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Chapter 02d: Shadow of War (Wheelwatch Outpost)


Kamishiro_Rin

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token_1.png.451fa62d12c0f2185636025bbfd5d519.pngArlo Thistleknott

Kender Entertainer Arcane Trickster Rogue


AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft.
Senses: passive Perception 18, Insight 15, Investigation 16
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0)
Languages: You can speak, read, and write Common, Kenderpseak, and Thieves' Cant


Arlo smiles as he unlocks Fairla's cell door. "Any sign of our belongings?" he asks. "This is a very nice lockpick, but I suppose you'll want it back Elgo. I know I would."

He looks at Fairla. "You didn't see my spell book or spell components over there, did you, Fairla? Those are almost as important as my hoopak. I'm pretty sure if I have my own lockpicks, my hoopak, and the things I need to cast spells, I can get us out of here. Plus, if someone else is causing a distraction, the Red Dragon Meanies won't have time to look for us, will they?"

Arlo follows Vigdan outside also sticking to the shadows, and he finds himself near the gully dwarf that Elgo mentioned. "Hi, my name is Arlo," he whispers toward the gully dwarf. "You're not with the Red Dragon Meanies, are you? Do you know what they did with my hoopak?"

OOC

Action: Thieves' tools check to open the lock.
Move: to T23
Bonus Action: Hide

Taunt: 3/3
Spell Slots: 3/3 1st Level

Edited by codexgigas (see edit history)
Name
Stealth
11
1d20+7 4
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin
Level 5 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


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


Merituuli is ready to throw open the door before he hears two voices atop the wall to their west. He grimaces as the dwarven soldier just barely spots Coltan and rushes off to warn what sounds to be a commanding officer, while the human begins making their way towards their location. Seeing Coltan place one of the tabards over his armor, Merituuli thinks for a moment before whispering, "Coltan, you might be able to intercept the soldier and fool them into thinking you're one of them wearing that tabard - you or Artanis would be the best for the job. I'd stick out like a sore thumb, unfortunately. If it goes bad, just give us a signal and we'll rush in."

The arrival of two figures from the north puts a wrinkle in the plan, however - a bald, dark-skinned man and a kender who sidle up near Hunni and Modri. He catches bits of the kender's questions to Hunni and relays to Artanis and Coltan in a whisper, "I think we might have some newfound friends, judging from that kender saying 'Red Dragon Meanies' and asking if we know where his hoopak went." The sea elf gives a small, cautious wave over to the two newcomers, remaining pressed up by the door.

OOC

Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Concentration: Pass without Trace

Bonus Action:

Action: Actively Hide, if needed!

Movement:

Reaction:

Actions & Resources

Actions:

Attacks Per Action: 2

Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d8+4 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target.
Hit: 2d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

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

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

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

Bonus Actions:

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

Other:

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

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

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

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

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

 

Ammunition:

20/20 Crossbow Bolts

 

Class Features:

  • 3/3 Favored Foe Marks
  • 4/4 1st Level Spells
  • 1/2 2nd Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Hiding!
11
keep(2d20,highest)+2 9,5
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Posted (edited)
Date

On This Linaras, the 27th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Sunday, March 27, 351 AC)

The 8th Day of the Campaign - About 4:50 AM–5:00 AM

  • Solinari: Waning Gibbous
  • Lunitari: Waning Crescent
  • Nuitari: Waxing Crescent

Wheelwatch Outpost

(Everyone)

IC

Round 5 (Concluded)

   “Hey Barbedaxe, that you over there takin’ a piss? Barrelsunder is jumping at shadows again,” the human guard asks, as he jogs down the steps from the wall and through the space between the stables and the storeroom.

   When he clears the area, he sees most of their prisoners—though Fairla is not amongst them—plus a bunch of other people he’s never seen. “What the bloody hell!?! You’ve killed Waesna!” he yells, pointing to the dead body of the elven guard next to Modri.

   At this proclamation, you hear a series of hurried boots come running from the north and south towers. Fortunately, just one set of boots comes from the south tower—but they’re swift. A wood elf guard (RDAS5) dashes into view next to the guard that just yelled (RDAS4). He’s carrying a horn to alert the rest of the fort!

   “Saunders?” you hear a muffled shout from the stables, “Is that you? What’s going on out there?”

   “They’ve killed Smith!” the wood elf exclaims, pointing at the body next to Coltan.

