Stiehle Posted January 13 Author Clone Share Posted January 13 (edited) Paaras focuses his attacks on the lightly wounded gargoyle (Yellow), and does a fair bit of harm to it (5 damage total) as Raaz connects with his short, wickedly curved knife (3 damage) and Ongotho summons a magical spirit to heal some of the monk's wounds (4 HP restored). Garrick focuses on the badly wounded statue and scores a good hit with the magical blade, which carves into its stony hide with no problem at all (12 damage), though the thing is still standing despite the damage it's taken. Rodnel's magic is struggling to do any harm to his target, and Selina stands with the rogue, scoring a solid hit with the warhammer, crumbling a good section of its chest where Garrick's sword carved a deep gash - but still the gargoyle refuses to go down! The gargoyle attacking Paaras continues to focus on the monk, tearing a nasty wound across his chest with its sharp talons (7 damage) and the other turns to Garrick, who scored such a telling blow, but it fails to connect. OOC Party is up!! Garrick, I think the longsword does 1d10+2 damage when wielded with two hands, though it's possible I'm overlooking something. Adventure Details Detail Map Dungeon Map Round 4 - Initiative/HP Tracker & Combat Notes Selina (13/19 HP) Darkvision; Spiritual Weapon for 7 rounds Gargoyles - Blue (-49 HP); Yellow (-11 HP) Paaras (12/23 HP) Darkvision Raaz (22/22 HP) Ongotho (27/27 HP) Healing Spirit (has healed 1 [of 4]) times Garrick (17/21) Darkvision; dropped an Everburning lantern Rodnel (20/20 HP) Mage Armor is active for 8 hours; Spiritual Weapon for 8 rounds; Darkvision Player Mentions @Draidden @herastor @RedDingo @Magiker @Der_kulge @Ensou Edited January 19 by Stiehle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Spiritual Weapon Attack 9 1d20+6 3 Warhammer Attack 23 1d20+4 19 Warhammer Damage 9 1d8+2 7 Yellow Gargoyle's Bite/Claw Attack vs Paaras 12; 22 1d20+4;1d20+4 [8]; [8,18] Claw Damage 7 1d6+2 5 Blue Gargoyle's Bite/Claw Attack vs Garrick 14; 10 1d20+4;1d20+4 [10]; [10,6] Link to comment Share on other sites More sharing options...
herastor Posted January 14 Clone Share Posted January 14 (edited) Paaras Lv. 3 Half-Orc Monk AC: 18 | HP: 12/23 | Initiative: +4 | Passive Perception: 16Darkvision 60 ft | Movement: 40 ft StatsSTR 11 (+0) DEX 18 (+4) CON 13 (+1) INT 11 (+0) WIS 18 (+4) CHA 8 (-1) | SavesSTR +2 DEX +6 | SkillsAthletics +2 Acrobatics +6 Insight +6 Perception +6 Intimidation +1 | Ki: 2/3 Paaras didn't cry out this time as the claws raked him. With a hiss he drove his attacks farther into the gargoyle's cracked chest. It would drop. He knew it. Mechanics Paaras uses both his attacks on yellow. Edited January 14 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shortsword 18 1d20+6 12 Piercing Damage 8 1d6+4 4 Unarmed 20 1d20+6 14 Bludgeoning Damage 5 1d4+4 1 Link to comment Share on other sites More sharing options...
RedDingo Posted January 14 Clone Share Posted January 14 Raaz al'Jabari - Human Gloom Stalker Ranger | Profile | Sheet AC: 14*15 when dual wielding | HP: 29/29 | Initiative: +6 | Passive Perception: 17 | Speed: 30 ft*40 ft on the first turn of combat | Senses: Darkvision 60' | ConditionContent... Raaz pressed his attack, more annoyed than frightened. "Is there some way to bypass their hides?!?" Mechanics Main Hand: Scimitar Off Hand: Jambiya Action: Attacking Gargoyle yellow with jambiya. Bonus Action: attacking w/ scimitar. Move: . Manipulate: Your one free object interaction goes here. Name xDiceName xDiceResult xDiceString xDiceRolls Jambiya Attack 24 1d20+5 19 roll 7 1d6+3 4 Scimitar Attack 9 1d20+5 4 Link to comment Share on other sites More sharing options...
