Greyhawk 5E: Shadows of the Sheldomar (Inactive)

Game Master tribeof1

It is Common Year 591 and shadows hang over the Sheldomar Valley. The Grand Duchy of Geoff is a shattered land, conquered by giants, its people refugees in surrounding kingdoms. To the north, south and east, evil stirs in dark corners once thought safe. And in the border town of Hochoch, knights and nobles squabble in their keeps while a handful of adventurers meet in the Poxy Doxie, intent on a more immediate goal: gold.


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Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen maintains his silence and hidden position and trains an arrow on the one of the shapes that he can see and is doping the speaking.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair waits to see what the bandits response to their answer might be. If it turns out negative or the attack, he casts a fireball down the hallway, picking a point that will encompass the enemy, but leave his party safe (if possible).


There's a murmur from the north after Eldramin's words, but the response from the west is dismissive.

"Too weak? Or simply smarter than dumb brutes such as yourselves, who expended your own strength doing the work for us? Your threats will not help you here. As for you mercy ..., well, we do not share that shortcoming."

You see a dark shape arc through the air, then land with a wet thump near the top of the stairs. As it rolls to a stop, your torches illuminate the severed head of the screaming "fisherman" Koralyn had threatened earlier.

"There is no room for a squealer among our band. Now, will you empty your pockets, or shall we empty your veins?"

Will you continue to converse, or act? For reference, here's the map again. Rolen is a bit ahead of the group, concealed between the southernmost pillar on the east wall of the mask room. He's pretty sure there are enemies concealed in the northern part of the room or around the corner to the NE (past the secret door) but he can't see them at the moment.

Another group of enemies (four or more, you think), are in cover at the mouth of the western tunnel.

The remainder of your group is crowded at the top of the stairs leading from the southern end of the room. Koralyn and Eldramin are in front, and can see the dark shapes of the men in the western tunnel. Dragomir and Kierdan are just behind them -- they can't see but could easily push through so they can. Alistair is in the back rank -- from his position he can see the northern part of the room (but can't see any of the enemies presumably hiding there). To target the western tunnel, he'll need to move north into the room to get a clearer view.

If anyone makes a move::

Initiative!
West group average: 1d20 + 1 ⇒ (9) + 1 = 10
North group average: 1d20 + 2 ⇒ (19) + 2 = 21
Alistair: 1d20 + 2 ⇒ (13) + 2 = 15
Dragomir: 1d20 + 0 ⇒ (4) + 0 = 4
Eldramin: 1d20 + 2 ⇒ (19) + 2 = 21
Kierdan: 1d20 + 0 ⇒ (14) + 0 = 14
Koralyn: 1d20 + 3 ⇒ (12) + 3 = 15
Rolen: 1d20 + 4 ⇒ (13) + 4 = 17

Whoever makes the first threatening action acts first, followed by the north group of enemies, followed by the remainder of your group (Dragomir can go ahead and act with everyone else, for ease of play), then the west group of enemies. No one is surprised -- you both know the other group is there, even if you don't know all of their exact positions -- but Rolen still gains all the benefits of attacking from concealment.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

this is the pool room or the mask room?


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Get back to a position where they can't snipe at us with Arrows, Dragomir says. And snuff our lights so they need to use theirs - we ourselves could get one volley of spells and arrows off as they approach with their torches... if they don't come in after us, we wait until we can see it is dark outside and use the night as cover to get out and hit them from the side.


Eldramin Tarkanan wrote:
this is the pool room or the mask room?

Mask room.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Trying to make sense of the map. I think I got it now but until this encounter I really thought we has entered through the doors from the north. oh well. Could we retreat through the passage from room 7?


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

The problem I see is that they can just stay where they are. They can wait us out and will not necessarily follow if we retreat. As much as I hate to do it, I think we need to attack...my fireball at one group while the rest of the group moves against the other group. Just my 2cp worth


Lady Koralyn Nightstar wrote:
Trying to make sense of the map. I think I got it now but until this encounter I really thought we has entered through the doors from the north. oh well. Could we retreat through the passage from room 7?

