Bargus 30ft from the zombies, Dak 60ft from the zombies, Hawkeye 60ft. Skeletons 90ft
Hawk flies 60ft to help Dak for next round. Dak melees GZ1, but gives room for Bargus' spells
BONUS: Dak uses Adrenaline push for 3 thp
ACTION: Attack with the Great sword+1 on GZ1(Graze on Miss 9 dmg): Attack: 29 Damage: 23 (Slashing Damage) or half (11)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
Action surge
ACTION: Attack with the Great sword+1 on GZ1(Graze on Miss 5 dmg): Attack: 16 Damage: 12 (Slashing Damage) or half (6)
Savage attacker Damage: 17 (Slashing Damage) or half (8)
(4)
MOVE: Bargus moves 15ft forward to prep for Burning hands spell. Bargus brings the skeletons up 30ft forward putting them 60ft and in range normal range
ACTION:Cast Burning Hands, Burning hands level 1 Damage: 6 (Fire Damage DC 16 Dex) or half (3) sv DC 16 Dexterity GZ1 save attempt 4; GZ2 save attempt 10 BONUS: SK1-8 attack most wounded GZ then next once one dies.
This post has potentially manipulated dice roll results.
Dak moves forward to melee GZ1 and GZ2 but shifted toward GZ2 so they can both get hit by Bargus' burning hands spell he knows coming. Dak does 30 dmg to GZ1 and gets 3 thp. Bargus does 9 dmg to GZ2 and 4 to GZ1 killing GZ1, then the skeletons go aiming at GZ2. Skellies do 25 dmg to GZ2. GZ1 dead so only GZ2 goes and hits for 9 dmg on Dak.
Correction last round skeletons did 37 dmg and I though GZ had weapon resistance, but they don't so 19 move dmg kills GZ1 and the 34 dmg exceeded the fortitude roll. GZ1 dead.
Rnd 3
Dak Initiative: 21 AC 19 passive 13 HP 61/67
Bargus Initiative: 14 AC 15 passive 12 - HP 51/51
GZ1 Initiative: 9 AC 15 passive 8 HP Dead/97
GZ2 Initiative: 7 AC 15 passive 8 HP 46/97
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
Hawk flies over GZ2 to help Dak for next round. Dak melees GZ2, but gives room for Bargus' spells
BONUS: Second wind 10 if needed as it applies
ACTION: Attack with the Great sword+1 on GZ2(Graze on Miss 9 dmg): Attack: 20 Damage: 17 (Slashing Damage) or half (8)
Savage attacker Damage: 13 (Slashing Damage) or half (6)
MOVE: Bargus stays put for Toll the dead spell. Bargus brings the skeletons up 30ft forward putting them 30ft and in range normal range
This post has potentially manipulated dice roll results.
Dak and the team combine for some good damage 40 dmg but not enough to kill the beast. The Greater zombie misses Dak's new AC 19 on bot attacks. Dak heals for 10 to max hp.
Rnd 4
Dak Initiative: 21 AC 19 passive 13 HP 61/67
Bargus Initiative: 14 AC 15 passive 12 - HP 51/51
GZ1 Initiative: 9 AC 15 passive 8 HP Dead/97
GZ2 Initiative: 7 AC 15 passive 8 HP 6/97
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
Dak melees GZ2
BONUS: Not needed no damage last turn.
ACTION: Attack with the Great sword+1 on GZ2(Graze on Miss 9 dmg): Attack: 26 Damage: 13 (Slashing Damage) or half (6)
Savage attacker Damage: 17 (Slashing Damage) or half (8)
MOVE: Bargus stays put for Toll the dead spell. Bargus brings the skeletons up 30ft forward putting them 30ft and in range normal range
Knight Rewards plate (sellback, 750 gp) Greatsword (sellback, 25 gp) Heavy Crossbow (sellback, 25 gp) bounty 230 gp 230+750+25+25, total 1030 gp 700 XP (Zim total 3815 XP)
Zim tries on the plate armor before selling it back and says, "It's such a nice fit, I think I'll keep this and sell my chain mail." Chain Mail (sellback 37 gp, 5 sp) Keeping the plate, gold rewards becomes 230+25+25, total 280 gp
Zim wanders the town and ends up drinking ale at The Grove. Kane is there and buys him a round (8 cp). Kane starts, "Undead are my least favorites quarry. The corruption and necromantic aura, just the smell is too much for me." Zim responds, "Aye, I guess I hadn't noticed." He smells his armor and shakes his head. Kane offers, "What do you say about a partnership? We could go hunting giants?" Zim chugs his beers and stands up resolute. "Let's go fighting!"
