Gameplay 3 - Demonic Petitioner
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Rolls
Secret Roll
Rolls
Tracking (favored terrain) Investigation - (1d20+5)
(6) + 5 = 11
Seeing Nar ride up to join them, he also commends the warrior's ferocity in battle, "Well fought, Nar. Keep that up and you'll soon be a legend in your own time!"
In the off-chance that the robed figure was an undead or fiend, etc. Jhishma will extend his divine sense into the woods in the hopes of catching a "glimpse" of their enemy...
With the smallest of "aw, shucks" smiles, and at a loss for words from what has been a rare compliment in the rough life of a half-orc, he turns to his brother from another mother (quite common among half-orcs), Grok, speaking quietly. "Brother, you've always been an excellent tracker, and Owen seems a bit out of sorts. What can you see? And, I hate to bring this up, but does Sharpie tell you anything? It seems to sense followers of the demon."
Each of you should roll Dex saves (for half damage), Perception checks. And Initiative!
Rolls
Bludgeoning damage - (2d8)
(52) = 7
Cold damage - (4d6)
(1513) = 10
Rolls
Dex Save 1 - (1d20+6)
(4) + 6 = 10
Dex Save 2 - (1d20+6)
(11) + 6 = 17
Iniative - (1d20+4)
(11) + 4 = 15
Perception - (1d20+6)
(16) + 6 = 22
Rolls
Dex save (save, adv) - (1d20+2, 1d20+2)
1d20+2 : (13) + 2 = 15
1d20+2 : (15) + 2 = 17
Initiative - (1d20+2)
(12) + 2 = 14
He spurs his horse to go with Grok.
Rolls
Dex save from sinister magic hail - (1d20+1)
(13) + 1 = 14
INITIATIVE! - (1d20+1)
(17) + 1 = 18
Rolls
Dex save - (1d20+1)
(1) + 1 = 2
Perception - (1d20+4)
(10) + 4 = 14
Initiative - (1d20+1)
(6) + 1 = 7
Rolls
Dex save (proficient) - (1d20+4, 1d20+4)
1d20+4 : (15) + 4 = 19
1d20+4 : (17) + 4 = 21
Perception - (1d20-1)
(19) - 1 = 18
Initiative - (1d20+2)
(4) + 2 = 6
Rolls
Dex save - (1d20)
(12) = 12
Perception - (1d20)
(5) = 5
Initiative - (1d20)
(3) = 3
Those who beat a Dex Save DC of 15 take half damage (8), otherwise the full 15.
Those who beat a Perception roll of 15 see a cloaked woman 60' away, her arms completing obvious spellcasting maneuvers.
Those who beat an Initiative score of 16 (i.e., Nar), may act before she does once more.
Rolls
Initiative - (1d20+1)
(15) + 1 = 16
He moves to separate them by about 30 feet as they leave the scene of the hail.
Rolls
Perception - (1d20+4)
(4) + 4 = 8
More Dex saves please (DC 15+ nets you half damage), then all of you may act. Your horses will all go down, bludgeoned to near death, and if you are still up, then you will end up standing near your horse. At this time all of you are aware of her position. She is 60' away, behind bushes.
Rolls
Cold damage - (4d6)
(3323) = 11
Bludgeoning damage - (2d8)
(72) = 9
Edit: forgot to mention: Dash action should bring Grok right up in her face.
Rolls
Dex save (save, adv) - (1d20+2, 1d20+2)
1d20+2 : (20) + 2 = 22
1d20+2 : (13) + 2 = 15
She will then move to one side and attempt to shoot that woman.
Rolls
Dex save (proficient) - (1d20+4, 1d20+4)
1d20+4 : (10) + 4 = 14
1d20+4 : (4) + 4 = 8
Healing Word on Nar - (1d4+4)
(4) + 4 = 8
Longbow attack on the woman - (1d20+5, 1d8+3)
1d20+5 : (12) + 5 = 17
1d8+3 : (8) + 3 = 11
Rolls
Dex Save - (1d20+6)
(17) + 6 = 23
Crossbow Attack! - (1d20+8)
(7) + 8 = 15
Damage, with Hunter's Mark - (1d10+4, 1d6)
1d10+4 : (10) + 4 = 14
1d6 : (5) = 5
He jumps off of his mount about 10' away, utters a Vow of Enmity, and runs in for a screaming attack!
-Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Rolls
GWM -5/+10 Maul attack with advantage - (1d20+1, 1d20+1)
1d20+1 : (19) + 1 = 20
1d20+1 : (15) + 1 = 16
Maul Damage +10 - (2d6+14)
(44) + 14 = 22