[OOC: Guilliame can't hold the spell and grab Velma's hand because the somatic requirements for the spell requires both his hands. I will assume he tells Velma to move with him instead. I will also assume that Guilliame is using his dancing lights to best effect, though be aware that the clock is ticking with regard to the duration of that cantrip.]
With his hands still ready to cast his spell, Guilliame directs Velma over to the wall of a nearby house so they can put their backs to it. He then places his dancing lights around them so they can see properly, despite the darkness and the rain.
[OOC: With Guilliame having his spell held to use if they are attacked, I will assume that Velma is going to use her Action to Help him see the stirge(s) approach, if an attack occurs.
Therefore, please roll a Perception check with Advantage (because Velma is helping).]
Rollback Post to RevisionRollBack
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist) Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon. The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
This post has potentially manipulated dice roll results.
[OOC: If you see this, don't respond as I am still processing the move.]
Stirge's Stealth roll:9
Stirge's Attack roll:19
Stirge's Damage:6
I have deducted the above damage from his character sheet.]
Despite both Guilliame and Velma being on the lookout, the creature's rapid approach out of the darkness goes unnoticed until it is upon them.
By the time Guilliame sees the creature, it is too close for him to cast his spell [OOC: The held action is also lost] and he feels a sudden sharp pain in his side as the creature's sharp proboscis is driven into his flesh.
[OOC: Guilliame now needs to make a Constitution Saving check against a DC of 10 to see if he loses Concentration for his Dancing Lights cantrip. If the roll is a failure, the cantrip will fail and the lights will blink out. Fortunately, because he started as a Fighter, he has proficiency with Constitution Saving throws and his bonus for this roll is therefore +3. Guilliame also has 3 Hero Points he can use to try to turn a fail into a success, if necessary.]
[OUCH! Do you want to use some Hero Points to try to get it up to 10 so you don't lose the light? Each Hero Point used would allow you to add 1d6 to the above roll. You can also do them one at a time to see if you need to use the next one. Worse case scenario: three rolls adding to less than 6 and the lights still go out.]
Rollback Post to RevisionRollBack
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist) Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon. The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
Given the creature has it's proboscis embedded it should be possible to grab it and throttle it in the dark. I'll try that and will add hero points to that maneuver if necessary.
[OCC: Unfortunately, while Guilliame has his hands on the creature, this is not high enough to actually do damage.]
The creature's hide is slick from the rain and its many legs make it impossible for Guilliame to gain a proper hold.
[OCC:
It is still Guilliame's turn and he can still Move and use any appropriate Bonus Actions. If you look at the Actions tab on the character sheet you can see his available Bonus Actions.
Velma's Perception roll versus a DC of 12 to see if she can see Guilliame's attacker in the darkness:14
Gritting his teeth against the pain, Guilliame closes his eyes and concentrates on using his mage sight.
He opens his eyes and apart from Velma's weak magical aura sees no other concentrations of magic. It would appear the creature is native to this world and appears not to be magical in nature.
Taking in Guilliame's plight, Velma moves round and grabs the creature with both hands and pulls it off him. Guilliame hears a horrible sucking noise coming from creature's proboscis as it is pulled from his body.
[OOC: Guilliame takes no damage from having the creature removed, but now the creature is going to make a contested Dexterity check against Velma's Strength check to try to escape her grasp.
Stirge's Strength check:21
Velma's Strength check:4
]
Struggling, the creature tries to escape from Velma's grasp and Guilliame hears her swear in a most unlady-like fashion before hearing the creature flap quickly away.
[OOC: Combat Round #3
Initiative Order:
Guilliame: 21 Velma: 20 Stirge(s): 4
It is now Guilliame's turn. Make a Perception check.
OOC Does the see the arcane help spot things or not. If no use turn off. When bats are flying the collective term is cloud - looked it up.
[OOC: See the Arcane doesn't help here as these are not magical creatures and so there is no magic to see. With regard to clouds of stirges, this would not be the right collective term as they fortunately don't swarm in such large numbers. However, they don't hunt alone either, so there is likely more of them in the area.
Guilliame can let his mage sight go with a blink of his eyes.
It is still his turn.]
Rollback Post to RevisionRollBack
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Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist) Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon. The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
This post has potentially manipulated dice roll results.
[The above is because there was a roll that wouldn't stay constant over successive edits, so I deleted it and recoded it.]
OOC: Combat Round #3
Initiative Order:
Guilliame: 21 Velma: 20 Stirge(s): 4
]
Using Prestidigitation, Guilliame sends a shower of brilliant sparks up into the air.
Following his example, Velma also sends a shower of sparks skywards.
[OOC: These pyrotechnic demonstrations are going to count as an Intimidation check with Advantage against the nearby stirges. Velma, with her +1 Charisma bonus is best suited to make this roll and so I will do the roll for her as follows:
Roll for Intimidation:11
Stirges roll to not be intimidated by the fire:12, 7, 15,
Wow! Considering the minuses to their rolls, that is terrible bad luck. Do you wish to use hero points to either raise the intimidation value or lower the individual stirge's rolls to avoid being intimidated? Each hero points spent will modify the affected roll by 1d6.
[OOC: Combat Round #1
Initiative Order:
Guilliame: 21
Velma: 20
Stirge(s): 4
It is Guilliame's turn. Do you want him to hold his action of casting Burning Hands at any stirges if he sees them?]
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
Hold the spell.
Grab Velma's hand and move from the middle of the road to somewhere preferably there is some cover or at least backing to a wall.
