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 Crossbow Attack: 21 Damage: 8, Stealth 25 9 Sarah puts an arrow into one of their sentries for 5 damage 2 Aleister throws a poison oak grenade at 2 of them Saves 612
Round 1
21 Max draws his sword and shield and closes 16 Uthvern 10 George kills the wounded sentry 9 Thomas 9 Sarah hits and damges the other sentry 10 8 Bandits 2 Aleister
Rinse and repeat. Thomas pops out from the shadows, fires and fades away again, thankful for his Ghillie.
Crossbow Attack: 11 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
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 Crossbow Attack: 21 Damage: 8, Stealth 25 9 Sarah puts an arrow into one of their sentries for 5 damage 2 Aleister throws a poison oak grenade at 2 of them Saves 612
Round 1
21 Max draws his sword and shield and closes 16 Uthvern 10 George kills the wounded sentry 9 Thomas shoots and misses, he then hides again 9 Sarah hits and damages the other sentry 10 8 Bandits 2 Aleister
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 Crossbow Attack: 21 Damage: 8, Stealth 25 9 Sarah puts an arrow into one of their sentries for 5 damage 2 Aleister throws a poison oak grenade at 3 of them Saves 612 23as there is a minimum of 1 save or fail is irrelevant
Round 1
21 Max draws his sword and shield and closes 16 Uthvern having closed on the remaining sentry strikes with his katana 12 and he misses 10 George kills the wounded sentry 9 Thomas shoots and misses, he then hides again 9 Sarah hits and damages the other sentry 10 8 Bandits the sleepers rise, most blinded by the clouds of poison smoke, Two grab their swords and shields and attack Max and Uthvern 2020 (no, you're not close enough to each other the interfere) 119 2 Aleister
ALeister will plug one of the blinded scumbags with his dart thrower.
Atkk 5
Dmg 6
OCC A rough calculation gives Aleister a 5% chance of hitting anything (excepting himself and even that is doubtful. So next time he will try to heal a foe and at the last microsecond say "fooled ye" and then stick 'em
This post has potentially manipulated dice roll results.
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 Crossbow Attack: 21 Damage: 8, Stealth 25 9 Sarah puts an arrow into one of their sentries for 5 damage 2 Aleister throws a poison oak grenade at 3 of them Saves 612 23as there is a minimum of 1 save or fail is irrelevant
Round 1
21 Max draws his sword and shield and closes 16 Uthvern having closed on the remaining sentry strikes with his katana 12 and he misses 10 George kills the wounded sentry 9 Thomas shoots and misses, he then hides again 9 Sarah hits and damages the other sentry 10 8 Bandits the sleepers rise, most blinded by the clouds of poison smoke, Two grab their swords and shields and attack Max and Uthvern 2020 (no, you're not close enough to each other the interfere) 119 2 Aleister misses, again. There's a lot of that going around
Round 2
21 Max strikes at the wounded guard 20 for 6 damager 16 Uthvern 10 George kills the wounded guard. Only sleepers left 9 Thomas 9 Sarah misses her attack at the awakened scumbags 8 Bandits 2 Aleister
Thomas picks a group of unarmored, unengaged foes and tosses one of the firebombs at the group, wincing at the thought of burning flesh. He slips into the shadows as the weapon arcs through the air into the group.
OOC - Bonus Dash action to get within range then out of range and back into the shadows. Is 2d6 correct for these things? And is their AoE 5' radius? How long does it last? Aiming for any few not in combat - probably trying to get their stuff on.
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
This post has potentially manipulated dice roll results.
OOC damage didn't work, so - 6
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
"That's just a poke in the nose ye wee shite!" Aleister screams.
Did Aleister by chance trip over the black cat walking across his path, stumble under a ladder into a full length mirror while stepping on the cracks in the pavement. On Friday the 13th?
Thomas picks a group of unarmored, unengaged foes and tosses one of the firebombs at the group, wincing at the thought of burning flesh. He slips into the shadows as the weapon arcs through the air into the group.
OOC - Bonus Dash action to get within range then out of range and back into the shadows. Is 2d6 correct for these things? And is their AoE 5' radius? How long does it last? Aiming for any few not in combat - probably trying to get their stuff on.
