This post has potentially manipulated dice roll results.
The team finds fresh game.
Hawk initiative: 20 AC 13 passive 16 – HP 1/1; Bargus Initiative: 19 AC 15 passive 12 - HP 58/58; SK1 Initiative: 19 AC 18 passive 12 HP 112/112; Dak Initiative: 17 AC 19 passive 13 HP 84/84 Bargus has a better Dex that the skeletal knight.
SKL1 Enervating Blade #1 at Dak: 9 Damage: 12 (Necrotic Damage) or half (6) and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn. SKL1 Enervating Blade #2 at Dak: 21 Damage: Unable to parse dice roll. (Necrotic Damage) or half (0) and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn. SKL1 Enervating Blade #3 at Dak: 18 Damage: 17 (Necrotic Damage) or half (8) and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn.
Dak BONUS: N/A
ACTION: Attack with the Maul+1 on SKL1(Graze on Miss 9 dmg): Attack: 18 Damage: 14 (Bludgeoning Damage) or half (7)Savage attacker Damage: 13 (Bludgeoning Damage) or half (6)Action surge ACTION: Attack with the Maul+1 on SKL1(Graze on Miss 9 dmg): Attack: 14 Damage: 15 (Bludgeoning Damage) or half (7)Savage attacker Damage: 11 (Bludgeoning Damage) or half (5)
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Bargus cast Fireball doing 33 dmg and SKL1 failed it's save. Bargus' skeletons all miss the Skeletal knight. The Skeletal knight is pissed and inflicts massive amounts of damage to Dak with 2 crits and a third roll that didn't roll damages.
Hawk initiative: 20 AC 13 passive 16 – HP 1/1; Bargus Initiative: 19 AC 15 passive 12 - HP 58/58; SK1 Initiative: 19 AC 18 passive 12 HP 79/112; Dak Initiative: 17 AC 19 passive 13 HP 41/84
I forgot an attack for Dak too. I'll roll the skeletal knights damage for it's hit and Daks other attack here.
Skeletal Knight missing Damage: Unable to parse dice roll. (Necrotic Damage) or half (0)
Dak missing 2nd attack ACTION: Attack with the Maul+1 on SKL1(Graze on Miss 9 dmg): Attack: 29 Damage: Unable to parse dice roll. (Bludgeoning Damage) or half (0)Savage attacker Damage: 12 (Bludgeoning Damage) or half (6)
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Dak did 16 more damage.
Hawk initiative: 20 AC 13 passive 16 – HP 1/1; Bargus Initiative: 19 AC 15 passive 12 - HP 58/58; SK1 Initiative: 19 AC 18 passive 12 HP 63/112; Dak Initiative: 17 AC 19 passive 13 HP 41/84
SKL1 Enervating Blade #2 Damage: 19
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Hawk initiative: 20 AC 13 passive 16 – HP 1/1; Bargus Initiative: 19 AC 15 passive 12 - HP 58/58; SK1 Initiative: 19 AC 18 passive 12 HP 63/112; Dak Initiative: 17 AC 19 passive 13 HP 28/84
Rnd 2. Bargus will step up to Tank the Skeletal knight.
Rnd 1
Hawk will help, Bargus sends a fireball level 4. ACTION: Cast Fireball, Sculpted to miss Dak and Hawkeye and himself Damage: 29 (Fire Damage) sv DC 16 Dexterity SK1 save attempt 7; BONUS: SK1-8 attack with disadvantage from range at SKL1 ; SK1 Range/melee Attack: 6 Damage: 6 (piercing)SK2 Range/Melee Attack: 7 Damage: 5 (piercing)SK3 Range/Melee Attack: 23 Damage: 4 (piercing)SK4 Range/Melee Attack: 17 Damage: 6 (piercing)SK5 Range/Melee Attack: 21 Damage: 6 (piercing)SK6 Range/Melee Attack: 15 Damage: 4 (piercing)SK7 Range/Melee Attack: 9 Damage: 4 (piercing)SK8 Range/Melee Attack: 19 Damage: 7 (piercing);
SKL1 Enervating Blade #1 at Bargus: 14 Damage: 19 (Necrotic Damage) or half (9) and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn. SKL1 Enervating Blade #2 at Bargus: 28 Damage: 22 (Necrotic Damage) or half (11) and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn. SKL1 Enervating Blade #3 at Bargus: 20 Damage: 9 (Necrotic Damage) or half (4) and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn.
Dak BONUS: Second wind 8
ACTION: Attack#1 with the Maul+1 on SKL1(Graze on Miss 9 dmg): Attack: 24 Damage: 12 (Bludgeoning Damage) or half (6)Savage attacker Damage: 15 (Bludgeoning Damage) or half (7) Attack#2 with the Maul+1 on SKL1(Graze on Miss 9 dmg): Attack: 29 Damage: 18 (Bludgeoning Damage) or half (9)Savage attacker Damage: 16 (Bludgeoning Damage) or half (8)
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Bargus cast fireball for 29 dmg and SKL1 fails. The skeletons add 17dmg more. The Skeletal knight hits bargus for 31 dmg he can't avoid with a shield spell, so he takes it. Dak heals for 8 HP. Dak does 33 dmg to the Skeletal knight making the undead fortitude roll DC 5 +33 for 38 and max roll is 23. Dead dead.
Hawk initiative: 20 AC 13 passive 16 – HP 1/1; Bargus Initiative: 19 AC 15 passive 12 - HP 27/58; SK1 Initiative: 19 AC 18 passive 12 HP 17/112; Dak Initiative: 17 AC 19 passive 13 HP 36/84
2900 xp / 2 - 1450xp each. A stash is located nearby. 21
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Bargus cast fireball for 29 dmg and SKL1 fails. The skeletons add 17dmg more. The Skeletal knight hits bargus for 31 dmg he can't avoid with a shield spell, so he takes it. Dak heals for 8 HP. Dak does 33 dmg to the Skeletal knight making the undead fortitude roll DC 5 +33 for 38 and max roll is 23. Dead dead.
Hawk initiative: 20 AC 13 passive 16 – HP 1/1; Bargus Initiative: 19 AC 15 passive 12 - HP 27/58; SK1 Initiative: 19 AC 18 passive 12 HP 17/112; Dak Initiative: 17 AC 19 passive 13 HP 36/84
2900 xp / 2 - 1450xp each. A stash is located nearby. 24 7 gp each and 18 ep each
The duo finds a clue to the next encounter. Dak Religion: 19; Bargus Religion: 14 DC 19/24/29 to learn anything about it.
The head back to town and rest up. They spend 2gp each for food, ale, bath and tips. out of their loot.
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Rahne and Eclipse go to Evelyn's shop together. Both look longingly at the cloak of protection but put them back after seeing the cost is more than their purses carry. Rahne picks out 4 potions of healing (200gp), 5 javelins (25sp), and smith's tools (20gp). Both Ranhe and Eclipse laugh since the tools are as large as Eclipse. Eclipse choses not to buy anything.
Rahne gives one last thought about the troupe that he used to be a part of before returning to the inn where he pays for ten weeks of modest accommodations (5sp/day=350sp=35gp). He spends 5sp/day=350sp=35gp for meals and a gallon of ale.) Rahne then goes to the local smith to practice with his new tools and develop his skills.
Eclipse spends the first week chilling in town but rides off on Tiny, her mastiff, to check on her glade for the second week. She reports back after being gone one week that it is still a disaster due to the meddling of adventures from Evergreen Hollow. She then spends the third week at a temple to the goddess Sheela Peryroyl. She returns to Evergreen to spend the fourth week carousing, where she has modest winnings (53) that gain her enough to pay for her drinks and meals. To dry out, she spends the fifth week back at the temple then returns to carouse for the sixth week (89) when she wins 18gp in addition to covering her costs in town. She has a stay-cation for the seventh week before checking on her glade again for the eighth week (no change). She spends the ninth and tenth week at the temple performing sacred rights after which she receives inspiration for the next 6 days.
Rahne, confident in his newfound abilities, is pleased that Eclipse is back and the tow of them prepare to leave Evergreen on their next adventure.
During the time in and around Evergreen, reports continue to arrive of problems i, n Deadman's Canyon. The two nod at each other and take off for the Canyon with Liam's horses and cart. Knowing what is on the way helps them to hunt and use water they find (survival 5, 21). After two days, they make camp and prepare to enter the Canyon in the morning. The marching order is Rahne leading the cart and horses followed by Eclipse on Tiny the mastiff.
Not too long after they enter, 2 thugs hop down from the rocks to block their passage. Two more with crossbows stand up while remaining on the rocks.
Initiative Rahne 15, Eclipse 19, TM 14, TR12
Surprisingly, it is Eclipse who immediately responds by chanting a complex spell and waving her hands in a meaningful way. Cast Bane on the two melee and one of the ranged. (CHA saves 4, 3, 5 - all fail, all -3 on attack roll)
Rahne responds faster than the thugs expected, closing the distance to the melee thugs and swinging his great axe against TM1 (attack 18, 10) (damage 16) then spins to attack Tm2 (attack 18, damage 14) (due to cleave)
TM1 and 2 target Rahne (attack 13, 9 ,14, 16 / 11, 15, 3, 13 with +4 for self but -3 for bane each) but nothing connects. TR 1 and 2 also target Rahne (8, 3, 20, 13 / 14, 6 , 19, 20 with +2 for self but -3 for bane for one) and two bolts makes it through his defenses (damage 20 since both were nat 20 so critical)
Eclipse sends a Sacred Flame that singes TM1 (defense 7, damage 2)
Rahne yells in pain at the two shafts now stuck in him but hacks at TM1 with his great axe (attack 7, 18) (damage 10) before chugging a potion of healing (7hp).
Tm 1&2 continue attacking with their maces (attack 9, 18, 12, 9 / 15, 18, 8, 5 with +4 for self but -1 for bane each) so one hit (damage 5).
TR 1&2 continues to hit Rahne (12, 20, 18, 2 / 15, 2, 9, 12 with both +2 for self and one with -1 for bane) (damage 15), knocking him unconscious.
Eclipse feels a surge of rage against the attackers and compassion for her fallen friend, and lets loose a magnificent burst of light - Radiance of the Dawn (12, 6, 16 +2 CONS but bane -4) so TM1&2 take 15 damage and TR1 takes 7. TM1 dies from light, Tm2 at 3hp). She then choses to Dodge including hiding under the cart
Tm2 attacks with its mace with disadvantage (17, 9 / 13, 4 with bane and self evening out) and all miss. Tr 1&2 attack with their crossbows with disadvantage (16, 18 /1, 14 with -4 for bane for TR1 and +2 for both) with Tr2 successfully hitting her (5hp)
Still fearing for her friend, Eclipse sends a Sacred Flame that burns up Tm2 (dex save 5, damage 3). Bane continues for Tr1 for -3. She continues to dodge
Rahne death save nat 20 (yay!) so 1hp. He drinks a healing potion (6hp) and gains his second wind (13hp)
Tr1 targets Rahne (attack 9) and Tr2 targets Eclipse (attack 14 / 7) with both missing.
Eclipse aims another Sacred Flame at Tr1 but misses badly (nat 1)
Rahne uses his cloud giant ability to appear next to Tr1 and attack it with his great axe (15, 15) (damage 6, 6) (Tr1 hp=13). He disarms (4) the thug's mace. He then Rally Eclipse (+9 temp hp).
Tr1 attempts to target Rahne with its crossbow but misses due to disadvantage from proximity (19 / 6). Tr2 aims at Eclipse but also misses (9/ 4)
Eclipse sends another Sacred Flame at Tr1 (dex save 11) that causes 8hp damage and continues to dodge/hide under the cart
Rahne swings with his hand axe (attack 18, damage 6) to kill Tr1 then throws his javelin across the path to Tr2 (attack 15, damage 10). He then takes Evasive Action (+7 AC)
Tr2 decides to stop shooting at the halfling under the cart and to start attacking the goliath in the rocks on the other side of the path but still misses (attack 11)
Eclipse sends another Sacred Flame (6, damage 4) and continues to dodge/hide
Tr2 attacks Rahne and gets a solid hit (nat 20, 10 damage)
Eclipse sends another Sacred Flame (14) that Tr2 dodges
Rahne throws two more javelins (attack 7, 25) damage 9 before getting annoyed and throwing his hand axe (attack 9) that clatters on the rocks behind Tr2
Tr2 attacks Rahne (13) but misses
Eclipse sends a Sacred Flame (save 6, damage 6) that kills him in a pillar of fire.
They find only one mace and crossbow salvageable since Eclipse had fried three of the thugs with her radiance and sacred flame. The throw the chard and unchard bodies in the cart to collect the 400gp when they return to town. They each gain 200xp.
They take a short rest and recover three of Rahne's javelins. They feel better but know they are not fully healed. Knowing that the Canyon remains unsafe for normal people, they continue deeper into it. Rahne plods forward (perception 11) but Eclipse senses trouble in the air (perception 21). "Hey, Lugnut. Look, over there. Plume of dust rising from behind that rock."
Initiative Rahne 11, Eclipse 19, Veteran 18.
Eclipse sends a Guiding Bolt at the first sight of the humanoid but misses (attack 15) creating pebbles to its side.
The veteran (60' away) aims his heavy crossbow back at Eclipse and gets a solid hit (attack 22, damage 6)
As if offended that he wasn't the target, Rahne throws a javelin (attack 18, damage 9) and runs half way to his enemy while screaming at the veteran
Round 2: Eclipse keeps her distance and sends a Sacred Flame (defense 7) that only singes V (damage, 1). She then Dodges behind the cart
V decides the goliath is the threat and targets him with his heavy crossbow (attack 20, damage 6).
V sneers at his target after Rahne closes the distance and misses twice with his Great Axe (attack 16, 8)
R3: Eclipse blows a Sacred Flame at V who dodges this one (16)
V drops the crossbow and pulls out his longsword but misses twice (attack 6, 14)
Rahne resumes his attacks with his Great Axe (attack 14, 14) but once again makes no progress. He remembers to do Evasive Footwork (AC+4)
R4: Eclipse attacks with Sacred Flame (attack 9, damage 7) then runs half way to the V
V again swings his sword twice at Rahne (attack 16, 16) but misses both times
Rahne swings his Great Axe (11, 19) and finally makes solid contact (damage 13) before resuming his Evasive Footwork
R5: Eclipse attacks with Sacred Flame (save 18) but the V dodges it. She remains where she is.
V swings twice at Rahne (attack 24 - nat 20 - and 21) with one solid hit (damage 14)
Rahne swings his Great Axe (10, 16) without effect before he throws it down and drinks a potion of healing (+5hp).
R6: Eclipse hits him with a Sacred Flame (save 4, damage 2)
V continues to attack the weakened Rahne (attack 14, 19) (damage 7), almost beating him to the ground
Rahne uses his handaxe (attack 15, 21) (damage 8) and javelin (attack 20, damage 5) (V hp total=22) to better success and calls upon his Second Wind (+10hp)
R7: Eclipse risks running up to attack with her dagger (14) and light hammer (19, damage 3)
V is momentarily startled by the halfling's attack but connects with his second swing (7, 21 - damage 7)
Rahne yells at her to get away before resuming his attack with his hand axe (attack 23, 20) (damage 7, 9) and killing him with his javelin (attack 25, damage 10)
The two pick up the heavy crossbow, longsword, and short sword from the V as well as Rahne's great axe and Eclipse's dagger. They throw him in the cart for the 230gp reward and each gain 350xp. They take a short rest and regain some health - Rahne 10, Eclipse 6 after using Inspiration). Eclipse gains another 5hp after drinking the last potion of healing.
Everyone sees everyone. Distance 30ft standard for Zeslar, 40ft for Corvo and Aeris
Rnd 1
SK3 Initiative: 23 AC 13 passive 12 HP 13/13; Aeris Initiative: 21 Speed 35ft AC 13 passive 13 - HP 15/15; SK1 Initiative: 17 AC 13 passive 12 HP 13/13; Zeslar Initiative: 17 Speed 30ft AC 16 passive 11 HP 25/25; SK2 Initiative: 14 AC 13 passive 12 HP 13/13; Corvo’s Hawk initiative: 11 Speed 60ft fly AC 13 passive 16 – HP 1/1; Corvo Initiative: 8 Speed 30ft AC 15 passive 14 HP 15/15;
SK3 moves 25ft to attack Zeslar SK3 Shortsword Attack Zeslar: 9 Damage: 6 (piercing); Aeris BA to give bardic dice to Zeslar. Aeris Light Crossbow Attack SK3: 9 Damage: 7 (piercing damage); SK1 moves 25ft to attack Zeslar SK1 Shortsword Attack Zeslar: 20 Damage: 5 (piercing); Zeslar goes into a rag and attacks SK3 and SK1 using bardic dice for advantage on SK3 It it hits SK3 then second attack on SK1 without str dmg. Great Axe Attack#1: 10 Damage: 7 (Slashing damage (Cleave)) possible second attack on SK1 Attack: 23 Damage: 3 (Slashing damage (Cleave)); SK2 moves 25ft to attack Zeslar SK2 Shortsword Attack Zeslar:Attack: 14 Damage: 6 (piercing damage) or half (3) Zeslar has resistance on this attack. Corvo's Hawk flies in and helps. Corvo stays put and targets weakest Skeleton next to Zeslar and has advantage from His familiar. Attack weakest skeleton: 20 Damage: 8 (force damage) or half (4)
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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;
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SK3 misses Zeslar; Aeris misses with the light crossbow; SK1 hits for 5 dmg on Zeslar; Zeslar misses his first attack so the second doesn't happen sadge. SK2 misses; Corvo hits SK3 for 8 dmg
SK3 Initiative: 23 AC 13 passive 12 HP 5/13; Aeris Initiative: 21 Speed 35ft AC 13 passive 13 - HP 15/15; SK1 Initiative: 17 AC 13 passive 12 HP 13/13; Zeslar Initiative: 17 Speed 30ft AC 16 passive 11 HP 20/25; SK2 Initiative: 14 AC 13 passive 12 HP 13/13; Corvo’s Hawk initiative: 11 Speed 60ft fly AC 13 passive 16 – HP 1/1; Corvo Initiative: 8 Speed 30ft AC 15 passive 14 HP 15/15;
Rnd 2
SK3 Shortsword attack Zeslar: 20 Damage: 7 (piercing damage) or half (3); Aeris BA to give bardic dice to Zeslar. Aeris Light Crossbow Attack SK3: 14 Damage: 6 (piercing damage); SK1 Shortsword Attack Zeslar: 24 Damage: 9 (piercing damage) or half (4); Zeslar maintains rage attacks SK3 and SK1 using bardic dice for advantage on SK3 It it hits SK3 then second attack on SK1 without str dmg. Great Axe Attack#1: 14 Damage: 13 (Slashing damage (Cleave)) possible second attack on SK1 Attack: 21 Damage: 6 (Slashing damage (Cleave)); SK2 Shortsword Attack Zeslar: 19 Damage: 8 (piercing damage) or half (4); Corvo's Hawk flies in and helps. Corvo stays put and targets weakest Skeleton next to Zeslar and has advantage from His familiar. Attack weakest skeleton: 23 Damage: 5 (force damage) or half (2)
