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Ziminar

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Posted (edited)

As Trisae speaks the magic words, “Vil’zra’quath xta’rl!” and waves her hands in an ominous pattern casting the chill touch spell on wolf 2, illuminated in the dim light of the campfire. She creates a ghostly, skeletal hand in the space of wolf 2, assailing it with the chill of the grave. 

As the hand touches the wolf it slightly flinches from the sudden pain it suffers in his right flank. The wolf snarles but keeps his focus on Viktor who is standing right next to the fire. 
Keeping his full attention on the sorcerer it doesn't notice Chipluck readying his sling and aim straight for its head.
As the bullet from the sling hits the skull of the wolf a audible crack can be heard, and right after a short whelp the wolf collapses to the ground, blood oozing from it's head seeping into the forest floor.
Just like the wolf Viktor also hadn't noticed Chipluck targeting the same wolf he had it's eyes on, the wolf's dead bleeding body catches flame radiating an ever fouler stench of burning rotted flesh.

Kresh rushes to the opposite side of the fire towards the other two wolves. Raising his sword in the air and shouting ferociously he bridges the gap between him and the wolf quickly. Bringing his sword down with one swift motion it cuts deep into its left flank, blood flying through the air. The wolf is gravely wounded but still standing.

Watching Kresh hacking at the wolf with his mighty sword, Aelysûne focuses on the wolf standing a little behind Kresh's target. A short bright flash can briefly be seen leaving her hands and piercing its target, surrounding it briefly with lightning it seems. The wolf visibly suffers a great deal of pain.

OOC

Am i correct when I assume that @Green Ice Cream used his turn already?

 

Edited by Ziminar (see edit history)
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Trisae ArabrahelTrisae Arabrahel

Level 1 Drow Entertainer Sorcerer

AC: 15 (Dex 2 + Draconic Resilience 13); HP: 9/9 (1/1d6 + 2 + 1) 100%; Speed: 30 ft.

Proficiency Bonus: +2

STR: 8 (−1); DEX: 14 (+2); CON: 14 (+2); INT: 12 (+1); WIS: 10 (+0); CHA: 17 (+3)

Sorcery Points:

Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4 + 1); Spells Known (2)

Spell Slots: 1st

Senses: darkvision 120 ft., passive Perception 12, passive Insight 10, passive Investigation 11; Tools: disguise kit, flute; Armor: none; Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers, shortswords, and hand crossbows; Languages: Common, Elven; Size: Medium; Age: 21; Height: 5′–3″ (160 cm); Weight: 85 lb. (38.6 kg); Hair: Silver; Eyes: Magenta; Skin: Anthracite-Coal Black

Inventory

Money

PP

0

GP

2

SP

2

EP

0

CP

1

10 gp Gems

0

50 gp Gems

0

100 gp Gems

0

500 gp Gems

0

1,000 gp Gems

0

5,000 gp Gems

0

25 gp Art Objects

0

250 gp Art Objects

0

750 gp Art Objects

0

2,500 gp Art Objects

0

7,500 gp Art Objects

0

  • Starting Gold: 15 from background.
  • Bought: a pound of Flour (2 cp), a Whetstone (1 cp), a Two-Person Tent (2 gp), Traveler’s Clothes (2 gp), a Bell (1 gp), a Blanket (5 sp), a Grappling Hook (2 gp), a Mess Kit (2 sp), a Signal Whistle (5 cp), a Steel Mirror (5 gp), and a piece of chalk (1 cp), for a total of 12.79 gp.

