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Day 4 - Vogler


emotionaut

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Jonas Clarkspacer.png


checked-shield.svgAC 11/14 | health-normal.svg HP: 7/7 | awareness.svg PP: 17 | Spell Slots: 1st: 3/1 | InspX | Languages: Common, Draconic | Conditions: Limping (-5 Move)


Jonas curses his shaky hands. Mistress Nightsong would be soo disappointed in you, Jonas. Get a grip on yourself! He slides along the low wall, slowly moving towards the wharves, and motioning his charges to follow close behind. "You are doing well. Take shelter here under the wharf for now."

Turning back from the villagers, Jonas realizes he now stands exposed. A sandy incline has led him up to the level of the street. He can now clearly see Kora and her foe, as it swings it's swords at her. Kora doesn't flinch. By Paladine, but she has the courage of a holy warrior! The least I can do is try and aid her.

Taking a deep breath to calm himself, and almost choking on the smoky air, he makes a precise series of movements with his wand, and snaps out a now-familiar series of arcane syllables.

"የእሳት!"


OOC

Jonas limps to M14.

firebolt

for

damage

 

Name
firebolt
20
1d20+6 14
damage
1
1d10 1
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Bastion

Bastion Wrencrest TokenBastion Wrencrest, Squire of Solamnia Banner

My words | My thoughts | My Actions
AC 14 HP 11/15 Speed 40 ft., PP 13
Sneak Attack 1d6 Precise Strike 2/2

Attacks and Scores

 

 

Scores Skills
Strength 8 (-1)
Save -1
  • Athletics +1

Dexterity 16 (+3)
Save +5

  • Acrobatics +5
  • Sleight of Hand +7
  • Stealth +7
Constitution 13 (+1)
Save +1
 
Intelligence  15 (+2)
Save +4
  • Arcana +2
  • History +2
  • Investigation +4
  • Nature +2
  • Religion +2
Wisdom 12 (+1)
Save +1
  • Animal Handling +1
  • Insight +1
  • Medicine +1
  • Perception +3
  • Survival +3
Charisma 10 (+0)
Save +0
  • Deception +0
  • Intimidation +0
  • Performance +0
  • Persuasion +0

Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total

Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition

Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.

Class and Race Abilities

Mobile
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Squire of Solamnia
Your training in the ways of the Knights of Solamnia grants you these benefits:

  • Mount Up. Mounting or dismounting costs you only 5 ft. of movement.

  • Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits.

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies.

  • Stealth
  • Sleight of Hand

Sneak Attack
1 per turn
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Well, ugly didn't catch. How irritating. Dodging the incoming blows, Bastion tosses his bow as gently as he can to the side and unsheaths both daggers, ducking and backing out of the way where necessary, looking at the blood pooling from Heather nearby and knowing he didn't have much time. Cursing, he steadied himself, pushed on the ground, and launched into a counterattack silently, both blades barred before him and ready to dig into the flesh of this draconic monstrosities. One finds the right stomach, the other the neck, and using the momentum of the blow, Bastion throws the dying draconian aside, glaring as it falls, then narrowing his brows as it turns to stone, a gas emitting from the two wounds. He covers his mouth, and steps where it was.

"Hold on, Heather, I've got you. Just hold on!" He'll have to do his best.

Out of Character

Situational: Words words words
Move: Move to V8 once beastie is dead
Action: Two-weapon attack D4, 23 and 23 to hit, 5 piercing damage total
Bonus Action:
Reaction:
Ongoing Effects/Conditions:

Edited by Gregorotto (see edit history)
Name
On Hand Dagger
23; 4
1d20+5;1d4+3 [18]; [18,1]
Off-Hand Dagger
23; 1
1d20+5;1d4 [18]; [18,1]
Con Save
16
1d20+1 15
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tZ7ip34.jpgKora Shadowhawk


checked-shield.svgAC: 11 (14) | health-normal.svg HP: 14/14 | awareness.svg PP: 11 | Spell Slots: 1st 2/3 | Sorcery Pts: 2/2 | Insp | Languages: Common, Draconic, Dwarven, Sylvan


Nuitari twist its damnable soul, Kora thought venomously to herself as she stepped back a half pace from the impacts of the reptilian's blades against her eldritch shields. Green light and dark vapor played about her hands as she sought position against her opponent. This was taking all of her focus - she was struggling to keep aware of what else could be happening around her. A splash of fire sparked against the creature's hide - probably Jonas' doing. Had he gotten the townsfolk to safety?