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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;
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Zeslar rage resistance; SK3 hits Zeslar for 3 dmg; Aeris hits sk3 with the light crossbow 9 dmg killing it; SK1 hits for 3 dmg on Zeslar; Zeslar misses his first attack so the second doesn't happen sadge. SK2 misses; Corvo hits SK1 for 6 dmg
SK3 Initiative: 23 AC 13 passive 12 HP dead/13; Aeris Initiative: 21 Speed 35ft AC 13 passive 13 - HP 15/15; SK1 Initiative: 17 AC 13 passive 12 HP 7/13; Zeslar Initiative: 17 Speed 30ft AC 16 passive 11 HP 14/25; SK2 Initiative: 14 AC 13 passive 12 HP 13/13; Corvo’s Hawk initiative: 11 Speed 60ft fly AC 13 passive 16 – HP 1/1; Corvo Initiative: 8 Speed 30ft AC 15 passive 14 HP 15/15;
Rnd 3
Aeris BA to give bardic dice to Zeslar and a luck point to make SK1 hav disadvantage attack. Aeris Light Crossbow Attack SK1: 17 Damage: 9 (piercing damage); SK1 Shortsword Attack Zeslar: 19 Damage: 4 (piercing damage) or half (2); Zeslar maintains rage attacks SK1 and/or SK2 using bardic dice for advantage on SK1 If it hits SK1 then second attack on SK2 without str dmg. Great Axe Attack#1: 18 Damage: 8 (Slashing damage (Cleave)) possible second attack on SK2 Attack: 10 Damage: 2 (Slashing damage (Cleave)); SK2 Shortsword Attack Zeslar: 15 Damage: 7 (piercing damage) or half (3); Corvo's Hawk flies in and helps. Corvo stays put and targets weakest Skeleton next to Zeslar and has advantage from His familiar. Attack weakest skeleton: 18 Damage: 10 (force damage) or half (5)
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
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Forgot disadvantage on SK1 but it missed anyway; Zeslar rage resistance; SK1 misses; Aeris hits sk1 with the light crossbow missing it; SK1 misses Zeslar; Zeslar killls SK1 and swings at SK2 missing. SK2 crits for 3 dmg on Zeslar; Corvo hits SK1 for 6 dmg
SK3 Initiative: 23 AC 13 passive 12 HP dead/13; Aeris Initiative: 21 Speed 35ft AC 13 passive 13 - HP 15/15; SK1 Initiative: 17 AC 13 passive 12 HP dead/13; Zeslar Initiative: 17 Speed 30ft AC 16 passive 11 HP 11/25; SK2 Initiative: 14 AC 13 passive 12 HP 11/13; Corvo’s Hawk initiative: 11 Speed 60ft fly AC 13 passive 16 – HP 1/1; Corvo Initiative: 8 Speed 30ft AC 15 passive 14 HP 15/15;
Rnd 4
No bardic dice left; Aeris Light Crossbow Attack SK1: 23 Damage: 6 (piercing damage); Zeslar maintains rage attacks SK2 Great Axe Attack#1: 25 Damage: 16 (Slashing damage (Cleave)); SK2 Shortsword Attack Zeslar: 19 Damage: 3 (piercing damage) or half (1); Corvo's Hawk flies in and helps. Corvo stays put and targets weakest Skeleton next to Zeslar and has advantage from His familiar. Attack weakest skeleton: 13 Damage: 6 (force damage) or half (3)
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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;
Aeris hits sk2 with the light crossbow hitting for 6 dmg; Zeslar hits and kills SK2 encounter over.
SK3 Initiative: 23 AC 13 passive 12 HP dead/13; Aeris Initiative: 21 Speed 35ft AC 13 passive 13 - HP 15/15; SK1 Initiative: 17 AC 13 passive 12 HP dead/13; Zeslar Initiative: 17 Speed 30ft AC 16 passive 11 HP 11/25; SK2 Initiative: 14 AC 13 passive 12 HP dead/13; Corvo’s Hawk initiative: 11 Speed 60ft fly AC 13 passive 16 – HP 1/1; Corvo Initiative: 8 Speed 30ft AC 15 passive 14 HP 15/15;
Searching the bodies, Aeris, Corvo and Zeslar finds 3x shortsword, 3x shortbow, 3x skeleton skulls
Aeris, Corvo and Zeslar returns to Evergreen Hollow proud and happy. They locates the job giver, an grumpy old wizard who lives in a tall tree house, who pays him 30 gp for 3x skeleton skulls.
Then he heads over to Evelyn's Magic Shop to sell the monster gear. 3x shortbows sell for 37gp and 4sp and 3x shortswords sell for 15 gp. Evelyn won't buy arrows or other ammunition.
30gp, 37gp, 15gp and 5 sp 82gp 5 sp /3 29gp each round up 1sp.
150xp /3 = 50xp each.
The hit the tavern and have some drinks while chatting with the others. Aeris if allowed joins the bards. The all rent some rooms as well.
The group spends 3gp each for rooms for 5 days, drinks, bath and a tip for the bards. They pocket 26gp from the loot after expenses.
Aeris 350/900; Corvos 350/900; Zeslar 350/900
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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;
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The trio travel 12hrs to Location: Darkwood Demon Cave They look for fresh game along the way there and back. They are hunting a Brown Bear Aeris Survival: 21; Corvo Survival: 18; Zeslar Survival: 11; DC10 or rations and waterskins. They camp the night and break down camp and Corvo cast mage armor for 8hr. The head out and after Encounter hunt time 4hrs, Aeris Perception: 10; Corvo Perception: 17; Zeslar Perception: 6; Hawk Perception: 5; Aeris stealth: 21 Corvo Stealth: 9; Zeslar Stealth: 15; BB1 Perception: 23
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The team finds fresh game.
Hawk initiative: 20 AC 13 passive 16 – HP 1/1; Bargus Initiative: 19 AC 15 passive 12 - HP 58/58; SK1 Initiative: 19 AC 18 passive 12 HP 112/112; Dak Initiative: 17 AC 19 passive 13 HP 84/84 Bargus has a better Dex that the skeletal knight.
