This post has potentially manipulated dice roll results.
I used 15ft distance.
Bargus cast burning hands on the two wights and they both saved. 9 dmg. The skeletons moved to melee WT1and did 38dmg but wait they didn't seem to do as much damage. 19dmg as the Wight resisted the normal shortswords. Dak moves to melee the Wights focusing on the injured one first. He hits with a solid attack 18dmg magical so that drops the first Wight. Dak's second attack hits as well and does 17 dmg to WT2. WT2 attacks SK1 and misses with the first attack but hits with the second for 8 dmg.
Rnd 2.
Bargus Initiative: 22 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 5/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
Hawk initiative: 21 AC 13 passive 16 – HP 1/1
Dak Initiative: 19 AC 18 passive 13 HP 49/49
WT1 Initiative: 18 AC 14 passive 13 HP 19/45
WT2 Initiative: 15 AC 14 passive 13 HP Dead/45
MOVE: Bargus stays 15ft away and puts the skeletons in front of him to fight WT1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
Bargus and the first 2 Skeletons finish the wight off since it had resistance to normal weapons.
The wights have 4pp and 10ep stashed in the watch tower. 700xp each.
The duo find clues and then head to town to go over stuff.
12 hrs to town and do a nice meal, with some elven wine this time for Bargus and Dak sticks to Ale and both do a bath and tip the bards.
The night goes on with the duo telling their tales of adventure to the bards who come up with a song to suit the two.
"The Battle of Dak and Bargus"
(Verse 1) In the dark of the crypt, two shadows rise, Dak the Orc, with fire in his eyes. Bargus the Necromancer, staff in hand, Together they fight, the strongest of the land.
(Chorus) Wights arise, cold as the grave, But Dak and Bargus stand strong, so brave. Steel and spell, their fury bright, They fight together through the night.
(Verse 2) Dak's greatsword swung hard, it cleaved the bone, While Bargus called forth the dead he'd known. Lightning crackled, magic soared, The wights fell down beneath their sword.
(Chorus) Wights arise, cold as the grave, But Dak and Bargus stand strong, so brave. Steel and spell, their fury bright, They fight together through the night.
(Bridge) A roar from Dak, a spell from Bargus' might, Together they turned the battle to light. The wights lay shattered, the fight was done, The champions victorious, they had won.
(Final Chorus) Wights arise, cold as the grave, But Dak and Bargus, forever brave. With steel and spell, they claim their right, Victors standing in the fading night.
(Outro) Now legends speak of that crypt so deep, Where Dak and Bargus made the wights sleep.
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Kane scribes 2x scrolls of magic missile, 1x scroll of false life, 1x scroll of mage armor (100 gp) Tesco scribes 2x scrolls of hunter's mark (50 gp) and purchases a Magic Shield +1 (310 gp) Zim goes to Evelyn's Magic Shop to buy a Magic Morningstar +1 (315 gp). He brings it to The Grove where he meets with Kane and Tesco. "Well met, my friends."
Kane says, "Zim, you seem to be doing well on your quests as of late." Tesco chimes in, "This haven has been good for the lot of us. Where else can you find friendly people with endless wealth and the best of intentions. But there are rumors of a villain who may be behind the undead menace of the Silverwood." Zim spits out his ale, "You know of such a heel and we have not taken him out." Tesco continues, "It's not such a simple task. Aye there was rumor of an exiled wizard who passed through this town, many months ago but nothing tying him to the Silverwood undead, directly." Zim answers, "Then we should be the ones to find the evidence needed to bring him to justice for his crimes." Kane echoes, "It is safe to say that there are none more equipped to handle this threat as us." Tesco leads the group saying, "If there is a necromancer losing track of his pets, then we shall track him down and stop his machinations."
Encounter 1 (Ghouls) The air grows thick with the stench of rot as you step deeper into the glade. The soil feels soft beneath your feet, as if recently disturbed. Suddenly, you hear a rustling, and before you can react, twisted, hungry figures lurch forward from behind the trees, their claws extended, and eyes glowing with an unnatural hunger.
