Something Strange is Happening in the South...
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
1st 3/4 | 2nd 3/3 | 3rd 3/3 | 4th 3/3 | 5th 2/2 | 6th 1/1 | 7th 1/1 | 8th 1/1
57/57 HP | 10 AC | Inspiration 0 | SP 15 | Tides of Chaos 1
Wand of Wonder 7/7
Rolls
Attack chaos bolt - (1d20+10)
(7) + 10 = 17
Damage (+ type) - (2d8, 1d6)
2d8 : (83) = 11
1d6 : (2) = 2
For hours, she sits cross-legged on the floor in her chambers, angrily gripping her staff in her hands. A servant silently wends her way around the room behind her, but lost in her thoughts, she is oblivious to her presence. The staff looks as though it might snap at any moment. Suddenly, whips up from the floor and strides over to the open door onto the gardens. She had always preferred a room that gave out onto nature. A faint breeze flows in. The garden is exceptionally well kept, with painfully neat hedgerows and meticulously manicured grass, where every blade seems to stand to attention. For a moment, Pyrrha stares defiantly out onto the fastidiously ordered scene. Slowly she takes soft steps across the grass towards the centre. There stands a magnificently large oak. Its bark is gnarled with age, and twists and cracks and knots pock its surface. And yet it seems to her to be more beautiful than any other single being in the garden. She reaches out to rest her palm on its surface. For a fleeting second, her hand rests calmly upon its rough surface. Then, as of seized by her rage, she digs her fingers into the proud tree, and drags them down its trunk, tearing from it splinters that cut her hands and fall to the grass. Magical greenish light begins to pour forth from the plant's new scars. She mutters a few words under her breath, and in the light an image begins to take shape - an image of Celeria. A thunderous creaking and heaving booms from the oak as a rift opens displaying the faraway city as if it was a door. With a mischievous grin and a smugly triumphant look, Pyrrha steps through. Behind her, a broom clatters to the floor in the now quiet garden, as the servant looks on incredulously as the rift twists and closes, leaving the tree no different from before.
On a hill overlooking Celeria, Pyrrha appears in a flash of green light, walking out of an alder as if it was rolling out a red carpet. She looks down at herself, wearing armour, holding her weapon like a warrior, and twinkling with the distinct light of magic. She swings her staff at the air a few times, then bursts into laughter. This was what it was like to be an adventurer. Abruptly, her eyes widen as she realises how far away the others must be by now. With a click of her fingers, her whole being seems to swirl and warp, then disappear in a puff of silvery smoke. A few seconds later, a swift nightingale shoots from the cloud and soars towards the sky, and on towards the south.
For over a day, Pyrrha flies south in the form of the nightingale. At first, she cannot hide her delight at feeling the wind on her face once more and at seeing the world from such a height. But by the night, she lands exhausted, and stops to rest against a tree in human form. After a sleep, however, she once again takes to the sky. The path is littered with signs of the champions' advance - hoofprints, footprints, abandoned camps too elaborate for simple merchants. At last, after another few hours in the air, she catches sight of some familiar faces, and another unfamiliar one.
A huge beast lumbers about an orchard as the champions circle it. Flashes of light pierce the air and explode off the creature's hulking form. She hadn't had any doubts that eventually she would see combat on this adventure, but she gazes in surprise at just how soon trouble rears its ugly head. Swallowing her fear, she soars higher into the air above the beast. If she was to use her magic to kill, she thought, she might as well start now. Reaching the apex of her flight, her avian form hangs still in the air before falling towards the ground. Tucking in her wings, she dives for the ground. She speeds past Ryestro on his broom, darting by only a few inches from his face. As she nears the ground, she spreads her wings and her form again begins to twist. In an explosion of silver smoke and feathers, she appears on the ground away from the beast. As the adrenaline kicks in, she whips her staff into the air above her, where a mote of brilliant light begins to dance.
"Hastam Luminae!" she bellows in a commanding tone more reminiscent of her father than herself. A great lance of white light thrusts forth from the tip of her staff and explodes in shimmering radiance off the beast's flank.
- Bonus action: Deactivate Wild Shape
Action: Cast Sunbeam in a 6th-level slot
Casting Time: 1 action
Range: Self (60ft line)
Components: V, S, M
Duration: Concentration, up to 1 minute
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
-HP: 103/103
-Hit dice: 15d8
-Spell Slots: 1st: 4/4 // 2nd: 3/3 // 3rd: 3/3 // 4th: 3/3 // 5th: 2/2 // 6th: 0/1 // 7th: 1/1 // 8th: 1/1
-Wild Shape: 1/2 (recharges on rest)
Notes: Concentrating on Sunbeam
-2nd: Heat Metal
-3rd: Call Lightning, Tidal Wave, Wind Wall
-4th: Ice Storm, Polymorph
-5th: Contagion, Geas, Greater Restoration, Mass Cure Wounds
-6th: Heal, Sunbeam, Wind Walk
-7th: Fire Storm, Mirage Arcane, Regenerate
-8th: Earthquake
-3rd: Daylight, Haste
-4th: Divination, Freedom of Movement
-5th: Dream, Insect Plague
Rolls
Sunbeam Damage - (6d8)
(824283) = 27
Total damage for the round: 108 (+ half a daylight spell)
The surprise round is now over and we are beginning round 1. As per the session zero thread, please roll initiative and take your first turns.
