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Chapter 01e: When Home Burns (Evacuation!)


Kamishiro_Rin

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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 - Early Evening

Thornwall Keep

Jeyev, Modri, Ser Artanis, and Ser Michelle

   Enabled by Ser Michelle’s Assault Orders, Ser Artanis strikes at Jeyev, who attempts to parry, but Ser Artanis’s sword strike is too fast and strong, dealing 13 slashing damage to him. He tries to follow up, but his sword bounces off the stone railing at the most inopportune times, causing him to miss.

   Modri steps in, similarly “ordered” by Ser Michelle, and attacks Jeyev, just barely overpowering the man’s swift parry and dealing 4 bludgeoning damage. He follows it up with a strike dealing 9 bludgeoning damage.

   Seeing the virtually unarmored Modri and the heavily armored Artanis, Jeyev decides to take out the easier-to-hit target, first! He slashes at Modri with his scimitar, dealing 6 slashing damage, and follows it up with a strike that misses. He moves out of the Artanis’s threat range, to the other side of Modri, provoking an Attack of Opportunity from Artanis.

   Ser Michelle, unarmed as she might be, is no slouch, she races into the hallway and throws a haymaker at Jeyev! It connects with his jaw, knocking a tooth out—returning the favor! She follows up with a second punch that just misses before she then flips back, out of his range, risking an attack of opportunity on herself. She grimaces in pain as his slash connects with her back, opening a bloody gash.

   In her pain, she’s unable to think of any way to inspire you to act (Assault Orders remain un-recharged).

   The hallway is 10 feet wide. It goes all the way around the pentagonal structure, and opens out to the atrium 3 floors below. Although Jeyev could run around the hallway in the next turn and dash down the stairs, he could also attempt to jump out the window in the alcove in the corner. It wouldn’t be a far drop to the roof of the second-floor connected apartments, where he could run away and escape!

Statblocks
  • Jeyev Veldrews. Armor Class 15 (studded leather)
    • Hit Points 30/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +2, DEX +3, CON +2, INT +2, WIS +0, CHA +2
    • Saving Throws Str +4, Dex +5, Wis +2
    • Skills Athletics +4, Deception +4
    • Senses passive Perception 10
      • Reactions: Parry. Jeyev adds 2 to his AC against one melee attack that would hit him. To do so, Jeyev must see the attacker and be wielding a melee weapon (he is).
  • Lt. Dame Michelle Folketh. Armor Class 12
    • Hit Points 32/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +3, DEX +2, CON +2, INT +1, WIS +2, CHA +1
    • Saving Throws Dex +4, Wis +4
    • Skills Athletics +5, Perception +4
    • Senses passive Perception 14
      • Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.
      • Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.
Lieutenant Dame Michelle Folketh Jeyev Veldrews

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Jeyev Veldrews

The River Gate

Baaz Draconian, Coltan, Mery, a Riding Horse, and the Scout

   Coltan calls upon Reorx’s power and shines holy, searing light upon the baaz draconian! It singes him for 2 radiant damage, but not much else.

   Mery lets her warhorse, Handsome, do the thing he’s best trained to do. Independently, he charges forward and tramples the baaz, dealing a massive 12 bludgeoning damage. Handsome tries to follow up with another hoof attack, but he baaz rolls just out of the way.

   Not wanting to let it off the hook, Mery casts the Tasha’s hideous laughter spell at the baaz draconian. Although it had already been knocked prone by Handsome’s trampling charge, it nonetheless attempts to fight the spell’s incapacitation. The baaz fails horribly and is totally incapacitated.

   With the baaz frozen in place, the scout rushes over to her prone horse, leaping onto it as it stands from prone. “The Dragon Army has split into two prongs. One went to engage the mercenaries, while the second is headed to the village,” she says. “I’ve got to warn the rest!—By the way, no one’s seen Captain Veldrews! Cudgel and Ser Becklin are fighting valiantly, but Cudgel wants to know where in the nine hells her second-in-command is!”

   With that, she rides off, into the town to spread the warning.

   To the east, you suddenly see nearly a hundred cloaked figures alight from the top of the cliffs overlooking Vogler and begin gliding gracefully into the village. The screams of the panicking villagers scrambling towards the wharf nearly drown out the rumbling of the army fighting its way towards Vogler from the direction of High Hill.

   A mixture of 10 more baaz draconians and 6 kapak draconians, as well as 31 Red Dragon Army Soldiers come charging over the hill towards you 600 feet up the road.

   Coltan might not be terribly familiar with the various insignia of the R. D. A., but his sharp perception lets him recognize something that he just got done taking off a set of armor he’s confiscated from a certain lieutenant. It looks like her platoon, specifically, is intent on coming to her rescue. They’re dashing at 60 feet per round, giving you 10 rounds (1 minute) before they reach the gate.

Statblocks
  • Baaz Draconian. Armor Class 14 (natural armor)
    • Hit Points 8/22 (4d8 + 4)
    • Speed 30 ft.
    • STR +1, DEX +0, CON +1, INT –1, WIS –1, CHA +0
    • Senses darkvision 60 ft., passive Perception 9
      • Controlled Fall. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage.
      • Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust.
      • Draconic Devotion. While the draconian can see a Dragon that isn’t hostile to it, the draconian has advantage on attack rolls.
  • Riding Horse. Armor Class 10
    • Hit Points 7/13 (2d10 + 2)
    • Speed 60 ft.
    • STR +3, DEX +0, CON +1, INT –1, WIS +0, CHA –2
    • Senses passive Perception 10
  • Scout. Armor Class 13 (leather armor)
    • Hit Points 6/16 (3d8 + 3)
    • Speed 30 ft.
    • STR +0, DEX +2, CON +1, INT +0, WIS +1, CHA +0
    • Skills Nature +4, Perception +5, Stealth +6, Survival +5
    • Senses passive Perception 15
      • Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Baaz Draconian Ironclad Regiment Scout Riding Horse
Baaz Draconian Ironclad Regiment Scout Riding Horse

At the Wharf

Darrett, Deciums, Hunni,
Hunni’s Giant Constrictor Snake, Merituuli, and Mayor Raven

   Mayor Raven pops off two long-ranged shots from her longbow that ineffectively sail past the gliding kapak draconian.

   Darrett Highwater cranks his heavy crossbow, aims and fires with an only slightly closer miss than the mayor had with her longbow.

   By now, the crowd has become un-navigable! The streets are narrow and cramped with villagers clambering to get to the wharf. They’re terrified and panicked. Nearly 400 feet away, shooting now hundred-or-so kapak draconians out of the sky is going to be an exercise in futility. However, there is something that the Heroes of High Hill can do!

   You’ve inspired and calmed them before; you can do it again!

Statblocks
Skill Challenge Time!

   You can no longer move towards the draconians; there are now hundreds of people clogging these streets.

   Please choose any three skills you’d like, and write up how you use them to move get the crowd under control and filling the boats in an orderly fashion. I don’t care what skills you choose, just make it sound plausible.

   Hunni, you need to write for your snake.

   I’ll have Darrett and the Mayor follow your leads in my next post.

   You’ll need to succeed on a DC 12 check for each of the three skills you choose. You need at least 8 collectives successes out of 12 (3 checks for Decimus, 3 for Hunni, 3 for Hunni’s Snake, and 3 for Merituuli) to succeed. Please don’t roll them all at the same time, but in order: see below.

  • If your check totals 6 or less, not only do you fail, but, this adds a complication (try to come up with what that is in your post), and imposes disadvantage on your next roll. If this is your third roll, that complication carries over to the next person to post!
  • If you roll a natural 1, take 2d6 bludgeoning damage from being trampled, fall prone, and add a complication, as above!
  • If your check totals 7–11, then you merely fail that skill check without complication.
  • If you roll a natural 20, then that counts not just as a success, but a facilitation! Take advantage on your next roll!

    • For the purposes of the overall count (see below), a natural 20 also counts as two successes, and subtracts 1d12 from the slain villagers count for that round.


  • If you succeed (a total of 8–11 total successes between the four of you out of 12—thus, Decimus, for example could roll 1 success, Hunni could roll 3, and her snake could roll 3, and Merituuli rolls 1—thus your total count is a collective success for this round), then the crowd is brought back under some modicum of control, and you’ll have additional skill challenges at DC 12 in the next round (3 rounds, total).
    • Regardless of success, (your total failures) × 1d12 villagers will be slain by the invading draconians in the village (far out of your reach) in that round.
  • If your skill challenge fails (1–5 total successes out of 12), then you three take 1d6 bludgeoning damage from trampling, each, and your next skill challenge DC becomes 14 (then 16). (Your total failures) × 1d12 villagers will be slain.
  • If you utterly fail (0 total successes out of 12), then you three take 3d6 bludgeoning damage from trampling, each, (your total failures) × 1d12 villagers are slain, and you completely lose control of the crowd. You will have to extricate yourselves from the area (difficult terrain), and you’ll have to wait until you can meet up with the others on the south-side of town.
  • If you totally succeed (12 total successes out of 12), then that counts as a grand facilitation! NO villagers are murdered in that round! AND, your DC is reduced by 2 in the next round.

   Be creative and think outside of the box! Within a single round, you will need to use three different skills, but if you use the same skill as another player in the same round, that’s fine. In other words, you can’t use athletics, athletics, and athletics, but if you and another player both use athletics once, each, in the same round, that’s fine. You may use athletics, again, in the next round—but don’t restrict yourselves to the same three skills every single time. New circumstances and new information might inspire you to use different skills from the last time.

   Good luck!


  • Darrett Highwater. Armor Class 16 (chain mail)
    • Hit Points 52/52 (8d8 + 16)
    • Speed 30 ft.
    • STR +3, DEX +0, CON +2, INT +0, WIS +0, CHA +2
    • Saving Throws Con +4, Wis +2
    • Senses passive Perception 10
      • Brave. Darrett has advantage on saving throws against being frightened.
      • Leadership (Recharges after a Short or Long Rest). For 1 minute, Darrett can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of Darrett makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Darrett. A creature can benefit from only one Leadership die at a time. This effect ends if Darrett is incapacitated.
      • Reactions: Parry. Darrett adds 2 to its AC against one melee attack that would hit it. To do so, Darrett must see the attacker and be wielding a melee weapon.
  • Kapak Draconian. Armor Class 15 (natural armor)
    • Hit Points 39/39 (6d8 + 12)
    • Speed 40 ft., climb 40 ft.
    • STR +0, DEX +3, CON +2, INT +1, WIS +1, CHA +0
    • Saving Throws Dex +5
    • Skills Deception +4, Perception +3, Stealth +7
    • Damage Immunities poison
    • Condition Immunities poisoned
    • Senses darkvision 60 ft., passive Perception 13
      • Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature.
      • Glide. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage, and it can move up to 2 feet horizontally for every 1 foot it descends.
  • Raven Uth Vogler. Armor Class 13 (leather armor)
    • Hit Points 16/16 (3d8 + 3)
    • Speed 30 ft.
    • STR +0, DEX +2, CON +1, INT +0, WIS +1, CHA +0
    • Skills Nature +4, Perception +5, Stealth +6, Survival +5
    • Senses passive Perception 15
      • Keen Hearing and Sight. Raven has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Darrett Highwater Kapak Draconian Mayor Raven
Darrett Highwater Kapak Draconian

