Ok, after much thought I decided to change things a little. Marching order is Keygan, Laladak, Tyris, Alben, Oreus, with Shadow waiting at the other end of the curtain. (Changed to who announced first)
Map Keys:
Green Line: The route Keygan took to prevent the skulk from attacking right away.
K: Keygan (Is a coward at heart and with not join in battle. Initiative 22)
L: Laladak (Has a readied action with his sword out. Must make a DC 10 athletics check or moves half speed because you a pointing in the wrong direction. Initiative 15)
T: Tyris (Has a readied action with his longbow. Attack: 17 Damage: 10 has disadvantage because target is prone. So give me a 2nd roll. Initiative 23)
A: Alben (Has a readied action to shoot a fire bolt, go ahead and make your spell attack roll with disadvantage as the target is prone. Initiative 21)
O: Oreus (I assume you also have a readied action. First you need to mpke a DC 10 athletes check to see if you clear the curtain and move around Alben to get into melee range. You also need to make a DC 15 perception check to move through the curtain and still have advantage. (Moving through might give you disadvantage from the curtain districting you as you pass through, and not knowing exactly where he is, thus canceling out the advantage. Initiative 21)
Sk: Skulk (He had a ready action (to jump when he thought the secret door was threatened) which Alben triggered when he walked into the room. He jumped and failed his athletics check fell prone thus negating the rest of his action. He took 4 points of falling damage. I just noticed that the skulk should be facing east instead of south. Initiative 16)
Sh: Shadow (You stopped when you got to the part of the curtain that is opposite from the secret door, dug into your backpack and took out your Ball Bearings (bag of 1,000) you quietly opened the bag and tossed it towards the secret door. When the skulk jumped he had disadvantage on his athletics check (DC 15), failed and fell prone. For your reading action you moved through the curtain when he hears the skulk jump down and attack him (advantage because he is prone) with two light weapons; shortsword Attack: 17 Damage: 7 plus 5 sneak attack, and dagger Attack: 26 Damage: 6. Because you failed your DC 15 perception check you didn't have advantage (in less someone posts the first rolls you made for each attack, I will try to figure that out tomorrow afternoon) If you want to act. If you wait to see if Laladak or Oreus makes it into melee range you will still sneak attack if you hit. If you don't hit with the shortsword, but hit with the crit on the dagger don't forget to roll the critical damage. Initiative 23)
Oreus hears something or someone falling, this he goes behind the curtain with his glaive at the ready.
once he sees the person come from nowhere , he attacks both with the point and the rear of the glaive without willing to kill him on the spot
ooc: non lethal damages. After the restatement I dunno if the skulk is now prone or not, so I will roll both options
If prone, attack with adv Attack: 19 Damage: 9
bonus action feat: Attack: 20 Damage: 8
If not prone: attack: Attack: 17 Damage: 6
BOnus attack feat : Attack: 8 Damage: 8
He is still prone but before you can attack you need to make a DC 10 athletes check to see if you clear the curtain and move around Alben to get into melee range, if you don't make it you stay behind the curtain on the bouns round. You also need to make a DC 15 perception check to move through the curtain and still have advantage. (Moving through might give you disadvantage from the curtain districting you as you pass through, and not knowing exactly where he is, thus canceling out the advantage.
Sorry everyone for changing everything around. I have a problem with trying to rush things and keep assuming you will all follow how I think you should. There are a several of reasons for this.
First. I want to move the story forward, and I'm a little impatient with how slow things are going. (Waiting 2 or 3 days days for everyone to post.) Which leads to...
Second. This is my first time DMing on a PbP forum, and I'm having trouble adapting to a non-fluid play style. I'm used to listening to players and and adjusting as we go. I'm having trouble doing that here for some reason. Maybe because everyone posts at different times and I fell the need to replay to a post right away, without waiting for other people to post. This may cause problems with group synergy.
Third. Right now we are totally off script, and as I haven't been a DM for several years. I'm out of practice making creative ideas on how to handle changes, and as there is time between posts I think of better ways to handle things.
Fourth. I'm still learning how to play 5e. I learn something new almost every day. And for those who don't know The Shackled City was first written for 3.0 in Dragon Magazine and then updated to 3.5 as a hardcover book. I am converting it over to 5e. While this is helping me to learn 5e, I also have 2.5 different systems to juggle.
Please be patient with me as I learn the in's and out's of all these different problems. Hopefully I will get better and things will not be so confusing.
Tyris arrow slams into the skulk's shin, almost pinning it to the floor, but not quite.
I didn't realize there were optional facing rules, but after reading them, they are pretty close to what I wanted. So yes we are using then. Can you post them as you have access to the DMG online (I can't copy and paste from my PDF.)
I would also like to use the optional flanking rules, but here I think we need a majority vote from the players. If you could post those also so people can vote, thst would be great.
If you want the precision of knowing which way a creature is facing, consider using this optional rule.
Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the direction it faces), left and right side arcs, and a rear arc. A creature can also change its facing as a reaction when any other creature moves.
