Fedex: The Half-Orc spits a garbled curse at you and tries to fend off your attack. He falls for your feint and grunts as you slide your rapier into his gut. He falls to his knees and the mace drops from his hand. As you withdraw your blade he falls to the side and lays there gasping as his blood begins to pool around him. After a few seconds, he stops gasping. The Half-Orc is dead.
OOC: Yes, you could use the shove action to push an enemy into an environmental hazard if you'd like. Congrats on first blood!
All: I'll post the next Bandit's turn later tonight, around 08:30pm CST.
OOC: Thanks. But just to clarify. At level one, I could attack with my rapier OR I could (strength challenge) shove, BUT I could not do both, right? There was no further action available to me that would have allowed me to shove in addition to the melee attack, correct?
OOC for Fedex: Correct. Both spend an action. So you would have to choose between one or the other, unless a specific ability, spell, or item allows you to do something different.
Fedex: Also, here's clarification to your action economy question:
"On your turn, you can interact with one object for free, either during your move or during an action (PH, 190). One of the most common object interactions is drawing or stowing a weapon. Interacting with a second object on the same turn requires an action. You need a feature like the Dual Wielder feat to draw or stow a second weapon for free."
So you cannot stow a weapon and draw another on the same turn unless you have something that specifically states you can.
Here's the Dual Wielded feat:
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
It is my understanding that you can do a 'quick switch' by dropping one weapon and drawing another on the same turn, you just have to remember you didn't put the first weapon away its just laying on the ground where you dropped it. Are you as the GM okay with this method?
Riona: Thanks for bringing that up, I was unaware of that! I looked into it a bit and yes, according to Jeremy Crawford, lead rules designer for D&D, you can drop a weapon and draw another on the same turn. To pick up the dropped weapon during combat would cost a free action. Here's a link to his explanation:
So, yes I'm totally fine with dropping a weapon in order to draw another on the same turn. It's my understanding that that's what FedEx did on his turn, so we're good. Just remember to pick it back up! ;)
This post has potentially manipulated dice roll results.
Bandit at K10
The bandit still taking cover in the farmhouse fires another shot in the direction of Fedex. The shot misses wide to the right thanks to the cover provided by the bushes.
Keragri: Your massive Greataxe is difficult to swing effectively so close to the well, allowing the Bandit to sidestep your swing with ease.
OOC: Yes, you can move diagonally as well.
Dwarven Woman at O13
The Dwarven Woman attempts to fire a shot at Keragri. The bolt slams into his lower back, but doesn't penetrate very deeply. He doesn't seem too concerned about it at the moment.
This post has potentially manipulated dice roll results.
Riona peaks over the fence to take a look at how the fight is unfolding. Nodding in satisfaction at the fate of the half orc her eyes dart to the man engaged with Keragri, her eyebrows knitting together in anger. She side steps up and around the bandit, moving to take cover at the other fence. Hand glowing again as she begins her run she fires off another icy hand as she slides past.
Movement part 1: 15 feet to H1, staying out of the bandits combat range
This post has potentially manipulated dice roll results.
Riona: The ghostly hand hits the bandit in the chest and grips tightly, causing frost to form around it. The bandit gasps and stands frozen in pain for a second, unable to cry out as his heart briefly stops beating. Once the initial shock of the icy grip on his heart subsides, he gasps like a fish out of water, trying to catch his breath as he shivers.
Bandit at I3
Still shivering from the spell, the Bandit swings his scimitar at Keragri with a snarl. Keragri knocks the blow away with the detached contempt of a horse flicking away a fly.
After that, Lander will duck and quickly move to M4.
(OOC: Can you check my code and see if I did that right? I tried the automatic dice and attack roller this time. This is the actual code, I dont understand what the damage is doing though: Fire Bolt: Attack: {roll}1d20[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d10, 2{1d10}.expand())){/roll} Before I just did 1d10 for damage but was trying to get it to account for the damage if its a critical. Looking closer, I also see when it rolled my attack d20, it didnt give me my +4 to attack, not a big deal since it looks like I'll hit anyway but this program is just a bit confusing.)
