DM note after this attack i will use my reaction as follows against Klarg (since he is above me in order)
Class Feature/Fighting style: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Berrus, you successfully draw first blood against Klarg, a moderately sized gash across his chest, and put yourself and your shield between your allies and the hulking figure.
Ab, you fire a arrow at the North Captain, but since your just waking up from days of probable torture and the like, your aims a little off at the moment.
Left Cap spends his turn wrestling with the growing vines that are wrapping themselves around his legs.
Strength Check: 19
Then it is Mav’s turn, and after that the order resets and Kor can get us started on round 2
This post has potentially manipulated dice roll results.
Posting now so there's no need to wait after Mav's post
Left/South Cap was ruled to have disadvantage on his next STR check to escape the vines due to his critical failure on the last one, so he needs one more roll. If he's still trapped by the vines Kor will attack Left Cap, if not he will attack Klarg
Kor exhales, pausing as the last of the air leaves his lungs and his body is still, and releases an arrow toward his target.
Attack: 12 Damage: 8
He'd get advantage on Left Cap since he's restrained, but if he's shooting at Klarg, then just use the first number
This post has potentially manipulated dice roll results.
Second Strength Check: 15
The left captain struggles, but still eventually breaks out of his trappings, and Kor swings over to shoot at Klarg. It hits him right in the shoulder, and the large bug bear gives a sudden shout of pained rage. He looks haggered, but still ready to go. Still Mav's turn, then wolves.
Kor(22), Wolf(22), Val(13), Klarg(12), North Cap(8), Ab(7), Berrus(7), LeftCap(6), Mav(3)
This post has potentially manipulated dice roll results.
Mav seeing the heavily injured North Captain, swings his staff again, one handed and lands an unarmed strike as a bonus action, with a back handed elbow smash. Hoping that the two blows finish the North captain Mav moves toward the Left captain but not engaging yet, moving towards a flanking position. If the North one isn't dead by chance, Mav stays put.
Staff Attack: 6 Damage: 4
Unarmed Bonus Attack: 19 Damage: 6
Rollback Post to RevisionRollBack
Mavi Göz Mal - Half Orc Monk Level 1 Not Another Lost Mine of Phandelver
Drita - Aasimar Hexblade Warlock Lvl 3 Tomb of Annhilation
This post has potentially manipulated dice roll results.
North Captain gets a face full of wood and is unconscious standing up, the extra karate chop was just excessive at that point. He crumples to the floor, bleeding profusely, and most likely dead without immediate medical attention.
Kor, you’re all smug smiles when your arrow smashes into Klarg, but something flashes in the edge of your one eyed vision, and suddenly you have a wolf trying to bite your face off.
(Due to the hide action, the wolf has advantage on Hit)
This post has potentially manipulated dice roll results.
Klarg's initial swipe at Valathar dealt a grievous blow. For the second time in two days, Valathar finds himself bleeding from a gash in his chest, leather jerkin torn asunder. He feels rage well inside him at the sight of his own blood, just the same as when Bat Ears dealt him a similar blow just yesterday. Standing as tall as his scaly green legs will allow, Valathar opens his jaw and spews a cloud of poisonous gas directly in the face of the furry beast before him. "Baaaahhhhhhh!" he roars, finishing his blast.
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one.
8 + 2 + 2 = DC 12 Con Save — Damage: 10in a 15ft cone, directed at Klarg
Nice Nat 20 on your save Kor! Per the rules 'If you roll a 20 on the d20, you regain 1 hit point.' Welcome back to the fight!
Also, quick update on Valathar, I have 2HP, I've used both my 1st Level Spell Slots and my Racial ability. Valathar is about tapped out!
With a pained gasp, Kor regains consciousness, yet he remains too weak to stand.
Yeah, thanks! Kor is bleeding all over himself which is a bit of a mess since he's also still covered in ash. He's going to use the wolf's cooling corpse as a pillow and Klarg's dead body as a blanket if he survives this.
I'm assuming I'm prone, meaning I won't be able to stand up again until it's my turn and I spend half my movement to do so. Also, since I'm prone and behind those crates, do I have full cover against the goblins and Klarg? I know I don't have it with the wolf that just tried to rip my throat out.
Yes to the Prone and Cover questions, but a quick question of my own. Does the death save happen instantaneously, or during your turn? Like do you have to use an entire turn to return to the land of the living, or are you ready and kicking to try to get up right after you get knocked unconscious?
AB, your aims still off from your extended vacation trip in the Goblins tender loving hands, and you miss your target. Berrus’ turn!
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Sounds like Kor would make the savings throw at the beginning of his turn, but nothing about taking your turn after. This forum post suggests that you could take your turn, as a Savings Throw isn't an action? Your call though!
Yeah, I think you're not supposed to make your first saving throw until your next turn. The question is, if you "wake up", do you get to use the rest of your turn, or is that all of your turn? I can't see where it addresses that.