   All of the RDASs had to dash to get to where they are, currently, so none of them can take actions, yet.

   I’ve made their positions visible so you can act without doing so blindly. Just keep in mind that if you try to attack the ones listed as “on the wall” (see the statblock below), that you won’t be able to attack them without a ranged option or running up those stairs in the southwest corner.

Round 6 Start!

OOC

   Walls. The walls of Wheelwatch are 20 feet high, with towers and fortifications adding an additional 10 feet for each floor.

   Windows. The windows in these walls are 6-inch-wide arrow slits.

   Light. Torches provide bright light throughout the fort.


   Ixenkuhri. Anyone who understands draconic.


   Gate Controls. The north and south gates each have a mechanism to open and close that gate. “Unlocking” (actually, engaging the internal mechanism) a gate mechanism requires using two separate gate keys or succeeding on a DC 14 Dexterity (thieves’ tools) check.

   It takes 1 minute to fully open or close the gates using the controls. Opening a gate attracts the attention of all creatures in areas W1, W2, W3, and W4.

   Eves and Lines of Sight. I’m going to rule that the buildings in the courtyard (jail (west), store room (attached to and south of the jail), stables (southwest corner), and kitchen (southeast corner), all have a 5-foot overhang for rain, and you can stand as far as 10 feet from a buildings’ edge before you are seen by a soldier patrolling a wall directly over you. However, that doesn’t stop you from being seen by a soldier on any of the other three sides looking directly at you.

   You Are Still in Initiative. A clock has started ticking, so to speak. You have to find two keys (Vigdan has just found one), there are three bodies on the ground and blood everywhere. A patrol could begin on any one of the four walls at any time, and someone is giving something a scrub-down in the stables—who knows how long that’s going to last?

Map

image.png.5369fd9e4be6aceb199726ae4ce484d0.png

Statblocks

Red Dragon Army SoldierRed Dragon Army Soldier


Medium Humanoid, typically Lawful Evil
Armor Class 17 (scale mail, shield)
Hit Points 22 (4d8 + 4)

Name Coordinates HP Max HP % Health Notes
RDAS4 (human) Z24 20 20 100%
RDAS5 (wood elf) Y24 27 27 100%
RDAS6 (dwarf) Y17 25 25 100% (on the walls)
RDAS7 (human) Y18 25 25 100% (on the walls)
Kalaman Soldier!?! (human)
“Lurden”?
Z18 ?? ?? 100% (on the walls)

Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Athletics +4, Perception +2
Senses passive Perception 12
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2

Draconic Devotion. While the soldier can see a Dragon that isn’t hostile to it, the soldier has advantage on attack rolls.


Actions


Multiattack. The soldier makes two Longsword or Javelin attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

  • Hit: 6 (1d8 + 2) slashing damage (or 7 (1d10 + 2) slashing damage if used with two hands), plus 2 (1d4) fire damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.

  • Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage.
Edited by Kamishiro_Rin (see edit history)
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (15 THP) (hd 5d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Somewhat surprised, Hunni glances at the kender that just approached her. Covered in dancing shadows of frost and humming with evil energies, she puts a finger to her lips. Although coated in shadow, her eyes still somehow glimmer with mischief. "Be vewy vewy quiet. We are hunting dwagon soldiers," she says, before turning back to the action.

As the soldiers dash down, and she notices the one with the horn, Hunni moves forward. "Quickly," she says, "Give me the horn, the fort is overrun. Go check on the gates, they might already have the keys!" As she speaks, her words seem to reverberate, the whip in her hand almost echoing her words.

OOC

Armor of Agathys: 15 temporary hit points, 15 cold damage to any who strike her in melee.

Action: Casting Suggestion on RDAS5, to hand over the horn and run into an ambush. Using her 1/long rest casting from the feat. Wis save DC 15. Ah, nuts, he saved.

Bonus Action:

Movement: Move to X24

Reaction:

 

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

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

Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: (1d4 + 5) slashing damage.

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

Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: (1d6 +4) bludgeoning damage.
Versatile: (1d8 +4) bludgeoning damage.

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

Bonus Actions

Hexblade's Curse.

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

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

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

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

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

Spellcasting

Spell Slots:  0 / 2, cast at 3rd level, refreshed at short rest

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

Hunni is a spellcaster.  Her spell slots are at 3rd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 15.  Spell Attack Modifier +7.  She can use an arcane focus as a spellcasting focus.

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

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

Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

 

 

Edited by KingGoblin (see edit history)
Name
RDAS5 Wis Save
15
1d20 15
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fairla_token.png.3ec0cf634c791239cd69134297408c22.pngFairla Sunnybank

Human Mage of High Sorcery Abjuration Wizard


AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
Senses (passive): Perception 9, Insight 9, Investigation 17
Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane Recovery
: 2 spell levels per LR | Arcane Ward: 14/14 HP


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


Fairla finishes stuffing the papers into her pocket. She looks up to find her companions already gone. 'I wish they wouldn't run off like that,' she thinks. She steps out the door to find a whole crowd in front of her, a pair of guards beyond, and maybe some other folks in the distance, but she can't see them clearly. 'These ones seem to be on our side. But I'd better do something about those guards!' She casts Hold Person on the nearest guardRDAS5, a Wood Elf. It seems to be effective.

OOC

Action: Casting Hold Person on RDAS5

Bonus Action:

Movement: to R-23

Reaction: Casting Shield, if attacked

RDAS5 Wis Save

Spells

Spellcasting

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire Bolt
  2. Light
  3. Mage Hand
  4. Mending
  5. Prestidigitation

1st-Level
3/4 Spell Slots

  1. ( ) Absorb Elements
  2. ( ) Alarm [R]
  3. (P) Comprehend Languages [R]
  4. ( ) Detect Magic [R]
  5. ( ) Feather Fall
  6. ( ) Floating Disk [R]
  7. (p) Grease
  8. (p) Mage Armor
  9. (p) Magic Missile
  10. (P) Shield
  11. ( ) Unseen Servant [R]

2nd-Level
2/3 Spell Slots

  1. (p) Detect Thoughts [c]
  2. (p) Hold Person [c]
  3. (p) Invisibility [c]
  4. (P) Lesser Restoration
  5. (p) Misty Step

3rd-Level
2 Spell Slots

  1. (p) Counterspell
  2. (p) Dispel Magic
  3. ( ) Tiny Hut [R]

Stat Block

%5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D
Actions:
Attacks:
Firebolt (120 ft.) +7 2d10 Fire
Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
Spells:
You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.

Bonus Actions:
Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Reactions:
Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Feats:
Initiate of High Sorcery
Adept of the White Robes
Linguist
Telekinetic

Inventory

Gp: 52 Sp: 4 Cp: 4

Equipped

  1. Bag of Holding
  2. Clothes, Common
  3. Healer's Kit
  4. Orb
  5. Quarterstaff
  6. Robes
  7. Spellbook

Bag of Holding

  1. Abacus
  2. Backpack
  3. Ball Bearings (bag of 1000)
  4. Bedroll
  5. Bell
  6. Blanket
  7. Block and Tackle
  8. Book
  9. Bottle, Glass
  10. Bucket
  11. Candle
  12. Case, Map or Scroll
  13. Clothes, Fine
  14. Clothes, Traveler's
  15. Crowbar
  16. Fishing Tackle
  17. Flask
  18. Grappling Hook
  19. Hammer
  20. Hammer, Sledge
  21. Healer's Kit
  22. Ink Pen
  23. Ink, Black
  24. Ink, Blue
  25. Lantern, Hooded
  26. Little Bag of Sand
  27. Manacles
  28. Mess Kit
  29. Oil (flask)
  30. Parchment (sheet)
  31. Perfume (vial)
  32. Pick, Miner's
  33. Piton
  34. Pouch
  35. Rations (1 day)
  36. Rope, Hempen (50 ft.)
  37. Rope, Silk (50 ft.)
  38. Sack
  39. Scale, Merchant's
  40. Sealing Wax
  41. Shovel
  42. Signal Whistle
  43. Small Knife
  44. Soap
  45. Spikes, Iron
  46. String (10 ft.)
  47. Tent, Two-Person
  48. Tinderbox
  49. Vial
  50. Waterskin
  51. Wine, Common (pitcher) + pitcher
  52. Wine, Fine (bottle)

Riding Horse

  1. Bit and Bridle
  2. Riding Saddle
  3. Saddlebags
  4. Feed (10 days)
Edited by morgan_ (see edit history)
Name
RDAS5 Wis Save
5
1d20 5
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin
Level 5 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


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


Pressed up against the wall, Merituuli is able to avoid the notice of the nearest human soldier... but the wood elf is a different story. The shoal elf eyes the horn the elven soldier carries, and quietly curses under his breath. The whole fort will be on us if they blow that horn... gotta take them out, fast!