Four undead ghouls emerge and attack the party. Initiative Rolls G1 19, G2 5, G3 17, G4 6, Zim 2, Kane 22, Tesco 22
Four undead ghouls emerge and attack the party. Initiative Rolls G1 19, G2 5, G3 17, G4 6, Zim 2, Kane 22, Tesco 22
Using Alert, Kane swaps initiative order with Zim. Tesco, Zim (22), G1, G2, G3, G4 (19, 17, 6, 5), Kane (2)
Round 1 Tesco casts shillelagh on his magic club +1 and goes after the lead ghoul G1. Tesco targets G1, shillelagh Attack: 22 Damage: 8 Zim charges forward to hit G2. Zim targets G2, magic morningstar +1, Attack: 18 Damage: 10, on-hit sap disadv
G1 targets Tesco, claw Attack: 21 Damage: 9, on-hit Constitution Save DC 10 or paralyzed G3 targets Tesco, claw Attack: 22 Damage: 8, on-hit Constitution Save DC 10 or paralyzed
G2 targets Zim, claw Attack: 24 Damage: 9, on-hit Constitution Save DC 10 or paralyzed G4 targets Zim, claw Attack: 19 Damage: 8, on-hit Constitution Save DC 10 or paralyzed
Tesco casts shillelagh on his magic club +1 and goes after the lead ghoul G1. Tesco targets G1, shillelagh Attack: 22 Damage: 8 Zim charges forward to hit G2. Zim targets G2, magic morningstar +1, Attack: 25 Damage: 8, on-hit sap disadv
Round 2 Kane tosses a fire bolt at G2, Attack: 22 Damage: 2 Tesco casts hunter's mark, from a daily slot, Tesco targets G1, hunter's mark, shillelagh Attack: 27 Damage: 19 Zim targets G2, magic morningstar +1, Attack: 26 Damage: 10, on-hit sap disadv
G1 targets Tesco, claw Attack: 13 Damage: 5, on-hit Constitution Save DC 10 or paralyzed G3 targets Tesco, claw Attack: 6 Damage: 6, on-hit Constitution Save DC 10 or paralyzed
G2 targets Zim, claw Attack: 6 Damage: 7, on-hit Constitution Save DC 10 or paralyzed G4 targets Zim, claw Attack: 14 Damage: 10, on-hit Constitution Save DC 10 or paralyzed
Kane tosses a fire bolt at G2, Attack: 20 Damage: 8 Tesco casts hunter's mark, from a daily slot, Tesco targets G1, hunter's mark, shillelagh Attack: 18 Damage: 10 Zim targets G2, magic morningstar +1, Attack: 14 Damage: 10, on-hit sap disadv
G1 takes 10 damage. G1 (4/22) G2 takes 8 then 10 damage and dies. G2 (-4/22)
Round 3 Kane tosses another fire bolt at G3, Attack: 18 Damage: 2 Tesco targets G1, hunter's mark, shillelagh Attack: 20 Damage: Unable to parse dice roll. Zim changes to target G4, magic morningstar +1, Attack: 26 Damage: 15, on-hit sap disadv
G1 targets Tesco, claw Attack: 13 Damage: 8, on-hit Constitution Save DC 10 or paralyzed G3 targets Tesco, claw Attack: 10 Damage: 8, on-hit Constitution Save DC 10 or paralyzed
G4 targets Zim, claw Attack: 8 Damage: 7, on-hit Constitution Save DC 10 or paralyzed
G1 targets Tesco, claw Attack: 8 Damage: 7, on-hit Constitution Save DC 10 or paralyzed G3 targets Tesco, claw Attack: 11 Damage: 6, on-hit Constitution Save DC 10 or paralyzed
G4 targets Zim, claw Attack: 21 Damage: 10, on-hit Constitution Save DC 10 or paralyzed
G1 takes 27 damage from a crit and dies. G1 (-23/22) G4 takes 10 damage and dies. G4 (0/22) Zim moves to engage in the last ghoul G3. G3 takes 8 damage. G3 (14/22)
Round 5 Kane targets G3, fire bolt Attack: 24 Damage: 10 Tesco uses a bonus action to move hunter's mark, targets G3, hunter's mark, shillelagh Attack: 24 Damage: 15 Zim targets G3, magic morningstar +1, Attack: 25 Damage: 9, on-hit sap disadv Zim action surge, magic morningstar +1, Attack: 21 Damage: 12, on-hit sap disadv
Searching the area they find a small box with coins. They don't take a short rest or a long rest and keep moving forward. Kane Investigation DC 11 vs 23 Tesco Survival DC 11 vs 24 Zim Perception DC 11 vs 19
Bargus comments, "I'm not getting much information here to be honest. It's tough to tell. It looks like something else was here from the tracks, but I can't put my finger on it.
We can gut this owlbear and set up camp for the night. Carve up some good meat and get a campfire going. I'll put the skeletons on sentry duty on 4 cardinal points around camp 10ft out.