Kora drew on her piecemeal knowledge of the arcane, once more reaching into the reptilian's mind. She put more force into this thrust, drawing on additional power. The spell was the same she had used on her opponent's companion. She hoped it would work just as well. The darkness of her eyes deepened and her voice resumed the hollow, echoing quality, as though rising from the Abyss itself. Her words once more became incomprehensible - but nonetheless carried with them a crushing weight of inevitability and raveling sanity.

 

Tabletop

Kora will use her action to cast dissonant whispers on her opponent. It must make a DC 13 Wisdom saving throw or suffer the damage rolled below. If it fails its save, it also tries to flee directly away from Kora as quickly as possible. If it makes its saving throw, it suffers half the damage and doesn't have to flee.

As before if the creature manages to land a hit on Kora, but the attack roll is no more than 18, Kora will use her reaction to cast shield and give herself a +5 to her AC (total 19).

 

Name
Psychic damage (dissonant whispers)
12
3d6 4,4,4
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Jaqi-removebg-preview.png.b3541d0c0510d68f8de0fcef4a59de2b.pngJaqelenna Lanthaloren

Silvanesti Elf Fighter (2) | Conditions: None


 

checked-shield.svgAC: 16 | health-normal.svg HP: 20/20 | awareness.svg PP: 13 | 2nd Wind: 1/1 |Action Surge: 1/1| Insp | Languages: Common, Draconic, Elvish


Jaqi grits her teeth and closes her eyes, focusing her attention inward. She thinks of every muscle, willing it to move despite whatever horror runs through her bloodstream from the aberrant smoke. Finally, she feels a breakthrough and fights against the paralysis. There is work to be done, and she will not be the warrior frozen on the battlefield for eternity.

She exhales a guttural grunt of effort and forces her body to twist as she unceremoniously drops her greatsword to the ground with a resounding clang. With slow and spasming movements, she grabs one of the elegantly crafted handaxes at her waist belt and winds her arm back. Her eyes narrow, calculating the distance between her and her target. Seemingly satisfied with her angle, Jaqelenna swings her arm and looses the handaxe towards the fleeing creature. It slices through the air with an eager bloodlust...and just barely misses its target. Jaqi curses in Elvish and turns on a heel. Her muscles are still sore from whatever affect had taken over her, but she would not let it slow her down.

She reaches down to grab her greatsword and drags it on its dulled edge behind her, showering sparks with each step. She calls out as loud as she can, though her voice is still rasped and hoarse, "Do not let the fighting of these monsters slow you! We must be getting to the escape!" As she passes the alley where Heather lay, Jaqi checks the status of her allies with a swift survey of the battlefield. Bastion is crouched over a bleeding shape. Heather. The poor Kender lies either wounded or dead. "(Elvish) Mithren nedh..." She mutters the elegant Elvish swear and swiftly moves to Bastion and Heather's side. "Does she live, Bastion? We must be moving, now."

 

OoC

Movement - After throwing the axe, I'll move towards where Kora is being attacked; 25 feet to N10. We can deal with D2 when it comes back but the goal is to escape with the civilians, I believe Bastion and Heather are, in the alley. (U7)

Action - Throw a handaxe at D2. ...and miss.

Elvish Translation: Mithren nedh = Silver Tears

 

Edited by Spektor (see edit history)
Name
Throw Handaxe
9
1d20+5 4
Precise Strike (advantage)
12
1d20+5 7
If it hits, Damage (Slashing + Precise Strike d8)
9
1d8+1d6+3 3,3
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***

Location:  Vogler

Day:  4

Round:  5


Jonas failed to find the mark the first time, but he recenters his mind and finds the focus necessary to avoid making the same mistake twice. The bolt of fire shoots across the lane and impacts the creature opposite Kora, though the intensity of the blast leaves something to be desired. But it's better than doing nothing, and his primary goal is the civilians, after all.

