The Necromancer (mini-campaign, DMless) The Necromancer (mini-campaign, DMless) Location: The Silverwood Forest
So, I just finished the first leg of this mini-campaign. It's pretty fun with three characters. I'm also noticing others are getting through the combats fairly well at level 4. My characters started at 3rd, 3rd, 4th and after three encounters they are all level 4.
Between this mini-campaign and the feedback about multiple enemies, I want to go back through the encounter tables and introduce a new numbering for party number versus static monster number. In the mini campaign I put 2+ which was meant to be Party+1.
1x means one monster 2x means two monsters Px means one monster for each character in your party (not including summons or pets) P+1 means if you have two characters then you face three monsters
Yuno decides to try and open the stone door. So far most of the doors have been wooden but seeing as this one is stone, she figures it might have something good behind it. It is stuck tight though so she has to get her tools out.
Door: 21 (Adv: 15)
She tries but sadly the stone door is too tough for her to open.
Since she's so close to the other door though, she tries to pry it open as well.
Door: 17
This goes much better for her. The simple wood door opens with ease. Beyond the door is a winding tunnel that curves southeast. As Yuno walks through it, she notices gold veins along the walls. If she had some pickaxes she might be able to harvest some to make a quick buck. Sadly she lacks the tools for it. At the end of the tunnel she finds another good quality wooden door. Unsurprisingly, this one is stuck too. This is definitely some kind of abandoned mine. Yuno wonders, "I wonder why they abandoned this place. Did it run dry? At least... dry to the point where having the crew around wasn't profitable anymore." She then gets to work trying to open this door too.
Door: 24 (Adv: 25)
The door is no match for Yuno. She is sure glad that she bought the crowbar and the smith's tools. No longer would doors stand in her way... except stone ones... and maybe Iron ones... and maybe...
Back to the task at hand. Yuno finds herself into a long room with a single simple wooden door to the south.
Perception: 14
As Yuno enters the room she hears a click and the door behind her slams shut and locks. The walls begin closing in on her, threatening to turn her into a pancake. Yuno has a decision to make. She can either try and run towards the opposite door or she can turn around and try and bash down the door she just came through. She prefers the more destructive option.
Door: 23 (Adv: 16)
Yuno successfully bashes down the door and dives through it seconds before the walls close on the room behind her. Well... she's definitely not going that way anymore.
Darbakh is a former black marketeer among the duergar, an outcast in a society of outcasts. After decades of work in less-than-ethical professions, his cynical, darkened heart yearned for some sort of peace. He joined a circle of fungal druids in the Underdark. As he now ventures into the surface world, he struggles to uphold his principles while also fighting his inclination toward crime.
This post has potentially manipulated dice roll results.
Encounter Table 304: 94
--
The first of the two days travel with the train is uneventful. Cor and Theirastra take the mule and step at the front of the train, alert to danger as the Sphinx of Wonder surveils overhead. With the Veteran dead and left for the crows and vultures of the Deadman's Gulch, the atmosphere is much more easy now that the teamster's can talk and shout and draw up a circle of wagons as they need. They no longer have the faces of men marching to the gallows.
There is a false bottom the step on which Theirastra rides; a secret compartment that is not treated with too much secrecy. On her return to the wagon, with bruises blooming over her face and fists, Theirastra had immediately checked on the lead lined compartment. Regularly now, whenever they stopped for a ration, or water break, or to look to a hazard on the path or a fault in a wheel, or to tend to the mules (it turned out the train had regular little stops often), Theirastra would check the compartment.
When they draw up the wagons for the night, and agree a station of watches, Theirastra stays to one side to check on her hidden cargo. Overcome by curiosity, Cor casts Detect Magic. He staggers back -- almost blind. Blinking spots from his eyes, he sees the teamsters watching him, concern written plainly across their faces.
"What is that?" asks Cor.
Theirastra merely smiles.
Cor's gut gnaws at him as he trances. Magic of the kind that their little cargo train carries is rarer than rare. What kind of danger is he bringing back to Evergreen Hollow? He is not sure.
When they encounter the next villains on the rise out of the canyon the following morning, the mundanity of the danger of fellow humanoid species is almost reassuring.
