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Chapter 01e: When Home Burns (Evacuation!)


Kamishiro_Rin

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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: 15/26 (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 continues striding forward in her icy armor, whip at her side, until she sees the wall of fire belching forth from the dragon thing. She screams in terror, and tries diving behind the barrel nearby, but too late; the flames scorch her, ripping the ice from her armor in an instant, causing burning welts over the rest of her exposed flesh.

The gully dwarf spends some time lying there, whimpering, although eventually her patron's threats get her up. Looking at the enemies, one goes down by the efforts of Merituuli's pet bird. Of course, it also explodes, but that doesn't seem to bother the dragon thing.

Aware that her snake and Decimus will probably take out the other front one pretty quickly, she points her finger at the one hiding behind the one the bird killed, and throws her magic at it.

 

OOC

Action: Using Dissonant Whispers (from the free cast from her Feat) on BD-1 On failed save, 4d6 damage, +2 for Hexblade's Curse (I think), plus it must us its reaction to move as far away from her as possible, getting it away from the boilerdrak. I think.

Bonus Action: Hexblade's Curse on BD-1

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:  1 / 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
Dexterity Save +5 for 3/4 cover
10
1d20+7 3
BD1 Will Save
0
1d20-1 1
Dissonat Whispers Damage BD1
9
4d6 1,2,3,3
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Giant Constrictor Snake

Huge Beast, UnalignedGiant Constrictor Snake

Armor Class 12
Hit Points 39/60 (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. 

Hunni's Giant Constrictor Snake sees the flames coming from the mouth of the metal dragon, but doesn't bother dodging, whether because it is just too stupid or because it is too close to the fire. Instead, it allows the heat to burn off it, singing some scales, before biting at one of the draconians.

Of course, whether because of the flames or because the draconian is hit and moves at just the wrong moment, the snake misses.

 

OOC

Action: Attack DB-4, using 10' reach, but missing.

Bonus Action:

Movement:

 

Edited by KingGoblin (see edit history)
Name
Dexterity Save
10
1d20+2 8
Attack (DB-4)
7
1d20+6 1
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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 - Late Evening

The Battle of the Wharf: Round II – Concluded

Coltan, Decimus, Derrett Highwater, Hunni, Merituuli,
Mery, Modri, Mayor Raven uth Vogler, Ser Artanis, and Ser Michelle

   After Mery believes she loses Handsome, and definitely knows she lost ‘Cat’—it was a solid chunk of charcoal, whereas Handsome was, hope against hope, just unconscious—she casts the healing word spell to save Mayor Raven uth Vogler’s life. She then moves into the safe, if uncomfortably hot space of a burning building so she can pop out and snipe at the draconians. She’s successful and does a little damage to it!

   Mayor Raven, for her part, herds the greiving survivors away from the charcoalized statues of their husband/father and son/brother, and onto her sail boat, the only other one on the river.

   Tiergan fares much better than Handsome, so Artanis gets him to take him over to the action before directing the horse to go get on a boat. The remarkably well trained horse—it ain’t a ‘warhorse’ for nothin’!—does as it is bid and joins Raven on her boat.

   Artanis, in spite of his injuries and pain, then deals an astounding amount of damage to BD4!

   Modri moves up and his fists beat a nasty bruise into BD3’s face!

   Merituuli, however, misses with his crossbow bolt, but directs Kalasääski to mess up BD3’s face.

   Coltan beats some holy fire into BD3 and casts the healing word spell on Artanis!

   Then, as directed Kalasääski finishes BD3 off . . . only to suffer the petrifying gas that explodes from it! Unfortunately, so does Coltan. BD1, unfortunately, also shakes off the gas.

   Over the course of the next six seconds, Coltan (at the end of his turn he made the save) shakes off the effects of the gas . . . but sadly, Kalasääski cannot shake off the effects, and he is petrified for 1 whole minute!

   Decimus adroitly dodges the flames, taking only a fraction of the damage—which is in turn, absorbed by his absorb elements spell—further reducing the damage he takes!

   However, BD1’s lucky avoidance of his own kind’s petrifying gas only means that it not only takes damage from Hunni’s dissonant whispers spell, but it is now frightened and runs away, right into The Fray! It’s able to dodge slashes from opportunistic foes for just five feat before taking a slash to the shoulder in the next five feet.

   Hunni’s snake just takes a mouthful of fire and then fails to bite its target.