Kora herself fares better, utilizing the same maddening words to penetrate the draconian's feeble mind. Wracked with pain and consumed by fear, it flees from her, screaming an alien scream.

To the south, Bastion brandishes his daggers and makes two precise strikes against his own opponent. Already on its last legs, the draconian issues forth a pathetic gurgle and then dies. But before its body can even full slump to the ground, it begins to petrify, while simultaneously billowing forth the paralytic gas. Bastion is quick to guard against it and escapes the worst of its effects, feeling only a minor numbness where the foul cloud brushes past his skin. He then sets his attention on Heather, still unconscious and bleeding on the ground before him.

Having recovered from her own dose of the paralytic gas, Jaqi attempts to bring down the fleeing draconian with a thrown ax, but she just misses the mark. While another warrior might choose pride and charge the enemy for a second chance, Jaqi knows the stakes here are innocent lives, as well as the lives of her friends. She turns and heads in the direction she last saw Bastion, and when she finds him she discovers the fallen form of Heather, just as her fellow squire kneels beside her.

The draconian her ax missed must find some insult in having Jaqi turn her back on it. The thing snarls and runs in her direction. Just as she reaches Heather's side, the draconian lunges at her with its paired shortswords. The first attack deflects off her armor, and she's just able to turn in time to parry the second with the broad blade of her greatsword.
 

OOC

Okay, nobody's paralyzed. Hooray!

The draconian with Kora failed its save and fled (while also taking some hefty damage). At this point, both 1 and 2 are looking equally hurt, bloodied but not quite on death's door. Since I had rolled already for attacks on Kora (before remembering about the forced fleeing), I just used those rolls for the attacks on Jaqi rather than roll again (only because they were misses; had they been hits or crits, I would have rolled again).

To stabilize Heather, you need to succeed on a DC10 Medicine check. If you have a healer's kit, it's an automatic success.

It's the players' turn again, so you're all up in any order. Map updated:
 

image.png.a0da289eafd324759e1a11400b285005.png

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tZ7ip34.jpgKora Shadowhawk


checked-shield.svgAC: 11 (14) | health-normal.svg HP: 14/14 | awareness.svg PP: 11 | Spell Slots: 1st 1/3 | Sorcery Pts: 2/2 | Insp | Languages: Common, Draconic, Dwarven, Sylvan


As the creature fled her psychic spell, Kora allowed herself another smirk of satisfaction. But the sense of victory faded as she saw the reptile shake off her magic and lunge at Jaqi - who Kora suddenly realized was near the other squire Bastion and a fallen and bloody Heather. Her expression hardening, Kora moved closer to the melee, positioning herself near the flame-belching apparatus that the reptiles had abandoned (or died operating). She made a claw-like gesture with her right hand and spoke a syllable or three that sounded as cold and dry as the grave. In response, an oily, smoky miasma rose from her fingertips, twisting across the distance and shaping itself into a shadowy skeletal hand. When the manifestation was close enough, Kora raked down with her hand...and the shadowy duplicate did the same, slashing at the back of the reptilian with deathly arcana.

 

Tabletop

Kora will move to O9 and cast chill touch on the draconian. If she hits, it suffers the damage rolled below and may not regain HP until the start of Kora's next turn.

EDIT: I didn't like the attack roll result, so Kora spends the Bardic Inspiration she has to add 3 to the roll of 12...for a new total of 15. Hopefully, that's enough for a hit.

 

 

Edited by Lonewalker (see edit history)
Name
Spell Attack Roll (CHA) (chill touch)
12
1d20+5 7
Necrotic damage
4
1d8 4
Bardic Inspiration
3
1d6 3
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Jonas Clarkspacer.png


checked-shield.svgAC 11/14 | health-normal.svg HP: 7/7 | awareness.svg PP: 17 | Spell Slots: 1st: 3/1 | InspX | Languages: Common, Draconic | Conditions: Limping (-5 Move)


Jonas squints, trying to take in the whole battlefield. The creature that had been facing Kora was fleeing, possibly due to a spell of hers. Perhaps we can learn from each other... In the meantime, it seemed that the others were dealing with another monster, clustered in the ruins of a house. What do I do? The closer one, who's fleeing? Or the one facing the fighters?

