My Homebrew Concepts

Jun 13, 2017 6:15 am
The party is escorting a merchant from Villagetown to Hamletville. The treck will take 4 days and the party must keep the merchant alive and 80% of his merchandise.

2 days into the trip and it has been smooth sailing. Most of you ,of course, know this is only the calm before the storm. About mid-day on the third day you all hear a roar of a giant beast. Out from behind some stones and ramshackled homes that surroind you, emerges...
OOC:
This depends on who all will participate.
Hyp is using 2 chars and Mc has one, not sure about the rest of you. Here are the monsters that come out depending on the party size.
Party size 3 - 2 orgres and 4 goblins
Party size 4 - 2 orges and 5 goblins
Party size 5 - 1 hobgoblin captain, 1 ogre and 6 goblins
Party size 6 - 1 hobgoblin captain, 3 ogres and 3 goblins

I dont wamt more than 6 please.
Jun 13, 2017 7:05 am
OOC:
Initiative, if needed.

Rolls

Argunist - (1d20+4)

(5) + 4 = 9

Fighter - (1d20+4)

(9) + 4 = 13

Jun 13, 2017 9:11 am
OOC:
Yes, please. I want to see it as at the table.
OOC:
Already, I feel like Quick Draw should add to initiative in some way. Either advantage or a bonus.
Jun 13, 2017 9:11 pm
OOC:
I've never played a sorceror before. Coming up with a spell list consisting of only 6 spells over 3 levels is a pain in the ass. For 3rd level, I'm thinking Haste. I'm trying to decide between Counterspell or Lightning Bolt for a second 3rd level spell. You guys have any recommendation for whether I should go for support/protection or attack?
Jun 13, 2017 11:25 pm
OOC:
I believe the whole point of this was to see how the argunist class stacked up to the rest, so I'd recommended going attack.
Jun 20, 2017 9:19 am
OOC:
That will work well.
Anychance you have your Sorcerer ready?
Jun 20, 2017 11:57 am
OOC:
I submitted it a week ago!
Jun 21, 2017 12:29 am
Wow, my notifacation must be off. I'll double check. Sorry.
Jun 21, 2017 2:33 am
Ok, if you both have your characters ready and no one else wants to join then 2 orges and 4 goblins reveal themselves. You beat their rolls, go ahead.

Rolls

Secret Roll

Jun 21, 2017 2:59 am
 
OOC:
How far away are they?
Jun 21, 2017 5:42 am
OOC:
50feet
Jun 21, 2017 7:53 am
Ryte fires off 4 arrows in quick succession then moves 30 feet away.
OOC:
Attack 1: Ogre 1
Attack 2: Ogre 2
Attack 3: Goblin 1
Attack 4: Goblin 2

if either attacks against the ogres hit, I will make a trip attack as well: They take extra d8 and make a Str save DC 15 or prone.
Last edited June 21, 2017 7:55 am

Rolls

Attack/Damage 1 - (1d20+7, 1d8+4, 1d8)

1d20+7 : (9) + 7 = 16

1d8+4 : (2) + 4 = 6

1d8 : (6) = 6

Attack/Damage 3 - (1d20+7, 1d8+4)

1d20+7 : (5) + 7 = 12

1d8+4 : (5) + 4 = 9

Attack/Damage 4 - (1d20+7, 1d8+4)

1d20+7 : (1) + 7 = 8

1d8+4 : (1) + 4 = 5

Attack/Damage 2 - (1d20+7, 1d8+4, 1d8)

1d20+7 : (6) + 7 = 13

1d8+4 : (1) + 4 = 5

1d8 : (3) = 3

Jun 21, 2017 7:59 am
Boongle Bumblebutt fires off two bangbangs with his big shooty stick then moves 40 feet back.
OOC:
Attack 1: Goblin 3
Attack 2: Goblin 4

Rolls

Attack/Damage 1 - (1d20+7, 2d8+4)

1d20+7 : (17) + 7 = 24

2d8+4 : (82) + 4 = 14

Attack/Damage 2 - (1d20+7, 2d8+4)

1d20+7 : (10) + 7 = 17

2d8+4 : (48) + 4 = 16

Jun 21, 2017 9:05 am
OOC:
Why does Ryte get 4 attacks?
Jun 21, 2017 9:25 am
OOC:
Fighter, action surge.
Jun 21, 2017 9:37 am
OOC:
Wasnt sure if that is what you were using right off the bat.
Jun 21, 2017 9:41 am
Both ogres take the arrows which distract them enough to trip on some loose rubble and both fall prone.
The 2 goblin that Ryte attack, the arrows sail past their heads. However the 2 goblins Boongle attacked basically explode.

Rolls

Ogre 1 save - (1d20+4)

(1) + 4 = 5

Ogre 2 save - (1d20+4)

(8) + 4 = 12

Jun 21, 2017 8:48 pm
Alva uses a sorcery point to use Quickened Spell and casts True Strike on himself. As a bonus action, he casts Scorching Ray as a third level spell, sending one to each of the remaining goblins and two to one of the ogres. Then he will also move back 30'.

Rolls

Scorching Ray 1 at Goblin 1 - (1d20+7, 1d20+7, 2d6)

1d20+7 : (1) + 7 = 8

1d20+7 : (8) + 7 = 15

2d6 : (25) = 7

Scorching Ray 2 at Goblin 2 - (1d20+7, 1d20+7, 2d6)

1d20+7 : (15) + 7 = 22

1d20+7 : (18) + 7 = 25

2d6 : (64) = 10

Scorching Ray 3 at Ogre 1 - (1d20+7, 1d20+7, 2d6)

1d20+7 : (20) + 7 = 27

1d20+7 : (6) + 7 = 13

2d6 : (54) = 9

Scorching Ray 4 at Ogre 1 - (1d20+7, 1d20+7, 2d6)

1d20+7 : (8) + 7 = 15

1d20+7 : (3) + 7 = 10

2d6 : (31) = 4

Crit damage from Ray 3 - (2d6)

(13) = 4

Jun 21, 2017 9:12 pm
OOC:
True strike is only your first attack roll.
Jun 21, 2017 9:16 pm
OOC:
Good thing all the others hit on the first roll then, isn't it?
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