Dak and Bargus split shifts for watches and resting. If needed Bargus casts his animate dead spell everyone 12 hrs.
As Bargus and Dak slay the Owlbear, Cor’s invisibility continues intact. Unable to make out their features from height, the elven warlock drinks a potion of healing and rests in case a second fight should find him on attempting to leave the canopy.
It is on the lighting of their campfire that Cor is able to recognise them.
“Hail!” He calls, dropping his invisibility. “It’s I, Cor Lethynnil. You’ve rather gotten me out of hot water. I travel to the canyon to escort a caravan when I was surprised by this owl bear. Quite nastily too. Thank you for your aid!”
((Took a while for me to figure out who I wanted to add to the campaign, and I've gone for a distant relation of Varnak's in the form an Elf Monk woman.))
Cor takes his leave of the other two adventurers and continues on his mission until he finds a small train of three carts pulled by mules, led by a man in splint armor who dismounts from a horse to ride out and meet Cor before he can close to the caravan.
"Ho! Who are you to approach us in this place," calls out the Veteran.
Cor introduces himself while the man is at 60 feet distance. Behind him he can see that the mule driver's eyes are down towards the ground, and that the mules are thin. "I have been sent here to help with the escort through dangerous lands to reach Evergreen Hollow. Some trains have vanished in this place before now.
"We have no need of more mouths and our coin is not for you. Be gone."
Cor struggles for a moment to parse the response, so unexpected is it, and all the while the Veteran closes in. From above, a melodious voice speaks in his native Elvish.
"This mercenary is a blackguard, a bandit who drove me from the caravan when he usurped command and led them from the trail into the dangerous place. I think he means to force the train into some gang's lair, and I have trailed him since he thought he saw me fled."
The Veteran spins to see a dark haired Elf woman in a simple tunic, with a flute hanging from her belt and no other weapon in sight. "You," he growls.
The best strategies are tried and true. The Sphinx of Wonder flies in and rakes its claws at the Veteran's eyes in a feint. All the while, Cor is wielding his new ring in familiar magics, speaking to the elemental essence that he feels inside drawing it out and into a Witch Bolt. With a boom of thunder that causes the mules 200 feet ahead to buck and bray, a tangled snarl of crackling lightning wraps around the blackguard and chars him (Veteran HP 27/58).
With feet light even for an elf, the unarmed woman dashes in to meet the Veteran. Between crackles of electricity she times a blow to ring his helmet with an open palm, and with his head snapping backwards, the Veteran (HP 20/58) stumbles back 5 feet, while the monk, for only a monk can move in such a way, jumps back 10 feet to open up some space.
The Veteran has seen combat before, however. He runs towards the closer foe, ignoring the Sphinx and strikes out with a two handed longsword. One blow catching the monk with the tip of his sword as she ducks to one side (HP 2/9).
Electricity sparks with a twist of Cor's ring and then an Eldritch Blast strikes out too, forcing its way between the joins of the splint armor to draw blood (HP 7/58). The monk jumps in as he turns to run and delivers a kick to one knee and then a crushing punch to the neck as the man falls, bringing him down into the dust. (HP 0/58).
Kane Investigation DC 11 vs 19 Tesco Survival DC 11 vs 23 Zim Perception DC 11 vs 5
If all the skill checks were failures, in the last encounter, then the party has disadvantage on their initiative. No disadvantage.
Individual Treasure: Challenge 0–4, 1d100 52, 6, 5, 6, 3, 5 (total 800 XP) 266 XP each
4d6 sp, 6+5+6+3, 20 sp shared is 6 sp, 6 cp earned each. Zim total 1216 XP Kane total 2366 XP Tesco total 4666 XP Encounter 2 (Ghasts) The scent of death grows stronger as you approach an ancient, crumbling bridge spanning a sluggish river. Before you can cross, a sudden chill fills the air, and two foul creatures clamber up from beneath the bridge. Their rotting flesh hangs loosely from their bones, and their mouths open in a silent scream, releasing a wave of nauseating stench that makes your stomach churn.
