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About This Game

Powerful elements collide in the wake of the attack on Myth Nantar. Since the assault on Myth Nantar, things have been relatively quiet. The Thayans were successfully repelled and have left the area and everything is quiet. A little too quiet for certain.

Game System

D&D 5e

Detailed Description

Powerful elements collide in the wake of the attack on Myth Nantar. Since the assault on Myth Nantar, things have been relatively quiet. The Thayans were successfully repelled and have left the area and everything is quiet. A little too quiet for certain.

The conclusion to the haunting sea-faring tale on the Sea of Fallen Stars.

DDAL-DRW03 Saving Silverbeard
A Four to Six-Hour Adventure for Tier 3 Characters

Community

Adventurers' League
  1. What's new in this game
  2. Thank you all - that'll make it easier :)
  3. My round 4 actions have been reposted
  4. Shiro Hakuryu HP: 85/90 | AC: 18 (23) | Spell Slots: 2/2/0/0/1 | Conditons: Death Ward (prevents auto death from spells or magical effects. if 0hp is hit due to damage maintain 1hp) Shillelagh (weapon charged for combat 1 minute) Spirit Guardians (Conc 10minutes, 15foot aura from self, half speed to those in it who are not marked as allies. Deals Radiant Damage to those inside it, DC16wis save to half damage) Reaction Set: Shield, Shiro finished releasing the captain's bonds "let's go Captain." He stated as he helped the captain to her feet and he headed towards the door that lead out of the room. Statblock Human Cleric (Life) 9/ Fighter- E.Knight 3 12 CG AC 16/18 HP 90 Speed 30ft Str 8 (-1) Dex 16 (3) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 10 (0) Attacks Sacred Flame (Rad/90ft) DC16Dex 3d8 Quarterstaff (Shillelagh + Booming blade) +8 1d8+4+2d8+1d8 Guiding Bolt (Rad/120ft) +9 4d6 Toll the Dead (Necro/60) DC16Wis 3d8 or 3d12 Word of Radiance (Rad/5ft hit all enemies) DC16Con 3d6 Stat Array: 8, 15, 13, 10, 15, 10 Race Human Stats: +1 to Wis (16) and Con (14) Free Skill: Acrobatics Free Feat: Resilient Dex (+1 to Dex (16) Proficiency in Dex Saves) Level 4: +2 Wis Level 8: Magic Initiate Druid (Shillelagh, Produce Flame, Goodberry) Background Urchin/Custom Background Feature: City Secrets (Double Travel Speed while in a city) Background Skills: Perception, Stealth Background Gear: A small knife (Dagger), a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp Class Features As a cleric, you gain the following class features. Hit Points Hit Dice: 1d8 per cleric level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: All simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: a mace or spear scale mail, Leather armor or Chain mail if proficient any simple weapon (Dagger) an explorer's pack A shield and a holy symbol Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. Disciple of Life Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level. you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. Blessed Healer Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. Multiclass to Fighter/Eldritch Knight (8 thru 11) Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. Defense: While you are wearing armor, you gain a +1 bonus to AC. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot. Spells Known You know three 1st level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + proficiency bonus + Intelligence mod Spell attack mod = proficiency bonus + Intelligence mod Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. Bonded with Quarterstaff and Dagger Level 12: Cleric to level 9
