Chapter 2: Do-si-do with Dame Fortune
Be sure to read and follow the guidelines for our forums.
Catriona can still take whatever action she'd like as Xavena shifts into a wolf. The orcs run forward, undeterred by the arrows raining from above, now about 80 feet from your location.
Combat! PCs are up!
Claw-Handed Orc AC 14 / 8 Damage
Orc 1 AC 13 / 0 Damage
Orc 2 AC 13 / 0 Damage
Orc 3 AC 13 / 0 Damage
Orc 4 AC 13 / 0 Damage
Bonus: Spirit Totem (Hawk) also 40ft ahead.
Move 30ft
Rolls
Attack w/ sneak damage - (1d20+7, 1d6+5, 2d6)
1d20+7 : (6) + 7 = 13
1d6+5 : (1) + 5 = 6
2d6 : (54) = 9
Hit Points 30/30 (3/3d12+9)
Speed 25 ft., fly 50 ft.
STR 17 (+3); DEX 19 (+4); CON 17 (+3); INT 16 (+3); WIS 17 (+3); CHA 13 (+1)
Saving Throws Str +5, Con +5
Skills Athletics +5, Nature +5, Perception +5, Survival +5
Damage Resistances While raging, resistance to bludgeoning, piercing, and slashing damage.
Senses Passive Perception 15
Languages Aarakocra, Auran, Common
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Navigator's tools, vehicles (water)
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Spirit of the Wolf While raging, allies have advantage on melee attacks against any hostile creature within 5 feet.
Actions
-- Reckless Attack Advantage on melee attack rolls using STR, attacks against have advantage until next turn.
-- Talons Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 slashing damage.
-- Warhammer Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage, or 1d10+3 bludgeoning damage if used with two hands to make a melee attack.
-- Club Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Shortbow Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 1d6+4 piercing damage.
-- Javelin Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 2/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions Rage
Rolls
Javelin, Reckless, Piercing Damage - (1d20+5, 1d20+5, 1d6+3)
1d20+5 : (14) + 5 = 19
1d20+5 : (2) + 5 = 7
1d6+3 : (3) + 3 = 6
Rolls
Wolf Bite - (1d20+4, 2d4+2)
1d20+4 : (19) + 4 = 23
2d4+2 : (43) + 2 = 9
Acting in unison, Xavenawolf and Baraq launch attacks at the claw-handed orc, each landing solid strikes. Her muscled frame doesn't bend as the wolf slams into her, however.
Catriona's flaming sphere swirls into existence, about ten feet from the charging orcs.
Infuriated by the nasty wolf bite, the claw-handed orc swipes at the wolf with four vicious swings of her clawed hands. Two of the swipes manage to connect with the wolf (16 and 18 vs AC. 4 and 8 (12 total) damage.)
The other orcs look to the skies, pulling a javelin each off their back and lobbing them towards the avians. One towards Aera and two towards Baraq. The javelin sailing towards Aera manages to clip the avian (20 vs AC. 6 damage.). Only one of the javelins manages to hit Baraq, but it definitely finds its home, slicing along where wing and body meet! (CRIT! 11 damage before rage reduction.).
COMBAT! PCs may act.
Claw-Handed Orc AC 14 / 30 Damage
Orc 1 AC 13 / 15 Damage *DEAD*
Orc 2 AC 13 / 0 Damage
Orc 3 AC 13 / 0 Damage
Orc 4 AC 13 / 0 Damage
Rolls
Claw-Handed Orc STR Save (DC11) - (1d20+2)
(20) + 2 = 22
Claw 1 - (1d20+4, 1d8+2)
1d20+4 : (1) + 4 = 5
1d8+2 : (8) + 2 = 10
Claw 2 - (1d20+4, 1d8+2)
1d20+4 : (12) + 4 = 16
1d8+2 : (2) + 2 = 4
Claw 3 - (1d20+4, 1d8+2)
1d20+4 : (2) + 4 = 6
1d8+2 : (5) + 2 = 7
Claw 4 - (1d20+4, 1d8+2)
1d20+4 : (14) + 4 = 18
1d8+2 : (6) + 2 = 8
Aera Javelin (D/A for distance) - (1d20+5, 1d20+5, 1d6+3)
1d20+5 : (16) + 5 = 21
1d20+5 : (15) + 5 = 20
1d6+3 : (3) + 3 = 6
Baraq Javelin 1 - (1d20+5, 1d6+3)
1d20+5 : (4) + 5 = 9
1d6+3 : (1) + 3 = 4
Baraq Javelin 2 - (1d20+5, 1d6+3)
1d20+5 : (20) + 5 = 25
1d6+3 : (5) + 3 = 8
Baraq Javelin 2 Critical! - (1d6)
(3) = 3
Baraq Javelin 1 Reckless Advantage - (1d20+5)
(4) + 5 = 9
Bonus action: Move Flaming Sphere.
EDIT: Oops, forgot that Shillelagh is also a bonus action, so ended up doing the exact thing I was avoiding! Edited.
Rolls
Fire damage - (2d6)
(21) = 3
Hit Points 25/30 (3/3d12+9)
Speed 25 ft., fly 50 ft.
STR 17 (+3); DEX 19 (+4); CON 17 (+3); INT 16 (+3); WIS 17 (+3); CHA 13 (+1)
Saving Throws Str +5, Con +5
Skills Athletics +5, Nature +5, Perception +5, Survival +5
Damage Resistances While raging, resistance to bludgeoning, piercing, and slashing damage.
Senses Passive Perception 15
Languages Aarakocra, Auran, Common
Armor Proficiencies Light armor, medium armor, shields
Weapon Proficiencies Simple weapons, martial weapons
Tool Proficiencies Navigator's tools, vehicles (water)
Danger Sense Advantage on Dexterity saving throws against effects that can be seen.
Spirit of the Wolf While raging, allies have advantage on melee attacks against any hostile creature within 5 feet.
Actions
-- Reckless Attack Advantage on melee attack rolls using STR, attacks against have advantage until next turn.
-- Talons Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 slashing damage.
-- Warhammer Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8+3 bludgeoning damage, or 1d10+3 bludgeoning damage if used with two hands to make a melee attack.
-- Club Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4+3 bludgeoning damage.
-- Shortbow Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 1d6+4 piercing damage.
-- Javelin Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 1d6+3 piercing damage.
Bonus Actions
-- Rage 2/3 long rest; for 1 minute, advantage on STR checks and STR saves; +2 extra damage on melee attacks.
Conditions Rage
Rolls
Warhammer, Reckless, Bludgeoning Damage - (1d20+5, 1d20+5, 1d8+3)
1d20+5 : (13) + 5 = 18
1d20+5 : (10) + 5 = 15
1d8+3 : (5) + 3 = 8
Rolls
Attack! - (1d20+7, 1d6+5)
1d20+7 : (13) + 7 = 20
1d6+5 : (3) + 5 = 8
Sneak attack? - (2d6)
(51) = 6
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.
Aera sends another arrow into the chest of a javelin-wielding orc, sending it to its knees in a spray of blood on the powdery snow, lifeless as the other two.
Suddenly, from under the crystalline white covering, writhing vines and flowers surge up, wrapping around the creatures. In their sorrow over the loss of the claw-handed one, they seem unwilling to fight against the attack, submitting to the wrapping plants.
Combat Over. The orcs are not fighting back, the remaining two are bound. You may still attack them and such, but it would be out of init order.
Rolls
Investigation? - (1d20+1)
(18) + 1 = 19