Okay so I rage, I guess. I go rawr and I am now good against any attack this bandit bastard could ever do, because he is a simple bandit. And I swear after we interrogate the dwarven woman I am executing her myself. Honestly don’t know what to do now with Rage. So I guess I add 2 to the greataxe attack right considering that should be a strength weapon and counts as a melee attack based off Google. Is it right because I added 2 to the 1d12. Thank you for putting up with my incompetence
**
So here I am Raging and again try to attack the bandit 5ft from me
Keragri: Your greataxe carves a line in the Bandit's chest, cleaving his armor and drawing blood. He staggers a bit from the blow, but is still standing.
OOC: It sounds like you did it correctly. +2 to the damage, not the attack roll to see if you hit.
Dwarven Woman at O13
The Dwarven Woman watches her Bandit companion stalk across the yard to flank Fedex. Deciding that two on one sounds like her kind of fight, she steps out of cover to join the other Bandit. A crossbow bolt slams into her chest, knocking the air from her lungs and dropping her to the dirt. She lays there, writhing and gasping as her life leaks out of her. She is dying.
Movement: O13 to Q12
Action: None
Fedex (Readied action from post #280): As you peer through the bushes in an attempt to see the Dwarven Woman, you miss the Bandit attempting to flank you. You stand and train your crossbow on the collapsed shack that the Dwarven Woman was hiding in. Your breathing slows, steadying your aim. The Dwarven Woman breaks from her cover and you take your shot, exhaling completely before squeezing the trigger and loosing the bolt. It finds it's mark and as you crouch to reload another, a sudden intense pain blooms in your side just under your armpit. You've been hit.
This post has potentially manipulated dice roll results.
Riona pokes her head out again and takes a step out of the bushes sending another blast of magic into the back of the same bandit. She then yells out to her companions,
Riona: Another icy hand claws at the Bandit's chest, stopping his heart. This time he struggles to shake off the chilling effect. He is shivering uncontrollably and his body is covered in a layer of frost. He's still standing, but barely.
Bandit at I3
The Bandit is in a poor state, but he growls and swings his scimitar at Keragri nonetheless, "If I go down, I'm taking you with me!" and the blade manages to dig in to Keragri's abdomen, but not very deeply.
Lander peeks out from behind the bushes. Fedex is wounded with a bolt in his armpit, and Keragri is bloodied also. He doesn't see Riona but assumes she is hiding safely. He thinks to himself, "I hate to use my second spell, but it does no good to save it and then have someone die!" Lander stealthily moves from M4 to L6. He begins chanting, and as before you see him begin to glow a red color. Three energy missiles form and you see him gesture towards the bandit at I3 with one arm, then point his other arm at the bandit at Q10. The three missiles streak towards their targets.
Lander is casting Magic Missile: The first missile will be directed at the bandit at I3. The other two missiles will be directed at the bandit at Q10.
Lander: A bright red magical missile pierces the first Bandit's frozen chest and detonates, pulping his heart. He falls to the ground with a steaming hole where his heart should be and doesn't move. The second two missiles also catch the last standing Bandit in the chest, causing him to stumble.
OOC: wouldn't Keragri's damage be 1 since he is raging? Half damage rounded down? If so, my advice would be to save the Stone's Endurance for a future hit, but then I don't know how many hp he has left. Also Keragri, you'll lose your rage if you don't attack or take damage by the end of your turn. Move/javelin?
OOC: wouldn't Keragri's damage be 1 since he is raging? Half damage rounded down? If so, my advice would be to save the Stone's Endurance for a future hit, but then I don't know how many hp he has left. Also Keragri, you'll lose your rage if you don't attack or take damage by the end of your turn. Move/javelin?
It would be 1 damage, you're right. I'll delete the part about using the Reaction. He has 5HP left after taking the 1 point of damage. Thanks for pointing that out!
This post has potentially manipulated dice roll results.
Fedex lets out a pained cry as the bolt punctures his side. His eye’s blur momentarily as the pain is overwhelming. He digs deep into his core, drawing upon all his life experiences and military trainings, and through a force of will and determination, he summons new life into his limbs and wounds.
Bonus Action:
Second Wind: 2 With the renewed vigor, he completes the load of the crossbow, trains his sights on the bandit and squeezes the trigger.
