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Chapter 02c-1: Shadow of War (Fetching Tatina Rookledust)


Kamishiro_Rin

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Posted (edited)
Date

On This Misham, the 25th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Thursday, March 25, 351 AC)

The 5th Day of the Campaign - About 6:30ish

Fetching Tatina Rookledust

(Everyone)

IC

Round 4

   Kapak 2 continues rolling on the ground, having failed its end-of-turn saving throw against resisting Mery’s Tasha’s hideous laughter spell.

   Kapak 6 Struggles mightily against Hunni’s GCS, but it just cannot break free.

image.png.5559dbd0a835277dfae3ae8efb8caeb0.png

OOC

   The map of the Kalaman region in Maps & Game Information illustrates this area.

   Round 5, START!

Statblocks

Kapak DraconianKapak Draconian

Medium Monstrosity, typically Lawful Evil
Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)

Kapak # HP Max HP % Remaining Conditions?
1 0 37 0% Dead
2 38 38 100% Tasha’s Hideous Laughter
3 0 35 0% Dead
4 0 32 0% Dead
5 0 43 0% Dead
6 6 48 13% Grappled

Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Dex +5
Skills Deception +4, Perception +3, Stealth +7
Damage Immunities poison

Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature.

Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target's next turn. While poisoned in this way, the target is also paralyzed.

Dagger.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Source: DSotDQ, page 198

Edited by Kamishiro_Rin (see edit history)
Name
Kapak2 DC 14 Wis SV vs. Tasha’s Hideous Laughter (End of Turn)
5
1d20+1 4
Kapak6 DC 16 Dexterity (Acrobatics) check vs. Grappled
14
1d20+3 11
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 21 (Plate, Shield +1) | HP: 31/31 (5 THP) | HD: 4/4 | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 18 (+4) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has Evasion.


My words,  | My thoughts,’  | My actions . . .


 

In striking range of the restrained Kapak already, Artanis yells for Decimus to get clear before attempting to run it through. Once the wizard is clear, he threads his blackened lance between the snakes coils - a difficult strike, it lacks power without Tiergan's might behind it, but is enough to do the job. The draconian melts into acid shortly after, splattering only scales.

 

OOC

Action: Lance Vs Kap6

Bonus Action: Urgent Orders Decimus [that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.]

Movement: 

Reaction: 

Object Interaction: 

Mount Action: Dodge

Mount Movement: 

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

  RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage.

  RDA Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage.

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 2/2 (Long Rest)

Commanding Rally. 2/2 (Long Rest)

  Leadership Dice (d6). 1/4 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Edited by PureChance (see edit history)
Name
Urgent Orders THP
3
1d6 3
Attack v Kap6
16
keep(2d20,highest,1)+6 10,7
Damage
8
1d12+1d4+6 1,1
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spacer.pngModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 67/61 (4d12+16+8+1) | Speed: 25'
Senses: Darkvision 60 ft., passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Rages: 1/3 | Magic Awareness: 2/2


"Right then." The sparks flying from his warhammer fade, then dissipate as Modri walks over to the remaining Draconian, pulling his hempen rope from his pack. "See what the rest of you can do with this." He quickly and thoroughly starts tying the laughing Draconian's hands, feet, even wings trying to make a good tangle to keep the enemy from fighting back or running away before the spell on it fades.

 

 

OOC

Movement: -

Bonus Action: -

Action: Attempt to tie up Kap2

 

Edited by Peacemonger (see edit history)
Name
Survival Check for Rope Use
18
1d20+3 15
Advantage
18
1d20+3 15
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 spacer.pngColtan Bluetemper

Level 4 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Coltan dashes up to Modri and helps his dwarven companion hog tie the last draconian. A prisoner to interrogate would be very valuable.

The translucent warhammer holds ready to strike if needed.


OOC

Feature: Rustic Hospitality

Since Coltan comes from the ranks of the common folk, he fits in among them with ease. He can find a place to hide, rest, or recuperate among other commoners, unless he has shown himself to be a danger to them. They will shield him from the law or anyone else searching for him, though they will not risk their lives for him.

Action: Help Modri tie up draconian

Bonus Action: Spiritual Weapon in C16, round 5 of 10.

Movement: move to B13

Reaction:

Use Object:

Concentration: Bless on Artanis, Decimus & Modri

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +6 or DC 14 | 1st 3/4 | 2nd 2/3

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  4. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1st level spells prepared

  • Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

War Caster

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature

 
 
Edited by JubalBreakbottle (see edit history)
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Posted (edited)

 

 

Giant Constrictor Snake

Huge Beast, UnalignedGiant Constrictor Snake

Armor Class 12
Hit Points 60 (8d12+8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4)

 

 

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages
Challenge 2 (450 XP)     Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Environment: Desert, Forest, Swamp, Underdark, Underwater
Source: MM, page 324. Also found in ToA; GoS; DIP; SLW; EGW; WBtW. Available in the SRD. 

   Hunni’s G.C.S. makes a DC 12 Dexterity saving throw.

   Decimus makes a DC 12 Dexterity saving throw.

   Decimus does not need to make a saving throw. Ignore it.

Statblocks

Kapak DraconianKapak Draconian

Medium Monstrosity, typically Lawful Evil
Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)

Kapak # HP Max HP % Remaining Conditions?
1 0 37 0% Dead
2 35 38 92% Prone, 2d6 acid damage for 9 more rounds, tied up by Modri and Coltan
3 0 35 0% Dead
4 0 32 0% Dead
5 0 43 0% Dead
6 6 48 13% Dead

Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Dex +5
Skills Deception +4, Perception +3, Stealth +7
Damage Immunities poison

Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature.

Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target's next turn. While poisoned in this way, the target is also paralyzed.

Dagger.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Source: DSotDQ, page 198

   Kapak 2 makes a DC 12 Dexterity saving throw to avoid the acid splash from Kapak 6. It fails. This deals acid damage to it, giving it the opportunity to save against Mery’s hideous laughter spell with advantage. It passed the save, so now it’s prone, but no longer laughing.

 

All of which will happen at the start of its turn, apparently. As pointed out by PureChance.

 

Now excuse me while I go beat my head against a wall.

 

image.png.811a2c327841e7e8befc23894c79a0eb.png

 

COMBAT IS FINISHED. It's Tied up.

Edited by Kamishiro_Rin (see edit history)
Name
Hunni’s G.C.S. makes a DC 12 Dexterity saving throw
12
1d20+2 10
Decimus makes a DC 12 Dexterity saving throw
14
1d20+3 11
Kapak 2 makes a DC 12 Dexterity saving throw
7
1d20+3 4
Kapak2 DC 14 Wis SV vs. Tasha’s Hideous Laughter (Took Damage)
20
keep(2d20,highest,1)+3 17,15
Acid Damage from Kapak 6’s melting
3
2d6 1,2
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 4 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 18 (+6)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +6 or DC 141st 3/4 2nd 1/3 | Bardic Inspiration: 1/4


 “My words,” | ‘My thoughts,’ | My actions


 

Mery dismounts from Handsome and signals the gelding to stay where he is. If the creature has any surprises up its metaphorical sleeves, she hopes the distance will be enough to keep her horse safe. Besides, she hopes this wouldn't take long. She walks up to the bound Draconian, searches it for any spell components or spell component pouches, and removes them.

Advancing to a spot about seven feet from the Draconian, she says, "My friends and I have encountered the grunts of your kind—those known as baaz—and wiped them out easily." Then, voice dripping with scorn, she continues, "I see you and your kapak brethren don't offer much more in the way of a challenge—pity, that. Please me by telling me what I want to know, and you can return to your queen with a message. What is your aim in this place? What mission are you on? What do you know of your queen's plans for this region? My tattooed Dwarven friend over there has a way of getting nasty with beings who won't do as I ask. He's been wanting to rip the wings of one of your kind off, and I'm inclined to let him try if you resist. Keep resisting," and here she gives a sinister chuckle, "and I'll have him take your tail off, too. You lizards don't seem to need to glide all that often, but if you lose your tail, it'll make you effectively a cripple for the rest of your life because you won't be able to balance yourself. Choose wisely, lizard." She regards the creature through narrowed eyes.

