Jump to content

Chapter 01d: When Home Burns (Back in Vogler)


Kamishiro_Rin

Recommended Posts

Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Morning

spacer.png Ser Becklin Uth Viharin Darrett Highwater, Ser Becklin’s Squire Ridomir “Cudgel” Ironsmile Mayor Raven Uth Vogler
Yalme Ser Becklin Uth Viharin Darrett Highwater,
Ser Becklin’s Squire
Ridomir “Cudgel” Ironsmile Mayor Raven Uth Vogler
Jeyev Veldrews Lord Bakaris Uth Estide Bakaris “the Younger” Dragon Army Soldier Messenger Dragon Army Solider
Jeyev Veldrews,
Cudgel’s Lieutenant
Lord Bakaris Uth Estide Bakaris “the Younger”,
Lord Bakaris’s Son

Dragon Army (Red)

Soldier (Messenger)

Dragon Army (Red)

Soldier

Before the River Gate

   When Hunni summoned her Giant Constrictor Snake, Lord Bakaris screeched and backed off with his bodyguards. The men hightailed it back to his mansion. The lord claiming that he needed to get more men to “help back you up”.

   Hunni’s snake also causes alarm amongst the people of Vogler who only just manage not to run, screaming for the hills on account of Mayor Raven, Ser Becklin, Darrett, and Cudgel walking alongside the enormous beast without worry.

   The snake puts the messenger on guard, making her wary and angry at this attempt to intimidate her. Ultimately, it gives her pause, but does not sway her from her task.

After the Messenger Gallops Away

   Ser Becklin turns to Coltan and asks, “Is it true that you are Reorx’s Apprentice? That wasn’t for show? I thought the head of the clergy for his temple in Norbardin was called his Apprentice, or maybe his Journeyman? I’m not entirely sure. The Kharolis mountains are hundreds and hundreds of miles from here . . .”

   “Are the gods indeed back,” Mayor Raven asks Coltan. “If so, it eases my heart a bit that Reorx has little-ol’ Vogler’s back . . .”

OOC

   Just an addendum to earlier stuff.

spacer.png

Link to comment
Share on other sites

 

   spacer.pngColtan Bluetemper

Level 3 Neidar Folk Hero Forge Cleric


AC: 18 (Chain Mail +2 Shield) | HP: 31/31 (3d8+9+3) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


After the departure of the Messenger of the Dragonarmy

Coltan nods to Artanis in reply to his comment. The dwarf turns and faces Ser Becklin to reply to her, “aye. Reorx gave me this holy hammer and called me His Apprentice. This happened just south of Vogler just before I met up with the others on our way to Ispin’s funeral.”

”And, I’ve never been to Norbardin. Nor am I a priest of Reorx. I’m a smith… And now Apprentice of Reorx.”

He then turns toward the mayor, “aye. The gods have returned. And, Reorx has put me here with you in Vogler. And, it appears the Queen of Darkness has put an army here, too.”

 

"So to push those dragonarmy scouts off the cliff, we either need to boat upriver behind them, or fly from the Gnomeflinger. Since I prefer swimming to flying, I'll join the boat crew. Let's go blind their army." Coltan looks to the prince to lead the boat crew without asking him outloud.

 


OOC

Action:

Bonus Action:

Movement:

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +5 or DC 13 | 1st 4/4 | 2nd 2/2

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells prepared

  • Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

 

Edited by JubalBreakbottle (see edit history)
Link to comment
Share on other sites

Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 44/44 (3d12+9+6+3) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Rages: 2/3 | Magic Awareness: 2/2


At the Rivergate

"Well, there's only so many times one has the chance to be catapulted. Happy to volunteer myself, but think I'd like some company. Oh, I think I can take four common grunts who think they'll be killing hapless townsfolk. Only worry is if one or two of them run." It's Hunni he looks at. "What do you think? I can take the brunt of landing, and we save the people of Vogler?"

He's up to hearing other ideas, but since Hunni is the smallest, she's the one he can protect if they get launched, and he's seen her cast spells that might just make up for what he lacks.

