DDEP 10-01: Terror in Ten Towns (Inactive)

Game Master Aeshuura

A Four-Hour Epic Adventure for 1st through 4th-Level Characters


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Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netzer pulls out some cloth from inside his coat and stuffs it in his ears and then wraps it around his ears and puts his hat on so it has two purposes and keeps him warm as well and he smiles as they reach the spot

Grand Lodge

Owlbear Rodeo

Cutscene time!!

Stepping out on the frozen lake, you head out with your crampons firmly secured. Rodalas throws the frost druid to the ice, bound, and begins an ancient call, a poem of the old court.

Those who were wronged, step forth to meet your offender... The executioner's blade stands ready... Those who were wronged, face them once more that you will never be haunted by them again... Your cousins will absolve you of your burden...

The snowy winds coalesce into a pair of spectral forms again, but she does not scream. The banshee's face contorts with rage, but she moves to reach for his chest. Her hand sinks in and the dark-skinned man's eyes flutter open just in time to feel her icy hands on his heart.

Then it is done. As she begins to fade, the young druid that accompanied you runs forward calling out, Iriel!

The phantom brushes her hand under the young woman's eye, wiping away a tear before disappearing into nothingness. The specter of the man sadly nods and fades away as well...

--

Success!

Upon returning to Speaker Durmoot's cabin, the old adventurer smiles, Well, I'll be. I honestly didn't think that I would ever see you alive again.

You can speak to her further, and I will start the climax on Monday!


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

It went a lot more....somberly than I thought fer sure. Justice has been secured.

As Umikh's belly rumbles, and others have had a chance to speak, he would enquire about lodging and food, as they'll be staying awhile, right?!


RODALAS

The eladrin will mutter, in elven, Justice has been served, Daughter of Corellon as the banshee leaves. He bows to her.


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

"Now that has been tended too. Let us speak of how this town can defend it's self from the possible up coming attack, shall we?"
Rodney inquires about, fearing that time is not on their side.

Grand Lodge

Owlbear Rodeo

Actually, you are asking them to lend aid. It seems that the stand will be at Easthaven. If they get past Easthaven, then the other towns will have to defend themselves. Captain Arlaggath is hoping to stop them there...

Edgra nods, and opens up a foot locker at the base of her bed, producing a small box, Here, this'll help. It is a leftover from when I was the adventuring sort.

When Rodney opens the box, there are six potions of healing, one for each of you.

After that, she heads back to her steaming cup of mulled wine and says, We will have a town meeting tonight. Rest assured, Dougan's Hole will answer your call to Easthaven. We can send you maybe a dozen able-bodied men.

--

The last message you received from Captain Arlaggath said to return to Easthaven by the night of the 9th day, and you are maybe a full day's travel away, with a couple of days until the appointed time... So, you head back to Good Mead to regroup.

After a 3 hour trudge through the snows, you find Turq at the Mead Hall, talking with some of the builders...

So, ye all look like death warmed over... Were it a success? Have ye gotten the support from those grumpy sods? the dwarf-like man grins.


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Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

Could Rodney give a speech at the meeting to maybe increase those numbers?

Rodney' Speech:

"People of Dougan's Hole, The time is near and the need is great. You fine people have been called to arms to lend aid at Easthaven in defense of Ten Towns. I know many of you do not want to go. But go you must. For if the evil that is sweeping across these lands over run Easthaven, your homes could be next. Let not the battle take place at your door step, where your children and love ones could be killed just by being to close to the battle. But go and stop it far from here.
Other towns may look down upon Dougan's Hole with there nose in the air. But lets show the why you live here and they could never handle live here. Show them the harden mantel of the people of Dougan's Hole. And your true worth.
So stand with me in this fight. Stand for the safety of your love ones. Stand and show Ten Towns what it truly means to be from Dougan's Hole!"

Persuasion: 1d20 + 7 ⇒ (20) + 7 = 27


RODALAS

Nice speech and nice roll :)

Grand Lodge

Owlbear Rodeo

Sadly, your speech is rousing, but you cause more harm than help, as the extra people that you inspire are the elderly and the entirely too you, which causes their family members to resent you for asking them to fight... There are only 50 people in the town, of which 12 are capable.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Maybe Rodney can convince the extra volunteers to fortify Dougan's Hole, rather than come along to Easthaven?

Saluting wearily to Turq, Baldrick gives a rather confused report: "Yeah, they'll help us out, but first everyone except Rodalas and me had to die because of a dead druid and then we had to find this other druid who fell asleep and give him to a banshee and then Rodney gave a brilliant speech that made them hate us again..."

Stopping abruptly, replaying what he just said in his head, he nods: "No, that's right. Things went about how they normally do."

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netzer drags himself in the door and says nothing like a lot of walking in snow freezing your tuckie off, getting blasted out of your boots by infernal screaming, and having to walk back eh?

Grand Lodge

Owlbear Rodeo

That works. He definitely raises the morale of the Dougan's Hole folk... Especially if someone steps in and makes that suggestion rather than the expectation of sending more people.

Turq laughs, Well, letter's come from 'Haven and they want us ta be headin' back there. The fight is comin' and you'll be damned sure that I'll be headin' out in the morn...

I almost forgot! the stout warrior heads off toward one of the older men at the head of the mead hall and returns with a small chest, The folks at the meadery made ye all a special brew fer ya.

Opening the chest, Turq produces several small skins each holding a fluid of some sort. Now this'll warm yer bellies and give ye a shot o' go, if ye are too exhausted ta go on. The meaders brewed this batch with some o' old Binchu's herb mix...

You each get another potion of healing, so two potions in total (1 from Dougan's Hole & 1 from Good Mead).

So get some rest tonight, for battle comes soon!


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Umikh raises a glass to Turq's nightcap words, and then he's off to rest as well.


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Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

Oops, I forgot the population of this town. So yes the speech would change to 'We can do it together' type of thing.

Grand Lodge

Owlbear Rodeo

Okay, gonna move us to the finale!

The path to Easthaven is quiet, Khitt making note of his traps, still set in the protection of the town. The dozen men from Dougan's Hole join the score of men and women from Good Mead, trailing the bunch of you as you lead them to the battle site. Turq seems in good spirits, singing a Dwarvish marching song that keeps your legs a-pumping.

In a few short hours, you arrive at Easthaven. Tokoda Huthraschild, the scout that brought news of the coming troubles, nods at you and your reinforcments, You even got Dougan's Hole to contribute? Gods, I didn't think that was possible... Here, take these, they may aid you in the coming battle.

The Reghed scion removes their archery brace and holds it out for one of you to take... One of you can take the bracers of archery for the rest of the module. After the module, then anyone may claim them. I expect that they would benefit Khitt the most...

Bracers of Archery:

Wondrous item, uncommon (requires attunement)

These fur-lined, rust-colored leather cuffs are crafted in
traditional Reghed style, with stylized pictographs of beasts
stamped around the outer cuff. Normally used to stabilize
the arm during archery and protect from scrapes and
cuts, these bracers also magically provide warmth to cold
bodies. The wearer suffers no harm in temperatures as
cold as −20 degrees Fahrenheit or as warm as 120 degrees
Fahrenheit.

While wearing these bracers, you have proficiency with
the longbow and shortbow, and you gain a +2 bonus to
damage rolls on ranged attacks made with such weapons.

--

Hours later, as the storm gathers above the tundra, the brave defenders of Ten-Towns stand gathered, prepared to face the coming onslaught. With the Redrun at your back as a final line of defense, you square up with your fellow defenders and look to the eastern skyline as the first line of enemies comes into view.

Initiative:

Baldrick 1d20 + 2 ⇒ (14) + 2 = 16
Khitt 1d20 + 3 ⇒ (16) + 3 = 19
Lumen 1d20 + 1 ⇒ (8) + 1 = 9
Netzer 1d20 + 2 ⇒ (18) + 2 = 20
Rodalas 1d20 + 3 ⇒ (1) + 3 = 4
Rodney 1d20 + 3 ⇒ (6) + 3 = 9
Umikh 1d20 + 1 ⇒ (10) + 1 = 11
1d20 ⇒ 20

The initial wave seems to be a Dire Wolf with four wolves and a bear approaching from across the lake... Map updated, please place yourself where you'd like to start. There are bonfires and rocks placed around for cover / light... beyond is Dim Light...

Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas

For the entirety of the battle (which will be wave after wave of attackers), you may each use these abilities once. (Spoiler tag for space)

Friendship Has Its Benefits!:

Once during part 3, each character can use the benefit granted by each ally:

Chwingas Charms. The character can reroll one ability check, attack roll, or saving throw, but must use the result of the roll.

Fluid Movement. The character can move up to their speed without provoking opportunity attacks.

Totemic Rage. The character has resistance against bludgeoning, piercing, or slashing damage from one melee or ranged weapon attack.

Hunter’s Salvo. The character can call in a salvo from a group of goliath archers, targeting a point that they can see within 60 feet. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Yeah, I think it makes the most sense for Khitt to have the Bracers - is there anyone else that primarily makes ranged attacks?

Grand Lodge

Owlbear Rodeo

Oh, and I kinda rushed into it, but you have time to attune to the bracers... Whoever ends up with it...


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Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

No archery for this guy. I moved myself up behind a rock, figured as a "veteran" fighter he'd be up front.


Male, LN Goblin, Ranger 5 | HPs 44 | AC: 16 | Init: +5 Sheet Saves S:+2, D:+7, C:+2, I:+1, W:+2, C:+0 | PP 16 | Khatt (Primal Companion) - Female Med Snow Cat | HPs 30 | AC 16 | Saves S:+5, D:+5, C:+5, I:+2, W:+5, C:+3

Khitt currently uses a crossbow, but if he could buy a short bow in Easthaven he would be interested in the bracers.

Grand Lodge

Owlbear Rodeo
Khitt wrote:
Khitt currently uses a crossbow, but if he could buy a short bow in Easthaven he would be interested in the bracers.

Absolutely! Khitt would likely be trading up soon anyway, no?


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Ah I misread that - I thought it was +2 to any ranged attack


RODALAS

The eladrin knows how to use a bow :)


Male, LN Goblin, Ranger 5 | HPs 44 | AC: 16 | Init: +5 Sheet Saves S:+2, D:+7, C:+2, I:+1, W:+2, C:+0 | PP 16 | Khatt (Primal Companion) - Female Med Snow Cat | HPs 30 | AC 16 | Saves S:+5, D:+5, C:+5, I:+2, W:+5, C:+3
Rodalas Windrace wrote:
The eladrin knows how to use a bow :)

Archery is Khitt’s main mode of combat. Very rarely will he use melee weapons, but if you are interested or anyone else for that matter, I’m fine to random roll it off.

Grand Lodge

Owlbear Rodeo

This is just for this module. Afterwards, they will find a way to get one for each person that wants it.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

let me know when the first wave is within 60 feet and if they are close enough to make the archers barrage work


RODALAS

If he does not have places to hide he probably would be with the archers.

Grand Lodge

Owlbear Rodeo

Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas

For the entirety of the battle (which will be wave after wave of attackers), you may each use these abilities once. (Spoiler tag for space)

Friendship Has Its Benefits!:

Once during part 3, each character can use the benefit granted by each ally:
Chwingas Charms. The character can reroll one ability check, attack roll, or saving throw, but must use the result of the roll.

Fluid Movement. The character can move up to their speed without provoking opportunity attacks.

Totemic Rage. The character has resistance against bludgeoning, piercing, or slashing damage from one melee or ranged weapon attack.

Hunter’s Salvo. The character can call in a salvo from a group of goliath archers, targeting a point that they can see within 60 feet. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage.

The pack of wolves and the bear charge across the icy lake and bear down Heh. on the front line!

Netzer grins and drops his raised hand! In response, you all soon hear the whistle of a volley of arrows fall upon the charging beasts!

Netzer, I hope that you do not mind me rolling for you...

Volley: 2d6 ⇒ (4, 4) = 8

Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas

Brown Bear -8 hp
Dire Wolf -8 hp
Wolf (Red) -8 hp
Wolf (Blue) -8 hp
Wolf (Green) -8 hp
Wolf (Yellow) -8 hp

Everyone is up!


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Standing with Umikh near the boulder, Baldrick looks almost bored as he waits for the enemy to approach - his warhammer stands in the snow while the strange dwarf leans over, making a small pyramid of snowballs.

Suddenly, the small pack of animals is on the move! Baldrick stands quickly, sweeping his 'hammer through the snow to point at the wolves: "Netzer! They're coming right for you!" But, as he takes a half step to stand shoulder-to-shoulder with the other dwarf, he realizes the bloody great bear is coming around the other side of the rock, so he stands his ground to meet it instead.

Still, his actions kick up a handful of powdery snow that whips away on the breeze, tucking between Umikh's legs and swirling over Netzer's shoulder, to fly fully into the faces of the five wolves.

Sleep, 2nd level: 7d8 ⇒ (1, 2, 2, 2, 7, 6, 2) = 22

OMG, that's the worst I've ever rolled for this spell (and that's saying something!)

Grand Lodge

Owlbear Rodeo

Is okay! That volley helped a lot!

The swirl whips up and around the pack of wolves, and when the snows clear, the four smaller wolves are sleeping!

Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas

Brown Bear -8 hp
Dire Wolf -8 hp
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep

Grand Lodge

Owlbear Rodeo

Also, since using the volley does not take his action, Netzer may still attack.


RODALAS

I do not see my character on the map, sO I am assuming he is with the archers,


RODALAS

Seeing that their is a dire wolf, and that he has a dwarven ally next to it, the eladrin lets lose an arrow at the wolf
1d20 + 5 ⇒ (11) + 5 = 16
1d6 + 3 ⇒ (6) + 3 = 9 Piercing
2d6 ⇒ (4, 2) = 6 sneak attack

Grand Lodge

Owlbear Rodeo

He's down next to Khitt and Khatt.

Rodalas draws a bead, sighting down the shaft as he remembers the training of his youth, and looses his arrow at the alpha wolf, striking it hard in its shoulder! The giant wolf's attention snaps on the eladrin and it snarls, revealing black crystalline teeth glinting in the firelight! Palpable hit!

Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas

Brown Bear -8 hp
Dire Wolf -23 hp
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep

Netzer, Khitt (& Khatt), Umikh, Rodney, and Lumen to go...

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netzer steps out and rages roaring at the charging beasts as the arrows fly over him from his wave before he went mad and he attacks what ever creature is awake and nearest that is an enemy!

attack: 1d20 + 5 ⇒ (12) + 5 = 17

damage: 1d12 + 5 ⇒ (3) + 5 = 8

advantage for rage?: 1d20 + 5 ⇒ (20) + 5 = 25

I rolled those in discussion and came out here and it went from a one and a ten to much better...

Grand Lodge

Owlbear Rodeo

Haha, okay... XD

Netzer steps in swinging his axe, Dwarvish steel sending an arc of dark blood across the snowy ground! -8 hp for Dire Wolf

Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas

Brown Bear -8 hp
Dire Wolf -31 hp
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep

Khitt (& Khatt), Umikh, Rodney, and Lumen to go...


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

Rodney moves from cover and casts a Blindness spell on the Dire Wolf (Con save DC 13).


Seeing the group focus on the dire wolf, Lumen points at it and calls forth the grip of death.

Wisdom DC13 to avoid
Toll the Dead (necrotic damage): 1d12 ⇒ 2 sheesh, Baldrick's 2's found me


RODALAS

:(

Grand Lodge

Owlbear Rodeo

Con save: 1d20 + 2 ⇒ (7) + 2 = 9 Blind!

Wis save: 1d20 + 1 ⇒ (7) + 1 = 8 -2 hp

Advantage for Rodalas, due to blindness: 1d20 ⇒ 1 No crit.

Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas

Brown Bear -8 hp
Dire Wolf -33 hp Blinded
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep

Khitt (& Khatt) and Umikh to go...


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Umikh steps up to the large bear...battleaxe: 1d20 + 4 ⇒ (1) + 4 = 5...
it's going to be a loooong fight.

Umikh steps up to the large bear and takes a mighty swing, but the blinding blowing snow deceives him, and his axe meets only air.

Grand Lodge

Owlbear Rodeo

Will wait a little longer for Khitt to chime in...

Initiative Round 1
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas

Brown Bear -8 hp
Dire Wolf -33 hp Blinded
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep

Friendship Has Its Benefits!:

Once during part 3, each character can use the benefit granted by each ally:

Chwingas Charms. The character can reroll one ability check, attack roll, or saving throw, but must use the result of the roll.

Fluid Movement. The character can move up to their speed without provoking opportunity attacks.

Totemic Rage. The character has resistance against bludgeoning, piercing, or slashing damage from one melee or ranged weapon attack.

Hunter’s Salvo. The character can call in a salvo from a group of goliath archers, targeting a point that they can see within 60 feet. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage.


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Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

oh, that reminds me:
Surge Check: 1d20 ⇒ 13


RODALAS

This is just wave 1 correct?


Male, LN Goblin, Ranger 5 | HPs 44 | AC: 16 | Init: +5 Sheet Saves S:+2, D:+7, C:+2, I:+1, W:+2, C:+0 | PP 16 | Khatt (Primal Companion) - Female Med Snow Cat | HPs 30 | AC 16 | Saves S:+5, D:+5, C:+5, I:+2, W:+5, C:+3

Rubbing his new bracers as if to readjust them, Khitts moves forward enough to target the Alpha. ”Stay here with me Khat, it looks like it might be a long fight. Gotta save yer strength.” holding Khat in reserve. Shooting at the alpha wolf.
Short Bow: 1d20 + 7 ⇒ (18) + 7 = 25
Piercing: 1d6 + 5 ⇒ (6) + 5 = 11


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Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

"Just" wave 1.....I feel like rolling a bunch of d20s just to get the unlucky rolls out of the way....

Grand Lodge

Owlbear Rodeo
Rodalas Windrace wrote:
This is just wave 1 correct?

Yep.

@Mikhey, >.<

Grand Lodge

Owlbear Rodeo

Khitt draws back on his bow and looses his arrow! A frigid breeze picks up and swirls around him, just as the arrow buries itself in the alpha wolf's eye! Dire Wolf is dead!

Initiative Round 2
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas

Brown Bear -8 hp
Dire Wolf -44 hp Dead
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep

The bear, seeing the wolves downed, turns its blackened teeth and claws on Umikh, standing resolute before it!

Claws: 1d20 + 6 ⇒ (19) + 6 = 25 11 slashing damage to Umikh!
Bite: 1d20 + 6 ⇒ (3) + 6 = 9

The bears claws slash at Umikh's armor, once, twice, leaving a bloody gash on the stalwart warrior's side! The Dwarf manages to turn the bear's maw aside avoiding the bite!

Everyone is up!

Initiative Round 2
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas

Brown Bear -8 hp
Dire Wolf -44 hp Dead
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep

Friendship Has Its Benefits!:

Once during part 3, each character can use the benefit granted by each ally:

Chwingas Charms. The character can reroll one ability check, attack roll, or saving throw, but must use the result of the roll.

Fluid Movement. The character can move up to their speed without provoking opportunity attacks.

Totemic Rage. The character has resistance against bludgeoning, piercing, or slashing damage from one melee or ranged weapon attack.

Hunter’s Salvo. The character can call in a salvo from a group of goliath archers, targeting a point that they can see within 60 feet. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Seeing his friend brutally attacked, Baldrick steps up to the bear: "AAAAAHHH!!"

Warhammer: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 2 ⇒ (4) + 2 = 6


With the group's first target down, Lumen shifts his focus to the bear with the others. He again casts a spell to cause dread in the creature.

Wisdom DC13 to avoid
Toll the Dead (necrotic damage): 1d12 ⇒ 6

Grand Lodge

Owlbear Rodeo

Baldrick, remember that if you don't have a shield, you can use your warhammer two handed... 1d10 damage. For future reference...

Initiative Round 2
Bad guys -> Netzer -> Khitt -> Baldrick -> Umikh -> Rodney / Lumen -> Rodalas

Brown Bear -8 hp
Wolf (Red) -8 hp Asleep
Wolf (Blue) -8 hp Asleep
Wolf (Green) -8 hp Asleep
Wolf (Yellow) -8 hp Asleep

Friendship Has Its Benefits!:

Once during part 3, each character can use the benefit granted by each ally:

Chwingas Charms. The character can reroll one ability check, attack roll, or saving throw, but must use the result of the roll.

Fluid Movement. The character can move up to their speed without provoking opportunity attacks.

Totemic Rage. The character has resistance against bludgeoning, piercing, or slashing damage from one melee or ranged weapon attack.

Hunter’s Salvo. The character can call in a salvo from a group of goliath archers, targeting a point that they can see within 60 feet. Each creature within 5 feet of that point must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage.

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