This post has potentially manipulated dice roll results.
Dak and Bargus finish off the second troll. The go out of the valley and take a LR and reset for the next day. The next morning, they perform their rituals. Bargus cast Mage armor. Both finish some of the cooked game or rations and drink some water to prepare for the day. The camp is broken down and they head into the valley. Encounter hunt time: 1; Bargus Stealth: 12; Dak Stealth: 22 TR1 Perception check: 9; TR2 Perception check: 12; TR1 Initiative: 8 AC 15 passive 12 HP 84/84; TR2 Initiative: 5 AC 15 passive 12 HP 84/84 Bargus' skeletons are 60ft behind them. Bargus Initiative: 8 AC 15 passive 12 - HP 51/51; Hawk initiative: 14 AC 13 passive 16 – HP 1/1; Dak Initiative: 21 AC 16 passive 13 HP 67/67
60ft away.
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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 gets a surprise round the next day 1 hr into the hunt.
TR1 Initiative: 12 AC 15 passive 12 HP 84/84; TR2 Initiative: 17 AC 15 passive 12 HP 84/84 Bargus' skeletons are 60ft behind them. Bargus Initiative: 13 AC 15 passive 12 - HP 51/51; Hawk initiative: 14 AC 13 passive 16 – HP 1/1; Dak Initiative: 14 AC 16 passive 13 HP 67/67
Rnd 1 Surprise; Bargus send Hawkeye in to assist after he casts his spell. Bargus bring his skeletons up to 90ft ramge disadvantage offset by surprise rnd advantage
MOVE: Bargus moves 30ft TR1; ACTION: Cast Fireball, Damage: 38 (Fire Damage) sv DC 16 Dexterity TR1 save attempt 3; TR2 save attempt 15 Dak melees TR1 or TR2 BONUS: SK1-8 TR1 then next once one dies.SK1 Range/melee Attack: 19 Damage: 7 (piercing)SK2 Range/Melee Attack: 20 Damage: 3 (piercing)SK3 Range/Melee Attack: 7 Damage: 7 (piercing)SK4 Range/Melee Attack: 18 Damage: 8 (piercing)SK5 Range/Melee Attack: 18 Damage: 4 (piercing)SK6 Range/Melee Attack: 8 Damage: 4 (piercing)SK7 Range/Melee Attack: 6 Damage: 4 (piercing)SK8 Range/Melee Attack: 20 Damage: 7 (piercing)
Dak Advances to attack the most injured Troll moving 30ft and using Adrenaline push for 3 thp and 30ft more to attack. BONUS: Dak uses Adrenaline push for 3 thp ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 22 Damage: 15 (Slashing Damage) or half (7) Savage attacker Damage: 14 (Slashing Damage) or half (7); Action surge ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 23 Damage: 16 (Slashing Damage) or half (8); Savage attacker Damage: 15 (Slashing Damage) or half (7)
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This post has potentially manipulated dice roll results.
Bargus' fireball does 33 dmg neither troll saves; The Skeletons do 16 dmg to TR1; Dak does 33 dmg to TR1
TR2 Initiative: 17 AC 15 passive 12 HP 51/84 Hawk initiative: 14 AC 13 passive 16 – HP 1/1; Bargus Initiative: 13 AC 15 passive 12 - HP 51/51; Dak Initiative: 14 AC 16 passive 13 HP 67/67; TR1 Initiative: 12 AC 15 passive 12 HP 2/84;
Rnd 2 Dak in melee and Bargus 30ft and skeletons at 90 ft. Bargus moves up 20ft to cast burning hands on TR1 and 2 and the Skeletons move up 30ft to be 60ft from Trolls and attack weakest Troll then next. Dak will take on TR2.
MOVE: Bargus moves 20ft to be 10ft from TR2; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.); ACTION: Cast Burning Hands, Attack TR2 Burning hands level 1 Damage: 4 (Fire Damage DC 16 Dex) or half (2) TR2 4; BONUS: Skeletons move 30ft now 60ft from the trolls SK1-8 attack TR1 unless dead then TR2 once it dies; SK1 Range/melee Attack: 7 Damage: 3 (piercing)SK2 Range/Melee Attack: 15 Damage: 6 (piercing)SK3 Range/Melee Attack: 5 Damage: 3 (piercing)SK4 Range/Melee Attack: 9 Damage: 6 (piercing)SK5 Range/Melee Attack: 15 Damage: 3 (piercing)SK6 Range/Melee Attack: 13 Damage: 7 (piercing)SK7 Range/Melee Attack: 8 Damage: 8 (piercing)SK8 Range/Melee Attack: 10 Damage: 4 (piercing) Dak melees BONUS: Second wind 6 ; ACTION: Attack#1 with the Great sword+1 on TR2(Graze on Miss 9 dmg): Attack: 21 Damage: 16 (Slashing Damage) or half (8); Savage attacker Damage: 16 (Slashing Damage) or half (8); Attack#2 with the Great sword+1 on TR2(Graze on Miss 9 dmg): Attack: 18 Damage: 14 (Slashing Damage) or half (7); Savage attacker Damage: 11 (Slashing Damage) or half (5);
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TR2 attacks Dak for 16 dmg; TR1 dies as if it save it takes 2 fire damage which kills it. TR2 fails and takes 4 fire damage. Skeletons do 9 dmg to TR2; Dak heals 6. Dak does 30 dmg to TR2;
TR2 Initiative: 17 AC 15 passive 12 HP 8/84 Hawk initiative: 14 AC 13 passive 16 – HP 1/1; Bargus Initiative: 13 AC 15 passive 12 - HP 51/51; Dak Initiative: 14 AC 16 passive 13 HP 51/67; TR1 Initiative: 12 AC 15 passive 12 HP Dead/84;
TR2 attacks Dak for 8 dmg; TR2 fails and takes 10 fire damage killing TR2. Encounter over.
