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5 posters
Dark tides
whit10- Posts : 6624
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°101
Re: Dark tides
one of the best series I've seen in a while. I really like Giannis, so that was a fun game!
whit10- Posts : 6624
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°102
Re: Dark tides
you move across the island closer to the shipwreck. You see evidence of the storms brutality at each passing step. Trees on the island are knocked down, flotsam from many ships is washing ashore and there are bodies of dead sailors everywhere.
You reach the ship that Sjon described. She is in fairly good shape and appears to be Elvish in look, as far as you can tell. There are the bodies of many dead sailors strewn around her.
you are entering the map from the SE corner (where the arrow is).
You may take your turn normally for now. Just try to go in some sort of order.
You reach the ship that Sjon described. She is in fairly good shape and appears to be Elvish in look, as far as you can tell. There are the bodies of many dead sailors strewn around her.
you are entering the map from the SE corner (where the arrow is).
You may take your turn normally for now. Just try to go in some sort of order.
navyik- Posts : 5042
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°103
Re: Dark tides
“Lessee whether they be fresh or picked clean. Stay together and keep watch. Something killed ‘em.”
Hawkes approaches the nearest corpse to our corner, looking around for a piece of driftwood he can poke with.
Hawkes approaches the nearest corpse to our corner, looking around for a piece of driftwood he can poke with.
Josef909- Posts : 848
Join date : 2017-09-22
Character Information
Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°104
Re: Dark tides
Sjon watches Hawkes pensively. He leans over to Tankard to share a memory.
"I once met a performer in a beachside tavern who claimed to be able to speak with the freshly deceased. She claimed they could neither lie, nor speak at length. Hence, the saying 'Dead men tell no tales'."
"I once met a performer in a beachside tavern who claimed to be able to speak with the freshly deceased. She claimed they could neither lie, nor speak at length. Hence, the saying 'Dead men tell no tales'."
whit10- Posts : 6624
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°105
Re: Dark tides
will get things updated this evening.... had a terrible night last night; denied a promotion, terrible storms that drove my dog nuts and then he was attacked during a walk by a big ass dog that jumped a four foot fence. Fortunately, he's ok.
whit10- Posts : 6624
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°106
Re: Dark tides
Josef909- Posts : 848
Join date : 2017-09-22
Character Information
Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°107
Re: Dark tides
Sjon Barker
HP: 109/109, AC: 16, Speed: 30, PP: 15
Saves: INT +3 WIS +9, Init: +3
SpellSV DC: 17, Spell Atk: +9
Slots: 4/3/3/3/2/1
Remaining: 4/3/3/3/2/1
Wild Shape: 2/2
Staff: 10/10
Initiative roll
Result of the throw of dice "1d20 +3" : 7 + 3 = 10
HP: 109/109, AC: 16, Speed: 30, PP: 15
Saves: INT +3 WIS +9, Init: +3
SpellSV DC: 17, Spell Atk: +9
Slots: 4/3/3/3/2/1
Remaining: 4/3/3/3/2/1
Wild Shape: 2/2
Staff: 10/10
Initiative roll
Result of the throw of dice "1d20 +3" : 7 + 3 = 10
navyik- Posts : 5042
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°108
Re: Dark tides
Captain Hawkes
AC AC 18
Hp 86/86
HD 5d10
7d8
Spell save 15
Passive perception 15
Passive insight 17
Spells:
1:4
2:3
3:3
4:1
Mandolin spells 1/day
fly
invisibility
levitate
protection from evil and good
