Only another minute has passed before another group of two bandits and a thug approaches from the south, 30 feet away from the party. "Hand over your possessions, and we might let you live."
"Guess we'll have to deal with you the same way as the last group who tried that. Only you don't have any goblins or avalanches to help you."
This post has potentially manipulated dice roll results.
Spark gets up and uses her bonus action to Hex the thug, giving it disadvantage on Strength checks. Then she launches another Magic Stone at the thug using her sling. Attack: 10 Damage: 17
Jeannette takes the first hit from the mace but manages to dodge the second attack. She takes a breath and shifts her gaze towards the bandits for a moment before a faint hint of a smirk began to cross her lips. Then she casts the Cantrip Thunderclap. Each creature within range (5 feet) , other than the caster, must succeed on a DC 13 Constitution saving throw or take 4 thunder damage.
This post has potentially manipulated dice roll results.
(I think that, by RAW, you wouldn't be able to do that, because you need your BA to cast Spiritual Weapon in the first place. But you could use Firebolt or something for your action, and the result would be the same.)
The first attack kills Bandit #2. The thug survives, but only barely.
Spark tries to finish off the thug with her last Magic Stone. Attack: 18 Damage: 11
It turns out that copper is an excellent conductor of electricity. The stone electrocutes the wyrmling, who falls over dead.
"A shame. We could have helped the dragon search for this Sylpieros, if only she wasn't trying to kill us."
Roll for final threat: 1 10 1 4
Only another minute has passed before another group of two bandits and a thug approaches from the south, 30 feet away from the party. "Hand over your possessions, and we might let you live."
"Guess we'll have to deal with you the same way as the last group who tried that. Only you don't have any goblins or avalanches to help you."
Thug's initiative: 16
Bandit #1's initiative: 11
Bandit #2's initiative: 13
Spark's initiative: 20
Aeron growls, annoyed at the constant thug attacks, "I am going to turn you inside out and use you as a sweater for the other guy."
Initiative:9
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
"At least it's not another dragon." Jeannette says with a soft sigh.
Jeannette's initiative: 14
20: Spark
16: Thug
14: Jeannette
13: Bandit #2
11: Bandit #1
9: Aeron
Spark uses her bonus action to create some Magic Stones, then she uses her sling to hurl one at the thug. Attack: 18 Damage: 10
The magic of Isivunguvungu, channeled through Spark's stone, slows the thug's movement as Spark steps 10 feet back.
The thug is only able to advance 20 feet, and tries to hit Spark with a heavy crossbow in retaliation. Attack: 4 Damage: 7
It is Jeannette's turn.
The crossbow bolt hits Spark, dealing just enough damage to knock her unconscious.
*Aeron: SON OF A FU-*
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
Upon seeing Spark go down Jeannette curses under her breath before quickly pulling out her dagger and throwing it at the Thug.
Attack: 18 Damage: 5
Seeing Jeannette attack their leader, Bandit #2 runs up to Jeannette and attacks with a scimitar. Attack: 19 Damage: 3
Bandit #1 does the same. Attack: 23 Damage: 8
It is Aeron's turn.
Aeron moves over to spark, cating a 2nd level cure wounds: 12
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
Spark gets up and uses her bonus action to Hex the thug, giving it disadvantage on Strength checks. Then she launches another Magic Stone at the thug using her sling. Attack: 10 Damage: 17
Narrowly avoiding Spark's Magic Stone attack, the thug runs up to Jeannette and attacks twice with a mace. Attack: 21 Damage: 3 Attack: 16 Damage: 5
It is Jeannette's turn.
Jeannette takes the first hit from the mace but manages to dodge the second attack. She takes a breath and shifts her gaze towards the bandits for a moment before a faint hint of a smirk began to cross her lips. Then she casts the Cantrip Thunderclap. Each creature within range (5 feet) , other than the caster, must succeed on a DC 13 Constitution saving throw or take 4 thunder damage.
Bandit #1's saving throw: 10
Bandit #2's saving throw: 4
Thug's saving throw: 3
Both bandits and the thug take damage.
Bandit #2 slashes at Jeannette with a scimitar. Attack: 14 Damage: 2
Bandit #1 does the same. Attack: 9 Damage: 2
It is Aeron's turn.
Aeron casts Spiritual weapon, summoning a spectral mace next to bandit 2.
(Part of spell is 1 attack):Attack: 15 Damage: 7
Bonus action to attack bandit 2 again, or if the first attack ends them, move to thug and attack: Attack: 11 Damage: 8
I play a miriad of characters at the lord's rest inn
Two things are infinite: The universe, and human stupidity; and I'm not so sure about the universe.
Scifi horror is quite the trip :) Comics and a story
#FreeDND
(I think that, by RAW, you wouldn't be able to do that, because you need your BA to cast Spiritual Weapon in the first place. But you could use Firebolt or something for your action, and the result would be the same.)
The first attack kills Bandit #2. The thug survives, but only barely.
Spark tries to finish off the thug with her last Magic Stone. Attack: 18 Damage: 11
Trying die rolls again: Attack: 5 Damage: 16
The Magic Stone finishes off the thug. Spark uses her bonus action to make some more Magic Stones.
It is Jeannette's turn. Only Bandit #1 stands between the party and the treasure.