a blister agent using poison oak (which is abundant in the NW) with delivery in a similar fashion as the oleander bombs (CON sv 16: else no action that round and if anything covering the body is not removed CON sv for next three rds or lose action each round clothed) so these are area of effect (withing 5' of impact) incapacitating agents.
Someone else made the fire bombs, but I think treating them like a flask of oil would be about right.
"So," Aleister says in a low voice, "find out where they are sleeping in greatest concentration an hit the with one of each bomb, then," he grins maliciously, "smack them down with all we got! But until the bombs are throw don't get close to the targets lest you get the benefit of my toys, hehehe."
When all are ready to go and targets are identified:
This post has potentially manipulated dice roll results.
George will move quietly and close on the group, studying them to find their weakness ([magicspell]hunters mark[/magicspell]). He'll wait for the first bombs to hit and then open up with his longbow, using Horde Breaker wherever possible.
Initative: 10
Stealth: 8
Attack: 8 Damage: 8
Hunters Mark 2
Horde Breaker Attack: 10 Damage: 4
EDIT: Sorry all - tried adding in Hunters Mark damage and it screwed things up.
I tested this, if you delete the extra roll that causes the warning message it goes away and the original post returns.
Thomas will handle the spells. Everyone who doesn't already have darkvision will get it. Thomas will then cast the 40' Fog cloud to slowly fill the bandit's camp. Gamliel will help find scouts/guards. Thomas will - when everyone has done what they wanted into the cloud - use Control Flame to extinguish the camp fire. He will only move to 60' at that point, fully stealthed. After the fire is out, he will be shooting, then hiding and scooting.
Initiative - 9
Stealth - 23
Remember, only spells with a duration of 10 minutes or longer. Control Flame has an instantaneous duration
a blister agent using poison oak (which is abundant in the NW) with delivery in a similar fashion as the oleander bombs (CON sv 16: else no action that round and if anything covering the body is not removed CON sv for next three rds or lose action each round clothed) so these are area of effect (withing 5' of impact) incapacitating agents.
Someone else made the fire bombs, but I think treating them like a flask of oil would be about right.
"So," Aleister says in a low voice, "find out where they are sleeping in greatest concentration an hit the with one of each bomb, then," he grins maliciously, "smack them down with all we got! But until the bombs are throw don't get close to the targets lest you get the benefit of my toys, hehehe."
When all are ready to go and targets are identified:
Initiative 2
Attk ( Poison Oak) 9
"Curse I say, Cursed!"
If these are area of affect then there is no attack roll. What radius 5'?
Ooc- that would remove almost every cantrip. Even mage hand. What ones are good, and I’ll replace it on the character sheet?
Rollback Post to RevisionRollBack
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
a blister agent using poison oak (which is abundant in the NW) with delivery in a similar fashion as the oleander bombs (CON sv 16: else no action that round and if anything covering the body is not removed CON sv for next three rds or lose action each round clothed) so these are area of effect (withing 5' of impact) incapacitating agents.
Someone else made the fire bombs, but I think treating them like a flask of oil would be about right.
"So," Aleister says in a low voice, "find out where they are sleeping in greatest concentration an hit the with one of each bomb, then," he grins maliciously, "smack them down with all we got! But until the bombs are throw don't get close to the targets lest you get the benefit of my toys, hehehe."
When all are ready to go and targets are identified:
Initiative 2
Attk ( Poison Oak) 9
"Curse I say, Cursed!"
I've added those descriptions to the notes section on the campaign page for future reference
Create Bonfire Guidance Mending Produce Flame Resistance Shillelagh (This is like True Strike or Hunters Mark - a real combat spell but you have to spend a minute before the battle preparing so of limited value)
Something that always gets forgotten. Range attacks on prone targets have disadvantage. Two of the bandits are on watch and standing. The rest are asleep and lying down. Throwing grenades with a 5' radius effect gives you the chance of catching 1d3 prone people. If you are using grenades tell me which type and roll your 1d3 and damage (if applicable)
Surprise round
21 Max throws a poison grenade to try and catch as many people as possible 3 damage 4 three saves 182220 (now that was impressive - 3 saves) 16 Uthvern sneaks in 21 and a guard spots him 10 George fires and misses (second guard not close enough for 2nd shot) 9 Thomas (I've just realised that you are causing mist to appear. That screws up your range attacks) 9 Sarah puts an arrow into one of their sentries for 5 damage 2 Aleister
Once the stuff starts flying, Thomas will let the mist dissipate and begin firing his crossbow, then hiding and moving away from where he was slightly (20') to give the impression of more forces.
