I keep running down the hallway to see if the half elf is down there
Running further down the hallway, you come to an intersection where the hallway splits again to two separate hallways.
Just as Shaul stops at the intersection, Keric can see four shapes at the edge of the dim light of his spell. A flash of light is seen reflecting from the light in the head of an arrow that streaks by Keric and clatters off the wall behind him.
(OOC: I'm going to wait until it gets to my turn in the initiative to make a choice about what I do because my decision for at least the first round is going to be heavily impacted by what happens before it gets to me)
Just as Reg was getting ready to enter the darkened hallway after having held the door for the others (assume it was an action for the secret door opening since he was unfamiliar with its mechanism), he hears the telltale twang of an arrow loosing from the bowstring! Leaping into action, Reg dashes down the hallway and makes his way to the bandits lying in wait (dash action to move 60 feet total, should end up just north of the right-most archer).
Reg takes up a defensive posture, ready to use his shield to block any incoming attacks at his adjacent compatriots (Protection ability can be used as a reaction to give attacker disadvantage versus an ally adjacent to Reg).
This post has potentially manipulated dice roll results.
OOC: Keric's turn is before Beric's. Assuming he moves forward to engage the enemy, Beric will have light and do the following. If Keric does something else I'll change his action.
Captain Blackhand:Drawing his shortbow as he sprints forward, Beric halts to the right of Keric's original position. Using the cavern wall as cover, he nocks and fires an arrow.
Attack: 8 Damage: 9 + 2 (Sneak Attack) Target: Any Adjacent to Keric
Rollback Post to RevisionRollBack
"Not all those who wander are lost." - J.R.R. Tolkien
Seeing he is a bit caught out in the open, with his companions next to him, Keric turns his shield to face the enemy and plants his feet where they are. A dolorous bell rings over Archer on the right.
This post has potentially manipulated dice roll results.
OoC: I'll just assume that I can release my ready action so that I don't hold the game up. If I'm not really in a position to do so, then discount this next roll.
Reaction: As the arrow slams into the wall, Reyllnn releases her held spell off into the darkness, firing in the direction of the shooter.
Attack: 24 Damage: 10
Reyllnn ducks out in time to fire a Fire Bolt at the nearest bandit bothering her allies while being careful not to catch any of the members of the growing shield wall in the shoulder.
OoC: I'll just assume that I can release my ready action so that I don't hold the game up. If I'm not really in a position to do so, then discount this next roll.
Reaction: As the arrow slams into the wall, Reyllnn releases her held spell off into the darkness, firing in the direction of the shooter.
Attack: 9 Damage: 1
Reyllnn ducks out in time to fire a Fire Bolt at the nearest bandit bothering her allies while being careful not to catch any of the members of the growing shield wall in the shoulder.
This post has potentially manipulated dice roll results.
Shaul
Hearing the sounds of combat behind me and turning around being able to see a light source of some nature, I will move back and pass reylinn and keric to investigate the sounds and as I turn the corner, I quickly move to the aid of Reginald, moving to the square to the right of reginald ( a square adjacent to reginald) which I can now do because I now have 40 ft of movement per turn!
I will make one unarmed strike against the melee scout that is now one square below me Attack: 14 Damage: 6
Also, since I have taken the attack action, I can spend a ki point to use flurry of blows to get two more unarmed strikes as a bonus action which I will use on again, the scout that is right below me now and if that scout dies before all of my attacks are done, I want to use whatever attacks are left to strike the ranged bandit that is immediately to the left of the melee bandit that I am attacking (the one right in front of reginald)
First flurry of blows attack: Attack: 16 Damage: 5
Second flurry of blows attack: Attack: 9 Damage: 4
OOC: Sorry Beric, missed your last post. I adjusted your and Reyllnn's position because you were first in initiative and had chosen to be beside Keric.
Beric's arrow shots just above the bandit, just missing the top of his head.
Elias will move and fire at the Bandit on the far left, striking him with a well placed arrow.
Shaul moves with an amazing speed to aid Reginald. He strikes the bandit in front of him with a well placed strike, sending him stumbling backward. Focusing his Ki, he makes another strike against the bandit who falls backward, his eyes glassing over and the breath escaping his lungs as he thuds to the ground. Turning to the scout, he strikes but just misses due to the distance being slightly longer than anticipated.
The bandit on the left will move to Keric and take a swipe with his scimitar. The two scouts will drop their bows, pulling a shortsword, and each move one square to the right and attack Reginald and Shaul.
