This post has potentially manipulated dice roll results.
The smell! Fear keeps the kit from turning his head back to look, but the smell is overwhelming him. Aiming for the 1st trap, Millwater feels a cold slimy... nose, wallops his bottom right before he is hurled into the air. His eyes close as he tumbles ass over head, his master's voice soothes him (Be like water!) He tucks in his limbs as he tumbles, the speed he can control.
He plants his right foot on the ground and shifts his balance to his left and takes off running towards the 1st trap! Steeling himself to look towards his worst fear (Dogs!) That awful smell, a combination of sickly sweet puppy breath and Bhaal's rancid ass ham assaults him.
This post has potentially manipulated dice roll results.
Sorrow INIT: 9
Attack 1st round: 14
Damage 1st round: 6
Attack 2nd round: 9
Damage 2nd round: 5
Attack 3rd round: 13
Damage 3rd round: 10
With no LR taken yet, Sorrow is regretting the time not spent in a nap. She will attack, trying for non-lethal on the gobs, but not so much on any worgs. If she happens to kill the gobs so be it, but having a couple to interrogate would come in handy...
This post has potentially manipulated dice roll results.
Once out of catching distance of the worgs and their riders, Festoon doubles back and moves through the woods lithely, trying to get a shot on any of the wargs and hoping to topple a rider. If possible, he will help Millwater as they guide the foes to the ready traps.
Round 1 Attack: 14 Damage: 8 Advantage and Sneak attack if applicable 153
Round 2 Attack: 15 Damage: 5 Advantage and Sneak attack if applicable 191
Round 3 Attack: 23 Damage: 5 Advantage and Sneak attack if applicable 233
Stealth as BA where needed: 27, 15, 26
Rollback Post to RevisionRollBack
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
Everything seems to come together as the pit is done along with the roots for tripping. Millwater is nudged from behind which sends him head over heels into a controlled tumble. Millwater is back on his feet and running toward the pit with two Worgs and their riders hot on his tail. Meanwhile Festoon is able to bring a Worg down as he reappears not far from the traps He hides behind a tree and takes a shot with his bow at another Worg that has been pursuing him. causing it some pain as it growls and heads toward him some more. Those around the traps and at the edge of town are surprised as Millwater runs past the traps and they see a Worg almost able to get him in its jaws. It jump right after Millwater clearing the traps just like Millwater did but the second Worg is not soo lucky as it trips over the roots and heads head first into the pit. The goblin on its back is thrown as its worg is stunned from the crash into the pit. It lays in the pit unmoving for now. The Worg and its rider behind Millwater is able to catch up to and knock Millwater to the side where it attacks him but misses. Millwater is able to retain his balance where he can attack the Worg and its rider. Coming to their senses after the surprise Sorrow reacts violently and is able to get within range of the Worg and its rider by Millwater. Swinging her axe she connects with the worg hitting it with a solid Blow. Tailfeathers swings but misses. Veeshal shoots at the worg by Millwater but misses. Thus ends this round
If I do not have attack/damage rolls for the next round please get them in. If you have any actions you wish to take add that into your posts. J'nah I need your initiative and any actions you wish to take. Festoon I need new actions from you.
This post has potentially manipulated dice roll results.
Mouser makes good use of his size and litheness to move through the woods and around the traps. Pot-shotting as he goes, he tries to lure the foes into the traps and pitfalls.
Bow Attack: 21 Damage: 7
He'll try to get closer to Millwater, still targeting the wargs until all three are dead. After that, the riders.
Rollback Post to RevisionRollBack
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
This post has potentially manipulated dice roll results.
Millwater sees the ugliest and meanest doggo, nearly the size of draft horse! Bile rises up his chest, forcing himself to swallow. (Bitter is the taste of fear. Don't think, just do!) Staring at the beasts eyes, he suddenly careens left then right, checking the worg 's reflexes and tracking, as his claws extends. He charges forwards and leaps coming in with a cat clawed haymaker to the worg 's nose.
