Chapter 5 - Wave Echo Cave
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Rolls
Drow (Black Spider) - (1d20+1)
(3) + 1 = 4
GS1, GS2, GS3, GS4 - (1d20+3, 1d20+3, 1d20+3, 1d20+3)
1d20+3 : (10) + 3 = 13
1d20+3 : (1) + 3 = 4
1d20+3 : (19) + 3 = 22
1d20+3 : (2) + 3 = 5
Macska - (1d20+4)
(6) + 4 = 10
Belanor Oloceran: Initiative - (1d20+4)
(11) + 4 = 15
Karma Barksmoker: Initiative - (1d20+1)
(18) + 1 = 19
Gerbo: Initiative - (1d20+4)
(11) + 4 = 15
Kerisha: Initiative - (1d20+0)
(4) = 4
Secret Roll
Secret Roll
"A weak effort at best, little one." the Drow smirks, waving his staff towards your location.
"Kill them, my pets!"
Four giant spiders skitter out from hiding and start to move towards you...
Going to give each of you a free turn before we fall into initiative order. Attacks against the drow will be at a disadvantage. (for reasons).
Round 1:
GS4
Karma, Gerbo, Belanor
GS1
Macska
GS4
Kerisha
Drow
GS2
He pulls out a tiny tart and a feather. "Did you hear the one about the Drow and the ogre?" After telling the joke, he ducks behind a pillar.
Range: 30 feet
Components: V S M (Tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Rolls
Stealth - (1d20+8)
(20) + 8 = 28
"That's not an ogre.... THAT'S an ogre..." he manages to spit out before bursting into a full out laughing fit and falling to the ground.
THE DROW IS NOW PRONE
Going to give each of you a free turn before we fall into initiative order.
Round 1:
GS4
Karma, Gerbo, Belanor
GS1
Macska
GS4
Kerisha
Drow
GS2
bonus action: enter rage
Rolls
Greatsword (Rage) to hit - (1d20+5)
(16) + 5 = 21
Greatsword (Rage) damage - (2d6+5)
(44) + 5 = 13
Almost instantaneously after having Kerisha's great sword slice into its body the giant spider instinctively fires a poorly aimed blast of webbing towards to raging barbarian, which splats harmlessly against a wall.
THE DROW IS NOW PRONE
KARMA, GERBO, AND BELANOR ARE UP
Karma is engaged with the Drow.
Kerisha is engaged with GS4.
Belanor is doing his best to hide.
Gerbo is doing his best to hide.
Round 1:
GS4
Karma, Gerbo, Belanor
GS1
Macska
GS3
Kerisha
Drow
GS2
Rolls
Hand Crossbow to hit - (1d20+6)
(15) + 6 = 21
Hand Crossbow damage - (1d6+4)
(3) + 4 = 7
Sneak attack - (2d6)
(44) = 8
Stealth - (1d20+8)
(16) + 8 = 24
THE DROW IS NOW PRONE
KARMA AND BELANOR ARE UP
Karma is engaged with the Drow.
Kerisha is engaged with GS4.
Belanor is doing his best to hide.
Gerbo is doing his best to hide.
Round 1:
Karma, Gerbo, Belanor
GS1
Macska
GS3
Kerisha
Drow
GS2
- As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Inspiration []
Hp: 30/35
Temp. Hp: 0
Ac: 19
Init: +1
Speed: 25ft
Hit dice (d8): 1/4
Str: 12(+1) Dex: 12(+1) Con: 14(+2) Int: 12(+1) Wis: 16(+3) Cha: 10()
Saving Throws: Str +1, Dex +1, Con +2, Int +1, Wis +5, Cha +2
Senses: Perception 13, Investigation 11, Insight 13
Skills: Acrobatics +1, Animal Handling +5, Arcana +1, Athletics +1, History +3, Insight +3, Investigation +1, Medicine +5, Nature +3, Perception +3, Religion +3, Slight of Hand +1, Stealth +1 (Dis), Survival +3.
Tools: Brewer’s Kit, Herbalism Kit
Languages: Common, Dwarvish, Gnomish
Darkvision 60ft
Advantage against Poison
(Mod +3 /Spell Attack +5 /save DC 13)
1st level spells 1/4
2nd level spells 1/3
Channel Divinity: Turn Undead/Charm Animals and Plants 0/1 SR
Dissonant Whispers 0/1 LR
Misty Step 1/1 LR
Rolls
Charmed DC13 - (1d20)
(4) = 4
Rolls
Fire bolt to hit - (1d20+5, 1d4)
1d20+5 : (11) + 5 = 16
1d4 : (2) = 2
Fire bolt damage - (1d10)
(5) = 5
If adv from stealth - (1D20)
(20) = 20
Rolls
Belanor CH Damage - (1d10)
(4) = 4
GS1 v Macska - (1d20+5, 1d8+3, 2d8)
1d20+5 : (14) + 5 = 19
1d8+3 : (4) + 3 = 7
2d8 : (56) = 11
Macska v GS1 #1 - (1d20+6, 1d4+4)
1d20+6 : (9) + 6 = 15
1d4+4 : (3) + 4 = 7
Macska v GS1 #2 - (1d20+6, 2d4+4)
1d20+6 : (15) + 6 = 21
2d4+4 : (21) + 4 = 7
Macska CON ST - (1d20+1)
(11) + 1 = 12
A second spider, just poking out from behind cover, is greeted with a bolt of fire to its abdomen. It screeches in pain from the direct hit and the hair around the impact starts to smolder, filling the room with a sickly sweet small.
The last of the remaining spiders comes into view with Macska trapped in its bite. It swings its head, throwing the large cat across the floor. Undeterred, the temple cat runs back into the fray, teeth and claws leading the way.
THE DROW IS NOW PRONE
KERISHA IS UP
Karma is engaged with the Drow.
Kerisha unengaged.
Belanor unengaged - targeting GS2.
Gerbo is doing his best to hide.
Round 1:
Karma, Gerbo, Belanor
GS1
Macska
GS3 (CHARMED)
Kerisha
Drow, GS2