Hunni's attempt at magical suggestion gives Merituuli a bit of hope, but after a tense moment the soldier is able to shake off the effect. But then the sudden appearance of a white-cloaked human woman from the north catches his immediate attention, and with a weaving of magic the soldier suddenly begins to go stock-still!

Taking full advantage of the situation, Merituuli steps forward and reveals himself before swinging his whalebone dagger towards the horn in an attempt to knock it out of the wood elf's hand! His first attempt is unsuccessful as the elven soldier uses their final moments of movement to pull the horn out of the way, but with another swing the horn flies out of the soldier's grasp! He gives a broad smile and nod to the white-cloaked mage before commanding his osprey companion to slash at the paralyzed wood elf with their talons.

OOC

Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Concentration: Pass without Trace

Bonus Action: Command Kalasääski to Take Action.

Action: Two Disarm attempts on the paralyzed RDAS5 (Elven Accuracy in effect).

Movement: 5 ft. step to Z25.

Reaction:

Actions & Resources

Actions:

Attacks Per Action: 2

Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d8+4 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target.
Hit: 2d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

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

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

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

Bonus Actions:

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

Other:

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

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

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

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

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

 

Ammunition:

20/20 Crossbow Bolts

 

Class Features:

  • 3/3 Favored Foe Marks
  • 4/4 1st Level Spells
  • 1/2 2nd Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Disarm Attempt 1
15
keep(3d20,highest,1)+5 10,8,7
RDAS5 Athletics vs. Disarm
21
1d20+4 17
Disarm Attempt 2
25
keep(3d20,highest,1)+5 10,20,2
RDAS5 Athletics vs. Disarm
18
1d20+4 14
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2010-kabini-osprey.jpg.2fc78c838a7e1bc0d48144b4320c0ba5.jpgKalasääski
Level 5 Beast of the Sky


AC: 16 (Natural Armor) | HP: 24/24 (5d6+5) | Speed: 10 ft., fly 60 ft.
Senses: passive Perception 15 (Darkvision 60 ft.)
Str: 6 (-2) | Dex: 16 (+3) | Con: 13 (+1) | Int: 8 (-1) | Wis: 14 (+2) | Cha: 11 (+0)
Languages: understands the languages Merituuli speaks


Perched atop Merituuli's shoulder, Kalasääski flaps upwards before flinging their talons towards the paralyzed wood elf soldier's face. They dig into his cheeks, leaving deep gashes! The osprey then swoops away from battle and flies over towards the newcomers, studying all of them with curious yellow eyes.

OOC

Action: Shred vs. RDAS5.

Bonus Action: —

Movement: To T24 (Flyby avoids Opportunity Attacks).

Reaction: —

Actions & Resources

Actions:

Shred. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d4+6 slashing damage.

Other:

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

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

 

Edited by PhoenixSlayer (see edit history)
Name
Shred Attack; Crit Slashing Damage
18; 12
keep(2d20,highest)+7; 2d4+6 [10,11]; [10,11,2,4]
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 spacer.pngColtan Bluetemper

Level 5 Neidar Folk Hero Forge Cleric


AC: 20 (Splint +Cloak +2 Shield) | HP: 51/51 (5d8+15+5) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Magic: +7 DC 15 | Channel 1/1 | Cantrips | 1st 4/4 | 2nd 1/3 | 3rd 2/2

Languages: Speak, read, and write Common and Dwarvish


Coltan looks up to see Meri claim one of their horns and the other guard become paralyzed. He drops the bloody red dragon army tabard in his hand and moves to see down the alleyway, because he hears more coming.

He prays, "Reorx, please keep them from sounding the alarm," effectively moving the cone of silence to the reinforcements before closing into melee with the two guards.

 


OOC

Round 6

Bonus Action:

Movement: Move to Z27 , then move to Y25

Action: Cast Silence on intersection of YZ1718

Reaction:

Concentration: Silence

Actions and Resources

Actions

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

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

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

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

Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2

Cantrips

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

1st level spells prepared

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

2nd-Level Spells Prepared

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

3rd-Level Spells Prepared

  • Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
  • Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

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

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

War Caster

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

 
 
Edited by JubalBreakbottle (see edit history)
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 21 (Plate, Shield +1) | HP: 38/38 (6 THP) | HD: 4/4 | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 18 (+4) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic

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


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


 

 

Several people file out of the jail in short order, at least one a Kender - likely the target of the earlier threats earlier he assumes, wondering what's happened to the guard. As the first soldier, a wood elf, rounds the corner and fails to fall prey to Hunni's suggestion - even odds if it was magical - Artanis lets the blackflame javelin fly. It strikes true, and flames lick around the wound.