   After hearing Artanis exclaim that the dragon wasn’t real, Darrett squeezes past Hunni’s Snake and unsheathes his greatsword. He tries twice, but fails both times to jam the sword into the space between the boilerdrak’s metal plating, hoping to disable it!

   Ser Michelle had just gotten the Bozak draconian to sit down and rest when a giant gout of flame explodes right across the area just before her and the Bozak. It engulfs her captors, and something inside her lurches when Modri disappears within the inferno. “Modri!” she screams, but when the flames let up and she un-shields her face from the heat, she can see that Modri is gone and so is Mery. Mery’s horse, Handsome looks down for the count, and a lump of vaguely cat-shaped coal lies broken on the stone street. She moves up to Handsome and kneels down next to him. With quick work, probably drilled into her from years of knight training, she shreds pieces of Ser Becklin’s blue dress off at the hem and bandages Handsome after determining that the horse is in fact still alive. She looks up and finds Mery hiding in the building. She gives the half-elven bard an affirming nod and says, To álogó sou, ‘Ómorfos’, tha zísei: aplós eínai anaísthitos, allá ton écho balósei gia séna.“Your horse, ‘Handsome’, will live; he’s just unconscious, but I’ve patched him up for you.”.

The Battle of the Wharf: Round III – Begins!

Vogler Battlefield Features

The battlefield includes the following features:

  • Burning Building. The Wharfinger’s Office is on fire. A creature that enters the burning structure for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 5 (1d10) fire damage.
  • Fray. The 15-foot-wide area marked by the design at the edge of the map represents draconians facing off against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) slashing damage from opportunistic foes. The Fray can’t be damaged and remains until the battle ends.
  • Battlefield Conditions
    • Perception. It’s late evening and there is a lot of smoke everywhere, wafting towards the wharf. However, there are a lot of fires providing quite a bit of light. The sounds of screaming, terrified villagers, the roar of the burning village, the wind whipping up as fires pull air in towards the village from all directions, all create a din that makes communication difficult. The entire battlefield is therefore lightly obscured, meaning that everyone has disadvantage on perception checks that involve hearing, seeing, or smell.
    • Movement and hiding. There is debris everywhere. Furthermore, as it—until now—was a functioning and busy wharf, there are stacked crates and barrels all over the place, as well. Areas that don’t look pretty much clear are difficult terrain. Anywhere you see barrels or boxes, you can hide behind them for half cover (barrels) or three-quarters cover (boxes).

Vogler Battlefield Events

During this encounter, roll on the Vogler Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or otherwise tries to leave the battlefield.

Vogler Battlefield Events

d6 Events
1    Two Vogler fishers (guards) come to assist the characters. They appear in unoccupied spaces adjacent to the Fray nearest a random character.
2    A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character.
3–4    A draconian gliding overhead throws a fiery flask at one random player character, who must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage.
5–6    Villagers on the docks shout their support. A random player character has advantage on their next attack roll.

d10 Random Character
1 Coltan
2 Darrett
3 Decimus
4 Hunni’s Giant Constrictor Snake
5 Hunni
6 Mery
7 Modri
8 Mayor Raven
9 Ser Artanis
10 Ser Michelle

Statblocks

  • 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.
  • Warhorse.
    • Armor Class 11
    • Hit Points 19 (3d10 + 3)
      • Handsome: 0/19—(Death Saving Throws: 1 S/0 F)
      • Tiergan: 9/19
    • Speed 60 ft.
    • STR +4, DEX +1, CON +1, INT –4, WIS +1, CHA –2
    • Senses passive Perception 11
    • Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
    • Actions
      • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Cat. Dead
    • Armor Class 12
    • Hit Points 2 (1d4)
    • Speed 40 ft., climb 30 ft.
    • STR –4, DEX +2, CON +0, INT –4, WIS +1, CHA –2
    • Skills Perception +3, Stealth +4
    • Senses passive Perception 13
    • Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.
    • Actions
      • Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
  • Baaz Draconian.
    • Armor Class 14 (natural armor)
    • Hit Points 22 (4d8 + 4)
      • BD1: 3/22
      • BD2: 22/22
      • BD3: 0/22 Dead
      • BD4: 2/22
    • Speed 30 ft.
    • STR +1, DEX +0, CON +1, INT –1, WIS –1, CHA +0
    • Senses darkvision 60 ft., passive Perception 9
    • Languages Common, Draconic
    • 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.
  • Bozak Draconian.
    • Armor Class 15 (natural armor)
    • Hit Points 1/40 (9d8)
    • Speed 30 ft.
    • STR +2, DEX +0, CON +0, INT +0, WIS +0, CHA +2
    • Saving Throws Int +2, Wis +2, Cha +4
    • Senses darkvision 60 ft., passive Perception 10
    • Languages Common, Draconic
    • Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage.
    • 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.
  • Boilerdrak
    • Large object
    • Armor Class 15
    • Hit Points 95/100
    • Damage Immunities poison, psychic
    • This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a d20. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action.
    • Flames. The boilerdrak expels flames in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
    • Explosion. The boilerdrak explodes in a 30-foot-radius sphere and is destroyed. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.