 

 

OOC

-

 

Link to comment
Share on other sites

token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13  | HP: 21/21 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 12, Insight 12, Investigation 15
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +3
Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +5
:
 16 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 
Languages: Common, Abyssal, Celestial, Primordial


FeatsWar CasterPrerequisite: The ability to cast at least one spell
You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.


















 
 | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.













 
 | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)

Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword) 



















 
 | SpellsCantrips
Blade WardBlade Ward
Abjuration cantrip
Casting Time:1 action
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Booming BladeBooming Blade
Evocation cantrip
Casting Time:1 action
Range: Self (5ft radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 round
Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Green Flame Blade1st Level Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

1st-Level <4/4>
Expeditious Retreat1st Level Transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Sorcerer, Warlock, Wizard
Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Magic Missile1st Level Evocation
Casting Time: 1 action
Range: 120ft
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Tensors Floating Disk1st Level Conjuration
Casting Time: 1 Action
Range: 30 Feet
Target: An unoccupied space of your choice that you can see within range
Components: V S M (A drop of mercury)
Duration: 1 Hour
Classes: Wizard
Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Tash's Hideous Laughter1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A creature of your choice that you can see within range
Components: V S M (Tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Identify1st Level Divination [Ritual]
Casting Time: 1 Minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Artificer, Bard, Wizard
Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Detect Magic1st Level Divination
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Description: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Absorb Elements1st Level Abjuration
Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Target: Self
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Charm Person1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A humanoid you can see within range
Components: V S
Duration: 1 Hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Comprehend Languages1st Level Divination [Ritual]
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 Hour
Classes: Bard, Sorcerer, Warlock, Wizard
Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
[Initiate of High Sorcery Feat]
Shield1st Level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V S
Duration: 1 Round
Classes: Sorcerer, Wizard
Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
[Initiate of High Sorcery Feat]
2nd-Level <2/2>
Misty Step2nd Level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Shadow Blade2nd Level Illusion
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V, S
Duration: ConcentrationUp to 1 minute/em>
Classes: Sorcerer, Wizard
Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Decimus bristles at the whole situation, the mercilessness of it all. A pang of regret for not acting sooner rings in his heart as he looks up at the four sycophants threatening the lives of the townsfolk. At first, he feels frustration that some of the spells are out of his reach, before realizing that his skills as a wizard do not tie in well with this situation. With some frustration he resigns himself to wondering how to prevent these guards from endangering not only themselves, but the people. When Hunni mentions the Gnomeflinger, Decimus brightens, though the plan is not without some anxiety. If it was truly it's namesake, then it would likely only be her that can take the trip, but how would the rest get up there? The cliffside did not seem so difficult to climb, with his speed, getting to the top before the soldiers managed to attack would not be a challenge. Getting the evacuation started before ridding themselves of these spies would just allow them to thwart their plans. Modri and his volunteering for the Gnomeflinger also interests him, and it seems as though they would all be able to get up there quickly.

"Ser Artanis, while the rest take the ariel route, perhaps we should provide them with a distraction so they can land safely? These cliffs do not seem so perilous, and I doubt they would expect a routing from all directions..."

In preparation for what was to come, he whispers the verbal components of his spell in abyssal, and forms some simple hand signs, feeling his body lighten as the Expeditious Retreat spell flows through his body.

spacer.png

 OOCAction:

Bonus Action: Cast expeditious retreat

Movement:

Reaction:

Name
Initiative
18
1d20+3 15
Link to comment
Share on other sites

Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Morning

spacer.png Ser Becklin Uth Viharin Darrett Highwater, Ser Becklin’s Squire Ridomir “Cudgel” Ironsmile Mayor Raven Uth Vogler
Yalme Ser Becklin Uth Viharin Darrett Highwater,
Ser Becklin’s Squire
Ridomir “Cudgel” Ironsmile Mayor Raven Uth Vogler
Jeyev Veldrews Lord Bakaris Uth Estide Bakaris “the Younger” Dragon Army Soldier Messenger Dragon Army Solider
Jeyev Veldrews,
Cudgel’s Lieutenant
Lord Bakaris Uth Estide Bakaris “the Younger”,
Lord Bakaris’s Son