Crossbow Attack: 21 Damage: 8, Stealth 25
Rollback Post to RevisionRollBack
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
Panic is a mechanism that strengthens the gene pool.
Regular post#1286
a blister agent using poison oak (which is abundant in the NW) with delivery in a similar fashion as the oleander bombs (CON sv 16: else no action that round and if anything covering the body is not removed CON sv for next three rds or lose action each round clothed) so these are area of effect (withing 5' of impact) incapacitating agents.
Someone else made the fire bombs, but I think treating them like a flask of oil would be about right.
"So," Aleister says in a low voice, "find out where they are sleeping in greatest concentration an hit the with one of each bomb, then," he grins maliciously, "smack them down with all we got! But until the bombs are throw don't get close to the targets lest you get the benefit of my toys, hehehe."
When all are ready to go and targets are identified:
Initiative 2
Attk ( Poison Oak) 9
"Curse I say, Cursed!"
Panic is a mechanism that strengthens the gene pool.
Test
11
I tested this, if you delete the extra roll that causes the warning message it goes away and the original post returns.
Surprise round
21 Max throws a poison grenade to try and catch as many people as possible 3
10 George
9 Thomas
9 Sarah puts an arrow into one of their sentries for 5 damage
2 Aleister
Remember, only spells with a duration of 10 minutes or longer. Control Flame has an instantaneous duration
If these are area of affect then there is no attack roll. What radius 5'?
Then maybe let Sarah do it using her maintained Prestidigitation prior to attacking?
Ooc- that would remove almost every cantrip. Even mage hand. What ones are good, and I’ll replace it on the character sheet?
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Initiative 16
Uthvern will also go to sneak towards the camp as well, 9
Ooc. How close is the closest one to him that he could see? Given the night vision granted by Thomas, I think?
Sarah is willing to help for advantage, if you need it.
Any advantage Aleister can get in this situation he'll take!
"Remember," he whispers quietly, "don't close until the bombs go off and then stab the bustards through their mother connectors."
Panic is a mechanism that strengthens the gene pool.
thanks - updated!
I've added those descriptions to the notes section on the campaign page for future reference
As I have done for the warlock list
Create Bonfire
Dancing Lights
Friends
Light
Mage Hand
Minor Illusion
True Strike
Prestidigitation
We also have a druid so
Create Bonfire
Guidance
Mending
Produce Flame
Resistance
Shillelagh (This is like True Strike or Hunters Mark - a real combat spell but you have to spend a minute before the battle preparing so of limited value)
Something that always gets forgotten. Range attacks on prone targets have disadvantage. Two of the bandits are on watch and standing. The rest are asleep and lying down. Throwing grenades with a 5' radius effect gives you the chance of catching 1d3 prone people. If you are using grenades tell me which type and roll your 1d3 and damage (if applicable)
Surprise round
21 Max throws a poison grenade to try and catch as many people as possible 3 damage 4 three saves 18 22 20 (now that was impressive - 3 saves)
16 Uthvern sneaks in 21 and a guard spots him
10 George fires and misses (second guard not close enough for 2nd shot)
9 Thomas (I've just realised that you are causing mist to appear. That screws up your range attacks)
9 Sarah puts an arrow into one of their sentries for 5 damage
2 Aleister
Once the stuff starts flying, Thomas will let the mist dissipate and begin firing his crossbow, then hiding and moving away from where he was slightly (20') to give the impression of more forces.
Crossbow Attack: 21 Damage: 8, Stealth 25
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Sarah will keep picking away at the sentry she hit before, moving if need be.
Attack: 14 Damage: 10
Also, a perception roll to see how armed and armored they are.
Perception 17
George keeps it up:
Attack: 13 Damage: 10
Hunters Mark 3
Horde Breaker: Attack: 25 Damage: 10