Lander: Your fire bolt hits the Bandit in the chest and washes over head and neck, causing him to scream in pain. He's badly burned and missing most of his hair now, but still alive.
OOC: It looks like you may have forgotten to put your +4 to attack into the Attack Modifier box, the code you posted only shows 1d20 with no modifier added. If the modifier was added it would say 1d20+4. You don't have to do anything to account for the critical, it's built to detect if there's a critical or not. If it crits, the roller will automatically roll the extra damage dice for you. It is a bit confusing at first, I totally agree!The dice roller should have looked like this:
Here's a test roll using the above entry: Attack: [ roll ]1d20+4[/roll] Damage: [ roll ](if([ roll:-1:critical ], =0, 1d10, 2{1d10}.expand()))[ /roll ]
As the half-orc slumps to the ground, Fedex takes a moment to lift his eyes in the direction of the wizards. He gives a quick silent nod in appreciation, not focusing long enough to see if they see the nod or not. He internally recognizes that they had done most of the damage and that he would be in a lot of trouble had it not been for them.
He then gathers his light crossbow and decides to hunker down. He loads and takes aim at the Dwarven woman, believing her to be the mastermind. He Readies his action to fire if or when she moves or provides a better target.
OOC: I'm presuming that the collapsed shack is ¾ cover (like the farmhouse and bushes) and am looking for an opportunity to strike if she rises to fire (to possibly half cover) or moves from her location.
This post has potentially manipulated dice roll results.
Bandit at K10
The Bandit in the farm house readies his crossbow and stalks across the yard, aiming it at the bushes that Fedex is hiding behind. He's jumpy and nervous; he isn't used to his prey putting up this well of a fight. He creeps forward slowly, trying to get the drop on Fedex. The Bandit just starts to see Fedex's boot and startles. He fires prematurely, pulling the trigger without a proper follow through, causing the shot to fire high. The bolt lodges just under Fedex's armpit.
If you drop the Dwarven Woman to 0HP, do you want to knock her unconscious or kill her? Also, I have you at 3HP remaining. Does that sound about right?
Keragri: You're up! I suggest taking advantage of your Rage and Stone's Endurance abilities and letting these Bandits have it!
Rage:
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
Stone's Endurance:
As a reaction, reduce damage dealt to you by 1d12 +0 once per short rest.
Unconscious would be good. If we can end this before she makes 3 death saving throws (assuming you do that), maybe we can extract some info from her. I also have Fedex at 3 hp. Makes me wish we had a cleric along or had stopped to pick up some healing potions or at least a healing kit. LOL. You better believe that if the dwarven woman doesn’t find a way to kill me during her turn, my next turn will start with bonus action: second wind and hope for a high roll.
Oh, and thank you for reminding Keragri about rage. I couldn’t think of a way to bring it up in character without it sounding meta gaming.
And since you’re reading this, THANK YOU for the adventure! 😁
Fedex: The Half-Orc spits a garbled curse at you and tries to fend off your attack. He falls for your feint and grunts as you slide your rapier into his gut. He falls to his knees and the mace drops from his hand. As you withdraw your blade he falls to the side and lays there gasping as his blood begins to pool around him. After a few seconds, he stops gasping. The Half-Orc is dead.
OOC: Yes, you could use the shove action to push an enemy into an environmental hazard if you'd like. Congrats on first blood!
All: I'll post the next Bandit's turn later tonight, around 08:30pm CST.
OOC: Thanks. But just to clarify. At level one, I could attack with my rapier OR I could (strength challenge) shove, BUT I could not do both, right? There was no further action available to me that would have allowed me to shove in addition to the melee attack, correct?
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
”I am not young enough to know everything.” - Oscar Wilde
OOC for Fedex: Correct. Both spend an action. So you would have to choose between one or the other, unless a specific ability, spell, or item allows you to do something different.