cure wounds (3rd level)
dispel magic
protection from energy (lightning only)
Inspiration 3
Maneuvers 4
Adv. Con save 1
Venom dagger (+3d6) 1
Stored spells in ring:
Find traps
Revivify
Initiative
Result of the throw of dice "1d20 +5" :
16 + 5 = 21
AC AC 18
Hp 86/86
HD 5d10
7d8
Spell save 15
Passive perception 15
Passive insight 17
Spells:
1:4
2:3
3:3
4:1
Mandolin spells 1/day
fly
invisibility
levitate
protection from evil and good
cure wounds (3rd level)
dispel magic
protection from energy (lightning only)
Inspiration 3
Maneuvers 4
Adv. Con save 1
Venom dagger (+3d6) 1
Stored spells in ring:
Find traps
Revivify
Initiative
Result of the throw of dice "1d20 +5" :
16 + 5 = 21
Whitey- Posts : 1763
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°109
Re: Dark tides
Pyriannix "Crispy"
HP: 71/71
AC: 17
Hit Dice 3d8/9d6
Speed:40
Ki: (3/3)
Sorcery Points: (9/9)
Spells:
1st: (4/4)
2nd: (3/3)
3rd: (3/3)
4th:(3/3)
5th: (1/1)
Spell DC: 16
Breath Weapon: 15' Cone of Fire 3d6 1/rest
DC: 12 vs Dex for 1/2 damage
Buffs:
Elemental Affinity: Add CHR bonus to fire spell damage (+4)
Heart of Fire: Whenever you start casting any spell of 1st level or higher, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1). (+3)
Initiative:
Roll(1d20)+3:
11,+3
Total:14
HP: 71/71
AC: 17
Hit Dice 3d8/9d6
Speed:40
Ki: (3/3)
Sorcery Points: (9/9)
Spells:
1st: (4/4)
2nd: (3/3)
3rd: (3/3)
4th:(3/3)
5th: (1/1)
Spell DC: 16
Breath Weapon: 15' Cone of Fire 3d6 1/rest
DC: 12 vs Dex for 1/2 damage
Buffs:
Elemental Affinity: Add CHR bonus to fire spell damage (+4)
Heart of Fire: Whenever you start casting any spell of 1st level or higher, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1). (+3)
Initiative:
Roll(1d20)+3:
11,+3
Total:14
whit10- Posts : 6624
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°110
Re: Dark tides
Whitey- Posts : 1763
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°111
Re: Dark tides
Thanks Josh. I’ll have lots of downtime in IL so no need to delay on my account
whit10- Posts : 6624
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°112
Re: Dark tides
oh, ok dude. Just wanted to give you that option if you needed it.
No worries, I want a fun/low stress chapter here
No worries, I want a fun/low stress chapter here
Chris- Posts : 9521
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°113
Re: Dark tides
Tankard initiative
Result of the throw of dice "1d20" :
10
We are back!
Result of the throw of dice "1d20" :
10
We are back!
whit10- Posts : 6624
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°114
Re: Dark tides
Ok, round one begins...
Initiative Order:
Hawkes: 21
Crispy: 14
?????: 11
Sjon and Tankard at 10: as per the rules, you two decide who goes first
Hawkes is up!
Initiative Order:
Hawkes: 21
Crispy: 14
?????: 11
Sjon and Tankard at 10: as per the rules, you two decide who goes first
Hawkes is up!
navyik- Posts : 5042
Join date : 2012-03-22
Character Information
Hit points:
(68/68)
Action Points:
(0/0)
Character Sheet:
- Post n°115
Re: Dark tides
Rolling "1d20 +11" 2 times
Captain Hawkes
AC AC 18
Hp 86/86
HD 5d10
7d8
Spell save 15
Passive perception 15
Passive insight 17
Second Wind d10+5 (short rest)
Action surge (short rest)
Superiority dice (d8): 4. (short rest)
Maneuvers: Commanders strike, maneuvering attack, pushing attack Dc17
Bardic inspiration: d8 3/short rest
Adv. Con save 1
Venom dagger (+3d6) 1
Spells:
1:4
2:3
3:3
4:1
Mandolin spells 1/day
fly
invisibility
levitate
protection from evil and good
cure wounds (3rd level)
dispel magic
protection from energy (lightning only)
Stored spells in ring:
Find traps
Revivify
Hawkes draws the sun blade, steps to kL-15 and goes snicker snack!
