You're group and the large man are about 25' away from each other at this point, at which point two figures emerge from the shadows surprising everyone with bows at the ready... Pyre and Whisper both notice that the same torchlight causes neither of them to cast a shadow. The large man finally takes notice of Current and Quake and they take notice of him and all three of them are just starting to react to the evolving situation.
// So here's my ruling, cause it was a cluster of some not noticing others but not being noticed themselves, and what not... Quake, Current and the large guard are all surprised therefore TEN will be added to each of their initiatives during resolution and they cannot take any reactions this turn. Pyre, Whisper and the two archers are considered hidden. Therefore, the only target the four of you see is the large man, and the only targets the opposition see are Quake and Current.//
The parts I bolded in the quote seem to be contradictory, stating the party both sees the archers, and that they don't see the archers. Can I get a clarification on this before I post the party's intended actions?
You're group and the large man are about 25' away from each other at this point, at which point two figures emerge from the shadows surprising everyone with bows at the ready... Pyre and Whisper both notice that the same torchlight causes neither of them to cast a shadow. The large man finally takes notice of Current and Quake and they take notice of him and all three of them are just starting to react to the evolving situation.
// So here's my ruling, cause it was a cluster of some not noticing others but not being noticed themselves, and what not... Quake, Current and the large guard are all surprised therefore TEN will be added to each of their initiatives during resolution and they cannot take any reactions this turn. Pyre, Whisper and the two archers are considered hidden. Therefore, the only target the four of you see is the large man, and the only targets the opposition see are Quake and Current.//
The parts I bolded in the quote seem to be contradictory, stating the party both sees the archers, and that they don't see the archers. Can I get a clarification on this before I post the party's intended actions?
// OOC - I was trying to add flavor to the moment, but I understand the confusion. Therefore, I will edit/retcon my post, please see below. //
Your group and the large man are about 25 feet away from each other. The large man finally takes notice of Current and Quake just as they take notice of him. He seems to be readying his spear while eyeing both Current and Quake.
// Current, Quake and the large man are all considered to be "surprised" and therefore must add "10" to their initiative counts and cannot take reactions this first round. Whisper and Pyre can take their initiative normally and if they have any special abilities against "surprised creatures" (e.g., the assassin's auto-crit) it can be used against the large man. Please describe the actions you wish to take. If casting a spell, please list the expected spell level to be cast as it will affect your initiative. Feel free to roll your own initiative, if not, I will do so. //
This post has potentially manipulated dice roll results.
Whisper, seeing the large man readying a weapon decides to initiate combat for the group.
Whisper: movement into range, sneak attack rapier, bonus action offhand dagger. Advantage via weapon of warning. 1d6 + 1d8adv + 1d4
10 or 9
Pyre: will cast a minor illusion of a broken cart in the alley behind them, he idea is to give a visual excuse for any clatter or racket they make, and also dissuade anyone from following down the alley any further. Cantrip 1d4
1
Quake: stutter steps on seeing the large man, but springs into action as Whisper darts past, throwing a javelins and then rushing forward. 1d6 weapon attack and 1d6 movement, plus penalty.
19
Current: is startled by the man, but focused on the bump on the wall. He will give it a good looking over before summoning his spiritual weapon. 1d6 other action + 1d4+2 + penalty. Advantage via sentinel shield.
The large guard storms towards Quake looking to meet him halfway charging in with his shield ready to bash him while raising his spear up for a couple of follow-up stabs, Quake notices a flair to this giant man's step, as if he could have fought in an arena or two in his time. { Bouncer - Movement (1d6) + larger die of shield (1d4) or spear (1d8) + 10 penalty ... 21 - no reactions available}
From out of the shadows, behind the large gladiatorial figure, emerge two cloaked figures each with bow and arrow drawn - everyone is surprised to see them there, and after they let loose their arrows, they seem equally surprised to see Pyre and Whisper, and are unsure if they should move or not. Pyre and Whisper do notice something odd... neither seem to be casting a shadow. {Thug 1 - Movement (1d6) + longbow (1d8) ... 9 } {Thug 2 - Movement (1d6) + longbow (1d8) ... 6 }
Current, trying to get a better look at the bump along the wall towards the north end of the alley, notices movement and sees a third figure, like the two archers, scouting through the shadows with a shortsword drawn. Seeing the activity, he is dashing south towards the forming melee but will still be out of reach before everyone gets a chance to react. {Thug 3 - Movement (1d6) + dash (1d6) + 10 penalty... 18 - no reactions available}
RESOLUTION 1st Draft - if anyone chooses to delay their turn, please advise. If you'd like to make some adjustments in reaction to how this is unfolding, please message me with the details.
