This post has potentially manipulated dice roll results.
Hearing witch's cackle and Flip's exclamation, then seeing Val freeze up, Grim turns towards the witch. He draws his sword as he walks over to her, saying, "I'll give you one chance. Free Val and let us go on our way, and you can come out of this unharmed. If not..." He readies his sword to strike if she makes any threatening motion.
Intimidation to get her to free val and let us go on our way: 6
Attack roll if I do the readied attack: Attack: 9 Damage: 10
OOC: I may be a control freak BUT everyone needs to wait until I address attacks of each PC before posting there's because of what up happened! Sorry, Shaz but imma say *pause* on that until Vander clears up his prone-ness and if he even gets to attack!
Rollback Post to RevisionRollBack
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
This post has potentially manipulated dice roll results.
OOC: Nope it's like, it's like a trap. I rolled the bullywug's initiative *secrets* and he got high than ALL y'all so that's why you were the first target. Sorry!
So Grim is prone and took 3 piercing damage from the spear.
<instert Daar's attack> WIZ save 7; takes 8 damage
The witch howls at the hit but holds out a wand she had taken from inside her tattered filthy robes then swirling it in the air creates a fire bolt at Daar attack Attack: 17 Damage: 10
This post has potentially manipulated dice roll results.
Flip will quickly jump off Herbert and grab his holy symol, pulling it out and muttering a prayer before cursing the witch "Get away from my friends you old bat!"
(Flint will cast guiding bolt at the witch, not moving from his current location. Attack: 22 Damage: 8
(Damn it, my attack I made in the game i posted this attack in first on accident was way better!)
This post has potentially manipulated dice roll results.
“Get. Off. Of. Me!” Grim exclaims as he tries to throw the bullywug.
Athletivs: 13
he easily tosses off the creature and jumps to his feet. He feels a surge of energy as he reaches his feet and slashes our at the bullywug with a disarming strike
(Escaping the grapple used my action correct?)
Attack: 18 Damage: 8
(action surge to do a disarming strike. Dc14 str check if it hits to avoid disarm)
(The str check for disarm only happens if the attack hits. Reading it again, I don’t actually decide to use disarming attack first, it’s just something I can choose to do if i hit with an attack)
(This is the first non text based map i've had the pleasure of being a part of)
OOC: It's been described as a 'child's coloring page' and 'a sad yet effect combat tool' so take your pick!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Hearing witch's cackle and Flip's exclamation, then seeing Val freeze up, Grim turns towards the witch. He draws his sword as he walks over to her, saying, "I'll give you one chance. Free Val and let us go on our way, and you can come out of this unharmed. If not..." He readies his sword to strike if she makes any threatening motion.
Intimidation to get her to free val and let us go on our way: 6
Attack roll if I do the readied attack: Attack: 9 Damage: 10
Daar turns to ensure her friends are following her, and when she sees they are not she turns to see what's up.
After seeing Grim take a swing at her she assumes things must have turned sour, and begins humming a discordant tune that only the old woman can hear.
**Casting Dissonant Whispers**
**DC13 Wis save or take 16 psychic DMG. Half on save**
Grim is it's target for a bite attack Attack: 7 Damage: 3 then stabs downward with his spear. Spear Attack: 21 Damage: 3
Grim roll DEX save to avoid being knocked prone! DC13
Daar is up!
Witch on deck!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
OOC: I may be a control freak BUT everyone needs to wait until I address attacks of each PC before posting there's because of what up happened! Sorry, Shaz but imma say *pause* on that until Vander clears up his prone-ness and if he even gets to attack!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
(Whoops, sorry. Yah, h5 was where I meant to go)
Dex save: 4 Grim is knocked to the ground.
(Does he pop out in the middle of my turn or after its over?)
OOC: Nope it's like, it's like a trap. I rolled the bullywug's initiative *secrets* and he got high than ALL y'all so that's why you were the first target. Sorry!
So Grim is prone and took 3 piercing damage from the spear.
<instert Daar's attack> WIZ save 7; takes 8 damage
The witch howls at the hit but holds out a wand she had taken from inside her tattered filthy robes then swirling it in the air creates a fire bolt at Daar attack Attack: 17 Damage: 10
Flip is up!
Val's save against hold person on deck!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
OOC: let's see if she held her concentration on Val after taking damage?? 8 Yup Val is still held!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
**Does she have to roll to keep her concentration?**
OOC: Shaz look up 1 post.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Flip will quickly jump off Herbert and grab his holy symol, pulling it out and muttering a prayer before cursing the witch "Get away from my friends you old bat!"
(Flint will cast guiding bolt at the witch, not moving from his current location.
Attack: 22 Damage: 8
(Damn it, my attack I made in the game i posted this attack in first on accident was way better!)
The radiant energies whizzes past the witch doing no damage.
Val is up WIZ save against hold person DC15
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
"Ermagrdafrg" Val mumbles loudly.
WIZ 3
Val is still held.
Grim is up! Still prone with a bullywug on top of you! Anti-grapple check DC13 action then half movement to get up.
Daar on deck!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
“Get. Off. Of. Me!” Grim exclaims as he tries to throw the bullywug.
Athletivs: 13
he easily tosses off the creature and jumps to his feet. He feels a surge of energy as he reaches his feet and slashes our at the bullywug with a disarming strike
(Escaping the grapple used my action correct?)
Attack: 18 Damage: 8
(action surge to do a disarming strike. Dc14 str check if it hits to avoid disarm)
Bullywug check 21Daar's up!
Witch on deck!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
Daar cast Tasha’s Hideous Laughter on the Bullywug
**Dc13 Wis save**
(The str check for disarm only happens if the attack hits. Reading it again, I don’t actually decide to use disarming attack first, it’s just something I can choose to do if i hit with an attack)