The set off for the Gray mountain again this time in search of Trolls..The duo move out at first light after breakfast and travel for two days. Using wild game as they travel at camp for meals. The get to the location and take a rest before hunting the next morning. Bargus uses his level 3 spell slots for Animate dead refreshing to maintain control of his undead.
The following morning the duo perform their rituals. Bargus casting Mage armor for 8 hrs and then doing an arcane recovery to gain back the spell. Both eat and drink some water to prepare for the day. The camp is broken down and they head into the forest.
The Troll moves 30ft and then dashes 30ft to melee with Dak
Hawk helps Dak
BONUS:
ACTION: Attack with the Great sword+1 on OBR1(Graze on Miss 5 dmg): Attack: 17 Damage: 14 (Slashing Damage) or half (7)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
Action surge
ACTION: Attack with the Great sword+1 on OBR1(Graze on Miss 5 dmg): Attack: 10 Damage: 14 (Slashing Damage) or half (7)
Savage attacker Damage: 11 (Slashing Damage) or half (5)
MOVE: Bargus stays 10ft from Dak and TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.) BONUS:
SK1 Range Attack: 6 Damage: 8 (piercing)
SK2 Range Attack: 21 Damage: 7 (piercing)
SK3 Range Attack: 9 Damage: 4 (piercing)
SK4 Range Attack: 22 Damage: 8 (piercing)
ACTION:Cast Burning Hands, Burning hands level 1 Damage: 14 (Fire Damage DC 16 Dex) or half (7) Enemy save attempt [roll]1d20+1[roll]
End of turn!
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This post has potentially manipulated dice roll results.
The Duo connect for 38 dmg on the Troll with 7 fire damage so no regen
Rnd 2 Distance melee for Dak and TR1 with Bargus 10ft to the side.
TR1 Initiative: 19 AC 15 passive 12 HP 46/84
Dak Initiative: 18 AC 18 passive 13 HP 49/49
Hawk initiative: 16 AC 13 passive 16 – HP 1/1
Bargus Initiative: 9 AC 15 passive 12 - HP 37/37
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
Troll attacks Dak 3 times
Bite Attack: 21 Damage: 5 (piercing Damage)
Claw Attack: 8 Damage: 10 (Slashing Damage)
Claw Attack: 19 Damage: 12 (Slashing Damage) Hawk helps Dak
BONUS: Second wind 6 if needed as it applies
ACTION: Attack with the Great sword+1 on OBR1(Graze on Miss 5 dmg): Attack: 22 Damage: 14 (Slashing Damage) or half (12)
Savage attacker Damage: 15 (Slashing Damage) or half (3)
MOVE: Bargus stays 10ft from Dak and TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.) BONUS:
SK1 Range Attack: 15 Damage: 6 (piercing)
SK2 Range Attack: 14 Damage: 8 (piercing)
SK3 Range Attack: 9 Damage: 6 (piercing)
SK4 Range Attack: 9 Damage: 3 (piercing)
ACTION:Cast Burning Hands, Burning hands level 1 Damage: 7 (Fire Damage DC 16 Dex) or half (3) Enemy save attempt 20
End of turn!
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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;
This post has potentially manipulated dice roll results.
The Troll hits 1 of 3 times for 15 dmg and Dak second winds 7 of it back so 8 dmg to Dak. The Duo connect for 32 dmg all the skeletons missing. Fire damage so no regen.
Rd 3
TR1 Initiative: 19 AC 15 passive 12 HP 14/84
Dak Initiative: 18 AC 18 passive 13 HP 41/49
Hawk initiative: 16 AC 13 passive 16 – HP 1/1
Bargus Initiative: 9 AC 15 passive 12 - HP 37/37
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
Troll attacks Dak 3 times
Bite Attack: 23 Damage: 10 (piercing Damage)
Claw Attack: 8 Damage: 12 (Slashing Damage)
Claw Attack: 11 Damage: 9 (Slashing Damage)
Hawk helps Dak
BONUS: Second wind 5 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 25 Damage: 17 (Slashing Damage) or half (8)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
MOVE: Bargus stays 10ft from Dak and TR1; (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, Burning hands level 1 Damage: 10 (Fire Damage DC 16 Dex) or half (5) Enemy save attempt 10
BONUS:
SK1 Range Attack: 22 Damage: 4 (piercing)
SK2 Range Attack: 15 Damage: 8 (piercing)
SK3 Range Attack: 22 Damage: 5 (piercing)
SK4 Range Attack: 7 Damage: 8 (piercing)
End of turn!
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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 Troll hits 2 of 3 times for 17 dmg and Dak #2 of 3 second winds 6 of it back so 11 dmg to Dak. The Duo connects for 48 dmg all the skeletons missing. Fire damage so no regen. Killing the Beast.
The Duo moves just outside the Valley to rest and recover. The make camp but have an idea to do short rest instead next time.
The following morning the duo perform their rituals. Bargus casting Mage armor for 8 hrs Bargus saves his Arcane rest for later on when they do a short rest. to gain back his spell. Both eat and drink some water to prepare for the day. The camp is broken down and they head into the Valley/gray mountains.
This post has potentially manipulated dice roll results.
Dak does 23 dmg and Bargus hits with acid for 5 dmg preventing Regen. The skeletons kill the Troll just barely.
81-100: 1x Troll (1800 XP, 720 gp) 2 of ##. The duo now take a short rest and Bargus will use Arcane recovery to get his spells slots back and Dak his Action surge and his Adrenaline rush. 1 hr used and 1 hr for hunting leave 6 hours for then next hunt.
This post has potentially manipulated dice roll results.
Both Dak and Bargus get surprise this time.
Rnd 1 surprise
TR1 Initiative: 11 AC 15 passive 12 HP 84/84
Dak moves 30ft then dos bonus adrenaline rush to Melee TR1
BONUS: Use Adrenaline Rush gaining 2 THP to dash 30ft to melee TR1
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 23 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: 15 Damage: 13 (Slashing Damage) or half (6)
Savage attacker Damage: 13 (Slashing Damage) or half (6)
MOVE: Bargus move to 30ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
This post has potentially manipulated dice roll results.
The team does 60dmg to the troll with acid damage inflicted so no regen.
Rnd 2. Dak in melee and Bargus at 30ft with skeletons.
TR1 Initiative: 11 AC 15 passive 12 HP 24/84
Bargus Initiative: 10 AC 15 passive 12 - HP 37/37
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
Hawk initiative: 5 AC 13 passive 16 – HP 1/1
Dak Initiative: 10 AC 18 passive 13 HP 49/49
Troll attacks Dak 3 times
Bite Attack: 24 Damage: 5 (piercing Damage)
Claw Attack: 14 Damage: 10 (Slashing Damage)
Claw Attack: 22 Damage: 9 (Slashing Damage)
Dak melees
BONUS: Second wind 13 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 27 Damage: 17 (Slashing Damage) or half (8)
Savage attacker Damage: 12 (Slashing Damage) or half (6)
MOVE: Bargus move to 10ft from TR1; (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, Level 1 Attack TR1Burning hands level 1 Damage: 8 (Fire Damage DC 16 Dex) or half (4) Enemy save attempt 8
BONUS:
SK1 Range Attack: 12 Damage: 5 (piercing)
SK2 Range Attack: 11 Damage: 8 (piercing)
SK3 Range Attack: 8 Damage: 4 (piercing)
SK4 Range Attack: 14 Damage: 4 (piercing)
End of turn!
Hawk helps Dak for Next round
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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;
This post has potentially manipulated dice roll results.
The duo does 35 dmg and Dak took a good smackdown. The go out of the valley and do a LR camp reset. to come back for one more round.
81-100: 1x Troll (1800 XP, 720 gp) 2 of ##. The duo now take a short rest and Bargus will use Arcane recovery to get his spells slots back and Dak his Action surge and his Adrenaline rush. 1 hr used and 1 hr for hunting leave 6 hours for then next hunt.
The following morning the duo perform their rituals. Bargus casting Mage armor for 8 hrs and then doing an arcane recovery to gain back the spell. Both eat and drink some water to prepare for the day. The camp is broken down and they head into the forest.
This post has potentially manipulated dice roll results.
The duo gets a surprise round.
Rnd 1 Surprise
Distance 60ft
Dak Initiative: 21 AC 18 passive 13 HP 49/49
Bargus Initiative: 16 AC 15 passive 12 - HP 37/37
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
TR1 Initiative: 16 AC 15 passive 12 HP 84/84
Hawk initiative: 5 AC 13 passive 16 – HP 1/1
Dak moves 30ft then dos bonus adrenaline rush to Melee TR1
BONUS: Use Adrenaline Rush gaining 2 THP to dash 30ft to melee TR1
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 19 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: 22 Damage: 13 (Slashing Damage) or half (6)
Savage attacker Damage: 17 (Slashing Damage) or half (8)
MOVE: Bargus move to 30ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
This post has potentially manipulated dice roll results.
The duo combine for 52 dmgs on the troll with acid damage.
