(ooc: think I used Tempe's Intimidation roll of 17 for his 1st round initiative, so I'll use the 10 in the spoiler for his round 2 initiative... just another reason to go back to the normal way of rolling after this fight. lol)
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"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
This post has potentially manipulated dice roll results.
Initiative:
PW1: 18
PW2: 14
PW3: 10
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Tempe flies after the natives closing 90 feet of the 120 distance. Since you stated subduing damage in your post which can only be melee I'm not counting your attack rolls for this round. (The clearing was 60 feet + fleeing natives can move 30 and dash for 30 which is how I came up with 120)
Zenodor's blasts pierce the purple mist and nothing else.
Petcan summons a gusty ball of wind extending 10 feet around him clearing all mist away in that area.
Randall can heal or do anything else he wishes on his turn as there's only 1 Purplewrath left (at the moment).
Bow fires 3 bolts, the 1st kills the remaining Purplewrath, the 2nd cuts it's dead stem of a body in half before it hits the ground, and the 3rd misses flying through where the body had been just moments before.
(This combat is over. You can chase down the natives and kill or capture as you see fit, whatever you decide will be handled outside of any sort of combat. Apologies all around for trying some new initiative option and switching midway through a fight, this just goes to show the tried and true method that has been used for decades through most iterations of the game is the best one. We will be using normal initiatives from now on as they allow for turn to turn reactions to what happens in a round and this seems to be best suited to how the game works mechanically.)
(Good news is... you all advance to level 8.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
As soon as Petcan emerges from the blinding vapor, Randall pushes through the wall of wind and lays his hand on him, casting Lesser Restoration to remove his blindness.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Petcan breathes a sigh of relief. “Thank you, Randall. That was frightening for a moment, I’m not used to being so… helpless. What do you suppose was happening there? I showed up and… I can’t tell if the flowers freaked first, or the natives.“
(Crazy fight scene to be sure, take a few moments in rl to level up and when everyone's ready let me know the what/who/how of what you do about the fleeing natives... kill, capture, chase off, track, ignore or anything else you can think of.)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
"Not being able to understand their language, I am unsure the native's intent, although the spewing flowers were clear enough in their attack. I suggest we follow them at a more leisurely pace and see if we can establish some kind of peaceful relations. If we are okay spending some time investigating this unusual pit here first, I think I may be able to prepare an appropriate spell for the occasion if the Morninglord is kind," says Randall, feeling the blessing of his deity flowing strongly.
OOC: With the level up, Randall can prepare Tongues, which will allow our party spokesperson to be able to speak and be understood by the natives.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Somewhat uncertain as to Petcan's intent, Brother Randall eventually figures it out and reciprocates his gesture, then settles down to pray for his new spell.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war |Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Tempe moves to capture one of the natives using a ki point after moving his full speed of 45 he dashes for 90 and tries to grapple one or all by casting entangle dc15str
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
The female native and one of the males run off and disappear into thick clumps of brush and trees.
Your spell captures one of the male natives who screams, "Help!" and tries to hack his way free with his stone axe.
STR: 9
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
This post has potentially manipulated dice roll results.
As the man yells out in distress Tempe flies down as he calmly and apologetically says "I am sorry. We really wanted to make friends with you." He tilts his head "Maybe we still can?" and tries to hit him with a stunning strike Attack: 22 Damage: 9When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 15). subduing
As he sits calmly praying to be granted the new spell he needs to communicate with the natives, Randall cracks one eye open to see the friendly method his companions are using to make first contact—great big hugs from overly-friendly shrubbery and gentle pats on the face by their flying monk—then cracks open the other eye noticing the rim of the huge pit nearby, still unexplored and potentially filled with deadly menace.
“Ah, well, such is the life of an adventurer,” he thinks and smiled wryly, returning his focus to his prayers.
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
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ooc: My init is in the spoiler
Tempe chases after one of the natives thinking his comrades have things well in hand if he can catch him or her. using a ki point to dash
Making his speed 90
subduing damage
Attack: 9 Damage: 5
Attack: 18 Damage: 7
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
(ooc: think I used Tempe's Intimidation roll of 17 for his 1st round initiative, so I'll use the 10 in the spoiler for his round 2 initiative... just another reason to go back to the normal way of rolling after this fight. lol)
Z casts Eldritch blast at whatever plants are still alive on his go.
Blast 1: 9 Damage: Unable to parse dice roll.
Blast 2: 11 Damage: Unable to parse dice roll.
Initiative 10
Using it on mobile so dice rolling seems a bit iffy. Damage is 1d10+3. Could you as DM please roll and resolve assuming 9 and 11 even hit?