Mayor Raven uth Vogler

Edited by Kamishiro_Rin (see edit history)
Name
Jeyev Scimitar Attack 1 on Modri & Slashing Damage
17; 6
1d20+5;1d6+3 [12]; [12,3]
Jeyev Scimitar Attack 2 on Modri & Slashing Damage
7; 7
1d20+5;1d6+3 [2]; [2,4]
Ser Michelle Unarmed Strike 1 on Jeyev & Bludgeoning Damage
16; 6
1d20+5;1d8+3 [11]; [11,3]
Ser Michelle Unarmed Strike 2 on Jeyev & Bludgeoning Damage
7; 5
1d20+5;1d8+3 [2]; [2,2]
Ser Michelle Assault Orders Recharge?
4
1d6 4
Jeyev Scimitar Attack (AoO) on Ser Michelle & Slashing Damage
21; 7
1d20+5;1d6+3 [16]; [16,4]
Mayor Raven Longbow Attack 1 at Kapak Draconians (DisAd)
5; 8
keep(2d20,lowest,1)+4;1d6+2 [1,4]; [1,4,6]
Mayor Raven Longbow Attack 1 at Kapak Draconians (DisAd)
8; 4
keep(2d20,lowest,1)+4;1d6+2 [4,14]; [4,14,2]
Darrett Heavy Crossbow Attack at Kapak Draconians (DisAd)
10; 8
keep(2d20,lowest,1)+2;1d10 [8,12]; [8,12,8]
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   spacer.pngColtan Bluetemper

Level 3 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +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 cries out, “Mery! Great magic! I’ll deal with this one. Ride to the Keep to evacuate everyone to the wharf! Go! Go! Go!”
 

The Apprentice strides forward and attempts to turn the draconian on the ground into pulp. From a high guard position, he slams his holy hammer.
 

The dwarf pulls his hammer from the body as it turns to dust. Then, he follows Mery at a dash.


OOC

Action: Attack with hammer

Bonus Action:

Movement: Move to melee. Then, head toward Keep

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 3/4 | 2nd 0/2

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
Attack with hammer
16
drop(2d20,lowest,1)+5 6,11
Fire damage
8
1d8+3 5
Con save vs Death Throws DC 11
11
1d20+3 8
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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


Hunni freezes for a moment as she sees the soldiers floating down from the cliffs. Then, she shakes herself, and begins yelling out, "This is fine! Get on the boats! Everyone knows dragons sink, so even if the fall doesn't kill them, we'll get through this!" Her obviously totally believable lie seems to do its job, as people return to lining up and getting on the boats in an orderly fashion. (Charisma Deception) (Success)

There is a bit of a slowdown when a bag bursts, and she confers with the townsfolk during a brief lull to keep them busy, helping re-pack the belongings in a more efficient manner, and explaining how some supplies are not really needed because of what can be found in the river and used in nature to replace what is lost. It doesn't do much of anything to calm people down, as they don't really believe the gully dwarf lifestyle is something they want to emulate, but at least slows them enough to keep them from trampling each other. (Wisdom Survival) (Fail)

Realizing from the glazed eyes and fearful glances of the townsfolk back into the village, and the fact that there are some screams interrupting her patter, Hunni steps back and smiles. "Look. It isn't really as bad as all that. Like... Watch this," she comments, and begins tossing back and forth between her hands little balls of glowing fire, tapping children to give them temporary tattoos, and changing her own hair and face coloration to look more like a tiny dancing clown. She makes some kids cry, unfortunately, and only reminds them of the dangers that are coming, when she paints dragon scales on some of the scared kids. (Prestidigitation - Charisma Performance) (Complication Fail)

 

OOC

Action: Skill Challenge

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 2nd 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
Charisma (Deception)
23
1d20+5 18
Wisdom (Survival)
10
1d20+3 7
Charisma (Performance)
6
1d20+3 3
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Giant Constrictor Snake

Huge Beast, UnalignedGiant Constrictor Snake

Armor Class 12
Hit Points 60 (8d12+8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4)

 

 

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages
Challenge 2 (450 XP)     Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Environment: Desert, Forest, Swamp, Underdark, Underwater
Source: MM, page 324. Also found in ToA; GoS; DIP; SLW; EGW; WBtW. Available in the SRD. 