Draidden Posted January 14 Clone Share Posted January 14 (edited) Garrick Darean 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 (+2d6): 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. Garricks dances about managing to avoid the claws and wondering what the heck it is going to take to drop these things. He swings at the gargoyle trying to finish it off, but it seems to be more careful of him at the moment and easily dodges the attack. OOC: If the attacks of the others manage to drop Blue, then he will turn his attack upon Yellow. Ah well, it doesn't matter as that roll will miss anyways. Even with the flanking bonus if attacking yellow. And you are correct. He gets 1.5 str bonus for using it two handed, but with a +1 bonus that has no effect. I mistakenly added the magical bonus before I calculated x1.5. I fixed it. OOCGarrick's comment is meant in character. It is in no way a criticism of the DM. Meant to be comical. Edited January 14 by Draidden (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack roll 9 1d20+4 5 Link to comment Share on other sites More sharing options...
Stiehle Posted January 14 Author Clone Share Posted January 14 @Draidden I think your 3.5/Pathfinder is shining through! To my knowledge, 5e did away with the whole x1.5 damage bonus for two-handed weapons. :) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Draidden Posted January 14 Clone Share Posted January 14 1 hour ago, Stiehle said: @Draidden I think your 3.5/Pathfinder is shining through! To my knowledge, 5e did away with the whole x1.5 damage bonus for two-handed weapons. :) That is what happens when you are playing multiple games using different rules. Either way I edited it to note the change. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Stiehle Posted January 14 Author Clone Share Posted January 14 You and me both, my friend! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
der_kluge Posted January 17 Clone Share Posted January 17 Selina Stargazer Selina keeps her eye on the half-orc, since he's taken a bit of punishment, but decides he's ok at the moment. She'll focus her efforts on the blue gargoyle, since it seems to be much more damaged. spiritual weapon attack spir. weapon dmg warhammer attack warhammer dmg Name xDiceName xDiceResult xDiceString xDiceRolls spiritual weapon attack 8 1d20+6 2 spir. weapon dmg 12 1d8+4 8 warhammer attack 21 1d20+4 17 warhammer dmg 10 1d8+2 8 Link to comment Share on other sites More sharing options...
Magiker Posted January 19 Clone Share Posted January 19 %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%20moves%20over%20to%20where%20Paaras%20battles%20against%20the%20gargoyle%20and%20gently%20pokes%20him%20in%20the%20back.%20%0AHe%20then%20frowns%20at%20the%20spiritual%20dagger%20that%20floats%20uselessly%20nearby%2C%20waving%20at%20it%20to%20try%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 Rodnel moves over to where Paaras battles against the gargoyle and gently pokes him in the back. He then frowns at the spiritual dagger that floats uselessly nearby, waving at it to try again. Spiritual Dagger Attack Dagger Damage Cure Wounds Name xDiceName xDiceResult xDiceString xDiceRolls Spiritual Dagger Attack 16 1d20+6 10 Dagger Damage 11 1d8+3 8 Cure Wounds 4 1d8+3 1 Link to comment Share on other sites More sharing options...
