This post has potentially manipulated dice roll results.
The chaos bolt flies harmlessly past the hooded figures and the couple, splashing on the cobblestones in front of them. All 5 people instantly turned around and stared at the source of the magic. The couple immediately dashed away and the figures looked at their boat before squaring their stances and facing you.
Initiative:
Thug 1: 4
Thug 2: 2
Thug 3: 14
Average: 11
Cor: 5
Garth: 6
Twig: 19
Average: 15
Initiative Tracker:
Players <<<<<<<<<
Thugs
(Players go first. Your first combat. Good luck!)
For Cor:
Your Wild Magic Surge caused you to regain all lost sorcery points. You regain the use of Tides of Chaos.
This post has potentially manipulated dice roll results.
Twig pulls out her shortbow while glancing at Cor "A surprising method for boat procurement." She nods approvingly as she nocks the arrow and takes aim at the Thugs. She releases the arrow and begins to close the distance between her and her targets, trusting that her companions will be close behind.
This post has potentially manipulated dice roll results.
Cor let's out a laugh, saying "I agree"
He then mutters some quick words and gestures at the same man he originally aimed for and casts his spell, Frostbite (DC 13 Con.). He then charges after the tabaxi!
Thug 1 feels a refreshing breeze on this hot summer afternoon after the half-elf man waves his hands around - but that was all - and laughs out loud with his friends, suddenly emboldened by their opponents' ineptitude.
This post has potentially manipulated dice roll results.
(OOC: No defense rolls, that's automatically your Armor Class (AC) and is on your character sheet.)
All three thugs, seeing this big, armored man with a longsword right in front of them, decided that it was probably best that they attack him and leave the inept magic-user and bow-less archer alone.
Thug 1 slashes at Garth with his scimitar, catching him right in the armpit where his chainmail was weakest and dealt 4 damage.
Thug 2 went for a wild slash at Garth's head, but missed and the scimitar clanged off the fighter's shield.
Thug 3 went low and slashed at Garth's knee, trying to disable the armored hulk, dealing 7 damage.
After the thugs' barrage, Garth falls unconscious on the ground at their feet. The three thugs then ran at the strange cat-lady.
(Garth is now unconscious 30 feet from Twig and Cor. The three thugs are in melee with Twig and Cor.)
Cor reaches deep within himself and feels the strings of the universe and pulls allowing him to influence the tides of chaos. He then reaches forth and casts Chaos Bolt at the closest thing.
(OOC: Cor's attack roll was supposed to be without advantage because he's in melee range and using a ranged spell. So I have taken the first of the two rolls)
Cor summons a bolt of chaotic energy in his hands and launches it at the face of the thug immediately in front of him. Unfortunately, the thug was close enough that Cor was unable to aim properly and the bolt passed an inch from the thug's ear. A light started shining from Cor's skin, cracks of light forming along the surface and letting out more and more light before, finally, the light instantly sucked itself inward and went out. With the light gone, so was everyone else. Cor, Garth, Twig, and the three thugs were all invisible.
All three thugs panic when they see their companions and opponents disappear and wildly slash at the air where they thought the spellcaster had been standing.
Thug 1 catches only air, but feels the wind from Thug 2's blade by his face. Thug 3 almost caught Cor, but missed by a hair.
The three thugs popped back into existence, but the party remains invisible.
Initiative Tracker:
Players<<<<<<<<<
Thugs
(You are all invisible, the thugs are not. This means that, should you wish to attack the thugs, you will have advantage on any attack roll. If you wish to move away from the Thugs, you may do so, but must make a Stealth check.)
I can't believe that this is happening again! But honestly I can't complain about this outcome...this time! Cor thinks as he watches everyone turn invisible and knows that this magic flowed from his chaotic innate magic abilitiy.
Then as the thugs start swinging and return to visibility, Cor slowly starts heading past the thugs and makes his way to the boat!
The thugs see their boat move away from the road and panic, running to the shore and shouting at their getaway vehicle. They begin to argue, Thug 1 ordering the others to jump in after it. After a few seconds, all three thugs bolt down the street, headed South. (You are now out of combat. Resume posting in any order.)