Four undead [Tooltip Not Found]s attack the party, default 30 foot distance. Initiative Rolls GH1 23, GH2 15, GH3 14, GH4 23, Zim 5, Kane 18, Tesco 17
Four undead ghasts attack the party, default 30 foot distance. Initiative Rolls GH1 23, GH2 13, GH3 6, GH4 8, Zim 9, Kane 6, Tesco 20
ghast GH1 (23), Tesco (20), GH2 (13), Zim (9), GH4 (8), Kane (6), GH3 (6) Kane also needs to roll two portents for the day (11, 12)
Round 1 GH1 charges Tesco in front, claw Attack: 15 Damage: 9, on-hit Constitution Save DC 10 or paralyzed Tesco casts shillelagh on his magic club +1 ghast GH1, shillelagh Attack: 13 Damage: 13 GH2 targets Tesco in front, claw Attack: 18 Damage: 13, on-hit Constitution Save DC 10 or paralyzed
Zim attacks GH1. magic morningstar +1, Attack: 26 Damage: 19, on-hit sap disadv GH4 targets Zim, claw Attack: 23 Damage: 12, on-hit Constitution Save DC 10 or paralyzed
Kane casts magic missile from a 1st slot, targets GH1 2, 4, 2 GH3 targets Zim, claw Attack: 14 Damage: 5, on-hit Constitution Save DC 10 or paralyzed
Zim if paralyzed, repeat the saving throw at the end of each of its turns, Constitution Save DC 10 vs 6, ortherwise, Zim attacks GH1 (GH2 next). morningstar, Attack: 22 Damage: 8, on-hit sap disadv GH4 targets Zim, bite Attack: 11 Damage: 7
Kane casts fire bolt at GH1 or GH2, Attack: 22 Damage: 3 GH3 targets Zim, bite Attack: 11 Damage: 12
Kane casts fire bolt at GH1 or GH2, Attack: 17 Damage: 7
G2 takes 7 damage. G2 (21/36)
(This was a missed save from Round 2, only effects the melee characters) Tesco makes a Constitution Save with advantage from heroic inspiration, stench Constitution DC 10 vs 17 Zim makes a Constitution Save with advantage from dwarven resilience, stench Constitution DC 10 vs 21
Round 4 GH1 is dead Tesco uses as a bonus to move hunter's mark onto GH2, colossus, shillelagh GH2, shillelagh Attack: 12 Damage: 19 GH2 targets Tesco, bite Attack: 6 Damage: 16
(This was a missed save from Round 2, only effects the melee characters) Tesco makes a Constitution Save with advantage from heroic inspiration, stench Constitution DC 10 vs 9 Zim makes a Constitution Save with advantage from dwarven resilience, stench Constitution DC 10 vs 17
Kane uses Portent 11+2 and Tesco to saves against the stench.
Tesco uses as a bonus to move hunter's mark onto GH2, colossus, shillelagh GH2, shillelagh Attack: 20 Damage: 21
I used 15ft distance.
Bargus cast burning hands on the two wights and they both saved. 9 dmg. The skeletons moved to melee WT1and did 38dmg but wait they didn't seem to do as much damage. 19dmg as the Wight resisted the normal shortswords. Dak moves to melee the Wights focusing on the injured one first. He hits with a solid attack 18dmg magical so that drops the first Wight. Dak's second attack hits as well and does 17 dmg to WT2. WT2 attacks SK1 and misses with the first attack but hits with the second for 8 dmg.
Rnd 2.
Bargus Initiative: 22 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 5/13
SK2 AC 13 passive 12 HP 13/13
SK3 AC 13 passive 12 HP 13/13
SK4 AC 13 passive 12 HP 13/13
SK5 AC 13 passive 12 HP 13/13
SK6 AC 13 passive 12 HP 13/13
SK7 AC 13 passive 12 HP 13/13
SK8 AC 13 passive 12 HP 13/13
Hawk initiative: 21 AC 13 passive 16 – HP 1/1
Dak Initiative: 19 AC 18 passive 13 HP 49/49
WT1 Initiative: 18 AC 14 passive 13 HP 19/45
WT2 Initiative: 15 AC 14 passive 13 HP Dead/45
MOVE: Bargus stays 15ft away and puts the skeletons in front of him to fight WT1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast Magic Missile, Level 2 Damage: 4 (Force damage 120ft range) + 4 (Force damage 120ft range) + 5 (Force damage 120ft range) + 3 (Force damage 120ft range) = 16
BONUS: SK1-8 attack the most damage WT1.
SK1 Range Attack: 23 Damage: 3 (piercing)
SK2 Range/Melee Attack: 17 Damage: 3 (piercing)
SK3 Range/Melee Attack: 15 Damage: 4 (piercing)
SK4 Range/Melee Attack: 16 Damage: 4 (piercing)
SK5 Range/Melee Attack: 9 Damage: 3 (piercing)
SK6 Range/Melee Attack: 8 Damage: 7 (piercing)
SK7 Range/Melee Attack: 13 Damage: 4 (piercing)
SK8 Range/Melee Attack: 24 Damage: 8 (piercing)
Hawkeye helps Dak
BONUS: Second wind 9 if needed as it applies
ACTION: Attack with the Great sword+1 on WT1(Graze on Miss 9 dmg): Attack: 29 Damage: 22 (Slashing Damage) or half (11)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
WT2 Longsword Attack DAK: 9 Damage: 10 (slashing)
WT2 Longsword Attack DAK: 11 Damage: 9 (slashing)
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Bargus and the first 2 Skeletons finish the wight off since it had resistance to normal weapons.
