This post has potentially manipulated dice roll results.
Berrus-yes, but the only one close to you is the leader, Val and thug #whatever are a good twentyish feet away.
Val-you swing and instead of your staff hitting the thug, it instead hits a patch of fire, and the end ignites. It doesn’t do any immediate damadge, feel free to do whatever on your next turn.
Mav-you succeed and are now at 1 Save, 0 fails. 3 in either side means either stabilization or death.
Leaders turn- The bleeding, bruised, brute of a man turns from the down half orc to stare down at newly arrived Dwarf. With a crazed look in his eyes, he raises his bloody iron club in attack!
Hit 1:8
Hit 2:20
Damage: 4
Thug 3’s turn. He’ll push himself up, and try to make a mad dash for the allies between the store buildings to your rights. This will provoke an attack of opprutunity for Val, and if Ab decides too, I will allow you to make him a possible target during your turn if Val fails to fell him.
Current Order: Kor, Berrus, Val, Dancer, Mav, Leader, Thug 3, AB
Congratulations! You’re arrow pierced the leader where you guesstimate his heart to be, and with one final hate filled sneer, he collapses to the ground in a bloody mess. Only the one escaping thug is left! Kor, I’ll also allow you to do something before he escapes, but that’ll be it.
Otherwise a calm fills the battle field. The leader lays dead, a middle age man who resembled a hog more then anything, and two of cronies lay on the ground, still alive but bleeding and in agony.
Kor winches as AB's arrow pierces the man's heart, but doesn't spare him a second thought as he then takes off after the last thug, attempting to stop the man with a non-lethal thrust to the leg.
Attack: 15 Damage: 11
If the man still manages to escape, Kor sends a mental message to Mimi to follow him.
Valathar drops his staff to the ground, kicking dirt across the bottom where flame had caught it. As soon as the flame is extinguished, he rushes over the the Half-Orc and drops to his knees, bent over him. Calling on his ancient power, his eyes flash with green. Laying his hands on Mav, he infuses him with a healing energy.
With a mental command, Kor sends Mimi nearly 100 ft. into the air to get an overview of their surroundings. If enemies were coming, they needed to know from what direction so they could be avoided.
Out loud he said, "AB is right, as much as I'd like to get some answers out of these guys, we need to get out of here. Hopefully Berrus got anything valuable off these guys. Here-" Kor says as he tosses AB and Mav a bag of caltrops each. "Scatter these if this turns into a chase, it should slow them down. It's a good thing we're leaving town tomorrow, though sooner would be better. The Reds are going to know who we are once they talk to these ********." He says, indicating the groaning men on the ground.
"The inn isn't going to be safe for much longer, maybe not even tonight, we should set a watch on our room. Berrus, Val, and I can each take a shift while the wounded recover. Mimi will keep an eye on the outside, owls have excellent night vision." With that, Kor starts leading the party to the inn, keeping in contact with Mimi in order to avoid any Red patrols.
Kor Perception: 16
Mimi Perception: 23 (Owls get advantage on perception with hearing or sight)
Caltrop tooltip doesn't work for some reason, here's what they do:
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Kor, your familiar sees a blur of movement from the Sleeping Giant Bar, a figure heading recklessly fast towards the site of the battle, with two humans following slowly behind. They’ll all probably arrive from the allies between the store fronts. You all have maybe twenty seconds before the blur arrives, a good minute until the other two humans do. I’ll allow each member two turns of combat time to get ready.
The buildings near by are the smithy and Barthens provisions, plus a few buildings you have no idea whats inside.
The thugs have silver coins, about ten to twenty each. You can loot and recover the arrows, although it’ll take up either one or both preparation turns depending on how much you do.
"Damn!" Kor curses then relays Mimi's observations to the group. "We've got to run, quickly, or we're going to end up in another fight. This way! We'll follow the old wall all the way around the town." Kor indicates the ruins of the short wall where they start next to the Smithy to the northwest as he is talking and takes of in a quick run in that direction.
He sends a mental message for Mimi to follow the lead figure from the air and let him know if they following the party.
Assuming the rest of the party follows, Kor will scatter a bag of caltrops behind them in one of the narrow areas where the old wall comes close to a building.
Bonus Action: Dash
Action: Caltrops
You'll have to look at the map for that to make sense. Basically Kor wants to follow that little hedgewall towards the Edermath Orchard. It the orchard is thick enough, or they aren't being closely followed, he'll suggest ducking into there to hide. If not, he'll suggest following the wall all the way around the town until they reach one of the abandoned buildings on the road that leads to the Miners Trail, then hole up there. It'll be the dash action for everyone these two rounds, and all the rest, the whole way so we can, hopefully, outpace the pursuers. He'll ask for the caltrops back from AB and Mav since he can continue to scatter them while dashing. I'll RP that my next turn along with him suggesting which hide site to use based on Mimi's observations of whether the enemy knows which way we are going. Just wanted to explain it here for clarity.
Berrus-yes, but the only one close to you is the leader, Val and thug #whatever are a good twentyish feet away.
Val-you swing and instead of your staff hitting the thug, it instead hits a patch of fire, and the end ignites. It doesn’t do any immediate damadge, feel free to do whatever on your next turn.
Mav-you succeed and are now at 1 Save, 0 fails. 3 in either side means either stabilization or death.
Leaders turn- The bleeding, bruised, brute of a man turns from the down half orc to stare down at newly arrived Dwarf. With a crazed look in his eyes, he raises his bloody iron club in attack!
Hit 1:8
Hit 2:20
Damage: 4
Thug 3’s turn. He’ll push himself up, and try to make a mad dash for the allies between the store buildings to your rights. This will provoke an attack of opprutunity for Val, and if Ab decides too, I will allow you to make him a possible target during your turn if Val fails to fell him.
