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Act 3: Return


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Sir Belithar Galviston

image.jpeg.d63f1e470af88264067c1ff4dd96740e.jpegThe ebb and flow of battle washed about them, the Templer taking blows and receiving divine medicine. Knowing that his companions could not hold the line forever, Sir Belithar attempted to cut down the wounded orc in front of Cormo and draw the orcs' attention back to himself.

"Come, ye brutes! Young maidens strike more fiercely than thee!"

Mechanics & OOC

Statblock

Sir Belithar Galviston

Human (variant) Paladin (Oath of the Crown) 4 LG/LN

AC 19 HP 32/46 Speed 30ft

Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3)

Attacks
+1 Cold Iron Longsword +6 1d8+4
Javelin +5 1d6+3

Features

  • Knightly Regard
  • Bonus Feat (Heavy Armor Master)
  • Bonus Skill Proficiency (Athletics)
  • Divine Sense (4/4)
  • Lay on Hands (20/20)
  • Fighting Style (Defense)
  • Divine Smite
  • Sacred Oath: Oath of the Crown
  • Channel Divinity (1/1 per rest)

Feats

  • Heavy Armor Master

Sir Belithar attacks orc O5. If he hits (and if his longsword damage alone isn't enough to kill it), he'll expend a level 1 Divine Smite.

Name
Longsword vs O5
26; 6; 11
1d20+6;1d8+4;2d8 [20]; [20,2]; [20,2,3,8]
Critical Longsword Damage
6
1d8 6
Critical Divine Smite Damage (if needed)
10
2d8 8,2
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                            a  b  c  d  e  f  g  h  i  j  k  l
                           +--+--+--+--+--+--+--+
       01                  |  |  |  |  w  |  |  |   
                           +--+--+--+--+--+--+--+
       02                  |  |  |  |  |  w  |  |   
                           +--+--+--+--+--+--+--+
       03                  |  |  |  |  w  |  |  | 
                           +ww+ww+ww+ww+--+--+--+
       04                  |  |  |  |  |  |  |  | 
                           +--+--+--+--+--+--+--+
       05                  |  |  |  |  |  |  |  |  
                           +--+--+--+--+--+--+--+
       06                  |  |  |  |  |  |  |  |
                           +--+--+--+--+--+--+--+
       07                  |  |  |O2|  |  |O3|  |   
                           +--+--+--+--+--+--+--+
       08                  |  |O7|Ka|Dr|Be|O1|  |     
                           +--+--+--+--+--+--+--+
       09                  |  |  |  |  |  |Co|  | 
                           +--+--+--+--+--+--+--+
       10                  |  |  |  |  |Al|  |  |  
                           +--+--+--+--+--+--+--+
Fourth Round 
Name     AC   Init  Condition   Action
O4=      15    18   DEAD        
Be=      19    14   BLESS       Kills one of the orcs              
Ka=      14    14               Seeing the orc on the far side of Dragos and Belithar is injured, the half orc fires another ray
of frost but trying to shoot from behind his companions forces the blue-white ray wide.               
O7=      15    13               Steps around Kartak as he swings at the half-orc but his swing is wild and undisciplined
O6=      15    10   DEAD         
O2=      15    9                Also attacks Kartak and also misses badly
O9=      15    9    DEAD            
O1=      15    8    CURSED      Attacks Belithar and misses completely. Realization and fear may be causing the
orcs to attack with less confidence                       
Dr=      13    2    BLESS       <------------HERE        
Co=      14    6                    
O5=      15    7    DEAD            
O8=      15    4    DEAD               
Al=      15    3    BLESS                 
O3=      15    2                  
w= Extent of the web
Edited by AFreebornManoftheUSA (see edit history)
Name
Ray of Frost
5; 8
1d20+4;1d8 [1]; [1,8]
Attack Kartak
6; 7
1d20+5;1d8+3 [1]; [1,4]
roll
11; 10
1d20+5;1d8+3 [6]; [6,7]
Attack Belithar
8; 5
1d20+5;1d8+3 [3]; [3,2]
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Seeing the orc in front of Belithar drop, Dragos shifts his Spiritual Weapon and has it attack the orc to his left (O2). Then he speaks some words of power and points at an orc (if O2 is still up, he will aim at that one, if the SW took it down he will aim at O3). A flash of light streaks towards it.

ActionsBonus Action, SW attack.

Action Guiding Bolt. OIf it hits the next attack made against this target before the end of his next turn has advantage

Name
Spiritual Weapon
22; 26
1d20+6;1d8+4d6+4 [16]; [16,8,6,4,3,1]
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Prof. Alberich von Nibelungen, Rock Gnome Wizard

 
ProfAlberichvonNibelungen.jpg.ec3b13d6048b7f92b06eccfafaee0e3b.jpg

Statblock

[b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b]
[i]Rock Gnome Wizard 4 LG[/i]

[b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft

[b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0)

[b]Attacks[/b]
[b]Quarterstaff[/b] 1d20 +2 1d6
[b]Dagger[/b] 1d20 +4 1d4 +2
[b][/b]  
[b][/b]  
[b][/b]  

Wizard Features

Hit Points, PHB, pg. 113
Proficiencies, PHB, pg. 113
Arcana
History
Spellcasting, PHB, pg. 114
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery, PHB, pg. 115
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.