The wights have 4pp and 10ep stashed in the watch tower. 700xp each.
The duo find clues and then head to town to go over stuff.
12 hrs to town and do a nice meal, with some elven wine this time for Bargus and Dak sticks to Ale and both do a bath and tip the bards.
The night goes on with the duo telling their tales of adventure to the bards who come up with a song to suit the two.
"The Battle of Dak and Bargus"
(Verse 1)
In the dark of the crypt, two shadows rise,
Dak the Orc, with fire in his eyes.
Bargus the Necromancer, staff in hand,
Together they fight, the strongest of the land.
(Chorus)
Wights arise, cold as the grave,
But Dak and Bargus stand strong, so brave.
Steel and spell, their fury bright,
They fight together through the night.
(Verse 2)
Dak's greatsword swung hard, it cleaved the bone,
While Bargus called forth the dead he'd known.
Lightning crackled, magic soared,
The wights fell down beneath their sword.
(Chorus)
Wights arise, cold as the grave,
But Dak and Bargus stand strong, so brave.
Steel and spell, their fury bright,
They fight together through the night.
(Bridge)
A roar from Dak, a spell from Bargus' might,
Together they turned the battle to light.
The wights lay shattered, the fight was done,
The champions victorious, they had won.
(Final Chorus)
Wights arise, cold as the grave,
But Dak and Bargus, forever brave.
With steel and spell, they claim their right,
Victors standing in the fading night.
(Outro)
Now legends speak of that crypt so deep,
Where Dak and Bargus made the wights sleep.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
updated individual loot coins rolls as I used the lower table.
55
64
25
82
79
47
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak and Bargus each spend 5gp at the inn for food, drink, tips and a bath. They have 19 nights still at the inn.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Kane scribes 2x scrolls of magic missile, 1x scroll of false life, 1x scroll of mage armor (100 gp)
Tesco scribes 2x scrolls of hunter's mark (50 gp) and purchases a Magic Shield +1 (310 gp)
Zim goes to Evelyn's Magic Shop to buy a Magic Morningstar +1 (315 gp). He brings it to The Grove where he meets with Kane and Tesco. "Well met, my friends."
Kane says, "Zim, you seem to be doing well on your quests as of late." Tesco chimes in, "This haven has been good for the lot of us. Where else can you find friendly people with endless wealth and the best of intentions. But there are rumors of a villain who may be behind the undead menace of the Silverwood." Zim spits out his ale, "You know of such a heel and we have not taken him out." Tesco continues, "It's not such a simple task. Aye there was rumor of an exiled wizard who passed through this town, many months ago but nothing tying him to the Silverwood undead, directly." Zim answers, "Then we should be the ones to find the evidence needed to bring him to justice for his crimes." Kane echoes, "It is safe to say that there are none more equipped to handle this threat as us." Tesco leads the group saying, "If there is a necromancer losing track of his pets, then we shall track him down and stop his machinations."
Encounter 1 (Ghouls)
The air grows thick with the stench of rot as you step deeper into the glade. The soil feels soft beneath your feet, as if recently disturbed. Suddenly, you hear a rustling, and before you can react, twisted, hungry figures lurch forward from behind the trees, their claws extended, and eyes glowing with an unnatural hunger.