1: 2 + 11 = 13
2: 11 + 11 = 22
Damage vs undead is 2d8
Rolling "2d8 +7" 2 times
1: 1 + 3 + 7 = 11
2: 2 + 3 + 7 = 12
Captain Hawkes
AC AC 18
Hp 86/86
HD 5d10
7d8
Spell save 15
Passive perception 15
Passive insight 17
Second Wind d10+5 (short rest)
Action surge (short rest)
Superiority dice (d8): 4. (short rest)
Maneuvers: Commanders strike, maneuvering attack, pushing attack Dc17
Bardic inspiration: d8 3/short rest
Adv. Con save 1
Venom dagger (+3d6) 1
Spells:
1:4
2:3
3:3
4:1
Mandolin spells 1/day
fly
invisibility
levitate
protection from evil and good
cure wounds (3rd level)
dispel magic
protection from energy (lightning only)
Stored spells in ring:
Find traps
Revivify
Hawkes draws the sun blade, steps to kL-15 and goes snicker snack!
1: 2 + 11 = 13
2: 11 + 11 = 22
Damage vs undead is 2d8
Rolling "2d8 +7" 2 times
1: 1 + 3 + 7 = 11
2: 2 + 3 + 7 = 12
Last edited by navyik on Mon Aug 02, 2021 6:30 pm; edited 2 times in total
Chris- Posts : 9521
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°116
Re: Dark tides
whit10- Posts : 6624
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°117
Re: Dark tides
Hawkes Skywalker cleaves into the Zombie with two precision strokes. It continues to moan what sounds like a name.... "Volkanderrrrr" and loses an arm from Hawkes' attacks.
Crispy is up!
Crispy is up!
Whitey- Posts : 1763
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°118
Re: Dark tides
Pyriannix "Crispy"
HP: 71/71
AC: 17
Hit Dice 3d8/9d6
Speed:40
Ki: (3/3)
Sorcery Points: (9/9)
Spells:
1st: (4/4)
2nd: (3/3)
3rd: (3/3)
4th:(3/3)
5th: (1/1)
Spell DC: 16
Breath Weapon: 15' Cone of Fire 3d6 1/rest
DC: 12 vs Dex for 1/2 damage
Buffs:
Elemental Affinity: Add CHR bonus to fire spell damage (+4)
Heart of Fire: Whenever you start casting any spell of 1st level or higher, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1). (+3)
Crispy elects to dig right in to some crowd control work and uncorks a fireball spell centered on H-12 (not too familiar with the hex system, but looks like that will get 6 walkers in the radius).
Fireball
3 evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (A tiny ball of bat guano and sulfur)
Duration: Instantaneous
Classes: Sorcerer, Wizard
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Roll(8d6)+4:
2,3,5,3,6,2,3,5,+4
Total:33
Spell DC: 16. Will declare rest of turn pending resolution of the fireball spell...
HP: 71/71
AC: 17
Hit Dice 3d8/9d6
Speed:40
Ki: (3/3)
Sorcery Points: (9/9)
Spells:
1st: (4/4)
2nd: (3/3)
3rd: (3/3)
4th:(3/3)
5th: (1/1)
Spell DC: 16
Breath Weapon: 15' Cone of Fire 3d6 1/rest
DC: 12 vs Dex for 1/2 damage
Buffs:
Elemental Affinity: Add CHR bonus to fire spell damage (+4)
Heart of Fire: Whenever you start casting any spell of 1st level or higher, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1). (+3)
Crispy elects to dig right in to some crowd control work and uncorks a fireball spell centered on H-12 (not too familiar with the hex system, but looks like that will get 6 walkers in the radius).
Fireball
3 evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (A tiny ball of bat guano and sulfur)
Duration: Instantaneous
Classes: Sorcerer, Wizard
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
Roll(8d6)+4:
2,3,5,3,6,2,3,5,+4
Total:33
Spell DC: 16. Will declare rest of turn pending resolution of the fireball spell...
whit10- Posts : 6624
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°119
Re: Dark tides
they all missed their saves. I will update the map later today when they go.
Whitey- Posts : 1763
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°120
Re: Dark tides
whit10 wrote:they all missed their saves. I will update the map later today when they go.
Assuming the 6 are all still up. Crispy will spend 2 sorcery points to cast a second Fireball as a bonus action, same location (if any perished in the first blast let me know and I will reposition the second).
