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Durlag’s Tower


Poor_Knight

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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren drew back in surprise as the demon thing rounded the statue to him. He had rather expected it to go after someone else, an assumption turned painfully wrong. The magic that held his fey ally in this realm flickered and started to fade before a sudden wave countered a fumble of a spell to achieve something akin to stability. Theren scrambled back and away, though, thankfully the others came to his aid, managing to bring down the demon before he could do more to the bard. Already moving, Theren found himself backing away from the fight, doing his best to avoid any further injury for the moment. The sprite had already been moving towards the fight, but seeing the demon fall, pivotied a step that took it far further than a step really should. It materialized next to the other demon before lashing out in a pair of quick strikes.

Actions/OOC

Edit for the sake of the demon thing dying first.

Standard: Disengage because I can't stay here. I'll take the dodge action instead.

Move Action: Move 30ft south, south east.

Concentration: Summon Fey; Duration: 1hr

Conditions:

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

Mirthful Fey Actions:

Move: Move North West

Bonus Action: Fey Step to beside Schvalt Glabby

Standard: Multiattack Glabby

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: 16/67; 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: 1/3
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
Save VS Fear
3
1d20+2 1
Concentration
21
1d20+1 20
Concentration 2
20
1d20+1 19
Concentration 3
3
1d20+1 2
Lucky for Concentration 3
19
1d20+1 18
Fey Strike 1
14
1d20+8 6
Fey DMG 1 Piercing; Force
12; 4
1d6+7; 1d6 [5]; [5,4]
Fey Strike 2
16
1d20+8 8
Fey DMG 2 Piercing; Force
11; 3
1d6+7; 1d6 [4]; [4,3]
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  • 3 weeks later...
Posted (edited)

Durlag's Tower: Grand Foyer


Illumination: Interior - Dark; Weather: none

spacer.png

Vall moves quickly and destroys the quasit with the staff, reducing it to a tiny puddle of ichor. Lajal summons a herd of raptors that begins to devour the demon and calls upon the bear totem for aid. Eireann deals another devastating blow to Schvalt. Bloodaxe tries in vain to hack away at the demon before him. Duncan comes to Theren's aid as well and deals the killing blow to Schvalt, who dissolves into a large puddle of ichor.

The four-armed demon turns its focus on Lajal and moves to him. One pincer grapples and crushes him but the other misses. One fist misses but the second lands a telling blow. Suddenly, unseen blades ring out on either side of Bloodaxe. Invisible attackers strike with vicious cunning and speed! They mock Bloodaxe with dwarvish taunts. And then, as if things weren't dire enough, a large aberration wanders into the tower, drawn to the fighting within. It looks like a large, blue toad-like creature with long muscular arms and large claws that protrude from the tops of each hand - a blue slaad. It steers clear of the four-armed demon and makes its way to Eireann.

All PCs are up!

OOC

Vall (reaction): OA slam at Schvalt, 3 dmg (resisted)
Lajal (reaction): cast absorb elements, lightning
Vall: move; fire form K'nap, 4 dmg (resisted); slamm at K'nap, 6 dmg (resisted) DEAD
Lajal: cast conjure animals; summon bear totem;
- raptors: claws and bites at Glabby, 53 dmg;
Eireann: move; rapier at Schvalt, 69 dmg (fire resisted);
Bloodaxe: battleaxe at Glabby, miss; battleaxe at Glabby, 13 dmg; battleaxe at Glabby, miss; second wind;
Duncan: drink potion; move; action surge - rapier at Schvalt, 18 dmg; DEAD
Theren: dodge
- Mirthful Fey: move; shortsword at Glabby, miss; shortsword at Glabby, miss; cast misty step
Glabby: move; pincer at Lajal, 21 dmg; pincer at Lajal, miss; fist at Lajal, miss; fist at Lajal, 10 dmg; Lajal loses 31 hit points (2 x DC 10 Conentration checks). Lajal is Grappled.
Salad: move; dash
Unseen Assailant 1: move; shortsword at Bloodaxe, 35 dmg, DC 15 Con save for half poison (28 dmg), shortsword at Bloodaxe, 36 dmg, DC 15 Con save for half poison (29 dmg); Bloodaxe loses 71 hit points (or less if any saves passed)
Unseen Assailant 2: move; shortsword at Bloodaxe, miss; shortsword at Bloodaxe, miss;

 

Edited by Poor_Knight (see edit history)
Name
Glabby: Pincer, Bludgeoning damage
25; 21
1d20+9;2d10+5 [16]; [16,8,8]
Glabby: Pincer 2, Bludgeoning damage
13; 10
1d20+9;2d10+5 [4]; [4,2,3]
Glabby: Fist, Bludgeoning damage
18; 8
1d20+9;2d4+5 [9]; [9,2,1]
Glabby: Fist 2, Bludgeoning damage
29; 8
1d20+9;2d4+5 [20]; [20,2,1]
Fist 2 CRIT Dmg
2
2d4 1,1
Unseen Assailant - Shortsword, Piercing Dmg, Poison Dmg
24; 22; 26
keep(2d20,highest,1)+6;6d6+3;7d6 [11,18]; [11,18,2,2,4,1,6,4]; [11,18,2,2,4,1,6,4,2,3,1,6,5,6,3]
Unseen Assailant - Shortsword 2, Piercing Dmg, Poison Dmg
22; 23; 26
keep(2d20,highest,1)+6;6d6+3;7d6 [16,4]; [16,4,3,5,1,3,3,5]; [16,4,3,5,1,3,3,5,6,2,6,2,2,2,6]
Unseen Assailant 2 - Shortsword, Piercing Dmg, Poison Dmg
15; 28; 29
keep(2d20,highest,1)+6;6d6+3;7d6 [7,9]; [7,9,5,3,4,6,3,4]; [7,9,5,3,4,6,3,4,1,1,4,5,6,6,6]
Unseen Assailant 2 - Shortsword 2, Piercing Dmg, Poison Dmg
17; 22; 27
keep(2d20,highest,1)+6;6d6+3;7d6 [6,11]; [6,11,2,6,1,6,1,3]; [6,11,2,6,1,6,1,3,1,6,3,6,1,4,6]
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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 took a moment of triumph as the demon fell, he had hoped the rest would lose their grip on this plane with the loss of their leader, but it was not the case! He prepared to move to help Lajal when a blue Slaad came barrelling towards him.

"Why do you rush to your death so eagerly?"

He once more summoned magic to his blade and drove it towards the newly appeared enemy! Even as the sword was striking, he was off and moving again, eager to put some distance between him and the 2 remaining visible enemies.
 

Action : Booming Blade

Move : Move west 30ft (No AoO due to Fancy Footwork)

Bonus : Dash 10ft West

Name
Rapier of Fire
21
1d20+10 11
Damage
13
1d8+5 8
Fire
6
1d6 6
Thunder
3
2d8 2,1
Extra Thunder if Slaad moves
12
3d8 6,3,3
Sneak
18
6d6 6,1,5,2,2,2
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image.png.f41455c7d828fb17395bc99054306f8b.png

Lajal

Lajal
LN, Male Tortle Druid 10th
AC 20 disadvantage | HP 54/83 | THP 0 Init +0 | Speed 30' | Perception +7
Conditions: none| Concentration: nothing | Wildshape: 2 | Totem: 0/1
Log | Sheet

In the shadowed depths of the battle, even Lajal's enchanted cloak, woven with the ancient magics of old, proved futile against the relentless onslaught of the demon. With a grip as cold and unforgiving as the abyss, the demon tightened its clasp around Lajal's once unyielding neck. As the vice-like pressure mounted, Lajal's focus shattered like fragile glass; the mystical force that birthed the swarm of spectral raptors dissipated, their forms winking out of existence like snuffed candles in the dark.

Desperation clawed at Lajal’s heart, his breaths coming in ragged gasps as the life was methodically squeezed from his body. The world around him blurred, fading to the inky blackness of impending oblivion. Yet, within this dire crucible, something primal awakened. The raw, untamed fury of nature itself ignited in the core of his being, a tempestuous storm brewing in defiance of the dark fate ensnaring him.

With a cataclysmic surge of energy, Lajal’s form convulsed in a grotesque ballet of transformation. Muscle and sinew twisted and expanded with frenetic violence, reshaping the once-tortle druid into the monstrous visage of a Tyrannosaurus Rex. Towering and terrible, he roared into the encroaching darkness, a defiant titan reborn, ready to reclaim his life from the jaws of defeat and death.

 

OOC, Mechanics

Failed Concentration checks, Conjure animals fails.

Action: Cast Polymorph into a T-rex (this should break the grapple?)
Bonus: Telekinetic shove on the Demon (DC: 16) or pushed back 5' (doubt this will work, but might, and would also break grapple)

Note: I am wearing a Cloak of Displacement my AC is 20, with disadvantage, but happy to keep this narrative going.

 

Tyrannosaurus Rex

Huge Beast, Unaligned
stat-block-header-bar.svg
Armour Class 13 (natural armour)
Hit Points 136 (13d12 + 52)
Speed 50 ft.
stat-block-header-bar.svg
STR 25 (+7)
DEX 10 (+0)
CON 19 (+4)
stat-block-header-bar.svg
Actions

Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.

Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.


 

Edited by 8w_gremlin (see edit history)
Name
Concentration Check DC 10
4
1d20+3 1
Concentration Check DC 10
5
1d20+3 2
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image.jpeg.5f6fc3a2fe674bbbb2d275ac217fffda.jpeg

 

In response to the first unseen attacker's attack, as a reaction Bloodaxe casts a Shield spell, raising his AC up to 23.

Bloodaxe in a rage counter swings ,with multiple attacks at invisible assailant one.

 

Edited by cheezal (see edit history)
Name
Con Save 1
6
1d20+5 1
Con Save 2
6
1d20+5 1
Two Handed Battleaxe Attack One
17
1d20+9 8
Two Handed Battleaxe Attack One with Disadvantage
26
1d20+9 17
Damage if successful
14
1d10+4 10
Two Handed Battleaxe Attack Two
26
1d20+9 17
Two Handed Battleaxe Attack Two with Disadvantage
15
1d20+9 6
Damage if successful
14
1d10+4 10
Two Handed Battleaxe Attack Three
13
1d20+9 4
Two Handed Battleaxe Attack Three with Disavantage
28
1d20+9 19
Damage if successful
9
1d10+4 5
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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 spins around in a firey vortex as the staff-wielding quasit ceases to be, then charges headlong behind Lajal, sweeping past and over any invisible ones trying to ruin Bloodaxe's day.

Crunch

Sorry, for some reason this game was set to NO notification, now fixed. Thanks cheezal for getting me to pay attention.

Moving straight south, guess he's ending right next to Bloodaxe, and try a couple swings at the square south of Bloodaxe.

classic fire elemental move, charge through (or as much as possible) the enemy then swipe at them. .... With disadvantage for invis, if he can even tell the squares...

 

edit: well, that was a waste of a 20...

Edited by Sylas (see edit history)
Name
Fire-Run-Through
SyntaxError: Unexpected token nan
1d10nan
Multiattack(1)
25; 9
1d20+6;2d6+3 [19]; [19,5,1]
Multiattack(2)
7; 10
1d20+6;2d6+3 [1]; [1,2,5]
forgotten-disadvantage
26; 13
1d20+6;1d20+6 [20]; [20,7]
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren looked around for a moment as more creatures entered the fight, including a few more invisible creatures if the fighting around Bloodaxe was anything to go by. Waving towards Bloodaxe and his fight, he called out to the fey, "Do help him with those, I'll be there in but a moment." Leaving the fey to his own fight, he turned towards the slaad facing off against Eireann. Weaving together some magic, he laced his next words as he called out, "You should leave as you were not invited to this little party. Come on, hop to it." He let the magic fly to wrack against its mind as he tried to keep his distance from both fights. As he was doing that, the fey continued to slash against the demon near Bloodaxe. A pair of slashes against it and it stepped back, using its magic to fade away and fade back in a couple dozen feet away.

Actions/OOC

Standard: Dissonant Whisperes against the Slaad. It needs to roll a DC 17 Wis Save. On a failure, it takes Psy damage and uses its reaction to move its speed away, so towards the South Eastern corner, and provoaking AoOs. On a success, it does not move and takes half damage.

Move Action: Move north west, south west, south west, south west. Should be just north of the central lift thing.

Concentration: Summon Fey; Duration: 1hr

Conditions:

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

Mirthful Fey Actions:

Standard: Multiattack Glabby

Move:

Bonus Action: Fey Step 30ft East of Gabby

Oh, and if Gabby is already dead, then he'd target one of the invisible guys instead. I'll throw some Adv/Disadv rolls for the attacks down just in case.

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: 16/67; 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: 1/3
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: 3/4
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
Dissonant Whispers DMG
13
3d6 6,6,1
Fey Atk 1
12
1d20+8 4
Fey DMG 1
12; 1
1d6+7; 1d6 [5]; [5,1]
Fey Atk 2
25
1d20+8 17
Fey DMG 2
10; 5
1d6+7; 1d6 [3]; [3,5]
Fey Atk 1 Adv/dis
12
1d20+8 4
Fey Atk 2 Adv/dis
10
1d20+8 2
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Duncan Tallheart

Character Sheet

Helping to finish off the first opponent, Duncan sees another foe enter the fray. The large blue frog-beast makes for a tempting target, as he is not too big to be dropped by Duncan's shield attack.

"The bigger they are... or is that blue-er?"

Duncan set his shield straight, and charged toward the frog. His enhanced muscles from the potion lending extra power into his shield smash, and double sword strikes.

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

 

 

Name
Shield Bash (Opposed Athletics Check)
22
1d20+15 7
Rapier 1 (possible advantage)
31; 19
1d20+12;1d20+12 [19]; [19,7]
Damage 1
17
1d8+10 7
Rapier 2 (possible advantage)
27; 26
1d20+12;1d20+12 [15]; [15,14]
Damage 2
13
1d8+10 3
Sneak attack damage
5
1d6 5
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Posted (edited)

Durlag's Tower: Grand Foyer


Illumination: Interior - Dark; Weather: none

spacer.png

Bloodaxe quickly casts a spell to deflect the unseen attackers blades.

Eireann strikes the slaad with his booming blade and darts away from his foes. Lajal polymorphs into a huge dinosaur, freeing himself from the demon's grapple. He tries to shove the demo back but is unable. Bloodaxe chops away where one of his assailants lurks and his blade bite into flash twice. Vall comes charging south and you hear the wince of pain as one of the unseen assailants is burned. One of Vall's slams finds its mark. Theren casts a spell on the weak-willed slaad and it runs into the corner, past the Mirthful Fey. The fey ally darts in and strike the four-armed demon and misty steps back to safety. Duncan's new foe just got farther away and he tracks it down, corning the aberration.

The four-armed demo clacks its pincers at Lajal Rex, missing both times, but it pummels the huge beast with its fists. The slaad bites and claws at Duncan but the warrior's defenses are too formidable. And the unseen attacks loudly curse in dwarvish as Bloodaxe continues to evade them.

All PCs are up!

OOC

Bloodaxe (reaction): cast shield
Eireann: cast booming blade at Salad, 35 dmg (after resistances); move; dash;
Lajal: Cast Polymorph into a T-rex; Telekinetic shove at Glabby, DC 16 Str Save, success;
Bloodaxe: battleaxe at Unseen 1, 14 dmg; battleaxe at Unseen 1, 14 dmg; battleaxe at Unseen 1, miss;
Vall: move; slam at unseen 1, 7 dmg; slam at unseen 1, miss; 
Theren: cast Dissonant Whisperes at Salad, DC 17 Wis Save, fail, 13 dmg +6 (after resistance) from moving; move;

- OA for Mirthful Fey as Slaad runs past it
- Mirthful Fey: shortsword at Glabby, miss; shortsword at Glabby, 15 dmg; cast misty step
Duncan: move; dash; (Slaad moved out of range, moved and dashed instead)
Glabby: pincer at Lajal, miss; pincer at Lajal, miss; first at Lajal, 13 dmg; fist at Lajal, 5 dmg; Lajal Rex loses 18 hit points; 2 DC 10 Concentration checks
Salad: bite at Duncan, miss; claw at Duncan, miss; claw at Duncan, miss;
Unseen 1: shortsword at Bloodaxe, miss; shortsword at Bloodaxe, miss;
Unseen 2:  shortsword at Bloodaxe, miss; shortsword at Bloodaxe, miss;

 

Edited by Poor_Knight (see edit history)
Name
Glabby DC 16 Str Save
18
1d20+9 9
Salad DC 17 Wis Save w/ Magic Resistance
12
keep(2d20,highest,1)-2 14,4
Glabby Pincer, Bludgeoning damage
10; 10
1d20+9;2d10+5 [1]; [1,2,3]
Glabby Pincer 2, Bludgeoning damage
12; 14
1d20+9;2d10+5 [3]; [3,8,1]
Glabby Fist, Bludgeoning damage
15; 13
1d20+9;2d4+5 [6]; [6,4,4]
Glabby Fist 2, Bludgeoning damage
15; 7
1d20+9;2d4+5 [6]; [6,1,1]
Salad Bite w/ Disadvanbtage, Piercing Dmg
9; 12
keep(2d20,lowest,1)+8;2d6+5 [3,1]; [3,1,3,4]
Sala Claw /w Disadvantage, Slashing Dmg
15; 14
keep(2d20,lowest,1)+8;2d6+5 [7,17]; [7,17,5,4]
Salad Claw2 /w Disadvantage, Slashing Dmg
15; 12
keep(2d20,lowest,1)+8;2d6+5 [20,7]; [20,7,1,6]
Unseen 1 Shortsword w/ Disadvantage, Piercing Dmg, Poison Dmg
9; 25; 22
keep(2d20,lowest,1)+6;5d6+3;7d6 [11,3]; [11,3,6,2,4,5,5]; [11,3,6,2,4,5,5,5,4,3,3,4,1,2]
Unseen 1 Shortsword 2 w/ Disadvantage, Piercing Dmg, Poison Dmg
12; 26; 26
keep(2d20,lowest,1)+6;5d6+3;7d6 [6,10]; [6,10,6,4,5,3,5]; [6,10,6,4,5,3,5,6,2,1,6,4,3,4]
Unseen 2 Shortsword w/ Disadvantage, Piercing Dmg, Poison Dmg
16; 22; 28
keep(2d20,lowest,1)+6;5d6+3;7d6 [15,10]; [15,10,4,1,2,6,6]; [15,10,4,1,2,6,6,6,4,5,5,1,4,3]
Unseen 1 Shortsword 2 w/ Disadvantage, Piercing Dmg, Poison Dmg
13; 23; 37
keep(2d20,lowest,1)+6;5d6+3;7d6 [7,7]; [7,7,4,6,4,3,3]; [7,7,4,6,4,3,3,6,5,6,5,6,5,4]
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Lajal

Lajal
LN, Male Tortle Druid 10th
AC 20 disadvantage | HP 54/83 | THP 0 Init +0 | Speed 30' | Perception +7
Conditions: none| Concentration: nothing | Wildshape: 2 | Totem: 0/1
Log | Sheet

Lajal barely manages to keep his concentration running on the spells, he then remembers that his new spirit-granted body is a bit more robust than his normal vessel. Taking a pummelling from the demon's attacks, Lajal-as-fearsome-apex attacks back.

 

OOC, Mechanics

T-rex

Armour Class: 13 (natural armour)
Hit Points: 118 | 136

Action: Attack (unable to Multiattack as no 2nd target)
Bite at Demon

Note: the T-rex has higher con than me, so those saves should be +1

 

Edited by 8w_gremlin (see edit history)
Name
Concentration Check DC 10
10
1d20+3 7
Concentration Check DC 10
16
1d20+3 13
Bite at Demon
19
1d20+10 9
Piercing damage
26
4d12+7 2,2,4,11
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As another round of invisible attacks comes in, Bloodaxe casts a second shield spell to counter their plans of harm.

However still unable to see his two invisible foes, but can certainly able to hear them curse and whince in pain,swings rapidly in the direction of the first one he made contact with,swinging three times.

 

Edited by cheezal (see edit history)
Name
Two Handed Battleaxe Strike 1 at Unseen 1
21
1d20+9 12
Two Handed Battle Strike 1 with Disadvantage
26
1d20+9 17
Damage if Successful
14
1d10+4 10
Two Handed Battleaxe Strike 2 at Unseen 1
20
1d20+9 11
Two Handed Battleaxe Strike 2 with Disadvantage
18
1d20+9 9
Damage if Successful
9
1d10+4 5
Two Handed Battleaxe Strike 3 at Unseen 1
11
1d20+9 2
Two Handed Battleaxe Strike 3 with Disadvantage
24
1d20+9 15
Damage if successful
13
1d10+4 9
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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 nearly fell over when he saw the druid turn so ferocious and big! Had he always been able to do that? He shook himself free of his surprise and tried a new trick.

"Lets see this sneaky foes eh?"

He held up his ring and a gout of magical fire spread out and settled over Bloodaxe and his surrounding area. Hoping to uncover the 2 invisible foes, and make the clawed monster easier to hit, the magical fires surrounded the creatures.
 

Action : Cast Faerie Fire to cover Glabrezu, Bloodaxe and the 2 invisible foes DC 15 Dex save

Move : Move Behind the Shorn

Bonus : Hide action

Name
Stealth
30
1d20+13 17
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren looked over the fight for a moment. Most were focused on the demon and the invisible dwarves. Even his fey friend continued to jump into that fight, sparing only a passing swipe at the slaad as it ambled past. Theren left them to it, instead turning his focus towards the slaad and Duncan. With the need to keep the fey bound to this place, he was left with simple spells, but he did enjoy some of them. With one such spell, he called out towards the slaad, "You know, I'd be lying if I said you were surprising. In fact, you have been predictable to the point of banality, the most surprising part of you being that you bother to show up to this little treasure hunt."

Actions/OOC

Standard: I'll toss a Vicious Mockery at the Slaad, hoping it fails hoping it fails again for that Disadv to attack.

Move Action:

Concentration: Summon Fey; Duration: 1hr

Conditions:

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

Mirthful Fey Actions:

Reaction: AoO Slaad

Move: Move to Glabby

Standard: Multiattack Glabby

Bonus Action: Fey Step 30ft North East of Gabby, trying to give the Slaad a little room.

Oh, and if Gabby is already dead, then he'd target one of the invisible guys instead. I'll throw some Adv/Disadv rolls for the attacks down just in case.

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: 16/67; 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: 1/3
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: 3/4
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

 

Name
Vicious Mockery DMG
10
3d4 3,3,4
Fey AoO vs Slaad Atk
18
1d20+8 10
Fey AoO vs Slaad DMG
11; 1
1d6+7; 1d6 [4]; [4,1]
Fey Atk vs Grabby 1
14
1d20+8 6
Fey Atk adv/dis vs Grabby 1
19
1d20+8 11
Fey DMG vs Grabby 1
9; 6
1d6+7; 1d6 [2]; [2,6]
Fey Atk vs Grabby 2
17
1d20+8 9
Fey Atk adv/dis vs Grabby 2
14
1d20+8 6
Fey DMG vs Grabby 2
10; 2
1d6+7; 1d6 [3]; [3,2]
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Duncan Tallheart

Character Sheet

Annoyed that the giant frog escaped his blade, Duncan pursued the blue devil in hopes of delivering strikes once more.

Thankful that he isn't alone against the Slaad, he quips to the fey creature assisting him.

"Thanks for the help, Smiley."

Duncan manages to avoid and block several strikes from the Slaad, thanks to shield work and his magical cloak, to which is he is eternally grateful. He makes a riposte attack amongst the misses.

He then falls into the old rythum of Smash and Thrash.

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: 3/4

 

Sorry, Riposte roll is formatted funny. its attack, damage, superiority die all in one roll. probably wont hit do it likley doesnt matter.

 

Edited by Dmitri_Ravenoff (see edit history)
Name
Riposte
15; 13; 7
1d20+12;1d8+10;1d10 [3]; [3,3]; [3,3,7]
Shield Bash (opposed roll)
24
1d12+15 9
Rapier 1 attack
14
1d20+12 2
Raper 1 possible advantage
26
1d20+12 14
Damage
18
1d8+10 8
Rapier 2
26
1d20+12 14
R2 possible advantage
24
1d20+12 12
R2 damage
14
1d8+10 4
sneak
6
1d6 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.

 

Vall whips into a firey tornado as he spins around and through the surrounding space, it was definitely beginning to heat up in there.

Crunch

Argh. I've realized I pretty much stopped looking at MW entirely on my phone since they broke effectively everything, and the annoyances of not staying logged in on desktop (probably fixable through some browser setting that I somehow borked, but.... hassle)

Move north 1 square, then back south, move east 2, then back again. Move through all likely spaces where the invisibles can be while avoiding lighting teammates on fire. Then swing at the suspected invisible attacker square again, because... bring the heat!

Name
Fire Run-Through
6
1d10 6
Multi-Attack 1
16; 10
drop(2d20,highest,1)+6;2d6+3 [10,15]; [10,15,2,5]
Multi-Attack 2
19; 10
drop(2d20,highest,1)+6;2d6+3 [13,17]; [13,17,2,5]
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