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Kamishiro_Rin

Kamishiro_Rin

Knocking Heads Together

(Order of the Guantlet)

IC

   The characters must visit the Field Ward and, as a fight threatens to break out. Each of you will need to make a Charisma (Intimidation) check, and three successful DC 12 checks will put an end to the fight before it starts. Failing that, you will have to defeat four of the 16 thugs (preferably without killing them) to disperse the would-be brawlers once the fight breaks out. Warning: any one of the 16 thugs can randomly attack you, but I will only list the 4 you need to defeat.

Portraits & Statblocks

ThugThug

Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)

Name HP Max HP % Left
Thug1 32 32 100%
Thug2 32 32 100%
Thug3 32 32 100%
Thug4 32 32 100%

Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

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

Environment: Urban

Source: MM, page 350. Also found in PotA; SKT; ToA; WDH; WDMM; GoS; DIP; SLW; BGDIA; EGW; MOT; IDRotF; TCE; CM; CoS; CRCotN; JttRC; LoX; KftGV; ToFW; BMT; GHLoE; DoDk. Available in the SRD.

OOC

   I have not rolled initiative for you because a fight has not necessarily started. Post how you intimidate them!

Kamishiro_Rin

Kamishiro_Rin

Date

On This 24 Tarsahk
in the Year 1492 DR,
the Year of Three Ships Sailing

16th Day of the Campaign onward

Knocking Heads Together

(Order of the Guantlet)

IC

   The characters must visit the Field Ward and, as a fight threatens to break out. Each of you will need to make a Charisma (Intimidation) check, and three successful DC 12 checks will put an end to the fight before it starts. Failing that, you will have to defeat four of the 16 thugs (preferably without killing them) to disperse the would-be brawlers once the fight breaks out. Warning: any one of the 16 thugs can randomly attack you, but I will only list the 4 you need to defeat.

Portraits & Statblocks

ThugThug

Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)

Name HP Max HP % Left
Thug1 32 32 100%
Thug2 32 32 100%
Thug3 32 32 100%
Thug4 32 32 100%

Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

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

Environment: Urban

Source: MM, page 350. Also found in PotA; SKT; ToA; WDH; WDMM; GoS; DIP; SLW; BGDIA; EGW; MOT; IDRotF; TCE; CM; CoS; CRCotN; JttRC; LoX; KftGV; ToFW; BMT; GHLoE; DoDk. Available in the SRD.

OOC

   I have not rolled initiative for you because a fight has not necessarily started. Post how you intimidate them!

Kamishiro_Rin

Kamishiro_Rin

Date

On This 24 Tarsahk
in the Year 1492 DR,
the Year of Three Ships Sailing

16th Day of the Campaign onward

Dirty Work

IC

   The characters must visit the Field Ward and, as a fight threatens to break out. Each of you will need to make a Charisma (Intimidation) check, and three successful DC 12 checks will put an end to the fight before it starts. Failing that, you will have to defeat four of the 16 thugs (preferably without killing them) to disperse the would-be brawlers once the fight breaks out. Warning: any one of the 16 thugs can randomly attack you, but I will only list the 4 you need to defeat.

Portraits & Statblocks

ThugThug

Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)

Name HP Max HP % Left
Thug1 32 32 100%
Thug2 32 32 100%
Thug3 32 32 100%
Thug4 32 32 100%

Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)

Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack. The thug makes two melee attacks.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.

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

Environment: Urban

Source: MM, page 350. Also found in PotA; SKT; ToA; WDH; WDMM; GoS; DIP; SLW; BGDIA; EGW; MOT; IDRotF; TCE; CM; CoS; CRCotN; JttRC; LoX; KftGV; ToFW; BMT; GHLoE; DoDk. Available in the SRD.

OOC

   I have not rolled initiative for you because a fight has not necessarily started. Post how you intimidate them!

Kamishiro_Rin

Kamishiro_Rin

Date

On This 24 Tarsahk
in the Year 1492 DR,
the Year of Three Ships Sailing

16th Day of the Campaign onward

Dirty Work

IC

   The characters must visit the Field Ward and, as a fight threatens to break out. Each of you will need to make a Charisma (Intimidation) check, and three successful DC 12 checks will put an end to the fight before it starts. Failing that, you will have to defeat four thugs (preferably without killing them) to disperse the would-be brawlers once the fight breaks out.

Portraits & Statblocks

Thug

Medium Humanoid (Any Race), Any Non-Good Alignment
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)


Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 16 (+3) 1 (-5) 12 (+1) 5 (-3)

Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 2 (450 XP)
Proficiency Bonus +2

Keen Smell. The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.

Spider Climb. The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The carrion crawler makes two attacks: one with its tentacles and one with its bite.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Environment: Underdark

Source: MM, page 37. Also found in TftYP; ToA; WDH; WDMM; DIP; BGDIA; IDRotF; BMT

 


MM
p350

Armor Class
Hit Points
Speed 30 ft.
STR    DEX    CON    INT    WIS    CHA
15 (+2)    11 (+0)    14 (+2)    10 (+0)    10 (+0)    11 (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
    Proficiency Bonus +2
Pack Tactics.

The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Multiattack.

The thug makes two melee attacks.
Mace.

Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow.

Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Environment: Urban
Source: MM, page 350. Also found in PotA; SKT; ToA; WDH; WDMM; GoS; DIP; SLW; BGDIA; EGW; MOT; IDRotF; TCE; CM; CoS; CRCotN; JttRC; LoX; KftGV; ToFW; BMT; GHLoE; DoDk. Available in the SRD.

OOC

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