Raider's Camp
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May 1, 2021 5:23 am
Well, I can lead with burning hands hope to get a couple out. The ranged weapons for a turn at least while they close and we back away. Could work.
May 1, 2021 3:59 pm
"If I can get close enough I may be able to get a small group of them to nod off so we can concentrate on the others. Might just have to see what the layout is like once we get closer.
May 1, 2021 6:49 pm
as you get near, the smoke is rising from a depression amidst a jumble of house sized boulders. The cultists and kobolds are indeed roasting some kind of birds over an open fire, but they seem to disagree on the method and are squabbling amongst themselves.
The human cultists see to think they're in charge, and are shouting insults, and making threatening gestures toward the little kobolds.
The human's swords are stacked in a tee-pee style about 25 feet away from the fire, the kobolds wear daggers and slings on their belts.
With all the shouting and bickering, they seem unaware of their surroundings.
The human cultists see to think they're in charge, and are shouting insults, and making threatening gestures toward the little kobolds.
The human's swords are stacked in a tee-pee style about 25 feet away from the fire, the kobolds wear daggers and slings on their belts.
With all the shouting and bickering, they seem unaware of their surroundings.
Rolls
stealth (group - at advantage) - (1d20, 1d20)
1d20 : (12) = 12
1d20 : (5) = 5
May 1, 2021 7:51 pm
Linston whispers with his comrades.
So, try to put some to sleep, then take out the rest? We will have sleeping prisoners to question.
So, try to put some to sleep, then take out the rest? We will have sleeping prisoners to question.
May 1, 2021 8:26 pm
"I may need to get a bit closer, but with the rocks I think I can get pretty close. Kobolds or Humans?"
May 3, 2021 11:13 pm
Clarice will sneak up far enough to ensure that she is in range. Once there, she will focus her spell so as to catch as many of the humans as possible.
[ +- ] Sleep Spell
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Rolls
Stealth Roll - (1d20+2)
(7) + 2 = 9
Sleep HP - (5d8)
(85161) = 21
May 4, 2021 1:34 am
Lonston will move up and when he sees enemies start to doze of, he will cast burning hands, trying to hit the largest group possible
Rolls
Sneaky snake - (1D20+2)
(17) + 2 = 19
Burning hands damage - (3D6)
(154) = 10
May 4, 2021 1:34 pm
the cultists are occupied with their bullying of the kobolds, but on Clarice's last step, a small twig snaps under foot. They hear it, but it echoes off the rocks around them and they look exactly the opposite way from your adavance.
The kobolds seize the opportunity to grab a few hens and run off to eat their lunch in peace. They're too busy with their caper to see the cultists begin to doze off.
As the scan the land ahead of you, two of them begin to buckle, they say somthing, not quite in complete words, as they half sit, half fall into the grass.
"thi- a- wha.... so, slee......."
The kobolds seize the opportunity to grab a few hens and run off to eat their lunch in peace. They're too busy with their caper to see the cultists begin to doze off.
As the scan the land ahead of you, two of them begin to buckle, they say somthing, not quite in complete words, as they half sit, half fall into the grass.
"thi- a- wha.... so, slee......."
OOC:
two cultists put to bedRolls
perception - Cultists - (1d20)
(1) = 1
May 4, 2021 1:44 pm
with their backs turned, the cultists don't even know their lunch has been stolen, let alone that they are under attack. As the two fall, the other two turn to look at them, just as a wave of fire washes over them all.the flames set fire to the grass around the sleeping men, they are quickly consumed in fire, the standing cultists beat the flames off their cloaks in a panic. Shouting obscenities not knowing who to blame for this.
OOC:
the two sleeping cultists can't make a saving throw and are automatically hitRolls
DEX save - (1d20+1)
(12) + 1 = 13
DEX save - (1d20+1)
(13) + 1 = 14
May 4, 2021 1:48 pm
hearing the commotion, the kobolds........don't see you at ALL! They assume the cultists are fighting amongst themselves. They swoop in, to grab the rest of the hens and anything else of value they can carry, like the cultists swords, and leg it towards the east.
OOC:
WOW! two natural one's in a row on perception!?!?!? these guys are deaf and blind!OOC:
anyone free to act, the barrel is open, and full of fishRolls
perception - kobolds - (1d20-2)
(1) - 2 = -1
May 4, 2021 5:26 pm
well let's make this easier for when we do have to fight
Linston cast
Linston cast
[ +- ] Faire Fire
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
Last edited May 4, 2021 5:26 pm
May 4, 2021 5:49 pm
Even as the genuine flames are extinguished by the mad clapping and rolling of the two cultists, they are replaced with magical shimmers, purple, blue and green.
The cultists have NO IDEA what's going on, and the scream and shout as they try desperately to put out the faerie fire.
The cultists have NO IDEA what's going on, and the scream and shout as they try desperately to put out the faerie fire.
May 4, 2021 6:37 pm
Now's my chance Grim says only loud enough to for his comrades to hear. And he begins his assult, making sure that at least 1 person lives for questioning and attacking the nearest person with his whip.
OOC:
looks like that's a whiffLast edited May 4, 2021 6:39 pm
Rolls
Whip Hit - (1d20+6)
(5) + 6 = 11
Whip Damage - (1d4+6)
(2) + 6 = 8
Whip Hit adv - (1d20+6)
(20) + 6 = 26
Whip Crit Dmg - (1d4)
(2) = 2
May 4, 2021 6:59 pm
OOC:
your attack is at advantage due to Linston's faerie fire, roll one more timeMay 4, 2021 11:02 pm
Skallagrimm says:
OOC:
your attack is at advantage due to Linston's faerie fire, roll one more timeOOC:
Looks like it's a Crit then lol. Do I just roll an extra 1d4 or are we using different crit rules?Last edited May 4, 2021 11:03 pm
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