Salvation Outpost - Chapter 2
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2 ??/?? Skeleton 1
3 ??/?? Skeleton 2
4 ??/?? Skeleton 3
5 ??/?? Skeleton 4
6 ??/?? Skeleton 5
7 44/44 SheK
8 28/28 Peldan
9 11/11 Malak (Wolf Spider
10 39/39 37
?? 44/44 Armat
Armat can roll when he’s ready.
Giant Wolf Spider
Rolls
Sleep - (5d8)
(14253) = 15
Rolls
Secret Roll

2 ??/?? Skeleton 1 (asleep)
3 ??/?? Skeleton 2
4 ??/?? Skeleton 3
5 ??/?? Skeleton 4
6 ??/?? Skeleton 5
—> 7 44/44 SheK
8 28/28 Peldan
9 11/11 Malak (Wolf Spider
10 39/39 37
?? 44/44 Armat
The Skelton to Vice’s right, nicks his shoulder, while the one in front seems distracted by the warforged behind him. Two arrows soar through the air. One hits the wall, the other hits the glowing shield.
SheK is up, with Peldan on deck.
Rolls
Skeleton 2 sword attack vs. Vice - (1d20+4, 5damage)
1d20+4 : (7) + 4 = 11
5damage : () + 5 = 5
Skeleton 3 sword attack vs. Vice - (1d20+4, 5damage)
1d20+4 : (19) + 4 = 23
5damage : () + 5 = 5
Skeleton 4 shortbow attack vs. 37 - (1d20+4, 5damage)
1d20+4 : (20) + 4 = 24
5damage : () + 5 = 5
Skeleton 5 shortbow attack vs. 37 - (1d20+4, 5damage)
1d20+4 : (5) + 4 = 9
5damage : () + 5 = 5
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
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.

2 ??/?? Skeleton 1 (asleep)(Faerie Fire)
3 ??/?? Skeleton 2
4 ??/?? Skeleton 3
5 ??/?? Skeleton 4 (Faerie Fire)
6 ??/?? Skeleton 5 (Faerie Fire)
7 44/44 SheK
—> 8 28/28 Peldan
9 11/11 Malak (Wolf Spider)(on ceiling)
10 39/39 37
?? 44/44 Armat
Rolls
Skeleton 2 DEX check - (1d20+2)
(9) + 2 = 11
Skeleton 3 DEX check - (1d20+2)
(12) + 2 = 14
Skeleton 4 DEX check - (1d20+2)
(15) + 2 = 17
Skeleton 5 DEX check - (1d20+2)
(17) + 2 = 19
He reaches into the depths of himself and makes contact with his celestial patron. In the moment of contact he can feel it's energy and power merge with him.
He channels that energy into a flaming ball of fire that appears next to several of the skeletons (B14) He then rams one of the other skeletons with it (#2).
Action: cast Flaming Sphere in B14
Bonus action: ram skeleton #2 with the Flaming Sphere.
2nd Level conjuration
Casting Time: 1 action
Range: 60 feet
Target: An unoccupied space of your choice within range
Components: V S M (A bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Up to 1 minute
Classes: Druid, Wizard
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Duration remaining: 10 of 10
Note additional light shed in addition to that of light spell on 37's shield.
Light Cantrip (duration: 1 hour)
Rolls
Fire damage (half on a successful save) - (2d6)
(52) = 7

2 ??/?? Skeleton 1 (asleep)(Faerie Fire)
3 -4/?? Skeleton 2
4 ??/?? Skeleton 3
5 ??/?? Skeleton 4 (Faerie Fire)
6 ??/?? Skeleton 5 (Faerie Fire)
7 44/44 SheK
8 28/28 Peldan
—> 9 11/11 Malak (Wolf Spider)(on ceiling)
10 39/39 37
?? 44/44 Armat
Rolls
Skeleton 2 DEX check - (1d20+2)
(15) + 2 = 17
OOC:
Movement: 20' across the ceiling then drops, turning over on the way down to land on the rear skeleton
Bonus Action: Cast Hunter's Mark on Skeleton 5 [Duration 1 hour / +1d6 per attack]
action: Bite attack +3 for 1d6 + 1 [Marks Skeleton 5 as a Favored Foe = Duration: 1 min / DAM: +1d4
ATTACK ROLL = 10 / DAMAGE = 9
additional attack +3 for 1d8
ATTACK ROLL = 23 / DAMAGE 11
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored Foe for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored Foe and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest."
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
1 divination
Casting Time: 1 bonus action
Range: 90 feet
Target: A creature that you can see within range
Components: V
Duration: Concentration, Up to 1 hour
Classes: Ranger
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
Rolls
Attack Roll - (1d20+3)
(7) + 3 = 10
Damage for 1st Attack - (1d6+1d4+1)
(1) + (4) + 1 = 6
Second Attack - (1d20+3)
(20) + 3 = 23
Damage for 2nd Attack - (1d8)
(7) = 7
Attack 1 Hunters Mark Damage - (1d6)
(3) = 3
Attack 2 Hunters Mark Damage - (1d6)
(4) = 4

2 ??/?? Skeleton 1 (asleep)(Faerie Fire)
3 -4/?? Skeleton 2
4 ??/?? Skeleton 3
5 ??/?? Skeleton 4 (Faerie Fire)
6 XX/XX Skeleton 5 (Faerie Fire)(dead)
7 44/44 SheK
8 28/28 Peldan
9 11/11 Malak (Wolf Spider)
—> 10 39/39 37
?? 44/44 Armat