   BD2 barks, Ánapse to!“Light it!” at BD4, who does so. BD2 then activates a lever (interact with object) that causes the boilerdrak to lurch and begin wheeling and rumbling slowly backwards (Anyone adjacent to BD4 may make an AoO against it if they would like to do so). Just before the boilderdrak brings it into The Fray, BD2 climbs over the top of the contraption and jumps down into BD1’s now-empty station. The Baaz tries to fire it at you without needing to aim it. You can see the gleam of malice in his eyes as he reaches up and yanks hard on the lever . . .

   . . .

   . . . but the lever doesn’t budge. Mayor Raven’s arrow is still lodged in there, and BDs 1 and 3 never managed to dislodge it in the last turn!

   You’re safe, for now, from another deadly 60’ cone of flames.

   Anáthema se aftí tin anóiti syskeví!“Damn this gnomish device!” BD2 curses in loud frustration!

   BD1 starts his turn in The Fray and earns five slashing damage from opportunistic foes. He dies, releasing gas that petrifies a couple people there.

   That’s when you begin to hear crashes and rumbling coming from the burning Wharfinger’s Office!

Vogler Battlefield Events

   A draconian gliding overhead throws a fiery flask at one random player character (Hunni), who must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage. (Success!)

spacer.png


Portraits
Lieutenant Dame Michelle Folketh spacer.png Warhorse

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

Cat
Dead
Warhorses,
“Handsome”
and
“Tiergan”
spacer.png Bozak Draconian ???

Baaz Draconian

Bozak Draconian Boilerdrak
Edited by Kamishiro_Rin (see edit history)
Name
BD1 Dexterity Saving Throw against The Fray (DC 16)
20
1d20 20
BD1 Dexterity Saving Throw against The Fray (DC 16) #2
15
1d20 15
Slashing Damage from Opportunistic Foes on BD1
3
2d6 1,2
BD1 DC 11 Constitution Saving Throw from BD3's Gas
13
1d20+1 12
Modri DC 11 Constitution Saving Throw from BD3's Gas
19
1d20+3 16
Coltan DC 11 Constitution Saving Throw from BD3's Gas
8
1d20+3 5
Coltan DC 11 Con Save at the End of His Turn
14
1d20+3 11
Kalasääski DC 11 Con Save at the End of His Turn
10
1d20+1 9
Darrett Greatsword Attack #1 on Boilerdrak (AC 15)
6; 5; 2
1d20+5;2d6+3;2d6 [1]; [1,1,1]; [1,1,1,1,1]
Darrett Greatsword Attack #2 on Boilerdrak (AC 15)
10; 9; 5
1d20+5;2d6+3;2d6 [5]; [5,2,4]; [5,2,4,4,1]
Ser Michell DC 10 Wisdom (Medicine) check to Stabilize Handsome
11
1d20+2 9
Random Character
5
1d10 5
Hunni Dexterity Saving Throw
13
1d20+2 11
Chance the Boiler Drake can be Fired Again (25%)
30
1d100 30
BD1 Dexterity Saving Throw against The Fray (DC 16) (starting turn there)
7
1d20 7
Slashing Damage from Opportunistic Foes on BD1
5
2d6 2,3
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, Shield +1) | HP: 16/22 (0 THP) | HD: 1/3 | 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 . . .


 

It's difficult to tell which way the battle is going in the melee, but Artanis think's they're doing well enough. Its with mixed feeling he sees Darrett take the field alongside him, both proud of the lads bravery and worried for him - with Ser Becklin away Artanis can't help but feel it falls to him to keep the squire alive.