A creature can normally target only creatures in its front or side arcs. It can’t see into its rear arc. This means an attacker in the creature’s rear arc makes attack rolls against it with advantage.
Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield on the left arm can use it only against attacks from the front and left arcs.
Feel free to determine that not all creatures have every type of arc. For example, an amorphous ochre jelly could treat all of its arcs as front ones, while a hydra might have three front arcs and one rear one.
On squares, you pick one side of a creature’s space as the direction it is facing. Draw a diagonal line outward from each corner of this side to determine the squares in its front arc. The opposite side of the space determines its rear arc in the same way. The remaining spaces to either side of the creature form its side arcs.
On hexes, determining the front, rear, and side arcs requires more judgment. Pick one side of the creature’s space and create a wedge shape expanding out from there for the front arc, and another on the opposite side of the creature for the rear arc. The remaining spaces to either side of the creature are its side arcs.
A square or hex might be in more than one arc, depending on how you draw the lines from a creature’s space. If more than half of a square or hex lies in one arc, it is in that arc. If it is split exactly down the middle, use this rule: if half of it lies in the front arc, it’s in that arc. If half of it is in a side arc and the rear arc, it’s in the side arc.
Optional Rule: Flanking
If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.
A creature can’t flank an enemy that it can’t see. A creature also can’t flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.
Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures’ spaces. If the line passes through opposite sides or corners of the enemy’s space, the enemy is flanked.
Shadow swings with his sword, but the skulk manages to twist out of the way right into the path of Shadow's off-hand dagger that sinks to the hilt dealing 13 points of damage.
20 perception
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Can someone with a computer tell me what the first attack roll was for each attack. As I mostly use my phone.
Ok, after much thought I decided to change things a little. Marching order is Keygan, Laladak, Tyris, Alben, Oreus, with Shadow waiting at the other end of the curtain. (Changed to who announced first)
Map Keys:
Green Line: The route Keygan took to prevent the skulk from attacking right away.
K: Keegan
L: Laladak
T: Tyris
A: Alben
O: Oreus
Sk: Skulk
Sh: Shadow
White Arrows: The direction the person is facing.
Actions, Readied Actions, Conditions, Advantages/Disadvantages, Initiatives
K: Keygan (Is a coward at heart and with not join in battle. Initiative 22)
L: Laladak (Has a readied action with his sword out. Must make a DC 10 athletics check or moves half speed because you a pointing in the wrong direction. Initiative 15)
T: Tyris (Has a readied action with his longbow. Attack: 17 Damage: 10 has disadvantage because target is prone. So give me a 2nd roll. Initiative 23)
A: Alben (Has a readied action to shoot a fire bolt, go ahead and make your spell attack roll with disadvantage as the target is prone. Initiative 21)
O: Oreus (I assume you also have a readied action. First you need to mpke a DC 10 athletes check to see if you clear the curtain and move around Alben to get into melee range. You also need to make a DC 15 perception check to move through the curtain and still have advantage. (Moving through might give you disadvantage from the curtain districting you as you pass through, and not knowing exactly where he is, thus canceling out the advantage. Initiative 21)
Sk: Skulk (He had a ready action (to jump when he thought the secret door was threatened) which Alben triggered when he walked into the room. He jumped and failed his athletics check fell prone thus negating the rest of his action. He took 4 points of falling damage. I just noticed that the skulk should be facing east instead of south. Initiative 16)
Sh: Shadow (You stopped when you got to the part of the curtain that is opposite from the secret door, dug into your backpack and took out your Ball Bearings (bag of 1,000) you quietly opened the bag and tossed it towards the secret door. When the skulk jumped he had disadvantage on his athletics check (DC 15), failed and fell prone. For your reading action you moved through the curtain when he hears the skulk jump down and attack him (advantage because he is prone) with two light weapons; shortsword Attack: 17 Damage: 7 plus 5 sneak attack, and dagger Attack: 26 Damage: 6. Because you failed your DC 15 perception check you didn't have advantage (in less someone posts the first rolls you made for each attack, I will try to figure that out tomorrow afternoon) If you want to act. If you wait to see if Laladak or Oreus makes it into melee range you will still sneak attack if you hit. If you don't hit with the shortsword, but hit with the crit on the dagger don't forget to roll the critical damage. Initiative 23)
Oreus hears something or someone falling, this he goes behind the curtain with his glaive at the ready.
once he sees the person come from nowhere , he attacks both with the point and the rear of the glaive without willing to kill him on the spot
ooc: non lethal damages. After the restatement I dunno if the skulk is now prone or not, so I will roll both options
If prone, attack with adv Attack: 13 Damage: 11
bonus action feat: Attack: 21 Damage: 8
If not prone: attack: Attack: 12 Damage: 10
BOnus attack feat : Attack: 17 Damage: 8
He is still prone but before you can attack you need to make a DC 10 athletes check to see if you clear the curtain and move around Alben to get into melee range, if you don't make it you stay behind the curtain on the bouns round. You also need to make a DC 15 perception check to move through the curtain and still have advantage. (Moving through might give you disadvantage from the curtain districting you as you pass through, and not knowing exactly where he is, thus canceling out the advantage.
