Rev73 Posted July 19, 2023 Clone Share Posted July 19, 2023 https://www.myth-weavers.com/showthread.php?t=481661 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Rev73 Posted April 5 Author Clone Share Posted April 5 (edited) Leggantish - The Giant City Chapter Two: Revelation Temple Battle The cries of battle from outside the temple doors intensify as the gnolls and giants take more ground. It is little solace though as the party finds themselves fighting for their lives against what may be an endless stream of foes. Pit moves toward the danger, bringing the snarling ape into view. The muscles across its shoulders ripple and bulge as it repeatedly tries to slam her friend - its broad back -Merith would call it a "barn door" - a perfect target, and one she sites down easily, burying an arrow inches from its spine. The wound is visibly effective as the creature steps back from its assault, flailing an arm toward its location as a man would a hornet's sting, but its massive shoulders and thick arms do not allow it to reach the pain. It bellows and surges again, raining blow upon blow on the half-orc warrior who answers in turn. One slamming fist nearly knocks him from his feet as it smashes against his shield. Jagged teeth glance off his magical helmet - attacks that would down most men in an instant. One watching from a distance would never guess the combatant was a young man. His stalwart posture is one of decades of experience as his axe cuts deep and he escapes serious harm. For the moment, the boy-turned-warrior stands his own against an impossible foe. Across the room Quinty, returned from the ethereal plane, moves toward where she last saw the mage, rounding the corner to take an arrow from an archer nearby. The resultant pain in her arm seems distant and dull and insignificant, however, as the crag-faced caster steps out from his hiding place, an arrogant expression owning his features, despite the charred flesh that shows on his neck and jaw. Some magical effect covers his garments and flesh, making it difficult for Quinty to focus on his visage, but his intentions are clear. "Oh, little girl!" he says in his native tongue as his arrogance blends with condescension ... and venom. There is no mercy here. He will immolate the child where she stands. As he rises two feet into the air, his robe whipping around him, he incants and holds out a hand, much like one would offer a gift to a friend. This gift is searing flame that explodes from his fingers and launches toward the young caster, wrapping her like a serpent, swirling around her from head to toe and constricting. It is enough to leave her a pillar of ash. Both of her hands fly to her face on instinct but her fingers form a subtle gesture she has worked on with Gannon and it is enough. The crackling flames woosh and twist and, almost as some feral beast, try and penetrate her defenses, but the Weave is her shield and it cannot be pierced. The fire subsides and in its place is the "little girl" ... unharmed. The mage's expression shifts ... confusion ... a narrowing of the eyes ... then ... is it ... fear? "Yahhhh!" He launches toward the girl, hovering off the ground as he bypasses her, moving further into the room as though he cannot be bothered with this flea any more. His eyes scan the battlefield, seeing a lithe and foreign caster with elongated ears teleport across the room and run toward him. Impudence! Sauvanien, in her instant transportation has shown herself powerful and in her approach, fearless. The mage's eyes narrow once again. Insight 14 The mage looks around and then at the portal. You suspect he intends to flee. His archers are ineffective as one after another misses with their attacks. The mounted six-legged creature that has emerged from the portal responds as if on-cue to Pit's warning and spits a fist sized-glob of sizzling acid at the giant priestess that has turned in its direction. It's accuracy is unthinkable as the blistering substance slams into her face and eyes as she screams and claws at the pain, dropping to her knees and pitching forward. Within seconds the beast closes the distance with Pit, close enough its acid breath burns her eyes as the mounted grunt tries without success to stab down at her with his ceramic blade. "No shame in dancin!"Thieves Cant -- do what you need to to survive, save yourself It's Miruviel's voice Pit here's behind her as his arrow skims off the mount's hardened carapace. Show Active Maps Giant Temple Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS PARTY <------ Mankas Archers and Grunts Hunters Pillback and Grunt - Miruviel 24 Black Mage 21 Aranoth Aranoth Unconscious and Blinded (1 min) - 1 successful death save. Cerin, Pit, Sauv Blessed Black Mage Blurred MECHANICS OTHER Pit hits Manka for 18 piercing Quinty runs toward the mage Cerin misses twice and then hits twice for 7+10 on Manka Sauv Moves 90 including misty step Manka attacks Cerin 14 bite 13/21 claws All Misses Archer misses Anaroth (10) Archer misses Anaroth 10 Archer hits Quinty 6 damage Hunter misses Miruviel (14) and ducks down hall Pillback Crits Aranoth with acid spit 12 damage and blinded - unconscious Grunt attacks Pit and misses Miruviel moves South (Makes balcony jump (15) and fires at Pillback, missing (13) Black Mage moves 5' South and casts, but Quinty counterspells Quinty's Ward charges for 6HP Aranoth makes death save Sauv is concentrating on Bless (54 seconds) Black Mage is concentrating on Blur (54 seconds) CHARACTER STATUS Cerin Briars Quinty Whithorse AC: 20/22 Initiative: +0 Hitpoints: 19/44 Hitdice: 1/5 Psi Energy Die: 1/6 Second Wind: 1/1 (SR) Action surge: 0/1 (SR) Rule of Cool Moment: 0/1 Attuned Magic Items: 1/3 Cloak of Protection + Armor AC: 10 Initiative: +0 Hitpoints: 7/22 Hitdice: 0/5 Rule of Cool Moment: 1/1 Abjuration Ward: 6/14 (Active) Arcane Recovery: 1/1 Spellslots: Level 1: 1:2/4 2:2/3 3:0/2 (+7 Spell Attack, DC 15) Attuned Magic Items: nil Pit Jawkins Sauvanien Miritar AC: 14 Initiative: +4 Hitpoints: 29/33 Hitdice: 1/4 Rule of Cool Moment: 0/1 Attuned Magic Items: 1/3 Gloves of Swimming and Climbing + Cloak of the King's Man AC: 12/15 Initiative: +3 Hitpoints: 29/30 Hitdice: 5/5 Rule of Cool Moment: 1/1 Spellslots: Level 1: 1:0/4 2:1/3 3:2/2 (+6 Spell Attack, DC 14) Attuned Magic Items: 0/3 + Brooch of the Leithbra'gan (Moonbeam (0/1)) Edited May 11 by Rev73 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Hallowed Evening Posted April 5 Clone Share Posted April 5 (edited) Cerin Briars Half-Orc Fighter HP: 34/44 | AC: 22 | HD: 5d10/5d10 | Passive Perception: 14 | Initiative: +0 | Speed: 30' Str:Save: +7 Athletics: +6 16 | Dex:Save: +1 Acrobatics: +10 Sleight of Hand: +10 Stealth: +0 10 | Con:Save: +6 14 | Int:Save: +1 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 10 | Wis:Save: +2 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +4 Survival: +412 | Cha:Save: +3 Deception: +2 Intimidation: +5 Performance: +2 Persuasion: +5 15 Action Surge: 0/1| Relentless Endurance: 1/1 | Second Wind: 0/1 | Psi Energy Die: 1/6 | Darkvision 60ft. | Menacing.Gain prof. in Intimidation. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | Fighting StyleDefense. Wearing armor you have a +1 to AC. | Second WindOn your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short rest or long rest before you can use it again. | 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. | Psionic PowerWIP | Extra AttackYou can attack twice , instead of once, whenever you take the Attack action on your turn. |SentinelWhenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of its 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. | TelekineticYou learn to move things with your mind, granting you the following benefits: Increase your charisma score by 1 to a maximum of 20. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30ft when you cast it. It's spellcasting ability is Charisma. As a bonus action, you can try to telekinetically shove one create you can see within 30ft of you. When you do so, the target must succeed on their Strength saving throw (DC 13) or be moved 5 feet toward you or away from you. A creature can willingly fail this save. Equipment Magic Items Talion Markham's PlatemailLegendary Item This armor is plate mail with the attributes of both mithril and adamantine. It also grants the wearer resistance to fire damage. - Worn Talion Markham's AxeThe great axe does an additional 2d6 slashing damage to giants and chromatic dragons. - Worn Cloak of Protection +1Requires Attunement Adds +1 to AC and all saving throws. - Worn Mundane Belt Pouch, Waterskin Metal Kite Shield Battle Axe Hand Axe Hand Axe Backpack Traveler's Clothes Mess Kit Tinderbox 50ft Hemp Rope Battle Axe Healing Potion 10 Torches Longbow 20/20 arrows Wealth: 19gp, 8 sp, 0 CP IC Cerin made a calculated series of short swipes, trying to fend the monster off. His battle-axe blade bit and stung, creating new gashes upon the muscled angry form of his enemy. He took another assessment of the surrounding battlefield and quickly realized that no one was near him. Clenching his jaw, he determined to draw himself to the others, he forced that focus into an unseen fist that struck hard against the monster, trying to shove it back and away from him. Fannon had always drilled it into him never to turn his back, and it was a grievous mistake to do so, while in a duel. But Cerin had few options. He needed to be elsewhere and with the enemies emerging from the portal, the mage had to be stopped. Staring sideways to the southern portion beyond the shimmering portal, he watched as the giantess fell once more to her wounds. The situation was looking more grim by the second. He took his gambit and broke from the violent melee with the Manka, heading across the battlefield to reach his companions and to place himself to the forefront where enemies were emerging from the portal. If anything, perhaps he could make a bid to stall foes emerging and tie them up. "I'll keep 'em busy!" he bellowed, boots hitting the ground as he raced to take up position as a living wall. OOC Bonus Action: Telekinetic Shove Movement: Full movement to go reach the front of the Portal and close the gap to Quinty Action: Attack Manka twice. Total of 9 slashing damage. Reaction: If Quinty is attacked, I'd like to burn a Psi Die to reduce the incoming damage Edited April 8 by Hallowed Evening (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 1 25; 3 1d20+6;1d4 [19]; [19,3] Attack 2 15; 2 1d20+6;1d4 [9]; [9,2] Damage 1 4 1d8+3 1 Damage 2 5 1d8+3 2 Link to comment Share on other sites More sharing options...
Peacemonger Posted April 5 Clone Share Posted April 5 (edited) Pit Jawkins Human Scout Rogue HP: 29/33 | AC: 16 | HD: 5d8/5d8 | Passive Perception: 18 | Initiative: +4 | Speed: 30' Str:Save: -1 Athletics: +2 9 | Dex:Save: +7 Acrobatics: +10 Sleight of Hand: +10 Stealth: +10 18 | Con:Save: +1 12 | Int:Save: +4 Arcana: +1 History: +1 Investigation: +4 Nature: +7 Religion: +1 11 | Wis:Save: +2 Animal Handling: +5 Insight: +5 Medicine: +2 Perception: +8 Survival: +814 | Cha:Save: +1 Deception: +4 Intimidation: +4 Performance: +4 Persuasion: +4 12 Sneak Attack: 3d6| 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. | Steady AimAt 3rd level, as 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. | SkirmisherStarting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. | 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. | Equipment Magic Items Cloak of the King's ManLegendary Item [I]Requires attunement.[/I] At level 1: Grants advantage on stealth and acrobatics checks. At level 3: The wearer may cast misty step as the spell. Upon doing so the wearer turns invisible and remains invisible for 1 minute. Anything the target is wearing or carrying is invisible as long as it is on the target's person. This effect ends if the wearer removes the cloak, attacks, or casts a spell. This ability may be used once per day and recharges at dawn. - Worn Goggles of NightWhile wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet. - Worn Gloves of Swimming and ClimbingRequires Attunement While wearing these gloves, climbing and Swimming don't cost you extra Movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. - Worn Ring of BrillianceRING OF BRILLIANCE: This ring has been enchanted with a continual flame spell and illuminates the immediate area in torchlight when the locket is opened. A torch provides bright light in a 20-foot radius and dim light for an additional 20 feet. In addition, once per long rest it's wearer may speak the command word as an action and cast the spell, Daylight centered on the ring. When the locket is closed, either light effect is blocked completely. - Worn Mundane Belt Pouch, Waterskin Studded Leather Armor Dagger - Belt Dagger - Boot 2 Quiver's w/ 25 arrows 5 days' rations Thieves' Tools Stored Items (Myth Drannor): Disguise Kit, Burlar's Pack * (bag of 1,000 ball bearings, 10 ft. string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks oil, 5 days rations, tinderbox, 50' hempen rope), A pair of bloodstone dice inlaid with fine steel (200GP), "5-sided Throwing Weapon"This 6" wide bladed weapon is a +1 returning shuriken that does 1d4 piercing damage with a range of 30/60. Upon being thrown, it immediately appears safely in the hand of the thrower. IC "Yes there is shame in that!" Pit barks her words at Miruviel. Another time, a time not too long ago, she would've taken his words to heart, would've suggested them herself. There are simply too many threat around. The big-gorilla is still standing, the acid-spitter is right on her, and with Quinty clearly wounded even the archers are a problem. She doesn't have any good options, she has no clean shots anywhere. There's too many threats and she can't both retreat from the monster on her and take a decent shot and deal with at least one problem. She makes her call. "Hey! HEY!!!" She uses the universal signal of 'look at me!' by raising her voice. She dips and rolls away from the pillback running down the chamber. She takes aim and of the three archers, she takes careful aim at the one in the middle of her arc. She lets loose the arrow, finding her mark, but not the killshot she was hoping for... OOC Bonus Action: Cunning Action Disengage Movement: Full movement to go 30' south, using last 5' to go diagonal to the right Action: Shoot the archer that's closest to Quinty. Deals 6 damage Reaction: Will use Uncanny Dodge is she gets a big hit on her. Can use Skirmisher if needed. Edited April 5 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack against Archer 19 drop(2d20,lowest)+7 4,12 Damage 19 4d6+4 3,6,1,5 Add Bless to original attack roll of 11 14 1d4+11 3 New Damage 6 1d6+4 2 Link to comment Share on other sites More sharing options...