[OOC: Guilliame can't hold the spell and grab Velma's hand because the somatic requirements for the spell requires both his hands. I will assume he tells Velma to move with him instead. I will also assume that Guilliame is using his dancing lights to best effect, though be aware that the clock is ticking with regard to the duration of that cantrip.]
With his hands still ready to cast his spell, Guilliame directs Velma over to the wall of a nearby house so they can put their backs to it. He then places his dancing lights around them so they can see properly, despite the darkness and the rain.
[OOC: With Guilliame having his spell held to use if they are attacked, I will assume that Velma is going to use her Action to Help him see the stirge(s) approach, if an attack occurs.
Therefore, please roll a Perception check with Advantage (because Velma is helping).]
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
8
[OOC: If you see this, don't respond as I am still processing the move.]
Stirge's Stealth roll: 9
Stirge's Attack roll: 19
Stirge's Damage: 6
I have deducted the above damage from his character sheet.]
Despite both Guilliame and Velma being on the lookout, the creature's rapid approach out of the darkness goes unnoticed until it is upon them.
By the time Guilliame sees the creature, it is too close for him to cast his spell [OOC: The held action is also lost] and he feels a sudden sharp pain in his side as the creature's sharp proboscis is driven into his flesh.
[OOC: Guilliame now needs to make a Constitution Saving check against a DC of 10 to see if he loses Concentration for his Dancing Lights cantrip. If the roll is a failure, the cantrip will fail and the lights will blink out. Fortunately, because he started as a Fighter, he has proficiency with Constitution Saving throws and his bonus for this roll is therefore +3. Guilliame also has 3 Hero Points he can use to try to turn a fail into a success, if necessary.]
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
4
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
Given the creature has it's proboscis embedded it should be possible to grab it and throttle it in the dark. I'll try that and will add hero points to that maneuver if necessary.
Guilliame's dancing lights go out and Velma screams as they are plunged into darkness.
[OOC: Combat Round #2
Initiative Order:
Guilliame: 21
Velma: 20
Stirge(s): 4
]
Reaching around, Guilliame attempts to find the wet and slippery creature's neck so that he can throttle the creature that has attached itself to him.
[Please make an Attack roll at Advantage because the creature is effectively restrained and Guilliame doesn't need to see it to know where it is.]
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
With +3 for unarmed strike?
12
The creature's hide is slick from the rain and its many legs make it impossible for Guilliame to gain a proper hold.
[OCC:
It is still Guilliame's turn and he can still Move and use any appropriate Bonus Actions. If you look at the Actions tab on the character sheet you can see his available Bonus Actions.
Velma's Perception roll versus a DC of 12 to see if she can see Guilliame's attacker in the darkness: 14
]
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
Do a See the arcane and I'll save the hero points.
Gritting his teeth against the pain, Guilliame closes his eyes and concentrates on using his mage sight.
He opens his eyes and apart from Velma's weak magical aura sees no other concentrations of magic. It would appear the creature is native to this world and appears not to be magical in nature.
Taking in Guilliame's plight, Velma moves round and grabs the creature with both hands and pulls it off him. Guilliame hears a horrible sucking noise coming from creature's proboscis as it is pulled from his body.
[OOC: Guilliame takes no damage from having the creature removed, but now the creature is going to make a contested Dexterity check against Velma's Strength check to try to escape her grasp.
Stirge's Strength check: 21
Velma's Strength check: 4
]
Struggling, the creature tries to escape from Velma's grasp and Guilliame hears her swear in a most unlady-like fashion before hearing the creature flap quickly away.
[OOC: Combat Round #3
Initiative Order:
Guilliame: 21
Velma: 20
Stirge(s): 4
It is now Guilliame's turn. Make a Perception check.
]
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
OOC Is Guilliame aware of whether these are solitary creatures or more likely to appear in clouds?
Perception: 14
As his attacker flies away, Guilliame becomes aware of the sound of more flapping and a movement of the air above his head.
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
OOC Does the see the arcane help spot things or not. If no use turn off. When bats are flying the collective term is cloud - looked it up.
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
Blink eyes. Cast a prestidigitation with a shower of sparks 10 feet away in front and up about 45 degrees.
[The above is because there was a roll that wouldn't stay constant over successive edits, so I deleted it and recoded it.]
OOC: Combat Round #3
Initiative Order:
Guilliame: 21
Velma: 20
Stirge(s): 4
]
Using Prestidigitation, Guilliame sends a shower of brilliant sparks up into the air.
Following his example, Velma also sends a shower of sparks skywards.
[OOC: These pyrotechnic demonstrations are going to count as an Intimidation check with Advantage against the nearby stirges. Velma, with her +1 Charisma bonus is best suited to make this roll and so I will do the roll for her as follows:
Roll for Intimidation: 11
Stirges roll to not be intimidated by the fire: 12, 7, 15,
Wow! Considering the minuses to their rolls, that is terrible bad luck. Do you wish to use hero points to either raise the intimidation value or lower the individual stirge's rolls to avoid being intimidated? Each hero points spent will modify the affected roll by 1d6.
]
---
Tyrus Mountson: Lvl 3 Dwarvish Bard; Waterdeep Campaign (Dragon Heist)
Nanoc the Younger: Semi-retired Lvl 2 Rogue / Level 2 Barbarian Human; The Knuckle, Mror Holds, Ebberon.
The Honourable Jaden Fellan: Level 3 Human Eldritch Knight; Band of Sunswall
AKA: Phillip Berrie: writer, editor and academic thrillseeker—a little knowledge is a dangerous thing.
OOC Does it make no difference that there are two attacks happening at once. I would have thought that increased the odds of success.