 

Moments later, a woman wearing white robes follows them and mutters some kind of spell, leaving Artanis hoping the colour is not just a fashion choice. Merituuli capitalises on the guard freezing to relieve him of the horn, and the Osprey strikes seconds later. Coltan plunges the remaining scene into silence once more, and Artanis takes that as his sign to act freely. Unfortunately but now most of him companions have surrounded the soldiers, leaving him little space to enter the melee. He moves up to support his allies, and motions Modri to have at them. Not that the dwarf needs any encouragement. He eyes the soldiers on the wall, frustratingly just out of javelin range, and instead draws his longword to finish off the paralysed wood elf. It's depressingly easy to slip his blade past the paralysed mans guard, and despite the clean kill he feels oddly first doing so. In an attempt to take his mind off it, he directs the diminutive Hunni to take advantage of the clear run created and strike at the remaining soldier in front of Merituuli before he notices.

 

OOC

Action: Battlefield Presence on Modri @Peacemonger (grants an extra attack if you take the attack action), Longsword vs RDAS5 - Hit; 17 Slashing Damage; Dead (9 Javelin + 12 Osprey + 17 Longsword)

Bonus Action: Commanding Rally on Hunni @KingGoblin - reaction to immediately make one weapon attack; extra d8 damage on hit.

Movement: AC26 > Y26 > X25

Reaction Round 5: RDA Javelin vs RDAS5 - Hit; 6 Piercing & 3 Fire Damage

Reaction: 

Object Interaction: Draw Longsword

Mount Action: 

Mount Movement: 

Actions & Resources

Actions:

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

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

  RDA Javelin (range, thrown) [9]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage.

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

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

   Commanding Rally 2/3 (Long Rest)

Class Features:

  Precise Strike. 3/3 (Long Rest)

  Leadership Dice (d6). 4/5 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).

Edited by PureChance (see edit history)
Name
Reaction: RDA Javelin vs RDAS5
24
1d20+6 18
Damage vs RDAS5
9
1d6+1d4+4 2,3
Longsword vs RDAS5 (Adv. Paralysed)
18
keep(2d20,highest,1)+6 12,9
Damage (Crit! Paralysed)
17
2d8+6 4,7
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 79/75 (5d12+20+10+5) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Wild Surge Rages: 2/3 | Magic Awareness: 2/2

Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement


“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .


Modri steps forward landing a crushing blow to the Dragon Army Soldier still up. However, as he throws his hammer out a couple more times, the soldier just manages to dodge and deflect. The Dwarf glances at the group who's now gather behind them and with a grin he beckons them on.

"Beautiful day, isn't it?"

 

OOC

Movement: To Y23

Action: Attack DAS4, third attack with the bonus Artanis gave

Bonus Action: -

Reaction: Sentinel in effect

 

 

Edited by Peacemonger (see edit history)
Name
Reckless, No Rage DAS4
21
drop(2d20,lowest)+6 12,15
Damage
9
1d8+3 6
Second Attack
15
drop(2d20,lowest)+6 9,3
Last Attack
16
drop(2d20,lowest)+6 10,9
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Vigdan 'The Dog' Luchen

Variant Human Smuggler Scout Rogue


smuggler1-2.png.53cb73f51d778015c4d7e51e12f5e926.png

AC: 16 (Studded Leather, +4 Dex) | HP: 43/43 (1d8+2+1+8+8+8+8) | Speed: 30 ft.

Senses: passive Perception 15, Insight 15, Investigation 12
Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0)
Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant


“My words,” Vigdan said. | ‘My thoughts’ Vigdan thought. | My actions . . .


All hells is breaking loose and Vigdan is feeling exposed, especially since he's unarmed. Sliding past the two dwarfs and smiling at the male dwarfs comment, he peeks into the room. 'A storeroom. I'll bet our gear is in there.' Looking back at Arlo, he signals the kender to follow him as he steps over the fallen guard and into the storeroom.

OOC

Action: Search the storeroom for our gear.

