Bert curses his luck, draws his rapier and dagger, sets himself for melee combat and cast starry wispmerrow A, 24 to hit and 6 radiant damage. Then move to within melee range of the beastie. Back to the depths with you creature! and tell your queen I said "hey, how you doin?"
Sorry to get technical about it, but Starry Wisp and Dissonant Whispers both count as an Action, and unless you have Action Surge, you can't complete two actions. You can use a bonus action however.
Kaelen, noticing Merrow C incapacitated by Herb's Sleep spell, shifts his focus to Merrow D, who stands just a step away. His pale violet eyes narrow in on the target, and with fluid precision, he slips through the chaos to strike. In one swift motion, he thrusts his shortsword toward the creature's side, the element of surprise on his side as Herb stands within striking distance. He follows up with a quick slash of his off-hand dagger. He catches sight of Koya and Squall collapsing in the periphery, but his mind remains cold and calculating. Fewer allies means fewer distractions for the merrow—and lower chances of survival for the group and himself. Still, there’s little time for sentiment. His focus is singular: keep up the attack, eliminate the threat.
Kaelen, noticing the weakened defenses of MerrowD, utilizing Herb's presence, you manage to jab your shortsword in between his armor, cutting a gapping wound through his side.
The Merrow gasps for air (or water I guess?), blood pouring out the wound on its side. As it stumbles its way to the side of the ship to leap back to sea, it slumps over the railing, lifeless.
Bert curses his luck, draws his rapier and dagger, sets himself for melee combat and cast starry wispmerrow A, 24 to hit and 6 radiant damage. Then move to within melee range of the beastie. Back to the depths with you creature! and tell your queen I said "hey, how you doin?"
Sorry to get technical about it, but Starry Wisp and Dissonant Whispers both count as an Action, and unless you have Action Surge, you can't complete two actions. You can use a bonus action however.
I'm confused, drawing my rapier should be a free action according to the PHB, "
You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions."
My action was to cast the spell, and I should still have a move action, 30' and a bonus action before my turn ends.
I'd like to cast the spell, if unable to draw my weapon then I'll not move into melee range and stay where I'm at.
Everything on there I agree with, but you had already cast Dissonant Whispers this turn, and as that is an action, you would be unable to cast Starry Whisp
Merrow D was just killed by Kaelen, but as you designated Merrow C as your alternative target, I'll redirect your spear and kick to Merrow C
Both hit.
Kuhkay. As MerrowC was unconscious, you easily pierced your spear into their head. As the Merrow woke up, shrieking in pain, you launched a well-aimed kick at her, launching her over the side of the ship.
Everyone add 200 exp. Kuhkay, add an extra 100.
Squall, you'd be up but you already did your death saving throw.
The Captain will throw a dagger at MerrowB, and another at MerrowE. Attack: 17; Hit: 5 | Attack: 22; Hit: 4
The Captains first dagger nails MerrowB square in the forehead, sending it slumping over the railing behind it. His second dagger also finds its mark, lodging itself into the Merrow's back, although not seeming to cause it too much harm.
23 - Bert Dewey (8/8)
21 - Crew B (0 dmg); Crew C (0 dmg); Crew D (7 dmg); Crew E (0 dmg)
Actually, on second thought, since I'm able to access your character sheets through the campaign, I'll just distribute your exp. for you, and notify everyone when someone's leveled up, so they can make the appropriate changes to their character sheet.
As a personal thing I like to do, I like the concept of mid-battle improvement, and someone suddenly getting a power boost. It seems almost anime-like, and I enjoy that.
With that being said, everyone's now at Lvl2!!! So go ahead and make your appropriate changes to your character sheet, and when it comes to your turn (if combat isn't over) describe what your power increase looks like, if it's even noticeable. (after all, it's only from Lvl1 to Lvl2)
And one more thing. On the map, I've decided to do the color of the icon rims differently.
Green means full health.
Yellow means any amount of damage.
Orange means 50% or below.
Red means critical.
Grey means death saving throws.
Black means dead.
I haven't fully checked all monsters, but if anything is invulnerable or can't be killed, but is still and entity, I'll give that a white outline.