Rnd 2
Distance Melee for Dak and 30ft for Bargus
Dak Initiative: 21 AC 18 passive 13 HP 49/49
Bargus Initiative: 16 AC 15 passive 12 - HP 37/37
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
TR1 Initiative: 16 AC 15 passive 12 HP 32/84
Hawk initiative: 5 AC 13 passive 16 – HP 1/1
Dak melees
BONUS: Second wind 13 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 26 Damage: 24 (Slashing Damage) or half (12)
Savage attacker Damage: 14 (Slashing Damage) or half (7)
MOVE: Bargus move to 10ft from TR1; (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, Level 1 Attack TR1Burning hands level 1 Damage: 14 (Fire Damage DC 16 Dex) or half (7) Enemy save attempt 12
BONUS:
SK1 Range Attack: 10 Damage: 7 (piercing)
SK2 Range Attack: 24 Damage: 6 (piercing)
SK3 Range Attack: 16 Damage: 8 (piercing)
SK4 Range Attack: 6 Damage: 5 (piercing)
End of turn!
Hawk helps Dak for Next round
Troll attacks Dak 3 times
Bite Attack: 9 Damage: 9 (piercing Damage)
Claw Attack: 15 Damage: 6 (Slashing Damage)
Claw Attack: 27 Damage: 14 (Slashing Damage)
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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 stop by Varnak's and get the bounty squared away and then goes to Evelyn's and Cor's to see if anything new is in the shop.
Bargus pays to copy his 3rd level spells to his backup spellbook. 3x3rd level spells is 30gp each and 9hrs the Evocation spells are 1/2 cost and time I believe so 25gp and 7.5 hrs.
Bargus buys Illusory script, Tenser's Floating Disk and Witch Bolt. For 150 gp and adds them to his Grimiore for starters. 2hr per spell level = 6hrs to copy and an additional 150gp cost.
325gp and 13.5 hrs total so far for Bargus He adds a Bag of Holding for 500gp total 825gp for Bargus
Dak does as well. 500gp
Done.
The spend 2 days in town so they have rooms for 22 night left still
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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;
At the end of Day 2 they camp before going into the valley.
The following morning the duo perform their rituals. Bargus casting Mage armor for 8 hrs and then doing an arcane recovery to gain back the spell. Both eat and drink some water to prepare for the day. The camp is broken down and they head into the forest.
Bargus skips the arcane recovery and plans on a short rest to do so later to recover more spell slots.
Everyone sees each other.
Rnd 1. Distance 60ft
Dak Initiative: 19 AC 18 passive 13 HP 49/49
Hawk initiative: 12 AC 13 passive 16 – HP 1/1
Bargus Initiative: 7 AC 15 passive 12 - HP 37/37
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
TR1 Initiative: 6 AC 15 passive 12 HP 84/84 Dak goes
BONUS: Use Adrenaline Rush gaining 2 THP to dash 30ft to melee TR1
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 11 Damage: 13 (Slashing Damage) or half (6)
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: 25 Damage: 10 (Slashing Damage) or half (5)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
MOVE: Bargus move to 30ft toward TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
The Necromancer (mini-campaign, DMless) The Necromancer (mini-campaign, DMless) Location: The Silverwood Forest For this mini-campaign, you are encouraged to add one more monster than the number of characters in your party, with the recommended party amount of two characters but also do-able with parties of one. Each encounter is repeatable. It's recommended that you finish each encounter, in order, before the next.
Unearthly moans drifted from the woods, and twisted forms were spotted between the trees at night. Villagers who ventured too close to the forest's edge returned as empty shells—or not at all. Those brave enough to investigate have discovered scattered skeletons and shambling zombies, all bearing strange markings etched into their bones.
Ghouls Encounter 1 The air grows thick with the stench of rot as you step deeper into the glade. The soil feels soft beneath your feet, as if recently disturbed. Suddenly, you hear a rustling, and before you can react, twisted, hungry figures lurch forward from behind the trees, their claws extended, and eyes glowing with an unnatural hunger.
each character in your party gets a single chance to pass one of the below skill checks
Survival DC 15 (long), DC 11 (short)
Perception DC 15 (long), DC 11 (short)
Investigation DC 15 (long), DC 11 (short)
Ghasts Encounter 2 The scent of death grows stronger as you approach an ancient, crumbling bridge spanning a sluggish river. Before you can cross, a sudden chill fills the air, and two foul creatures clamber up from beneath the bridge. Their rotting flesh hangs loosely from their bones, and their mouths open in a silent scream, releasing a wave of nauseating stench that makes your stomach churn.
If you fail the skill check then the ghasts get advantage on their initiative
each character in your party gets a single chance to pass one of the below skill checks
Athletics DC 15 (long), DC 11 (short)
Acrobatics DC 15 (long), DC 11 (short)
Stealth DC 15 (long), DC 11 (short)
Wights Encounter 3 Climbing the vine-covered steps of an ancient watchtower, you feel a sense of unease. The air hums with residual magic, and a faint blue glow illuminates the structure's interior. As you step inside, shadows detach from the walls, forming into armored figures with glowing red eyes. Wielding weapons of ancient design, they advance with a silent, malevolent purpose.