For its part, the Snake of the Staff is just an unthinking beast controlled by Hunni. So, it does what it does when it sees the children begin to get scared. It rears up and hisses menacingly. Despite the obvious chance that this could go very very badly, somehow the scales on its body remind the children of the scales on their faces, and it instead gives them enough bravery to laugh. This actually calms the villagers, and gives their parents a chance to pull them into line to get into the boats. (Strength Intimidate) (Success, even with disadvantage)

After that, it spends time moving around, tasting the air with its tongue, looking for more dangers or more ways it can be helpful. This turns out to be a horrible idea, as it crawls under a wagon full of people and when it comes out, they stampede away from the monster. Several fall into the river. (Wisdom Perception) (Fail under 6, next roll has disadvantage)

Not being one to think things through, or let things get too far out of hand, Snake of the Staff jumps in the river and uses its swim speed and great strength to pull out as many as it can. Although the view of a huge snake streaking through the water, grabbing you with its mouth and tossing you on shore, probably terrifies some of the villagers, it is effective enough and quick enough that there isn't enough time to really panic before it is over and they are safe on land. (Strength Athletics) (Success, even with disadvantage)

 

Edited by KingGoblin (see edit history)
Name
Strength (Intimidate)
14,22
repeat(1d20+4,2) 10,18
Wisdom (Perception)
4
1d20+2 2
Strength (Athletics)
22,19
repeat(1d20+4,2) 18,15
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, Shield +1) | HP: 14/22 (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 winces as he sees Modri take a blow across the arm, the cowardly Jeyev clearly refusing to cross swords with a fair challenger. Not that he should have expected anything less from the honourless cur. As the man steps away he lashes out with a quick blow but he's so taken aback by the man's cowardice he meets only air.

Moments later he catches Lieutenant Folkarth a vicious slice again, this time across her back! Seeing Ser Becklin's blue dress stained claret seems an awful premonition, and he forces his head back in the fight in time to catch Jeyev's glance towards the window and the hall. Of course the craven would be thinking of fleeing, Artanis curses to himself - no belly for a fair fight and he'd already tried to run once.

"Grab him before he gets away," Artanis shouts at Modri, hoping the muscular dwarf's renowned, and demonstrated, wrestling prowess can hold down the slippery mercenary. For his part, the knight strides forward adjacent to Jeyev once more, putting himself between the man and his charge. He threatens with his longsword, but is unable to land a blow.

 

OOC

Action: Longsword vs Jeyev

Bonus Action: 

Movement: 

Reaction: AoO Longsword Attack Jeyev

Object Interaction: 

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (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.

  RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, 1d4 fire damage.

   Lance (special). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage, 1d4 Fire damage.

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 1/2 (Long Rest)

   Leadership Dice (d6). 2/3 (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
AoO - Longsword vs Jeyev
6
1d20+5 1
Action - Longsword vs Jeyev
8
1d20+5 3
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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 2/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery recognizes the scout's Elven heritage, and as the woman and her mount gallop off, the bard yells three words after her in Elvish.

Mery's call to the Scout - Elvish

"Second is traitor!"

If Cudgel won't believe, maybe at least a few of the mercs among the Ironclads would and would be able to act to save themselves.

 

Then, hearing the urgency in Coltan's voice, she takes control of Handsome and kicks him into his fastest gallop (dash) toward the Keep without waiting to see what happens to the lizard.

When she arrives at the closest point to the keep she can get to, she gathers enough breath to make herself heard and belts out, “MODREEEE!” in a passable imitation of the tattooed Dwarf's own battle cry. She then belts out more Elvish, unsure why she's so certain he understands that language.

Mery's call to Modri - Elvish

"Army attacking village NOW, get to wharf, no delay. Second group headed your way, you've maybe a minute!"

There was always the chance, of course, that someone in the RDA within hearing distance understood Elvish, but it had to be less than the chance that someone understood Solamnic, which she knew Ser Artanis understood. And she could only imagine how much more fiercely those nearby would rush and/or fight if her call included mention of a hated Knight of Solamnia - she figured Jeyev had to have given descriptions and possibly names of all of her group to the Red Dragon Army. Given the precious message Ser Artanis was carrying, well, she doesn't want to be the one whose big mouth alerted the enemy he was nearby.

She wants to race back toward the wharf atop Handsome. While she was happy to face down a few of these lizards with her friends, a large group of them was another matter - every instinct inside of her was screaming, 'Get to safety, you fool!' But her friends were here. And the delivery of that message mattered - she knew that much in her bones. They had to keep Ser Artanis alive so it could be delivered.

Cursing under her breath, Mery continues her race toward Thornwall Keep atop Handsome.

 

OOC

Action:

Bonus Action:

Movement:

Mount Action: Dash toward Keep.

Mount Movement:

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:

   17 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

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 41/44 (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

Hit Die: 2/3d12 | Rages: 1/3 | Magic Awareness: 1/2


Jeyev finds that his blow does very little to the Dwarf. Still a bit inspired by Artanis from the last fight, Modri moves a bit out of the way of the blow, though it sinks in a little. Jeyev can feel this Dwarf is a knot of muscle that feels more like a beast than any humanoid. Modri grins.

The Dwarf hears his name outside, and feels a swell of pride, though it quickly turns to annoyance as apparently more company is coming. He doesn't want to say anything in front of Jeyev and give the man any ideas of turning the table. "Right, right. Come on Mr. Traitorous Scoundrel!" Modri reaches out to try to take hold of Jeyev, keep him from getting away, but no doubt the mercenary is ready and expecting it able to yank free.

 

OOC

Action: Attempt to grapple

 

 

 

Edited by Peacemonger (see edit history)
Name
Jeyev's Athletics against grapple
19
1d20+4 15
Modri's Athletics to grapple
11
1d20+5 6
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Merituuli PortraitMerituuli 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 . . .


Merituuli's crossbow bolt goes wide, not even close to finding its intended target. He is about to load another bolt when he realizes just how many of the gliding draconians were in the air - a hundred, at least. Quickly realizing that it would be a futile effort to continue shooting, Merituuli focuses on getting the remaining villagers to safety.

