Round 1: (please don't forget to post what round you are acting in when you make an individual post)
22 - Charaaims at the druid and fires. Due to the large vats of wine, the druid has the benefit of half cover, but it is insufficient to protect her. Chara's magical bolt flies true and strikes the druid, leaving a visible trail in the air for others to use.
22 - Cole runs to the house, making it into the storage room. From where he stands in the door, it is impossible to see the druid (he can choose a different action is he likes). Typhoon flies into the room and lands just to the west of the druid on the balcony.
21 - Eithnecharges up the stairs to tackle the druid. (Here is how we are doing this: We will treat the initial part of the attack as a grapple (Eithne, please make an Athletics roll contested by the Druid's Acrobatics roll: 15; the loser will have to make a DEX or STR saving throw (whichever they prefer; DC 14) to avoid being either: 1. being taken down by the tackle or 2. falling down on your face having missed the tackle. Action will resolve based on rolls.)
19 - Ravens 1 hold action
18 - Lennrealizes that the encroaching stickmen are still out of range of his spell and decides to make his way into the house, joining Cole in the storage room. (You can choose a different action, if you like)
16 - (Lucian's action is dependent on what happens with Eithne's)
16 - (Nikolai'saction is dependent on what happens with Eithne's)
16 - Ravens 2 hold action
16 - Stickmen 1 dash toward the house
15 - (Bran, go ahead and place your token; if you'd like to wait to see if Eithnewas successful, you may)
15 - (Druid'saction is dependent on what happens with Eithne's)
21 - Eithnecharges up the stairs to tackle the druid. (Here is how we are doing this: We will treat the initial part of the attack as a grapple (Eithne, please make an Athletics roll contested by the Druid's Acrobatics roll: 15; the loser will have to make a DEX or STR saving throw (whichever they prefer; DC 14) to avoid being either: 1. being taken down by the tackle or 2. falling down on your face having missed the tackle. Action will resolve based on rolls.)
...
16 - (Lucian's action is dependent on what happens with Eithne's)
16 - (Nikolai'saction is dependent on what happens with Eithne's)
...
15 - (Bran, go ahead and place your token; if you'd like to wait to see if Eithnewas successful, you may)
15 - (Druid'saction is dependent on what happens with Eithne's)
...
Lol! So many action dependent on Eithne's... I'm feeling important! 😉
And by the way... we have an acrobat-druid! 15!? Maybe he has a Tarzan background 😉... (Just kidding, in anticipation of my not too improbable failure - luck is luck, if druid rolled good... well, good for him. I hope he at least will roll low when it comes to attacking us). But enough waiting! Let's see how this develops...
Eithne avoids at least making a total fool of herself; she also uses her free object interaction to wield her greataxe (so she will at least be able to threaten the druid).
And with that, all those who were waiting for Eithne can raise hell! And the first one to make an attack roll against the druid, remember to do so with advantage (thanks to Chara's guiding bolt).
Seeing that Lenn is the last to enter and will probably keep watch for any wooden creatures trying to enter the building, Bran tells him:
- Time to turn those wooden bastards into nice piles of logs!
Then he rushes inside to find the party already facing the first of the druids. For a moment he thinks of ignoring this fight and dash so he can end up reaching the garage door and block it to prevent the wooden men from entering from that side. But then he thinks twice: focusing on finishing the druid as quickly as possible might be the best option for now.
So he points a finger towards the female druid and says:
- You're a poison to this place and, as such, we will extract you from here.
Round 1.
Bardic Inspiration / Magical Inspiration on Lenn+ Vicious Mockery on the druid. (WIS SAVE DC 14 or take a very sad 1 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn)
Round 1: (please don't forget to post what round you are acting in when you make an individual post)
22 - Charaaims at the druid and fires. Due to the large vats of wine, the druid has the benefit of half cover, but it is insufficient to protect her. Chara's magical bolt flies true and strikes the druid, leaving a visible trail in the air for others to use.
22 - Cole runs to the house, making it through the storage room and into the room with the vats (Go ahead and place your token where you want). Typhoon flies into the room and lands just to the west of the druid on the balcony, attacking her with little motes of fire (Cole, Typhoon definitely hit, but roll again because of Chara’sGuiding Bolt. Typhoon has adavantage and maybe they’ll crit).