Attack 15 (8 A/D) +6 to Hit 4 +4 damage (1 if Crit)
If a hit spend 1 ki for 2 bonus attacks. If miss 1 bonus attack
Attack 16 (9 A/D) +6 to Hit. 5 +4 damage (5 if Crit)
Attack 11 (4 A/D) +6 to Hit 1 +4 damage (4 if Crit)
The first shot is coming from a hidden position, targeting the Worg closest to Millwater.
Init: 6
BA: Concentrating on: Hunter's Mark - Worg - Gain Advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it + 1d6 weapon damage to marked target.
The fighting continues as the companions come together to rid this world of the four Worgs along with their Goblin riders. Millwaters stands almost nose to nose with the Worg in front of him. He presses the attack against this Worg who looks as if he is wanting to eat Millwater. Using his claws he digs into the Worgs head with two good hits doing 17 damage. The Goblin and the Worg both attack Millwater. With only the goblin hitting with a arrow causing 5 damage to Millwaters. Another Goblin turns to attack Tailfeathers hoping to get revenge for his stunned Worg but misses in his attempt at the sweet revenge he was planning. Another Goblin and Worg have figured out how Festoon is moving and attempts to intercept. The Goblin tries a bow attack and hits Festoon with an arrow for 6 damage. Sorrow swings her axe again biting deep into the worg again causing it 9 more damage ending this worgs life. The goblin atop it jumps off towards Sorrow with a vengeful sneer. It leads with its bow swinging it like a club. It us successful in its strike but only does minimal damage 3 points. It drops its bow and draws its sword. Tailfeathers has more luck this time and succeeds in killer the goblin by her. Veeshal is able to reload his crossbow and sees the Work and goblin rider trying to cut off Festoon. He shoots for the Worg but as it moves he hits the goblin rider killing it. The Worg is not happy and is about to bite down on Festoon when a Arrow shot by the hidden J'nah hits it in the side for 14 damage. It forgets about Festoon and takes off on the direction of J'nah using its nose to root out where he is hidden. Thus ends this round. ther is two Worgs still alive along with two Worgs. What are your next moves?
Millwater smiles defiantly at the goblin as he catches the shaft of the arrow. His smile turns to shock as the pain registers in his brain and he realizes he is a level too low. Deciding to pull out the arrow and deal with the wound in the safety of the hole. With fresh blood streaming out, Millwater makes all haste to the hole. Making pitiful injured furry animal noises the whole way there.
This post has potentially manipulated dice roll results.
Tail Feathers looks around to see how close everyone is and how hurt her companions are. If she just had enemies within 5 feet she is going to use Thunderclap. If companions are within 5 feet of her she will go after a worg or goblin with her scimitar.
Seeing the situation, J'nah, drops the bow and runs forward drawing his pair of Short swords, charging a creature larger than himself he gives a war cry and as he approaches, he leans left to get the worgs attention, then dips and drops his shoulder right at the last minute spinning away with the blades extendes
Concentrating on: Hunter's Mark - Worg - Gain Advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it + 1d6 weapon damage to marked target.
Action: Shortsword Main Hand Attack: 19 Damage: 7
Bonus Action: Shortsword OH (No Attribute ti Damage Attack: 18 Damage: 9
Taking the arrow shot with a grunt f pain, Festoon moves swiftly into the shadows, spending time to move far away from the action and recover for a moment.
OOC
Stealth Action, move away then BA dash while hidden (hopefully).