You forgot spilling salt when confronted by his doppleganger as he was reach for the shoes he left on the table, have set down an open umbrella to do so - (while inside of course).
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 Crossbow Attack: 21 Damage: 8, Stealth 25 9 Sarah puts an arrow into one of their sentries for 5 damage 2 Aleister throws a poison oak grenade at 3 of them Saves 612 23 as there is a minimum of 1 save or fail is irrelevant
Round 1
21 Max draws his sword and shield and closes 16 Uthvern having closed on the remaining sentry strikes with his katana 12 and he misses 10 George kills the wounded sentry 9 Thomas shoots and misses, he then hides again 9 Sarah hits and damages the other sentry 10 8 Bandits the sleepers rise, most blinded by the clouds of poison smoke, Two grab their swords and shields and attack Max and Uthvern 2020 (no, you're not close enough to each other the interfere) 119 2 Aleister misses, again. There's a lot of that going around
Round 2
21 Max strikes at the wounded guard 20 for 6 damage 16 Uthvern swings at a new target, and misses (welcome back) 10 George kills the wounded guard. Only sleepers left 9 Thomas closes on the bandits and throws a fire bomb at one for4 damage 9 Sarah misses her attack at the awakened scumbags 8 Bandits The burning one tries to extinguish the fire 2 the two attacking Max and Uthvern continue 823 Uthvern hit for 4 The others get their swords and shields and move out of the smoke filled camp area. 2 Aleister
You start 60' feet out so a double move to reach your target
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 Crossbow Attack: 21 Damage: 8, Stealth 25
9 Sarah puts an arrow into one of their sentries for 5 damage
2 Aleister throws a poison oak grenade at 2 of them Saves 6 12
Round 1
21 Max draws his sword and shield and closes
16 Uthvern
10 George kills the wounded sentry
9 Thomas
9 Sarah hits and damges the other sentry 10
8 Bandits
2 Aleister
Rinse and repeat. Thomas pops out from the shadows, fires and fades away again, thankful for his Ghillie.
Crossbow Attack: 11 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
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 Crossbow Attack: 21 Damage: 8, Stealth 25
9 Sarah puts an arrow into one of their sentries for 5 damage
2 Aleister throws a poison oak grenade at 2 of them Saves 6 12
Round 1
21 Max draws his sword and shield and closes
16 Uthvern
10 George kills the wounded sentry
9 Thomas shoots and misses, he then hides again
9 Sarah hits and damages the other sentry 10
8 Bandits
2 Aleister
OCC Ach! Blimey, 't'is indeed an area weapon: it be 5' that I'm forgettin'.
Panic is a mechanism that strengthens the gene pool.
Aleister will throw a Oleander Bomb
Poison 1d12 sv CON 16 for half - Blinded by the smoke for 1 rd if within 5' no sv
5 1-2=1; 3-4=2; 5-6=3 (mmmm... no d3 so used a d6)
Damage 1
All are blinded for 1 rd, yes?
OCC Flaming Holy Orifice of Blatusky! Cursed I say, Cursed!
Panic is a mechanism that strengthens the gene pool.
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 Crossbow Attack: 21 Damage: 8, Stealth 25
9 Sarah puts an arrow into one of their sentries for 5 damage
2 Aleister throws a poison oak grenade at 3 of them Saves 6 12 23 as there is a minimum of 1 save or fail is irrelevant
Round 1
21 Max draws his sword and shield and closes
16 Uthvern having closed on the remaining sentry strikes with his katana 12 and he misses
10 George kills the wounded sentry
9 Thomas shoots and misses, he then hides again
9 Sarah hits and damages the other sentry 10
8 Bandits the sleepers rise, most blinded by the clouds of poison smoke, Two grab their swords and shields and attack Max and Uthvern 20 20 (no, you're not close enough to each other the interfere) 11 9
2 Aleister
Sarah swears a little under her breath and sends another arrow into one of the standing bandits.
Attack: 11 Damage: 5
Apologies forgot the advantage. Best of two...
Attack: 11 Damage: 5
The curse is catching :D
George R3
Continues to pump arrows into the gangers
Attack: 10 Damage: 7
Hunters Mark 5
ALeister will plug one of the blinded scumbags with his dart thrower.
