Chill grinned as he saw Macreadus write thank you in the show. He had felt the weather warming and it had been a good sign until Krom said the sphere had gone inert.
"I suppose it can't be that easy can it?" He remarked to the others when Krom broke the news.
He then stiffened. Chill had often invoked the names of gods and had nearly as often plundered their lost temples on Chult. He wasn't ever really sure they existed. Even Auril, is she just some malevolent creature that likes the cold or is she really a god? The vision left him a little shaken and not quite so sure where he stood when it came to the gods of Faerûn.
"Time to move on, let's get going. Revels End is somewhere north of here. I'll guide us best I can."
This post has potentially manipulated dice roll results.
As you leave the cabin you enjoy the warmer weather but it doesn't last as long as you had hoped. Having only affected the weather around the point that Krom cast the spell eventually you walk out of the area affected and the wind picks back up and the cold begins to creep back in.
You reach the point where the cold is back to what it had been when you sight two figures standing in the snow ahead of you. They stand about 30 feet apart and look like sentinels waiting your approach. A spectral light emits from where their faces are and the area around where they stand is bright light in a 20-foot radius and dim light for an additional 20 feet. They wear tattered clothing and look look like they were once humanoid.
Bobbing in the air nearby are three more creatures you do recognize, Ice Mephits.
Kazri is relieved to know that Macreadus' spirit is free from this place. She prays to Helm for a safe passage to the after life for the gnome inventor. Then she is surprised to receive a voice in her head, and it is from none other than the Morninglord himself. She immediately goes down on one knee, and she feels his blessings in her body. "I thank you, Morninglord. I am but just performing my duties." After Rhogar assures that we will be able to finish what Macreadus started, she hopes that they will be able to figure out a way to make the device work again. As Chill mentions about it's time to move on. "Yes, indeed. It seems that our job here is done. Please lead the way Chill."
Even though her magical boots keeps her warm, it is good to actually feel warm weather on her skin outside of the cabin, even if it is only for a short time. As the party travels north, Kazri tries to follow Chill, and make sure that the Tabaxi is safe from his back. Until they come upon two strange figures ahead of the party. Kazri readies her sword and shield, and she uses her Divine Sense to have a better idea of what they are.
Rollback Post to RevisionRollBack
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
After dealing with the cold for so long the warmer weather left at least the Bronze Dragonborn so hot under the collar as go open coated for a while there. But with the return of the bitter cold, so too did he bundled up again, if only to avoid frostbite. As the group are coming upon the sentinels and mephits, a growl come out unbidden by their draconic compatriot.
"Lady Auril sends her regards, or so it would seem. Hmph. Beware the light, avoid bunching up, and by the power flowing through my blood freely given, stand firm!"Rhogar snaps the staff up and holds it aloft in the air; its tip immediately glowing a golden hue with the hue. The same light appears around everyone else, before fading from view. And yet even in its disappearance, the strength and warmth of the magic would stay with them. After which, both Dragonborn and psuedodragon break ranks from the part with each going their separate ways, though with Gorrah attempting to hide among a tree to boot.
Action: Cast (3rd level)Empower on everyone(excluding Olly and Gorrah).
Movement: To 30ft straight North(top?) of the map.
After warning the others of what is seen ahead Chill fires a bolt at the northern walker. He then moves north to hide behind the tree that is 25 feet north of him.
Kazri - Bless • All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat • Immunity to Critical Hits - Adamantine Armor • Immunity to Disease - Paladin trait • Resistance to Cold Damage - Boots of Winterlands
Krom - Bless • Res/Fire damage - Forge trait • Res/Poison damage - Dwarven trait • Res/Cold Damage - Ring of Warmth • Advantage on saves against poison - Dwarven trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless • When Raging ○ Advantage on STR checks and saving throws (not attacks) ○ +2 melee damage with STR weapons, ○ Resistance to all damage except psychic damage. - Totem of the bear • Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
The two walkers walk forward, they are silent, the light from their bodies casting eerie shadows.
The one to the north sees Rekuburk and sends 2 beams of cold light streaking at him. Both slam into him and the chill of the cold air nearly freezes him.
Rhogar is also targeted and while the first ray misses the second connects and he tastes frostbite.
Kazri reaches out with her divine sense, the stench of the undead emanates from the two walkers.
