This post has potentially manipulated dice roll results.
Zim grabs a bounty from the demon cave for a 21-40: 1x Quasit (200 XP, 100 gp), "Nasty little bugs!" Default approach, 30 feet. Zim init 11, Q1 init 22
Round 1 Q1 turns invisible Zim uses a bonus action to use Stonecunning, to gain tremorsense 60 feet, then moves to attack Q1 with disadvantage Zim disadv morningstar Attack: 6 Damage: 6, on his sap disadv
Zim poisioned disadv, morningstar Attack: 17 Damage: 13, on his sap disadv
Q1 takes 13 damage. Q1 (12/25, sap disadv)
Zim invisible disadv, morningstar Attack: 17 Damage: 11, on his sap disadv
Q1 takes 11 damage. Q1 (1/25, sap disadv)
Q1 while invisible, adv rend Attack: 18 Damage: 7, poisoned on hit
Q1 attack with adv (1, 18) had disadvantage, so taking the first roll will miss.
Round 4 (continued) Zim is attacking without poison disadvantage and without invisibility disadvantage Zim morningstar Attack: 15 Damage: 9, on his sap disadv Zim Action Surge, morningstar Attack: 22 Damage: 7, on his sap disadv
This post has potentially manipulated dice roll results.
Zim (24/28), stays in the cave to hunt down a second Quasit, Default approach 30 feet, Zim init 13, Q2 19,
Round 1 Quasit turns invisible Zim bonus stonecunning, moves to attack with disadv due to invisbility Zim invisible disadv, morningstar Attack: 14 Damage: 13, on his sap disadv
Round 2 Q1 while invisible, adv rend Attack: 24 Damage: 5, poisoned on hit
This post has potentially manipulated dice roll results.
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.
If you fail the skill check, in the last encounter, then the wights get advantage on their initiative. The Duo succeeded in the last encounter so not adv on init for the wights.
The duo travel to the Silverwood Forest taking 12 hrs. to get to the edge. The camp for the night grabbing some game 18 dc10 game or 1/2 rations. The next morning, they perform their rituals. Bargus cast Mage armor. Both finish some of the cooked game or ½ ration and drink some water to prepare for the day. The camp is broken down and they head into the forest. The clues are leading them to another encounter. The area is putrid smelling.
Encounter hunt time 4
WT1 Initiative: 20 AC 14 passive 13 HP 45/45
WT2 Initiative: 10 AC 14 passive 13 HP 45/45
Bargus Initiative: 18 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: 9 AC 13 passive 16 – HP 1/1
Dak Initiative: 16 AC 18 passive 13 HP 49/49
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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.
8 skellies not 4 and updating hp on the duo.
The duo take 3 hrs before the come up on a vine covered ancient watch tower. 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.
The area is putrid smelling, and the sense of death is like a blanket to the duo. Game on.
Encounter hunt time 3
Bargus Initiative: 22 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
Hawk initiative: 21 AC 13 passive 16 – HP 1/1
Dak Initiative: 19 AC 18 passive 13 HP 49/49
WT1 Initiative: 18 AC 14 passive 13 HP 45/45
WT2 Initiative: 15 AC 14 passive 13 HP 45/45
MOVE: Bargus stays 15ft away and puts the skeletons in front of him to fight WT1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast Burning Hands, Attack WT1 and WT2 Burning hands level 2 Damage: 13 (Fire Damage DC 16 Dex) or half (6) WT1 7, WT2 12 BONUS: SK1-8 attack the most damage WT1 first then target the next.
SK1 Range Attack: 16 Damage: 7 (piercing)
SK2 Range/Melee Attack: 10 Damage: 6 (piercing)
SK3 Range/Melee Attack: 5 Damage: 6 (piercing)
SK4 Range/Melee Attack: 19 Damage: 5 (piercing)
SK5 Range/Melee Attack: 20 Damage: 5 (piercing)
SK6 Range/Melee Attack: 5 Damage: 5 (piercing)
SK7 Range/Melee Attack: 7 Damage: 7 (piercing)
SK8 Range/Melee Attack: 23 Damage: 5 (piercing)
Hawkeye helps Dak
BONUS: Second wind 10 if needed as it applies
ACTION: Attack with the Great sword+1 on WT1(Graze on Miss 9 dmg): Attack: 24 Damage: 11 (Slashing Damage) or half (5)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
Action surge
ACTION: Attack with the Great sword+1 on WT1(Graze on Miss 5 dmg): Attack: 29 Damage: 21 (Slashing Damage) or half (10)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
WT1 Longsword Attack Dak: 14 Damage: 8 (slashing)
WT1 Longsword Attack Dak: 6 Damage: 9 (slashing)
WT2 Longsword Attack SK1: 20 Damage: 9 (slashing)
WT2 Longsword Attack SK1 or SK2: 18 Damage: 8 (slashing)
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
This post has potentially manipulated dice roll results.
Kane spends a couple days scribing two scrolls of mage armor (50 gp), he also buys a scroll of absorb elements and copies it into his spellbook (100 gp). He grabs a bounty in the Darkwoods, 1-20: 1x Ankheg (450 XP, 110 gp). After casting mage armor from a scroll and false life from a 2nd level slot 13 temps, Kane takes a short rest and uses arcane recovery to gain the 2nd slot back. Attempting a stealth approach, Stealth Check 9 vs Perception 16
Kane spends a couple days scribing two scrolls of mage armor (50 gp), he also buys a scroll of absorb elements and copies it into his spellbook (100 gp). He grabs a bounty in the Darkwoods, 1-20: 1x Ankheg (450 XP, 110 gp). After casting mage armor from a scroll and false life from a 2nd level slot 12 temps, Kane takes a short rest and uses arcane recovery to gain the 2nd slot back. Attempting a stealth approach, Stealth Check 18 vs Perception 6
AH1 is surprised, disadvantage on initiative, Kane has advantage on his first attack. Kane init 19, AH1 10
Round 1 Kane casts chromatic orb from a 2nd level slot with advantage Kane adv chromatic orb Attack: 23 Damage: 17 cold damage AH1 uses acid spray Dexterity DC 13 to take half of 66 acid damage. Recharge next round on a 6, 5 Kane Acid Spray Dexterity Save DC 13 vs 20, reaction casts absorb elements to gain acid resistance on damage.
Round 2 Kane heroic inspiration adv chromatic orb Attack: 8 Damage: 27 cold damage Kane uses Lucky to make give disadvantage on this attack AH1 disadv bite Attack: 22 Damage: 9, on hit grappled DC 13
AH1 uses acid spray Dexterity DC 13 to take half of 66 acid damage. Recharge next round on a 6, 5
That should be 3d6 9
Kane has resistance to acid and made his save, half of 9 is 4 and half of that is 2. Kane takes 2 damage off from his temps. Kane (20/20, 10 temps)
AH1 disadv bite Attack: 22 Damage: 9, on hit grappled DC 13
This should be disadv, 19
Kane uses shield to block this attack, AC 15 becomes AC 20
Round 3 Kane casts magic missile, 2, 3, 4 Kane uses Lucky to make give disadvantage on this attack AH1 disadv bite Attack: 20 Damage: 11, on hit grappled DC 13
Round 4 Kane casts magic missile, 2, 3, 2 AH1 bite Attack: 18 Damage: 14, on hit grappled DC 13
Zim grabs a bounty from the demon cave for a 21-40: 1x Quasit (200 XP, 100 gp), "Nasty little bugs!" Default approach, 30 feet. Zim init 11, Q1 init 22
Round 1
Q1 turns invisible
Zim uses a bonus action to use Stonecunning, to gain tremorsense 60 feet, then moves to attack Q1 with disadvantage
Zim disadv morningstar Attack: 6 Damage: 6, on his sap disadv
Round 2
Q1 invisible adv rend Attack: 23 Damage: 4, poisoned on hit
Zim takes 4 damage. Zim (24/28)
Round 2 (continued)
Zim poisioned disadv, morningstar Attack: 18 Damage: 9, on his sap disadv
Round 3
Q1 turns invisible
Zim invisible disadv, morningstar Attack: 15 Damage: 12, on his sap disadv
Round 4
Q1 while invisible, adv rend Attack: 18 Damage: 5, poisoned on hit
Q1 takes 13 damage. Q1 (12/25, sap disadv)
Q1 takes 11 damage. Q1 (1/25, sap disadv)
Q1 attack with adv (1, 18) had disadvantage, so taking the first roll will miss.