Craigmacc Posted April 5 Clone Share Posted April 5 Sauvanien Miritar Sauvanien watches in horror as Quinty is wrapped in a constrictor of fire. A mess of thoughts chase through her mind, with the forefront being - I have to help her! But, as she has proven many times before, Quinty is capable of looking after herself. Once the flames die down and the angered growl of the black mage is heard, Sauvanien sees the spreading bloodstain across Quinty’s body. She might have been able to fend off the black mage’s spell, but she is hurting regardless. Sauvanien knows that now is the time to do something, something to get Quinty to safety, kill the mage or at least… There is an option, but it would be a risk. Particularly since she had never managed the casting before. I just walked through mist for the first time... If it I can make that work, I can manage this. Her heartbeat quickens and her hand shakes as she gestures for her prayer book. It dutifully flips open, anticipating her intended spell. Sauvanien holds her hands out to her sides, palms down. A series of discs, shadowy and vibrating appear before her as she begins to encant. Quinty also notices that similar discs of shadow have appeared above the black mage, and the two nearby archers. Shaking from the effort, Sauvanien begins to twist her palms, turning the dark discs in a stuttering rotation. She shuts her eyes to block out distractions, feeling the connection to Cerin and Pit flit away. Pushing with all her will, she completes the rotations, and looks up breathless to see if the spell has worked. OOC SummaryMove: 10ft to the north Action: Cast Slow on mage and two archers (40ft cube) Bonus Action: none Rule of Cool: force mage to fail initial Wisdom save for Slow. ... Name xDiceName xDiceResult xDiceString xDiceRolls Sauvanien insight 1 1d20+0 1 Link to comment Share on other sites More sharing options...
Rev73 Posted May 11 Author Clone Share Posted May 11 (edited) Leggantish - The Giant City Chapter Two: Revelation Temple Battle Cerin should have listened to the voice of Fannon in his head. The howling creature doesn't budge and as soon as the fighter turns his back, it slams a meaty fist into his shoulder, sending him scrambling to hold his footing as he runs away. Fighting to remain conscious he rounds the portal to bring his love back into view. Nearby, Sauvanien holds her hands out to her sides, palms down, as a series of shadowy discs appear near three of their enemies. The dark mage’s expression turns panicked as the spell settles and his members become visibly slowed ... and then, frozen in place as Quinty, too, chants nearby. His eyes vibrate erratically as he floats off the ground, a near statue, and the young caster moves north for cover, doing her best to avoid another arrow in her thin frame. It is an arrow that never comes as Pit rolls away from the imminent threat and exchanges shots with the archer that previously targeted her friend. Both strike the other, though the rogue gets the best of the exchange as another arrow flies from the south, her reflexes saving her from a dangerous strike ewhile another arrow bounces harmlessly off Cerin's magical armor. “Hrrrrrrreeeeeeaaaaaaaaa!!” The ape beast, in an amazing and terrible display, leaps straight over the portal, slamming into the ground near Cerin and beating the floor with two hammered fists, screaming and baring its teeth, and sending ice through the spines of its enemies.DC 14 CON save to avoid frightened affect. If you've previously made this save you are immune. Seeing the agility of his enemy, the mounted grunt drags on the reins of the acid-beast and pulls it toward Miruviel, clearly shaken by the gorilla’s howl. The mount spits another glob of acid at Sauv’s brother as it charges, six legs churning. The spittle sizzles into his legs as the warrior thrusts downward, gashing his shoulder. In a similar practiced maneuver to Pits, Miruviel rolls away, dashing northward, leaping half way up the wall where he grips a wall sconce and makes short work of the remaining climb, squeezing between the giantish banister