As morning breaks, Fergus does his now routine performance (giving 11 temporary ho and 3 heroic inspirations). He unpacks his other instrument, a flute, and plays a few upbeat tunes to relieve the monotony of the day’s march.
That evening, he tries to keep up peoples’ spirits after two days of hard marching.
Constitution Save: 7
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Night has already fallen. It is dark – very dark. The party has found a sheltered rut on the outskirts of the abandoned town that is protected on two sides by the crumbling stone walls of an old outbuilding and a gnarled tree. What was probably once a farm – evidence of a plowed field – lay in front of you.
The party has fallen asleep, except Fergus, who has the first watch. (Those of you in medium or heavy armor have removed it to sleep.)
Exhausted (-2 to all rolls) and lacking darkvision, Fergus makes a mediocre sentry tonight. His elbow tentacles have grown longer than his forearms. They flit about and sometimes pick up small objects on their own accord. So it is only a matter of chance if Fergus spots the four lumbering brutes attempting to ambush them as they sleep with massive clubs...
This post has potentially manipulated dice roll results.
(Those of you in medium or heavy armor have removed it to sleep, and have set aside shields. – adjust your AC accordingly. Light armor, cloaks, etc. are fine. Shields you can pick up upon awakening!)
Giant #2 vs. Jurgen (unconscious): Greatclub Melee Attack: 19. Hit: 21 Bludgeoning damage (automatic crit if hits; dice already added to roll.)
Giant #3 vs. Quinn (unconscious): Greatclub Melee Attack: 19. Hit: 9 Bludgeoning damage (automatic crit if hits; dice already added to roll.)
Giant #4 (unseen until now) vs. Fergus: Greatclub Melee Attack: 24. Hit: 16 Bludgeoning damage.
Fergus may act next (as well as awakening everyone!)
Then we go to initiative order: (Jorzu and Quinn may definitely act first!) Jorzu (prone): 26 Quinn (prone): 20 Ambushers: 19 Boona: 10 Fergus: 6 Bryony: Roll the CON Save and initiative; you can act on 19+ Jurgen: Roll initiative; you can act on 19+
Jorzu bolts upright at the sound of Fergus' cry. The trip had made him quite tired but he does manage to see his sleeping comrades being wailed on by (especially to him) giant brutes. Oddly enough they have candles stuck in their heads. He pulls 4 aqua tainted beads from his pouch and hurls them at the brutes. Through magic they each crack open above a candlelit giant and cover them in aqua coloured sparkles. He moves back from the giants immediate area. If any of the giants fall for his spell he shouts "Don't hit the laughing ones!! Sorry, that sounds odd, but its true"
M - Stands
A - casts Tasha's Hideous Laughter on the four giants. WIS15 save or suffer Prone and Incapacitated conditions.
(Recall everyone still has 11 temporary Hp from his performance in the morning.)
As the last giant ends its turn adjacent to him and whacks him with a club, Fergus retaliates with a kick of his own and scurries away, allowing an ally awakened by the attack who wishes to move away to do so as well.
(Inspiring Movement:
When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction.
None of this feature’s movement provokes Opportunity Attacks.
Inspiring Movement: 1 Reaction )
Bardic Agile Strike: Attack: 11 Damage: 6
Having gotten a bit of distance and warned his allies that haven’t already been awakened via greatclub, Fergus casts a spell Confusion (DC 15 Wisdom save) on all the giants he can (20 foot diameter area), trying to get at least the two that were attacking him (and possible another adjacent one, especially if Jurgen or Quinn take the opportunity to scurry away as well).
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Fergus will use Silvery Barbs as a reaction against the first successful giant save (giving Advantage to attack for Quinn—middle one if possible as it may make a difference for who is adjacent for Confusion effects).
Bryony's legs were like pudding when she collapsed into her bedroll for the night. She managed to get enough rest so that she wasn't completely exhausted though, which ended up being a very good thing because suddenly giants were attacking them in the middle of the night! Still clad in her leather armor, Bryony rolls onto her feet, unsheathing her blades in one smooth motion. She heads for the nearest giant, whichever one isn't laughing. After sinking her blades deep into her quarry, she dodges right out of its grasp and moves as far away as she can, intending to try and hide from view as soon as she can.