His ears pick up on the panicked yells of a desperate man and woman, who he rushes over to. "Oh, thank the gods, please help us! We've lost our son, Maxwell! He was holding our cat, Scrumples, but the poor thing got spooked and he ran off after it!"

"Don't worry, I'll find them both! Keep moving with the rest of the villagers!"

It doesn't take long at all for Merituuli to find a young boy kneeling down near a knocked-over cart, beckoning for something underneath. "Scrumples, we need to go! I know it's scary, but Ma and Pa are waiting for us!" He hears a frightened yowl in response. Kneeling down with the boy, Merituuli says, "I assume you're Maxwell? Here, let me help."  Rummaging through his pack, Merituuli retrieves a piece of cured salmon, thinking to himself, I'm not very familiar with these little critters, but hopefully he likes fish as much as I do! After a long moment, a small black cat finally emerges from under the cart, chomping at the delicious piece of fish. Picking up both Scrumples and Maxwell, Merituuli rushes back through the streets, watching for the boy's parents.

Returning back to the river, Merituuli finds the parents, reuniting the little family. There's a small moment of peace before it is rudely interrupted by the sound of frantic splashing. One of the boats had tipped over in the panic! The shoal elf dives into the water and begins gathering the villagers struggling the most, letting them latch onto his back and ride him swiftly back to shore. Thankfully, he is able to retrieve them all, as well as the boat!

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:

  • 1/2 Favored Foe Marks
  • 2/3 1st Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Perception to find Maxwell and Scrumples
26
1d20+7 19
Animal Handling to retrieve Scrumples
12
1d20+5 7
Athletics to retrieve drowning villagers
16
1d20+3 13
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+5 Shield]  | HP: 21/21 | Speed: 40 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 <2/4>
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.

 

The Magic Missile spell is lost among the throng of the beasts as a great number of them pour from the cliffs, blotting out the sky above them, creating panic that spreads across the wharf. Unable to push through, the Wizard weathers the storm as he tries to think of what to do next. Even through the sounds of panic, he hears Hunni calling out, trying to settle he crowd, though it appears to be with little success. But it gives him an idea. They had managed to inspire the crowd to begin the evacuation, surely, as one of the Heroes of High Hill, he could manage to do it again. Sweeping his arms wide, pulling the hairpin from his long ponytail, he cuts a large figure, shadowed by his large clothing and strange form as he begins to speak, his control of simple magic amplifying his voice. (Arcana - Success)

Celestial words spilled from his lips, an angelic peal ringing out to the crowd as the divine spirit settles in their hearts. Speaking magical words with minor trickery is not real magic, but its efficacy cannot be disputed as he becomes a fierce presence for those around him to rally around.

"These beasts have come before, and they were struck down, we will do so again" (History - Failure)

Still amplified, he realizes that maybe, invoking the past existence of the creatures and their first war on the world was perhaps not the most comforting thought, and the townsfolk begin to look uncomfortably over their shoulders, back towards the encroaching draconic army.

"Takhisis is a false god, in the name of Solinari, she will banish the evil from this land..." Religion - Success)

Invoking the Goddess of Good Magic seems to calm the malaise, and Decimus is able to restore order, getting people back to their evacuation, giving him time to think of what they can do next about the rapidly approaching evil descending upon them.

 

spacer.png

Action:

Bonus Action:

Movement:

Reaction:

Edited by tyrtaeus (see edit history)
Name
Arcana
16
1d20+5 11
History
9
1d20+5 4
Religeon
19
1d20+5 14
HP Recovery (From short rest)
16
3d6+6 6,2,2
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darrett.png.7e4908ff9c1474e82423f88b6b2feb3f.pngDarrett Highwater

Following Ser Becklin's orders to assist Mayor Raven with the evacuation, Darrett works to keep the citizens of Vogler calm. His training under Ser Becklin comes into excellent use, as he is able to keep the evacuation attempt running smoothly.

Things get a bit dicey once the Bakaris family is ready to board their vessels, as their "personal" belongings end up being far too bulky. Though they put up a fight, Darrett is successful in insisting that the bulk will only result in an untimely drowning in the river, and the nobles leave a few items behind.

Finally, Darrett assists Kai in retrieving some of the drowning citizens after one of the boats tips over. Unfortunately, he's not quite as skilled a swimmer as Kai, and has some difficulty staying afloat while saving the villagers.

Edited by PhoenixSlayer (see edit history)
Name
Diplomacy to keep citizens calm
20
1d20+2 18
Intimidation on the Bakarises
15
1d20+2 13
Athletics to retrieve drowning citizens
11
1d20+3 8
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spacer.pngMayor Raven Uth Vogler

As the townsfolk around her begin to panic, Raven pushes through the exhaustion of two days of more action than she had experienced in her entire time as Mayor. Quickly, she seizes the attention of the larger group around her, directing their attentions away from the skies and towards places around the wharf that could be used as protective hiding places if things get out of hand, ordering the women and children to keep these places in mind, and directing the men to where they could acquire weapons, armor and medical supplies that could be passed out if push came to shove, and they were not able to evacuate the dock before the forces of Takhisis fell upon them. (Stealth - Success | Perception - Success)

As the group began to organize about themselves under her instruction, she set off to see if there was anything she could do to provide additional defenses for the civilians, knowing that though there were a few Heroes of High Hill among them, they could not protect the whole crowd without assistance. Before she could do so though, while passing by one of the boats being prepared, she noticed that the rope had not been secured correctly, a fact that had escaped those who were currently working on filling the ships, and they were at risk of losing it. Trying to yell over the noise, she was not able to grasp the attention of the townsfolk, so she began to force her way through, managing to get to the edge of the wharf just as the loose not began to slip from the dock, and leapt forward, grasping the heavy rope, pulling it from the water and dragging it back up, calling out for one of the sailors to help secure it once more before the ship began to float away. (Perception - Success)

Finally secure, she wipes her brow, feeling her heartbeat racing as she looks towards the sky, unsure what else could go wrong, and praying that they can get the civilians to the safety of the open water before hell literally broke loose.

