This post has potentially manipulated dice roll results.
Welcome all you lovely folks. The first thing I need you to do is roll your ability scores for me here. To do so click the dice icon and select the ability score tab. Adjust the number to 7 and change the reroll ones option to always. It should come out looking something like this:
Ability scores: 13131317171215
If you try to go in and edit the post it may cause the rolls to change giving you an error message. You can choose any 6 of the 7 numbers rolled for your ability scores.
This post has potentially manipulated dice roll results.
Rolling:
For Skill checks and saving throws use the basic tab and add the necessary modifiers (A).
For combat rolls you can use the combat tab and add the necessary modifiers (B), or you can use the basic tab and separate it out (C). I prefer method C for combat rolls since the combat tab sometimes doesn't like to work. Make sure you have a space between your text and your rolls as it appears in this post. This prevents the coding from potential errors and its more visually pleasing. And if you try to adjust the rolls after you post you'll get the red error message.
Whilst enjoying your day, you feel a sudden dizziness come over your body. You struggle to stay standing and collapse to the ground. You are awakened by a low deep cackle that resounds all around you. The smell of sulfur and flames fill the air and you feel an intense warmth that makes every breath heavy. You stand to your feet looking around to see you've been transported to some sort of stone ruin. Towering stone walls stretch up nearly 20 feet sealing you in a square. Two openings are visible, a larger one to the north and a smaller to the south. Beyond each opening you see a vast sea of lava. Six stone columns with varying levels of erosion and damage are ornately spaced around you. As your vision clears and the dizziness fades you also see your companions standing nearby in the center of this ruin.
You hear a series of high pitched yips and see stepping out from the scattered rubble 5 humanoid creatures covered in fur. A hyena head sits in place of a traditional head and foamy white saliva drips from their jowls. Three stand blocking the northern opening wielding spears and swords. Two block the southern opening holding bows with swords leashed to their side. Snarls replace the chorus of periodic yips and you draw your weapons just before you hear the deep voice again pronounce: "Begin!"
Roll initiative! Combat has begun!
(Roll a d20 and add your initiative modifier. You can find you it at the top of your character sheet near the middle. Also post your first round of combat action. On your turn you get to Move, perform an Action, and bonus action if possible. If you attack make sure you include the necessary rolls if applicable, an attack roll and a damage roll. For our spell users, some spell require the target to perform a saving throw, in those cases you do not need to roll an attack, only the damage. Please make sure you write out what you are doing. Embellish if you want but super embellishment may require a skill check.)
With the nimbleness of a lightfooted halfling, I rush past Delphinium and stop between the two large bits of ruin in front of the north gate. Raising my glowing hands and shouting a phrase in my halfling tongue, I cast scorching ray to hit the three creatures guarding the north exit.
Drogore quickly twists his wrist and wiggles his fingers in a precise and rapid motion conjuring three beads of red energy. They circle around his hand once before flashing and transform into rays of flame that arc towards the three Gnolls. Each ray slams into its target, flames splashing over their bodies and charring flesh and fur. You hear slight yelps come from the gnolls but all three remain standing and snarling.
This post has potentially manipulated dice roll results.
The northern three gnolls advance rapidly towards Drogore while the two southern gnolls shift closer to the southern corners and release arrows at Loodyhoo. The northern gnolls, clearly upset by being burned, bump into one another as they try to attack Drogore causing two of their blows to miss. The northernmost gnoll succeeds and slashes down cutting across Drogore’s chest and arm. Blood seeps from the wound and the gnolls yip rapidly. The southwestern gnoll’s arrow pierces the chainmail sinks into Loodyhoo’s shoulder. The southeast gnoll’s arrow goes wide and scitters across the stone floor.
Delphinium drags her finger across her brow gathering a bead of sweat from the heat and it coalesces into a large shard of ice. She takes a few steps forward and hurls the shard in the direction of the northern gnoll. A second later the shard slams into the gnoll’s chest and flares white exploding into dozens of sharp icicles that bounce off the furry hides of the gnolls. Kazmae moves closer and stretches out her open palm in the direction of the NE gnoll sending a small green cloud of poison that splashes over its hyena face and causes it to gag and cough as it takes 9 poison damage.
Welcome all you lovely folks. The first thing I need you to do is roll your ability scores for me here. To do so click the dice icon and select the ability score tab. Adjust the number to 7 and change the reroll ones option to always. It should come out looking something like this:
Ability scores: 13 13 13 17 17 12 15
If you try to go in and edit the post it may cause the rolls to change giving you an error message. You can choose any 6 of the 7 numbers rolled for your ability scores.
