Kamishiro_Rin March 21 Knocking Heads Together (Order of the Guantlet) IC The characters must visit the Field Ward and, as a fight threatens to break out. Each of you will need to make a Charisma (Intimidation) check, and three successful DC 12 checks will put an end to the fight before it starts. Failing that, you will have to defeat four of the 16 thugs (preferably without killing them) to disperse the would-be brawlers once the fight breaks out. Warning: any one of the 16 thugs can randomly attack you, but I will only list the 4 you need to defeat. Portraits & Statblocks Thug Medium Humanoid (Any Race), Any Non-Good Alignment Armor Class 11 (leather armor) Hit Points 32 (5d8 + 10) Name HP Max HP % Left Thug1 32 32 100% Thug2 32 32 100% Thug3 32 32 100% Thug4 32 32 100% Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Skills Intimidation +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/2 (100 XP) Proficiency Bonus +2 Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Environment: Urban Source: MM, page 350. Also found in PotA; SKT; ToA; WDH; WDMM; GoS; DIP; SLW; BGDIA; EGW; MOT; IDRotF; TCE; CM; CoS; CRCotN; JttRC; LoX; KftGV; ToFW; BMT; GHLoE; DoDk. Available in the SRD. OOC I have not rolled initiative for you because a fight has not necessarily started. Post how you intimidate them!
Kamishiro_Rin March 21 Date On This 24 Tarsahk in the Year 1492 DR, the Year of Three Ships Sailing ★16th Day of the Campaign onward★ Knocking Heads Together (Order of the Guantlet) IC The characters must visit the Field Ward and, as a fight threatens to break out. Each of you will need to make a Charisma (Intimidation) check, and three successful DC 12 checks will put an end to the fight before it starts. Failing that, you will have to defeat four of the 16 thugs (preferably without killing them) to disperse the would-be brawlers once the fight breaks out. Warning: any one of the 16 thugs can randomly attack you, but I will only list the 4 you need to defeat. Portraits & Statblocks Thug Medium Humanoid (Any Race), Any Non-Good Alignment Armor Class 11 (leather armor) Hit Points 32 (5d8 + 10) Name HP Max HP % Left Thug1 32 32 100% Thug2 32 32 100% Thug3 32 32 100% Thug4 32 32 100% Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Skills Intimidation +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/2 (100 XP) Proficiency Bonus +2 Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Environment: Urban Source: MM, page 350. Also found in PotA; SKT; ToA; WDH; WDMM; GoS; DIP; SLW; BGDIA; EGW; MOT; IDRotF; TCE; CM; CoS; CRCotN; JttRC; LoX; KftGV; ToFW; BMT; GHLoE; DoDk. Available in the SRD. OOC I have not rolled initiative for you because a fight has not necessarily started. Post how you intimidate them!
Kamishiro_Rin March 21 Date On This 24 Tarsahk in the Year 1492 DR, the Year of Three Ships Sailing ★16th Day of the Campaign onward★ Dirty Work IC The characters must visit the Field Ward and, as a fight threatens to break out. Each of you will need to make a Charisma (Intimidation) check, and three successful DC 12 checks will put an end to the fight before it starts. Failing that, you will have to defeat four of the 16 thugs (preferably without killing them) to disperse the would-be brawlers once the fight breaks out. Warning: any one of the 16 thugs can randomly attack you, but I will only list the 4 you need to defeat. Portraits & Statblocks Thug Medium Humanoid (Any Race), Any Non-Good Alignment Armor Class 11 (leather armor) Hit Points 32 (5d8 + 10) Name HP Max HP % Left Thug1 32 32 100% Thug2 32 32 100% Thug3 32 32 100% Thug4 32 32 100% Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Skills Intimidation +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/2 (100 XP) Proficiency Bonus +2 Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Environment: Urban Source: MM, page 350. Also found in PotA; SKT; ToA; WDH; WDMM; GoS; DIP; SLW; BGDIA; EGW; MOT; IDRotF; TCE; CM; CoS; CRCotN; JttRC; LoX; KftGV; ToFW; BMT; GHLoE; DoDk. Available in the SRD. OOC I have not rolled initiative for you because a fight has not necessarily started. Post how you intimidate them!
Kamishiro_Rin March 21 Date On This 24 Tarsahk in the Year 1492 DR, the Year of Three Ships Sailing ★16th Day of the Campaign onward★ Dirty Work IC The characters must visit the Field Ward and, as a fight threatens to break out. Each of you will need to make a Charisma (Intimidation) check, and three successful DC 12 checks will put an end to the fight before it starts. Failing that, you will have to defeat four thugs (preferably without killing them) to disperse the would-be brawlers once the fight breaks out. Portraits & Statblocks Thug Medium Humanoid (Any Race), Any Non-Good Alignment Armor Class 11 (leather armor) Hit Points 32 (5d8 + 10) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 16 (+3) 1 (-5) 12 (+1) 5 (-3) Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 2 (450 XP) Proficiency Bonus +2 Keen Smell. The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite. Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Environment: Underdark Source: MM, page 37. Also found in TftYP; ToA; WDH; WDMM; DIP; BGDIA; IDRotF; BMT MM p350 Armor Class Hit Points Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Skills Intimidation +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/2 (100 XP) Proficiency Bonus +2 Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Environment: Urban Source: MM, page 350. Also found in PotA; SKT; ToA; WDH; WDMM; GoS; DIP; SLW; BGDIA; EGW; MOT; IDRotF; TCE; CM; CoS; CRCotN; JttRC; LoX; KftGV; ToFW; BMT; GHLoE; DoDk. Available in the SRD. OOC —