Booker hears the commotion and upon hearing what is outside, he nods and stands up, bringing his coconuts. He tries to move as quietly as possible towards the entrance, waiting for everyone else to act first, before he goes and does anything.
Kruphal is roused form his slumber. "What is all the commotion?" He questions telepathically as he gets to his feet. He then hears out the call about the boar. He has never seen such a beast, so is wondering what it is...
Okay. Here we go. Whisper a attempts to distract and navigate the boar in between some trees to make its maneuvering difficult. She begins by offering it some fruit but uses the ready action to ready an attack with the whip.
This post has potentially manipulated dice roll results.
Jut begins to creep towards the boar. Hunger makes his rage easy to draw on. He takes the axe and swings at the beast from behind hoping to hit it in the neck. Attack 6 damage 11
Bad roll, being undetected and the beast being flanked wouldn't give advantage would it?
Shank throws some necromancer magic (read that as Toll the Dead) at the huge boar and shouts to the group, "If someone can distract the boar with me up close (help next round) I'll use my more powerful magic next time. Let me know!"
The Boar seeing Whisper crack the whip is not intimidated or influenced by the whip, except perhaps to look more angry. It's focus so heavily centered on Whisper causing it to not notice Jut initially, however since he has to come past whisper to get to the boar it then will notice him so no advantage without a skill to give it and as a result when Jut swings it swings it's head deflecting the axe with it's tusk. Shank then casts Toll the Dead but the creature is now so fully enraged it is not effected.
(OOC: In other PBP campaigns I'm in the DM rolls initiative for the players. It eliminates the signal 'initiative' posts and the wait for the players. Just a thought. Especially with a group this large.)
(I actually though about that but at the same time I recognize that we may already have some attrition and am using this as a way to potentially see who is still with us. I may do that in the future however. Please bare with me :))
============Booker=========Goliath Cleric===========
Booker hears the commotion and upon hearing what is outside, he nods and stands up, bringing his coconuts. He tries to move as quietly as possible towards the entrance, waiting for everyone else to act first, before he goes and does anything.
Stealth 19
====Coriana===Human Pirate====
Coriana awakens, and makes her way to the front of the cave cautiously, drawing her blade as she moves.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
=== KRUPHAL === TRITON WARLOCK ===
Kruphal is roused form his slumber. "What is all the commotion?" He questions telepathically as he gets to his feet. He then hears out the call about the boar. He has never seen such a beast, so is wondering what it is...
=== Kurik === Lizardfolk Druid ===
Kurik stands, and makes his way to the front on the cave and readies his dagger for the fight to come.
Okay. Here we go. Whisper a attempts to distract and navigate the boar in between some trees to make its maneuvering difficult. She begins by offering it some fruit but uses the ready action to ready an attack with the whip.
Animal handling: 11
Jut begins to creep towards the boar. Hunger makes his rage easy to draw on. He takes the axe and swings at the beast from behind hoping to hit it in the neck. Attack 6 damage 11
Bad roll, being undetected and the beast being flanked wouldn't give advantage would it?
==Shank=elf=cleric==
Shank throws some necromancer magic (read that as Toll the Dead) at the huge boar and shouts to the group, "If someone can distract the boar with me up close (help next round) I'll use my more powerful magic next time. Let me know!"
Toll the Dead: Need a DC13 Wisdom saving throw
Lot's of stuff ...
Boar Perception: 2
Wisdom Save: 17
The Boar seeing Whisper crack the whip is not intimidated or influenced by the whip, except perhaps to look more angry. It's focus so heavily centered on Whisper causing it to not notice Jut initially, however since he has to come past whisper to get to the boar it then will notice him so no advantage without a skill to give it and as a result when Jut swings it swings it's head deflecting the axe with it's tusk. Shank then casts Toll the Dead but the creature is now so fully enraged it is not effected.
Roll initiative
Boar: 10
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Initiative: 7
Kurik's Initiative: 3
=== KRUPHAL === TRITON WARLOCK ===
Initiative: 15
Makes sense, I thought I was on the other side of it. 15
19 Initiative, Bill says "Here we go" and pulls out his sword.
initiative: 12
Lot's of stuff ...
=========Booker ======Goliath Cleric =====
Initiative 10
(Current Initiative looks like such)
19 Bill
15 Jut
15 Kruphal
14 Booker
10 Kurik
10 Boar
9 Shank
7 Night Whisper
Initiative: 16
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
(OOC: In other PBP campaigns I'm in the DM rolls initiative for the players. It eliminates the signal 'initiative' posts and the wait for the players. Just a thought. Especially with a group this large.)
Lot's of stuff ...
(I actually though about that but at the same time I recognize that we may already have some attrition and am using this as a way to potentially see who is still with us. I may do that in the future however. Please bare with me :))
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Still Waiting on: Cromack, Caldon, Meep, Theo, Coriana
We will begin without them assuming they are asleep in the cave still if they haven't rolled by 2pm EST
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane