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Quest 9, Axeholm quest


LDDragon

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Lexandra Moonsliver
Bladesinger Knight of Myth Drannor

HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2
Condition: Normal
Potential Reactions: Shield spell


lexandra.jpg.99316d0d8a6ad4117ed2803e0266a157.jpg

"Wait... listen..." Lexandra says in a hushed tone, slowly moving closer to the door to the west [in A4]. "Something is there," she warns the others as quietly as she can, preparing her sword within her right hand as she still holds the candle in her left.

Statblock

[b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
Lexandra Moonsliver
High Elf (Moon Elf) Wizard 5 LG

AC 18 HP 17 Speed 30ft

Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2)

Attacks
Scimitar (Slashing, Finesse) +6 1d6+6
Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6
Fire Bolt (Fire, 120') +7 2d10
Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10
Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8

Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages.
Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language.
Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation.
Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down);
Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest.
Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims).
Ability Score Improvement: +2 Intelligence.

 

 

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Menelaus
HZzyj04.jpg
Menelaus
AC: 14 | HP: 16/16 | Initiative: +3 | Passive Perception: 12 | FeaturesSpell Slots: 1st: 2/4 2nd: 2/3 3rd: 0/0 Bardic Inspiration: 1/4 Languages: Common, Draconic | Conditions Conditions: Normal


Menelaus looks back east, where the smell comes from, then shrugs. Maybe it's just a midden.

Um .. allow me, Menelaus mutters, then summons magical light so Lexandra can free up her left hand.

Then he chants a little rhyme:
Lexandra was ready, her hands steady, ready to go, at the slightest whisper of a foe.

He seems rather pleased with that one.

Action: Cast Light
Bonus action: Bardic Inspiration
Movement: Stand behind someone beefier - and towards the gate.

 

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Posted (edited)

"Wait... listen..." Lexandra says in a hushed tone, slowly moving closer to the door to the west [in A4]. "Something is there," she warns the others as quietly as she can, preparing her sword within her right hand as she still holds the candle in her left.

 

Menelaus looks back east, where the smell comes from, then shrugs. Maybe it's just a midden.

Um .. allow me, Menelaus mutters, then summons magical light so Lexandra can free up her left hand.

Then he chants a little rhyme:
Lexandra was ready, her hands steady, ready to go, at the slightest whisper of a foe.

He seems rather pleased with that one.
 

 

 

The door opens, revealing four dwarf ghouls.

 

Combat

Everyone roll initiative.

Lexandra gets bardic inspiration.

 

Initiative turn order.

Anyone who gets 15 or higher may post actions for the first round.

Using block initiative. The ghouls get 15 for their initiative.

 

15 Ghouls.

 

Ghoul stats


Medium undead, chaotic evil
Armor Class 12
Hit Points 22 
Speed 30 ft.
Str 13 Dex 15 Con 10 Int 7 Wis 10 Cha 6
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1
Actions

Melee Weapon Attack:+2, Reach 5 ft., one creature
Hit: 9 (2d6 + 2) piercing damage

Melee Weapon Attack:+4, Reach 5 ft., one target
Hit: 7 (2d4 + 2) slashing damage
If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
 

 

 

Map areas

General

Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise.

Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles.

Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.

Stench. A foul stench lingers in Axeholm

 

A1. Outer Gauntlet

Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut.

 

A3. Eastern Bulwark

This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up 

 

A4. Mustering Hall

This great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor.

 

A17. East Hall in Ruins

An earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. The stench of death hangs heavy here, becoming stronger to the southeast.

 

 

 

Map

 

 

 

Edited by LDDragon (see edit history)
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image.png.2ac4782c35406d0e6f9ba5918fbbecf5.pngRina Yukimura  Human Life Cleric/Sorceress 5| AC: 18 (23) | HP: 32/32 | Spell Slots: 4/3/2 | Condition: Ghouls! Eeek!


When Lexandra opens the door the group encounters a group of 4 ghouls. Rina made a squeak of fright "Ghouls!" She exclaimed. 

She grabbed her staff and charged it with nature magic as she advanced to where Lexandra was then she bared her shield with her fist holy symbol, "by the demand of the angels, be gone from here." She shouted

 

 

 


Action: Channel Divinity: Turn Undead (DC15 Wis save vs all undead within 30 feet of Rina, if they fail the save, they are turned for 1 minute forcing them to run away from Rina or until damage is dealt to them.

Bonus Action:  Shillelagh on quarterstaff (turns staff magical and allows Wisdom stat to be used for attack and damage rolls)

Reaction: Shield (+5 AC on a to hit of 18 to 22)

 

 

Name
Initiative
17
1d20+2 15
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%5Bfieldset%3DMenelaus%5D%5BFLOATLEFT%5D%5BIMG2%3D100%5Dhttps%3A%2F%2Fi.imgur.com%2FHZzyj04.jpg%5B%2FIMG2%5D%5B%2FFLOATLEFT%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.dndbeyond.com%2Fcharacters%2F102914604%22%5DMenelaus%5B%2FURL%5D%5B%2FB%5D%5Bhr%5D%5B%2Fhr%5D%20%5Bb%5DAC%3A%20%5B%2Fb%5D14%20%7C%20%5BB%5DHP%3A%20%5B%2FB%5D16%2F16%20%7C%20%5BB%5DInitiative%3A%5B%2FB%5D%20%2B3%20%7C%20%5BB%5D%5BB%5D%5B%2FB%5DPassive%20Perception%3A%5B%2FB%5D%2012%20%7C%20%5BOOC%3D%22Features%22%5D%5BB%5DSpell%20Slots%3A%5B%2FB%5D%201st%3A%202%2F4%202nd%3A%202%2F3%203rd%3A%200%2F0%20Bardic%20Inspiration%3A%201%2F4%20%5BB%5DLanguages%3A%5B%2FB%5D%20Common%2C%20Draconic%20%5B%2FOOC%5D%20%7C%20%5BOOC%3D%22Conditions%22%5D%20Conditions%3A%20%5BCOLOR%3D%22Green%22%5DNormal%20%5B%2FCOLOR%5D%5B%2FOOC%5D%5Bhr%5D%5B%2Fhr%5D%0A%0ALooking%20at%20Lexandra%20soak%20up%20the%20full%20brunt%20of%20the%20lightning%20pig%2C%20Menelaus%20rushes%20to%20aid%20-%20despite%20his%20better%20judgement.%20He%20sings%20off%20key%2C%20and%20plays%20discordant%20notes%20on%20his%20lyre%2C%20using%20the%20power%20of%20music%20to%20attack%20the%20very%20soul%20of%20the%20beast.%20%0A%0AThen%2C%20he%20adds%20a%20few%20words%20of%20encouragement%20to%20Lexandra%20-%20in%20far%20gentler%20tones.%20%0A%0A%5BCOLOR%3D%22Blue%22%5DKnight%20of%20Myth%20Drannor%20stand%20tall%20and%20true%20-%20all%20your%20troubles%20will%20soon%20be%20through.%5B%2Ffieldset%5D%0A%0AOn%20reflection%2C%20he%20decides%20that%20particular%20verse%20could%20be%20misunderstood%20-%20but%20then%2C%20it's%20true%20either%20way.%0A%0AAction%3A%20Cast%20Dissonant%20Whispers%0ABonus%20action%3A%20Bardic%20Inspiration%20on%20Lexandra%0AMovement%3A%20NW%20closer%20to%20the%20boar.%20%0A
 
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Menelaus
HZzyj04.jpg
Menelaus
AC: 14 | HP: 16/16 | Initiative: +3 | Passive Perception: 12 | FeaturesSpell Slots: 1st: 2/4 2nd: 2/3 3rd: 0/0 Bardic Inspiration: 1/4 Languages: Common, Draconic | Conditions Conditions: Normal


Yikes!

Action:
Bonus action:
Movement:

 

Name
Initiative
13
1d20+3 10
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 Ylsa "Flagonfist" - Duergar Rune Knight 5

image.png.0202944cc9068639cbd8045f5cd10967.png


AC: 16 | HP: 49/49 | Runes: Fire 1/1 Stone 1/1 | Giants Might: 2/2 | Init: +1 | Speed: 30 feet | PP: 13 | Darkvision: 120'
Buffs: None | Debuffs: None | Resistances: None | Inspiration: 0 | Exhaustion: 0 |


Ylsa grimaced as the stench of the foul creatures hits her.

