DM RyckyRych |
Two strikes on Varis! Fergus is up!
Fergus McDammitson |
Fergus rushes back towards the party and hurls two javelins at Hammer 3.
Javelin: 1d20 + 7 ⇒ (11) + 7 = 18 for Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Javelin: 1d20 + 7 ⇒ (14) + 7 = 21 for Damage: 1d6 + 6 ⇒ (3) + 6 = 9
I can't get to Varis just yet. Haldor, heal the monk!
DM RyckyRych |
The dwarf finds he's been impaled by two javelins! Ripping them out of his armor, he then decides to attack the easy target, Fizz!
Attack: 1d20 + 6 ⇒ (15) + 6 = 21 for Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12
Seeing the gnome fall, he roars his approval and switches to the paladin!
Attack: 1d20 + 6 ⇒ (17) + 6 = 23 for Damage: 2d6 + 4 - 3 ⇒ (6, 5) + 4 - 3 = 12
The crossbow dwarf fires on Haldor, however his efforts sail wide!
Attack: 1d20 + 4 ⇒ (5) + 4 = 9 for Damage: 1d10 + 2 ⇒ (8) + 2 = 10
Attack: 1d20 + 4 ⇒ (9) + 4 = 13 for Damage: 1d10 + 2 ⇒ (7) + 2 = 9
Party up!
Fergus -21
Fizz -42, need death save
Haldor -22
Varis -39, -2 ki (2 strikes, need death save)
H3 -36
Fergus McDammitson |
Question for the DM: the 2nd-level spell Aid raises the target creatures' maximum hit points and also current hit points by 5 for the duration of the spell (which is 8 hours). Would the spell bring characters currently at 0 to 5 hit points, then?
DM RyckyRych |
The way I read it, yes.
Fergus McDammitson |
Fergus casts Aid on Varis, Haldor, and Fizzlebomb. Their hit point maximum increases by 5, and their current hit points increase by 5, for the next 8 hours.
Fizzlebomb |
Fizz heals Varis. Knowing he can't stand up to the dwarf,
Y'all Get him
(1) Cure Wounds Range Touch
healing: 2d8 + 7 ⇒ (3, 6) + 7 = 16
1d8 for each cast level as 2nd or higher
DM RyckyRych |
Varis and Fizz return to to the living with a boost to their life essence! Haldor also feels the effects of the spell! Varis and Fizz are at 5 HP, Haldor is still -22 from his new maximum.
All but Fergus and Fizz may act!
Fergus -21
Fizz @ 5 HP, prone
Haldor -22 from new max
Varis @ 21 HP, -2 ki, prone
H3 -36
EDIT : Fizz posted as I was editing.
Varis Starflower |
Varis stand up and unleashes on Hammer 3
sword: 1d20 + 7 ⇒ (1) + 7 = 8 dmg: 1d6 + 4 ⇒ (3) + 4 = 7
sword: 1d20 + 7 ⇒ (12) + 7 = 19 dmg: 1d6 + 4 ⇒ (4) + 4 = 8
Varis will spend ki to stun (make a con 14 check or be stunned until end of my next turn
ki point to flurry
fist: 1d20 + 6 ⇒ (11) + 6 = 17 dmg: 1d6 + 3 ⇒ (2) + 3 = 5
(if this is hitting need to make Dex Save or be knocked prone
fist: 1d20 + 6 ⇒ (5) + 6 = 11 dmg: 1d6 + 3 ⇒ (4) + 3 = 7
Varis -4KI points
DM RyckyRych |
Con!: 1d20 + 3 ⇒ (11) + 3 = 14 Not stunned.
Dex!: 1d20 + 0 ⇒ (9) + 0 = 9 Is prone!
Varis has Advantage on 2nd fist: 1d20 + 6 ⇒ (14) + 6 = 20 Hits!
Varis strikes the dwarf three times, knocking him to the ground in the process! However, the hammerer battles on!
Haldor is up!
Fergus -21
Fizz @ 5 HP, prone
Haldor -22 from new max
Varis @ 21 HP, 4/6 ki spent
H3 -56
DM RyckyRych |
Haldor heals the wizard! The dwarf stands, sees the prone gnome and elects to take him out once more!
vs Fizz with Advantage, +6: 2d20 ⇒ (15, 15) = 30 for Damage: 2d6 + 4 ⇒ (4, 6) + 4 = 14
vs Fizz with Advantage, +6: 2d20 ⇒ (1, 16) = 17 for Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15
The bolter fires at Haldor again!
vs Haldor: 1d20 + 4 ⇒ (11) + 4 = 15
vs Haldor: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d10 + 2 ⇒ (1) + 2 = 3
Go!
Fergus -21
Fizz @ -12 HP, prone, need death save
Haldor -25 from new max
Varis @ 21 HP, 4/6 ki spent
H3 -56
Varis Starflower |
Hammering H3
sword: 1d20 + 7 ⇒ (8) + 7 = 15 dmg: 1d6 + 4 ⇒ (2) + 4 = 6
sword: 1d20 + 7 ⇒ (7) + 7 = 14 dmg: 1d6 + 4 ⇒ (3) + 4 = 7
as bonus (flurry)
fist: 1d20 + 6 ⇒ (19) + 6 = 25 dmg: 1d6 + 3 ⇒ (6) + 3 = 9
(if this is hitting need to make Dex Save or be knocked prone
also try to stun again Con 14
fist: 1d20 + 6 ⇒ (11) + 6 = 17 dmg: 1d6 + 3 ⇒ (3) + 3 = 6
Out of ki (0/6)
Fergus McDammitson |
Versus H3:
First Attack: 1d20 + 8 ⇒ (5) + 8 = 13 for Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Second Attack: 1d20 + 8 ⇒ (2) + 8 = 10 for Damage: 1d8 + 7 ⇒ (7) + 7 = 14
DM RyckyRych |
Varis manages to take down the maul-toting dwarf with his fist! Only one ki spent there. You can now use your move action if you wish.
Fergus looked off balance when he prepared to attack but saves his energy since the enemy was defeated! You can retcon your entire turn.
Fizz looks as if he's started to stabilize!
Haldor hasn't done anything yet, but maybe he will!
The lone enemy, the dwarf crossbowman, looks prepared to fire off more bolts!
Varis (move only), Fergus and Haldor may act!
Fergus McDammitson |
Um, Haldor ... unless you enjoy getting shot at, you might want to get behind the rocks.
Fergus then rushes off into the concealing brambles toward the crossbowman.
I double-moved but took into consideration the difficult terrain.
DM RyckyRych |
Just waiting on Haldor before taking pot shots at random people.
Fergus McDammitson |
H3 is dead, right? He's still on the map.
DM RyckyRych |
H3 is dead, right? He's still on the map.
Really? I don't see him. He's not there, really. He isn't there, look for yourself...
Corrected. :)
Haldor Dagsson |
Sacred flame at annoying bolter Dex 15
Damage that will hopefully kill him: 2d8 ⇒ (1, 4) = 5
I'll move behind the Rock and if the bolter lives, I'll taunt him and tell him he is slow.
Fergus McDammitson |
I moved you behind the boulder, Haldor.
DM RyckyRych |
Dex!: 1d20 + 2 ⇒ (5) + 2 = 7
The last dwarf is unable to dodge the blow but that is the first injury he has sustained in the fight. He then tries to hit Haldor despite the cover the rocks provide!
Haldor: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Haldor: 1d20 + 4 - 2 ⇒ (9) + 4 - 2 = 11
The bolter curses as his enemy hides from him!
Go!
Fergus -21
Fizz @ -12 HP, prone, need death save (0/1)
Haldor -25 from new max
Varis @ 21 HP, 4/6 ki spent
Bolter -5
Fergus McDammitson |
Fergus double-moves through and out of the brambles, taking cover behind the boulder that previously held the Bolter.
Varis Starflower |
Varis moves and then uses bonus action (and ki point) to dash catching up with B3. Then procedes to try to cut the said enemy to pieces.
sword: 1d20 + 7 ⇒ (1) + 7 = 8 dmg: 1d6 + 4 ⇒ (1) + 4 = 5
sword: 1d20 + 7 ⇒ (6) + 7 = 13 dmg: 1d6 + 4 ⇒ (6) + 4 = 10
DM RyckyRych |
The bolter avoids one blade but seemingly steps into the other, leaving a gaping gash in his side! Fergus moves behind a rock while Fizz tries to stabilize!
Haldor!
Fergus -21
Fizz @ -12 HP, prone, need death save (1/1)
Haldor -25 from new max
Varis @ 21 HP, 5/6 ki spent
Bolter -15
DM RyckyRych |
Hey, Fizz is up 2 saves to none
Yeah, you're right. Not sure why I thought otherwise.