2 - Pyre: will cast a minor illusion of a broken cart in the alley behind them, he idea is to give a visual excuse for any clatter or racket they make, and also dissuade anyone from following down the alley any further. (DC 17 Insight to see past the illusion)
6 - Thug 2 raises his bow at Quake, the immediate threat, taking two shots at him (#1 Attack: 7 Damage: 6 #2 Attack: 16 Damage: 3 ) Both attacks hit nipping at Quakes arm and shoulder... Quake seems to hardly notice the arrows.
7 - Whisper: movement into range, sneak attacks the bouncer with his rapier and his off-hand dagger. (Attack on Bouncer - RAPIER: Attack: 22 Damage: 8; DAGGER: Attack: 8 Damage: 3, Sneak Attack if they hit: 4. Whisper manages to get both his rapier and dagger into the gladiator, managing to find a soft spot between the bindings of the armor.
9 - Thug 1 raises his bow at Current, noticing that his gaze drifted up the alley, taking two shots at him (#1 Attack: 5 Damage: 3 #2 Attack: 11 Damage: 7 ) The arrows shoot through the air one going wide the other being easily deflected when Current snaps his shield up.
17 - Current observes the wall noticing the bump there where it shouldn't be, but then sees a 4th assailant, shadow-less like the two archers, stalking his way down the alley with a shortsword drawn - that is until a broken down cart appears as if from nowhere somewhat blocking the view between the two parties. Current touches his shield where his divine focus had been attached and casts Spiritual Weapon. A massive spectral hammer seeming made of water and crackling with electricity manifests, waiting for instructions on what to do.
18 Thug 3 begins to dash southward towards the melee when a large broken down cart appears out of nowhere (Insight check 18)... Shocked by its sudden appearance and believing it to be real, the thug tries to avoid the cart and ends up stumbling while doing so, ending his momentum well earlier than his intentions seemed. It would seem that he would need to dash again to get up close to the combat.
21 - The gladiator-like man bears down on Quake who was charging in, taking a shot with his shield first (shield bash DC 15 STR Save) Attack: 20 Damage: 4, then two attacks with his spears (Attack 01 Attack: 6 Damage: 11 Attack 02 Attack: 6 Damage: 10)
22 - Quake sees this all unfold and charges in to battle. He raises his great axe, aiming for the gladiator and swings. Attack: 23 Damage: Unable to parse dice roll. Quake, seeing the shield bash coming, attempts to hold his ground 22 STR Save and manages to do so.
Edit: I remember the saving throw being originally 18 or 19... Not sure why it changed, but I'm assuming it is a success. Apologies.
Couple of issues. I'm not sure how to delay a turn or change actions in a way that doesn't feel "gamey" or exploitative of meta-information. Especially since you already rolled for the characters.
Also I realized that Currents spell wasn't an action. It was a bonus action. Which are described in the PHB as especially fast spells that explicitly don't take a full action to cast. Does Greyhawk Initiative throw this out and treat all spells as equal? If so this seems to take bonus spells and penalize them rather harshly.
Finally the spiritual weapon has its own movement and attack that are *part* of a single bonus action. How is this to be handled in future rounds?
Hmm. Good point. Well, changing your action would be like maybe casting a different spell, rather than the one you rolled initiative for, and reactions are just reactions like normal. Regarding delaying your turn - it replaces the "held action" and is defined as: Instead of taking your turn on your initiative count, you simply act on a later initiative count, before or after other creatures as you choose. I don't think it would be too gamey to know the order, but perhaps we can break it up a bit in that we don't roll the actual actions so at least the outcomes remain somewhat hidden making reactive decisions w/o knowledge of success/failure. Given the nature of PbP, I think we're okay listing the initiative order, so maybe it's player announces actions, dm announces actions and puts everyone in order of initiative. Then we allow for delays and reactions, etc, and then fill it up with rolls and what not.
As Mearl wrote it, whatever action you perform as a bonus action, you roll the appropriate action die. It does heavily punish those taking bonus actions, i agree, from an initiative standpoint in any case, but you are effectively performing another action of some kind - perhaps we cut the die roll in half (round down) as recognition of it being a bonus action? Because I still think that a person taking an action and a bonus action, despite it being a class ability, would still take longer to plan and enact than someone who just took an action. What are your thoughts?
