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Durlag’s Tower


Poor_Knight

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Duncan Tallheart

Character Sheet

 

"You all make good guesses. I guess we wont know what we face until we get there."

Duncan kept his shield at the ready and made his way out of the stable for the moment.

"Thay was a neat trick Lajal. I never would have thought to ask a field mouse for help.

Looks like we are heading up to the main house then? Unless we need a rest, we best be on our way." 

Duncan listened in the wind for any of the strange sounds the mouse had spoke about.

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
Perception
17
1d20+6 11
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(Remember, not to scale)

Eireann scouts ahead to the western building to learn more about what the helpful field mouse was speaking of. He quickly disappears and everyone loses all tracePassive Perception 30 required. of the cunning elf. Duncan listens for the sounds described by the mouse but he doesn't hear anything.

How do you proceed? What does Eireann do and do the rest of you hold tight for his return or take action in another way?

OOC

@cheezal @Djacob91 @Dmitri_Ravenoff @omegoku @8w_gremlin @Sylas

Trying out the Private text. Will be fun to be able to use that in these games.

 

Edited by Poor_Knight (see edit history)
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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 
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

DarkvisionYou can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.[ TranceElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep.

ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. (Stealth, Athletics, Acrobatics, Perception)
 Sneak Attack (6d6)Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 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.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.[/ooc]
 Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal.
During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
 Rakish AudacityStarting at 3rd level, your confidence propels you into
battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
 
Thieves CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.[
 Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. EvasionBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
PanacheAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
 Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can
use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Reliable TalentBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Feat : SkilledYou gain proficiency in any combination of three skills or tools of your choice. (Nature, Intimidate, Sleight of Hand) 

Magic

Cantrip Known  Booming BladeEvocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. 
On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Equipment 

Consumable (10) 

Potion of Healing A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action  *2  Potion of Greater Healingregain 4d4 + 4 hit points  Potion of Superior Healingregain 8d4 + 8  hit points  Potion of Fire Giant StrengthWhen you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score

Common (5)


Uncommon+ (6)

Bracers of ArcheryWondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master's Guide.
These bracers are bulky with hexagon designs along them that do not match any common racial or family styling.
In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
  Headband of Intellect Requires Attunement
Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is already 19 or higher without it
  Cloak of DisplacementWondrous Item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide.
This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die."
 
Ring of Shooting StarRing, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one Charges 6/6
Wand of Lightning BoltsRequires Attunement by a Spellcaster This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Lightning Bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Charges 7/7

Eireann hadn't seen these things before, better to deal with them as a group. He slipped back down towards the group and explained what he saw.

"Looks like a pair of demonically possessed Orcs or something. They are literally gnawing on bones in there. Place looks like a old forge, the roof is ready to collapse. I think I should sneak back up, and get behind them. When you all come clanging and banging up the road, they will come out to face you and I will slip up behind them while you charge from the front. Make short work of these evil creatures."

Assuming the others agreed, he slipped back up to the building and made his way around the building so he could easily ambush the orcs when they went for the party

 

 

 

 

Name
Stealth (back to group)
25
1d20+13 12
Stealth (back to forge)
27
1d20+13 14
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image.png.f41455c7d828fb17395bc99054306f8b.pngLajal
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

Lajal looks around at the others "Well I don't clang and bang, I don't wear any metal, so he must mean you lot..." he scratches his neck with his massive paw.

"But I'm happy to move up with you all, and lend some support vs some Demonic Orcs, I wonder if they really are demonically possessed or not, perhaps we should ask them, seems rude to walk in and just murder them in their home." Lajal continues to ponder the moral dilemmas of being and adventurer

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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren looked at the two metal encased fighters among them and nodded. "Probably a good bet. But some kind of demon orc thing.., That could be interesting, definitely worth a look. Even if to prevent them from following us in and attacking at an awkward moment. Of course, if you want to be polite about it, I could walk up and ask them what they are up to. I do rather doubt they will feel the need to be good hosts though. Demons don't make good hosts according to., well basically every story about them. Terrible guests as well." He added, tapping at his chin in thought. After a moment, he started up the hill, going at a casual pace to give Eireann time to get into whatever position the elf wished. As he approached the door, he cleared his throat and called out to the buildings occupants, "Greetings and well met. We have just arrived in the area, rather suddenly I know, but perhaps you would be willing to show some hospitality or give us some directions?"

Actions/OOC

I'll specifically give Eireann a few rounds to stealth up so he can be wherever before following up.