Bonus Action:

Movement: U23 to W20

 

 

 

Edited by RagallachMC (see edit history)
Name
Search(Perception)
16
1d20+2 14
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token_1.png.451fa62d12c0f2185636025bbfd5d519.pngArlo Thistleknott

Kender Entertainer Arcane Trickster Rogue


AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft.
Senses: passive Perception 18, Insight 15, Investigation 16
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0)
Languages: You can speak, read, and write Common, Kenderpseak, and Thieves' Cant


Arlo sighs as the Red Dragon Meanies begin to cause problems. Vigdan motions for him to follow, but the Kender can't resist taunting their foes. "Hey ugly!" he yells at the human soldier. "I know that you Red Dragon Meanies like to wear stupid clothes, but yours are the dumbest I've seen. You must be blind. That explains why your outfit is so ugly!" Arlo smiles as he sees the glint in his target's eyes that means that his taunt has hit home.

His taunt delivered, Arlo follows Vigdan and helps his fellow prisoner look for their belongings.

 

OOC

Action: Search the Store Room
Move: T23 to W19.
Bonus Action: TauntAs a bonus action you can unleash a string of provoking words at a creature within 60 ft. of you that can hear and understand you. The target must succeed on a WIS saving throw (DC 13) or it has disadvantage on attack rolls against targets other than you until the start of your next turn. RDAS4 in Z24.

Taunt: 2/3
Spell Slots: 3/3 1st Level

Edited by codexgigas (see edit history)
Name
RDAS4 Wisdom Save
8
1d20+1 7
Perception
11
1d20+8 3
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (15 THP) (hd 5d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Hunni shrugs at Artanis's order, but goes ahead and cracks her whip at the dragon army soldier. The whip cracks angrily, but doesn't do much of anything else.

OOC

Armor of Agathys: 15 temporary hit points, 15 cold damage to any who strike her in melee.

Action: Using that free attack action on RDAS4

Bonus Action:

Movement:

Reaction:

 

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

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

Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: (1d4 + 5) slashing damage.

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

Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: (1d6 +4) bludgeoning damage.
Versatile: (1d8 +4) bludgeoning damage.

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

Bonus Actions

Hexblade's Curse.

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

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

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

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

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

Spellcasting

Spell Slots:  0 / 2, cast at 3rd level, refreshed at short rest

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

Hunni is a spellcaster.  Her spell slots are at 3rd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 15.  Spell Attack Modifier +7.  She can use an arcane focus as a spellcasting focus.

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

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

Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

 

 

Edited by KingGoblin (see edit history)
Name
Whip To Hit RDAS4
9
1d20+8 1
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Posted (edited)
Date

On This Linaras, the 27th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Sunday, March 27, 351 AC)

The 8th Day of the Campaign - About 4:50 AM–5:00 AM

  • Solinari: Waning Gibbous
  • Lunitari: Waning Crescent
  • Nuitari: Waxing Crescent

Wheelwatch Outpost

(Everyone)

IC

Round 6 (Concluded)

   Hunni suggests that the Red Dragon Army Soldier hand over but he just looks at her with incredulity. “Are you daft? Of course you are, you’re one of those stupid gully dwarves who can’t even count past two!”

   Fairla comes out to quite the scene, but acts decisively and effectively, successfully casting the hold person spell upon RDAS5!

   Merituuli manages to wrest the horn out of his hands.

   Coltan casts the silence spell over the other combatants coming down the line!

   Artanis fells RDAS5 with a javelin, some skilled swordplay, and a little help from his friends.

   Modri lands a solid blow on RDAS4, but the second and third strikes are dodged. When Modri says, “Beautiful day, isn’t it?” the Human Soldier boggles. “What the fuck you on about?! Who the fuck’er you?!”

   Vigdan does a very fast, yet, very thorough search of the storehouse next to him. He quickly finds his friends’ confiscated weapons, spellbooks, and other equipment.

   Arlo taunts RDAS4 and then enters the storeroom to search as well. He takes his hoopak from Vigdan. Another hoopak sits next to it. That one must be the hoopak that Elgo was constantly complaining got taken from her.

   Given orders from Artanis, Hunni attacks RDAS4, but it fails to connect.

   Lanal Brint moves into the storeroom, gets his swords and dashes into position surrounding RDAS4.

   Elgo enters the storehouse and retrieves her hoopak. She then dashes out, around the corner and towards oncoming soldiers. Her excited little war-chant suddenly dies off as she is enveloped in Reorx’s silence.

