Chapter Five: Bapdis Orjo's Gift of Reconciliation
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"Sometimes you just want to know what other people are saying or what they wrote down, not talk to them."
"Maybe Mordred can do his elf-coming-to-the island bit again."
"Smash them! Smash them in the Master's name!"
"I don't..."
"They come to rob and steal! Smash them! Smash them!"
Edit: Reaching Zangua first as he stands ready at the mouth of the east passage, the dirt monster attempts to backhand him with a mighty earthen fist, then smash him into the wall with his other hand.
Edit 2: The backhand connects, knocking Zangua sideways, but he misses with the slam, smashing his fist into the wall harmlessly. The mud-creatures remain huddled by the south exit, declining to join the melee at this point.
Party members, you may take your actions.
Rolls
Dirt monster initiative - (1d20-1)
(20) - 1 = 19
Mud imps' initiative - (1d20+1)
(11) + 1 = 12
Party initiative - (1d20+3)
(8) + 3 = 11
Dirt monster attack vs Zangua - (1d20+8, 1d20+8)
1d20+8 : (17) + 8 = 25
1d20+8 : (2) + 8 = 10
Damage, if applicable - (2d8+5, 2d8+5)
2d8+5 : (55) + 5 = 15
2d8+5 : (37) + 5 = 15
Reasoning that it's best to take this dirt monster down before it slams into the party, Zangua surges into action, slashing twice upon the leg he attacked previously.
Rolls
Second Wind HP - (1d10+5)
(5) + 5 = 10
Opportunity Attack - (1d20+7, 1d10+4)
1d20+7 : (3) + 7 = 10
1d10+4 : (10) + 4 = 14
Attack, Extra Attack, Bonus Attack, Damage - (1d20+7, 1d20+7, 1d20+7, 1d10+4, 1d10+4, 1d4+4)
1d20+7 : (9) + 7 = 16
1d20+7 : (16) + 7 = 23
1d20+7 : (10) + 7 = 17
1d10+4 : (4) + 4 = 8
1d10+4 : (2) + 4 = 6
1d4+4 : (1) + 4 = 5
Action Surge! Attack, Extra Attack, Damage - (1d20+7, 1d20+7, 1d10+4, 1d10+4)
1d20+7 : (8) + 7 = 15
1d20+7 : (5) + 7 = 12
1d10+4 : (5) + 4 = 9
1d10+4 : (5) + 4 = 9
Rest of the party, you're up!
"Mordred! Time for another great performance!" d8 Inspiration die for Mordred
Rolls
Rapier attack - (1d20+6)
(13) + 6 = 19
Rapier damage - (1d8+3)
(2) + 3 = 5
Felor, Leth, Mordred, Vhezyen, you're up!
Felor grabs the hammer from his belt and flings it at the giant mud creature, aiming for the jewelled skull.
Assuming the range is within 20 feet so not at Disadvantage...
Rolls
It's hammer time! (attack roll) - (1d20+6)
(10) + 6 = 16
Light warhammer damage (Bludgeoning) - (1d4+3)
(2) + 3 = 5
After his attack, Mordred uses the confusion of close quarter combat to conceal himself again.
Rolls
Attack Roll - (1d20+6)
(12) + 6 = 18
Damage - (1d8+3)
(8) + 3 = 11
Sneak Attack - (3d6)
(563) = 14
Stealth - (1d20+6)
(8) + 6 = 14
Casting Mirror Image, then engaging the child in an effort to give him additional targets to beat on.
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Leth is up!
Rolls
Attack 1 - (1d20+8, 1d8+4)
1d20+8 : (20) + 8 = 28
1d8+4 : (7) + 4 = 11
Attack 2 - (1d20+8, 1d8+4)
1d20+8 : (19) + 8 = 27
1d8+4 : (2) + 4 = 6
Colossus Slayer - (1d8)
(7) = 7
Leth sinks two arrows into the creature's earthy bulk. It flails its arms, swinging first at Zangua, then one of the Vhezyens.
Edit: Zangua ducks under the swing, but the creature makes a fortunate guess as to which Vhezyen is the real one, and lays him out flat with a wild haymaker.
The mud creatures remain by the door, still unwilling to join the fray. Party members, your turn.
Rolls
Dirt monster attack vs Zangua - (1d20+8)
(1) + 8 = 9
Dirt monster attack vs Vhezyen - (1d20, 1d20+8)
1d20 : (4) = 4
1d20+8 : (13) + 8 = 21
Damage to Vhezyen - (2d8+5)
(35) + 5 = 13
Cast Guiding Bolt on dirt monster.
On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage.
Rolls
Guiding Bolt attack roll - (1d20+6)
(3) + 6 = 9
Guiding Bolt damage (radiant) - (4d6)
(4512) = 12
Rolls
Glaive vs Rock Lob- I mean Monster, Damage - (1d20+7, 1d10+4)
1d20+7 : (2) + 7 = 9
1d10+4 : (6) + 4 = 10
Extra Attack, Damage - (1d20+7, 1d10+4)
1d20+7 : (7) + 7 = 14
1d10+4 : (9) + 4 = 13
Bonus Attack, Damage - (1d10+7, 1d4+4)
1d10+7 : (2) + 7 = 9
1d4+4 : (2) + 4 = 6
Rolls
Acrobatics (if you want it) - (1d20+6)
(16) + 6 = 22
Attack - (1d20+6)
(18) + 6 = 24
Damage + Sneaky Damage - (1d8+3, 3d6)
1d8+3 : (1) + 3 = 4
3d6 : (315) = 9
Rolls
Rapier attack - (1d20+6)
(11) + 6 = 17
Rapier Damage - (1d8+3)
(4) + 3 = 7
The dirt monster's wild haymaker would have connected, but at the last moment Vhezyen caught the blow, summoning an invisible barrier to deflect the attack. Positioning himself to form a front with Zangua, he calls upon Thoth's divine wisdom, imparting blessings from the Lord of Secrets to those it might benefit the most.
Meanwhile, Quggyeb flits around the skull-headed dirt monster, distracting it in an effort to create an opening.
Casting Bless on Zangua, Leth, and Mordred, to give them +1d4 to all attack rolls and saving throws.
Quggyeb will Help whoever attacks the monster next, giving them Advantage.
If necessary, I'll use my last Portent of 6 to ensure that the Dirt Monster's next attack, if against a player character with 21 HP or less, rolls a 6 (obviously I won't use this for mirror images).
HP: 35/40
Casting Time: 1 reaction, which you take when you are
hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.