TR2 Initiative: 17 AC 15 passive 12 HP Dead/84 Hawk initiative: 14 AC 13 passive 16 – HP 1/1; Bargus Initiative: 13 AC 15 passive 12 - HP 51/51; Dak Initiative: 14 AC 16 passive 13 HP 52/67; TR1 Initiative: 12 AC 15 passive 12 HP Dead/84;
The team gather their bounty and head back to town. 3600xp each and 1440 gp each minus 3gp inn and tavern with tips each.
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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 scribes Remove curse and Dispel magic into his Arcane Grimoire and his back up spell book. 150gp + 150gp + 30gp is 330 gp with 15hr total time to complete. He takes time for 2 days to get things done. He looks over Evely's shop too for any goodies he might need. Dak and Bagus each spend 600 gp on 3 potions of heroism each.
Bargus scribes several scolls for his shop
Chromatic orb level 1, Magic Missile Level 1 - 1 day and 25gp each so 2 days and 50gp
Scorching Ray Level 2, Shatter Level 2 - 3 days and 100gp each so 6 days and 200gp
Animage Dead Level 3, Fireball Level 3, Protection from Enegery Level 3, Sending Level 3 - 5 days and 150gp each so 20 days and 600gp
Blight Level 4, Evard's Black Tentacles Level 4, Sickening Radiance Level 4 - 10 days and 1000gp each so 30 days and 3000gp.
Total time is 58 days and cost is 3850 gp. Markup to be factored in. Dak and Bargus fund the process and will split the profits too.
OOC - Sheet updated to remove coins and parchment
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The goliath and the halfling depart their temporary camp and head further into the canyon. They come across two humans by the side of the road who look like they need assistance. They stop to see what is the situation with Rahne walking up to the pair (insight 5) before Eclipse (insight 17) yells, "It's a trap!" remembering Liam's information and recognizing that the pair are actually spies (AC12, HP 27)
Initiative Rahne 21, Eclipse 8, S1 &2 8
Rahne reacts quickly by swinging his great axe (attack 14, 11) hitting once (damage 15). He practices a new maneuver - Evasive Action - which improves his AC by 7
Eclipse throws a Guiding Bolt at the same spy that Rahne attacked (attack 9) but misses.
The pair of spies come at Rahne with the short swords singing but only catching air (7, 20, 12, 9)
Rahne misses (11, 9) with his two great axe swings but surges for a successful hit (25) which slightly damages s1 (5). He once again practices Evasive Action (+4 AC)
Eclipse returns to Sacred Flame but S1 easily dodges it (nat 20)
The spies resume their short sword attacks against Rahne (5, 5, 14, 9) but barely miss hitting each other and do not come close to Rahne
Rahne uses his hand axe (attack 17 & 19, damage 8 & 10) to kill S1 before successfully jabbing at S2 with his javelin (attack 12, damage 7)
Eclipse casts Sacred Flame but once again the spy easily dodges it (another nat 20)
S2 swings its short sword ineffectively (5, 17)
Rahne continues with his smaller weapons, first with the hand axe (attack 24, 24) (damage 6, 8) and then misses (9) with the javelin
Eclipse with a string of curse words accompanying her call to her deity lets loose Sacred Flame again which misses the target but at least singes the area (17). Cursing resumes.
S2 finally draws Rahne's blood (21, 11) for 5 damage.
Rahne's hand axe (attack 16, damage 9) eliminates the spy. Rahne throws the two new bodies into the cart after separating them from their short swords and hand crossbows
While they take a short break, Eclipse tries one of the hand crossbows but quickly determines she has no proficiency in it, much to her chagrin given how poorly her spells have been working. However, she also feels more connected to her deity, Sheela Peryroyl, as a result of the fight (200xp, advance to level 3).
Their rest ends when two daggers come flying at them from the Bandit Captain (AC 15, HP 65), both hitting Rahne (attack 20, 22, damage 5, 5). The Captain then yells, "You take out some of my team, I take you out!" and rushes forward
initiative Rahne 8, Eclipse 7, BC 17
The Captain twice swings his scimitar at Rahne (19, 23) and twice hits (6, 6)
Rahne is completely focused on the Captain but the damage he sustained must have thrown off his aim since he misses (11, 13). He gains a second wind (+9hp)
Eclipse hurls a Guiding Bolt but misses (8) then casts a Shield of Faith over Rahne (+2AC)
Snarling, the Captain swings his scimitar but misses (11, 8)
Rahne resumes with his great axe (21, 21), hitting both times (13, 9). He attempts to disarm the Captain causing extra damage (5) but does not knock the scimitar from the Captain's grasp.
Eclipse keeps her distance and resumes Sacred Flame but the Captain skips out of the way of its path
The Captain swings his scimitar twice (10, 7) but misses
Rahne continues with the great axe (17, 21, 9 surge) (damage 11, 8)
Prepared for the worst, Eclipse is not surprised when the Captain dodges her Sacred Flame again (19)
The Captain connects once with his scimitar (22, 17) (damage 6)
Rahne continues with his great axe (21, 26 nat 20) to bloody the Captain (6, 9)
Eclipse runs up to Rahne, touches him, and then retreats (Cure Wounds, +15hp). Clearly she is better at healing than damaging.
The Captain misses two more times (11, 17)
Rahne (attack 15, damage 12) finishes the Captain with a solid cleave to the stomach.
Rahne adds this final body to the cart, again, separated from its possessions. Eclipse takes the two daggers. The find a small purse with 14sp. They take the two day drive back to town with the increasingly stinky cargo. They return the cart and horses to Liam and collect their reward (410gp) and sell the inventory at Evelyn's shop (studded leather, scimitar, short sword x6, hand crossbow x2, longbow x2= 178gp). They split the gains and Rahne will pay for the modest room (5sp) they will share, the comfortable dinner (10sp) with extra meat for Rahne (3) and common wine (2sp).
OOC: Thanks to everyone who has kept this thread and campaign going. Each week, I've tried to add new content, either magic items in the shops or NPCs, new encounter tables, locations, and so on. The last major addition was the Necromancer mini-campaign and some of you have played it. I wanted to bring a party of three characters through the encounters to test for balance and scaling. What I can say is that starting at level 4 was challenging but I think it was the right starting level. What I should have done was stopped before Encounter 5 to level-up to 5th level, but somehow I pulled it off. Now I'm returning to Encounter 6 with a party of three 5th level characters. I imagine that if the party is successful, that they will need to grind up to level 6 before advancing to Encounter 7. Let's see what happens.
Tesco met up with the pair the next day. "Are you ready to head back into the Silverwoods?" Kane replies simply, "Yes." and Zim shouts, "This is what I've been waiting for." Zim pays 900 gp to upgrade his plate to adamantine plate and buys a periapt of wound closure for 500 gp more, total 1400 gp. Tesco must give Kane 50 gp to afford his next trip to the shop, where Kane buys Wand of the War Mage, +1 (1000 gp) Pearl of Power (600 gp), total 1600 gp. After everyone buys new items, they take a short rest to attune them, they grab some more ten more rations (5 gp each) and they head back to the Necromancer's trail.
Encounter 6 (Vampires Spawns) The mansion’s grand double doors creak open, revealing a dimly lit hall. As you step inside, the air suddenly chills, and three 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.
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Kane casts mage armor and false life from a 2nd level slot for 14 temps, then during a short rest will use arcane recovery to regain his spell slots.
VS3 14, VS1 12, Kane 11, Tesco 5, Zim 5, VS2 4. Kane will use initiative swap with Zim so that he's in at init 11.
Round 1 VS3 rushes Kane, Claw1 Attack: 18 grapple no damage VS3 targets Kane, if Claw1 missed then Claw2 Attack: 15 Damage: 6 but if Claw1 hits roll this damage for Bite instead 5 plus 6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount.
VS1 rushes Tesco, Claw1 Attack: 13 grapple no damage VS3 targets Tesco, if Claw1 missed then Claw2 Attack: 19 Damage: 10 but if Claw1 hits roll this damage for Bite instead 6 plus 6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount.
Tesco casts shillelagh on his magic club +1, targets VS3, then casts true strike, Attack: 22 Damage: 19 radiant damage.
Tesco is grappled and must target VS1. VS1 takes 19 radiant damage. VS1 (63/82, radiant regen off)
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Round 1 (continued) Kane casts misty step as a bonus action to teleport out of melee, then casts summon fey as a small elf named Puck appears behind VS1 Puck (AC 15, HP 30, Fey Blade +8 2d6+6 force) Puck uses fuming as a bonus to gain advantage, targets VS1, fey blade Attack: 22 Damage: 13
VS2 targets Zim, Claw1 Attack: 21 grapple no damage VS2 targets Zim, if Claw1 missed then Claw2 Attack: 26 Damage: 13 but if Claw1 hits roll this damage for Bite instead 4 plus 10 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount.
VS2 targets Zim, Claw1 Attack: 26 grapple no damage
This fight is already too complicated, I'm turning this into a claw crit and not just a grapple. Zim takes 4d4+3 crit damage 12, parry reduces damage by 8
Kane casts chromatic orb from a 2nd level slot, heroic inspiration adv, targets VS1, Attack: 27 Damage: 13 fire damage. Puck uses fuming as a bonus to gain advantage, targets VS1, fey blade Attack: 28 Damage: 22
VS1 takes 13 damage and a 22 crit, total 35. VS1 (9/82, radiant regen off)
Tesco drops hunter's mark but recasts it as a bonus targets VS1 or VS3, then casts true strike Attack: 11 Damage: 15 radiant damage.
This is an error. Tesco casts cure wounds from a 2nd level slot on himself for 12 and still recasts hunter's mark.
Kane casts chromatic orb from a 2nd level slot, lucky adv, targets VS1 or VS3, Attack: 25 Damage: 24 fire damage.
VS1 had 9 hp remaining and takes 24 fire and dies. I should have kept my lucky 2nd level slot for a freshie, but I'm making mistakes, not too bad. VS1 (-15/82)
Puck uses fuming as a bonus to gain advantage, targets VS1 or VS3, fey blade Attack: 18 Damage: 14
Kane casts fire bolt, targets VS2, Attack: 25 Damage: 4 fire damage. Puck uses fuming as a bonus to gain advantage, targets VS3, fey blade Attack: 21 Damage: 8
Tesco targets VS2, then casts true strike with colossus slayer, Attack: 18 Damage: 21 radiant damage.