Kazri - Bless • All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat • Immunity to Critical Hits - Adamantine Armor • Immunity to Disease - Paladin trait • Resistance to Cold Damage - Boots of Winterlands
Krom - Bless • Res/Fire damage - Forge trait • Res/Poison damage - Dwarven trait • Res/Cold Damage - Ring of Warmth • Advantage on saves against poison - Dwarven trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless • When Raging ○ Advantage on STR checks and saving throws (not attacks) ○ +2 melee damage with STR weapons, ○ Resistance to all damage except psychic damage. - Totem of the bear • Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
Reaction: Cast (1st level)Absorb Elements on light ray, gaining resistance to triggering damage(hopefully).
Just as the ray is about to hit, Rhogar immediately throws up a hand, parting and absorb at least some of the blast in an orb of light. The rest though still leaves his fingers in covered in frost and chilled to the bone.
Conc. Save(DC 10): 19.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
(I can barely see the map with how small all the icons are.)
Rekuberk is going to rage since there is little else for him to do at this point, glaring at the things as he feel his life starting to fade. He will attempt to get as close as he can, slashing at anything in sight that is not a friend.
Rekuburk, enraged by the injuries he has sustained, rushes forward and hacks at the coldlight walker that he can reach. His blade strikes hack dead parts off of the undead creature as he stands in the bright light that comes from the walkers body.
The ice mephits fly forward and the 2 northern ones find themselves close enough to Rekuburk that they both exhale a 15- foot cone of cold air.
Rekuburk make 2 DC 10 Dexterity saving throws, taking 4 and 6cold damage on a failed save, or half as much damage on a successful one.
Dex saves 5 and 15
The cold air is just enough despite Rekuburk's normally fast dexterity and his resistance to the cold and he falls unconscious.
The cones of cold air also cover the coldlight walker but the creature seems to be undisturbed by the air, as if the cold does not touch it.
Kazri - Bless • All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat • Immunity to Critical Hits - Adamantine Armor • Immunity to Disease - Paladin trait • Resistance to Cold Damage - Boots of Winterlands
Krom - Bless • Res/Fire damage - Forge trait • Res/Poison damage - Dwarven trait • Res/Cold Damage - Ring of Warmth • Advantage on saves against poison - Dwarven trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless - Unconscious • When Raging ○ Advantage on STR checks and saving throws (not attacks) ○ +2 melee damage with STR weapons, ○ Resistance to all damage except psychic damage. - Totem of the bear • Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
This post has potentially manipulated dice roll results.
Taken aback by the fall of Rekuberk, Rhogar stared wide-eyed for almost a moment too long before snapping back to reality at an ephipany. Grumbling, he muttered something along the lines of needing to make sure the half Orc actually saw to his own injuries after fights, if not seeing to it personally in the future. His words then seamlessly flowed into a draconic script; a call to the weave that, once hand met chest, directed some of that latent magic in blue-hued light seeming to emanate from his hand.
Then shedding a bit of his own inner light, a more golden hued aura briefly surrounds the half orc, revitalizing further both strength and vigor.
Action: Cast (1st level)Restore Vitality on self, regaining 12 HP. (d8 max'd from Gift of the Ever Living Ones)
Bonus Action: Healing Light(4), restoring 13 HP to Rekuberk.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Krom, seeing Rekuberk collapsing on the snow after being hit by the by Ice Mephit's cone of cold, rushes towards him as fast as he can chanting an hymn of evocation (Aura of Vitality). The temperature in the area around Krom increases by few degrees as Moradin's holy symbol on Krom's shield glows bright sending a pulse of warm energy towards Rekuberk. Moradin's fire melts the ice around Rekuberk's body and healing some of his wounds. "Get up lad!" shouts the dwarf.
This post has potentially manipulated dice roll results.
Krom moves up and casts his spell returning Rekuburk back to consciousness.
Chill fires a bolt that is a direct hit on the walker while Rhogar heals himself and then also Rekuburk,
The northern walker targets Rekuburk who is in its bright light and forces him to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker’s next turn.
CON Save 11
The Coldlight Walker then reaches out and slam its fists into the prone half-orc.
Attack: 22 Damage: 15
Attack: 25 Damage: 21
The other uses its Cold Ray on Chill (1-2), Kazri (3-4), Krom (5-6), Rekuburk (7-8) Rhogar (9-10) 8 and 2 rays of cold light flashes out at them.
Attack: 6 Damage: 22
Attack: 22 Damage: 18
Rekuburk closes his eyes in time and saves his vision as he is pummeled by the creature but maintains his consciousness. Krom, resistant to the cold feels the freeze from one of the attacks.
