rauhric Posted April 23 Clone Share Posted April 23 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura whispers again to Calista, "Negotiate this for us." Alura moves to the back and places a calming hand on Aubryn's sword hand. It is her way of letting her know that Calista will try to handle this encounter. Since their cover in blown direct combat might not be the best tactic here. This Knight of Neraka is already aware of the companions and is ready to fight; there is no advantage for the companions. This room seems to be his ground and moving forward seems ill advised at the moment. Alura is looking for an advantage that can be gained here. Maybe that comes outside this room. OoC Alura is going to look outside the room to see if there is something to use to their advantage. Passive Perception 19 and Investigation 23. @Neopopulas I trust you to stall this encounter and find out how we can not get into a direct fight at the moment. See if he wants something from us or maybe there is something we can help him out with. Either way, there must be something he wants. Like the guys upstairs taken care of, maybe? I don't know I'm just think there has to be something else other than a straight brawl. Edited April 24 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted April 24 Author Clone Share Posted April 24 Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction The Knight of the Thorn smiles coldly at you. The sparks continue to fly around his fingers. From the mirror, Azbara Jos speaks, "Don't do anything rash, Modar." Modar, the Knight of the Thorn cuts him off with a gesture of his hand. "I can handle this, Azbara," Modar says. "You take care of your own mission. The Conclave must not find out about our partnership. If you think Dalamar suspects something, remove him from the board." Modar dismisses the enchantment on the mirror, causing it to go blank. As the two magic-users speak, Alura inspects the chamber. While she is no expert in such things, she recognizes the pattern in the horse skulls as one that sorcerers use to enhance the flow of primal magic in an area. She and Callista both know that Nuitari has commanded his Black Robes to eliminate sorcerers who will not relinquish their magic and study wizardry. The fact that Azbara Jos is cooperating with a sorcerer is highly unusual. "Now, this is terribly rude. Here you are threatening me, and I don't even know your names. Doesn't your Measure require you to extend the courtesy due a fellow knight to me, Lady Knight? I am Sir Rath Modar, Knight of the Thorn," he chuckles. "As to the location of the treasure hoard, that is a simple matter. It is in the vault below our feet. Much good that information will do you, as I doubt Glazhael the Cloudchaser will surrender the hoard. He's become quite attached to it. I suspect he will struggle to hand it over to the Dark Queen." "Now," he says, his voice cold, "give me one good reason why I shouldn't sound an alarm. Rezmir can't like you poking about." Tabletop You are in Area 12. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted April 24 Clone Share Posted April 24 AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (10/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▣ ▢] Scorching Ray, Earthern Grasp, Crown of Madness Level 3 [▣ ▢ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▣ ▢] Blight, Wall of Fire, Conjure Minor Elementals "Maybe.." her hand drifts down to the mask in her bag, clearly amused by something. "I could say that, were you to sound the alarm, it would lead to violence and then someone here, maybe you, might die. But i don't think we need to threaten each other. I think we can come to some sort of agreement, don't you? Tell me what you need from us for this to work. If there isn't anything that could convince you.. well..." She steps back just a little so she is outside the door itself, her zombies close in to stand between her and Modar "That would be unfortunate.." Readied Action: Counterspell if Modar decides to cast anything. Mechanics Attacks Actions Attack Target To-Hit Damage Effects • • Zombie A HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie B HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie C HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted April 24 Clone Share Posted April 24 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura whispers to her other companions, Aubryn and Niles, "That room is his power source, do not fight him in there." Alura makes sure they understand her with a questioning nod. She will keep her distance from the rooms entrance so that she can drop a spell at a moments notice. Not wanting to waste this opportunity with someone who knows so much she casts Detect Thoughts of the dark sorcerer. OoC Alura is keeping the villain in sight and casting Detect Thoughts on him. @Neopopulas That's good. Keep him talking. If it comes to an attack I think I will drop an Evard's Black Tentacles in there. Edited Sunday at 07:43 PM by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted April 26 Author Clone Share Posted April 26 Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction Rath Modar gives Callista a suspicious look. "I know Azbara is particularly accommodating for a servant of Nuitari. How do I know you won't follow your moon god's orders and kill me for daring to practice magic without his permission?" the sorcerer asks. "As for what I want... I want Takhisis' return. Without her divine leadership, the Knights of Neraka have lost our way. The glory days of Ariakan are well behind us. The Vision and the Blood Oath lost all meaning without Takhisis, and my fellow knights had the audacity to forsake her worship! She created us! She gave us meaning!" He stares directly at Aubryn. "I don't think you're going to help with that. You'll spout some noble drivel about sacrifice and balance and how Paladine sacrificed himself to save us all. But don't you want him back? Wouldn't you do anything to help him ascend to the Dome of Creation again? Can you really blame me for being loyal to my goddess?" Tabletop You are in Area 12. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted April 27 Clone Share Posted April 27 AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (10/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▣ ▢] Scorching Ray, Earthern Grasp, Crown of Madness Level 3 [▣ ▢ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▣ ▢] Blight, Wall of Fire, Conjure Minor Elementals "My purpose is the advancement of magic itself. My goal is the betterment of all studies" she trails off a little there with implication "We don't need to be all so.. antagonistic.." Readied Action: Counterspell if Modar decides to cast anything. Mechanics Attacks Actions Attack Target To-Hit Damage Effects • • Zombie A HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie B HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie C HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted Sunday at 07:49 PM Clone Share Posted Sunday at 07:49 PM (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura approaches Callista and nods to her companions, Aubryn and Niles, and says to their dark wizard "How goes the negotiations?" She says it loud enough for the dark sorcerer to overhear them. She hopes her Detect Thoughts spell will pick up something useful about circumventing this encounter. "Is he going to surrender yet?" She is just bantering with Callista knowing that this will have to escalate to combat soon. OoC Alura cast Detect Thoughts on the dark sorcerer already and so she is just going to be scanning his surface thoughts. She will also cast Mage Hand to have that up so she can shove as a Bonus Action. @Neopopulas I suspect he is wait to counter our spells first, so we might as well hit him with low spell levels first instead of wasting a high level that he can probably Dispel or Counter. Edited Monday at 01:48 AM by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted Sunday at 11:45 PM Author Clone Share Posted Sunday at 11:45 PM (edited) Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction As Alura speaks to Callista, Rath Modar speaks a word of command and makes an arcane gesture with his hands. While the sorcerer hopes the two wizards are distracted, Callista quickly counterspells Modar's spell, causing it to fail. Modar growls in frustration. "Get them, my pretties!" he shouts, as the gargoyles in the four corners come to life. Before you can react, they attack! The first two gargoyles attack one of the zombies. They claw and bite it, ripping rotting flesh away from its corpse. The third gargoyle attacks another zombie, again stripping flesh from bone. The fourth gargoyle attacks Aubryn, but its stone teeth and claws slide harmlessly off her armor. Rath Modar raises his staff and then slams it down into the ground. A ring of fire one foot thick and twenty feet wide springs up around him, rising all the way to the ceiling of the room. Tabletop You are in Area 12. Callista successfully counterspells Rath Modar's teleport spell. We are in combat. The full party is up. The red circle is Rath Modar's wall of fire spell. Any character who comes within 10 feet of the wall must make a DC 15 Dexterity Save. Map Roll20 Link Edited Monday at 12:27 AM by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Callista Counterspell 17 1d20+5 12 Link to comment Share on other sites More sharing options...
rauhric Posted Monday at 01:54 AM Clone Share Posted Monday at 01:54 AM (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura tells her companions, "Take them down now." She speaks the words of power and conjures chaotic magic on the ring of fire. Her Mischievous spell will try the patience of the dark sorcerer. [Edit] "Call off your guards and drop your fire spell Modar, please ... for me." OoC Alura is going to cast Nathair's Mischief right on the Ring of Fire, which does the following: [1] The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. I assume if he fails his saving throw and is charmed until the start of the next turn he will not attack this round. [Edit] She will ask him to drop his fire wall using her Persuasion +1 with a 15 Portent for a total of 16 Persuasion. Nathair's Mischief Source: Fizban's Treasury of Dragons 2nd-level Illusion Casting Time: 1 Action Range: 60ft Components: S, M (a piece of crust from an apple pie) Duration: Concentration, up to 1 minute You fill a 20-foot cube you can see within range with fey and draconic magic. Roll on the Mischievous Surge table to determine the magical effect produced, and roll again at the start of each of your turns until the spell ends. You can move the cube up to 10 feet before you roll. 1d4 [1] The smell of apple pie fills the air, and each creature in the cube must succeed on a Wisdom saving throw or become charmed by you until the start of your next turn. [2] Bouquets of flowers appear all around, and each creature in the cube must succeed on a Dexterity saving throw or be blinded until the start of your next turn as the flowers spray water in their faces. [3] Each creature in the cube must succeed on a Wisdom saving throw or begin giggling until the start of your next turn. A giggling creature is incapacitated and uses all its movement to move in a random direction. [4] Drops of molasses appear and hover in the cube, turning it into difficult terrain until the start of your next turn. Edited 2 hours ago by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Round 1: Nathair's Mischief spell effect 1 1d4 1 Link to comment Share on other sites More sharing options...
