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Durlag’s Tower


Poor_Knight

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Posted (edited)

Durlag's Tower: Grand Foyer


Illumination: Interior - Dark; Weather: none

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Lajal-Rex bite deep into the glabrezu tearing away its flesh. Bloodaxe gets a beed on one of the invisible assailants and hacks into it twice. Eireann tries to reveal the invisible attackers and one of them is lined in faerie fire - the form of a stout dwarf. Theren works a spell to confound the mind of the wandering slaad while his fey ally leaps into combat with the glabrezu, piercing it twice before magically stepping away. Duncan squares off with the slaad and knocks the brute to the ground and two thrusts of his rapier end the creature's existence. Vall swarms over the revealed dwarf and slams it twice. The dwarf's invisibility fades away as it falls to the ground, dead.

A cry of anger and anguish is heard from the other dwarf and a renewed attack is made at Bloodaxe but the heavily armored dwarf is untouched. The glabrezu continues t assail Lajal-Rex, striking with pincers and fist in a four-armed flurry.

All PCs are up!

OOC

Mirthful Fey (reaction): shortsword at Slaad, 12 dmg;
Duncan (reation): riposte at Slaad, 20 dmg;
Lajal: bite at glabby, 26 dmg;
Bloodaxe: battleaxe at Unseen 1, 14 dmg; battleaxe at Unseen 1, 9 dmg; battleaxe at Unseen 1, miss;
Eireann: cast Faerie Fire; move; hide;
Theren: cast Vicious Mockery at Slaad, 10 dmg; move;
- Mirthful Fey: shortsword at Glabby, 15 dmg; shortsword at Glabby, 12 dmg; fey step;
Duncan: shield bash Slaad, DC 24 Str Check, ; rapier at Slaad, 18 dmg; rapier at Slaad, 20 dmg DEAD;
Vall: move; slam at Unseen 1, 10 dmg; slam at Unseen 1, 10 dmg DEAD;
Unseen 2: shortsword at Bloodaxe, miss; shortsword at Bloodaxe, miss;
Glabby:  pincer at Lajal,21 dmg; pincer at Lajal, 16 dmg; first at Lajal, 10 dmg; fist at Lajal, 9 dmg; Lajal Rex loses 56 hit points; 4 DC 10 Concentration checks

FWIW, Vall and Bloodaxe need DC 15 Dex saves for the Faerie Fire too. Glabby failed, so Advantage on attacks against it.

 

Edited by Poor_Knight (see edit history)
Name
Unseen 1 DC 15 Dex Save
12
1d20+6 6
Unseen 2 DC 15 Dex Save
19
1d20+6 13
Glabby DC 15 Dex Save w/ Magic Resistance
9
keep(2d20,highest)+2 3,7
Slaad DC 18 Wis Save w/ Magic Resistanxce
11
keep(2d20,highest,1)-2 13,1
Slaad SC 24 Str Check
9
1d20+5 4
Unseen 2 Shortsword (maybe) w/ Disadvantage, Piercing Dmg, Poison Dmg
11; 17; 25
keep(2d20,lowest,1)+6;5d6+3;7d6 [19,5]; [19,5,2,4,2,5,1]; [19,5,2,4,2,5,1,5,3,1,6,5,2,3]
Unseen 2 Shortsword (maybe) w/ Disadvantage, Piercing Dmg, Poison Dmg
18; 25; 24
keep(2d20,lowest,1)+6;5d6+3;7d6 [16,12]; [16,12,3,6,6,1,6]; [16,12,3,6,6,1,6,3,4,5,3,4,1,4]
Glabby Pincer, Bludgeoning damage
17; 21
1d20+9;2d10+5 [8]; [8,7,9]
Glabby Pincer 2, Bludgeoning damage
20; 16
1d20+9;2d10+5 [11]; [11,10,1]
Glabby Fist, Bludgeoning damage
28; 10
1d20+9;2d4+5 [19]; [19,4,1]
Glabby Fist 2, Bludgeoning damage
23; 9
1d20+9;2d4+5 [14]; [14,1,3]
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Action

 

Bloodaxe hearing the cry of anguish turns to face it, saying "Thank you!" and swings three times at it.

Statblock

Bloodaxe Headsplitter:

Male, Hill Dwarf Fighter (Eldritch Knight) : AC:  20      HP: 106 (121)/186 Initiative: +1

Level: 13 , Experience: 64,000 , Next Level: 85,000

Deity: Moradin  Alignment: Chaotic Good

 

 

 

 

 

Edited by cheezal (see edit history)
Name
Dex save versus Faerie Fire
4
1d20+2 2
Two Handed Battleaxe Attack at Invis Foe 1
21
1d20+9 12
Damage if Successful
6
1d10+4 2
Two Handed Battleaxe Attack at Invis Foe 2
10
1d20+9 1
Damage if Successful
6
1d10+4 2
Two Handed Battleaxe Attack at Invis Foe 3
22
1d20+9 13
roll
5
1d10+4 1
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Lajal

Lajal
LN, Male Tortle Druid 10th
AC 20 disadvantage | HP 31/83 | THP 0 Init +0 | Speed 30' | Perception +7
Conditions: none| Concentration: nothing | Wildshape: 2 | Totem: 0/1
Log | Sheet

With ferocious force, the Glazabru's twin pincers crash into the towering T-rex. The second blow lands with a brutal impact against its colossal head, staggering the beast. It stumbles and, in a swirling cascade of magical energy, the mighty dinosaur morphs back into the battered form of Lajal. The aged Tortle hits the ground hard, bloodied and battered. As the demon's fists pound into him, Lajal defiantly raises his head, gritting his teeth, and roars back, "Is that all you've got?"

"Nature come to my aid and show this unnatural thing that might does not make right"
he reaches out, hoping that nature has a sense of humour.

 

OOC, Actions

Concentration check: failed after the second attack, so I took the rest of the damage on Lajal.
When I change back, can I appear in any of the squares I took up, if that was the case I would like to be as far away as I could from the demon.

Action: Cast Conjure Woodland Beings - 2 x 1cr Fae, appear - Hoping for Nilnog's - having them appear next to the demon.
Move: move 30' back if I am out of the demon's threat range.

@Poor_Knight tell me what I get and I'll do their action next.


 

 

Edited by 8w_gremlin (see edit history)
Name
Concentration DC 10
14
1d20+3 11
Concentration DC 10
9
1d20+3 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 seems pretty pleased, one dwarf down and the demonic creature was lit up and easy to see.

"We have them on the ropes now! Press the attack!"

He moved forward and lashed out with his rapier at the Glabrezu, his blade let out a boom and he moved back, out of reach of its terrible claws.
 

Move : Move 30ft to Glabrezu

Action : Attack Glabrezu

Bonus : Dash back 20 ft (No AoO)

Name
Attack
28
keep(2d20,highest)+10 18,15
Damage
12
1d8+5 7
Fire
3
1d6 3
Stealth
29
6d6 6,5,3,3,6,6
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg

HP: 16/67 HD: 11d8/11d8 AC: 15 Speed: 30ft

Proficiency: +4 Saving Throws: Str -1, Dex +7, Con +1, Int +4, Wis +2, Cha +8


Theren looked over at Eireann for a moment before adding a chuckle. "Yea, he is really playing hell with our schedule, isn't he." He called out, letting his magic play out against the demon. As he did so, the fey sprite darted in for another series of quick slashes against the demon before stepping back out of range once more.

Actions/OOC

Standard: Vicious Mockery against Gabby. Unless he is already dead, then the nearest viable target. If there are not viable targets, then just Dodge for now.

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 East of Gabby.

Oh, and if Gabby is already dead, then he'd target the invisible guy 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 4,3,3
Fey Atk 1
23
1d20+8 15
Fey Atk adv/dis 1
18
1d20+8 10
Fey DMG 1
10; 6
1d6+7; 1d6 [3]; [3,6]
Fey Atk 2
10
1d20+8 2
Fey Atk adv/dis 2
23
1d20+8 15
Fey DMG 2
9; 1
1d6+7; 1d6 [2]; [2,1]
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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.

 

It was tough to tell if they spell had any actual effect on Vall, at least against his current natural glow... But there really wasn't time to ponder it, because Vall fire-flooded over the other hidden attacker, filling it's invisible lungs with living fire. as he continued to fill space with more flames and heat.

Crunch

Fire-form move-over them (south 1, east 2) in what I guess is now his standard battle tactics (at least with fire elemental) and multiattack the square we assume they're in, that being the one directly south of Bloodaxe.

edit: well, that wasn't too bad, made the save, but pretty sure both misses, even including forgetting to do the roll-two-drop-high for the first attack.

at least they should take the flat in-same-space fire damage. (and take another 1d10 at start of their turn... the gift that keeps on giving)

Edited by Sylas (see edit history)
Name
Reflex Save
22
1d20+3 19
Multi-Attack 1
11; 9
1d20+6;2d6+3 [5]; [5,4,2]
Multi-Attack 2
14; 14
drop(2d20,highest,1)+6;2d6+3 [8,18]; [8,18,6,5]
Fire Form
5
1d10 5
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Duncan Tallheart

Character Sheet

Duncan wrenched his rapier free from the fallen Slaad with relish. This was a tough fight, but he was holding his own and helping his friends.

Knowing he didn't have time to gloat after his defeated foe, he moved swiftly to the east, toward Val-emental and Bloodaxe, to engage the Glabrezu.

(Moving Left 5 squares, up 1)

"Time for another round." he muttered to himself as he readied his shield for a bash attack, hoping to bring the demon to the ground and open him up for further 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: 3/4

 

 

Name
Shield Bash (Opposed Athletics Check)
20
1d20+15 5
Rapier 1 (possible advantage)
22
1d20+12 10
Rapier 1 (advantage?)
25
1d20+12 13
Rapier 2 (possible advantage)
18
1d20+12 6
Rapier 2 (advantage?)
32
1d20+12 20
Damage 1
13
1d8+10 3
Damage 2
12
1d20+10 2
Sneak attack damage
1
1d6 1
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