Target: bandit at Q10
Action: Attack: 8 Damage: 4
As soon as the bolt clears, he realizes he is going to need more help. He quickly retreats to the end of the fence, hoping for 3/4 cover from this bandit who has injured him so.
Movement: O6 to L4(if the space can be shared with Lander), otherwise he’ll continue to I4 for the half cover of the well, or stop at K3 (no cover) if I4 is too far
This post has potentially manipulated dice roll results.
Fedex: The bolt pierces the Bandit's neck and he dies gurgling on the ground.
OOC: I don't believe you can occupy the same space as Lander, though if anyone knows otherwise, please let me know. I placed you at I4.
Keragri is up! The Bandits and Half-orc are now dead. The Dwarven Woman is dying, but I believe Fedex and Riona want her alive for... questioning... You don't have enough movement to reach her on your next turn unless you dash. You would not be able to take another action after dashing though.
Dwarven Woman: Death Saving Throw 13 (One Success)
The Dwarven Woman lays gasping on the ground, still clinging to life, but gravely wounded.
OOC for All: Everyone but the Dwarven Woman are dead. She is dying, but managed to roll one success on her Death Saving Throws so far. Someone can attempt to stabilize her by making a WIS (Medicine) check, DC 10. Alternatively, if someone could heal, they could heal her instead.
Fedex lets out a huge “YAHOO”. And then feels silly for retreating.
Fedex to Riona:
”I believe the dwarven woman is still alive. Do you have anything to stabilize her? Otherwise we might have to let Keragri here satisfy his blood lust.”
(OOC: As a halfling, I can move through a creature's space that is one size larger than my own. However, according to the Players Handbook, 2 characters, whether friends or foe, cant occupy the same space.)
Well that was interesting I think to myself after it is all done. Most of the bandits appear to be dead, everyone seems a bit safe and that dwarven woman is writhing. I’m a little banged up, but still able to finish off a few loose ends. But we need information from any survivors, maybe that would help us not get ambushed later on.
OOC: May I commence the looting of corpses. Also I use this turn to stop Raging
This post has potentially manipulated dice roll results.
Keragri: You can loot the corpse that's next to you at I3. You begin rifling through the bandit's clothing. You find 6sp and 31cp. You also find a golden ear ring and a few gold-capped teeth that you manage to pry from the dead man's jaw. You may be able to sell those later.
Dwarven Woman: Death Saving Throw: 1 (One Success/One Failure)
All: We'll still utilize the Battle Map for movement and post in initiative order since the Dwarven Woman isn't stable or dead yet.
Lander will sprint 50 feet to P10. He is also rushing to try and stabilize the dwarf woman. "Crap, we gotta save her!" (I saw you said we can move diagonal, but when I checked it looks like diagonal is usually counted as 10 feet each since it takes 2 squares generally to move there. If diagonal only counts 1 move each 5 feet then I will sprint to Q11.)
Lander: The rules in the Dungeon Master's Guide concerning diagonal movement are considered optional. Here's the rules governing playing on a grid from the Player's Handbook:
VARIANT: PLAYING ON A GRID
If you play out a combat using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.
If you use a grid often, consider writing your speed in squares on your character sheet.
Entering a Square. To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
We'll be using the rules in the Player's Handbook for simplicity's sake. So every square costs 5ft of movement, including diagonal movement. Unless it is considered Difficult Terrain, in which case movement through that square would cost 10ft of movement. I will let you all know if an area of the Battle Map is considered Difficult Terrain, like the bushes on the current map.
Okay so I rage, I guess. I go rawr and I am now good against any attack this bandit bastard could ever do, because he is a simple bandit. And I swear after we interrogate the dwarven woman I am executing her myself. Honestly don’t know what to do now with Rage. So I guess I add 2 to the greataxe attack right considering that should be a strength weapon and counts as a melee attack based off Google. Is it right because I added 2 to the 1d12. Thank you for putting up with my incompetence
**
So here I am Raging and again try to attack the bandit 5ft from me
Attack:12
Damage:5
Keragri: Your greataxe carves a line in the Bandit's chest, cleaving his armor and drawing blood. He staggers a bit from the blow, but is still standing.