 

Edited by tyrtaeus (see edit history)
Name
Stealth
18
1d20+6 12
Survival
24
1d20+5 19
Perception
13
1d20+5 8
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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 - Evening

Thornwall Keep

Jeyev, Modri, Ser Artanis, and Ser Michelle

   “I’ll get my gold one way or another,” Jeyev smirks. “Your army’s going to be very happy to know about your defection! Ha!” With that, Jeyev takes the disengage action, and crashes through the window behind him. He drops to the roof of the second-floor walls and runs away.

   “Well, Ser Artanis, Modri” she says, “Given the sounds of invasion, I take it that you’ve come to execute me as ransoming me will prove impossible. Well,” she kneels and prepares to die, “take my head swiftly—I only ask that you use my own sword to do it.”

Statblocks

   You are out of combat, unless you choose to chase Jeyev—though he’s got quite the head start and I don’t think you want to go where he’s going!

   Do you execute the Lieutenant? Or take her with you?

   When you go find the box under Ser Becklin’s bed, you discover that, although its 70 lbs. is easy enough to carry—weight-wise—it’s size and bulk makes it a two-person job.

  • Jeyev Veldrews. Armor Class 15 (studded leather)
    • Hit Points 30/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +2, DEX +3, CON +2, INT +2, WIS +0, CHA +2
    • Saving Throws Str +4, Dex +5, Wis +2
    • Skills Athletics +4, Deception +4
    • Senses passive Perception 10
      • Reactions: Parry. Jeyev adds 2 to his AC against one melee attack that would hit him. To do so, Jeyev must see the attacker and be wielding a melee weapon (he is).
  • Lt. Dame Michelle Folketh. Armor Class 12
    • Hit Points 32/65 (10d8 + 20)
    • Speed 30 ft.
    • STR +3, DEX +2, CON +2, INT +1, WIS +2, CHA +1
    • Saving Throws Dex +4, Wis +4
    • Skills Athletics +5, Perception +4
    • Senses passive Perception 14
      • Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.
      • Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.
Lieutenant Dame Michelle Folketh Jeyev Veldrews

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Jeyev Veldrews

The River Gate

Baaz Draconian, Coltan, Mery, a Riding Horse, and the Scout

   Coltan kills the baaz draconian as the platoon crests the hill, charging towards them. He resists its paralyzing gas as the draconian turns to stone.

   He runs after Mery, who has gotten about halfway to the keep.

  If Coltan takes a full round to close the gate and drops the bar into it, he surmises that it could buy the town another five minutes before they bust through. The gate looks like it was made to keep bandits and other ne’er-do-wells out, but not an army!

  Mery can get to the keep, dismount and enter the first floor this round, and Coltan can arrive in the next (I’m playing fast and loose with the timing).

Invasion Encounters

   An abandoned cat leaps onto Mery. It is terrified and refuses to leave them during the invasion.


At the Wharf

Darrett, Deciums, Hunni,
Hunni’s Giant Constrictor Snake, Merituuli, and Mayor Raven

   Thanks to Deciums, Hunni, Hunni’s Giant Constrictor Snake, and Merituuli, as well as Darrett and Mayor Raven, the crowd is kept under some modicum of control as they evacuate in as orderly a fashion as can be.

   Lord Bakaris, his son, and his goons all eventually load up on his sailboat—one of two, total; the rest of the boats are all rowboats and keel boats—and float down the river with their sails quickly unfurled with a full wind.

   The town, however, is being set ablaze from the north, slowly closing in towards the wharf! Screams erupt from the back of the crowd as 22 villagers are murdered mercilessly by the kapak draconians.

Invasion Encounters

   Without a passive perception of 14 or greater, no one in your group notices a kapak draconian silently gliding overhead in the darkening evening. It chucks two daggers at Decimus! The first one misses, but the second one lodges itself in his back, dealing 7 piercing damage and an additional 7 poison damage! Something deep within Decimus sends a shiver up his spine, telling him that it was a very good thing that the first dagger hadn’t hit, because something far worse than a bit of piercing and poison damage would have resulted! The kapak draconian disappears into the smoking darkness far above you.

Statblocks
Skill Challenge Time!

   Congratulations! You’ve succeeded on your first skill challenge! This means that you take no bludgeoning damage from being trampled, and you maintain the DC 12—it does not increase to 14 in this round! You don’t have to change the skills you use from the ones you used in the last round, but you might if you choose.

   Please choose any three skills you’d like, and write up how you use them to move get the crowd under control and filling the boats in an orderly fashion. I don’t care what skills you choose, just make it sound plausible.

   Hunni, you need to write for your snake.

   I’ll have Darrett and the Mayor follow your leads in my next post.