Action: Shortsword - 22 to hit for 5 piercing damage (Vexes target) and 10 sneak attack damage; Dagger - 26 to hit for 4 piercing damage
The four huge, candle-wearing brutes start mercilessly pounding on the sleeping party with their massive, knotty, misshapen clubs before the exhausted Fergus can even begin shouting.
He does manage to kick one hard in the shin before skittering away. The giants ignore Fergus' arcane trickery, save one (#2, after bashing poor sleeping Jurgen), whom, after a pause, goes limp, smiling into the darkness.
Jorzu stands, and then retreating, he mutters something that the four brutes find hysterically funny. They drop to the ground and pound the earth, guffawing and tearing up.
Bryony, Jurgen, and Quinn are up next.
(Before I parse Bryony and Jurgen's attacks, is there anything you want to change considering their current condition? You also get advantage on your attacks since they are now prone.)
Fergus:
As morning breaks, Fergus does his now routine performance (giving 11 temporary ho and 3 heroic inspirations). He unpacks his other instrument, a flute, and plays a few upbeat tunes to relieve the monotony of the day’s march.
That evening, he tries to keep up peoples’ spirits after two days of hard marching.
Constitution Save: 7
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Boona Con Save- 23 ( Rolled on Sheet)
Night has already fallen. It is dark – very dark. The party has found a sheltered rut on the outskirts of the abandoned town that is protected on two sides by the crumbling stone walls of an old outbuilding and a gnarled tree. What was probably once a farm – evidence of a plowed field – lay in front of you.
The party has fallen asleep, except Fergus, who has the first watch. (Those of you in medium or heavy armor have removed it to sleep.)
Exhausted (-2 to all rolls) and lacking darkvision, Fergus makes a mediocre sentry tonight. His elbow tentacles have grown longer than his forearms. They flit about and sometimes pick up small objects on their own accord. So it is only a matter of chance if Fergus spots the four lumbering brutes attempting to ambush them as they sleep with massive clubs...
DC11 Stealth checks to avoid Fergus' notice: 11, 9, 13, 17
Fergus spots three of the four of them, for they wear lit candles tied to their heads. One he does not yet notice.
Fergus: Roll initiative (at -2 exhaustion penalty)
Ten-foot-tall, club-wielding ambushers initiative: 19
The rest of you remain asleep for the moment. Bryony should make a DC10 Con Save to see if she is exhausted from the day's travel.
Fergus:
"Awake! Attackers Approach!" shouts Fergus, alerting his friends with a loud shout and encouragement to react quickly!
Initiative at -2: 6
Everyone (Including Fergus) adds Bardic Inspiration due to Tandem Footwork: 1
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Jorzu
Initiative 26
(Includes Bardic Inspiration)
Quinn’s initiative: 20
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Boona Initiative- 10
(Those of you in medium or heavy armor have removed it to sleep, and have set aside shields. – adjust your AC accordingly. Light armor, cloaks, etc. are fine. Shields you can pick up upon awakening!)
Giant #1 vs. Fergus: Greatclub Melee Attack: 22. Hit: 14 Bludgeoning damage.
Giant #2 vs. Jurgen (unconscious): Greatclub Melee Attack: 19. Hit: 21 Bludgeoning damage (automatic crit if hits; dice already added to roll.)
Giant #3 vs. Quinn (unconscious): Greatclub Melee Attack: 19. Hit: 9 Bludgeoning damage (automatic crit if hits; dice already added to roll.)
Giant #4 (unseen until now) vs. Fergus: Greatclub Melee Attack: 24. Hit: 16 Bludgeoning damage.
Fergus may act next (as well as awakening everyone!)
Then we go to initiative order: (Jorzu and Quinn may definitely act first!)
Jorzu (prone): 26
Quinn (prone): 20
Ambushers: 19
Boona: 10
Fergus: 6
Bryony: Roll the CON Save and initiative; you can act on 19+
Jurgen: Roll initiative; you can act on 19+
Jorzu bolts upright at the sound of Fergus' cry. The trip had made him quite tired but he does manage to see his sleeping comrades being wailed on by (especially to him) giant brutes. Oddly enough they have candles stuck in their heads. He pulls 4 aqua tainted beads from his pouch and hurls them at the brutes. Through magic they each crack open above a candlelit giant and cover them in aqua coloured sparkles. He moves back from the giants immediate area. If any of the giants fall for his spell he shouts "Don't hit the laughing ones!! Sorry, that sounds odd, but its true"
M - Stands
A - casts Tasha's Hideous Laughter on the four giants. WIS15 save or suffer Prone and Incapacitated conditions.