Banshee Encounter 4 You push through the dense brambles into a small clearing, where the air feels colder and heavy with despair. A soft, sorrowful wail echoes through the trees, sending a chill down your spine. Emerging from the shadows, a ghostly figure appears—a woman with tattered robes and long, flowing hair, her face twisted in eternal anguish. Her mournful cry grows louder, threatening to pierce your very soul.
Greater Zombies Encounter 5 As you step into the overgrown cemetery, you notice the ground stirring, dirt shifting as rotting hands break through the surface. Emerging from their graves, towering figures with decayed flesh and glowing eyes rise, their movements slow but filled with unyielding strength. They march forward, driven by an unseen force
Vampires (spawn) Encounter 6 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.
Giant Skeleton Encounter 7 You step into a clearing, and the ground trembles beneath your feet. With a deafening crack, the earth splits, and a massive skeletal hand claws its way free. Rising from the dirt, a giant skeleton towers over you, wielding a massive, rusted sword in one hand. It stares down with empty, hollow eyes, ready to crush anything in its path.
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
Nadal the Necromancer Final Encounter You push open the great doors to the final chamber, and the temperature drops suddenly. The room pulses with a sickly green light, emanating from a swirling portal at its center. Standing before it is Nadal, his eyes glowing with dark energy. 'You’re too late,' he sneers, lifting his staff. 'I have mastered the secrets of death, and now, you will serve me as my eternal thralls!' With a flick of his wrist, skeletal hands burst from the ground, and the room fills with the undead.
Here is the first mini-campaign (trial run), I've created a series of storyline encounters with a final boss and a few boss fights along the way. Feel free to drop into this campaign and bow out when you need to grind levels either by repeating past encounters in the same campaign or going out of the campaign and battling the regular encounters from other locations in the DMless campaign. I haven't added up all the XP, but I'm sure you will need to grind some XP before attempting encounters 5+. Good luck, I'll try to flesh out the story more and get some better skill challenges and traps along the way. Good luck and enjoy the new format.
The team do 55 dmg to the troll and no regen available. The troll hits twice and does 24dmg to Dak.
Rnd 2. Melee for Dak and 30ft for Bargus and skellies
Dak Initiative: 19 AC 18 passive 13 HP 27/49
Hawk initiative: 12 AC 13 passive 16 – HP 1/1
Bargus Initiative: 7 AC 15 passive 12 - HP 37/37
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
TR1 Initiative: 6 AC 15 passive 12 HP 29/84
Dak Melee TR1
BONUS: Second wind 13 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 19 Damage: Unable to parse dice roll. (Slashing Damage) or half (0)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
MOVE: Bargus move to 30ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
The set off for the Gray mountain again this time in search of Trolls..The duo move out at first light after breakfast and travel for two days. Using wild game as they travel at camp for meals. The get to the location and take a rest before hunting the next morning. Bargus uses his level 3 spell slots for Animate dead refreshing to maintain control of his undead.
The following morning the duo perform their rituals. Bargus casting Mage armor for 8 hrs and then doing an arcane recovery to gain back the spell. Both eat and drink some water to prepare for the day. The camp is broken down and they head into the forest.
81-100: 1x Troll (1800 XP, 720 gp)
Encounter hunt time 1
Bargus Perception: 17
Dak Perception: 15
Hawk Perception: 12
TR1 Perception check: 18
Bargus Stealth: 21
Dak Stealth: 22
Bargus Initiative: 22 AC 15 passive 12 - HP 37/37
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
Hawk initiative: 11 AC 13 passive 16 – HP 1/1
Dak Initiative: 22 AC 18 passive 13 HP 49/49
TR1 Initiative: 16 AC 15 passive 12 HP 84/84
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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;
Everyone sees each other. Distance 60ft.
Rnd 1
TR1 Initiative: 19 AC 15 passive 12 HP 84/84
Dak Initiative: 18 AC 18 passive 13 HP 49/49
Hawk initiative: 16 AC 13 passive 16 – HP 1/1
Bargus Initiative: 9 AC 15 passive 12 - HP 37/37
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
The Troll moves 30ft and then dashes 30ft to melee with Dak
Hawk helps Dak
BONUS:
ACTION: Attack with the Great sword+1 on OBR1(Graze on Miss 5 dmg): Attack: 17 Damage: 14 (Slashing Damage) or half (7)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
Action surge
ACTION: Attack with the Great sword+1 on OBR1(Graze on Miss 5 dmg): Attack: 10 Damage: 14 (Slashing Damage) or half (7)
Savage attacker Damage: 11 (Slashing Damage) or half (5)
MOVE: Bargus stays 10ft from Dak and TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
BONUS:
SK1 Range Attack: 6 Damage: 8 (piercing)
SK2 Range Attack: 21 Damage: 7 (piercing)
SK3 Range Attack: 9 Damage: 4 (piercing)
SK4 Range Attack: 22 Damage: 8 (piercing)
ACTION:Cast Burning Hands, Burning hands level 1 Damage: 14 (Fire Damage DC 16 Dex) or half (7) Enemy save attempt [roll]1d20+1[roll]
End of turn!
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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;
21 Troll save roll vs DC 16 for 1/2 14 or 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;
The Duo connect for 38 dmg on the Troll with 7 fire damage so no regen
Rnd 2 Distance melee for Dak and TR1 with Bargus 10ft to the side.
TR1 Initiative: 19 AC 15 passive 12 HP 46/84
Dak Initiative: 18 AC 18 passive 13 HP 49/49
Hawk initiative: 16 AC 13 passive 16 – HP 1/1
Bargus Initiative: 9 AC 15 passive 12 - HP 37/37
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
Troll attacks Dak 3 times
Bite Attack: 21 Damage: 5 (piercing Damage)
Claw Attack: 8 Damage: 10 (Slashing Damage)
Claw Attack: 19 Damage: 12 (Slashing Damage)
Hawk helps Dak
BONUS: Second wind 6 if needed as it applies
ACTION: Attack with the Great sword+1 on OBR1(Graze on Miss 5 dmg): Attack: 22 Damage: 14 (Slashing Damage) or half (12)
Savage attacker Damage: 15 (Slashing Damage) or half (3)
MOVE: Bargus stays 10ft from Dak and TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
BONUS:
SK1 Range Attack: 15 Damage: 6 (piercing)
SK2 Range Attack: 14 Damage: 8 (piercing)
SK3 Range Attack: 9 Damage: 6 (piercing)
SK4 Range Attack: 9 Damage: 3 (piercing)
ACTION:Cast Burning Hands, Burning hands level 1 Damage: 7 (Fire Damage DC 16 Dex) or half (3) Enemy save attempt 20
End of turn!
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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 Troll hits 1 of 3 times for 15 dmg and Dak second winds 7 of it back so 8 dmg to Dak. The Duo connect for 32 dmg all the skeletons missing. Fire damage so no regen.
Rd 3
TR1 Initiative: 19 AC 15 passive 12 HP 14/84
Dak Initiative: 18 AC 18 passive 13 HP 41/49
Hawk initiative: 16 AC 13 passive 16 – HP 1/1
Bargus Initiative: 9 AC 15 passive 12 - HP 37/37
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
Troll attacks Dak 3 times
Bite Attack: 23 Damage: 10 (piercing Damage)
Claw Attack: 8 Damage: 12 (Slashing Damage)
Claw Attack: 11 Damage: 9 (Slashing Damage)
Hawk helps Dak
BONUS: Second wind 5 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 25 Damage: 17 (Slashing Damage) or half (8)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
MOVE: Bargus stays 10ft from Dak and TR1; (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, Burning hands level 1 Damage: 10 (Fire Damage DC 16 Dex) or half (5) Enemy save attempt 10
BONUS:
SK1 Range Attack: 22 Damage: 4 (piercing)
SK2 Range Attack: 15 Damage: 8 (piercing)
SK3 Range Attack: 22 Damage: 5 (piercing)
SK4 Range Attack: 7 Damage: 8 (piercing)
End of turn!
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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 Troll hits 2 of 3 times for 17 dmg and Dak #2 of 3 second winds 6 of it back so 11 dmg to Dak. The Duo connects for 48 dmg all the skeletons missing. Fire damage so no regen. Killing the Beast.
81-100: 1x Troll (1800 XP, 720 gp) 1 of ##.
The Duo moves just outside the Valley to rest and recover. The make camp but have an idea to do short rest instead next time.
The following morning the duo perform their rituals. Bargus casting Mage armor for 8 hrs Bargus saves his Arcane rest for later on when they do a short rest. to gain back his spell. Both eat and drink some water to prepare for the day. The camp is broken down and they head into the Valley/gray mountains.
Encounter hunt time 1
Bargus Perception: 11
Dak Perception: 13
Hawk Perception: 7
TR1 Perception check: 14
Bargus Stealth: 9
Dak Stealth: 21
Bargus Initiative: 16 AC 15 passive 12 - HP 37/37
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
Hawk initiative: 11 AC 13 passive 16 – HP 1/1
Dak Initiative: 20 AC 18 passive 13 HP 49/49
TR1 Initiative: 6 AC 15 passive 12 HP 84/84
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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 surprise sneaking a bit.
Rnd 1 only Dak goes.