  5. I have reposted Orn's actions from the old site. I can see about doing the same for Ser Vindiculus and Thunder if I get a chance.
  6. Orn | Neutral Good, Male Hill Dwarf Cleric 11 (Forge) HP: 32/102 | HD: 11/11 (d8) | AC: 21/24With +1 shield | Initiative: -1 | PP: 15 | Speed: 25 ft | Channel Divinity: 1/2 (Harness Divine Power 1/2) Status: Conc on Banishment | DM Inspiration: 0 | Spell Slots: L1 3/4 L2 2/3 L3 2/3 L4 2/3 L5 0/2 L6 0/1 | DefensesResistance to fire and poison damage | Prof Bonus: +4 Stat Block Attributes, Saves and Skills Str 14Save +3 Athletics +2 Dex 8Save +0 Acrobatics -1 Sleight of Hand -1 Stealth +3 (proficient) Con 16Save +4 Int 10Save +1 Arcana +0 History +0 Investigation +0 Nature +0 Religion +0 Wis 20Save +10 (proficient) Animal Handling +5 Insight +9 (proficient) Medicine +9 (proficient) Perception +5 Survival +5 Cha 10Save +5 (proficient) Deception +4 (proficient) Intimidation +0 Performance +0 Persuasion +0 Race Features: Speed (25ft), Darkvision, Dwarven Resilience, Stonecunning, Dwarven Toughness Background Feature: Criminal Specialty (Smuggler), Criminal Contact Class Features: Spellcasting, Channel Divinity (2/rest), Channel Divinity: Harness Divine Power (2/long rest), Destroy Undead (CR 2) Subclass Features (Forge Domain): Bonus Proficiency, Blessing of the Forge, Channel Divinity: Artisan's Blessing, Soul of the Forge, Blessed Strikes Attacks Warhammer +6 attack, 1d8+2 bludgeoning Handaxe +6 attack, 1d6+2 slashing Languages, Tool Proficiencies Common, Dwarvish, Thieves' Tools, Smith's Tools, Dice, Mason's Tools, Vehicles (Land), Vehicles (Water) Spells Cleric: Wisdom, +10, DC 18 Cantrips: Guidance, Mending, Sacred Flame, Toll the Dead, Word of Radiance Level 1: Bless, Command, Healing Word, Identify (domain), Protection from Evil and Good, Searing Smite (domain) Level 2: Aid, Blindness/Deafness, Heat Metal (domain), Hold Person, Magic Weapon (domain), Silence, Spiritual Weapon Level 3: Dispel Magic, Elemental Weapon (domain), Protection from Energy (domain), Speak with Dead, Spirit Guardians Level 4: Banishment, Fabricate (domain), Wall of Fire (domain) Level 5: Animate Objects (domain), Creation (domain), Dawn, Flame Strike Level 6: Heal Magic Items Consumable Magic Items: Potion of Healing Common Magic Items: Pole of Collapsing, Wand of Pyrotechnics, Cloak of Billowing, Staff of Birdcalls Permanent Magic Items: Cloak of Protection (attuned), +1 Shield (Renown Item), +1 Amulet of the Devout (attuned), Dimensional Shackles, Bowl of Commanding Water Elementals Inactive Magic Items: Another blast of fire and Orn was starting to get ticked off. He summoned Lathander's forge hammer to try to smack the dragon and then called down some of Lathander's searing light, although he doubted it would have much effect. Mechanics DC 16 Conc Save - 20 Bonus Action: Cast Spiritual Weapon - Attack 26 for 10 Force Damage Action: Cast Sacred Flame - DC 18 Dexterity Save for 21 Radiant Damage Movement: W 6 squares, S 1 square
  7. Thanks, PK. It's too bad we didn't get it wrapped up on the OG site, but I really appreciate you being able to move it over.
