Shocker Posted April 16 Clone Share Posted April 16 (edited) Omar Baldul Human Sage Evocation Wizard AC: 11 | HP: 9/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Omar sees the fire bolt cast by Garon “Fuego is it, sounds familiar. Let’s see how he likes mine” he takes a few steps to the south (AA 09), looking at the worg. His hand grasping his staff tightly while holding the other out, with the palm cupped upwards. Fire is easy, pulling from his own heat he mumbles the words “Pyrofuego” causing a coin sized ball of almost white fire to manifest in his hand before pushing the hand towards the worg sending the fiery sphere towards the creature he sees it hitting the Worg straight on the nose, but not doing as much damage as he would have liked OOC Move 10 ft to aa9 cast: fire bolt against Worg 1 To Whom It May Concern . . . Edited April 16 by Shocker (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls roll 26 1d20+6 20 Damage 3 1d10 3 Spells with spell attacks get double damage-dice on crit success 2 1d10 2 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted April 19 Author Clone Share Posted April 19 Updated Maps Inside the Temple Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted April 20 Clone Share Posted April 20 (edited) Ezra Dyn'Thalos Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none IC: “My words,” | ‘My thoughts,’| My actions . . . The trip from Daggerford to Nightstone was long. Ezra was used to long treks but even still found the journey exhausting. She was thankful she prepared for the journey north, not quite knowing what her Raven Queen has in mind for her. The group of travelers are a starting point for her and possible a few may be key to helping her achieve the Raven Queen's mission. The cold does not really bother her for it's the blessed winter coming to make the earth still for a season of rest. What the group would know about Ezra: She is very devout to her Deity, but is respectful to other's beliefs. Ezra even venerates other deities that help support the balance of life and death and who appose undeath. She is a Shadar-Kai, and Ezra is more then happy to share her link to the Shadowfell and the very connection of all Shadar-Kai to the Raven Queen, being reborn to continue service under her. Ezra has travailed the Sword Coast exploring and visiting other temples for over one hundred years, mapping where she has been. The journey started as part of a vision from the head of her temple. Despite her long journey she only has recently come into her Deities blessing of magic. Part of her magic awakening came from a vision showing her to seek out others in Daggerford to begin a journey, perhaps a very important journey. Ezra has a sweet tooth and was sad when the Seed bread she brought along with her ran out. As the come upon their destination, Ezra feels something is off with how things appear to be right now. The lack of guards at the towers and Drawbridge being down were peculiar enough. Seeing the bridge to the keep also damaged filled her with worry. Did she tarry too long? The sound of the bell was almost nauseating to her ears, as they rang continuously. Worgs were seen eating on a dog's carcass which brought a bit of pause to Ezra as the group tried to skirt about to the church and see if any towns people were within calling for help. As Duala and Yod were in the church, the two Worgs began making their move towards the group. Not caring for both of the beasts coming towards them at once, Ezra says a quiet Prayer intended for the Worg yet to be hit. "Mistress of death, this creature brings ruin without peace. By the will of the Raven Queen, I Command you...Flee". The unharmed worg's advance halts as it turns away and tries to escape. "That should gives us time to deal with this one." TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Action: Cast Command on Worg 2 Move Action: Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 1/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day. Edited April 20 by Seardon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Command Worg 2, VS Wis DC 14 1 1d20 1 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted April 20 Author Clone Share Posted April 20 (edited) Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 1, Concluded Whether the goblins in the bell-tower have heard you or not, you can’t tell, but they seem content to continue playing around ringing the bell. Although