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


Kamishiro_Rin

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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 4:30ish

Fetching Tatina Rookledust

(Everyone)

IC

Round II Reaction

   As it turns out, undead as it might be, it is still a former knight and something inside it is incensed by Decimus’s taunt. It roars silently—lacking vocal chords—and it’s blade swings as Decimus moves out of its threat range.

   Decimus takes fairly tame 9 necrotic damage, and he can’t regain hit points until the start of the skeletal knight’s next turn. But just as it grins viciously in victory, it realizes that its sword clangs against a shield of pure magical force. It silently snarls in frustration.

OOC

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

   The SK can’t move as a reaction, so if the booming blade damage occurs, it’ll be if it moves on its turn. This post is merely the AoO as well as its current HP.

Statblocks

Skeletal Knight

Skeletal Knight
Medium Undead, typically Lawful Evil
Armor Class 18 (plate)
Hit Points
42/118 36% (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0)

Saving Throws Con +6, Wis +5
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages it knew in life but can’t speak
Challenge 7 (2,900 XP)

Edited by Kamishiro_Rin (see edit history)
Name
SK AoO Enervating Blade Attack vs. Decimus, Damage, Crit
18; 9; 11
1d20+8;3d6+5;3d6 [10]; [10,2,1,1]; [10,2,1,1,3,4,4]
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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. 

 

The Giant Constrictor Snake, after being thrown off and sliced up, bites one last time at the knight before Hunni recalls it. The snake hits, biting the undead beast and cracking its bones.

 

OOC

Snake is at 28 hp.

 

Action: Attacking the Knight, with Bite.

Bonus Action:

Movement:

Reaction:

Edited by KingGoblin (see edit history)
Name
To Hit Bite Knight
20
1d20+6 14
Damage Bite Knight
12
2d6+4 2,6
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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: 33/33(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 moves up behind the battle, and after her snake bites, she says the magic words to get it back. The snake writhes and stiffens, and the gully dwarf immediately tosses it back at the knight to continue the battle.

 

OOC

Action: Speaking the command word to snakify the staff.

Bonus Action: Speaking the command word to staffify the snake.

Movement: Moving up next to the snake.

Reaction:

In reverse order to what is above. Heh.

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:  2 / 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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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin
Level 4 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 48/48 (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 . . .


With his allies gathered in assaulting the undead knight, Merituuli is emboldened to continue the attack. He swings his massive shell once more, slamming it into the knight's midsection. On connecting, a surge of wind flows from the shell into the knight, bludgeoning it further and lingering around its body. Glancing up to Kalasääski, he gives a sharp whistle to his osprey companion, commanding them to attack the knight as well.

OOC

Action: Attack the undead knight with Shillelagh-infused shell. On a successful hit, I'll apply Favored Foe for an extra 1d4 damage (requires Concentration).

Bonus Action: Command Kalasääski to Take Action!

Movement:

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
  • 3/3 1st Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Shillelagh Attack
21
1d20+6 15
Shillelagh Damage
5
1d8+4 1
Favored Foe Damage
4
1d4 4
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2010-kabini-osprey.jpg.2fc78c838a7e1bc0d48144b4320c0ba5.jpgKalasääski
Level 4 Beast of the Sky


AC: 15 (Natural Armor) | HP: 20/20 (4d6+4) | Speed: 10 ft., fly 60 ft.
Senses: passive Perception 12 (Darkvision 60 ft.)
Str: 6 (-2) | Dex: 16 (+3) | Con: 13 (+1) | Int: 8 (-1) | Wis: 14 (+2) | Cha: 11 (+0)
Languages: understands the languages Merituuli speaks


Swooping down from the skies above, Kalasääski attempts to shred the undead knight with their talons. They manage to leave a long, scraping gash in the knight's skull!

OOC

Action: Shred attack on undead knight.

Bonus Action: —

Movement: Swoop down 30 ft., then fly back up 30 ft. after attacking. Avoids opportunity attacks with Flyby.

Reaction: —

Actions & Resources

Actions:

Shred. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d4+5 slashing damage.

Other:

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

 

Edited by PhoenixSlayer (see edit history)
Name
Shred Attack
25
1d20+6 19
Shred Damage
6
1d4+5 1
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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 4:30ish

Fetching Tatina Rookledust

(Everyone)

IC

Round III

   The Skeletal Knight almost seems like it knows that it’s about to be put down permanently, so it decides to go out doing as much evil damage as it can. Conveniently, there are three targets immediately surrounding it: the dwarf, the blue sea elf, and the giant constrictor—which had de- materialized and re-materialized just then!

   It’s first attack is an Enervating Blade slash against the snake, which takes 17 necrotic damage and he can’t regain hit points until the start of the skeletal knight’s next turn.

   The second attack is an Enervating Blade slash against the Modri, but it misses, doing him no harm.