Fedex: Also, here's clarification to your action economy question:
"On your turn, you can interact with one object for free, either during your move or during an action (PH, 190). One of the most common object interactions is drawing or stowing a weapon. Interacting with a second object on the same turn requires an action. You need a feature like the Dual
Wielder feat to draw or stow a second weapon for free."
So you cannot stow a weapon and draw another on the same turn unless you have something that specifically states you can.
Here's the Dual Wielded feat:
You master fighting with two weapons, gaining the following benefits:
**OOC
It is my understanding that you can do a 'quick switch' by dropping one weapon and drawing another on the same turn, you just have to remember you didn't put the first weapon away its just laying on the ground where you dropped it. Are you as the GM okay with this method?
Riona: Thanks for bringing that up, I was unaware of that! I looked into it a bit and yes, according to Jeremy Crawford, lead rules designer for D&D, you can drop a weapon and draw another on the same turn. To pick up the dropped weapon during combat would cost a free action. Here's a link to his explanation:
https://www.google.com/amp/s/www.sageadvice.eu/2017/03/29/what-are-the-rules-on-dropping-weapons/amp/
So, yes I'm totally fine with dropping a weapon in order to draw another on the same turn. It's my understanding that that's what FedEx did on his turn, so we're good. Just remember to pick it back up! ;)
Bandit at K10
The bandit still taking cover in the farmhouse fires another shot in the direction of Fedex. The shot misses wide to the right thanks to the cover provided by the bushes.
Movement: None
Attack: crossbow, light Attack: 9 Damage: 8 MISS
Target: Fedex
All: If you use the Combat section of Dice Roller in the Toolbar, it will automatically calculate critical hit damage if you roll a crit.
Keragri: You're up!
Battle Map:
All: Nighty night, same times tomorrow!
Okay so does the 5 ft movement thing work diagonally because I am kinda tired of these bandits
**
With the bandit literally breathing down my neck I pull out my greataxe for an attack
Attack:5
Damage:1
**
For the love of Lucifer
Keragri: Your massive Greataxe is difficult to swing effectively so close to the well, allowing the Bandit to sidestep your swing with ease.
OOC: Yes, you can move diagonally as well.
Dwarven Woman at O13
The Dwarven Woman attempts to fire a shot at Keragri. The bolt slams into his lower back, but doesn't penetrate very deeply. He doesn't seem too concerned about it at the moment.
Movement: None
Attack: crossbow, light Attack: 21 Damage: 4
Target: Keragri
Riona: You're up!
Battle Map:
Riona peaks over the fence to take a look at how the fight is unfolding. Nodding in satisfaction at the fate of the half orc her eyes dart to the man engaged with Keragri, her eyebrows knitting together in anger. She side steps up and around the bandit, moving to take cover at the other fence. Hand glowing again as she begins her run she fires off another icy hand as she slides past.
Movement part 1: 15 feet to H1, staying out of the bandits combat range
Action: Chill Touch - 10
Damage: 6
Target: Bandit on I3
Movement part 2: 15 feet to E4 again out of combat range
Riona: The ghostly hand hits the bandit in the chest and grips tightly, causing frost to form around it. The bandit gasps and stands frozen in pain for a second, unable to cry out as his heart briefly stops beating. Once the initial shock of the icy grip on his heart subsides, he gasps like a fish out of water, trying to catch his breath as he shivers.
Bandit at I3
Still shivering from the spell, the Bandit swings his scimitar at Keragri with a snarl. Keragri knocks the blow away with the detached contempt of a horse flicking away a fly.
Movement: None
Action: scimitar Attack: 12 Damage: 7 MISS
Target: Keragri
Lander: You're up!
Battle Map:
Lander moves from N2 to M3 so he has an open shot on the Bandit at I3. He swings his arm out and shoots a fire bolt at the Bandit.
Fire Bolt: Attack: 17 Damage: 2
After that, Lander will duck and quickly move to M4.
(OOC: Can you check my code and see if I did that right? I tried the automatic dice and attack roller this time. This is the actual code, I dont understand what the damage is doing though: Fire Bolt: Attack: {roll}1d20[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d10, 2{1d10}.expand())){/roll} Before I just did 1d10 for damage but was trying to get it to account for the damage if its a critical. Looking closer, I also see when it rolled my attack d20, it didnt give me my +4 to attack, not a big deal since it looks like I'll hit anyway but this program is just a bit confusing.)