Kazri - Bless • All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat • Immunity to Critical Hits - Adamantine Armor • Immunity to Disease - Paladin trait • Resistance to Cold Damage - Boots of Winterlands
Krom - Bless • Res/Fire damage - Forge trait • Res/Poison damage - Dwarven trait • Res/Cold Damage - Ring of Warmth • Advantage on saves against poison - Dwarven trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless - Prone • When Raging ○ Advantage on STR checks and saving throws (not attacks) ○ +2 melee damage with STR weapons, ○ Resistance to all damage except psychic damage. - Totem of the bear • Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Rekuburk leaps to his feat, enraged once again, and hacks at the walker before him. The first slash of his blade misses but the second connects and the light of the walker goes out as the body falls to the ground, lifeless.
The 2 northern ice mephits again each exhale a 15- foot cone of cold air, 1 towards Rekuburk and the other towards Kazri
DC 10 Dexterity saving throws, taking 3 and 6cold damage on a failed save, or half as much damage on a successful one.
Rekuburk Dex save 17 + Bless 1 and Kazri 10 + Bless 1
Rekuburk takes 1 damage after the save and resistance and Kazri takes 2 after the fail and resistance.
The remaining Ice Mephit creates a 20-foot-radius sphere of fog the sphere spreads around corners, and its area is heavily obscured.
As noted by the dark grey circle on the map
A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
Kazri - Bless • All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat • Immunity to Critical Hits - Adamantine Armor • Immunity to Disease - Paladin trait • Resistance to Cold Damage - Boots of Winterlands
Krom - Bless • Res/Fire damage - Forge trait • Res/Poison damage - Dwarven trait • Res/Cold Damage - Ring of Warmth • Advantage on saves against poison - Dwarven trait • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless - Raging • When Raging ○ Advantage on STR checks and saving throws (not attacks) ○ +2 melee damage with STR weapons, ○ Resistance to all damage except psychic damage. - Totem of the bear • Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
Chill grinned as he saw Macreadus write thank you in the show. He had felt the weather warming and it had been a good sign until Krom said the sphere had gone inert.
"I suppose it can't be that easy can it?" He remarked to the others when Krom broke the news.
He then stiffened. Chill had often invoked the names of gods and had nearly as often plundered their lost temples on Chult. He wasn't ever really sure they existed. Even Auril, is she just some malevolent creature that likes the cold or is she really a god? The vision left him a little shaken and not quite so sure where he stood when it came to the gods of Faerûn.
"Time to move on, let's get going. Revels End is somewhere north of here. I'll guide us best I can."
As you leave the cabin you enjoy the warmer weather but it doesn't last as long as you had hoped. Having only affected the weather around the point that Krom cast the spell eventually you walk out of the area affected and the wind picks back up and the cold begins to creep back in.
You reach the point where the cold is back to what it had been when you sight two figures standing in the snow ahead of you. They stand about 30 feet apart and look like sentinels waiting your approach. A spectral light emits from where their faces are and the area around where they stand is bright light in a 20-foot radius and dim light for an additional 20 feet. They wear tattered clothing and look look like they were once humanoid.
Bobbing in the air nearby are three more creatures you do recognize, Ice Mephits.
Initiative - Chill 8, Kazri 11, Krom 17, Rekuburk 21, Rhogar 18, Ice Mephits 12, Coldlight Walkers 13
Chill (51/51+10), Rhogar (55/55), Coldlight Walkers (?), Kazri (52/76+10), Rekuburk (47/93), Ice Mephits (?), Krom (48/75+10)
Chill and Rhogar are up
Kazri is relieved to know that Macreadus' spirit is free from this place. She prays to Helm for a safe passage to the after life for the gnome inventor. Then she is surprised to receive a voice in her head, and it is from none other than the Morninglord himself. She immediately goes down on one knee, and she feels his blessings in her body. "I thank you, Morninglord. I am but just performing my duties." After Rhogar assures that we will be able to finish what Macreadus started, she hopes that they will be able to figure out a way to make the device work again. As Chill mentions about it's time to move on. "Yes, indeed. It seems that our job here is done. Please lead the way Chill."
Even though her magical boots keeps her warm, it is good to actually feel warm weather on her skin outside of the cabin, even if it is only for a short time. As the party travels north, Kazri tries to follow Chill, and make sure that the Tabaxi is safe from his back. Until they come upon two strange figures ahead of the party. Kazri readies her sword and shield, and she uses her Divine Sense to have a better idea of what they are.
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
After dealing with the cold for so long the warmer weather left at least the Bronze Dragonborn so hot under the collar as go open coated for a while there. But with the return of the bitter cold, so too did he bundled up again, if only to avoid frostbite. As the group are coming upon the sentinels and mephits, a growl come out unbidden by their draconic compatriot.
"Lady Auril sends her regards, or so it would seem. Hmph. Beware the light, avoid bunching up, and by the power flowing through my blood freely given, stand firm!" Rhogar snaps the staff up and holds it aloft in the air; its tip immediately glowing a golden hue with the hue. The same light appears around everyone else, before fading from view. And yet even in its disappearance, the strength and warmth of the magic would stay with them. After which, both Dragonborn and psuedodragon break ranks from the part with each going their separate ways, though with Gorrah attempting to hide among a tree to boot.
Action: Cast (3rd level)Empower on everyone(excluding Olly and Gorrah).
Movement: To 30ft straight North(top?) of the map.
Movement(Gorrah): 40ft East(down?) on the map.
Action(Gorrah): Hide among the trees for 17.
(If Chill is hidden prior to Rhogar's action, still casting at 3rd level, but targeting Oli instead of him)
When you realize you're doing too much: Signature.
After warning the others of what is seen ahead Chill fires a bolt at the northern walker. He then moves north to hide behind the tree that is 25 feet north of him.
Attack: 16 Damage: 12
Stealth 32
Chill gets the first hit as the bolt from his crossbow strikes the walker. He then slips behind the tree and out of sight.
Rhogar empowers his companions as Gorrah finds a place to hide.
Chill (51/51+10), Rhogar (55/55), Coldlight Walkers (12) (?), Kazri (52/76+10), Rekuburk (47/93), Ice Mephits (?), Krom (48/75+10)
Conditions
Chill - Bless
Kazri - Bless
• All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
• Immunity to Critical Hits - Adamantine Armor
• Immunity to Disease - Paladin trait
• Resistance to Cold Damage - Boots of Winterlands
Krom - Bless
• Res/Fire damage - Forge trait
• Res/Poison damage - Dwarven trait
• Res/Cold Damage - Ring of Warmth
• Advantage on saves against poison - Dwarven trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless
• When Raging
○ Advantage on STR checks and saving throws (not attacks)
○ +2 melee damage with STR weapons,
○ Resistance to all damage except psychic damage. - Totem of the bear
• Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
Rhogar - Bless
• Res/Lightning damage - Dragonborn trait
Map - updated with a compass. North is up
Chill (1-2), Kazri (3-4), Krom (5-6), Rekuburk (7-8) Rhogar (9-10) 7 and 2 rays of cold light flashes out at them.
Attack: 20 Damage: 27
Attack: 17 Damage: 18
Chill (1-2), Kazri (3-4), Krom (5-6), Rekuburk (7-8) Rhogar (9-10) 9 and 2 rays of cold light flashes out at them.
Attack: 9 Damage: 27
Attack: 16 Damage: 26
Disadvantage rolls if needed 22 5
The two walkers walk forward, they are silent, the light from their bodies casting eerie shadows.
The one to the north sees Rekuburk and sends 2 beams of cold light streaking at him. Both slam into him and the chill of the cold air nearly freezes him.
Rhogar is also targeted and while the first ray misses the second connects and he tastes frostbite.
Kazri reaches out with her divine sense, the stench of the undead emanates from the two walkers.
Rekuburk is up
Chill (51/51+10), Rhogar (29/55), Coldlight Walkers (12) (?), Kazri (52/76+10), Rekuburk (2/93), Ice Mephits (?), Krom (48/75+10)
Conditions
Chill - Bless
Kazri - Bless
• All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
• Immunity to Critical Hits - Adamantine Armor
• Immunity to Disease - Paladin trait
• Resistance to Cold Damage - Boots of Winterlands
Krom - Bless
• Res/Fire damage - Forge trait
• Res/Poison damage - Dwarven trait
• Res/Cold Damage - Ring of Warmth
• Advantage on saves against poison - Dwarven trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless
• When Raging
○ Advantage on STR checks and saving throws (not attacks)
○ +2 melee damage with STR weapons,
○ Resistance to all damage except psychic damage. - Totem of the bear
• Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
Rhogar - Bless
• Res/Lightning damage - Dragonborn trait
Map - updated with a compass. North is up
Reaction: Cast (1st level)Absorb Elements on light ray, gaining resistance to triggering damage(hopefully).
