[just leaving work now but i will update the map this afternoon. you are about 60-65 feet away from the lizard and nearly the same amount of feet away from any of the humanoids. remember that you are still technically off the map, left-hand corner.]
@all - as daemyar and ithelion let loose some hurt on these things, they are now fully alert and ready for you. you hear sounds coming from the tent and also in the trees. krom or lorell or garnet, if you want to do anything, now is the time. otherwise..................................................roll initiative please!
@garnet - not stabbing distance. still far away (60-65 feet)
@ithelion - you cast a spell, so you can't hide
@daemyar - do you want to specifically try for the throat? ;)
[just leaving work now but i will update the map this afternoon. you are about 60-65 feet away from the lizard and nearly the same amount of feet away from any of the humanoids. remember that you are still technically off the map, left-hand corner.]
@all - as daemyar and ithelion let loose some hurt on these things, they are now fully alert and ready for you. you hear sounds coming from the tent and also in the trees. krom or lorell or garnet, if you want to do anything, now is the time. otherwise..................................................roll initiative please!
@garnet - not stabbing distance. still far away (60-65 feet)
@ithelion - you cast a spell, so you can't hide
@daemyar - do you want to specifically try for the throat? ;)
This post has potentially manipulated dice roll results.
Krom makes a few small motions along with muttering a few words and points to his left, still in the woods, casting Thaumaturgy to make the sound of a what he thinks a dragon's roar would be. The sound would come from about 30 feet to Krom's left side.
Krom's Initiative: 3
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
This post has potentially manipulated dice roll results.
Okay, let's run it all down here.
@all - as Daemyar looses the arrow and it catches the chanter slightly on the neck, you hear a rustling from your right. It seems about 20 feet away but you recognize the growls. Suddenly, a dark grey furry missile launches itself into the giant lizard. This, you recall, is the wolf that has been following you.
Attack 8 Damage 4 piercing damage. Prone check 17
@daemyar - you rolled with advantage previously, with called shot it's disadvantage. they cancel each other out so i took your first roll +5 = 12. You hit nothing vital on the chanter's stupid chanty throat, though you do draw some blood and he stops chanting. He seems irritated. He slowly turns his head towards you, sniffing the air like some beast...
@ithelion - the two humanoids are unaffected, but a previously unseen lizard (smaller than the one that's close to you) slides down the tree behind the northernmost humanoid (we're going to call them mongrelfolk).
@garnet - yes you can. you can throw the kettle if you like. it will be 1d4 damage if you hit with it. i'd say it's an improvised weapon and you will have to roll with disadvantage unless you move into the clearing.
@krom - awesome! the sound of what you think a dragon sounds like echoes off behind you and to the left. Make a charisma/intimidation check ;)
This post has potentially manipulated dice roll results.
Initiative Order
Ithelion/Elosa - 21
Garnet - 20
Mongrelfolk 2- 18
Mongrelfolk 3- 14
Daemyar - 7
Lizard 1 (giant)- 3
Mongrelfolk chanter - 0 (LOL)
Lizard 2- asleep
Krom - 6
Lorell - 5
Wolf 20
The wolf's attack hits the lizard and they merge into a tangle. However, the attack is not enough to knock the lizard prone. The wolf and lizard get up and growl and hiss at each other.
Krom, you are able to recreate the sound of dragon in the woods but for whatever reason, these mongrelfolk are not the least bit scared of it. Maybe it's whatever they are chanting to is worse, or they are overtaken by the ecstatic nature of being near the object of their devotion. You do, however, manage to create some havoc with the woodland creatures and birds and they flee en masse away from the sound. Ithelion draws her bow and lets loose at the now-quiet mongrelfolk kneeling in front of the blood-drawn symbol on the ground. The arrow lodges in its side with a thud. It smarts but the mongrelfolk barely flinches. ((Ithelion, you would have had to move to get a clear shot, so you can either tell me where you'd like to be or I will just place you at start of next round. Also, Elosa can do as you ask but her range is still 60 feet total. It doesn't look like she could get there and back with that flying speed. So just let me know if you still want her to do that.))
(( Re: Elosa, if she can get to the nearest square adjacent to the chanter (I *think* it's 8x3 away => 42'), do her thing, then get to the safety of the nearest trees (south/south-east or east?), that would be sufficient. Othwerwise, ask her to get closer to him, but stay in trees...ready for next turn ))
Regarding position, move to get sight, then back behind Garnet and Krom...
This post has potentially manipulated dice roll results.
Garnet curses on primordial and moves out into the clearing away from the others coming to a stop near a large rock. Due to lack of a ranged weapon, she decides to toss the cast iron kettle she got from her pack at the chanting mongrelman. She doesn't have a particular aim just aiming to cause a some damage.
