Gameplay
Be sure to read and follow the guidelines for our forums.
He raises his arms before calling out, "Hey, Not looking for a fight here. I am going to approach. I am armed but am not interested in proving that I know how to kill."
One of them says as he pulls his new hammer from the holster on his back and stands it head down in front of him, resting his hands on the upturned pommel.
"Whats going on? You are the first creature I’ve come across since I landed on this bloody island."
Rolls
Perception pp(12) - (1D20+2)
(15) + 2 = 17
My name is Ragrok. How shall I address you? What brings you to this island?"
Strange enough meetin' other folks here in the middle of the island, no? he mutters to whoever is near to him.
Rolls
Secret Roll
Rolls
Insight to see if Thazuur is convincing! - (1d20+1)
(6) + 1 = 7
Rolls
Secret Roll
So we need to seek out this old friend of yours?
"Hey now everyone stay calm.". the half-Orc puts his hands up "Altharid, are you certain that is our next course of action? I appreciate you guys saving me back on the boat and all but I don’t really know what is going on right now."
Crimson Crusade group sees one of the figure motion right to you.
Trent, Ragrock, Hovan, Xadari, and Thaazur must make an intelligence saving throw versus 15.
Rolls
Mind blast psychic damage half if saved. - (2d6)
(33) = 6
Rolls
Int save - (1d20+2)
(7) + 2 = 9
Rolls
Trent initiative - (1d20+2)
(11) + 2 = 13
Altharid initiative - (1d20)
(18) = 18
Tethys (28)
Ragrok (18)
Altharid (18)
Thaazur (17)
Trent (13)
Akanoth (10)
Krayt (7)
Rolls
Akanoth Init - (1d20+4)
(6) + 4 = 10
Tethys Init - (1d20+9)
(19) + 9 = 28
After the pain subsides, he opens his eyes, which have gone cloudy and pupilless. He smiles wryly and spits into his glove before gripping his weapon tight.
Rolls
Intelligence save - (1d20)
(7) = 7
Initiative - (1d20)
(18) = 18
Intelligence save (advantage) - (1d20)
(19) = 19
Rolls
Initiative
Example: Monster A has a weakness to fire. Having DMed this monster numerous times, I know this, but my character may not. Not wanting to metagame, I avoid fire spells so as to not cheat. My attempt to not metagame has led me to change my character's actions, even though my first instinct may really have been to attack it with fire.
This, too, is a form of metagaming. Meta knowledge has changed the actions of my character, though in the direction that is the opposite of what you'd normally expect.
Initiative:
Tethys (28)
Ragrok (18)
Altharid (18)
Thaazur (17)
Trent (13)
Akanoth (10)
Krayt (7)
Rolls
Initiative - (1d20+1)
(6) + 1 = 7
Tethys (28)
Ragrok (18)
Altharid (18)
Thaazur (17)
Fenkas (16)
Trent (13)
Hovan (11)
Akanoth (10)
Krayt (7)
Dharkath (7)
Rolls
INT Save + Bless - (1d20, 1d4)
1d20 : (6) = 6
1d4 : (3) = 3
Initiative - (1d20+1)
(6) + 1 = 7
Initiative:
Tethys (28)
Ragrok (18)
Altharid (18)
Thaazur (17)
Fenkas (16)
Trent (13)
Hovan (11)
Akanoth (10)
Krayt (7)
Dharkath (7)
Xadari (7)
New map:
http://www.talosrpg.com/images/thrice.jpg

Rolls
Wisdom save for trent versus 15 - (1d20+5)
(9) + 5 = 14
Rolls
Cold damage - (2d6)
(23) = 5
Acid damage (DEX save DC 16) - (2d6)
(42) = 6
So Krayt Fenkas, Akanoth, Dharkath and Altharid take the cold damage, and if you end your turn in it, you take the acid damage.
Initiative:
Tethys (28)
Ragrok (18)
Altharid (18) 5 dmg
Thaazur (17)
Fenkas (16)
Trent (13)
Hovan (11)
Akanoth (10)
Krayt (7)
Dharkath (7)
Xadari (7)
I forgot to specify direction of Thaazur's Dash. He's headed for the docks - he wants off this island. Unless the most direct route to the docks is through the opposing party, in which case he's headed east to hide in the woods.
Casting ray of sickness at Hovan as a second level spell. Damage on a hit, plus DC14 CON save or get Poisoned condition until the end of my next turn.
