Tyr will throw another dagger from his position before trying to hide and then move trying to remain hidden from the snake. As the dagger returns to his belt he just smiles, as he thinks about how well spent his money was proving to be.
OOC:
Action: Attack: 15 Damage: 8
if with advantage:
Attack: 14 Damage: 6
Sneak attack: 10
Bonus action: using cunning action to hide after throwing the dagger stealth check: 28
Movement: 15ft in whichever direction will allow him to remain hidden from the creature
Noticing his punches are not doing much, Hermenor reaches into his pocket and brings out a few darts. He takes a few steps away from the snake-man knowing his reaction time is still a bit out of sorts (Open hand Technique should still be in play until the end of this turn). Hermenor should be 15 feet away from his target now.
Professor Honeyton snarls at the snake-man as his companions assault it. Honeyton bellows vehemently as he lunges forth, broadening his jaw for a vicious bite attack.
Bite: Attack: 7 Damage: 7
Honeyton follows up via hurling his hand toward the snake-man for a wild claw attack.
Priton lunges once more at the snake man wrapping his arms around the torso and holding him slightly aloft. The snake man is now grappled. The snake body fouling around Priton makes it more difficult for the party to land a strike. Tyr’s first dagger strikes deep as it lodged into the scaly body. However the second dagger bounces off the thick leather like hide. Same goes for Hermenor’s dart. In the chaos of the fight, Honeyton is slightly confused at attacking this new creature and misses with hesitation.
Ragnir lands a solid blow in the diaphragm of the man half. A solid thud is heard as the air escapes his lungs.
Angered by this the snake man yells out “Tol lak va kysik!” As it attempts to sink its fangs into Priton.
Attack: 17 Damage: 10
Looking around the Snake monster cracks the whip towards Honeyton. Lashing out with a thunderous crack.
Attack: 19 Damage: 7
As it recoils after trying to bite Priton it swipes its tail at Hermenor (disadvantage)
Attack: 8 Damage: 11
The snake man is frantically swiping out with a quickness and desperation it didn’t have before. His demeanor has changed from attacking survival as it continues its viscous attacks. A slight look of panic can be seen in its eyes.
The fangs are not able to pierce through the armor on Priton’s shoulders.
The whip cracks Honeyton across the back as he lets out a howl in pain.
The tail swipe is seen by Hermenor before it even acts as Hermenor Catches the tail swiping towards his face.
Currently you have the SnakeMan surrounded by Honeyton, Ragnir, and Hermenor; as Priton holds it in place. Tyr is somewhere in the shadows hidden from sight away from the main battle. The creature looks to be on its last breaths, but it’s determination hasn’t changed.
Hermenor was 15 feet away from the enemy as he created some distance in the previous turn in order to throw his dart. He again takes advantage of this distance to launch anther dart, aiming at the tail as to land a non-lethal blow.
Honeyton howls fiercely as he gets whipped by the snake man. Instinctively, Honeyton is enraged and wants to rip its throat out. Honeyton realizes the others aren't going for killing blows, so Honeyton goes to crunch the snakeman's arm.
Bite: Attack: 15 Damage: 11
Honeyton will swipe his claws onto the snakeman's leg as a maiming attack.
The Snake creature struggles against Priton’s grasp as his words have little effect. The fierceness in his eyes linger as they dart back and forth.Hermenor’s dart lands, piercing the belly of the beast.
As Honeyton clamps down on the Snake Man’s arm, a loud snap can be heard as it’s arm breaks. The Professor’s claws rake across the body. The SnakeMan stops resisting as it falls unconscious. Passing out from pain, but you can tell he is still breathing as it’s stomach labors up and down with each breath.
the immediate threat has been neutralized. You stand in a natural cavern room that’s apparently used for storage as it is lined with wooden crates. The crates have a waxy seal at each edge. There is probably about 8 5 x 5 x 4 crate/boxes. On the opposite side from where you entered the tunnel continues.
Seeing the state of the creature and how his companions are reacting Tyr will draws a dagger waiting for the creature to make an aggressive action towards any of his companions trying to negotiate with it.
OOC:
Action:Holding an attack - Tyr will throw the dagger if the creature reacts hostile towards his companions attempts at negotiating with it.