   The Kalaman soldier that might have been called “Lurden” by one of the RDASs suddenly jumps from the 20 ft wall. In a grotesque display of body horror, the “Kalaman soldier” morphs and grows mid-air into a large, silver-scaled draconian monstrosity! However, despite its size and ferocity, it doesn’t land a single hit on either Modri nor Lanal Brint!

   The other two soldiers have to dash down the stairs to surround Elgo, who suddenly looks a lot less sure of herself, cut off from retreat by a large draconian.

   RDAS4 attacks Merituuli, attempting to get that bugle back! He fails! “Captain! Captain Vanse, we’re under attack!” he yells!

   You hear an ominous growl followed by a “What?!”

Round 7 Start!

OOC

   Walls. The walls of Wheelwatch are 20 feet high, with towers and fortifications adding an additional 10 feet for each floor.

   Windows. The windows in these walls are 6-inch-wide arrow slits.

   Light. Torches provide bright light throughout the fort.


   Ixenkuhri. Anyone who understands draconic.


   Gate Controls. The north and south gates each have a mechanism to open and close that gate. “Unlocking” (actually, engaging the internal mechanism) a gate mechanism requires using two separate gate keys or succeeding on a DC 14 Dexterity (thieves’ tools) check.

   It takes 1 minute to fully open or close the gates using the controls. Opening a gate attracts the attention of all creatures in areas W1, W2, W3, and W4.

   Eves and Lines of Sight. I’m going to rule that the buildings in the courtyard (jail (west), store room (attached to and south of the jail), stables (southwest corner), and kitchen (southeast corner), all have a 5-foot overhang for rain, and you can stand as far as 10 feet from a buildings’ edge before you are seen by a soldier patrolling a wall directly over you. However, that doesn’t stop you from being seen by a soldier on any of the other three sides looking directly at you.

   You Are Still in Initiative. A clock has started ticking, so to speak. You have to find two keys (Vigdan has just found one), there are three bodies on the ground and blood everywhere. A patrol could begin on any one of the four walls at any time, and someone is giving something a scrub-down in the stables—who knows how long that’s going to last?

Map

image.png.438b699a956f172c0e1126defff04661.png

Statblocks

Red Dragon Army SoldierRed Dragon Army Soldier


Medium Humanoid, typically Lawful Evil
Armor Class 17 (scale mail, shield)
Hit Points 22 (4d8 + 4)

Name Coordinates HP Max HP % Health Notes
RDAS4 (human) Z24 11 20 55%
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) Y17 25 25 100%
RDAS7 (human) Y18 25 25 100%

Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Athletics +4, Perception +2
Senses passive Perception 12
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2

Draconic Devotion. While the soldier can see a Dragon that isn’t hostile to it, the soldier has advantage on attack rolls.


Actions


Multiattack. The soldier makes two Longsword or Javelin attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

  • Hit: 6 (1d8 + 2) slashing damage (or 7 (1d10 + 2) slashing damage if used with two hands), plus 2 (1d4) fire damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.

  • Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage.

Sivak DraconianSivak Draconian


Large Monstrosity, typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 57 (6d10 + 24) 100%
Speed 30 ft., fly 60 ft.


STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Str +6, Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Actions

Multiattack. The draconian makes two Serrated Sword attacks and one Tail attack.

Serrated Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

  • Hit: 13 (2d8 + 4) slashing damage.

Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

  • Hit: 8 (1d8 + 4) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Reactions

Shape Theft. After the draconian kills a Medium or smaller Humanoid, the draconian magically cloaks itself in an illusion to look and feel like that creature while retaining the draconian’s game statistics (other than its size). This transformation lasts until the draconian dies or uses a bonus action to end it.

Source: DSotDQ, page 199

Edited by Kamishiro_Rin (see edit history)
Name
Sivak Serrated Sword Atk #1 vs Modri (AC 17); Slashing Damage; Critical Slashing Damage
13; 11; 12
1d20+6;2d8+4;2d8 [7]; [7,3,4]; [7,3,4,7,5]
Sivak Serrated Sword Atk #2 vs Lanal Brint (AC 18); Slashing Damage; Critical Slashing Damage
12; 16; 6
1d20+6;2d8+4;2d8 [6]; [6,4,8]; [6,4,8,1,5]
Sivak Tail Atk vs Modri (AC 17); Bludgeoning Damage; Critical Slashing Bludgeoning Damage
15; 18; 5
1d20+6;2d8+4;2d8 [9]; [9,8,6]; [9,8,6,4,1]
RDAS4 Disarm Atk (+4) vs Merituuli’s Strength (Athletics) check (+4)
6; 12
1d20+4;1d20+4 [2]; [2,8]
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fairla_token.png.3ec0cf634c791239cd69134297408c22.pngFairla Sunnybank