Roll(8d6)+4:
1,6,6,6,4,4,2,5,+4
Total:38
He will reposition himself to J-18 to cover Hawkes' flank.
Done.
Chris- Posts : 9521
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°121
Re: Dark tides
Whitey wrote:
Crispy elects to dig right in to some crowd control work and uncorks a fireball spell centered on H-12 (not too familiar with the hex system, but looks like that will get 6 walkers in the radius).
generally speaking with squares, you target the intersection and with hexes you target the actual hex itself, for counting radius kinds of things
GM - since the hexes already have numbers on them, do we really need A# coordinates as well?
When you move the zombies, can you try to line them up inside a hex, most are fine, but there are a couple that seem to split 2 hexes.
whit10- Posts : 6624
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°122
Re: Dark tides
just a comment about the map... it is going to change after this fight. Sorry about that, I had gotten used to using a hex map years ago and it didn't really occur to me until yesterday that it needs to be changed. It just works better as squares
Chris- Posts : 9521
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°123
Re: Dark tides
its no big deal either way
I always liked hexes too, but squares work better for anything indoors like dungeons or places with square walls\hallways
I always liked hexes too, but squares work better for anything indoors like dungeons or places with square walls\hallways
whit10- Posts : 6624
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°124
Re: Dark tides
ok, sorry for the delay.
Crispy's fireball hits four zombies full force; they are all blackened and burned... but still up.
at Initiative 11; the zombies go... they continue to moan "Voldander" and move to the attack (all of them have picked up weapons on the ground or that were near them)
The one next to Hawkes attacks:
Roll(1d20)+6:
7,+6
Total:13
Miss
two more move to attack Hawkes and three move up to Crispy
attacks on Hawkes:
Roll(1d20)+6:
15,+6
Total:21
Roll(1d20)+6:
17,+6
Total:23
hit and hit!
Roll(1d8)+6:
4,+6
Total:10
Roll(1d8)+6:
8,+6
Total:14
24 point of damage total to Hawkes.
3 attacks on Crispy:
Roll(1d20)+6:
8,+6
Total:14
Roll(1d20)+6:
12,+6
Total:18
Roll(1d20)+6:
18,+6
Total:24
two hits to Crispy
Roll(1d8)+6:
8,+6
Total:14
Roll(1d8)+6:
4,+6
Total:10
24 total damage to Crispy.
The rest of the zombies move up but are not in range to attack yet.
Sjon and Tankard are up. Decide who is going to go first please.
Crispy's fireball hits four zombies full force; they are all blackened and burned... but still up.
at Initiative 11; the zombies go... they continue to moan "Voldander" and move to the attack (all of them have picked up weapons on the ground or that were near them)
The one next to Hawkes attacks:
Roll(1d20)+6:
7,+6
Total:13
Miss
two more move to attack Hawkes and three move up to Crispy
attacks on Hawkes:
Roll(1d20)+6:
15,+6
Total:21
Roll(1d20)+6:
17,+6
Total:23
hit and hit!
Roll(1d8)+6:
4,+6
Total:10
Roll(1d8)+6:
8,+6
Total:14
24 point of damage total to Hawkes.
3 attacks on Crispy:
Roll(1d20)+6:
8,+6
Total:14
Roll(1d20)+6:
12,+6
Total:18
Roll(1d20)+6:
18,+6
Total:24
two hits to Crispy
Roll(1d8)+6:
8,+6
Total:14
Roll(1d8)+6:
4,+6
Total:10
24 total damage to Crispy.
The rest of the zombies move up but are not in range to attack yet.
Sjon and Tankard are up. Decide who is going to go first please.
Josef909- Posts : 848
Join date : 2017-09-22
Character Information
Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°125
Re: Dark tides
I'll defer to Chris for Tankards turn.
Chris- Posts : 9521
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°126
Re: Dark tides
Chris wrote:Taulie Tankard
AC 21
110\110
WIS +8, CON+7, CHA +6
spell save DC 16 cleric, 14 sorc
channel divinity 1\2
PP 18
spell slots available:
4/4
3/3
3/3
3/3
2/2
1/1
Tankdard lumbers to hex 1514 or M-14 drawing out his Holy Beer Stein
Action - Turn Undead
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
hex 1514 catches all but 1 undead, the farthest to the left, in the effect radius, counting 6 hexes from Tankard in any direction!
that's a WIS save DC = 16
for each zombie, except the 1 out range
Whitey- Posts : 1763
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°127
Re: Dark tides
Quick clarification for my inexperienced eyes: Fireball has a radius of 20'. Looks like you laid out the blast crater with a 20' diameter? Hex spaces are 5', yeah?
whit10- Posts : 6624
Join date : 2012-03-27
Character Information
Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°128
Re: Dark tides
well placed, saves vs. Turn:
Roll(1d20)+0:
14,+0
Total:14
Roll(1d20)+0:
9,+0
Total:9
Roll(1d20)+0:
13,+0
Total:13
Roll(1d20)+0:
19,+0
Total:19
Roll(1d20)+0:
8,+0
Total:8
Roll(1d20)+0:
6,+0
Total:6
Roll(1d20)+0:
12,+0
Total:12
Roll(1d20)+0:
20,+0
Total:20
Roll(1d20)+0:
17,+0
Total:17
Roll(1d20)+0:
10,+0
Total:10
Roll(1d20)+0:
13,+0
Total:13
Ok, 3 out of the 11 made their saves. The ones that didn't will take their 'run away' actions on their turn.
Sjon is up.
yes, Mike that is the blast radius. This is my fault, the map sucks and I will be using a regular grid in the future. Is it too small?
Roll(1d20)+0:
14,+0
Total:14
Roll(1d20)+0:
9,+0
Total:9
Roll(1d20)+0:
13,+0
Total:13
Roll(1d20)+0:
19,+0
Total:19
Roll(1d20)+0:
8,+0
Total:8
Roll(1d20)+0:
6,+0
Total:6
Roll(1d20)+0:
12,+0
Total:12
Roll(1d20)+0:
20,+0
Total:20
Roll(1d20)+0:
17,+0
Total:17
Roll(1d20)+0:
10,+0
Total:10
Roll(1d20)+0:
13,+0
Total:13
Ok, 3 out of the 11 made their saves. The ones that didn't will take their 'run away' actions on their turn.
Sjon is up.
yes, Mike that is the blast radius. This is my fault, the map sucks and I will be using a regular grid in the future. Is it too small?
Chris- Posts : 9521
Join date : 2011-10-26
Character Information
Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°129
Re: Dark tides
remember your Attacks of Opportunity will BREAK the turning effect
Whitey- Posts : 1763
Join date : 2017-09-17
Age : 48
Location : ColoRADo
Character Information
Hit points:
(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°130
Re: Dark tides
I think it's too small by half. 4 hex on either side of the original H-12 blast point.
whit10- Posts : 6624
Join date : 2012-03-27
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Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°131
Re: Dark tides
damn, you are correct. I read that as diameter for some dumb reason. I will correct it on the next map posting. (and will correct the number of zombies affected)
Josef909- Posts : 848
Join date : 2017-09-22
Character Information
Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°132
Re: Dark tides
Sjon Barker
HP: 109/109, AC: 16, Speed: 30, PP: 15
Saves: INT +3 WIS +9, Init: +3
SpellSV DC: 17, Spell Atk: +9
Slots: 4/3/3/3/2/1
Remaining: 4/3/3/3/2/1
Wild Shape: 2/2
Staff: 10/10
Sjon will move to Hawkes and use his Bonus Action to cast the Guidance cantrip on him. As a followup, Sjon will cast Healing Word at 2nd level for Crispy. Done
Healing Word roll: Result of the throw of dice "2d4 +9" : 1 + 2 + 9 = 12 HP for Crispy
Guidance
cantrip divination Casting Time: 1 action Range: Touch
Duration: Up to 1 minute Classes: Cleric, Druid
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Healing Word
1 evocation Casting Time: 1 bonus action Range: 60 feet
Duration: Instantaneous Classes: Bard, Cleric, Druid
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
HP: 109/109, AC: 16, Speed: 30, PP: 15
Saves: INT +3 WIS +9, Init: +3
SpellSV DC: 17, Spell Atk: +9
Slots: 4/3/3/3/2/1
Remaining: 4/3/3/3/2/1
Wild Shape: 2/2
Staff: 10/10
Sjon will move to Hawkes and use his Bonus Action to cast the Guidance cantrip on him. As a followup, Sjon will cast Healing Word at 2nd level for Crispy. Done
Healing Word roll: Result of the throw of dice "2d4 +9" : 1 + 2 + 9 = 12 HP for Crispy
Guidance
cantrip divination Casting Time: 1 action Range: Touch
Duration: Up to 1 minute Classes: Cleric, Druid
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Healing Word
1 evocation Casting Time: 1 bonus action Range: 60 feet
Duration: Instantaneous Classes: Bard, Cleric, Druid
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
whit10- Posts : 6624
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(19/19)
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(1/0)
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- Post n°133
Re: Dark tides
ok, Crispy and Tankard please note your bonuses/healing from Sjon.