Garth death saving throw: 16 Garth is now stable, but unconscious. He will awaken in 4 hours with 1 hit point. (he can also use his Hit Die to recover 1d10 hp after one hour and awaken then, if he chooses. Each character has Hit Dice equal to their level. The size of the dice [d6, d8, d10, d12] depends on your class. These hit dice can be expended during a short or long rest. On a long rest, you regain half of your total hit dice up to your level. At level 1, you'd regain the whole hit dice. A long rest is 8 hours, short rest is 1 hour.)
Your invisibility drops in about 30 seconds.
(I have given all of your characters 25 experience for defeating the thugs. Well done.)
Cor seeing the thugs run away, shrugs and thinks to himself, Maybe there is a god! watching us haha!
He then walks to the waters edge and uses Shape Water to freezes a 5-foot cube of the water and yells out to Twig, "Ms. Twig, I am here near the ice. Come bring the boat close and when the invisibility is lifted, I will see if I can wake up Garth and we can leave this place immediately."
Upon casting the spell, Cor popped back into the visible spectrum. The water that he froze formed crystals on the surface and maintained its shape, solid and able to support the weight of several anvils.
Rollback Post to RevisionRollBack
Pit of Vipers: Watl Wiggins - Halfling Rogue(10) League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
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Immediately, Cor takes aim at the closest figure and casts Chaos Bolt.
Chaos Bolt:14
The chaos bolt flies harmlessly past the hooded figures and the couple, splashing on the cobblestones in front of them. All 5 people instantly turned around and stared at the source of the magic. The couple immediately dashed away and the figures looked at their boat before squaring their stances and facing you.
Initiative:
Thug 1: 4
Thug 2: 2
Thug 3: 14
Average: 11
Cor: 5
Garth: 6
Twig: 19
Average: 15
Initiative Tracker:
Players <<<<<<<<<
Thugs
(Players go first. Your first combat. Good luck!)
For Cor:
Your Wild Magic Surge caused you to regain all lost sorcery points. You regain the use of Tides of Chaos.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Twig pulls out her shortbow while glancing at Cor "A surprising method for boat procurement." She nods approvingly as she nocks the arrow and takes aim at the Thugs. She releases the arrow and begins to close the distance between her and her targets, trusting that her companions will be close behind.
Attack: 8 Damage: 7
Twig's bowstring snaps as she tries to shoot the thugs, her arrow falling harmlessly to her feet.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Cor let's out a laugh, saying "I agree"
He then mutters some quick words and gestures at the same man he originally aimed for and casts his spell, Frostbite (DC 13 Con.). He then charges after the tabaxi!
Cold damage:2
Thug 1 feels a refreshing breeze on this hot summer afternoon after the half-elf man waves his hands around - but that was all - and laughs out loud with his friends, suddenly emboldened by their opponents' ineptitude.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Garth immediately withdrew his longsword from its sheath and dashed 60 to meet the thugs head on.
Defence: 4
(OOC: No defense rolls, that's automatically your Armor Class (AC) and is on your character sheet.)
All three thugs, seeing this big, armored man with a longsword right in front of them, decided that it was probably best that they attack him and leave the inept magic-user and bow-less archer alone.
Thug 1 slashes at Garth with his scimitar, catching him right in the armpit where his chainmail was weakest and dealt 4 damage.
Thug 2 went for a wild slash at Garth's head, but missed and the scimitar clanged off the fighter's shield.
Thug 3 went low and slashed at Garth's knee, trying to disable the armored hulk, dealing 7 damage.
After the thugs' barrage, Garth falls unconscious on the ground at their feet. The three thugs then ran at the strange cat-lady.
(Garth is now unconscious 30 feet from Twig and Cor. The three thugs are in melee with Twig and Cor.)
Initiative Tracker:
Players <<<<<<<<<<<<
Thugs
(Players turn now)
Garth Death Saving Throw: 10 (Fail)Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Garth Death Saving Throw: 19
Twig drops her now useless bow and draws a rapier, and attempts to stab a thug.