Arcane Recovery: (No Action)
/
Long Rest
Arcane Tradition, PHB, pg. 115
School of Illusion
Illusion Savant, PHB, pg. 117
The gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion, PHB, pg. 115
2nd level
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

FEAT, PHB, pg.
Magic Initiate (Wizard)
You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth.

In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Intelligence is your spellcasting ability for these spells.

RACIAL TRAITS
Darkvision, BR, pg. 37
You can see in darkness (shades of gray) up to 60 ft.

Gnome Cunning, BR, pg. 37
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore, BR, pg. 37
Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.

Tinker, BR, pg. 37
You are proficient with tinker's tools and can use them to construct tiny clockwork devices.

Scanning the battlefield before him, the gnomish newcomer mumbles another series of indecipherable sounds, then hurls another fiery bolt of brilliant purple flame. The professor targets the orc on Kartak's near left...

And misses!

"Ach du lieber Gott! I missed the verdammte creature!"

HP: 26/26
AC: 12 (15)
Spells: Lev1 -- 2/4; Lev2 -- 2/3

 
 

OOC

Alberich has cast a Fire Bolt spell upon Orc #07.

 

Edited by artsmythe (see edit history)
Name
FIRE BOLT (Ranged Spell Attack)
6
1d20+5 1
DAMAGE (Fire Bolt)
3
1d10 3
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Sir Belithar Galviston

image.jpeg.d63f1e470af88264067c1ff4dd96740e.jpeg"Face Artema's wrath, villains!" the Templer proclaimed, striking at the foe who presented his back. Then, leaving the orc to flee, he turned his attention to the enemy Cormo had just cursed, and delivered unto them righteous fury.

Mechanics & OOC

Statblock

Sir Belithar Galviston

Human (variant) Paladin (Oath of the Crown) 4 LG/LN

AC 19 HP 32/46 Speed 30ft

Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3)

Attacks
+1 Cold Iron Longsword +6 1d8+4
Javelin +5 1d6+3

Features

  • Knightly Regard
  • Bonus Feat (Heavy Armor Master)
  • Bonus Skill Proficiency (Athletics)
  • Divine Sense (4/4)
  • Lay on Hands (20/20)
  • Fighting Style (Defense)
  • Divine Smite
  • Sacred Oath: Oath of the Crown
  • Channel Divinity (1/1 per rest)

Feats

  • Heavy Armor Master

Sir Belithar makes an opportunity attack against O3. For his regular turn, he attacks O1. If he hits (and if his longsword damage alone isn't enough to kill him), he'll expend a level 1 Divine Smite.

Edited by rogueblade0729 (see edit history)
Name
Opportunity Attack vs O3
19; 6
1d20+1d4+6;1d8+4 [11,2]; [11,2,2]
Longsword Strike vs O1
27; 11
1d20+1d4+6;1d8+4 [17,4]; [17,4,7]
Lv 1 Divine Smite
10
2d8 8,2
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Belithar injures the fleeing orc and carries his strike over to slash the shoulder of the neighboring orc. While it does require him to expend some of the energy Artema gifts him with, he does manage to kill orc #3. The two remaining orcs also flee, effectively ending combat. Kartak simply lets them go but Dragos could take an attack of opportunity if he wants.

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The party members are now free to catch their breath and (if so desired) loot the dead orcs. The ones who did manage to flee head vaguely northwest though they came from the south and will adjust accordingly. Now that they can take a moment, the question of course is why orcs would come from Jecksy, the human kingdom to the south and Bronwend's ages old rival.

 

300 XP apiece for defeating the orcs.

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Prof. Alberich von Nibelungen, Rock Gnome Wizard

 
ProfAlberichvonNibelungen.jpg.ec3b13d6048b7f92b06eccfafaee0e3b.jpg

Statblock

[b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b]
[i]Rock Gnome Wizard 4 LG[/i]

[b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft

[b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0)

[b]Attacks[/b]
[b]Quarterstaff[/b] 1d20 +2 1d6
[b]Dagger[/b] 1d20 +4 1d4 +2
[b][/b]  
[b][/b]  
[b][/b]  

Wizard Features

Hit Points, PHB, pg. 113
Proficiencies, PHB, pg. 113
Arcana
History
Spellcasting, PHB, pg. 114
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery, PHB, pg. 115
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.