(Encounter is another Veteran so changed to 2 x Cult Fanatics. For the sake of flavour, for essentially the opposite of my Warlock and Monk, for the same CR, changed them to the Cult of Howling Hatred)
Darbakh is a former black marketeer among the duergar, an outcast in a society of outcasts. After decades of work in less-than-ethical professions, his cynical, darkened heart yearned for some sort of peace. He joined a circle of fungal druids in the Underdark. As he now ventures into the surface world, he struggles to uphold his principles while also fighting his inclination toward crime.
68
97
With new players comes new items in the shop. One time only I'm taking all three percentile rolls from Magic Items Table F
This post has potentially manipulated dice roll results.
The next morning Dak and Bargus decide to go Troll hunting again. Living off the land as they go and come back. Bargus Survival: 4; Dak Survival: 19 .vs DC 10. Fail is 4 rations each.
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.
After 4 hours of searching and both not finding any game to eat the get rations for 2day there and 2 days back. After breaking camp they take 4 hrs and bargus spots a troll and has surprise. Distance 60ft. Rnd 1 Surprise
Hawk initiative: 22 AC 13 passive 16 – HP 1/1 Dak Initiative: 14 AC 18 passive 13 HP 58/58 Bargus Initiative: 21 AC 15 passive 12 - HP 44/44 SK1 AC 13 passive 12 HP 13/13 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 TR1 Initiative: 4 AC 15 passive 12 HP 84/84
MOVE: Bargus moves 15ft towards TR1; ACTION: Cast [Tooltip Not Found], Attack TR1: 25 Damage: 3 (Fire Damage) BONUS: All Attack TR1 moving up 30ft
SK1 Range Attack: 6 Damage: 8 (piercing)
SK2 Range/Melee Attack: 20 Damage: 3 (piercing)
SK3 Range/Melee Attack: 14 Damage: 4 (piercing)
SK4 Range/Melee Attack: 18 Damage: 7 (piercing)
SK5 Range/Melee Attack: 24 Damage: 12 (piercing)
SK6 Range/Melee Attack: 6 Damage: 4 (piercing)
SK7 Range/Melee Attack: 10 Damage: 3 (piercing)
SK8 Range/Melee Attack: 6 Damage: 7 (piercing)
Rollback Post to RevisionRollBack
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
This post has potentially manipulated dice roll results.
Bargus and the skeletond do 25dmg to the beast with fire included. Distance 45ft for Bargus, 30ft for the skeletons 60ft for Dak and Hawk. Rnd 2
Hawk initiative: 22 AC 13 passive 16 – HP 1/1 Bargus Initiative: 21 AC 15 passive 12 - HP 44/44 SK1 AC 13 passive 12 HP 13/13 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 Dak Initiative: 14 AC 18 passive 13 HP 58/58 TR1 Initiative: 4 AC 15 passive 12 HP 59/84
Hawk flies 60ft to help Dak. Dak melees TR1, but gives room for Bargus' spells
BONUS: Dak uses Adrenaline push for 3 thp
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 19 Damage: 14 (Slashing Damage) or half (7)
Savage attacker Damage: 13 (Slashing Damage) or half (6)
Action surge
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 20 Damage: 17 (Slashing Damage) or half (8)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
Daks hits for 16 dmg and Bargus does 6 fire dmg. Note it says Gh1 17 (ghoul are +2 dex so for Troll +1 is 16 still saves) Skeletons add 18dmg so total is 40 dmg to the Troll
Bite Attack: 12 Damage: 9 (piercing Damage)
Claw Attack: 23 Damage: 8 (Slashing Damage)
Claw Attack: 19 Damage: 13 (Slashing Damage)
Rollback Post to RevisionRollBack
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
This post has potentially manipulated dice roll results.
Daks hits for 16 dmg and Bargus does 6 fire dmg. Note it says Gh1 17 (ghoul are +2 dex so for Troll +1 is 16 still saves) Skeletons add 18dmg so total is 40 dmg to the Troll. The troll does 16 dmg to Dak.