   It’s third attack is an Enervating Blade slash against Merituuli, who takes 17 necrotic damage and he can’t regain hit points until the start of the skeletal knight’s next turn.

OOC

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

   I wrote up the post, after a tiring day at work, and only after I got everything ready to post did I realize that the SK would have provoked three AoOs and it wouldn’t have been able to do what I originally had it do.

   Anyway, I re-rolled the damage from the first attack, which was a throwing axe that deals 2d8+5 to Enervating Blade damage (3d6+5). I kept the attack roll because both rolls are a +8. It definitely hit the snake.

   Sorry, @tyrtaeus, I originally had him move and take the thunder damage, but here, I couldn’t have it do that.

   Since it’s nearly dead, it’s important to pay attention to the newly revealed bit of info in its statblock. Please roll the relevant save if you “drop” it to see if you actually do.

Statblocks

Skeletal Knight

Skeletal Knight
Medium Undead, typically Lawful Evil
Armor Class 18 (plate)
Hit Points
15/118 13% (15d8 + 45)
Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 13 (+1) 14 (+2) 10 (+0)

Saving Throws Con +6, Wis +5
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages it knew in life but can’t speak
Challenge 7 (2,900 XP)

Undead Fortitude. If damage reduces the skeletal knight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is bludgeoning or from a critical hit. On a success, the skeletal knight drops to 1 hit point instead.

Unusual Nature. The skeletal knight doesn’t require air, food, drink, or sleep.

Edited by Kamishiro_Rin (see edit history)
Name
SK Attack #1: Throwing Axe vs. Decimus, Damage, Critical
12; 16; 7
1d20+8;2d8+5;2d8 [4]; [4,6,5]; [4,6,5,1,6]
SK Attack #2: Enervating Blade vs. Artanis, Damage, Critical
11; 11; 8
1d20+8;3d6+5;3d6 [3]; [3,1,2,3]; [3,1,2,3,4,2,2]
SK Attack #3: Enervating Blade vs. Artanis, Damage, Critical
22; 17; 8
1d20+8;3d6+5;3d6 [14]; [14,4,5,3]; [14,4,5,3,1,4,3]
Re-rolling Attack #1’s damage as Enervating Blade Necrotic Damage
17
3d6+5 3,3,6
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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 watches the sea elf awkwardly almost catch the undead knight's blade. After ensuring that he still lives, the Apprentice calls out to the knight, "Reorx will destroy you!"

Another blue fire ignites on his holy hammer head. With another flick of his wrist, he sends that sacred flame toward the knight.


OOC

Action: Cast Sacred Flame on the undead knight

Bonus Action: Cause Heat Metal on the undead knight's plate armor to burn the knight again

Movement:

Reaction:

Use Object:

Concentration: Heat Metal

Actions and Resources look

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 4/4 | 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)
Name
Heat Metal fire damage vs undead knight
6
2d8 2,4
Sacred Flame Dex DC 13
1
1d20 1
Radiant damage vs undead knight
1
1d8 1
Crit Success radiant damage
1
1d8 1
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, 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 . . .


 

Artanis winces as he turns in time to see the knight almost carve a vicious blow across Merituuli, cursing his own failure to connect. Perhaps Takhisis' will does live on on this lance he wields, averting it's tip to hinder them even now.

The undead knight is clearly on it's last legs however, whatever magic animating it beginning to fray. He charges once more but although he manages to score the knights armour this time, he still fails to connect a decent hit.

 

 

 

OOC

Action: Attack Knight with Lance

Bonus Action: -

Movement: 

Reaction: 

Object Interaction: 

Mount Action: Dodge

Mount Movement: Charge - 60ft movement should get him in range for the lance (25'), and then back to where he started (25') if they're 30ft away.

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.

  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). 3/4 (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
Lance vs SK
12
1d20+6 6
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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. 

 

Rearing back with an evil hiss as the knight slashed at it again, the Giant Constrictor Snake darted forward to bite at the evil creature once again. Its coils twitched, obviously with a desire to constrict, although the red-hot armor surrounding the knight kept it away. For now.

 

OOC

Snake is at 43 hp.

 

Action: Attacking the Knight, with Bite.

Bonus Action:

Movement:

Reaction:

Name
To Hit Bite Knight
14
1d20+6 8
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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: 33/33(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


As the others seem to have the knight in hand, Hunni wanders over to the downed noble. She pokes him with her shoe, to see if he is dead dead, before turning and tossing a black shadowy dagger at the knight.

 

OOC

Action: Casting Eldritch Blast at the knight.

Bonus Action:

Movement: Moving over to look at the downed nobleman.

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:  2 / 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.

 

 

Name
Eldritch Blast To Hit Knight
20
1d20+6 14
Eldritch Blast Damage (Force)
7
1d10+4 3
Knight Save (if needed) DC 12
21
1d20+6 15
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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: 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: 3/3 | Magic Awareness: 2/2


On a one-on-one match Modri has the sense to know this undead knight would be a very difficult challenge. Against all of them? Still, he watches as the skeleton keeps standing when it aught not to, clinging onto whatever magic or curse is holding it together.