Arcane Recovery: (No Action)
/
Long Rest
Arcane Tradition, PHB, pg. 115
School of Illusion
Illusion Savant, PHB, pg. 117
The gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion, PHB, pg. 115
2nd level
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

FEAT, PHB, pg.
Magic Initiate (Wizard)
You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth.

In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Intelligence is your spellcasting ability for these spells.

RACIAL TRAITS
Darkvision, BR, pg. 37
You can see in darkness (shades of gray) up to 60 ft.

Gnome Cunning, BR, pg. 37
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore, BR, pg. 37
Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.

Tinker, BR, pg. 37
You are proficient with tinker's tools and can use them to construct tiny clockwork devices.

The tiny mage slowly slumps to his knees, beads of sweat making their way down upon his wizened brow. While capable of combat, he was an academician, a scholar of the arcane arts. If there had been another way, a more peaceful way... but done is done. It was most fortunate for the gnome to have come across such formidable allies such as Dragos Draper, Sir Belithar Galviston, and the others out here in the wilderness.

The Professor takes out his waterskin and is about to take a sip, then hesitates. "Ach, vhere are mein manners? Vould any uf you need some vasser?"

HP: 26/26
AC: 12 (15)
Spells: Lev1 -- 2/4; Lev2 -- 2/3

 
 

OOC

N/A

 

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  • 2 weeks later...
Sir Belithar Galviston

image.jpeg.d63f1e470af88264067c1ff4dd96740e.jpeg"The foes of this land have been vanquished. Praise be to Artema!" the Templer proclaimed, stifling the wince through the nasty bruises of the axe beneath his armor. As drink was offered, he removed his helmet and nodded, accepting the waterskin and taking several deep gulps. As it turned out, running, riding, and fighting extensively under heavy mail was tiring work, and sweat visibly streaking down Belithar's youthful face. Once he felt less parched, he returned the skin to the professor.

"Let us take some time to rest. Those orcs may return, so remain vigilant, but come daybreak we shall continue to Castle Bronwend."

Mechanics & OOC

Statblock

Sir Belithar Galviston

Human (variant) Paladin (Oath of the Crown) 4 LG/LN

AC 19 HP 32/46 Speed 30ft

Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3)

Attacks
+1 Cold Iron Longsword +6 1d8+4
Javelin +5 1d6+3

Features

  • Knightly Regard
  • Bonus Feat (Heavy Armor Master)
  • Bonus Skill Proficiency (Athletics)
  • Divine Sense (4/4)
  • Lay on Hands (20/20)
  • Fighting Style (Defense)
  • Divine Smite
  • Sacred Oath: Oath of the Crown
  • Channel Divinity (1/1 per rest)

Feats

  • Heavy Armor Master

-

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spacer.png

Dragos Draper - Cleric of Heilja

Dargos smiles at the gnome, patting his own waterskin, "Thanks, Prof, but I've got my own. Of course, if you got some wine, I wouldn't say no."

He nods to Belithar, "Yeah, a rest would be nice. I'll take first or third watch, if you want."

 

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Prof. Alberich von Nibelungen, Rock Gnome Wizard

 
ProfAlberichvonNibelungen.jpg.ec3b13d6048b7f92b06eccfafaee0e3b.jpg

Statblock

[b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b]
[i]Rock Gnome Wizard 4 LG[/i]

[b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft

[b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0)

[b]Attacks[/b]
[b]Quarterstaff[/b] 1d20 +2 1d6
[b]Dagger[/b] 1d20 +4 1d4 +2
[b][/b]  
[b][/b]  
[b][/b]  

Wizard Features

Hit Points, PHB, pg. 113
Proficiencies, PHB, pg. 113
Arcana
History
Spellcasting, PHB, pg. 114
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery, PHB, pg. 115
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.

Arcane Recovery: (No Action)
/
Long Rest
Arcane Tradition, PHB, pg. 115
School of Illusion
Illusion Savant, PHB, pg. 117
The gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion, PHB, pg. 115
2nd level
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

FEAT, PHB, pg.
Magic Initiate (Wizard)
You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth.

In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Intelligence is your spellcasting ability for these spells.

RACIAL TRAITS
Darkvision, BR, pg. 37
You can see in darkness (shades of gray) up to 60 ft.

Gnome Cunning, BR, pg. 37
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore, BR, pg. 37
Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.

Tinker, BR, pg. 37
You are proficient with tinker's tools and can use them to construct tiny clockwork devices.

Taking a sip from his waterskin, the rock gnome seriously considers the cleric's statement. Alberich would dearly like to help the others out, but, "Forgiff me, meine guten Herren, but I am exhausted. I vill need at least 8 hours of complete rest to regain my lost spells. Oddervise, I vill be completely useless."

The professor shrugs his tiny shoulders. "Verzeih mir. Magic can be both a blessing und a curse."

HP: 26/26
AC: 12 (15)
Spells: Lev1 -- 2/4; Lev2 -- 2/3

 
 

OOC

N/A

 

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