Hawk initiative: 22 AC 13 passive 16 – HP 1/1 Bargus Initiative: 21 AC 15 passive 12 - HP 44/44 SK1 AC 13 passive 12 HP 13/13 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 Dak Initiative: 14 AC 18 passive 13 HP 45/58 TR1 Initiative: 4 AC 15 passive 12 HP 19/84
Hawk flies around TR1 to help Dak. Dak melees TR1, but gives room for Bargus' spells
BONUS: Second wind 13 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 26 Damage: 17 (Slashing Damage) or half (8)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
This post has potentially manipulated dice roll results.
TR1 drops on Round 2 before it can act with fire damage. The group move outside the valley and take a short rest and Bargus does an arcane recovery to gain all three level 1 slots back.
Dak heals his wounds up. SR 1 hr. 5hrs used so far of Bargus 8hr mage armor. They hope for a quick hunt.
At the 3hr mark Bargus recast Mage Armor to keep it active. At 4hr in the spot a Troll. Everyone sees each other. Dak survival roll converts to 18 perceptions. Troll #2
Distance 60ft and Rnd 1
Dak Initiative: 21 AC 18 passive 13 HP 58/58
Hawk initiative: 11 AC 13 passive 16 – HP 1/1
Bargus Initiative: 8 AC 15 passive 12 - HP 44/44
TR1 Initiative: 7 AC 15 passive 12 HP 84/84
Dak Initiative: 21 AC 18 passive 13 HP 58/58 Hawk initiative: 11 AC 13 passive 16 – HP 1/1 Bargus Initiative: 8 AC 15 passive 12 - HP 44/44 SK1 AC 13 passive 12 HP 13/13 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 TR1 Initiative: 7 AC 15 passive 12 HP 59/84
Dak melees TR1, but gives room for Bargus' spells Hawk flies 60ft to help Bargus.
BONUS: Dak uses Adrenaline push for 3 thp
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 11 Damage: 15 (Slashing Damage) or half (7)
Savage attacker Damage: 12 (Slashing Damage) or half (6)
Action surge
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 14 Damage: 11 (Slashing Damage) or half (5)
Savage attacker Damage: 13 (Slashing Damage) or half (6)
This post has potentially manipulated dice roll results.
Troll #2 Dak moves up and connects with his first attack for 14 dmg. Bargus connects with Fire bolt for 19dmg The skeletons hit for 33 dmg. The Troll is pissed and does 31 dmg to Dak.
Distance Dak melee 30ft for Bargus Rnd 2
Dak Initiative: 21 AC 18 passive 13 HP 27/58
Hawk initiative: 11 AC 13 passive 16 – HP 1/1
Bargus Initiative: 8 AC 15 passive 12 - HP 44/44
TR1 Initiative: 7 AC 15 passive 12 HP 18/84
BONUS: Second wind 13 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 27 Damage: 13 (Slashing Damage) or half (6)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
The Troll drops before it can attack. I had Dak at adv and he critted so even if he misses the Skellies kill the TR before it goes with Bargus' burning hands.
1800 xp each and 720 gp each. The get back to town and spend 3gp at the inn and use 4 rations. The buy them back for 2gp each. 5gp each spent.
Rollback Post to RevisionRollBack
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
This post has potentially manipulated dice roll results.
Darbakh starts in the Silverwood Forest; he'd hoped to find Evergreen Hollow easily, but the creatures of the forest had other plans. Here goes the encounter roll:
This post has potentially manipulated dice roll results.
The arrow misses Darbakh by a considerable margin. The surley duergar growls and marches, covering the 30 feet of distance. He mutters a spell, causing his staff to harden into a gnarled, fungal shillelagh and swings at the offending undead.
Darbakh's melee attack roll: 18
Damage if it hits: 9
The other skeleton takes the opportunity to wade into melee, swinging its shortsword at Darbakh while he attacks its partner.
So, I just finished the first leg of this mini-campaign. It's pretty fun with three characters. I'm also noticing others are getting through the combats fairly well at level 4. My characters started at 3rd, 3rd, 4th and after three encounters they are all level 4.
Between this mini-campaign and the feedback about multiple enemies, I want to go back through the encounter tables and introduce a new numbering for party number versus static monster number. In the mini campaign I put 2+ which was meant to be Party+1.