Stealth 21
Rollback Post to RevisionRollBack
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
As the fighting continues Millwater climbs up the tree by him as he feels his lifes blood dripping down out of him. The Worg in the pit slowly gets up shaking its head to clear the dancing stars in front of its face from the hard impact with the earth. While climbing up the tree the goblin tries to shoot Millwater again but misses. The Goblin by Sorrow swings its sword at Sorrow biting into her side for 6 damage. The Goblins joy is short lived as Sorrow cuts it in half with a savage shop of her axe. Tail Feathers does a thunder clap that does not effect the worg in the hole but she follows that with a good hit with her scimitar on the stunned Worg causing it 8 damage but the pain clears its head quickly. Veeshal send 4 points of healing into Millwater. J'nah charges forward as the Worg coming towards him causing 16 damage to it as it bites down on him. Proving J'nah moved just a bit slower than it reacted he takes 7 damage from its bite. During this time Festoon is able to get away and hide from any other enemies. Thus this round comes to an end. Two Worgs are left along with one goblin now. What is everyone doing. Tailfeathers has a injured Worg by her. There is a goblin midway between Sorrow and the tree Millwater is in the last Worg is trading blows with J'nah a bit away from everyone else but still withing range weapons of those who are not currently engaged.
This post has potentially manipulated dice roll results.
Taking the branches in the tree towards Tail Feathers til they bend with his weight. Watching the carnage inflicted by his enemies, Millwater leaps into the void. Feet together, arms wide apart, and claws out. A rustling is heard from above, then a burst of leaves and foliage as the kit makes his entrance back into the melee. With none of the grace of a sugar glider, and all of the cringe of bungee jumping Jesus, he attempts to attack the worg's face!
attack7 (16 A/D) +6 to Hit 4 +4 damage (2 if Crit)
If Hit, attack again if miss spend ki for patient defense dodge
Bonus attack 15 (9 A/D) +6 to Hit 2 +4 damage (6 if Crit)
I still need perception/insight rolls from everyone except for Millwater, Veeshal, Sorrow and Festoon
Plus actions from everyone including Initiative and any combat rolls from everyone as we are/will be in combat very soon
The smell! Fear keeps the kit from turning his head back to look, but the smell is overwhelming him. Aiming for the 1st trap, Millwater feels a cold slimy... nose, wallops his bottom right before he is hurled into the air. His eyes close as he tumbles ass over head, his master's voice soothes him (Be like water!) He tucks in his limbs as he tumbles, the speed he can control.
He plants his right foot on the ground and shifts his balance to his left and takes off running towards the 1st trap! Steeling himself to look towards his worst fear (Dogs!) That awful smell, a combination of sickly sweet puppy breath and Bhaal's rancid ass ham assaults him.
Initiative 5 +4
ready dodge while moving towards 1st trap
Millwater Male Tabaxi Monk 2 I 8hp
Vee INIT: 10
Attack 1st round: 9
Damage 1st round: 4
Attack 2nd round: 16
Damage 2nd round: 8
Attack 3rd round: 14
Damage 3rd round: 8
First attack is with Xbow, then will draw hammer. If able will try for non-lethal damage but-eh-splatter brains/break bones, oh well.
Sorrow INIT: 9
Attack 1st round: 14
Damage 1st round: 6
Attack 2nd round: 9
Damage 2nd round: 5
Attack 3rd round: 13
Damage 3rd round: 10
With no LR taken yet, Sorrow is regretting the time not spent in a nap. She will attack, trying for non-lethal on the gobs, but not so much on any worgs. If she happens to kill the gobs so be it, but having a couple to interrogate would come in handy...
Once out of catching distance of the worgs and their riders, Festoon doubles back and moves through the woods lithely, trying to get a shot on any of the wargs and hoping to topple a rider. If possible, he will help Millwater as they guide the foes to the ready traps.