Dragon Army (Red)

Soldier (Messenger)

Dragon Army (Red)

Soldier

Attacking the Dragon Army Soldiers

   For those of you taking a boat up the river and then sneaking back through the woods to trap the Dragon Army Soldiers, you will need 30 minutes. This will encompass getting across town, getting a boat, going up the river, and then working your way back down, slowly (at half-speed) and stealthily. You’ll also need to make a DC 12 Dexterity (Stealth) check to sneak in to ambush them. Regardless of making this check, you will successfully box them in, but you will not have a surprise round. You may take up to 1 horse with you on the boat, and the boat will not be seen.

   For those of you taking gnomeflinger, you will need 20 minutes. This will encompass going over to the keep, climbing the stairs, “arming” the device (basically cranking the catapult rope and latching it, ready to fire), getting on your narycrashes, and then of course getting in, and being flung. This will land you into the woods behind the Dragon Army Soldiers. You will need to make a DC 12 Dexterity (Acrobatics) check or land prone, but he narycrash will prevent you from taking any fall damage. You might want to wait for fighting to begin so you can enter the fray in the next round, because you will not have surprise on your enemy—they will see you fly over their heads and land behind their position.

   For those of you scaling the cliffs, you will need to make a DC 12 Strength OR Dexterity (Athletics) check for each 15 feet of cliff-face you climb (minimum 2 checks). You will be moving at half-speed on account of climbing, and you will be under javelin fire from the moment you exit the gate. You must make this check with disadvantage if you take any damage. If you fail the check by more than 5, you slide 15 feet before arresting your fall, and take 1d6 slashing damage from scrapes and cuts. A natural 1 results in falling all the way back down, and taking however much bludgeoning damage from the fall you would normally take + 1d6 slashing damage per 15 feet (up to 2d6). However, a natural 20 gains you 15 extra feet of progress up the cliff-face!

   Edit: If you fail the check by 5 or fewer, then you make no progress. If you take the dash action, then each of your checks for that round count as separate instances. For example, moving 15 feet with a success in the first roll, but no progress on the dash action because failing the second check.

OOC

   With the distraction that anyone scaling the cliffs would make, I’d say if you can wait for everyone to be in place, Scalers first, then gnomeflinger, then boaters. I’ll give advantage on the first attacks by the flingers when they land if the DAS are already fighting, and the same for the boaters if they can pass the stealth to “gain surprise”.

   Enemy Initiative Total: 61, Average: 12.2

spacer.png

Edited by Kamishiro_Rin (see edit history)
Name
DAS1 Initiative
9
1d20+1 8
DAS2 Initiative
17
1d20+2 15
DAS3 Initiative
7
1d20+1 6
DAS4 Initiative
8
1d20+1 7
DAS "Messenger"
20
1d20+2 18
Link to comment
Share on other sites

spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 25/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 2/2 | Bardic Inspiration: 3/3


 “My words,” | ‘My thoughts,’ | My actions


 

 

Sneaking On The River

"I'm not much of a swimmer or a flyer, but I'll take my chances on the river. And if we can find a boat that will take him, I'm riding Handsome." She pats the palomino gelding on the neck. She doesn't think that will be a problem as neither Coltan nor Kai had shown any interest in having a horse, and Artanis, who had claimed a horse, had not expressed interest in taking the river route.

Although not a boater, Mery follows any instructions given as they take the boat upriver, and she manages to move quietly once they get back on land despite being on horseback. As they draw near their quarry, she unshoulders her shortbow in preparation for the coming battle.

 

OOC

Action: 

Bonus Action: —

Movement: —

Reaction:

Mount Movement:

Mount Action: —

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   20 arrows in quiver, 3 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting from her first level slots: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): invisibility, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

 

OOC

I was thinking I'd hold Mery's attack until the others have engaged the enemies. She'll have the advantage on her first attack, since she made the Stealth check.

