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The Lost City - Entering the Pyramid!


Stiehle

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Ongotho

 image.png.47e0286489fc1c5ecbcd00d9a66e0cf1.pngOngotho joins the fray, raising his shield and lashing out with the staff, sending a luminescent spikedThorn Whip cantrip tendril towards the same stone statue.

'Flying rock must come down.'

 

 

 


Level 3 Druid of the Mountain | AC 21 | HP 27/27 | Walk 20ft | Darkvision 20ft | Passive: Perception 15 Insight 15 | Saves DEX 1 CON 3 INT 2 WIS 5 CHA -4 | Arcana 2 Nature 2 Stealth 3 Survival 5 | Sheet |   

 

Name
Initiative
11
1d20+1 10
Thorn Whip
11
1d20+5 6
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%5Bfont%3D%22Comic%20Sans%20MS%2C%20Century%20Gothic%2C%20Arial%22%5D%5Bsize%3D3%5D%5Bb%5DRodnel%20Glamerstone%5B%2Fb%5D%5B%2Fsize%5D%5Bsize%3D2%5D%5Burl%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Findex.php%3F%2Ftopic%2F9725-rodnel-gnome-diviner%2F%22%5D%5BSheet%5D%5B%2Furl%5D%5B%2Fsize%5D%5B%2Ffont%5D%20%5BCOLOR%3D%22SandyBrown%22%5D%5Bb%5D%5Bsize%3D1%5DAC%3A%2017%20%7C%20HP%3A%2020%2F20%20%7C%20Initiative%3A%20%2B4%20%7C%20Speed%3A%2025%20%7C%20Passive%20Perception%3A%2014%20%7C%20Spells%20Used%3A%201%2F4%2C%200%2F2%20%7C%20Portent%20Used%3A%200%2F2%20%7C%20Runes%20Used%3A%200%2F2%5B%2Fsize%5D%5B%2Fb%5D%5B%2FCOLOR%5D%20%5Bfieldset%3D%22%22%5D%5Bfloatleft%5D%5BIMG%5Dhttps%3A%2F%2Fgroups.tapatalk-cdn.com%2Favatar%2F14669%2F7311102_1510318574.jpg%5B%2FIMG%5D%5B%2Ffloatleft%5D%20Rodnel%20nods%20to%20himself%20as%20Ongotho%20unleashes%20a%20thorny%20vine%20from%20his%20staff.%20%20%5Bi%5DGood%20I%20did%20not%20step%20in%20front%20of%20that.%5B%2Fi%5D%20%20Once%20the%20whip%20retracts%2C%20the%20gnome%20darts%20into%20the%20chamber%20to%20stand%20behind%20the%20front%20line%20and%20seemingly%20pokes%20Garrick%20lightly%20in%20the%20back.%5B%2Ffieldset%5D
Rodnel Glamerstone [Sheet] AC: 17 | HP: 20/20 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 1/4, 0/2 | Portent Used: 0/2 | Runes Used: 0/2
7311102_1510318574.jpg
Rodnel nods to himself as Ongotho unleashes a thorny vine from his staff. Good I did not step in front of that. Once the whip retracts, the gnome darts into the chamber to stand behind the front line and seemingly pokes Garrick lightly in the back.

Cure Wounds

Name
Cure Wounds
7
1d8+3 4
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Selina Stargazer
spacer.png

 

Selina will move her spiritual weapon over to the blue gargoyle and attack it, as a bonus action.

 She will also attack the same gargoyle with her warhammer. 

spiritual weapon attack

Spiritual weapon damage

warhammer attack

warhammer damage

Name
spiritual weapon attack
11
1d20+6 5
Spiritual weapon damage
7
1d8+4 3
warhammer attack
13
1d20+4 9
warhammer damage
3
1d8+2 1
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Paaras darts forward to attack the wounded gargoyle, stabbing with his shortsword and following it up with a roundhouse kick (6 damage total)! The monk notes that the creature seems to absorb some of the damage, but he sees new cracks and chips in the stony flesh that indicates it isn't entirely immune to his attacks, at least. Raaz moves to the half-orc's side and launches his own attacks against the gargoyle, both weapons striking the creature solidly (7 damage total), but its natural resilience makes it tough to put down.