Movement: None

Action: none

Bonus Action: none

Reaction: none



Key Features

Languages:

Common, Undercommon, Giant

Duergar Magic.
Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait

Dwarven Resilience.
You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Psionic Fortitude.
You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.

Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Fighting style
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Rune Carver
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Fire Rune
This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Stone Rune
This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Giant Might
At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

     

 

Name
Initiative
4
1d20+1 3
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Lexandra Moonsliver
Bladesinger Knight of Myth Drannor

HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2
Condition: Normal
Potential Reactions: Shield spell


lexandra.jpg.99316d0d8a6ad4117ed2803e0266a157.jpg

"Thank you, Menelaus!" Lexandra says in a low voice. The magical light illuminates far more, but she keeps the lit handle in her left hand anyway, as her attention turns to the ghouls snarling at the door.

Statblock

[b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
Lexandra Moonsliver
High Elf (Moon Elf) Wizard 5 LG

AC 18 HP 17 Speed 30ft

Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2)

Attacks
Scimitar (Slashing, Finesse) +6 1d6+6
Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6
Fire Bolt (Fire, 120') +7 2d10
Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10
Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8

Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages.
Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language.
Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation.
Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down);
Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest.
Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims).
Ability Score Improvement: +2 Intelligence.

 

 

Name
Rolling initiative
14
1d20+3 11
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Posted (edited)

When Lexandra opens the door the group encounters a group of 4 ghouls. Rina made a squeak of fright "Ghouls!" She exclaimed. 

She grabbed her staff and charged it with nature magic as she advanced to where Lexandra was then she bared her shield with her fist holy symbol, "by the demand of the angels, be gone from here." She shouted.

 

Three of the dwarf ghouls immediately look alarmed, turning to run, opening a door further along and disappearing into it. The other ghoul stands staunch, then hisses and moves to Rina, attempting to claw her, but is ineffective.

 

Yikes!

 

Ylsa grimaced as the stench of the foul creatures hits her.

 

"Thank you, Menelaus!" Lexandra says in a low voice. The magical light illuminates far more, but she keeps the lit handle in her left hand anyway, as her attention turns to the ghouls snarling at the door.

 

 

Combat

Lexandra has bardic inspiration.

Ghouls 1, 3 and 4 are turned for 1 minute or until they take damage.

 

Everyone may act, in any order.

 

 

Initiative turn order.

Anyone who gets 15 or higher may post actions for the first round.

Using block initiative. The ghouls get 15 for their initiative.

 

15 Ghouls.

 

Ghoul stats


Medium undead, chaotic evil
Armor Class 12
Hit Points 22 
Speed 30 ft.
Str 13 Dex 15 Con 10 Int 7 Wis 10 Cha 6
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1
Actions

Melee Weapon Attack:+2, Reach 5 ft., one creature
Hit: 9 (2d6 + 2) piercing damage

Melee Weapon Attack:+4, Reach 5 ft., one target
Hit: 7 (2d4 + 2) slashing damage
If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
 

 

 

Map areas

General

Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise.

Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles.

Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.

Stench. A foul stench lingers in Axeholm

 

A1. Outer Gauntlet

Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut.

 

A3. Eastern Bulwark

This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up 

 

A4. Mustering Hall

This great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor.

 

A17. East Hall in Ruins

An earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. The stench of death hangs heavy here, becoming stronger to the southeast.

 

 

 

Map

Edited by LDDragon (see edit history)
Name
Ghouls will saves vs turn undead by Rina DC15
30
4d20 4,20,4,2
Ghoul 2 claw vs Rina
8
1d20+4 4
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%5Bfieldset%3DMenelaus%5D%5BFLOATLEFT%5D%5BIMG2%3D100%5Dhttps%3A%2F%2Fi.imgur.com%2FHZzyj04.jpg%5B%2FIMG2%5D%5B%2FFLOATLEFT%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.dndbeyond.com%2Fcharacters%2F102914604%22%5DMenelaus%5B%2FURL%5D%5B%2FB%5D%5Bhr%5D%5B%2Fhr%5D%20%5Bb%5DAC%3A%20%5B%2Fb%5D14%20%7C%20%5BB%5DHP%3A%20%5B%2FB%5D16%2F16%20%7C%20%5BB%5DInitiative%3A%5B%2FB%5D%20%2B3%20%7C%20%5BB%5D%5BB%5D%5B%2FB%5DPassive%20Perception%3A%5B%2FB%5D%2012%20%7C%20%5BOOC%3D%22Features%22%5D%5BB%5DSpell%20Slots%3A%5B%2FB%5D%201st%3A%202%2F4%202nd%3A%202%2F3%203rd%3A%200%2F0%20Bardic%20Inspiration%3A%201%2F4%20%5BB%5DLanguages%3A%5B%2FB%5D%20Common%2C%20Draconic%20%5B%2FOOC%5D%20%7C%20%5BOOC%3D%22Conditions%22%5D%20Conditions%3A%20%5BCOLOR%3D%22Green%22%5DNormal%20%5B%2FCOLOR%5D%5B%2FOOC%5D%5Bhr%5D%5B%2Fhr%5D%0A%0ALooking%20at%20Lexandra%20soak%20up%20the%20full%20brunt%20of%20the%20lightning%20pig%2C%20Menelaus%20rushes%20to%20aid%20-%20despite%20his%20better%20judgement.%20He%20sings%20off%20key%2C%20and%20plays%20discordant%20notes%20on%20his%20lyre%2C%20using%20the%20power%20of%20music%20to%20attack%20the%20very%20soul%20of%20the%20beast.%20%0A%0AThen%2C%20he%20adds%20a%20few%20words%20of%20encouragement%20to%20Lexandra%20-%20in%20far%20gentler%20tones.%20%0A%0A%5BCOLOR%3D%22Blue%22%5DKnight%20of%20Myth%20Drannor%20stand%20tall%20and%20true%20-%20all%20your%20troubles%20will%20soon%20be%20through.%5B%2Ffieldset%5D%0A%0AOn%20reflection%2C%20he%20decides%20that%20particular%20verse%20could%20be%20misunderstood%20-%20but%20then%2C%20it's%20true%20either%20way.%0A%0AAction%3A%20Cast%20Dissonant%20Whispers%0ABonus%20action%3A%20Bardic%20Inspiration%20on%20Lexandra%0AMovement%3A%20NW%20closer%20to%20the%20boar.%20%0A
 
%5Bfieldset%3DMenelaus%5D%5BFLOATLEFT%5D%5BIMG2%3D100%5Dhttps%3A%2F%2Fi.imgur.com%2FHZzyj04.jpg%5B%2FIMG2%5D%5B%2FFLOATLEFT%5D%5BB%5D%5BURL%3D%22https%3A%2F%2Fwww.dndbeyond.com%2Fcharacters%2F102914604%22%5DMenelaus%5B%2FURL%5D%5B%2FB%5D%5Bhr%5D%5B%2Fhr%5D%20%5Bb%5DAC%3A%20%5B%2Fb%5D14%20%7C%20%5BB%5DHP%3A%20%5B%2FB%5D16%2F16%20%7C%20%5BB%5DInitiative%3A%5B%2FB%5D%20%2B3%20%7C%20%5BB%5D%5BB%5D%5B%2FB%5DPassive%20Perception%3A%5B%2FB%5D%2012%20%7C%20%5BOOC%3D%22Features%22%5D%5BB%5DSpell%20Slots%3A%5B%2FB%5D%201st%3A%202%2F4%202nd%3A%202%2F3%203rd%3A%200%2F0%20Bardic%20Inspiration%3A%201%2F4%20%5BB%5DLanguages%3A%5B%2FB%5D%20Common%2C%20Draconic%20%5B%2FOOC%5D%20%7C%20%5BOOC%3D%22Conditions%22%5D%20Conditions%3A%20%5BCOLOR%3D%22Green%22%5DNormal%20%5B%2FCOLOR%5D%5B%2FOOC%5D%5Bhr%5D%5B%2Fhr%5D%0A%0AThinking%20that%20both%20ghouls%20and%20dwarves%20are%20somewhat%20hard-of-thinking%2C%20he%20considers%20actual%20words%20aren't%20necessarily%20required%20to%20make%20them%20doubt%20themselves.%20Pointing%20fingers%20at%20the%20ghoul%2C%20he%20chants%3A%0A%0A%5BCOLOR%3D%22Blue%22%5DNya%2C%20nya%2C%20ny-nah-nyah!%5B%2FCOLOR%5D%20And%20dances%20around%20a%20bit%2C%20to%20further%20ridicule%20the%20poor%2C%20undead%20creature.%0A%0AAction%3A%20Cast%20Vicious%20Mockery%0ABonus%20action%3A%20None%0AMovement%3A%20None%5B%2Ffieldset%5D
Menelaus
HZzyj04.jpg
Menelaus
AC: 14 | HP: 16/16 | Initiative: +3 | Passive Perception: 12 | FeaturesSpell Slots: 1st: 2/4 2nd: 2/3 3rd: 0/0 Bardic Inspiration: 1/4 Languages: Common, Draconic | Conditions Conditions: Normal


Thinking that both ghouls and dwarves are somewhat hard-of-thinking, he considers actual words aren't necessarily required to make them doubt themselves. Pointing fingers at the ghoul, he chants:

Nya, nya, ny-nah-nyah! And dances around a bit, to further ridicule the poor, undead creature.

Action: Cast Vicious Mockery
Bonus action: None
Movement: None

 

Edited by Acromos (see edit history)
Name
Vicious Mockery, Wis 15 to avoid
SyntaxError: Unexpected token (
1d4 (and disadvantage on next attack)
Ok, that didn't work
3
1d4 3
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Lexandra Moonsliver
Bladesinger Knight of Myth Drannor

HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2
Condition: Normal
Potential Reactions: Shield spell


lexandra.jpg.99316d0d8a6ad4117ed2803e0266a157.jpg

"These ghouls must be destroyed if refugees are ever to be safe here!" Lexandra calls out. She brandishes her scimitar like a lightning bolt, invoking her Booming Blade cantrip, and slashes at the ghoul who just tried scratching Rina.

Statblock

[b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
Lexandra Moonsliver
High Elf (Moon Elf) Wizard 5 LG

AC 18 HP 17 Speed 30ft

Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2)

Attacks
Scimitar (Slashing, Finesse) +6 1d6+6
Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6
Fire Bolt (Fire, 120') +7 2d10
Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10
Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8

Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages.
Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language.
Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation.
Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down);
Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest.
Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims).
Ability Score Improvement: +2 Intelligence.

 

 

Name
Attack roll on Ghoul 2
23
1d20+6 17
Slashing damage
8
1d6+6 2
Thunder damage
1
1d8 1
If the ghoul willingly moves 5' or more before my next turn, Thunder Damage
14
2d8 6,8
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 Ylsa "Flagonfist" - Duergar Rune Knight 5

image.png.0202944cc9068639cbd8045f5cd10967.png


AC: 16 | HP: 49/49 | Runes: Fire 1/1 Stone 1/1 | Giants Might: 2/2 | Init: +1 | Speed: 30 feet | PP: 13 | Darkvision: 120'
Buffs: None | Debuffs: None | Resistances: None | Inspiration: 0 | Exhaustion: 0 |


Despite putting aside her revulsion at the stench of the foul creature, Ylsa still couldn't bear the thought of strikiing it with her bare hands. Scowling, she pulled forth her maul and moved quickly to join Lexandra, sweeping twice at the monstrosity.

Movement: W W W W W S

Action: 2 attacks

Bonus Action: none

Reaction: none



Key Features

Languages:

Common, Undercommon, Giant

Duergar Magic.
Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait

Dwarven Resilience.
You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.

Psionic Fortitude.
You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.

Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Fighting style
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Rune Carver
Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time.

The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier.