Edited by tbgg (see edit history)
Name
Stealth check - from the river route
18
1d20+4 14
initiative
6
1d20+3 3
Link to comment
Share on other sites

Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 44/44 (3d12+9+6+3) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Rages: 2/3 | Magic Awareness: 2/2


Gnomeflinger

Modri is in high spirits once again. The talk of war, of a large army at their doorstep, the need to evacuate innocents... all of it was deeply troubling and sobering. For all his faults, being mad isn't one of them... or is it? Because he walks with a kick in his step and a grin on his lips as he merrily half-walks, half-skips towards the 'Gnomeflinger', tickled and excited that he'll get to fly into the sky and drop down on his foes.

What a beautiful day it is now.

He rubs his scarred, calloused hands in anticipation. This is the kind of thing that excites him. He can put aside his worries of the bigger picture, and focus on the here and now. And the here and now is a foolish, crazy plan. This is back in the Dwarf's element. Within him, he doesn't notice that something else stirs, something magical in nature...

 

 

OOC

-

 

Name
Initiative
11
1d20+1 10
Link to comment
Share on other sites


image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, Shield +1) | HP: 22/22 (5 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 17 (+3) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,’  | My actions . . .


 

 

Artanis levels a gaze at Decimus, before following the wizard's sight up to the sheer cliffs before them. He rolls his muscular shoulders beneath the heavy chainmail, the links whispering over each other. "Should be an easy climb he says," the knight mutters, watching the wizard in his light silken robe cast some form of spell - no doubt designed to quicken his movements. "He's not the one doing it in full armour!" Still, should provide a good distraction, and I can hardly let the man suffer it alone. Who knows, maybe it will bolster the towns morale to see their knight in defiance.

 

"Alright then," he declares, "if Kai - or Kalasääski - can give us a signal once they're in position I'll head out the gate to draw their fire whilst you climb the cliff over there? May Kiri-Jolith watch over us all."

 

He walks over to the gate, filled with nervous energy as he makes sure to check his belt and armour straps repeatedly. Wouldn't do to make it up and lose his sword. Occasionally he throws a glance up at the gnomeflinger, where Modri and Huuni are - presumably - receiving instruction. He certainly envies the dwarf, both for his enthusiasm and the opportunity of flight. Presuming the device doesn't misfire. His mind drifts back to the strange words Decimus used, and their harsh sounds. Not that he could understand them, but they didn't exactly sound holy. He vaguely recalls some rumours about the man's parentage. Perhaps something to take up after the battle.

 

The sun is high in the azure skies when he finally hears the Osprey's cry, and he squints against its glare to spot the bird circling above. Hopefully they were near enough to the sea the soldiers wouldn't think twice about it. Giving a final nod to Decimus, he braces the Greenshield before him and heaves open the heavy wooden gate just enough to slip out.

 

"For Solamnia!" he roars, drawing the soldiers' attention.

 

OOC

Action: 

Bonus Action: 

Movement: 

Reaction: 

Object Interaction: 

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 2/2 (Long Rest)

   Leadership Dice (d6). 3/3 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Edited by PureChance (see edit history)
Name
Athletics (DC12)
9
1d20+5 4
Initiative (when relevant)
11
1d20+2 9
Link to comment
Share on other sites

 

   spacer.pngColtan Bluetemper

Level 3 Neidar Folk Hero Forge Cleric


AC: 18 (Chain Mail +2 Shield) | HP: 31/31 (3d8+9+3) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Coltan follows the prince to the river and boat. He wonders why Reorx would put him here facing an army of the Queen of Darkness, but the smith knows that He is a gambler. And , what are his odds?

The dwarf is obviously uncomfortable with the water eyeing it suspiciously effectively demonstrating that he will do almost anything for his divine patron. Agility is not one of his strengths.

Out of the boat, his lack of sneakiness is apparent, so he stays thirty feet behind and to the side of his companions. If he draws the soldiers' attention, maybe there's still and opportunity for an ambush.