Round 1 Attack: 14 Damage: 8 Advantage and Sneak attack if applicable 15 3
Round 2 Attack: 15 Damage: 5 Advantage and Sneak attack if applicable 19 1
Round 3 Attack: 23 Damage: 5 Advantage and Sneak attack if applicable 23 3
Stealth as BA where needed: 27, 15, 26
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Initiative: 6
Scimitar attack: Attack: 9 Damage: 8
Everything seems to come together as the pit is done along with the roots for tripping. Millwater is nudged from behind which sends him head over heels into a controlled tumble. Millwater is back on his feet and running toward the pit with two Worgs and their riders hot on his tail. Meanwhile Festoon is able to bring a Worg down as he reappears not far from the traps He hides behind a tree and takes a shot with his bow at another Worg that has been pursuing him. causing it some pain as it growls and heads toward him some more. Those around the traps and at the edge of town are surprised as Millwater runs past the traps and they see a Worg almost able to get him in its jaws. It jump right after Millwater clearing the traps just like Millwater did but the second Worg is not soo lucky as it trips over the roots and heads head first into the pit. The goblin on its back is thrown as its worg is stunned from the crash into the pit. It lays in the pit unmoving for now. The Worg and its rider behind Millwater is able to catch up to and knock Millwater to the side where it attacks him but misses. Millwater is able to retain his balance where he can attack the Worg and its rider. Coming to their senses after the surprise Sorrow reacts violently and is able to get within range of the Worg and its rider by Millwater. Swinging her axe she connects with the worg hitting it with a solid Blow. Tailfeathers swings but misses. Veeshal shoots at the worg by Millwater but misses. Thus ends this round
If I do not have attack/damage rolls for the next round please get them in. If you have any actions you wish to take add that into your posts. J'nah I need your initiative and any actions you wish to take. Festoon I need new actions from you.
Mouser makes good use of his size and litheness to move through the woods and around the traps. Pot-shotting as he goes, he tries to lure the foes into the traps and pitfalls.
Bow Attack: 21 Damage: 7
He'll try to get closer to Millwater, still targeting the wargs until all three are dead. After that, the riders.
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Tail Feathers growls and goes after another that is close.
Attack: 13 Damage: 8
Millwater sees the ugliest and meanest doggo, nearly the size of draft horse! Bile rises up his chest, forcing himself to swallow. (Bitter is the taste of fear. Don't think, just do!) Staring at the beasts eyes, he suddenly careens left then right, checking the worg 's reflexes and tracking, as his claws extends. He charges forwards and leaps coming in with a cat clawed haymaker to the worg 's nose.
Attack 15 (8 A/D) +6 to Hit 4 +4 damage (1 if Crit)
If a hit spend 1 ki for 2 bonus attacks. If miss 1 bonus attack
Attack 16 (9 A/D) +6 to Hit. 5 +4 damage (5 if Crit)
Attack 11 (4 A/D) +6 to Hit 1 +4 damage (4 if Crit)
Millwater Male Tabaxi Monk 2 I 8hp
The first shot is coming from a hidden position, targeting the Worg closest to Millwater.
Init: 6
BA: Concentrating on: Hunter's Mark - Worg - Gain Advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it + 1d6 weapon damage to marked target.
Shortbow Attack: 18
Shortbow Damage: 14
The fighting continues as the companions come together to rid this world of the four Worgs along with their Goblin riders. Millwaters stands almost nose to nose with the Worg in front of him. He presses the attack against this Worg who looks as if he is wanting to eat Millwater. Using his claws he digs into the Worgs head with two good hits doing 17 damage. The Goblin and the Worg both attack Millwater. With only the goblin hitting with a arrow causing 5 damage to Millwaters. Another Goblin turns to attack Tailfeathers hoping to get revenge for his stunned Worg but misses in his attempt at the sweet revenge he was planning. Another Goblin and Worg have figured out how Festoon is moving and attempts to intercept. The Goblin tries a bow attack and hits Festoon with an arrow for 6 damage. Sorrow swings her axe again biting deep into the worg again causing it 9 more damage ending this worgs life. The goblin atop it jumps off towards Sorrow with a vengeful sneer. It leads with its bow swinging it like a club. It us successful in its strike but only does minimal damage 3 points. It drops its bow and draws its sword. Tailfeathers has more luck this time and succeeds in killer the goblin by her. Veeshal is able to reload his crossbow and sees the Work and goblin rider trying to cut off Festoon. He shoots for the Worg but as it moves he hits the goblin rider killing it. The Worg is not happy and is about to bite down on Festoon when a Arrow shot by the hidden J'nah hits it in the side for 14 damage. It forgets about Festoon and takes off on the direction of J'nah using its nose to root out where he is hidden. Thus ends this round. ther is two Worgs still alive along with two Worgs. What are your next moves?
