The Changing Hunt
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"Looks like you boys got your swords hard long before we got here. Who're you poking?"
He looks in and says, "Alright, boys! We have some company for our friend. Come help me round 'em up!"
Those cheering inside turn and draw their weapons.
Rolls
Silver Flame Templars Initiative - (1d20+1, 1d20+1)
1d20+1 : (1) + 1 = 2
1d20+1 : (10) + 1 = 11
Silver Flame Cleric Initiative - (1d20+2)
(20) + 2 = 22
Silver Flame Followers Initiative - (1d20+2, 1d20+2, 1d20+2, 1d20+2, 1d20+2)
1d20+2 : (17) + 2 = 19
1d20+2 : (7) + 2 = 9
1d20+2 : (18) + 2 = 20
1d20+2 : (18) + 2 = 20
1d20+2 : (19) + 2 = 21
Rolls
Init to win it! - (1D20+3)
(20) + 3 = 23
"Well, you can't say I didn't warn ya."
The last of the Mror Howlers cracks his knuckles, and a smile begins to creep across his face.
Rolls
Initiative - (1d20+2)
(13) + 2 = 15
Rolls
Initiative - (1d20)
(2) = 2
A creature in the area when you cast the spell must succeed on a DC 14 Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
Move: Back 30 feet or as far back as the street or buildings allow.
One who seems like a leader looks at the vines that bind him and says, "May the flame protect me." A silver hue shimmers around his figure, and then normalizes. 4 of the followers inside try to free themselves of the vines holding them in place.
Rolls
Silver Flame Templars Saving Throws - (1d20+2, 1d20+2)
1d20+2 : (2) + 2 = 4
1d20+2 : (1) + 2 = 3
Silver Flame Cleric Saving Throws - (1d20+1)
(7) + 1 = 8
Silver Flame Followers Saving Throws - (1d20, 1d20, 1d20, 1d20, 1d20)
1d20 : (8) = 8
1d20 : (8) = 8
1d20 : (1) = 1
1d20 : (17) = 17
1d20 : (8) = 8
Silver Flame Followers Saving Throws (their action on their turn) - (1d20, 1d20, 1d20, 1d20)
1d20 : (3) = 3
1d20 : (7) = 7
1d20 : (15) = 15
1d20 : (7) = 7
Kevin toss in a ping-pong-sized ball into the inn. It explodes in a cloud of glitter
Faerie Fire [c]
Notes
Casting Time: 1 action
Range/Area: 60ft./20ft.
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: DEX 14
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Rolls
Fairy Fire Dex save DC 14 - (8d20)
(1816132379) = 59
Spectral Dwarves begin to materialize, all that is left of the Mror Howlers.
He slams the blunt top of Fuldmåne into the face of the nearest guard at the door.
"Now this is a party!"
Action: Attack one of the door guards: 15 vs AC for 16 slashing damage.
• Assuming he is restrained or faerie fired, so I will have advantage. If he is neither of these then I will use reckless attack.
• If the attack would kill him, I will choose to incapacitate instead.
• If they are hit, they will be affected by Ancestral Protectors (described below)
Rolls
Fuldmåne! - (1d20+6, 1d20+6, 1d12+4)
1d20+6 : (9) + 6 = 15
1d20+6 : (3) + 6 = 9
1d12+4 : (12) + 4 = 16
The guard, drawing his sword, grunts and the sword becomes engulfed in a flame. He then strikes twice at the Mror Howler, but is not able to find purchase on the howler's body.
Action: Multi-Attack (longsword attacks vs. Gunnar)
Bonus Action: Helping the leader pull away the vines
Action: Dodge
Mrak's, Alin's, and Ghillie's turns.
Rolls
2 Attacks, longsword vs Gunnar (disadv) - (1d20+4, 1d20+4, 1d10+2, 1d6, 1d20+4, 1d20+4, 1d10+2, 1d6)
1d20+4 : (20) + 4 = 24
1d20+4 : (9) + 4 = 13
1d10+2 : (10) + 2 = 12
1d6 : (1) = 1
1d20+4 : (3) + 4 = 7
1d20+4 : (6) + 4 = 10
1d10+2 : (6) + 2 = 8
1d6 : (5) = 5
Dagger thrown vs Gunnar - (1d20+4, 1d4+2)
1d20+4 : (2) + 4 = 6
1d4+2 : (1) + 2 = 3
"These vines are bloody useful, Ghillie! I wish we had 'em on the wall of Caladeen!" Gunnar calls out as he sidesteps the badly thrown dagger.
''Let the man you're tormenting go! It isn't right! Let him go and we're done here!" he shouted to the zealots. "But if you won't see the error of your ways..."
The druid took a deep breath then boomed "Dia dall thu!"
A liquid darkness flowed into the Silver Flame leader's eyes, its ink threatened to blind him!
Action: Casting
Concentration: Maintaining focus on Entangle.
Rolls
Initiative - (1d20+4)
(20) + 4 = 24
Rolls
Psychic Blade (action) to hit - (1d20+6)
(19) + 6 = 25
Psychic Blade (action) damage - (1d6+4)
(3) + 4 = 7
Psychic Blade (bonus) to hit - (1d20+6)
(6) + 6 = 12
Psychic Blade (bonus) damage - (1d4+4)
(2) + 4 = 6
Sneak attack damage damage - (2d6)
(32) = 5