Kane casts magic missile, targets VS2, three missiles hit for 4, 2, 3 Puck uses fuming as a bonus to gain advantage, targets VS3, fey blade Attack: 26 Damage: 14
Kane casts magic missile, targets VS2, three missiles hit for 3, 3, 3 Puck uses fuming as a bonus to gain advantage, targets VS3, fey blade Attack: 22 Damage: 11
VS2 takes 9, 11, total 20 damage. VS2 (-12/82)
3x Vampire Spawns Rewards 5400 XP (1800 XP each) Individual Treasure: Challenge 5–10 (22) 1st coins out of 6d6, 3, 2, 4, 3, 6, 6 2nd coins out of 3d6 6, 6, 6 Zim 8315 XP total Kane 8765 XP total Tesco 8365 XP total
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The Duo spends 22.5 plat for 90 days each at the inn and use 58days to scribe the spells and hang out with the others in the town. Witht he balance of days they had left that leaves them 47 days paid up for the inn. Bargus Survival: 19 Dak Survival: 5DC10 for fresh game there and back. The duo travel to the Valley taking 2 days to get to the edge. The camp for the night at the edge. The next morning, they perform their rituals. Bargus cast Mage armor. Both finish some of the cooked game or rations and drink some water to prepare for the day. The camp is broken down and they head into the valley. Encounter hunt time1
SK1 Initiative: 20 AC 18 passive 12 HP 112/112; Bargus Initiative: 14 AC 15 passive 12 - HP 58/58; Hawk initiative: 19 AC 13 passive 16 – HP 1/1; Dak Initiative: 10 AC 19 passive 13 HP 84/84
Skeletal Knight Encounter 8 As you approach the stone steps leading to the ruins, a figure in ornate armor steps forward. Though no flesh clings to its bones, it moves with an eerie grace, drawing a sword that gleams with an unnatural light. It raises its visor, revealing nothing but darkness within, and points its blade toward you, issuing a silent challenge
Dak and Bargus finish off the second troll. The go out of the valley and take a LR and reset for the next day. The next morning, they perform their rituals. Bargus cast Mage armor. Both finish some of the cooked game or rations and drink some water to prepare for the day. The camp is broken down and they head into the valley. Encounter hunt time: 1; Bargus Stealth: 12; Dak Stealth: 22 TR1 Perception check: 9; TR2 Perception check: 12; TR1 Initiative: 8 AC 15 passive 12 HP 84/84; TR2 Initiative: 5 AC 15 passive 12 HP 84/84 Bargus' skeletons are 60ft behind them. Bargus Initiative: 8 AC 15 passive 12 - HP 51/51; Hawk initiative: 14 AC 13 passive 16 – HP 1/1; Dak Initiative: 21 AC 16 passive 13 HP 67/67
60ft away.
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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 gets a surprise round the next day 1 hr into the hunt.
TR1 Initiative: 12 AC 15 passive 12 HP 84/84; TR2 Initiative: 17 AC 15 passive 12 HP 84/84 Bargus' skeletons are 60ft behind them. Bargus Initiative: 13 AC 15 passive 12 - HP 51/51; Hawk initiative: 14 AC 13 passive 16 – HP 1/1; Dak Initiative: 14 AC 16 passive 13 HP 67/67
Rnd 1 Surprise; Bargus send Hawkeye in to assist after he casts his spell. Bargus bring his skeletons up to 90ft ramge disadvantage offset by surprise rnd advantage
MOVE: Bargus moves 30ft TR1; ACTION: Cast Fireball, Damage: 38 (Fire Damage) sv DC 16 Dexterity TR1 save attempt 3; TR2 save attempt 15 Dak melees TR1 or TR2 BONUS: SK1-8 TR1 then next once one dies.SK1 Range/melee Attack: 19 Damage: 7 (piercing)SK2 Range/Melee Attack: 20 Damage: 3 (piercing)SK3 Range/Melee Attack: 7 Damage: 7 (piercing)SK4 Range/Melee Attack: 18 Damage: 8 (piercing)SK5 Range/Melee Attack: 18 Damage: 4 (piercing)SK6 Range/Melee Attack: 8 Damage: 4 (piercing)SK7 Range/Melee Attack: 6 Damage: 4 (piercing)SK8 Range/Melee Attack: 20 Damage: 7 (piercing)
Dak Advances to attack the most injured Troll moving 30ft and using Adrenaline push for 3 thp and 30ft more to attack. BONUS: Dak uses Adrenaline push for 3 thp
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 22 Damage: 15 (Slashing Damage) or half (7) Savage attacker Damage: 14 (Slashing Damage) or half (7); Action surge ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 23 Damage: 16 (Slashing Damage) or half (8); Savage attacker Damage: 15 (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' fireball does 33 dmg neither troll saves; The Skeletons do 16 dmg to TR1; Dak does 33 dmg to TR1
TR2 Initiative: 17 AC 15 passive 12 HP 51/84 Hawk initiative: 14 AC 13 passive 16 – HP 1/1; Bargus Initiative: 13 AC 15 passive 12 - HP 51/51; Dak Initiative: 14 AC 16 passive 13 HP 67/67; TR1 Initiative: 12 AC 15 passive 12 HP 2/84;
Rnd 2 Dak in melee and Bargus 30ft and skeletons at 90 ft. Bargus moves up 20ft to cast burning hands on TR1 and 2 and the Skeletons move up 30ft to be 60ft from Trolls and attack weakest Troll then next. Dak will take on TR2.