Stiehle Posted January 19 Author Clone Share Posted January 19 (edited) Paaras continues to attack the gargoyle before him (Yellow), driving his blade into its shoulder and using his hand to break off a chunk of its stony hide (6 damage total) while Raaz growls in annoyance his own dagger again fails to do much more than a bit of harm (3 damage) to the thing. Ongotho avoids the fray for now as he watches his summoned spirit provide the half-orc monk with further healing (6 HP restored). Garrick's foe (Blue) dodges away from the magical longsword that seems quite lethal to it, but in doing so it manages to drive itself forcefully into Rodnel's spiritual weapon - the glowing dagger penetrating into its gaping jaws and bursting through the back of its head (4 damage), causing the gargoyle to collapse to the carpeted floor where it lies unmoving! The gnome is perhaps as surprised as anyone as he further heals the wounded Paaras a bit (4 HP restored) as Selina turns to focus on the remaining gargoyle, getting in a decent blow with the warhammer (5 damage), though her own spiritual weapon that she sends to attack this new target fails to land a blow. The gargoyle continues to tear into Paaras and once again connects with its claw (7 damage) undoing some of the healing that the monk had received - though not all of it. OOC Party is up!! Paaras, go ahead and roll d6 on your next turn, as I think Ongotho's Healing Spirit is in your space, providing healing last round (which I rolled for you) and this round and one more round beyond that - so long as you don't move out of your square. Adventure Details Detail Map Dungeon Map Round 5 - Initiative/HP Tracker & Combat Notes Selina (13/19 HP) Darkvision; Spiritual Weapon for 6 rounds Gargoyle (-20 HP) Paaras (15/23 HP) Darkvision Raaz (22/22 HP) Ongotho (27/27 HP) Healing Spirit (has healed 2 [of 4]) times Garrick (17/21) Darkvision; dropped an Everburning lantern Rodnel (20/20 HP) Mage Armor is active for 8 hours; Spiritual Weapon for 7 rounds; Darkvision Player Mentions @Draidden @herastor @RedDingo @Magiker @Der_kulge @Ensou Edited January 19 by Stiehle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Healing Spirit (Paaras) 6 1d6 6 Yellow Gargoyle's Bite/Claw Attack vs Paaras 16; 19 1d20+4;1d20+4 [12]; [12,15] Yellow Gargoyle's Claw Damage 7 1d6+2 5 Link to comment Share on other sites More sharing options...
herastor Posted January 19 Clone Share Posted January 19 (edited) Paaras Lv. 3 Half-Orc Monk AC: 18 | HP: 20/23 | Initiative: +4 | Passive Perception: 16Darkvision 60 ft | Movement: 40 ft StatsSTR 11 (+0) DEX 18 (+4) CON 13 (+1) INT 11 (+0) WIS 18 (+4) CHA 8 (-1) | SavesSTR +2 DEX +6 | SkillsAthletics +2 Acrobatics +6 Insight +6 Perception +6 Intimidation +1 | Ki: 2/3 Buoyed by the healing that surrounded him, Paaras continued his assault. The other gargoyle was dead, they could be killed, and Paaras was resolved that he'd be a fool to try and retreat from those gouging claws. Mechanics Paaras uses both his attacks on yellow. Edited January 19 by herastor (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Healing Spirit 5 1d6 5 Shortsword 18 1d20+6 12 Piercing Damage 8 1d6+4 4 Unarmed 26 1d20+6 20 Bludgeoning Damage (w/ Savage Attacks) 8 3d4+4 1,2,1 Link to comment Share on other sites More sharing options...
Draidden Posted January 21 Clone Share Posted January 21 (edited) Garrick Darean 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 (+2d6): 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. One down! Garrick calls out as he looks for an opening on the last gargoyle. Once he sees it he slashes with all he has. OOCNot sure if that hits so did not go into more detail. Edited January 21 by Draidden (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack with advantage due to flanking 15 keep(2d20,highest,1)+4 11,9 Damage with sneak attack 17 1d10+2d6+2 6,3,6 Link to comment Share on other sites More sharing options...
Ensou Posted January 22 Clone Share Posted January 22 Ongotho Ongotho turns to Selina, waving towards her not in greeting, but as a gesture of direction. Soon everyone hear the soft singsong voice hovering over one of her shoulders. 'Battle prayer woman, 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 | Name xDiceName xDiceResult xDiceString xDiceRolls Healing Spirit 2 1d6 2 Link to comment Share on other sites More sharing options...