Kane purchases a clockwork amulet (100 gp), before leaving town. Heading towards the Gray Mountain Valley, Encounter Table 501 (Level 5 recommended), 14, selecting 1-20: 1x Hill Giant (1800XP, 720gp). Default Approach, Zim 30 feet, Kane 60 feet. Kane init 22, Zim 7, hill giant HG1 init 14
HG1 takes 16, 12, total 28 damage sap disadv. HG1 (34/105) Zim uses second wind to heal 5 The first attack has disadv from sap, 11 Zim uses a reaction to riposte and reduce the first attack by 14
"Thank you but I will wait for my friends." And so he did for 15 long minutes before he started squirming around on his chair. Sitting still was not his normal activity so he stood up - much to the relief of the chair - and soon finds the quest board. He can get paid to bash skeletons! This would be more fun than trying to play the flute in front of a crowd.
He departs at once and spends the day walking to the Silverwood. He arrives and decides to spend the night before seeing what he can find. He attempts to build a fire but struggles (Survival: 8) so just eats a ration and sleeps in his bedroll. In the morning, he grumbles about the lack of coffee before wandering deeper into the forest. He quickly finds (56) two skeletons that apparently needed the coffee even more than he did. (Using 2024 Skeleton Stats from PHB 2024, AC 13, HP 13, init +3)
Initiative: Rahne 21, Sk1 5+3=8, Sk2 1+3=4
Rahne decides to attack sk1 with his javelin (attack 9) then with his hand axe (attack 23, damage 8) with only the hand axe giving a satisfying thwack.
SK1 counter attacks with its short sword (attack 8, damage 3)
SK2 counter attacks with its short sword (attack 15, damage 2)
Rahne succeeds this time with the javelin (attack 14, damage 10) then turns his hand axe on SK2 (attack 16, damage 6)
SK2 attacks with its short sword (attack 8, damage 4) but continues to miss
Rahne continues his one-two punch of javelin (attack 8) and hand axe (attack 14, damage 6) to significantly damage but not kill the last skeleton.
SK2 attacks with its short sword (attack 4) but misses
Rahne pulls out his great axe to overkill this undead (attack 12 and 13 since have ADV due to VEX from hand axe hit, damage 7)
The Duo goes and meet Varnak to discuss their recent clues and further investigation revealed what they are up against. With this information they are warned of things to consider as they prepare to go out and deal with the issues. Vampires (spawn) Encounter 6 Px vampire spawn
The Duo travel 2days to the grounds and prepare as usual. Bargus Survival: 22; Dak Survival: 8 .vs DC 10 Rations on fail. Bargus preps Mage armor for 8hrs. Encounter hunt time 2 before they find the place. The mansion’s grand double doors creak open, revealing a dimly lit hall. As you step inside, the air suddenly chills, and two lithe figures drop from the rafters, landing gracefully on their feet. Their eyes gleam red, and sharp fangs flash as they grin at you. 'You should not have come here,' one whispers, as they prepare to attack. If you succeed on a Stealth Check DC 13, then the vampire spawn has disadvantage on their initiative.
The Duo find game to hunt to and from the valley. Their guts rejoice. The team also were very stealthy entering the mansion. Opening the doors reveals a 20ft wide and 40ft long rug in the entryway on the main level. There is a dining table with chairs and then a fireplace. Lots of room dimly lit though.
The spot the Vampire spawns 60ft away as they drop down from the ceiling.
Bargus Initiative: 15 AC 15 passive 12 - HP 51/51 Hawk initiative: 14 AC 13 passive 16 – HP 1/1 Dak Initiative: 10 AC 19 passive 13 HP 67/67 VS1 Initiative: 9 AC 15 passive 13 HP 82/82 VS2 Initiative: 10 AC 15 passive 13 HP 82/82
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Bargus Initiative: 15 AC 15 passive 12 - HP 51/51 Hawk initiative: 14 AC 13 passive 16 – HP 1/1 VS2 Initiative: 10 AC 15 passive 13 HP 82/82 Dak Initiative: 10 AC 19 passive 13 HP 67/67 VS1 Initiative: 9 AC 15 passive 13 HP 82/82
Bargus cast fireball at level 4 at the two vampire spawns. VS1 and VS2 Bargus moves back 10ft to force the vampires to Melee Dak. He sends in his skeletons and have them on either side of just into the main room on either side of the doors 30ft. The attack VS1 or the most damaged of the two spawns first. Using wooden arrows will help.