Distance 60ft. Troll turned away from them but smells Bargus. lol
Dak Initiative: 20 AC 18 passive 13 HP 49/49
Bargus Initiative: 16 AC 15 passive 12 - HP 37/37
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
Hawk initiative: 11 AC 13 passive 16 – HP 1/1
TR1 Initiative: 6 AC 15 passive 12 HP 84/84
BONUS: Use Adrenaline Rush gaining 2 THP to dash 30ft to melee TR1
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 15 Damage: 15 (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: 27 Damage: 22 (Slashing Damage) or half (11)
Savage attacker Damage: 17 (Slashing Damage) or half (8)
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Dak does 37 dmg with a crit on one of the hits. The troll will regen at the start of it turn though with no acid or fire damage.
Rnd 2
Distance Dak in melee and Bargus and Hawkeye 60ft away.
Dak Initiative: 20 AC 18 passive 13 HP 49/49
Bargus Initiative: 16 AC 15 passive 12 - HP 37/37
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
Hawk initiative: 11 AC 13 passive 16 – HP 1/1
TR1 Initiative: 6 AC 15 passive 12 HP 84/84
BONUS: Second wind 14 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 27 Damage: 23 (Slashing Damage) or half (11)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
MOVE: Bargus stays 30ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast [Tooltip Not Found], Attack TR1: 15 Damage: 5 (Acid Damage)
BONUS:
SK1 Range Attack: 23 Damage: 6 (piercing)
SK2 Range Attack: 15 Damage: 6 (piercing)
SK3 Range Attack: 24 Damage: 7 (piercing)
SK4 Range Attack: 14 Damage: 3 (piercing)
End of turn!
Hawk helps Dak
Troll attacks Dak 3 times
Bite Attack: 17 Damage: 8 (piercing Damage)
Claw Attack: 8 Damage: 10 (Slashing Damage)
Claw Attack: 23 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;
Dak does 23 dmg and Bargus hits with acid for 5 dmg preventing Regen. The skeletons kill the Troll just barely.
81-100: 1x Troll (1800 XP, 720 gp) 2 of ##. The duo now take a short rest and Bargus will use Arcane recovery to get his spells slots back and Dak his Action surge and his Adrenaline rush. 1 hr used and 1 hr for hunting leave 6 hours for then next hunt.
Encounter hunt time 1
Bargus Perception: 17
Dak Perception: 10
Hawk Perception: 16
TR1 Perception check: 12
Bargus Stealth: 5
Dak Stealth: 20
Bargus Initiative: 7 AC 15 passive 12 - HP 37/37
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
Hawk initiative: 4 AC 13 passive 16 – HP 1/1
Dak Initiative: 17 AC 18 passive 13 HP 49/49
TR1 Initiative: 8 AC 15 passive 12 HP 84/84
60 ft away and everyone sees each other.
Rnd 1.
Dak Initiative: 16 AC 16 passive 13 HP 31/31
GR1 initiative 9 AC 14 passive 12 HP 27/27
Bargus Initiative: 6 AC 15 passive 12 - HP 23/23
Hawk initiative: 6 AC 13 passive 16 – HP 1/1
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Both Dak and Bargus get surprise this time.
Rnd 1 surprise
TR1 Initiative: 11 AC 15 passive 12 HP 84/84
Dak moves 30ft then dos bonus adrenaline rush to Melee TR1
BONUS: Use Adrenaline Rush gaining 2 THP to dash 30ft to melee TR1
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 23 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: 15 Damage: 13 (Slashing Damage) or half (6)
Savage attacker Damage: 13 (Slashing Damage) or half (6)
MOVE: Bargus move to 30ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast [Tooltip Not Found], Attack TR1: 26 Damage: 13 (Acid Damage)
BONUS:
SK1 Range Attack: 16 Damage: 5 (piercing)
SK2 Range Attack: 20 Damage: 7 (piercing)
SK3 Range Attack: 8 Damage: 8 (piercing)
SK4 Range Attack: 18 Damage: 3 (piercing)
End of turn!
Hawk helps Dak for Next round
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
The team does 60dmg to the troll with acid damage inflicted so no regen.
Rnd 2. Dak in melee and Bargus at 30ft with skeletons.
TR1 Initiative: 11 AC 15 passive 12 HP 24/84
Bargus Initiative: 10 AC 15 passive 12 - HP 37/37
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
Hawk initiative: 5 AC 13 passive 16 – HP 1/1
Dak Initiative: 10 AC 18 passive 13 HP 49/49
Troll attacks Dak 3 times
Bite Attack: 24 Damage: 5 (piercing Damage)
Claw Attack: 14 Damage: 10 (Slashing Damage)
Claw Attack: 22 Damage: 9 (Slashing Damage)
Dak melees
BONUS: Second wind 13 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 27 Damage: 17 (Slashing Damage) or half (8)
Savage attacker Damage: 12 (Slashing Damage) or half (6)
MOVE: Bargus move to 10ft from TR1; (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, Level 1 Attack TR1Burning hands level 1 Damage: 8 (Fire Damage DC 16 Dex) or half (4) Enemy save attempt 8
BONUS:
SK1 Range Attack: 12 Damage: 5 (piercing)
SK2 Range Attack: 11 Damage: 8 (piercing)
SK3 Range Attack: 8 Damage: 4 (piercing)
SK4 Range Attack: 14 Damage: 4 (piercing)
End of turn!
