Kaigon the Miscreant

Orsik Ungart's page

89 posts. Alias of Madcaster.


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Inactive

Could you please close the game, so it doesn't clutter the campaign tab?


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Yeah, I'm not all that eager to continue this either. It's becoming quite tedious to be honest.

Good luck for the rest of you guys.


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"Where to next? Shall we visit Amber Temple?"


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Orsik joins Fang and Agotaras to stand against the undead. "The unholy will not withstand the power of Helm."

Spirit Guardians, radiant damage: 3d8 ⇒ (7, 4, 6) = 17 15-foot radius, DC 16 Wis save halves the damage.


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Init: 1d20 ⇒ 1


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"Will you give us a hand later, if we take care of the minions?"

Amber Temple sounds interesting. Or Ruins of Berez.


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So, enemies are dead?


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Init: 1d20 ⇒ 19

Orsik channels the divine power in an attempt to blind half of the yetis.

Blindness from the 3rd slot on 2 Yetis - DC 16 Con or Blinded. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.


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"Anyone have any idea where we go next?"


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Leveled up Orsik.


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"Good riddance. Let's put the bodies back where they belong."

As we still have one free shovel I'll give a hand.
Str: 1d20 + 2 ⇒ (1) + 2 = 3
Con: 1d20 + 4 ⇒ (6) + 4 = 10


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Orsik channels his powers to heal the wounds inflicted be the Deva, and striking the enemy with the holy weapon.

Channel divinity - healing Ago and Fang for 15 HP each.

Bonus action:
Spiritual weapon atk: 1d20 + 7 ⇒ (3) + 7 = 10
Spiritual weapon dmg, force: 1d8 + 4 ⇒ (2) + 4 = 6

Spiritual weapon 8/10
Concentration: Bless 9/10 - Fang, Agotoras, Fhern


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Blue lightning is my Spiritual Weapon. Also, don't forget about +1d4 from Bless.


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Orsik blesses his companions and strikes the Deva with his spiritual weapon.

Fang, Agotoras, Fhern, you have +1d4 on your attack rolls or saving throws.

Bonus action:
Spiritual weapon atk: 1d20 + 7 ⇒ (5) + 7 = 12
Spiritual weapon dmg, force: 1d8 + 4 ⇒ (6) + 4 = 10

Spiritual weapon 9/10
Concentration: Bless 10/10


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"Begone, you cursed creatures!" Orsik displays his holy symbol, shining brightly, to the undead, and with a prayer creates a holy weapon which strikes one of the mongrelmen.

Turn Undead - Wisdom save DC 15, all undead in 30 ft. are turned (can't take reactions and can't willingly move more than 30 ft. closer to me) for 1 minute or destroyed if their CR 1/2 or lower.

Spiritual Weapon atk: 1d20 + 7 ⇒ (2) + 7 = 9 The lightning on the map.
Spiritual Weapon dmg, force: 1d8 + 4 ⇒ (7) + 4 = 11

Spiritual Weapon round 10/10.


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"You must be mad if you believe that Strahd is a savior."


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I'm up for it. Just need to level up.


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Orsik conjures a holy light to strike and envelop the skeleton.

Guiding Bolt atk: 1d20 + 7 ⇒ (12) + 7 = 19 Next attack has an advantage if this hits.
Guiding Bolt dmg, radiant: 4d6 ⇒ (1, 2, 5, 6) = 14


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Attacks against a blinded creature have advantage.


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Orsik taps his divine powers to blind the flesh golem.

Blindness - Con save DC 15 or Blinded. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.


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"I agree to walk away only if he puts it back and promises to dig no more bodies."


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"We were attacked. By your priest I must say."


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AoO: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Orsik takes an opportunity to hammer a mongrel folk on the head, while keeping his guarding aura active. He also speaks a quick prayer to heal the some of Agotaras wounds.

Spirit Guardians dmg, radiant: 3d8 ⇒ (6, 8, 5) = 19 15-foot radius, Wis save DC 15 for half.

Healing Word, Ago: 1d4 + 7 ⇒ (2) + 7 = 9

Concentration: Spirit Guardians.


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"Is there anything in this place that doesn't want to kill us?"

Osrik summons the spirits to protect himself and his friends.

Spirit Guardians dmg, radiant: 3d8 ⇒ (6, 4, 1) = 11 15-foot radius, Wis save DC 15 for half.

Concentration: Spirit Guardians.


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"He is right. The dead must remain undisturbed. They suffered enough in life. I will not help and will stop you if you try to dig corpses for Strahd."


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Religion: 1d20 + 3 ⇒ (8) + 3 = 11 For the holy symbol.

"Good morning. Did you tell the goatman outside to dig up a corpse for Strahd?" Orsik gets straight to business.


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Sure.


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"What?! Who is your master? We'll have to talk to him. And until we do, you will not touch another grave."


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"Halt!" Yells Orsik and approaches the person. "What are you doing with the graves?"


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"And one for me," chimes in Orsik. "Anything interesting in town to see?"


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"A hot meal is always nice to have."


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Dex save: 1d20 ⇒ 2

Orsik curses the creature with blindness and heals his companions.

Blindness - Con Save DC 15 or blinded.
Mass Healing Word - everyone heals 1d4 + 9 ⇒ (3) + 9 = 12 HP. I heal 5 HP, thanks to the class feature.


Inactive

Orsik prays for guidance for his companions, and a flash of light envelops one of the werewolf. Marked it with a blue sun.

Guiding Bolt atk: 1d20 + 7 ⇒ (13) + 7 = 20
Guiding Bolt dmg, radiant: 4d6 ⇒ (5, 4, 3, 3) = 15 Next attack against the werewolf has an advantage.


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Initiative: 1d20 ⇒ 18


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Leveled up. Still vote for werewolves.


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"Werewolves it is, then. Fire will sure hurt them bad."


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Ouch. I'll drop the Guardians then.


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Orsik closes the distance to have the druid and the wolf in his aura area and casts hold person on the druid. "In the name of Helm, you will be defeated!"

Wis save DC 15 or he's paralyzed. Then Wis save on the end of each of his turns for 1 minute or he's paralyzed. If he saves the spell ends.


Inactive

Orsik summons holy guardiands and gets close to the nearest group of enemies.

Spirit Guardians dmg: 3d8 ⇒ (4, 8, 8) = 20 Radiant, 15-foot radius around me. Wis save DC 15 for half.


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I have Spirit Guardians, but that's 15-fr. radius around me, so I'll have to get pretty close to them. But that's 3d8 radiant damage to every enemy in this radius and half on Wis save.


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"Ha! You are nothing before the might of Helm!" Orsik says a prayer, thanking his god for the help.

I'll take the scrolls, if no one minds. Will also buy a plate, sell my splint and silver my warhammer. That puts me at 276.55 gold.

I'm fine with wine place.


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DoubleGold, could you please roll for Wis save for Izek? Paralyzed gives huge bonuses - advantage on every attack roll against the target and any melee attack is an automatic crit.


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Orsik calls for his god's help to paralyzes Izek.

Hold Person - Wis save DC 15 or he's paralyzed. Then Wis save on the end of each of his turns for 1 minute or he's paralyzed. If he saves the spell ends.


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Still here. Will level up.

So basically, we'll visit an area, do a bit of social stuff, then proceed straight to the boss encounters, leveling and long resting between them? I guess that's okay.


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Orsik joins Fang. Now they need one more to enter.


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Orsik will help to drag the bodies into the trash.


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You don't need to confirm. In 5e if you crit - you crit.


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Orsik summons the holy flames again.

Sacred Flame dmg: 1d8 ⇒ 8 DC 13 Dex save for half damage.


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Orsik walks up the ladder and burns one of the rats with holy flame.

Sacred Flame dmg: 1d8 ⇒ 2 DC 13 Dex save for half damage.

Gods of Fire turned their back on us.


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"That's a great ward the town has. I wont mind taking part in this festival."

"It might work on rats. Doubt you can reason with spiders."

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