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Durlag’s Tower


Poor_Knight

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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 chased after the no-longer-invisible ones, charging into and engulfing the one who thought to keep attacking.

Crunch

Chase down S2, moving through and then multiattack. Keep em both burning!

Edited by Sylas (see edit history)
Name
Move-Through engulf
8
1d10 8
Multi-Attack
18; 12; 26; 6
1d20+6;2d6+3;1d20+6;2d6+3 [12]; [12,5,4]; [12,5,4,20]; [12,5,4,20,2,1]
Disadvantage
8; 22
1d20+6;1d20+6 [2]; [2,16]
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Duncan Tallheart

Character Sheet


Realizing that whispy enemies were not about to fall down, Duncan decides to forgo his shield bash this time. While he seems to see some shimmering nearby, he also notices some a bit further off.

He makes a rush north east toward one shimmering patch of air and begins to swipe and thrust in the vacinity.

"Come on ya wispy phantom."

 

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: I guess I'm not sure I can actually see 3, if not then I'll just have to go after 2.

 

 

 

Name
First attack
22; 19
1d20+9;1d20+9 [13]; [13,10]
Second attack
16; 16
1d20+9;1d20+9 [7]; [7,7]
Damage 1 - 2
8; 14
1d8+7;1d8+7 [1]; [1,7]
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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.

Eireann chases after the stalker to the southwest, missing with this ensorcelled strike. Bloodaxe hurls a mote of fire at the stalker lines in faerie fire, striking it. Lajal summons his guardian spirit, bolstering all of you. Theren casts a spell and attacks the stalkers mind, confounding it. Vall plows into the closest stalker and slams it with fiery fists, striking it once. Duncan engages the stalker with Vall and strikes it multiple times.

The stalker near Eireann pummels him striking him twice before flying out of range. The stalker engulfed by Vall flies above Theren and slams down into the bard. The third stalk glides in, misses Duncan, and glides away again. All the while, the deranged voice mumbles to itself incoherently somewhere nearby.

Round 3: PC (all, any order)

OOC

Eireann: move; dash; cast booming blade at S1, miss;
Bloodaxe: cast firebolt at S3, 23 dmg;
Lajal: summon unicorn spirit
Theren: cast vicious mockery at S3, failed save, 8 dmg; move;
Vall: move; slam at S2, miss; slam at s2, 6 dmg;
Duncan: move; rapier at S2, 8 dmg; rapier at S2, 14 dmg.
S1: slam at Eireann, 10 dmg; slam at Eireann, 15 dmg; move; Eireann loses 25 hit points
S2: move; slam at Theren, 20 dmg; move; Theren loses 20 hit points (DC 10 Concentration check)
S3: move; slam at Duncan, miss; move;

Note: Faerie Fire negated Advantage from being Invisible, so Vicious Mockery's Disadvantage applied.

 

Edited by Poor_Knight (see edit history)
Name
S1 Slam 1; Bludgeoning Dmg
20; 10
1d20+6;2d6+3 [14]; [14,3,4]
S1 Slam 2; Bludgeoning Dmg
25; 15
1d20+6;2d6+3 [19]; [19,6,6]
S2 Slam 1; Bludgeoning Dmg
25; 10
1d20+6;2d6+3 [19]; [19,3,4]
S3 Slam 1; Bludgeoning Dmg
26; 8
1d20+6;2d6+3 [20]; [20,4,1]
S3 CRIT! Dmg
4
2d6 2,2
S2 End of Turn Wis Save
10
1d20+2 8
S3 End of Turn Wis Save
15
1d20+2 13
S3 has Disadvantage!
7
1d20+6 1
S1 Slam 1 Advantage; S1 Slam 2 Advantage
9; 21
1d20+6;1d20+6 [3]; [3,15]
S2 Slam 1 Advantage
26
1d20+6 20
S2 CRIT! dmg
10
2d6 6,4
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images?q=tbn:ANd9GcRwjepq8_B20m0rF9ypp6QoqydaQ3x0jvicSw&usqp=CAU

Bloodaxe hearing Theren once again being hit,he blindly swings at Theren's unseen attacker,before casting a Firebolt spell at the opponent her fired on last time.

Combat Summary

Bloodaxe will swing blindly at S2 (With Disavantage),He will then cast a Firebolt spell with Advantage at S3.

 

Edited by cheezal (see edit history)
Name
Two Handed Battleaxe attack
20
1d20+9 11
Damage If Successful
7
1d12+4 3
Two Handed Battleaxe attack With Disadvantage
21
1d20+9 12
Firebolt Spell Attack
20
1d20+9 11
roll
13
3d12 1,7,5
Firebolt Spell Attack with Advantage
17
1d20+9 8
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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 11
HP: 64/84 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 rolls with the first Slam, but is caught out by the second (Reaction Uncanny Dodge)

He swore in elvish and then gave chase again, eager to cut this creature down! When the mud and bushes slowed him, he cursed again, dropping his rapier at his feet and drew a bow. He sent a single arrow whistling at the creature.

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

Bonus: Dash 15ft East

Action: Draw Shortbow and attack S1

 

 

Name
Attack Shortbow
13
keep(2d20,lowest)+9 4,7
Damage
11
1d6+7 4
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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


Lajal reaches over to Theren, "I'd hate to tell you this but it looks like its beginning to hurt you. perhaps this would help. " with that Lajal reaches out and rests a hand on Theren's shoulder, and for a brief moment you smell sea, and hear the squawking of Sea Gulls "mine, mine, mine..."
 

OOC, Mechanics

Move: none
Action: Cast Cure Wounds
Theren is healed for 10 hp and everyone gets 10 HP back, (including Theren)

Note: 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)
Name
Heal
10
1d8+4 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 feels the air shift in front of him, the stalker had moved. He couldn't reasonably risk chasing it into his compatriots, so instead he set his sights on the one Lajal had so kindfully brightened up.

He went to visit, bringing immolation as a gift.

Crunch

Shift to S3 since I don't want to hit friendlies with fire, that'd be rude.

I believe this is the one that's still faerie fired?

Name
Move-Through
6
1d10 6
Multi-Attack
24; 9; 24; 11
1d20+6;2d6+3;1d20+6;2d6+3 [18]; [18,4,2]; [18,4,2,18]; [18,4,2,18,4,4]
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren grunts in pain as the invisible stalker hits him again. Before he could catch his breath and make another reply, he sighs as Lajal's healing magic sets in. "Thanks for that, it should tide me over until we sea this fight through." He said with a grin. Looking around, he tossed another wave of magic towards the more visible invisible stalker before circling around everyone again.

Actions/OOC

Concentration: Looks good.

Standard: I'll cast Vicious Mockery at S3. He needs to make a DC 17 Wis Save or take Psy damage and have disadvantage on his next attack roll.

Move Action: Move around to end up 3 squares south, right behind Bloodaxe.

Concentration: Slow; Duration: 8/10 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 Save
20
1d20+1 19
Viscious Mockery DMG
5
3d4 1,3,1
DM added S3 Wis Save
21
1d20+2 19
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Duncan Tallheart

Character Sheet

Noticing his friends were crowding the phantom that were seen, and being hampered by the marshy ground, Du can adopts a new strategy.

Waddling a few feet away from the roiling inferno of elemental power, Duncan sets his stance and diligently scans the area to the east for any incoming attacker. He stands ready, poised to strike if the creature comes within range once more. His shield drooped low, seeming to leave him more open to attack, but always at the ready due to his mastery of its use.

"Try me again."

Duncan mutters to himself as he hopes to lure it back in for attack.

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

 

 

Name
Rapier 1
18; 16
1d20+9;1d20+9 [9]; [9,7]
roll
22; 26
1d20+9;1d20+9 [13]; [13,17]
DMG 1 / DMG2
9; 10
1d8+7;1d8+7 [2]; [2,3]
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  • 2 weeks later...

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.

Bloodaxe slashes at the air above Theren and connects with the stalker. Then a firebolt streaks through the woods and hits the stalker lined in faerie fire. Eireann chases after the stalker that continues to harry him but his arrow is lost among the trees. Lajal mends the wounds of Theren and his summoned spirt conveys additional healing to all of you. Theren casts another spell at one of the stalkers but this time it is resisted. Duncan chooses to hold his ground and wait for a stalker to come closer.

The stalker Eireann is chasing flies back to attack the elf and then flies away again, enjoying the benefits of being unseen. The stalker hovering near Bloodaxe continues to pursue Theren and attacks him, striking the bard, and then drifting away again. The stalker engulfed in fire tries to evade the elemental and hover above Duncan, who was waiting and lashes out with his rapier. The stalker tries to strike Duncan but the blow is evaded.

Round 4: PC (all, any order)

OOC

Bloodaxe: battleaxe at S2 w/ Disadvantage (invisible), 7 dmg; cast firebolt at S3, 13 dmg;
Eireann: move; dash; draw shortbow; shortbow at S1, miss;
Lajal: cast cure wounds on Theren, +10hp
- Unicorn/narwhal spirit: +10hp to everyone w/in 30'
Vall: move into S3, 6 dmg; slam at S3, 9 dmg; slam at S3, 11 dmg;
Theren: cast vicious mockery at S3, saved; move;
Duncan: ready action (attack creature in range)
S1: move; slam Eireann, 9 dmg; slam Eireann, miss; move; Eireann loses 9 hit points
S2: move; slam Theren, 8 dmg; move; Theren loses 8 hit points
S3: move;
Duncan (reaction): rapier at S3, 9 dmg (Extra Attack does not work during Reactions)
S3: slam Duncan, miss;

 

 

Edited by Poor_Knight (see edit history)
Name
S1 Slam 1; Bludgeoning Dmg
18; 9
1d20+6;2d6+3 [12]; [12,2,4]
S1 Slam 2; Bludgeoning Dmg
11; 9
1d20+6;2d6+3 [5]; [5,1,5]
S2 Slam 1; Bludgeoning Dmg
18; 8
1d20+6;2d6+3 [12]; [12,3,2]
S3 Slam 1; Bludgeoning Dmg
14; 15
1d20+6;2d6+3 [8]; [8,6,6]
S2 DC 17 Wis Save
21
1d20+2 19
S3 DC 17 Wis Save
5
1d20+2 3
S1 Slam 2 Advantage roll
13
1d20+6 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


Moving ponderously over to Duncan, Lajal rested a paw on the wounded man, "As a wise man once said, get up move faster" With the words out of his mouth, the warmth feeling flows through his touch
 

OOC, Mechanics

Move: Move over to Duncan
Action: Cast Cure Wounds
Duncan is healed for 12 hp and everyone gets 10 HP back, (including Duncan)

Note: Summon Unicorn Spirit - Advantage on checks to detect creatures. Heal spells also heal 10 hp to allies, within the aura
Note: out of 1st level spells now.

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)
Name
Cure wounds
12
1d8+4 8
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images?q=tbn:ANd9GcRwjepq8_B20m0rF9ypp6QoqydaQ3x0jvicSw&usqp=CAU

Bloodaxe from where he starts casts a firebolt spell at the illuminated stalker,before running down to stand next to Theren, taking a swing at the stalker should it come back at Theren again.

 

Combat Summary

Bloodaxe will cast a Firebolt spell targetting S3, then taking his battleaxe he will move to engage S2 and attack them with a single two handed battleaxe attack.

Bonus Action: Cast Firebolt.

Move Action: Move to near Theren..

Now this is where i am sketchy can i claim this Attack action as a Delay action triggering to an attack on myself of Theren.?

 

 

Edited by cheezal (see edit history)
Name
Firebolt attack at S3
20
1d20+9 11
roll
14
3d8 7,1,6
Battleaxe 2 handed attack(Summary with show Target)
15
1d20+9 6
Damage if Succesful
7
1d10+4 3
Battleaxe 2 handed attack with disadvantage on s2
16
1d20+9 7
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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 feels the healing power of the unicorn, and then feels the invisible creature strike at him, he again managed to roll with the attack but not avoid it completely. (Reaction Uncanny Dodge)

He swore in elvish again, a string of beautiful profanity, as he lined up another shot. This time he stood still, and let fly an arrow aimed at the invisible menace.

Reaction: Uncanny Dodge (half 9 damage to 5)

Move: Stand still

Bonus: Aim

Action: Attack with shortbow S1, or S2 if S1 is out of Line of Sight

 

 

Name
Attack
24
1d20+9 15
Damage
10
1d6+7 3
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren grunts with the newest hit, though the healing that hit immediately after was stronger than the blow itself. With a grin, he glared in the general direction of the invisible stalker. With the two almost done, and the third looking to run, or possibly flank around, Theren let his first spell go. It had already slipped off one of the two, so letting the final one go did not seem too bad an idea. Instead, he pulled a wand from his belt, pointing it towards the shimmering field of the further stalker, and let loose a bolt of stringy webs to coat the area.

Actions/OOC

Concentration: Looks good.

Standard: I'll cast Web through the Wand of Webs, centered around S1. Mostly looking to lock him in place assuming that the others will take care of the other stalkers.

Move Action: I'll move if I have too to get the web spell onto S1, otherwise, I'm fine with where I am.

Concentration: Web, Duration: 1hr

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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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 chases after the stalker as it tries to evade him, his flaming fists of fury finally finding [air-]flesh to flambé.

Crunch

Since we can't technically tell where S1 now is, best Vall's got is more S3 smashing. unless it's dead. In which case he just moves to the group, readying to smash into the stalkers when they next appear.

Name
Potential AoO
14; 9
1d20+6;2d6+3 [8]; [8,1,5]
Multi-Attack
22; 9; 17; 10
1d20+6;2d6+3;1d20+6;2d6+3 [16]; [16,1,5]; [16,1,5,11]; [16,1,5,11,2,5]
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