   You’ll need to succeed on a DC 12 check for each of the three skills you choose. You need at least 8 collectives successes out of 12 (3 checks for Decimus, 3 for Hunni, 3 for Hunni’s Snake, and 3 for Merituuli) to succeed. Please don’t roll them all at the same time, but in order: see below.

  • If your check totals 6 or less, not only do you fail, but, this adds a complication (try to come up with what that is in your post), and imposes disadvantage on your next roll. If this is your third roll, that complication carries over to the next person to post!
  • If you roll a natural 1, take 2d6 bludgeoning damage from being trampled, fall prone, and add a complication, as above!
  • If your check totals 7–11, then you merely fail that skill check without complication.
  • If you roll a natural 20, then that counts not just as a success, but a facilitation! Take advantage on your next roll!

    • For the purposes of the overall count (see below), a natural 20 also counts as two successes, and subtracts 1d8 from the slain villagers count for that round.


  • If you succeed (a total of 12–17 total successes between the four of you out of 12—thus, Decimus, for example could roll 1 success, Hunni could roll 3, and her snake could roll 3, and Merituuli rolls 1—thus your total count is a collective success for this round), then the crowd is brought back under some modicum of control, and you’ll have additional skill challenges at DC 12 in the next round (3 rounds, total).
    • Regardless of success, (your total failures) × 1d8 villagers will be slain by the invading draconians in the village (far out of your reach) in that round.
  • If your skill challenge fails (1–11 total successes out of 12), then you three take 1d6 bludgeoning damage from trampling, each, and your next skill challenge DC becomes 14 (then 16). (Your total failures) × 1d8 villagers will be slain.
  • If you utterly fail (0 total successes out of 12), then you three take 3d6 bludgeoning damage from trampling, each, (your total failures) × 1d8 villagers are slain, and you completely lose control of the crowd. You will have to extricate yourselves from the area (difficult terrain), and you’ll have to wait until you can meet up with the others on the south-side of town.
  • If you totally succeed (18 total successes out of 12), then that counts as a grand facilitation! NO villagers are murdered in that round! AND, your DC is reduced by 2 in the next round.

   Be creative and think outside of the box! Within a single round, you will need to use three different skills, but if you use the same skill as another player in the same round, that’s fine. In other words, you can’t use athletics, athletics, and athletics, but if you and another player both use athletics once, each, in the same round, that’s fine. You may use athletics, again, in the next round—but don’t restrict yourselves to the same three skills every single time. New circumstances and new information might inspire you to use different skills from the last time.

   Good luck!


  • Darrett Highwater. Armor Class 16 (chain mail)
    • Hit Points 52/52 (8d8 + 16)
    • Speed 30 ft.
    • STR +3, DEX +0, CON +2, INT +0, WIS +0, CHA +2
    • Saving Throws Con +4, Wis +2
    • Senses passive Perception 10
      • Brave. Darrett has advantage on saving throws against being frightened.
      • Leadership (Recharges after a Short or Long Rest). For 1 minute, Darrett can utter a special command or warning whenever a nonhostile creature that he can see within 30 feet of Darrett makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand Darrett. A creature can benefit from only one Leadership die at a time. This effect ends if Darrett is incapacitated.
      • Reactions: Parry. Darrett adds 2 to its AC against one melee attack that would hit it. To do so, Darrett must see the attacker and be wielding a melee weapon.
  • Kapak Draconian. Armor Class 15 (natural armor)
    • Hit Points 39/39 (6d8 + 12)
    • Speed 40 ft., climb 40 ft.
    • STR +0, DEX +3, CON +2, INT +1, WIS +1, CHA +0
    • Saving Throws Dex +5
    • Skills Deception +4, Perception +3, Stealth +7
    • Damage Immunities poison
    • Condition Immunities poisoned
    • Senses darkvision 60 ft., passive Perception 13
      • Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature.
      • Glide. When the draconian falls and isn’t incapacitated, it subtracts up to 100 feet from the fall when calculating the fall’s damage, and it can move up to 2 feet horizontally for every 1 foot it descends.
  • Raven Uth Vogler. Armor Class 13 (leather armor)
    • Hit Points 16/16 (3d8 + 3)
    • Speed 30 ft.
    • STR +0, DEX +2, CON +1, INT +0, WIS +1, CHA +0
    • Skills Nature +4, Perception +5, Stealth +6, Survival +5
    • Senses passive Perception 15
      • Keen Hearing and Sight. Raven has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Darrett Highwater Kapak Draconian Mayor Raven
Darrett Highwater Kapak Draconian

Mayor Raven uth Vogler

 

d4 Character
1 Decimus
2 Hunni
3

Hunni’s Giant Constrictor Snake

4 Merituuli
Edited by Kamishiro_Rin (see edit history)
Name
Random Character
1
1d4 1
Murdered Villagers
22
5d8 8,8,1,3,2
Kapak Draconian Ranged Dagger Attack on Decimus (Adv.), Piercing + Poison
6; 6; 7
keep(2d20,highest,1)+5;1d4+3;2d6 [1,1]; [1,1,3]; [1,1,3,3,4]
Kapak Draconian Ranged Dagger Attack on Decimus (Adv.), Piercing + Poison
23; 7; 7
keep(2d20,highest,1)+5;1d4+3;2d6 [18,12]; [18,12,4]; [18,12,4,3,4]
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 41/44 (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

Hit Die: 2/3d12 | Rages: 1/3 | Magic Awareness: 1/2


As annoying as it is to see Jeyev get away, Modri doesn't let it bother him all too much. For one, every second counts and the time to strike him down may not be worth it. For two, he has plenty of other distractions. For three, Jeyev's final declaration may make things more simple with Michelle... if they can deal with the problems at hand.

