Gameplay 2 - Deranged Poisoner
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Oct 11, 2016 3:01 am
"I don't know about you, but I do not have any silver weapons to combat the lycanthropes. If we lack silver armament, I think it might be unwise to attack a whole camp especially since their numbers are unknown. Perhaps ambushing and dispatching small patrols would be best."
Oct 11, 2016 10:12 am
Nar wracks his brain in an effort to recall any information about lycanthropy."An ambush sounds good to me!"
OOC:
Wow. Bad roll. Are any of us going to recall that they're immune to non magical, non silver, or are we going to attempt this ill fated ambush? It was made clear that our new weapons are non magical. Last edited October 11, 2016 10:23 am
Rolls
Nature - (1d20)
(3) = 3
Oct 11, 2016 12:51 pm
Grok nods with a slightly comical "thoughtful" expression on his face. "Sarge always said to split'em up and conqurr. Dunno what conqurr is, but I'mma good at splittin'. Good with 'an axe, see. Oh, and, dunno if it means anythin', but that horsie in 'ere looked real skittish-like."
Oct 11, 2016 4:50 pm
Cyrind'ae's warning about silver weapons makes Jhishma pause to think......but in the end, all he can say is, "Cyrind'ae, I don't know what silver has to do with anything, but we are also armed with arcane and divine might, not to mention the favour of pursuing a just and noble cause. Besides, all Owen saw was one hairy beast - probably just the delivery boy. The real 'chef' must be some alchemist or something."
OOC:
rolling for werewolf knowledge...Last edited October 11, 2016 4:53 pm
Rolls
werewolf knowledge check - (1d20-1)
(2) - 1 = 1
Oct 11, 2016 5:08 pm
Owen listens to his companions, and dwells on his past exploits. He has had many hunts, and spoke to many other hunters. He racks his brain for information on werewolves... but it is no use. He has never hunted them himself.
OOC:
hot damnLast edited October 11, 2016 5:09 pm
Rolls
Nature : Werewolves - (1d20+3)
(1) + 3 = 4
Oct 11, 2016 5:28 pm
"A probing attack then? If we keep the horses nearby i should be able to trip them up long enough for us to make good an escape if our attacks prove ineffectual."
Oct 11, 2016 5:50 pm
Last edited October 11, 2016 6:11 pm
Oct 11, 2016 6:23 pm
Cmbrian says:
OOC:
are two handed weapons useable from horseback??? that could affect we three brutesOct 11, 2016 9:17 pm
Omenstar says:
OOC:
are two handed weapons useable from horseback??? that could affect we three brutesOOC:
I'd think so. Seems too awesome to disallow.Oct 13, 2016 12:11 am
"Are we agreed?" asks Jhishma, "Nar and I ride up and openly attack, then retreat on horseback to draw some out, skirmish-style? If we successfully draw some out, while you," he indicates, "Owen, Cyrind'ae, Kelvin and Grok hide in the bushes and pinch them when we draw them back down the track?"
Oct 13, 2016 12:33 am
The paladins can roll initiative and attack rolls. How far back from the gate are the others going to wait?
Oct 13, 2016 1:11 am
OOC:
If we want to draw a few at a time, we must not be too close... I'm thinking at least 200 feet, possibly more...Oct 13, 2016 3:13 am
OOC:
shouldn't we be closer since they are running in and then running out after attacking?Oct 13, 2016 3:37 pm
"Sure thing, boss. Just lemme' know when I should jump on 'em." Grok grins in the knowledge that they will finally get somewhere.
OOC:
200 ft = just over 3 rounds away for the average char (probably less for werewolves), so at least that. If possible, it would be good to be out of sight from the main base as well. Of course, Grok doesn't suggest this, as he ain't clever enough ;) Oct 13, 2016 3:42 pm
OOC:
That was pretty much my reasoning. If we're within 2-3 rounds of combat from the rest of the camp, then we're sort of defeating our whole plan as there is no reason for the rest of the camp to not join the battle...Oct 13, 2016 4:42 pm
OOC:
Very well, let us move alongRolls
Stealth (if needed) - (1d20+5)
(13) + 5 = 18
Oct 13, 2016 5:45 pm
Nar puts spurs to his mount and charges for the entrance to the encampment. Since the point is to draw their attention, his charge is punctuated with a vicious roar.
"*insert big-ass roar here* Beware evil doers! I bring the righteous justice of Tyr down upon you!"
He casts Hunters Mark as a bonus action at the first big beastie he sees and attacks, urging his horse to then disengage and run past the target. (If he crits, he'll divine smite!)Divine radiance comes down from the heavens to add power to the half-orc's mighty maul!!
60 total damage! (Unless I can re-roll that Divine Smite '1')
"*insert big-ass roar here* Beware evil doers! I bring the righteous justice of Tyr down upon you!"
He casts Hunters Mark as a bonus action at the first big beastie he sees and attacks, urging his horse to then disengage and run past the target. (If he crits, he'll divine smite!)
OOC:
the idea is to then pivot and do another mounted attack on his way back outOOC:
holy crap! Double nat 20s!! 60 total damage! (Unless I can re-roll that Divine Smite '1')
Last edited October 13, 2016 6:18 pm
Rolls
Initiative - (1d20+1)
(20) + 1 = 21
Maul, damage, Hunter's Mark damage - (1d20+6, 2d6+4, 1d6)
1d20+6 : (20) + 6 = 26
2d6+4 : (15) + 4 = 10
1d6 : (6) = 6
Crit weapon damage - (2d6)
(64) = 10
Crit Hunters Mark damage - (1d6)
(6) = 6
Half orc savage attack damage - (1d6)
(5) = 5
Divine smite w/ double dice for crit - (2d8, 2d8)
2d8 : (81) = 9
2d8 : (74) = 11
GWF re-roll 1s&2s - (1d6)
(4) = 4
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