Concentration:

Conditions:

HP: 67/67

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: 7/7 charges; DC15

Seer's Scroll of Teleportation: 1/1

Spell Slots

LVL 1: 4/4
LVL 2: 3/3
LVL 3: 3/3
LVL 4: 3/3
LVL 5: 2/2
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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Bloodaxe says with an air of caution "Um does anyone have any concerns that these things are Demonic"

"I mean we have dealt with some evil things before,but this is like evil extreme... and whilst i follow Moradin"

"Do we have the means to fight something potentially supernatural,besides just charging in weapons drawn..."

"If you are concerned we shall ruin your stealth,We can follow up behind you after a short time, and engage if we hear you in trouble"

If anyone heads after Eireann ,Bloodaxe holds back for a couple of rounds ,before slowly following.

Edited by cheezal (see edit history)
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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 instantly lost sight of Eireann, a rather disturbing development given he'd never really lost sight of him before, not entirely anyways.

 

He held with Bloodaxe, unfortunately with no answers for him.

Crunch

Regarding the demon part of it, anyways.

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spacer.pngEireann returns to the building and takes up a hiding place to ambush the demon-orcs. The rest of you follow moments afterward. When you arrive near the entrance and Theren calls out to the occupants you hear the commotion inside as the demon-orcs scramble. Theren sees one towards the back of the structure: a bipedal humanoid with fiendish horns all over its body wearing only a fur loin cloth; tall and muscular, it brandishes a wicked two-handed sword.

Roll Initiative!

OOC

@cheezal @Djacob91 @Dmitri_Ravenoff @omegoku @8w_gremlin @Sylas

If you beat or tie the monster init (see in dice roller below) then take a turn.

Intelligence (Religion or History):

Show DC 10

When demonic influence corrupts the leadership of a people or an organization, the leaders might embrace abyssal magic to make tanarukks, using these ferocious warriors to bolster their followers’ strength.

The demon lord Baphomet gladly shares the secret of creating tanarukks with those who entreat him for power; the cult of Gruumsh has also mastered a ritual for this purpose, and bestows it on those deemed worthy. Whatever process is used corrupts the subject, transforming them into a vicious Fiend.

Show DC 15

Although tanarukks are valued as fearsome fighters, they are a threat to their allies off the battlefield. When not in combat, a tanarukk is destructive and volatile and is usually kept imprisoned by its allies. If unrestrained, a free tanarukk embarks on a rampage, attempting to take over by force. Most such coups fail but are costly nonetheless. If a tanarukk does seize the leadership of a group, reckless raiding or even war is the course they inevitably choose.

 

 

 

Edited by Poor_Knight (see edit history)
Name
Monster Init
12
1d20+1 11
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren glanced in at the creature as he approached the entryway. "Well, that would make sense, I suppose. Greetings, berserk child of the demon lord Baphomet. I'd try and argue for leaving each other be, but I'm not sure I could win against someone as bull headed as your family tends to be." He added, letting a hint of magic fly out with his remarks.

Actions/OOC

Move Action: Move forward to get within 60ft of the tanarukk, looks like about 3 squares forward.

Standard Action: Cast Vicious Mockery on the tanarukk. He needs to make a DC 17 Wis Save or take Psychic Damage and have Disadvantage on his next attack roll.

Concentration:

Conditions:

HP: 67/67

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: 7/7 charges; DC15

Seer's Scroll of Teleportation: 1/1

Spell Slots

LVL 1: 4/4
LVL 2: 3/3
LVL 3: 3/3
LVL 4: 3/3
LVL 5: 2/2
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
History; Init
14; 13
1d20+12;1d20+5 [2]; [2,8]
PSY DMG
12
3d4 4,4,4
DM added Wis save
19
keep(2d20,highest,1)-1 6,20
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Actions/OOC

Bloodaxe Advances with his Shield drawn NE 15ft to a point he can see the foe will all are targetting,he will cast a Magic Missile at the demon,unleashes three magical darts at it,before advancing 10ft to the NW coming into cover resting against the wall to the west of the gate or wall breach.

Statblock

Bloodaxe Headsplitter:

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

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

Deity: Moradin  Alignment: Chaotic Good

Spell Slots

 

Used one Magic Missile Spell Slot (Level 1)

Spell Known

Level 0 Booming Blade,Fire Bolt, Green Flame Blade:

Level 1 : Magic Missile, Witch Bolt, Shield, Thunderwave:

Level 2 : Scorching Ray, Mirror Image, Misty Step

 

Edited by cheezal (see edit history)
Name
History check
10
1d20+5 5
Religion check
19
1d20+5 14
Initiative
17
1d20+1 16
Magic Missile (x3 Darts) At Wounded Demon orc
10
3d4+3 1,3,3
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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 
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

DarkvisionYou can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.[ TranceElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep.

ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. (Stealth, Athletics, Acrobatics, Perception)
 Sneak Attack (6d6)Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 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.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.[/ooc]
 Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal.
During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
 Rakish AudacityStarting at 3rd level, your confidence propels you into
battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
 
Thieves CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.[
 Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. EvasionBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
PanacheAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
 Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can
use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Reliable TalentBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Feat : SkilledYou gain proficiency in any combination of three skills or tools of your choice. (Nature, Intimidate, Sleight of Hand) 

Magic

Cantrip Known  Booming BladeEvocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. 
On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Equipment 

Consumable (10) 

Potion of Healing A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action  *2  Potion of Greater Healingregain 4d4 + 4 hit points  Potion of Superior Healingregain 8d4 + 8  hit points  Potion of Fire Giant StrengthWhen you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score

Common (5)


Uncommon+ (6)

Bracers of ArcheryWondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master's Guide.
These bracers are bulky with hexagon designs along them that do not match any common racial or family styling.
In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
  Headband of Intellect Requires Attunement
Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is already 19 or higher without it
  Cloak of DisplacementWondrous Item, rare (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide.
This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die."
 
Ring of Shooting StarRing, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one Charges 6/6
Wand of Lightning BoltsRequires Attunement by a Spellcaster This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Lightning Bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Charges 7/7

Eireann had hoped to be able to flank the creatures, but it seemed there was no way to do so. He had to content himself with getting the drop on them with an arrow to the throat!

 

He stepped out of cover, so he could see the creature, then fired an arrow into its neck. Surely a kill shot, he smiled to himself and stepped back around the corner, eager to avoid any return fire!

 

Move to get into LoS (if needed)

Attack with shortbow (advantage for Hiding)

Critical hit + Sneak attack  (14 + 41 = 55 damage)

Then move into cover (if needed)

Then Bonus action to Hide

 

 

 

 

Edited by omegoku (see edit history)
Name
Initiative
26
1d20+20 6
Attack
29
keep(2d20,highest,1)+9 12,20
Damage (Crit)
14
2d6+7 1,6
Sneak (Crit)
41
12d6 6,4,4,1,2,1,1,6,6,5,4,1
Stealth
25
1d20+13 12
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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 couldn't really see the fiend above the ledge before him, not even on his toes.

Nonetheless, he rounds the corner and calls lightning down upon the fiend.

Crunch

Call lightning centered on it's square, because... Zap.

DC 16 Dex for half, 3d10 lightning damage.

Edited by Sylas (see edit history)
Name
Initiative, History
19; 22
1d20+3;1d20+4 [16]; [16,18]
DM added Lightning Dmg
20
3d10 4,8,8
DM added Dex save (magic resistance)
17
keep(2d20,highest,1)+1 16,11
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Duncan Tallheart

Character Sheet

 

"Well I guess that settles it. Horned demons. Had anyone guessed horny demons? "

Duncan quipped as he drew his forth a javelin and raced forward.

 

Hugging up to the left side of the entrance, he let the pathetic stick fly forward and drew a second to hopefully add to the onslaught.

His missiles expended, he drew his sword and prepared for its coming, sizing the creature up, seeing if it might be small enough to knock to the ground with his trustry shield once it closed the distance. 

 

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

 

 

 

Edited by Dmitri_Ravenoff (see edit history)
Name
Initiative
16
1d20+1 15
Javelin attack
12
1d20+8 4
Disadvantage
16
1d20+8 8
Javelin #2
24
1d20+8 16
Javelin #2 Disadvantage
10
1d20+8 2
Damage just in case
8
1d6+6 2
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image.png.f41455c7d828fb17395bc99054306f8b.pngLajal
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

"Well at least we tried to communicate, before being attacked, so I feel my conscience is absolved"
 

"Powers of ancient earth, send one who treads the old ways, and send aid that would best fight such abominations, send aid to fight these demon orcs, send what would best defeat them"

as Lajal finishes these words a snigger and a laugh can be heard as old at the mountains and as mysterious and deep as the sea, a shimmering portal seems to appear and two small goblins step through..

"alright gov'ner, what you need doing?" one of them says 

Lajal just looks up an points at the demon orcs, "teach them a lesson?"


 

OOC, Mechanics

Action: Cast Conjure woodland beings, summoning 2 x cr 1 Nilbogs 
they appear up to 60 in front of me. (so in the gateway, 30' in front of me?) 