Initiative:
PW1: 18
PW2: 14
PW3: 10
PW3: 11
PW1: 2
2 more Purplewraths die.
Tempe flies after the natives closing 90 feet of the 120 distance. Since you stated subduing damage in your post which can only be melee I'm not counting your attack rolls for this round. (The clearing was 60 feet + fleeing natives can move 30 and dash for 30 which is how I came up with 120)
Zenodor's blasts pierce the purple mist and nothing else.
Petcan summons a gusty ball of wind extending 10 feet around him clearing all mist away in that area.
Randall can heal or do anything else he wishes on his turn as there's only 1 Purplewrath left (at the moment).
Bow fires 3 bolts, the 1st kills the remaining Purplewrath, the 2nd cuts it's dead stem of a body in half before it hits the ground, and the 3rd misses flying through where the body had been just moments before.
(This combat is over. You can chase down the natives and kill or capture as you see fit, whatever you decide will be handled outside of any sort of combat. Apologies all around for trying some new initiative option and switching midway through a fight, this just goes to show the tried and true method that has been used for decades through most iterations of the game is the best one. We will be using normal initiatives from now on as they allow for turn to turn reactions to what happens in a round and this seems to be best suited to how the game works mechanically.)
(Good news is... you all advance to level 8.)
Randall:
As soon as Petcan emerges from the blinding vapor, Randall pushes through the wall of wind and lays his hand on him, casting Lesser Restoration to remove his blindness.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Petcan breathes a sigh of relief. “Thank you, Randall. That was frightening for a moment, I’m not used to being so… helpless. What do you suppose was happening there? I showed up and… I can’t tell if the flowers freaked first, or the natives.“
Paladin - warforged - orange
(Crazy fight scene to be sure, take a few moments in rl to level up and when everyone's ready let me know the what/who/how of what you do about the fleeing natives... kill, capture, chase off, track, ignore or anything else you can think of.)
Randall:
"Not being able to understand their language, I am unsure the native's intent, although the spewing flowers were clear enough in their attack. I suggest we follow them at a more leisurely pace and see if we can establish some kind of peaceful relations. If we are okay spending some time investigating this unusual pit here first, I think I may be able to prepare an appropriate spell for the occasion if the Morninglord is kind," says Randall, feeling the blessing of his deity flowing strongly.
OOC: With the level up, Randall can prepare Tongues, which will allow our party spokesperson to be able to speak and be understood by the natives.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
“I dig it. You da man, Randall.” Petcan holds up a fist for bumping.
Paladin - warforged - orange
Randall:
Somewhat uncertain as to Petcan's intent, Brother Randall eventually figures it out and reciprocates his gesture, then settles down to pray for his new spell.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
(think I'm going for piercer feat)
"grandpa" Salkur, Gnome Arti/Sorc: Forged in Chaos | Pepin, Human Arti/Cleric: Goblin horde | Mixtli, Volc Genasi Arti: Champions of the Citadel | Erix Vadalitis, Human Druid: Rising from the last war | Smithy, Human Arti: Night Ravens: Black orchids for Biscotti | Tamphalic Aliprax, Dragonborn Wizard: Chronicles of the Accursed | Doc, Dwarven Cleric (2024): Adventure at Hope's End | Abathax, Tiefling Illriger: Hunt for the Balowang | Gorin Mestel, Human Arti: Descend into Avernus
Tempe moves to capture one of the natives using a ki point after moving his full speed of 45 he dashes for 90 and tries to grapple one or all by casting entangle dc15str
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
FN: 20
MN1: 19
MN2: 13
The female native and one of the males run off and disappear into thick clumps of brush and trees.
Your spell captures one of the male natives who screams, "Help!" and tries to hack his way free with his stone axe.
STR: 9
As the man yells out in distress Tempe flies down as he calmly and apologetically says "I am sorry. We really wanted to make friends with you." He tilts his head "Maybe we still can?" and tries to hit him with a stunning strike Attack: 22 Damage: 9When you hit with a melee weapon attack, you can spend 1 ki point to make the target stunned until the end of your next turn if it fails a CON saving throw (DC 15). subduing
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
If I had advantage 10
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Randall:
As he sits calmly praying to be granted the new spell he needs to communicate with the natives, Randall cracks one eye open to see the friendly method his companions are using to make first contact—great big hugs from overly-friendly shrubbery and gentle pats on the face by their flying monk—then cracks open the other eye noticing the rim of the huge pit nearby, still unexplored and potentially filled with deadly menace.
“Ah, well, such is the life of an adventurer,” he thinks and smiled wryly, returning his focus to his prayers.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"