the magic of Ezra’s command spell very obviously washes over one of the worgs, it otherwise ignores her command as it has no idea what she said to it. She suddenly remembers that Worgs can only understand the Goblin language and Worg—a language spoken only by worgs. Salivating, worg 1 turns to worg 2 and says, “The big one serves himself on a platter!” “But . . . I have to flee!” worg 2 responds. It then runs in the opposite direction and then dashes! Worg 1 triggers Thordin’s polearm mastery. Sadly, the worg’s thick coat of hair causes the halberd’s blade to slide along its flank, doing no damage. The reaction attack, however, does seem to distract the worg sufficiently to cause its own bite attack to miss him! Worg 2’s snapping bite catches on the chain mail protecting Thordin, dealing no damage to him, either. “Hey! What’s got the worgs in a tizzy, Pojo?” a goblin voice asked from the farm east of the temple. “Let’s go check it out, Tot!” the other responds. “Look! It’s adventurers! Get them!” the first goblin says. The two goblins move and dash to get in position. They’re holding shortbows and arrows with raggity, black feathers. Once in position, they both fired arrows at Thordin, but both arrows fly wide and clear of the giant human! You can see two more goblins in the farm-field to the south (4G) but they’ve made no move towards any of you, nor given any indication that they’ve even noticed anything amiss. A goblin is too busy piliging and pilfering through the ground-floor room in the guard tower in the east (2D) to notice any of you . . . for now. Round 2, Begin! Maps Statblocks Worg Large Monstrosity, Neutral Evil Armor Class 13 (natural armor) Hit Points 26 (4d10 + 4) Worg HP Max-HP % Remaining Notes 1 18 29 62% — 2 32 32 100% — Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 13 (+1) 7 (−2) 11 (+0) 8 (−1) Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Goblin, Worg Challenge 1/2 (100 XP) Proficiency Bonus +2 Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Environment: Forest, Grassland, Hill Source: MM, page 341. Also found in PotA; SKT; WDMM; ERLW; IDRotF; CM; BMT; DoDk. Available in the SRD. Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Tot (1) 10 10 100% Currently AC 13 Pojo (2) 9 9 100% Currently AC 13 Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD. Edited April 24 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Worg 1 Bite Attack (Disad from Dodge) on Thordin (AC 16); Piercing; Crit; Thordin STR SV 7; 13; 3; 15 drop(2d20,highest,1)+4;2d6+3;2d6;1d20+6 [3,3]; [3,3,5,5]; [3,3,5,5,2,1]; [3,3,5,5,2,1,9] Thordin Halberd Attack on Worg 1 (polearm master); Damage; Crit 11; 10; 10 1d20+6;reroll(1d10,2,below,1)+4;reroll(1d10,2,below,1) [5]; [5,6]; [5,6,10] Worg 2 Bite Attack (Disad from Dodge) on Thordin (AC 16); Piercing; Crit; Thordin STR SV 11; 11; 3; 24 drop(2d20,highest,1)+4;2d6+3;2d6;1d20+6 [7,8]; [7,8,5,3]; [7,8,5,3,1,2]; [7,8,5,3,1,2,18] Goblin 1 Shortbow Attack (Disad from Dodge) on Thordin (AC 16); Piercing; Crit 10; 7; 2 drop(2d20,highest,1)+4;1d6+2;1d6 [17,6]; [17,6,5]; [17,6,5,2] Goblin 2 Shortbow Attack (Disad from Dodge) on Thordin (AC 16); Piercing; Crit 6; 4; 4 drop(2d20,highest,1)+4;1d6+2;1d6 [3,2]; [3,2,2]; [3,2,2,4] Ezra Intelligence (Nature) check to know about Worgs 21 1d20+1 20 Link to comment Share on other sites More sharing options...
Seardon Posted April 20 Clone Share Posted April 20 (edited) Ezra Dyn'Thalos Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none IC: “My words,” | ‘My thoughts,’| My actions . . . "Or not...of course...of all the times to forget they don't know common." Ezra says, Fortunately the armor holds on Thordin. Ezra Then goes into another prayer, this time, with the intent to harm. "Wings of black to guide the soul. Let echoes chime the Raven's toll." Ezra is still learning her way around the Raven Queens blessing as a grave yard bell sounds by the injured Worg. TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Action: Cast Toll of the Dead, 3 Damage. to worg 1 Move Action: Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 1/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day. Edited April 20 by Seardon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Toll The Dead, Vs Worg 1 DC 14 Wisdom save 2 1d20 2 Toll the Dead Damage d12 vs injured Worg 3 1d12 3 Damage is d8, not d12, none of them are injured, yet 4 1d8 4 Link to comment Share on other sites More sharing options...