Ability scores: 17 16 17 12 10 8 17
Ability scores: 14 15 14 15 15 13 10
Ability scores: 16 13 15 12 16 12 15
Rolling:
I roll to attack the goblin with my longsword.
A: Dex save: 11
B: Attack: 22 Damage: Unable to parse dice roll.
C: Att: 22 Dmg: 5
Ability scores: 13 13 15 11 13 13 9
Mini-game time!
Whilst enjoying your day, you feel a sudden dizziness come over your body. You struggle to stay standing and collapse to the ground. You are awakened by a low deep cackle that resounds all around you. The smell of sulfur and flames fill the air and you feel an intense warmth that makes every breath heavy. You stand to your feet looking around to see you've been transported to some sort of stone ruin. Towering stone walls stretch up nearly 20 feet sealing you in a square. Two openings are visible, a larger one to the north and a smaller to the south. Beyond each opening you see a vast sea of lava. Six stone columns with varying levels of erosion and damage are ornately spaced around you. As your vision clears and the dizziness fades you also see your companions standing nearby in the center of this ruin.
You hear a series of high pitched yips and see stepping out from the scattered rubble 5 humanoid creatures covered in fur. A hyena head sits in place of a traditional head and foamy white saliva drips from their jowls. Three stand blocking the northern opening wielding spears and swords. Two block the southern opening holding bows with swords leashed to their side. Snarls replace the chorus of periodic yips and you draw your weapons just before you hear the deep voice again pronounce: "Begin!"
Roll initiative! Combat has begun!
(Roll a d20 and add your initiative modifier. You can find you it at the top of your character sheet near the middle. Also post your first round of combat action. On your turn you get to Move, perform an Action, and bonus action if possible. If you attack make sure you include the necessary rolls if applicable, an attack roll and a damage roll. For our spell users, some spell require the target to perform a saving throw, in those cases you do not need to roll an attack, only the damage. Please make sure you write out what you are doing. Embellish if you want but super embellishment may require a skill check.)
Battle map:
Gnoll Initiative: 12
initiative: 9
initiative: 14
With the nimbleness of a lightfooted halfling, I rush past Delphinium and stop between the two large bits of ruin in front of the north gate. Raising my glowing hands and shouting a phrase in my halfling tongue, I cast scorching ray to hit the three creatures guarding the north exit.
Left Ray: Attack: 17 fire dmg: 5
Middle Ray: Attack: 18 fire dmg: 8
Right Ray: Attack: 21 fire dmg: 11
Drogore quickly twists his wrist and wiggles his fingers in a precise and rapid motion conjuring three beads of red energy. They circle around his hand once before flashing and transform into rays of flame that arc towards the three Gnolls. Each ray slams into its target, flames splashing over their bodies and charring flesh and fur. You hear slight yelps come from the gnolls but all three remain standing and snarling.
I step forward and align with the middle gnoll, raise my hands and cast ice knife
9
6
5
Initiative: 15
I move to the side a gnoll in my line of sight, I throw my hands out casting a blast of poison in it's direction.
The northern three gnolls advance rapidly towards Drogore while the two southern gnolls shift closer to the southern corners and release arrows at Loodyhoo. The northern gnolls, clearly upset by being burned, bump into one another as they try to attack Drogore causing two of their blows to miss. The northernmost gnoll succeeds and slashes down cutting across Drogore’s chest and arm. Blood seeps from the wound and the gnolls yip rapidly. The southwestern gnoll’s arrow pierces the chainmail sinks into Loodyhoo’s shoulder. The southeast gnoll’s arrow goes wide and scitters across the stone floor.
Delphinium drags her finger across her brow gathering a bead of sweat from the heat and it coalesces into a large shard of ice. She takes a few steps forward and hurls the shard in the direction of the northern gnoll. A second later the shard slams into the gnoll’s chest and flares white exploding into dozens of sharp icicles that bounce off the furry hides of the gnolls. Kazmae moves closer and stretches out her open palm in the direction of the NE gnoll sending a small green cloud of poison that splashes over its hyena face and causes it to gag and cough as it takes 9 poison damage.
Loodyhoo is up!
Updated Battle map:
I run up next to Delphinium and cast burning hands to hit the bad guys.
10