ACTION: Cast Fireball, Damage: 30 (Fire Damage) or half (15)]; VS1 save attempt 13 VS2 save attempt 17
VS2 moves to Claw ATK Dak and Claw Grapple Dak. VS2 Claw Attack Dak: 12 Damage: 9 (slashing) VS2 Claw Attack Dak: 15 Grapple. Dak may need a Str Save here.
Bargus Initiative: 15 AC 15 passive 12 - HP 51/51 Hawk initiative: 14 AC 13 passive 16 – HP 1/1 VS2 Initiative: 10 AC 15 passive 13 HP 42/82 Dak Initiative: 10 AC 19 passive 13 HP 67/67 VS1 Initiative: 9 AC 15 passive 13 HP 42/82 Both
Spawns take 40 dmg from the fireball. The tables catch fire as do the wooden chairs. The skeletons do 5 dmg since the spawns are resistant to non-magical attacks targeted at VS2 the closer of the two. Dak gets hit for 8 dmg and is possibly grappled. 9 Dak sv vs DC 13 Str
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Hawk helps; Dak escapes the grapple of VS2 and now has init: BONUS: Second wind 11; ACTION: Attack with the Great sword+1 on VS2(Graze on Miss 9 dmg): Attack: 15 Damage: 16 (Slashing Damage) or half (8) Savage attacker Damage: 15 (Slashing Damage) or half (7) Action surge ACTION: Attack with the Great sword+1 on VS2(Graze on Miss 5 dmg): Attack: 16 Damage: 14 (Slashing Damage) or half (7) Savage attacker Damage: 18 (Slashing Damage) or half (9) VS1 has init and tries the same thing on Dak. VS 1 Claw Attack Dak: 18 Damage: 10 (slashing) VS 1 Grapple Dak:8 Grapple attempt.
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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;
Dak took 8 dmg from VS2 and healed 11 dmg so max hp again. used a second wind. and an action surge. Dak didn't have adv on the second attack but the first number was the higher number so it counts. Both attacks hit. dmg 34 dmg to VS2. VS1 attacks both miss one just barely.
Bargus Initiative: 15 AC 15 passive 12 - HP 51/51 Hawk initiative: 14 AC 13 passive 16 – HP 1/1 VS2 Initiative: 10 AC 15 passive 13 HP 8/82 Dak Initiative: 10 AC 19 passive 13 HP 67/67 VS1 Initiative: 9 AC 15 passive 13 HP 42/82 Both
Rnd 2 is up.
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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 cast Magic missile at level 2 at VS2. Bargus stays put. Bargus commands the skeletons to attack VS1 as VS2 will die from his magic missiles he has estimated.
This post has potentially manipulated dice roll results.
Bargus Initiative: 15 AC 15 passive 12 - HP 51/51 Hawk initiative: 14 AC 13 passive 16 – HP 1/1 VS2 Initiative: 10 AC 15 passive 13 HP dead no regen since it doesn't have 1 hp/82 Dak Initiative: 10 AC 19 passive 13 HP 67/67 VS1 Initiative: 9 AC 15 passive 13 HP 7/82 Both
Bargus does 13 dmg to VS1 killing it and without 1 hp it dies; The skeletons do 19 dmg to VS1 even resisted. Dak add 16 more dmg to VS1.
VS1 attacks Dak again. VS 1 Claw Attack Dak: 26 Damage: 14 (slashing) VS 1 Claw Attack Dak: 26 Damage: 14 (slashing)
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Dak gets hit for 6 hp.
Bargus Initiative: 15 AC 15 passive 12 - HP 51/51 Hawk initiative: 14 AC 13 passive 16 – HP 1/1 VS2 Initiative: 10 AC 15 passive 13 HP dead no regen since it doesn't have 1 hp/82 Dak Initiative: 10 AC 19 passive 13 HP 61/67 VS1 Initiative: 9 AC 15 passive 13 HP 7/82
Rnd 3. Dak sends a another MM at VS1 at level 2 is strong enough to kill it. The team put a stake through their hearts to finish them off for good. The find a stash with some coins and another clue.
