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About This Game

A D&D Adventurers League Game of "Phandelver and Below: The Shattered Obelisk;" starting from chapter 5.

Game System

D&D 5e

Detailed Description

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Original art by DZO

Community

Adventurers' League
  1. What's new in this game
  2. Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 8 (Abjuration) HP: 50/50 | HD: 8/8 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 0/1 Status: Conc on Banishment (1/10) | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 1/3 L3 3/3 L4 0/2 | DefensesNone | Arcane Ward: 19/22 S tat Block Spells Magic Items Familiar Stat Block Lotham watched as the statue tore away the webbing he had created and gulped visibly. Backing away, he instinctively tried to send the statue away. Mechanics Movement: Backing away as much as possible, but not going up the stairs at the bottom of the map. Action: Cast Banishment on the Statue - DC 18 Charisma Save Reaction: Counterspell if it looks like Ruxithid is casting a spell
  3. Brühl Tordönson Character Sheet | Adventure Log CG Illuskan Human "Sailor" Fighter 7 "Battle-Master" / Wizard 1 [8] HP 79/82 | AC 20 | Init +2 | Perception 18 | Investigation 20 Brühl is determined to finish Ruxithid's minion with his attacks. He again aimed for the minion's head, but all his attacks he only manage to hit him once. OoC
  4. Katrina Fairlight LN, Female Human| AC:20* | HP:24/65 (TMP: 147) | Speed:30ft | Perception:14 | Insight:10 * Reaction: shield +5 ac | Favored by the Gods: 0/1 | Inspiration 0/1 | SP: 1/7 Profile | Character Sheet (DDB) Kat's scream pierces the tumult of battle, a raw, guttural sound born of sheer terror. The psychic assault tears through her mind, unravelling her concentration and dredging up her darkest fears, which claw at the edges of her consciousness with visceral intensity. She staggers, her hands flying to her head as if to hold the very fabric of her thoughts together. Blood trickles, then pours, in crimson rivulets from her ears and nose, staining her face in stark, startling lines. Each drop is a testament to the invisible, brutal force ravaging her from within, leaving her vulnerable and exposed amidst the chaos of combat. Screaming with a mixture of pain and defiant rage, Kat’s form shudders and then rapidly expands, her bones cracking and reshaping, her skin stretching to accommodate her new, huge size. In moments, she transforms into a massive 15-foot tall giant ape, her screams morphing into deep, guttural roars. Muscles bulge and fur sprouts across her body as her hands and feet thicken, now capable of crushing stone. Towering over the battlefield, her eyes blaze with a wild, primal fury, ready to unleash her newfound strength against her foes. OOC, Mechanics Takes 23 psychic damage, and has disadvantage on attack rolls. Bonus Action: none Move: none Action: Polymorph - Giant Ape https://www.dndbeyond.com/monsters/16873-giant-ape Reaction: none Concentration: lost shield of faith... Polymorph
  5. Glad I reread, because I did an awful lot of rolling for nothing. Damned stunned 😅
  6. Mercedes Tiefling Folk Hero Wild Magic Barbarian 6 My words | My thoughts | My Actions AC 15 (from spell; 13 normally) HP 20/59 Speed 40 ft., PP 13, darkvision 60 ft. Resistance fire, slashing, piercing, bludgeoning Rage 3/4 Magic Awareness 3/3 Bolstering Magic 3/3 Cantrips hellish rebukeCasting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Range/Area: 60 ft. Components: V, S Duration: Instantaneous Save: DEX 12 You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. | darknessCasting Time: 1 action Range/Area: 60ft./15ft. sphere Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. In the wake of the explosion, Mercedes is excited to finish the fight and put the bastard down: but then the strange tendrils appear and Mercedes is absolutely stunned, unable to move as the creature flies into the air, a bit of blood running down her nose and out her right ear as sound becomes a thing of the past... for now. Out of Character Situational: Failed save, whomp whomp Move: Action: Bonus Action: Reaction: Ongoing Effects/Conditions: Rage, round 2/10, with Wild Magic SurgeAn intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. ongoing; Stunned, dammit
  7. Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 8 (Abjuration) HP: 50/50 | HD: 8/8 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 14 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 1/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 3/3 L3 3/3 L4 1/1 | DefensesNone | Arcane Ward: 22/22 Stat Block Spells Magic Items Familiar Stat Block Rebuilding to 2024 rules. Character Creation: Human (Lucky Origin Feat), Sage Background (Magic Initiate - Wizard Origin Feat) Magic Initiate Origin Feat - Mage Hand, Mind Sliver, Shield Level 1 Spells - Fire Bolt, Light, Shocking Grasp, Absorb Elements, Comprehend Languages, Detect Magic, Mage Armor, Sleep, Tenser's Floating Disk Level 2 - Scholar's Expertise - Arcana Level 2 Spells - Identify, Unseen Servant Level 3 Subclass - Abjurer - free spells: Protection From Evil and Good, Arcane Vigor Level 3 Spells - Blindness/Deafness, Misty Step Level 4 ASI - +2 Int Level 4 Spells - Chill Touch, Hold Person, Web Level 5 - free abjuration spell: Counterspell Level 5 Spells - Dispel Magic, Fireball Level 6 Spells - Fly, Hypnotic Pattern Level 7 - free abjuration spell: Banishment Level 7 Spells - Arcane Eye, Confusion Level 8 ASI - +2 Int Level 8 Spells - Dimension Door, Sickening Radiance
  8. Everan Meliamne - High Elf Bladesinger 10 HP: 62/62 | AC: 16(20) | Speed: 30ft | HD: 10d6/10d6 | Spell Slots: Lv 1 2/4 Lv2 2/3 Lv3 2/4 Lv4 3/3 Lv5 2/2 Perception: +6 | Saving Throws: Str -1 Dex +4 Con +2 Int +8 Wis +5 Cha -1 | Spell DC: 16 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +4 Wis +1 Cha -1 Languages: Common, Elvish, Draconic, Infernal, Primordial Attacks: -Rapier+1 +9 Damage: 1d8+5 Piercing -Gwa’thern Faln +9 Damage: 1d8+5 Piercing -Firebolt +8 Damage 2d10 Fire | Magic ItemsUncommon + (3) - Rapier +1 - Gwa’thern Faln (Longbow +1, can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.) - Cloak of the Bat ( While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a raven. While you are in the form of the raven, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.) Common (5) Consumable (10) - Potion of Invulnerability *2 - Oil of Etherealness - Potion of Climbing | SkillsAcrobatics: +8* Arcana: +8* Athletics: -1 Animal Handling: +1 Deception: -1 History: +4 Intimidate: -1 Insight: +1 Investigate: +8* Medicine: +1 Nature: +4 Perception: +6* Performance: +3* Persuasion: -1 Religion: +4 Stealth: +8* Sleight of Hand: +4 Survival: +1 | AbilitiesResearcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray Spellcasting Focus You can use a focus as a spellcasting focus for your wizard spells. Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Arcane Recovery Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. Blade Song Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits: • You gain a bonus to your AC equal to your Intelligence modifier (minimum of+ 1). • Your walking speed increases by 10 feet. • You have advantage on Dexterity (Acrobatics) checks • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest. Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Song of Defence You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level. Spells Conditions : Bladesong (AC 20) + Shield of Faith (AC 22) Everan watches the goblin fly skyward with impressive speed. "You are a funny old goblin aren't you?" Reaction : Shield (if needed) Action: Cast Scorching Ray (Lv2) at Ruxithid
  9. When the goblin flew into the air, did he somehow avoid AoOs? Or should I start my post with that?
  10. Zorzula's Rest, Sword Mountains Lotham shoots a bolt of flame at the restrained statue. It strikes the statue in the head, but it does not seem to care all that much. Coughing up blood, Ruxithid lashes out with psionic power. Crystaline tendrils form from part of his exposed brain and flail Mercedes. He then suddenly shoots up into the air. The statue, with a massive shrug, breaks free of the webbing holding it in place. OOC Kat needs to make another DC15 WIS save or take psychic damage4d10 [8,4,9,2] 23 and has Disadvantage on all attacks and ability checks. If she succeeds, she only takes half damage and the effect ends. Bruhl now has the effect of Bane: he subtracts 1d4 from his next attack or saving throw. Mercedes needs to make a DC15 DEX save or take psychic damage and is Stunned until the end of Ruxithid's next turn. Round 3 starts: Everan > Mercedes > Kat > Bruhl > Psy gobo (AC16) > Lotham > Ruxithid (AC15) > Statue (AC17) Ruxithid is 30' up in the air. Statue is no longer Restrained. Damage tracker
  11. Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 8 (Abjuration) HP: 50/50 | HD: 8/8 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 0/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 1/3 L3 3/3 L4 1/2 | DefensesNone | Arcane Ward: 19/22 S tat Block Spells Magic Items Familiar Stat Block Lotham breathed a sigh of relief as Kat teleported out of his web. He hadn't meant to do that. He then looked at the statue and let out a quiet, "Eep!" He started backing away, throwing a bolt of fire at the statue as he went. Mechanics Movement: Backing away as much as possible, but not going up the stairs at the bottom of the map. Action: Cast Fire Bolt at the Statue (advantage due to restrained) - and there's a crit for 28 fire damage Reaction: Counterspell if it looks like Ruxithid is casting a spell
  12. Zorzula's Rest, Sword Mountains Everan's rapier darts quickly into Ruxithid, piercing and scorching flesh. The goblin leader, bloodied and staggered by the assault, seeks an escape, but Mercedes grants no mercy. She roars, leaping forward and slamming her greataxe down, the force propelling her into a whirl as she swings the axe once more, carving into his chest with a decisive cleave. Out of nowhere, a small, ghostly creature materializes behind Ruxithid. This peculiar, hovering entity, resembling a jellyfish, grins and gives Mercedes a friendly wave before going kaboom in a dazzling display of chaotic energy. Kat teleports out of the webbing to the back staircase and runs up to Bruhl's side. She gathers magic around her and explodes with a searing brilliance. With a swift combination, Bruhl swings his sword and staff, delivering a solid thwack to the goblin minion's head and a sharp slash across Ruxithid's legs. Surprised by the maneuver, the goblin falls Prone. Summoning a large scimitar of psychic energy, Jablink unleashes his fury on Bruhl. Two of the slashes penetrate flesh and mind. OOC Round 2: Everan > Mercedes > Kat > Bruhl > Psy gobo (AC16) > Lotham > Ruxithid (AC15) > Statue (AC17) Moved Mercedes' Rage to round 2 so exploding Flumph doesn't catch Kat. Kat needs to make another DC15 WIS save or take psychic damage and has Disadvantage on all attacks and ability checks. If she succeeds, she only takes half damage and the effect ends. Both Bruhl's maneuvers were successful. Jablink was Prone last round, now Ruxithid is Prone. However, Bruhl now has the effect of Bane: he subtracts 1d4 from his next attack or saving throw. Lotham goes next. Damage tracker
  13. Katrina Fairlight LN, Female Human| AC:20* | HP:47/65| Speed:30ft | Perception:14 | Insight:10 * Reaction: shield +5 ac | Favored by the Gods: 0/1 | Inspiration 0/1 | SP: 1/7 Profile | Character Sheet (DDB) As the battle unfolds, Kat reels from the invisible claws of a Phantasmal Killer, her psyche assaulted by manifestations of her deepest, darkest fears. She grits her teeth against the surge of psychic pain that rips through her mind, draining her vitality and clouding her senses with doubt and uncertainty. In a desperate bid to regain her footing, Kat wraps herself in a cloak of silvery mist. The air around her shimmers briefly as she invokes the spell Misty Step, and in the blink of an eye, she teleports 30 feet northwest, reappearing at the bottom of the stairs—her form solidifying from the mist as she seeks a momentary reprieve from the onslaught. Kat charges up the stairs with a renewed sense of urgency, her every step echoing the tumult of the battle that rages around her. As she reaches the thick of the fray, she plants her feet firmly on the ground, her eyes alight with fierce determination. With a deep breath, she utters a single, resonant word of power, her voice cutting through the chaos. In an instant, she becomes the epicentre of a brilliant explosion of radiant energy, washing over her foes in a blinding surge that sears the air with its intensity. OOC, Mechanics Bonus Action: Cast Misty Step - teleport 30' NW (top left of the map, at bottom of stairs) Move: NE, E, E, SE (next to Bruhl) Action: Cast Word of Radiance Reaction: Shield Concentration: Twin Shield of Faith (Mercedes, Everan ) +2 AC, rnd: 2/100 Used Inspiration Used Favoured of the gods Failed, take 19 damage Con check - succeeded - spell still up.