No. The passage from Room 7 (the inner tomb) west to the altar/statue at 1 is just a 1-foot-diameter pipe that conveyed the coins and other loot you "sacrifices" from the altar bowl to the tomb. Unless you can somehow shrink yourselves that isn't going to be much use.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan whispers to his comrades, My friends, the Sun Father has blessed us in our endeavors, but we should not presume his blessings will last forever.

Bless only lasts one minute, with concentration

The priest continues, If it would aid us, I could call down a light as bright as day and illuminate this entire chamber and our foes.

Kierdan could cast Daylight on the back wall of this room, giving us a 60' radius of light for the whole room for an hour, if the group agrees.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen continues to wait silently in the shadows for his opportunity to rain death upon the unsuspecting enemies.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

I can also cast a hypnotic pattern into the room, filling it. I think I can cast it so that its centered north of the center.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

i'm on the verge of a Leeroy Jenkins moment, just wondering if any are opposed. Retreating isn't gonna work, I think the Alistair Fireball Special and then we charge in is probably our best option. Really just full-on show of force. Will the Hypnotic Pattern harm us? And will it get them when they're in the hallway? It might be better to, once you have an angle, cast it on their back ranks to reduce artillery headed our way.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Yes. Mr. Pattern is no one's friend, but it lasts only an instant. Best if we could fireball and then follow it with the pattern. I think I can cast it so its center is nearer the northeast wall so it would not catch Rolen and might catch the first ranks in each passage.

Hypnotic Pattern:

Hypnotic Pattern
3rd-level illusion

Casting Time: 1 action

Range: 120 feet

Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)

Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

sounds good then. fireball, pattern, then charge in to clean up is my vote.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

I am down with that...


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

How about Daylight? Not all of us are elves ;) Also I will recast Bless when we start since I am sure it has been at least a minute since it was last cast.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Dayllight would not hurt at all. Maybe that is the signal to attack. Remember not to attack those "charmed" as it breaks the charm.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

So where do you want the fireball? Which group? Alistair will wait until the daylight spell goes off then will move and cast


Ok, so starting with a daylight spell at the back of the room, then? If no objections, I'll get a post up in the morning.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

I was thinking we started with a fireball, then the pattern, and then the daylight. The daylight was the signal for us to advance into the room. If we get one surprise action it should be the fireball.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Ok...sounds good to me. Which group do you want me to hit first?


Alistair Orm wrote:
Ok...sounds good to me. Which group do you want me to hit first?

From your position in the stairwell you can really only target the north of the room. You'd have to push your way to the front rank to get a view of the west tunnel.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

I concur with Koralyn's order of events. I like the idea of the Daylight spell being the signal to advance into the room.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

I'll let anyone swap spots with me as a means to further the plan if needed


Alistair mutters a few arcane syllables and the stairwell suddenly lights up as an apple-sized sphere of rolling flame appears in his palm. With another word he sends it flying to the north, prompting a shouted warning from the west that is far too late to do any good.

Saves:

Ferrus: 1d20 + 2 ⇒ (17) + 2 = 19
Radcliffe: 1d20 + 5 ⇒ (14) + 5 = 19
Bandit: 1d20 + 2 ⇒ (3) + 2 = 5
Bandit: 1d20 + 2 ⇒ (18) + 2 = 20
Bandit: 1d20 + 2 ⇒ (5) + 2 = 7
Bandit: 1d20 + 2 ⇒ (7) + 2 = 9
Full damage: 8d6 ⇒ (6, 5, 5, 4, 1, 4, 5, 2) = 32

Stones rattle and dust rains down on your heads as the fireball explodes among the pillars to the north. A pair of flaming corpses -- pieces of them, at least -- tumble into the center of the room, and you hear what sounds like another body or two slammed into the wall with a wet thwack. (Four bandits down!)

Before you have a chance to react, a figure staggers from behind one of the pillars, his cloak and hood smoking as his fingers dance in an intricate pattern. Tokash! he screams, and suddenly your ears are ringing, your bones twisting and throbbing as if they were about to break.

Your saves vs. shatter:

Dragomir, Eldramin and Koralyn have bless, which I assume they will use here.
Alistair: 1d20 + 0 ⇒ (20) + 0 = 20
Dragomir: 1d20 + 4 + 1d4 ⇒ (16) + 4 + (3) = 23
Eldramin: 1d20 + 1 + 1d4 ⇒ (8) + 1 + (4) = 13
Kierdan: 1d20 + 2 ⇒ (12) + 2 = 14
Koralyn: 1d20 + 2 + 1d4 ⇒ (14) + 2 + (4) = 20
Rolen: 1d20 + 2 ⇒ (12) + 2 = 14
Full damage: 3d8 ⇒ (5, 1, 4) = 10
Somebody Stealth-ing: 1d20 + 4 ⇒ (20) + 4 = 24

The enemy wizard's focus appears to have been rattled by the fireball, however, and you are all able to throw off the worst of the spell's damaging effects. (Each of you takes 5 thunder damage.)

Seeing you still standing, the arcanist retreats behind a pillar, cursing. The sudden violence appears to have taken the rest of your adversaries off-guard, and you launch yourselves into action ...

You're all up! Other than Rolen, all of you are crowded near the top of the stairs on the south end of the room, which is largely open other than the pillars spaced out around the perimeter. Other than the wizard, you can't see anyone moving to the north, where the secret door leads to a part of the caverns you have not explored. To the west (about 40 feet west, 20 feet north), you can make out about half a dozen more enemies taking cover in the tunnel that leads to the surface.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Koralyn drops her Hypnotic Pattern so that it's 30 square extends 15 feet into the western passage and then moves out to take cover behind an ear pillar. She begins her bladesonfg as well.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 1, Sneak Attack

Rolen fires from his position at the caster that just let loose.

LB Att: 1d20 + 7 ⇒ (19) + 7 = 26
LB Dam: 1d8 + 4 + 3d6 ⇒ (4) + 4 + (1, 5, 2) = 16

Rolen then moves across the room to the Southwest so that he can advance with his companions to the tunnel in the west and the force of enemies approaching.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin moves to line up a shot on the first enemy in the tunnel that emerges, seeking to blast it back into its comrades to delay their exit.

range spell atk: 1d20 + 6 ⇒ (13) + 6 = 19
force: 1d10 + 4 ⇒ (3) + 4 = 7 and push back 10ft on hit


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

With a wave of his free hand, Kierdan calls out, Shining One! illuminate our path and make plain our foes! Suddenly, a light as bright as day materializes in the center of the mask room, easily casting aside all shadows.

Daylight cast in the center of the mask room, by the number 4 on the map. That should cast light on the whole room plus all the way into the western passage until it curves away. (60' radius sphere, duration one hour).


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Since Kierdan took damage while concentrating on Bless, he must make a Constitution saving throw at DC (10)

Con Save DC (10): 1d20 + 2 ⇒ (1) + 2 = 3

Well, so much for Bless. Kierdan will cast a new Bless next round, unless someone is in dire need of healing.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Dragomir moves around the pillars to close on the wizards position while maintaining cover Double move


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

could I reach the wizard and still use action surge to attack?


Enemy saves:

Bandit Will save: 1d20 + 1 ⇒ (8) + 1 = 9
Bandit Will save: 1d20 + 1 ⇒ (10) + 1 = 11
Bandit Will save: 1d20 + 1 ⇒ (13) + 1 = 14
Bandit Will save: 1d20 + 1 ⇒ (19) + 1 = 20
Dougal Will save: 1d20 + 3 ⇒ (17) + 3 = 20
Grak Will save: 1d20 + 2 ⇒ (18) + 2 = 20

An explosion of color accompanies Koralyn's spell, followed by loud cursing by the voice that had threatened you earlier.

"Stop standing around, you dirt-eaters! Attack them! Put a blade in their gods-damned mages!"

As the elven knight moves to cover, her movements morphing into a martial dance, Rolen emerges from the shadows to launch an arrow into the scorched mage who was hiding behind the pillars to the north. The arrow sinks deep, eliciting a cry of pain, but the wizard is still standing as Rolen rushes to the southwest.

His suffering is short-lived, however. As the room lights up with Pelor's radiance, Dragomir charges to the north, his axe whistling a murderous note as he brings it around in a broad arc that cleaves the enemy wizard in twain at the waist.

Eldramin unleashes a blast of dark energy as the enemy emerges from the tunnel, the magic slamming into a feral-looking half-orc and knocking him back a few yards.

Enemy actions:

Grak handaxe vs. Eldramin: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 3 ⇒ (6) + 3 = 9
Bandit longbow vs. Kierdan: 1d20 + 4 ⇒ (19) + 4 = 231d8 + 2 ⇒ (6) + 2 = 8
Dougal crossbow vs. Rolen: 1d20 + 4 ⇒ (19) + 4 = 231d10 + 1 ⇒ (5) + 1 = 6
Radcliffe sneak attack on Dragomir: 1d20 + 6 ⇒ (10) + 6 = 161d20 + 6 ⇒ (4) + 6 = 101d6 + 3 + 2d6 ⇒ (6) + 3 + (5, 5) = 19
Radcliffe second attack on Dragomir: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 3 ⇒ (4) + 3 = 7

With a roar, the half-orc charges forward again, launching a spinning handaxe at the warlock but missing his mark.

Illuminated by Kierdan's spell, three of the bandits appear to have been ensnared by Koralyn's hypnotic pattern. The remaining two -- a leather-clad bowman and a man in heavy splint armed with a crossbow -- launch missiles at the group, striking Kierdan (8 damage) and Rolen(6 damage) before drawing swords and advancing behind the half-orc.

On the north end of the room, Dragomir is just shaking the wizard's blood from his axe when he feels a cold, sharp pain in his back, a hand's breadth from his spine. (Dragomir takes 16 damage after Armor Mastery) Spinning around, he finds himself face to face with a black-clad human with a short sword, dripping blood.

You're up! Most of you are in the southern part of the room, within movement range (20-30 feet) of three enemies -- a half-orc with a big axe, a leather-clad man with a short sword and a warrior in splint mail wielding a bastard sword with two hands. Three more bandits can be seen standing just inside the tunnel, charmed by Koralyn's spell. To the north, Dragomir is engaged with a black-clad swordsman who just stabbed him in the back.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Dragomir attacks the man in black. I'll be having you - you bastard

Attack 1 with power attack and two hands: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8 for 1d10 + 4 + 6 + 1 ⇒ (8) + 4 + 6 + 1 = 19

Attack 2 with power attack and two hands: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22 for 1d10 + 4 + 6 + 1 ⇒ (4) + 4 + 6 + 1 = 15


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin summons a spiritual weapon to assault the half-orc.

Melee spell atk: 1d20 + 6 ⇒ (2) + 6 = 8
force: 1d8 + 4 ⇒ (8) + 4 = 12

He will also position himself so that enemies would either have to attack him around the cover of a pillar or move through his immediate area (provoking an attack).


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Koralyn casts Scorching Ray at the half orc hoping to at least weaken him. Three bolts of fire strike out at him and then she moves back to protect Alistair. Hoping they will have to double move to get to her.

Range Touch: 1d20 + 6 ⇒ (13) + 6 = 192d6 ⇒ (1, 1) = 2

Range Touch: 1d20 + 6 ⇒ (17) + 6 = 232d6 ⇒ (2, 6) = 8

Range Touch: 1d20 + 6 ⇒ (8) + 6 = 142d6 ⇒ (2, 2) = 4


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

No more touch attacks


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 2, Sneak Att

Rolen fires at the man with the short sword engaged with Dragomir, provided he is still standing. If not, he will attack the caster again.

