Chapter 3 - Into the Wilds
Rolls
Kerisha, Gerbo, Karma, Belanor - (1d20-1, 1d20+2, 1d20+2, 1d20+3)
1d20-1 : (10) - 1 = 9
1d20+2 : (5) + 2 = 7
1d20+2 : (2) + 2 = 4
1d20+3 : (3) + 3 = 6
Stealthy, stealthy, stealth - (1d20+2, 1d20+2, 1d20+2, 1d20+2, 1d20+2, 1d20+2)
1d20+2 : (18) + 2 = 20
1d20+2 : (5) + 2 = 7
1d20+2 : (17) + 2 = 19
1d20+2 : (7) + 2 = 9
1d20+2 : (4) + 2 = 6
1d20+2 : (20) + 2 = 22
Fickle Die of Fate - (1d4)
(4) = 4
Fickle Die of Fate Part Dos - (1d4)
(1) = 1
Attack #1 vs Belanor - (1d20+6, 1d6+4, 1d6)
1d20+6 : (19) + 6 = 25
1d6+4 : (6) + 4 = 10
1d6 : (1) = 1
Attack #2 vs Kerisha - (1d20+6, 1d6+4, 1d6)
1d20+6 : (18) + 6 = 24
1d6+4 : (3) + 4 = 7
1d6 : (3) = 3
Initiatives Kerisha, Gerbo, Karma, Belanor - (1d20, 1d20+4, 1d20+1, 1d20+4)
1d20 : (2) = 2
1d20+4 : (16) + 4 = 20
1d20+1 : (17) + 1 = 18
1d20+4 : (16) + 4 = 20
Initiative for the Bad Guy - (1d20+2)
(13) + 2 = 15
The six hours since leaving Phandalin has been relatively uneventful, save for a minor incident with a few wayward goblins that ended very badly for the trio; but did allow Kerisha to make an addition to her necklace. Now, surrounded by the tall grass waving gently in the breeze, things are looking good...
Suddenly two spiked tentacles strike from the grass, one catching Belanor across the back and the other slamming into Kerisha's thigh. A large black cat-like beast springs up and quickly withdrawals before turning back to face its prey. Its glowing green eyes seem to dance back and forth but it's not quite clear if the creature is actually moving.
Belanor has taken 11 damage (10 pierce, 1 bludgeon)
The displacer beast has withdrawn to roughly 50' - any attack against it will be made with Disadvantage.
Round 1:
Gerbo, Karma, Belanor (any order)
Displacer Beast,
Kerisha
Action: Cast lvl 1 bless on Gerbo, Kerisha and Belanor. (On any save or attack roll add 1d4 to it)
Nature check in an attempt to recognise beast, seeing if we can get some advantage from knowledge.
Inspiration []
Hp: 27/27
Temp. Hp: 0
Ac: 18
Init: +1
Speed: 25ft
Hit dice (d8): 3/3
Str: 12(+1) Dex: 12(+1) Con: 14(+2) Int: 12(+1) Wis: 15(+2) Cha: 10()
Saving Throws: Str +1, Dex +1, Con +2, Int +1, Wis +4, Cha +2
Senses: Perception 12, Investigation 11, Insight 12
Skills: Acrobatics +1, Animal Handling +4, Arcana +1, Athletics +1, History +3, Insight +2, Investigation +1, Medicine +4, Nature +3, Perception +2, Religion +3, Slight of Hand +1, Stealth +1 (Dis), Survival +2.
Tools: Brewer’s Kit, Herbalism Kit
Languages: Common, Dwarvish, Gnomish
Darkvision 60ft
Advantage against Poison
(+2 Mod +4 Spell Attack 12 save DC)
1st level spells 3/4
2nd level spells 2/2
Channel Divinity: Turn Undead/Charm Animals and Plants 1/1 SR
Rolls
Nature check on beast recognition - (1d20+3)
(18) + 3 = 21
You could find a patch waist high within your movement if you choose to do so. There is no other vegetation in this area.
Rolls
Fire bolt -> Weird beast (dis) +bless - (1d20+5, 1d20+5, 1d10)
1d20+5 : (11) + 5 = 16
1d20+5 : (13) + 5 = 18
1d10 : (6) = 6
Bless - (1d4)
(2) = 2
Stealth - (1d20+4)
(6) + 4 = 10
Belanor has taken 11 damage (10 pierce, 1 bludgeon)
The displacer beast has withdrawn to roughly 50' - Belanor's attack has canceled the attack disadvantage... for now..
Round 1:
Gerbo, Karma, Belanor (any order)
Displacer Beast,
Kerisha
Rolls
Hand Crossbow - (1d20+6)
(12) + 6 = 18
Hand crossbow damage - (1d6+4)
(6) + 4 = 10
Stealth - (1d20+8)
(9) + 8 = 17
The displacer beast has withdrawn to roughly 35' (10' from Gerbo) - Disadvantage to any attack until it's hit (AC 13)
Kerisha is up.
Round 1:
Gerbo, Karma, Belanor (any order)
Displacer Beast,
Kerisha
She sees the beast smouldering from Belanor's blast and it comes into a bit clearer focus. She wont be able to cover the distance, especially not with her wounded leg, so she takes out one of her javelins. Her vision blurs again. Kerisha sets herself into as strong a position as possible and hurls the javelin at one of the beasts, hoping she picks the right one.
Rolls
Javelin attack (disadvantage) - (1d20+4, 1d20+4)
1d20+4 : (11) + 4 = 15
1d20+4 : (12) + 4 = 16
Bless bonus - (1d4)
(3) = 3
Javelin damage - (1d6+2)
(6) + 2 = 8
Top of the order!
Round 2:
Gerbo, Karma, Belanor (any order)
Displacer Beast,
Kerisha
Rolls
Hand Crossbow Attack - (1d20+6)
(17) + 6 = 23
Hand Crossbow Damage + sneak attack - (2d6+4)
(11) + 4 = 6
Cunning Action: Hide - (1d20+8)
(18) + 8 = 26
Bless (attack) - (1d4)
(3) = 3
Secret Roll
Attack (if gaining advantage for attacking from hidden) - (1d20+6)
(2) + 6 = 8
Action: cast Guiding Bolt
4d6 Radiant Damage
Casting Time: 1 action
Range/Area: 120ft.
Components: V, S
Duration: 1 round
Source: PHB, pg. 248
-A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
Inspiration []
Hp: 27/27
Temp. Hp: 0
Ac: 18
Init: +1
Speed: 25ft
Hit dice (d8): 3/3
Str: 12(+1) Dex: 12(+1) Con: 14(+2) Int: 12(+1) Wis: 15(+2) Cha: 10()
Saving Throws: Str +1, Dex +1, Con +2, Int +1, Wis +4, Cha +2
Senses: Perception 12, Investigation 11, Insight 12
Skills: Acrobatics +1, Animal Handling +4, Arcana +1, Athletics +1, History +3, Insight +2, Investigation +1, Medicine +4, Nature +3, Perception +2, Religion +3, Slight of Hand +1, Stealth +1 (Dis), Survival +2.
Tools: Brewer’s Kit, Herbalism Kit
Languages: Common, Dwarvish, Gnomish
Darkvision 60ft
Advantage against Poison
(+2 Mod +4 Spell Attack 12 save DC)
1st level spells 2/4
2nd level spells 2/2
Channel Divinity: Turn Undead/Charm Animals and Plants 1/1 SR
Rolls
Guiding Bolt vs Displacer - (1d20+4)
(17) + 4 = 21
Damage - (4d6)
(6664) = 22
Rolls
Displacer Beast Attack #1 - (1d20+6, 1d6+4, 1d6)
1d20+6 : (17) + 6 = 23
1d6+4 : (3) + 4 = 7
1d6 : (3) = 3
Displacer Beast Attack #2 - (1d20+6, 1d6+4, 1d6)
1d20+6 : (6) + 6 = 12
1d6+4 : (3) + 4 = 7
1d6 : (6) = 6