Haldor Dagsson |
ANOTHER Sacred Flame
You should know the Dex by now
Damage, again.: 2d8 ⇒ (1, 2) = 3
More like Sacred Ember
DM RyckyRych |
Dex!: 1d20 + 2 ⇒ (7) + 2 = 9
The bolter is hit by the weak spell! As an expert with the crossbow he is able to fire two bolts at the monk!
Shoot the monk!: 1d20 + 4 ⇒ (3) + 4 = 7
Shoot the monk!: 1d20 + 4 ⇒ (4) + 4 = 8
However Varis is too quick! The party then quickly takes down the last dwarf and can stabilize the gnome!
Combat over!
The dwarves have some gems and coin among them (60 gp worth total). One of the dwarves bears a fist-and-hammer crest on the side of his maul.
One of the dwarves also carries a journal hinting at his clan’s hunger to claim the lost Karak Lode in defiance of Clan Ironfell. This journal makes note of “the secret route to the mine” being discoveredmonths before, but makes no mention of who did so.
You also find two potions of healing among their possessions.
Your cowardly guide appears out of the brambles. Don't worry, I was here the whole time, just in case you needed me! Quickly, gather yourselves and lets make camp away from this area, just in case more are in the area. Then you can tend to you wounds. Take a long rest.
The next day you head out once more. After a few hours travel your guide announces that your destination should be near, perhaps within the hour. Though the wastes are not particularly exciting to look at you try to stay aware of your surroundings as best you can.
Roll Perception, please.
marked with goat’s horns. It snarls as it turns and races away to the south, quickly disappearing within the briars.
Let me know if there is anything else you need or wish to do either before, during or after the long rest.
Fizzlebomb |
perception: 1d20 + 2 ⇒ (18) + 2 = 20
history: 1d20 + 2 ⇒ (4) + 2 = 6
Fizz will exclaim Hey, I just saw a guy with a beard and goat's horns on his head. I think it was a Satyr
DM RyckyRych |
You can figure out the Dunesend is a likely place to start. Of course, its the only real village or town in this remote area. The adventure doesn't do a great job with details. There is no handout or such available.
You crest a low rise to see the expanse of thorns suddenly end, a great sea of sand beyond it. At the transition from the Thornwaste to the desert, a decrepit village sprawls, its huts and fields spreading to either side of an ancient stone tower. Well, this is where I get off, folks. That there is Dunesend. Just head along this path here and you have no trouble. Be safe and be well, travelers. Mag tips his hat to you and moves off back into the Thornwaste.
As you travel along the path toward your destination, a sudden cry of pain drifts toward you on the wind. Moving closer you can see in the center of the settlement, sun-darkened human villagers observe in angry silence as a massive gnoll raises a blood-flecked flail over its head. At its feet, a human male lies dead. Behind the gnoll coils a serpentine creature with glittering blue scales and dozens of legs. It watches the villagers hungrily.
The gnoll turns toward you as he notices the scared villagers looking your way. What could be interpreted as a smile crosses its face as he directs the young behir to join him in attacking the armed newcomers!
Fizzlebomb: 1d20 + 0 ⇒ (19) + 0 = 19
Haldor: 1d20 + 5 ⇒ (18) + 5 = 23
Varis: 1d20 + 3 ⇒ (13) + 3 = 16
Gnoll Stealth: 1d20 + 1 ⇒ (18) + 1 = 19
Fizzlebomb: 1d20 + 0 ⇒ (1) + 0 = 1
Haldor: 1d20 + 0 ⇒ (8) + 0 = 8
Varis: 1d20 + 3 ⇒ (6) + 3 = 9
Behir: 1d20 + 2 ⇒ (16) + 2 = 18
Gnolls: 1d20 + 1 ⇒ (12) + 1 = 13
The Warden, big gnoll: 1d20 + 2 ⇒ (7) + 2 = 9
The behir moves toward you, as if challenging you to do battle with him! Soon after, three arrows come from the outskirts of the town!
vs Fergus: 1d20 + 3 ⇒ (12) + 3 = 15 or 1d20 + 3 ⇒ (5) + 3 = 8
vs Fizz: 1d20 + 3 ⇒ (6) + 3 = 9 or 1d20 + 3 ⇒ (10) + 3 = 13
vs Varis: 1d20 + 3 ⇒ (11) + 3 = 14 or 1d20 + 3 ⇒ (18) + 3 = 21 for Arrow: 1d8 + 1 ⇒ (2) + 1 = 3
Varis is struck by one of the projectiles! They came from the three gnolls on the map, however the three PCs that were targeted are still not aware of their locations. Please play accordingly.
1. Behir
2. Gnolls
3. Varis (-3)
4. The Warden
5. Haldor
6. Fergus
7. Fizz
Varis may act!
The "V" markings on the map are the villagers, you can ignore them as they've scattered now that a fight broke out.
Varis Starflower |
Varis moves in the general direction from which the arrows seem to be coming from and dodges.
Rick, I can see Bolter 3, but not the other enemies on the map. In particular where is the behir?
DM RyckyRych |
Hmm, why did it now move over yesterday? Try again.
Varis Starflower |
The bigger they are...
sword: 1d20 + 7 ⇒ (11) + 7 = 18 dmg: 1d6 + 4 ⇒ (1) + 4 = 5
sword: 1d20 + 7 ⇒ (1) + 7 = 8 dmg: 1d6 + 4 ⇒ (4) + 4 = 8
(spend ki to use flurry of blows)
fist: 1d20 + 6 ⇒ (5) + 6 = 11 dmg: 1d6 + 3 ⇒ (5) + 3 = 8
fist: 1d20 + 6 ⇒ (8) + 6 = 14 dmg: 1d6 + 3 ⇒ (6) + 3 = 9
(if this hits he will no be able to use reactions)
On a hit Varis tries to stun (cost a ki point) the creature multiple times if necessary
Con 14 or be stunned
so ki 4(3?)/6
DM RyckyRych |
Con Save: 1d20 + 4 ⇒ (8) + 4 = 12
The behir is stunned by the opening attack! All the other attack rolls miss, however since it is stunned you have advantage. Roll them again!
1. Behir (-5, stunned)
2. Gnolls
3. Varis (-3, 4/6 ki left)
4. The Warden
5. Haldor
6. Fergus
7. Fizz
Varis may roll again for his last three attacks!
Varis Starflower |
(copied the damage from above)
sword2: 1d20 + 7 ⇒ (9) + 7 = 16 dmg: 1d6 + 4 ⇒ (4) + 4 = 8
(spend ki to use flurry of blows)
fist1: 1d20 + 6 ⇒ (7) + 6 = 13 dmg: 1d6 + 3 ⇒ (5) + 3 = 8
fist2: 1d20 + 6 ⇒ (19) + 6 = 25 dmg: 1d6 + 3 ⇒ (6) + 3 = 9
DM RyckyRych |
Varis lands another punch on the stunned beast! The big gnoll moves to attack Varis with his glaive! 10' reach.
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Both attacks miss the monk!
1. Behir (-14, stunned)
2. Gnolls
3. Varis (-3, 4/6 ki left)
4. The Warden
5. Haldor
6. Fergus
7. Fizz
Haldor Dagsson |
I did! I tell them.
Give Behir a sacred flame. Dex 15
Damage: 2d8 ⇒ (3, 4) = 7
DM RyckyRych |
The stunned behir takes a spell to the snout! Auto fails Dex Saves while stunned. Haldor quickly points out the general directions that the gnolls fired from. I have now moved them to where they would actually be on the map. You now know the general direction but they are out of actual view from you by being behind the buildings they used as cover. Use their starting points (the circles with the "R" in them) as reference to your PC's knowledge. I've hidden the tokens to disguise their actual locations... I think. Let me know if you see them.
Fergus and Fizz may act!
1. Behir (-21, stunned)
2. Gnolls
3. Varis (-3, 4/6 ki left)
4. The Warden
5. Haldor, Fergus and Fizz
Fizzlebomb |
Fizz not knowing exactly where the bolters are moves in to the cover of one of the huts and attacks the Behir
FireBolt range 120ft
Attack: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 2d10 ⇒ (2, 2) = 4
DM RyckyRych |
Fizz strikes the behir with his magic bolt! The behir is stunned, you can roll a second time due to advantage as you could crit.
1. Behir (-25, stunned)
2. Gnolls
3. Varis (-3, 4/6 ki left)
4. The Warden
5. Haldor, Fergus and Fizz