Ongotho summons his druidic magic and creates a thorny whip that lashes out at the wounded creature, but it dodges away from the magical attack. Garrick drops the lantern and draws a dagger. The rogue leads with the rapier, which the wounded gargoyle dodges, but the follow-up strike with the dagger connects (2 damage total), though the weapon barely pierces its stone-like hide. Rodnel darts into the room and lightly touches Garrick, the rogue feeling a cool sensation as healing magic flows into his body (7 HP healed). Selina misses with her warhammer, even as the summoned spiritual hammer also fails to land a blow.

The gargoyles continue to fight savagely, lashing out at the foes they'd previously chosen to put down. The one locked in combat with Garrick rakes its talons across the rogue's left bicep (4 damage), undoing a bit of the healing he'd just received as the one fighting Selina is unable to inflict any harm at all on the armored cleric of Celestian.

OOC

Party is up!! I'm botting Raaz for the moment, hopefully the player is still with us and perhaps busy with the holidays. Garrick, I kept the damage you rolled for the dagger, but don't forget that the die for the dagger damage is 1d4. Also, the off-hand attack doesn't get the damage bonus due to your ability modifier unless you have the appropriate ability or feat that allows such.

Adventure Details

Detail Map

Dungeon Map

Round 2 - Initiative/HP Tracker & Combat Notes

Selina (19/19 HP +5 THP) Darkvision; Dodge action (attacks have disadvantage this round)
Gargoyles - Blue (-20 HP); Yellow (Unwounded)
Paaras (23/23 HP) Darkvision
Raaz (22/22 HP)
Ongotho (27/27 HP)
Garrick (17/21) Darkvision; dropped an Everburning lantern
Rodnel (20/20 HP) Mage Armor is active for 8 hours; Darkvision

Player Mentions

@Draidden

@herastor

@RedDingo

@Magiker

@Der_kulge

@Ensou

 

Edited by Stiehle (see edit history)
Name
Yellow Gargoyle's Bite Attack
7; 22
1d20+4;1d20+4 [3]; [3,18]
Yellow Gargoyle's Claw Damage
4
1d6+2 2
Blue Gargoyle's Bite/Claw Attack
9; 9
1d20+4;1d20+4 [5]; [5,5]
Raaz' Scimitar/Jambiya Attack
19; 17
1d20+5;1d20+5 [14]; [14,12]
Raaz' Scimitar/Jambiya Damage
6; 9
1d6+3;1d6+3 [3]; [3,6]
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Garrick Darean
 
AC: 15 | HP: 17/21 | Initiative: +4 | Passive Perception: 15
Str: 13 (+1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 16 (+2) | Wis: 12 (+1) | Cha: 08 (-1)

Attacks:

+1 Longsword: Att: +4, Dmg: 1d8+2 (1d10+3)
Rapier: Att: +6, Dmg: 1d8+4 (piercing)
Shortbow: Att: +6, Dmg: 1d6+4 (piercing) Range: 80/320
Dagger: Att: +6, Dmg: 1d4+4 (piercing) Range: 20/60

Spell Slots: 2 /2 | Hit Dice: 3 / 3 d8 | Conditions: Normal


Saves: Str +1, Dex +6, Con +1, Int +5, Wis +1, Cha -1


Death Saves: 0 success's/0 failures


Racial Features

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. He knows Prestidigitation.

Extra Language: You can speak, read, and write one extra language of your choosing.

Rogue Features

Expertise (Perception, Thieves Tools): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack (1d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Archetype - Arcane Trickster

Spellcasting: Save DC: 13 / Attack bonus: +5 / Spell Slots: 2 - 1st

  • Cantrips Known: Mage Hand, Mending, Mold Earth
  • 1st Level Spells Known: Comprehend Languages (rit), Silent Image, Sleep

Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

 

Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.