1st 4/4 | 2nd 2/3
30/30 HP | 16 AC | Inspiration 0 | Channel Divinity 1/1 | Firbolg Magic (Detect Magic) 1/1 Firbolg Magic (Disguise Self) 1/1 | Hidden Step 1/1
Rolls
Ray of Sickness (poison damage) - (1d20+6, 3d8)
1d20+6 : (12) + 6 = 18
3d8 : (183) = 12
Hovan, roll con save dc14.
"I banish thee foul demon, may your spirit be trapped forever."
Charisma dc 16
Altharid's arm starts to dissipate as his whole body vanishes.
Rolls
Charisma saving throw - (1d20+1)
(9) + 1 = 10
HD: 4/4
Spells (2): 2/2
Life Drain: 4/5
Rolls
Life drain! - (1d20+6, 2d10)
1d20+6 : (17) + 6 = 23
2d10 : (21) = 3
Action:"Casting" Hungry Lightning using 3psi points at Thazaar if within range and the Next closest target (I think Xadari) if not.
Bonus Action: Mystical Recovery to recoup 3 Hit points
HP: 36/36
Temp HP: 4/4
AC: 12
HD(d8): 4/4
PP: 13
Psi points: 14/17
Max: 3
Psi Attack +6 / DC14
Rolls
Dc14 Dex save for half Damage - (3d8)
(471) = 12
Rolls
Moonbeam (Con save for half) - (2d10)
(610) = 16
Rolls
Trent save dc 12 - (1d20+3)
(20) + 3 = 23
Initiative:
Tethys (28)
Ragrok (18)
Altharid (18)
Thaazur (17)
Fenkas (16)
Trent (13)
Hovan (11)
Akanoth (10)
Krayt (7)
Dharkath (7)
Xadari (7)
Rolls
Concetration check to maintain Hunger of Hadar - (1d20+3)
(1) + 3 = 4
Rolls
Morningstar Attack 1 (blessed) - (1d20+13, 1d8+7)
1d20+13 : (8) + 13 = 21
1d8+7 : (6) + 7 = 13
Morningstar Attack 2 (blessed?) - (1d20+13, 1d8+7)
1d20+13 : (16) + 13 = 29
1d8+7 : (8) + 7 = 15
Thunderous Smite - (2d6)
(45) = 9
Thaazur summons black tendrils from the earth while bolting away.
The firbolg blasting Hovan with a vile green beam, apparently petrifying him.
The tiefling siphoning Prince Trent's life force.
The other creature streaking lightning at the the fleeing Thaazur.
The tendrils vanishing.
The witch calling a moonbeam down on the Prince.
Xadari smashing into the witch, her morningstar ablaze with a holy light.
It all happens simultaneously.
Ragrok closes his eyes and takes a deep breath. He must protect the Prince.
Salem, his owl, swoops down and in a flurry of feathers and talons obscures Akanoth's vision of the battle.
Ragrok opens his eyes, now pupiless and dark purple. He extends his shield arm as two orbs of pure force blast forth. He rushes into his enemy, following his own attack with an arcing swing of his hammer.
Looks like the second Eldritch Blast only hits an AC of 14 or lower.
The last roll should say "Hammer damage."
Rolls
Eldritch Blast 1 - (1d20+8)
(14) + 8 = 22
Eldritch Blast 1 (advantage) - (1d20+8)
(10) + 8 = 18
Eldritch Blast 2 - (1d20+8)
(3) + 8 = 11
Eldritch Blast 2 (advantage) - (1d20+8)
(6) + 8 = 14
Hammer - (1d20+9)
(17) + 9 = 26
Hammer (advantage) - (1d20+9)
(16) + 9 = 25
Eldritch Blast 1 [Agonizing] damage - (1d10+4)
(2) + 4 = 6
Eldritch Blast 2 [Agonizing] damage - (1d10+4)
(10) + 4 = 14
Hammer - (1d8+5)
(8) + 5 = 13
Initiative:
Tethys (28)
Ragrok (18)
Altharid (18)
Thaazur (17)
Fenkas (16)
Trent (13)
Hovan (11)
Akanoth (10)
Krayt (7)
Dharkath (7)
Xadari (7)
Also, Ragrok's rolls are now filled in above.
Either way, I get hit by the first blast and then the hammer for 19 damage total
So you can either cast a spell OR make two attacks with a weapon. Hope that clears it up :)
Anybody mind if I just delete the post above and start over?
Rolls
Drain Lifeforce - (1d20+8)
(19) + 8 = 27
HP drained if hit - (2d6)
(55) = 10
Initiative:
Tethys (28)
Ragrok (18)
Altharid (18)
Thaazur (17)
Fenkas (16)
Trent (13)
Hovan (11)
Akanoth (10)
Krayt (7)
Dharkath (7)
Xadari (7)
Altharid materializes behind Trent with his hands held on either side of his head.