OOC

Action:

Bonus Action:

Movement:

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +5 or DC 13 | 1st 4/4 | 2nd 2/2

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells prepared

  • Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Edited by JubalBreakbottle (see edit history)
Name
Stealth
14
drop(2d20,highest,1)-1 16,15
Initiative
8
1d20-1 9
Link to comment
Share on other sites

MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin

Level 3 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 36/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 17 (+3) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


River Sneaking

Though his friends are quite obviously wary of the river currents, Merituuli jumps right in while Meryelle, Coltan, and Handsome board the boat. Poking his head above water, he grins at the two of them before diving back down, swimming alongside the boat with Kalasääski soaring just a few feet above the surface. He swims swiftly and gracefully, keeping up with the boat without issue, his webbed hands and feet carrying him forward.

On landfall, Merituuli does his best to move forward quietly, but the sharktooth coat he wears isn't exactly the most silent of armors. Still, he takes the lead on the approach, staying about 15 feet in front of Meryelle and Handsome. Kalasääski, meanwhile, flies high, to better act as a signal for the others below.

OOC

Action: —

Bonus Action: —

Movement: —

Reaction: —

Actions & Resources

Actions:

Baculite Shell (Shillelagh). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+3 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +5 to hit, range 30 ft., one target.
Hit: 1d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Bonus Actions:

Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

20/20 Crossbow Bolts

 

Class Features:

  • 2/2 Favored Foe Marks
  • 3/3 1st Level Spells
Name
Merituuli Stealth Check (Disadvantage)
19
keep(2d20,lowest,1)+2 17,17
Kalasääski Stealth Check
8
1d20+5 3
Initiative
11
1d20+2 9
Link to comment
Share on other sites

  

token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 26/26 (hd 3d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 17 (+3)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


 

At the Gnomeflinger

Hunni got all excited. "It's time to fly!" she enthuses, as she puts on the crazy narycrash upon reaching the gnomeflinger. "Come on, Modri. Let's go! I wonder why nobody else wanted to fly,"she wonders, while scratching idly at a flea or louse or something.

She helps as they prepare the gnomeflinger for operation, listening impatiently to any of the safety noises and whatever else the people who actually know about this contraption are blathering on about, bouncing on her feet in anticipation of the eventual flight. It is almost enough that she doesn't seem to care about the upcoming battle.

When the time to fly finally comes, for some reason, she screams, "Yeeeeeeeet!" and although the narycrash keeps her from dying, it doesn't keep her from tumbling end over end to the ground.

 

OOC

Action:

Bonus Action:

Movement:

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 5 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 13, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +3) bludgeoning damage.
Versatile: (1d8 +3) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  2 / 2, cast at 2nd level

Hunni is a spellcaster.  Her spell slots are at 1st level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 13.  Spell Attack Modifier +5.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex, Dissonant Whispers, Unseen Servant, Blur
  • Invocations:  Improved Pact Weapon, Agonizing Blast

 

 

Edited by KingGoblin (see edit history)
Name
Dexterity (Acrobatics)
8
1d20+2 6
Initiative
15
1d20+2 13
Link to comment
Share on other sites

Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Morning

Attacking the Dragon Army Soldiers

Round I

   Despite their heavy armor—and in the case of Coltan, the lack of skill in sneaking—Mery, Merituuli, and Coltan are able to get into place without alerting the Dragon Army Soldiers keeping watch along the cliffs.

   Modri, Hunni, Master Than, Ser Becklin, and Derrett get the Gnomeflinger armed and ready. They get on and wait for the signal.

   Decimus casts the expeditious retreat spell in preparation for the up-coming fight.

   With everyone in place and ready, Kalasääski flew and his circle and cry gave the signal. However, the Dragon Army Soldiers seemed to realize that the two men they’d seen when the messenger delivered Belephaion’s orders to the town were hanging around waiting for something and that something probably just occurred.

   DAS 1 chucks two javelins at Artanis. The first one misses, but the second one hits brutally, dealing 7 piercing damage and 4 fire damage. DAS 2 also throws two javelins at Artanis. Again, the first one dings off his shield, but the second hits, dealing 5 piercing damage and 3 fire damage. Artanis takes a total of 12 piercing damage and 7 fire damage, for a total of 19 damage.