Four undead ghouls emerge and attack the party. Initiative Rolls G1 19, G2 5, G3 17, G4 6, Zim 2, Kane 22, Tesco 22
Using Alert, Kane swaps initiative order with Zim. Tesco, Zim (22), G1, G2, G3, G4 (19, 17, 6, 5), Kane (2)
Round 1
Tesco casts shillelagh on his magic club +1 and goes after the lead ghoul G1. Tesco targets G1, shillelagh Attack: 22 Damage: 8
Zim charges forward to hit G2. Zim targets G2, magic morningstar +1, Attack: 18 Damage: 10, on-hit sap disadv
G1 targets Tesco, claw Attack: 21 Damage: 9, on-hit Constitution Save DC 10 or paralyzed
G3 targets Tesco, claw Attack: 22 Damage: 8, on-hit Constitution Save DC 10 or paralyzed
G2 targets Zim, claw Attack: 24 Damage: 9, on-hit Constitution Save DC 10 or paralyzed
G4 targets Zim, claw Attack: 19 Damage: 8, on-hit Constitution Save DC 10 or paralyzed
G1 takes 8 damage. G1 (14/22)
G2 takes 8 damage. G2 (14/22)
Round 2
Kane tosses a fire bolt at G2, Attack: 22 Damage: 2
Tesco casts hunter's mark, from a daily slot, Tesco targets G1, hunter's mark, shillelagh Attack: 27 Damage: 19
Zim targets G2, magic morningstar +1, Attack: 26 Damage: 10, on-hit sap disadv
G1 targets Tesco, claw Attack: 13 Damage: 5, on-hit Constitution Save DC 10 or paralyzed
G3 targets Tesco, claw Attack: 6 Damage: 6, on-hit Constitution Save DC 10 or paralyzed
G2 targets Zim, claw Attack: 6 Damage: 7, on-hit Constitution Save DC 10 or paralyzed
G4 targets Zim, claw Attack: 14 Damage: 10, on-hit Constitution Save DC 10 or paralyzed
G1 takes 10 damage. G1 (4/22)
G2 takes 8 then 10 damage and dies. G2 (-4/22)
Round 3
Kane tosses another fire bolt at G3, Attack: 18 Damage: 2
Tesco targets G1, hunter's mark, shillelagh Attack: 20 Damage: Unable to parse dice roll.
Zim changes to target G4, magic morningstar +1, Attack: 26 Damage: 15, on-hit sap disadv
G1 targets Tesco, claw Attack: 13 Damage: 8, on-hit Constitution Save DC 10 or paralyzed
G3 targets Tesco, claw Attack: 10 Damage: 8, on-hit Constitution Save DC 10 or paralyzed
G4 targets Zim, claw Attack: 8 Damage: 7, on-hit Constitution Save DC 10 or paralyzed
G3 takes 9 damage. G3 (13/22)
G4 takes 12 damage. G4 (10/22)
Tesco uses a reaction to cast shield, AC 19 becomes AC 24
Round 4
Kane casts a cantrip, fire bolt targets G3, Attack: 11 Damage: 7
Tesco targets G1, hunter's mark, shillelagh Attack: 27 Damage: 27
Zim reaction maneuver riposte targets G4, magic morningstar +1, Attack: 22 Damage: 10, on-hit sap disadv
Zim targets G4, magic morningstar +1, Attack: 14 Damage: 8, on-hit sap disadv
G1 targets Tesco, claw Attack: 8 Damage: 7, on-hit Constitution Save DC 10 or paralyzed
G3 targets Tesco, claw Attack: 11 Damage: 6, on-hit Constitution Save DC 10 or paralyzed
G4 targets Zim, claw Attack: 21 Damage: 10, on-hit Constitution Save DC 10 or paralyzed
G1 takes 27 damage from a crit and dies. G1 (-23/22)
G4 takes 10 damage and dies. G4 (0/22)
Zim moves to engage in the last ghoul G3. G3 takes 8 damage. G3 (14/22)
Round 5
Kane targets G3, fire bolt Attack: 24 Damage: 10
Tesco uses a bonus action to move hunter's mark, targets G3, hunter's mark, shillelagh Attack: 24 Damage: 15
Zim targets G3, magic morningstar +1, Attack: 25 Damage: 9, on-hit sap disadv
Zim action surge, magic morningstar +1, Attack: 21 Damage: 12, on-hit sap disadv
Searching the area they find a small box with coins. They don't take a short rest or a long rest and keep moving forward.
Kane Investigation DC 11 vs 23
Tesco Survival DC 11 vs 24
Zim Perception DC 11 vs 19
Encounter 1 (Ghouls) Rewards
Individual Treasure: Challenge 0–4, 1d100 2, 3, 2, 6, 5, 3
(total 800 XP) 266 XP each
((Took a while for me to figure out who I wanted to add to the campaign, and I've gone for a distant relation of Varnak's in the form an Elf Monk woman.))
Cor takes his leave of the other two adventurers and continues on his mission until he finds a small train of three carts pulled by mules, led by a man in splint armor who dismounts from a horse to ride out and meet Cor before he can close to the caravan.
"Ho! Who are you to approach us in this place," calls out the Veteran.