Rolls
Wis save for half (DC 15) or take - (3d8)
(852) = 15
Casting ray of sickness at Trent as a second level spell. Damage on a hit, plus DC14 CON save or get Poisoned condition until the end of my next turn.
1st 4/4 | 2nd 1/3
30/30 HP | 16 AC | Inspiration 0 | Channel Divinity 1/1 | Firbolg Magic (Detect Magic) 1/1 Firbolg Magic (Disguise Self) 1/1 | Hidden Step 1/1
Rolls
Ray of Sickness - (1d20+6, 3d8)
1d20+6 : (17) + 6 = 23
3d8 : (348) = 15
Rolls
Con save dc14 - (1d20+3)
(1) + 3 = 4
HP: 26 /36
Temp HP: 0 /4
AC: 12
HD(d8): 4/4
PP: 13
Psi points: 11 /17
Max: 3
Psi Attack +6 / DC14
Rolls
Wis save - (1D20+2)
(8) + 2 = 10
Men’s Wounds - 3psi points - (3d8)
(272) = 11
Rolls
Death save - (1d20)
(12) = 12
Wis Save - (1d20+4)
(10) + 4 = 14
Initiative:
Tethys (28)
Ragrok (18)
Altharid (18)
Thaazur (17)
Fenkas (16)
Trent (13)
Hovan (11)
Akanoth (10)
Krayt (7)
Dharkath (7)
Xadari (7)
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
The creature has disadvantage on Dexterity saving throws.
Rolls
Strength save - (1d20+4)
(13) + 4 = 17
(with advantage) - (1d20+4)
(8) + 4 = 12
Initiative:
Tethys (28)
Ragrok (18)
Altharid (18)
Thaazur (17)
Fenkas (16)
Trent (13)
Hovan (11)
Akanoth (10)
Krayt (7)
Dharkath (7)
Xadari (7)
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8.
Attacking with advantage from Salem's Help Action
Rolls
Hammer attack - (1d20+9)
(11) + 9 = 20
(with advantage) - (1d20+9)
(14) + 9 = 23
Hammer damage - (1d8+5)
(4) + 5 = 9
Thunder damage - (1d8)
(2) = 2
Rolls
Strength Saving Throw (With Bless) - (1d20+4, 1d4)
1d20+4 : (10) + 4 = 14
1d4 : (4) = 4
Rolls
Strength Save - (1d20+4)
(15) + 4 = 19
I believe Thaazar is out of distance to all now, I believe he kept running if I'm not mistaken. You could run back into range.
Rolls
Healing Prayer - (3d8+7)
(257) + 7 = 21
EDIT after rolling: LOL!
Rolls
Deception - (1d20+8)
(2) + 8 = 10
Tethys (28)
Ragrok (18)
Altharid (18)
Thaazur (17)
Fenkas (16)
Trent (13)
Hovan (11)
Akanoth (10)
Krayt (7)
Dharkath (7)
Xadari (7)
The light intensifies, blinded everyone and then dissipates in a blink, everyone in the light vanishes.
"Set sail captain to the other side of the island. Ready the cannons, we sink the ship that is anchored there." Trent turns towards Tethys, "I trust that you mean us no ill will druid? I can deliver you to your own ship, or you are free to join us. We will make port in my father's city and after resupplying, all are welcome to join me on another pilgrimage."
Altharid's blindness fades and he is standing in a fountain, a very familiar one. He attempts to step out, but cannot cross the edge of the putrid water. "No, No, No, not my own trap..."
What the hell was that?
I end up being stable! So I guess ill be up in 3 hours unless someone has a method of healing.
Rolls
Currently 1 pass and 1 fail - (1d20, 1d20, 1d20)
1d20 : (19) = 19
1d20 : (16) = 16
1d20 : (2) = 2
Duration of Unconscious - (1d4)
(3) = 3
Salem flaps down and perches on the edge of his shield.
Trent turns towards the other coast and sets sights on the last ship. The black sails hang low and they never see him coming. With a few precise strikes, they send the ship to the depths. "Let their foul stench be left on the island, maybe to be cleansed and built anew."
When a rat is trapped, it always finds a way to escape, a is such with everything, the remaining souls on the island are no different, especially a very dark and vengeful soul... but that is another tale.
*Camera zooms out with Altharid sitting in his fountain as he cackles maniacally.*