Round 4 (continued)
Zim is attacking without poison disadvantage and without invisibility disadvantage
Zim morningstar Attack: 15 Damage: 9, on his sap disadv
Zim Action Surge, morningstar Attack: 22 Damage: 7, on his sap disadv
Zim (24/28), stays in the cave to hunt down a second Quasit, Default approach 30 feet, Zim init 13, Q2 19,
Round 1
Quasit turns invisible
Zim bonus stonecunning, moves to attack with disadv due to invisbility
Zim invisible disadv, morningstar Attack: 14 Damage: 13, on his sap disadv
Round 2
Q1 while invisible, adv rend Attack: 24 Damage: 5, poisoned on hit
Zim won initiative, so he gets a Round 2 attack before being poisoned
Round 2
Zim invisible disadv, morningstar Attack: 18 Damage: 11, on his sap disadv
Zim takes 4 damage. Zim (20/28, poisoned)
Round 3
Zim poisoned disadv, morningstar Attack: 12 Damage: 6, on his sap disadv
Zim uses second wind as a bonus to heal 12
Quasit turns invisible
Round 4
Zim invisible disadv, morningstar Attack: 8 Damage: 13, on his sap disadv
Q1 while invisible, adv rend Attack: 20 Damage: 7, poisoned on hit
Ghoul 1 coins 56
Ghoul 2 coins 82
Ghast 1 coins 80
Ghast 2 coins 31
Dak and Bargus find in stashes nearby during the encounters.
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
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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;
Hey, can I join soon?
Q2 takes 7 damage. Q2 (18/25)
Q2 takes 11 damage. Q2 (18/25, sap disadv)
Zim heals 7. Zim (27/28)
Zim takes 6 damage. Zim (21/28, poisoned)
Round 5
Zim poisoned disadv, morningstar Attack: 6 Damage: 9, on his sap disadv
Q1 turns invisible
Round 6
Zim invisible disadv, morningstar Attack: 8 Damage: 6, on his sap disadv
Q1 while invisible, adv rend Attack: 25 Damage: 7, poisoned on hit
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.
If you fail the skill check, in the last encounter, then the wights get advantage on their initiative. The Duo succeeded in the last encounter so not adv on init for the wights.
2+ wights
WT1 loot 23
WT2 loot 14
The duo travel to the Silverwood Forest taking 12 hrs. to get to the edge. The camp for the night grabbing some game 18 dc10 game or 1/2 rations. The next morning, they perform their rituals. Bargus cast Mage armor. Both finish some of the cooked game or ½ ration and drink some water to prepare for the day. The camp is broken down and they head into the forest. The clues are leading them to another encounter. The area is putrid smelling.
Encounter hunt time 4
WT1 Initiative: 20 AC 14 passive 13 HP 45/45
WT2 Initiative: 10 AC 14 passive 13 HP 45/45
Bargus Initiative: 18 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: 9 AC 13 passive 16 – HP 1/1
Dak Initiative: 16 AC 18 passive 13 HP 49/49
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
This should say, Q2 (7/25, sap disadv)
Q2 takes 9 damage and dies.
2x Quasit Rewards
bounty (200 gp)
400 XP (Zim total 950 XP, level up)
8 skellies not 4 and updating hp on the duo.
The duo take 3 hrs before the come up on a vine covered ancient watch tower. 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.
The area is putrid smelling, and the sense of death is like a blanket to the duo. Game on.
Encounter hunt time 3
Bargus Initiative: 22 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
Hawk initiative: 21 AC 13 passive 16 – HP 1/1
Dak Initiative: 19 AC 18 passive 13 HP 49/49
WT1 Initiative: 18 AC 14 passive 13 HP 45/45
WT2 Initiative: 15 AC 14 passive 13 HP 45/45
MOVE: Bargus stays 15ft away and puts the skeletons in front of him to fight WT1; (spending 30 feet of movement; first diagonal costs 5 ft. of movement, second costs 10 ft., third costs 5 ft., etc.)