Hawk will help, Bargus sends a fireball level 4. ACTION: Cast Fireball, Damage: 25 (Fire Damage) sv DC 16 Dexterity SK1 save attempt 10; BONUS: SK1-8 attack with disadvantage from range at SKL1 ; SK1 Range/melee Attack: 6 Damage: 6 (piercing)SK2 Range/Melee Attack: 18 Damage: 7 (piercing)SK3 Range/Melee Attack: 12 Damage: 5 (piercing)SK4 Range/Melee Attack: 12 Damage: 4 (piercing)SK5 Range/Melee Attack: 15 Damage: 3 (piercing)SK6 Range/Melee Attack: 14 Damage: 4 (piercing)SK7 Range/Melee Attack: 10 Damage: 7 (piercing)SK8 Range/Melee Attack: 14 Damage: 5 (piercing);
SKL1 Enervating Blade #1 at Dak: 9 Damage: 12 (Necrotic Damage) or half (6) and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn. SKL1 Enervating Blade #2 at Dak: 21 Damage: Unable to parse dice roll. (Necrotic Damage) or half (0) and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn. SKL1 Enervating Blade #3 at Dak: 18 Damage: 17 (Necrotic Damage) or half (8) and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn.
Dak BONUS: N/A
ACTION: Attack with the Maul+1 on SKL1(Graze on Miss 9 dmg): Attack: 18 Damage: 14 (Bludgeoning Damage) or half (7)Savage attacker Damage: 13 (Bludgeoning Damage) or half (6)Action surge ACTION: Attack with the Maul+1 on SKL1(Graze on Miss 9 dmg): Attack: 14 Damage: 15 (Bludgeoning Damage) or half (7)Savage attacker Damage: 11 (Bludgeoning Damage) or half (5)
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Attack: 27 Hawk provided adv
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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 was not modified, nor did I edit it. I simply made a second roll. It didn't like something about the roll though. mmmmm
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Bargus cast Fireball doing 33 dmg and SKL1 failed it's save. Bargus' skeletons all miss the Skeletal knight. The Skeletal knight is pissed and inflicts massive amounts of damage to Dak with 2 crits and a third roll that didn't roll damages.
Hawk initiative: 20 AC 13 passive 16 – HP 1/1; Bargus Initiative: 19 AC 15 passive 12 - HP 58/58; SK1 Initiative: 19 AC 18 passive 12 HP 79/112; Dak Initiative: 17 AC 19 passive 13 HP 41/84
I forgot an attack for Dak too. I'll roll the skeletal knights damage for it's hit and Daks other attack here.
Skeletal Knight missing Damage: Unable to parse dice roll. (Necrotic Damage) or half (0)
Dak missing 2nd attack ACTION: Attack with the Maul+1 on SKL1(Graze on Miss 9 dmg): Attack: 29 Damage: Unable to parse dice roll. (Bludgeoning Damage) or half (0)Savage attacker Damage: 12 (Bludgeoning Damage) or half (6)
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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 did 16 more damage.
Hawk initiative: 20 AC 13 passive 16 – HP 1/1; Bargus Initiative: 19 AC 15 passive 12 - HP 58/58; SK1 Initiative: 19 AC 18 passive 12 HP 63/112; Dak Initiative: 17 AC 19 passive 13 HP 41/84
SKL1 Enervating Blade #2 Damage: 19
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Hawk initiative: 20 AC 13 passive 16 – HP 1/1; Bargus Initiative: 19 AC 15 passive 12 - HP 58/58; SK1 Initiative: 19 AC 18 passive 12 HP 63/112; Dak Initiative: 17 AC 19 passive 13 HP 28/84
Rnd 2. Bargus will step up to Tank the Skeletal knight.
Rnd 1
Hawk will help, Bargus sends a fireball level 4. ACTION: Cast Fireball, Sculpted to miss Dak and Hawkeye and himself Damage: 29 (Fire Damage) sv DC 16 Dexterity SK1 save attempt 7; BONUS: SK1-8 attack with disadvantage from range at SKL1 ; SK1 Range/melee Attack: 6 Damage: 6 (piercing)SK2 Range/Melee Attack: 7 Damage: 5 (piercing)SK3 Range/Melee Attack: 23 Damage: 4 (piercing)SK4 Range/Melee Attack: 17 Damage: 6 (piercing)SK5 Range/Melee Attack: 21 Damage: 6 (piercing)SK6 Range/Melee Attack: 15 Damage: 4 (piercing)SK7 Range/Melee Attack: 9 Damage: 4 (piercing)SK8 Range/Melee Attack: 19 Damage: 7 (piercing);
SKL1 Enervating Blade #1 at Bargus: 14 Damage: 19 (Necrotic Damage) or half (9) and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn. SKL1 Enervating Blade #2 at Bargus: 28 Damage: 22 (Necrotic Damage) or half (11) and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn. SKL1 Enervating Blade #3 at Bargus: 20 Damage: 9 (Necrotic Damage) or half (4) and if the target is a creature, it can’t regain hit points until the start of the skeletal knight’s next turn.
Dak BONUS: Second wind 8
ACTION: Attack#1 with the Maul+1 on SKL1(Graze on Miss 9 dmg): Attack: 24 Damage: 12 (Bludgeoning Damage) or half (6)Savage attacker Damage: 15 (Bludgeoning Damage) or half (7) Attack#2 with the Maul+1 on SKL1(Graze on Miss 9 dmg): Attack: 29 Damage: 18 (Bludgeoning Damage) or half (9)Savage attacker Damage: 16 (Bludgeoning Damage) or half (8)
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Bargus cast fireball for 29 dmg and SKL1 fails. The skeletons add 17dmg more. The Skeletal knight hits bargus for 31 dmg he can't avoid with a shield spell, so he takes it. Dak heals for 8 HP. Dak does 33 dmg to the Skeletal knight making the undead fortitude roll DC 5 +33 for 38 and max roll is 23. Dead dead.
Hawk initiative: 20 AC 13 passive 16 – HP 1/1; Bargus Initiative: 19 AC 15 passive 12 - HP 27/58; SK1 Initiative: 19 AC 18 passive 12 HP 17/112; Dak Initiative: 17 AC 19 passive 13 HP 36/84
2900 xp / 2 - 1450xp each. A stash is located nearby. 21
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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 finds a clue to the next encounter. Dak Religion: 19; Bargus Religion: 14 DC 19/24/29 to learn anything about it.
The head back to town and rest up. They spend 2gp each for food, ale, bath and tips. out of their loot.
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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;
Rahne and Eclipse go to Evelyn's shop together. Both look longingly at the cloak of protection but put them back after seeing the cost is more than their purses carry. Rahne picks out 4 potions of healing (200gp), 5 javelins (25sp), and smith's tools (20gp). Both Ranhe and Eclipse laugh since the tools are as large as Eclipse. Eclipse choses not to buy anything.
Rahne gives one last thought about the troupe that he used to be a part of before returning to the inn where he pays for ten weeks of modest accommodations (5sp/day=350sp=35gp). He spends 5sp/day=350sp=35gp for meals and a gallon of ale.) Rahne then goes to the local smith to practice with his new tools and develop his skills.
