Not wanting to be bothered by the local wildlife, the group swings south to approach the village from hills.
As they approach, Gark begins to hear a cacophony of yelling and clanging of metal in the distance behind the party.
The closer they get to the village, the more and more sparse the trees get. Everyone present begins to see what the village looks like from around 1000 feet out.
The village looks to be around two dozen grass-and-stick huts elevated above the marsh, connected with walkways. In the center of village appears to be an enormous, hollowed-out trunk of a tree that had fell a very long time ago. Around the perimeter is a short log wall that seems to barely make it above water's surface, but has some portions where it stands taller. You see a large number of humanoid figures moving out of the eastern exit, back towards the woods, while a smaller number stand behind the wall.
Gark plants the pup inside a bush with a chunk of meat and signals for him to stay put until he hears a whistle. Then goes into stealth mode with the group.
This post has potentially manipulated dice roll results.
The same as the group, Valentia goes into hiding, taking the same path as Lia and casting Guidance on herself, knowing of the likelihood of her scale mail armor attracting attention.
Stealth8 + 4 (Was going to roll with disadvantage but forgot to turn on the disadvantage. Here's the second roll: 3)
Closer and closer the party gets to the village, trying not to call attention to themselves. However, the sun glints off of Valentia's armor at just the wrong angle and six of figures on the makeshift wall stop and turn toward the group coming down the hill. They start aiming toward their weapons toward the party as they descend (The party is currently 100 feet from the walls).
Oswin will charge forward (Q11) while trying to dodge any incoming attacks. His SD will follow (Q12) also dodging attacks and watching Andivus's back (Deflect Attack reaction if Andivus is attacked).
"Hill is fine with me." Lia confirms.
Gark looks to Val. Unless she has any objections he starts to lead the group toward the southern hill on the lookout for anything unusual.
perception 22
(Ooc Favored terrain so the group can’t get lost except by magic. Is that right)
Not wanting to be bothered by the local wildlife, the group swings south to approach the village from hills.
As they approach, Gark begins to hear a cacophony of yelling and clanging of metal in the distance behind the party.
The closer they get to the village, the more and more sparse the trees get. Everyone present begins to see what the village looks like from around 1000 feet out.
The village looks to be around two dozen grass-and-stick huts elevated above the marsh, connected with walkways. In the center of village appears to be an enormous, hollowed-out trunk of a tree that had fell a very long time ago. Around the perimeter is a short log wall that seems to barely make it above water's surface, but has some portions where it stands taller. You see a large number of humanoid figures moving out of the eastern exit, back towards the woods, while a smaller number stand behind the wall.
Extended Signature
Lia tries to move up quietly. She casts guidance on herself.
Stealth: 23
Stealth: 12
Andivus follows suit, trying to mimic the movements of Lia the best he can, he looks awkward as he tries.
Oswin and his Defender try to approach as quietly as possible, prepared to dodge any incoming attacks.
Oswin stealth: 17
Defender stealth: 13
Both using dodge if noticed.
(Edit, my walking tool bench is sneakier than I am, wow.)
Gark plants the pup inside a bush with a chunk of meat and signals for him to stay put until he hears a whistle. Then goes into stealth mode with the group.
16
The same as the group, Valentia goes into hiding, taking the same path as Lia and casting Guidance on herself, knowing of the likelihood of her scale mail armor attracting attention.
Stealth 8 + 4 (Was going to roll with disadvantage but forgot to turn on the disadvantage. Here's the second roll: 3)
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Perception: 10
Closer and closer the party gets to the village, trying not to call attention to themselves. However, the sun glints off of Valentia's armor at just the wrong angle and six of figures on the makeshift wall stop and turn toward the group coming down the hill. They start aiming toward their weapons toward the party as they descend (The party is currently 100 feet from the walls).
Roll for initiative!
Bandits: 3
Extended Signature
Oswin initiative: 21
Valentia
Initiative: 21
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Gark initiative 19
Andivus Initiative: 17
Lia initiative: 18
Initiative order:
Map:
The leaves strewn about are bushes
Everyone can post their turn!
Extended Signature
Andivus charged to P-13 to send and eldritch blast to the archer on E-13
Attack: 8 Damage: 9
Oswin will charge forward (Q11) while trying to dodge any incoming attacks. His SD will follow (Q12) also dodging attacks and watching Andivus's back (Deflect Attack reaction if Andivus is attacked).
Gark hurries toward the wall while taking a dodge action, alert for any projectiles that might come his way. He ends his turn at P10.
Lia moves forward and then casts scorching ray
She sends the rays at three targets...
To hit: 18
Damage: 6
To hit: 15
Damage: 7
To hit: 24
Damage: 7
She will drop prone once done. Ranged attacks have disadvantage to prone targets.
Ooc @DD
Lia started 70 ft from the wall, there are 6 enemies scattered between 15-25 ft beyond the wall