   “Ha HA! Got’im . . . What the ****!?” DAS 3 cries as he watches his javelin clearly and unmistakably go right for the center of Decimus’s chest, only for him to wave his hand and an invisible barrier causes the javelin to make a ‘gong’ sound, stop in mid air, inches from Decimus’s delicate flesh, and then fall to the ground.

   DAS 3 launches another javelin that does the same thing.

   “Look you’re just not throwing it right,” DAS 4 says, before incontrovertibly hitting Decimus, only for his javelin to fall to the ground, too! Then he throws his second javelin, and it almost seems to go through an invisible gel for a second near Decimus before penetrating, and hitting him, dealing 4 piercing damage and 4 fire damage.

   “This guy must have the protection of that Apprentice of Reorx or something!” DAS 3 yells.

   Just then, Master Than pulls the rope, undoing the latch holding Gnomeflinger at the ready. Hunni and Modri go flying over the Dragon Army Soldiers’ heads. With their narycrashes, they land safely behind the copse of trees.

OOC

   Enemy Initiative Total: 61 ÷ 5 = Average: 12.2

   Party Initiative Total: 80 ÷ 7 = Average: 11.4

   Okay! Because the boaters all got their stealth checks, I’m going to allow you to pop out of the trees and bushes and have a “surprise round”, in addition to your “Round 1”. Hunni and Modri, you get round—your “surprise” round was launching through the air and landing, so effectively, you land just as the other three come running into the fight, and you can join them for their “Round 1” attack.

   Sucks that you guys lost initiative. On the plus side, if you can take these guys out, you can lay a proper ambush for the messenger, when she comes back, later.

Dragon Army SoldiersDragon Army Soldier

  • DAS 1 :: AC 17 (scale mail, shield) :: HP 22 :: SV +2 / +1 / +1 / +0 / +0 / +0
  • DAS 2 :: AC 17 (scale mail, shield) :: HP 22 :: SV +2 / +1 / +1 / +0 / +0 / +0
  • DAS 3 :: AC 17 (scale mail, shield) :: HP 22 :: SV +2 / +1 / +1 / +0 / +0 / +0
  • DAS 4 :: AC 17 (scale mail, shield) :: HP 22 :: SV +2 / +1 / +1 / +0 / +0 / +0

   As per usual, you can write in your damage because you’ll know whether or not you hit, and if you cast a spell or do anything that forces them to save, you can roll their saves for them.

spacer.png

Edited by Kamishiro_Rin (see edit history)
Name
DAS 1 Javelin Attack 1 on Artanis
7
1d20+4 3
DAS 1 Javelin Attack 2 on Artanis
19
1d20+4 15
DAS 1 Javelin Attack 2 Piercing and Fire Damage on Artanis
7; 4
1d6+2;1d4 [5]; [5,4]
DAS 2 Javelin Attack 1 on Artanis
16
1d20+4 12
DAS 2 Javelin Attack 2 on Artanis
19
1d20+4 15
DAS 1 Javelin Attack 2 Piercing and Fire Damage on Artanis:1d6+2;1d4
5; 3
1d6+2;1d4 [3]; [3,3]
DAS 3 Javelin Attack 2 on Decimus
15
1d20+4 11
DAS 1 Javelin Attack 2 Piercing and Fire Damage on Decimus
5; 1
1d6+2;1d4 [3]; [3,1]
DAS 3 Javelin Attack 2 on Decimus
17; 3; 3
1d20+4;1d6+2;1d4 [13]; [13,1]; [13,1,3]
DAS 4 Javelin Attack 1 on Decimus
13; 2; 2
1d20+4;1d6+1;1d4 [9]; [9,1]; [9,1,2]
DAS 4 Javelin Attack 2 on Decimus
19; 4; 4
1d20+4;1d6+2;1d4 [15]; [15,2]; [15,2,4]
Link to comment
Share on other sites

Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 44/44 (3d12+9+6+3) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Rages: 2/3 | Magic Awareness: 2/2


Combat

"Eh, I've gotten used to it. People have different tastes. We can only pity those who aren't as fun as us." Modri offers his two cents to Hunni as they get in the Goneflinger.