Fire Rune
This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Stone Rune
This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet.
In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Giant Might
At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change.
You have advantage on Strength checks and Strength saving throws.
Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

     

 

Edited by MysteriousMiller (see edit history)
Name
Maul attack 1
15
1d20+7 8
Maul attack 2
22
1d20+7 15
Damage (att 1)
13
2d6+4 5,4
Damage (att 2)
10
2d6+4 5,1
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POST IN PROGRESS

 

Thinking that both ghouls and dwarves are somewhat hard-of-thinking, Menelaus considers actual words aren't necessarily required to make them doubt themselves. Pointing fingers at the ghoul, he chants:

Nya, nya, ny-nah-nyah! And dances around a bit, to further ridicule the poor, undead creature.

 

The ghoul momentarily looks at Menelaus, but it appears that it is too focused on trying to attack Rina, and resists the bard's mockery.

 

"These ghouls must be destroyed if refugees are ever to be safe here!" Lexandra calls out. She brandishes her scimitar like a lightning bolt, invoking her Booming Blade cantrip, and slashes at the ghoul who just tried scratching Rina.

 

Lexandra slices her blade across the chest of the ghoul, and it flinches back, even as it is sheathed in booming energy.

 

Despite putting aside her revulsion at the stench of the foul creature, Ylsa still couldn't bear the thought of strikiing it with her bare hands. Scowling, she pulled forth her maul and moved quickly to join Lexandra, sweeping twice at the monstrosity.

 

Both attacks hit, allowing Ylsa to pulverize the ghoul into a bloodied mess. It twitches once, then stops moving.

 

The group saw the other ghouls have flee into another room, and those listening closely may be able to hear them moving away.

 

 

 

 

 

Combat

Lexandra has bardic inspiration.

Ghouls 1, 3 and 4 are turned for 1 minute or until they take damage. Nine rounds remain.

 

Everyone may act, in any order. You have several rounds to do things before they can act properly again, so feel free to say what you would like to do, even if it would take 2 or 3 rounds of combat. Partially out of combat, given that they cannot properly do anything for the next nine rounds, though will probably drop back into combat if/when people start attacking them again.

 

Using block initiative. The ghouls get 15 for their initiative.

 

15 Ghouls.

 

Ghoul 1 TURNED

Ghoul 2. DESTROYED!

32 total damage. Made up of 8 slashing and 1 thunder damage by Lexandra. 23 damage by Ylsa.

Ghoul 3 TURNED

Ghoul 4. TURNED

 

Ghoul stats


Medium undead, chaotic evil
Armor Class 12
Hit Points 22 
Speed 30 ft.
Str 13 Dex 15 Con 10 Int 7 Wis 10 Cha 6
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Challenge 1
Actions

Melee Weapon Attack:+2, Reach 5 ft., one creature
Hit: 9 (2d6 + 2) piercing damage

Melee Weapon Attack:+4, Reach 5 ft., one target
Hit: 7 (2d4 + 2) slashing damage
If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
 

 

 

Map areas

General

Ceilings. Ceilings throughout are fifteen feet high and flat, unless the text says otherwise.

Doors. Regular doors are made of thick, sturdy oak reinforced with iron bands and fitted with iron hinges and handles.

Light. The walls are lined with torch sconces, but the torches burned down long ago. Adventurers require darkvision or their own light sources to see inside.

Stench. A foul stench lingers in Axeholm

 

A1. Outer Gauntlet

Axeholm’s primary entrance and exit is this defensible passage, which is blocked by a sturdy portcullis. Arrow slits are spaced along the walls and murder holes line the ceiling, enabling fortress defenders to shoot ballistas at invaders or pour boiling oil on top of them. The only remaining defenses are the portcullis and the double doors to the south, which are barred shut.

 

A3. Eastern Bulwark

This area contains seven ballistas pointed at arrow slits, a winch that raises and lowers the portcullis, and a stone staircase leading up 

 

A4. Mustering Hall

This great hall has a 40-foot-high ceiling supported by four thick stone pillars. A thick layer of dust covers the flagstone floor. In the middle of each wall past the entrance is a double door. Arrow slits are set high up in the north and south walls, and a small stone balcony protrudes from the wall above the east exit, 20 feet above the floor.