Lander: Your fire bolt hits the Bandit in the chest and washes over head and neck, causing him to scream in pain. He's badly burned and missing most of his hair now, but still alive.
OOC: It looks like you may have forgotten to put your +4 to attack into the Attack Modifier box, the code you posted only shows 1d20 with no modifier added. If the modifier was added it would say 1d20+4. You don't have to do anything to account for the critical, it's built to detect if there's a critical or not. If it crits, the roller will automatically roll the extra damage dice for you. It is a bit confusing at first, I totally agree! The dice roller should have looked like this:
Here's a test roll using the above entry: Attack: [ roll ]1d20+4[/roll] Damage: [ roll ](if([ roll:-1:critical ], =0, 1d10, 2{1d10}.expand()))[ /roll ]
The code now says 1d20+4.
Fedex: You're up!
Battle Map:
As the half-orc slumps to the ground, Fedex takes a moment to lift his eyes in the direction of the wizards. He gives a quick silent nod in appreciation, not focusing long enough to see if they see the nod or not. He internally recognizes that they had done most of the damage and that he would be in a lot of trouble had it not been for them.
He then gathers his light crossbow and decides to hunker down. He loads and takes aim at the Dwarven woman, believing her to be the mastermind. He Readies his action to fire if or when she moves or provides a better target.
OOC: I'm presuming that the collapsed shack is ¾ cover (like the farmhouse and bushes) and am looking for an opportunity to strike if she rises to fire (to possibly half cover) or moves from her location.
Movement: None
Action: Ready action to fire light crossbow
Target: Dwarven woman at O13
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
”I am not young enough to know everything.” - Oscar Wilde
Fedex: That works for me! Go ahead and make your attack roll now so I can resolve it when her turn comes around.
“C’mon, c’mon, show yourself” Fedex whispers to himself.
Attack: 24 Damage: 8
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
”I am not young enough to know everything.” - Oscar Wilde
Bandit at K10
The Bandit in the farm house readies his crossbow and stalks across the yard, aiming it at the bushes that Fedex is hiding behind. He's jumpy and nervous; he isn't used to his prey putting up this well of a fight. He creeps forward slowly, trying to get the drop on Fedex. The Bandit just starts to see Fedex's boot and startles. He fires prematurely, pulling the trigger without a proper follow through, causing the shot to fire high. The bolt lodges just under Fedex's armpit.
Movement: K10 to Q10
Action: crossbow, light Attack: 16 Damage: 8
Target: Fedex (Has 1/2 cover, +2 to AC)
OOC for Fedex:
If you drop the Dwarven Woman to 0HP, do you want to knock her unconscious or kill her? Also, I have you at 3HP remaining. Does that sound about right?
Keragri: You're up! I suggest taking advantage of your Rage and Stone's Endurance abilities and letting these Bandits have it!
Rage:
As a bonus action enter a rage for up to 1 minute (10 rounds).
You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging.
Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
Stone's Endurance:
As a reaction, reduce damage dealt to you by 1d12 +0 once per short rest.
Battle Map:
All: I'm signing off, I'll be on at the usual times tomorrow 10am-3pm CST
OOC for Dyldor:
Unconscious would be good. If we can end this before she makes 3 death saving throws (assuming you do that), maybe we can extract some info from her. I also have Fedex at 3 hp. Makes me wish we had a cleric along or had stopped to pick up some healing potions or at least a healing kit. LOL. You better believe that if the dwarven woman doesn’t find a way to kill me during her turn, my next turn will start with bonus action: second wind and hope for a high roll.
Oh, and thank you for reminding Keragri about rage. I couldn’t think of a way to bring it up in character without it sounding meta gaming.
And since you’re reading this, THANK YOU for the adventure! 😁
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
”I am not young enough to know everything.” - Oscar Wilde