Cor introduces himself while the man is at 60 feet distance. Behind him he can see that the mule driver's eyes are down towards the ground, and that the mules are thin. "I have been sent here to help with the escort through dangerous lands to reach Evergreen Hollow. Some trains have vanished in this place before now.
"We have no need of more mouths and our coin is not for you. Be gone."
Cor struggles for a moment to parse the response, so unexpected is it, and all the while the Veteran closes in. From above, a melodious voice speaks in his native Elvish.
"This mercenary is a blackguard, a bandit who drove me from the caravan when he usurped command and led them from the trail into the dangerous place. I think he means to force the train into some gang's lair, and I have trailed him since he thought he saw me fled."
The Veteran spins to see a dark haired Elf woman in a simple tunic, with a flute hanging from her belt and no other weapon in sight. "You," he growls.
"Attack," says the woman in Elvish.
Initiatives:
Sphinx -- 23; Cor -- 17; Theirastra -- 17; Veteran -- 3
The best strategies are tried and true. The Sphinx of Wonder flies in and rakes its claws at the Veteran's eyes in a feint. All the while, Cor is wielding his new ring in familiar magics, speaking to the elemental essence that he feels inside drawing it out and into a Witch Bolt. With a boom of thunder that causes the mules 200 feet ahead to buck and bray, a tangled snarl of crackling lightning wraps around the blackguard and chars him (Veteran HP 27/58).
With feet light even for an elf, the unarmed woman dashes in to meet the Veteran. Between crackles of electricity she times a blow to ring his helmet with an open palm, and with his head snapping backwards, the Veteran (HP 20/58) stumbles back 5 feet, while the monk, for only a monk can move in such a way, jumps back 10 feet to open up some space.
The Veteran has seen combat before, however. He runs towards the closer foe, ignoring the Sphinx and strikes out with a two handed longsword. One blow catching the monk with the tip of his sword as she ducks to one side (HP 2/9).
Electricity sparks with a twist of Cor's ring and then an Eldritch Blast strikes out too, forcing its way between the joins of the splint armor to draw blood (HP 7/58). The monk jumps in as he turns to run and delivers a kick to one knee and then a crushing punch to the neck as the man falls, bringing him down into the dust. (HP 0/58).
For a moment there is silence.
This is unexpected, thinks Cor.
Rewards: 700xp, 230 gold (split between two)
If all the skill checks were failures, in the last encounter, then the party has disadvantage on their initiative. No disadvantage.
4d6 sp, 6+5+6+3, 20 sp shared is 6 sp, 6 cp earned each.
Zim total 1216 XP
Kane total 2366 XP
Tesco total 4666 XP
Encounter 2 (Ghasts)
The scent of death grows stronger as you approach an ancient, crumbling bridge spanning a sluggish river. Before you can cross, a sudden chill fills the air, and two foul creatures clamber up from beneath the bridge. Their rotting flesh hangs loosely from their bones, and their mouths open in a silent scream, releasing a wave of nauseating stench that makes your stomach churn.
Four undead [Tooltip Not Found]s attack the party, default 30 foot distance. Initiative Rolls GH1 23, GH2 15, GH3 14, GH4 23, Zim 5, Kane 18, Tesco 17
ghast GH1 (23), Tesco (20), GH2 (13), Zim (9), GH4 (8), Kane (6), GH3 (6)
Kane also needs to roll two portents for the day (11, 12)
Round 1
GH1 charges Tesco in front, claw Attack: 15 Damage: 9, on-hit Constitution Save DC 10 or paralyzed
Tesco casts shillelagh on his magic club +1 ghast GH1, shillelagh Attack: 13 Damage: 13
GH2 targets Tesco in front, claw Attack: 18 Damage: 13, on-hit Constitution Save DC 10 or paralyzed
Zim attacks GH1. magic morningstar +1, Attack: 26 Damage: 19, on-hit sap disadv
