"Somehow I doubt that they're in the mood to talk anymore," Bridgette whispers back then snickers. "I guess we could offer them some... uh... 'entertainment' again to distract them for our allies, but if they have any brains they would probably just take us prisoner, finish whatever they're doing, and then have their fun later in the safety of their camp."
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Guile is careful not to move as his perception returns to his body. In a blink, the hobgoblin winks out of existence and appears 30' towards the southeast passage and waits to see how well the party's stealth goes before advancing further. He makes a motion with his hands indicating the enemies coming closer and an explosion.
Teleport via Benign Transportation. If it still requires a Stealth check, maybe the teleport cancels the armor's disadvantage? 8 or if not 15
This post has potentially manipulated dice roll results.
Guile decides to initiate a distraction to draw some of the lizardman off. He casts minor illusion to create a boar's grunting sounds originating just in front of Aegnor's skeleton. He uses the sound to try and cover his movement as he sneaks through the eastern cave to get a line of sight in the passage below. Stealth: 3 (unsure if illusion would cancel disadvantage)
Aegnor and Shadow move south 30 ft or if the other's dash south they will move 50 ft to be just behind them and close by Skelly for the ones that are drawn to the sound.
Aegnor telepathy, "Fights on, but a little covertly. I'll move 30 - 50 ft with shadow to be just behind Skelly." If the others move south near skelly he move skelly 10 - 20 ft southwest.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
The lizardmen closest to Guile perk their heads up, look first in the direction of Aegnor, then in the direction of the boar sound. They call out to the others (For the draconic speakers "Something is with us!") and start to move in those directions. The chance for surprise has passed.
This post has potentially manipulated dice roll results.
Aegnor and shadow move to gain visual on a enemy target.stealth: 18 Aegnor; 15 Shadow.
Aegnor and Shadow pause to let the others catch up before using his Eldritch beam on any enemy target until the last possible moment 50ft away he'll cast or visual range which ever is longer distance to 120 ft. Shadow heel's and guards.
Skelly advances 30 ft ahead of Aegnor max
Beam #1 Enemy target
Eldritch #1 Attack:12! Damage: 14
Beam #2 Same target unless first target dies then next closest enemy target.
Eldritch #2 Attack: 24! Damage: 11
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
This post has potentially manipulated dice roll results.
Hey Zelgius! Looks like our cover has been blown by a pair of careless critters. You go on ahead I'll back you up ok? I believe you can do it, dark guy, mhm~! Kumiko teases in a seductive telepathic tone to the black knight as she blasts 2nd level Mind Spike on Group 2 whilst staying at the back of the pack (DC 16 WIS Save or 4 Psychic damage)
Vanja uses her reaction to Parry 6 HP worth of the damage. She's bleeding from multiple wounds and looking like a hot mess. "But still bloody hot!" she growls.
"Somehow I doubt that they're in the mood to talk anymore," Bridgette whispers back then snickers. "I guess we could offer them some... uh... 'entertainment' again to distract them for our allies, but if they have any brains they would probably just take us prisoner, finish whatever they're doing, and then have their fun later in the safety of their camp."
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Guile is careful not to move as his perception returns to his body. In a blink, the hobgoblin winks out of existence and appears 30' towards the southeast passage and waits to see how well the party's stealth goes before advancing further. He makes a motion with his hands indicating the enemies coming closer and an explosion.
Teleport via Benign Transportation. If it still requires a Stealth check, maybe the teleport cancels the armor's disadvantage? 8 or if not 15
Fargen Hill Dwarf Cleric/Barbarian - Hoard of the Dragon Queen, Jodie Olwen Half-Elf Bard- Chronicles of the Accursed
Since guile is moving via power and not physical movement it is a visual stealth only, so the 15 counts in this case.
The lizardmen have decided to not investigate, seeming to have convinced themselves they are merely imagining sounds.
Do you sneak closer, announce yourselves for parley or attack?
Cats go Moo!
Aegnor & Shadow 21
Guile 17
Vanja 13
Skeleton 13
Kumiko 12
Gema 10
Bridgette (Dex 17) 7
Ravager (Dex 16) 7
Zelguis 2
Aegnor and Guile are in position and it's their initiatives. Looks like you two will decide on the parties actions.
What is your decision?
Cats go Moo!
Guile decides to initiate a distraction to draw some of the lizardman off. He casts minor illusion to create a boar's grunting sounds originating just in front of Aegnor's skeleton. He uses the sound to try and cover his movement as he sneaks through the eastern cave to get a line of sight in the passage below. Stealth: 3 (unsure if illusion would cancel disadvantage)
Fargen Hill Dwarf Cleric/Barbarian - Hoard of the Dragon Queen, Jodie Olwen Half-Elf Bard- Chronicles of the Accursed
Aegnor and Shadow move south 30 ft or if the other's dash south they will move 50 ft to be just behind them and close by Skelly for the ones that are drawn to the sound.
Aegnor telepathy, "Fights on, but a little covertly. I'll move 30 - 50 ft with shadow to be just behind Skelly." If the others move south near skelly he move skelly 10 - 20 ft southwest.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Vanja sneaks to keep up with Aegnor et al.