She then looks at Modri and says, "If it resists at first, break its arm or something to show that we mean business. If it continues to resist, feel free to rip off one of its wings." She wants to give Modri as much freedom in handling the creature as possible, and this approach gives him the freedom to do something else if her suggestions violate his sense of honor. She's pretty sure he knows this creature will not hesitate to do worse than her suggestions if given the opportunity, but she isn't sure whether he understands how much more effective intimidation is when actions back up words. If she had the physical strength, she'd gladly break its arm or rip its wing off herself to avoid any stain on anyone else's honor and provide the necessary actions to back her threats up, but alas, all she had was the ability to be convincing. She'd have to trust her friends to find a way to back her words up with action.

To Kai, she speaks in Elvish.

Mery's Elvish to Kai

 

"Please give its responses a truthfulness check. I think it will try to lie if it can and we need to be on top of that."

OOC

Action:

Bonus Action:

Reaction:

Movement:

Object Interaction:

Mount Action:

Mount Movement:

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (4 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Cutting Words (requires use of bardic inspiration)

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   14 arrows in quiver, 0 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (3/3 slots): prestidigitation, vicious mockery, message
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (3/3 slots): invisibility, heat metal, enhance ability

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

I'm going to roll Intimidation twice in the hope that one of you will provide the Aid action, but if not, we can just disregard the second roll.

Edited by tbgg (see edit history)
Name
Initimidation attempt 1
22
1d20+6 16
Intimidation attempt 2 (if aided)
25
1d20+6 19
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Date

On This Misham, the 25th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Thursday, March 25, 351 AC)

The 5th Day of the Campaign - About 6:30ish

Fetching Tatina Rookledust

(Everyone)

IC

Interrogation

   At first, the draconian struggles mightily against its bonds. No sooner does it get one of its hands free, Mery threatens it. It wisely stops attempting to escape, fearing the pain she promises. Besides, it’s weapons have been confiscated—there’s nothing it can do but comply.

   In draconic, it answers, “We were on our way to deliver more treasures gathered for the cause but were ordered to gather spare parts for a secret weapon.”

   As you all see, there are 5 backpacks dropped by now-melted draconians. You all remember hearing them clang and ding as they hit the ground, as if metal—some small, some large—jostled together.

   “The maker wasn’t home, so we broke in and took what we were sent to get—too bad for her: she didn’t get paid!”

   “We are to deliver these up to Fire-Eye’s forces north of here,” it finishes.

   In two of the backpacks, you will find metal parts. They’re painted black, except where there should be connections (and those are covered with a coat of grease to prevent rust). Decimus immediately recognizes a good number of the parts: they’re spare parts for the Boilerdrak!

   In the third backpack, they find 5 gems, each appearing to probably be worth about 10 gp; 1,900 cp, 500 sp, and 60 gp, a spell scroll (2nd level); and, 4 red potions that glimmer when agitated. However, two of the potions glimmer a somewhat brighter red than the other two. Finally, there is a potion separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

   In the fourth backpack, they find 7 gems, each appearing to probably be worth about 10 gp, and 2,500 cp, 1,100 sp, and 110 gp.

   In the fifth backpack, they find 7 gems, each appearing to probably be worth about 10 gp; 900 cp, 1,100 sp, 3,300 gp, and 170 pp; and, 1 red potion that glimmer when agitated—it, too, glimmers brightly.

   In the sixth backpack, they find 600 cp, 8,000 sp, and 80 gp; and, 4 interesting items mixed in with eight art pieces (See OOC, below, for both).

OOC

   The map of the Kalaman region in Maps & Game Information illustrates this area.

Totals:

   Boilerdrak spare parts, 2 potions of healing (2d4 + 2 hp), 3 potions of greater healing (4d4 + 4 hp), and 1 potion of climbing, 19 10-gp gems, 5,900 cp, 10,700 sp, 3,550 gp, and 170 pp, 4 magic items (pictured below—a Cloak of ElvenkindWhile you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action., a Wand of WebThis wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
, a Brooch of ShieldingWhile wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell., and a Trident of Fish CommandThis trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
), and 8 250-gp art pieces.