As the heavily wounded soldier before them retreats aboard the mechanical monstrosity, Artanis takes advantage of its distraction to thrust his sword into its kidney only a hair later than Decimus. Between the two of them, it goes down, releasing the now familiar cloud of choking gas. He feels his muscles begin to seize up as grey stone keeps up his legs, fixing him in place. Unable to move, he returns one of the dragon-infused javelins to the last enemy busy cursing at the stuck lever, hitting him across the shoulder. The wound doesn't blister as much as he remembered from being on the receiving end, but he can still see the creature wince in pain. "Take it down before it can fire again!" he shouts, rallying his allies against the last one standing.

Leaning round the gigantic (and not a little intimidating) snake behind him he asks the gully dwarf "Hunni, you think your snake can pull this thing into the river? That should put its flame out for good!"

 

 

OOC

Action: Javelin Attack vs BD2

Bonus Action: Rallying Mark vs BD2 (next time damage is rolled, roll an extra 1d6 damage and regain the same HP)

Movement: 

Reaction:  AoO vs BD4 (if Decimus misses)

Object Interaction: Sheath longsword

Mount Action:

Mount Movement:

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) [9]. 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. 0/2 (Long Rest)

  Leadership Dice (d6). 1/3 (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
Colour Correction (see edit history)
Name
AoO vs BD4 (if Decimus misses)
19
1d20+5 14
AoO vs BD4 Damage
12
1d8+5 7
CON Save vs BD1 Death Throes (DC11)
6
1d20+1 5
RDA Javelin Attack vs BD2
17
1d20+5 12
RDA Javelin Damage
6
1d6+1d4+3 2,1
Repeat CON Save vs BD4 Death Throes (DC11)
20
1d20+1 19
RDA Javelin Attack vs BD2 (disad)
20
1d20+5 15
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 20/25 | 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 1/4 2nd 0/2 | Bardic Inspiration: 0/3


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


'He's alive!' Mery thinks in jubilation at Dame Michelle's words about Handsome.

"Eucharist!""Thank you!" she calls over to the blonde lieutenant, absently switching to Draconic.

But she doesn't let her elation over her horse's survival cause her to lose focus, and she nocks another arrow, then moves ahead 25 feet, draws, aims at the creature that just moved to the firing station, and looses!

Given the relatively close distance, the arrow strikes the creature solidly, but unfortunately hits low on the creature's torso, a few inches below where the kidneys would be on an ordinary humanoid. She flinches in startlement when the shot both does more damage than expected and a wave of healing washes over her.

She then steps back 5 feet.

 

OOC

Action: shortbow attack vs. BD 2

Bonus Action:

Reaction:

Movement: Move to Q0 to loose, then back to Q1.

Object Interaction:

Mount Action: -

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, 0 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)
Name
Shortbow attack vs BD2 - DC 14
22
1d20+4 18
damage vs BD2
4
1d6+2 2
Rallying Mark damage vs BD2
6
1d6 6
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+3 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | 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.

 

With one of the two Draconians in front of him running away into the fray all around them as the large machination begins to move, Decimus strikes out at the remaining creature with his Shadow Blade with all of his might as it slowly begins to move away (AoO). The blade finally strikes true, and as the gas begins to seep from the wound on the creatures chest and with the action he feels reinvigorated by the words of his companion who bolsters him. Holding his breath as he moves swiftly out of the danger zone, leaving the statue of the beast behind on the platform. Using all of his speed and dexterity, he attempts to climb up over the Draconic weapon and strike at the last of the controllers from above, his shadowy blade bursting with energy as the Booming Blade spell sends tremors through the shadowy tendrils that comprise the weapon. The shadow blade embeds itself deep in the side of the creature, but his secondary followup with his rapier unfortunately does not manage to do the same as it pushes itself out of the way of his strike, hissing at the damage of the first attack, the magical energy ready to blow if it moves any further away from the swordsman.

[OOC: Made an incorrect Dex save instead of Con below]

 

spacer.png

Action: Booming Blade on DB2 [9 damage (added incorrect modifier to damage), DB2 will take 5 additional damage if it moves]

Bonus Action: Attack with second weapon

Movement: Move to M0

Reaction: Attack of Opportunity against BD4

Edited by tyrtaeus (see edit history)
Name
Attack of Opportunity against BD4
19; 6
1d20+5; 2d8+3 [14]; [14,1,2]
Rallying Mark
4
1d6 4
Dex Saving Throw Against Death Throes 
19
keep(2d20,highest,1)+5 14,2
Con Saving Throw Against Death Throes [DC11]
22
1d20+2 20
Booming Blade BD2 With Shadow Blade Using 
20; 11; 5
1d20+5;2d8+5;1d8 [15]; [15,1,5]; [15,1,5,5]
Bonus Action to attack with off hand weapon
4; 7
1d20;1d8+3 [4]; [4,4]
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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


Seeing all the draconians dead, Coltan moves to the warmarchine and jumps in the control seat. He hangs his holy hammer on his weapon's belt to give him a free hand to work the controls if he can figure it out.


OOC

Action: Try to figure out how to turn the machine if easier than controlling it

Bonus Action:

Movement: Move to control seat

Reaction:

Use Object: Stow hammer on belt

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.

Name
Investigation!
12
1d20+2 10
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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: 21/26 (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 also notices that the soldiers are dead, even as she absorbs the literal life force from the one she sent running into the fray. Dark shadows streak across the battlefield to invigorate her. Noticing the burn marks on her Sneki, Hunni calls it back to her hand and returns it to staff form.

Then, since she hears noises nearby, she tosses it back into its place, but yells out the command to have it in snake form again. A fully healed snake form. Of course. Because Magic.

"Coltan!" she cheers, "Hit it with your hammer!"

 

OOC

Action: Activate the Staff of the Python to put the snake back in place again.

Bonus Action: Recall the Staff of the Python into staff form.

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:  1 / 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)
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+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: 0/3 | Magic Awareness: 1/2


Modri breathes out through his nose with a big huff, the fight already over. Unlike the proper soldiers, it seems these dragon-things fall fast... at least the ones they've faced so far. Still, in these circumstances, it's not a bad thing. He gives the machine a solid whack with his own hammer for emphasis, and his way of trying to help. Nothing like a good whack to make a contraption work after all...

OOC

Movement: Move to M2

Action: Reckless Attack against the Boilerdrake to keep his rage up. No reckless

 

 

 

 

Name
Attack against Boilerdrake
12
1d20+5 7
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Merituuli PortraitMerituuli Kaiutin
Level 3 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 20/36 (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 . . .


Even before all the draconians are slain, Merituuli begins to rush forward to retrieve his petrified osprey companion. As he reaches Kalasääski, he kneels down and begins to pick them up, whispering, "You did good, little one. Don't worry, I'm getting you out of here." The rumbling from the burning Wharfinger's Office draws his attention, however, and he looks to his traveling companions and yells out, "Not over yet! Something in the Wharfinger's Office, stay on guard!"

OOC

Action: Dash!

Bonus Action:

Movement: To N2, using Dash as needed.

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:

18/20 Crossbow Bolts

 

Class Features:

  • 1/2 Favored Foe Marks
  • 0/3 1st Level Spells
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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 - Late Evening

The Battle of the Wharf: Round III – Concluded

Coltan, Decimus, Derrett Highwater, Hunni, Merituuli,
Mery, Modri, Mayor Raven uth Vogler, Ser Artanis, and Ser Michelle

OOC

   I ret-conned the distance backwards the boilerdrak moved, and put everyone where they would have been accordingly. Also, Coltan is now free to move in this round. Sorry I wasn’t as clear as I should have been in the last post. Coltan made his save at the end of this round last turn, so he’s free to move in this turn. I’m going to be a bit less descriptive of you all’s actions here. Sorry.

   Between Deciums, Artanis, and Mery, BDs 4 and 2 are quickly killed and their bodies slump off the small, 1-foot-square metal platforms hanging off the Boilerdrak.

   Decimus moves into what was apparently the “driver’s” “seat” of the Boilerdrak. In front of him is a panel of knobs and valves with labels in gnomish. Draconic labels appear to have been bolted under each one as a translation. A number of gauges appear to indicate things like steam pressure, speed, water level in the boiler, fuel level (for the movement mechanism—probably?), etc. Two smallish levers, which Decimus saw BD2 yank downwards in the last turn, have locking cogs and they’re both stuck in the first downwards-facing position labeled with a number in both gnomish and draconic. Similar numbers label each lock position down further down and one further up the possible positions—that one is labeled in red, whereas each of the cogs going down have green labels. Could these levers control the speed of the individual treads?

