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Another series of lost posts, this is pissing me off....
Redbrand 1 (dead) due to a crossbow bolt.
Redbrand 2 (dead) due to jelly gelly's attack.
Redbrand 3 (7 damage)
Redbrand 4 (uninjured)
Waiting on two rounds from Anders, and a round from drakr
Redbrand 3 attack on Anders (could be negated if he hits AC 14 for 9 damage)
1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (6) + 2 = 8
1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (6) + 2 = 8
Redbrand 4 attack on drakr
1d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (5) + 2 = 7
1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (4) + 2 = 6

Anders Buckman |

Round 2, Savage Attacker
Anders attacks again.
GA Att: 1d20 + 5 ⇒ (13) + 5 = 18
GA Dam: 1d12 + 3 ⇒ (2) + 3 = 5
SA Dam: 1d12 + 3 ⇒ (2) + 3 = 5
Round 3, Savage Attacker
GA Att: 1d20 + 5 ⇒ (18) + 5 = 23
GA Dam: 1d12 + 3 ⇒ (8) + 3 = 11
SA Dam: 1d12 + 3 ⇒ (6) + 3 = 9

Amber the Righthanded |

Again!
Spell Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Fire Damage: 1d10 ⇒ 9
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).
:(

Drakr |

Drakr continues to trade swings with Redbrand 4 a grimace of concentration on his face as he tries to land a blow.
Atk: 1d20 + 4 ⇒ (10) + 4 = 14
Dmg: 1d8 + 2 ⇒ (3) + 2 = 5
AC:16 (no Shield)

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after the battle, Jelly will hand Sahil a quiver of crossbolts he took from the armory, after all, he grabbed all 8 of them, Sahil will have 20 replacement bolts.

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true, but he can't carry them all at once, while Jelly can without major issues, since he has 17 str and his capacity is treated as if he is large sized. One case at a time buddy, one case at a time, don't want you to overburden yourself. how many did you use by the way?

Drakr |
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Drakr drops his hammer and holds a wound on his shoulder, blood pours down his arm.
He speaks, his voice a little quieter than usual, his face a little pale.
" Yes let's turn in Lord Albrek and then I think I need to get this patched up and have a rest. "

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and what was the exact xp after dividing it up? I need to know this when I use him elsewhere in adventures league areas. Recording it on my logsheet. Or even the total xp before dividing it up if you don't mind.

Drakr |

" Yes let's turn in Lord Albrek to the Lords Alliance (?) . Then I'm going to the inn to patch myself up and rest. "
Sweet Level up!

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Jelly Gelly does not care either way, as long as he gets his punishment, where do people want to send him? City watch, to his faction, give him death by hanging.

Drakr |

" We found Lord Albrek here leading the Redbrands. It seems they've been terrorising the townsfolk here and had some of them locked up! He asked to be turned over to you. "

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After dropping Iarno Albrek off both Townmaster Harbin Wester and Sildar Hallwinter want to discuss something with you.
Townmaster Harbin Wester wants you to seek out an orc encampment near Wyvern Tor and chase the orcs away from the area. To get there he says to head east of the Triboar Trail.
Sildar Hallwinter wants you to find Cragmaw Castle, search for Gundren Rockseeker, rescue the dwarf and retrieve his map.
Sildar will also reward your group with 200 gp for eliminating the Redbrand threat.

Drakr |

Well, where to all. I am all for clearin' the area of orcs.
How many are we now - what is the equal split?
" I'd like to find my cousin but leads on where he is seem to be few and far between. Probably Cragmoor Castle wherever that is... "
Drakr looks very weary and worried.

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encounter: 1d20 ⇒ 12 no encounter
A day of hiking and you approach the castle. A long trudging, damp walk. The castle consists of seven crumbling towers of different sizes and heights, but the upper stories are all varying states of collapse. A short flight of steps leads up to a terrace in front of the main entryway. Past the wreckage of a pair of sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down the terrace.

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[ooc]Sorry been busy with overtime, it was a choice between more money and online games, money won. Sorry, I'm a sell-out I know it.[ooc]
Advancing in, Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the sourthern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead.
The serenity is broken by barks and yips heard earlier in the cave, then the moment of epiphany hits you. There are goblins warning others.

Drakr |

" Damn, they know we're here. Let's get moving! A dead goblins a good one! "
He trundles forward on his short legs, hammer and shield at the ready.
I'm going to head towards where the most goblin noise is coming from. If it's coming from everywhere then I'll go 1d3 ⇒ 3 South! And go through 1d2 ⇒ 2 through the south most door. ie. The one leading straight not right into the smaller tower room.
Strength to bash in the door if it doesn't open! : 1d20 + 2 ⇒ (6) + 2 = 8
Did we take a long rest before coming out here?

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I was running with the assumption that there was a long rest in between
anders: 1d20 + 2 ⇒ (9) + 2 = 11
drakr: 1d20 - 1 ⇒ (7) - 1 = 6
JG: 1d20 + 1 ⇒ (2) + 1 = 3
Sahil: 1d20 + 3 ⇒ (8) + 3 = 11
goblins: 1d20 + 2 ⇒ (18) + 2 = 20
hobgoblins: 1d20 + 1 ⇒ (12) + 1 = 13
Upon hearing the yips and howls you are beseiged upon. As goblin archers flood out of the archer posts to the NE and SE. Two each firing an arrow at each of you.
GA1 JG 1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (3) + 2 = 5 miss
GA2 Drakr 1d20 + 4 ⇒ (10) + 4 = 141d6 + 2 ⇒ (1) + 2 = 3 miss
GA3 Anders 1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (2) + 2 = 4 hit
GA4 Sahil 1d20 + 4 ⇒ (15) + 4 = 191d6 + 2 ⇒ (6) + 2 = 8 hit
Three Goblins enter from the South closing the ranks attacking 3d4 ⇒ (4, 3, 3) = 10. Sahil drawing the attack from one while the other two close in on the big man, Jelly Gelly.
G1 Sahil 1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (3) + 2 = 5 miss
G2 JG 1d20 + 4 ⇒ (12) + 4 = 161d6 + 2 ⇒ (3) + 2 = 5 miss
G3 JG 1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (6) + 2 = 8 hit
And from the North comes the challenge as four hobgoblins move to attack those who would intrude upon their territory, as one closes on each of the intruders.
HG1 Sahil 1d20 + 3 ⇒ (16) + 3 = 191d8 + 2d6 + 1 ⇒ (7) + (6, 6) + 1 = 20 hit
HG2 JG 1d20 + 3 ⇒ (18) + 3 = 211d8 + 2d6 + 1 ⇒ (3) + (1, 5) + 1 = 10 hit
HG3 Drakr 1d20 + 3 ⇒ (7) + 3 = 101d8 + 1 ⇒ (6) + 1 = 7 miss
HG4 Anders 1d20 + 3 ⇒ (13) + 3 = 161d8 + 1 ⇒ (7) + 1 = 8 hit
Anders has taken 12 damage
Drakr has taken 0 damage
JG has taken 18 damage
Sahil has taken 28 damage

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I'll go ahead and post for Sahil as he is away on holiday. If you are back on and want to change the action let me know.
The sailor takes aim and releases with a shot expending a superiority dice to ensure his survival, 1d20 + 1d8 + 7 ⇒ (7) + (8) + 7 = 22 nailing the goblin threatening him square in the chest for 1d6 + 3 ⇒ (1) + 3 = 4. The goblin moves at the last second reducing the hit to but a scratch.
He takes a calming breath in order to steel himself against the oncoming challenge. Second Wind 1d10 + 3 ⇒ (1) + 3 = 4, not having enough time to properly center himself a swigs a potion and tosses the empty vial on the ground. 2d4 + 2 ⇒ (4, 4) + 2 = 10
Sahil now has a total of 14 damage.

Anders Buckman |

Round 1, Savage Attacker, Rage 1/10 Rds, Resistance (1/2 dam)
Anders attacks the Hobgoblin.
GA Att: 1d20 + 5 ⇒ (9) + 5 = 14
GA Dam: 1d12 + 3 + 2 ⇒ (12) + 3 + 2 = 17
GA SA Dam: 1d12 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Drakr |

Drakr chants a healing prayer, blue energy encompasses his hand and he slaps Jelly on the back! Jelly's wounds begin to close!
@Jelly Gelly! Cure wounds (1st lvl slot): 1d8 + 3 ⇒ (8) + 3 = 11
Then his prayer changes to a vengeful tone and a blue spectral Warhammer appears near the goblin archers and with a wide swing crashes into one of them!
Spectral Hammer attack : 1d20 + 5 ⇒ (13) + 5 = 18
Force Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Standard action: Cure wounds
Bonus action: Spiritual Weapon, range: 60ft, Duration: 1 minute.
Spiritual Weapon turns: 1/10
ahh we're all gonna die!

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Drakr, I hate to point this out but it came up in a home game recently.
From the PHB
A spell cast with a bonus action is especially swift. You
must use a bonus action on your turn to cast the spell,
provided that you haven’t already taken a bonus action
this turn. You can’t cast another spell during the same
turn, except for a cantrip with a casting time o f 1 action.
Ruling is that you can't cast two spells in a round unless it is a cantrip. Since Spiritual Weapon is level 2 and Cure Wounds is level 1 you cannot take those actions.
While I understands it limits the game it also cuts down the power curve to keep martial and spell casters more in line with one another.

Drakr |

Whoops. Spaced on that. Sorry. Ill just cast Cure wounds on Jelly and leave it at that. Can I save the spiritual Hammer rolls for next turn?

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I move towards the nearest goblin who hasn't been hit yet and attack with my sword if possible, if not, I double move. hit: 6 + 1d20 ⇒ 6 + (20) = 26
dmg: 1d8 + 4 ⇒ (2) + 4 = 6 with my +1 longsword
and as a bonus action I will second wind second wined: 1d10 + 3 ⇒ (7) + 3 = 10 I'm at full again, thanks my second wind and our cleric. Hey I get 2nd wind back on a short rest, so best to use it asap.
edit: extra crit dmg: 1d8 ⇒ 4

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@drakr: Yes, that's fine.
Jelly Gelly, you have 2 goblins attacking you, if you move to the next nearest. You will incur to opportunity attacks or you can attack the ones attacking you. Your post is confusing me a little.
GA1 J 1d20 + 4 ⇒ (3) + 4 = 71d6 + 2 ⇒ (2) + 2 = 4 miss
GA2 A 1d20 + 4 ⇒ (17) + 4 = 211d6 + 2 ⇒ (4) + 2 = 6 hit
GA3 D 1d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (4) + 2 = 6 miss
GA4 S 1d20 + 4 ⇒ (15) + 4 = 191d6 + 2 ⇒ (3) + 2 = 5 hit
G1 (4 Damage) S 1d20 + 4 ⇒ (20) + 4 = 242d6 + 2 ⇒ (3, 5) + 2 = 10 hit
G2 J (Dead)
G3 J 1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (6) + 2 = 8 miss
HG1 S 1d20 + 3 ⇒ (4) + 3 = 71d8 + 2d6 + 1 ⇒ (6) + (5, 2) + 1 = 14 miss
HG2 J 1d20 + 3 ⇒ (13) + 3 = 161d8 + 2d6 + 1 ⇒ (2) + (4, 6) + 1 = 13 miss
HG3 D 1d20 + 3 ⇒ (18) + 3 = 211d8 + 2 ⇒ (8) + 2 = 10 hit
HG4 A 1d20 + 3 ⇒ (15) + 3 = 181d8 + 2 ⇒ (6) + 2 = 8 hit
Anders has taken 26 damage and narrowly misses a goblin as his swing goes wide after taking an arrow in the trap. muscle, followed by a cleaving chop by a hobgoblin.
Drakr has taken 10 damage heals JG's wounds, and then is clobbered by a hobgoblin.
Jelly Gelly has taken 0 damage lops off a goblins head with one clean cut.
Sahil has taken 29 damage getting an arrow deep in the thigh followed by a stab in his left flank.