Top of round 2;
Hawkes is up (I will update the map when the Zombies go as no movement has changed as of yet)
Top of round 2;
Hawkes is up (I will update the map when the Zombies go as no movement has changed as of yet)
Chris- Posts : 9521
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(35/35)
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(0/0)
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- Post n°134
Re: Dark tides
whit10 wrote:ok, Crispy and Tankard please note your bonuses/healing from Sjon.
Top of round 2;
Hawkes is up (I will update the map when the Zombies go as no movement has changed as of yet)
Hawkes got Guidance not Tankard
whit10- Posts : 6624
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- Post n°135
Re: Dark tides
ack... so he did. The problem with trying to update this while also working. Thanks for catching that Chris!
Whitey- Posts : 1763
Join date : 2017-09-17
Age : 48
Location : ColoRADo
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(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°136
Re: Dark tides
Crispy nods a quick thanks to Sjon for the rejuvenation
whit10- Posts : 6624
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- Post n°137
Re: Dark tides
just in case it got lost in the posts..... Hawkes is up (no rush, as I will probably not be paying attention to this after work today)
navyik- Posts : 5042
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(68/68)
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- Post n°138
Re: Dark tides
I will post shortly
navyik- Posts : 5042
Join date : 2012-03-22
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(68/68)
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(0/0)
Character Sheet:
- Post n°139
Re: Dark tides
Captain Hawkes
AC AC 18
Hp 86/62
HD 5d10
7d8
Spell save 15
Passive perception 15
Passive insight 17
Second Wind d10+5 (short rest)
Action surge (short rest)
Superiority dice (d8): 4. (short rest)
Maneuvers: Commanders strike, maneuvering attack, pushing attack Dc17
Bardic inspiration: d8 3/short rest
Adv. Con save 1
Venom dagger (+3d6) 1
Spells:
1:4
2:3
3:3
4:1
Mandolin spells 1/day
fly
invisibility
levitate
protection from evil and good
cure wounds (3rd level)
dispel magic
protection from energy (lightning only)
Stored spells in ring:
Find traps
Revivify
Hawkes steps to 1713 to reveal any that may still be hostile. “They’re mindless thralls. Something else is motivating them; who is this Volander?”
If a zombie makes an AoO, Hawkes will step to and attack that one twice with the sun blade. If not, he will take the dodge action and observe.
AC AC 18
Hp 86/62
HD 5d10
7d8
Spell save 15
Passive perception 15
Passive insight 17
Second Wind d10+5 (short rest)
Action surge (short rest)
Superiority dice (d8): 4. (short rest)
Maneuvers: Commanders strike, maneuvering attack, pushing attack Dc17
Bardic inspiration: d8 3/short rest
Adv. Con save 1
Venom dagger (+3d6) 1
Spells:
1:4
2:3
3:3
4:1
Mandolin spells 1/day
fly
invisibility
levitate
protection from evil and good
cure wounds (3rd level)
dispel magic
protection from energy (lightning only)
Stored spells in ring:
Find traps
Revivify
Hawkes steps to 1713 to reveal any that may still be hostile. “They’re mindless thralls. Something else is motivating them; who is this Volander?”