My official reaction to that is waking up from violently blacking out would probably warrant sometime to get your head straight. I think it would probably take an entire turn, but could probably include getting back up from being prone, just no other special actions like attacking, etc. Also, the wolf immediately got off of you once it saw that you were out for the count, it's staring between Val and Ab, sizing them up with it's eerie single green eye.
OOC: yeah, I just checked the rules myself. I'm assuming it takes at least my action to do the saving throw, but it would make sense to me if I had to forfeit my movement as well. If it's good with the DM, I suggest just using the DC for my next turn effectively just skipping it and keeping me conscious.
This post has potentially manipulated dice roll results.
It’s also a swing and a kiss from Berrus. The short dwarf and the towering bugbear are locked in a deadly tango of swinging swords and maces, the two failing to get that debilitating hit on each other.
LeftCap (who I’ve been incorrectly calling south cap), eyes up the distance between him and Klarg, and him and his downed companion. The terrain between him and Klarg (and subsequently 4 party members) is littered with twisting plant life, threatening to wrap around him and slow his movements. He instead opts to take the easier path, and head towards Mav and his downed brotheran North of the Campfire. He swings his scimitar wildly at Mav.
Hit: 18
Swing and a miss again.
Kor(22), Wolf(22), Val(13), Klarg(12), North Cap(8), Ab(7), Berrus(7), LeftCap(6), Mav(3)
Mav it’s your turn! Kor, you’re action was getting up and awake, I’ll narrate the wolf after Mav goes.
Mav sees this tiny goblin charging toward him and he dodges out of the way. As he does the goblin runs past him and he smacks him in the back of the head with his staff and another elbow smash.
Staff Attack: 9 Damage: 4
Elbow: Attack: 8 Damage: 6
If this ends the little guy, I'd like to slowly close the distance between me and Klarg, getting about half way. If not, again staying put in combat.
i charge the bugbear swinging my battleaxe
attack: Attack: 23 Damage: 5
DM note after this attack i will use my reaction as follows against Klarg (since he is above me in order)
Class Feature/Fighting style: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Laissez les bons temps rouler
Seeing his opportunity against the North Captain, AB strings his bow and fires an arrow, a little laugh escaping his lips.
Longbow Attack: 8; Damage: 2 Piercing damage
EDIT: I forgot about advantage. Let's try again on the attack roll: 8
Guess it was meant to be.
Berrus, you successfully draw first blood against Klarg, a moderately sized gash across his chest, and put yourself and your shield between your allies and the hulking figure.
Ab, you fire a arrow at the North Captain, but since your just waking up from days of probable torture and the like, your aims a little off at the moment.
Left Cap spends his turn wrestling with the growing vines that are wrapping themselves around his legs.
Strength Check: 19
Then it is Mav’s turn, and after that the order resets and Kor can get us started on round 2
Posting now so there's no need to wait after Mav's post
Left/South Cap was ruled to have disadvantage on his next STR check to escape the vines due to his critical failure on the last one, so he needs one more roll. If he's still trapped by the vines Kor will attack Left Cap, if not he will attack Klarg
Kor exhales, pausing as the last of the air leaves his lungs and his body is still, and releases an arrow toward his target.
Attack: 12 Damage: 8
He'd get advantage on Left Cap since he's restrained, but if he's shooting at Klarg, then just use the first number
Edit: That makes me sick!
Second Strength Check: 15
The left captain struggles, but still eventually breaks out of his trappings, and Kor swings over to shoot at Klarg. It hits him right in the shoulder, and the large bug bear gives a sudden shout of pained rage. He looks haggered, but still ready to go. Still Mav's turn, then wolves.
Kor(22), Wolf(22), Val(13), Klarg(12), North Cap(8), Ab(7), Berrus(7), LeftCap(6), Mav(3)
Mav seeing the heavily injured North Captain, swings his staff again, one handed and lands an unarmed strike as a bonus action, with a back handed elbow smash. Hoping that the two blows finish the North captain Mav moves toward the Left captain but not engaging yet, moving towards a flanking position. If the North one isn't dead by chance, Mav stays put.
Staff Attack: 6 Damage: 4
Unarmed Bonus Attack: 19 Damage: 6
Mavi Göz Mal - Half Orc Monk Level 1 Not Another Lost Mine of Phandelver
Drita - Aasimar Hexblade Warlock Lvl 3 Tomb of Annhilation
Iznik Sylnithas - Half Drow Blood Hunter Level 2 Precipice of Voids
North Captain gets a face full of wood and is unconscious standing up, the extra karate chop was just excessive at that point. He crumples to the floor, bleeding profusely, and most likely dead without immediate medical attention.
Kor, you’re all smug smiles when your arrow smashes into Klarg, but something flashes in the edge of your one eyed vision, and suddenly you have a wolf trying to bite your face off.
(Due to the hide action, the wolf has advantage on Hit)
Hit: 24
Dam: 7
Val you’re up!
All Kor saw was a blur of movement and the flash of claws and teeth, then he knew no more.
