Chapter Seven: The Stalemate At Loton's Cove
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Rolls
Tentative Initiative - (1d20+3)
(11) + 3 = 14
Edit: Domarc, you can take the first action.
The party has about 50'x80' of unobstructed space to fight in. Behind you is the rocky outcrop with the "keyholes," in front of you is the steep slope of the mountain. There are boulders and changes in terrain elevation that will impair your movement about 40' to either side of your current position.
Rolls
Doorman initiative - (1d20+3)
(17) + 3 = 20
Hypnotic Pattern: You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range.
The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Edit: Ignoring the color pattern, the monster uncoils its tail and lunges into the middle of the party, slashing wildly at Domarc to the left and Felor right with its claws and then whipping its tail up in an arc that comes down aimed squarely at the back of Zangua's neck.
Edit 2: Long talons rip Domarc and Felor's flesh, but Zangua ducks out of the way just in time.
All party members (except for Domarc who went first) can take an action now.
Rolls
Doorman WIS saving throw (advantaged) - (1d20+6, 1d20+6)
1d20+6 : (10) + 6 = 16
1d20+6 : (3) + 6 = 9
Doorman claw attack vs Domarc - (1d20+8, 1d8+4)
1d20+8 : (15) + 8 = 23
1d8+4 : (5) + 4 = 9
Doorman claw attack vs Felor - (1d20+8, 1d8+4)
1d20+8 : (18) + 8 = 26
1d8+4 : (6) + 4 = 10
Doorman tail attack vs Zangua - (1d20+8, 2d8+4)
1d20+8 : (5) + 8 = 13
2d8+4 : (14) + 4 = 9
Hit Points 68/68 (4/7d10+21)
Speed 40 ft.
STR 20 (+5); DEX 14 (+2); CON 16 (+3); INT 10 (+0); WIS 16 (+3); CHA 12 (+1)
Saving Throws Str +8, Con +6, +1 from Ring of Protection
Skills Athletics +8, Insight +6, Intimidation +4, Perception +6, Survival +6
Damage Resistances fire (Ring of Fire Resistance)
Senses Passive Perception 16
Languages Common, Generic Military Codes/Signals
Armor Proficiencies All armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Card games, vehicles (land)
Feat, Mobile Dash action not slowed by difficult terrain; Melee attacks against a creature does not provoke opportunity attacks.
Feat, Polearm Master Creatures provoke opportunity attacks when entering reach.
Fighting Style, Two-Weapon Fighting Add ability modifier to the damage of second attack.
Action Surge 0/1 rest; can take one additional action on top of your regular action and a possible bonus action.
Improved Critical Score a critical hit on a roll of 19 or 20.
Remarkable Athlete Add half proficiency bonus (round up) to STR, DEX, or CON checks that don't already use bonus; running long jump covers 20 + 5 feet.
Actions:
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Longsword +1 Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8+6 slashing damage, or 1d10+6 slashing damage if used with two hands to make a melee attack.
-- Club Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4+5 bludgeoning damage.
-- Handaxe (2) Melee or Ranged Weapon attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6+5 slashing damage.
-- Dagger Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+5 piercing damage.
-- Hand Crossbow Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 1d6+2 piercing damage.
Bonus Actions:
-- Second Wind 1/1 rest; recover 1d10+6 HP.
-- Two-Weapon Fighting Make one additional weapon attack with one Light melee weapon if taking the Attack action with a different Light melee weapon.
Conditions None
Rolls
Longsword +1, Slashing Damage - (1d20+9, 1d8+6)
1d20+9 : (1) + 9 = 10
1d8+6 : (6) + 6 = 12
Extra Attack Longsword +1, Slashing Damage - (1d20+9, 1d8+6)
1d20+9 : (3) + 9 = 12
1d8+6 : (8) + 6 = 14
Action Surge Longsword +1, Slashing Damage - (1d20+9, 1d8+6)
1d20+9 : (7) + 9 = 16
1d8+6 : (5) + 6 = 11
Action Surge Extra Attack, Slashing Damage - (1d20+9, 1d8+6)
1d20+9 : (12) + 9 = 21
1d8+6 : (4) + 6 = 10
Range: Self
Components: V S
Duration: Conc. Up to 1 minute
You create a magic sword that lasts until the spell ends. It counts as a simple melee weapon that you're proficient with. It deals 2d8 psychic damage, and has the finesse, light, and thrown properties (range 20/60). When you attack in dim light or darkness, you have advantage.
If you drop the weapon or throw it, it disappears at the end of the turn. While the spell lasts, you can use a bonus action to make the sword reappear in your hand.
At Higher Levels: When you cast this spell using a 3rd or 4th level slot, the damage is 3d8. At 5th or 6th level, it's 4d8. At 7th level or higher, it's 5d8.
Rolls
Sneak Attack - Shadow Blade (w/ advantage for attacking in dim light) - (1d20+6, 1d20+6)
1d20+6 : (7) + 6 = 13
1d20+6 : (14) + 6 = 20
Damage, Sneak Attack Bonus Damage - (2d8, 4d6)
2d8 : (33) = 6
4d6 : (2466) = 18
The monster's head swivels around and it narrows its lurid orange eyes.
Cast Dispell Magic with lvl 3 slot
Rolls
WIS check (if needed) - (1d20+3)
(18) + 3 = 21
All party members can take their next combat actions now.
Rolls
Doorman claw attack vs Felor - (1d20+8, 1d8+4)
1d20+8 : (11) + 8 = 19
1d8+4 : (7) + 4 = 11
Doorman claw attack vs Felor - (1d20+8, 1d8+4)
1d20+8 : (17) + 8 = 25
1d8+4 : (7) + 4 = 11
Doorman tail attack vs Felor - (1d20+8, 2d8+4)
1d20+8 : (8) + 8 = 16
2d8+4 : (68) + 4 = 18
Hit Points 68/68 (4/7d10+21)
Speed 40 ft.
STR 20 (+5); DEX 14 (+2); CON 16 (+3); INT 10 (+0); WIS 16 (+3); CHA 12 (+1)
Saving Throws Str +8, Con +6, +1 from Ring of Protection
Skills Athletics +8, Insight +6, Intimidation +4, Perception +6, Survival +6
Damage Resistances fire (Ring of Fire Resistance)
Senses Passive Perception 16
Languages Common, Generic Military Codes/Signals
Armor Proficiencies All armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Card games, vehicles (land)
Feat, Mobile Dash action not slowed by difficult terrain; Melee attacks against a creature does not provoke opportunity attacks.
Feat, Polearm Master Creatures provoke opportunity attacks when entering reach.
Fighting Style, Two-Weapon Fighting Add ability modifier to the damage of second attack.
Action Surge 0/1 rest; can take one additional action on top of your regular action and a possible bonus action.
Improved Critical Score a critical hit on a roll of 19 or 20.
Remarkable Athlete Add half proficiency bonus (round up) to STR, DEX, or CON checks that don't already use bonus; running long jump covers 20 + 5 feet.
Actions:
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Longsword +1 Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8+6 slashing damage, or 1d10+6 slashing damage if used with two hands to make a melee attack.
-- Club Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4+5 bludgeoning damage.
-- Handaxe (2) Melee or Ranged Weapon attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6+5 slashing damage.
-- Dagger Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+5 piercing damage.
-- Hand Crossbow Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 1d6+2 piercing damage.
Bonus Actions:
-- Second Wind 1/1 rest; recover 1d10+6 HP.
-- Two-Weapon Fighting Make one additional weapon attack with one Light melee weapon if taking the Attack action with a different Light melee weapon.
Conditions None
Rolls
Longsword +1, Slashing Damage - (1d20+9, 1d8+6)
1d20+9 : (19) + 9 = 28
1d8+6 : (8) + 6 = 14
Extra Attack Longsword +1, Slashing Damage - (1d20+9, 1d8+6)
1d20+9 : (7) + 9 = 16
1d8+6 : (2) + 6 = 8
Improved Critical Hit on 19 - (1d8)
(1) = 1
Calm Emoootions
Calm Emoootions
You protect this door but don't really care
Stop your attack and we'll treat you quite fair
You attempt to suppress strong emotions in a groupof people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one o f the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This
indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed.
When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
"I'm no help with magic. Is there some way we might be able to incapacitate it?" He asks, keeping an eye on the creature, ready to move out of harms way should he be targeted. [Dodge Action]
Rolls
Persuasion - (1d20+8)
(20) + 8 = 28
When Mordred takes a moment to spare a thought for the monster, it edges back a few feet, relaxing its battle crouch ever so slightly.
Edit: One claw rakes against Leth's shoulder while the stinger on the monster's tail plunges into his back.
Leth, please make a CON saving throw. All party members can take another action.
Rolls
Doorman attack vs Leth - (1d20+8, 1d20+8, 1d20+8, 1d8+4, 1d8+4, 2d8+4)
1d20+8 : (7) + 8 = 15
1d20+8 : (5) + 8 = 13
1d20+8 : (10) + 8 = 18
1d8+4 : (6) + 4 = 10
1d8+4 : (5) + 4 = 9
2d8+4 : (28) + 4 = 14
Leth poison damage - (5d6)
(34543) = 19
Hit Points 68/68 (4/7d10+21)
Speed 40 ft.
STR 20 (+5); DEX 14 (+2); CON 16 (+3); INT 10 (+0); WIS 16 (+3); CHA 12 (+1)
Saving Throws Str +8, Con +6, +1 from Ring of Protection
Skills Athletics +8, Insight +6, Intimidation +4, Perception +6, Survival +6
Damage Resistances fire (Ring of Fire Resistance)
Senses Passive Perception 16
Languages Common, Generic Military Codes/Signals
Armor Proficiencies All armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Card games, vehicles (land)
Feat, Mobile Dash action not slowed by difficult terrain; Melee attacks against a creature does not provoke opportunity attacks.
Feat, Polearm Master Creatures provoke opportunity attacks when entering reach.
Fighting Style, Two-Weapon Fighting Add ability modifier to the damage of second attack.
Action Surge 0/1 rest; can take one additional action on top of your regular action and a possible bonus action.
Improved Critical Score a critical hit on a roll of 19 or 20.
Remarkable Athlete Add half proficiency bonus (round up) to STR, DEX, or CON checks that don't already use bonus; running long jump covers 20 + 5 feet.
Actions:
-- Extra Attack Attack twice instead of once when taking the Attack action.
-- Longsword +1 Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 1d8+6 slashing damage, or 1d10+6 slashing damage if used with two hands to make a melee attack.
-- Club Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4+5 bludgeoning damage.
-- Handaxe (2) Melee or Ranged Weapon attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d6+5 slashing damage.
-- Dagger Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4+5 piercing damage.
-- Hand Crossbow Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 1d6+2 piercing damage.
Bonus Actions:
-- Second Wind 1/1 rest; recover 1d10+6 HP.
-- Two-Weapon Fighting Make one additional weapon attack with one Light melee weapon if taking the Attack action with a different Light melee weapon.
Conditions None
Rolls
Longsword +1, Slashing Damage - (1d20+9, 1d8+6)
1d20+9 : (12) + 9 = 21
1d8+6 : (8) + 6 = 14
Extra Attack Longsword +1, Slashing Damage - (1d20+9, 1d8+6)
1d20+9 : (20) + 9 = 29
1d8+6 : (7) + 6 = 13
Critical on 19 or 20 - (1d8)
(4) = 4
Rolls
Sneak Attack - Shadow Blade (w/ advantage for attacking in dim light) - (1d20+6, 1d20+6)
1d20+6 : (9) + 6 = 15
1d20+6 : (11) + 6 = 17
Damage, Sneak Attack Bonus Damage - (2d8, 4d6)
2d8 : (14) = 5
4d6 : (5662) = 19
...woof
Rolls
Con Save - (1d20+2)
(2) + 2 = 4