Just as the ray is about to hit, Rhogar immediately throws up a hand, parting and absorb at least some of the blast in an orb of light. The rest though still leaves his fingers in covered in frost and chilled to the bone.
Conc. Save(DC 10): 19.
When you realize you're doing too much: Signature.
(I can barely see the map with how small all the icons are.)
Rekuberk is going to rage since there is little else for him to do at this point, glaring at the things as he feel his life starting to fade. He will attempt to get as close as he can, slashing at anything in sight that is not a friend.
Attack: 21 Damage: 15
Attack: 22 Damage: 16
Rekuburk, enraged by the injuries he has sustained, rushes forward and hacks at the coldlight walker that he can reach. His blade strikes hack dead parts off of the undead creature as he stands in the bright light that comes from the walkers body.
The ice mephits fly forward and the 2 northern ones find themselves close enough to Rekuburk that they both exhale a 15- foot cone of cold air.
Rekuburk make 2 DC 10 Dexterity saving throws, taking 4 and 6cold damage on a failed save, or half as much damage on a successful one.
Dex saves 5 and 15
The cold air is just enough despite Rekuburk's normally fast dexterity and his resistance to the cold and he falls unconscious.
The cones of cold air also cover the coldlight walker but the creature seems to be undisturbed by the air, as if the cold does not touch it.
Krom, Chill and Rhogar are up
Chill (51/51+10), Rhogar (29/55), Coldlight Walkers (42) (?), Kazri (52/76+10), Rekuburk (0/93) - Unconscious, Ice Mephits (?), Krom (48/75+10)
Conditions
Chill - Bless
Kazri - Bless
• All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
• Immunity to Critical Hits - Adamantine Armor
• Immunity to Disease - Paladin trait
• Resistance to Cold Damage - Boots of Winterlands
Krom - Bless
• Res/Fire damage - Forge trait
• Res/Poison damage - Dwarven trait
• Res/Cold Damage - Ring of Warmth
• Advantage on saves against poison - Dwarven trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless - Unconscious
• When Raging
○ Advantage on STR checks and saving throws (not attacks)
○ +2 melee damage with STR weapons,
○ Resistance to all damage except psychic damage. - Totem of the bear
• Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
Rhogar - Bless
• Res/Lightning damage - Dragonborn trait
Map - updated with a compass. North is up
Taken aback by the fall of Rekuberk, Rhogar stared wide-eyed for almost a moment too long before snapping back to reality at an ephipany. Grumbling, he muttered something along the lines of needing to make sure the half Orc actually saw to his own injuries after fights, if not seeing to it personally in the future. His words then seamlessly flowed into a draconic script; a call to the weave that, once hand met chest, directed some of that latent magic in blue-hued light seeming to emanate from his hand.
Then shedding a bit of his own inner light, a more golden hued aura briefly surrounds the half orc, revitalizing further both strength and vigor.
Action: Cast (1st level)Restore Vitality on self, regaining 12 HP. (d8 max'd from Gift of the Ever Living Ones)
Bonus Action: Healing Light(4), restoring 13 HP to Rekuberk.
When you realize you're doing too much: Signature.
Krom, seeing Rekuberk collapsing on the snow after being hit by the by Ice Mephit's cone of cold, rushes towards him as fast as he can chanting an hymn of evocation (Aura of Vitality). The temperature in the area around Krom increases by few degrees as Moradin's holy symbol on Krom's shield glows bright sending a pulse of warm energy towards Rekuberk. Moradin's fire melts the ice around Rekuberk's body and healing some of his wounds. "Get up lad!" shouts the dwarf.
Movement: 25ft NE
Action: Aura of Vitality
Bonus Action: Aura of Vitality heals Rekuberk for 9
Chill lines up his shot as Rekuburk falls and a moment later Krom rushes up to heal him. He fires at the north walker and then hides again
Attack: 23 Damage: 23
Stealth 32
Krom moves up and casts his spell returning Rekuburk back to consciousness.
Chill fires a bolt that is a direct hit on the walker while Rhogar heals himself and then also Rekuburk,
The northern walker targets Rekuburk who is in its bright light and forces him to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker’s next turn.
CON Save 11
The Coldlight Walker then reaches out and slam its fists into the prone half-orc.
Attack: 22 Damage: 15
Attack: 25 Damage: 21
The other uses its Cold Ray on Chill (1-2), Kazri (3-4), Krom (5-6), Rekuburk (7-8) Rhogar (9-10) 8 and 2 rays of cold light flashes out at them.
Attack: 6 Damage: 22
Attack: 22 Damage: 18
Rekuburk closes his eyes in time and saves his vision as he is pummeled by the creature but maintains his consciousness. Krom, resistant to the cold feels the freeze from one of the attacks.
Rekuburk is up
Chill (51/51+10), Rhogar (54/55), Coldlight Walkers (65) (?), Kazri (52/76+10), Rekuburk - Prone (21/93), Ice Mephits (?), Krom (48/75+10)
Conditions
Chill - Bless
Kazri - Bless
• All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
• Immunity to Critical Hits - Adamantine Armor
• Immunity to Disease - Paladin trait
• Resistance to Cold Damage - Boots of Winterlands
Krom - Bless
• Res/Fire damage - Forge trait
• Res/Poison damage - Dwarven trait
• Res/Cold Damage - Ring of Warmth
• Advantage on saves against poison - Dwarven trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless - Prone
• When Raging
○ Advantage on STR checks and saving throws (not attacks)
○ +2 melee damage with STR weapons,
○ Resistance to all damage except psychic damage. - Totem of the bear
• Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
Rhogar - Bless
• Res/Lightning damage - Dragonborn trait
Map - updated with a compass. North is up
Small circles are bright light
(I think you may has skipped Kazri.)
Kazri will use dash to the second Walker, she raises her shield to protect her. (It's more than 30ft right?)
Kazri - Level 10 Human Paladin (Oath of the Ancients) - The Tales of the Fellowship of the White Cloaks
Droknin Palemane - Level 4 Leonin Barbarian (Path of the Beast) - Where the Cold Winds Blow... A Lost Mines of Phandelver Story
Faelan (Cottontail) Whisperwind - Level 3 Ranger (Fey Wanderer) - Zorg's Lost Souls II
"Science is organized knowledge. Wisdom is organized life."
Rekuberk will reenter a rage and slash twice more at the undead in front of him, seeming to be ready to accept death to fight these things.
Attack: 9 Damage: 11
Attack: 26 Damage: 15
Oops sorry. Yes, you would need to dash to reach the south/right walker. Map updated.
Rekuburk is up
Rekuburk leaps to his feat, enraged once again, and hacks at the walker before him. The first slash of his blade misses but the second connects and the light of the walker goes out as the body falls to the ground, lifeless.
The 2 northern ice mephits again each exhale a 15- foot cone of cold air, 1 towards Rekuburk and the other towards Kazri
DC 10 Dexterity saving throws, taking 3 and 6cold damage on a failed save, or half as much damage on a successful one.
Rekuburk Dex save 17 + Bless 1 and Kazri 10 + Bless 1
Rekuburk takes 1 damage after the save and resistance and Kazri takes 2 after the fail and resistance.
The remaining Ice Mephit creates a 20-foot-radius sphere of fog the sphere spreads around corners, and its area is heavily obscured.
As noted by the dark grey circle on the map
A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
Krom, Rekuburk and Kazri are effectively blinded
Krom, then Chill, then Rhogar are up
Chill (51/51+10), Rhogar (54/55), Coldlight Walker (?), Kazri (52/76+8), Rekuburk (9/93), Ice Mephits (?), Krom (48/75+10)
Conditions
Chill - Bless
Kazri - Bless
• All friendly creatures (including you) within 10 ft. a +3 bonus to all saving throws & resistance to damage from spells - Paladin Trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
• Immunity to Critical Hits - Adamantine Armor
• Immunity to Disease - Paladin trait
• Resistance to Cold Damage - Boots of Winterlands
Krom - Bless
• Res/Fire damage - Forge trait
• Res/Poison damage - Dwarven trait
• Res/Cold Damage - Ring of Warmth
• Advantage on saves against poison - Dwarven trait
• Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3 - Feat
Rekuburk - Bless - Raging
• When Raging
○ Advantage on STR checks and saving throws (not attacks)
○ +2 melee damage with STR weapons,
○ Resistance to all damage except psychic damage. - Totem of the bear
• Advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated. - Barbarian trait
Rhogar - Bless
• Res/Lightning damage - Dragonborn trait
Map - updated with a compass. North is up
Small circles are bright light
Grey circle is fog and anyone inside is blinded