This post has potentially manipulated dice roll results.
Kuatho turns when he hears the attack and moves to attack one of the ghostly creatures, using 2 spear strikes and a kick. Using a ki point, he takes the dodge after he attacks, using his patient defense.
Spear 1 : Attack: 10 Damage: 10
Spear 2 : Attack: 18 Damage: 9
Kick : Attack: 23 Damage: 8
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
Con save: 7
Mist lets out a short, cartoonish scream and leaps a foot into the air as he feels the ghostly fingers brush his shoulder. A wave of exhaustion (not mechanical exhaustion) seems to wash over him as he lands and he almost collapses before regaining his balance.
"Wot the wot?!?" he exclaims as he squirms out of the spector's grasp and scurries backward into his group of companions. The familiar transparent tentacle tears another hole in existence and erupts into action, swinging down at the creature that touched the overgrown halfling.
Seeing the spectral hand reach for the peculiar halfling, Varlan raises an eyebrow. "Look, but don't touch!" he says as a strange compulsion settles on the spirit.
Reaction when Mist is attacked: Silvery Barbs - Spirit needs to reroll its attack roll against Mist and use lowest dice, and he grants Kraven advantage on his next attack.
Spinning around, Varlan launches a blast of flame at the presumptuous spirit, hoping to distract it from the soft prey as energy ripples over his armour, fortifying him.
BA: Defensive Field = 5 Temp HP Action: Fire Bolt at spirit that attacked Mist: 16 Damage: 4
AoO on Mist at disadvantage due to dodge Attack: 10 Damage: 4 if it hits DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
This post has potentially manipulated dice roll results.
Jekob was moving to intercept the spector that attack the captain (Mist), but the rest of the crew were quicker.
With only one foe left, he swings twice with the magic censer (2nd d8 is radiant damage).
Attack1: 12 Damage: 16
Attack2: 27 Damage: 15
(EDIT: The "manipulated rolls" warning popped up after I added some text at the end of my post, well after the attack rolls. Normally, that doesn't trigger the warning. The rolls didn't change. If for some reason the forum decides later on to eat the results, the to-hit numbers were 20 and 17, and both attacks did 16 damage.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Vlar calls on his arcane protections to deflect the attack... Arcane Deflection. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
Casting a spell, Vlar then strikes back with his rapier, but misses. (Rolled to hit with is bow by mistake, but the 8 to-hit would apply to his rapier to, either way it is likely a miss.) booming blade
So with Jekob's attacks the last spector fades. You make your way down this next hall, and as you make your first turn you see 5 skeletons, each wielding Greatswords, larger than your average human, in front of the pack is an undead wolf, much larger than any wold you have ever seen.
The hall way is bearly wide enogh for you all to be 2 wide, and anyone over 6 feet is hunched down some. The greatest distance to one of the skeletons is 50 feet, The wolf is the only monster within 30 feet Vlar.
This post has potentially manipulated dice roll results.
The tentacle, now summoned to help, has been traveling beside Mist. It's at this point he sends it forward to intercept the undead wolf and sets about his well-practiced attacks.
Action: Eldritch blast - Attack: 22 Damage: 14 force Attack: 22 Damage: 8 force Bonus action: Tentacle of the Deeps - Attack: 17 Damage: 3 cold and slowed by 10ft for the round
This post has potentially manipulated dice roll results.
Kraven will flatten himself against a wall to make ample room for the others to advance onto the remaining skeletons while chucking some daggers past his companions in front of him at the leading skeleton.
Psychic Dagger: Attack: 14 Damage: 10
BA corpse Dagger: Attack: 13 Damage: 7 Undead Damage: 2
Jekob will move forward, stepping on the fallen undead wolf ("Well struck, captain Mist!") and within melee range of the lead skeleton on his side of the hallway. (He is assuming that someone else will stand next to him on the other side, to keep the skeletons away from the ranged attackers in the party.) He swings the magic censer twice (second d8 of every attack is radiant damage).
Attack1: 10 Damage: 15
Attack2: 21 Damage: 14
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Captain Mist, eh? Varlan shakes his head in amusement and, seeing yet another gaggle of undead confronting them, he joins Jekob in the front line, striking the most wounded nearby skeleton.
Kuatho turns when he hears the attack and moves to attack one of the ghostly creatures, using 2 spear strikes and a kick. Using a ki point, he takes the dodge after he attacks, using his patient defense.
Spear 1 : Attack: 10 Damage: 10
Spear 2 : Attack: 18 Damage: 9
Kick : Attack: 23 Damage: 8
A wizard is never late, nor is he early, he arrives precisely when he means to.
Con save: 7
Mist lets out a short, cartoonish scream and leaps a foot into the air as he feels the ghostly fingers brush his shoulder. A wave of exhaustion (not mechanical exhaustion) seems to wash over him as he lands and he almost collapses before regaining his balance.
"Wot the wot?!?" he exclaims as he squirms out of the spector's grasp and scurries backward into his group of companions. The familiar transparent tentacle tears another hole in existence and erupts into action, swinging down at the creature that touched the overgrown halfling.
Action: Disengage and hide among the crew
Bonus action: Tentacle of the deeps - Attack: 24 Damage: 1 cold and speed is slowed by 10ft for the round
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
Seeing the spectral hand reach for the peculiar halfling, Varlan raises an eyebrow. "Look, but don't touch!" he says as a strange compulsion settles on the spirit.
Reaction when Mist is attacked: Silvery Barbs - Spirit needs to reroll its attack roll against Mist and use lowest dice, and he grants Kraven advantage on his next attack.
Spinning around, Varlan launches a blast of flame at the presumptuous spirit, hoping to distract it from the soft prey as energy ripples over his armour, fortifying him.
BA: Defensive Field = 5 Temp HP
Action: Fire Bolt at spirit that attacked Mist: 16 Damage: 4
Kraven lets go up the ghost that he is dancing with and summons his daggers and throws them at the ghost that attacked mist.
Psychic Dagger: Attack: 24 Damage: 6
BA Corpse Psychic Dagger: Attack: 24 Damage: 7 Undead Damage: 7
Sneak Attack: 10 on 1st hit.
Silvery barbs reroll 22
AoO on Mist at disadvantage due to dodge Attack: 10 Damage: 4 if it hits DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Also there is only 1 left.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
So the first attack hits and stays the AoO misses.
Waiting on Jecob and Vlar's turn then I will that the NPC and monsters turns.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
((Sorry, I clarified on Discord and edited here that I meant disengage rather than dodge. But he didn't get hit either way.))
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
My bad
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Jekob was moving to intercept the spector that attack the captain (Mist), but the rest of the crew were quicker.
With only one foe left, he swings twice with the magic censer (2nd d8 is radiant damage).
(EDIT: The "manipulated rolls" warning popped up after I added some text at the end of my post, well after the attack rolls. Normally, that doesn't trigger the warning. The rolls didn't change. If for some reason the forum decides later on to eat the results, the to-hit numbers were 20 and 17, and both attacks did 16 damage.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Vlar calls on his arcane protections to deflect the attack...
Arcane Deflection. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
Casting a spell, Vlar then strikes back with his rapier, but misses. (Rolled to hit with is bow by mistake, but the 8 to-hit would apply to his rapier to, either way it is likely a miss.)
booming blade
DM rolls
6 w
6 h
6 s
1 n
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
So with Jekob's attacks the last spector fades. You make your way down this next hall, and as you make your first turn you see 5 skeletons, each wielding Greatswords, larger than your average human, in front of the pack is an undead wolf, much larger than any wold you have ever seen.
The hall way is bearly wide enogh for you all to be 2 wide, and anyone over 6 feet is hunched down some. The greatest distance to one of the skeletons is 50 feet, The wolf is the only monster within 30 feet Vlar.
You all may take your turns
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
The tentacle, now summoned to help, has been traveling beside Mist. It's at this point he sends it forward to intercept the undead wolf and sets about his well-practiced attacks.
Action: Eldritch blast - Attack: 22 Damage: 14 force
Attack: 22 Damage: 8 force
Bonus action: Tentacle of the Deeps - Attack: 17 Damage: 3 cold and slowed by 10ft for the round
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
The first Eldritch blast destroys the wolf, the second hits the wall. I'm going to move the tentacle to one of the skeletons. It does hit.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Kraven will flatten himself against a wall to make ample room for the others to advance onto the remaining skeletons while chucking some daggers past his companions in front of him at the leading skeleton.
Psychic Dagger: Attack: 14 Damage: 10
BA corpse Dagger: Attack: 13 Damage: 7 Undead Damage: 2
Sneak Attack: 6
Jekob will move forward, stepping on the fallen undead wolf ("Well struck, captain Mist!") and within melee range of the lead skeleton on his side of the hallway.
(He is assuming that someone else will stand next to him on the other side, to keep the skeletons away from the ranged attackers in the party.)
He swings the magic censer twice (second d8 of every attack is radiant damage).
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Captain Mist, eh? Varlan shakes his head in amusement and, seeing yet another gaggle of undead confronting them, he joins Jekob in the front line, striking the most wounded nearby skeleton.
Attack 1: 17 Damage: 10
Attack 2: 15 Damage: 12
Kraven no sneak attack this round, but your one dagger takes out an injured 9ne and injure a second one.
Jecob your first attack misses, but with the second you blow one up, all that is left is dust.
Varla your first attack causes the skeleton to fall and you swing into nothing with your second attack.
Once I get Vlar and Kuatho's turns if the skeletons are still alive I will take the NPC and Monsters turns.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Kuatho moves forward and strikes at the skeletons, two punches and a kick, bludgeoning damage.
Punch 1 : Attack: 16 Damage: 15
Punch 2 : Attack: 18 Damage: 10
Kick : Attack: 16 Damage: 8
A wizard is never late, nor is he early, he arrives precisely when he means to.
Kuatho just blows through the last 2 skeletons.
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star