34 Stash roll
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Rnd 2 is up
Bargus 30ft from the zombies, Dak 60ft from the zombies, Hawkeye 60ft. Skeletons 90ft
Hawk flies 60ft to help Dak for next round. Dak melees GZ1, but gives room for Bargus' spells
BONUS: Dak uses Adrenaline push for 3 thp
ACTION: Attack with the Great sword+1 on GZ1(Graze on Miss 9 dmg): Attack: 29 Damage: 23 (Slashing Damage) or half (11)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
Action surge
ACTION: Attack with the Great sword+1 on GZ1(Graze on Miss 5 dmg): Attack: 16 Damage: 12 (Slashing Damage) or half (6)
Savage attacker Damage: 17 (Slashing Damage) or half (8)
(4)
MOVE: Bargus moves 15ft forward to prep for Burning hands spell. Bargus brings the skeletons up 30ft forward putting them 60ft and in range normal range
ACTION:Cast Burning Hands, Burning hands level 1 Damage: 6 (Fire Damage DC 16 Dex) or half (3) sv DC 16 Dexterity GZ1 save attempt 4; GZ2 save attempt 10
BONUS: SK1-8 attack most wounded GZ then next once one dies.
SK1 Range/melee Attack: 14 Damage: 5 (piercing)
SK2 Range/Melee Attack: 19 Damage: 5 (piercing)
SK3 Range/Melee Attack: 13 Damage: 7 (piercing)
SK4 Range/Melee Attack: 9 Damage: 6 (piercing)
SK5 Range/Melee Attack: 17 Damage: 5 (piercing)
SK6 Range/Melee Attack: 11 Damage: 4 (piercing)
SK7 Range/Melee Attack: 12 Damage: 3 (piercing)
SK8 Range/Melee Attack: 7 Damage: 3 (piercing)
GZ1 Empowered Slam Dak: 25 Damage: 7 (Bludgeoning Damage) + 6 (Necrotic Damage) = 13
GZ1 Empowered Slam Dak: 21 Damage: 10 (Bludgeoning Damage) + 10 (Necrotic Damage) = 20
GZ2 Empowered Slam Dak: 15 Damage: 5 (Bludgeoning Damage) + 10 (Necrotic Damage) = 15
GZ2 Empowered Slam Dak: 27 Damage: 15 (Bludgeoning Damage) + 15 (Necrotic Damage) = 30
GZ1 save roll if it gets to 0 15 DC 5+dmg taken unless Radiant or Critical
GZ2 save roll if it gets to 0 23 DC 5+dmg taken unless Radiant or Critical
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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;
Dak moves forward to melee GZ1 and GZ2 but shifted toward GZ2 so they can both get hit by Bargus' burning hands spell he knows coming. Dak does 30 dmg to GZ1 and gets 3 thp. Bargus does 9 dmg to GZ2 and 4 to GZ1 killing GZ1, then the skeletons go aiming at GZ2. Skellies do 25 dmg to GZ2. GZ1 dead so only GZ2 goes and hits for 9 dmg on Dak.
Correction last round skeletons did 37 dmg and I though GZ had weapon resistance, but they don't so 19 move dmg kills GZ1 and the 34 dmg exceeded the fortitude roll. GZ1 dead.
Rnd 3
Dak Initiative: 21 AC 19 passive 13 HP 61/67
Bargus Initiative: 14 AC 15 passive 12 - HP 51/51
GZ1 Initiative: 9 AC 15 passive 8 HP Dead/97
GZ2 Initiative: 7 AC 15 passive 8 HP 46/97
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
Hawk flies over GZ2 to help Dak for next round. Dak melees GZ2, but gives room for Bargus' spells
BONUS: Second wind 10 if needed as it applies
ACTION: Attack with the Great sword+1 on GZ2(Graze on Miss 9 dmg): Attack: 20 Damage: 17 (Slashing Damage) or half (8)
Savage attacker Damage: 13 (Slashing Damage) or half (6)
MOVE: Bargus stays put for Toll the dead spell. Bargus brings the skeletons up 30ft forward putting them 30ft and in range normal range
ACTION: Cast Fire Bolt, Attack: 23 Damage: 4 (fire damage 120ft range)
BONUS: SK1-8 attack most wounded GZ then next once one dies.