Well, regarding the bonus action to move a spell, I have two possible solutions:
First, let's revisit the "Choosing Another Creature's Actions" Choosing Another Creature’s Actions If you are in a position to choose the actions that another creature takes on its turn (for example, if you have successfully targeted that creature with the dominate monster spell), you roll initiative for the actions you plan to have the creature take, then add that result to your initiative. The final result is the creature’s initiative. In general, if an effect causes a creature to change its actions and it has not yet taken a turn, the creature rerolls its initiative and adds the result to the initiative of the creature or effect that triggered the change.
So, we could treat it as a creature, and use the above, but I feel that it would be needlessly complicated, and not in keeping with what is going on. An an actual creature is reacting to your instruction, so it would make sense that it goes after you...
...moving a spell effect however, seems like just an extension of your own thought - it does require concentration after all - so it should slow YOU down. Given that I would treat it as an "any other action" and just roll another d6 to your initiative reflecting that you had to concentrate and plan for it which adds to your reaction.
The way I look at initiative is reactionary. Everything you do on your turn is SIX seconds, regardless of what actions, bonus actions, movements you make, etc. Initiative is a reflection of your REACTION to an unfolding situation as in "holy crap, this happened, so I'm going to do this, this and this" and your mind is automatically mapping out the best route to see this through, it's all essentially instantaneous, but still slower than let's say the Hulk who says only "Hulk smash".
So again, this is why I think a die roll should definitely be rolled whenever a bonus action is used. is it oppressive, perhaps, but let's say you cast healing word as your bonus action - do you think healing word at 1st level should take the same time for you to compute in your head as healing word at ninth level? I would expect the latter to force you to react a little slower than the former.
To keep it simple, we could just choose for all bonus actions to be an extra d6 or d4, perhaps the latter. With that said, bonus actions are pretty powerful, and I think by adding to the initiative count, it's a form of balance.
Thoughts before we go on?
Although I have a proposition, let's continue this encounter with the rules as we have listed in the first post of this set, with the addendum being that spells with a "bonus action to move/use feature" after initial casting requires a d6 initiative roll. I propose we do the same for similar spells that require an action to enact (like witchbolt).
Then, for the following encounter, we can try a flat 1d4 for any and all bonus actions (because I'm a strong believer that a BA should not be granted for free).
Are there any other variations that you think would be good to try?
Also for the next round, let's start the same. You and I both announce intended actions, and we include initiative rolls. Maybe to save time, I won't post a preliminary order, we just sort of each figure out who goes where on our own, then we can formulate changes, for instance, maybe i decide to case a higher level spell (pushing back my initiative order), while you decide to react to something I did (reactions are free btw). Then I can summarize it all up with rolls and reactions (if any) included.
// In the meantime, here's the beginning of round two.... but before this starts, please choose a target for your spiritual weapon and roll an attack for round 1 and if you want Current to take an action, feel free to as, at this point, the initiative order for Current wouldn't have an impact right now. Also, I just realized that I read your Minor Illusion wrong. I placed it above by the "bump" (white tab to the left of the cart) as opposed to behind you - apologies.//
The Bouncer painfully notices Whisper and as he turns towards him positions his shield for a bash and you can see him getting a firm grip on his spear.
Thug 1 shuffles the positioning of his feet, as if considering a move, while readying his bow for another attack his eyes darting between the melee in the middle and his ally up the northern alley.
Thug 2 readies his bow, also eyeing the smattering of activity just in front of him, but looks ready to move given his current situation, tucked in the corner of the alley.
Thug 3 having almost fallen through the illusion, he steadies himself and looks to continue the previous path he was ready to take, shortsword in hand.
// There's a shuffle of debris from some nearby crates, everyone - from what seems to be an agonizingly long six seconds - turns to look. What appears before them, from what seemed like an impossibly small space between the crates and the wall, is a bard, a rather drunken bard... well beyond 5-sheets - in fact, yes, you all recognize it to be Ten-Sheets Frank! He begins to play a rather odd melody, you can't quite place it, but they talk about everyone knowing each others name, and just general comfort and familiarity. That's when you all look at each other and realize, that you all don't really know each other and feel like you should - and so you all introduce yourselves to each other and just have a chat - it's a very odd experience. //
// After a few rounds of ales that just happened to appear from behind a crate, Ten-Sheets Frank continues singing, this time about uptight religious folk who crossed a vast ocean and they're near fetish-like obsession with the turkeys that they found there (apparently they are quite the noble bird)! //
From out of the clouds overhead massive heads appear as out of nowhere - each of them a difference color. Somehow, they are only looking directly down at the eight combatants in the valley. They all look down at the two thugs wielding bows and arrows - from behind them a small metallic object shows itself and a bright pink light shines down on them immediately disintegrating them!