and disappearing on the balcony above while a low moan escapes the lips of the black-robed mage. The dark sorceror has shaken off Quinty’s spell, but Sauv’s arcane lethargy remains. Show Active Maps Giant Temple Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS PARTY <------ Mankas Archers and Grunts Hunters Pillback and Grunt - Miruviel 24 Black Mage 21 Aranoth Aranoth Unconscious and Blinded (54 sec) - 2 successful death saves. Cerin, Pit, Sauv Blessed Black Mage Blurred Slowed Miruviel Frightened of Manka (1 min) MECHANICS OTHER Manka saves against shove (24) Cerin hits Manka for 9 OA hits Cerin for 17 1 Archer fails save against slow (11) and one succeeds (11) Mage fails save (ROC) against slow Mage fails save against hold person (6) Quinty fails to blink (7) Pit hits archer for 6 damage Archer hits Pit for 3, Reduced to 1 with UD ARcher misses Cerin Archer misses Pit (14) Pillback spits Miruviel (21) for 9 acid damage reduced to 4 with UD Grunt stabs Miruviel for 7 damage Mage saves against hold person (20) Mage fails save against slow Aranoth makes death save Miruviel disengages and moves north Sauv is concentrating on Bless (54 seconds) Black Mage is concentrating on Blur (54 seconds) Sauv is concentrating on Slow (1 min) CHARACTER STATUS Cerin Briars Quinty Whithorse AC: 20/22 Initiative: +0 Hitpoints: 17/44 Hitdice: 1/5 Psi Energy Die: 1/6 Second Wind: 0/1 (SR) Action surge: 0/1 (SR) Rule of Cool Moment: 0/1 Attuned Magic Items: 1/3 Cloak of Protection + Armor AC: 10 Initiative: +0 Hitpoints: 7/22 Hitdice: 0/5 Rule of Cool Moment: 1/1 Abjuration Ward: 6/14 (Active) Arcane Recovery: 1/1 Spellslots: Level 1: 1:2/4 2:1/3 3:1/2 (+7 Spell Attack, DC 15) Attuned Magic Items: nil Pit Jawkins Sauvanien Miritar AC: 16 Initiative: +4 Hitpoints: 28/33 Hitdice: 1/4 Rule of Cool Moment: 0/1 Attuned Magic Items: 1/3 Gloves of Swimming and Climbing + Cloak of the King's Man AC: 12/15 Initiative: +3 Hitpoints: 29/30 Hitdice: 5/5 Rule of Cool Moment: 0/1 Spellslots: Level 1: 1:0/4 2:1/3 3:2/2 (+6 Spell Attack, DC 14) Attuned Magic Items: 0/3 + Brooch of the Leithbra'gan (Moonbeam (0/1)) Edited Thursday at 07:21 PM by Rev73 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted May 11 Clone Share Posted May 11 (edited) Pit Jawkins Human Scout Rogue HP: 22/33 | AC: 16 | HD: 5d8/5d8 | Passive Perception: 18 | Initiative: +4 | Speed: 30' Str:Save: -1 Athletics: +2 9 | Dex:Save: +7 Acrobatics: +10 Sleight of Hand: +10 Stealth: +10 18 | Con:Save: +1 12 | Int:Save: +4 Arcana: +1 History: +1 Investigation: +4 Nature: +7 Religion: +1 11 | Wis:Save: +2 Animal Handling: +5 Insight: +5 Medicine: +2 Perception: +8 Survival: +814 | Cha:Save: +1 Deception: +4 Intimidation: +4 Performance: +4 Persuasion: +4 12 Sneak Attack: 3d6| 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. | Steady AimAt 3rd level, as 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. | SkirmisherStarting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. | 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. | Equipment Magic Items Cloak of the King's ManLegendary Item [I]Requires attunement.[/I] At level 1: Grants advantage on stealth and acrobatics checks. At level 3: The wearer may cast misty step as the spell. Upon doing so the wearer turns invisible and remains invisible for 1 minute. Anything the target is wearing or carrying is invisible as long as it is on the target's person. This effect ends if the wearer removes the cloak, attacks, or casts a spell. This ability may be used once per day and recharges at dawn. - Worn Goggles of NightWhile wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet. - Worn Gloves of Swimming and ClimbingRequires Attunement While wearing these gloves, climbing and Swimming don't cost you extra Movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. - Worn Ring of BrillianceRING OF BRILLIANCE: This ring has been enchanted with a continual flame spell and illuminates the immediate area in torchlight when the locket is opened. A torch provides bright light in a 20-foot radius and dim light for an additional 20 feet. In addition, once