1x means one monster
2x means two monsters
Px means one monster for each character in your party (not including summons or pets)
P+1 means if you have two characters then you face three monsters
Yuno decides to try and open the stone door. So far most of the doors have been wooden but seeing as this one is stone, she figures it might have something good behind it. It is stuck tight though so she has to get her tools out.
Door: 21 (Adv: 15)
She tries but sadly the stone door is too tough for her to open.
Since she's so close to the other door though, she tries to pry it open as well.
Door: 17
This goes much better for her. The simple wood door opens with ease. Beyond the door is a winding tunnel that curves southeast. As Yuno walks through it, she notices gold veins along the walls. If she had some pickaxes she might be able to harvest some to make a quick buck. Sadly she lacks the tools for it. At the end of the tunnel she finds another good quality wooden door. Unsurprisingly, this one is stuck too. This is definitely some kind of abandoned mine. Yuno wonders, "I wonder why they abandoned this place. Did it run dry? At least... dry to the point where having the crew around wasn't profitable anymore." She then gets to work trying to open this door too.
Door: 24 (Adv: 25)
The door is no match for Yuno. She is sure glad that she bought the crowbar and the smith's tools. No longer would doors stand in her way... except stone ones... and maybe Iron ones... and maybe...
Back to the task at hand. Yuno finds herself into a long room with a single simple wooden door to the south.
Perception: 14
As Yuno enters the room she hears a click and the door behind her slams shut and locks. The walls begin closing in on her, threatening to turn her into a pancake. Yuno has a decision to make. She can either try and run towards the opposite door or she can turn around and try and bash down the door she just came through. She prefers the more destructive option.
Door: 23 (Adv: 16)
Yuno successfully bashes down the door and dives through it seconds before the walls close on the room behind her. Well... she's definitely not going that way anymore.
Darbakh - Duergar warden [Pic] [Model]
Quorian - half-elf watcher [Model]
Ruffler - human wizard [Model]
PM me the word ‘tomato’
Encounter Table 304: 94
--
The first of the two days travel with the train is uneventful. Cor and Theirastra take the mule and step at the front of the train, alert to danger as the Sphinx of Wonder surveils overhead. With the Veteran dead and left for the crows and vultures of the Deadman's Gulch, the atmosphere is much more easy now that the teamster's can talk and shout and draw up a circle of wagons as they need. They no longer have the faces of men marching to the gallows.
There is a false bottom the step on which Theirastra rides; a secret compartment that is not treated with too much secrecy. On her return to the wagon, with bruises blooming over her face and fists, Theirastra had immediately checked on the lead lined compartment. Regularly now, whenever they stopped for a ration, or water break, or to look to a hazard on the path or a fault in a wheel, or to tend to the mules (it turned out the train had regular little stops often), Theirastra would check the compartment.
When they draw up the wagons for the night, and agree a station of watches, Theirastra stays to one side to check on her hidden cargo. Overcome by curiosity, Cor casts Detect Magic. He staggers back -- almost blind. Blinking spots from his eyes, he sees the teamsters watching him, concern written plainly across their faces.
"What is that?" asks Cor.
Theirastra merely smiles.
Cor's gut gnaws at him as he trances. Magic of the kind that their little cargo train carries is rarer than rare. What kind of danger is he bringing back to Evergreen Hollow? He is not sure.
When they encounter the next villains on the rise out of the canyon the following morning, the mundanity of the danger of fellow humanoid species is almost reassuring.
(Encounter is another Veteran so changed to 2 x Cult Fanatics. For the sake of flavour, for essentially the opposite of my Warlock and Monk, for the same CR, changed them to the Cult of Howling Hatred)
Initiatives:
With new players comes new items in the shop. One time only I'm taking all three percentile rolls from Magic Items Table F
44 pearl of power
86 adamantiam armor
97 quiver of ehlona
Some photos for the Banshee and Grove.
The Grove
The Banshee
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
The next morning Dak and Bargus decide to go Troll hunting again. Living off the land as they go and come back. Bargus Survival: 4; Dak Survival: 19 .vs DC 10. Fail is 4 rations each.