Then, they look down upon the four genasi and in a monotone voice, state in a matter of fact tone, "CHOOSE TWO. SHOW ME WHAT YOU GOT!"
// Pairing down the encounter/adventure to make it more feasible for two people to run through quickly. //
Players, please announce your intended actions.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
The parts I bolded in the quote seem to be contradictory, stating the party both sees the archers, and that they don't see the archers. Can I get a clarification on this before I post the party's intended actions?
Your group and the large man are about 25 feet away from each other. The large man finally takes notice of Current and Quake just as they take notice of him. He seems to be readying his spear while eyeing both Current and Quake.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Whisper, seeing the large man readying a weapon decides to initiate combat for the group.
Whisper: movement into range, sneak attack rapier, bonus action offhand dagger. Advantage via weapon of warning. 1d6 + 1d8adv + 1d4
10 or 9
Pyre: will cast a minor illusion of a broken cart in the alley behind them, he idea is to give a visual excuse for any clatter or racket they make, and also dissuade anyone from following down the alley any further. Cantrip 1d4
1
Quake: stutter steps on seeing the large man, but springs into action as Whisper darts past, throwing a javelins and then rushing forward. 1d6 weapon attack and 1d6 movement, plus penalty.
19
Current: is startled by the man, but focused on the bump on the wall. He will give it a good looking over before summoning his spiritual weapon. 1d6 other action + 1d4+2 + penalty. Advantage via sentinel shield.
18 or 17
The large guard storms towards Quake looking to meet him halfway charging in with his shield ready to bash him while raising his spear up for a couple of follow-up stabs, Quake notices a flair to this giant man's step, as if he could have fought in an arena or two in his time.
{ Bouncer - Movement (1d6) + larger die of shield (1d4) or spear (1d8) + 10 penalty ... 21 - no reactions available}
From out of the shadows, behind the large gladiatorial figure, emerge two cloaked figures each with bow and arrow drawn - everyone is surprised to see them there, and after they let loose their arrows, they seem equally surprised to see Pyre and Whisper, and are unsure if they should move or not. Pyre and Whisper do notice something odd... neither seem to be casting a shadow.
{Thug 1 - Movement (1d6) + longbow (1d8) ... 9 }
{Thug 2 - Movement (1d6) + longbow (1d8) ... 6 }
Current, trying to get a better look at the bump along the wall towards the north end of the alley, notices movement and sees a third figure, like the two archers, scouting through the shadows with a shortsword drawn. Seeing the activity, he is dashing south towards the forming melee but will still be out of reach before everyone gets a chance to react.
{Thug 3 - Movement (1d6) + dash (1d6) + 10 penalty... 18 - no reactions available}
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
RESOLUTION 1st Draft - if anyone chooses to delay their turn, please advise. If you'd like to make some adjustments in reaction to how this is unfolding, please message me with the details.
2 - Pyre: will cast a minor illusion of a broken cart in the alley behind them, he idea is to give a visual excuse for any clatter or racket they make, and also dissuade anyone from following down the alley any further. (DC 17 Insight to see past the illusion)
6 - Thug 2 raises his bow at Quake, the immediate threat, taking two shots at him (#1 Attack: 7 Damage: 6 #2 Attack: 16 Damage: 3 ) Both attacks hit nipping at Quakes arm and shoulder... Quake seems to hardly notice the arrows.
7 - Whisper: movement into range, sneak attacks the bouncer with his rapier and his off-hand dagger. (Attack on Bouncer - RAPIER: Attack: 22 Damage: 8; DAGGER: Attack: 8 Damage: 3, Sneak Attack if they hit: 4. Whisper manages to get both his rapier and dagger into the gladiator, managing to find a soft spot between the bindings of the armor.
9 - Thug 1 raises his bow at Current, noticing that his gaze drifted up the alley, taking two shots at him (#1 Attack: 5 Damage: 3 #2 Attack: 11 Damage: 7 ) The arrows shoot through the air one going wide the other being easily deflected when Current snaps his shield up.
