OOC: Reg would like to engage the bandits in conversation, as befits his “city guard/militia” background. Does he have time to do this, or do the bandits spring to attack, bypassing any negotiation?
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
I would say that they have sprung from hiding and are moving to attack. You can attempt an intimidation or persuasion roll right before initiative happens
This post has potentially manipulated dice roll results.
Reginald of Neverwinter:
Standing up straight and proud and trying to fight his way through the unreasoning fear in his gut, Reg barks at the bandits, “We are here on behalf of Captain Fireborn investigating an assault on Eustal. Cease your aggression or we will be forced to defend ourselves!”
Intimidate with Disadvantage: 18
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Keric's face pales as the disembodied voice shakes him to his core. He mind is immediately thrown back to the peels of thunder that split the air on the night he nearly died at sea. That night, Umberlee had saved him and, remembering that, he softly whispers to himself, "Free fall through this midnight, this boundlessness. Come our end, suddenly. Rise." And makes his way into the basement.
He shakes his head at Beric's proferred roast, "Thank you, but no. Reyllnn is right, whatever cooked that is nearby. We must be on guard."
Keric will make his way over to one of the closed doors and attempt to listen for what's on the other side. Perception: 14
2 for guidance.
OoC - Question, after I checked frightened to see if I get disadvantage on rolls, it says that you have disadvantage on checks and attacks while in line of sight of the source of the fear, and also that I can't .over towards the fear. What is the source of the fear in this case? If it's the door then I don't think Keric can move into the room?
The book notes the disadvantage on checks, but does not mention disadvantage toward attacks or moving. The disadvantage on attacks is generally against the thing that caused the fear so you should not have an issue on attacks. In moving toward the sound, I assume that you are aware it was an arcane enchantment on the door itself and not a physical being you were looking to stay away from because the book does not say you can't go down the steps.
Standing up straight and proud and trying to fight his way through the unreasoning fear in his gut, Reg barks at the bandits, “We are here on behalf of Captain Fireborn investigating an assault on Eustal. Cease your aggression or we will be forced to defend ourselves!”
Intimidate with Disadvantage: 22
Nice! So I will say that your forceful demand of their compliance, along with your intimidating presence in full armor and the mention of Fireborn's name, they will have disadvantage on attacks for two rounds.
This post has potentially manipulated dice roll results.
As Keric is moving toward the two doors on the east side, he sees the movement and the three ruffians spring from their hiding places. Reginald immediatly attempts to intimidate them into submission. They are taken back by the sudden command of the paladin and momentarily falter in their strikes.
Elias rushes forward with shortswords drawn and strikes at the scout who is between the last two beds. The scout is able to dodge both blows without issue.
This post has potentially manipulated dice roll results.
Captain Blackhand: Prized ham dropping to the floor with a thud, Beric scrabbles to draw his shortbow and hastily fires an arrow at the Scout(or someone else if he's dead by then).
The Captain's arrow flies true, striking the scout in the shoulder just as he dodges the sword attacks of Elias. He screams in pain and nearly drops the bow, but maintains his grip.
Reg shrugs as the bandits move to attack. "So be it," he says with more conviction than he feels. Moving to the southeast, he strides up to the nearest bandit and attacks with an angled downward slash of his longsword.
Longsword attack: Attack: 20 Damage: 5
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
This post has potentially manipulated dice roll results.
Shaul’s boomerang strikes the second bandit as Reg moves forward and strikes the first. Both real back from the blows. The first strikes back at Reg and the second swings at Keric as he is the closest target.
Reginald of Neverwinter
OOC: Reg would like to engage the bandits in conversation, as befits his “city guard/militia” background. Does he have time to do this, or do the bandits spring to attack, bypassing any negotiation?
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Does Elias have enough movement to engage the scout with the bow (35") if so 2 short sword attacks:
attack1: 9 damage: 8
attack2: 9 damage: 6
I would say that they have sprung from hiding and are moving to attack. You can attempt an intimidation or persuasion roll right before initiative happens
Ghosts of Saltmarsh - DM
Reginald of Neverwinter:
Standing up straight and proud and trying to fight his way through the unreasoning fear in his gut, Reg barks at the bandits, “We are here on behalf of Captain Fireborn investigating an assault on Eustal. Cease your aggression or we will be forced to defend ourselves!”
Intimidate with Disadvantage: 18
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
The book notes the disadvantage on checks, but does not mention disadvantage toward attacks or moving. The disadvantage on attacks is generally against the thing that caused the fear so you should not have an issue on attacks. In moving toward the sound, I assume that you are aware it was an arcane enchantment on the door itself and not a physical being you were looking to stay away from because the book does not say you can't go down the steps.
Ghosts of Saltmarsh - DM
Nice! So I will say that your forceful demand of their compliance, along with your intimidating presence in full armor and the mention of Fireborn's name, they will have disadvantage on attacks for two rounds.
Ghosts of Saltmarsh - DM
As Keric is moving toward the two doors on the east side, he sees the movement and the three ruffians spring from their hiding places. Reginald immediatly attempts to intimidate them into submission. They are taken back by the sudden command of the paladin and momentarily falter in their strikes.
Initative
Elias 23
Shaul 5
Beric 17
Rellyn 6
Keric 12
Reginald 1
Bandits 14
Scout 3
Ghosts of Saltmarsh - DM
Ghosts of Saltmarsh - DM
Elias rushes forward with shortswords drawn and strikes at the scout who is between the last two beds. The scout is able to dodge both blows without issue.
Ghosts of Saltmarsh - DM
Captain Blackhand: Prized ham dropping to the floor with a thud, Beric scrabbles to draw his shortbow and hastily fires an arrow at the Scout(or someone else if he's dead by then).
Attack: 14 Damage: 7 + 1 (Sneak Attack: Ally Adjacent)
"Not all those who wander are lost." - J.R.R. Tolkien
The Captain's arrow flies true, striking the scout in the shoulder just as he dodges the sword attacks of Elias. He screams in pain and nearly drops the bow, but maintains his grip.
Ghosts of Saltmarsh - DM
Keric moves to the scout and swings his warhammer into the injured foe!
With the swing of his Warhammer, the scout falls from the blow.
Ghosts of Saltmarsh - DM
Current battlefield
Ghosts of Saltmarsh - DM
Reyllnn fires another bolt of fire at the nearer of the two bandits.
Attack: 10 Damage: 5
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Reyllnn fires a bolt of fire over the table at one of the bandits, but in aiming to avoid Keric, fires high and hits the wall behind the bandit.
Ghosts of Saltmarsh - DM
Shaul
I move 20 ft toward the bandits and throw my boomerang at bandit 2 if they are still standing
Attack: 20 Damage: 5
Reginald of Neverwinter:
Reg shrugs as the bandits move to attack. "So be it," he says with more conviction than he feels. Moving to the southeast, he strides up to the nearest bandit and attacks with an angled downward slash of his longsword.
Longsword attack: Attack: 20 Damage: 5
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Shaul’s boomerang strikes the second bandit as Reg moves forward and strikes the first. Both real back from the blows. The first strikes back at Reg and the second swings at Keric as he is the closest target.
Against Reg Attack: 4 Damage: 4
against Keric Attack: 7 Damage: 6
Ghosts of Saltmarsh - DM
Both attacks miss. We are back at top of the round. Two bandits still in southwest corner of room.
Ghosts of Saltmarsh - DM