Chapter 2

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May 12, 2022 6:46 am
round Characterinitnotes
--- round 2 ---
2 Undril18 stand up and cast spirit guardian
2 Skeletons (3->1) 16 move 2 die one attack
2 Skeletons (3 ->2) 16 dash to melee range, one die
2 Skeletons (some more) 16 shoot from the dark
2Travers14 Try to attack skeleton, fail
2Sharagwyn Sagelight 12 Stabilize Ha'aroo
2Nebula 8 prone, Dodge
2Jim Corman7 attack with sacred flame
2Ha'aroo Jassan 4 stable
--- next round ---
3 Undril18 tru to attack skeleton, fail
3Skeletons (all) 16 to be added by DM
3...

Rolls

Skeleton dex save (sacred flame) - (1d20+2)

(5) + 2 = 7

Skeleton

GreyWord

May 12, 2022 6:51 am
Skeleton

One of the skeletons crumble when hit bit Jims sacred flame. Other two evade Undril's and Traver's attacks just to be finished off by spirit guardians still flying around Undril.
Three arrows from the dark try to hit Undril, Jim and Traver
Two of them hit:
one hit Undril into the arm, she cry in pain and spirit guardians disappear
other hit Jim right into the chest (for painful 9 HP of damage)

Rolls

Arrow to hit Undril - (1d20+4)

(19) + 4 = 23

Arrow to hit Traver - (1d20+4)

(2) + 4 = 6

Arrow to hit Jim - (1d20+4)

(20) + 4 = 24

Damage Undril - (1d6+2)

(3) + 2 = 5

Crit damage Jim - (2d6+2)

(61) + 2 = 9

Constitution check (concentration on spell) - (1d20+1)

(5) + 1 = 6

May 12, 2022 6:57 am
round Characterinitnotes
--- round 3 ---
3 Undril18 fail to attack
3 Skeletons (in the dark) 16 shoot from the dark, two hit, Undril stop concetrating of spirit guardians
3Travers14 ??? (bardic ins.)
3Sharagwyn Sagelight 12 ???
3Nebula 8 ???
3Jim Corman7 ???
3Ha'aroo Jassan 4 stable, unconscious
--- next round ---
4 Undril18 to be added by DM
4Skeletons (all) 16 to be added by DM
4...
OOC:
Your turn everyone.
May 12, 2022 7:22 am
By the way based on how arrows flying you could guess that the creatures shooting them at you are in the same direction from you, but not exactly
[ +- ] Approximately like that
May 12, 2022 7:47 am
OOC:

Move: Get to feet
Attack: Skeleton in dark
Nebula lifts herself up from the ground and with some arcane words and strange movements, she conjures a fiery mote and hurls it into the darkness where the arrows seem to be cooking from
[ +- ] Fire Bolt
Last edited May 12, 2022 7:50 am

Rolls

Spell Attack 1 (Dis) - (1d20+5)

(12) + 5 = 17

Spell Attack 1 (Dis) - (1d20+5)

(17) + 5 = 22

Fire Damage - (1d10)

(10) = 10

May 12, 2022 8:30 am
Travers raises his shield as high as he can and moves forwards toward the arrows slowly trying to spot where the attack is coming from ready to dodge out of the way if anything come towards him.
OOC:
Moving into dim light, using dodge action
[ +- ] Travers
May 12, 2022 10:47 am
OOC:
I've double checked the rules for darkness and it turns out creatures who were shooting at you (you guess skeletons) have given away their location. Let's say they are all about 100 feet away from you.
May 12, 2022 5:46 pm
Jim takes the arrow hard. (Nat 20. Gesh.) He strides over to Ha'aroo and casts heal upon him so he can be an arrow target too. By Deneir you will survive. as Ha'aroo's wounds turn pinkish and heal.
OOC:
Cure Wounds Spell Level 1 for 8 HP.

Jim: 11/21, AC(14), Longsword in hands.
Last edited May 12, 2022 5:49 pm

Rolls

Cure Wounds - (1d8+2)

(6) + 2 = 8

May 12, 2022 6:08 pm
Ha'aroo's eyes flutter open seeing new bandages around his torso and a med kit near Sharagwyn Sagelight and Jim Corman right by his side. Knowing the capabilities of Jim, Ha'aroo grabs Jim arm and looks at both of them and says "Thank you guys, you're awesome"
OOC:
giving Jim a bardic inspiration
Ha'aroo looks and sees Travers and Nebula focused on the enemy ahead, in a split second goes through his weapons and spells and nothing would be able to reach any of the skeletons so he stands up and moves closer to the skeletons and then ducks behind a tree when they are about to reload their bows

Movement: Stand up. Move 15ft
Action: Hide (assuming behind a nearby tree. if no trees when moving closer to skeletons then taking the dash action.)
Bonus Action: Bardic Inspiration to Jim
[ +- ] Bardic Inspiration
OOC:
This is what Im doing if im not unconscious due to healing.
Last edited May 12, 2022 8:18 pm

Rolls

Hide Action - (1d20+2)

(7) + 2 = 9

May 13, 2022 12:26 am
OOC:
If they've given away their location, they can be targeted, right? Going for a magic missile.
Shara moves to get the best shot she can between the others in front and fires off three darts of blue, sparkling light from her outstretched palm.
[ +- ] Magic Missile (Int)
OOC:
Movement: To get the clearest shot possible without passing the front line
Action: Magic missile, one missile per skeleton

Rolls

Magic Missle Damage - (1d4+1)

(1) + 1 = 2

May 13, 2022 3:41 am
OOC:
You don't see them but know their location . spells that require teo see target can't be cast. ranged attack are with disadvantage. if you didn't know location you can't attack at all
.
May 13, 2022 5:24 am
Undril follows Travers and say magic words casting Guiding bolt
OOC:
Note that unlike most of the spells guiding bolt do not requires you to SEE target, only know it's location:
A flash of light streaks toward a creature of your choice within range. Make a ranged spell Attack against the target.

I will do an exception and allow magic missile just this one time, but in future such spells will fail if you can't SEE the target, but only know their location, When you don't know their location you can't target them even with disadvantage

Rolls

Guiding bolt (1 lvl spell) to hit (disadvantage) - (2d20L1+5)

(135) + 5 = 10

Guiding bolt (1 lvl spell) damage - (4d6)

(4123) = 10

Skeleton

GreyWord

May 13, 2022 5:37 am
Skeleton

Skeletons shoot, choosing one target each: Haaroo, Undril, Travers.
OOC:
Haaroo being a human without dark vision still do not see them and others are too far away
But you are withing short range of a bow
Only Travers do dodge
It means they shoot with advantage to Undril and Haaroo
You hear one of the skeletons start moving your way just after the shot and everyone spot skeleton within 40 feet from Travers - in dim light of bonfire. Skeleton is drawing a sword.

Rolls

Skeleton arrow to hit Haaroo - (2D20H+4)

(93) + 4 = 16

Skeleton arrow to hit Undril - (2D20H+4)

(124) + 4 = 20

Skeleton arrow to hit Travers - (1d20+4)

(4) + 4 = 8

Haarro damage - (1d6+2)

(1) + 2 = 3

Undril damage - (1d6+2)

(6) + 2 = 8

May 13, 2022 5:43 am
round Characterinitacton
--- round 3 ---
3 Undril18 fail to attack
3 Skeletons (in the dark) 16 shoot from the dark, two hit, Undril stop concetrating of spirit guardians
3Travers14 move to be 70 feet from enemy, dodge
3Sharagwyn Sagelight 12 magic missile ( will not allow casting it any more to unseen target)
3Nebula 8 Shoot one skeleton with fire bolt, skeleton still standing
3Jim Corman7 Cure Ha'aroo
3Ha'aroo Jassan 4 stand up and run toward skeletons, spot them by end of his move
--- next round ---
4 Undril18 move to be 70 feet from enemy, fail attack
4Skeletons 16 shoot, two of them hit one Haaroo one Undril, one have dropped the bow and moves your way
4...


Locations:
1) Two skeletons 100 feet from camp
2) One more skeleton 70 feet from camp everyone see him in dim light of bonfire
3) Haaroo 45 feet from camp, 25 from closest skeleton
4) Travers and Undril 30 feet from camp
5) Everyone else at the camp
OOC:
Your turn everyone.
May 13, 2022 6:15 am
Jim takes off in a full run covering 30' and then casts light cantrip on a coin from his pocket and heaves it as far as he can toward the direction of where the arrows seem to be coming from.
OOC:
Unsure how far Jim can heave a coin. Light spell is 20' bright and 20' more dim. How far is does the camp fire light go?
Last edited May 13, 2022 6:16 am
May 13, 2022 6:24 am
OOC:
Didn't I specify that? Sorry. Camp gives 40 foot bright light and 40 more dim light.
I also rule you could throw object up to 60 foot location without any skill check if you spend an action to throw it.
But since you don't care to aim it at exact location I think it is fine to treat is as a free object interaction instead.
May 13, 2022 12:59 pm
Ha'aroo looks to off into the jungle and cast dissolent whispers at one of the skeletons with the bow.

He then backs up 10 feet as the one skeleton seems like he is ready to charge.

As a bonus action he gives his last bardic inspiration for the day to Nebula
[ +- ] dissolent whisper dc14
Last edited May 13, 2022 8:18 pm

Rolls

Dissolent Whisper - (3d6)

(335) = 11

May 13, 2022 4:47 pm
Nebula, spurred on by Ha'aroo's words, moves back slightly and focuses on the skeleton lit up by the flames. The shadows flickering off the porcelain white bone make it hard to fully see where the skeleton ended and the darkness began.

Nonetheless, she threw out a flaming ball at it.
[ +- ] Fire Bolt
Last edited May 13, 2022 4:49 pm

Rolls

Spell Attack - (1d20+5)

(3) + 5 = 8

Spell Damage - (1d10)

(3) = 3

Bardic Inspiration - (1d6)

(1) = 1

May 13, 2022 8:13 pm
Travers keeps moving forwards towards the closest skeleton shield up and dodging if any arrows come towards him.
[ +- ] Travers
May 14, 2022 5:59 am
Undril keep up with Travers and shoot another guiding bolt, but this time she see skeleton thanks to the light from Jim' s cantrip

Rolls

Guiding bolt (1 lvl spell) to hit - (1d20+5)

(8) + 5 = 13

Guiding bolt (1 lvl spell) damage - (4d6)

(5546) = 20

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