Kuatho gathers himself up, staring down at Orilla, considering. Then he gathers his equipment and walks to the door, ready to leave, following Mist. All he says is “A raise….”
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A wizard is never late, nor is he early, he arrives precisely when he means to.
Nothing occurs on your way to the farm. Dat Ven is a middle aged mermaid with a short beard, and short kept hair. He is working his field, with 3 young boys, 2 are a set of twins who look like a spitting image of Dat, the 3rd looks nothing like him. One of the twins looks to be wrapped up in some bandages. Dat is happy to give you the Sundown Seaweed, is there anything we wish to do while here?
On your way back to drop off the Sundown Seaweed, you see 6 figures swimming in your direction. Jecob, Kraven and Varlan can make perception checks. (These are the 3 that are profiecent with perception)
This post has potentially manipulated dice roll results.
Jecob perception check (rolled in Game Log): 20
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
While Varlan is not paying attention, Kraven and Jecob can see that these figures are merrow and wearing similar clothing as the Marlobo gang that you ran into earlier.
Keeping in mind we are under water, you all are mostly right on the seafloor, there is a city wall to your left and open ocean to your right. These 6 figures are coming from the right and in front of you, and the same elevation.
Kraven, while looking at the situation you look behind you and you see 4 more that are coming from behind you, these 4 are at a higher elevation, that will allow them to catch up with you should you try to swim over the wall.
They are about 120 feet away from you all right now, (from a mechanical standpoint Kraven you think they will be close enough to attack after 1 round.)
This post has potentially manipulated dice roll results.
Mist sighs and swims around to put himself between the others and the wall, attempting to avoid being skewered this time. As he does so, he says, "Still with us, little demon?"
A frustrated grunt sounds from a few feet away.
Tukmas will invisibly sting the first merrow to reach the party (advantage due to invisibility, attack with his reaction, turn invisible again with his action as he circles the merrow to not stay in the same place).
Action (Tuk's reaction): Sting - Attack: 23 Damage: 5 piercing & DC 11 CON save or take 10 poison (or half on success) Bonus: Tentacle of the Deeps - Attack: 19 Damage: 1 cold & speed reduced by 10ft
Assuming the party is following Varlan's suggestion to use the wall to protect the rear, Jecob will use the Shape Water cantrip to make an ice canopy over the party and sticking to the wall (15' above the party, 10' wide, sticking out 5' from the wall, and 2.5' thick). Not much overhead cover, but it should stop any attempts to drop a net or a boulder onto the group.
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Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
I miss understod the post from Ereshion, this is a great plan.
So mechanicly, round 1 the Monsters move and Action dash, they are 40 feet away, so let me know what else your wanting to get done in these first 2 rounds.
This post has potentially manipulated dice roll results.
Kuatho looks at his darts for a second, but considering they don’t fly well underwater, he thinks better of it and readies his spear and awaits the incoming attack. Once they are in range, he will attack.
Readied attack 1 (spear) : Attack: 23 Damage: 9
Readied attack 2 (kick) : Attack: 16 Damage: 5
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Varlan nods to Jecob, smiling as electricity plays over his armour and gaunlets. Chanting quietly, his hand weaves fluid pattern in the air as, once more, flames launch toward the injured enemy.
Attack: 20, Damage: 9 (in log)
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Kuatho gathers himself up, staring down at Orilla, considering. Then he gathers his equipment and walks to the door, ready to leave, following Mist. All he says is “A raise….”
A wizard is never late, nor is he early, he arrives precisely when he means to.
4
5
14
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Nothing occurs on your way to the farm. Dat Ven is a middle aged mermaid with a short beard, and short kept hair. He is working his field, with 3 young boys, 2 are a set of twins who look like a spitting image of Dat, the 3rd looks nothing like him. One of the twins looks to be wrapped up in some bandages. Dat is happy to give you the Sundown Seaweed, is there anything we wish to do while here?
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
10
9
3
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
On your way back to drop off the Sundown Seaweed, you see 6 figures swimming in your direction. Jecob, Kraven and Varlan can make perception checks. (These are the 3 that are profiecent with perception)
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Kraven Perception: 23
Varlan perception: 7 (15 passive)
Jecob perception check (rolled in Game Log): 20
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
While Varlan is not paying attention, Kraven and Jecob can see that these figures are merrow and wearing similar clothing as the Marlobo gang that you ran into earlier.
Keeping in mind we are under water, you all are mostly right on the seafloor, there is a city wall to your left and open ocean to your right. These 6 figures are coming from the right and in front of you, and the same elevation.
Kraven, while looking at the situation you look behind you and you see 4 more that are coming from behind you, these 4 are at a higher elevation, that will allow them to catch up with you should you try to swim over the wall.
They are about 120 feet away from you all right now, (from a mechanical standpoint Kraven you think they will be close enough to attack after 1 round.)
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Sighing, Kraven quietly says to the group, "Thugs are back and in more of them front and behind. We fight here or try and swim to a better location?"
“A better spot… perhaps? How about over this wall?” Kuatho treads water and readies himself, focusing his mental energy.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Varlan examines the attackers now that they have been pointed out. "Back to the wall, and cover from above if possible!"
@DM: Is there anything with cover from above nearby? A building, a clump of tall seaweed?
As soon as they are withing 120' he launches a fire bolt at the nearest.
Attack: 27, Damage: 16
They are within 120 feet, and the group behind is at an elevation that if you go to go over the wall they will meet you.
They are already within the 120 feet range, so Varlan attacks and hits one of them.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Mist sighs and swims around to put himself between the others and the wall, attempting to avoid being skewered this time. As he does so, he says, "Still with us, little demon?"
A frustrated grunt sounds from a few feet away.
Tukmas will invisibly sting the first merrow to reach the party (advantage due to invisibility, attack with his reaction, turn invisible again with his action as he circles the merrow to not stay in the same place).
Action (Tuk's reaction): Sting - Attack: 23 Damage: 5 piercing & DC 11 CON save or take 10 poison (or half on success)
Bonus: Tentacle of the Deeps - Attack: 19 Damage: 1 cold & speed reduced by 10ft
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
Assuming the party is following Varlan's suggestion to use the wall to protect the rear, Jecob will use the Shape Water cantrip to make an ice canopy over the party and sticking to the wall (15' above the party, 10' wide, sticking out 5' from the wall, and 2.5' thick). Not much overhead cover, but it should stop any attempts to drop a net or a boulder onto the group.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
I miss understod the post from Ereshion, this is a great plan.
So mechanicly, round 1 the Monsters move and Action dash, they are 40 feet away, so let me know what else your wanting to get done in these first 2 rounds.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Con save 14
This is not on the same one that Varlan hit.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Kraven waits till the one Varlan gets within range and then throws to psychic daggers at the creature.
Psychic Dagger: Attack: 17 Damage: 6
Corpse Psychic Dagger: Attack: 23 Damage: 7
Kuatho looks at his darts for a second, but considering they don’t fly well underwater, he thinks better of it and readies his spear and awaits the incoming attack. Once they are in range, he will attack.
Readied attack 1 (spear) : Attack: 23 Damage: 9
Readied attack 2 (kick) : Attack: 16 Damage: 5
A wizard is never late, nor is he early, he arrives precisely when he means to.
Varlan nods to Jecob, smiling as electricity plays over his armour and gaunlets. Chanting quietly, his hand weaves fluid pattern in the air as, once more, flames launch toward the injured enemy.
Attack: 20, Damage: 9 (in log)