2: Valley of Dead Unicorns
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Couatl
"The small orc is here."
Sheila and the couatl can point out where the two invisible stalkers are. Advantage cancels out disadvantage so it's straight attack rolls... at least at first.
Rolls
Lil Orc DC 21 WIS save (adv) - (1d20+2, 1d20+2)
1d20+2 : (15) + 2 = 17
1d20+2 : (3) + 2 = 5
Stalker 1 - (1d20+2)
(4) + 2 = 6
Stalker 2 - (1d20+2)
(10) + 2 = 12
Rolls
THUNDER CLUB: to hit, Bludgeoning, Radiant - (1d20+18, 1d8+12, 2d6)
1d20+18 : (3) + 18 = 21
1d8+12 : (4) + 12 = 16
2d6 : (35) = 8
Extra Attack: to hit, Bludgeoning, Radiant - (1d20+18, 1d8+12, 2d6)
1d20+18 : (3) + 18 = 21
1d8+12 : (2) + 12 = 14
2d6 : (21) = 3
Savage Attacker damage reroll - (1d8+12)
(4) + 12 = 16
I was waiting for those who remember the League of Malevolence lineup to ID him as Zarak, the assassin. :P
As for the full lineup...
Kelek, dark sorcerer, the group's leader and guiding force
Warduke, the heartless mercenary
Skylla, a wicked warlock
Zarak, the diminutive assassin
Zargash, an especiall disloyal priest of Orcus
Action: 2x staff attacks
Bonus action: Spend 1 ki for flurry of blows (2x unarmed strikes)
Diana starts on the stalker Bobby attacked. If it goes down before her attacks are done, she moves to the other stalker.
Rolls
Staff attack 1 / bludgeon dmg / force dmg - (1d20+14, 1d10+8, 2d10)
1d20+14 : (8) + 14 = 22
1d10+8 : (8) + 8 = 16
2d10 : (62) = 8
Staff attack 2 / bludgeon dmg / force dmg - (1d20+14, 1d10+8, 2d10)
1d20+14 : (11) + 14 = 25
1d10+8 : (8) + 8 = 16
2d10 : (61) = 7
Unarmed strike 1 / bludgeon dmg / force dmg - (1d20+12, 1d10+6, 2d10)
1d20+12 : (7) + 12 = 19
1d10+6 : (1) + 6 = 7
2d10 : (73) = 10
Unarmed strike 2 / bludgeon dmg / force dmg - (1d20+12, 1d10+6, 2d10)
1d20+12 : (19) + 12 = 31
1d10+6 : (6) + 6 = 12
2d10 : (75) = 12
Rolls
Attack (Sharpshooter) - (1d20+11, 1d20+11, 1d20+11, 1d20+11)
1d20+11 : (10) + 11 = 21
1d20+11 : (17) + 11 = 28
1d20+11 : (3) + 11 = 14
1d20+11 : (18) + 11 = 29
Attack advantage - (1d20+11, 1d20+11, 1d20+11)
1d20+11 : (3) + 11 = 14
1d20+11 : (6) + 11 = 17
1d20+11 : (17) + 11 = 28
Extra force and radiant damage (2d6 per hit) - (8d6, 8d6)
8d6 : (36615315) = 30
8d6 : (66431251) = 28
Damage - (1d6+20, 1d6+20, 1d6+20, 1d6+20)
1d6+20 : (2) + 20 = 22
1d6+20 : (1) + 20 = 21
1d6+20 : (3) + 20 = 23
1d6+20 : (2) + 20 = 22
Anytime during your turn, you can have the Shield radiate an aura of dread for 1 minute. Any creature hostile to you that starts its turn within 20 feet of the shield must make a DC 21 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is immune to this power of the shield for the next 24 hours. Once the shield uses this power, it can’t use it again until the next dawn.
Rolls
Lt. crossbow attack - (2d20H1+14)
(181) + 14 = 32
Damage - (1d8+10d6+4)
(3) + (1332665535) + 4 = 46
There are two closed doors on this level and stairs leading up.
"Friend couatl, could you scout ahead of us, up the stairs? You ability to move undetectably will help." Hank also considered if Sheila wanted to do the same.
"Fear!" she shouted, and fright began to seep into your mind, terrifying images began to coalesce before your eyes!
If you fail your save, describe what's terrifying you.
Rolls
Psychic damage - (4d10)
(9663) = 24
But in the years since, Diana had learned that her mind was hers to control - a fortress. The magic crashed against her mental walls and fell apart. She took a settling breath and gripped the staff.
"Lady, if that's all you got, you better run."
Rolls
Save vs FEAR! - (1d20+10)
(13) + 10 = 23
Rolls
WIS Fear save - (1d20+7)
(11) + 7 = 18
Presto's eyes widen to discs, his breath quickens to hyperventilation, unable to speak. His hands shake as his mind grinds to a halt. His last thought as his mind locks up...I missed the chance to stop this. It's my fault.
Rolls
Wis (advantage) - Save - (2d20H1+7)
(24) + 7 = 11