  14. Mercedes Tiefling Folk Hero Wild Magic Barbarian 6 My words | My thoughts | My Actions AC 15 (from spell; 13 normally) HP 32/59 Speed 40 ft., PP 13, darkvision 60 ft. Resistance fire, slashing, piercing, bludgeoning Rage 3/4 Magic Awareness 3/3 Bolstering Magic 3/3 Cantrips hellish rebukeCasting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Range/Area: 60 ft. Components: V, S Duration: Instantaneous Save: DEX 12 You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. | darknessCasting Time: 1 action Range/Area: 60ft./15ft. sphere Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. The sudden floating weapons is terrifying enough, but the pain is enough to power through it. As the slicing and dicing begins, Mercedes takes a slash to the arm that causes her to wince and almost drop her axe, growling lowly after a cry. She breathes in, then out, and then lets the rage begin: when she looks up, her eyes flash green, and wild magic surges into her before her pupils turn completely read and she screams, grinning wildly and laughing maniacally before spinning and bringing her axe down on the goblin twice. Out of the corner of her eye as she spins, she sees something: an intangible spirit, just behind the mind goblin, and waves at her. Her spinning done, she waves back: and it promptly explodes. Out of Character Situational: Move: Action: Attack twice, using Reckless Attack on both Bonus Action: I would like to RAGE, with a Wild Magic SurgeAn intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action. roll; it explodes this round, see rolls below; the flumph appears in the space NW of Rux, thus preventing its explosion from hitting anyone else Reaction: Ongoing Effects/Conditions:
  15. Everan Meliamne - High Elf Bladesinger 10 HP: 62/62 | AC: 16(20) | Speed: 30ft | HD: 10d6/10d6 | Spell Slots: Lv 1 2/4 Lv2 3/3 Lv3 2/4 Lv4 3/3 Lv5 2/2 Perception: +6 | Saving Throws: Str -1 Dex +4 Con +2 Int +8 Wis +5 Cha -1 | Spell DC: 16 | Initiative: +4 StatisticsStr -1 Dex +4 Con +2 Int +4 Wis +1 Cha -1 Languages: Common, Elvish, Draconic, Infernal, Primordial Attacks: -Rapier+1 +9 Damage: 1d8+5 Piercing -Gwa’thern Faln +9 Damage: 1d8+5 Piercing -Firebolt +8 Damage 2d10 Fire | Magic ItemsUncommon + (3) - Rapier +1 - Gwa’thern Faln (Longbow +1, can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.) - Cloak of the Bat ( While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a raven. While you are in the form of the raven, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.) Common (5) Consumable (10) - Potion of Invulnerability *2 - Oil of Etherealness - Potion of Climbing | SkillsAcrobatics: +8* Arcana: +8* Athletics: -1 Animal Handling: +1 Deception: -1 History: +4 Intimidate: -1 Insight: +1 Investigate: +8* Medicine: +1 Nature: +4 Perception: +6* Performance: +3* Persuasion: -1 Religion: +4 Stealth: +8* Sleight of Hand: +4 Survival: +1 | AbilitiesResearcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray Spellcasting Focus You can use a focus as a spellcasting focus for your wizard spells. Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Arcane Recovery Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. Blade Song Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required). While your Bladesong is active, you gain the following benefits: • You gain a bonus to your AC equal to your Intelligence modifier (minimum of+ 1). • Your walking speed increases by 10 feet. • You have advantage on Dexterity (Acrobatics) checks • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature equal to your proficiency bonus. You regain all expended uses of it when you finish a long rest. Extra Attack You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks. Song of Defence You can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level. Spells Conditions : Bladesong (AC 20) + Shield of Faith (AC 22) OOC - I don't think I needed Shield, Everan has AC 22 with Bladesong and Shield of Faith active, but he will always use Shield to block if he needs to! Everan is surprised to see the goblin still breathing after the attacks, but he simply smiles at the goblin as he blocks its attacks back at him. "Bruhl, it is just like old times. Fighting green skins, blade and fire! How fun. How are you faring with the statue everyone?" Reaction : Shield (if needed) Attack Action Green Flame Blade, then regular attack vs Ruxithid