per long rest it's wearer may speak the command word as an action and cast the spell, Daylight centered on the ring. When the locket is closed, either light effect is blocked completely. - Worn Mundane Belt Pouch, Waterskin Studded Leather Armor Dagger - Belt Dagger - Boot 2 Quiver's w/ 25 arrows 5 days' rations Thieves' Tools Stored Items (Myth Drannor): Disguise Kit, Burlar's Pack * (bag of 1,000 ball bearings, 10 ft. string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks oil, 5 days rations, tinderbox, 50' hempen rope), A pair of bloodstone dice inlaid with fine steel (200GP), "5-sided Throwing Weapon"This 6" wide bladed weapon is a +1 returning shuriken that does 1d4 piercing damage with a range of 30/60. Upon being thrown, it immediately appears safely in the hand of the thrower. IC Pit ignores the pain, her eyes darting around. She turns to see Cerin bruised and battered. Regardless of how strong he's gotten, he's still a person. And that thing laying into him is not. "Bring down the ape beast! Now!" She barks out the command to the others, more to Quinty and Sauvanien than Cerin as no doubt he has little choice but to fight it. She fires an arrow, lodging deep into its back, but it's still up and moving. She keeps one eye on the three archers still up. Do your worst. OOC Bonus Action: Aim Movement: Staying in place Action: Shoot the the last ape Reaction: Will use Uncanny Dodge is she gets a big hit on her. Edited May 11 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack against Ape (ADV) 18 drop(2d20,lowest)+7 11,9 Damage + Sneak Attack 16 4d6+4 5,1,3,3 Link to comment Share on other sites More sharing options...
Hallowed Evening Posted Monday at 01:53 PM Clone Share Posted Monday at 01:53 PM (edited) Cerin Briars Half-Orc Fighter HP: 17/44 | AC: 22 | HD: 5d10/5d10 | Passive Perception: 14 | Initiative: +0 | Speed: 30' Str:Save: +7 Athletics: +6 16 | Dex:Save: +1 Acrobatics: +10 Sleight of Hand: +10 Stealth: +0 10 | Con:Save: +6 14 | Int:Save: +1 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 10 | Wis:Save: +2 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +4 Survival: +412 | Cha:Save: +3 Deception: +2 Intimidation: +5 Performance: +2 Persuasion: +5 15 Action Surge: 0/1| Relentless Endurance: 1/1 | Second Wind: 0/1 | Psi Energy Die: 1/6 | Darkvision 60ft. | Menacing.Gain prof. in Intimidation. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | Fighting StyleDefense. Wearing armor you have a +1 to AC. | Second WindOn your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short rest or long rest before you can use it again. | 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. | Psionic PowerWIP | Extra AttackYou can attack twice , instead of once, whenever you take the Attack action on your turn. |SentinelWhenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of its 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. | TelekineticYou learn to move things with your mind, granting you the following benefits: Increase your charisma score by 1 to a maximum of 20. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30ft when you cast it. It's spellcasting ability is Charisma. As a bonus action, you can try to telekinetically shove one create you can see within 30ft of you. When you do so, the target must succeed on their Strength saving throw (DC 13) or be moved 5 feet toward you or away from you. A creature can willingly fail this save. Equipment Magic Items Talion Markham's PlatemailLegendary Item This armor is plate mail with the attributes of both mithril and adamantine. It also grants the wearer resistance to fire damage. - Worn Talion Markham's AxeThe great axe does an additional 2d6 slashing damage to giants and chromatic dragons. - Worn Cloak of Protection +1Requires Attunement Adds +1 to AC and all saving throws. - Worn Mundane Belt Pouch, Waterskin Metal Kite Shield Battle Axe Hand Axe Hand Axe Backpack Traveler's Clothes Mess Kit Tinderbox 50ft Hemp Rope Battle Axe Healing Potion 10 Torches Longbow 20/20 arrows Wealth: 19gp, 8 sp, 0 CP IC His head was swimmy from the monster's pummel