Kor is unconscious
Death save: 20
Klarg's initial swipe at Valathar dealt a grievous blow. For the second time in two days, Valathar finds himself bleeding from a gash in his chest, leather jerkin torn asunder. He feels rage well inside him at the sight of his own blood, just the same as when Bat Ears dealt him a similar blow just yesterday. Standing as tall as his scaly green legs will allow, Valathar opens his jaw and spews a cloud of poisonous gas directly in the face of the furry beast before him. "Baaaahhhhhhh!" he roars, finishing his blast.
Green Dragon Breath Weapon
When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one.
8 + 2 + 2 = DC 12 Con Save — Damage: 10 in a 15ft cone, directed at Klarg
Nice Nat 20 on your save Kor! Per the rules 'If you roll a 20 on the d20, you regain 1 hit point.' Welcome back to the fight!
Also, quick update on Valathar, I have 2HP, I've used both my 1st Level Spell Slots and my Racial ability. Valathar is about tapped out!
Klarg Con Save: 9
Klarg coughs violently, blood coming up in wild splatters that get all over Berrus' chain mail, but he's still hanging to life.
He swings his mace at Berrus!
Hit: 16
It's a swing and a miss. North Captain is down, so it's Berrus' and Ab's turns!
With a pained gasp, Kor regains consciousness, yet he remains too weak to stand.
Yeah, thanks! Kor is bleeding all over himself which is a bit of a mess since he's also still covered in ash. He's going to use the wolf's cooling corpse as a pillow and Klarg's dead body as a blanket if he survives this.
I'm assuming I'm prone, meaning I won't be able to stand up again until it's my turn and I spend half my movement to do so. Also, since I'm prone and behind those crates, do I have full cover against the goblins and Klarg? I know I don't have it with the wolf that just tried to rip my throat out.
21 damage on Klarg so hopefully he dies soon!
AB nocks another arrow, his grin widening. This time, he aims for the Left Captain.
Longbow Attack: 10; Damage: 3 Piercing damage
Yes to the Prone and Cover questions, but a quick question of my own. Does the death save happen instantaneously, or during your turn? Like do you have to use an entire turn to return to the land of the living, or are you ready and kicking to try to get up right after you get knocked unconscious?
AB, your aims still off from your extended vacation trip in the Goblins tender loving hands, and you miss your target. Berrus’ turn!
From the Player's Handbook
Sounds like Kor would make the savings throw at the beginning of his turn, but nothing about taking your turn after. This forum post suggests that you could take your turn, as a Savings Throw isn't an action? Your call though!
Yeah, I think you're not supposed to make your first saving throw until your next turn. The question is, if you "wake up", do you get to use the rest of your turn, or is that all of your turn? I can't see where it addresses that.
My official reaction to that is waking up from violently blacking out would probably warrant sometime to get your head straight. I think it would probably take an entire turn, but could probably include getting back up from being prone, just no other special actions like attacking, etc. Also, the wolf immediately got off of you once it saw that you were out for the count, it's staring between Val and Ab, sizing them up with it's eerie single green eye.
OOC: yeah, I just checked the rules myself. I'm assuming it takes at least my action to do the saving throw, but it would make sense to me if I had to forfeit my movement as well. If it's good with the DM, I suggest just using the DC for my next turn effectively just skipping it and keeping me conscious.
Edit: Ok, just saw the ruling, makes sense.
Berrus takes another swing at klarg
Attack. Attack: 14 Damage: 8
Laissez les bons temps rouler
It’s also a swing and a kiss from Berrus. The short dwarf and the towering bugbear are locked in a deadly tango of swinging swords and maces, the two failing to get that debilitating hit on each other.
LeftCap (who I’ve been incorrectly calling south cap), eyes up the distance between him and Klarg, and him and his downed companion. The terrain between him and Klarg (and subsequently 4 party members) is littered with twisting plant life, threatening to wrap around him and slow his movements. He instead opts to take the easier path, and head towards Mav and his downed brotheran North of the Campfire. He swings his scimitar wildly at Mav.
Hit: 18
Swing and a miss again.
Kor(22), Wolf(22), Val(13), Klarg(12), North Cap(8), Ab(7), Berrus(7), LeftCap(6), Mav(3)
Mav it’s your turn! Kor, you’re action was getting up and awake, I’ll narrate the wolf after Mav goes.
Mav sees this tiny goblin charging toward him and he dodges out of the way. As he does the goblin runs past him and he smacks him in the back of the head with his staff and another elbow smash.
Staff Attack: 9 Damage: 4
Elbow: Attack: 8 Damage: 6
If this ends the little guy, I'd like to slowly close the distance between me and Klarg, getting about half way. If not, again staying put in combat.
Mavi Göz Mal - Half Orc Monk Level 1 Not Another Lost Mine of Phandelver
Drita - Aasimar Hexblade Warlock Lvl 3 Tomb of Annhilation
Iznik Sylnithas - Half Drow Blood Hunter Level 2 Precipice of Voids