Seeing that his dagger and other people's weapons did not have as much effect on the stone creatures, Garrick decides it is time to try out the magic weapon he is carrying. He drops both the dagger and the rapier and quickly pulls out the magic longsword. Gripping it in both hands he looks for an opening and swings with all he has. Unfortunately, the darn thing is a lot more nimble than he expected.

OOC

 

Edited by Draidden (see edit history)
Name
Attack with longsword
11
1d20+4 7
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Paaras Lv. 3 Half-Orc Monk Paaras-Token.png.3fd5defaa6a8115d41a09f3591a596ac.png


AC: 18 | HP: 23/23 | Initiative: +4 | Passive Perception: 16 | Movement: 40 ft


Stats | Saves | Skills | Ki: 2/3


Seeing that his blows weren't having much effect against the stony hide, Paaras pulls from his inner reserves. If he couldn't overwhelm them with quantity, he could put his companions in a better position to land truer strikes.

 

 

Mechanics

Paaras uses his moment to get to the other side of blue. He'll spend a ki point to use his flurry of blows. He'll target are both of the gargoyles, blue first, with knockdowns from his open hand technique.

Edited by herastor (see edit history)
Name
Shortsword
20
1d20+6 14
Piercing Damage
5
1d6+4 1
Unarmed (w/ knockdown; blue)
11
1d20+6 5
Unarmed (w/ knockdown; yellow)
17
1d20+6 11
roll
6
1d4+4 2
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Ongotho

 image.png.47e0286489fc1c5ecbcd00d9a66e0cf1.pngOngotho sends another spiked tendril to bring down the stone statue to land.

'Flying rock, please come down.'

 

 

 

 


Level 3 Druid of the Mountain | AC 21 | HP 27/27 | Walk 20ft | Darkvision 20ft | Passive: Perception 15 Insight 15 | Saves DEX 1 CON 3 INT 2 WIS 5 CHA -4 | Arcana 2 Nature 2 Stealth 3 Survival 5 | Sheet |   

 

Name
Thorn Whip strike
19
1d20+5 14
Thorn Whip damage
4
1d6 4
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Selina Stargazer
spacer.png

 

"Such strange creatures!"

She will continue her attack.

Spiritual Weapon attack

Spiritual Weapon Damage

Warhammer attack

Warhammer damage

 

 

Edited by der_kluge (see edit history)
Name
Spiritual Weapon attack
11
1d20+6 5
Spiritual Weapon Damage
11
1d8+4 7
Warhammer attack
16
1d20+4 12
Warhammer damage
8
1d8+2 6
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%5Bfont%3D%22Comic%20Sans%20MS%2C%20Century%20Gothic%2C%20Arial%22%5D%5Bsize%3D3%5D%5Bb%5DRodnel%20Glamerstone%5B%2Fb%5D%5B%2Fsize%5D%5Bsize%3D2%5D%5Burl%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Findex.php%3F%2Ftopic%2F9725-rodnel-gnome-diviner%2F%22%5D%5BSheet%5D%5B%2Furl%5D%5B%2Fsize%5D%5B%2Ffont%5D%20%5BCOLOR%3D%22SandyBrown%22%5D%5Bb%5D%5Bsize%3D1%5DAC%3A%2017%20%7C%20HP%3A%2020%2F20%20%7C%20Initiative%3A%20%2B4%20%7C%20Speed%3A%2025%20%7C%20Passive%20Perception%3A%2014%20%7C%20Spells%20Used%3A%201%2F4%2C%200%2F2%20%7C%20Portent%20Used%3A%200%2F2%20%7C%20Runes%20Used%3A%200%2F2%5B%2Fsize%5D%5B%2Fb%5D%5B%2FCOLOR%5D%20%5Bfieldset%3D%22%22%5D%5Bfloatleft%5D%5BIMG%5Dhttps%3A%2F%2Fgroups.tapatalk-cdn.com%2Favatar%2F14669%2F7311102_1510318574.jpg%5B%2FIMG%5D%5B%2Ffloatleft%5D%20Rodnel%20%5Bi%5Dtsks%5B%2Fi%5D%20aloud%20as%20his%20efforts%20at%20healing%20seem%20to%20regress.%20%5BCOLOR%3D%22brown%22%5D%5Bsize%3D3%5DThe%20source%20must%20be%20cleansed.%20%20Better%20the%20foe%20bleed%20than%20mine%20own%20comrades.%5B%2Fsize%5D%5B%2Fcolor%5D%20%20With%20a%20mutter%20and%20a%20flourish%2C%20he%20hurls%20%5Bi%5Dsomething%5B%2Fi%5D%20at%20the%20most%20wounded%20gargoyle.%5B%2Ffieldset%5D
Rodnel Glamerstone [Sheet] AC: 17 | HP: 20/20 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 1/4, 0/2 | Portent Used: 0/2 | Runes Used: 0/2
7311102_1510318574.jpg
Rodnel tsks aloud as his efforts at healing seem to regress. The source must be cleansed. Better the foe bleed than mine own comrades. With a mutter and a flourish, he hurls something at the most wounded gargoyle.

Attack

Damage

Name
Attack
7
1d20+6 1
Damage
17
1d20+3 14
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Posted (edited)

Paaras stabs his blade into the gargoyle - which seems to inflict a moderate scratch (2 damage) into its hide - then pummels first the one and then the second gargoyle with his bare fists. The first blow misses, but the second connects nicely, and though it doesn't inflict much damage (3 damage) the creature is knocked to the ground (Failed DEX save)! Raaz strikes at the more wounded statue with his twin blades, connecting with the scimitar (3 damage) when suddenly Ongotho's magical attack snares it, the thorny tendril wrapping around its chest (4 damage) before it whips the gargoyle away, closer to the druid.

Garrick decides to use the magical longsword, but the weapon feels clumsy in his hands and the rogue misses. Rodnel gestures and speaks a few words of power, causing a glowing dagger to appear next to the wounded gargoyle that the druid displaced, but the glowing weapon - almost a twin to the spiritual weapon wielded by Selina - also misses. The cleric of Celestian guides her own glowing hammer toward the foe, and though it also misses, she connects with her own warhammer (4 damage.)

The gargoyle on the ground springs to its feet and turns its attention to Paaras, who had knocked it down, and manages to gnaw painfully into the flesh of the monk's left shoulder (8 damage) while the other tries to get its bearings and decides to attack Selina - who had also done it some damage, surprising her with a vicious swipe of its claws (11 damage, -5 for THP) that penetrate through a crease of the armor protecting her right leg.

OOC

Party is up!!  Still botting Raaz for the time being. Selina's spiritual weapon is the lightning bolt colored cyan, the one wielded by Rodnel is the orange one.

Adventure Details

Detail Map

Dungeon Map

Round 3 - Initiative/HP Tracker & Combat Notes

Selina (13/19 HP) Darkvision; Spiritual Weapon for 8 rounds
Gargoyles - Blue (-33 HP); Yellow (-3 HP)
Paaras (15/23 HP) Darkvision
Raaz (22/22 HP)
Ongotho (27/27 HP)
Garrick (17/21) Darkvision; dropped an Everburning lantern
Rodnel (20/20 HP) Mage Armor is active for 8 hours; Spiritual Weapon for 9 rounds; Darkvision

Player Mentions

@Draidden

@herastor

@RedDingo

@Magiker

@Der_kulge

@Ensou

 

Edited by Stiehle (see edit history)
Name
Yellow Gargoyle DEX Save
7
1d20 7
Raaz' Scimitar/Jambiya Attack
18; 8
1d20+5;1d20+5 [13]; [13,3]
Scimitar Damage
7
1d6+4 3
Yellow Gargoyle's Bite/Claw Attack vs Paaras
20; 8
1d20+4;1d20+4 [16]; [16,4]
Bite Damage
8
1d6+2 6
Yellow Gargoyle's Bite/Claw Attack vs Selina
8; 24
1d20+4;1d20+4 [4]; [4,20]
Claw (Crit) Damage
11
2d6+2 5,4
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Garrick Darean
 
AC: 15 | HP: 17/21 | Initiative: +4 | Passive Perception: 15
Str: 13 (+1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 16 (+2) | Wis: 12 (+1) | Cha: 08 (-1)

Attacks:

+1 Longsword: Att: +4, Dmg: 1d8+2 (1d10+2)
Rapier: Att: +6, Dmg: 1d8+4 (piercing)
Shortbow: Att: +6, Dmg: 1d6+4 (piercing) Range: 80/320
Dagger: Att: +6, Dmg: 1d4+4 (piercing) Range: 20/60

Spell Slots: 2 /2 | Hit Dice: 3 / 3 d8 | Conditions: Normal


Saves: Str +1, Dex +6, Con +1, Int +5, Wis +1, Cha -1


Death Saves: 0 success's/0 failures


Racial Features

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. He knows Prestidigitation.

Extra Language: You can speak, read, and write one extra language of your choosing.

Rogue Features

Expertise (Perception, Thieves Tools): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack (1d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Archetype - Arcane Trickster

Spellcasting: Save DC: 13 / Attack bonus: +5 / Spell Slots: 2 - 1st

  • Cantrips Known: Mage Hand, Mending, Mold Earth
  • 1st Level Spells Known: Comprehend Languages (rit), Silent Image, Sleep

Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

 

Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.


Garrick is a little happy that the statues did not decide to rip him to shreds now that they had him flanked, but is not happy about his current location. He decides to try to finish off the one the rest of the group has been chipping away at.

OOC

 

Edited by Draidden (see edit history)
Name
Attack blue
15
1d20+4 11
Damage if needed
13
1d10+3 10
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spacer.png Raaz al'Jabari - Human Gloom Stalker Ranger | Profile | Sheet


AC: 14* | HP: 29/29 | Initiative: +6 | Passive Perception: 17 | Speed: 30 ft* | Senses: Darkvision 60' | Condition

Raaz danced around the monk to reposition himself next to stone construct and unleashed another furry of his Kasirga. The

"Resilient..."

 



Mechanics

Main Hand: Scimitar
Off Hand: Jambiya


Action: Attacking Gargoyle yellow with scimita.
Bonus Action: Your bonus action goes here.
Move: Moving next to Paaras to flank Yellow.
Manipulate: Your one free object interaction goes here.

     

 

 

Name
Scimitar Attack Roll
14
1d20+5 9
Slashing Damage
6
1d6+3 3
Jambiya Attack Roll
22
1d20+5 17
Piercing Damage
7
1d6+1 6
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%5Bfont%3D%22Comic%20Sans%20MS%2C%20Century%20Gothic%2C%20Arial%22%5D%5Bsize%3D3%5D%5Bb%5DRodnel%20Glamerstone%5B%2Fb%5D%5B%2Fsize%5D%5Bsize%3D2%5D%5Burl%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Findex.php%3F%2Ftopic%2F9725-rodnel-gnome-diviner%2F%22%5D%5BSheet%5D%5B%2Furl%5D%5B%2Fsize%5D%5B%2Ffont%5D%20%5BCOLOR%3D%22SandyBrown%22%5D%5Bb%5D%5Bsize%3D1%5DAC%3A%2017%20%7C%20HP%3A%2020%2F20%20%7C%20Initiative%3A%20%2B4%20%7C%20Speed%3A%2025%20%7C%20Passive%20Perception%3A%2014%20%7C%20Spells%20Used%3A%201%2F4%2C%200%2F2%20%7C%20Portent%20Used%3A%200%2F2%20%7C%20Runes%20Used%3A%200%2F2%5B%2Fsize%5D%5B%2Fb%5D%5B%2FCOLOR%5D%20%5Bfieldset%3D%22%22%5D%5Bfloatleft%5D%5BIMG%5Dhttps%3A%2F%2Fgroups.tapatalk-cdn.com%2Favatar%2F14669%2F7311102_1510318574.jpg%5B%2FIMG%5D%5B%2Ffloatleft%5D%20Rodnel%20hurls%20a%20bolt%20of%20fire%20at%20the%20wounded%20gargoyle%20as%20it%20nears%20his%20position%20and%20frantically%20motions%20the%20dagger%20to%20attack%20once%20again.%5B%2Ffieldset%5D
Rodnel Glamerstone [Sheet] AC: 17 | HP: 20/20 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 1/4, 0/2 | Portent Used: 0/2 | Runes Used: 0/2
7311102_1510318574.jpg
Rodnel hurls a bolt of fire at the wounded gargoyle as it nears his position and frantically motions the dagger to attack once again.