OoC - The bandit that hit Keric needs to make a DC13 Dex save or take 12 thunder damage, half on a success, from the Wrath of the Storm reaction.
Keric Mar:
Keric swears as he sees the effect of his cantrip resisted, but laughs a hearty, sailors laugh when the bandit strikes him and suffers the effects of Umberlee's displeasure. As the clap of thunder sounds, a salty mist washes over Keric healing him for 6. He reaches back with his Warhammer, imbuing it with resonating charge as he strikes!
This post has potentially manipulated dice roll results.
Shaul
Hearing the first of the scouts collapse to the ground and the missed strike, I quickly recover, close my eyes and listen closely to my surrondings and sidestep the sword slash as I hear the blade headed toward me, and turn my attention to the ranger scout in front of me that swung it and I will do another unarmed strike on the ranger scout in front of me and I spin kick them in the stomach
OOC: Not that it mattered this time, but please remember the Protection ability Reg called for--his reaction would have given the bandit disadvantage against Shaul.
Just barely blocking the sharp shortsword from the bandit, Reg slides the edge of his shield between the other bandit and Shaul, perhaps contributing to that attack missing. Swinging at the same bandit Shaul just attempted to kick, Reg feels an unfamiliar surge of holy power course thorough him --what will happen if he hits this bandit?
Longsword: *Attack: 18 Damage: 8
Extra Radiant Damage if it hits from the Smite: *13
If that takes the bandit down, he will walk to the southeast, blocking the other bandit's possible retreat.
Running further down the hallway, you come to an intersection where the hallway splits again to two separate hallways.
Just as Shaul stops at the intersection, Keric can see four shapes at the edge of the dim light of his spell. A flash of light is seen reflecting from the light in the head of an arrow that streaks by Keric and clatters off the wall behind him.
Initative
Elias 7
Shaul 16
Beric 6
Rellyn 17
Keric 11
Reginald 9
Scouts 14
Bandits 9
Ghosts of Saltmarsh - DM
Ghosts of Saltmarsh - DM
Can I release that held Fire Bolt?
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
(OOC: I'm going to wait until it gets to my turn in the initiative to make a choice about what I do because my decision for at least the first round is going to be heavily impacted by what happens before it gets to me)
Reginald of Neverwinter:
Just as Reg was getting ready to enter the darkened hallway after having held the door for the others (assume it was an action for the secret door opening since he was unfamiliar with its mechanism), he hears the telltale twang of an arrow loosing from the bowstring! Leaping into action, Reg dashes down the hallway and makes his way to the bandits lying in wait (dash action to move 60 feet total, should end up just north of the right-most archer).
Reg takes up a defensive posture, ready to use his shield to block any incoming attacks at his adjacent compatriots (Protection ability can be used as a reaction to give attacker disadvantage versus an ally adjacent to Reg).
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
OOC: Keric's turn is before Beric's. Assuming he moves forward to engage the enemy, Beric will have light and do the following. If Keric does something else I'll change his action.
Captain Blackhand: Drawing his shortbow as he sprints forward, Beric halts to the right of Keric's original position. Using the cavern wall as cover, he nocks and fires an arrow.
Attack: 8 Damage: 9 + 2 (Sneak Attack) Target: Any Adjacent to Keric
"Not all those who wander are lost." - J.R.R. Tolkien
Keric Mar:
Seeing he is a bit caught out in the open, with his companions next to him, Keric turns his shield to face the enemy and plants his feet where they are. A dolorous bell rings over Archer on the right.
Toll the Dead - DC13 Wis Save or 7 damage.
If one of the bandits hits him, he will use his reaction for wrath of the storm, DC13 Dex save or 12 thunder damage, half on success.
OoC: I'll just assume that I can release my ready action so that I don't hold the game up. If I'm not really in a position to do so, then discount this next roll.
Reaction: As the arrow slams into the wall, Reyllnn releases her held spell off into the darkness, firing in the direction of the shooter.
Attack: 24 Damage: 10
Reyllnn ducks out in time to fire a Fire Bolt at the nearest bandit bothering her allies while being careful not to catch any of the members of the growing shield wall in the shoulder.
Attack: 16 Damage: 7
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
As the action begins, Keric is quick on the draw with his spell, casting at the bandit farthest to the left.
