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scootloops

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spacer.png Loxley

Half Elf Bard


AC: 14 (Studded Leather ) | HP: 13/13 | HD: 2/2 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 11, Perception 14, Darkvision 60ft.
Str: 9 (-1) | Dex: 14 (+2) | Con: 10 (+0) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 17 (+3)
Languages: Common, Elven, Dwarven, Halfling
Spell Slots: L1 3/3 | L2 0/0


 

It was like a deep, deep round of meditation. Loxley’s mind began to drift off as he did when meditating, but there was something different about it. Wilovar shaking him awake proved the difference. He had fallen asleep! Impossible!

And yet it happened. No time to wonder about the human side of his ancestry causing this problem not found among elves or most half-elves. Loxley had to alert the others.

He moved as quickly and quietly as he could. “Awake, be silent. Guard your ears. We are under attack from enchanted sounds coming from the forest.”

 

(Will Save DC11)

Edited by OneMoreGamer (see edit history)
Name
(Will Save DC11)
13
keep(2d20,highest,1)+3 10,3
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Tseren was a woman of simple pleasures. Hot tea. Roast duck (with crispy skin). Soaking in a hot spring. Sleep.

Being denied this last one was something that rather aggravated her.

Groggily, it wasn't the sun that woke her up, but Loxley. And the words "under attack" got her immediate attention. Tseren forwent her armor (not wanting to risk the delay), but drew out her greataxe. This was no tool like her handaxe -- this was very much a weapon.

"Just show me who to kill..." The older woman growled through clenched teeth.

Statblock

[b][url=/sheets/?id=2875046]Tseren[/url][/b] [i]Human (variant Tuigan) Barbarian 2 N[/i] [b]AC[/b] 15 [b]HP[/b] 23 [b]Speed[/b] 30ft [b]Str[/b] 16 (3) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Greataxe[/b] +5 1d12+3s [b]Handaxe[/b] +5 1d6+3s [b]Javelin[/b] +5 1d6+3p [b][/b] [b][/b] Great Weapon Master Source: Player's Handbook You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Class Features As a barbarian, you gain the following class features. Hit Points Hit Dice: 1d12 per barbarian level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) any simple weapon An explorer's pack and four javelins Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Tseren
Human (variant Tuigan) Barbarian 2 N

AC 15 HP 23 Speed 30ft

Str 16 (3) Dex 14 (2) Con 14 (2) Wis 12 (1) Int 8 (-1) Cha 10 (0)

Attacks
Greataxe +5 1d12+3s
Handaxe +5 1d6+3s
Javelin +5 1d6+3p



Great Weapon Master

Source: Player's Handbook

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Class Features

As a barbarian, you gain the following class features.
Hit Points

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer's pack and four javelins

Rage (2/day)

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

 

 

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Human Bartender (retired)/Monk

 


AC: 15 (Unarmored, WIS) | HP: 19/19 (2d8+4) | HD: 2/2 | Speed: 40 ft. | Initiative: +3
Senses: Passive Perception 12, Insight 14 Investigation 9.
Str: 13 (+1) | Dex: 16 (+3) | Con: 14 (+2) | Int: 9 (-1) | Wis: 15 (+2) | Cha: 11 (0)
Languages: Common,


Arden had gotten used to sleeping outdoors the past few weeks. But the prospects of bandits nearby had made his sleep fitfully. With Loxley's words of warning, Arden's eyes opened. Silently, he got to his feet, picking up the spear near his bedrool.

The outlaws were using magic to lull their victims to sleep. Arden could feel his wife seething next to him, and the thought that they could have their throats slit didn't sit well with him, either. He gave a quick nod to Tseren- this was not going to be a quiet night- and Arden looked around, wondering if there would be a second attack behind them while everyone was facing forward.

 

 

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Elrod InitArden InitD InitTseren InitClay InitLoxley InitWilovar InitTaborlin Init

Narration

GM-Token.png.93f0d150e3ed4b6cafdce51f5b700b58.pngWilovar's duplicate begins walking outwards towards the song while Loxley wakes everyone at the camp. Though they are hard to spot, the alluring serenade is coming from the trees across the road from camp. Anyone with darkvision can see the trees moving, though the attackers themselves remain out of sight.

Everyone is tense at the camp, waiting to see what happens next. Wilovars duplicate continues its slow march to the trees with heavy footsteps. A figure drops out of a nearby tree, no...it glides...and lands with near silence in the darkness a short distance from the duplicate. The creature confidently strides towards it, all the while continuing to sing. Suddenly a second and third winged figure glides down not far from the first one and they approach as well, focused on the illusion.