Rolls
Con save vs Daylight - (1D20+6)
(19) + 6 = 25
Action: 2 attacks (w/reckless)
Action surge: 2 attacks (w/reckless)
Bonus action: second wind (if I took damage before my turn)
-HP: 180/180 (long rest)
-Hit dice: 12/12d12.....3/3d10 (up to 8 per long rest)
-Relentless Endurance: 1/1 (long rest)
-Rage: 4/5 (long rest)
-Relentless Rage: __DC10 // __DC15 // __DC20 // __DC25 (short/long rest)
-Second wind: 1/1 for 1d10+3 (short/long rest)
-Action surge: 0/1 (short/long rest)
Notes: -Longstrider (+10ft for 1 hour) from Anwin
-Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Rolls
Attack 01(adv w/reckless), damage - (1d20+12, 1d20+12, 1d8+12)
1d20+12 : (18) + 12 = 30
1d20+12 : (19) + 12 = 31
1d8+12 : (1) + 12 = 13
Attack 02(adv w/reckless), damage - (1d20+12, 1d20+12, 1d8+12)
1d20+12 : (6) + 12 = 18
1d20+12 : (8) + 12 = 20
1d8+12 : (8) + 12 = 20
Attack 03(adv w/reckless), damage - (1d20+12, 1d20+12, 1d8+12)
1d20+12 : (10) + 12 = 22
1d20+12 : (17) + 12 = 29
1d8+12 : (2) + 12 = 14
Attack 04(adv w/reckless), damage - (1d20+12, 1d20+12, 1d8+12)
1d20+12 : (19) + 12 = 31
1d20+12 : (12) + 12 = 24
1d8+12 : (1) + 12 = 13
Initiative (w/advantage) - (1d20+3, 1d20+3)
1d20+3 : (20) + 3 = 23
1d20+3 : (2) + 3 = 5
Second wind (if used) - (1d10+3)
(9) + 3 = 12
critical damage for attack 01 - (3d8)
(877) = 22
critical damage for attack 04 - (3d8)
(857) = 20
Action to attack, magical piercing damage if it hits. Including sneak dice for Hulk being close.
98/98 HP | 18 AC
Wand of Magic Missiles: 7/7 | Wand of Magic Detection: 3/3 | Helm of Teleportation: 3/3
Arrows: 58/60
Rolls
Init (advantage from ambush master) - (1d20+10, 1d20+10)
1d20+10 : (7) + 10 = 17
1d20+10 : (19) + 10 = 29
+2 Longbow Shot + sneak attack - (1d20+12, 1d8+7, 8d6)
1d20+12 : (2) + 12 = 14
1d8+7 : (5) + 7 = 12
8d6 : (63461225) = 29
- Bonus action: None
Action: Continue using Sunbeam
Casting Time: 1 action
Range: Self (60ft line)
Components: V, S, M
Duration: Concentration, up to 1 minute
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
-HP: 103/103
-Hit dice: 15d8
-Spell Slots: 1st: 4/4 // 2nd: 3/3 // 3rd: 3/3 // 4th: 3/3 // 5th: 2/2 // 6th: 0/1 // 7th: 1/1 // 8th: 1/1
-Wild Shape: 1/2 (recharges on rest)
Notes: Concentrating on Sunbeam
-2nd: Heat Metal
-3rd: Call Lightning, Tidal Wave, Wind Wall
-4th: Ice Storm, Polymorph
-5th: Contagion, Geas, Greater Restoration, Mass Cure Wounds
-6th: Heal, Sunbeam, Wind Walk
-7th: Fire Storm, Mirage Arcane, Regenerate
-8th: Earthquake
-3rd: Daylight, Haste
-4th: Divination, Freedom of Movement
-5th: Dream, Insect Plague
Rolls
Initiative - (1d20)
(2) = 2
Sunbeam Damage - (6d8)
(687158) = 35
Rolls
Initiative - (1d20+3)
(18) + 3 = 21
Eldritch blast bolt 1 - (1d20+10, 1d10)
1d20+10 : (12) + 10 = 22
1d10 : (10) = 10
Eldritch blast bolt 2 - (1d20+10, 1d10)
1d20+10 : (9) + 10 = 19
1d10 : (8) = 8
Eldritch blast bolt 3 - (1d20+10, 1d10)
1d20+10 : (12) + 10 = 22
1d10 : (3) = 3
Reaction: as part of mobile flourish, move 50 ft to be next to the creature
Bonus Action: 1 Ki point flurry of blows for 2 unarmed strikes - increase speed by another 10, and a free Disengage.
Movement: fly 60 feet back to safety.