   Two huge levers are similarly locked in the down position—one of three; the other two being central and up. Even without understanding, he can easily enough guess that this means “backwards”. The labels next to each one would probably indicate the individual treads.

   A final lever, also locked in a neutral position is horizontal and you remember seeing them throw this one when they swung the boilerdrak around on its axis, towards you.

   To his left, he can see a significantly simpler set up. A couple of gauges and valves and a door with a simple click latch. Hanging from a hook is an oil canister with a lit wick sticking out of it. One gauge has a label pointing to a line on the gauge and what appears to be a command of some sort. The little door has a burnt glass window and Decimus can see the lighting mechanism inside. It’s lit and ready to fire!

   Darrett sheaths his greatsword and jumps onto the other platform across from Decimus. “Can you read any of this gibberish?!” he yells to Decimus over the clanking, thrumming, and squealing of metal on metal. “Tell me what to do, here!”

   After Merituuli picks up a now-stone Kalasääski, he sees he’s right next to a panel with a big lever in it—an arrow is still lodged in it, right now—and a gauge. This gauge has a line on it and a label pointing at the line. Whatever the gauge is indicating, the red bar inside it has lifted above that horizontal indicator line.

   Looking to his left, where Darrett is standing, Merituuli can see a rounded panel with an array of twelve levers, each in various positions.

   The Boilerdrake continues trundling slowly backwards.

   Ser Michelle gives Mery a triumphal, knowing smirk and a snort before standing up with a shake of her head and moving around Handsome towards the wharf.

The Battle of the Wharf: Round IV – Begins!

Vogler Battlefield Features

The battlefield includes the following features:

  • Burning Building. The Wharfinger’s Office is on fire. A creature that enters the burning structure for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 5 (1d10) fire damage.
  • Fray. The 15-foot-wide area marked by the design at the edge of the map represents draconians facing off against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) slashing damage from opportunistic foes. The Fray can’t be damaged and remains until the battle ends.
  • Battlefield Conditions
    • Perception. It’s late evening and there is a lot of smoke everywhere, wafting towards the wharf. However, there are a lot of fires providing quite a bit of light. The sounds of screaming, terrified villagers, the roar of the burning village, the wind whipping up as fires pull air in towards the village from all directions, all create a din that makes communication difficult. The entire battlefield is therefore lightly obscured, meaning that everyone has disadvantage on perception checks that involve hearing, seeing, or smell.
    • Movement and hiding. There is debris everywhere. Furthermore, as it—until now—was a functioning and busy wharf, there are stacked crates and barrels all over the place, as well. Areas that don’t look pretty much clear are difficult terrain. Anywhere you see barrels or boxes, you can hide behind them for half cover (barrels) or three-quarters cover (boxes).

Vogler Battlefield Events

During this encounter, roll on the Vogler Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or otherwise tries to leave the battlefield.

Vogler Battlefield Events

d6 Events
1    Two Vogler fishers (guards) come to assist the characters. They appear in unoccupied spaces adjacent to the Fray nearest a random character.
2    A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character.
3–4    A draconian gliding overhead throws a fiery flask at one random player character, who must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage.
5–6    Villagers on the docks shout their support. A random player character has advantage on their next attack roll.

d10 Random Character
1 Coltan
2 Darrett
3 Decimus
4 Hunni’s Giant Constrictor Snake
5 Hunni
6 Mery
7 Modri
8 Mayor Raven
9 Ser Artanis
10 Ser Michelle