 

A17. East Hall in Ruins

An earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain. The stench of death hangs heavy here, becoming stronger to the southeast.

 

 

 

Map

Edited by LDDragon (see edit history)
Name
Ghoul wisdom save vs Menelaus vicious mockery
18
1d20 18
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Menelaus
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Menelaus
AC: 14 | HP: 16/16 | Initiative: +3 | Passive Perception: 12 | FeaturesSpell Slots: 1st: 2/4 2nd: 2/3 3rd: 0/0 Bardic Inspiration: 1/4 Languages: Common, Draconic | Conditions Conditions: Normal


Owing to a momentary failing of his usual slight cowadice - or, wait, slight caution - Menelaus is the first to move, rushing after the ghouls. This is just enough to bring him into line of sight with the ghouls.

Let's get after them! He calls over his shoulder.

Action:
Bonus action: None
Movement: Full move

 

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Lexandra Moonsliver
Bladesinger Knight of Myth Drannor

HP 17; AC 18; Spell Slots lv 1: 4/4; lv 2 3/3; lv 3 2/2
Condition: Normal, Bladesong
Potential Reactions: Shield spell


lexandra.jpg.99316d0d8a6ad4117ed2803e0266a157.jpg

"Good idea, Menelaus!" Lexandra replies, then sprints after the bard. Her movements are fluid, turning into the start of her dancing Bladesong as she catches up to him near the remaining undead.

Statblock

[b][url=/sheets/?id=2807368]Lexandra Moonsliver[/url][/b] [i]High Elf (Moon Elf) Wizard 5 LG[/i] [b]AC[/b] 18 [b]HP[/b] 17 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 16 (3) [b]Con[/b] 8 (-1) [b]Wis[/b] 10 (0) [b]Int[/b] 18 (4) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Scimitar (Slashing, Finesse)[/b] +6 1d6+6 [b]Dagger (Piercing, Finesse, Thrown 20'/60')[/b] +6 1d4+6 [b]Fire Bolt (Fire, 120')[/b] +7 2d10 [b]Ice Knife (Piercing, 60', explodes for Cold AOE)[/b] +7 1d10 [b]Shatter (Thunder, 60', AOE, CON Save for half damage)[/b] auto 3d8 Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages. Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language. Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation. Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down); Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest. Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims). Ability Score Improvement: +2 Intelligence.
Lexandra Moonsliver
High Elf (Moon Elf) Wizard 5 LG

AC 18 HP 17 Speed 30ft

Str 10 (0) Dex 16 (3) Con 8 (-1) Wis 10 (0) Int 18 (4) Cha 14 (2)

Attacks
Scimitar (Slashing, Finesse) +6 1d6+6
Dagger (Piercing, Finesse, Thrown 20'/60') +6 1d4+6
Fire Bolt (Fire, 120') +7 2d10
Ice Knife (Piercing, 60', explodes for Cold AOE) +7 1d10
Shatter (Thunder, 60', AOE, CON Save for half damage) auto 3d8

Elf: +2 Dexterity, Darkvision, Perception proficiency; Fey ancestry--advantage on saving throws against being charmed, magic can't put me to sleep; Trance--I don't need to sleep, instead I meditate deeply for 4 hours; Common & Elvish languages.
Moon Elf: +1 Intelligence; Proficiency with longsword, shortsword, long bow, short bow; cantrip; extra language.
Wizard proficiencies: dagger, quarterstaff, dart, sling, light crossbow, arcana, investigation.
Spellcasting; Arcane Recovery (1x per day, after short rest regain spell slots totaling half level number, rounded down);
Arcane tradition: Bladesinging. Light armor proficiency, scimitar, performance proficiency. Bladesong (starts with a bonus action, lasts 1 minute, AC +4, walking speed increased by 10, advantage on dexterity acrobatics checks, +4 bonus to any constitution saving throw to maintain focus), use a number of times equal to proficiency bonus, refresh at long rest.
Knight of the order: Persuasion & History skills; lyre proficiency; +1 language; Knightly Regard (receive shelter and succor from members of Knights of Myth Drannor and those who are sympathetic to its aims).
Ability Score Improvement: +2 Intelligence.

 

 

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