-HP 110/110
-Slots
1st: 4/4
2nd: 3/3
3rd: 3/3
4th: 3/3
5th: 2/2
-Ki: 2/3
-Bardic Inspiration: 2/4
-Action Surge: 1/1
-Radiant Soul: 1/1
Rolls
Longbow 1 - (1d20+12, 1d8+5)
1d20+12 : (15) + 12 = 27
1d8+5 : (8) + 5 = 13
Longbow 2 - (1d20+12, 1d8+5)
1d20+12 : (20) + 12 = 32
1d8+5 : (7) + 5 = 12
Unarmed Strike 1 - (1d20+10, 1d4+5)
1d20+10 : (6) + 10 = 16
1d4+5 : (3) + 5 = 8
Unarmed Strike 2 - (1d20+10, 1d4+5)
1d20+10 : (16) + 10 = 26
1d4+5 : (1) + 5 = 6
Mobile Flourish on longbow 2 - (1d10)
(5) = 5
Extra crit damage on longbow 2 - (1d8, 1d10)
1d8 : (6) = 6
1d10 : (7) = 7
Inititative - (1d20+7, 1d20+7)
1d20+7 : (2) + 7 = 9
1d20+7 : (3) + 7 = 10
Rolls
Initiative - (1d20+2)
(3) + 2 = 5
*Since I'm off the ground, I'm technically hidden from it correct?
Rolls
X= - (2d6)
(25) = 7
Initiative Advantage - (1d20+1, 1d20+1)
1d20+1 : (7) + 1 = 8
1d20+1 : (18) + 1 = 19
Yes, as you are not on the ground, you are hidden from it.
@Moonbeam. You can take your action too!
Aetoris 29
Kuz 23
Fah'lin 21
Tinwe 10
Ryesteo 9
Rolana 5
Bulette 3
Pyrrha 2
Last round total damage: 160
@Kuz: take 21 points of bludgeoning damage.
Round 2 fight!
Rolls
Bulette Initiative - (1D20+2)
(1) + 2 = 3
Ryestro Initiative - (1D20+1)
(8) + 1 = 9
Con save vs Daylight - (1D20+11)
(15) + 11 = 26
Con save vs ray of sickenss - (1D20+11)
(7) + 11 = 18
Disadvantage - (1D20+11)
(7) + 11 = 18
Disadvantage - (1D20+9)
(3) + 9 = 12
Bite attack against Kuz - (1D20+9)
(4) + 9 = 13
Disadvantage - (1D20+9)
(11) + 9 = 20
Tail Attack - (1D20+9)
(12) + 9 = 21
Disadvantage - (1D20+9)
(8) + 9 = 17
Damage - (3d8+9)
(363) + 9 = 21
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder
1st 2/4 | 2nd 3/3 | 3rd 3/3 | 4th 3/3 | 5th 2/2 | 6th 1/1 | 7th 1/1 | 8th 1/1
57/57 HP | 10 AC | Inspiration 0 | SP 15 | Tides of Chaos 1
Wand of Wonder 7/7
Rolls
Initiative - (1d20)
(17) = 17
Attack chaos bolt - (1d20+10)
(4) + 10 = 14
Damage (+type) - (2d8, 1d6)
2d8 : (21) = 3
1d6 : (4) = 4
Action to attack, magical piercing damage if it hits. Including sneak dice for Hulk being close. 79 total magical piercing damage.
98/98 HP | 18 AC
Wand of Magic Missiles: 7/7 | Wand of Magic Detection: 3/3 | Helm of Teleportation: 3/3
Arrows: 57/60
Rolls
+2 Longbow & sneak - (1d20+12, 1d8+7, 8d6)
1d20+12 : (20) + 12 = 32
1d8+7 : (2) + 7 = 9
8d6 : (65613424) = 31
Woo Crit Damage! - (1d8+7, 8d6)
1d8+7 : (3) + 7 = 10
8d6 : (35332625) = 29
Pelor forgive me she whispers
Anwin calls forth a Spiritual Weapon in the form of a ball of light, it attempts to strike the beast at 2nd level
Rolls
Initiative - (1d20+4)
(16) + 4 = 20
Spiritual weapon attack - (1d20+10)
(8) + 10 = 18
Damage - (1d8+5)
(8) + 5 = 13
-HP: 170/180 (long rest)
-Hit dice: 12/12d12.....3/3d10 (up to 8 per long rest)
-Relentless Endurance: 1/1 (long rest)
-Rage: 4/5 (long rest)
-Relentless Rage: __DC10 // __DC15 // __DC20 // __DC25 (short/long rest)
-Second wind: 1/1 for 1d10+3 (short/long rest)
-Action surge: 0/1 (short/long rest)
Notes: -Longstrider (+10ft for 1 hour) from Anwin
Rolls
Attack 01(w/reckless), damage - (1d20+12, 1d20+12, 1d8+12)
1d20+12 : (20) + 12 = 32
1d20+12 : (7) + 12 = 19
1d8+12 : (2) + 12 = 14
Attack 02(w/reckless), damage - (1d20+12, 1d20+12, 1d8+12)
1d20+12 : (6) + 12 = 18
1d20+12 : (12) + 12 = 24
1d8+12 : (6) + 12 = 18
critical damage for attack 01 - (3d8)
(163) = 10