The Wilderness
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Rolls
Initiative - (1d20+3)
(13) + 3 = 16
Quarterstaff attack - (1d20+5)
(9) + 5 = 14
Quarterstaff damage - (1d8+3)
(5) + 3 = 8
Unarmed strike - (1d20+5)
(9) + 5 = 14
Unarmed strike damage - (1d4+3)
(4) + 3 = 7
Action to cast Produce Flame Cantrip and hurl the fireball, bonus action to cast Healing Word on self.
Rolls
Flame Attack - (1d20+5)
(10) + 5 = 15
Healing Word - (1d20+3)
(14) + 3 = 17
Healing Word (actual) - (1d4+3)
(1) + 3 = 4
Flame Damage - (1d8)
(5) = 5
Initiative - (1d20+3)
(15) + 3 = 18
Rolls
Initiative - (1d20+2)
(10) + 2 = 12
Sword Attack - (1d20+3)
(1) + 3 = 4
Sword Damage - (1d8+1)
(1) + 1 = 2
Rolls
Initiative - (1d20+1)
(17) + 1 = 18
Handaxe 1, Damage - (1d20+3, 1d6+1)
1d20+3 : (20) + 3 = 23
1d6+1 : (6) + 1 = 7
Handaxe 2, Damage - (1d20+3, 1d6+1)
1d20+3 : (2) + 3 = 5
1d6+1 : (4) + 1 = 5
Handaxe 1 Nat 20 Extra Damage - (1d6+1)
(4) + 1 = 5
Rolls
To Hit with Axe - (1d20+3)
(15) + 3 = 18
Dmg if Needed - (1d8+1)
(4) + 1 = 5
Rolls
Initiative (Harbek) - (1D20)
(15) = 15
Que mutters a word of power and her wounds begins to knit together. You watch as a nasty gash above her right eye stops bleeding, then a scab forms, then the scab fades until the only remaining evidence of a wound is a small line of soft pink tissue. Then she looks down at her hand, she clenches her fist and a ball of flame appears, she eyes up a skeleton and hurls it. Her aim is true and the skeleton erupts in flames. It burns for a few moments before falling apart.
Herod leaps into the fray. He takes a giant leap and smashes his staff down in a massive strike, he then uses his momentum to spin, aiming a round-house kick at the skeleton but it has already collapsed, so he continues his momentum further and aims a kick at a second skeleton. He strikes it in the center of its solar plexus and it too collapses into a pile of dust.
Glòredil draws his longsword and attempts to hit the skeleton. Unfortunately, his blow is wide and the skeleton moves in and aims a blow at his mid-section. Glòrendil manages to deflect the blow but it slices him across the arm.
You notice that these skeletons seem to be pretty fragile.
As you pause to catch your breath another wave of sickly green energy washes over you. This time it seems a little more powerful.
Also, can everyone please give me an arcana check DC 13
This is happening after the first round and before the second round. Please do not take your second turn yet.
Summary:
1 skeleton remains and it is fighting Glòrendil.
Rolls
Skeleton attack against Glòrendil - (1D20+4)
(16) + 4 = 20
Damage - (1d6+2)
(1) + 2 = 3
Wave of necrotic energy (Save DC 11. Successful save takes no damage) - (1D4)
(1) = 1
Rolls
Wisdom save - (1d20+2)
(6) + 2 = 8
Arcana check - (1d20+1)
(19) + 1 = 20
Rolls
Wisdom Save - (1d20+5)
(16) + 5 = 21
Arcana - (1d20+1)
(17) + 1 = 18
Rolls
Wis Save (d20 +5) - (1d20+5)
(12) + 5 = 17
Rolls
Wisdom Save - (1d20)
(2) = 2
Arcana Check - (1d20+2)
(4) + 2 = 6
@Everyone: You see three new skeletons begin to form at the base of the hill.
You see the lines of enery travelling from the 5 strange symbols directly into the barrier. They must be acting as some kind of power force. You think that if you were to disrupt the runes somehow then the barrier might collapse.
You notice a connection between the strands of energy seeping out of your comrades and the number of skeletons being created. It seems as if the barrier is somehow converting their life energy into these undead creatures.
Rolls
Quarterstaff Attack - (1d20+5)
(9) + 5 = 14
Quarterstaff Damage - (1d8+3)
(3) + 3 = 6
Unarmed Strike Attack - (1d20+5)
(20) + 5 = 25
Unarmed Strike Damage - (1d4+3)
(4) + 3 = 7
Rolls
Produce Flame - (1d20+5, 1d8)
1d20+5 : (3) + 5 = 8
1d8 : (8) = 8
Rolls
1d20+3
(9) + 3 = 12
1d8+1
(5) + 1 = 6
Rolls
Handaxe (Thrown), Damage - (1d20+3, 1d6+1)
1d20+3 : (8) + 3 = 11
1d6+1 : (3) + 1 = 4
Shortsword - (1d20+5, 1d6+3)
1d20+5 : (17) + 5 = 22
1d6+3 : (4) + 3 = 7