Human Mage of High Sorcery Abjuration Wizard


AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
Senses (passive): Perception 9, Insight 9, Investigation 17
Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane Recovery
: 2 spell levels per LR | Arcane Ward: 14/14 HP


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


Fairla sees a Sea Elf and a knight take down the guard she paralyzed. She returns the elf's nod and jogs towards the knight who's been giving orders. 'They all have excellent teamwork,' she thinks.

"What are—" She's about to ask Artanis what's going on when she sees the large draconian swinging its sword at Lanal and a dwarf ('another ally, I hope'). She thinks, 'I'd better get this one out of the way, if I can.' She casts Grease beneath its feet, but the draconian is so big that it remains on its feet.

OOC

Action: Casting Grease centered on Y-Z21-22 --> ten foot square remains for 1 minute

Bonus Action:

Movement: to W25

Reaction: Casting Shield, if attacked

Sivak Dex Save 20

Spells

Spellcasting

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire Bolt
  2. Light
  3. Mage Hand
  4. Mending
  5. Prestidigitation

1st-Level
2/4 Spell Slots

  1. ( ) Absorb Elements
  2. ( ) Alarm [R]
  3. (P) Comprehend Languages [R]
  4. ( ) Detect Magic [R]
  5. ( ) Feather Fall
  6. ( ) Floating Disk [R]
  7. (p) Grease
  8. (p) Mage Armor
  9. (p) Magic Missile
  10. (P) Shield
  11. ( ) Unseen Servant [R]

2nd-Level
2/3 Spell Slots

  1. (p) Detect Thoughts [c]
  2. (p) Hold Person [c]
  3. (p) Invisibility [c]
  4. (P) Lesser Restoration
  5. (p) Misty Step

3rd-Level
2 Spell Slots

  1. (p) Counterspell
  2. (p) Dispel Magic
  3. ( ) Tiny Hut [R]

Stat Block

%5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D
Actions:
Attacks:
Firebolt (120 ft.) +7 2d10 Fire
Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
Spells:
You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.

Bonus Actions:
Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Reactions:
Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Feats:
Initiate of High Sorcery
Adept of the White Robes
Linguist
Telekinetic

Inventory

Gp: 52 Sp: 4 Cp: 4

Equipped

  1. Bag of Holding
  2. Clothes, Common
  3. Healer's Kit
  4. Orb
  5. Quarterstaff
  6. Robes
  7. Spellbook

Bag of Holding

  1. Abacus
  2. Backpack
  3. Ball Bearings (bag of 1000)
  4. Bedroll
  5. Bell
  6. Blanket
  7. Block and Tackle
  8. Book
  9. Bottle, Glass
  10. Bucket
  11. Candle
  12. Case, Map or Scroll
  13. Clothes, Fine
  14. Clothes, Traveler's
  15. Crowbar
  16. Fishing Tackle
  17. Flask
  18. Grappling Hook
  19. Hammer
  20. Hammer, Sledge
  21. Healer's Kit
  22. Ink Pen
  23. Ink, Black
  24. Ink, Blue
  25. Lantern, Hooded
  26. Little Bag of Sand
  27. Manacles
  28. Mess Kit
  29. Oil (flask)
  30. Parchment (sheet)
  31. Perfume (vial)
  32. Pick, Miner's
  33. Piton
  34. Pouch
  35. Rations (1 day)
  36. Rope, Hempen (50 ft.)
  37. Rope, Silk (50 ft.)
  38. Sack
  39. Scale, Merchant's
  40. Sealing Wax
  41. Shovel
  42. Signal Whistle
  43. Small Knife
  44. Soap
  45. Spikes, Iron
  46. String (10 ft.)
  47. Tent, Two-Person
  48. Tinderbox
  49. Vial
  50. Waterskin
  51. Wine, Common (pitcher) + pitcher
  52. Wine, Fine (bottle)

Riding Horse

  1. Bit and Bridle
  2. Riding Saddle
  3. Saddlebags
  4. Feed (10 days)
Edited by morgan_ (see edit history)
Name
Sivak Dex Save
20
1d20 20
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