Neopopulas Posted Monday at 03:05 AM Clone Share Posted Monday at 03:05 AM AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (10/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▢ ▢] Scorching Ray, Earthen Grasp, Crown of Madness Level 3 [▢ ▢ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▣ ▢] Blight, Wall of Fire, Conjure Minor Elementals As she finishes her counterspell she looks to Alura and seems.. amused perhaps, certainly not surprised. It was no doubt a somewhat forgone conclusion to start with. Though she doesn't like being so close to the action, the zombies between her and the enemy give her some confidence, she directs them first. The two in front of her move to attack their respective gargoyles, aiming to at least occupy their attention while the one to her left does the same, assisting Aubyrn. Confident that they can at least buy her a few moments she focuses on the sorcerer in front of her, intoning the ancient words of her spell, heard and forgotten by those around her and lifts her hand, as she lifts dust appears and sheds from her hand and in response, an enormous mirror of her hand made from dust and debris rises against Modar, reaching and grasping to capture him. Mechanics Attacks Actions Attack Target To-Hit Damage Effects • Casting: Maximilian's Earthen Grasp • Strength saving throw vs 16 • On fail, take 2d6 damage and is Restrained. Zombie A HP: 14/30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie B HP: 16/30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie C HP: 30/30 AC: 8 Attack: +7 Damage: 1d6+1 Name xDiceName xDiceResult xDiceString xDiceRolls Potential Damage 7 2d6 1,6 Zombie A (Attack/Damage) 13; 6 1d20+7; 1d6+1 [6]; [6,5] Zombie B (Attack/Damage) 13; 4 1d20+7; 1d6+1 [6]; [6,3] Zombie C (Attack/Damage) 13; 7 1d20+7; 1d6+1 [6]; [6,6] Link to comment Share on other sites More sharing options...
Shadeus Posted Monday at 04:53 PM Clone Share Posted Monday at 04:53 PM (edited) Aubryn Grace AC: 21 | Hit Points: 105/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 2/3 | Commanding Rally: 1/3 | Warding Maneuver: 4/4 Skills+8 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +2 A. Handling +5 Insight +2 Medicine +5 Perception +5 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion | SavesStrength: +8 Dexterity: +0 Constitution: +7 Intelligence: -1 Wisdom: +5 Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic Class Features: - Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits: - Mount Up. Mounting or dismounting costs you only 5 feet of movement. - Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: - Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Aubryn scowls at Rath Modar's explanation and justification. As violence erupts around her, she says, "I am Aubryn Grace, Knight of the Crown and here to stop you. And despite your failed logic, I do not want Paladine back if it means the rise of your vile goddess as well. Let them both sleep." Turning her attention, she knows the gargoyles are a danger to the spellcasters and she has to protect them. She says quickly, "Cole, I will protect Alura and Callista. Harry Rath!" She focuses on the nearest gargoyle, looking to end its threat. As one attacks the nearest zombie, though, she lashes out quickly with her sword, looking to give it a harsh lesson when you ignore a knight. She slashes at it twice injuring it in some fashion. Looking back to Cole, she says, "Hit them hard!" Tabletop I'm sorry for the poor post rate lately. I have one more week of a difficult schedule at work, and things should return to normal for me. She will get an opportunity attack for Gargoyle 3 attacks the Zombie next to her thanks to the Sentinel feat: Opportunity Attack - hits AC 21 for 14 damage. Aubryn will ignore the one attacking her and continue attacking Gargoyle 3. Attack #1 - hits AC 13 (that's too low at this level, so I'm going to guess it's a miss) Attack #2 - hits AC 24 for 15 slashing damage. Finally, she uses the Commanding Rally feature to grant Cole an extra attack (which does an extra 1d8 dmg on a hit). Edited Monday at 05:07 PM by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword Opportunity attack vs. Gargoyle 3 21 1d20+9 12 Slashing damage 14 1d8+8 6 Longsword attack #1 vs. Gargoyle 3 13 1d20+9 4 Longsword attack #2 vs. Gargoyle 3 24 1d20+9 15 Slashing damage 15 1d8+8 7 Link to comment Share on other sites More sharing options...
Papa Bear Posted Monday at 06:11 PM Clone Share Posted Monday at 06:11 PM Niles Gilderbrandt Level 8 Arcane Mystic (Character Sheet) AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 4 of 4 | 2nd Level: 2 of 3 | 3rd Level: 2 of 3 | 4th Level: 2 of 2 Spell Attack Bonus: +8 | Bonus Spells Available: Hex: yes | Invisibility: no | Misty Step: Yes | Ray of Sickness: Yes Initiative: +3 Passive Perception: 14 | Channel Divinity: Yes Niles darts to the side looking for some sort of cover. He quickly casts a Hex on the closest gargoyle, with a focus on the creature's Dexterity. He then casts a fire bolt at the hexed gargoyle. Sorry, at work and I can't do Roll20 on my phone so a very generic first round. Name xDiceName xDiceResult xDiceString xDiceRolls Fire bolt 13 1d20+8 5 I doubt that hits, but if it does 11 2d10 6,5 Plus hex damage 3 1d6 3 Link to comment Share on other sites More sharing options...