17 - Current observes the wall noticing the bump there where it shouldn't be, but then sees a 4th assailant, shadow-less like the two archers, stalking his way down the alley with a shortsword drawn - that is until a broken down cart appears as if from nowhere somewhat blocking the view between the two parties. Current touches his shield where his divine focus had been attached and casts Spiritual Weapon. A massive spectral hammer seeming made of water and crackling with electricity manifests, waiting for instructions on what to do.
18 Thug 3 begins to dash southward towards the melee when a large broken down cart appears out of nowhere (Insight check 18)... Shocked by its sudden appearance and believing it to be real, the thug tries to avoid the cart and ends up stumbling while doing so, ending his momentum well earlier than his intentions seemed. It would seem that he would need to dash again to get up close to the combat.
21 - The gladiator-like man bears down on Quake who was charging in, taking a shot with his shield first (shield bash DC 15 STR Save) Attack: 20 Damage: 4, then two attacks with his spears (Attack 01 Attack: 6 Damage: 11 Attack 02 Attack: 6 Damage: 10)
22 - Quake sees this all unfold and charges in to battle. He raises his great axe, aiming for the gladiator and swings. Attack: 23 Damage: Unable to parse dice roll. Quake, seeing the shield bash coming, attempts to hold his ground 22 STR Save and manages to do so.
Edit: I remember the saving throw being originally 18 or 19... Not sure why it changed, but I'm assuming it is a success. Apologies.
Edit: Quake's damage... 14
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Couple of issues. I'm not sure how to delay a turn or change actions in a way that doesn't feel "gamey" or exploitative of meta-information. Especially since you already rolled for the characters.
Also I realized that Currents spell wasn't an action. It was a bonus action. Which are described in the PHB as especially fast spells that explicitly don't take a full action to cast. Does Greyhawk Initiative throw this out and treat all spells as equal? If so this seems to take bonus spells and penalize them rather harshly.
Finally the spiritual weapon has its own movement and attack that are *part* of a single bonus action. How is this to be handled in future rounds?
Hmm. Good point. Well, changing your action would be like maybe casting a different spell, rather than the one you rolled initiative for, and reactions are just reactions like normal. Regarding delaying your turn - it replaces the "held action" and is defined as: Instead of taking your turn on your initiative count, you simply act on a later initiative count, before or after other creatures as you choose. I don't think it would be too gamey to know the order, but perhaps we can break it up a bit in that we don't roll the actual actions so at least the outcomes remain somewhat hidden making reactive decisions w/o knowledge of success/failure. Given the nature of PbP, I think we're okay listing the initiative order, so maybe it's player announces actions, dm announces actions and puts everyone in order of initiative. Then we allow for delays and reactions, etc, and then fill it up with rolls and what not.
As Mearl wrote it, whatever action you perform as a bonus action, you roll the appropriate action die. It does heavily punish those taking bonus actions, i agree, from an initiative standpoint in any case, but you are effectively performing another action of some kind - perhaps we cut the die roll in half (round down) as recognition of it being a bonus action? Because I still think that a person taking an action and a bonus action, despite it being a class ability, would still take longer to plan and enact than someone who just took an action. What are your thoughts?
Well, regarding the bonus action to move a spell, I have two possible solutions:
First, let's revisit the "Choosing Another Creature's Actions"
Choosing Another Creature’s Actions
If you are in a position to choose the actions that another creature takes on its turn (for example, if you have successfully targeted that creature with the dominate monster spell), you roll initiative for the actions you plan to have the creature take, then add that result to your initiative. The final result is the creature’s initiative.
In general, if an effect causes a creature to change its actions and it has not yet taken a turn, the creature rerolls its initiative and adds the result to the initiative of the creature or effect that triggered the change.
So, we could treat it as a creature, and use the above, but I feel that it would be needlessly complicated, and not in keeping with what is going on. An an actual creature is reacting to your instruction, so it would make sense that it goes after you...
...moving a spell effect however, seems like just an extension of your own thought - it does require concentration after all - so it should slow YOU down. Given that I would treat it as an "any other action" and just roll another d6 to your initiative reflecting that you had to concentrate and plan for it which adds to your reaction.
The way I look at initiative is reactionary. Everything you do on your turn is SIX seconds, regardless of what actions, bonus actions, movements you make, etc. Initiative is a reflection of your REACTION to an unfolding situation as in "holy crap, this happened, so I'm going to do this, this and this" and your mind is automatically mapping out the best route to see this through, it's all essentially instantaneous, but still slower than let's say the Hulk who says only "Hulk smash".
