shoots two arrow against Gotta-go, but both misses.
You can take your turns!
Skel E's Attack: 17 Damage: 5
Skel F's Attack: 8 Damage: 8
so, the diggers from before have crossbows right? If it's already loaded beforehand, can Richard jump and do a roll from the tree to the diggers, loot both crossbows and shoot them all with each one hand? It's ok if it should get >15 or perhaps >17 roll to hit. (plus : if it's allowed, how much damage it will do? (the dice))
==DM==
Sure! First a DC10 Acrobatics roll is in order to jump and maneuver to the unconscious cultist. A failure would be a rough landing, take 1d6 damage.
Then as those crossbows are light crossbows - not hand crossbows - you may make attack with both of them with disadvantage!