  8. Let me see if we get the last couple players in here. I know QuirkyJoe has bowed out and CatullusCato hasn't been on in a while but I think crazncanuck is still with us.
  9. Hi everyone. We'll wrap up the battle here.
  10. Owain Hearthen - HP: 84/84 | AC: 21 | Speed: 30ft | HD: 11d10/11d10 | Spell Slots: Lv 1 0/4 Lv2 2/3 Lv3 2/3 | Lay on Hands: 11/55 | Channel Divinity: 0/1 Perception: +4 | Saving Throws: Str +9 Dex +4 Con +6 Int +3 Wis +9 Cha +11 | Spell DC: 15 | Initiative: +0 StatisticsStr +5 Dex +0 Con +2 Int -1 Wis +1 Cha +3 Languages: Common, Elvish, Infernal Attacks: -Longsword+1 +10 Damage: 1d8+8 Slashing -Blood Spear +9 Damage: 1d6+7 Piercing -Javelin +9 Damage 1d6+7 Piercing | Magic ItemsUncommon + (6) - Longsword +1 - Blood Spear (When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.)* - Cloak of Protection (+1 to AC and saves)* - Bowl of commanding water elementals (While this bowl is filled with water, you can use an action to speak the bowl's Command Word and summon a Water Elemental, as if you had cast the Conjure Elemental spell. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.) Common (5) Consumable (10) - Superior Healing Potion (8d4 + 8) | SkillsAcrobatics: +0 Arcana: -1 Athletics: +9* Animal Handling: +5 Deception: +3 History: -1 Intimidate: +7* Insight: +1 Investigate: -1 Medicine: +1 Nature: -1 Perception: +5* Performance: +3 Persuasion: +7* Religion: -1 Stealth: +0 Sleight of Hand: +0 Survival: +5* | AbilitiesAura of Protection : Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus o f +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet. Fighting Style : Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Divine Smite : Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Spellcasting : No of spells Cha + 1/2 level Lay on Hands. Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Divine Sense. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Divine Health : Immune to disease Channel Divinity When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage. Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Harness Divine Power You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest. Relentless Avenger By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks. Extra Attack Aura of Courage Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet. Improved Divine Smite By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Divine Smite with an attack, you add this damage to the extra damage of your Divine Smite. 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. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Story Rewards Ally: Zehira Deryan As a thanks for freeing her from the morkoth lair, Zehira becomes a staunch ally of the characters. She boldly assumes command of Umberlee’s Resolve. Upon return to Turmish, she makes amends with her parents and takes on the role of a privateer captain sailing under the flag of Turmish. She accompanies the characters on the next adventure. Ally: Thessalia Lamaer Helping Thessalia retrieve the bowl of commanding water elementals earns them her allyship. Thessalia is less of a fighter and more of a scholar, but she gladly helps research topics that aid in their quest. Like Zehira, Thessalia is proudly Turmish and wants to keep her homeland free