He turns and walks briskly up to Michelle, putting his shield behind him and his warhammer to the side. Before there's time to react, his rough, meaty, calloused hands grab her by the shoulders and he gives her a good, quick shake. Not enough to hurt her, but not gently either almost certainly not helping with the wounds she's already received. "Look, lioness. I admire you're even less afraid to die than I am, and that's saying something. You assume wrong. Now get up. We're going to the boats. Your choices are to come along with us on your own two legs, or I'm flinging you over my shoulder and carrying you." Of course, she has several other choices, and Modri knows this, but doesn't want to say it.

He looks over to Artanis. "Mery called out to us. We have no time, do what you have to, and then we run." He turns back to Michelle to see what her answer is.

 

OOC

Action: Shake Michelle, warn Artanis. Will lift Michelle up and over his shoulder if he has to.

 

 

 

Edited by Peacemonger (see edit history)
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   spacer.pngColtan Bluetemper

Level 3 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +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


As soon as Coltan clears the River Gate, he closes and bars it. Then, he takes his hammer to the important bits to render it inoperable requiring the arriving army to spend time to break down the undefended gate and to slow them down.

Reorx, please slow this army down. Give the villagers time to escape and rebuild somewhere else. It's the best option until there's an army big enough to fight the Queen. The Apprentice prays to himself. Reorx had never demonstrated that he had listened to him before giving him his holy hammer or naming him His Apprentice, so Coltan now believed He heard every word that they thought or spoke, especially those calling on him directly.


OOC

Action: Attack River Gate with hammer

Bonus Action:

Movement:

Reaction:

Use Object: Close the River Gate

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 3/4 | 2nd 0/2

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)
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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 2/4 2nd 0/2 | Bardic Inspiration: 0/3


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


 

As Mery continues her gallop toward Thornwall Keep, an impatient voice in her head says, 'Faster, faster, need to get there faster' . Spying a trail of sorts heading in the direction of the Keep, she swerves to get onto it. However, some 30 feet ahead, the 'shortcut' has a stone wall of perhaps 3.5 feet and a closed gate, with a tree some 15 feet beyond the wall. 'If I have Handsome jump the wall, I won't even have to slow down to open the gate.' Not pausing to consider the danger such a jump holds for someone of her limited riding skill, she urges Handsome to increase his gallop speed about 25 feet before the wall, and upon arriving, simply gives her mount his head, trusting that he can get both himself and her over the wall. The big warhorse again understands what is wanted, gathers himself, and leaps, front legs tucked, while Mery instinctively leans forward a bit and raises up slightly so her weight is entirely in her stirrups. She feels a heady sense of exhilaration as she and her mount soar through the air, and although the landing jars her a bit, she feels it wasn't too bad of an effort for a first-time jump. 'I should probably have Ser Artanis check over Handsome later, just to make sure he didn't strain anything.'

Handsome just begins to hit his stride again as he passes the tree when Mery feels something hit her shoulder followed by a slight pain as something sharp penetrates her leather armor. She lets out a frightened "Ahhh-ah!" thinking it must be a lizard creature attacking her from the air. However, after a moment, she realizes the pain is not as sharp as she would expect from a weapon attack and soon a small feline head followed by the rest of a feline body pokes itself under her right arm, reaching out claws to grasp onto her forearm, which is completely unprotected by shirt or armor. This time, the pain is much sharper than the one on her shoulder was, and she squawks, "Hey you, that hurts!" as she moves the reins over to her left hand so she can use her right one to try to get the young cat - for a bluish-grey tabby perhaps a year old is what has landed on her - under some semblance of control.

Feeling a bit overwhelmed at the need to control both mount and cat, Mery's mind scrabbles about for a course of action, and only one thought takes hold: 'music tames the savage beast'. She begins to croon a lullaby.

🎵 Soft kitty, warm kitty, little ball of fur! 🎶
🎶 Happy kitty, sleepy kitty, purr purr purr! 🎵

There seems to be a bit of truth to this adage, for while the young cat doesn't release its grip on Mery's forearm, it does calm noticeably, even purring a bit after her fourth repetition of the song.

Thankfully, Mery arrives at Thornwall Keep shortly thereafter and tosses the cat to the ground, quickly dismounting while the cat moves a safe distance away from Handsome's hooves, its startling green eyes giving Mery an indignant look that seems to say, 'I am not a sack of potatoes to be thrown about willy-nilly, you know.'

She debates trying to put the cat into her saddlebags, but quickly discards the idea - there was just no time right now. Unshouldering her shortbow and moving her last bundle of arrows into her quiver, she tells the cat, "It could get dangerous in there, and I probably won't be able to protect you. I sure hope you know enough to hide if that happens."

As the cat gives her an utterly self-assured look in response to her comment, Mery steps inside Thornwall Keep, eyes and ears alert for danger.

'

OOC

Action:

Bonus Action:

Movement:

Mount Action: Dash toward Keep.

Mount Movement:

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:

   17 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: Warm Kitty from Young Sheldon, attribution contested but accepted as being based on a Polish lullaby.

Edited by tbgg (see edit history)
Name
DEX (Animal Handling) - jump Handsome over the wall
18
1d20+3 15
CHA (Animal Handling) - music tames the savage cat?
21
1d20+5 16
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