RedDingo Posted April 20 Clone Share Posted April 20 (edited) Thordin Galorspyd Human Giant Foundling Rune Knight Fighter IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . As the second worg flees, Thordin goes on the offensive against his current foe. He swings the haft of his polearm into the creature’s jaw, knocking it off kilter. Then he follows up with a slash to the beast’s chest! “Talking beasts,” he said as he pulls his blade from the corpse. “But a beast nonetheless.” Thordin spins his halberd, throwing worg blood off. He glares at its partner still in his midst. Surely his new traveling companions could dispatch this one. It was the archers that would be a threat to him next. OOC Movement: Interaction: Bonus Action: Attacking Worg 1 with the haft of my halberd Action: Attacking Worg 1 with the blade Reaction: dealt 3 bludgeoning and 14 slashing to worg 1 I think that kills it when combined with damage from the other sources. | AC: 16Chain Mail Armor | HP: 14/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . Player mention tags, and any particular notes in here. Edited April 20 by RedDingo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Halberd butt attack 19 1d20+6 13 Bludgeoning damage 3 1d4 3 Halberd blade attack 22 1d20+6 16 Slashing Damage 14 1d10+4 10 Link to comment Share on other sites More sharing options...
Shadeus Posted April 20 Clone Share Posted April 20 (edited) Yod Ironbeard Shield Dwarf Folk Hero Ancestral Guardian Barbarian AC: 15Dex bonus + Con Bonus | HP: 18/18 (1d12) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 13, Insight 13, Investigation 9 StrSaving Throw: +6 Athletics: +6: 19 (+4) | DexSaving Throw: +1 Acrobatics: +1 Stealth: +1 Sleight of Hand: +1: 13 (+1) | ConSaving Throw: +6: 18 (+4) | IntSaving Throw: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 9 (-1) | WisSaving Throw: +1 Animal Handling: +1 Insight: +3 Medicine: +1 Perception: +3 Survival: +3: 13 (+1) | ChaSaving Throw: +0 Deception: +0 Intimidate: +0 Performance: +0 Persuasion: +0: 11 (+0) RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.: 2/2 | Languages: You can speak, read, and write Common and Dwarvish Seeing Thoradin next to the pair of worg, Yod can't let even the giant-sized man take all the risks. As he moves, it looks like his traveling companion is about to kill the one, so the dwarf charges at the other, shrugging his maul off his back and into his hands. He feels the familiar wooden haft of the weapon and narrows his eyes at the great beast. He mutters to himself, "Battle father, give me strength!" He quickly reaches the worg and grunts as he slams the metal head of the massive hammer into the side of the worg. It's a solid strike, leaving it with some cracked ribs. OOC Move: Move to AA16 Attack: Draw his maul and attack Worg 2 Attack - Hits Worg 2 for 13 bludgeoning damage. To Whom It May Concern . . . Edited April 20 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Maul attack vs. Worg 2 20 1d20+6 14 Bludgeoning damage 13 2d6+4 5,4 Link to comment Share on other sites More sharing options...
Peacemonger Posted April 20 Clone Share Posted April 20 (edited) Duala Half-Orc Gladiator Paladin HP: 14/14 | AC: 18 | HD: 1d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.: 1/1 | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 5/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . Duala moves quickly, seeing the others close the distance to the large, over-sized beasts that were far too smart for their own good. She can't say she had ever fought a worg, but she had seen them before, seen what they had done to other in fighting pits, in attacking prisoners trying to escape. The memories fuel her. With a practiced motion the longsword buries itself deep in the worg's matted fur, Duala gritting her teeth, her face filled with an anger that makes her seem more like her Orcish side than the others have seen until now. OOC Movement: Move to Z16 Action: Attack Worg 2 Bonus Action: - Edited April 20 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword Attack on Worg 2 25 1d20+5 20 Critical Damage + Savage Attack 18 3d8+3 8,1,6 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 20 Clone Share Posted April 20 (edited) Garon Ammakyl Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. 4/4 | LoHYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions When the two arrows fly at the giantkin, Garon calls out, "Archers!" With his slight hesitation, Thordin drops the wounded worg and then the dwarf trucks past him, quickly followed by the half-orc to join Thordin in melee with the two monsters. Yod and Duala deliver strong slashes on the remaining monster, which barely stands. Finally, he closes to melee with the second creature along Yod's right side drawing his unbloodied longsword. Remembering his lessons, he positions his feet and slashes down from a high guard position through its neck spraying blood. Unbelievable to the teenager, the monster drops dead. OOC Right hand: Longsword Left hand: Shield Use Object draw Longsword Move to AB16 Action Attack Worg 2 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . Put Player mention tags, and any particular notes in here. Edited April 20 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword vs Worg 2 16 1d20+5 11 Slashing damage vs Worg 2 5 1d8+3 2 Link to comment Share on other sites More sharing options...