His eyes flicked back and forth, uncertainty holding him back from action. He draws a breath, centers. Help your team, and they will help you.

He draws himself up, wielding his wand with a certitude he did not feel. Solinari, guide me.

He lets fly his most potent spell, hoping it is enough.

"አስማት ሚሳይል!"

OOC

Jonas strides to O12, wincing in pain, but determined to get the best shot.

He fires three Magic Missiles at D2.

 

Name
Magic Missile (3)
14
3d4+3 4,3,4
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Bastion

Bastion Wrencrest TokenBastion Wrencrest, Squire of Solamnia Banner

My words | My thoughts | My Actions
AC 14 HP 11/15 Speed 40 ft., PP 13
Sneak Attack 1d6 Precise Strike 2/2

Attacks and Scores

 

 

Scores Skills
Strength 8 (-1)
Save -1
  • Athletics +1

Dexterity 16 (+3)
Save +5

  • Acrobatics +5
  • Sleight of Hand +7
  • Stealth +7
Constitution 13 (+1)
Save +1
 
Intelligence  15 (+2)
Save +4
  • Arcana +2
  • History +2
  • Investigation +4
  • Nature +2
  • Religion +2
Wisdom 12 (+1)
Save +1
  • Animal Handling +1
  • Insight +1
  • Medicine +1
  • Perception +3
  • Survival +3
Charisma 10 (+0)
Save +0
  • Deception +0
  • Intimidation +0
  • Performance +0
  • Persuasion +0

Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total

Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition

Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.

Class and Race Abilities

Mobile
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Squire of Solamnia
Your training in the ways of the Knights of Solamnia grants you these benefits:

  • Mount Up. Mounting or dismounting costs you only 5 ft. of movement.

  • Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits.

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies.

  • Stealth
  • Sleight of Hand

Sneak Attack
1 per turn
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Does she live? That's the question isn't it.

"I... just, hold on, Jaqi, let me try something!"

Bastion is not a healer, he has never received anything but the most remedial training which he did not take to heart. In the days of yore, before the Cataclysm, perhaps he would have made a good priest to heal the sick and dying with: but that is not today. Right now, the best he has is his wits, and a careful hand; he begins by ripping part of his cloak, and studying her wound, begins to try to stop the bleeding.

He can but try.

Out of Character

Situational:
Move: 
Action: Medicine check!
Bonus Action:
Reaction:
Ongoing Effects/Conditions:

Name
Medicine
18
1d20+1 17
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Screenshot_20230201-234440.png.db8ce705b7312ec5a47bc51f8fc3dc97.pngHeather Nonameyet 

AC: 14 | HP: 1/19 Hit dice: 2/2d10

LR Abilities:  Taunt: 1/2 | Fearless 1/1 | 1st Level 0/2

Attacks | Saves | Spells Sheet


The pain of the rudimentary tourniquet jerks Heather to consciousness. No time to think or speak, with the whole town going to the hells. Time enough later, if they live.

She stumbles to her feet and takes aim at the draconian on the docks.

Edited by Knave (see edit history)
Name
Attack
15
1d20+7 8
Shortbow damage
9
1d6+3 6
Hunter's mark
3
1d6 3
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***

Location:  Vogler

Day:  4

Round:  6


In a concert of magical skill, Kora and Jonas combine to fell the draconian threatening Heather, Bastion, and Jaqi. But just as both times before, a foul gas flows forth from the cracks in the creature's hardening skin. And unfortunately for Jaqi, she takes another full face of the stuff, which causes her body to start seizing up once again.

In the aftermath of the draconian's demise, Bastion drops to Heather's side and begins to hastily fashion a tourniquet to arrest the worst of her bleeding. The sudden shift in her blood pressure rouses her from unconsciousness, and she doesn't waste a moment. Climbing gingerly to her feet, Heather surveys the battlefield and spots the remaining draconian near the docks. After taking a steadying breath, she lines up her shot and lets an arrow fly. It pierces the draconian in the back, felling it. It's body freezes in a pose of defeat as more paralytic fumes escape its petrified skin. The gas is quickly dispersed by the winds off the river to rise into the smoky air above.