Throw: 17
Damage: 5
(Did I roll for that correctly?also would like to move to about 3 squares forward.)
This post has potentially manipulated dice roll results.
((that's fine. in this case you would add your DEX to the attack since it is being thrown))
Garnet moves and takes something out of her pack. Inconceivably, it is a kettle. With a grunt, she throws the kettle at the kneeling mongrelman and it hits him in the torso where Daemyar's arrow is still lodged. The mongrelman winces and then begins laughing maniacally. The wolf glances in your direction briefly before its attention snaps back to the giant lizard.
Mongrelman 2 - (the one with the skull adornment) - he smiles and his teeth are full of blood. Crouching down, he jumps (!) 20 feet ahead to land next to the wolf. He will attack the wolf with a swipe of its claw: Attack: 15 doing 2 slashing damage. Then he will try to bite the wolf: Attack 19 for 3 piercing damage.
Wolf - the wolf will attack Mongrelman 2. The wolf shakes off the bite and willlunge towards the blood coated thing. Attack: 13 doing 7 piercing damage, if hit.
Mongrelman 3 - (whitey) - using the cover of the tree, he pulls an arrow from his quiver and will let it loose at the only target he can see: Garnet. Attack: 17 which will inflict 5 if it hits. This mongrelman is now at 3/4 cover from you all (currently).
This post has potentially manipulated dice roll results.
Lorell will cast Frostbite on Mongrelman 2. Damage: 2 Mongrelman will have to make a 12 con save or take 1d6 and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
This post has potentially manipulated dice roll results.
Krom will move up next to Garnet, on her right side, "Look ye found some crazy culties, happy now." He will face Mongrelman 2 and holding his holy symbol while pointing his warhammer at them pray to Moradin, "Great Moradin, send the fiery sparks from yer forge to rain down on me enemies." Krom will cast Guiding Bolt at Mongrelman 2.
Attack: 18Damage: 14 radiant If it hits the next attack on the creature has advantage before the end of my next turn.
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
To post a comment, please login or register a new account.
[just leaving work now but i will update the map this afternoon. you are about 60-65 feet away from the lizard and nearly the same amount of feet away from any of the humanoids. remember that you are still technically off the map, left-hand corner.]
@all - as daemyar and ithelion let loose some hurt on these things, they are now fully alert and ready for you. you hear sounds coming from the tent and also in the trees. krom or lorell or garnet, if you want to do anything, now is the time. otherwise..................................................roll initiative please!
@garnet - not stabbing distance. still far away (60-65 feet)
@ithelion - you cast a spell, so you can't hide
@daemyar - do you want to specifically try for the throat? ;)
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
Ithelion initiative: 21
(( Re hiding, good point, and sadly the dice already i couldnt ))
Edit: she should at least use the forest to move out of line of sight, before getting behind Krom and Garnet again.
Daemyar
yeah, sure. Let’s make it a called shot.
initiative 18
Paladin - warforged - orange
Initiative: 6
Initiative: 20
( Can I throw things to deal damage?because I have a cast iron kettle I want to Chuck at someone's head)
Krom makes a few small motions along with muttering a few words and points to his left, still in the woods, casting Thaumaturgy to make the sound of a what he thinks a dragon's roar would be. The sound would come from about 30 feet to Krom's left side.
Krom's Initiative: 3
Be excellent to each other, and roll for initiative dudes!
Okay, let's run it all down here.
@all - as Daemyar looses the arrow and it catches the chanter slightly on the neck, you hear a rustling from your right. It seems about 20 feet away but you recognize the growls. Suddenly, a dark grey furry missile launches itself into the giant lizard. This, you recall, is the wolf that has been following you.
Attack 8 Damage 4 piercing damage. Prone check 17
@daemyar - you rolled with advantage previously, with called shot it's disadvantage. they cancel each other out so i took your first roll +5 = 12. You hit nothing vital on the chanter's stupid chanty throat, though you do draw some blood and he stops chanting. He seems irritated. He slowly turns his head towards you, sniffing the air like some beast...
@ithelion - the two humanoids are unaffected, but a previously unseen lizard (smaller than the one that's close to you) slides down the tree behind the northernmost humanoid (we're going to call them mongrelfolk).
@garnet - yes you can. you can throw the kettle if you like. it will be 1d4 damage if you hit with it. i'd say it's an improvised weapon and you will have to roll with disadvantage unless you move into the clearing.