Atkk 5
Dmg 6
OCC A rough calculation gives Aleister a 5% chance of hitting anything (excepting himself and even that is doubtful. So next time he will try to heal a foe and at the last microsecond say "fooled ye" and then stick 'em
Panic is a mechanism that strengthens the gene pool.
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 Crossbow Attack: 21 Damage: 8, Stealth 25
9 Sarah puts an arrow into one of their sentries for 5 damage
2 Aleister throws a poison oak grenade at 3 of them Saves 6 12 23 as there is a minimum of 1 save or fail is irrelevant
Round 1
21 Max draws his sword and shield and closes
16 Uthvern having closed on the remaining sentry strikes with his katana 12 and he misses
10 George kills the wounded sentry
9 Thomas shoots and misses, he then hides again
9 Sarah hits and damages the other sentry 10
8 Bandits the sleepers rise, most blinded by the clouds of poison smoke, Two grab their swords and shields and attack Max and Uthvern 20 20 (no, you're not close enough to each other the interfere) 11 9
2 Aleister misses, again. There's a lot of that going around
Round 2
21 Max strikes at the wounded guard 20 for 6 damager
16 Uthvern
10 George kills the wounded guard. Only sleepers left
9 Thomas
9 Sarah misses her attack at the awakened scumbags
8 Bandits
2 Aleister
Aleister will try again....
Attk 20
Dmg 4
"That's just a poke in the nose ye wee shite!" Aleister screams.
Panic is a mechanism that strengthens the gene pool.
Thomas picks a group of unarmored, unengaged foes and tosses one of the firebombs at the group, wincing at the thought of burning flesh. He slips into the shadows as the weapon arcs through the air into the group.
AoE Attack: 15 Damage: [roll](if([roll:-1:critical], =0, 2d6, 2{2d6}.expand()))[/roll
Stealth 23
OOC - Bonus Dash action to get within range then out of range and back into the shadows. Is 2d6 correct for these things? And is their AoE 5' radius? How long does it last? Aiming for any few not in combat - probably trying to get their stuff on.
“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
OOC damage didn't work, so - 6
“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
Did Aleister by chance trip over the black cat walking across his path, stumble under a ladder into a full length mirror while stepping on the cracks in the pavement. On Friday the 13th?
https://www.dndbeyond.com/equipment/alchemists-fire-flask
You forgot spilling salt when confronted by his doppleganger as he was reach for the shoes he left on the table, have set down an open umbrella to do so - (while inside of course).
Panic is a mechanism that strengthens the gene pool.
Ooc. Shit sorry, last couple of days were hectic and didnt have time.
Ic. Uthvern will go to the closest enemy hopefully in range and swing of possible,
Attack: 7 Damage: 12
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 Crossbow Attack: 21 Damage: 8, Stealth 25
9 Sarah puts an arrow into one of their sentries for 5 damage
2 Aleister throws a poison oak grenade at 3 of them Saves 6 12 23 as there is a minimum of 1 save or fail is irrelevant
Round 1
21 Max draws his sword and shield and closes
16 Uthvern having closed on the remaining sentry strikes with his katana 12 and he misses
10 George kills the wounded sentry
9 Thomas shoots and misses, he then hides again
9 Sarah hits and damages the other sentry 10
8 Bandits the sleepers rise, most blinded by the clouds of poison smoke, Two grab their swords and shields and attack Max and Uthvern 20 20 (no, you're not close enough to each other the interfere) 11 9
2 Aleister misses, again. There's a lot of that going around
Round 2
21 Max strikes at the wounded guard 20 for 6 damage
16 Uthvern swings at a new target, and misses (welcome back)
10 George kills the wounded guard. Only sleepers left
9 Thomas closes on the bandits and throws a fire bomb at one for4 damage
9 Sarah misses her attack at the awakened scumbags
8 Bandits The burning one tries to extinguish the fire 2 the two attacking Max and Uthvern continue 8 23 Uthvern hit for 4 The others get their swords and shields and move out of the smoke filled camp area.
2 Aleister
Round 3:
Less than pleased with her failed shot, Sarah tries again. Again she aims for one of the standing miscreants.
Attack: 21 Damage: 10
Sorry if I'm jumping the gun- have to take my little corella to the vet.