Luke feels a hint of sadness seeing the little Bidderboo cut down by Gert but snaps to and takes aim at the closest bandit to Gerty
To hit: 15 Damage: 7 Sneak Damage: 2
That would be #1,
Luke takes aim with his new longbow and marvels at the power and smooth release as he sends the arrow into the shoulder of one of the bandits. He could tell it was a hit by the way the targets body lurched backwards a sec before continuing moving towards the shrieking of the bidderboo.
Seeing that Aaron is more dead than alive, William runs up to him taking care to not get hit by the panicking wolfbeastmanthing. With a soft line of a song that his mother used to sing he cast Cure Wounds on Aaron. That's 12 HP for Aaron (rolled in game log).
In addition he'll yell: Come on! You got this! Bardic Inspiration for Aaron (I don't know how to link a tooltip for Bardic Inspiration, so:
That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
(I think William can get to P9, if he doesn't have enough movement let me know and he'll do something else)
Seeing that Aaron is more dead than alive, William runs up to him taking care to not get hit by the panicking wolfbeastmanthing. With a soft line of a song that his mother used to sing he cast Cure Wounds on Aaron. That's 12 HP for Aaron (rolled in game log).
In addition he'll yell: Come on! You got this! Bardic Inspiration for Aaron (I don't know how to link a tooltip for Bardic Inspiration, so:
That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
(I think William can get to P9, if he doesn't have enough movement let me know and he'll do something else)
("Mark my words you'll need this when 4 armed men on horseback attack you and your friends someday.")
Despite his Brave feeling quickly being replaced with all consuming dread Loran moves to Sasha's side and pitches an idea to Her. Whip in hand waiting for the Bandits to close in. Heart practically beating out of his chest. "S-Sasha maybe try and spook a horse with that magic?"
This post has potentially manipulated dice roll results.
Sasha gives Loran a quick puzzled look, not sure why she would spook a horse right now. She then returns her attention to the sheep-slaughtering beast, moving slightly to get a clear shot, using her fey wand to unleash another beam of green crackling eldritch force against it.
("Mark my words you'll need this when 4 armed men on horseback attack you and your friends someday.")
Despite his Brave feeling quickly being replaced with all consuming dread Loran moves to Sasha's side and pitches an idea to Her. Whip in hand waiting for the Bandits to close in. Heart practically beating out of his chest. "S-Sasha maybe try and spook a horse with that magic?"
Sasha's eldritch energy smacks the bidderboo directly in the chest causing it to explode blood and organs across the ground and soaking Aaron, head to toe.
The bandits blow three shrill sounds from their horn.
as the Bandits attack from the front, the Sheep and cattle start making a ruckus as two more Bandits emerge from the grass behind the camp to rustle the livestock.
Aaron’s short sword easily finds its mark an finishes of the Bandit that Luke had struck with an arrow. The blade cuts his throat as he was drawing his sword back for another swing, sending the bandit to the ground gurgling blood.
Luke hears the animals squawking and making noise, he turns and looks to see bandits taking off with some of the animals. Luke continues to hide in the tree (cunning action). He takes aim (Sharpshooter) at one of the fleeing bandits (6) and let's an arrow fly
Attack w adv. (cunning action) w no modifier (Sharpshooter): Attack: 13 Damage: 17 Sneak attack: 6
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Luke feels a hint of sadness seeing the little Bidderboo cut down by Gert but snaps to and takes aim at the closest bandit to Gerty
To hit: 15
Damage: 7
Sneak Damage: 2
Bandits- 20
Aaron- 15
Gerty- 14
Bidderboo whelp- 13
Luke- 13
William-12 You are up!
Loran- 10
Sasha- 7
That would be #1,
Luke takes aim with his new longbow and marvels at the power and smooth release as he sends the arrow into the shoulder of one of the bandits. He could tell it was a hit by the way the targets body lurched backwards a sec before continuing moving towards the shrieking of the bidderboo.
Seeing that Aaron is more dead than alive, William runs up to him taking care to not get hit by the panicking wolfbeastmanthing. With a soft line of a song that his mother used to sing he cast Cure Wounds on Aaron. That's 12 HP for Aaron (rolled in game log).
In addition he'll yell: Come on! You got this! Bardic Inspiration for Aaron (I don't know how to link a tooltip for Bardic Inspiration, so:
That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
(I think William can get to P9, if he doesn't have enough movement let me know and he'll do something else)
Player: Any Good Alignment // DM: Lawful Evil
I would say you could make it
((Great! Remember our younger selves who thought we'd never need to use Pythagoras?))
Player: Any Good Alignment // DM: Lawful Evil
(Hahaha!)
("Mark my words you'll need this when 4 armed men on horseback attack you and your friends someday.")
Despite his Brave feeling quickly being replaced with all consuming dread Loran moves to Sasha's side and pitches an idea to Her. Whip in hand waiting for the Bandits to close in. Heart practically beating out of his chest. "S-Sasha maybe try and spook a horse with that magic?"
Loran is taking the Dodge action.
High Hopes, Low Rolls. Timezone Is EST.
Surely THIS one will reach an ending...
Sasha gives Loran a quick puzzled look, not sure why she would spook a horse right now. She then returns her attention to the sheep-slaughtering beast, moving slightly to get a clear shot, using her fey wand to unleash another beam of green crackling eldritch force against it.
Eldritch blast: 14 Force: 14 Necrotic: 1
( they are not on horseback, they are on foot)
Sasha's eldritch energy smacks the bidderboo directly in the chest causing it to explode blood and organs across the ground and soaking Aaron, head to toe.
The bandits blow three shrill sounds from their horn.
Bandit #1 and 3 move into melee with Aaron at spot R7 and 8.
#1 takes a swing at Aaron with a jaggedly made sword. The rage showing clearly on this thugs face, as he sees what has become of his pet.
Attack: 18 Damage: 8
#3 will strike at him as well, hoping to catch him reacting to the other ones strike
Attack: 7 Damage: 5
Bandit#2 moves to R12 in an encircling maneuver and will fire a crossbow bolt at William.
Attack: 22 Damage: 2
Bandit#4 moves up to O5 and will fire his crossbow at Gerty .
Attack: 21 Damage: 4
5
8
as the Bandits attack from the front, the Sheep and cattle start making a ruckus as two more Bandits emerge from the grass behind the camp to rustle the livestock.
They have managed to gather 8 sheep and 5 cows and have moved them off 30 feet to the north west of your camp.
Aaron will grit his teeth in as he feels the strike of the blade, then offers a slash in return, "You will answer for your crimes!"
He slashes with the shortsword at #1
Attack: 17 Damage: 7
Aaron’s short sword easily finds its mark an finishes of the Bandit that Luke had struck with an arrow. The blade cuts his throat as he was drawing his sword back for another swing, sending the bandit to the ground gurgling blood.
(I think it's Luke turn, but i'm posting in advance)
William glances at the small wound where the crossbow bolt scratched him.
Gerty? You take care of these to right? (Bonus action: Bardic Inspiration for Gerty)
He'll then swager up to Bandit 2 (Q11).
My turn! (Action: Attack with Rapier, to hit: nat one....)
(Luke, Aaron and Gerty, don't forget: you a have a d6 you can use)
Player: Any Good Alignment // DM: Lawful Evil
Luke hears the animals squawking and making noise, he turns and looks to see bandits taking off with some of the animals. Luke continues to hide in the tree (cunning action). He takes aim (Sharpshooter) at one of the fleeing bandits (6) and let's an arrow fly
Attack w adv. (cunning action) w no modifier (Sharpshooter): Attack: 13 Damage: 17
Sneak attack: 6