So am I up with like one Hp or just stable and not dying?
Although I do allow leveling up during combat, if you're already in death saving throws, I don't count the HP from leveling up to allow you to be stable again.
I just double-checked the rules. You're technically allowed to make your death saving throws as many times as you want, and as consecutive as you want them to be. I do suggest that, however, you wait until the combat's over (since only two of them are left). I wouldn't want you to risk dying this soon into the campaign, when combat's almost over. Someone can make you stable post combat, and I also allow the hp to remove you from death saving throws post-combat, which means you'd become stable and go to 7 HP, as that's how much you gained in your level up.
In other word's you're not up with HP, and you're not stable yet, but with a Help action w/ a DC10 Medicine check, you can become stable @ 1 hp.
Herbert just looks around frantically: "Oh my, oh my, what is this mess"
He hastily looks through his spellbook and stops at a bookmark that looks like a person falling over. Then stomps his foot and casts Earth tremor below closest enemy feet. DEX13 save or 2 damage + prone
MerrowA rolled a 2. It's gonna take 2 damage and becomes prone.
Merrow A stands back up. Attack: 12; Hit: 10 | Attack: 11; Hit: 7
The Merrow, angered by Herbert's use of this strange, ground moving power, rises, sweeping its tail at Herbert's legs, and then swiping at Herbert's chest with its claws, leaving an open gash out.
Normally, it'd be Berts turn, but you're on death saving throws, so roll for that
Crew B will fire a crossbow bolt at Merrow A. Attack: 14; Hit: 7
Crew C will do the same. Attack: 17; Hit: 6
Crew D will also do the same. Attack: 22; Hit: 5
After being barraged by crossbow bolts, the consistent damage, brought the lead Merrow to their knees. "You will pay for this. The Scaled Queen won't let this gooooo." And she dropped to the ground, lifeless.
Crew E will run at Merrow E, slicing at it with a Scimitar. Attack: 6
Kaelen feels a subtle shift within himself—the culmination of his experience on this mission, sharpening his skills. Kaelen moves with lightning speed, taking advantage of the chaos around him. With a glance at Herbert and Bert now on the brink of death, he calculates his next move, slipping into the shadows with Cunning Action: Hide.
Stealth roll: 23
In the cover of darkness, he silently moves 30 feet closer to Merrow E. With a flick of his wrist, Kaelen sends his dagger flying toward the creature, aiming for a vital point. The blade cuts through the air, aimed with deadly precision, intent on delivering a crippling blow through his sneak attack.
Captain will attack Merrow E. Attack: 16; Damage 4 | Attack: 17; Damage: 6
The Captain charges the last Merrow, attacking it's neck twice with his Scimitar, slicing it clean off.
"And stay off me bloody ship." *spits at its corpse*
Congrats everyone for the end of combat!!! Squall and Koya, since you leveled up after you were on death saving throws, you are no longer on death saving throws.
Bert and Herbert are however.
Congrats everyone!!!! go ahead and role play for a bit.
Rollback Post to RevisionRollBack
-Archie
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Sorry to get technical about it, but Starry Wisp and Dissonant Whispers both count as an Action, and unless you have Action Surge, you can't complete two actions. You can use a bonus action however.
-Archie
Kaelen, noticing Merrow C incapacitated by Herb's Sleep spell, shifts his focus to Merrow D, who stands just a step away. His pale violet eyes narrow in on the target, and with fluid precision, he slips through the chaos to strike. In one swift motion, he thrusts his shortsword toward the creature's side, the element of surprise on his side as Herb stands within striking distance. He follows up with a quick slash of his off-hand dagger. He catches sight of Koya and Squall collapsing in the periphery, but his mind remains cold and calculating. Fewer allies means fewer distractions for the merrow—and lower chances of survival for the group and himself. Still, there’s little time for sentiment. His focus is singular: keep up the attack, eliminate the threat.
Shortsword: to hit 22, damage 9 + 3 sneak attack
Dagger: to hit 4
Kaelen, noticing the weakened defenses of MerrowD, utilizing Herb's presence, you manage to jab your shortsword in between his armor, cutting a gapping wound through his side.