Cloak of Elvenkind Wand of Web Brooch of Shielding Trident of Fish Command

d10 250 gp Art Piece
1

Box of turquoise animal figurines

2 Brass mug with jade inlay
3 Bronze crown
4 Carved ivory statuette
5 Gold bird cage with electrum filigree
6 Gold ring set with bloodstones
7 Large gold bracelet
8 Large well-made tapestry
9 Silk robe with gold embroidery
10 Silver necklace with a gemstone pendant

   For the art pieces, please choose from the table, above, or roll, if you’d like. There are 8 such pieces, total, so I’ll leave it up to you how you want to divide that up. If more than one of you wants a similar piece—such as three of you wanting a large gold bracelet, then that’s fine, you find 3 large gold bracelets. I’m leaving this one entirely up to you all!

Statblocks

Kapak DraconianKapak Draconian

Medium Monstrosity, typically Lawful Evil
Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)

Kapak # HP Max HP % Remaining Conditions?
2 35 38 92% Hogtied by Modri and Coltan

Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Dex +5
Skills Deception +4, Perception +3, Stealth +7
Damage Immunities poison

Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature.

Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target's next turn. While poisoned in this way, the target is also paralyzed.

Dagger.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Source: DSotDQ, page 198

Edited by Kamishiro_Rin (see edit history)
Name
DC 22 (or 25) Wisdom saving throw against Intimidation
10
1d20+1 9
DC 18 Dexterity (Acrobatics) check to get out of bonds
20
1d20+3 17
1–4 × 3
40,13,43
repeat(1d100,3) 40,13,43
40: 2d6 10 gp gems
5
2d6 2,3
40: Roll 1d6 times on Magic Item Table A.
6
1d6 6
roll
93,97,66,96,28,37
repeat(1d100,6) 93,97,66,96,28,37
6d6 × 100 cp, 3d6 × 100 sp, & 2d6 × 10 gp
1900; 500; 60
6d6*100;3d6*100;2d6*10 [6,3,2,3,1,4]; [6,3,2,3,1,4,2,2,1]; [6,3,2,3,1,4,2,2,1,1,5]
13: 6d6 × 100 cp, 3d6 × 100 sp, & 2d6 × 10 gp
2500; 1100; 110
6d6*100;3d6*100;2d6*10 [5,3,6,1,5,5]; [5,3,6,1,5,5,3,2,6]; [5,3,6,1,5,5,3,2,6,5,6]
13: 2d6 10 gp gems
7
2d6 6,1
43: 6d6 × 100 cp, 3d6 × 100 sp, & 2d6 × 10 gp
900; 1100; 80
6d6*100;3d6*100;2d6*10 [1,1,2,2,1,2]; [1,1,2,2,1,2,6,1,4]; [1,1,2,2,1,2,6,1,4,4,4]
43: 2d6 10 gp gems
7
2d6 5,2
43: Roll 1d6 times on Magic Item Table A.
1
1d6 1
roll
97
1d100 97
2d6 × 100 cp, 2d6 × 1,000 sp, 6d6 × 100 gp, and 3d6 × 10 pp
600; 8000; 3300; 170
2d6*100;2d6*1000;6d6*100;3d6*10 [5,1]; [5,1,4,4]; [5,1,4,4,6,5,6,6,5,5]; [5,1,4,4,6,5,6,6,5,5,6,6,5]
5–10 × 1
92
1d100 92
2d4 250 gp art objects
8
2d4 4,4
Roll 1d4 times on Magic Item Table F.
4
1d4 4
roll
34,63,30,57
repeat(1d100,4) 34,63,30,57
roll
2,2,9,9,9,6,10,6
repeat(1d10,8) 2,2,9,9,9,6,10,6
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+4 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14
Senses: Passive Perception 12, Insight 12, Investigation 16
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +4
Arcana: +6
History: +6
Investigation: +6
Nature: +4
Religion: +6
:
 18 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 
Languages: Common, Abyssal, Celestial, Primordial


FeatsWar CasterPrerequisite: The ability to cast at least one spell
You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.

Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery
You’ve received training from magic-users affiliated with the Mages of High Sorcery.

Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

Lunar Spells
Moon 1st-Level Spell
Solinari Comprehend Languages | Shield

You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Source: DSotDQ, page 32

Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat
You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid]

Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.


















 
 | FeaturesRitual CastingYou 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 RecoverYou have learned to regain some of your magical energy by studying your spellbook. 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. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
BladesongYou can invoke an 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 (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 a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.













 
 | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)

Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword) 



















 
 | SpellsCantrips
Blade WardBlade Ward
Abjuration cantrip
Casting Time:1 action
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Booming BladeBooming Blade
Evocation cantrip
Casting Time:1 action
Range: Self (5ft radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 round
Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Green Flame Blade1st Level Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

PrestidigitationPrestidigitation
Transmutation cantrip
Casting Time:1 action
Range: 10 feet
Components: V S
Duration: 1 Hour
Description: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

1st-Level <2/4>
Expeditious Retreat1st Level Transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Sorcerer, Warlock, Wizard
Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Magic Missile1st Level Evocation
Casting Time: 1 action
Range: 120ft
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Tensors Floating Disk1st Level Conjuration
Casting Time: 1 Action
Range: 30 Feet
Target: An unoccupied space of your choice that you can see within range
Components: V S M (A drop of mercury)
Duration: 1 Hour
Classes: Wizard
Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Tash's Hideous Laughter1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A creature of your choice that you can see within range
Components: V S M (Tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Identify1st Level Divination [Ritual]
Casting Time: 1 Minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Artificer, Bard, Wizard
Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Detect Magic1st Level Divination
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Description: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Absorb Elements1st Level Abjuration
Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Target: Self
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Charm Person1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A humanoid you can see within range
Components: V S
Duration: 1 Hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Comprehend Languages1st Level Divination [Ritual]
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 Hour
Classes: Bard, Sorcerer, Warlock, Wizard
Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
[Initiate of High Sorcery Feat]
Shield1st Level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V S
Duration: 1 Round
Classes: Sorcerer, Wizard
Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
[Initiate of High Sorcery Feat]
2nd-Level <2/2>
Misty Step2nd Level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Shadow Blade2nd Level Illusion
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V, S
Duration: ConcentrationUp to 1 minute/em>
Classes: Sorcerer, Wizard
Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Aid Aid
2nd Level Abjuration
Casting Time:1 action
Range: 30 feet
Components: V S, M
Duration: 8 hours
Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
[Adept of the White Robes]
Mirror ImageMirror Image
2nd Level Illusion
Casting Time:1 action
Range: Self
Components: V S
Duration: 1 Minute
Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

As the final Draconian falls under the powerful attack of Artanis, Decimus feels the magic of the Bladesong begin to slip away as his his body relaxes and his senses dull. The Dwarves had tied up the final member of the Draconic group, and now it was up to Mery to speak with it. The Wizard lets out a huff, and wipes his brow, knocking the sakkat from his head by accident. He gazes around the landscape around them with his solitary eye, wondering if whatever had burned that barn was still in the area. If these draconians were here, maybe they had a full fledged dragon with them. While the Half-Elf interrogates their new companion, Decimus holds up his cloak, casting Prestidigitation to repair the damage done by the acid attacks, before poking through the remnants of the combatants, hoping for either clues, or something interesting, though not wholly sure he's willing to get his hands quite that dirty.

"Hunni... Perhaps you wouldn't mind... Searching the bodies with me...?"

Most of the... Pieces... are melted, and if there was anything interesting in the pile, it would likely have been strong enough to resist the acid, but he is careful as he searches to not expose himself to the wretched liquid he had so skillfully avoided throughout the fight.

spacer.png

Action: Loot Goblin mode

Bonus Action:

Movement:

Reaction:

Edited in the extra damage from the sword attack, as well as the types of damage.

Edited by tyrtaeus (see edit history)
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 33(+10THP)/33(hd 4d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Hunni checks her snake over, then converts it to a staff to carry around until they move again. As Mery begins her interrogation, Hunni looks away with disgust. She doesn't interfere, but torturing captives isn't exactly to her taste, and she is frankly surprised that Mery would consider such behavior.

 

Especially against suicidally inclined soldiers like these. She doesn't assume this will end well, with the draconian prisoner coated in the remains of his comrade as he is threatened.

 

"Sure, Decimus. That sounds best. I'll start with the one that ran, uh, way over here," she comments, and walks the the farthest corpse to begin poking at it with her staff.