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 2
TR1 Perception check: 21
Bargus Stealth: 20
Bargus Perception: 11
Dak Stealth: 11
Dak Survival: 8
TR1 Initiative: 6 AC 15 passive 12 HP 84/84
Hawk initiative: 5 AC 13 passive 16 – HP 1/1
Dak Initiative: 20 AC 18 passive 13 HP 58/58
Bargus Initiative: 9 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
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
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
After 4 hours of searching and both not finding any game to eat the get rations for 2day there and 2 days back. After breaking camp they take 4 hrs and bargus spots a troll and has surprise. Distance 60ft. Rnd 1 Surprise
Hawk initiative: 22 AC 13 passive 16 – HP 1/1 Dak Initiative: 14 AC 18 passive 13 HP 58/58 Bargus Initiative: 21 AC 15 passive 12 - HP 44/44 SK1 AC 13 passive 12 HP 13/13 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 TR1 Initiative: 4 AC 15 passive 12 HP 84/84
MOVE: Bargus moves 15ft towards TR1; ACTION: Cast [Tooltip Not Found], Attack TR1: 25 Damage: 3 (Fire Damage) BONUS: All Attack TR1 moving up 30ft
SK1 Range Attack: 6 Damage: 8 (piercing)
SK2 Range/Melee Attack: 20 Damage: 3 (piercing)
SK3 Range/Melee Attack: 14 Damage: 4 (piercing)
SK4 Range/Melee Attack: 18 Damage: 7 (piercing)
SK5 Range/Melee Attack: 24 Damage: 12 (piercing)
SK6 Range/Melee Attack: 6 Damage: 4 (piercing)
SK7 Range/Melee Attack: 10 Damage: 3 (piercing)
SK8 Range/Melee Attack: 6 Damage: 7 (piercing)
Signature
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 skeletond do 25dmg to the beast with fire included. Distance 45ft for Bargus, 30ft for the skeletons 60ft for Dak and Hawk. Rnd 2
Hawk initiative: 22 AC 13 passive 16 – HP 1/1 Bargus Initiative: 21 AC 15 passive 12 - HP 44/44 SK1 AC 13 passive 12 HP 13/13 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 Dak Initiative: 14 AC 18 passive 13 HP 58/58 TR1 Initiative: 4 AC 15 passive 12 HP 59/84
Hawk flies 60ft to help Dak. Dak melees TR1, but gives room for Bargus' spells
BONUS: Dak uses Adrenaline push for 3 thp
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 19 Damage: 14 (Slashing Damage) or half (7)
Savage attacker Damage: 13 (Slashing Damage) or half (6)
Action surge
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 20 Damage: 17 (Slashing Damage) or half (8)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
MOVE: Bargus moves 30ft forward now 15ft from TR1
ACTION: Cast Burning Hands, Attack TR1 Burning hands level 1 Damage: 18 (Fire Damage DC 16 Dex) or half (9) Gh1 11, Gh2 21
BONUS: SK1-8 attack TR1
SK1 Range Attack: 14 Damage: 7 (piercing)
SK2 Range/Melee Attack: 13 Damage: 4 (piercing)
SK3 Range/Melee Attack: 9 Damage: 4 (piercing)
SK4 Range/Melee Attack: 15 Damage: 8 (piercing)
SK5 Range/Melee Attack: 8 Damage: 7 (piercing)
SK6 Range/Melee Attack: 18 Damage: 6 (piercing)
SK7 Range/Melee Attack: 13 Damage: 7 (piercing)
SK8 Range/Melee Attack: 13 Damage: 7 (piercing)
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Daks hits for 16 dmg and Bargus does 6 fire dmg. Note it says Gh1 17 (ghoul are +2 dex so for Troll +1 is 16 still saves) Skeletons add 18dmg so total is 40 dmg to the Troll
Bite Attack: 12 Damage: 9 (piercing Damage)
Claw Attack: 23 Damage: 8 (Slashing Damage)
Claw Attack: 19 Damage: 13 (Slashing Damage)
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Daks hits for 16 dmg and Bargus does 6 fire dmg. Note it says Gh1 17 (ghoul are +2 dex so for Troll +1 is 16 still saves) Skeletons add 18dmg so total is 40 dmg to the Troll. The troll does 16 dmg to Dak.
