ooc: I can guess Emrys is a fighter? but is a human? what? A torle? Anyway, at least let's copy the link to the sheet at the bottom of our posts: it may come handy
ooc: I can guess Emrys is a fighter? but is a human? what? A torle? Anyway, at least let's copy the link to the sheet at the bottom of our posts: it may come handy
So the way this works is we are going to do 5 rounds (in this case how ever long it takes for each player to respond per turn)
You must run in turns, pay attention to how much ft you can run per turn. You will suffer 1d4 damage per turn each time you try and pick up something. So you may have picked up a weapon previously or an item but the wind knocked those to the ground as well as whatever you brought with you, so you have nothing in your possession right now. You will also suffer damage if you stop to catch your breath. Instead of running you may use your turn to make a Dex save to get a piece of equipment or a piece of supplies from your stash that you had in your possession. If you fail you get 1d4 damage the first 2 turns. Provided you are still alive thereafter those first two turns you may grab items for 1 d4 damage and pick up an item of your choice. Please keep in mind we you are trying to get away from an enemy you can not see so there is no use in fighting these rounds.
Once you have all your equipment and we are still in play you may assist another player in collecting their items
OOC I used by BA to fly and my action to cast Mage Armor
OOC Tempestuous Magic As a bonus action, you can cause gusts of air to surround you before or after you cast a spell of 1st level or higher that allows you to fly up to 10 ft. without provoking opportunity attacks.
This post has potentially manipulated dice roll results.
Herman bares his teeth and masters all his inner force to get away from this strange situation (RAGE).
He picks the closest handaxe from the ground, then takes out shield to use it as an umbrella while running towards the source of those ominous lights everyone saw
BONUS ACTION: ENTER RAGE: 1/10 rounds
FREE INTERACTION: PICKING HANDAXE FROM THE GROUND : halved damage because of rage 1.5
ACTION: PICKING SHIELD: dx save: 18 , if failed halved damage because of rage 1 for the first of two rounds
move action: running towards the source of the lights or, if nothing, running towards where, before sunset, he remembers there was some cover
ooc: I can guess Emrys is a fighter? but is a human? what? A torle? Anyway, at least let's copy the link to the sheet at the bottom of our posts: it may come handy
Initiative 12
I agree copying the character sheet stats is fine save for AC and other skills. Those are mine to see.
((Tanon is a half elf Storm Sorcerer))
20
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Good roll Tanon :) We are just waiting for Emrys and then I will explain how this is gonna work
OCC.. human fighter, defense.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Emrys Init.. 8
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Initiative Order
Tanon- 20
Herman- 12
Emrys- 9
So the way this works is we are going to do 5 rounds (in this case how ever long it takes for each player to respond per turn)
You must run in turns, pay attention to how much ft you can run per turn. You will suffer 1d4 damage per turn each time you try and pick up something. So you may have picked up a weapon previously or an item but the wind knocked those to the ground as well as whatever you brought with you, so you have nothing in your possession right now. You will also suffer damage if you stop to catch your breath. Instead of running you may use your turn to make a Dex save to get a piece of equipment or a piece of supplies from your stash that you had in your possession. If you fail you get 1d4 damage the first 2 turns. Provided you are still alive thereafter those first two turns you may grab items for 1 d4 damage and pick up an item of your choice. Please keep in mind we you are trying to get away from an enemy you can not see so there is no use in fighting these rounds.
Once you have all your equipment and we are still in play you may assist another player in collecting their items
Tanon your turn first, what would you like to do?
Eyes clouding up like storm clouds, Tanon levitates 10 feet into the air while casting Mage Armor
OOC One of the parts of Storm Sorcery is that Tanon upon cast a spell of at least 1st level that she can fly 10 feet into the air.
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
Ok, so you used that turn to fly
Herman your turn
OOC I used by BA to fly and my action to cast Mage Armor
OOC Tempestuous Magic As a bonus action, you can cause gusts of air to surround you before or after you cast a spell of 1st level or higher that allows you to fly up to 10 ft. without provoking opportunity attacks.
Elra Skylash - Human Cleric | Vanzaren Tanidoni - Half Elf Wizard
Mindartis Liadon - Eladrin Barbarian | Naivara Siannodel - Half Elf Ranger
Arrila Evenwood - Half Elf Paladin | Callaphe of Setessa - Human Rogue
Katernin Nemetsk - Aasimar Cleric | Melody - Tiefling Bard
That is fine
I must understand what’s around me? A dale? We are in the middle of the woods? Is there a cavern or another mean to cover nearby? Do we have a tent?
You don’t know yet
Ooc: do we have a tent? We build the campsite after all
Anything that was remotely close to shelter is gone.
Your turn Herman.
Herman bares his teeth and masters all his inner force to get away from this strange situation (RAGE).
He picks the closest handaxe from the ground, then takes out shield to use it as an umbrella while running towards the source of those ominous lights everyone saw
BONUS ACTION: ENTER RAGE: 1/10 rounds
FREE INTERACTION: PICKING HANDAXE FROM THE GROUND : halved damage because of rage 1.5
ACTION: PICKING SHIELD: dx save: 18 , if failed halved damage because of rage 1 for the first of two rounds
move action: running towards the source of the lights or, if nothing, running towards where, before sunset, he remembers there was some cover