The winter wolf continues to approach snarling and growling, clearly unhappy to see you in its territory. As it draws closer it takes a deep breath, before unleashing an icy breath attack. With you all being in a confined space, you are all in the range of the attack.
(Dex saving throw; DC 12 - 18 cold damage, half as much on a success.)
Rollback Post to RevisionRollBack
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
This post has potentially manipulated dice roll results.
Muharg Dex Save: 19
Muharg tries to raise his shield for some protection against the blast of cold but doesn’t manage to mitigate it. He still stands, ready to fight, but is visibly injured by the freezing blizzard.
Peering out of the cave, Shad will call upon the Cat Lord and Invoke Duplicity, so his twin/imaginary friend Monty will appear about thirty feet beyond the cave's mouth.
Invoke Duplicity: As an action, you can use Channel Divinity to create an illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears within 30 ft. of you. As a bonus action, you can move the illusion up to 30 ft., but it must remain within 120 ft.of you. You can cast spells as the illusion, and when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature.
Bjorn Initiative: 16
Active Characters
Tink - Elf Artificer Nicholas Meloncreek - Human Fighter
Thurkear - Lizardfolk Warlock Bjorn "Whitewalker" Akannathi - Goliath Ranger
“Shoo! Shoo! Get out of here! We dwarves are known for being chewy as ****!”
Initiative: 8
Muharg Sunborn | Dwarf | Paladin | Chilling Adventures in the North
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"I'm sorry about this wolf," Qinfaren says as he readies his staff and shield. "You're white coat is quite beautiful."
Initiative: 5
The tight quarters make it difficult for Qinfaren to move.
Shad's initiative: 9. Shad grits his teeth, afraid their clattering altered the beast. He doesn't want to be eaten. Or frozen.
Death on the Water and Baldur's Gate Bodyguard
The winter wolf continues to approach snarling and growling, clearly unhappy to see you in its territory. As it draws closer it takes a deep breath, before unleashing an icy breath attack. With you all being in a confined space, you are all in the range of the attack.
(Dex saving throw; DC 12 - 18 cold damage, half as much on a success.)
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Dex save for Arogna: 8
Dex save for Qinfaren: 4
"This cave may have been a mistake," Qinfaren says as he scrambles to avoid the icy breath.
Shad's Dex save: 18.
Death on the Water and Baldur's Gate Bodyguard
Bjorn Dex Save: 21
Damage taken: 4 cold damage (resistance)
Active Characters
Tink - Elf Artificer Nicholas Meloncreek - Human Fighter
Thurkear - Lizardfolk Warlock Bjorn "Whitewalker" Akannathi - Goliath Ranger
(Who is still standing?)
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Muharg Dex Save: 19
Muharg tries to raise his shield for some protection against the blast of cold but doesn’t manage to mitigate it. He still stands, ready to fight, but is visibly injured by the freezing blizzard.
Muharg Sunborn | Dwarf | Paladin | Chilling Adventures in the North
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Forgot Danger Sense for advantage, retrying: 20
You have advantage on DEX saving throws against effects that you can see while not blinded, deafened, or incapacitated.
DM let me know if that's not okay. Either way Arogna stands
Arogna is very cold, and also very angry. She snarls at the wolf.
Being born of the mountains has served Bjorn well as he is able to avoid the brunt of the chilling breath.
Active Characters
Tink - Elf Artificer Nicholas Meloncreek - Human Fighter
Thurkear - Lizardfolk Warlock Bjorn "Whitewalker" Akannathi - Goliath Ranger
Qinfaren is still up, but only barely. If a butterfly lands on him wrong that will put him under.
Shad feels the coldest he has ever felt, but he is still conscious. He is trying to see the Winter Wolf or at least out of the cave.
Death on the Water and Baldur's Gate Bodyguard
(Okay, so initiative order is Bjorn, Muharg, Shad, Qinfaren, and Arogna. But if you are able to post, then feel free.)
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Peering out of the cave, Shad will call upon the Cat Lord and Invoke Duplicity, so his twin/imaginary friend Monty will appear about thirty feet beyond the cave's mouth.
Invoke Duplicity: As an action, you can use Channel Divinity to create an illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears within 30 ft. of you. As a bonus action, you can move the illusion up to 30 ft., but it must remain within 120 ft.of you. You can cast spells as the illusion, and when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature.
Death on the Water and Baldur's Gate Bodyguard
(How close did the winter wolf get to the front of the cave - is it in melee range, or did it breathe ice from further away?)
(It's fifteen feet away from you. You are five feet from the cave entrance inside, and it is ten feet from entrance outside.)
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax