Kamishiro_Rin Posted May 8 Author Clone Share Posted May 8 Date On This Kirinor, the 2nd Day of Yurthgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 12th Day of the Campaign - About 4:00 PM★ Solinari: 1st Quarter Lunitari: FULL (advantage to cast Illusion and Transmutation spells & disadvantage against such spells) Nuitari: Waning Gibbous Battle at Steel Springs The Luchens’ Hovel Vigdan had barely entered his family’s little fishing shack when his sister practically bowled him over, followed not long after by his mother. “Oh! Vigdan!” his mother, Ashlan, cried upon his return, “They said you’d been captured! I knew you never should have joined that team! They said they were sending some specialists to free you but not to get my hopes up. I was so worried!” “I’m so happy your safe and sound, big brother!” Korinna, his little sister, gushed. “I was worried, too!” “Come on,” Ashlan said, patting his back, “Let’s get you inside and get a good look at you.” She sat him down at their modest table and Korinna busied herself with getting some food—a homemade stew—in a bowl for him. It wasn’t much, but it was home—it sure as hell beat the stale bread with maggots crawling through it that the dragonarmy fed him! When he was finished, he produced a sack of gold coins and put it on the table. "I want you to have this, Ma. I'm going to help the folks from the Keep try to stop the Dragon Army. I don't know when I'll be back and I want to make sure you're taken care of. If something should happen here at Kalaman, take this coin and get away. Maybe try to get to Palanthas. I don't know where else would be safe." He stands and hugs his Ma again, "I've got to go now. They're waiting on me. Just be safe and run if it looks like the city is gonna fall." Before they can make a fuss or stop him, he's out the door and heading back to find the others, his eyes still wet. “Vigdan!” his mother crisd, “Where did you get all this gold—this is more money than I’ve seen in my life!” Her expression falls at his urging that they move. “But . . . but without your father . . . without you . . . I . . . I understand. You’ve squeezed out of situations worse than this . . .” They both know he hasn’t, but she’s trying to put on a brave face for him and his sister. “Thank you, Vigdan,” she says finally. “We’ll use this to get as far from here as we can, but you stay safe and you get back to us in one piece when all this is over!” “Stay safe, big brother!” Korinna calls after him as he slips out the door and away from them. Statblocks — Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted May 9 Clone Share Posted May 9 Merituuli Kaiutin Level 5 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, Investigation 10 Str:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Cloak of Elvenkind grants Advantage 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . After the awkward meeting with Lady Michelle is concluded, Merituuli tags along with the others and meets back up with Artanis and Vigdan after they've acquired the necessary horses and wagons. Like Hunni, he extends his coin pouch towards Artanis for him to take whatever he needs. "Take whatever you feel is necessary, Artanis. It's an investment in the future! Well, hopefully." He has no illusions that things will go swimmingly from now on... Once boarded, he offers, "I only need four hours to Trance and I can be in tip-top shape for the rest of the ride. Can't say I'm any good at steering a wagon, though. These aren't particularly common underwater, after all!" OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: — Bonus Action: — Action: — Movement: — Reaction: — Actions & Resources Actions: Attacks Per Action: 2 Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target. Hit: 2d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +5 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 19/20 Crossbow Bolts Class Features: 3/3 Favored Foe Marks 4/4 1st Level Spells 2/2 2nd Level Spells Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted May 11 Author Clone Share Posted May 11 (edited) Date On This Magetag, the 3rd Day of Yurthgreen, in the 351st Year After the Cataclysm (Tuesday, April 3, 351 AC) ★The 14th Day of the Campaign - All Day★ Solinari: 1st Quarter Lunitari: FULL (advantage to cast Illusion and Transmutation spells & disadvantage against such spells) Nuitari: 1st Quarter Battle at Steel Springs On the Way . . . The eight of you pile into two wagons at first light. The wagons are very good, comfortable, even! Storage space abounds for your supplies, as well as two benches along either side long enough and wide enough for four people to curl up and lay down on at night. And you end up needing that comfort as after 24 miles, it’s evening time and you have to make camp. Perhaps precisely because a company of soldiers has marched off in this direction, you meet no enemies nor are you attacked by anything that night! Date On This Kirinor, the 4th Day of Yurthgreen, in the 351st Year After the Cataclysm (Wednesday, April 4, 351 AC) ★The 15th Day of the Campaign - Mid-Morning★ Solinari: Waning Crecent Lunitari: Waxing Crecent Nuitari: Waning Crecent Arriving at Steel Springs! The next day, you get up, get ready, and head out at first light. It takes you 2 hours to cover the last 6 miles of your 30-mile journey west from Kalaman to Steel Springs! As the brook called the Inkwater comes into view, smoke rises over the tree line beyond it. Wounded Kalaman soldiers stagger from the trees, heading toward a narrow crossing that lies in your direction. Dragon Army soldiers give chase on horseback. This battlefield is represented on the map below. As you all arrive, seven Kalaman soldiers , each looking badly wounded, flee south from the battle occurring up the road. They’ve reached the islet at the center of the map. Five Dragon Army soldiers on warhorses gallop in pursuit along the road at the north of the map. About 30 feet above, you see a Dragon Army Officer riding a Dragon Army Dragonnel, flying in for the kill! The Dragon Army soldiers ride to the edge of the northern stream, throwing javelins at the retreating Kalaman soldiers. The Dragon Army soldiers shift their attention to you all if attacked. The Kalaman soldiers continue their retreat south instead of engaging. They move only 15 feet per round (see “Steel Springs Battlefield Events”), staying in a group and aiding the wounded among them. Initiative The party’s average initiative of 16 beats the enemies’ average initiative of 12! Round 1 begins with you all! Block Initiative will go YOU, Kalaman Soldiers, Enemies, Battlefield Events, in that order. Round 1, Begin! Battlefield Events & Conditions Rocks and Scrub. Rocks and vegetation on the map are difficult terrain. Stream. The chilly stream is 4 feet deep and is difficult terrain. The crossings aren’t difficult terrain. Fray. The 15-foot-wide area marked by the design at the edge of the map represents directions from which creatures from the nearby battle might arrive, as detailed in the following section. Steel Springs Battlefield Events During this encounter, as long as there are still Dragon Army soldiers on the battlefield, roll on the Steel Springs Battlefield Events table each round on initiative count 0. Also consider rolling on the table if a character enters the Fray or a Kalaman soldier is killed. After you roll on this table, the wounded Kalaman soldiers move 15 feet south along the road unless an event says otherwise. Steel Springs Battlefield Events d8 Event 1–3 One of the wounded Kalaman soldiers collapses. The soldier and other Kalaman soldiers within 10 feet of that soldier don’t move this round. 4–5 Arrows arc over the trees to the north. A random player character and each creature within 10 feet of that character must succeed on a DC 14 Dexterity saving throw or take 10 (3d6) piercing damage. 6 Another wounded Kalaman soldier (see appendix B) with 8 hit points appears adjacent to the Fray nearest a random Dragon Army soldier. This wounded soldier moves only 15 feet per round and tries to retreat south like the other Kalaman soldiers. 7 A dragonnel flies overhead, dropping a screaming Kalaman soldier next to a random player character as it does. The soldier dies on impact. This event is unsettling but has no other effect. 8 A hostile Dragon Army soldier (see appendix B) mounted on a warhorse appears in a space adjacent to the Fray nearest a random player character. This event occurs only once during the battle; reroll on this table if it is rolled again. Map 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. To spot a creature that is hiding, you must either rely upon your passive Perception score, OR you must take the Search action. If your passive Perception score meets or beats the DC given, then you see it automatically and you can act as normal: its attacks do not have advantage against you, and your attacks do not have disadvantage against it. However, you and only you gain this benefit. If your passive Perception does not meet or beat the hiding creature’s Stealth DC, then you must decide whether or not you will take the Search action on your turn to spot it. Taking the Search action costs you your action in combat and you lose your attack. However, if you do take the Search action, everyone gains the benefit of you spotting the creature. ALSO, you do not need to specify which creature you are Searching for. Any creature whose Hide check result is the same or less than your Search check result is now revealed to you and everyone in your party. This does not mean you necessarily see the creature, but you know their position for whatever reason—sound, smell, whatever. Related to the last bit, above, conversely, line of sight on the map does NOT enable your character to spot a hidden creature. If I say that a creature is hidden, it is hidden, and only your character’s passive Perception or their Search action check can reveal it. Just because you can see its token on the map does not mean your character can see the creature. The creature could be hidden in a tall tuft of grass or behind a bush that is not displayed on the map. Statblocks Warhorse Large Beast, Unaligned (hostile until tamed by one of you—you know the drill) Armor Class 15 (Scale mail Barding) Hit Points 19 (3d10 + 3) Warhorse # HP Max-HP % Remaining Notes Warhorse 1 23 23 100% — Warhorse 2 19 19 100% — Warhorse 3 18 18 100% — Warhorse 4 26 26 100% — Warhorse 5 25 25 100% — Speed 60 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 13 (+1) 2 (−4) 12 (+1) 7 (−2) Senses passive Perception 11 Languages — Challenge 1/2 (100 XP) Proficiency Bonus +2 Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Actions Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Environment: Urban Source: MM, page 340. Also found in CoS; PotA; RoT; SKT; ToA; BGDIA; EGW; CRCotN; DSotDQ; DoDk. Available in the SRD. Red Dragon Army Soldier Medium Humanoid, typically Lawful Evil Armor Class 17 (scale mail, shield) Hit Points 22 (4d8 + 4) RDAS # HP Max-HP % Remaining Notes RDAS 1 32 32 100% — RDAS 2 34 34 100% — RDAS 3 30 30 100% — RDAS 4 25 25 100% — RDAS 5 29 29 100% — Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Skills Athletics +4, Perception +2 Senses Perception 12 Languages Common, Draconic Challenge 1 (200 XP) Proficiency Bonus +2 Draconic Devotion. While the soldier can see a Dragon that isn’t hostile to it, the soldier has advantage on attack rolls. Actions Multiattack. The soldier makes two Longsword or Javelin attacks. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands, plus 2 (1d4) fire damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage. Source: DSotDQ, page 200 Red Dragon Army Officer (Lieutenant) Medium Humanoid, typically Lawful Evil Armor Class 19 (splint, shield) Hit Points 65 (10d8 + 20) RDAO HP Max-HP % Remaining Notes RDAO 83 83 100% — Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1) Saving Throws Dex +4, Wis +4 Skills Athletics +5, Perception +4 Senses passive Perception 14 Languages Common, Draconic Challenge 3 (700 XP) Proficiency Bonus +2 Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls. Actions Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available. Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage. Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack. Source: DSotDQ, page 200 Red Dragon Army Dragonnel Large Dragon, typically Lawful Evil Armor Class 16 (breastplate barding) Hit Points 58 (9d10 + 9) Dragonnel HP Max-HP % Remaining Notes Dragonnel 74 74 100% — Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 12 (+1) 8 (–1) 13 (+1) 10 (+0) Skills Perception +3 Damage Resistances fire Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13 Languages understands Common and Draconic but can’t speak Challenge 3 (700 XP) Proficiency Bonus +2 Flyby. The dragonnel doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Multiattack. The dragonnel makes two Rend attacks. Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage. Source: DSotDQ, page 201 Kalaman Soldiers (your allies) Small or Medium Humanoid, typically Lawful Good Armor Class 18 (chain mail, shield) Hit Points 16 (3d8 + 3) KS # HP Max-HP % Remaining Notes KS 1 24 24 100% — KS 2 17 17 100% — KS 3 17 17 100% — KS 4 22 22 100% — KS 5 25 25 100% — KS 6 16 16 100% — KS 7 16 16 100% — Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) Skills Athletics +3, Perception +2 Senses passive Perception 12 Languages Common Challenge 1/2 (100 XP) Proficiency Bonus +2 Actions Multiattack. The soldier makes two Longsword attacks. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Reactions Hold the Line. If an ally within 5 feet of the soldier must make a saving throw, the soldier encourages the ally, granting advantage on the roll. Source: DSotDQ, page 202 Edited May 12 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls RDAS’s Initiative 18 1d20+1 17 RDAO’s Initiative 11 1d20+2 9 Dragonnel’s Initiative 7 1d20+2 5 Arlo’s Initiave 17 1d20+4 13 Artanis’s Initiative 17 1d20+2 15 Coltan’s Initiative 19 1d20-1 20 Fairla’s Initiative 18 1d20+2 16 Hunni’s Initiative 21 1d20+2 19 Merituuli’s Initiative 9 1d20+7 2 Modri’s Initiative 20 1d20+1 19 Vigdan’s Initiative 10 1d20+4 6 Kalaman Soldiers’ Initiative 13 1d20+1 12 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted May 11 Clone Share Posted May 11 (edited) Coltan Bluetemper Level 5 Neidar Folk Hero Forge Cleric AC17 Splint armor, lieutenant dragonarmy uniform +2 Shield, dragonarmy +1 Cloak of Protection 20 | HP 51/51 (5d8+15+5) | HD 5/5 | Speed 30 ft. Senses Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
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