rauhric Posted March 6 Clone Share Posted March 6 Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura uses her superior skills of perception to examine the totality of the structure and determine the best course to take to go up. She assumes those in command are up high while those they command are down below. "Look for stairs." She walks purposely forward looking for a passageway up. OoC Passive Perception 19 to try and determine the best route to go up. She is walking across the courtyard headed towards the stairs. Granted she doesn't know there are stairs that way but she is smart enough to determine that there must be based on the general design of this flying base. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted March 7 Author Clone Share Posted March 7 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 walks around the courtyard, passively looking for a stairway leading into the upper courtyard. Even with her keen sight, she is unable to find anything. Cole and Aubryn stop a cultist. He is a middle-aged human man. He overhears Alura's comment about finding stairs and shakes his head. "You don't want to go upstairs. That's where Blagothkus and the non-believers dwell. They control the Wind Captain's Chair, but Glazhael the Cloudchaser guards the Wings of Stone below. We're paying Blagothkus tribute to direct the citadel, but that's only until we can oust him and his ogres. They have no gratitude to the Dark Queen, even though she created their race." The cultist shakes his head. "If Rezmir ordered you to report to her, you don't want to keep her waiting. I can show you to her chambers." The cultist leads you into the largest of the buildings around the edge of the courtyard and shows you inside. He leaves you outside the door to Rezmir's chambers. The door is locked, but you hear voices speaking inside. Tabletop You are outside Area 11. No one in the party has a passive perception high enough to find a hidden stairway. I will need Perception checks if you want to search for stairs. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 7 Clone Share Posted March 7 (edited) Cole Agdon - Half-elf Ranger 8 sheet app AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 18 | Darkvision: 90' | FeaturesSpell Slots, 1st: 4/4 2nd: 3/3 Darkvision 90' Invisible to Darkvision Extra attack in 1st round +1d8 damage +10' speed first round Climb and swim speed Favored: Dragons, Beasts Cole listens as the middle-aged human cultist offers to take them to Rezmir's chambers. He thinks we need to keep our identities secret for a little longer until we can figure out how to best play the ogres and the cultists against each other. He whispers to Aubryn, "We might not want to meet Rezmir yet. I'd rather we figure out the tensions and alliances here before we make a move. Maybe we can come up with a better story, but I don't know who to say sent us." Mechanics Main Hand: Bow Off Hand: Empty Reaction: none Action: Insight Bonus Action: none Move: none Manipulate: none Edited March 7 by BobtheWizard (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 10 1d20+8 2 Link to comment Share on other sites More sharing options...
Shadeus Posted March 8 Clone Share Posted March 8 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:4/4 | Rallying Command: 4/4 | 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 nods slightly to Cole. She isn't sure she agrees. It seems clear to her what's going on within the castle. It sounds like whoever this Blagothkus is is a hired hand and runs this place with his ogre allies. And they don't like the cultist and the cultist don't like them. Seems like a prime group to get angry with each other. Still, she trusts her companions and Cole has proven himself more than capable. She says to the cultist, "We don't need a babysitter! Just point the way and we will find Rezmir on our own." Once they have even modest directions, she will gather the group away from others and says, "What now? Maybe we can pit the ogres against the cultists if they knew of the Dark Queen's planned treachery. If we found such evidence and showed them, they may ally with us to take out the cultists leaving us to take care of Rezmir and gather their treasure. Of course, it is likely that Rezmir would be the one to hold such evidence." The knight shrugs. She's a farm girl and such sneakiness is beyond her skills. Tabletop That's about as grumpy as Aubryn gets! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted March 8 Clone Share Posted March 8 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura nods to her knightly companion's suggestion. "Let go get some allies." She walks purposely forward looking for a passageway up. OoC Rolling for Active Perception. That is just embarrassing. Edited March 13 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Active Perception 5 1d20+4 1 Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 12 Clone Share Posted March 12 Cole Agdon - Half-elf Ranger 8 sheet app AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 19 | Darkvision: 90' | FeaturesSpell Slots, 1st: 4/4 2nd: 3/3 Darkvision 90' Invisible to Darkvision Extra attack in 1st round +1d8 damage +10' speed first round Climb and swim speed Favored: Dragons, Beasts Cole stops Alura and suggests we instead confront Rezmir first. "This may be our best chance to take out Rezmir, which is probably the most important thing we can do to help our cause. It will be dangerous, but let's take the opportunity we've been given. If they are going to walk us right to him, let's make the best of it." He prepares to go into the leader's chamber. Mechanics Main Hand: Bow Off Hand: Empty Reaction: none Action: none Bonus Action: none Move: none Manipulate: none Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted March 12 Clone Share Posted March 12 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:4/4 | Rallying Command: 4/4 | 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 says, "I'm afraid I agree with Cole. The ogres are an unknown and we know we need to stop Rezmir. I would like to head there first and then figure out next steps." Tabletop Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted March 13 Clone Share Posted March 13 Niles Gilderbrandt Level 8 Arcane Mystic (Character Sheet) AC: 16 | HP: 59 | Spell Save DC: 16 | Spell Slots: 1st Level: 3 of 4 | 2nd Level: 3 of 3 | 3rd Level: 3 of 3 | 4th Level: 2 of 2 Spell Attack Bonus: +8 | Bonus Spells Available: Hex: Yes | Invisibility: Yes | Misty Step: Yes | Ray of Sickness: Yes Initiative: +3 Passive Perception: 14 | Channel Divinity: Yes "This, I believe, is sound." The resident gnome agrees. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