Wisdom save 15
Ghosts of Saltmarsh - DM
Feeling the spell begin to take hold, the bandit hardens his resolve and fights off the effects of the spell.
Reginald rushes in, clanking loudly in his newly acquired plate armor. He takes a defensive position just above the scouts.
Reyllnn casts a firebolt, striking the scout that Reginald just advanced to.
Beric, Elias, and Shaul still have turns this round. Current map coming below.
Ghosts of Saltmarsh - DM
Ghosts of Saltmarsh - DM
The first did miss but the second hit.
Ghosts of Saltmarsh - DM
Shaul
Hearing the sounds of combat behind me and turning around being able to see a light source of some nature, I will move back and pass reylinn and keric to investigate the sounds and as I turn the corner, I quickly move to the aid of Reginald, moving to the square to the right of reginald ( a square adjacent to reginald) which I can now do because I now have 40 ft of movement per turn!
I will make one unarmed strike against the melee scout that is now one square below me Attack: 14 Damage: 6
Also, since I have taken the attack action, I can spend a ki point to use flurry of blows to get two more unarmed strikes as a bonus action which I will use on again, the scout that is right below me now and if that scout dies before all of my attacks are done, I want to use whatever attacks are left to strike the ranged bandit that is immediately to the left of the melee bandit that I am attacking (the one right in front of reginald)
First flurry of blows attack: Attack: 16 Damage: 5
Second flurry of blows attack: Attack: 9 Damage: 4
OOC: You can use the action I posted. Have Beric move behind Reyllnn and shoot. It'd be at Disadvantage, but he missed anyway.
"Not all those who wander are lost." - J.R.R. Tolkien
Elias will move behind Keric and fire his long bow at the bandit/scout (?) .....the farthest one to the west
attack: 23 damage: 5
OOC: Sorry Beric, missed your last post. I adjusted your and Reyllnn's position because you were first in initiative and had chosen to be beside Keric.
Beric's arrow shots just above the bandit, just missing the top of his head.
Elias will move and fire at the Bandit on the far left, striking him with a well placed arrow.
Shaul moves with an amazing speed to aid Reginald. He strikes the bandit in front of him with a well placed strike, sending him stumbling backward. Focusing his Ki, he makes another strike against the bandit who falls backward, his eyes glassing over and the breath escaping his lungs as he thuds to the ground. Turning to the scout, he strikes but just misses due to the distance being slightly longer than anticipated.
The bandit on the left will move to Keric and take a swipe with his scimitar. The two scouts will drop their bows, pulling a shortsword, and each move one square to the right and attack Reginald and Shaul.
Against Keric - Attack: 18 Damage: 6
Against Reg - Attack: 19 Damage: 6
Against Shaul - Attack: 12 Damage: 7
Ghosts of Saltmarsh - DM
Back to the top of the round
Ghosts of Saltmarsh - DM
OoC - The bandit that hit Keric needs to make a DC13 Dex save or take 12 thunder damage, half on a success, from the Wrath of the Storm reaction.
Keric Mar:
Keric swears as he sees the effect of his cantrip resisted, but laughs a hearty, sailors laugh when the bandit strikes him and suffers the effects of Umberlee's displeasure. As the clap of thunder sounds, a salty mist washes over Keric healing him for 6. He reaches back with his Warhammer, imbuing it with resonating charge as he strikes!
Booming Blade Attack: 20 Damage: 6
Bonus action: Healing Word
Shaul
Hearing the first of the scouts collapse to the ground and the missed strike, I quickly recover, close my eyes and listen closely to my surrondings and sidestep the sword slash as I hear the blade headed toward me, and turn my attention to the ranger scout in front of me that swung it and I will do another unarmed strike on the ranger scout in front of me and I spin kick them in the stomach
Attack: 9 Damage: 6
Reginald of Neverwinter:
OOC: Not that it mattered this time, but please remember the Protection ability Reg called for--his reaction would have given the bandit disadvantage against Shaul.
Just barely blocking the sharp shortsword from the bandit, Reg slides the edge of his shield between the other bandit and Shaul, perhaps contributing to that attack missing. Swinging at the same bandit Shaul just attempted to kick, Reg feels an unfamiliar surge of holy power course thorough him --what will happen if he hits this bandit?
Longsword: *Attack: 18 Damage: 8
Extra Radiant Damage if it hits from the Smite: *13
If that takes the bandit down, he will walk to the southeast, blocking the other bandit's possible retreat.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"