Eclipse spends the first week chilling in town but rides off on Tiny, her mastiff, to check on her glade for the second week. She reports back after being gone one week that it is still a disaster due to the meddling of adventures from Evergreen Hollow. She then spends the third week at a temple to the goddess Sheela Peryroyl. She returns to Evergreen to spend the fourth week carousing, where she has modest winnings (53) that gain her enough to pay for her drinks and meals. To dry out, she spends the fifth week back at the temple then returns to carouse for the sixth week (89) when she wins 18gp in addition to covering her costs in town. She has a stay-cation for the seventh week before checking on her glade again for the eighth week (no change). She spends the ninth and tenth week at the temple performing sacred rights after which she receives inspiration for the next 6 days.
Rahne, confident in his newfound abilities, is pleased that Eclipse is back and the tow of them prepare to leave Evergreen on their next adventure.
During the time in and around Evergreen, reports continue to arrive of problems i, n Deadman's Canyon. The two nod at each other and take off for the Canyon with Liam's horses and cart. Knowing what is on the way helps them to hunt and use water they find (survival 5, 21). After two days, they make camp and prepare to enter the Canyon in the morning. The marching order is Rahne leading the cart and horses followed by Eclipse on Tiny the mastiff.
Not too long after they enter, 2 thugs hop down from the rocks to block their passage. Two more with crossbows stand up while remaining on the rocks.
Initiative Rahne 15, Eclipse 19, TM 14, TR12
Surprisingly, it is Eclipse who immediately responds by chanting a complex spell and waving her hands in a meaningful way. Cast Bane on the two melee and one of the ranged. (CHA saves 4, 3, 5 - all fail, all -3 on attack roll)
Rahne responds faster than the thugs expected, closing the distance to the melee thugs and swinging his great axe against TM1 (attack 18, 10) (damage 16) then spins to attack Tm2 (attack 18, damage 14) (due to cleave)
TM1 and 2 target Rahne (attack 13, 9 ,14, 16 / 11, 15, 3, 13 with +4 for self but -3 for bane each) but nothing connects. TR 1 and 2 also target Rahne (8, 3, 20, 13 / 14, 6 , 19, 20 with +2 for self but -3 for bane for one) and two bolts makes it through his defenses (damage 20 since both were nat 20 so critical)
Eclipse sends a Sacred Flame that singes TM1 (defense 7, damage 2)
Rahne yells in pain at the two shafts now stuck in him but hacks at TM1 with his great axe (attack 7, 18) (damage 10) before chugging a potion of healing (7hp).
Tm 1&2 continue attacking with their maces (attack 9, 18, 12, 9 / 15, 18, 8, 5 with +4 for self but -1 for bane each) so one hit (damage 5).
TR 1&2 continues to hit Rahne (12, 20, 18, 2 / 15, 2, 9, 12 with both +2 for self and one with -1 for bane) (damage 15), knocking him unconscious.
Eclipse feels a surge of rage against the attackers and compassion for her fallen friend, and lets loose a magnificent burst of light - Radiance of the Dawn (12, 6, 16 +2 CONS but bane -4) so TM1&2 take 15 damage and TR1 takes 7. TM1 dies from light, Tm2 at 3hp). She then choses to Dodge including hiding under the cart
Tm2 attacks with its mace with disadvantage (17, 9 / 13, 4 with bane and self evening out) and all miss. Tr 1&2 attack with their crossbows with disadvantage (16, 18 /1, 14 with -4 for bane for TR1 and +2 for both) with Tr2 successfully hitting her (5hp)
Still fearing for her friend, Eclipse sends a Sacred Flame that burns up Tm2 (dex save 5, damage 3). Bane continues for Tr1 for -3. She continues to dodge
Rahne death save nat 20 (yay!) so 1hp. He drinks a healing potion (6hp) and gains his second wind (13hp)
Tr1 targets Rahne (attack 9) and Tr2 targets Eclipse (attack 14 / 7) with both missing.
Eclipse aims another Sacred Flame at Tr1 but misses badly (nat 1)
Rahne uses his cloud giant ability to appear next to Tr1 and attack it with his great axe (15, 15) (damage 6, 6) (Tr1 hp=13). He disarms (4) the thug's mace. He then Rally Eclipse (+9 temp hp).
Tr1 attempts to target Rahne with its crossbow but misses due to disadvantage from proximity (19 / 6). Tr2 aims at Eclipse but also misses (9/ 4)
Eclipse sends another Sacred Flame at Tr1 (dex save 11) that causes 8hp damage and continues to dodge/hide under the cart
Rahne swings with his hand axe (attack 18, damage 6) to kill Tr1 then throws his javelin across the path to Tr2 (attack 15, damage 10). He then takes Evasive Action (+7 AC)
Tr2 decides to stop shooting at the halfling under the cart and to start attacking the goliath in the rocks on the other side of the path but still misses (attack 11)
Eclipse sends another Sacred Flame (6, damage 4) and continues to dodge/hide
Rahne throws two javelins (attack 7, 18) damage 8 (Tr2 hp=10)
Tr2 attacks Rahne and gets a solid hit (nat 20, 10 damage)
Eclipse sends another Sacred Flame (14) that Tr2 dodges
Rahne throws two more javelins (attack 7, 25) damage 9 before getting annoyed and throwing his hand axe (attack 9) that clatters on the rocks behind Tr2
Tr2 attacks Rahne (13) but misses
Eclipse sends a Sacred Flame (save 6, damage 6) that kills him in a pillar of fire.
They find only one mace and crossbow salvageable since Eclipse had fried three of the thugs with her radiance and sacred flame. The throw the chard and unchard bodies in the cart to collect the 400gp when they return to town. They each gain 200xp.
They take a short rest and recover three of Rahne's javelins. They feel better but know they are not fully healed. Knowing that the Canyon remains unsafe for normal people, they continue deeper into it. Rahne plods forward (perception 11) but Eclipse senses trouble in the air (perception 21). "Hey, Lugnut. Look, over there. Plume of dust rising from behind that rock."
Initiative Rahne 11, Eclipse 19, Veteran 18.
Eclipse sends a Guiding Bolt at the first sight of the humanoid but misses (attack 15) creating pebbles to its side.
The veteran (60' away) aims his heavy crossbow back at Eclipse and gets a solid hit (attack 22, damage 6)
As if offended that he wasn't the target, Rahne throws a javelin (attack 18, damage 9) and runs half way to his enemy while screaming at the veteran
Round 2: Eclipse keeps her distance and sends a Sacred Flame (defense 7) that only singes V (damage, 1). She then Dodges behind the cart
V decides the goliath is the threat and targets him with his heavy crossbow (attack 20, damage 6).
V sneers at his target after Rahne closes the distance and misses twice with his Great Axe (attack 16, 8)
R3: Eclipse blows a Sacred Flame at V who dodges this one (16)
V drops the crossbow and pulls out his longsword but misses twice (attack 6, 14)
Rahne resumes his attacks with his Great Axe (attack 14, 14) but once again makes no progress. He remembers to do Evasive Footwork (AC+4)
R4: Eclipse attacks with Sacred Flame (attack 9, damage 7) then runs half way to the V
V again swings his sword twice at Rahne (attack 16, 16) but misses both times
Rahne swings his Great Axe (11, 19) and finally makes solid contact (damage 13) before resuming his Evasive Footwork
R5: Eclipse attacks with Sacred Flame (save 18) but the V dodges it. She remains where she is.
V swings twice at Rahne (attack 24 - nat 20 - and 21) with one solid hit (damage 14)
Rahne swings his Great Axe (10, 16) without effect before he throws it down and drinks a potion of healing (+5hp).
R6: Eclipse hits him with a Sacred Flame (save 4, damage 2)
V continues to attack the weakened Rahne (attack 14, 19) (damage 7), almost beating him to the ground
Rahne uses his handaxe (attack 15, 21) (damage 8) and javelin (attack 20, damage 5) (V hp total=22) to better success and calls upon his Second Wind (+10hp)
R7: Eclipse risks running up to attack with her dagger (14) and light hammer (19, damage 3)
V is momentarily startled by the halfling's attack but connects with his second swing (7, 21 - damage 7)
Rahne yells at her to get away before resuming his attack with his hand axe (attack 23, 20) (damage 7, 9) and killing him with his javelin (attack 25, damage 10)
The two pick up the heavy crossbow, longsword, and short sword from the V as well as Rahne's great axe and Eclipse's dagger. They throw him in the cart for the 230gp reward and each gain 350xp. They take a short rest and regain some health - Rahne 10, Eclipse 6 after using Inspiration). Eclipse gains another 5hp after drinking the last potion of healing.
These three found there way after meeting up in the wilds and eventually made there way to the silvery forest on their way to town.
Group will select one of the three encounters to start with before going on to town.
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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;
Aeris
Corvos
Zeslar
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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 break down camp and Corvo cast mage armor for 8hr. The head out and after Encounter hunt time 3hrs, Aeris spots three skeletons it seems.
Aeris Perception: 23; Corvo Perception: 6; Zeslar Perception: 16; Hawk Perception: 15; SK1 Perception check: 4; SK2 Perception check: 10;SK3 Perception check: 17; Aeris stealth: 26
Corvo Stealth: 11; Zeslar Stealth: 12; Aeris Initiative: 8 Speed 35ft AC 13 passive 13 - HP 15/15; Corvo’s Hawk initiative: 14 Speed 60ft fly AC 13 passive 16 – HP 1/1;Corvo Initiative: 5 Speed 30ft AC 15 passive 14 HP 15/15; Zeslar Initiative: 17 Speed 30ft AC 16 passive 11 HP 25/25; SK1 Initiative: 10 AC 13 passive 12 HP 13/13; SK2 Initiative: 14 AC 13 passive 12 HP 13/13; SK3 Initiative: 4 AC 13 passive 12 HP 13/13
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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 everyone. Distance 30ft standard for Zeslar, 40ft for Corvo and Aeris
Rnd 1
SK3 Initiative: 23 AC 13 passive 12 HP 13/13; Aeris Initiative: 21 Speed 35ft AC 13 passive 13 - HP 15/15; SK1 Initiative: 17 AC 13 passive 12 HP 13/13; Zeslar Initiative: 17 Speed 30ft AC 16 passive 11 HP 25/25; SK2 Initiative: 14 AC 13 passive 12 HP 13/13; Corvo’s Hawk initiative: 11 Speed 60ft fly AC 13 passive 16 – HP 1/1; Corvo Initiative: 8 Speed 30ft AC 15 passive 14 HP 15/15;
SK3 moves 25ft to attack Zeslar SK3 Shortsword Attack Zeslar: 9 Damage: 6 (piercing); Aeris BA to give bardic dice to Zeslar. Aeris Light Crossbow Attack SK3: 9 Damage: 7 (piercing damage); SK1 moves 25ft to attack Zeslar SK1 Shortsword Attack Zeslar: 20 Damage: 5 (piercing); Zeslar goes into a rag and attacks SK3 and SK1 using bardic dice for advantage on SK3 It it hits SK3 then second attack on SK1 without str dmg. Great Axe Attack#1: 10 Damage: 7 (Slashing damage (Cleave)) possible second attack on SK1 Attack: 23 Damage: 3 (Slashing damage (Cleave)); SK2 moves 25ft to attack Zeslar SK2 Shortsword Attack Zeslar:Attack: 14 Damage: 6 (piercing damage) or half (3) Zeslar has resistance on this attack. Corvo's Hawk flies in and helps. Corvo stays put and targets weakest Skeleton next to Zeslar and has advantage from His familiar. Attack weakest skeleton: 20 Damage: 8 (force damage) or half (4)
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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;
SK3 misses Zeslar; Aeris misses with the light crossbow; SK1 hits for 5 dmg on Zeslar; Zeslar misses his first attack so the second doesn't happen sadge. SK2 misses; Corvo hits SK3 for 8 dmg
SK3 Initiative: 23 AC 13 passive 12 HP 5/13; Aeris Initiative: 21 Speed 35ft AC 13 passive 13 - HP 15/15; SK1 Initiative: 17 AC 13 passive 12 HP 13/13; Zeslar Initiative: 17 Speed 30ft AC 16 passive 11 HP 20/25; SK2 Initiative: 14 AC 13 passive 12 HP 13/13; Corvo’s Hawk initiative: 11 Speed 60ft fly AC 13 passive 16 – HP 1/1; Corvo Initiative: 8 Speed 30ft AC 15 passive 14 HP 15/15;
