This post has potentially manipulated dice roll results.
(If Otrov gets another turn, use below. Otherwise, she will run as fast as she can to the windmill).
She will attempt another shot for good measure, as long as it isn't more than 320 ft. (Otrov will try to use the feat trait of sharpshooter that allows her to -5 from attack roll and +10 to damage. Again, I assume she is getting advantage from being hidden).
As you run up the hill, Otrov releases a last desperat arrow. It hits the manticore in his neck and the beast disapears behind the hill.
You all run up the hill, and now that you are closer, you actually notice a gate in the fence. Do you want to run around the fence or use the gate to get inside?
If the fence is something Otrov can jump or climb over, she will do that, somersaulting then jumping over. Otherwise, if it’s closer, she’ll stop at the gate and see if it can be pushed open.
There is one gate close to you, easy to get inside the fence. You don't see an exit on the other side yet, but it should be easy enough to climb over the fence if needed.
You all round the Windmill and as you reach the fence on the southside ( there is another gate on the west side), you can actually see the body of the manticore lying motionless in the grass 200 feet down the hill to the south in the grass.
Otrov will get closer to make sure the manticore is dead. If she sees it move at all, she will fire a bolt immediately at it.
Turning to the others, and assuming the beast is dead, Otrov will nod with respect to the others. "A job well done there, lads - can we use any of it for magic components? Should we go in?" Otrov will gesture with her head to the windmill. "Remind me to take a feather or two from that before we leave,"she will say to the others.
It doesn't move at all, it isn't breathing. The wings of the beast are a tough leather, no feathers. But roll a strength check (DC 5) if you can pull out one of the spikes from the tail.
Suddenly you hear a voice from the windmill: "Is it dead?"
It doesn't move at all, it isn't breathing. The wings of the beast are a tough leather, no feathers. But roll a strength check (DC 5) if you can pull out one of the spikes from the tail.
Suddenly you hear a voice from the windmill: "Is it dead?"
17 Otrov will try her damnest to pull it free, with her entire three-and-a-half frame. After the attempt, she will hurry to catch up to Dain and Relg.
"Da sherif be sending us ta find ye." Dain calls out as he moves towards the windmill. "He be wanting ta ave ye come ta town due ta all of da orcs and da monsters scurring bout these parts of late..." He gives a bow as he gets closer. "As fer me name, I am Dain, of clan Ironfist, at yer service."
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Dain, you run 25 feet up the hill and you are now 175 feet away from the mill, 225 from the beast. Any other action needs to wait for your next turn.
Just waiting for Relgalyn to finish this round.
(If Otrov gets another turn, use below. Otherwise, she will run as fast as she can to the windmill).
She will attempt another shot for good measure, as long as it isn't more than 320 ft. (Otrov will try to use the feat trait of sharpshooter that allows her to -5 from attack roll and +10 to damage. Again, I assume she is getting advantage from being hidden).
To Hit: 19
Damage: 22
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Same as Dain, you run 25 feet up the hill and you are now out in the open. Everything else needs to wait for next round.
I was assuming we were on the next round with that post...
No, still waiting for Relgalyn. He still has like 12 hours before i move him.
Relg will run for the cottage, watching out for an attack.
(Movement towards cottage, dodge)
As you run up the hill, Otrov releases a last desperat arrow. It hits the manticore in his neck and the beast disapears behind the hill.
You all run up the hill, and now that you are closer, you actually notice a gate in the fence. Do you want to run around the fence or use the gate to get inside?
Which way appears the quickest?
If the fence is something Otrov can jump or climb over, she will do that, somersaulting then jumping over. Otherwise, if it’s closer, she’ll stop at the gate and see if it can be pushed open.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
There is one gate close to you, easy to get inside the fence. You don't see an exit on the other side yet, but it should be easy enough to climb over the fence if needed.
Relgalyn would use the gate if its unlocked, and try and jump/climb the fence if not.
If that is the most direct path, then Dain will go through the gate as well.
You all round the Windmill and as you reach the fence on the southside ( there is another gate on the west side), you can actually see the body of the manticore lying motionless in the grass 200 feet down the hill to the south in the grass.
Otrov will get closer to make sure the manticore is dead. If she sees it move at all, she will fire a bolt immediately at it.
Turning to the others, and assuming the beast is dead, Otrov will nod with respect to the others. "A job well done there, lads - can we use any of it for magic components? Should we go in?" Otrov will gesture with her head to the windmill. "Remind me to take a feather or two from that before we leave," she will say to the others.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
It doesn't move at all, it isn't breathing. The wings of the beast are a tough leather, no feathers. But roll a strength check (DC 5) if you can pull out one of the spikes from the tail.
Suddenly you hear a voice from the windmill: "Is it dead?"
Dain leaves the beast to the others. He moves on towards the windmill.
"Da beast do appear ta be quite dead." He says with a nod in that direction. "Ye be the midwife?" He asks as he gets closer to the building.
17
Otrov will try her damnest to pull it free, with her entire three-and-a-half frame. After the attempt, she will hurry to catch up to Dain and Relg.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Relgalyn will head to the windmill to join Dain.
As you look where the voice is coming from, you bearly see the head of an old dwarfen woman looking out of the window.
“Thank you for your help, but who are you?“
"Da sherif be sending us ta find ye." Dain calls out as he moves towards the windmill. "He be wanting ta ave ye come ta town due ta all of da orcs and da monsters scurring bout these parts of late..." He gives a bow as he gets closer. "As fer me name, I am Dain, of clan Ironfist, at yer service."