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Chapter 02e: Shadow of War (Battle at Steel Springs)


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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

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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli 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: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 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
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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

image.png.6bb94a5ef3aca167f119963f559752af.png

   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

WarhorseWarhorse

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.


RDASRed 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


RDAO (Lieutenant)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


DragonnelRed 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 SoldierKalaman 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 by Kamishiro_Rin (see edit history)
Name
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
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 spacer.pngColtan Bluetemper

Level 5 Neidar Folk Hero Forge Cleric


AC 20 | HP 51/51 (5d8+15+5) | HD 5/5 | Speed 30 ft.
Senses Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
Str 14 (+2) | Dex 8 (–1) | Con 16 (+3) | Int 10 (+0) | Wis 18 (+4) | Cha 10 (+0)
Magic +7 DC 15 | Channel 1/1 | Cantrips | 1st 3/4 | 2nd 3/3 | 3rd 2/2

Languages Speak, read, and write Common and Dwarvish


On the way...

Coltan hands Artanis his share for the wagon and horses and settles his gear into the wagon. After Modri arrives and settles into the wagon, the Apprentice hands him in a skin filled with whisky and starts, "so I understand what an honorless shitbag is, but what are gormless fools? Does it matter if they understand an insult?"

 

Arriving at Steel Springs

Equiped with his lieutenant insignia and dragonarmy shield, Coltan pauses a heartbeat in disappointment for not getting a chance to deceive the dragonarmy. Instead he charges forth shouting, "For Reorx! For Reorx!" Waving his blue holy hammer above his head, he slings a bolt of blue holy fire at the dragonnel to get its attention. Although the flames harmlessly splash against the dragon’s barding, maybe it got the dragon's and lieutenant's attention.

He leaves the command of the Kalaman troops to Artanis.


OOC

@Peacemonger

Bonus Action:

Movement: to U7

Action: Cast Guiding Bolt at the Dragonnel

Reaction:

Concentration:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  4. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1st level spells prepared

  • Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

3rd-Level Spells Prepared

  • Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
  • Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

War Caster

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature

 
 
Edited by JubalBreakbottle (see edit history)
Name
Guiding Bolt at dragonnel
14
1d20+7 7
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 83/75 (5d12+20+10+5) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Wild Surge Rages: 3/3 | Magic Awareness: 2/2

Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement

+1 Red Dragonnel Shield


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


On the Way

Modri takes a swig of the whiskey with a nod, shifting a bit to find a slightly comfortable seated position. "Just one of many ways of saying stupid. And no, long as the other person gets that it's bad, that's usually enough. Unless of course, you're trying to insult them without them knowing, but that's a bit too tricky for my taste." He motions to hand the flask back.

"We all got our sore spots. Not one to judge what offends another. Feel like something hit one of your sore spots, no?" Gone is the fun, cheerful, fearless Modri. Instead there's the Dwarf as wise as his years. He's taking the conversation seriously.

Arriving at Steel Springs

"Left flank is mine!" Hammer and new Dragonnel-scale shield at the ready, Modri charges forward. He goes as fast as his feet will carry him trying to get in between the fleeing soldiers and the oncoming enemy.

"MOOOODRRRRIIIIII!" Modri bellows out his name and the far left horse and rider can feel their very lifeforce being drained from them as Modri looks even more revitalized. The manic grin is on his face, as he readies himself for another fight.

He remembers the last time they fought horses. Not that he held back last time, but he certainly won't now.

 

OOC

Movement: Move and Dash to O5

Bonus Action: Rage. Wild Surge is one time necrotic damage to those who fail CON save plus temp HP.

Action: -

Reaction: Sentinel in effect

 

 

 

Edited by Peacemonger (see edit history)
Name
Wild Surge
1
1d8 1
Temporary HP
8
1d12 8
Warhorse 3 CON save
21
1d20+1 20
Warhorse 5 CON save
3
1d20+1 2
Necrotic Damage
11
1d12 11
DAS 5 CON save
7
1d20+1 6
Necrotic Damage
6
1d12 6
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 spacer.pngColtan Bluetemper

Level 5 Neidar Folk Hero Forge Cleric


AC 20 | HP 51/51 (5d8+15+5) | HD 5/5 | Speed 30 ft.
Senses Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
Str 14 (+2) | Dex 8 (–1) | Con 16 (+3) | Int 10 (+0) | Wis 18 (+4) | Cha 10 (+0)
Magic +7 DC 15 | Channel 1/1 | Cantrips | 1st 4/4 | 2nd 3/3 | 3rd 2/2

Languages Speak, read, and write Common and Dwarvish


On the way...

Coltan knows how to insult people and hopes behaving as a lieutenant in the dragonarmy required little else than insulting soldiers and accepting insults by commanders. He had never much use for insults, except for the odd time people would do random stupid stuff and playful games of exchanging insults with a good friend. He was a bit surprised how quickly Modri pivoted the conversation away from dragonarmy insults to his own reaction to Michelle's behavior. In reply, Coltan sadly smiles and takes back the whiskyskin. "Ah yes, sore spot indeed." He takes another swig and holds it out for anyone in the comfortably close wagon to partake.

"Before Reorx blessed me as His Apprentice, I was and suppose still am an itinerant smith, like my parents before me. We would travel throughout Ansalon and visit those who had an anvil but no smithing skills. As you can imagine, these villages, homesteads, and manors needed tools repaired or made, but are not big enough to have attracted a permanent smith. So over the decades, we've met all kinds of people working the land and doing the best they can." He pauses collecting his thoughts, wondering if Reorx would help him craft the best words.

"Occasionally, we would meet landowners who were born into their position by the chance of their ancestors. And, some of these so-called nobles spoke like Michelle and behaved like Bakaris disrespecting people who had not disrespected them and acting as if they felt superior to those who worked the land. Treating people harshly without any repercussions. While everyone is capable of this behavior, I feel it is encouraged by Takhisis who delights in exerting control over others. That's what I meant by not underestimating the power of words."

After another pause, the Apprentice looks at Hunni, "now based on Hunni's kettle comment, she evidently believes that I disrespect people with my words, too. So, I would welcome understanding how and when. I suspect any slight may have been unintentional, which can happen between different cultures. On the other hand, Michelle's insults were clearly intentional, unprovoked, and intended to exert control. Which is why I reacted the way I did." He looks around into the eyes of any of his companions were listening and would meet his gaze.


OOC

Bonus Action:

Movement:

Action:

Reaction:

Concentration:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  4. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1st level spells prepared

  • Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

3rd-Level Spells Prepared

  • Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
  • Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

War Caster

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature

 
 
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 21 (Plate, Shield +1) | HP: 38/38 (6 THP) | HD: 5/5 | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 18 (+4) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing. Brooch of Shielding. Force all attacks targeted at mount to target Artanis instead. Mount has Evasion


My words,  | My thoughts,’  | My actions . . .


 

On the Way

Meeting back with the others, Artanis is overwhelmed with offers of money for the purchase, having to turn some of it away even. It fills his heart with joy to see his companions new and old happy to offer investments in their future together, as Merituuli puts it. "I don't see why you can drive there Arlo," he tells the little kender. "I'll ride Tiergan alongside whilst you get the hang of it, so should be able to correct any missteps. They're both solid old horses though, shouldn't give any trouble. They can probably do it in their sleep!" He offers the other wagon to Merituuli, "Same for you, I can't imagine it's that much different. They just need a nudge in the right direction." It was most likely a failure in his imaginative ability... "I'm sure we can share it out though." He happily helps stow away any luggage or supplies before they set off the following morning, including some healer's kits should the army need any further supply.

 

The morning after, well rested twice in a row for a change, Artanis takes the time to properly check over his armour and Tiergan's tack, giving everything relevant a good polish. Today was the day they would be meeting the army, and first impressions count. He hopes Darrett will be there to greet them rather than out on the line, but only time will tell.

 

Coinage

Previously 101.5gp from Artanis' pocket. Subsequently less 50gp from Arlo, 21.5gp from Hunni, 50gp from Vigdan, and we're already over. Artanis shall take nothing from Coltan, Merituuli, and demure 25gp from Vigdan.

 

Battle for Steel Springs

Unfortunately it seems warm welcome is not to be had - not from their own troops. Smoke is the first sign of trouble, and Artanis shifts in his saddle, plate clinking against steel stirrups as he adjusts himself. "Be ware," he tells the party unnecessarily. As the worst comes into view, he knocks down his visor and joins the dwarves' charge. "Get to the wagons!" he shouts as he thunders past the retreating soldiers, dust and water flying. Levelling his lance he brings Tiergan to block the northern-most crossing, trusting Modri to 'his' left flank. He raises the famous Greenshield against the enemy, daring them to pass him as he covers the soldier's retreat. "See if you can shoot that beast through the heart again Vigdan, same scales look weak!" He shouts back without breaking eye contact.

 

 

OOC

Action: Dodge

Bonus Action: Helpful Word to grant Vigdan Advantage vs the Dragonell - he should be able to get within 80ft of it and thus get Sneak Attack.

Movement: 

Reaction: Opportunity Attack if applicable (using Lance)

Object Interaction: 

Mount Action: Dash

Mount Movement: Y3 > L10 (I make it around 90ish feet with difficult terrain and 5-10-5 diagonals. I might be a little off, but I'm pretty sure it's less than 120ft.)

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage.

   Javelin (range, thrown) [0]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

  RDA Javelin (range, thrown) [12]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage.

  Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage.

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

   Commanding Rally 3/3 (Long Rest)

Class Features:

  Precise Strike. 3/3 (Long Rest)

  Leadership Dice (d6). 4/5 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).

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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 83/75 (5d12+20+10+5) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Wild Surge Rages: 3/3 | Magic Awareness: 2/2

Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement

+1 Red Dragonnel Shield


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


On the Way

Modri listens, and he thinks for a few moments on the words. Unlike many of the shorter lived races, it's not a race to retort quickly. He chews on Coltan's words, his past experiences, the exchange back in Kalaman.

"If it's a debate on morality, I doubt I'd favor well. I'm used to the wilds, and though there certainly are matters of honor there too, it's a much simpler thing." He really wishes he had a pipe and tobacco. Never much cared for it himself, but his mother would use it to help her focus, and feels like he could use her wisdom right about now.

"I won't speak for Hunni, certain she can say her thoughts just fine. I'm also not going to protect Michelle like she's some hapless damsel who needs a man to protect her from the world. She was dealt a bad hand. Exiled. Trying to make do in a hostile army. And she also played with that hand, and has to live with the consequences. I won't deny anyone from Vogler their anger. It was her face that told them their home was no longer theirs. Short of them trying to hang her, it's her fight to find herself again."

He truly does prefer the life in nature. Survival is a complicated thing in such places, but everything makes sense. "Perhaps I've let my soft spot cloud my judgement. But honestly? If the guards thought they could try to interrupt her, tell her follow them or else, speak to her like she was a little girl, then I think it's only fair she gets to give them an earful. I agree she was trying to exert control. I think she's trying to get control over her own life. She wasn't trying to take taxes, or have them toil in the fields. She was giving them a piece of her mind so that she could talk to us. Perhaps she could've tried rational debate, but felt the insults did a fine enough job so she could take a minute with us."

Modri sighs. "She's got rough edges, and think that makes her more interesting. Then again, I expect I'd make a very poor noble, so I'm likely not the best judge of how a noble should be."

 

OOC

Movement: -

Bonus Action: -

Action: -

Reaction: Sentinel in effect

 

 

 

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fairla_token.png.3ec0cf634c791239cd69134297408c22.pngFairla Sunnybank

Human Mage of High Sorcery Abjuration Wizard


AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
Senses (passive): Perception 9, Insight 9, Investigation 17
Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane Recovery
: 2 spell levels per LR | Arcane Ward: 14/14 HP


“My words,” | ‘My thoughts,’ | My actions...


On the Way:

Fairla weighs in on the discussion of Lady Michelle's treatment of her guards. "I've only met Lady Michelle the one time," she says, "and it sounds like she's had a long road to get to where she is now. It is my opinion, however, that her use of coarse language is counterproductive to her position. To insult a subordinate in such a way is unbecoming of a noblewoman. I feel such behavior likely undermines her authority with her guards and, indeed, anyone else in the castle who might have heard her. Those guards seemed to obey her direct orders just fine anyway."

 

In the morning, Fairla starts her day like usual, by casting Mage Armor. She also spends a few minutes preparing her newly-learned Sleep spell.

Battle for Steel Springs:

When Fairla sees the retreating Kalaman soldiers and the dragon army in pursuit, and her companions protecting the center and left, she excitedly rides towards the right side, hoping to block the space between the rocks. 'This is why I came out east, and why I studied magic to begin with,' she thinks. 'I just hope this mission works out better than Wheelwatch.' She does not intend to lose most of her allies this time, nor get captured again.

She casts Grease under the nearest horseman (RDAS 4 and Warhorse 4) before he can try to cross the river. The grease appears, but the warhorse remains steady.

OOC

Action: Casting Grease (DC 15 Dex save) centered on M-N17-18

Bonus Action:

Movement:

Reaction: Casting Shield, if attacked (AC would become 20)

Object Interaction:

Mount Action: Dodge

Mount Movement: From Z6 to S12

Spells

Spellcasting

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire Bolt
  2. Light
  3. Mage Hand
  4. Mending
  5. Prestidigitation

1st-Level
2/4 Spell Slots

  1. ( ) Absorb Elements
  2. ( ) Alarm [R]
  3. (P) Comprehend Languages [R]
  4. ( ) Detect Magic [R]
  5. ( ) Feather Fall
  6. ( ) Floating Disk [R]
  7. (p) Grease
  8. (p) Mage Armor
  9. (p) Magic Missile
  10. (P) Shield
  11. (p) Sleep
  12. ( ) Unseen Servant [R]

2nd-Level
3/3 Spell Slots

  1. ( ) Detect Thoughts [c]
  2. (p) Hold Person [c]
  3. (p) Invisibility [c]
  4. (P) Lesser Restoration
  5. (p) Misty Step

3rd-Level
2/2 Spell Slots

  1. (p) Counterspell
  2. (p) Dispel Magic
  3. ( ) Tiny Hut [R]

Stat Block

%5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D
Actions:
Attacks:
Firebolt (120 ft.) +7 2d10 Fire
Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
Spells:
You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.

Bonus Actions:
Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Reactions:
Shield: 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.

Feats:
Initiate of High Sorcery
Adept of the White Robes
Linguist
Telekinetic

Inventory

Gp: 859 Sp: 5 Cp: 6

Equipped

  1. Bag of Holding
  2. Clothes, Common
  3. Healer's Kit
  4. Orb
  5. Quarterstaff
  6. Robes
  7. Spellbook

Bag of Holding

  1. Abacus
  2. Backpack
  3. Ball Bearings (bag of 1000)
  4. Bedroll
  5. Bell
  6. Blanket
  7. Block and Tackle
  8. Book
  9. Bottle, Glass
  10. Bucket
  11. Candle
  12. Case, Map or Scroll
  13. Clothes, Fine
  14. Clothes, Traveler's
  15. Crowbar
  16. Fishing Tackle
  17. Flask
  18. Grappling Hook
  19. Hammer
  20. Hammer, Sledge
  21. Healer's Kit
  22. Ink Pen
  23. Ink, Black
  24. Ink, Blue
  25. Lantern, Hooded
  26. Little Bag of Sand
  27. Manacles
  28. Mess Kit
  29. Oil (flask)
  30. Parchment (sheet)
  31. Perfume (vial)
  32. Pick, Miner's
  33. Piton
  34. Pouch
  35. Rations (1 day)
  36. Rope, Hempen (50 ft.)
  37. Rope, Silk (50 ft.)
  38. Sack
  39. Scale Mail, Red Dragon Army
  40. Scale, Merchant's
  41. Sealing Wax
  42. Shovel
  43. Signal Whistle
  44. Small Knife
  45. Soap
  46. Spikes, Iron
  47. String (10 ft.)
  48. Tent, Two-Person
  49. Tinderbox
  50. Vial
  51. Waterskin
  52. Wine, Common (pitcher) + pitcher
  53. Wine, Fine (bottle)

Billings (Riding Horse)

  1. Bit and Bridle
  2. Riding Saddle
  3. Saddlebags
  4. Feed (10 days)
Edited by morgan_ (see edit history)
Name
Warhorse 4 Grease Dex Save (DC 15)
15
1d20+1 14
RDAS 4 Grease Dex Save (DC 15)
16
1d20+1 15
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Vigdan 'The Dog' Luchen

Variant Human Smuggler Scout Rogue


smuggler1-2.png.53cb73f51d778015c4d7e51e12f5e926.png

AC: 16 (Studded Leather, +4 Dex) | HP: 43/43 | Speed: 40 ft.

Senses: passive Perception 15, Insight 15, Investigation 12
Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0)
Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant


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


On the Way

Vigdan joins the caravan and takes a seat next to one of the drivers for the first few hours and spends the time scanning the woods with his bow in hand. When nothing happens, he climbs into the back and finds a spot to curl up and grab some sleep.

The next morning, he spends some time getting his gear ready and stretching out his back from sleeping in the back of the wagon. When they come upon the battle, seemingly won already by the Dragon Army, Vigdan curses loudly. This was all so needless. He leaps from the back of the wagon and sprints towards the river crossing.

Artanis goes thundering past on his horse:  "See if you can shoot that beast through the heart again Vigdan, some scales look weak!", gesturing towards the dragonelle.

Vigdan is across the crossing, weaving through retreating soldiers and takes up next to a large boulder. Pulling an arrow from his quiver he aims and looses at the beast. He sees the dragonnel react in pain as the arrow flies true and pierces into the beast.

 

OOC

Action: Sneak Attack with Shortbow using Advantage from Artanis. Sharpshooter negates any disadvantage on range. 14pts of damage.

Bonus Action: Dash

Movement: AA3-Q9

Reaction: Skirmisher to move 'east' if anyone gets close enough.

Arrows: 16/20

OOC:

 

 

Edited by RagallachMC (see edit history)
Name
Sneak Attack vs Dragonnel (AC 16)
24
1d20+8 16
Shortbow Damage
6
1d6+5 1
Sneak Attack Damage
8
3d6 1,2,5
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token_1.png.451fa62d12c0f2185636025bbfd5d519.pngArlo Thistleknott

Kender Entertainer Arcane Trickster Rogue


AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft.
Senses: passive Perception 18, Insight 15, Investigation 16
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0)
Languages: You can speak, read, and write Common, Kenderspeak, and Thieves' Cant


Along the way, Arlo is delighted to drive the wagon. With Artanis' careful instruction, Arlo manages to avoid disaster.

When the party reaches the site of the battle, Arlo quickly jumps down from the wagon. He dashes across the stream, eager to reach the retreating soldiers to help them. He twirls his hoopak around his head, unleashing a stone from the sling which hurtles toward one of the Red Dragon Army Soldiers. The stone bounces off the soldier's helmet. Arlo grins and shouts, "I got one! Take that, meanie!"

OOC

Action: Attack RDAS 5
Move: to O6
Bonus Action: Dash

Taunt: 3/3
Spell Slots: 3/3 1st Level
Pipes of the Sewers: 3/3 charges

Edited by codexgigas (see edit history)
Name
Attack
20; 6
1d20+7; 1d4+4 [13]; [13,2]
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 83/75 (5d12+20+10+5) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Wild Surge Rages: 3/3 | Magic Awareness: 2/2

Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement

+1 Red Dragonnel Shield


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


On the Way

Modri chuckles at Fairla's use of 'coarse language' and 'unbecoming'. "Perhaps. But if she was all prim and proper she'd be dead. We would've killed her. Only reason I offered out my hand to suggest to her to surrender instead of join in with everyone else ready to slay the wicked Dragon Army officer was she looked like someone who'd had to fight real hard most her life and seemed a real shame to kill someone like that. But as I said, short of anyone trying to execute her or some other ill fate, if anyone wants to enlighten her on the arts of fine society and etiquette, they should feel free to do so. For me, I prefer the fire, the grit, the rough edges, but that's one Dwarf's opinion, and you need only one look at me to know how little reach my opinion has."

He turns back to Coltan. "So. The young lady who had to claw and snarl for every inch of respect she got is now a prisoner in the place that exiled her when she was a child. And she's still clawing and snarling. And we're in a war last time I checked with much bigger problems. You need to keep your distance, or have someone try to educate her to be more acceptable, or something else to ease the burden you're holding onto?" For Modri, he's little interest in an ethical debate that feels small compared to the much bigger threat they face. For him, it's more about finding a solution and moving forward.

 

OOC

Movement: -

Bonus Action: -

Action: -

Reaction: Sentinel in effect

 

 

 

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 spacer.pngColtan Bluetemper

Level 5 Neidar Folk Hero Forge Cleric


AC 20 | HP 51/51 (5d8+15+5) | HD 5/5 | Speed 30 ft.
Senses Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
Str 14 (+2) | Dex 8 (–1) | Con 16 (+3) | Int 10 (+0) | Wis 18 (+4) | Cha 10 (+0)
Magic +7 DC 15 | Channel 1/1 | Cantrips | 1st 4/4 | 2nd 3/3 | 3rd 2/2

Languages Speak, read, and write Common and Dwarvish


On the way...

Coltan actively listens to Modri and Fairla chip into the conversation nodding along appropriately. He takes another swig of whisky before continuing his share, "Modri, I appreciate you defending Michelle. You two have great chemistry together. But that doesn't excuse her behavior insulting her guards. In fact, don't you remember that she told us that she didn't even treat her own direct reports like that?"

After a slight pause, "Look, Takhisis has returned with the other gods. While the dragonarmy is an obvious expression of Her effect on Ansalon, please keep in mind that She is perfectly capable of instigating more insidious behavior of those beyond Her dragonarmy to act in Her interests. That's a big problem, too. Because like Bakaris's actions, it weakens our defense against Her." The Apprentice took another swig from the skin. While he has been reflective and introspective, personally meeting Reorx has completely solidified his perspective of the potential forces at work in the world.


OOC

Bonus Action:

Movement:

Action:

Reaction:

Concentration:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  4. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1st level spells prepared

  • Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

3rd-Level Spells Prepared

  • Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
  • Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

War Caster

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature

 
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40 (hd 5d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


On the Way

Hunni spends her time riding along in the wagon, napping, and playing with her toys. When Coltan and Modri start talking, she listens with half an ear, until Coltan looks at her and she listens a bit more carefully. Eventually, she decides to comment. "Coltan... Apprentice. Last time I tried to bring this up, you called me a fool, and ignored what I had to say. But yes, you are right, I think you are being hypo... hyp..." she strokes the whip at her side again. "You are being as bad as the nobles you hate. Um." She glances at Fairla, as though unsure she should talk in front of strangers, but continues anyway. "Before... Before yesterday, you were part of torture; with words, threats. Then, you used words to trap an unarmed prisoner, an enemy, but an unarmed prisoner, in a situation where you would have a chance to execute him. After we, well, I killed him, you said it was Ok, and your words said you thought he was not a person, his life was not worth a person's life. Lieutenant Michelle said mean things to the guards sent to mind her. You used your words to torture and kill. Of the two, you did worse, in my opinion. We aren't judged by how we treat our friends. Apprentice of Reorx... Your actions were worse than anything those nobles did, you treat people you consider your lessers worse than a noble treats a commoner. So yes, I do believe you disrespect people with your words. And your actions." She sighs.

"I don't really like or respect Lieutenant Michelle, she has more blood on her hands than we do. And I don't mind killing the enemy, in general. Lieutenant Michelle was mean to her guards, because they are not her friends, they are not there for her protection, they don't work for her. They are her enemy, tolerated but not loved. But she wasn't mean to her servants, her people, at the manor. She may be wrong, but at least she respected the idea that prisoners would be treated humanely, as we treated her humanely. When our new companions were captured by the enemy, they were kept in cages, not tortured and killed. Only one side seems to torture and kill prisoners, and it isn't the dragon army, Apprentice of Reorx."

Arriving at Steel Springs

Sneaking up with the others, Hunni is surprised by the chaos they find, the fleeing soldiers, and the dragon army pursuers. She quickly moves up a bit, and grumbles. "Horses again. Had to be more horses. I suppose we will adopt them, too," she comments, disgusted with the situation. Staff in one hand, shield in the other, she moves forward and flings shadowy blasts at one of the mounted soldiers from the tip of her staff, as slingstones from a hoopak. One bolt flies wide, and the other is easily deflected by the soldier.

OOC

 

Movement: Move to V4

Bonus Action: Casting Hex using her feat slot at KS5.

Action: Casting Eldritch Blast at KS5

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, 2 blasts.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 15, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: (1d4 + 5) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: (1d6 +4) bludgeoning damage.
Versatile: (1d8 +4) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. 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.

Spellcasting

Spell Slots:  2 / 2, cast at 3rd level, refreshed at short rest

Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

Hunni is a spellcaster.  Her spell slots are at 3rd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 15.  Spell Attack Modifier +7.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
  • Spells Known:  Armor of Agathys, Wrathful Smite ©, Hex © (feat), Dissonant Whispers (feat), Unseen Servant, Blur ©, Misty Step, Suggestion © (feat), Hunger of Hadar ©
  • Invocations:  Improved Pact Weapon, Agonizing Blast, Thirsting Blade

Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

 

Edited by KingGoblin (see edit history)
Name
Eldritch Blast to hit KS5
8
1d20+7 1
Eldritch Blast 2 to hit KS5
17
1d20+7 10
Eldritch Blast 2 Damage
9
1d10+4 5
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 18 (+1Dex + 4Con + 3Shield ) | HP: 83/75 (5d12+20+10+5) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Wild Surge Rages: 3/3 | Magic Awareness: 2/2

Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement

+1 Red Dragonnel Shield


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


On the Way

Modri takes his time to listen to both his Dwarf kin. Well, the rest of our group won't be accusing us of Dwarf solidarity. But that's all right. Modri cracks his knuckles, not in any way as a threat, but just more his way of letting people he had a response. "Just for the benefit of our fine newcomers, perhaps a quick explanation. We've fought in several fights together now, and we seem to do it well, make a real good team we do. We've had a couple of prisoners, and we seem to agree less with that. The first was Lady Michelle. I won't claim any moral high ground on it. Just felt right in the moment as she was the last one left in her group, and felt she was fighting hard enough to give her a chance. I certainly didn't expect it to turn into... well, it's all a bit confusing, but the point is I won't ask anyone to change their mind about her just because I think she's... hm." Modri struggles a bit to find the words, or perhaps he knows the words, and is having a hard time saying them. "Point is, we're allowed to disagree, and any of you are free to call me a right fool, and I'll likely agree." He smiles a bit at the last comment.

"Second prisoner, different fight... now that one was sticky. It was one of those Draconians, and yes, there were threats made to it, and it responded by breaking free and attacking, and we put it down. War's messy business. It's why I prefer just the fighting part. Put my stubborn ass in front of a horde of invading soldiers to some dark goddess? Now that's an easy choice. It's everything around the fighting that's hurting my head just thinking about it. Which is just as well. Chances are one of these fights we'll find someone who's more than my match, or there'll just be too many of them. And then it won't be on my shoulders to make the hard choices, and won't have to worry about any conflicting feelings either."

He snorts as if to chide himself for the depressing thought. "There's an invading army. There's people who don't deserve to be invaded. I'm sticking around as that seems to be what's most important right now."

 

OOC

Movement: -

Bonus Action: -

Action: -

Reaction: Sentinel in effect

 

 

 

Edited by Peacemonger (see edit history)
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