Inventory

  • 1 :: belt pouch containing 15 gp; Adventuring gear; 5 sp, 1 lb.; A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 20/20 :: bolts; Ammunition; 5 cp, 1.2 oz. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: component pouch; Adventuring gear; 25 gp, 2 lb.; A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description).; Source: PHB, page 151. Available in the SRD and the Basic Rules.
  • 1 :: costume clothes; Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 2/2 :: daggers; Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.;
    • Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    • Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
  • 1 :: dungeoneer’s pack; Adventuring gear; 12 gp, 61½ lb.; Source: PHB, page 151. Available in the SRD and the Basic Rules.; Includes:
    • 1 :: backpack; Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: crowbar; Adventuring gear; 2 gp, 5 lb.; Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.; Source: PHB, page 151. Available in the SRD and the Basic Rules.
    • 1 :: hammer; Adventuring gear; 1 gp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
    • 10/10 :: pitons; Adventuring gear; 5 cp, ¼ lb. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules.
    • 10/10 :: torches; Adventuring gear; 1 cp, 1 lb.; A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: tinderbox; Adventuring gear; 5 sp, 1 lb.; This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 9/10 :: days of rations; Adventuring gear; 5 sp, 2 lb. (each); Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: waterskin; Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
    • 1 :: 50 feet of hempen rope; Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 :: light crossbow; Weapon; Simple weapon, ranged weapon; 25 gp, 5 lb.; 1d8 piercing - ammunition (80/320 ft.), loading, two-handed; Source: PHB, page 149. Available in the SRD and the Basic Rules.;
    • Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
    • Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
         If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way.
    • Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
    • Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
  • 1 :: musical instrument (one of your choice: flute); Instrument; 2 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.;
       Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.;
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity (DC)
      • Identify a tune (DC 10)
      • Improvise a tune (DC 20)
  • 1 :: the favor of an admirer (Rolled 2: a piece of crystal that faintly glows in the moonlight)
  • 1 :: Trinket: (rolled 44) a mechanical canary inside a gnomish lamp
  • 1 :: Flour; Trade good; 2 cp, 1 lb.; Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).; Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.; Source: PHB, page 157. Available in the SRD and the Basic Rules.
  • 1 :: Whetstone; Adventuring gear; 1 cp, 1 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Two-Person Tent; Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 :: Traveler’s Clothes; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Bell; Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Blanket; Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Grappling Hook; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Mess Kit; Adventuring gear; 2 sp, 1 lb.; This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.; Source: PHB, page 152. Available in the SRD and the Basic Rules.
  • 1 :: Signal Whistle; Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Steel Mirror; Adventuring gear; 5 gp, ½ lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 :: Chalk (1 piece); Adventuring gear; 1 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
IC (My thoughts . . .; “My words . . .”; My actions . . .)

   Trisae watches, satisfied that wolf 2 dropped dead. She first moves one of her dancing lights out of the light of the campfire and into the darkness where it will be of some use.

   She steps back another five feet, maintaining more than 60 feet of distance between herself and her target—this time wolf 4.

   Once again, uttering the magical drow words and moving her hands in an ominous manner, she sets another chill touch spell off. It clamps down hard into the fur of the wolf dealing full damage! The attack reveals her position, but she can just moves into another unseen spot to regain the advantage on her next turn.

OOC

Concentration: Concentrating on her dancing lights spell, 8 rounds left out of 10.

Movement: Move 5 feet southwest to 20F. After attacking, she moves another 5 feet to the west to finish her turn at 20E.

Bonus Action: Move one of her dancing lights down into the darkness (to 20V).

Action: Casting the chill touch spell again with advantage because unseen, this time, at Wolf 4. Wolf 4 takes 8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.

Reaction: Cast the shield spell if targeted by an attack AND that attack would be stopped by the +5 to AC from the shield spell.

Interact-with-Object:

(To Whom It May Concern . . .)

Edited by Kamishiro_Rin (see edit history)
Name
Chill Touch Ranged Spell Attack (w/ Adv) vs Wolf 4; necrotic; crit
20; 8; 4
keep(2d20,highest,1)+5;1d8;1d8 [2,15]; [2,15,8]; [2,15,8,4]
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Posted (edited)

Wolf 4 attack (adv. pack tactics)Wolf Bite piercing damageAs it watches its packmate first collapse to the ground bleeding and shortly after that catch flame it (Wolf 1) runs towards Viktor (H4 -> J12). Its eyes seem to shoot fire, it pulls back its head just before it lunges forward to attack Victor.Bite Attack

Victor had already seen the wolf dashing towards him and was completely ready for its attack, just as the wolf tries to bite Victor he moves of its reach just in time.

The badly hurt wolf slashed by Kresh's sword has only one thing on its mind which is revenge. It attacks Kresh aiming at his giant muscular legs.
Wolf 3 Bite attack.

Wolf 4 sees Kresh attack its packmate and joins in the attack of the giant dragonborn by moving closer to him (S18 -> R17) and attacks. As the wolf makes its attack Kresh turns toward the wolf and lets it bits at its armor, its teeth seem to crack on the dragonborn's armor.
Wolf 4 Attack

 

DM

Viktor: deflects the attack by Wolf 1
Kresh: suffers 7 piercing damage by Wolf 3
Kresh deflects the attack by Wolf 4

 

@Kamishiro_Rin Hold on, the wolves go first. So this is your second turn, right?