21 - Eithnecharges up the stairs to tackle the druid. She leaps at the woman, but the Druid is ready and dodges out of the way. Eithneis able to catch herself, before plunging into the vat of poisoned wine, but only just.
19 - Ravens 1 hold action
18 - Lennrealizes that the encroaching stickmen are still out of range of his spell and decides to make his way into the house, joining Cole in the storage room. (You can choose a different action, if you like)
16 - Lucianrushes up the stairs, but is unable to get past Eithneto attack. (You can choose a different action if you like)
16 - Nikolaicasts his spell and a skeletal hand, glowing indigo, wraps its fingers around the neck of the Druid. She starts to cough and choke.
16 - Ravens 2 hold action
16 - Stickmen 1 dash toward the house
15 - Branoffers some inspiration to Lennand then rushes into the fermentation room. Seeing the Druid, he tries to insult her, but she is too mad to even notice.
15 - The druid pulls the clawing skeletal hand from her throat for a moment and calls out, “Come, my little ones, come out and play!” A dozen of the little creatures that Eithne saw earlier come running out of a crack in the easternmost vat. They gather in two groups of six each and dash across the room to menace Chara, Nikolai, and Bran. The druid then casts Shillelagh on her staff.
The Ravens appear to have been holding their actions for the appearance of the small twig blights. Two swarms of ravens swoop down from the rafters and attack the twig blights, destroying one twig blight in both groups.
12 - A third swarm of ravens swoops down on a group of twig blights, destroying another one of the small creatures.
12 - Stickmen 2 also dash toward the house
12 - Twig Blights 3 emerge from the easternmost vat and charge toward Bran.
9 - Stickmen 3 dash toward the house.
9 - Stickmen 4 dash toward the house.
4 - Stickmen 5 dash toward the house.
4 - Stickmen 6 dash toward the house.
4 - Twig Blights 4 emerge from the easternmost vat and charge toward Bran.
3 - Ravens 4 swoop down from the rafters and attack Twig Blights 3, destroying one of the little creatures.
(That's Round One: Cole needs to move and Lenn and Lucian can choose different round one actions, but everyone else is in round two)
Seeing that he won't be able to get past Eithne, Lucian quickly pulls out a dagger and throws it past her as she catches herself on the barrel of poisoned wine. As the dagger flies past her and towards the Druid, Lucian silently prays that his aim is true, as he realizes that Cole's familiar is on the other side of the enemy. He would feel absolutely horrible if his attack turned into friendly fire.
Seeing that he won't be able to get past Eithne, Lucian quickly pulls out a dagger and throws it past her as she catches herself on the barrel of poisoned wine. As the dagger flies past her and towards the Druid, Lucian silently prays that his aim is true, as he realizes that Cole's familiar is on the other side of the enemy. He would feel absolutely horrible if his attack turned into friendly fire.
Dagger: Attack: 14 Damage: 6
You had advantage (thanks to Chara's guiding bolt) - although I expect you hit it already with 14
Seeing that he won't be able to get past Eithne, Lucian quickly pulls out a dagger and throws it past her as she catches herself on the barrel of poisoned wine. As the dagger flies past her and towards the Druid, Lucian silently prays that his aim is true, as he realizes that Cole's familiar is on the other side of the enemy. He would feel absolutely horrible if his attack turned into friendly fire.
Dagger: Attack: 14 Damage: 6
You had advantage (thanks to Chara's guiding bolt) - although I expect you hit it already with 14
(Really!? A nat20 did happen in Typhoon's second roll!? Wooo!!
Regarding the door, I understood we had discarded that option in favour of causing a bottleneck, which in my head implied not closing the door at all. But I may have understood very wrong. In any case, I'd vote for closing it, yes. And, as Lenn wanted to be the last to enter, it would have to be him the one to close it if we want it done in Round 1)
(Really!? A nat20 did happen in Typhoon's second roll!? Wooo!!