Current Order: Kor, Berrus, Val, Dancer, Mav, Leader, Thug 3, AB
OOC: I've been waiting for Val to take his AoO, but AB would attack the leader no matter what, so I'll go ahead and post.
AB fires another arrow at the leader.
Longbow Attack with Hunter's Mark: 15; Damage: 12 piercing damage
Congratulations! You’re arrow pierced the leader where you guesstimate his heart to be, and with one final hate filled sneer, he collapses to the ground in a bloody mess. Only the one escaping thug is left! Kor, I’ll also allow you to do something before he escapes, but that’ll be it.
Otherwise a calm fills the battle field. The leader lays dead, a middle age man who resembled a hog more then anything, and two of cronies lay on the ground, still alive but bleeding and in agony.
AB collapses to the ground, cradling his ribs and moaning very loudly. In amongst the moans, the words "Loot the bodies" can be heard.
medicine check on Mav to stabilize: 19
then i "loot the bodies"
Laissez les bons temps rouler
Kor winches as AB's arrow pierces the man's heart, but doesn't spare him a second thought as he then takes off after the last thug, attempting to stop the man with a non-lethal thrust to the leg.
Attack: 15 Damage: 11
If the man still manages to escape, Kor sends a mental message to Mimi to follow him.
That’s enough to knock him out. All opponents are out, you can do actions in any order again. Mav is stabilized, but still knocked out cold.
Mysterious Roll: 10
AB slowly gets to his hands and knees, still moaning. "We need to get out the street," he coughs. "I'd bet that whistle's going to bring more."
Valathar drops his staff to the ground, kicking dirt across the bottom where flame had caught it. As soon as the flame is extinguished, he rushes over the the Half-Orc and drops to his knees, bent over him. Calling on his ancient power, his eyes flash with green. Laying his hands on Mav, he infuses him with a healing energy.
Cure Wounds: 8
Mav is up and active again, with 8 hp, and the head of your staff is charcoal. Hope it diddnt have any sentimental value buddy.
Mysterious Roll: 19
You all get a very bad feeling that raises the hair (scales?) on your arms, and makes your eyes dart around the scene. Nothing is happening, yet.
OOC: Did Berrus find anything when he looted the bodies?
AB slowly gets to his feet, slings his bow across his back, and uses his short swords as makeshift canes.
OOC2: What buildings are nearby? Can any of AB's arrows be recovered?
"We need to get off the street," AB repeats.
Perception: 14
With a mental command, Kor sends Mimi nearly 100 ft. into the air to get an overview of their surroundings. If enemies were coming, they needed to know from what direction so they could be avoided.
Out loud he said, "AB is right, as much as I'd like to get some answers out of these guys, we need to get out of here. Hopefully Berrus got anything valuable off these guys. Here-" Kor says as he tosses AB and Mav a bag of caltrops each. "Scatter these if this turns into a chase, it should slow them down. It's a good thing we're leaving town tomorrow, though sooner would be better. The Reds are going to know who we are once they talk to these ********." He says, indicating the groaning men on the ground.
"The inn isn't going to be safe for much longer, maybe not even tonight, we should set a watch on our room. Berrus, Val, and I can each take a shift while the wounded recover. Mimi will keep an eye on the outside, owls have excellent night vision." With that, Kor starts leading the party to the inn, keeping in contact with Mimi in order to avoid any Red patrols.
Kor Perception: 16
Mimi Perception: 23 (Owls get advantage on perception with hearing or sight)
Caltrop tooltip doesn't work for some reason, here's what they do:
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Berrus follows at rear of party turning around periodically to see if being followed
Laissez les bons temps rouler
Kor, your familiar sees a blur of movement from the Sleeping Giant Bar, a figure heading recklessly fast towards the site of the battle, with two humans following slowly behind. They’ll all probably arrive from the allies between the store fronts. You all have maybe twenty seconds before the blur arrives, a good minute until the other two humans do. I’ll allow each member two turns of combat time to get ready.
The buildings near by are the smithy and Barthens provisions, plus a few buildings you have no idea whats inside.
The thugs have silver coins, about ten to twenty each. You can loot and recover the arrows, although it’ll take up either one or both preparation turns depending on how much you do.
Smithy might be more defensible Kor
Laissez les bons temps rouler
Forget the arrows. AB will allow the others to usher him to (hopefully) safety.
"Damn!" Kor curses then relays Mimi's observations to the group. "We've got to run, quickly, or we're going to end up in another fight. This way! We'll follow the old wall all the way around the town." Kor indicates the ruins of the short wall where they start next to the Smithy to the northwest as he is talking and takes of in a quick run in that direction.
He sends a mental message for Mimi to follow the lead figure from the air and let him know if they following the party.
Assuming the rest of the party follows, Kor will scatter a bag of caltrops behind them in one of the narrow areas where the old wall comes close to a building.
Bonus Action: Dash
Action: Caltrops
You'll have to look at the map for that to make sense. Basically Kor wants to follow that little hedgewall towards the Edermath Orchard. It the orchard is thick enough, or they aren't being closely followed, he'll suggest ducking into there to hide. If not, he'll suggest following the wall all the way around the town until they reach one of the abandoned buildings on the road that leads to the Miners Trail, then hole up there. It'll be the dash action for everyone these two rounds, and all the rest, the whole way so we can, hopefully, outpace the pursuers. He'll ask for the caltrops back from AB and Mav since he can continue to scatter them while dashing. I'll RP that my next turn along with him suggesting which hide site to use based on Mimi's observations of whether the enemy knows which way we are going. Just wanted to explain it here for clarity.
lead the way Kor-ive got the rear
Laissez les bons temps rouler
Mav will follow along, moving as quickly as he can with the others.
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