OOC: It sounds like you did it correctly. +2 to the damage, not the attack roll to see if you hit.
Dwarven Woman at O13
The Dwarven Woman watches her Bandit companion stalk across the yard to flank Fedex. Deciding that two on one sounds like her kind of fight, she steps out of cover to join the other Bandit. A crossbow bolt slams into her chest, knocking the air from her lungs and dropping her to the dirt. She lays there, writhing and gasping as her life leaks out of her. She is dying.
Movement: O13 to Q12
Action: None
Fedex (Readied action from post #280): As you peer through the bushes in an attempt to see the Dwarven Woman, you miss the Bandit attempting to flank you. You stand and train your crossbow on the collapsed shack that the Dwarven Woman was hiding in. Your breathing slows, steadying your aim. The Dwarven Woman breaks from her cover and you take your shot, exhaling completely before squeezing the trigger and loosing the bolt. It finds it's mark and as you crouch to reload another, a sudden intense pain blooms in your side just under your armpit. You've been hit.
Riona's up!
Battle Map:
Riona pokes her head out again and takes a step out of the bushes sending another blast of magic into the back of the same bandit. She then yells out to her companions,
"Leave one alive!"
before diving back into cover.
Movement 1: 5 feet to E3
Action: Chill Touch - 16
Damage: 5
Target: Bandit on I3
Movement 2: 5 feet to E4
Riona: Another icy hand claws at the Bandit's chest, stopping his heart. This time he struggles to shake off the chilling effect. He is shivering uncontrollably and his body is covered in a layer of frost. He's still standing, but barely.
Bandit at I3
The Bandit is in a poor state, but he growls and swings his scimitar at Keragri nonetheless, "If I go down, I'm taking you with me!" and the blade manages to dig in to Keragri's abdomen, but not very deeply.
Movement: None
Action: scimitar Attack: 21 Damage: 3
Target: Keragri
Keragri: Reaction, Stone's Endurance 12 Negates the 3 damage done by the Bandit.DISREGARDLander is up!
Battle Map:
Lander peeks out from behind the bushes. Fedex is wounded with a bolt in his armpit, and Keragri is bloodied also. He doesn't see Riona but assumes she is hiding safely. He thinks to himself, "I hate to use my second spell, but it does no good to save it and then have someone die!" Lander stealthily moves from M4 to L6. He begins chanting, and as before you see him begin to glow a red color. Three energy missiles form and you see him gesture towards the bandit at I3 with one arm, then point his other arm at the bandit at Q10. The three missiles streak towards their targets.
Lander is casting Magic Missile: The first missile will be directed at the bandit at I3. The other two missiles will be directed at the bandit at Q10.
Damage: 4,2,2
Lander will then retreat back to L4.
Lander: A bright red magical missile pierces the first Bandit's frozen chest and detonates, pulping his heart. He falls to the ground with a steaming hole where his heart should be and doesn't move. The second two missiles also catch the last standing Bandit in the chest, causing him to stumble.
Fedex is up!
Battle Map:
OOC: wouldn't Keragri's damage be 1 since he is raging? Half damage rounded down? If so, my advice would be to save the Stone's Endurance for a future hit, but then I don't know how many hp he has left. Also Keragri, you'll lose your rage if you don't attack or take damage by the end of your turn. Move/javelin?
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
It would be 1 damage, you're right. I'll delete the part about using the Reaction. He has 5HP left after taking the 1 point of damage. Thanks for pointing that out!
Fedex lets out a pained cry as the bolt punctures his side. His eye’s blur momentarily as the pain is overwhelming. He digs deep into his core, drawing upon all his life experiences and military trainings, and through a force of will and determination, he summons new life into his limbs and wounds.
Bonus Action:
Second Wind: 2
With the renewed vigor, he completes the load of the crossbow, trains his sights on the bandit and squeezes the trigger.
Target: bandit at Q10
Action: Attack: 8 Damage: 4
As soon as the bolt clears, he realizes he is going to need more help. He quickly retreats to the end of the fence, hoping for 3/4 cover from this bandit who has injured him so.
