What about the rest of you guys?
05. The Courting of Fire
What about the rest of you guys?
Hoping that this would attract at least a moment of their attention he would try to disengage to also find some safe place.
Rolls
Persuasion - (1d20+5)
(8) + 5 = 13
Rolls
Deception (Expertise) - (1d20+8)
(8) + 8 = 16
2 of you get to act before the winged kobolds
PC
Winged kobolds
PC
PC
PC
Kobolds
Rolls
Secret Roll
Secret Roll
Kobold initiative - (1d20+2)
(3) + 2 = 5
Winged kobold initiative - (1d20+3)
(13) + 3 = 16
Zrukz: Initiative - (1d20+2)
(11) + 2 = 13
Davin Holt: Initiative - (1d20+3)
(20) + 3 = 23
Pierce: Initiative: - (1d20+4)
(8) + 4 = 12
Chitkree: Initiative:Dex(5)+Mod( 0 )= - (1d20+5)
(14) + 5 = 19
Donkog initiative - (1d20+3)
(5) + 3 = 8
Move and attack, dual wield melee if possible otherwise bow
How far to the kobold, winged? Do they have cover, can we move to cover?
Rolls
Attack - Hit - (1d20+7, 1d20+7)
1d20+7 : (16) + 7 = 23
1d20+7 : (19) + 7 = 26
damage (rapier, shortsword/shortbow) - (1d8+5, 1d6+5)
1d8+5 : (5) + 5 = 10
1d6+5 : (2) + 5 = 7
A ridiculously loud rapport signals that it works.
Rolls
Attack (Pistol) - (1d20+7)
(4) + 7 = 11
Damage (Piercing - Magic) - (1d10+5)
(5) + 5 = 10
Rolls
Winged Kobold Vs Chitkree AC 20 - (1d20+5, 1d20+5)
1d20+5 : (15) + 5 = 20
1d20+5 : (12) + 5 = 17
Winged Kobold Vs Pierce AC 19 - (1d20+5, 1d20+5)
1d20+5 : (1) + 5 = 6
1d20+5 : (18) + 5 = 23
"Stay low and behind me! Rocks incoming!!"
With bow in hand he looses an arrow aiming for one of the flying kobolds hoping to clip a wing...
Rolls
Attack Long Bow @ Flying Kobold +Trip - (1d20+5)
(8) + 5 = 13
Damage Long Bow @ Flying Kobold +Trip - (1d8+3+1d8)
(5) + (5) + 3 = 13
Range/Area: 90ft./20ft.
Components: V, S, M(a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
Source: PHB, pg. 276
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
https://www.dndbeyond.com/spells/Sleep
Rolls
Sleep HP roll - (5d8)
(43482) = 21
He backs up with the rest of the group as far as he can and looks to the closest grounded Kobold.
"You should have just listened to me, now you'll become nothing more than worm food." He said as he began to hurl an insult about that particular kobold, casting viscous mockery on it. (WIS Saving throw DC14).
He then looks to Pierce and shouts out.
"Pierce, I see that you have one of the finest shots in all the lands! May your next one decimate your target!" He shouted, sending a Bardic Inspiration (1d6) his way.
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Rolls
Psychic Damage - (1d4)
(4) = 4
Zrukz, you murmur your sleep spell, blow the sand in the direction of the three remaining winged kobolds and they immediately fall to the ground. They land hard and wakes up again, very injured, very confused and very angry.
Davin, your mocking spell really seems to hurt the kobold’s feelings, as well as its brain as blood starts to trickle from its eyes, like very gross looking tears.
The kobolds rush forward, although only two can make it into melee (one of which is the injured one). Both goes against Chitkree, but both miss.
Rolls
Falling damage to winged kobolds - (2d6)
(23) = 5
Kobold wisdom saving throw - (1d20-2)
(11) - 2 = 9
Kobold Vs Chitkree AC20 - (1d20+4)
(7) + 4 = 11
Kobold Vs Chitkree AC20 - (1d20+4)
(9) + 4 = 13
Rolls
Attack (Pistol) - (1d20+7+1d6)
(12) + (5) + 7 = 24
Damage (Piercing) - (1d10+5)
(7) + 5 = 12
Range/Area: 120ft.
Components: V, S
Duration: 1 round
Source: PHB, pg. 221
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Rolls
Chill Touch to hit - (1d20+5)
(16) + 5 = 21
Chill Touch damage - (1d8)
(8) = 8
Zrukz, you desperately send your spell over your shoulder as you retreat, and the already injured and very sad looking kobold dies as the chill touch hits it square in the chest, a look of embarrassment etched on its face.
The two remaining winged kobolds desperately lash out at Pierce with their daggers. You manage to swat on aside, but the other dagger punctures your upper arm.
Rolls
Winged kobold Vs Pierce AC19 - (1d20+5)
(11) + 5 = 16
Winged kobold Vs Pierce AC19 - (1d20+5)
(17) + 5 = 22
Damage to Pierce - (1d4+3)
(3) + 3 = 6
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Rolls
Psychic Damage - (3d6)
(562) = 13
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (the stem of a plant with thorns)
Duration: Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Rolls
ThornWhip - (1d20+5, 1d6, sneakattack:1d6)
1d20+5 : (15) + 5 = 20
1d6 : (2) = 2
sneakattack:1d6 : (6) = 6
Donkog shoots an arrow at one of the onrushing kobolds, but it whizzes over its head.
The 7 remaining kobolds descend on Chitkree, Pierce & Donkog, each getting hit once by their daggers.
Rolls
Donkog Vs Kobold - (1d20+5)
(2) + 5 = 7
3 kobolds Vs Chitkree AC20 - (1d20+4, 1d20+4, 1d20+4)
1d20+4 : (19) + 4 = 23
1d20+4 : (5) + 4 = 9
1d20+4 : (8) + 4 = 12
2 kobolds Vs Pierce AC19 - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (16) + 4 = 20
2 kobolds Vs Donkog AC15 - (1d20+4, 1d20+4)
1d20+4 : (15) + 4 = 19
1d20+4 : (7) + 4 = 11
Damage to Chitkree - (1d4+2)
(3) + 2 = 5
Damage to Pierce - (1d4+2)
(4) + 2 = 6
Damage to Donkog - (1d4+2)
(1) + 2 = 3
If I can't get at least 3 then let me know and I will just go melee weapons instead
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Rolls
Thunder wave con DC 13 for half - (2d8)
(72) = 9