TR2 attacks Dak Bite Attack: 27 Damage: 6 (piercing Damage) Claw Attack: 22 Damage: 10 (Slashing Damage) Claw Attack: 17 Damage: 7 (Slashing Damage):
MOVE: Bargus moves 20ft to be 10ft from TR2; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.); ACTION: Cast Burning Hands, Attack TR2 Burning hands level 1 Damage: 4 (Fire Damage DC 16 Dex) or half (2) TR2 4; BONUS: Skeletons move 30ft now 60ft from the trolls SK1-8 attack TR1 unless dead then TR2 once it dies; SK1 Range/melee Attack: 7 Damage: 3 (piercing)SK2 Range/Melee Attack: 15 Damage: 6 (piercing)SK3 Range/Melee Attack: 5 Damage: 3 (piercing)SK4 Range/Melee Attack: 9 Damage: 6 (piercing)SK5 Range/Melee Attack: 15 Damage: 3 (piercing)SK6 Range/Melee Attack: 13 Damage: 7 (piercing)SK7 Range/Melee Attack: 8 Damage: 8 (piercing)SK8 Range/Melee Attack: 10 Damage: 4 (piercing) Dak melees BONUS: Second wind 6 ; ACTION: Attack#1 with the Great sword+1 on TR2(Graze on Miss 9 dmg): Attack: 21 Damage: 16 (Slashing Damage) or half (8); Savage attacker Damage: 16 (Slashing Damage) or half (8); Attack#2 with the Great sword+1 on TR2(Graze on Miss 9 dmg): Attack: 18 Damage: 14 (Slashing Damage) or half (7); Savage attacker Damage: 11 (Slashing Damage) or half (5);
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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;
TR2 attacks Dak for 16 dmg; TR1 dies as if it save it takes 2 fire damage which kills it. TR2 fails and takes 4 fire damage. Skeletons do 9 dmg to TR2; Dak heals 6. Dak does 30 dmg to TR2;
TR2 Initiative: 17 AC 15 passive 12 HP 8/84 Hawk initiative: 14 AC 13 passive 16 – HP 1/1; Bargus Initiative: 13 AC 15 passive 12 - HP 51/51; Dak Initiative: 14 AC 16 passive 13 HP 51/67; TR1 Initiative: 12 AC 15 passive 12 HP Dead/84;
Rnd 3
TR2 attacks Dak Bite Attack: 27 Damage: 13 (piercing Damage) Claw Attack: 17 Damage: 9 (Slashing Damage) Claw Attack: 21 Damage: 12 (Slashing Damage):
MOVE: Bargus stays 10ft from TR2; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.); ACTION: Cast Burning Hands, Attack TR2 Burning hands level 1 Damage: 9 (Fire Damage DC 16 Dex) or half (4) TR2 16; BONUS: Skeletons move 30ft now 60ft from the trolls SK1-8 attack TR1 unless dead then TR2 once it dies; SK1 Range/melee Attack: 6 Damage: 3 (piercing)SK2 Range/Melee Attack: 24 Damage: 8 (piercing)SK3 Range/Melee Attack: 10 Damage: 6 (piercing)SK4 Range/Melee Attack: 16 Damage: 8 (piercing)SK5 Range/Melee Attack: 16 Damage: 6 (piercing)SK6 Range/Melee Attack: 23 Damage: 3 (piercing)SK7 Range/Melee Attack: 20 Damage: 6 (piercing)SK8 Range/Melee Attack: 13 Damage: 3 (piercing) Dak melees BONUS: Second wind 11 ; ACTION: Attack#1 with the Great sword+1 on TR2(Graze on Miss 9 dmg): Attack: 18 Damage: 15 (Slashing Damage) or half (7); Savage attacker Damage: 16 (Slashing Damage) or half (8); Attack#2 with the Great sword+1 on TR2(Graze on Miss 9 dmg): Attack: 26 Damage: 13 (Slashing Damage) or half (6); 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;
TR2 attacks Dak for 8 dmg; TR2 fails and takes 10 fire damage killing TR2. Encounter over.
TR2 Initiative: 17 AC 15 passive 12 HP Dead/84 Hawk initiative: 14 AC 13 passive 16 – HP 1/1; Bargus Initiative: 13 AC 15 passive 12 - HP 51/51; Dak Initiative: 14 AC 16 passive 13 HP 52/67; TR1 Initiative: 12 AC 15 passive 12 HP Dead/84;
The team gather their bounty and head back to town. 3600xp each and 1440 gp each minus 3gp inn and tavern with tips each.
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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 scribes Remove curse and Dispel magic into his Arcane Grimoire and his back up spell book. 150gp + 150gp + 30gp is 330 gp with 15hr total time to complete. He takes time for 2 days to get things done. He looks over Evely's shop too for any goodies he might need. Dak and Bagus each spend 600 gp on 3 potions of heroism each.
Bargus scribes several scolls for his shop
Chromatic orb level 1, Magic Missile Level 1 - 1 day and 25gp each so 2 days and 50gp
Scorching Ray Level 2, Shatter Level 2 - 3 days and 100gp each so 6 days and 200gp
Animage Dead Level 3, Fireball Level 3, Protection from Enegery Level 3, Sending Level 3 - 5 days and 150gp each so 20 days and 600gp
Blight Level 4, Evard's Black Tentacles Level 4, Sickening Radiance Level 4 - 10 days and 1000gp each so 30 days and 3000gp.
Total time is 58 days and cost is 3850 gp. Markup to be factored in. Dak and Bargus fund the process and will split the profits too.