 

OOC

Armor of Agathys, 10 temp hp, does 10 cold damage to any that hit her in melee.

Action:

Bonus Action:

Movement:

Reaction:

 

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +4) bludgeoning damage.
Versatile: (1d8 +4) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  0 / 2, cast at 2nd level, refreshed at short rest

Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

Hunni is a spellcaster.  Her spell slots are at 2nd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 14.  Spell Attack Modifier +6.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat)
  • Invocations:  Improved Pact Weapon, Agonizing Blast

Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

 

 

 

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spacer.pngModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 67/61 (4d12+16+8+1) | Speed: 25'
Senses: Darkvision 60 ft., passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Rages: 1/3 | Magic Awareness: 2/2


Modri stands by the captured Draconian in case it tries to run. He does tear of a rag, and eventually knocks off the acid before it slowly dissolves the prisoner. His eyebrow arches a bit at the assertion that he'll torture the Draconian if need be, but he shrugs it off. It's a fine enough way to intimidate the creature, though he doubts he'd be up for committing to if it tried to call their bluff.

The Dwarf ponders on the nature of the Draconians. They certainly are intelligent like people. They fight like a mix of man and best. The way they die though is purely unnatural. What does that make them then? On the whole of things is he to treat them like weapons to be broken? people to be honored as foes? beasts to be respected as going by their nature?

The thoughts cause him to frown, uncertain what to make of it all.

 

OOC

Movement: -

Bonus Action: -

Action: Reckless attack against Kap5

 

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spacer.png                       Meryelle "Mery" Keryndon

                         Level 4 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 18 (+6)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +6 or DC 141st 3/4 2nd 1/3 | Bardic Inspiration: 1/4


 “My words,” | ‘My thoughts,’ | My actions


 

Unaware of the contents of the backpacks at this point, Mery nevertheless correctly deduces the kapaks' mission. "It seems these lizards were here for parts for a certain war machine, and since the person who made the parts was nowhere to be found, they took it upon themselves to take the parts without paying." She snorts disgustedly, finding this story completely believable, although she supposes the creature could be withholding something. 'Perhaps Kai will have some sense about that.'

She then tells the Draconian, speaking in impassioned tones, "Your queen's influence is not welcome in Solamnia. Tell her to get out while she can, because if she doesn't, we will fight her in the cities, we will fight her in the wastes. We will fight her in the mountains and on the rivers. We will defend our home to the death, and we won't quit regardless of what she might throw at us. All your queen can expect here is another shameful defeat like in Silvanesti. You tell her that."

She then turns to her friends. "Do any of you want to add anything?"

She hopes the kapak will leave soon, and that her friends will forgive her, too. She feels on the verge of falling apart but isn't about to show weakness in front of this lizard. 'I can hold on for a little longer yet, I think.'

 

OOC

Action:

Bonus Action:

Reaction:

Movement:

Object Interaction:

Mount Action:

Mount Movement:

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (4 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Cutting Words (requires use of bardic inspiration)

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   14 arrows in quiver, 0 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (3/3 slots): prestidigitation, vicious mockery, message
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (3/3 slots): invisibility, heat metal, enhance ability

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

OOC comments, if I have them, go here.

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 spacer.pngColtan Bluetemper

Level 4 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


The Apprentice of Reorx listens to the draconian with arms across his cloth of gold vestments. He ignores his companions discomfort at the interrogation.

When Mery asks for other questions, Coltan replies, "Yes. I've six questions. First, specifically where were you delivering your stolen goods to Fire-Eye?" He lets the draconian answer before asking the next questions.

"Second, who is Fire-Eye?"

"Third, what are the size and elements of Fire-Eye's forces?"

"Fourth, besides Fire-Eye's forces, where are other allied forces?"

"Fifth, what type of creature are you?"

"Sixth, do you have enough honor to pledge to ABANDON all war, if we release you?"


OOC

Feature: Rustic Hospitality

Since Coltan comes from the ranks of the common folk, he fits in among them with ease. He can find a place to hide, rest, or recuperate among other commoners, unless he has shown himself to be a danger to them. They will shield him from the law or anyone else searching for him, though they will not risk their lives for him.