For a moment, it seems the defenders of Vogler have won the battle. But then an exterior wall of the Brass Crab shatters outward. A ten-foot-tall brute in black scale mail armor emerges from the ruins of the inn. Holding a barrel of fish under one arm, the hulking figure fills her mouth with a fistful of wriggling fish. From behind her, two more of the reptilian soldiers follow.

"Them next!" the ogre commands, pointing in the direction of Kora, Jonas, and the frightened civilians by the wharf.
 

OOC

All the initial draconians are dead, but Jaqi failed another CON save so she lost her last turn. She can make another save (DC11) to recover and take her turn this round. But if she fails this one, she's paralyzed for 1 minute. Remember inspiration can be used to reroll and Jonas has his Portent dice.

Three new targets have presented themselves! An ogre and two more of the draconians you've been fighting. Boss fight time!

Oh, also, the boats will be here on round 10. And it'll take a round to load them.

It's the players' turn again, so you're all up in any order. Map updated:
 

image.png.2c3c0f1207efd475aad77b0f2db022c2.png

Edited by emotionaut (see edit history)
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Screenshot_20230201-234440.png.db8ce705b7312ec5a47bc51f8fc3dc97.pngHeather Nonameyet 

AC: 14 | HP: 1/19 Hit dice: 2/2d10

LR Abilities:  Taunt: 1/2 | Fearless 1/1 | 1st Level 0/2

Attacks | Saves | Spells Sheet


For every one we kill, there's more coming. Heather brushes away the thought. It wasn't helpful. All they could do was keep fighting and hope it was enough to keep some part of the town safe.

She hobbles forward, ankle still seized up for her earlier misadventure and pale from blood loss. She turns her eyes on the big one.

OOC 

Move to Q10; BA move Hunter's Mark; Action: Attack

 

Edited by Knave (see edit history)
Name
Attack
14
1d20+7 7
Damage
6
1d6+3 3
Hunter's mark
5
1d6 5
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Jaqi-removebg-preview.png.b3541d0c0510d68f8de0fcef4a59de2b.pngJaqelenna Lanthaloren

Silvanesti Elf Fighter (2) | Conditions: None


 

checked-shield.svgAC: 16 | health-normal.svg HP: 20/20 | awareness.svg PP: 13 | 2nd Wind: 1/1 |Action Surge: 0/1| Insp | Languages: Common, Draconic, Elvish


Jaqelenna parries the draconic creature's attacks, doing her best to keep it off of Bastion as he tends to Heather's wounds. The attacks come fiercely and the Elf prepares another heavy strike with her greatsword. Yet, to her surprise, she hears the snap of a bowstring and an arrow buries itself into the creature before she can counterattack. She turns in just enough time to see Heather standing; the tourniquet that covers her wound is already darkening with blood.

The foul mist expels from the creature beside her and once more Jaqi foolishly inhales the fetid fumes and finds her muscles seizing up. "Twilight...ache..." She swears again beneath her breath, this time in the common tongue. Yet through sheer force of will and trained constitution, she overcomes whatever foul chemical seeks to keep her stilled. Her muscles release there tension and she expels a breath of relief.

Without delay, she moves to Heather and gently places a large hand on her shoulder, "Just a little further, little Squire." She nearly cracks a smile at recognizing the Kender as a squire, but there is no time to dwell in the moment. Jaqi gives one swift look at the cowering civilians and nods towards Bastion before making her way to the alley's exit. Her eyes scan and find Kora with Jonas; they appear unharmed -- a good sign that things are going their way. But they are not going to get out of here that easily. The boats have yet to arrive.

She runs up beside the two spellslingers and speaks, "Are either of you hur--" She is cut short by the sight of the hulking figure, flanked by two more of the draconic whelps. "More of them..." The Warrior Elf surveys the area around them and feels her heart recoil defensively at the sudden sight of the so-called dragon's head left behind by the felled Draconians. "The Head of Artillery!" She calls out hoarsely, feeling little need to clarify further as she sprints towards the device and immediately begins attempting to lift and wheel the hulking mass forward to aim at the lurching ogre.

 

OoC

Movement - Moving to P7.