@krom - awesome! the sound of what you think a dragon sounds like echoes off behind you and to the left. Make a charisma/intimidation check ;)
Liz 1 - 11
Liz 2 - currently asleep
Mongrelfolk 1 (chanter) - 17
Mongrelfolk 2 - 16
Mongrelfolk 3 - 2
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
Initiative Order
Ithelion/Elosa - 21
Garnet - 20
Mongrelfolk 2 - 18
Mongrelfolk 3 - 14
Daemyar - 7
Lizard 1 (giant) - 3
Mongrelfolk chanter - 0 (LOL)
Lizard 2 - asleep
Krom - 6
Lorell - 5
Wolf 20
The wolf's attack hits the lizard and they merge into a tangle. However, the attack is not enough to knock the lizard prone. The wolf and lizard get up and growl and hiss at each other.
Ithelion and Elosa, you're up!
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
MAP
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
Krom's Intimidation: 1
Be excellent to each other, and roll for initiative dudes!
Ithelion fires her longbow at the chanty fellow.
Attack: 15 Damage: 6
She asks Elosa to help in Daemyar's next attack by swooping in and swooping out to a safe distance (flyby).
Krom, you are able to recreate the sound of dragon in the woods but for whatever reason, these mongrelfolk are not the least bit scared of it. Maybe it's whatever they are chanting to is worse, or they are overtaken by the ecstatic nature of being near the object of their devotion. You do, however, manage to create some havoc with the woodland creatures and birds and they flee en masse away from the sound. Ithelion draws her bow and lets loose at the now-quiet mongrelfolk kneeling in front of the blood-drawn symbol on the ground. The arrow lodges in its side with a thud. It smarts but the mongrelfolk barely flinches. ((Ithelion, you would have had to move to get a clear shot, so you can either tell me where you'd like to be or I will just place you at start of next round. Also, Elosa can do as you ask but her range is still 60 feet total. It doesn't look like she could get there and back with that flying speed. So just let me know if you still want her to do that.))
Garnet, you're up!
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
(( Re: Elosa, if she can get to the nearest square adjacent to the chanter (I *think* it's 8x3 away => 42'), do her thing, then get to the safety of the nearest trees (south/south-east or east?), that would be sufficient. Othwerwise, ask her to get closer to him, but stay in trees...ready for next turn ))
Regarding position, move to get sight, then back behind Garnet and Krom...
okay. all the sqaures are 5 feet. so you could fly over there and distract and get about 10 feet away from the chanter, if you want.
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
If that puts her in trees, yes. If not, she just gets close enough to try next time.
Garnet curses on primordial and moves out into the clearing away from the others coming to a stop near a large rock. Due to lack of a ranged weapon, she decides to toss the cast iron kettle she got from her pack at the chanting mongrelman. She doesn't have a particular aim just aiming to cause a some damage.
Throw: 17
Damage: 5
(Did I roll for that correctly?also would like to move to about 3 squares forward.)
((that's fine. in this case you would add your DEX to the attack since it is being thrown))
Garnet moves and takes something out of her pack. Inconceivably, it is a kettle. With a grunt, she throws the kettle at the kneeling mongrelman and it hits him in the torso where Daemyar's arrow is still lodged. The mongrelman winces and then begins laughing maniacally. The wolf glances in your direction briefly before its attention snaps back to the giant lizard.
Mongrelman 2 - (the one with the skull adornment) - he smiles and his teeth are full of blood. Crouching down, he jumps (!) 20 feet ahead to land next to the wolf. He will attack the wolf with a swipe of its claw: Attack: 15 doing 2 slashing damage. Then he will try to bite the wolf: Attack 19 for 3 piercing damage.
Wolf - the wolf will attack Mongrelman 2. The wolf shakes off the bite and willlunge towards the blood coated thing. Attack: 13 doing 7 piercing damage, if hit.
Mongrelman 3 - (whitey) - using the cover of the tree, he pulls an arrow from his quiver and will let it loose at the only target he can see: Garnet. Attack: 17 which will inflict 5 if it hits. This mongrelman is now at 3/4 cover from you all (currently).
Daemyar - you're up! Krom and Lorell on deck.
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
Lorell will cast Frostbite on Mongrelman 2. Damage: 2
Mongrelman will have to make a 12 con save or take 1d6 and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Daemyar will move forward and shoot at chanty, the jerkwad chanter mongrelman.
Attack: 11 Damage: 15
Paladin - warforged - orange
Krom will move up next to Garnet, on her right side, "Look ye found some crazy culties, happy now." He will face Mongrelman 2 and holding his holy symbol while pointing his warhammer at them pray to Moradin, "Great Moradin, send the fiery sparks from yer forge to rain down on me enemies." Krom will cast Guiding Bolt at Mongrelman 2.
Attack: 18 Damage: 14 radiant
If it hits the next attack on the creature has advantage before the end of my next turn.
Be excellent to each other, and roll for initiative dudes!