 

Edited by Ziminar (see edit history)
Name
Bite Attack
10
1d20+4 6
Wolf 3 Bite attack
24
1d20+4 20
Wolf Bite piercing damage
7
2d4+2 1,4
Wolf 4 Attack
9
1d20+2 7
Wolf 4 attack (adv. pack tactics)
7
1d20+4 3
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Victor - Aberrant Mind Sorcerer 1

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

Strength: 7 (-2)
Dexterity: 12 (+1)
Constitution: 18 (+4)

Intelligence: 8 (-1)
Wisdom: 14 (+2)
Charisma: 19 (+4)

AC: 11
HP: 10/10

PP: 12

 

Victor cannot believe he is not dead as the wolf lunges at him. Clearly the beast likely has the advantage and his mind races with panic. He seems paralyzed with fear as his mind cringes at the beast mere inches from him. Victor desperately wants to crawl away and hide.

The dark depth of Victor's mind, the other part of him which drives his power, rises like a shadow. Normally blocked by Victor, the other pushes Victor aside like a child.

The sorcerer straightens as he faces the wolf, staff in hand, he glares directly into the beasts eyes, challenging it. Grabbing tendrils of thought and weaving it with darkness, words of power whisper from the sorcerer and tear into the mind of the wolf.

 

 

OOC

Concentration: None

Movement: None

Bonus Action: None

Action: Casting Dissonant Whispers, Spell DC 14

Reaction: Cast the shield spell if targeted by an attack AND that attack would be stopped by the +5 to AC from the shield spell.

Interact-with-Object: 

Dissonant Whispers

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

Spell DC: I included a roll for the Wolf save. If it has a higher than +7 Wisdom modifier, it will make the save for half damage. Otherwise, it takes the full 13 and has to immediately flee from Victor.

 

 

Edited by Drifter Dwarf (see edit history)
Name
Spell Damage
13
3d6 2,5,6
Wolf Wisdom Save (vs 14)
7
1d20 7
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Chipluck halfling rogue 1Thieves' tools in Dungeons and Dragons are the keys to the success of the  thief in disarming traps an… | Dungeons and dragons art, Classic rpg,  Dungeons and dragons


11.18.12.13.16.16 | init +4 | AC 15 | HP 9/9 | HD 1

Acrobatics +6, Deception +5, Investigation +3, Perception +5, Sleight of Hand +8*, Stealth +6, thieves tools +8*


More exposed than the thief previously realized, he fired off a opportunistic shot before putting a few more bodies between him and the hungry predators.


ooc: Attacking with Sneak due to Victor adjacent to W2. Moving from Cf to Ct.

Name
Sneak Attack w2
8
1d20+6 2
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This time the skeletal ghostly grips the fourth wolf into its flank, where it touches the wolf some black lightning can briefly be seen. The wolf's body jerks in a last attempt to avoid more pain but it's too late. It falls to the ground, lifeless.

When Victor's spells hits the huge black hound it almost seems like its suddenly afraid of something only it can see, its eyes flash from side to side and then suddenly its body twitches and collapses to the ground.

At the same time Chipluck's attack misses its target.

 

DM

At this point only Wolf 3, once hit by Kresh, is still up.

 

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Posted (edited)

When Kresh’s sword comes down the wolf it jumps aside just in time. With a great Klang! the sword hits the ground barely missing the wolf.

 

DM

Just a quick recap on what happened during combat so far:

We completed a first round of combat in which every player described their action, after that every wolf that was still alive executed an action.

We are now at round 2.
@Kamishiro_Rin, @Drifter Dwarf, @Cointhief, @The_Dark_Star had their turn in round 2.
That means @ArtamenaV, @Green Ice Cream, @Wowbagger can take their turn.
Any remaining wolves after that will take their turn after which round 3 will start.

As @Kamishiro_Rin suggested in the OOC thread, I will add more info during combat about the round we are in and who still had to describe their action for that round.

 

Edited by Ziminar (see edit history)
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Cure Wound plus Disciple of LifeDurin sees Kresh's wound inflicted by the ferocious wolf and although Kresh doesn't even seem to notice he is bleeding or hurt, Durin decides that it's better to be safe than sorry. He runs up to Kresh (K15 -> Q16) palms glowing a golden light and gently touches the wound on Kresh.

 

OOC

Movement: K15 to Q16
Cure Wounds: I rolled 5 (1d8) adding 3 for Disciple of Life makes 8.
I forgot to add my Wisdom modifier, which is 4, so that brings it to a total of 12 hit points restored.
@The_Dark_Star You regain 12 hit points

Is it possible to edit/delete rolls?

 

Edited by Wowbagger (see edit history)
Name
Cure Wound plus Disciple of Life
8
1d8+3 5
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