codexgigas Posted March 13 Author Clone Share Posted March 13 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 door to Rezmir's chamber is locked. Pressing your ear against the wood, you can make out a rough, strangely sibilant voice speaking. "Blagothkus is becoming a problem. He forgets his place and fancies himself the master of this citadel. Something needs to be done about him..." The voice continues speaking, but the speaker must have moved away from the door. The words become harder to distinguish. Tabletop You are outside Area 11. No one in the party has a passive perception high enough to find a hidden stairway. I will need Perception checks if you want to search for stairs. Map Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BobtheWizard Posted March 13 Clone Share Posted March 13 (edited) Cole Agdon - Half-elf Ranger 8 sheet app AC: 17 | HP: 79/79 | Initiative: +6 | Passive Perception: 19 | Darkvision: 90' | FeaturesSpell Slots, 1st: 4/4 2nd: 3/3 Darkvision 90' Invisible to Darkvision Extra attack in 1st round +1d8 damage +10' speed first round Climb and swim speed Favored: Dragons, Beasts Cole looks into the antechamber to the north and listens to the door to the east (13). He then knocks on the door to Rezmir's room as if he were a new recruit sent to check in with Rezmir. He steps back to let Aubryn be at the front. "As soon as they open the door, push your way in. We need to kill everyone inside quickly. I will mask the noise." He prepares to cast silence in the room as soon as the door is opened. Mechanics Main Hand: Bow Off Hand: Empty Reaction: none Action: ready silence as soon as the door begins to open, to cast when Aubryn goes in, centered on middle of room. Bonus Action: none Move: none Manipulate: none Edited March 13 by BobtheWizard (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
rauhric Posted March 13 Clone Share Posted March 13 (edited) Alura Sajon LG Human Wizard [8] HP 45 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura moves to the back of the group as Cole mentions masking the noise. She assumes he will use magic and doesn't want to be in the area of the spell's effect. Her spells would be hindered if she could speak the words of power. OoC Just moving back to a safe distance from Cole's Silence spell. Holding action to see the combat play out when it gets started. Afterwords she will help out with Mind Sliver: DC 16 Int Save or 2d6 psychic dmg + 1d4 save penalty till the end of the next turn. Edited March 20 by rauhric (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Mind Sliver psychic damage 9 2d6 5,4 Save Penalty 4 1d4 4 Link to comment Share on other sites More sharing options...
Shadeus Posted March 14 Clone Share Posted March 14 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:4/4 | Rallying Command: 4/4 | 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 nods and says, "I am headed right as Rezmir to lock her down. You cannot let anyone through the door. Keep your bow ready. I might be able to get you a shot." Tabletop How did I not realize that Aubryn is the only melee character?! THIS should be an interesting fight! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Neopopulas Posted March 14 Clone Share Posted March 14 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 "Do not worry over much about the door. I believe i can keep anyone through..." Mechanics Attacks Actions Attack Target To-Hit Damage Effects • Casting: Animate Dead to reestablish control • Ritual Casting: Alarm 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...
codexgigas Posted March 15 Author Clone Share Posted March 15 (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 Aubryn knocks, she hears the voice stop speaking. The lock clicks. "Come in," the voice hisses. "This had better be important." The knight kicks the door open, and Cole quickly casts his silence spell, covering the near half of the large room. Inside you see two drakes and a female half-dragon. The half-dragon begins to shout, but her words are lost in Cole's spell. Callista peers around Cole and casts her fireball spell, which explodes at the back of the room. Fire races toward the door, almost singeing Aubryn. However, Callista placed her spell well, and the flames stop just before the leave Rezmir's chamber. Tabletop You are outside Area 11. We are in combat. Cole's and Callista's readied actions resolve before the combat round begins. @NeopopulasPlease roll your fireball damage. Rezmir makes her save, but both drakes fail. Only Niles beats the enemy initiative. @Papa Bear is up. Roll20 Link Map Edited March 15 by codexgigas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Papa Bear Posted March 16 Clone Share Posted March 16 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: 3 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 As the voice from inside responds, Niles turns invisible. Looking into the room he casts Spiritual Weapon and directs it to attack Rezmir. He was prepared for some grand fight against half an army and is relieved to see there are only three enemies at this time, but is nervous about what Rezmir and those drakes can do. He's happy he chose to go into the room invisible and hopes the draconic eyes are not gifted with some kind of true sight that would reveal his presence. OOC: Upcasting Spiritual Weapon with a 3rd level spell as a Bonus Action and casting Invisibility with my Action using his Shadow Touched Feat. Name xDiceName xDiceResult xDiceString xDiceRolls Spiritual Weapon attack on Rezmir 28 1d20+8 20 CRITICAL Damage 20 4d8+3 1,1,7,8 Link to comment Share on other sites More sharing options...
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