Action - Attempt to move this big dragon head cannon thingy!

 

Edited by Spektor (see edit history)
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Bastion

Bastion Wrencrest TokenBastion Wrencrest, Squire of Solamnia Banner

My words | My thoughts | My Actions
AC 14 HP 11/15 Speed 40 ft., PP 13
Sneak Attack 1d6 Precise Strike 2/2

Attacks and Scores

 

 

Scores Skills
Strength 8 (-1)
Save -1
  • Athletics +1

Dexterity 16 (+3)
Save +5

  • Acrobatics +5
  • Sleight of Hand +7
  • Stealth +7
Constitution 13 (+1)
Save +1
 
Intelligence  15 (+2)
Save +4
  • Arcana +2
  • History +2
  • Investigation +4
  • Nature +2
  • Religion +2
Wisdom 12 (+1)
Save +1
  • Animal Handling +1
  • Insight +1
  • Medicine +1
  • Perception +3
  • Survival +3
Charisma 10 (+0)
Save +0
  • Deception +0
  • Intimidation +0
  • Performance +0
  • Persuasion +0

Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total

Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition

Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.

Class and Race Abilities

Mobile
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Squire of Solamnia
Your training in the ways of the Knights of Solamnia grants you these benefits:

  • Mount Up. Mounting or dismounting costs you only 5 ft. of movement.

  • Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits.

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies.

  • Stealth
  • Sleight of Hand

Sneak Attack
1 per turn
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

She lives.

Heather immediately launches into action, and jarred to attention, Bastion stands as well, his first instinct to go back to the group hiding behind the building and leading them to safety. But then comes the cry of "Them next!" and Bastion answers his own question: they're safer where they are, for now. Jaqi's hoarse cry is enough, and standing, he picks up his nearby bow and sheaths his blade in a fluid motion, before charging towards the giant cannon, joining her.

"I don't think we're enough... we need one more to help us fire this thing!" He says this to no one in particular

Out of Character

Situational:
Move: 20-25 feet to the nearest relevant part of the cannon, DM's choice; also, pick up and sheath weapons as possible/needed
Action: Man the Dragon!
Bonus Action:
Reaction:
Ongoing Effects/Conditions:

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Jonas Clarkspacer.png


checked-shield.svgAC 11/14 | health-normal.svg HP: 7/7 | awareness.svg PP: 17 | Spell Slots: 1st: 3/1 | InspX | Languages: Common, Draconic | Conditions: Limping (-5 Move)


Jonas whirls, his eyes flicking from what he hoped was the last foe to the next one. Sh*t! He turns his eyes from the ogre to his villagers. When did they become my villagers?

He runs to the seawall. "Okay, let's get moving again!" He tries to keep his voice calm. He shoos the civilians forward onto the wharf, pushing them behind him as he wields his wand again. Maybe I can buy some time. The others should be free to join the fight here soon..

He fires a fiery ball of magic at the ogre.

 

OOC

Jonas strides to M14, motioning the villagers to move South.

He looses a Fire Bolt at 7.

 

Edited by taurelin (see edit history)
Name
Fire Bolt
15
1d20+6 9
Fire Damage
1
1d10 1
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 spacer.pngKora Shadowhawk


checked-shield.svgAC: 11 (14) | health-normal.svg HP: 14/14 | awareness.svg PP: 11 | Spell Slots: 1st 1/3 | Sorcery Pts: 2/2 | Insp | Languages: Common, Draconic, Dwarven, Sylvan


Kora swore colorfully when the ogre and additional reptilians came into view. She glanced toward the villagers near Jonas and saw that the initiate was keeping them under guard. She looked toward where Jaqi and Bastion had hurried, clustered around the fire-spewing weapon. Another sharp turn toward the hulking ogre and Kora hurriedly joined the two Squires by the cannon.

 

 

 

 

Tabletop

Move: Wherever she is need around the cannon apparatus to assist. Kora is already right next to it.

Action: Help move, aim, and fire the cannon at the ogre.

 

Edited by Lonewalker (see edit history)
Name
Dexterity Check
13
1d20+1 12
2d10 Roll
8
2d10 1,7
360 Check
267
1d360 267
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