OOC: DM's apology.
Sorry everyone for changing everything around. I have a problem with trying to rush things and keep assuming you will all follow how I think you should. There are a several of reasons for this.
First. I want to move the story forward, and I'm a little impatient with how slow things are going. (Waiting 2 or 3 days days for everyone to post.) Which leads to...
Second. This is my first time DMing on a PbP forum, and I'm having trouble adapting to a non-fluid play style. I'm used to listening to players and and adjusting as we go. I'm having trouble doing that here for some reason. Maybe because everyone posts at different times and I fell the need to replay to a post right away, without waiting for other people to post. This may cause problems with group synergy.
Third. Right now we are totally off script, and as I haven't been a DM for several years. I'm out of practice making creative ideas on how to handle changes, and as there is time between posts I think of better ways to handle things.
Fourth. I'm still learning how to play 5e. I learn something new almost every day. And for those who don't know The Shackled City was first written for 3.0 in Dragon Magazine and then updated to 3.5 as a hardcover book. I am converting it over to 5e. While this is helping me to learn 5e, I also have 2.5 different systems to juggle.
Please be patient with me as I learn the in's and out's of all these different problems. Hopefully I will get better and things will not be so confusing.
Disadvantage attack roll: 7
(Are we using the optional Facing rules?)
(For shadows attacks, first shortsword roll was 5+6 for an 11, dagger the first roll was the crit)
Tyris arrow slams into the skulk's shin, almost pinning it to the floor, but not quite.
I didn't realize there were optional facing rules, but after reading them, they are pretty close to what I wanted. So yes we are using then. Can you post them as you have access to the DMG online (I can't copy and paste from my PDF.)
I would also like to use the optional flanking rules, but here I think we need a majority vote from the players. If you could post those also so people can vote, thst would be great.
Shortsword missed. Shadow roll an extra 1d4 dagger damage for the crit.
Optional Rule: Facing
If you want the precision of knowing which way a creature is facing, consider using this optional rule.
Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the direction it faces), left and right side arcs, and a rear arc. A creature can also change its facing as a reaction when any other creature moves.
A creature can normally target only creatures in its front or side arcs. It can’t see into its rear arc. This means an attacker in the creature’s rear arc makes attack rolls against it with advantage.
Shields apply their bonus to AC only against attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield on the left arm can use it only against attacks from the front and left arcs.
Feel free to determine that not all creatures have every type of arc. For example, an amorphous ochre jelly could treat all of its arcs as front ones, while a hydra might have three front arcs and one rear one.
On squares, you pick one side of a creature’s space as the direction it is facing. Draw a diagonal line outward from each corner of this side to determine the squares in its front arc. The opposite side of the space determines its rear arc in the same way. The remaining spaces to either side of the creature form its side arcs.
On hexes, determining the front, rear, and side arcs requires more judgment. Pick one side of the creature’s space and create a wedge shape expanding out from there for the front arc, and another on the opposite side of the creature for the rear arc. The remaining spaces to either side of the creature are its side arcs.
A square or hex might be in more than one arc, depending on how you draw the lines from a creature’s space. If more than half of a square or hex lies in one arc, it is in that arc. If it is split exactly down the middle, use this rule: if half of it lies in the front arc, it’s in that arc. If half of it is in a side arc and the rear arc, it’s in the side arc.
Optional Rule: Flanking
If you regularly use miniatures, flanking gives combatants a simple way to gain advantage on attack rolls against a common enemy.
A creature can’t flank an enemy that it can’t see. A creature also can’t flank while it is incapacitated. A Large or larger creature is flanking as long as at least one square or hex of its space qualifies for flanking.
Flanking on Squares. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy’s space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.
When in doubt about whether two creatures flank an enemy on a grid, trace an imaginary line between the centers of the creatures’ spaces. If the line passes through opposite sides or corners of the enemy’s space, the enemy is flanked.
Disadvantaged firebolt: 7
Damage: 5
Athletics: 22
Laladak will move towards the Skulk and hit em with a
BEEF TOWN CHOP: Attack: 5 Damage: 23
I got alot a doods
Alben's firebolt fizzles a couple of inches of the skulk.
While Laladak took a slice of beef for the skulk (if you want to cook it later😁)
Shadow I need a second dagger and sneak attack damage rolls for the crit.
Oreus I need an athletes and perception checks
Dagger roll included the bonus damage so 6 is correct, as offhand weapon it doesn’t get my dex bonus to damage. Here is extra sneak attack roll
6
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Shadow swings with his sword, but the skulk manages to twist out of the way right into the path of Shadow's off-hand dagger that sinks to the hilt dealing 13 points of damage.
Waiting for Oreus to roll his athletes and perception checks
Athletics 13
Perception 14