ACTION: Cast Burning Hands, Attack WT1 and WT2 Burning hands level 2 Damage: 13 (Fire Damage DC 16 Dex) or half (6) WT1 7, WT2 12
BONUS: SK1-8 attack the most damage WT1 first then target the next.
SK1 Range Attack: 16 Damage: 7 (piercing)
SK2 Range/Melee Attack: 10 Damage: 6 (piercing)
SK3 Range/Melee Attack: 5 Damage: 6 (piercing)
SK4 Range/Melee Attack: 19 Damage: 5 (piercing)
SK5 Range/Melee Attack: 20 Damage: 5 (piercing)
SK6 Range/Melee Attack: 5 Damage: 5 (piercing)
SK7 Range/Melee Attack: 7 Damage: 7 (piercing)
SK8 Range/Melee Attack: 23 Damage: 5 (piercing)
Hawkeye helps Dak
BONUS: Second wind 10 if needed as it applies
ACTION: Attack with the Great sword+1 on WT1(Graze on Miss 9 dmg): Attack: 24 Damage: 11 (Slashing Damage) or half (5)
Savage attacker Damage: 15 (Slashing Damage) or half (7)
Action surge
ACTION: Attack with the Great sword+1 on WT1(Graze on Miss 5 dmg): Attack: 29 Damage: 21 (Slashing Damage) or half (10)
Savage attacker Damage: 16 (Slashing Damage) or half (8)
WT1 Longsword Attack Dak: 14 Damage: 8 (slashing)
WT1 Longsword Attack Dak: 6 Damage: 9 (slashing)
WT2 Longsword Attack SK1: 20 Damage: 9 (slashing)
WT2 Longsword Attack SK1 or SK2: 18 Damage: 8 (slashing)
Signature
Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Invite Sent over PM. This is the join link, it's open to the public, join link: https://www.dndbeyond.com/campaigns/join/5905282245264576
Welcome, can't wait to see what you bring!
Kane spends a couple days scribing two scrolls of mage armor (50 gp), he also buys a scroll of absorb elements and copies it into his spellbook (100 gp). He grabs a bounty in the Darkwoods, 1-20: 1x Ankheg (450 XP, 110 gp). After casting mage armor from a scroll and false life from a 2nd level slot 13 temps, Kane takes a short rest and uses arcane recovery to gain the 2nd slot back. Attempting a stealth approach, Stealth Check 9 vs Perception 16
AH1 is surprised, disadvantage on initiative, Kane has advantage on his first attack. Kane init 19, AH1 10
Round 1
Kane casts chromatic orb from a 2nd level slot with advantage
Kane adv chromatic orb Attack: 23 Damage: 17 cold damage
AH1 uses acid spray Dexterity DC 13 to take half of 66 acid damage. Recharge next round on a 6, 5
Kane Acid Spray Dexterity Save DC 13 vs 20, reaction casts absorb elements to gain acid resistance on damage.
Round 2
Kane heroic inspiration adv chromatic orb Attack: 8 Damage: 27 cold damage
Kane uses Lucky to make give disadvantage on this attack
AH1 disadv bite Attack: 22 Damage: 9, on hit grappled DC 13
AH1 takes 17 damage. AH1 (22/39)
That should be 3d6 9
This should be with adv, 12
This should be disadv, 19
Kane has resistance to acid and made his save, half of 9 is 4 and half of that is 2. Kane takes 2 damage off from his temps. Kane (20/20, 10 temps)
Kane uses shield to block this attack, AC 15 becomes AC 20
Round 3
Kane casts magic missile, 2, 3, 4
Kane uses Lucky to make give disadvantage on this attack
AH1 disadv bite Attack: 20 Damage: 11, on hit grappled DC 13
Round 4
Kane casts magic missile, 2, 3, 2
AH1 bite Attack: 18 Damage: 14, on hit grappled DC 13
Kane uses a scroll to cast magic missile
AH1 takes 9 damage. AH1 (13/39)
Kane is grappled and takes 10 damage from temps and 1 real damage. Kane (19/20)
AH1 takes 7 damage. AH1 (5/39)
Kane is grappled and takes 14 damage. Kane (5/20)
Round 5
Kane casts magic missile from his last spell slot, 4, 2, 4
Ankheg Rewards
bounty 110 gp
450 XP (Kane total 2100 XP)