codexgigas Posted Thursday at 11:55 PM Author Clone Share Posted Thursday at 11:55 PM Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction Alura casts her spell over the wall of fire. Inside the protective spell, Rath Modar's eyes grow unfocused as the charm takes hold. Callista delays her turn, waiting to see what the sorcerer does. Aubryn strikes the gargoyle as it attacks the zombie. She then continues her attack, chipping pieces off the stone creature with her magical sword. Niles' cantrip misses. Cole moves into a better position. One of the gargoyles swipes at him as he moves by, but he easily evades it. The wall of fire prevents him from shooting arrows at Rath Modar, but he fires three arrows at the closest gargoyle. Two harmlessly deflect off its rock hide, but one pierces a crack that already existed in the creature, causing more rock to flake off. Rath Modar drops his concentration on the wall of fire spell. "You are in danger!" he shouts back to Alura. "The Black Robe will turn on your at any moment!" The sorcerer snaps his fingers, and three magic missiles arch toward Callista. She takes 9 points of force damage. The first gargoyle attacks a zombie, rending it to pieces. The next two gargoyles similarly destroy the second of Callista's zombies. The final gargoyle attacks Aubryn. It manages to pierce her armor with its bite, dealing 3 points of piercing damage. Tabletop You are in Area 12. Callista successfully counterspells Rath Modar's teleport spell. We are in combat. The full party is up. The red circle is Rath Modar's wall of fire spell. Any character who comes within 10 feet of the wall must make a DC 15 Dexterity Save. Map Roll20 Link Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted yesterday at 02:39 AM Clone Share Posted yesterday at 02:39 AM AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (8/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [▣ ▣ ▣ ▣] Magic Missile, Burning Hands Level 2 [▣ ▢ ▢] Scorching Ray, Earthen Grasp, Crown of Madness Level 3 [▢ ▢ ▢] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [▢ ▢] Blight, Wall of Fire, Conjure Minor Elementals The missiles fly towards her and she lifts her staff, a shimmering shield appears to intercept the glowing darts "Always sowing discord... This is why you will lose." With a wave of her hand, a wash of sickly green energy surrounds Modar in a pulsing aura, with her spell cast she steps back and out of the room, the Gargoyles much too close to her with her zombies down. Mechanics Attacks Actions Attack Target To-Hit Damage Effects Blight Modar - 34 Half on save Zombie A Aubryn's Gargoyle 14 2 • Reaction - Casting: Shield • Casting: Blight • Save DC: Con (DC 16) Zombie A HP: 30/30 AC: 8 Attack: +7 Damage: 1d6+1 Name xDiceName xDiceResult xDiceString xDiceRolls Blight on Modar 34 8d8 1,3,2,7,8,4,4,5 Zombie A Attack 14 1d20+7 7 Zombie A Damage 2 1d6+1 1 Link to comment Share on other sites More sharing options...
Shadeus Posted 3 hours ago Clone Share Posted 3 hours ago (edited) Aubryn Grace AC: 21 | Hit Points: 102/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 2/3 | Commanding Rally: 2/3 | Warding Maneuver: 4/4 Skills+8 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +2 A. Handling +5 Insight +2 Medicine +5 Perception +5 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion | SavesStrength: +8 Dexterity: +0 Constitution: +7 Intelligence: -1 Wisdom: +5 Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic Class Features: - Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits: - Mount Up. Mounting or dismounting costs you only 5 feet of movement. - Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: - Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Aubryn flashes her longsword again as the gargoyle nearest to her ignores her; it carves a chunk out of the creature. Bound and determined, the knight presses that attack. Her next attack is clumsy and barely worth the effort, but it sets up a vicious slash across the stony creature's chest hoping she's seen the last of it. Tabletop Aubryn gets another Opportunity Attack vs. Gargoyle 3: hits AC 23 for 12 slashing damage. She continues to attack Gargoyle 3 until it dies. Once it dies, she will switch to Gargoyle 4. Attack #1 - misses Attack #2 - hits AC 23 for 16 slashing damage Her Commanding Rally last round didn't happen, so I will just not expend a use of it rather than have Cole attack. It's too bad it's only useful for weapon attacks. Once we have the new PCs, it will hopefully be more useful. Edited 2 hours ago by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword opportunity attack vs. Gargoyle 3 23 1d20+9 14 Slashing damage 12 1d8+8 4 Longsword attack #1 vs. Gargoyle 3 11 1d20+9 2 Longsword attack #2 vs. Gargoyle 3 23 1d20+9 14 Slashing damage 16 1d8+8 8 Link to comment Share on other sites More sharing options...
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