OOC - Sheet updated to remove coins and parchment
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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 goliath and the halfling depart their temporary camp and head further into the canyon. They come across two humans by the side of the road who look like they need assistance. They stop to see what is the situation with Rahne walking up to the pair (insight 5) before Eclipse (insight 17) yells, "It's a trap!" remembering Liam's information and recognizing that the pair are actually spies (AC12, HP 27)
Initiative Rahne 21, Eclipse 8, S1 &2 8
Rahne reacts quickly by swinging his great axe (attack 14, 11) hitting once (damage 15). He practices a new maneuver - Evasive Action - which improves his AC by 7
Eclipse throws a Guiding Bolt at the same spy that Rahne attacked (attack 9) but misses.
The pair of spies come at Rahne with the short swords singing but only catching air (7, 20, 12, 9)
Rahne misses (11, 9) with his two great axe swings but surges for a successful hit (25) which slightly damages s1 (5). He once again practices Evasive Action (+4 AC)
Eclipse returns to Sacred Flame but S1 easily dodges it (nat 20)
The spies resume their short sword attacks against Rahne (5, 5, 14, 9) but barely miss hitting each other and do not come close to Rahne
Rahne uses his hand axe (attack 17 & 19, damage 8 & 10) to kill S1 before successfully jabbing at S2 with his javelin (attack 12, damage 7)
Eclipse casts Sacred Flame but once again the spy easily dodges it (another nat 20)
S2 swings its short sword ineffectively (5, 17)
Rahne continues with his smaller weapons, first with the hand axe (attack 24, 24) (damage 6, 8) and then misses (9) with the javelin
Eclipse with a string of curse words accompanying her call to her deity lets loose Sacred Flame again which misses the target but at least singes the area (17). Cursing resumes.
S2 finally draws Rahne's blood (21, 11) for 5 damage.
Rahne's hand axe (attack 16, damage 9) eliminates the spy. Rahne throws the two new bodies into the cart after separating them from their short swords and hand crossbows
While they take a short break, Eclipse tries one of the hand crossbows but quickly determines she has no proficiency in it, much to her chagrin given how poorly her spells have been working. However, she also feels more connected to her deity, Sheela Peryroyl, as a result of the fight (200xp, advance to level 3).
Their rest ends when two daggers come flying at them from the Bandit Captain (AC 15, HP 65), both hitting Rahne (attack 20, 22, damage 5, 5). The Captain then yells, "You take out some of my team, I take you out!" and rushes forward
initiative Rahne 8, Eclipse 7, BC 17
The Captain twice swings his scimitar at Rahne (19, 23) and twice hits (6, 6)
Rahne is completely focused on the Captain but the damage he sustained must have thrown off his aim since he misses (11, 13). He gains a second wind (+9hp)
Eclipse hurls a Guiding Bolt but misses (8) then casts a Shield of Faith over Rahne (+2AC)
Snarling, the Captain swings his scimitar but misses (11, 8)
Rahne resumes with his great axe (21, 21), hitting both times (13, 9). He attempts to disarm the Captain causing extra damage (5) but does not knock the scimitar from the Captain's grasp.
Eclipse keeps her distance and resumes Sacred Flame but the Captain skips out of the way of its path
The Captain swings his scimitar twice (10, 7) but misses
Rahne continues with the great axe (17, 21, 9 surge) (damage 11, 8)
Prepared for the worst, Eclipse is not surprised when the Captain dodges her Sacred Flame again (19)
The Captain connects once with his scimitar (22, 17) (damage 6)
Rahne continues with his great axe (21, 26 nat 20) to bloody the Captain (6, 9)
Eclipse runs up to Rahne, touches him, and then retreats (Cure Wounds, +15hp). Clearly she is better at healing than damaging.
The Captain misses two more times (11, 17)
Rahne (attack 15, damage 12) finishes the Captain with a solid cleave to the stomach.
Rahne adds this final body to the cart, again, separated from its possessions. Eclipse takes the two daggers. The find a small purse with 14sp. They take the two day drive back to town with the increasingly stinky cargo. They return the cart and horses to Liam and collect their reward (410gp) and sell the inventory at Evelyn's shop (studded leather, scimitar, short sword x6, hand crossbow x2, longbow x2= 178gp). They split the gains and Rahne will pay for the modest room (5sp) they will share, the comfortable dinner (10sp) with extra meat for Rahne (3) and common wine (2sp).
OOC: Thanks to everyone who has kept this thread and campaign going. Each week, I've tried to add new content, either magic items in the shops or NPCs, new encounter tables, locations, and so on. The last major addition was the Necromancer mini-campaign and some of you have played it. I wanted to bring a party of three characters through the encounters to test for balance and scaling. What I can say is that starting at level 4 was challenging but I think it was the right starting level. What I should have done was stopped before Encounter 5 to level-up to 5th level, but somehow I pulled it off. Now I'm returning to Encounter 6 with a party of three 5th level characters. I imagine that if the party is successful, that they will need to grind up to level 6 before advancing to Encounter 7. Let's see what happens.
Tesco met up with the pair the next day. "Are you ready to head back into the Silverwoods?" Kane replies simply, "Yes." and Zim shouts, "This is what I've been waiting for."
Zim pays 900 gp to upgrade his plate to adamantine plate and buys a periapt of wound closure for 500 gp more, total 1400 gp.
Tesco must give Kane 50 gp to afford his next trip to the shop, where Kane buys Wand of the War Mage, +1 (1000 gp) Pearl of Power (600 gp), total 1600 gp.
After everyone buys new items, they take a short rest to attune them, they grab some more ten more rations (5 gp each) and they head back to the Necromancer's trail.