Action: cast Bless on Artanis, Decimus & Modri

Bonus Action: attack Kap5 with Spiritual Weapon to C16, round 4 of 10. I put +3 damage in the dice roller by habit. Should be +4 with the 4th level Wisdom stat bump.

Movement: move to C12

Reaction:

Use Object:

Concentration: Bless

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +6 or DC 14 | 1st 3/4 | 2nd 2/3

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  4. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1st level spells prepared

  • Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

War Caster

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature

 
 
Edited by JubalBreakbottle (see edit history)
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Date

On This Misham, the 25th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Thursday, March 25, 351 AC)

The 5th Day of the Campaign - About 6:30ish

Fetching Tatina Rookledust

(Everyone)

IC

Interrogation

   The kapak draconian looks Coltan right in the eyes, meeting his with renewed confidence. In gravelly common, it answers, “I know not the name of the place, but it is a forward base established on the Vingaard river. Even from here, we could see the column of flame the other night—the weapon’s test must have been a great success.”

   “High Master Kansaldi ‘Fire-Eyes’ is what you in your kingdom’s armies might be called a ‘general’—she commands over 60,000 soldiers! Humans, elves, dwarves, goblins, hobgoblins, trolls, ogres, and all manner of what you might call ‘monstrosities’. Kansaldi only commands the Red Dragon Armies! The Blue, Green, Black, and White armies, along with the Red, command nearly 3 fifths of Ansalon. You have no chance.”

   “As for what manner of creature am I?” Here, the draconian ponders how to answer. A sort of fanatical fervor enters its eyes as it continues. “We are the freed children of the useless metallic dragons that abandoned Krynn along with the gods! Takhisis has freed us from their droll moral binds!”

   “Do not speak to me about honor as your group threatens to torture and maim me,” it finally says, before jumping at Coltan, revealing that he’d freed himself from his bonds. “Die Lickspittle of Reorx!”

OOC

   The map of the Kalaman region in Maps & Game Information illustrates this area.

Statblocks

Kapak DraconianKapak Draconian

Medium Monstrosity, typically Lawful Evil
Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)

Kapak # HP Max HP % Remaining Conditions?
2 35 38 92% Hogtied by Modri and Coltan

Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Dex +5
Skills Deception +4, Perception +3, Stealth +7
Damage Immunities poison

Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature.

Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target's next turn. While poisoned in this way, the target is also paralyzed.

Dagger.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Source: DSotDQ, page 198

Name
Kapak Unarmed Strike #1, hit: 1 bludgeoning damage, 2 if critical
16
1d20+0 16
Kapak Unarmed Strike #2, hit: 1 bludgeoning damage, 2 if critical
13
1d20 13
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin
Level 4 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Breastplate, +2 Shield) | HP: 31/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


Merituuli approaches slowly as the group begins their interrogation of the remaining draconian, the rhythm of Mery's words helping to energize him once more. Ending up just behind Coltan, he keeps a close eye on the foe, attempting to stay watchful for any sudden and unexpected movements. A bit of a grimace forms along his jawline as Mery threatens the Kapak with physical violence... Wasn't expecting that from her... but he nods in the affirmative at her request to intuit the draconian's responses as best he can. Though he doesn't understand the language it answers in at first, Mery's translation and its body language help to paint a clearer picture for the sea elf. As Mery translates, he can't help but study her a bit as well - Come to think of it, she's done similar, like at the Folketh Barony... I wonder, is it that easy to 'switch' for her, or is there something more to it?

His own feelings on the proceedings are... decidedly mixed. He's always been the type to value freedom - freedom to roam, freedom of choice, freedom from tyranny. An interrogation didn't exactly fit with those values, but then again neither did the nature of their foes. A question began to form in his mind - Are these draconians beholden to the whims and wishes of their Dragon Queen? Or do they have the capability to defy? Can they be redeemed from their dark paths?

His attention returns to the draconian as Coltan asks his own questions, where this time it deigns to answer in the common tongue. He realizes quickly that the "forward base" the draconian refers to must be Vogler, or at the very least the remnants of it. Its answer to its nature helps to inform some of the sea elf's own concerns - They see Takhisis as a savior?! That explains the sheer fanaticism! And children of the metallic dragons, at that? They weren't saved at all! They were corrupted!