Dagger Attack

Dagger Damage

Firebolt Attack

Firebolt Damage

OOCAttacking the more wounded enemy with both, unless it falls then target the other one.

Name
Dagger Attack
11
1d20+6 5
Dagger Damage
8
1d8+3 5
Firebolt Attack
4
1d20+2 2
Firebolt Damage
1
1d10 1
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Paaras Lv. 3 Half-Orc Monk Paaras-Token.png.3fd5defaa6a8115d41a09f3591a596ac.png


AC: 18 | HP: 15/23 | Initiative: +4 | Passive Perception: 16 | Movement: 40 ft


Stats | Saves | Skills | Ki: 2/3


"Raaah!"

 

Despite his effort to roll with the gargoyle's charge, its teeth still found purchase in his flesh. It escaped before he could even retaliate. Paaras favored his wounded shoulder and swapped his sword to his other hand. It's companion was still nearby and Paaras launched another volley of blows in an attempt to wear this monster down,

 

Mechanics

Paaras uses both his attacks on yellow.

Edited by herastor (see edit history)
Name
Shortsword
24
1d20+6 18
Piercing Damage
7
1d6+4 3
Unarmed
15
1d20+6 9
Bludgeoning Damage
5
1d4+4 1
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Ongotho

 image.png.47e0286489fc1c5ecbcd00d9a66e0cf1.pngOngotho steps forward to block the door with his shelled bulk. But this time, he stamps the staff down and mutters some words.

Soft sounds of maybe wind, a gurgling stream and rustle of leaves can be heard.

Maybe a giggle?

When the other sounds of nature dissipates, the giggle remains, every so often in a different place.

Then over the head of the monk, everyone can see a small shape wink into existence, for only a flash, then fade. It looks like a very small person with dragonfly wings but it was too fast.

But everyone can see sparkling dust materialize from empty air, to fall and land on the monk's shoulders, then the rest of his body. Any wounds on him pulse with yellow and green light, and Paras himself can feel the edges of the wounds stitching back up by themselves. A most peculiar sensation because that normally takes a few days, yet happening before his eyes in mere seconds.

'Pointy tooth warrior, be at ease. The little oneHealing Spirit

Source: Xanathar's Guide to Everything

2nd-level conjuration

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.

The spirit can heal 4 times. After healing that number of times, the spirit disappears.
will do no harm, but wounds will itch. Please no scratch.
'

 


Level 3 Druid of the Mountain | AC 21 | HP 27/27 | Walk 20ft | Darkvision 20ft | Passive: Perception 15 Insight 15 | Saves DEX 1 CON 3 INT 2 WIS 5 CHA -4 | Arcana 2 Nature 2 Stealth 3 Survival 5 | Sheet |   

 

Edited by Ensou (see edit history)
Name
Healing Spirit (on Paras)
4
1d6 4
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