Encounter 6 (Vampires Spawns)
The mansion’s grand double doors creak open, revealing a dimly lit hall. As you step inside, the air suddenly chills, and three 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.
Stealth DC 13, Zim 4, Tesco 27, Kane 22
Initiative, Zim 19 (disadv 4), Kane 6, Tesco 20, vampire spawn VS1 5 (disadv 13), VS2 11 (disadv 17), VS3 22 (disadv 14).
Tesco beats the stealth so the vampire spawns roll initiative at disadvantage but so does Zim and Kane disadv 22
Kane casts mage armor and false life from a 2nd level slot for 14 temps, then during a short rest will use arcane recovery to regain his spell slots.
VS3 14, VS1 12, Kane 11, Tesco 5, Zim 5, VS2 4. Kane will use initiative swap with Zim so that he's in at init 11.
Round 1
VS3 rushes Kane, Claw1 Attack: 18 grapple no damage
VS3 targets Kane, if Claw1 missed then Claw2 Attack: 15 Damage: 6 but if Claw1 hits roll this damage for Bite instead 5 plus 6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount.
VS1 rushes Tesco, Claw1 Attack: 13 grapple no damage
VS3 targets Tesco, if Claw1 missed then Claw2 Attack: 19 Damage: 10 but if Claw1 hits roll this damage for Bite instead 6 plus 6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount.
Zim rushes VS3, magic morningstar +1, Attack: 15 Damage: 9 magic damage
Zim extra attack VS3, morningstar Attack: 15 Damage: 8 magic damage
Zim action surge VS3, morningstar Attack: 27 Damage: 12 magic damage
Zim extra surge VS3, morningstar Attack: 14 Damage: 9 magic damage
Tesco casts shillelagh on his magic club +1, targets VS3, then casts true strike, Attack: 21 Damage: 20 radiant damage.
Tesco is grappled by VS1
VS3 takes 12, 9, 8, total 29 damage. VS3 (53/82)
Tesco is grappled and must target VS1.
VS1 takes 19 radiant damage. VS1 (63/82, radiant regen off)
Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Round 1 (continued)
Kane casts misty step as a bonus action to teleport out of melee, then casts summon fey as a small elf named Puck appears behind VS1
Puck (AC 15, HP 30, Fey Blade +8 2d6+6 force)
Puck uses fuming as a bonus to gain advantage, targets VS1, fey blade Attack: 22 Damage: 13
VS2 targets Zim, Claw1 Attack: 21 grapple no damage
VS2 targets Zim, if Claw1 missed then Claw2 Attack: 26 Damage: 13 but if Claw1 hits roll this damage for Bite instead 4 plus 10 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount.
Round 2
VS3 regenerates 10 hp. VS3 (63/82)
VS3 targets Tesco, Claw1 Attack: 25 Damage: 5
VS3 targets Tesco, Claw2 Attack: 26 Damage: 12
VS3 radiant regen off
VS1 targets Tesco, Claw1 Attack: 15 Damage: 10
VS1 targets Tesco, Claw2 Attack: 23 Damage: 7
Zim targets VS3, magic morningstar +1, Attack: 25 Damage: 12 magic damage
Zim extra attack VS3, morningstar Attack: 25 Damage: 12 magic damage
Tesco casts hunter's mark targets VS1, then casts true strike, using heroic inspiration for advantage, Attack: 20 Damage: 15 radiant damage.
Kane casts chromatic orb from a 2nd level slot, heroic inspiration adv, targets VS1, Attack: 18 Damage: 19 fire damage.
Puck uses fuming as a bonus to gain advantage, targets VS1, fey blade Attack: 26 Damage: 10
VS2 regenerates 10 hp. VS2 (82/82)
VS2 targets Zim, Claw1 Attack: 10 Damage: 7
VS2 targets Zim, Claw2 Attack: 20 Damage: 8
This fight is already too complicated, I'm turning this into a claw crit and not just a grapple.
Zim takes 4d4+3 crit damage 12, parry reduces damage by 8
Tesco is double crit, 19, 12, total 31. Tesco (13/44)
VS3 takes 13, 12, total 25. VS3 (38/82)
VS1 takes 19 damage. VS1 (44/82, radiant regen off)
VS1 takes 13 damage and a 22 crit, total 35. VS1 (9/82, radiant regen off)
Zim takes 6 damage. hp tbd
Zim takes 2 damage. Zim (62/64)
Zim takes 6 more damage. Zim (56/64)
Round 3
VS3 regenerates 10 hp. VS3 (48/82)
VS3 targets Tesco, Claw1 Attack: 22 Damage: 8
VS3 targets Tesco, Claw2 Attack: 21 Damage: 5
VS1 radiant regen off
VS1 targets Tesco, Claw1 Attack: 19 Damage: 8
VS1 targets Tesco, Claw2 Attack: 26 Damage: 9
Zim targets VS3, magic morningstar +1, Attack: 23 Damage: 11 magic damage
Zim extra attack VS3, morningstar Attack: 9 Damage: 8 magic damage
Tesco drops hunter's mark but recasts it as a bonus targets VS1 or VS3, then casts true strike Attack: 9 Damage: 17 radiant damage.
Kane casts chromatic orb from a 2nd level slot, lucky adv, targets VS1 or VS3, Attack: 28 Damage: 37 fire damage.