Statblocks

  • Lt. Dame Michelle Folketh.
    • Armor Class 12
    • Hit Points 19/65 (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.
  • Warhorse.
    • Armor Class 11
    • Hit Points 19 (3d10 + 3)
      • Handsome: 0/19—(Stabilized!)
      • Tiergan: 9/19
    • Speed 60 ft.
    • STR +4, DEX +1, CON +1, INT –4, WIS +1, CHA –2
    • Senses passive Perception 11
    • Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.
    • Actions
      • Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
  • Baaz Draconian.
    • Armor Class 14 (natural armor)
    • Hit Points 22 (4d8 + 4)
      • BD5: 22/22
    • Speed 30 ft.
    • STR +1, DEX +0, CON +1, INT –1, WIS –1, CHA +0
    • Senses darkvision 60 ft., passive Perception 9
    • Languages Common, Draconic
    • 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.
  • Bozak Draconian.
    • Armor Class 15 (natural armor)
    • Hit Points 40 (9d8)
      • Bozak1: 1/40 (this one is sitting, blinded, down in the southern half of the map)
      • Bozak2: 40/40
    • Speed 30 ft.
    • STR +2, DEX +0, CON +0, INT +0, WIS +0, CHA +2
    • Saving Throws Int +2, Wis +2, Cha +4
    • Senses darkvision 60 ft., passive Perception 10
    • Languages Common, Draconic
    • Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage.
    • 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.
  • Boilerdrak
    • Large object
    • Armor Class 15
    • Hit Points 95/100
    • Damage Immunities poison, psychic
    • This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a d20. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action.
    • Flames. The boilerdrak expels flames in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
    • Explosion. The boilerdrak explodes in a 30-foot-radius sphere and is destroyed. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one.
  • Maj. Fewmaster Gholcag.
    • Armor Class 14 (scale mail)
    • Hit Points 59 (7d10 + 21)
    • Speed 40 ft.
    • STR +4, DEX –1, CON +3, INT –3, WIS –2, CHA –2
    • Senses darkvision 60 ft., passive Perception 8
    • Languages Common, Giant

Military/Nobility Structure

Unit = # Sub-Unit + # Commanding Officer = Total Soldiers Elegible Nobility PCs/NPCs
Team = 1 Private + 1 Senior Private = 2
Squad = 2 Teams + 1 Corporal = 5
Section = 3 Squads + 1 Sergeant = 16 Esquire (knight candidate)
Platoon = 3 Sections + 1 Liutenant (Dame Michelle Folketh) = 49 Knight/Dame, Boronet/Baronetess, or above Artanis, Raven uth Vogler, Ser Becklin uth Viharin
Company = 6 Platoons + 1 Captain = 295 Earl (Baron)/Baroness or above Lord Bakaris
Battalion = 6 Companys + 1 Major (Fewmaster Gholcag) = 1,771 Count/Countess or above  
Regiment = 6 Battalions + 1 Colonel (Belephaion) = 10,627 Marquess/Marcheoness or above  
Red Dragon Army = 6 Regiments + 1 Brigadier General (Kansaldi Fire-Eyes) = 63,763 Duke/Duchess  
Takhisis’s Dragon Armies = 5 Dragon Armies + 1 Field Marshal (Dragon Highlord Verminaard) = 318,816 Appointed by Takhisis  

Maj. Fewmaster Gholcag   An exterior wall of the Brass Crab shatters outward. A ten-foot-tall brute in black scale armor emerges from the inn. Holding a barrel of fish under one arm, the hulking figure fills her mouth with a fistful of wriggling fish.

   From behind her, two reptilian soldiers emerge. “Them next,” the ogre says, gesturing in your direction. The soldiers move forward obediently.

   “Major Fewmaster Gholcag?!” Ser Michelle exclaims. “What’s going on here?! Why are we destroying this town?! Weren’t we supposed to be occupying it?!”

   “Oi! If it ain’t li`l miss missing prissy pants!” the gigantic ogre says, pointing at Ser Michelle. “What you wear pre`ee li`l blue dress for? Jeyev say you turn trai`or! I never like you and you’s ‘honor’-diss-‘honor’-da` bullshi`! You dies!” She barks at her subordinates, “Kill trai`or firss! You, embiggenify me!”

   The Bozak with her casts the enlarge/reduce spell on the Major before moving towards Ser Michelle. The Baaz dashes menacingly towards Ser Michelle, his shortswords raised!

   Fewmaster Gholcag throws a now-enormous javelin at Ser Michelle! She then moves forward 40 feet towards Hunni’s Snake and Artanis! The javelin hits, causing Ser Michelle to scream as the enormous javelin impales her!

Vogler Battlefield Events

   Two Vogler fishers (guards) come to assist the characters. They appear in unoccupied spaces adjacent to the Fray nearest a random character.

   “Can we help you with anything, Ms. Mery?” they ask.

spacer.png


Portraits
Lieutenant Dame Michelle Folketh Maj. Fewmaster Gholcag Warhorse

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

Maj. Fewmaster Gholcag Warhorses,
“Handsome”
and
“Tiergan”
spacer.png Bozak Draconian ???

