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Durlag’s Tower


Poor_Knight

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image.jpeg.d7c5c33fa820e088cd4a0c39f3c88dbd.jpeg.30070aa793147059a5b00a8b5f5f5eaa.jpeg

Bloodaxe looks oddly for a second taking in what Eirenann said... running his own previous thoughts through his head.

They both match...

"Ok!"" He pauses ,""Yeah! let's go with that way then.."" reluctantly he comes out from the archway,still concerned that the roof could come down if they put these on incorrectly.

He picks up the dagger walks over to the Crafter ,reaches up as best as he can putting the dagger in the Crafter's Statue's grip.

Leaving Theren to give the Flagon to the Hunter...

 

Edited by cheezal (see edit history)
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren shrugged at the thought. "That makes as much sense as anything I suppose. Personally, I would have set all of the pieces in the middle and had the puzzle be to give everyone the items that matched their purpose. Of course, they rather started with those, so..," He said, trailing off as he gave another shrug. Stepping up to the hunter and giving him the flagon.

Actions/OOC

Standard:

Move Action:

Concentration:

Conditions:

HP: 36/67

Statblock

Theren, Half Elf Bard, 11

Str 8 (-1)
Dex 16 (3)
Con 12 (1)
Int 19 (4)Base: 10 (0)
Wis 14 (2)
Cha 18 (4)
Proficiency Bonus: +4
Jack of all Trades Bonus: +2

 

INIT: +5
AC: 15
HD: 11/11d8
HP: 67/67; TEMP: 0
Speed: 30 ft
Passive Perception: 20

 

Darkvision (60ft)
By Popular Demand
Fey Ancestry
Bardic Inspiration d10 4/4
Jack of All Trades
Song of Rest: d10
Cutting Words
Expertise
Countercharm
Magical Secrets
Lucky: 2/3
DM Inspiration: 1/only

Hartkiller's Lucky: 3/only

 

Rapier Piercing, Finesse +7 1d8+3
Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3
Wand of Web: 5/7 charges; DC15

Seer's Scroll of Teleportation: 1/1

Spell Slots

LVL 1: 4/4
LVL 2: 3/3
LVL 3: 2/3
LVL 4: 3/3
LVL 5: 1/2
LVL 6: 1/1
LVL 7: 0/0
LVL 8: 0/0
LVL 9: 0/0

Spells Known

LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending
LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word
LVL 2: Heat Metal, Invisibility, Lesser Restoration
LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues
LVL 4: Dimension Door
LVL 5: Circle of Power, Synaptic Static
LVL 6: Mass Suggestion

 

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Posted (edited)

Durlag's Tower: Grand Foyer


Illumination: Interior - Dark; Weather: none

spacer.png

After Theren places the flagon into the Hunter statue's hand, the center of the floor separates and a 30-foot-square platform rises up from the depths. Upon it is a violently fat wolf/ape hybrid demon with what appears to be a spike-covered second chin. The creature stinks of cheap liquors and spiced, salty sausages. It is lounging on an ottoman, and strokes a very shaggy cat as it rises into view.

As the gigantic, bulbous demon cradles a tiny long-haired cat atop its sweaty belly, it grins, causing both sets of horrifically obese chin-horns to dribble beads of brown saliva.

"Adventurers! It’s been so long since Schvalt has had company!"

"Schvalt?" you wonder. The maniacal woman in the wooded copse mentioned that name.

The cat yowls and spews forth a stream of bile onto the demon's chest, causing the rotund demon to toss the pathetic creature unceremoniously across the room neat the Shorn statue. It quickly becomes apparent that the "cat" was merely a quasit in a disguise made of hair as a tiny, scaled demon crawls out of the messy pile clutching a staff. It takes a few faltering steps before fading from view.

"Excuse K'nap; it does not know its place. You, though..." he rubs his belly in a fairly disturbing manner. "You know where you’re going to end up."

Roll Initiative!

OOC

If you beat or tie Schvalt's initiative initiative 20, take a turn. (lair action)

 

Edited by Poor_Knight (see edit history)
Name
Schvalt's initiative
14
1d20 14
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Lajal

Lajal
LN, Male Tortle Druid 10th
AC 20 disadvantage | HP 83/83 | THP 0 | Init +0 | Speed 30' | Perception +7
Conditions: none| Concentration: nothing | Wildshape: 2 | Totem: 1/1
Log | Sheet

"oh joy, Demons..." Lajal says pondering to his feet.

Name
Initiative
2
1d20 2
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image.jpeg.d7c5c33fa820e088cd4a0c39f3c88dbd.jpeg.30070aa793147059a5b00a8b5f5f5eaa.jpeg

Bloodaxe's expression shows sudden concern,at the appearance of these demons..yet he steadies his nerve, and he says "Moradin be with us! and bless my axe's"

 

Edited by cheezal (see edit history)
Name
Initiative Check
6
1d20+1 5
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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 11
HP: 79/84 HD: 11d8/11d8 AC: 17 Speed: 30ft

Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3
Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13

Attacks and Features

o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire
o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5
o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7

Darkvision Trance Fey Ancestry

Expertise Sneak Attack (6d6) Cunning Action Fancy Footwork Rakish Audacity 
Thieves Cant Uncanny Dodge Evasion Panache Steady Aim Reliable Talent Feat : Skilled 

Magic

Cantrip Known  Booming Blade

Equipment 

Consumable (10) 

Potion of Healing  *2  Potion of Greater Healing  Potion of Superior Healing  Potion of Fire Giant Strength

Common (5)


Uncommon+ (6)

Bracers of Archery  Headband of Intellect   Cloak of Displacement 
Ring of Shooting Star Charges 6/6
Wand of Lightning Bolts Charges 7/7

Eireann draws his weapon

"You don't even offer your guests a sip of your cheap wine and a bite to eat? Then you can taste my blade!"

He was glad they had dealt with the statues, but he hadn't expected some demon to appear. The moment it was clear the demon meant to fight, he was moving. His blade sang with magic and he plunged the blade into the bloated creature. Then before the thing could react he was dancing back towards the Delver, and was taking cover behind it.

Move : Move forward 15ft

Action : Booming Blade - Crit!

Move : Move back 15ft (No AoO due to Fancy Footwork)

Bonus : Dash behind statue.

Edited by omegoku (see edit history)
Name
Init
22
1d20+8 14
Rapier of Fire
30
1d20+10 20
Damage
7
1d8+5 2
Fire
4
1d6 4
Thunder
5
2d8 1,4
Extra Thunder if Schvalt moves
15
3d8 7,7,1
Sneak damage
13
6d6 1,1,2,1,6,2
Crit damage
4
1d8 4
Crit Fire damage
3
1d6 3
Crit Thunder
5
2d8 3,2
Crit Sneak
29
6d6 6,3,3,6,5,6
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Vall Nailo

 

True Neutral, Male Drow Druid

Character Sheet

Vall Nailo
Drow Druid 12 True Neutral

AC 14 HP 77 Speed 30ft

Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0)

Attacks
Wooden Staff* +4 1d6+0/B
Sling +6 1d4+3/B

Darkvision 120'

Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep.

Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping.

Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight.

Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma).

Spellcasting
--Ritual Casting

Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food.

Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest.

Druid Circle - Circle of the Moon
--Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot.
--Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental.

Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks.

Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher.Vallefocusess on those unseen, somewhat annoyed with himself that he hadn't sensed them before.

 

Vall wonders why demons would be here still, unless they were bound to protect this place. They'd been stuck down there for decades, if not centuries, according to what SEER had said. And they don't even try to talk up the first creatures they see?

Crunch

Given lair actions, I doubt AL allows for a roleplay solution to this encounter.

Name
initiative
16
1d20+3 13
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren raised an eyebrow at the demon as it talked about eating them. "You know, as the host, are the rules of hospitality not incumbent upon you to provide the meal to us?" He asked. Although, he did rather doubt he would care to actually partake in such a meal. Pulling out a very ornate rose, he whispered into it before waving it towards the demon. "Greetings my friend. Our host has been lacking in his duties as host. I would consider it a favor to make a point of showing our disappointment." He called out as a sprite walked into the room from seemingly no where. With a chuckle, it drew an overly ornate, bronze colored shortsword before making an almost sarcastic bow towards Theren. As the bard returned a nod, he stepped back and behind the statue as the fey darted in, stabbing the demon twice before vanishing in a puff of dust to appear behind the Delver statue. It turned to eye the high elf, its head tilted to the side in thought before giving a sly grin.

Actions/OOC

Standard: Cast Summon Fey to summon a Mirthful Fey

Move Action: Move to the other side of the Hunter for the sake of cover.

Concentration: Summon Fey; Duration: 1hr

Conditions:

HP: 36/67

Mirthful Fey: Spell LVL 4; AC: 16; HP: 40/40

Mirthful Fey Actions:

Move: Move up to the Demon

Standard: Multiattack the Demon

Bonus Action: Fey Step to behind the Delver statue

Statblock

Theren, Half Elf Bard, 11

Str 8 (-1)
Dex 16 (3)
Con 12 (1)
Int 19 (4)Base: 10 (0)
Wis 14 (2)
Cha 18 (4)
Proficiency Bonus: +4
Jack of all Trades Bonus: +2

 

INIT: +5
AC: 15
HD: 11/11d8
HP: 67/67; TEMP: 0
Speed: 30 ft
Passive Perception: 20

 

Darkvision (60ft)
By Popular Demand
Fey Ancestry
Bardic Inspiration d10 4/4
Jack of All Trades
Song of Rest: d10
Cutting Words
Expertise
Countercharm
Magical Secrets
Lucky: 2/3
DM Inspiration: 1/only

Hartkiller's Lucky: 3/only

 

Rapier Piercing, Finesse +7 1d8+3
Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3
Wand of Web: 5/7 charges; DC15

Seer's Scroll of Teleportation: 1/1

Spell Slots

LVL 1: 4/4
LVL 2: 3/3
LVL 3: 2/3
LVL 4: 2/3
LVL 5: 1/2
LVL 6: 1/1
LVL 7: 0/0
LVL 8: 0/0
LVL 9: 0/0

Spells Known

LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending
LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word
LVL 2: Heat Metal, Invisibility, Lesser Restoration
LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues
LVL 4: Dimension Door
LVL 5: Circle of Power, Synaptic Static
LVL 6: Mass Suggestion

 

Edited by Djacob91 (see edit history)
Name
Init
23
1d20+5 18
Fey Atk 1
16
1d20+8 8
Fey DMG 2 Piercing; Force
8; 2
1d6+7; 1d6 [1]; [1,2]
Fey Atk 2
21
1d20+8 13
Fey DMG 2 Piercing; Force
11; 6
1d6+7; 1d6 [4]; [4,6]
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Duncan Tallheart

Character Sheet

Duncan recoiled as the Demon threatened to eat them all. After all this time he had to help his friends defeat this one last foe.

"You'll never make a meal out of us!"

 

Abilities and FeatsFighting style: Duelist:
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Shield Master:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Sentinel:
- Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
- Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
- When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Toughness: Gain +2 HP/ Level

Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again.

Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again.


Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest.

Maneuvers:
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Character sheet referenceDuncan Tallheart

Human (Variant) Fighter 10/ Rogue 1
Max HP: 113

Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9

AC 19 (17 without shield) Mithril Splint Mail + Shield

Primary Attack: Rapier +9 [1d8+7]

Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1]

Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics)

Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10)

 

CURRENT HP: 113/113

Superiority Dice: 4/4

 

ApologyHello all. I would like to apologize for the massive delay. Yall can thank Cheezal for being persistent enough to get me back on. I will be continuing through the end of this adventure and then I will likely be signing off again more permanently. I appreciate everyone having me back, but I am being a boat anchor to this group. It's all me, and my own scheduling and time management. I'm sorry for being a drag throughout this module.

 

Edited by Dmitri_Ravenoff (see edit history)
Name
Initiative
9
1d20+1 8
First Arrack
19
1d20+9 10
second attack
11
1d20+9 2
Possible damge 1st attack
15
1d8+1d6+7 7,1
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Posted (edited)

Durlag's Tower: Grand Foyer


Illumination: Interior - Dark; Weather: none

spacer.png

Eireann quickly bounds towards the demon and lances it with his rapier, encasing the creature in his spell, before dancing away. Then Theren summons a fey being to aid you in the battle and it too engages the demon and strikes it with its blade before whisking away to safety.

The demon blubbers angrily and summons an ally of it's own: another demon with goat horns adorning the top of its canine head and numerous fangs resting in its muzzle, and four arms, two of which end in vicious pincers. The demon looks to the "sky" and roars a triumphant battle cry and wades eagerly into melee with Bloodaxe. A fury of pincers and fists strike at the dwarf. Schvalt pushes his way through the booming bubble towards Theren.

"Where did you run off to? You look nice and salty, come back."

A burst of scintillating, multicolored light emits from the demon, a nimbus of horror, that threatens to shake the nerves of Duncan, Vall, and Theren. Then the demon moves past Vall, ignoring the provoked attack, to use claws and bites at Theren. A streak of lightning suddenly appears, ripping through Lajal and Bloodaxe. The quasit reappears, holding a staff that still has crackles of electricity racing down its shaft. It runs around the status of the Shorn.

All PCs are up!

OOC

Eireann: move; cast booming blade, 66 dmg (after resistance); move; dash;
Theren: cast summon fey; move; 
- Mirthful Fey: move; shortsword at Schvalt, miss; shortsword at Schvalt, 17 dmg; cast misty step
Lair: summon demon
Glabby: move; pincer at Bloodaxe, 18 dmg (and grappled); pincer at Bloodaxe, 20 dmg (and grappled); fist at Bloodaxe, 18 dmg; fist at Bloodaxe, 13 dmg; Bloodaxe loses 69 hit points
Schvalt: move (15 dmg); horror nimbus at Duncan, Vall, Theren, DC 15 Wisdom Save or be frightened; move; claw at Theren, 11 dmg; claw at Theren,14 dmg; bite at Theren, 26 dmg; Theren loses 51 hit points
K'nap: move; lightning strike at Lajal and Bloodaxe, 27 dmg, DC 17 Dex save for 13 dmg; move; Lajal and Bloodaxe lose 27 (or 13) hit points

Vall gets an Opportunity attack at Schvalt.

Theren will need some Concentration checks.

 

Edited by Poor_Knight (see edit history)
Name
Glabby pincer
28
1d20+9 19
Pincer dmg
18
2d10+5 3,10
Glabby pincer
27
1d20+9 18
Pincer dmg
20
2d10+5 8,7
Glabby fist
29
1d20+9 20
Fist CRIT
18
4d4+5 4,4,3,2
Glabby fist
24
1d20+9 15
Fist dmg
13
2d4+5 4,4
Schvalt claw
25
1d20+10 15
Claw dmg
11
3d6+5 2,1,3
Schvalt claw
22
1d20+10 12
Claw dmg
14
3d6+5 2,5,2
Schvalt bite
22
1d20+10 12
Bite dmg
26
5d10+5 2,4,10,4,1
Lightning Strike dmg
27
9d6 6,1,4,3,3,2,3,1,4
Glabby pincer disadvantage
16
1d20+9 7
Glabby pincer disadvantage
22
1d20+9 13
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Vall Nailo

 

True Neutral, Male Drow Druid

Character Sheet

Vall Nailo
Drow Druid 12 True Neutral

AC 14 HP 77 Speed 30ft

Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0)

Attacks
Wooden Staff* +4 1d6+0/B
Sling +6 1d4+3/B

Darkvision 120'

Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep.

Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping.

Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight.

Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma).

Spellcasting
--Ritual Casting

Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food.

Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest.

Druid Circle - Circle of the Moon
--Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot.
--Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental.

Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks.

Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher.

 

Vall swings wide at the demon as it passed him, lighting it on fire. He turned to chase after it but then turns back to dash into the smaller demon, he wasn't going to let it use that staff again.

Crunch

Debating if I stick on the small one or just run-through-burn and go after Schvalt...

Hopefully he can distract from Theren and absorb some hits next round.

OH! there's a thought, he could drop form, then Wall of Stone to split one of the big ones off, should last for a few rounds, at least.
.... Same for the front door too, actually, I completely forgot he had it. concentrate for the duration and it becomes permanent. It won't stop them, but it would slow down a few demons for ... well, I hope a few rounds anyways. Each section 6" thick, 30hp per inch, the door itself is 10' wide, so he could layer all 10 into the doorway, for 60" thick of bonus wall at 1800hp. I guess he can be really is good at stonewalling people.

Edited by Sylas (see edit history)
Name
Oppertunity Attack
19; 7
1d20+6;2d6+3 [13]; [13,2,2]
Fire Form vs K'nap (Fire Damage)
8
1d10 8
Multiattack #1 K'nap
16
1d20+6 10
Multiattack #2 K'nap
25; 12
1d20+6;2d6+3 [19]; [19,4,5]
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image.png.f41455c7d828fb17395bc99054306f8b.png

Lajal

Lajal
LN, Male Tortle Druid 10th
AC 20 disadvantage | HP 70/83 | THP 15 Init +0 | Speed 30' | Perception +7
Conditions: none| Concentration: nothing | Wildshape: 2 | Totem: 0/1
Log | Sheet

Lajal takes the brunt of the lightning bolt straight on, electricity arcs around him and seems to be drawn partially to his staff. Reeling from the blow, he calls forth a bellow of might; A surge of jungle heat, the scent of ancient earth, and the birth of spectral beasts emerge, their arcane-fueled jaws and talons poised to shred demon flesh. Lajal raise a finger and points to the demon "feast!"

The pack of raptors surge forward...
 

OOC, Mechanics

Reaction: Absorb Lightning (take 13 damage)
Action: Cast Conjure Animals, summoning 8 Velociraptors (note they do magical piercing/slashing damage)
Bonus: Summon Totem of the Bear: everyone (not enemies) in 60' gets 15 temp hp and advantage on STR checks & saves.

Velociraptors:
Move to surround the Demon and Attack (using pack tactics)

NB for the sake of sanity, I'm happy to take their face-value damage
Claw: Hit: 4 (1d4 + 2) Magic slashing damage.
Bite: Hit: 5 (1d6 + 2) Magic piercing damage.
If they end their turn in my totem's aura they regain 5hp

if it's a standard Glabrezu then 7 Claws hit, and 5 bites for a total of 28 + 25 = 53 damage

Velociraptors
Armour Class: 13 (natural armour)
Hit Points: 10 +15 tmp

 

Edited by 8w_gremlin (see edit history)
Name
Dex Save dc 17
3
1d20+0 3
Raptors Claw attacks (Magic Slash)
TypeError: Cannot read property 'length' of undefined
repeat(keep(2d20+4,1,highest), 8)
Raptors Bite attacks (Magic Pierce)
TypeError: Cannot read property 'length' of undefined
repeat(keep(2d20+4,1,highest), 8)
Raptors Claw attacks (Magic Slash)
21,18,20,18,16,19,20,20
repeat(keep(2d20,1,highest)+4, 8) 13,17,14,5,16,10,14,8,5,12,1,15,16,2,16,1
Raptors Bite attacks (Magic Pierce)
23,21,19,18,20,16,14,11
repeat(keep(2d20,1,highest)+4, 8) 19,3,14,17,2,15,13,14,7,16,12,6,10,2,7,1
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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 11
HP: 79/84 HD: 11d8/11d8 AC: 17 Speed: 30ft

Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3
Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13

Attacks and Features

o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire
o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5
o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7

Darkvision Trance Fey Ancestry

Expertise Sneak Attack (6d6) Cunning Action Fancy Footwork Rakish Audacity 
Thieves Cant Uncanny Dodge Evasion Panache Steady Aim Reliable Talent Feat : Skilled 

Magic

Cantrip Known  Booming Blade

Equipment 

Consumable (10) 

Potion of Healing  *2  Potion of Greater Healing  Potion of Superior Healing  Potion of Fire Giant Strength

Common (5)


Uncommon+ (6)

Bracers of Archery  Headband of Intellect   Cloak of Displacement 
Ring of Shooting Star Charges 6/6
Wand of Lightning Bolts Charges 7/7

Eireann left out a sigh, he had avoided notice for a moment, but it wouldn't last. As Lajal sent a flock of death claw chicken at the demon, the elf used it as cover to attack once more!

"Death from a thousand cuts, how is that demon!"

He rushed forward, again his magic blade further powered by thunder magics and thrust at the monster as it was thorn at by raptors. Then Eireann moved back, swinging behind the Hunter statue, hoping the demons attention will once again be elsewhere

Move : Move forward 45ft (including Dash) to stand next to Theren

Action : Booming Blade

Move : Move back 15ft (No AoO due to Fancy Footwork) to behind the Hunter Statue

Bonus : Dash

Edited by omegoku (see edit history)
Name
Rapier of Fire
30
1d20+10 20
Damage
8
1d8+5 3
Fire
5
1d6 5
Thunder
7
2d8 3,4
Extra Thunder if Schvalt moves
21
3d8 8,7,6
Sneak damage
14
6d6 3,1,1,1,6,2
Crit damage
5
1d8 5
Crit Fire
6
1d6 6
Crit Thunder
12
2d8 8,4
Crit Sneak
18
6d6 6,3,1,4,3,1
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Bloodaxe.jpg.1760b85b9dbb0eb4a004e4594d13594d.jpg

Bloodaxe focusing on Schvalt is shocked when a new demon appears before him and attacks, he casts a shield spell in order to try and repel some of the attacks against him.

When a Lightning bolt slams into him...

"Back to the Hells with ya!"" He yells as he swings his Battleaxe three times at it with both hands gripped around his Battleaxe.

 

Edited by cheezal (see edit history)
Name
Dex Saving Throw Against Lightning Bolt
9
1d20+2 7
Indomitable check
12
1d20+2 10
Two Handed Battleaxe Attack One
14
1d20+9 5
Damage if Successful
8
1d10+4 4
Two Handed Battleaxe Attack Two
21
1d20+9 12
Damage if Successful
13
1d10+4 9
Two Handed Battleaxe Attack Three
16
1d20+9 7
Damage if Successful
6
1d10+4 2
Second Wind roll
16
1d10+13 3
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Duncan Tallheart

Character Sheet

Realizing he will need all his strength to take on such foes, Duncan reaches into his pouch and pulls out a scratched vial he has been transporting around for quite a while. As the oily liquid hit his throat, he felt his muscles bulge to unheard of proportions. He felt as if he could arm wrestle a frost giant!

"Have at you!"

As he drew forth his rapier, and rushed forward to aid Theren, he manages to overswing the sword, being unaccustomed to his new muscles. However, on a second try Duncan manages to make a better swing.

Abilities and FeatsFighting style: Duelist:
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Shield Master:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Sentinel:
- Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking.
- Creatures within your reach provoke opportunity attacks even if they took the Disengage action.
- When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Toughness: Gain +2 HP/ Level

Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again.

Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again.

Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again.


Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest.

Maneuvers:
Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Commander's Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

Character sheet referenceDuncan Tallheart

Human (Variant) Fighter 10/ Rogue 1
Max HP: 113

Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9

AC 19 (17 without shield) Mithril Splint Mail + Shield

Primary Attack: Rapier +9 [1d8+7]

Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1]

Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics)

Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10)

Active effects: Potion of Frost Giant Strength (STR 24) +3 attack and damage over base.

 

CURRENT HP: 113/113

Superiority Dice: 4/4

 

Duncan uses Action Surge to take two actions this first turn. Taking the potion, action 1. Attacking twice, Action 2.

 

Using Dice from the previous post, the 19 to hit will become a 22, hopefully hitting, and the damage will increase by 3 as well.

 
Edited by Dmitri_Ravenoff (see edit history)
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