Regarding the door, I understood we had discarded that option in favour of causing a bottleneck, which in my head implied not closing the door at all. But I may have understood very wrong. In any case, I'd vote for closing it, yes. And, as Lenn wanted to be the last to enter, it would have to be him the one to close it if we want it done in Round 1)
(That's a fair point. I withdraw my comment. Bottlenecks are good as well.)
Round 1: (please don't forget to post what round you are acting in when you make an individual post)
22 - Chara aims at the druid and fires. Due to the large vats of wine, the druid has the benefit of half cover, but it is insufficient to protect her. Chara's magical bolt flies true and strikes the druid, leaving a visible trail in the air for others to use.
22 - Cole runs to the house, making it into the storage room. From where he stands in the door, it is impossible to see the druid (he can choose a different action is he likes). Typhoon flies into the room and lands just to the west of the druid on the balcony.
21 - Eithne charges up the stairs to tackle the druid. (Here is how we are doing this: We will treat the initial part of the attack as a grapple (Eithne, please make an Athletics roll contested by the Druid's Acrobatics roll: 15; the loser will have to make a DEX or STR saving throw (whichever they prefer; DC 14) to avoid being either: 1. being taken down by the tackle or 2. falling down on your face having missed the tackle. Action will resolve based on rolls.)
19 - Ravens 1 hold action
18 - Lenn realizes that the encroaching stickmen are still out of range of his spell and decides to make his way into the house, joining Cole in the storage room. (You can choose a different action, if you like)
16 - (Lucian's action is dependent on what happens with Eithne's)
16 - (Nikolai's action is dependent on what happens with Eithne's)
16 - Ravens 2 hold action
16 - Stickmen 1 dash toward the house
15 - (Bran, go ahead and place your token; if you'd like to wait to see if Eithne was successful, you may)
15 - (Druid's action is dependent on what happens with Eithne's)
12 - Ravens 2
12 - Stickmen 2
9 - Stickmen 3
9 - Stickmen 4
4 - Stickmen 5
4 - Stickmen 6
3 - Ravens 4
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
Lol! So many action dependent on Eithne's... I'm feeling important! 😉
And by the way... we have an acrobat-druid! 15!? Maybe he has a Tarzan background 😉... (Just kidding, in anticipation of my not too improbable failure - luck is luck, if druid rolled good... well, good for him. I hope he at least will roll low when it comes to attacking us). But enough waiting! Let's see how this develops...
Round 1
Eithne's Athletics: 10
Well, last chance: using Knowledge from a Past Life feature to add 1d6 to this roll. It is really unlikely to matter, but I want to try.
Knowledge from a Past Life: 3
OK, Tarzan wins. Trying the DC 14 dex save: 13
Round 1
Eithne avoids at least making a total fool of herself; she also uses her free object interaction to wield her greataxe (so she will at least be able to threaten the druid).
And with that, all those who were waiting for Eithne can raise hell! And the first one to make an attack roll against the druid, remember to do so with advantage (thanks to Chara's guiding bolt).
Round 1: instead of shooting I will use my action to dash and get into the same room as Chara and my *wildfire spirit.
These words are smaller than the other ones.
Seeing that Lenn is the last to enter and will probably keep watch for any wooden creatures trying to enter the building, Bran tells him:
- Time to turn those wooden bastards into nice piles of logs!
Then he rushes inside to find the party already facing the first of the druids. For a moment he thinks of ignoring this fight and dash so he can end up reaching the garage door and block it to prevent the wooden men from entering from that side. But then he thinks twice: focusing on finishing the druid as quickly as possible might be the best option for now.
So he points a finger towards the female druid and says:
- You're a poison to this place and, as such, we will extract you from here.
Round 1.
Bardic Inspiration / Magical Inspiration on Lenn + Vicious Mockery on the druid. (WIS SAVE DC 14 or take a very sad 1 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn)
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
Round 1: (please don't forget to post what round you are acting in when you make an individual post)
22 - Chara aims at the druid and fires. Due to the large vats of wine, the druid has the benefit of half cover, but it is insufficient to protect her. Chara's magical bolt flies true and strikes the druid, leaving a visible trail in the air for others to use.