Professor Honeyton grunts a few times to calm himself down as the enemy has been neutralized. "Snakes are bad." Honeyton says in a whimsical tone. Honeyton decides to leave the rest to his companions, as he's curious to what's inside the crates. Honeyton approaches the first crate nearest him and starts sniffing it to determine if he can smell what's inside.
Looking around the crates, they are all filled with manacles, chains, cloths, and glass bottles filled a green translucent liquid. There are probably 25 in each crate. They have a corked top and a wax seal.
In the last crate there is a different assortment of materials: syringes, empty vials, buckets, scalpels, clamps, tongs, a different array of liquids with varying colors, consistencies, and materials floating inside.
This post has potentially manipulated dice roll results.
Hermenor picks up one the the many bottles filled with translucent green liquid and pops the cork open. He sniffs the liquid trying to identify it (perception: 7). Then:
-> If Hermenor knows what the liquid is and it is beneficial, he will take a sip.
-> if Hermenor does not know what it is but it doesn’t smell foul, he will dip his little finger in it and touch his tongue to the droplet.
-> Else, Hermenor will simply inform his colleagues about what he discovers.
Tyr will throw another dagger from his position before trying to hide and then move trying to remain hidden from the snake. As the dagger returns to his belt he just smiles, as he thinks about how well spent his money was proving to be.
OOC:
Action: Attack: 15 Damage: 8
if with advantage:
Attack: 14 Damage: 6
Sneak attack: 10
Bonus action: using cunning action to hide after throwing the dagger stealth check: 28
Movement: 15ft in whichever direction will allow him to remain hidden from the creature
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
(OOC: he made his saving throw in post #1020, and sure thing!)
reroll on bite attack; 13
(OOC: so bite doesn’t hit and no poison damage, or effect. Good choice)
makos forgot to mention party’s initiative.
Hermenor reels back: "That was too close!"
Noticing his punches are not doing much, Hermenor reaches into his pocket and brings out a few darts. He takes a few steps away from the snake-man knowing his reaction time is still a bit out of sorts (Open hand Technique should still be in play until the end of this turn). Hermenor should be 15 feet away from his target now.
Action: Attack
-> Dart vs. Snaky-man: Attack: 12 Damage: 9 piercing.
Bonus Action: Patient Defense (1 Ki point)
-> Hermenor assumes a defensive stance (dodge).
"Dammit snake thing." Priton says as he lunges again at the snake using his inspo dice this time
Athletics 1: 16
Advantage Roll: 25
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Ragnir is going to punch the snake man since the goal is to not kill it.
'Movement: whatever i need to get into melee range of the snake man if i'm not in melee range. (25ft)
Action: Attack: 19 (unarmed/bludgeoning)
Damage: (if it hits) 4 (bludgeoning damage)
Bonus Action: no bonus action this turn.
list of my games/characters in the spoiler
Looking for a new game, if you need a player private message me.
Professor Honeyton snarls at the snake-man as his companions assault it. Honeyton bellows vehemently as he lunges forth, broadening his jaw for a vicious bite attack.
Bite:
Attack: 7
Damage: 7
Honeyton follows up via hurling his hand toward the snake-man for a wild claw attack.
Claw:
Attack: 10
Damage: 8
DM: Waterdeep: Dragon Heist
Priton lunges once more at the snake man wrapping his arms around the torso and holding him slightly aloft. The snake man is now grappled. The snake body fouling around Priton makes it more difficult for the party to land a strike. Tyr’s first dagger strikes deep as it lodged into the scaly body. However the second dagger bounces off the thick leather like hide. Same goes for Hermenor’s dart. In the chaos of the fight, Honeyton is slightly confused at attacking this new creature and misses with hesitation.
Ragnir lands a solid blow in the diaphragm of the man half. A solid thud is heard as the air escapes his lungs.
Angered by this the snake man yells out “Tol lak va kysik!” As it attempts to sink its fangs into Priton.
Attack: 17 Damage: 10
Looking around the Snake monster cracks the whip towards Honeyton. Lashing out with a thunderous crack.
Attack: 19 Damage: 7
As it recoils after trying to bite Priton it swipes its tail at Hermenor (disadvantage)
Attack: 8 Damage: 11
The snake man is frantically swiping out with a quickness and desperation it didn’t have before. His demeanor has changed from attacking survival as it continues its viscous attacks. A slight look of panic can be seen in its eyes.
