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Durlag’s Tower


Poor_Knight

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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

Whispering to the group "Invisible stalkers"

To the air around them Lajal "Oh powerful hunters and trackers, you were brought here to fulfill some task by your summoner, would that be the Schvalt, did they die, or abuse your brilliant skills? or do you still seek the objective of your task? and if so what is it for we might be able to aid each other in our tasks"

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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.

 

. .

Crunch

I don't suppose perception would help here, with invisible opponents

Name
Initiative
8
1d20+3 5
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15 hours ago, Sylas said:

  

Crunch

I don't suppose perception would help here, with invisible opponents

OOC

If they were trying to hide, yes, you would need Perception to locate them. But since they are not trying to hide anyone can pinpoint their square. But since you cannot see them your attacks have disadvantage.

Vallemental still needs Initiative, however, @Sylas

 

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Durlag's Wooded Copse


Illumination: Exterior - Bright; Weather: Light Winds

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Map Notes: The marshy ground is Difficult Terrain. The Single Trees provide 1/2 Cover. The Tree clusters provide 3/4 Cover.

A manic laughter fills the air once again, a voice somewhere to the south of your position.

"Nice try, Schvalt, but I'm too cunning for you! Let's see how your slaves stand up to my servants! Go my hunters!"

The wooded copse comes alive as the very wind strikes at Theren, Bloodaxe, and Duncan.

 

Round 1: PC (all, any order)

OOC

Lajal: beseech nature and parlay with the stalkers
S1: move; slam Theren, 10 dmg; slam Theren, miss; Theren loses 10 hit points
S2: move; slam Bloodaxe, 7 dmg; slam Bloodaxe, dmg; Bloodaxe loses 15 hit points
S3: move; slam Duncan, miss; slam Duncan, miss;

 

Edited by Poor_Knight (see edit history)
Name
S1 Slam 1; Bludgeoning Dmg
15; 10
1d20+6;2d6+3 [9]; [9,6,1]
S1 Slam 2; Bludgeoning Dmg
12; 11
1d20+6;2d6+3 [6]; [6,2,6]
S2 Slam 1; Bludgeoning Dmg
25; 7
1d20+6;2d6+3 [19]; [19,1,3]
S2 Slam 2; Bludgeoning Dmg
21; 8
1d20+6;2d6+3 [15]; [15,3,2]
S3 Slam 1; Bludgeoning Dmg
8; 10
1d20+6;2d6+3 [2]; [2,4,3]
S3 Slam 2; Bludgeoning Dmg
14; 10
1d20+6;2d6+3 [8]; [8,3,4]
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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 11
HP: 84/84 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 had been caught flat-footed. How embarrassing! He turned on his heel and used his fine balance to overcome the difficult, marshy terrain. He closed with the invisible enemy attacking Theren and lashed out with his fiery blade!

"I don't know Schvalt! But I will kick your asses! Do you have a name?"
 

Move: 5 ft SouthEast, 10ft South (half speed for Difficult Terrain)

Bonus: Dash 5ft South to stand next to Theren and S1

Action: Cast Booming Blade and attack S1 - If S1 moves, take 3d8 damage (i forgot it did 2d8 damage now Eireann is lv 11)

Bonus: Dash back 5ft North

 

Edited by omegoku (see edit history)
Name
Attack (Disadvantage)
23
keep(2d20,lowest)+5 18,19
Damage (Piercing)
7
1d8+5 2
Damage (Fire from Rapier)
5
1d6 5
Damage (Thunder from Booming Blade)
4
1d8 4
More Damage (Thunder from Booming Blade)
6
1d8 6
DM added Booming Blade Dmg
16
3d8 6,6,4
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images?q=tbn:ANd9GcRwjepq8_B20m0rF9ypp6QoqydaQ3x0jvicSw&usqp=CAU

Bloodaxe swings in response to being attacked,with Six swings of his Battleaxe ,gripping it with both hands.

Combat Summary

Bloodaxe will stand his ground initially.

Attack Action: Battleaxe swings his two handed at the foe that attacked him,three times..

Bonus Action: Action Surge (3 More Attacks)

As his move action??? stand by..

 

Edited by cheezal (see edit history)
Name
Two Handed Battleaxe strike One
14
1d20+9 5
Two Handed Battleaxe strike One with Disadvantage
21
1d20+9 12
Attack One Damage if Successful
8
1d10+4 4
Two Handed Battleaxe Strike Two
16
1d20+9 7
Two Handed Battleaxe Strike Two with Disadvantage
29
1d20+9 20
Attack Two Damage is Successful
11
1d10+4 7
Two Handed Battleaxe Strike Three
25
1d20+9 16
Two Handed Battleaxe Strike Three with Disadvantage
24
1d20+9 15
Attack Three Damage if Successful
5
1d10+4 1
Two Handed Battleaxe Strike Four
24
1d20+9 15
Two Handed Battleaxe Strike Four with Disadvantage
22
1d20+9 13
Attack Four Damage if Successful
7
1d10+4 3
Two Handed Battleaxe Strike Five
16
1d20+9 7
Two Handed Battleaxe Strike Five with Disadvantage
25
1d20+9 16
Attack Five Damage if Successful
5
1d10+4 1
Two Handed Battleaxe Strike Six
21
1d20+9 12
Two Handed Battleaxe Strike Six with Disadvantage
11
1d20+9 2
Attack Six Damage if Successful
13
1d10+4 9
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren staggered with the unseen blow. He glared at the vague, distortion shape that kind of sort of was there to see. Looking around, he could see several such distortions gathering around them. He gave the thing in front of him a grin while calling out in a sing song voice. "I spy with my little eye, something that moves as sloth." His words dripped in magic as he spun it wide around them.