 
Nilbog stats
Small Fey (Goblinoid), Typically Chaotic Neutral
stat-block-header-bar.svg
Armor Class 13 (leather armor)
Hit Points 7 (2d6) + 4 (mighty summoner) = 11
Speed 30 ft.
stat-block-header-bar.svg
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
15 (+2)
stat-block-header-bar.svg
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
 
Proficiency Bonus +2
stat-block-header-bar.svg

Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog.

The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction.

Actions

Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Mocking Word. The nilbog targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 5 (2d4) psychic damage and have disadvantage on its next attack roll before the end of its next turn.

Spellcasting. The nilbog casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: mage hand, Tasha’s hideous laughter

Bonus Actions

Nimble Escape. The nilbog takes the Disengage or Hide action.

Reactions

Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 3 (1d6) hit points.

Nilbog 1
Action:
cast Tasha’s hideous laughter (DC: 13) at the first demon-orc
Move: back round the wall
Bonus: Hide or disengage if unable 

Nilbog 2
Action:
cast Tasha’s hideous laughter (DC: 13) at the first demon-orc
Move: back round the wall
Bonus: Hide 
 

 

Edited by 8w_gremlin (see edit history)
Name
History
2
1d20 2
Initiative
11
1d20 11
Nilbog 1 Stealth
12
1d20+6 6
Nilbog 2 Stealth
24
1d20+6 18
DM added T1 DC 13 Wis Save
16
keep(2d20,highest,1)-1 7,17
DM added T1 DC 13 Wis Save
8
keep(2d20,highest,1)-1 9,3
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Theren advances and weaves a spell upon the tanarukk but the magic is resisted. Eireann springs his ambush and sinks an arrow into the fiendish orc, expecting it to go down, but to his surprise the orc rips the arrow from its next and roars in anger. Vall moves closer and conjures a storm inside the old forge and brings down a bolt of lightning upon the tanarukk who is able to dodge some of the electricity. Duncan also advances, hurling one javelin and then another. Both clatter against stone walls. Then Bloodaxe climbs up the ledge and sends a trio of magic missiles slamming into the tanarukk before ducking off to the side.

Both the the hungry tanarukks come barreling through the ruins, raising their wicked blades, to confront you, eager for battle. The first one intercepts Duncan and tears into flesh with its teeth. The hacks at the fighter with its greatsword. The second confronts Theren who dodges its savage bite. But the greatsword slices into the bard!

Lajal uses his magic to conjure a pair of beings from the Feywild and they appear, ready to serve. They each try to ensnare one of the tanarukks with their beguiling magic and one of them succeeds!

Then, the rubble stirs and a gurgling moan is heard. A spheroid body levitates towards you, with a great bulging eye sits above a wide, toothy maw. The central eye is milky with decay, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. It drifts towards the opening and one of the smaller eyes locks onto Vall, sending a purple ray to strike the elf! 

 

Round 2: PCs (All, Any Order)

 

OOC

Theren: move; cast Vicious Mockery, DC 17 Wis Save (20), saved
Eireann (hidden): move; shortbow at t1, 55 dmg; move; hide (25)
Vall: move; cast call lightning at t1, DC 16 Dex save (17), 10 dmg 
Duncan: move; javelin at t1, miss; draw javelin; javelin at t1, miss;
Bloodaxe: move; cast magic missile, 10 dmg; move
T1: draw swords; move; dash (bonus), bite at Duncan, 10 dmg; greatsword at Duncan, 12 dmg; Duncan loses 22 hit points
T2: draw swords; move; dash  (bonus), bite at Theren, miss; greatsword at Theren, 13 dmg; Theren loses 13 hit points
Lajal: cast Conjure woodland beings
- nilbog1: cast THL at T1, DC 13 Wis save (16), saved; disengage; move
- nilbog2: cast THL at T1, DC 13 Wis save (8), failed;  move; hide
Beholder Zombie: move, enervation ray at Vall, 38 dmg; Vall loses 38 hit points; a DC 14 Con save will reduce it to 19

 

Edited by Poor_Knight (see edit history)
Name
T1 Bite
24
1d20+7 17
Bite (piercing) dmg
10
1d8+4 6
T1 Greatsword
26
1d20+7 19
Greatsword (slashing) dmg
12
2d6+4 4,4
T2 Bite
10
1d20+7 3
T2 Greatsword
17
1d20+7 10
Greatsword (slashing) dmg
13
2d6+4 4,5
Rollin
6
2d4 3,3
Enervation Ray (necrotic) dmg
38
8d8 7,3,4,5,6,4,7,2
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