RedDingo Posted April 22 Clone Share Posted April 22 Thordin Galorspyd Human Giant Foundling Rune Knight Fighter IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Thordin looked back at his companions after they slew the second worg and nodded. He marched forward in the direction of the goblin. “Maug grunbarn ubudenin, du vil ken meg spyd!” OOC Movement: moving 30’ to Z23 Interaction: Bonus Action: Action: Reaction: opportune attacking any enemy that gets with 10’ of me. | AC: 16Chain Mail Armor | HP: 14/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . Player mention tags, and any particular notes in here. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shocker Posted April 23 Clone Share Posted April 23 (edited) Omar Baldul Human Sage Evocation Wizard AC: 11 | HP: 9/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Omar sees with satisfaction as first one then the other Worg crashes towards the ground and remain there. "Well now that the doggies are down, let's see what we can do about those pesky archers." He moves quickly but without apparent haste close to the place where the Worgs had died. Judging the distance to be now close enough to target one of the goblin archers. Keeping a firm grip on his staff, "Pyrofuego" and hurls the bolt of fire at the first goblin. With clinical detachment he notices that his aim is true, hitting the goblin fully in the chest. But the hit creature only staggers for a moment. "It must be the distance" he muses "I'm to far away to have the full impact." OOC Move 30 ft to aa16 Action: fire bolt against Goblin 1, it takes 1 point of fire damage To Whom It May Concern . . . Edited April 23 by Shocker (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fire bolt 22 1d20+6 16 damage 1 1d10 1 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted April 23 Author Clone Share Posted April 23 (edited) Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 2, Concluded Ezra casts the toll the dead spell on worg 1 dealing 4 necrotic damage (because your DM is an idiot, so he might as well give you the better roll for his idiocy). Thordin slashes worg 1 with his halberd, dealing 14 slashing damage and follows it up with a rap across the head with the butt of the polearm, dealing an additional 3 bludgeoning damage. It drops dead! Yod runs up and knocks worg 2 with his maul, dealing 13 bludgeoning damage. Duala, not to be outdone, shows off her prowess with a sword, dealing 18 slashing damage of her own to worg 2! Garon’s own sword deals 5 slashing damage to worg 2, finishing it off. With the thread of the worgs gone, Thordin is able to move! Omar moves forward and fires a very precise, if rather underpowered firebolt at goblin 1. “Eeep!” it screeches. Aiming his shortbow at Omar and loosing an arrow at him! The black arrow with its ragged black feathers thunks right into Omar’s gut, dealing 5 piercing damage! “Yeeeah!” goblin 2 jeers before turning his own bow towards Thordin, but his arrow flies wide. Goblin 2 is not a good archer, it seems. Goblins 1 and 2 run south. As they run, they alert their comrades, who come running. Goblin 3 shoots at Thordin, but misses. Goblin 4 comes straight west and then looses an arrow that manages to hit Thordin. He takes 3 piercing damage. Round 3, Start! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 1 9 10 90% Currently AC 13 Goblin 2 9 9 100% Currently AC 13 Goblin 3 11 11 100% Currently AC 13 Goblin 4 12 12 100% Currently AC 13 Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD. Edited April 23 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Tot (1) Shortbow Attack on Omar (AC 11); Piercing Damage; Crit 17; 5; 2 1d20+4;1d6+2;1d6 [13]; [13,3]; [13,3,2] Pojo (2) Shortbow Attack on Thordin (AC 16); Piercing Damage; Crit 7; 5; 6 1d20+4;1d6+2;1d6 [3]; [3,3]; [3,3,6] Goblin 3 Shortbow Attack on Thordin (AC 16); Piercing Damage; Crit 6; 3; 5 1d20+4;1d6+2;1d6 [2]; [2,1]; [2,1,5] Goblin 4 Shortbow Attack on Thordin (AC 16); Piercing Damage; Crit 17; 3; 3 1d20+4;1d6+2;1d6 [13]; [13,1]; [13,1,3] Goblin 3 Shortbow Attack on Thordin (AC 16) (Disadvantage—Long Range) 21 1d20+4 17 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 23 Clone Share Posted April 23 (edited) Garon Ammakyl Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. 4/4 | LoHYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions When Thordin starts charging toward the goblins, Garon looks back at the cover of the temple. Goblins are sneaky and can lead a force into an ambush. Plus, this courtyard is out in the open and best for archers. Garon heads toward the next building sheathing his longsword and calling out, "take cover from the archers! Beware of ambushes, Thordin!" With his back against a wall, he points a finger at the furthest goblin and ignites it with, "Fuego!" The bolt of fire flies true but just singes the goblin, hopefully getting it to retreat. OOC Right hand: Empty Left hand: Shield Use Object sheathe Longsword Move to V21 Action Cast Firebolt at Goblin 4 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . Put Player mention tags, and any particular notes in here. Edited April 23 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt at Goblin 4 15 1d20+5 10 Fire damage to Goblin 4 1 1d10 1 Link to comment Share on other sites More sharing options...
Shadeus Posted April 23 Clone Share Posted April 23 Yod Ironbeard Shield Dwarf Folk Hero Ancestral Guardian Barbarian AC: 15Dex bonus + Con Bonus | HP: 18/18 (1d12) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 13, Insight 13, Investigation 9 StrSaving Throw: +6 Athletics: +6: 19 (+4) | DexSaving Throw: +1 Acrobatics: +1 Stealth: +1 Sleight of Hand: +1: 13 (+1) | ConSaving Throw: +6: 18 (+4) | IntSaving Throw: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 9 (-1) | WisSaving Throw: +1 Animal Handling: +1 Insight: +3 Medicine: +1 Perception: +3 Survival: +3: 13 (+1) | ChaSaving Throw: +0 Deception: +0 Intimidate: +0 Performance: +0 Persuasion: +0: 11 (+0) RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.: 2/2 | Languages: You can speak, read, and write Common and Dwarvish The dwarf nods, satisfied that Garon and Thordin have finished the worgs. His contentment is short-lived as Omar takes an arrow in the gut, and two more of the little green vermin show up and start shooting. Throwing his hands up, Yod says, "The little buggers are like flies! The minute you kill one, two more show up." As Thordin moves forward, making himself a target for goblins, Yod starts running himself, saying, "Don't be getting ahead of yourself there, Thordin. Them gobos are gonna poke a few holes in ya. I gotcha." Yod starts moving towards the goblins on the other side of the courtyard. He sees the big boulder and looks to use it for cover. OOC Action: Dash Attack: Move to AE 28 trying to use the boulder there for cover from goblin 3, maybe 4 (if he's lucky) To Whom It May Concern . . . @RedDingo Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
RedDingo Posted April 23 Clone Share Posted April 23 (edited) Thordin Galorspyd Human Giant Foundling Rune Knight Fighter IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . “Tch!” Thordin grinned when the arrow struck him. His companions said nothing that he did not already know. He charged the nearest goblin and made a clean slice with his halberd, separating its head from its neck! The goblin barely registered his decapitation before the butt of the fighter’s weapon knocked his head across the field into its comrade. The body sank to the ground. The triumphant Thordin leapt north, taking cover behind the nearby boulder! OOC Movement: moving to Z25, after action, moving north to take cover behind the boulder in X/Y 27 Interaction: Bonus Action: attacking with haft Action: Attacking Goblin 1 with reach Reaction: Attacking any enemy that approaches within 10’ | AC: 16 or 18Chain Mail Armor Dependent on Partial Cover | HP: 11/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . Player mention tags, and any particular notes in here. Edited April 25 by RedDingo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Halberd Blade Attack 26 1d20+6 20 Slashing Damage + Critical 18 2d10+4 7,7 Haft Attack 22 1d20+6 16 Bludgeoning Damage 3 1d4 3 Link to comment Share on other sites More sharing options...
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