Puck uses fuming as a bonus to gain advantage, targets VS1 or VS3, fey blade Attack: 26 Damage: 15
VS2 regenerates 10 hp. VS2 (82/82)
VS2 targets Zim, Claw1 Attack: 8 Damage: 9
VS2 targets Zim, Claw2 Attack: 25 Damage: 5
Wow, a lot of misses
VS3 takes 9, 15, total 24 damage. VS3 (24/82)
This is an error. Tesco casts cure wounds from a 2nd level slot on himself for 12 and still recasts hunter's mark.
VS1 had 9 hp remaining and takes 24 fire and dies. I should have kept my lucky 2nd level slot for a freshie, but I'm making mistakes, not too bad.
VS1 (-15/82)
VS3 takes 14 damage. VS3 (10/82)
Zim uses riposte to attack VS2, Attack: 26 Damage: 8 magic damage
Zim takes 6 more damage. Zim (50/64)
Round 4
VS3 regenerates 10 hp. VS3 (20/82)
VS3 targets Tesco, Claw1 Attack: 12 Damage: 5
VS3 targets Tesco, Claw2 Attack: 15 Damage: 10
VS1 is dead
Zim targets VS3, morningstar, Attack: 24 Damage: 15 magic damage
Zim extra attack VS3, morningstar Attack: 9 Damage: 15 magic damage
Tesco moves hunter's mark as a bonus, targets VS3, then casts true strike with colossus slayer, Attack: 16 Damage: 27 radiant damage.
Kane casts fire bolt, targets VS3, Attack: 9 Damage: 1 fire damage.
Puck uses fuming as a bonus to gain advantage, targets VS3, fey blade Attack: 25 Damage: 9
VS2 regenerates 10 hp. VS2 (82/82)
VS2 targets Zim, Claw1 Attack: 14 Damage: 8
VS2 targets Zim, Claw2 Attack: 7 Damage: 10
Tesco heals 12. Tesco (25/44)
VS2 takes 13 damage. VS2 (69/82)
Tesco takes 8 damage. Tesco (17/44)
Tesco casts shield as a reaction, AC 19 becomes AC 24. Miss
VS3 takes 8 damage. VS3 (12/82)
VS3 takes 7 damage. VS3 (5/82)
VS3 takes a crit for 22 damage and dies. VS3 (-17/82)
VS2 regenerates 10 hp. VS2 (79/82)
Zim uses a reaction to riposte, target VS2 Attack: 27 Damage: 9
Zim takes 7 more damage. Zim (43/64)
Round 5
VS3 is dead
Zim targets VS2, morningstar, Attack: 27 Damage: 12 magic damage
Zim extra attack VS3, morningstar Attack: 18 Damage: 8 magic damage
Tesco moves hunter's mark as a bonus, targets VS2, then casts true strike with colossus slayer, Attack: 21 Damage: 30 radiant damage.
Kane casts fire bolt, targets VS2, Attack: 25 Damage: 4 fire damage.
Puck uses fuming as a bonus to gain advantage, targets VS3, fey blade Attack: 21 Damage: 8
VS2 regenerates 10 hp
VS2 targets Zim, Claw1 Attack: 7 Damage: 8
VS2 targets Zim, Claw2 Attack: 14 Damage: 7
VS2 takes 9 damage. VS2 (70/82)
VS2 takes 12, 8, total 20 damage. VS2 (50/82)
VS2 takes 30 radiant damage, suppressing regeneration. VS2 (20/82)
VS2 takes 4, 8, total 12. VS2 (8/82)
Regeneration is suppressed.
Round 6
Zim targets VS2, morningstar, Attack: 11 Damage: 14 magic damage
Zim extra attack VS2, morningstar Attack: 10 Damage: 10 magic damage
Tesco targets VS2, then casts true strike with colossus slayer, Attack: 18 Damage: 21 radiant damage.
Kane casts magic missile, targets VS2, three missiles hit for 4, 2, 3
Puck uses fuming as a bonus to gain advantage, targets VS3, fey blade Attack: 26 Damage: 14
VS2 takes 9, 11, total 20 damage. VS2 (-12/82)
3x Vampire Spawns Rewards
5400 XP (1800 XP each)
Individual Treasure: Challenge 5–10 (22)
1st coins out of 6d6, 3, 2, 4, 3, 6, 6
2nd coins out of 3d6 6, 6, 6
Zim 8315 XP total
Kane 8765 XP total
Tesco 8365 XP total
Total stash of 150 sp, 60 gp (50 sp, 20 gp each)
The Duo spends 22.5 plat for 90 days each at the inn and use 58days to scribe the spells and hang out with the others in the town. Witht he balance of days they had left that leaves them 47 days paid up for the inn. Bargus Survival: 19 Dak Survival: 5 DC10 for fresh game there and back. The duo travel to the Valley taking 2 days to get to the edge. The camp for the night at the edge. The next morning, they perform their rituals. Bargus cast Mage armor. Both finish some of the cooked game or rations and drink some water to prepare for the day. The camp is broken down and they head into the valley. Encounter hunt time 1
SK1 Initiative: 20 AC 18 passive 12 HP 112/112; Bargus Initiative: 14 AC 15 passive 12 - HP 58/58; Hawk initiative: 19 AC 13 passive 16 – HP 1/1; Dak Initiative: 10 AC 19 passive 13 HP 84/84
Skeletal Knight Encounter 8
As you approach the stone steps leading to the ruins, a figure in ornate armor steps forward. Though no flesh clings to its bones, it moves with an eerie grace, drawing a sword that gleams with an unnatural light. It raises its visor, revealing nothing but darkness within, and points its blade toward you, issuing a silent challenge
Boss fight solo
1x skeletal knight
Distance is 60ft
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;