GH4 targets Zim, claw Attack: 23 Damage: 12, on-hit Constitution Save DC 10 or paralyzed
Kane casts magic missile from a 1st slot, targets GH1 2, 4, 2
GH3 targets Zim, claw Attack: 14 Damage: 5, on-hit Constitution Save DC 10 or paralyzed
Tesco uses a reaction to cast shield from a 1st level slot (2/3 slots remain), AC 19 becomes AC 24
GH1 takes 14 force damage. GH1 (22/36)
Zim uses his reaction to riposte
Zim attacks GH4. magic morningstar +1, Attack: 23 Damage: 11, on-hit sap disadv
GH1 takes 10 force damage. GH1 (12/36)
Zim takes 11 damage. Zim attempts a Constitution Save DC 10 vs 13 to avoid paralysis
Round 2
ghast GH1 targets Tesco, bite Attack: 17 Damage: 5
Tesco moves hunter's mark as a bonus, shillelagh GH1, shillelagh Attack: 23 Damage: 11
GH2 targets Tesco, bite Attack: 7 Damage: 16
Zim if paralyzed, repeat the saving throw at the end of each of its turns, Constitution Save DC 10 vs 6, ortherwise,
Zim attacks GH1 (GH2 next). morningstar, Attack: 22 Damage: 8, on-hit sap disadv
GH4 targets Zim, bite Attack: 11 Damage: 7
Kane casts fire bolt at GH1 or GH2, Attack: 22 Damage: 3
GH3 targets Zim, bite Attack: 11 Damage: 12
GH4 takes 11 damage and disadv on next attack. GH4 (25/36)
Zim is not paralyzed. Zim (29/40)
Tesco takes 11 damage and makes a concentration Constitution Save DC 10 vs 19
GH1 takes 10 force damage. GH1 (2/36)
Round 3
ghast GH1 targets Tesco, bite Attack: 11 Damage: 10
Tesco might need to recast hunter's mark as a bonus, colossus, shillelagh GH1, shillelagh Attack: 12 Damage: 12
GH2 targets Tesco, bite Attack: 18 Damage: 11
Zim attacks GH1 (GH2 next). morningstar, Attack: 25 Damage: 13, on-hit sap disadv
GH4 targets Zim, bite Attack: 21 Damage: 11
Kane casts fire bolt at GH1 or GH2, Attack: 22 Damage: 2
GH3 targets Zim, bite Attack: 8 Damage: 14
Tesco loses his hunter's mark and must recast.
GH1 takes 23 force damage and dies. GH1 (-21/36)
G2 takes 8 damage. G2 (28/36)
G2 takes 7 damage. G2 (21/36)
(This was a missed save from Round 2, only effects the melee characters)
Tesco makes a Constitution Save with advantage from heroic inspiration, stench Constitution DC 10 vs 17
Zim makes a Constitution Save with advantage from dwarven resilience, stench Constitution DC 10 vs 21
Round 4
GH1 is dead
Tesco uses as a bonus to move hunter's mark onto GH2, colossus, shillelagh GH2, shillelagh Attack: 12 Damage: 19
GH2 targets Tesco, bite Attack: 6 Damage: 16
Zim attacks GH2 (GH4 next). morningstar, Attack: 16 Damage: 13, on-hit sap disadv
GH4 targets Zim, bite Attack: 8 Damage: 15
Kane casts fire bolt at GH2 or GH4, Attack: 24 Damage: 6
GH3 targets Zim, bite Attack: 10 Damage: 8
Kane uses Portent 11+2 and Tesco to saves against the stench.
GH2 takes 21 damage and dies. GH2 (0/36)
GH2 is dead.
GH4 takes 13 damage. GH4 (12/36)
GH4 takes 10 damage. GH4 (2/36)
Round 4
Tesco uses as a bonus to move hunter's mark onto GH4, colossus, shillelagh Attack: 12 Damage: 13
GH2 is dead
Zim attacks GH4 (GH3 next). morningstar, Attack: 15 Damage: 14, on-hit sap disadv
GH4 targets Zim, bite Attack: 5 Damage: 5
Kane casts fire bolt at GH4 or GH3, Attack: 8 Damage: 4
GH3 targets Zim, bite Attack: 20 Damage: 11
GH4 takes 14 damage and dies. GH4 (-12/36)
Zim uses parry to reduce the damage by 7
Round 5
Tesco bonus moves hunter's mark to GH3, colossus, shillelagh Attack: 18 Damage: 21
Zim attacks GH3, morningstar, Attack: 24 Damage: 8, on-hit sap disadv
GH4 is dead
Kane casts magic missile from a 1st level slot, 4, 4, 5
GH3 targets Zim, bite Attack: 20 Damage: 13
Zim takes 7 damage. Zim (22/40). Then uses second wind as a bonus action to gain 6
GH3 takes 19 damage. GH3 (17/36)
GH3 takes 10 damage. GH3 (7/36)
Round 6
Tesco attacks GH3, hunter's mark, colossus, shillelagh Attack: 8 Damage: 21
Zim attacks GH3, morningstar, Attack: 14 Damage: 12, on-hit sap disadv
Kane casts fire bolt at GH3, Attack: 22 Damage: 9
GH3 targets Zim, bite Attack: 6 Damage: 13