Stealth = 8
Past characters:
Cariadne - Forest of Celador
Daphyra Fuffletail - The City of Cats
DM - Geek Legends - Wild beyond the Witchlight
Leela Steadystone - Adventures in the Sands
Mirri Goldenhorn - Journeys through the Radiant Citadel
Lola Smythe-Whyte - Larkin Expedition
Daphyra - Deathworld: Lost Mine of Phandelver
Vanja - Binder's Hold and the Problem with the Mine
Added initiatives
Group 1 23
Aegnor & Shadow 21
Guile 17
Vanja 13
Group 2 13
Skeleton 13
Kumiko 12
Gema 10
Bridgette (Dex 17) 7
Ravager (Dex 16) 7
Zelguis 2
Group 3 2
The lizardmen closest to Guile perk their heads up, look first in the direction of Aegnor, then in the direction of the boar sound. They call out to the others (For the draconic speakers "Something is with us!") and start to move in those directions. The chance for surprise has passed.
Cats go Moo!
Aegnor and shadow move to gain visual on a enemy target. stealth: 18 Aegnor; 15 Shadow.
Aegnor and Shadow pause to let the others catch up before using his Eldritch beam on any enemy target until the last possible moment 50ft away he'll cast or visual range which ever is longer distance to 120 ft. Shadow heel's and guards.
Skelly advances 30 ft ahead of Aegnor max
Beam #1 Enemy target
Eldritch #1 Attack: 12! Damage: 14
Beam #2 Same target unless first target dies then next closest enemy target.
Eldritch #2 Attack: 24! Damage: 11
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Once she sees that the fight is on, Vanja cackles. She shoots her crossbow into the closest enemy.
Attack: 20 Damage: 12
Once she's shot, she moves with her whole movement into the fray, switching to her sword and shield.
Past characters:
Cariadne - Forest of Celador
Daphyra Fuffletail - The City of Cats
DM - Geek Legends - Wild beyond the Witchlight
Leela Steadystone - Adventures in the Sands
Mirri Goldenhorn - Journeys through the Radiant Citadel
Lola Smythe-Whyte - Larkin Expedition
Daphyra - Deathworld: Lost Mine of Phandelver
Vanja - Binder's Hold and the Problem with the Mine
Guile moves close enough to casts a flaming sphere 60’ from the wolf and slams into it.
Dex 16 half or 5 🔥
Fargen Hill Dwarf Cleric/Barbarian - Hoard of the Dragon Queen, Jodie Olwen Half-Elf Bard- Chronicles of the Accursed
Group 1 action has passed, so can only do reactions.
Save from Flaming Sphere : 14
Group 2 will swarm Vanja.
Lizardman 1 - Bite: 18 D: 3, Club: 14 D: 8
Lizardman 2 - Bite: 14 D: 8, Club: 17 D: 5
Lizardman 3 - Bite: 10 D: 7, Club: 10 D: 8
Leader - Bite: 9 D: 5 Claw: 19 D: Attack: 12 Damage: 12
Cats go Moo!
( Ravager had cast Mage Armour " before entering the mine)
Ravager thinks "Finally some action" to herself before casting Blade Ward.
Looks like dice is not working today. Will roll in Campaign.
2 Lizardmen from group 1 die from Aenor's attacks, Aegnor has been spotted, but Shadow has not.
Save from Guile's Flaming Sphere: 10, failed takes the damage.
Vanja's shot hits and seems to enrage the lizardman she has hit.
Vanja gets attacked.
Lizardman 1- Bite: 24 (Crit) D: 8+3 = 11, Club: 19 D: 6
Lizardman 2 - Bite: 24 (Crit) D: 8+7 = 15, Club: 9 (Definite miss)
Lizardman 3 - Bite: 14 (miss) Club: 19 D: 8
Unarmed Lizardman Bite: 20 D: 12 Claw: 16 (miss).
Total damage on Vanja : 53.
Will post new map and everyone's position.
Cats go Moo!
Cats go Moo!
Initiatives to go:
Skeleton 13
Kumiko 12
Gema 10
Bridgette (Dex 17) 7
Ravager (Dex 16) 7
Zelguis 2
Group 3 2
Cats go Moo!
Aegnor has Skelly attack straight ahead to help Vanja out.
Atk: 21; Dmg 7
Mentally sends Shadow West one square then diagonally Northwest to attack west dear/fey token.
Shadow’s attack fey/deer token with pact advantage: 19! Damage: 14 :Roll DC 13 STR or be knocked prone
Creature to save or be knocked prone
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Hey Zelgius! Looks like our cover has been blown by a pair of careless critters. You go on ahead I'll back you up ok? I believe you can do it, dark guy, mhm~! Kumiko teases in a seductive telepathic tone to the black knight as she blasts 2nd level Mind Spike on Group 2 whilst staying at the back of the pack (DC 16 WIS Save or 4 Psychic damage)
Vanja uses her reaction to Parry 6 HP worth of the damage. She's bleeding from multiple wounds and looking like a hot mess. "But still bloody hot!" she growls.
Past characters:
Cariadne - Forest of Celador
Daphyra Fuffletail - The City of Cats
DM - Geek Legends - Wild beyond the Witchlight
Leela Steadystone - Adventures in the Sands
Mirri Goldenhorn - Journeys through the Radiant Citadel
Lola Smythe-Whyte - Larkin Expedition
Daphyra - Deathworld: Lost Mine of Phandelver
Vanja - Binder's Hold and the Problem with the Mine
Str roll vs knockdown (13): 6
Wis Save (DC 13): 16
Cats go Moo!