  16. Zorzula's Rest, Sword Mountains Everan's blade is swift and Mercedes' axe is brutal, but the leader of these strange psychic goblins does not fall so easily. Kat tries to hit Ruxithid with her eldritch blasts, but the awkward elevation and obstructed view make it difficult. Bruhl charges the goblins with sword and staff. The longsword misses its target, but the staff strikes true and knocks the dazed goblin on the floor. He hits the ground with a confused and angry yelp. Lotham casts a web spell and the area between the stairs is covered in layers and layers of sticky webbing. The statue is restrained by it, as is Kat. Ruxithid responds to the attacks in kind. Summoning two scimitars of energy, he swings at Everan and Mercedes each. "Obey your master. Unleash the killer!" Ruxithid commands the statue. A wave of energy is released from the statue and washes over Kat. It then proceeds to pummel her with its massive fists. Quickly, she summons a magical barrier to defend herself. OOC Round 1: Everan > Mercedes > Kat > Bruhl > Lotham > Ruxithid (AC15) > Statue (AC17) I assume Everan will Shield that 18, but Mercedes is hit for 11 slashing and 6 psychic. The statue and Kat are Restrained by the Web unless she's got something to avoid it @8w_gremlin Kat is also under the effects of a Phantasmal Killer and takes 18 psychic damage as her worst fears attack her. She also has Disadvantage on attacks and ability checks. You must make a DC15 WIS save to break (or avoid) the effects. If you make the save you take half damage and the effect ends. I also assume Kat will use Shield to deflect Fist 2. Now round 2: Everan > Mercedes > Kat > Bruhl > Psy gobo (AC16) > Lotham > Ruxithid (AC15) > Statue (AC17) I've already got actions for Mercedes and Bruhl queued up. Damage tracker
  17. Oh crap, I forgot it's a 20-ft cube. Hold on, let me take a look. EDIT: Okay, if @8w_gremlin is willing to be caught, let's go with that. Sorry, I should be more on top of things.
  18. Hey @lemonstyx it looks like the 20' cube for Web is going to either catch either Kat or Mercedes in its area.
  19. Brühl Tordönson Character Sheet | Adventure Log CG Illuskan Human "Sailor" Fighter 7 "Battle-Master" / Wizard 1 [8] HP 79/82 | AC 20 | Init +2 | Perception 18 | Investigation 20 Brühl continues with his assault on the goblins. He begins with a leg attack on Ruxithid to try and trip him, and while his center of gravity is low to the ground he also swings his staff in his other hand at the minion aiming for his head. OoC
  20. Lotham Pendricky Sheet | Log Neutral Good, Male Human Wizard 8 (Abjuration) HP: 50/50 | HD: 8/8 (d6) | AC: 13/16Mage Armor | Initiative: +2 | PP: 11 | Speed: 30 ft | Prof Bonus: +3 | Arcane Recovery: 0/1 Status: Normal | DM Inspiration: 0 | Spell Slots: L1 4/4 L2 1/3 L3 3/3 L4 1/2 | DefensesNone | Arcane Ward: 19/22 S tat Block Spells Magic Items Familiar Stat Block Lotham saw Everan attack with his sword (and acknowledged the accompanying green flame with a slight nod) and flung out his hand, intent on keeping the statue from running amok. Mechanics Movement: None Action: Cast Web on the statue (should fill up the area in between the stairs) - DC 18 Dexterity Save or be restrained. Area is difficult terrain. Reaction: Counterspell if it looks like Ruxithid is casting a spell
  21. Mercedes Tiefling Folk Hero Wild Magic Barbarian 6 My words | My thoughts | My Actions AC 15 (from spell; 13 normally) HP 59/59 Speed 40 ft., PP 13, darkvision 60 ft. Resistance fire Rage 2/4 Magic Awareness 3/3 Bolstering Magic 3/3 Cantrips hellish rebukeCasting Time: 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see Range/Area: 60 ft. Components: V, S Duration: Instantaneous Save: DEX 12 You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. | darknessCasting Time: 1 action Range/Area: 60ft./15ft. sphere Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Grinning at her axe's strike, and not quite feeling the need to let her emotions run wild, Mercedes turns at the sound of a giant statue behind her and gasps. She doesn't have a bucket list of things she wants to fight, but having grown up in Waterdeep, giant statues are absolutely something she's wanted to scrap with since she was a child with a wooden play sword. "Let's take this puppy down and go after the big dog! Down you go, you gaudy goblin!" Out of Character Situational: Move: Action: Attack twice, using Reckless Attack on both Bonus Action: Reaction: Ongoing Effects/Conditions:
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