Baaz Draconian

Bozak Draconian Boilerdrak
Edited by Kamishiro_Rin (see edit history)
Name
Gholcag Javelin Attack on Ser Michelle
13; 13; 7
1d20+6;2d6+1d4+4;2d6+1d4 [7]; [7,1,4,4]; [7,1,4,4,5,1,1]
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Giant Constrictor Snake

Huge Beast, UnalignedGiant Constrictor Snake

Armor Class 12
Hit Points 60/60 (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. 

Hunni's Giant Constrictor Snake responds as any giant Constrictor Snake would when it sees a giant ogre approach; it attempts to latch on and have her for dinner. As it moves into the ogre's space, the Giant Constrictor Snake wraps itself around her arms and legs, and squeezes with its whole body, almost as though holding her for everyone else to strike.

 

OOC

Action: Attack Maj. Fewmaster Gholcag with Constrict attack. This attack gives the grappled condition (DC 16 to escape), and restrained, so MFG has disadvantage on attacks, dex saves, everyone else has advantage on attacks on MFG, and her movement rate is now 0.

Bonus Action:

Movement:

 

Edited by KingGoblin (see edit history)
Name
Constrict Attack MFG
22
1d20+6 16
Grapple Damage
8
2d8+4 1,3
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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: 21/26 (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


Even as her Giant Constrictor Snake wraps itself around the bigger enemy, Hunni notes the smaller lizard people approaching Ser Michelle. On the one hand, meh, but on the other, Modri would be upset if anything happened to her, and Artanis seems to take a lot of efforts in moving her around, so she should probably be protected. Hunni yells out at the creature, "Oy! Scales! What are you guys, anyway? I've been calling you Evil Scales in my mind for a while now," even as she mutters the words for a curse and swings her whip back and up to attack.

Of course, she misses, because that's what she does.

 

OOC

Action: Attacking BD5 with the shadow whip

Bonus Action: Casting Hex on BD5 using the feat's daily slot. Concentration spell, +1d6 necrotic damage to any attack she makes to him, he has disadvantage to Dex saves.

Movement: 5' step away from BD5, to M7, if the snake is out of that space.

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:  1 / 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
Attack BD-5
10
1d20+6 4
Baaz Opportunity Attack on Hunni
5; 5; 2
1d20+3;1d6+1;1d6 [2]; [2,4]; [2,4,2]
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, Shield +1) | HP: 16/22 (0 THP) | HD: 1/3 | 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 . . .


 

"Nevermind..." Artanis mutters as the huge ogre bursts through the brass crab and suddenly grows even bigger under his minion's magic, "That looks more important." He hopes creatures clear disregard for the concept of honour shows Ser Michelle the nature of her side. There are other things to worry about for now though. He risks a glance back at the mechanical contraption still rolling towards the fray behind, and hopes Decimus and Darrett can get it under control. I'll have to just trust them, he thinks - stepping to the side just in case anyway.

 

His blade shines in the firelight as he strikes at the ogres side, between the constricting coils.

 

 

OOC

Action: Heroic Strike Longsword Attack vs MFG. As before, next damage roll roll an extra d6 for damage and heal the same amount.

Bonus Action:

Movement: L4 > L6 if Snake is now in Ogres square?

Reaction:

Object Interaction: 

Mount Action:

Mount Movement:

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) [9]. 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. 0/2 (Long Rest)

  Leadership Dice (d6). 0/3 (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
Heroic Strike (Longsword) vs MFG
22
keep(2d20,highest,1)+5 17,9
Heroic Strike (Longsword) Damage vs MFG
10
1d8+1d6+5 2,3
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+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: 0/3 | Magic Awareness: 1/2


Modri sees Michelle impaled by the javelin, reminding him of when he was gored by the boar's tusk on the day he met Ispin. He has little concern that she's dying knowing she's made of sterner stuff, and yet he also knows there's only so much of a beating a person can take before they go down.

He makes as much haste as he can on his Dwarvish legs.

"Think fast lizard!" The warhammer smashes against the side of the Draconian's face with a satisfying crunch. It'd look more like a dashing hero trying to save a damsel except Modri's manic grin is far too focused on his enemy, giving only the slightest glance and nod at the Lieutenant before turning his focus straight back to the foes.

OOC

Movement: Move directly to the right to M8 since Hunni moved out

Action: Reckless against BD5

Other: All allies within 10' get +1 AC while he's raging

 

 

 

Edited by Peacemonger (see edit history)
Name
Reckless Attack against BD5
18
drop(2d20,lowest)+5 10,13
Bludgeoning Damage
12
1d8+5 7
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