LB Att: 1d20 + 7 ⇒ (5) + 7 = 12
LB Dam: 1d8 + 4 + 3d6 ⇒ (8) + 4 + (4, 6, 1) = 23

Rolen will use his cunning action to hide by the nearest pillar to the south.

Stealth: 1d20 + 10 ⇒ (11) + 10 = 21


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
Dragomir Vuk wrote:
No more touch attacks

You are right. Text said ranges "spell attack" and I transposed it to "touch attack"


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Targeting the splintmail-wearing warrior, Alistair fires 3 glowing darts of magic at him.

Magic Missile: 3d4 + 3 ⇒ (4, 3, 3) + 3 = 13


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Now that the battle is joined, and Pelor has revealed their opponents, his loyal priest, Kierdan, once again asks the Sun Father to bless his compatriots in their righteous conflict.

Kierdan casts Bless at 2nd level, which means it will now affect four people. Kierdan asks Pelor to bless Dragomir, Rolen, Koralyn and Eldramin. Whenever one of these four makes an attack roll or a saving throw before the spell ends, they can roll a d4 and add the result to the attack roll or saving throw. Duration: concentration, up to 1 minute. 0/10 nrounds.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

since we all go at the same time, if i could apply that to my attack this turn that would be awesome


Spells sizzle and crack and blood spatters on the floor as the group splits its attention between the remaining foes.

To the west, Eldramin's spiritual weapon fails to connect as the warlock seeks cover behind a nearby pillar. Koralyn's scorching ray is more effective -- all three of the missiles connect with the enraged half-orc before she, too, retreats to cover Alistair, whose own magic missiles slam into the warrior in splint.

Effects of bless:

Wouldn't be enough to help Dragomir's first attack or Eldramin.
Rolen bless: 1d4 ⇒ 2
But it's just enough to help Rolen

The back-stabbing swordsman to the north slips out of the way of Dragomir's first strike but is caught by the backslash, suffering a deep wound. Before he has a chance to recover his footing, Rolen launches an arrow that catches the assassin high in the chest. He gasps for air, coughs up a fountain of blood and pitches forward.

Enemy rolls:

Grak attack w/Reckless vs. K: 1d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (10) + 5 = 151d12 + 3 ⇒ (3) + 3 = 6
Grak attack w/Reckless vs. K: 1d20 + 5 ⇒ (20) + 5 = 251d20 + 5 ⇒ (9) + 5 = 141d12 + 3 ⇒ (1) + 3 = 4
Critical damage: 1d12 ⇒ 3
Bandit sword vs. Kierdan: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 2 ⇒ (2) + 2 = 4
Bandit sword vs. Kierdan: 1d20 + 4 ⇒ (8) + 4 = 121d6 + 2 ⇒ (5) + 2 = 7
Dougal bastard sword vs. Eldramin: 1d20 + 6 ⇒ (18) + 6 = 241d10 + 3 ⇒ (5) + 3 = 8
Dougal bastard sword vs. Eldramin: 1d20 + 6 ⇒ (6) + 6 = 121d10 + 3 ⇒ (1) + 3 = 4

The would-be bandits advance swiftly after that. The half-orc charges Koralyn, revenge burning in his eyes. (The room's not large enough for you to get that far away.) He attacks recklessly, his blows difficult to dodge or parry but leaving himself open for counterstrikes. Koralyn dodges his first slash, but the axe bites deep into her side moments later, the force knocking the air from her lungs. (Koralyn is struck by a crit, but it's only 7 damage altogether. Any attacks against the half-orc in the next round are made with advantage.)

Kierdan fends off several attacks from the short sword-armed bandit, but Eldramin finds himself face to face with the splint-armored warrior, who wounds the warlock with a two-handed slash. (Eldramin is struck for 8 damage. Note, in 5E you only provoke when leaving someone's threat area, so there's nothing stopping him from advancing around the pillar to get at you.)

You're up!


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Ever-confident in combat, Eldramin chuckles darkly as his voice almost seems a dark chorus, "You've chosen the wrong being to cross, mortal. Your very soul is now forfeit."

Eldramin reaches out with his hand, two fingers shaped like claws swiping at the splint-armored warrior's neck. As he gets close, he utters a vile word and a dark, ruddy energy coalesces around the fingers.

melee spell: 1d20 + 6 ⇒ (9) + 6 = 15 vs splint-armored warrior next to me
necrotic damage: 3d6 ⇒ (3, 6, 2) = 11 and i heal for half that

bonus action
melee spell: 1d20 + 6 ⇒ (11) + 6 = 17 gonna pull the sword back to attack the guy fighting me
force damage: 1d8 + 4 ⇒ (1) + 4 = 5


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Dragomir moves to attack the half orc.

Attack 1: 1d20 + 7 + 1 + 1d4 ⇒ (19) + 7 + 1 + (1) = 28 or Attack 1 Adv: 1d20 + 7 + 1 + 1d4 ⇒ (6) + 7 + 1 + (1) = 15 for 1d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Attack 2: 1d20 + 7 + 1 + 1d4 ⇒ (7) + 7 + 1 + (1) = 16 or Attack 2 Adv: 1d20 + 7 + 1 + 1d4 ⇒ (4) + 7 + 1 + (1) = 13 for 1d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9

IF I am out of range?

I drop the axe, draw my strength longbow as a move and shoot the half orc twice.

Remove the +1 from the hit rolls and here is my bow damage

Bow Attack 1: 1d8 + 4 ⇒ (1) + 4 = 5
Bow Attack 2: 1d8 + 4 ⇒ (2) + 4 = 6

Addition Damage on Crit from axe 1d10 ⇒ 3 or crit from bow 1d8 ⇒ 7


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 3, Sneak Att, Cunning Action

Rolen fires at the man with the Splint Mail Warrior on Eldramin.

LB Att: 1d20 + 7 ⇒ (7) + 7 = 14
LB Dam: 1d8 + 4 + 3d6 ⇒ (7) + 4 + (4, 1, 4) = 20

Rolen will again use his cunning action to hide by the nearest pillar to the south.

Stealth: 1d20 + 10 ⇒ (1) + 10 = 11


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair sends another volley of missiles towards the warrior in splint.

Magic missile: 3d4 + 3 ⇒ (4, 4, 1) + 3 = 12


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Happy to melee with the half orc Karolyn dances around him striking with Booming Blade.

Longsword, Booming Blade: 1d20 + 6 ⇒ (4) + 6 = 10

Advantage: 1d20 + 6 ⇒ (17) + 6 = 23

Damage: 2d8 + 3 ⇒ (6, 8) + 3 = 17


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan focuses on maintaining his concentration on his plea to the Shining One for his continued blessing. After fending off the attacks of the short sword armed bandit, Kierdan adds a quick phrase in Flan to his chanting. As he outstretches his open palm toward the brigand, the fellow is briefly hidden by a flash of divine radiance.

Kierdan casts Sacred Flame on the bandit attacking him. Since he is 5th level, the spell deals 2d8 damage. The bandit gets a DC 15 dex save. I looks like he takes no damage if he makes the save, according to the spell description.

Sacred Flame damage (Radiant): 2d8 ⇒ (3, 7) = 10

Kierdan concentrates on Bless at 2nd level. Kierdan asks Pelor to continue to bless Dragomir, Rolen, Koralyn and Eldramin. Whenever one of these four makes an attack roll or a saving throw before the spell ends, they can roll a d4 and add the result to the attack roll or saving throw. Duration: concentration, up to 1 minute. 1/10 rounds.

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