The Merrow gasps for air (or water I guess?), blood pouring out the wound on its side. As it stumbles its way to the side of the ship to leap back to sea, it slumps over the railing, lifeless.
Koya, roll your death save.
Kukhay you're up.
Everyone add 200 exp. Kaelen, add an extra 100.
-Archie
Kuhkay will again attack Merrow D with his spear: Attack: 24 Damage: 7
For his bonus action, Kuhkay will kick the Merrow. If the spear kills the merrow, he will kick Merrow C.
Bonus action kick: Attack: 20 Damage: Unable to parse dice roll.
Let me try the damage on that bonus action again: 6
I'm confused, drawing my rapier should be a free action according to the PHB, "
You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.
If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions."
My action was to cast the spell, and I should still have a move action, 30' and a bonus action before my turn ends.
I'd like to cast the spell, if unable to draw my weapon then I'll not move into melee range and stay where I'm at.
Everything on there I agree with, but you had already cast Dissonant Whispers this turn, and as that is an action, you would be unable to cast Starry Whisp
-Archie
Merrow D was just killed by Kaelen, but as you designated Merrow C as your alternative target, I'll redirect your spear and kick to Merrow C
Both hit.
Kuhkay. As MerrowC was unconscious, you easily pierced your spear into their head. As the Merrow woke up, shrieking in pain, you launched a well-aimed kick at her, launching her over the side of the ship.
Everyone add 200 exp. Kuhkay, add an extra 100.
Squall, you'd be up but you already did your death saving throw.
The Captain will throw a dagger at MerrowB, and another at MerrowE. Attack: 17; Hit: 5 | Attack: 22; Hit: 4
The Captains first dagger nails MerrowB square in the forehead, sending it slumping over the railing behind it. His second dagger also finds its mark, lodging itself into the Merrow's back, although not seeming to cause it too much harm.
23 - Bert Dewey (8/8)
21 - Crew B (0 dmg); Crew C (0 dmg); Crew D (7 dmg); Crew E (0 dmg)
19 - Kaelen Shadowstride (10/10)
17 - Koya (0/10) Failure: |_| |_| |_| Success: |_| |_| |_|
15 - Kuhkay Fleetfoot (11/11)
15 - Squall (0/10) Failure: |X| |_| |_| Success: |_| |_| |_|
12 - Captain (0 dmg)
5 - Herbert Greenthumb (7/7)
4 - MerrowA (16 dmg); MerrowE (17 dmg)
Herbert, you're up.
-Archie
Actually, on second thought, since I'm able to access your character sheets through the campaign, I'll just distribute your exp. for you, and notify everyone when someone's leveled up, so they can make the appropriate changes to their character sheet.
As a personal thing I like to do, I like the concept of mid-battle improvement, and someone suddenly getting a power boost. It seems almost anime-like, and I enjoy that.
With that being said, everyone's now at Lvl2!!! So go ahead and make your appropriate changes to your character sheet, and when it comes to your turn (if combat isn't over) describe what your power increase looks like, if it's even noticeable. (after all, it's only from Lvl1 to Lvl2)
And one more thing. On the map, I've decided to do the color of the icon rims differently.
Green means full health.
Yellow means any amount of damage.
Orange means 50% or below.
Red means critical.
Grey means death saving throws.
Black means dead.
I haven't fully checked all monsters, but if anything is invulnerable or can't be killed, but is still and entity, I'll give that a white outline.
-Archie
So am I up with like one Hp or just stable and not dying?
Zero in Lost Mine of Phandelver
Squall in Stormwreck Isle
Although I do allow leveling up during combat, if you're already in death saving throws, I don't count the HP from leveling up to allow you to be stable again.
I just double-checked the rules. You're technically allowed to make your death saving throws as many times as you want, and as consecutive as you want them to be. I do suggest that, however, you wait until the combat's over (since only two of them are left). I wouldn't want you to risk dying this soon into the campaign, when combat's almost over. Someone can make you stable post combat, and I also allow the hp to remove you from death saving throws post-combat, which means you'd become stable and go to 7 HP, as that's how much you gained in your level up.
In other word's you're not up with HP, and you're not stable yet, but with a Help action w/ a DC10 Medicine check, you can become stable @ 1 hp.
-Archie
((Oh man, I am so sorry, I jumped in turn.))
Death save: 7
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!); Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat); Chretien deMarie - High-elven Cleric of Lliira (Owlbear's Phandalin Adventures)
Herbert just looks around frantically: "Oh my, oh my, what is this mess"
He hastily looks through his spellbook and stops at a bookmark that looks like a person falling over. Then stomps his foot and casts Earth tremor below closest enemy feet. DEX13 save or 2 damage + prone
MerrowA rolled a 2. It's gonna take 2 damage and becomes prone.
Merrow A stands back up. Attack: 12; Hit: 10 | Attack: 11; Hit: 7
The Merrow, angered by Herbert's use of this strange, ground moving power, rises, sweeping its tail at Herbert's legs, and then swiping at Herbert's chest with its claws, leaving an open gash out.
Herbert, you're on death saving throws.
Merrow E approaches Bert, swinging it's claws. Attack: 21; Hit: 10 | Attack: 13
Bert, you're also on death saving throws.
Normally, it'd be Berts turn, but you're on death saving throws, so roll for that
Crew B will fire a crossbow bolt at Merrow A. Attack: 14; Hit: 7
Crew C will do the same. Attack: 17; Hit: 6
Crew D will also do the same. Attack: 22; Hit: 5
After being barraged by crossbow bolts, the consistent damage, brought the lead Merrow to their knees. "You will pay for this. The Scaled Queen won't let this gooooo." And she dropped to the ground, lifeless.
Crew E will run at Merrow E, slicing at it with a Scimitar. Attack: 6
23 - Bert Dewey (0/8) Failure: |_| |_| |_| Success: |_| |_| |_|
21 - Crew B (0 dmg); Crew C (0 dmg); Crew D (7 dmg); Crew E (0 dmg)
19 - Kaelen Shadowstride (17/17)
17 - Koya (0/10) Failure: |_| |_| |_| Success: |_| |_| |_|
15 - Kuhkay Fleetfoot (19/19)
15 - Squall (0/10) Failure: |X| |_| |_| Success: |_| |_| |_|
12 - Captain (0 dmg)
5 - Herbert Greenthumb (0/12) Failure: |_| |_| |_| Success: |_| |_| |_|
4 - MerrowE (17 dmg)
Kaelen, you're up. We only have MerrowE left, and we have 4 players on death saves.
-Archie
Kaelen feels a subtle shift within himself—the culmination of his experience on this mission, sharpening his skills. Kaelen moves with lightning speed, taking advantage of the chaos around him. With a glance at Herbert and Bert now on the brink of death, he calculates his next move, slipping into the shadows with Cunning Action: Hide.
Stealth roll: 23
In the cover of darkness, he silently moves 30 feet closer to Merrow E. With a flick of his wrist, Kaelen sends his dagger flying toward the creature, aiming for a vital point. The blade cuts through the air, aimed with deadly precision, intent on delivering a crippling blow through his sneak attack.
Dagger: to hit 17, damage 6 + 5 sneak attack
((Can't view the map right now))
That hits.
Koya, roll a death save.
Kuhkay, you're up
-Archie
Death save: 19
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!); Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat); Chretien deMarie - High-elven Cleric of Lliira (Owlbear's Phandalin Adventures)
Kuhkay will move over to Squall and see about stabilizing the genasi. Medicine check: 10
That fails.
Squall make a death save.
Captain will attack Merrow E. Attack: 16; Damage 4 | Attack: 17; Damage: 6
The Captain charges the last Merrow, attacking it's neck twice with his Scimitar, slicing it clean off.
"And stay off me bloody ship." *spits at its corpse*
Congrats everyone for the end of combat!!! Squall and Koya, since you leveled up after you were on death saving throws, you are no longer on death saving throws.
Bert and Herbert are however.
Congrats everyone!!!! go ahead and role play for a bit.
-Archie