If a zombie makes an AoO, Hawkes will step to and attack that one twice with the sun blade. If not, he will take the dodge action and observe.
Last edited by navyik on Wed Aug 11, 2021 6:18 pm; edited 1 time in total
whit10- Posts : 6624
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(19/19)
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(1/0)
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- Post n°140
Re: Dark tides
ok, so you're not holding your action for a later initiative, right? Hawkes is not attacked as he moves.
If not, Crispy is up
If not, Crispy is up
navyik- Posts : 5042
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(68/68)
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(0/0)
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- Post n°141
Re: Dark tides
Correct.
whit10- Posts : 6624
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(19/19)
Action Points:
(1/0)
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- Post n°142
Re: Dark tides
ok, Crispy is up; then I will update the map when the baddies go
Whitey- Posts : 1763
Join date : 2017-09-17
Age : 48
Location : ColoRADo
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(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°143
Re: Dark tides
Crispy will take his turn this evening.
Whitey- Posts : 1763
Join date : 2017-09-17
Age : 48
Location : ColoRADo
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(30/30)
Action Points:
(0/0)
Character Sheet:
- Post n°144
Re: Dark tides
Pyriannix "Crispy"
HP: 59/71
AC: 17
Hit Dice 3d8/9d6
Speed:40
Ki: (3/3)
Sorcery Points: (7/9)
Spells:
1st: (4/4)
2nd: (3/3)
3rd: (1/3)
4th:(3/3)
5th: (1/1)
Spell DC: 16
Breath Weapon: 15' Cone of Fire 3d6 1/rest
DC: 12 vs Dex for 1/2 damage
Buffs:
Elemental Affinity: Add CHR bonus to fire spell damage (+4)
Heart of Fire: Whenever you start casting any spell of 1st level or higher, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1). (+3)
Crispy will huck a Fire Bolt at the walker occupying Hex 2010:
Fire Bolt
cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Roll(1d20)+8:
9,+8
Total:17
Damage if that hits:
Roll(3d10)+8:
5,7,1,+8
Total:21
Crispy will maintain his current position. Done.
HP: 59/71
AC: 17
Hit Dice 3d8/9d6
Speed:40
Ki: (3/3)
Sorcery Points: (7/9)
Spells:
1st: (4/4)
2nd: (3/3)
3rd: (1/3)
4th:(3/3)
5th: (1/1)
Spell DC: 16
Breath Weapon: 15' Cone of Fire 3d6 1/rest
DC: 12 vs Dex for 1/2 damage
Buffs:
Elemental Affinity: Add CHR bonus to fire spell damage (+4)
Heart of Fire: Whenever you start casting any spell of 1st level or higher, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1). (+3)
Crispy will huck a Fire Bolt at the walker occupying Hex 2010:
Fire Bolt
cantrip evocation
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Roll(1d20)+8:
9,+8
Total:17
Damage if that hits:
Roll(3d10)+8:
5,7,1,+8
Total:21
Crispy will maintain his current position. Done.
whit10- Posts : 6624
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(1/0)
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- Post n°145
Re: Dark tides
Crispy targets one of the fiends in front of him and he drops it with a blast of fire.
I will update the map and take their turns tomorrow. Just been a long damned week...
I will update the map and take their turns tomorrow. Just been a long damned week...
whit10- Posts : 6624
Join date : 2012-03-27
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Hit points:
(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°146
Re: Dark tides
Chris- Posts : 9521
Join date : 2011-10-26
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Hit points:
(35/35)
Action Points:
(0/0)
Character Sheet:
- Post n°147
Re: Dark tides
Tankard plods through the sand to 1413 to enjoy flanking from Hawkes. He will swing his Battle Axe +2 at the zombie
Battle Axe +2: +7 to hit, d8+3 damage +d8 thunder
Result of the throw of dice "1d20 +9" :
3 + 9 = 12
if that hits
Result of the throw of dice "2d8 +3" :
1 + 2 + 3 = 6
Battle Axe +2: +7 to hit, d8+3 damage +d8 thunder
Result of the throw of dice "1d20 +9" :
3 + 9 = 12
if that hits
Result of the throw of dice "2d8 +3" :
1 + 2 + 3 = 6
Chris wrote:Taulie Tankard
AC 21
110\110
WIS +8, CON+7, CHA +6
spell save DC 16 cleric, 14 sorc
channel divinity 1\2
PP 18
spell slots available:
4/4
3/3
3/3
3/3
2/2
1/1
whit10- Posts : 6624
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(19/19)
Action Points:
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- Post n°148
Re: Dark tides
actually, these things aren't that hard to hit....