Magiker Posted January 29 Clone Share Posted January 29 %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%20%5Bi%5DYa-ha!%5B%2Fi%5D%20%20%0A%0ARodnel%20cries%20out%20in%20satisfaction%20as%20the%20dagger%20slams%20through%20the%20evil%20creature's%20head.%20%20He%20turns%20his%20attention%20to%20the%20other%20gargoyle%20and%20motions%20the%20dagger%20to%20attack%20while%20he%20hurls%20a%20ball%20of%20fire.%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 Ya-ha! Rodnel cries out in satisfaction as the dagger slams through the evil creature's head. He turns his attention to the other gargoyle and motions the dagger to attack while he hurls a ball of fire. Spiritual Dagger Attack Dagger Damage Firebolt Attack Firebolt Damage Name xDiceName xDiceResult xDiceString xDiceRolls Spiritual Dagger Attack 22 1d20+6 16 Dagger Damage 4 1d8+3 1 Firebolt Attack 15 1d20+2 13 Firebolt Damage 4 1d10 4 Link to comment Share on other sites More sharing options...
Stiehle Posted January 31 Author Clone Share Posted January 31 (edited) Paaras gets in a couple of solid blows with sword and fist (8 damage total) as Raaz uses his exotic-looking blades to further damage it with his short, curved dagger (6 damage) while Ongotho continues to stay clear of the fight and sends his summoned spirit toward the wounded Selina (healed for 5 HP). Garrick gets in a good shot with the magical longsword, but the weapon is bulky and heavier than he's used to. Rodnel gets in a couple of good licks with the spiritual weapon (4 damage) and his firebolt (4 damage) while Selina also focuses her attacks on the surviving gargoyle. The spiritual hammer smashes down on its head (10 damage) and bashes the living statue into small pieces, which bounce across the carpet in all directions as silence falls and the party takes another look around the room. This room is paneled with wood and a dusty blue carpet that covers the entire floor. A large, heavy desk sits in the center of the chamber, with several wooden chairs spread out along the wall before it. Behind the desk is a plush chair, and the wall just behind is decorated with the mounted head of a particularly large lion. In each corner of the room is a large painted urn, and there is a door exiting the room to the left, through the north wall where the chairs are arrayed. OOC Paaras, I used your roll for Ongotho's Healing Spirit, even though it was for Selina - I hope that's okay! The Healing Spirit can go for one more boost to anyone's HP. Garrick, in 5e I don't think flanking gives advantage - but let me know if I'm overlooking that rule! I also realized that your sneak attack doesn't kick in for weapons that aren't finesse or ranged weapon - so you won't get that with the longsword. So your attack hit (that first roll was the highest), but it's only 6 damage total since there's no sneak attack bonus. Combat is over though, so feel free to explore! Adventure Details Detail Map Dungeon Map Party Health & Adventure Notes Selina (18/19 HP) Darkvision; Spiritual Weapon for 5 rounds Paaras (15/23 HP) Darkvision Raaz (22/22 HP) Ongotho (27/27 HP) Healing Spirit (has healed 3 [of 4]) times Garrick (17/21) Darkvision; dropped an Everburning lantern Rodnel (20/20 HP) Mage Armor is active for 8 hours; Spiritual Weapon for 6 rounds; Darkvision Player Mentions @Draidden @herastor @RedDingo @Magiker @Der_kulge @Ensou Edited January 31 by Stiehle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Jambiya Attack 25 1d20+5 20 Crit Damage 12 2d6+3 5,4 Scimitar Attack 13 1d20+5 8 Spiritual Weapon 24 1d20+6 18 Damage 0 1d8-4 4 roll 10 1d8+4 6 Link to comment Share on other sites More sharing options...
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