The fangs are not able to pierce through the armor on Priton’s shoulders.
The whip cracks Honeyton across the back as he lets out a howl in pain.
The tail swipe is seen by Hermenor before it even acts as Hermenor Catches the tail swiping towards his face.
Currently you have the SnakeMan surrounded by Honeyton, Ragnir, and Hermenor; as Priton holds it in place. Tyr is somewhere in the shadows hidden from sight away from the main battle. The creature looks to be on its last breaths, but it’s determination hasn’t changed.
Party’s initiative
"Hey dude, were not going to kill yas we just wanna talk man." Priton says Persuasion: 14
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Ragnir is going to stand there and look intimidating.
Movement: no movement this turn.
Action: (trying to look intimidating) Intimidation: 9
Bonus Action: Ragnir: (to everyone) "Once he tires out and realizes he is not getting away he'll talk."
list of my games/characters in the spoiler
Looking for a new game, if you need a player private message me.
Hermenor was 15 feet away from the enemy as he created some distance in the previous turn in order to throw his dart. He again takes advantage of this distance to launch anther dart, aiming at the tail as to land a non-lethal blow.
Action: Attack
-> Dart vs. Snaky-man: Attack: 26 Damage: 7 piercing.
Honeyton howls fiercely as he gets whipped by the snake man. Instinctively, Honeyton is enraged and wants to rip its throat out. Honeyton realizes the others aren't going for killing blows, so Honeyton goes to crunch the snakeman's arm.
Bite:
Attack: 15
Damage: 11
Honeyton will swipe his claws onto the snakeman's leg as a maiming attack.
Claw:
Attack: 24
Damage: 10
DM: Waterdeep: Dragon Heist
The Snake creature struggles against Priton’s grasp as his words have little effect. The fierceness in his eyes linger as they dart back and forth.Hermenor’s dart lands, piercing the belly of the beast.
As Honeyton clamps down on the Snake Man’s arm, a loud snap can be heard as it’s arm breaks. The Professor’s claws rake across the body. The SnakeMan stops resisting as it falls unconscious. Passing out from pain, but you can tell he is still breathing as it’s stomach labors up and down with each breath.
the immediate threat has been neutralized. You stand in a natural cavern room that’s apparently used for storage as it is lined with wooden crates. The crates have a waxy seal at each edge. There is probably about 8 5 x 5 x 4 crate/boxes. On the opposite side from where you entered the tunnel continues.
Seeing the state of the creature and how his companions are reacting Tyr will draws a dagger waiting for the creature to make an aggressive action towards any of his companions trying to negotiate with it.
OOC:
Action:Holding an attack - Tyr will throw the dagger if the creature reacts hostile towards his companions attempts at negotiating with it.
Attack: 13 Damage: 6
if with advantage:
Attack: 16 Damage: 6
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Priton will pull out some of the rope from his bag and tie the snake thing up and rest it against a wall
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
Ragnir: (to the party) "Well that could have gone better."
list of my games/characters in the spoiler
Looking for a new game, if you need a player private message me.
Professor Honeyton grunts a few times to calm himself down as the enemy has been neutralized. "Snakes are bad." Honeyton says in a whimsical tone. Honeyton decides to leave the rest to his companions, as he's curious to what's inside the crates. Honeyton approaches the first crate nearest him and starts sniffing it to determine if he can smell what's inside.
Perception: 17
DM: Waterdeep: Dragon Heist
Looking around the crates, they are all filled with manacles, chains, cloths, and glass bottles filled a green translucent liquid. There are probably 25 in each crate. They have a corked top and a wax seal.
In the last crate there is a different assortment of materials: syringes, empty vials, buckets, scalpels, clamps, tongs, a different array of liquids with varying colors, consistencies, and materials floating inside.
Hermenor picks up one the the many bottles filled with translucent green liquid and pops the cork open. He sniffs the liquid trying to identify it (perception: 7). Then:
-> If Hermenor knows what the liquid is and it is beneficial, he will take a sip.
-> if Hermenor does not know what it is but it doesn’t smell foul, he will dip his little finger in it and touch his tongue to the droplet.
-> Else, Hermenor will simply inform his colleagues about what he discovers.
"Tell me when you want me to get em up, i can give him a bit of healing to wake him, just tell me when everyone's ready
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM: