(Your group can try to delve deeper where the more dangerous and more profitable bounties are. Or stay in the outer fringes where it's a modest challenge. Or you can try to track certain monsters, like War Boys.)
(@Virst/Team ShadowHunters: Unless there's complaints or noone decent at tracking in this group, Biri vote is still hutning Skeleton's Skulls/Dust and Jackelwere's tongues/tails. But she's otherwise fine with staying in the outer fringes hunting/killing what the group can.)
(Not sure otherwise what would count as more dangerous/profitable from a gp value alone, but I assume those would be anything 30gp and above?)
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When you realize you're doing too much: Signature.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
"Stop that grinning, human. What we face will not be simple beasts, but cunning malevolence given physical form."Biri states promptly as the group mosey along. "Overestimate them, and we may find ourselves among their numbers before long in a not so 'Fun' way." She warns, and after having spoken her piece, mentally commands her Irib to assist whoever appeared the most capable at tracking from the air.
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When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Shadowhunters
Kosh continues at a pace that won't leave the slowest behind, but keeps everyone on their toes. "If any can track, I'll happily give them the van. Otherwise I say we see what we see."
((Kosh has a +1 to survival. Anyone else may have an easier time finding our foes. Or we just see how unlucky we are when it comes to random encounters. Rolling survival in case Kosh is our best option.))
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
This post has potentially manipulated dice roll results.
(alpha noobs war boys post) Rolend closes to melee range. (The goblins were 40' away, and he has 35' of movement.) He will swing his monk weapon spear at a wounded goblin, then follow that with a bonus action uppercut. If the goblin is dead from the spear attack, then the punch will target the next goblin.
Spear - Attack: 14 Damage: 7
Unarmed strike - Attack: 19 Damage: 5
Edit: Sorry, the spear attack should have been with Advantage. Second to-hit roll: 22
That is a critical, but doubling a "1" means 5 damage instead of 4.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
War Boys - Outer Fringes
(Botting Davar for the round.)
20
Attack: 12 Damage: 9
Attack: 16 Damage: 7
Attack: 9 Damage: 5
(All my attacks missed...why do I only crit the healer.)
The party takes the goblins by surprise as Latirus lets loose an arrow towards the first goblin, hitting him in his shoulder. Knocked him off enough to duck the incoming ray of fire from Alter. But was caught by Kierro's invocation of flames to descend upon the goblin, taking his life. Black Cat takes a shot and finds his mark upon the second the goblin's head, dropping him instantly. Rolend rushes forward, thrusting his spear straight through one goblin as he throws a punch towards another goblin, having both Davar and Rolend being the frontline of the party.
(needs advantage for the second attack, 20)
Davar raises his greatsword high and brings it crashing down, although the goblins are too fast as they scramble out of the goliath's way. The two goblins that weren't injured try to slash at the barbarian and the monk, both too evasive or too strong to be hurt by dingy blades. The punched goblin starts to run away, too fast for either of the frontline to react. It's calling out in its odd language as it retreats.
(For the sneak attack, it works as either 2d6 or 1d4+1d6. I've done it with my rouge.)
This post has potentially manipulated dice roll results.
Shadow Hunters - Outer Fringes
Where the group currently is, it's mostly frequented by patrols and rangers. Its rather hard to discern who or what passed through as the marching of knights and the careful tracks of rangers cover and erase the previous tracks. Around you, you can tell the forest goes on for quite a while, easily larger than Brume and possibly even bigger than Saltmarsh. Behind you is where you came from, you can spot a patrol of knights passing by.
(Still in a pretty safe area and not high enough rolls to track if anything is nearby.)
Shadow Hunters - Outer Fringes
(Your group can try to delve deeper where the more dangerous and more profitable bounties are. Or stay in the outer fringes where it's a modest challenge. Or you can try to track certain monsters, like War Boys.)
(@Virst/Team ShadowHunters: Unless there's complaints or noone decent at tracking in this group, Biri vote is still hutning Skeleton's Skulls/Dust and Jackelwere's tongues/tails. But she's otherwise fine with staying in the outer fringes hunting/killing what the group can.)
(Not sure otherwise what would count as more dangerous/profitable from a gp value alone, but I assume those would be anything 30gp and above?)
When you realize you're doing too much: Signature.
(Plunge would be fine with going wherever but going deeper would be pretty cool)
P: The Traveling Ward: Natural Napalm Enthusiast. (AURYN: The Hunt For The Last Unicorn.)
DM:
"Skeletons and jackalweres sound like fun prey to me." Maelyn grins.
Latrius will calmly take aim, then fire an arrow at the closest goblin.
Attack: 23 Damage: 8
He’ll then drop his bow, carefully note where it lands, and pull out one of his swords.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(@Caobis: Maybe after level 2 at least.. XD)
"Stop that grinning, human. What we face will not be simple beasts, but cunning malevolence given physical form." Biri states promptly as the group mosey along. "Overestimate them, and we may find ourselves among their numbers before long in a not so 'Fun' way." She warns, and after having spoken her piece, mentally commands her Irib to assist whoever appeared the most capable at tracking from the air.
When you realize you're doing too much: Signature.
Alter rises from the bushes, holding out a hand as a ray of fire flies through the air towards the goblin that Latrius shot.
Attack: 19 Damage: 4
Kierro fires sacred flame toward the same goblin (unless it’s dead; in that case he’ll hit the one next to it.)
DC 13 dex save, 8 radiant damage on fail
Black will take aim at the 2nd charging goblin and let loose with an arrow.
Attack: 24 Damage: Unable to parse dice roll.
Damage: 12 (1d6+3 damage, then 1d6 sneak attack)
(ooc: need to test how to do attack and damage rolls for sneak attack, sorry about that)
Shadowhunters
Kosh continues at a pace that won't leave the slowest behind, but keeps everyone on their toes. "If any can track, I'll happily give them the van. Otherwise I say we see what we see."
((Kosh has a +1 to survival. Anyone else may have an easier time finding our foes. Or we just see how unlucky we are when it comes to random encounters. Rolling survival in case Kosh is our best option.))
16
(Might be easier to roll sneak attack and normal damage separately.)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(
alpha noobswar boys post) Rolend closes to melee range. (The goblins were 40' away, and he has 35' of movement.) He will swing his monk weapon spear at a wounded goblin, then follow that with a bonus action uppercut. If the goblin is dead from the spear attack, then the punch will target the next goblin.Edit: Sorry, the spear attack should have been with Advantage. Second to-hit roll: 22
That is a critical, but doubling a "1" means 5 damage instead of 4.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
(Ah, but you double the dice rolled, not the number on the die, so you get to put another d8 in there)
(Shadowhunters)
Maelyn shrugs, "I'm no tracker but I've got a keen eye, let me see what I spot..."
(Survival: 12)
(I was being lazy, but just in case... Rolling an extra d8: 7
So in summary: Rolend's spear attack 25 to-hit critical for 11 damage, monk-punch 14 to-hit for 4 damage.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
(Shadow Hunters)
Yuno says softly, "I... I am no good when it comes to tracking. I'm sorry. I... can try my best to look around and say if I see anything."
OOC: Not trying to track but rather trying to make sure we don't get ambushed. Rolling perception: 20
Sanzor doesn't say anything to the others but specifically looks for threats coming from behind.
Perception: 16
(OOC: Remove the spaces. That should get the roll to work)
War Boys - Outer Fringes
(Botting Davar for the round.)
20
Attack: 12 Damage: 9
Attack: 16 Damage: 7
Attack: 9 Damage: 5
(All my attacks missed...why do I only crit the healer.)
The party takes the goblins by surprise as Latirus lets loose an arrow towards the first goblin, hitting him in his shoulder. Knocked him off enough to duck the incoming ray of fire from Alter. But was caught by Kierro's invocation of flames to descend upon the goblin, taking his life. Black Cat takes a shot and finds his mark upon the second the goblin's head, dropping him instantly. Rolend rushes forward, thrusting his spear straight through one goblin as he throws a punch towards another goblin, having both Davar and Rolend being the frontline of the party.
(needs advantage for the second attack, 20)
Davar raises his greatsword high and brings it crashing down, although the goblins are too fast as they scramble out of the goliath's way. The two goblins that weren't injured try to slash at the barbarian and the monk, both too evasive or too strong to be hurt by dingy blades. The punched goblin starts to run away, too fast for either of the frontline to react. It's calling out in its odd language as it retreats.
(For the sneak attack, it works as either 2d6 or 1d4+1d6. I've done it with my rouge.)
Shadow Hunters - Outer Fringes
Where the group currently is, it's mostly frequented by patrols and rangers. Its rather hard to discern who or what passed through as the marching of knights and the careful tracks of rangers cover and erase the previous tracks. Around you, you can tell the forest goes on for quite a while, easily larger than Brume and possibly even bigger than Saltmarsh. Behind you is where you came from, you can spot a patrol of knights passing by.
(Still in a pretty safe area and not high enough rolls to track if anything is nearby.)
21
2