As they're launched into the sky, Hunni's scream is complemented by Modri's laughter. "Aharharhar!" It doesn't exactly make the most melodious tune. In fact, it may seem at first like some terrible beast were emerging form the sky between the two.

As they land... Modri spins on his heels, and his tattoos seem to flicker and spark. "Modri!" This time his battlecry is short and sweet as he charges the nearest soldier. He swings wide, and with the enemy soldier too close to the cliff's edge it's night impossible to back enough far away as the hammer hits into the man's side. In front of him is a grinning, manic Dwarf that looks like he's tiny bits of energy sparking off of him.

 

OOC

Bonus Action: Rage. Wild Surge Roll is a 5: "Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution."

Movement: Move full 25' due south to get into base with DAS3

Action: Reckless Attack, advantage on attack, attacks against him have advantage

 

Edited by Peacemonger (see edit history)
Name
Wild Surge
5
1d8 5
Reckless Attack against DAS3
20
drop(2d20,lowest)+5 13,15
Bludgeoning Damage
12
1d8+5 7
Link to comment
Share on other sites


image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, Shield +1) | HP: 14/22 (0 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 17 (+3) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,’  | My actions . . .


 

His armour glints in the light as he charges across the road to the bottom of the cliff, already slick with sweat in the heat of the day. As the javelins thunk down on Artanis and his shield he winces, feeling several get past his guard, and worse the heat of a flame his armour provides little protection against. He remembers why attacking the high ground was a bad idea, and grits his teeth to attempt the increasingly difficult climb under fire. Hopefully his allies make the most of their distraction!

Moving up to the base of the cliff under heavy fire, he hunkers down behind his shield, ready to attempt the now even more intimidating climb.

 

 

OOC

Action: Dodge

Bonus Action: 

Movement: Base of cliff.

Reaction: 

Object Interaction: 

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 2/2 (Long Rest)

   Leadership Dice (d6). 3/3 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Edited by PureChance (see edit history)
Link to comment
Share on other sites

spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 25/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 2/2 | Bardic Inspiration: 1/3


 “My words,” | ‘My thoughts,’ | My actions


 

 

Surprise Round

Mery decides to stay right where she's at for now, and sighs in relief that she remembered to add a new bundle of arrows to her quiver while she was in the boat. She signals Handsome to dodge, even though she thinks it's unlikely he will be attacked. She then nocks an arrow, aims at DS4 (who from her perspective appears to be the most distant soldier and is well within the range of her shortbow) and looses! She gives a grin when the arrow strikes true.

Seeing Modri head out to engage one of the enemies, she decides to inspire him.

🎵It’s the moment of truth, and the moment to lie 🎶
🎶The moment to live and the moment to die 🎵
🎵The moment to fight, the moment to fight. 🎶

 

1st Round

Drawing on the energy from her first hit, she again signals Handsome to dodge, then nocks an arrow, aims at DS4, and looses. The arrow seems to just graze the soldier's off arm, but she acknowledges to herself that it's still a hit.

She also decides to inspire Kai.

🎵You gotta be bad, you gotta be bold, you gotta be wiser 🎶
🎶You gotta be hard, you gotta be tough, you gotta be stronger.🎵

OOC

Action: Attack 1 vs DS4 with shortbow (Surprise)/Attack 2 vs DAS 4 with shortbow (Round 1)

Bonus Action: Inspire Modri (Surprise)/ Inspire Kai (Round 1)

Movement: —

Reaction:

Mount Movement:

Mount Action: Dodge (Surprise)/Dodge (1st round)

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   20 arrows in quiver, 1 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): invisibility, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

 

OOC

Music Credit (Modri): "This is War" by Jared Leto

Music Credit (Kai): "You Gotta Be" by Des'ree and Ashley Ingram

Edited by tbgg (see edit history)
Name
Attack 1 vs DAS4 with shortbow (advantage)
17
keep(2d20,highest)+4 13,11
attack 1 damage
6
1d6+2 4
Attack 2 (round 1) vs DAS4
17
1d20+4 13
Attack 2 damage
3
1d6+2 1
Link to comment
Share on other sites

×
×
  • Create New...