The way you're tied would prevent your hands from reaching the guards keys, so roll a dexterity check in addition to the slight of hand...to try freeing yourself and being able to reach the guard's keys.
(This would take both your action and bonus action, so turn, basically.)
The way you're tied would prevent your hands from reaching the guards keys, so roll a dexterity check in addition to the slight of hand...to try freeing yourself and being able to reach the guard's keys.
(This would take both your action and bonus action, so turn, basically.)
Dex check : 10 (7+3)
Sure, for the sake of starting, we'll say you barely manage to free your wrists in time to slam past the bars as the cart tilts, and reach out to grab the guards keys without them noticing in the commotion of it.
This post has potentially manipulated dice roll results.
The driver is currently freaking out at his sideways cart, and tries to keep it stable/turn it back on its wheels.
His Attempt to Do So ~ 13 (The original dice roll was an 11. Sorry that it rerolled.)
The Driver has just enough gumption to keep it from tipping over, but not enough to flip it back on two wheels with the first try as he quickly shifts his body weight/position to the high end of the cart!
This post has potentially manipulated dice roll results.
“That window is smaller than your *******, idiot! You can never hit me!” Lying on the floor, Azhumi throws insults at the guard who is aiming a crossbow at them. Their words are dripping with magical poison.
Condition: Prone,
An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Action: Vicious Mockery
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw 13 or take 4psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Is there a clear line of sight to the driver? I'm assuming there's a window. (I'll use a Perception check [13] if I need to, but can I get blindsight for the blind man?)
Out loud: I could use some help aiming here! (request for help action on next move)
He nods his head in the general direction of the driver, straining his ears for any sign of their approximate location. Trusting that his fellow prisoners can help his aim strike true, he begins reciting an incantation, moving his hands with the proper signs. He just needs a little help aiming...
“That window is smaller than your *******, idiot! You can never hit me!” Lying on the floor, Azhumi throws insults at the guard who is aiming a crossbow at them. Their words are dripping with magical poison.
Condition: Prone,
An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Action: Vicious Mockery
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw 13 or take 4psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Is there a clear line of sight to the driver? I'm assuming there's a window. (I'll use a Perception check [13] if I need to, but can I get blindsight for the blind man?)
Out loud: I could use some help aiming here! (request for help action on next move)
He nods his head in the general direction of the driver, straining his ears for any sign of their approximate location. Trusting that his fellow prisoners can help his aim strike true, he begins reciting an incantation, moving his hands with the proper signs. He just needs a little help aiming...
You're in a secured cage on the back of a cart... the driver is about half cover. (To help everyone for reference)
Seeing the cart tipped and one of their rank down on the guard for some reason, the distant guards debate whether to hold off and keep the price high or take the risk of injuring those captured to quell the rebellion but recieve less coin.
This post has potentially manipulated dice roll results.
They decide money is more important, and work their way around to about 30 feet on either side of the cage, readying nets to capture any who may try to flee.
**Next up, pair of guards by the cart**
Afraid of the cart about to topple over onto them, they reach up and grab the bars to push it back onto all four wheels! ~ 2
*sorry for the mutliple posts, but only way other than gamelog I can think of not to manipulate dice rolls... also... the earlier post should have read:
**one of their rank down on the ground for some reason**
Dex check : 10 (7+3)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
S
Sure, for the sake of starting, we'll say you barely manage to free your wrists in time to slam past the bars as the cart tilts, and reach out to grab the guards keys without them noticing in the commotion of it.
@DM
Soooo, what's the driver going to do? Or for the sake of starting (pity), are we skipping back to the bard?
Senni will keep his hands together despite them not being bound so it isn't obvious that they are loose.
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
The driver is currently freaking out at his sideways cart, and tries to keep it stable/turn it back on its wheels.
His Attempt to Do So ~ 13 (The original dice roll was an 11. Sorry that it rerolled.)
The Driver has just enough gumption to keep it from tipping over, but not enough to flip it back on two wheels with the first try as he quickly shifts his body weight/position to the high end of the cart!
*Top of Round 2*
“That window is smaller than your *******, idiot! You can never hit me!” Lying on the floor, Azhumi throws insults at the guard who is aiming a crossbow at them. Their words are dripping with magical poison.
Condition: Prone,
An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Action: Vicious Mockery
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw 13 or take 4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Concentration: Suggestion.
@DM
Is there a clear line of sight to the driver? I'm assuming there's a window. (I'll use a Perception check [13] if I need to, but can I get blindsight for the blind man?)
Out loud: I could use some help aiming here! (request for help action on next move)
He nods his head in the general direction of the driver, straining his ears for any sign of their approximate location. Trusting that his fellow prisoners can help his aim strike true, he begins reciting an incantation, moving his hands with the proper signs. He just needs a little help aiming...
Guard - Wisdom Saving Throw - 1
*The guard feels your words doing something to his mind, but manages to shake it off... however, it does leave him having dropped to the ground.*
You're in a secured cage on the back of a cart... the driver is about half cover. (To help everyone for reference)
Where are we in initiative?
@Bushawk
After the guards, I think.
*** Initiative Order ***
Bobybard - 19
Noticed Guard - 15
Lambastard - 11
Unnoticed Guards - 10 **** (is where we are)
Pair of Guards (by cart) - 6
Both Bushawk & Swiftgale - 5
Driver - 4
Seeing the cart tipped and one of their rank down on the guard for some reason, the distant guards debate whether to hold off and keep the price high or take the risk of injuring those captured to quell the rebellion but recieve less coin.
Slaver Guard 1 - 6
Slaver Guard 2 - 8
They decide money is more important, and work their way around to about 30 feet on either side of the cage, readying nets to capture any who may try to flee.
**Next up, pair of guards by the cart**
Afraid of the cart about to topple over onto them, they reach up and grab the bars to push it back onto all four wheels! ~ 2
They're not quite strong enough to make this happpen!
**Both Bushawk & Swiftgale are Up**
*sorry for the mutliple posts, but only way other than gamelog I can think of not to manipulate dice rolls... also... the earlier post should have read:
**one of their rank down on the ground for some reason**
Not much boomi can do so he will provide the help action
Senni will take the blade and start freeing people, starting with Boomi (assuming only one can be freed per turn)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
Both of those were good actions (and correct assumption).
Boomi helps Adelwald aim at the driver!! *(Lam) Roll for spell attack*
@DM
Technically, the bard goes next, but I'll roll early on Good's character sheet. I got 9 with a +5, so 14.
But, with the +3 modifier that the stupid system didn't add, it's now: 17.
I'll wait for my turn to roll damage.