Actions/OOC

Standard: Cast Slow over the battle. I can target up to six creatures of my choice, without the need to see them for reasons. The three Invisible Stalkers each need to make a DC 17 Wisdom Save. On a failure, the affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Move Action: I'll move two squares North East if the stalker in front of me fails(assuming that I could tell that). Otherwise, I'll just sit here to not take an AoO.

Concentration: Slow; Duration: 10/10 rounds

Conditions:

HP: 44/67

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: 3/3
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: 6/7 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

Edited by Djacob91 (see edit history)
Name
DM Added Wis Save S1
15
1d20+2 13
DM Added Wis Save S2
15
1d20+2 13
DM Added Wis Save S3
12
1d20+2 10
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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.

I have no idea what this dang editor is doing now. It randomly ate the text I had the first time. >.>

 

Vall refocused on the unseen opponents close to them, rather annoyed with himself that he hadn't sensed their presence before. They may have been invisible, but it was no excuse.

 

But that was for another time. Now he needed to act. He darted around his companions, being careful to give them as much space as he could while he rushed into each of the invisible stalkers, only after the fact wondering if they could even catch on fire, or if it would even be visible. Nevertheless, he swung two fists of fire into the last one he had just run through.

Crunch

Move (and squeeze to not hid trees, since elemental can 'squeeze through 1 inch gap' I'm assuming possible?) Through S2 and S3, stopping (I think he has the movement, given 50ft?) On top of both of them.

Then multiattack, focusing on S2.

Adding rolls in a moment...

Name
Move-Through S3
2
1d10 2
Move-Through S2
10
1d10 10
Multi-Attack 1
7; 11
1d20+6;2d6+3 [1]; [1,3,5]
Multi-Attack 2
10; 11
1d20+6;2d6+3 [4]; [4,4,4]
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Duncan Tallheart

Character Sheet


Duncan bately managed to avoid getting wounded by the wind, only being saved by his Cloak that made him hard to pin down.

 

The invisible foes were a frightening thought, but if they couldn't hit him even unaware, perhaps they wouldn't be so bad... if only he knew where they were.

"Show yourselves, ya cowards!"

Seeing Bloodaxe go into a fury of strikes he takes the hint and moves southward a few feet, drawing his rapier and attacking at the difficult to see target there.

 

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

 

OoC: if Duncan knocked down the Stalker, I critted with the first hit, so that would add the extra 9 damage to that roll.

 

 

 

Edited by Dmitri_Ravenoff (see edit history)
Name
Shield bash
29; 22
1d20+12;1d20+12 [17]; [17,10]
Rapier
29; 18
1d20+9;1d20+9 [20]; [20,9]
Rapier attack 2
11; 18
1d20+9;1d20+9 [2]; [2,9]
Damage 1,2,sneak
13; 8; 6
1d8+7;1d8+7;1d6 [6]; [6,1]; [6,1,6]
Possible crit damage
9
1d8+1d6 7,2
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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

"OI Cut this senseless violence out! Are you spirits of Nature or just dumb air mephits!" The rage in the old tortles voice reverberates the very ground.

"By Nature's command, I compel you into the light!" a burst of Sea-green light, illuminates the proceedings

 

OOC, Mechanics

Move: Stand ground
Action: Cast Faerie Fire (Dex save DC:17) 20' cube encompassing S2, S3

 

Faerie Fire

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

 

 

Name
DM Added Dex Save S2
23
1d20+4 19
DM Added Dex Save S3
11
1d20+4 7
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Durlag's Wooded Copse


Illumination: Exterior - Bright; Weather: Light Winds

spacer.png

Map Notes: The marshy ground is Difficult Terrain. The Single Trees provide 1/2 Cover. The Tree clusters provide 3/4 Cover.

Eireann strikes the invisible foe with his rapier, encasing it in the magic of his spell. Bloosdaxe goes into a fury and hacks at the air before him, whittling away at the creatures substance. Theren works a spell that slows the movements of your enemies drastically as Vallemental moves through your foes, searing them, but his fiery slams fails to connect. Duncan joins Bloodaxe and slams his shield into the invisible foe but the creature is impervious to such tactics. But he manages to find his target with a thrust of his rapier. Lajal reveals the presence of one of your attackers with his faerie fire.

"I won't let you corrupt these woods like you have everything else around this tower!" cries the maniacal voice behind the trees to the south. Whoever this being is clearly sees you as a threat to these woods but they do not sound as though they're playing with a full tarot deck.

Your guardians of the woods continue their attack, albeit much slower. One flies near Lajal, feeling the effects of Eireann's spell, and tries to slam the druid, flying back towards the trees after the attempt. The other two target Theren and one of them strikes the bard. They also put some distance away from your group.

Round 2: PC (all, any order)

OOC

Eireann: move; dash; cast booming blade at S1, 22 dmg; move;
Bloodaxe: battleaxe at S2, 8 dmg; battleaxe at S2, 11 dmg; battleaxe at S2, 5 dmg; battleaxe at S2, 7 dmg; battleaxe at S2, 5 dmg;  battleaxe at S2, miss;
Theren: cast slow at S1-3, DC 17 Wis Save; move
Vallemental: move (through S3 & S2); slam S2, miss; s;am S2, miss;
Duncan: move; shield bash at S2, immune to prone; rapier at S2, 13 dmg; rapier at S2, miss;
Lajal: cast faerie fire at S2 & S3, DC 17 Dex save
S1: move; slam at Lajal, miss; move
S2: move; slam at Theren, miss; move
S3: move; slam at Theren, 10 dmg; move; Theren lose 10 hit points (and needs a DC 10 Concentration Check)

 

Edited by Poor_Knight (see edit history)
Name
S1 slam Lajal
17; 13
1d20+6;2d6+3 [11]; [11,6,4]
S2 slam Theren
8; 12
1d20+6;2d6+3 [2]; [2,6,3]
S3 slam Theren
20; 10
1d20+6;2d6+3 [14]; [14,5,2]
S1 Wis Save
SyntaxError: Unexpected termination of expression
1d20+2;
S2 Wis Save
SyntaxError: Unexpected termination of expression
1d20+2;
S3 Wis Save
SyntaxError: Unexpected termination of expression
1d20+2;
S1 Wis Save
21
1d20+2 19
S2 Wis Save
8
1d20+2 6
S3 Wis Save
13
1d20+2 11
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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 11
HP: 84/84 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 gives chase to the enemy as it takes flight!

"Come back, I am not done killing you!"
 

Move: 5 ft SouthEast, 10ft South (half speed for Difficult Terrain)

Bonus: Dash 10ft SouthEast to stand north of S1

Action: Cast Booming Blade and attack S1

 

 

Name
Attack (Disadvantage)
11
keep(2d20,lowest)+10 1,19
Damage (Piercing)
13
1d8+5 8
Damage (Fire from Rapier)
5
1d6 5
Damage (Thunder from Booming Blade)
3
2d8 1,2
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Bloodaxe seeing Theren being attacked ,holds his ground, He wields his Battleaxe in one hand and cast a Firebolt spell at the foe he see's to his north east.

Combat Summary

Attack Action: Firebolt spell directed at S3.

Move action: None:

Bonus Action: None:

 

Edited by cheezal (see edit history)
Name
Firebolt Spell attack
27
1d20+9 18
roll
23
3d10 8,8,7
Two Handed Battleaxe Attack
11
1d20+9 2
Damage if successful
11
1d10+4 7
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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: 0/1
Log | Sheet

"How dumb are you... we don't know who you're talking about, and we could be your allies." Lajal grumbles adding "Air elementals more stubborn than a bunch of rocks, and to think humankind equates you lot with quick thinking and elegance, and here you are being the epitome of Stone. "

Lajal tries to get them riled up to attack him or at least engage with him in intelligent conversation, perhaps leading to more talking and less fighting.

"Come let's see where you are..." With that he calls out to the air, calling upon all the elements to send a spirit where we can see the hidden and heal all ills. At the end of this invocation, a large narwhale/walrus manifests next to him, its spiritual energy flowing off it, which feels like the gentle splashing waves lapping onto a beach.

 

OOC, Mechanics

Move: none
Action: Summon Unicorn Spirit - Advantage on checks to detect creatures. Heal spells also heal 10 hp to allies.

Faerie Fire

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

 

 

Edited by 8w_gremlin (see edit history)
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren staggered with the hit. But the blow was a bit weak compared to the massive strikes of giants and divinely empowered beasts of the mountains that they recently left. He gave the space in front of him, and the vague distortion of the stalker there, a dismissive stare and a raised eyebrow. "Did you mean to hit me, or was that a breeze that rippled through the trees. I mean, really, you guys should just make like a candle and just blow out of here." He said, summoning a bit of magic to throw at the one stalker that he could see well enough to fling the magic at.

Actions/OOC

Concentration: Looks like I missed the first roll, so I'll reroll with one of my Lucky points.

Standard: I'll cast Vicious Mockery at S3, as he looks to be the faerie fired one. He needs to make a DC 17 Wis Save or take Psy damage and have disadvantage on his next attack roll.

Move Action: I'll move 2 South and 1 West. Since S2 is Slowed, he does not get a reaction for an AoO.

Concentration: Slow; Duration: 9/10 rounds; On S2, S3

Conditions:

HP: 34/67

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: 6/7 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

Edited by Djacob91 (see edit history)
Name
Concentration
7
1d20+1 6
Vicious Mockery DMG
8
3d4 2,2,4
Concentration Lucky Roll
12
1d20+1 11
DM Added DC 17 Wis Save
12
1d20+2 10
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