SK1 Range/melee Attack: 11 Damage: 8 (piercing)
SK2 Range/Melee Attack: 20 Damage: 5 (piercing)
SK3 Range/Melee Attack: 9 Damage: 8 (piercing)
SK4 Range/Melee Attack: 22 Damage: 5 (piercing)
SK5 Range/Melee Attack: 9 Damage: 8 (piercing)
SK6 Range/Melee Attack: 17 Damage: 6 (piercing)
SK7 Range/Melee Attack: 16 Damage: 3 (piercing)
SK8 Range/Melee Attack: 24 Damage: 10 (piercing)
GZ2 Empowered Slam Dak: 13 Damage: 9 (Bludgeoning Damage) + 7 (Necrotic Damage) = 16
GZ2 Empowered Slam Dak: 25 Damage: 6 (Bludgeoning Damage) + 4 (Necrotic Damage) = 10
GZ2 save roll if it gets to 0 6 DC 5+dmg taken unless Radiant or Critical
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Dak and the team combine for some good damage 40 dmg but not enough to kill the beast. The Greater zombie misses Dak's new AC 19 on bot attacks. Dak heals for 10 to max hp.
Rnd 4
Dak Initiative: 21 AC 19 passive 13 HP 61/67
Bargus Initiative: 14 AC 15 passive 12 - HP 51/51
GZ1 Initiative: 9 AC 15 passive 8 HP Dead/97
GZ2 Initiative: 7 AC 15 passive 8 HP 6/97
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
Dak melees GZ2
BONUS: Not needed no damage last turn.
ACTION: Attack with the Great sword+1 on GZ2(Graze on Miss 9 dmg): Attack: 26 Damage: 13 (Slashing Damage) or half (6)
Savage attacker Damage: 17 (Slashing Damage) or half (8)
MOVE: Bargus stays put for Toll the dead spell. Bargus brings the skeletons up 30ft forward putting them 30ft and in range normal range
ACTION: Cast Fire Bolt, Attack: 13 Damage: 8 (fire damage 120ft range)
BONUS: SK1-8 attack most wounded GZ then next once one dies.
SK1 Range/melee Attack: 13 Damage: 4 (piercing)
SK2 Range/Melee Attack: 15 Damage: 7 (piercing)
SK3 Range/Melee Attack: 20 Damage: 8 (piercing)
SK4 Range/Melee Attack: 7 Damage: 3 (piercing)
SK5 Range/Melee Attack: 13 Damage: 6 (piercing)
SK6 Range/Melee Attack: 6 Damage: 4 (piercing)
SK7 Range/Melee Attack: 6 Damage: 4 (piercing)
SK8 Range/Melee Attack: 24 Damage: 7 (piercing)
GZ2 Empowered Slam Dak: 14 Damage: 6 (Bludgeoning Damage) + 11 (Necrotic Damage) = 17
GZ2 Empowered Slam Dak: 26 Damage: 8 (Bludgeoning Damage) + 7 (Necrotic Damage) = 15
GZ2 save roll if it gets to 0 6 DC 5+dmg taken unless Radiant or Critical
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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;
The beast takes 37 dmg and fortitude doesn't happen. The Greater zombies fall to the fighting duo of Dak and Bargus.
The head back to town eating fresh game. XP 1800 each. Loot is 57 split two ways. In the Treasure stash they spot clues for their next encounter.
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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;
The find 1400cp and 35ep with the clue the Greater Zombies had stashed away.
The Duo spend time in the tavern and at the inn eating drinking bathing and listening to the bards as usual. Each spending 3gp each.
The do some research on the clue to find out some tidbits on what to expect.
Dak Religion: 10 vs DC 15 to know what they are. DC20 on thing, DC25 2 things
Bargus Religion: 16 vs DC 15 to know what they are. DC20 on thing, DC25 2 things
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Zim tries on the plate armor before selling it back and says, "It's such a nice fit, I think I'll keep this and sell my chain mail."
Chain Mail (sellback 37 gp, 5 sp)
Keeping the plate, gold rewards becomes 230+25+25, total 280 gp
Zim wanders the town and ends up drinking ale at The Grove. Kane is there and buys him a round (8 cp). Kane starts, "Undead are my least favorites quarry. The corruption and necromantic aura, just the smell is too much for me." Zim responds, "Aye, I guess I hadn't noticed." He smells his armor and shakes his head. Kane offers, "What do you say about a partnership? We could go hunting giants?" Zim chugs his beers and stands up resolute. "Let's go fighting!"