as he half-stumbled half-ran past the portal. Breathing heavily, he kept his shield held high and could feel the force of an arrow skipping off his armored form. Surveilling the battlefield. Cerin noted the positions of his friends and foes. He couldn't spare a second more to assess as he was forced to deal with the raging monster as it leapt over the portal and touched down right in front of him. There would be no delaying dealing with this bestial foe. Pit's clarion call hit him and that's when he struck. Cerin saw the beast flinch from the biting arrow, and would capitalize the moment. He rushed forward and met his foe, leaping with the full force of his weapon's swing. Not overcommitting, he wrenched the axe back, and then made a deadly chop at the monster's head. "For Myth Drannor!!" he roared proudly, his determined voice mixing with the chaotic battle sounds. WIP. OOC Bonus Action: TBD Movement: TBD. Action: Attack Manka twice. Reaction: If Quinty is attacked, I'd like to burn a Psi Die to reduce the incoming damage Edited Monday at 01:55 PM by Hallowed Evening (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 1 Vs Manka 24; 7 1d20+6;1d8+3 [18]; [18,4] Attack 2 Vs Manka 13; 7 1d20+6;1d8+3 [7]; [7,4] Link to comment Share on other sites More sharing options...
Lintlie Posted Wednesday at 07:29 PM Clone Share Posted Wednesday at 07:29 PM (edited) IC The elation and managing to snare the mage is short-lived, and quickly afterwards they start moving again, albeit very slowly. She is about to try again when Pit’s scream reaches her brain and snaps her to look around for Cerin, finding him bloodied with a large ape standing over him and pummeling down. The swirling portal behind even more menacing as anything could step out any moment. Mage momentarily forgotten in favour of helping Cerin, and listening to Pit. She instead fires at the ape. Though her distraction from the mage is short-lived. But before she can do any more she is wisked away. To hit MankaFire Damage Edited Thursday at 09:19 PM by Lintlie (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls To hit Manka 26 1d20+7 19 Fire Damage 8 2d10 6,2 Blink 14 1d20 14 Link to comment Share on other sites More sharing options...
Craigmacc Posted Thursday at 09:13 PM Clone Share Posted Thursday at 09:13 PM It worked! She can’t quite believe that the mage has been slowed, and even as she watches, the rings falter and rock, forcing her to clench her fingers and twist the arcane sigils around her to maintain the effect. It bought us precious time. We must finish him while we have the chance… However, Pit’s voice draws her attention. She glances across towards her, and sees Cerin facing off against the terrible ape-like foe. One lies broken and singed nearby, but this one seems to have some life in it yet, and is all the angrier for it. She realises that if she continues to assault the mage, the creature would likely overwhelm Cerin. As skilled as the warrior is, he could not hope to go toe-to-toe alone with the beast. But the mage... She fears the black robe’s destructive powers. It could decimate one of her friends in a half second, or whisk them away to some unknown world on the other end of the portal. Suavanien grasps her brooch, an instinctive and reassuring act. She knows that the lunar power of the brooch would help her to defeat these foes, but she cannot fathom how she would maintain the time-slow effect on the mage at the same time. Instead, she whips an arrow from its quiver and nocks it to her bow. The discs remain about her, quivering more violently with every second. But Sauvanien is swift and her aim, sure - she lets an arrow fly towards the ape-creature. OOC Summary: Move: if possible, move ~20ft to stand north of the pillar, standing over Aranoth. If not, I will leave her just north of Aranoth. Action: Longbow attack on ape Bonus Action: none +6, 1d8+3 Name xDiceName xDiceResult xDiceString xDiceRolls Longbow attack 17; 6 1d20+6;1d8+3 [11]; [11,3] Link to comment Share on other sites More sharing options...
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