Attack: 8 Damage: 8 Sneak Attack: 5
Twig stabs for the eyes of Thug 1 and just barely misses him, cutting off a lock of hair from the man, but otherwise doing no damage.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Cor reaches deep within himself and feels the strings of the universe and pulls allowing him to influence the tides of chaos. He then reaches forth and casts Chaos Bolt at the closest thing.
Chaos Bolt:25
12
(OOC: Cor's attack roll was supposed to be without advantage because he's in melee range and using a ranged spell. So I have taken the first of the two rolls)
Cor summons a bolt of chaotic energy in his hands and launches it at the face of the thug immediately in front of him. Unfortunately, the thug was close enough that Cor was unable to aim properly and the bolt passed an inch from the thug's ear. A light started shining from Cor's skin, cracks of light forming along the surface and letting out more and more light before, finally, the light instantly sucked itself inward and went out. With the light gone, so was everyone else. Cor, Garth, Twig, and the three thugs were all invisible.
All three thugs panic when they see their companions and opponents disappear and wildly slash at the air where they thought the spellcaster had been standing.
Thug 1 catches only air, but feels the wind from Thug 2's blade by his face. Thug 3 almost caught Cor, but missed by a hair.
The three thugs popped back into existence, but the party remains invisible.
Initiative Tracker:
Players<<<<<<<<<
Thugs
(You are all invisible, the thugs are not. This means that, should you wish to attack the thugs, you will have advantage on any attack roll. If you wish to move away from the Thugs, you may do so, but must make a Stealth check.)
Garth Death Saving Throw: 19
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
I can't believe that this is happening again! But honestly I can't complain about this outcome...this time! Cor thinks as he watches everyone turn invisible and knows that this magic flowed from his chaotic innate magic abilitiy.
Then as the thugs start swinging and return to visibility, Cor slowly starts heading past the thugs and makes his way to the boat!
Stealth:11
All three thugs hear the half-elf's passing and simultaneously swing at the area they think he is walking.
Thug 1, the leader of the bunch and most skilled, caught the sorcerer in the back, dealing 4 damage.
Thug 2 and Thug 3 caught only air and almost stumbled over onto the ground.
Initiative Tracker:
Players (Twig)<<<<<<
Thugs
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Did I anger any gods recently? Cor thinks to himself. Maybe I should be praying more. I wonder if there's a god accepting applications for sorcerers?
Twig takes off, running like lightning to the boat, shouting out in Elvish, "Help Garth!" as she went.
She uses her natural Feline Agility to run swiftly, hopping into the boat and shoving off from the dock, putting the boat out of reach of the thugs.
In the boat, Twig clings to the sides of the boat, back arched and fur standing on end.
I hate boats.
The thugs see their boat move away from the road and panic, running to the shore and shouting at their getaway vehicle. They begin to argue, Thug 1 ordering the others to jump in after it. After a few seconds, all three thugs bolt down the street, headed South. (You are now out of combat. Resume posting in any order.)
Garth death saving throw: 16 Garth is now stable, but unconscious. He will awaken in 4 hours with 1 hit point. (he can also use his Hit Die to recover 1d10 hp after one hour and awaken then, if he chooses. Each character has Hit Dice equal to their level. The size of the dice [d6, d8, d10, d12] depends on your class. These hit dice can be expended during a short or long rest. On a long rest, you regain half of your total hit dice up to your level. At level 1, you'd regain the whole hit dice. A long rest is 8 hours, short rest is 1 hour.)
Your invisibility drops in about 30 seconds.
(I have given all of your characters 25 experience for defeating the thugs. Well done.)
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)
Cor seeing the thugs run away, shrugs and thinks to himself, Maybe there is a god! watching us haha!
He then walks to the waters edge and uses Shape Water to freezes a 5-foot cube of the water and yells out to Twig, "Ms. Twig, I am here near the ice. Come bring the boat close and when the invisibility is lifted, I will see if I can wake up Garth and we can leave this place immediately."
Upon casting the spell, Cor popped back into the visible spectrum. The water that he froze formed crystals on the surface and maintained its shape, solid and able to support the weight of several anvils.
Pit of Vipers: Watl Wiggins - Halfling Rogue(10)
League of Improbable Adventurers: Alan Quatermain - Human Fighter(3)