Kane purchases a clockwork amulet (100 gp), before leaving town. Heading towards the Gray Mountain Valley, Encounter Table 501 (Level 5 recommended), 14, selecting 1-20: 1x Hill Giant (1800XP, 720gp). Default Approach, Zim 30 feet, Kane 60 feet. Kane init 22, Zim 7, hill giant HG1 init 14
Round 1
Kane, heroic inspiration adv, chromatic orb 2nd level, Attack: 20 Damage: 15 cold damage
Zim morningstar +1, Attack: 11 Damage: 11, sap adv
Zim action surge, Attack: 11 Damage: 11, sap adv
HG1 targets Zim, greatclub1 Attack: 20 Damage: 18 bludgeoning damage
HG1 targets Zim, greatclub2 Attack: 18 Damage: 15 bludgeoning damage
Round 2
Kane, lucky adv, chromatic orb 2nd level, Attack: 26 Damage: 37 cold damage
Zim morningstar Attack: 21 Damage: 14, sap adv
HG1 targets Zim, greatclub1 Attack: 19 Damage: 19 bludgeoning damage
HG1 targets Zim, greatclub2 Attack: 13 Damage: 17 bludgeoning damage
Round 3
Kane, lucky adv, chromatic orb 2nd level, Attack: 11 Damage: 20 cold damage
Zim morningstar Attack: 9 Damage: 13, sap adv
HG1 targets Zim, greatclub1 Attack: 16 Damage: 25 bludgeoning damage
HG1 targets Zim, greatclub2 Attack: 25 Damage: 15 bludgeoning damage
Round 4
Kane, clockwork amulet, chromatic orb 1st level, Attack: 16 Damage: 22 cold damage
Zim morningstar Attack: 17 Damage: 12, sap adv
HG1 targets Zim, greatclub1 Attack: 25 Damage: 17 bludgeoning damage
HG1 targets Zim, greatclub2 Attack: 11 Damage: 25 bludgeoning damage
HG1 takes 9 damage. HG1 (96/105)
The first attack has disadv from sap, 24
Zim uses a reaction to riposte and reduce the first attack by 14
Zim uses second wind to heal 11
HG1 takes 22, 12, total 34 damage and get's sap disadv. HG1 (62/105)
HG1 takes 16, 12, total 28 damage sap disadv. HG1 (34/105)
Zim uses second wind to heal 5
The first attack has disadv from sap, 11
Zim uses a reaction to riposte and reduce the first attack by 14
HG1 takes 23 damage. HG1 (11/105)
Zim uses his last second wind to heal 6
Zim uses a reaction to riposte and reduce the first attack by 9
Round 5
Kane casts magic missile, 2, 3, 3
Zim takes 20 but reduces it by 14, total 6. Zim (46/52)
Zim takes an enormous crit for 35 damage. Zim (11/52)
Zim heals 11. Zim (22/52)
Zim heals 5. Zim (27/52)
HG1 misses due to sap disadv
Zim takes 15 damage, reduced 14 by riposte, total 1 damage. Zim (26/52)
Zim heals 6. Zim (32/52)
Zim takes 23 damage, reduced by 9, total 14 damage. Zim (18/52)
HG1 takes 8 damage. HG1 (3/105)
Round 5 (continued)
Zim morningstar Attack: 25 Damage: 9, sap adv
HG1 targets Zim, greatclub1 Attack: 17 Damage: 24 bludgeoning damage
HG1 targets Zim, greatclub2 Attack: 9 Damage: 22 bludgeoning damage
Round 6
Kane casts magic missile, 1, 1, 1
1d4 was rolled instead of 1d4+1, so instead of 2, 3, 3, it should have been 3, 4, 4, total 11 and HG1 dies
Either way, Zim's follow-up attack deals 9 damage and HG1 dies.
Either-either way, HG1 wiffs and Kane finishes off with one spell slot to spare.
Hill Giant Rewards
bounty 720 gp (split 360 gp each)
greatclub (sellback --)
1800 XP (split 900 XP each)
Zim Total 4715 XP
Kane Total 5165 XP
"Thank you but I will wait for my friends." And so he did for 15 long minutes before he started squirming around on his chair. Sitting still was not his normal activity so he stood up - much to the relief of the chair - and soon finds the quest board. He can get paid to bash skeletons! This would be more fun than trying to play the flute in front of a crowd.
He departs at once and spends the day walking to the Silverwood. He arrives and decides to spend the night before seeing what he can find. He attempts to build a fire but struggles (Survival: 8) so just eats a ration and sleeps in his bedroll. In the morning, he grumbles about the lack of coffee before wandering deeper into the forest. He quickly finds (56) two skeletons that apparently needed the coffee even more than he did. (Using 2024 Skeleton Stats from PHB 2024, AC 13, HP 13, init +3)
Initiative: Rahne 21, Sk1 5+3=8, Sk2 1+3=4
Rahne decides to attack sk1 with his javelin (attack 9) then with his hand axe (attack 23, damage 8) with only the hand axe giving a satisfying thwack.