Hawk initiative: 22 AC 13 passive 16 – HP 1/1 Bargus Initiative: 21 AC 15 passive 12 - HP 44/44 SK1 AC 13 passive 12 HP 13/13 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 Dak Initiative: 14 AC 18 passive 13 HP 45/58 TR1 Initiative: 4 AC 15 passive 12 HP 19/84
Hawk flies around TR1 to help Dak. Dak melees TR1, but gives room for Bargus' spells
BONUS: Second wind 13 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 26 Damage: 17 (Slashing Damage) or half (8)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
MOVE: Bargus now 15ft from TR1
ACTION: Cast Burning Hands, Attack TR1 Burning hands level 1 Damage: 11 (Fire Damage DC 16 Dex) or half (5) TR1 5,
BONUS: SK1-8 attack TR1
SK1 Range Attack: 9 Damage: 7 (piercing)
SK2 Range/Melee Attack: 13 Damage: 5 (piercing)
SK3 Range/Melee Attack: 15 Damage: 4 (piercing)
SK4 Range/Melee Attack: 23 Damage: 7 (piercing)
SK5 Range/Melee Attack: 19 Damage: 5 (piercing)
SK6 Range/Melee Attack: 5 Damage: 7 (piercing)
SK7 Range/Melee Attack: 14 Damage: 8 (piercing)
SK8 Range/Melee Attack: 13 Damage: 3 (piercing)
Bite Attack: 16 Damage: 6 (piercing Damage)
Claw Attack: 12 Damage: 9 (Slashing Damage)
Claw Attack: 17 Damage: 10 (Slashing Damage)
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
TR1 drops on Round 2 before it can act with fire damage. The group move outside the valley and take a short rest and Bargus does an arcane recovery to gain all three level 1 slots back.
Dak heals his wounds up. SR 1 hr. 5hrs used so far of Bargus 8hr mage armor. They hope for a quick hunt.
Encounter hunt time 3
TR1 Perception check: 13
Bargus Stealth: 3
Bargus Perception: 6
Dak Stealth: 15
Dak Survival: 8
TR1 Initiative: 2 AC 15 passive 12 HP 84/84
Hawk initiative: 7 AC 13 passive 16 – HP 1/1
Dak Initiative: 17 AC 18 passive 13 HP 58/58
Bargus Initiative: 8 AC 15 passive 12 - HP 44/44
SK1 AC 13 passive 12 HP 13/13
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
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
At the 3hr mark Bargus recast Mage Armor to keep it active. At 4hr in the spot a Troll. Everyone sees each other. Dak survival roll converts to 18 perceptions. Troll #2
Distance 60ft and Rnd 1
Dak Initiative: 21 AC 18 passive 13 HP 58/58
Hawk initiative: 11 AC 13 passive 16 – HP 1/1
Bargus Initiative: 8 AC 15 passive 12 - HP 44/44
TR1 Initiative: 7 AC 15 passive 12 HP 84/84
Dak Initiative: 21 AC 18 passive 13 HP 58/58 Hawk initiative: 11 AC 13 passive 16 – HP 1/1 Bargus Initiative: 8 AC 15 passive 12 - HP 44/44 SK1 AC 13 passive 12 HP 13/13 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 TR1 Initiative: 7 AC 15 passive 12 HP 59/84
Dak melees TR1, but gives room for Bargus' spells Hawk flies 60ft to help Bargus.
BONUS: Dak uses Adrenaline push for 3 thp
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 11 Damage: 15 (Slashing Damage) or half (7)
Savage attacker Damage: 12 (Slashing Damage) or half (6)
Action surge
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 14 Damage: 11 (Slashing Damage) or half (5)
Savage attacker Damage: 13 (Slashing Damage) or half (6)
MOVE: Bargus moves 30ft forward now 15ft from TR1
ACTION: Cast Fire Bolt, Attack TR1: 27 Damage: 7 (fire damage 120ft range)
BONUS: SK1-8 attack TR1
SK1 Range Attack: 23 Damage: 5 (piercing)
SK2 Range/Melee Attack: 19 Damage: 7 (piercing)
SK3 Range/Melee Attack: 21 Damage: 3 (piercing)
SK4 Range/Melee Attack: 5 Damage: 8 (piercing)
SK5 Range/Melee Attack: 10 Damage: 4 (piercing)
SK6 Range/Melee Attack: 10 Damage: 6 (piercing)
SK7 Range/Melee Attack: 22 Damage: 5 (piercing)
SK8 Range/Melee Attack: 14 Damage: 7 (piercing)
Bite Attack: 14 Damage: 5 (piercing Damage)
Claw Attack: 10 Damage: 11 (Slashing Damage)
Claw Attack: 10 Damage: Unable to parse dice roll. (Slashing Damage)
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Troll #2 Dak moves up and connects with his first attack for 14 dmg. Bargus connects with Fire bolt for 19dmg The skeletons hit for 33 dmg. The Troll is pissed and does 31 dmg to Dak.