Hawk helps Dak for Next round
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
The duo does 35 dmg and Dak took a good smackdown. The go out of the valley and do a LR camp reset. to come back for one more round.
81-100: 1x Troll (1800 XP, 720 gp) 2 of ##. The duo now take a short rest and Bargus will use Arcane recovery to get his spells slots back and Dak his Action surge and his Adrenaline rush. 1 hr used and 1 hr for hunting leave 6 hours for then next hunt.
The following morning the duo perform their rituals. Bargus casting Mage armor for 8 hrs and then doing an arcane recovery to gain back the spell. Both eat and drink some water to prepare for the day. The camp is broken down and they head into the forest.
Encounter hunt time 3
Bargus Perception: 23
Dak Perception: 13
Hawk Perception: 11
TR1 Perception check: 21
Bargus Stealth: 5
Dak Stealth: 20
Bargus Initiative: 6 AC 15 passive 12 - HP 37/37
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
Hawk initiative: 14 AC 13 passive 16 – HP 1/1
Dak Initiative: 9 AC 18 passive 13 HP 49/49
TR1 Initiative: 5 AC 15 passive 12 HP 84/84
Signature
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.
Rnd 1 Surprise
Distance 60ft
Dak Initiative: 21 AC 18 passive 13 HP 49/49
Bargus Initiative: 16 AC 15 passive 12 - HP 37/37
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
TR1 Initiative: 16 AC 15 passive 12 HP 84/84
Hawk initiative: 5 AC 13 passive 16 – HP 1/1
Dak moves 30ft then dos bonus adrenaline rush to Melee TR1
BONUS: Use Adrenaline Rush gaining 2 THP to dash 30ft to melee TR1
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 19 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: 22 Damage: 13 (Slashing Damage) or half (6)
Savage attacker Damage: 17 (Slashing Damage) or half (8)
MOVE: Bargus move to 30ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast [Tooltip Not Found], Attack TR1: 25 Damage: 17 (Acid Damage)
BONUS:
SK1 Range Attack: 19 Damage: 4 (piercing)
SK2 Range Attack: 10 Damage: 4 (piercing)
SK3 Range Attack: 9 Damage: 3 (piercing)
SK4 Range Attack: 7 Damage: 6 (piercing)
End of turn!
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
The duo combine for 52 dmgs on the troll with acid damage.
Rnd 2
Distance Melee for Dak and 30ft for Bargus
Dak Initiative: 21 AC 18 passive 13 HP 49/49
Bargus Initiative: 16 AC 15 passive 12 - HP 37/37
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
TR1 Initiative: 16 AC 15 passive 12 HP 32/84
Hawk initiative: 5 AC 13 passive 16 – HP 1/1
Dak melees
BONUS: Second wind 13 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 26 Damage: 24 (Slashing Damage) or half (12)
Savage attacker Damage: 14 (Slashing Damage) or half (7)
MOVE: Bargus move to 10ft from TR1; (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, Level 1 Attack TR1Burning hands level 1 Damage: 14 (Fire Damage DC 16 Dex) or half (7) Enemy save attempt 12
BONUS:
SK1 Range Attack: 10 Damage: 7 (piercing)
SK2 Range Attack: 24 Damage: 6 (piercing)
SK3 Range Attack: 16 Damage: 8 (piercing)
SK4 Range Attack: 6 Damage: 5 (piercing)
End of turn!
Hawk helps Dak for Next round
Troll attacks Dak 3 times
Bite Attack: 9 Damage: 9 (piercing Damage)
Claw Attack: 15 Damage: 6 (Slashing Damage)
Claw Attack: 27 Damage: 14 (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 group combines for 48 dmg on the troll before it can attack.
81-100: 1x Troll (1800 XP, 720 gp) #4 They decide to head back to town and split the spoils and make another run the following day possible.
3600xp each and 1440 gp each for the bounty.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
The duo stop by Varnak's and get the bounty squared away and then goes to Evelyn's and Cor's to see if anything new is in the shop.
Bargus pays to copy his 3rd level spells to his backup spellbook. 3x3rd level spells is 30gp each and 9hrs the Evocation spells are 1/2 cost and time I believe so 25gp and 7.5 hrs.
Bargus buys Illusory script, Tenser's Floating Disk and Witch Bolt. For 150 gp and adds them to his Grimiore for starters. 2hr per spell level = 6hrs to copy and an additional 150gp cost.
325gp and 13.5 hrs total so far for Bargus He adds a Bag of Holding for 500gp total 825gp for Bargus
Dak does as well. 500gp
Done.
The spend 2 days in town so they have rooms for 22 night left still
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 day the duo decides to do a bit more out in the gray mountain honing their skills at Troll hunting.
2 day trek there and back. They'll do game hunting along the way for fresh meat. DC10 survival rolls x 4
Day 1 Bargus Survival: 11 ; Dak Survival: 16 DC 10 or rations
Day 2 Bargus Survival: 10 ; Dak Survival: 9 DC 10 or rations
Day 3 Bargus Survival: 19 ; Dak Survival: 22 DC 10 or rations
Day 4 Bargus Survival: 23 ; Dak Survival: 11 DC 10 or rations
At the end of Day 2 they camp before going into the valley.
The following morning the duo perform their rituals. Bargus casting Mage armor for 8 hrs and then doing an arcane recovery to gain back the spell. Both eat and drink some water to prepare for the day. The camp is broken down and they head into the forest.
Encounter hunt time 1
Bargus Perception: 9
Dak Perception: 24
Hawk Perception: 15
TR1 Perception check: 20
Bargus Stealth: 4
Dak Stealth: 11
Bargus Initiative: 7 AC 15 passive 12 - HP 37/37
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
Hawk initiative: 12 AC 13 passive 16 – HP 1/1
Dak Initiative: 19 AC 18 passive 13 HP 49/49
TR1 Initiative: 6 AC 15 passive 12 HP 84/84
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Bargus skips the arcane recovery and plans on a short rest to do so later to recover more spell slots.
Everyone sees each other.
Rnd 1. Distance 60ft
Dak Initiative: 19 AC 18 passive 13 HP 49/49
Hawk initiative: 12 AC 13 passive 16 – HP 1/1
Bargus Initiative: 7 AC 15 passive 12 - HP 37/37
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
TR1 Initiative: 6 AC 15 passive 12 HP 84/84
Dak goes
BONUS: Use Adrenaline Rush gaining 2 THP to dash 30ft to melee TR1
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 11 Damage: 13 (Slashing Damage) or half (6)
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: 25 Damage: 10 (Slashing Damage) or half (5)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
MOVE: Bargus move to 30ft toward TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast [Tooltip Not Found], Attack TR1: 20 Damage: 19 (Acid Damage)
BONUS:
SK1 Range Attack: 18 Damage: 4 (piercing)
SK2 Range Attack: 12 Damage: 4 (piercing)
SK3 Range Attack: 18 Damage: 8 (piercing)
SK4 Range Attack: 19 Damage: 8 (piercing)
End of turn!
Troll attacks Dak 3 times
Bite Attack: 19 Damage: 10 (piercing Damage)
Claw Attack: 9 Damage: 8 (Slashing Damage)
Claw Attack: 20 Damage: 14 (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;
Here is the first mini-campaign (trial run), I've created a series of storyline encounters with a final boss and a few boss fights along the way. Feel free to drop into this campaign and bow out when you need to grind levels either by repeating past encounters in the same campaign or going out of the campaign and battling the regular encounters from other locations in the DMless campaign. I haven't added up all the XP, but I'm sure you will need to grind some XP before attempting encounters 5+. Good luck, I'll try to flesh out the story more and get some better skill challenges and traps along the way. Good luck and enjoy the new format.
The team do 55 dmg to the troll and no regen available. The troll hits twice and does 24dmg to Dak.
Rnd 2. Melee for Dak and 30ft for Bargus and skellies
Dak Initiative: 19 AC 18 passive 13 HP 27/49
Hawk initiative: 12 AC 13 passive 16 – HP 1/1
Bargus Initiative: 7 AC 15 passive 12 - HP 37/37
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
TR1 Initiative: 6 AC 15 passive 12 HP 29/84
Dak Melee TR1
BONUS: Second wind 13 if needed as it applies
ACTION: Attack with the Great sword+1 on TR1(Graze on Miss 5 dmg): Attack: 19 Damage: Unable to parse dice roll. (Slashing Damage) or half (0)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
MOVE: Bargus move to 30ft from TR1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast [Tooltip Not Found], Attack TR1: 20 Damage: 16 (Acid Damage)
BONUS:
SK1 Range Attack: 20 Damage: 3 (piercing)
SK2 Range Attack: 24 Damage: 6 (piercing)
SK3 Range Attack: 15 Damage: 7 (piercing)
SK4 Range Attack: 17 Damage: 6 (piercing)
End of turn!
Troll attacks Dak 3 times
Bite Attack: 10 Damage: 9 (piercing Damage)
Claw Attack: 14 Damage: 11 (Slashing Damage)
Claw Attack: 27 Damage: 17 (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;