SK1 counter attacks with its short sword (attack 8, damage 3)
SK2 counter attacks with its short sword (attack 15, damage 2)
Rahne succeeds this time with the javelin (attack 14, damage 10) then turns his hand axe on SK2 (attack 16, damage 6)
SK2 attacks with its short sword (attack 8, damage 4) but continues to miss
Rahne continues his one-two punch of javelin (attack 8) and hand axe (attack 14, damage 6) to significantly damage but not kill the last skeleton.
SK2 attacks with its short sword (attack 4) but misses
Rahne pulls out his great axe to overkill this undead (attack 12 and 13 since have ADV due to VEX from hand axe hit, damage 7)
The Duo goes and meet Varnak to discuss their recent clues and further investigation revealed what they are up against. With this information they are warned of things to consider as they prepare to go out and deal with the issues. Vampires (spawn) Encounter 6 Px vampire spawn
The Duo travel 2days to the grounds and prepare as usual. Bargus Survival: 22; Dak Survival: 8 .vs DC 10 Rations on fail. Bargus preps Mage armor for 8hrs. Encounter hunt time 2 before they find the place. The mansion’s grand double doors creak open, revealing a dimly lit hall. As you step inside, the air suddenly chills, and two lithe figures drop from the rafters, landing gracefully on their feet. Their eyes gleam red, and sharp fangs flash as they grin at you. 'You should not have come here,' one whispers, as they prepare to attack. If you succeed on a Stealth Check DC 13, then the vampire spawn has disadvantage on their initiative.
Bargus Stealth: 19 : Dak Stealth: 18
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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;
The Duo find game to hunt to and from the valley. Their guts rejoice. The team also were very stealthy entering the mansion. Opening the doors reveals a 20ft wide and 40ft long rug in the entryway on the main level. There is a dining table with chairs and then a fireplace. Lots of room dimly lit though.
The spot the Vampire spawns 60ft away as they drop down from the ceiling.
Bargus Initiative: 15 AC 15 passive 12 - HP 51/51 Hawk initiative: 14 AC 13 passive 16 – HP 1/1 Dak Initiative: 10 AC 19 passive 13 HP 67/67 VS1 Initiative: 9 AC 15 passive 13 HP 82/82 VS2 Initiative: 10 AC 15 passive 13 HP 82/82
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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 Initiative: 15 AC 15 passive 12 - HP 51/51 Hawk initiative: 14 AC 13 passive 16 – HP 1/1 VS2 Initiative: 10 AC 15 passive 13 HP 82/82 Dak Initiative: 10 AC 19 passive 13 HP 67/67 VS1 Initiative: 9 AC 15 passive 13 HP 82/82
Bargus cast fireball at level 4 at the two vampire spawns. VS1 and VS2 Bargus moves back 10ft to force the vampires to Melee Dak. He sends in his skeletons and have them on either side of just into the main room on either side of the doors 30ft. The attack VS1 or the most damaged of the two spawns first. Using wooden arrows will help.
ACTION: Cast Fireball, Damage: 30 (Fire Damage) or half (15)]; VS1 save attempt 13 VS2 save attempt 17
SK1 Range Attack: 13 Damage: 3 (piercing) SK2 Range/Melee Attack: 11 Damage: 5 (piercing) SK3 Range/Melee Attack: 8 Damage: 8 (piercing) SK4 Range/Melee Attack: 10 Damage: 4 (piercing) SK5 Range/Melee Attack: 9 Damage: 7 (piercing) SK6 Range/Melee Attack: 18 Damage: 6 (piercing) SK7 Range/Melee Attack: 11 Damage: 6 (piercing) SK8 Range/Melee Attack: 16 Damage: 8 (piercing)
VS2 moves to Claw ATK Dak and Claw Grapple Dak. VS2 Claw Attack Dak: 12 Damage: 9 (slashing) VS2 Claw Attack Dak: 15 Grapple. Dak may need a Str Save here.
Bad Dice roller.
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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 Initiative: 15 AC 15 passive 12 - HP 51/51 Hawk initiative: 14 AC 13 passive 16 – HP 1/1 VS2 Initiative: 10 AC 15 passive 13 HP 42/82 Dak Initiative: 10 AC 19 passive 13 HP 67/67 VS1 Initiative: 9 AC 15 passive 13 HP 42/82 Both
Spawns take 40 dmg from the fireball. The tables catch fire as do the wooden chairs. The skeletons do 5 dmg since the spawns are resistant to non-magical attacks targeted at VS2 the closer of the two. Dak gets hit for 8 dmg and is possibly grappled. 9 Dak sv vs DC 13 Str
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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;
Dak has adv on str checks. second roll 25
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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;
Hawk helps; Dak escapes the grapple of VS2 and now has init: BONUS: Second wind 11;
ACTION: Attack with the Great sword+1 on VS2(Graze on Miss 9 dmg): Attack: 15 Damage: 16 (Slashing Damage) or half (8) Savage attacker Damage: 15 (Slashing Damage) or half (7) Action surge ACTION: Attack with the Great sword+1 on VS2(Graze on Miss 5 dmg): Attack: 16 Damage: 14 (Slashing Damage) or half (7) Savage attacker Damage: 18 (Slashing Damage) or half (9) VS1 has init and tries the same thing on Dak. VS 1 Claw Attack Dak: 18 Damage: 10 (slashing) VS 1 Grapple Dak: 8 Grapple attempt.
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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;
Dak took 8 dmg from VS2 and healed 11 dmg so max hp again. used a second wind. and an action surge. Dak didn't have adv on the second attack but the first number was the higher number so it counts. Both attacks hit. dmg 34 dmg to VS2. VS1 attacks both miss one just barely.
Bargus Initiative: 15 AC 15 passive 12 - HP 51/51 Hawk initiative: 14 AC 13 passive 16 – HP 1/1 VS2 Initiative: 10 AC 15 passive 13 HP 8/82 Dak Initiative: 10 AC 19 passive 13 HP 67/67 VS1 Initiative: 9 AC 15 passive 13 HP 42/82 Both
Rnd 2 is up.
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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 cast Magic missile at level 2 at VS2. Bargus stays put. Bargus commands the skeletons to attack VS1 as VS2 will die from his magic missiles he has estimated.
ACTION: Cast Magic Missile, Level 2 Damage: 4 (Force damage 120ft range) + 4 (Force damage 120ft range) + 2 (Force damage 120ft range) + 3 (Force damage 120ft range) = 13
SK1 Range Attack: 24 Damage: 14 (piercing) SK2 Range/Melee Attack: 17 Damage: 8 (piercing) SK3 Range/Melee Attack: 10 Damage: 7 (piercing) SK4 Range/Melee Attack: 19 Damage: 3 (piercing) SK5 Range/Melee Attack: 10 Damage: 8 (piercing) SK6 Range/Melee Attack: 24 Damage: 6 (piercing) SK7 Range/Melee Attack: 21 Damage: 3 (piercing) SK8 Range/Melee Attack: 24 Damage: 5 (piercing) Hawkeye helps and Dak goes before VS1 BONUS: N/A ACTION: Attack with the Great sword+1 on VS1(Graze on Miss 9 dmg): Attack: 26 Damage: 16 (Slashing Damage) or half (8) Savage attacker Damage: 14 (Slashing Damage) or half (7)
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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 Initiative: 15 AC 15 passive 12 - HP 51/51 Hawk initiative: 14 AC 13 passive 16 – HP 1/1 VS2 Initiative: 10 AC 15 passive 13 HP dead no regen since it doesn't have 1 hp/82 Dak Initiative: 10 AC 19 passive 13 HP 67/67 VS1 Initiative: 9 AC 15 passive 13 HP 7/82 Both
Bargus does 13 dmg to VS1 killing it and without 1 hp it dies; The skeletons do 19 dmg to VS1 even resisted. Dak add 16 more dmg to VS1.
VS1 attacks Dak again. VS 1 Claw Attack Dak: 26 Damage: 14 (slashing) VS 1 Claw Attack Dak: 26 Damage: 14 (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;
Dak gets hit for 6 hp.
Bargus Initiative: 15 AC 15 passive 12 - HP 51/51 Hawk initiative: 14 AC 13 passive 16 – HP 1/1 VS2 Initiative: 10 AC 15 passive 13 HP dead no regen since it doesn't have 1 hp/82 Dak Initiative: 10 AC 19 passive 13 HP 61/67 VS1 Initiative: 9 AC 15 passive 13 HP 7/82
Rnd 3. Dak sends a another MM at VS1 at level 2 is strong enough to kill it. The team put a stake through their hearts to finish them off for good. The find a stash with some coins and another clue.
34 Stash roll
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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;