Movement: O6 to L4(if the space can be shared with Lander), otherwise he’ll continue to I4 for the half cover of the well, or stop at K3 (no cover) if I4 is too far
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
Fedex: The bolt pierces the Bandit's neck and he dies gurgling on the ground.
OOC: I don't believe you can occupy the same space as Lander, though if anyone knows otherwise, please let me know. I placed you at I4.
Keragri is up! The Bandits and Half-orc are now dead. The Dwarven Woman is dying, but I believe Fedex and Riona want her alive for... questioning... You don't have enough movement to reach her on your next turn unless you dash. You would not be able to take another action after dashing though.
Dwarven Woman: Death Saving Throw 13 (One Success)
The Dwarven Woman lays gasping on the ground, still clinging to life, but gravely wounded.
OOC for All: Everyone but the Dwarven Woman are dead. She is dying, but managed to roll one success on her Death Saving Throws so far. Someone can attempt to stabilize her by making a WIS (Medicine) check, DC 10. Alternatively, if someone could heal, they could heal her instead.
Battle Map:
Fedex lets out a huge “YAHOO”. And then feels silly for retreating.
Fedex to Riona:
”I believe the dwarven woman is still alive. Do you have anything to stabilize her? Otherwise we might have to let Keragri here satisfy his blood lust.”
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
OOC: Sorry, that was out of turn, you said Keragri was up. My apologies, big guy!
Mana - Verdan Bard - Dragon Heist
”I love deadlines. I like the whooshing sound they make as they fly by.” - Douglas Adams
”I’ve suffered a great many catastrophes in my life. Most of them never happened.” - Mark Twain
(OOC: As a halfling, I can move through a creature's space that is one size larger than my own. However, according to the Players Handbook, 2 characters, whether friends or foe, cant occupy the same space.)
** OOC:
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/17945-what-ways-can-you-move-through-an-enemy-or-allies
this thread covers things well
**
Well that was interesting I think to myself after it is all done. Most of the bandits appear to be dead, everyone seems a bit safe and that dwarven woman is writhing. I’m a little banged up, but still able to finish off a few loose ends. But we need information from any survivors, maybe that would help us not get ambushed later on.
OOC: May I commence the looting of corpses. Also I use this turn to stop Raging
Keragri: You can loot the corpse that's next to you at I3. You begin rifling through the bandit's clothing. You find 6sp and 31cp. You also find a golden ear ring and a few gold-capped teeth that you manage to pry from the dead man's jaw. You may be able to sell those later.
Dwarven Woman: Death Saving Throw: 1 (One Success/One Failure)
All: We'll still utilize the Battle Map for movement and post in initiative order since the Dwarven Woman isn't stable or dead yet.
Riona's up!
Battle Map:
Seeing the dying woman Riona pushes through the bushes and dashes over to her saying to herself under her breath,
"Don't you dare die on us before we can pull answers out of you."
Movement (using dash): 60 ft to P11
Lander is up!
Battle Map:
Lander will sprint 50 feet to P10. He is also rushing to try and stabilize the dwarf woman. "Crap, we gotta save her!" (I saw you said we can move diagonal, but when I checked it looks like diagonal is usually counted as 10 feet each since it takes 2 squares generally to move there. If diagonal only counts 1 move each 5 feet then I will sprint to Q11.)
Lander: The rules in the Dungeon Master's Guide concerning diagonal movement are considered optional. Here's the rules governing playing on a grid from the Player's Handbook:
VARIANT: PLAYING ON A GRID
If you play out a combat using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square on the grid represents 5 feet.
Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed of 30 feet translates into a speed of 6 squares.
If you use a grid often, consider writing your speed in squares on your character sheet.
Entering a Square. To enter a square, you must have at least 1 square of movement left, even if the square is diagonally adjacent to the square you’re in. (The rule for diagonal movement sacrifices realism for the sake of smooth play. The Dungeon Master’s Guide provides guidance on using a more realistic approach.)
If a square costs extra movement, as a square of difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
We'll be using the rules in the Player's Handbook for simplicity's sake. So every square costs 5ft of movement, including diagonal movement. Unless it is considered Difficult Terrain, in which case movement through that square would cost 10ft of movement. I will let you all know if an area of the Battle Map is considered Difficult Terrain, like the bushes on the current map.
Fedex is up!