Tankard hits the zombie with his axe, opening a gaping wound.
Sjon is up
Tankard hits the zombie with his axe, opening a gaping wound.
Sjon is up
Josef909- Posts : 848
Join date : 2017-09-22
Character Information
Hit points:
(86/98)
Action Points:
(11/11)
Character Sheet:
- Post n°149
Re: Dark tides
Sjon Barker
HP: 109/109, AC: 16, Speed: 30, PP: 15
Saves: INT +3 WIS +9, Init: +3
SpellSV DC: 17, Spell Atk: +9
Slots: 4/3/3/3/2/1
Remaining: 4/2/3/3/2/1
Wild Shape: 2/2
Staff: 10/10
Sjon will summon a Flaming Sphere at 3rd level to aid in the battle against these foul creatures at hex 1113 and use his bonus action to slam the sphere into the baddie adjacent to Hawkes. "Have we got a plan here, gents?"
Damage roll: Result of the throw of dice "3d6" : 4 + 4 + 1 = 9 fire damage
Flaming Sphere
Conjuration Level: 2
Casting time: 1 Action Range: 60 feet
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space
of your choice within range and lasts for the duration.
Any creature that ends its turn within 5 feet of the sphere must
make a Dexterity saving throw. The creature takes 2d6 fire
damage on a failed save, or half as much damage on a successful
one.
As a bonus action, you can move the sphere up to 30 feet. If you
ram the sphere into a creature, that creature must make the
saving throw against the sphere’s damage, and the sphere stops
moving this turn.
When you move the sphere, you can direct it over barriers up to 5
feet tall and jump it across pits up to 10 feet wide. The sphere
ignites flammable objects not being worn or carried, and it sheds
bright light in a 20-foot radius and dim light for an additional 20
feet.
At higher level
When you cast this spell using a spell slot of 3rd level or higher,
the damage increases by 1d6 for each slot level above 2nd.
HP: 109/109, AC: 16, Speed: 30, PP: 15
Saves: INT +3 WIS +9, Init: +3
SpellSV DC: 17, Spell Atk: +9
Slots: 4/3/3/3/2/1
Remaining: 4/2/3/3/2/1
Wild Shape: 2/2
Staff: 10/10
Sjon will summon a Flaming Sphere at 3rd level to aid in the battle against these foul creatures at hex 1113 and use his bonus action to slam the sphere into the baddie adjacent to Hawkes. "Have we got a plan here, gents?"
Damage roll: Result of the throw of dice "3d6" : 4 + 4 + 1 = 9 fire damage
Flaming Sphere
Conjuration Level: 2
Casting time: 1 Action Range: 60 feet
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of fire appears in an unoccupied space
of your choice within range and lasts for the duration.
Any creature that ends its turn within 5 feet of the sphere must
make a Dexterity saving throw. The creature takes 2d6 fire
damage on a failed save, or half as much damage on a successful
one.
As a bonus action, you can move the sphere up to 30 feet. If you
ram the sphere into a creature, that creature must make the
saving throw against the sphere’s damage, and the sphere stops
moving this turn.
When you move the sphere, you can direct it over barriers up to 5
feet tall and jump it across pits up to 10 feet wide. The sphere
ignites flammable objects not being worn or carried, and it sheds
bright light in a 20-foot radius and dim light for an additional 20
feet.
At higher level
When you cast this spell using a spell slot of 3rd level or higher,
the damage increases by 1d6 for each slot level above 2nd.
whit10- Posts : 6624
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(19/19)
Action Points:
(1/0)
Character Sheet:
- Post n°150
Re: Dark tides
sorry, didn't see that Joe had commented until now. I will update tonight
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