So again, this is why I think a die roll should definitely be rolled whenever a bonus action is used. is it oppressive, perhaps, but let's say you cast healing word as your bonus action - do you think healing word at 1st level should take the same time for you to compute in your head as healing word at ninth level? I would expect the latter to force you to react a little slower than the former.
To keep it simple, we could just choose for all bonus actions to be an extra d6 or d4, perhaps the latter. With that said, bonus actions are pretty powerful, and I think by adding to the initiative count, it's a form of balance.
Thoughts before we go on?
Although I have a proposition, let's continue this encounter with the rules as we have listed in the first post of this set, with the addendum being that spells with a "bonus action to move/use feature" after initial casting requires a d6 initiative roll. I propose we do the same for similar spells that require an action to enact (like witchbolt).
Then, for the following encounter, we can try a flat 1d4 for any and all bonus actions (because I'm a strong believer that a BA should not be granted for free).
Are there any other variations that you think would be good to try?
Also for the next round, let's start the same. You and I both announce intended actions, and we include initiative rolls. Maybe to save time, I won't post a preliminary order, we just sort of each figure out who goes where on our own, then we can formulate changes, for instance, maybe i decide to case a higher level spell (pushing back my initiative order), while you decide to react to something I did (reactions are free btw). Then I can summarize it all up with rolls and reactions (if any) included.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Jeez us I write a lot. Sorry about that.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
// In the meantime, here's the beginning of round two.... but before this starts, please choose a target for your spiritual weapon and roll an attack for round 1 and if you want Current to take an action, feel free to as, at this point, the initiative order for Current wouldn't have an impact right now. Also, I just realized that I read your Minor Illusion wrong. I placed it above by the "bump" (white tab to the left of the cart) as opposed to behind you - apologies.//
The Bouncer painfully notices Whisper and as he turns towards him positions his shield for a bash and you can see him getting a firm grip on his spear.
Thug 1 shuffles the positioning of his feet, as if considering a move, while readying his bow for another attack his eyes darting between the melee in the middle and his ally up the northern alley.
Thug 2 readies his bow, also eyeing the smattering of activity just in front of him, but looks ready to move given his current situation, tucked in the corner of the alley.
Thug 3 having almost fallen through the illusion, he steadies himself and looks to continue the previous path he was ready to take, shortsword in hand.
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
Current will only cast the SW first round, it was an automatic response though his focus was on the bump.
Do I post round two actions now?
Please do!
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
// There's a shuffle of debris from some nearby crates, everyone - from what seems to be an agonizingly long six seconds - turns to look. What appears before them, from what seemed like an impossibly small space between the crates and the wall, is a bard, a rather drunken bard... well beyond 5-sheets - in fact, yes, you all recognize it to be Ten-Sheets Frank! He begins to play a rather odd melody, you can't quite place it, but they talk about everyone knowing each others name, and just general comfort and familiarity. That's when you all look at each other and realize, that you all don't really know each other and feel like you should - and so you all introduce yourselves to each other and just have a chat - it's a very odd experience. //
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
// After a few rounds of ales that just happened to appear from behind a crate, Ten-Sheets Frank continues singing, this time about uptight religious folk who crossed a vast ocean and they're near fetish-like obsession with the turkeys that they found there (apparently they are quite the noble bird)! //
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
// Feeling festive and of good spirits, Ten-Sheets Frank sings a pleasant melody detailing the benefits of barbecuing chestnuts. //
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
The Bouncer (B) painfully notices Whisper and turns towards him re-positioning his shield as his knuckles grow white gripping the spear.
Thug 1 (T1) shuffles his feet as hand reaches into his quiver.
Thug 2 (T2) also goes for his quiver while the weight on his feet begins to shift.
Thug 3 (T3) almost falls through the illusion but keeps steady and looks ready to run into the fray with shortsword in hand.
// PLAYER(S) what are your intentions?? //
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'
From out of the clouds overhead massive heads appear as out of nowhere - each of them a difference color. Somehow, they are only looking directly down at the eight combatants in the valley. They all look down at the two thugs wielding bows and arrows - from behind them a small metallic object shows itself and a bright pink light shines down on them immediately disintegrating them!
Then, they look down upon the four genasi and in a monotone voice, state in a matter of fact tone, "CHOOSE TWO. SHOW ME WHAT YOU GOT!"
// Pairing down the encounter/adventure to make it more feasible for two people to run through quickly. //
Storm King's Thunder - Ink, Elven Bladesinging Wizard
Core City: APbPA - Ormond, Human Twilight Cleric
The Inferno - BG:Dia - DM
They keep me rollin'