Rnd 2
SK3 Shortsword attack Zeslar: 20 Damage: 7 (piercing damage) or half (3); Aeris BA to give bardic dice to Zeslar. Aeris Light Crossbow Attack SK3: 14 Damage: 6 (piercing damage); SK1 Shortsword Attack Zeslar: 24 Damage: 9 (piercing damage) or half (4); Zeslar maintains rage attacks SK3 and SK1 using bardic dice for advantage on SK3 It it hits SK3 then second attack on SK1 without str dmg. Great Axe Attack#1: 14 Damage: 13 (Slashing damage (Cleave)) possible second attack on SK1 Attack: 21 Damage: 6 (Slashing damage (Cleave)); SK2 Shortsword Attack Zeslar: 19 Damage: 8 (piercing damage) or half (4); Corvo's Hawk flies in and helps. Corvo stays put and targets weakest Skeleton next to Zeslar and has advantage from His familiar. Attack weakest skeleton: 23 Damage: 5 (force damage) or half (2)
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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;
Zeslar rage resistance; SK3 hits Zeslar for 3 dmg; Aeris hits sk3 with the light crossbow 9 dmg killing it; SK1 hits for 3 dmg on Zeslar; Zeslar misses his first attack so the second doesn't happen sadge. SK2 misses; Corvo hits SK1 for 6 dmg
SK3 Initiative: 23 AC 13 passive 12 HP dead/13; Aeris Initiative: 21 Speed 35ft AC 13 passive 13 - HP 15/15; SK1 Initiative: 17 AC 13 passive 12 HP 7/13; Zeslar Initiative: 17 Speed 30ft AC 16 passive 11 HP 14/25; SK2 Initiative: 14 AC 13 passive 12 HP 13/13; Corvo’s Hawk initiative: 11 Speed 60ft fly AC 13 passive 16 – HP 1/1; Corvo Initiative: 8 Speed 30ft AC 15 passive 14 HP 15/15;
Rnd 3
Aeris BA to give bardic dice to Zeslar and a luck point to make SK1 hav disadvantage attack. Aeris Light Crossbow Attack SK1: 17 Damage: 9 (piercing damage); SK1 Shortsword Attack Zeslar: 19 Damage: 4 (piercing damage) or half (2); Zeslar maintains rage attacks SK1 and/or SK2 using bardic dice for advantage on SK1 If it hits SK1 then second attack on SK2 without str dmg. Great Axe Attack#1: 18 Damage: 8 (Slashing damage (Cleave)) possible second attack on SK2 Attack: 10 Damage: 2 (Slashing damage (Cleave)); SK2 Shortsword Attack Zeslar: 15 Damage: 7 (piercing damage) or half (3); Corvo's Hawk flies in and helps. Corvo stays put and targets weakest Skeleton next to Zeslar and has advantage from His familiar. Attack weakest skeleton: 18 Damage: 10 (force damage) or half (5)
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Levi Flint - DM - Mad Mage; Korvin - DM - Tyranny of Dragons; Player Lucan - The One Breath, Player Gildor Surion - Balder's Gate-Decent;
Forgot disadvantage on SK1 but it missed anyway; Zeslar rage resistance; SK1 misses; Aeris hits sk1 with the light crossbow missing it; SK1 misses Zeslar; Zeslar killls SK1 and swings at SK2 missing. SK2 crits for 3 dmg on Zeslar; Corvo hits SK1 for 6 dmg
SK3 Initiative: 23 AC 13 passive 12 HP dead/13; Aeris Initiative: 21 Speed 35ft AC 13 passive 13 - HP 15/15; SK1 Initiative: 17 AC 13 passive 12 HP dead/13; Zeslar Initiative: 17 Speed 30ft AC 16 passive 11 HP 11/25; SK2 Initiative: 14 AC 13 passive 12 HP 11/13; Corvo’s Hawk initiative: 11 Speed 60ft fly AC 13 passive 16 – HP 1/1; Corvo Initiative: 8 Speed 30ft AC 15 passive 14 HP 15/15;
Rnd 4
No bardic dice left; Aeris Light Crossbow Attack SK1: 23 Damage: 6 (piercing damage); Zeslar maintains rage attacks SK2 Great Axe Attack#1: 25 Damage: 16 (Slashing damage (Cleave)); SK2 Shortsword Attack Zeslar: 19 Damage: 3 (piercing damage) or half (1); Corvo's Hawk flies in and helps. Corvo stays put and targets weakest Skeleton next to Zeslar and has advantage from His familiar. Attack weakest skeleton: 13 Damage: 6 (force damage) or half (3)
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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;
Aeris hits sk2 with the light crossbow hitting for 6 dmg; Zeslar hits and kills SK2 encounter over.
SK3 Initiative: 23 AC 13 passive 12 HP dead/13; Aeris Initiative: 21 Speed 35ft AC 13 passive 13 - HP 15/15; SK1 Initiative: 17 AC 13 passive 12 HP dead/13; Zeslar Initiative: 17 Speed 30ft AC 16 passive 11 HP 11/25; SK2 Initiative: 14 AC 13 passive 12 HP dead/13; Corvo’s Hawk initiative: 11 Speed 60ft fly AC 13 passive 16 – HP 1/1; Corvo Initiative: 8 Speed 30ft AC 15 passive 14 HP 15/15;
Searching the bodies, Aeris, Corvo and Zeslar finds 3x shortsword, 3x shortbow, 3x skeleton skulls
Aeris, Corvo and Zeslar returns to Evergreen Hollow proud and happy. They locates the job giver, an grumpy old wizard who lives in a tall tree house, who pays him 30 gp for 3x skeleton skulls.
Then he heads over to Evelyn's Magic Shop to sell the monster gear. 3x shortbows sell for 37gp and 4sp and 3x shortswords sell for 15 gp. Evelyn won't buy arrows or other ammunition.
30gp, 37gp, 15gp and 5 sp 82gp 5 sp /3 29gp each round up 1sp.
150xp /3 = 50xp each.
The hit the tavern and have some drinks while chatting with the others. Aeris if allowed joins the bards. The all rent some rooms as well.
The group spends 3gp each for rooms for 5 days, drinks, bath and a tip for the bards. They pocket 26gp from the loot after expenses.
Aeris 350/900; Corvos 350/900; Zeslar 350/900
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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 trio travel 12hrs to Location: Darkwood Demon Cave They look for fresh game along the way there and back. They are hunting a Brown Bear Aeris Survival: 21; Corvo Survival: 18; Zeslar Survival: 11; DC10 or rations and waterskins. They camp the night and break down camp and Corvo cast mage armor for 8hr. The head out and after Encounter hunt time 4hrs, Aeris Perception: 10; Corvo Perception: 17; Zeslar Perception: 6; Hawk Perception: 5; Aeris stealth: 21
Corvo Stealth: 9; Zeslar Stealth: 15; BB1 Perception: 23
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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;