from Thay. Spells Lv1 Spells Prepared Bless, Bane, Hunters Mark, Shield of Faith, Wrathful Smite, Protection from Evil and Good Lv2 Spells Prepared Hold Person, Misty Step, Find Steed, Warding Bond Lv3 Spells Prepared Haste, Protection from Energy, Crusaders Mantle, Revivify Vow of Emnity Fire Resistance Owain took a moment to ready himself. His wounds were healed and his armour was only warm, no longer burning. He took this brief few seconds to renew his vow of Emnity, until he or this dragon died he would not stop! He summoned a protective shield and then strode out to meet this dragon head on! Bonus: Channel Divinity : Vow of Emnity Action : Cast Protection from Energy - fire Move : move 30ft towards dragon, should end up near Vindiculus
  11. %5BFONT%3D%22Courier%20New%22%5D%5BSIZE%3D%224%22%5D%5BB%5DDragon%20Isle%3A%20Volcano%5B%2FB%5D%5B%2FSIZE%5D%5Bhr%5D%5B%2Fhr%5D%5BRIGHT%5D%5BB%5DTime%20of%20Day%5B%2FB%5D%3A%20Early%20Afternoon%3B%20%5BB%5DIllumination%5B%2FB%5D%3A%20Dark%3B%20%5BB%5DWeather%5B%2FB%5D%3A%20warm%20and%20humid%5B%2FRIGHT%5D%5B%2FFONT%5D%0A%0A%5BCENTER%5D%5BURL%3D%22https%3A%2F%2Fi.imgur.com%2FIZbWbyh.png%22%5D%5BIMG2%3D800%5Dhttps%3A%2F%2Fi.imgur.com%2FIZbWbyh.png%5B%2FIMG2%5D%5B%2FURL%5D%5B%2FCENTER%5D%0A%0AOrn%20heals%20Owain%2C%20reviving%20him.%20Owain%20climbs%20back%20to%20his%20feet%20and%20wades%20back%20into%20battle%2C%20slaying%20the%20last%20of%20the%20wyrlings%20before%20moving%20to%20the%20shelter%20of%20the%20cave.%20Myranda%20sends%20a%20spiritual%20weapon%20into%20battle%20and%20fire%20more%20arrows%2C%20striking%20the%20dragon.%20Shiro%20grabs%20the%20club%20and%20begins%20to%20free%20Zaheira.%20Thunder%20moves%20closer%20to%20the%20group%20and%20works%20a%20spell%20to%20mend%20some%20of%20the%20damage%20you've%20taken.%20Magnus%20casts%20darkness%2C%20disappearing%20into%20a%20globe%20of%20inky%20blackness.%20You%20see%20the%20globe%20move%20towards%20the%20dragon.%0A%0AFurious%2C%20the%20dragon%20unleashes%20a%20roar%20that%20shakes%20the%20cavern%20walls%20and%20moves%20forward%20in%20the%20lava%2C%20belching%20another%20gout%20of%20fire%20that%20washes%20over%20move%20of%20you%20in%20the%20eastern%20section%20of%20the%20cavern%2C%20including%20the%20poor%20auroch.%0A%0A%5BB%5DRound%204%3A%20PCs%20(all%2C%20any%20order)%5B%2FB%5D%0A%0A%5BFIELDSET%3D%22OOC%22%5D%5BB%5DOrn%5B%2FB%5D%3A%20cast%20heal%20on%20Owain%3B%20move%3B%0A%5BB%5DRD%20%5B%2FB%5D(legendary)%3A%20tail%20attack%20at%20Vindiculus%2C%2014%20dmg%3B%20%5BB%5D%5BCOLOR%3D%22Red%22%5DVindiculus%20loses%2014%20hit%20points%5B%2FCOLOR%5D%5B%2FB%5D%0A%5BB%5DOwain%5B%2FB%5D%3A%20stand%20from%20prone%3B%20pickup%20longsword%3B%20longsword%20at%20RDW2%2C%2022%20dmg%3B%20longsword%20at%20RDW2%2C%2020%20dmg%20%5BCOLOR%3D%22Red%22%5DDEAD%5B%2FCOLOR%5D%3B%20move%3B%0A%5BB%5DRD%20%5B%2FB%5D(legendary)%3A%20tail%20attack%20at%20Vindiculus%2C%20miss%3B%0A%5BB%5DMyranda%5B%2FB%5D%3A%20cast%20spiritual%20weapon%20at%20RD%2C%2017%20dmg'%3B%20move%3B%20longbow%20at%20RD%2C%20miss%3B%20longbow%20at%20RD%2C%2012%20dmg%3B%0A%5BB%5DRD%20%5B%2FB%5D(legendary)%3A%20tail%20attack%20at%20Vindiculus%2C%2013%20dmg%3B%20%5BB%5D%5BCOLOR%3D%22Red%22%5DVindiculus%20loses%2013%20hit%20points%5B%2FCOLOR%5D%5B%2FB%5D%0A%5BB%5DShiro%5B%2FB%5D%3A%20pickup%20club%3B%20move%3B%20draw%20knife%20and%20remove%20bonds%3B%0A%5BB%5DThunder%5B%2FB%5D%3A%20move%3B%20cast%20mass%20cure%20wounds%2C%20%5BCOLOR%3D%22YellowGreen%22%5D%2B27%20hp%20for%20Myranda%2C%20Thunder%2C%20Magnus%2C%20Vindiculus%5B%2FCOLOR%5D%20(Orn%20and%20Owain%20out%20of%20range)%0A%5BB%5DMagnus%5B%2FB%5D%3A%20cast%20darkness%3B%20move%3B%0A%5BB%5DRD%5B%2FB%5D%3A%20fire%20breath%20at%20Vindiculus%2C%20Myranda%2C%20Orn%2C%20Magnus%2C%20Thunder%2C%20and%20Auroch%2C%2065%20dmg%2C%20%5BCOLOR%3D%22Magenta%22%5DDex%20Save%20DC%2021%20for%20half%5B%2FCOLOR%5D%3B%20%5BB%5D%5BCOLOR%3D%22Red%22%5DVindiculus%2C%20Myranda%2C%20Orn%2C%20Magnus%2C%20Thunder%2C%20and%20Auroch%20lose%2065%20(or%2032)%20hit%20points%5B%2FCOLOR%5D%5B%2FB%5D%0A%0A%5BROLL%3D%22RD%20Legendary%20Action%20Tail%20Attack%2C%20bludgeoning%20dmg%22%5D1d20%2B14z%202d8%2B8z%5B%2FROLL%5D%0A%5BROLL%3D%22RD%20Legendary%20Action%20Tail%20Attack%2C%20bludgeoning%20dmg%22%5D1d20%2B14z%202d8%2B8z%5B%2FROLL%5D%0A%5BROLL%3D%22RD%20Legendary%20Action%20Tail%20Attack%2C%20bludgeoning%20dmg%22%5D1d20%2B14z%202d8%2B8z%5B%2FROLL%5D%0A%0A%5BROLL%3D%22RD%20recharge%22%5D1d6z%5B%2FROLL%5D%0A%5BROLL%3D%22RD%20breath%20weapon%20fire%20dmg%22%5D18d6z%5B%2FROLL%5D%0A%5B%2FFIELDSET%5D Dragon Isle: Volcano Time of Day: Early Afternoon; Illumination: Dark; Weather: warm and humid Orn heals Owain, reviving him. Owain climbs back to his feet and wades back into battle, slaying the last of the wyrlings before moving to the shelter of the cave. Myranda sends a spiritual weapon into battle and fire more arrows, striking the dragon. Shiro grabs the club and begins to free Zaheira. Thunder moves closer to the group and works a spell to mend some of the damage you've taken. Magnus casts darkness, disappearing into a globe of inky blackness. You see the globe move towards the dragon. Furious, the dragon unleashes a roar that shakes the cavern walls and moves forward in the lava, belching another gout of fire that washes over move of you in the eastern section of the cavern, including the poor auroch. Round 4: PCs (all, any order) OOC Orn: cast heal on Owain; move; RD (legendary): tail attack at Vindiculus, 14 dmg; Vindiculus loses 14 hit points Owain: stand from prone; pickup longsword; longsword at RDW2, 22 dmg; longsword at RDW2, 20 dmg DEAD; move; RD (legendary): tail attack at Vindiculus, miss; Myranda: cast spiritual weapon at RD, 17 dmg'; move; longbow at RD, miss; longbow at RD, 12 dmg; RD (legendary): tail attack at Vindiculus, 13 dmg; Vindiculus loses 13 hit points Shiro: pickup club; move; draw knife and remove bonds; Thunder: move; cast mass cure wounds, +27 hp for Myranda, Thunder, Magnus, Vindiculus (Orn and Owain out of range) Magnus: cast darkness; move; RD: fire breath at Vindiculus, Myranda, Orn, Magnus, Thunder, and Auroch, 65 dmg, Dex Save DC 21 for half; Vindiculus, Myranda, Orn, Magnus, Thunder, and Auroch lose 65 (or 32) hit points [ROLL="RD Legendary Action Tail Attack, bludgeoning dmg"]1d20+14z 2d8+8z[/ROLL] [ROLL="RD Legendary Action Tail Attack, bludgeoning dmg"]1d20+14z 2d8+8z[/ROLL] [ROLL="RD Legendary Action Tail Attack, bludgeoning dmg"]1d20+14z 2d8+8z[/ROLL] [ROLL="RD recharge"]1d6z[/ROLL] [ROLL="RD breath weapon fire dmg"]18d6z[/ROLL]
  12. Continuing our adventure from Old MW. The thread can be found here:
  13.  
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