Ziminar Posted May 4 Author Clone Share Posted May 4 (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 May 4 by Ziminar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Green Ice Cream Posted May 4 Clone Share Posted May 4 OOC: @Ziminar Yes, you are correct. However, being a total newbie, I need to ask for assistance getting through this first turn. I'll explain my concerns in the OOC thread, so not to clutter up this one. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted May 6 Clone Share Posted May 6 (edited) Trisae 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)save: (−1) athletics (−1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs.; DEX: 14 (+2)save (+2) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+2) initiative (+2); CON: 14 (+2)save (+4) (from class); INT: 12 (+1)save (+1) arcana (+3) (from class) history (+1) investigation (+1) nature (+1) religion (+1); WIS: 10 (+0)save (+0) animal-handling (+0) insight (+0) medicine (+0) perception (+2) (from lineage) survival (+0); CHA: 17 (+3)save (+5) (from class) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) Sorcery Points: — Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4 + 1)Chill Touch Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Source: PHB, page 221. Available in the SRD. Dancing Lights Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Duration: Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Source: PHB, page 230. Also found in RMR, page 52. Available in the SRD and the Basic Rules. Mage Hand Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Source: PHB, page 256. Also found in RMR, page 56. Available in the SRD and the Basic Rules. Prestidigitation Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: · You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. · You instantaneously light or snuff out a candle, a torch, or a small campfire. · You instantaneously clean or soil an object no larger than 1 cubic foot. · You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. · You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. · You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Source: PHB, page 267. Also found in RMR, page 57. Available in the SRD and the Basic Rules. Ray of Frost Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Source: PHB, page 271. Also found in RMR, page 58. Available in the SRD and the Basic Rules.; Spells Known (2)Magic Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. Source: PHB, page 257. Also found in RMR, page 57. Available in the SRD and the Basic Rules. Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round 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. Source: PHB, page 275. Also found in RMR, page 59. Available in the SRD and the Basic Rules. Spell Slots: 1st2/2 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 May 6 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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] Link to comment Share on other sites More sharing options...
Ziminar Posted May 6 Author Clone Share Posted May 6 (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 May 6 by Ziminar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 Link to comment Share on other sites More sharing options...
Drifter Dwarf Posted May 6 Clone Share Posted May 6 (edited) 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 May 6 by Drifter Dwarf (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Spell Damage 13 3d6 2,5,6 Wolf Wisdom Save (vs 14) 7 1d20 7 Link to comment Share on other sites More sharing options...
Cointhief Posted May 6 Clone Share Posted May 6 Chipluck halfling rogue 1 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 xDiceName xDiceResult xDiceString xDiceRolls Sneak Attack w2 8 1d20+6 2 Link to comment Share on other sites More sharing options...
Ziminar Posted May 7 Author Clone Share Posted May 7 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
The_Dark_Star Posted May 8 Clone Share Posted May 8 Kresh continues to swing his sword at W3! Link to character sheet Name xDiceName xDiceResult xDiceString xDiceRolls Attack 5 1d20+4 1 Bless 1 1d4 1 Damage 12 1d8+4 8 Link to comment Share on other sites More sharing options...
Ziminar Posted May 9 Author Clone Share Posted May 9 (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 Monday at 06:19 PM by Ziminar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wowbagger Posted Tuesday at 05:36 AM Clone Share Posted Tuesday at 05:36 AM (edited) 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 Tuesday at 05:40 AM by Wowbagger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Cure Wound plus Disciple of Life 8 1d8+3 5 Link to comment Share on other sites More sharing options...
Ziminar Posted Thursday at 05:42 AM Author Clone Share Posted Thursday at 05:42 AM DM @ArtamenaV @Green Ice Cream You're turn for round 2 of combat Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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