The light from the duplicate's illusory torch finally reveals the plain face of a woman with greasy straight locks of hair and a too-wide mouth full of sharp teeth. It spreads out its black wings and grotesque clawed hands slowly, continuing to sing and stare directly at the illusion. The Harpy quickly closes the wings and arms around the fake Wilovar quickly, but it finds nothing but air. The harpy screeches in fury at the trick, and looks up to see the rest of you at the camp. The second and third harpies make to take flight.

Arcana to Identify (Monstrosity)

Categories: Offence, Defense, Special Abilities, Resistance/vulnerability, Legendary actions (+5 DC)
DC11: 1 category
DC 16: 2 category
DC 21: 3 categories
Natural 20: Everything


Tableplop Link

Attack on Second Watch

Since this is the first time, make sure you click the link. I'll wait until everyone shows up (since I need to add you tokens) before moving ahead

Round 1: Those with "‼️" may act! Harpy-token.png.c827d552d90b4b58790865c0d12de26a.png
‼️21: Tseren
‼️18.2: Loxley
‼️18.1: Elrod
‼️16.3: Daignault
‼️16.2: Wilovar
15: Hilla (Harpy 1)
12: Taborlin
11: Clay
8: Hester (Harpy 3)
6: Arden
4: Helena (Harpy 2)

OOC

Check OOC channel for a post about Knowledge Checks. I'll try and post the type and DC when I think it necessary ahead of time.
Knowledge Checks count as a bonus action.

 

Edited by scootloops
Filling out the post (see edit history)
Name
Elrod Init
18
keep(2d20,highest,1)+1 2,17
Arden Init
6
keep(2d20,highest,1)+3 3,2
D Init
16
keep(2d20,highest,1)+3 12,13
Tseren Init
21
keep(2d20,highest,1)+2 16,19
Clay Init
11
keep(2d20,highest,1)+2 8,9
Loxley Init
18
keep(2d20,highest,1)+2 16,10
Wilovar Init
16
keep(2d20,highest,1)+2 10,14
Taborlin Init
12
keep(2d20,highest,1)+1 10,11
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spacer.pngWilovar Haften

Half Elf Merchant, Waukeener 


AC: 18 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 15, Insight 15, Investigation 10. Darkvision 60ft.
Str: 8 (-1) | Dex: 14 (+2) | Con: 12 (+1) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 16 (+3)
Languages: Common, Elven, Dwarven, Halfling
Spell Slots: L1 2/3 | L2 0/0


 

2nd Watch

The creature - whatever it is - enfolds his illusion in an obvious attack without even trying to talk. Whatever they were, they clearly weren't friendly, and he didn't think they'd be interested in a fair trade. The illusion flickers and fades a the creatures claws tear through it, and Wilovar calls upon Waukeen to bolster his friends. Tseren, Elrod and Norman seem first to move, and as they do so a shower of golden coins fall about their shoulders, imbuing them with his Goddess' blessing.

 

OOC

Action: Cast Bless on Tseren, Elrod & Daignault (+1d4 to attack rolls and saving throws)

Bonus Action: Knowledge (Arcana) - Defence

Movement: -

Reaction: -

Object Interaction: -

Concentration: Bless

Actions & Resources

Actions:

Mace . Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 - 1 bludgeoning damage.

Light Crossbow . Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed

Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 1d8 radiant damage.

 

Bonus Actions:

-

 

Reactions:

-

 

Class Features:

Blessing of the Trickster . Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity (0/1)

  • Turn Undead

    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

  • Invoke Duplicity

    As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

    For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

 

 

Edited by PureChance (see edit history)
Name
Knowledge (Arcana)
15
1d20 15
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DragonToken.png.435269cd9c3b758b492ecdd9ceb232a8.pngElrod Dragonskin


AC: 12 | HP: 17/17 (2d8+4) | HD: 2/2 | Speed: 30 ft. | Initiative: +1
Senses: Passive Perception 9, Insight 11 Investigation 10.
Str: 15 (+2) | Dex: 12 (+1) | Con: 14 (+2) | Int: 10 (+0) | Wis(p): 8 (-1/+1) | Cha(p): 16 (+3/+5)
Languages: Common, Draconic, Elven.
Spell Slots: 2/2 Spell Level: 1st Save DC: 13 Spell Attack: +5
Current Appearance (Disguise Self): None


Second Watch, Combat.