Millwater smiles defiantly at the goblin as he catches the shaft of the arrow. His smile turns to shock as the pain registers in his brain and he realizes he is a level too low. Deciding to pull out the arrow and deal with the wound in the safety of the hole. With fresh blood streaming out, Millwater makes all haste to the hole. Making pitiful injured furry animal noises the whole way there.
Dash and Feline Agility for 160 movement
Finding his target hole occupied, Millwater scrambles up a nearby tree!
Millwater Male Tabaxi Monk 2 I 3hp
Tail Feathers looks around to see how close everyone is and how hurt her companions are. If she just had enemies within 5 feet she is going to use Thunderclap. If companions are within 5 feet of her she will go after a worg or goblin with her scimitar.
Thunderclap damage on failed Con save: 6
Scimitar: Attack: 20 Damage: 8
Seeing the situation, J'nah, drops the bow and runs forward drawing his pair of Short swords, charging a creature larger than himself he gives a war cry and as he approaches, he leans left to get the worgs attention, then dips and drops his shoulder right at the last minute spinning away with the blades extendes
Concentrating on: Hunter's Mark - Worg - Gain Advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it + 1d6 weapon damage to marked target.
Action: Shortsword Main Hand
Attack: 19
Damage: 7
Bonus Action: Shortsword OH (No Attribute ti Damage
Attack: 18
Damage: 9
Seeing the Tabaxii with blood flowing and hearing the cries of pain, Vee sends a healing prayer at Mills back as he moves toward the pit:
Healing Word: 4
Howling in frustration, Sorrow continues her attacks with the axe as she also moves toward the pit.
Attack: 25
Damage: 15
Taking the arrow shot with a grunt f pain, Festoon moves swiftly into the shadows, spending time to move far away from the action and recover for a moment.
OOC
Stealth Action, move away then BA dash while hidden (hopefully).
Stealth 21
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
As the fighting continues Millwater climbs up the tree by him as he feels his lifes blood dripping down out of him. The Worg in the pit slowly gets up shaking its head to clear the dancing stars in front of its face from the hard impact with the earth. While climbing up the tree the goblin tries to shoot Millwater again but misses. The Goblin by Sorrow swings its sword at Sorrow biting into her side for 6 damage. The Goblins joy is short lived as Sorrow cuts it in half with a savage shop of her axe. Tail Feathers does a thunder clap that does not effect the worg in the hole but she follows that with a good hit with her scimitar on the stunned Worg causing it 8 damage but the pain clears its head quickly. Veeshal send 4 points of healing into Millwater. J'nah charges forward as the Worg coming towards him causing 16 damage to it as it bites down on him. Proving J'nah moved just a bit slower than it reacted he takes 7 damage from its bite. During this time Festoon is able to get away and hide from any other enemies. Thus this round comes to an end. Two Worgs are left along with one goblin now. What is everyone doing. Tailfeathers has a injured Worg by her. There is a goblin midway between Sorrow and the tree Millwater is in the last Worg is trading blows with J'nah a bit away from everyone else but still withing range weapons of those who are not currently engaged.
Taking the branches in the tree towards Tail Feathers til they bend with his weight. Watching the carnage inflicted by his enemies, Millwater leaps into the void. Feet together, arms wide apart, and claws out. A rustling is heard from above, then a burst of leaves and foliage as the kit makes his entrance back into the melee. With none of the grace of a sugar glider, and all of the cringe of bungee jumping Jesus, he attempts to attack the worg's face!
attack 7 (16 A/D) +6 to Hit 4 +4 damage (2 if Crit)
If Hit, attack again if miss spend ki for patient defense dodge
Bonus attack 15 (9 A/D) +6 to Hit 2 +4 damage (6 if Crit)
Millwater Male Tabaxi Monk 2 I 7hp