Distance Dak melee 30ft for Bargus Rnd 2
Dak Initiative: 21 AC 18 passive 13 HP 27/58
Hawk initiative: 11 AC 13 passive 16 – HP 1/1
Bargus Initiative: 8 AC 15 passive 12 - HP 44/44
TR1 Initiative: 7 AC 15 passive 12 HP 18/84
BONUS: Second wind 13 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 9 dmg): Attack: 27 Damage: 13 (Slashing Damage) or half (6)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
MOVE: Bargus gets to 15ft from TR1
ACTION: Cast Burning Hands, Attack TR1 Burning hands level 1 Damage: 3 (Fire Damage DC 16 Dex) or half (1) TR1 5,
BONUS: SK1-8 attack TR1
SK1 Range Attack: 11 Damage: 8 (piercing)
SK2 Range/Melee Attack: 18 Damage: 8 (piercing)
SK3 Range/Melee Attack: 12 Damage: 5 (piercing)
SK4 Range/Melee Attack: 5 Damage: 5 (piercing)
SK5 Range/Melee Attack: 14 Damage: 8 (piercing)
SK6 Range/Melee Attack: 8 Damage: 6 (piercing)
SK7 Range/Melee Attack: 20 Damage: 4 (piercing)
SK8 Range/Melee Attack: 19 Damage: 3 (piercing)
Bite Attack: 10 Damage: 8 (piercing Damage)
Claw Attack: 21 Damage: 9 (Slashing Damage)
Claw Attack: 19 Damage: 12 (Slashing Damage)
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
The Troll drops before it can attack. I had Dak at adv and he critted so even if he misses the Skellies kill the TR before it goes with Bargus' burning hands.
1800 xp each and 720 gp each. The get back to town and spend 3gp at the inn and use 4 rations. The buy them back for 2gp each. 5gp each spent.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Darbakh starts in the Silverwood Forest; he'd hoped to find Evergreen Hollow easily, but the creatures of the forest had other plans. Here goes the encounter roll:
Level 1 recommended table: 45
Darbakh - Duergar warden [Pic] [Model]
Quorian - half-elf watcher [Model]
Ruffler - human wizard [Model]
PM me the word ‘tomato’
Initiative rolls!
Darbakh: 15
Skeleton A: 5
Skeleton B: 23
Darbakh - Duergar warden [Pic] [Model]
Quorian - half-elf watcher [Model]
Ruffler - human wizard [Model]
PM me the word ‘tomato’
Skeleton A attacks first, standing and shooting at Darbakh with its shortbow. It may have been an archer in life.
Skeleton A ranged attack roll: 16
Damage if it hits: 6
Darbakh - Duergar warden [Pic] [Model]
Quorian - half-elf watcher [Model]
Ruffler - human wizard [Model]
PM me the word ‘tomato’
The arrow misses Darbakh by a considerable margin. The surley duergar growls and marches, covering the 30 feet of distance. He mutters a spell, causing his staff to harden into a gnarled, fungal shillelagh and swings at the offending undead.
Darbakh's melee attack roll: 18
Damage if it hits: 9
The other skeleton takes the opportunity to wade into melee, swinging its shortsword at Darbakh while he attacks its partner.
Skeleton B melee attack: 10
Damage if it hits: 4
Darbakh - Duergar warden [Pic] [Model]
Quorian - half-elf watcher [Model]
Ruffler - human wizard [Model]
PM me the word ‘tomato’