Elrod wakes up relatively easily, when shaken, assuming it is his watch; he is in his natural form, and appears as a bipedal dragon without wings or a tail. His dark scales seem to absorb the light.

He watches with the others as the illusion is attacked by a strange winged woman, and grumbles angrily. "All right, then," he comments, and weaves his magic to attack. As he does not trust himself to hit the ones farther away in the darkness, he aims at the closest (Hilla). With a growl and a snap, Elrod appears to spit a magical blast at the harpy.

OOC

Casting Eldritch Blast at Hilla. Are they in darkness, or just dim light? If darkness, he will need to attack with disadvantage, I think.

 

Anyway, I assume that is a miss. Wait, forgot bless. Eh, either way, he rolled a 12. 5 Force damage if it hits.

 

Edited by KingGoblin (see edit history)
Name
Eldritch Blast To Hit
11
1d20+5 6
Eldritch Blast To Hit Disadvantage (If Needed)
20
1d20+5 15
Eldritch Blast Damage (Force)
5
1d10+3 2
Bless
1
1d4 1
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3wIkLSC.png

D
Medium, Human Fighter


AC 14

HP 16/16

HD 1/1d8, 1/1d10


Second Wind 1/1


Inspiration 0/?
Attuned 0/3

 

Shaken awake, D thought it's their turn to keep watch. He paws for and pulls out a small blade, and pokes the heel of his palm with it to force himself awake. He goes through the motions of rolling out, adjusting his mask, rubbing his eyes, and massaging out what the journey has done to his hips. To his surprise, he and Elrod aren't the only ones rousing.

 

“What's going on?” he whispers to his neighbors.

 

He is cut short. They watch as Wilovar's double approaches the tree line and figures make their approach to meet him. “Do you think they are willing to talk?” His query is answered by a sudden toothy chomp and a screech. It's a small mercy that Wilovar had a hand in this trick of the light.

 

The figures are too far and too shrouded by the cover of night for D's liking. He lurks towards the beasts of burden and waits for a more opportune moment to pounce.

 

 

Mechanics

Main Hand: Hand Crossbow
Off Hand: 


Action: Hide
Bonus Action:
Move: Three to the right and three up.

Application

 

Name
Hide
6
1d20+5 1
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Enemies. Three. Winged.

The urge to rush at the enemies gnawed at Tseren. Age had brought some level of caution to her planning at least. Charging into battle in the dark was a way to get yourself killed. Still, that didn't stop Tseren from shooting a scowl towards the skulking Dee going in the opposite direction of the foes. Stealth was prudent (for mages and archers especially) -- cowardice was not. Apparently, the threat was bigger than an apple.

Tseren crouched and began to circle around the wagon in order to get closer. Ideally, it would give her some cover. But, just in case...

...Tseren bit her lower lip and tasted her own blood, awaking the rage. All she needed was the enemy.

 

Actions

Moved 30ft (did it on Tableplop)

Action: Hide attempt

Bonus: RAGE activated (1 minute  You have advantage on Strength checks and Strength saving throws.
    When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
    You have resistance to bludgeoning, piercing, and slashing damage.)

Statblock

[b][url=/sheets/?id=2875046]Tseren[/url][/b] [i]Human (variant Tuigan) Barbarian 2 N[/i] [b]AC[/b] 15 [b]HP[/b] 23 [b]Speed[/b] 30ft [b]Str[/b] 16 (3) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Greataxe[/b] +5 1d12+3s [b]Handaxe[/b] +5 1d6+3s [b]Javelin[/b] +5 1d6+3p [b][/b] [b][/b] Great Weapon Master Source: Player's Handbook You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Class Features As a barbarian, you gain the following class features. Hit Points Hit Dice: 1d12 per barbarian level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) any simple weapon An explorer's pack and four javelins Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Tseren
Human (variant Tuigan) Barbarian 2 N

AC 15 HP 23 Speed 30ft

Str 16 (3) Dex 14 (2) Con 14 (2) Wis 12 (1) Int 8 (-1) Cha 10 (0)

Attacks
Greataxe +5 1d12+3s
Handaxe +5 1d6+3s
Javelin +5 1d6+3p



Great Weapon Master

Source: Player's Handbook

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Class Features

As a barbarian, you gain the following class features.
Hit Points

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer's pack and four javelins

Rage (2/day)

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

 

 

Name
Hide
8
1d20+2 6
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On 2/26/2024 at 7:19 PM, KingGoblin said:

DragonToken.png.435269cd9c3b758b492ecdd9ceb232a8.pngElrod Dragonskin


AC: 12 | HP: 17/17 (2d8+4) | HD: 2/2 | Speed: 30 ft. | Initiative: +1
Senses: Passive Perception 9, Insight 11 Investigation 10.
Str: 15 (+2) | Dex: 12 (+1) | Con: 14 (+2) | Int: 10 (+0) | Wis(p): 8 (-1/+1) | Cha(p): 16 (+3/+5)
Languages: Common, Draconic, Elven.
Spell Slots: 2/2 Spell Level: 1st Save DC: 13 Spell Attack: +5
Current Appearance (Disguise Self): None


Second Watch, Combat.

Elrod wakes up relatively easily, when shaken, assuming it is his watch; he is in his natural form, and appears as a bipedal dragon without wings or a tail. His dark scales seem to absorb the light.

He watches with the others as the illusion is attacked by a strange winged woman, and grumbles angrily. "All right, then," he comments, and weaves his magic to attack. As he does not trust himself to hit the ones farther away in the darkness, he aims at the closest (Hilla). With a growl and a snap, Elrod appears to spit a magical blast at the harpy.

OOC

Casting Eldritch Blast at Hilla. Are they in darkness, or just dim light? If darkness, he will need to attack with disadvantage, I think.

 

Anyway, I assume that is a miss. Wait, forgot bless. Eh, either way, he rolled a 12. 5 Force damage if it hits.

 

12 hits! Also, no disadvantage, the fire provides enough light.

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Narration

GM-Token.png.93f0d150e3ed4b6cafdce51f5b700b58.pngTseren, in her annoyed and groggy state, isn't as quiet as she wishes to be, and neither is Norman. Hester spots the warrior woman and prepares to go on the offensive. Wilovar has now made himself known as well, as the harpies now recognize his trickery. Hilla flaps her wings and shrieks directly at the merchant, ready to pounce, though suddenly she is pummeled by the eldritch forces that Elrod unleashed, pulling her attention towards the dragonkin.

Round 1: Those with "‼️" may act! Harpy-token.png.c827d552d90b4b58790865c0d12de26a.png
21: Tseren
‼️18.2: Loxley
18.1: Elrod
16.3: Daignault
16.2: Wilovar
15: Hilla (Harpy 1)
12: Taborlin
11: Clay
8: Hester (Harpy 3)
6: Arden
4: Helena (Harpy 2)

OOC

 

 

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(Damage)spacer.png Loxley

Half Elf Bard


AC: 14 (Studded Leather ) | HP: 13/13 | HD: 2/2 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 11, Perception 14, Darkvision 60ft.
Str: 9 (-1) | Dex: 14 (+2) | Con: 10 (+0) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 17 (+3)
Languages: Common, Elven, Dwarven, Halfling
Spell Slots: L1 3/3 | L2 0/0


 

Loxley moved forward from his original position (30 ft.) until he was parallel with Sgt. Lin, but allowing a few feet of distance between them so both could work effectively. Seeing that Elrod’s blast had effect but did not fell the harpy, Loxley took aim with his crossbow and fired at Hilla as well.

(Attack)(Damage)

Edited by OneMoreGamer (see edit history)
Name
(Attack)
16
(1d20+4) 12
(Damage)
SyntaxError: Unexpected token )
1d8+1)
(Damage)
7
(1d8+1) 6
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Hilla (Harpy 1)

Harpy-token.png.c827d552d90b4b58790865c0d12de26a.pngLoxley lands a solid crossbow bolt right into the wing of Hilla, drawing her fickle attention away from Elrod and towards the half-elf. The harpy flaps her wings and leaps/flies right up to Loxley, producing a crude club and swinging down on him. She follows up the swing with a clawed swipe from her other hand. The stench of the wretched creature in strong, smelling of rotted meat

Rolls edit:
Hilla's club strikes Loxley hard in the chest, but her claws miss.

Hilla ClubClub Damage (B)Hilla ClawsClaws Damage (S)Strength Save (Thunderous Smite)

Taborlin

Timage.png.93c8c302efa7048da2550321c6cba8e1.pngaborlin scrambles out of her tent, spear and shield in hand. "Oi, What we got!" She shouts right before Hilla swoops in and attacks Loxley. "Harpies..." she mumbles. The sergeant whips her spear out to the side, a crackling channel of divine energy thunders out from the tip of the spear. Shield readied, Taborlin steps in for an attack against Hilla.

Rolls edit: Unfortunately, Hilla dodges Taborlin's attack, and her spear pierces only air.

Tabs SpearSpear DamageThunderous Smite (T)

Round 1: Those with "‼️" may act!
21: Tseren (Rage, Blessed)
18.2: Loxley (-4)
18.1: Elrod (Blessed)
16.3: Daignault (Blessed)
16.2: Wilovar
15: Hilla (Harpy 1) (-5, -7)
12: Taborlin (Concentrating, Thunderous Smite)
‼️:Clay
8: Hester (Harpy 3)
6: Arden
4: Helena (Harpy 2)

OOC

@OneMoreGamer Loxley takes 4 bludgeoning damage! @Moturnach Clay is up!

 

Edited by scootloops
Roll result updates (see edit history)
Name
Hilla Club
19
1d20+3 16
Club Damage (B)
4
1d4+1 3
Hilla Claws
7
1d20+3 4
Claws Damage (S)
4
2d4+1 2,1
Strength Save (Thunderous Smite)
19
1d20+1 18
Tabs Spear
9
1d20+4 5
Spear Damage
7
1d6+2 5
Thunderous Smite (T)
7
2d6 1,6
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Posted (edited)
GM BOT:

Clay is roused awake from his barely half hour of shut-eye. The ranger readies himself quickly and throws an ethereal mark (hunters mark) onto Hilla, moves to get a good shot, and Fires an arrow at the heart of the creature.
ShortbowPiercing (hunters mark)

Roll Result edit:

Clays shot pierces Hillas chest, nearly bringing the creature to its death. if only it had been slightly more to the right...



Clay Dust(Claiborne Barleydust)

Human Ranger, Hunter 


AC: 14 (Studded Leather) | HP: 24/24 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 14, Insight 12, Investigation 11.
Str: 10 (0) | Dex: 16 (+3) | Con: 14 (+2) | Int: 12 (+1) | Wis: 14(+2) | Cha: 8 (-1)
Languages: Common, Deep Speech
Spell Slots: L1 2/2 | L2 0/0


 

OOC

Action: - Fire an arrow at Hilla

Bonus Action: - Cast Hunters Mark on Hilla

Movement: - Move to get a clear shot around Taborlin and Loxley

Reaction: -

Object Interaction: -

Actions & Resources

Actions:

 

Bonus Actions:

-

 

Reactions:

-

 

Class Features:

 

 

 

 

 

 

Edited by scootloops (see edit history)
Name
Shortbow
13
1d20+5 8
Piercing (hunters mark)
14
2d6+3 5,6
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HESTER

Harpy-token.png.c827d552d90b4b58790865c0d12de26a.pngHester flies towards Tseren, but is keeping distance. The harpy starts singing as it is in the air, and lands gracefully, not dropping the tune. The song is beautiful, haunting, and alluring. The same song that Wilovar and Loxley heard earlier, and with the exception of those two, the siren song tries to penetrate into everyone's mind.

Taborlin Wis Save

Round 1: Those with "‼️" may act!

  Init Name Damage Tracker Concentrating Notes
  21 Tseren     Rage, Blessed
  18.2 Loxley -4,   Blessed, Immune: Luring Song for 24hrs
  18.1 Elrod     Blessed
  16.3 Norman Dee     Blessed
  16.2 Wilovar     Blessed
  15 Hilla (Harpy 1) -5, -7, -14   Immune: Luring Song for 24hrs
  12 Taborlin   Thunderous Smite  
  11 Clay     Hunters Mark: Hilla
  8 Hester   Luring Song  
‼️ 6 Arden      
  4 Helena      


 

OOC

@RedRajah @Passione @PureChance @Moturnach @KingGoblin
Make a DC 11 Wisdom Save! This is a charm effect if that matters to you.

 

Name
Taborlin Wis Save
21
1d20+1 20
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'O sing once again for me, my silly girl and drink deep from my cup...'

The memory flitted through Tseren's gut more than her head as the harpy sang, bringing with it younger days Of shadows, heady smoke and whisky...

 

...and sudden betrayal.

 

"CEASE YER CATERWAULIN', YA GUTTERMOUTH!" Tseren's earlier outburst at the tavern was brought about by fear. And though she was trembling again, her mood was changed. This...this was ANGER.

Edited by RedRajah (see edit history)
Name
Wis Save
14
1d20+1 13
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