He takes a step up and with a big overhead swing, brings his warhammer onto the creature's helm, hard enough to smash the skull to pieces.

"Nice showing, but not good enough." He offers his small compliment to the fallen warrior. He starts to step away, knowing he's not the man to start investigating and figuring out what happened, and instead moves to keep watch and make sure nothing else comes for them.

 

OOC

Movement: -

Bonus Action: -

Action: Reckless attack

 

Edited by Peacemonger (see edit history)
Name
Reckless Attack
25
drop(2d20,lowest)+5 5,20
Critical Damage
18
2d8+5 8,5
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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 4/4 2nd 2/3 | Bardic Inspiration: 2/4


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


 

Mery shoulders her shortbow, then signals Handsome to move within 15 feet of the downed undead knight, but doesn't dismount, and she signals her mount to dodge, just in case. "Is it, ummm... dead now?" she finally ventures. While she's happy to lend her expertise to figuring more about the mystery of the knight and the noble, she won't come physically close to the pair until she knows it's safe to do so.

"We should search the noble for anything beyond the coat of arms that might more specifically identify him. Whether he's a Cevelcedi or an Overdane, I'm sure his family would want news of his passing and for us to return his personal belongings as well."

 

OOC

Action:

Bonus Action:

Reaction:

Movement:

Object Interaction: shoulder shortbow

Mount Action: Dodge

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 (3 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.

  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)
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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 4:30ish

Fetching Tatina Rookledust

(Everyone)

IC

Treasure

   With Modri’s critical hit, the skeletal knight is finally destroyed. The bones of the skeleton seem to disintegrate into dust and blow out of the armor in the breeze.

   Once the metal has cooled, you are left with an approximately 350-year-old full set of Solamnic Armor. The family crest need merely be switched out by a smith hammering out the rivets and riveting in Artanis’s crest. Despite Modri’s hits, it’s remarkably un-dented.

   From the noble, you find “pocket change” worthy of a noble and a very dirty, road-worn, and sweat soaked set of fancy noble’s male clothing. If washed, it would sell for a pretty penny. You find 170 gp, 190 sp, 60 ep, and 700 cp.

   Now that it’s not a matter of life and death, Artanis can clearly see the differences between the Cevelcedi and Overdane crests and realizes that Mery is in fact right: this is the Cevelcedi family from Dargaard County.

   You also recover a nice set of breastplate armor from the noble (also crested with Cevelcedi arms), and a very nice rapier. At first, the rapier looks a bit fancy, but the black splotches on the blade mar its surface, but then you realize that those aren’t stains, they’re tarnish! It’s a silver rapier!

   The skeletal knight’s blade, similarly, is silver! However, sadly—or fortunately, depending on your perspective—it is non-magical and it’s enervating property seemed to come from the skeletal knight itself, not the blade. The knight also had 7 throwing axes (handaxe).

OOC

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

Statblocks

Edited by Kamishiro_Rin (see edit history)
Name
3 × Individual Treasure: Challenge 5—10
86,36,3
repeat(1d100,3) 86,36,3
GP
100
4d6*10 3,3,3,1
SP
190
6d6*10 6,2,2,2,6,1
GP
70
2d6*10 1,6
CP
700
4d6*100 1,2,2,2
EP
60
1d6*10 6
Handaxes (SK’s “Throwing Axes”)
7
1d10 7
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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 5:30ish

Fetching Tatina Rookledust

(Everyone)

IC

Continuing down the Road

   For the next three miles, you all see a small, burned farmhouse. A character who investigates and succeeds on a DC 14 Wisdom (Survival) check . . .. . . finds no evidence of visitors, but the fire clearly started on the roof.

OOC

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

Statblocks

Edited by Kamishiro_Rin (see edit history)
Name
Encounter Likelihood/Hour (Encounter on a 1)
6,3,4
repeat(1d6,3) 6,3,4
roll
3
1d4+1 2
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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: 33/33(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 shows little interest as the loot is gathered, but instead spends a moment tending to her snake. That is, she oohs and aahs over its injury, then transforms it into a staff and then back into a snake again.

 

So, really, she spends a moment tending to the snake.

 

After, Hunni expresses interest in adding the clothing to her ill-fitting, also slightly smelly wardrobe, but notably snubs the weapons and armor. The discussion about family crests and clues to the identity of the dead aggressors interests her not at all, and so she is among the first ready to move on.

 

At the farmhouse, she comments, "Wonder if the undead are responsible for this, too. I mean, if there is one undead soldier wandering around in the daylight with a possessed noble consort, who's to say there aren't more?"

 

OOC

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:  2 / 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.

 

 

 

Edited by KingGoblin (see edit history)
Name
Wisdom (survival)
8
1d20+3 5
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