22 - Cole runs to the house, making it through the storage room and into the room with the vats (Go ahead and place your token where you want). Typhoon flies into the room and lands just to the west of the druid on the balcony, attacking her with little motes of fire (Cole, Typhoon definitely hit, but roll again because of Chara’s Guiding Bolt. Typhoon has adavantage and maybe they’ll crit).
21 - Eithne charges up the stairs to tackle the druid. She leaps at the woman, but the Druid is ready and dodges out of the way. Eithne is able to catch herself, before plunging into the vat of poisoned wine, but only just.
19 - Ravens 1 hold action
18 - Lenn realizes that the encroaching stickmen are still out of range of his spell and decides to make his way into the house, joining Cole in the storage room. (You can choose a different action, if you like)
16 - Lucian rushes up the stairs, but is unable to get past Eithne to attack. (You can choose a different action if you like)
16 - Nikolai casts his spell and a skeletal hand, glowing indigo, wraps its fingers around the neck of the Druid. She starts to cough and choke.
16 - Ravens 2 hold action
16 - Stickmen 1 dash toward the house
15 - Bran offers some inspiration to Lenn and then rushes into the fermentation room. Seeing the Druid, he tries to insult her, but she is too mad to even notice.
15 - The druid pulls the clawing skeletal hand from her throat for a moment and calls out, “Come, my little ones, come out and play!” A dozen of the little creatures that Eithne saw earlier come running out of a crack in the easternmost vat. They gather in two groups of six each and dash across the room to menace Chara, Nikolai, and Bran. The druid then casts Shillelagh on her staff.
The Ravens appear to have been holding their actions for the appearance of the small twig blights. Two swarms of ravens swoop down from the rafters and attack the twig blights, destroying one twig blight in both groups.
12 - A third swarm of ravens swoops down on a group of twig blights, destroying another one of the small creatures.
12 - Stickmen 2 also dash toward the house
12 - Twig Blights 3 emerge from the easternmost vat and charge toward Bran.
9 - Stickmen 3 dash toward the house.
9 - Stickmen 4 dash toward the house.
4 - Stickmen 5 dash toward the house.
4 - Stickmen 6 dash toward the house.
4 - Twig Blights 4 emerge from the easternmost vat and charge toward Bran.
3 - Ravens 4 swoop down from the rafters and attack Twig Blights 3, destroying one of the little creatures.
(That's Round One: Cole needs to move and Lenn and Lucian can choose different round one actions, but everyone else is in round two)
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
Seeing that he won't be able to get past Eithne, Lucian quickly pulls out a dagger and throws it past her as she catches herself on the barrel of poisoned wine. As the dagger flies past her and towards the Druid, Lucian silently prays that his aim is true, as he realizes that Cole's familiar is on the other side of the enemy. He would feel absolutely horrible if his attack turned into friendly fire.
Dagger: Attack: 14 Damage: 6
You had advantage (thanks to Chara's guiding bolt) - although I expect you hit it already with 14
(I think Typhoon got the advantage. That's why Cole will roll again. Love Typhoon's token btw :D)
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
Oh, you're right, I missed Typhoon attack. All ok as it is.
(Forgot to say Round 1)
I'll roll to hit again just in case: 15
(Can we assume the last person into the building closed and barred the door? If not, Nikolai will run back to do that in round 2...)
Round 1 Typhoon’s possible advantage roll: 10 to hit 3 fire damage
These words are smaller than the other ones.
(Really!? A nat20 did happen in Typhoon's second roll!? Wooo!!
Regarding the door, I understood we had discarded that option in favour of causing a bottleneck, which in my head implied not closing the door at all. But I may have understood very wrong. In any case, I'd vote for closing it, yes. And, as Lenn wanted to be the last to enter, it would have to be him the one to close it if we want it done in Round 1)
Peindre l'amour, peindre la vie, pleurer en couleur ♫
Auriel | Shenua | Arren | Lyra
(That's a fair point. I withdraw my comment. Bottlenecks are good as well.)
(Von, go ahead and roll another die of damage)
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
(I think he already did roll two damage dice... one in post #1229 and one in post #1249... 8 damage in 29 and 5 damage in 49)
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