M - moves 15ft away from the fray.
Fergus:
(Recall everyone still has 11 temporary Hp from his performance in the morning.)
As the last giant ends its turn adjacent to him and whacks him with a club, Fergus retaliates with a kick of his own and scurries away, allowing an ally awakened by the attack who wishes to move away to do so as well.
(Inspiring Movement:
When an enemy you can see ends its turn within 5 feet of you, you can take a Reaction and expend one use of your Bardic Inspiration to move up to half your Speed. Then one ally of your choice within 30 feet of you can also move up to half their Speed using their Reaction.
None of this feature’s movement provokes Opportunity Attacks.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Three of the attackers are within range of Fergus' spell (Quinn and his attacker are just outside the range.)
#1 DC15 WIS Save: 18
#2 DC15 WIS Save: 15
#4 DC15 WIS Save: 16
Fergus will use Silvery Barbs as a reaction against the first successful giant save (giving Advantage to attack for Quinn—middle one if possible as it may make a difference for who is adjacent for Confusion effects).
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Boona snatches up her Maul as she wakes in her gambeson.....
She calls out in giant, " Hey! Stupids! I smash you!" as she grew to almost match their height as Karst emerged from the earth beside her.
Intimidation- 16
BA- Activate Large Form
Action- Find Steed.
(If Jurgen is now conscious, then he will
disengage,attack and then retreat 15' away (15' to stand up) )He casts Green Flame Blade before striking out with his sword.
23 to hit with 21 damage and if there is an enemy next to it it would take 7 damage from the flames.
Weapon Master - Sap. If you hit a creature with a Longsword, that creature has Disadvantage on its next attack roll before the start of your next turn.
D&D since 1984
CON Save - 21
Initiative - 25 (includes +1 bonus from Fergus)
Bryony's legs were like pudding when she collapsed into her bedroll for the night. She managed to get enough rest so that she wasn't completely exhausted though, which ended up being a very good thing because suddenly giants were attacking them in the middle of the night! Still clad in her leather armor, Bryony rolls onto her feet, unsheathing her blades in one smooth motion. She heads for the nearest giant, whichever one isn't laughing. After sinking her blades deep into her quarry, she dodges right out of its grasp and moves as far away as she can, intending to try and hide from view as soon as she can.
Action: Shortsword - 22 to hit for 5 piercing damage (Vexes target) and 10 sneak attack damage; Dagger - 26 to hit for 4 piercing damage
BA: Cunning Action - Disengage
"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
Pronouns: She / Her
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Gareth Blackwood (Dragon of Icespire Peak)
DM: I am currently on a hiatus from DMing due to lack of time :(
With a twinkle, Fergus sees one of the ugly giants reconsider the spell it just shrugged off. #2 DC15 WIS reroll vs. Confusion: 18
While Jorzu has his own arcane trick to share:
#1 DC15 WIS Save: 12
#2 DC15 WIS Save: 0
#3 DC15 WIS Save: 14
#4 DC15 WIS Save: 4
The four huge, candle-wearing brutes start mercilessly pounding on the sleeping party with their massive, knotty, misshapen clubs before the exhausted Fergus can even begin shouting.
He does manage to kick one hard in the shin before skittering away. The giants ignore Fergus' arcane trickery, save one (#2, after bashing poor sleeping Jurgen), whom, after a pause, goes limp, smiling into the darkness.
Jorzu stands, and then retreating, he mutters something that the four brutes find hysterically funny. They drop to the ground and pound the earth, guffawing and tearing up.
Bryony, Jurgen, and Quinn are up next.
(Before I parse Bryony and Jurgen's attacks, is there anything you want to change considering their current condition? You also get advantage on your attacks since they are now prone.)
Fergus:
Smiling at Jorzu’s work, Fergus advises through a haze of pain, “Focus on the one that attacked Jurgen!”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Bryony will attack the giant under the effect of both spells.
Here is another roll for her shortsword attack for advantage, just to see if she gets a nat 20: 17
"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
Pronouns: She / Her
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Gareth Blackwood (Dragon of Icespire Peak)
DM: I am currently on a hiatus from DMing due to lack of time :(