Merituuli is so shocked by the realization that he doesn't even notice the Kapak wiggle free from its bonds until it's right on top of Coltan, vainly trying to claw the dwarf's eyes out of his sockets! Leaping into action, he moves into melee, the winds dissipating around him and being replaced by a rapid vibration of the baculite shell he holds as he yells, "Ansaitseva Isku!" Unfortunately, the sea elf is still reeling, and in the attempt to avoid hitting Coltan he misses his foe entirely. The baculite shell continues to rapidly vibrate, and razor-sharp kelp starts to slowly swirl around its end.

OOC

Bonus Action: Cast and concentrate on Ensnaring Strike.

Action: Attempt to attack the now-freed draconian.

Movement: To C13.

Reaction:

Actions & Resources

Actions:

Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8+4 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target.
Hit: 1d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Bonus Actions:

Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

20/20 Crossbow Bolts

 

Class Features:

  • 1/2 Favored Foe Marks
  • 1/3 1st Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Insight vs. Kapak
21
1d20+6 15
Insight on Mery as well!
15
1d20+6 9
Shillelagh Attack vs. Kapak
7
1d20+6 1
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 4 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 18 (+6)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +6 or DC 141st 3/4 2nd 1/3 | Bardic Inspiration: 1/4


 “My words,” | ‘My thoughts,’ | My actions


 

Mery notes Kai studying her, and although it makes her uncomfortable, she removes her mask for just a brief moment and allows a look both troubled and worn to come over her face before re-adopting the sterner look she'd used in her 'intimidating performance'.

She finds the lizard's accusation of dishonor to be laughable. It stood free and whole, didn't it? It was just like an evil being to blame you for not being good if you used tactics it understood and also blame you for being weak if you stuck to your principles of good. How many times had she been criticized for any choice she made during her growing-up years? No, in any interaction with an evil creature, they were either actively trying to destroy you, playing head games you could never hope to win, or trying to achieve some end. If you were lucky, that end didn't involve you.

With the revelation of the Draconians' nature, it occurs to her that it might be worth investigating whether these corrupted good dragons could be redeemed, but unless and until there was a way to do so, it seemed better to just kill them. It was a shame, but as they were, they were a scourge.

Her attention returns fully to the present when the creature attacks Coltan and breaks its bonds. "Foozlebumpkus," she mutters, then races back to mount Handsome. This lizard's best option is to flee, and her warhorse has the best chance of keeping up with it.

Almost forgetting that she can still do something, she points at the remaining Draconian and says, "There is no greater service to the world at large than removing evil from it. A being who freely devotes itself to evil is like one who constantly drinks salt water but cannot be brought to see why doing so can only ever make it more thirsty and eventually kill it. Any sufficiently smart person can see the intelligence in culling this kind of idiocy from the world's breeding stock."

As it had with the other draconians, Mery's magic once again takes hold, and the draconian shakes its head in pain, then shoots an irritated glare her way. Privately, she couldn't see much reason for the lizard to spend its time attacking given how it was outnumbered, but there was no harm in making success as difficult as possible. If any of her friends could prevent the kapak from fleeing, having a more difficult time attacking could be just the thing to give everyone enough time to take it down. She just hoped they'd remember to get out of the way of its death throes.

She signals Handsome to move 50 feet away and commands him to dodge any attacks. If the creature flees, she'll set Handsome free to charge it.

OOC

Action: Cast Vicious Mockery vs. Kapak2. Since it failed its save, it takes 1d4 psychic damage and has disadvantage on the next attack it makes before the end of its next turn.

Bonus Action:

Reaction:

Movement: Use 15 ft. of movement to mount Handsome/Use 15 feet of movement to get to Handsome

Object Interaction:

Mount Action: Dodge

Mount Movement: Move 50 ft. to set up for Trampling Charge

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (4 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Cutting Words (requires use of bardic inspiration)

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   14 arrows in quiver, 0 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (3/3 slots): prestidigitation, vicious mockery, message
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (3/3 slots): invisibility, heat metal, enhance ability

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
Name
Kapak2 WIS save DC 14 vs. Vicious Mockery
11
1d20+1 10
Vicious Mockery psychic damage
2
1d4 2
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