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Tall's PotA Campaign - IC
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<blockquote data-quote="TallIan" data-source="post: 7150587" data-attributes="member: 6853819"><p><strong>Riverguard Keep</strong>,</p><p>Day 5 Evening</p><p></p><p>The party heads back inside the donjon. The number of revellers inside the great hall has grown somewhat, but so has the noise they generate. Returning to Urshnora's room you create a simple stretcher using her bed sheets and move her body to the secret passage inside the lord's chamber.</p><p></p><p>Moving to preparing the ambush, you block the lower secret entrance and ready the bar for the door into the lord's chamber. Your plans turns into a game of patience as you wait and wait, long past midnight, before Jolliver comes into the room, heading for bed.</p><p></p><p>[GM]</p><p>Three yes votes so Kahlesnestor's vote can't swing it, though you prove to be a very sneaky party.</p><p></p><p>Jolly is surprised this round so everyone can post an action then he acts on initiative 13, so anyone faster than that can post both round 1 and 2 actions.</p><p></p><p>[SBLOCK=Enemies]</p><p><strong>Jolliver Grimjaw, WEREBOAR</strong></p><p>Medium humanoid (human, shapechanger), neutral evil</p><p>Armor Class 10 in humanoid form, 11 (natural armour) in boar or hybrid form</p><p>Hit Points 78 (12d8 + 24)</p><p>Speed 30ft. (40ft. in boar form)</p><p>STR 17 (+3) DEX 10 (+0) CON 15 (+2) INT 10 (+0) WIS 11 (+0) CHA 8 (-1)</p><p></p><p><strong>Damage Immunities:</strong> bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered</p><p><strong>Skills:</strong> Perception +2</p><p><strong>Senses:</strong> passive Perception 12</p><p>Languages Common (can't speak in boar form)</p><p><strong>Challenge 4</strong> (1,100 XP)</p><p><strong>Shapechanger.</strong> The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. </p><p><strong>Charge</strong> (Boar or Hybrid Form Only). if the were boar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</p><p><strong>Relentless:</strong> (Recharges after a Short or Long Rest). if the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</p><p><strong>ACTIONS</strong></p><p><strong>Multiattack:</strong> (Humanoid or Hybrid Form Only). The were boar makes two attacks, only one of which can be with its tusks.</p><p><strong>Maul </strong>(Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.</p><p><strong>Tusks</strong> (Boar or Hybrid Form Only). </p><p><strong>Melee Weapon Attack:</strong> +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.[/SBLOCK]</p><p>[/GM]</p></blockquote><p></p>
[QUOTE="TallIan, post: 7150587, member: 6853819"] [B]Riverguard Keep[/B], Day 5 Evening The party heads back inside the donjon. The number of revellers inside the great hall has grown somewhat, but so has the noise they generate. Returning to Urshnora's room you create a simple stretcher using her bed sheets and move her body to the secret passage inside the lord's chamber. Moving to preparing the ambush, you block the lower secret entrance and ready the bar for the door into the lord's chamber. Your plans turns into a game of patience as you wait and wait, long past midnight, before Jolliver comes into the room, heading for bed. [GM] Three yes votes so Kahlesnestor's vote can't swing it, though you prove to be a very sneaky party. Jolly is surprised this round so everyone can post an action then he acts on initiative 13, so anyone faster than that can post both round 1 and 2 actions. [SBLOCK=Enemies] [B]Jolliver Grimjaw, WEREBOAR[/B] Medium humanoid (human, shapechanger), neutral evil Armor Class 10 in humanoid form, 11 (natural armour) in boar or hybrid form Hit Points 78 (12d8 + 24) Speed 30ft. (40ft. in boar form) STR 17 (+3) DEX 10 (+0) CON 15 (+2) INT 10 (+0) WIS 11 (+0) CHA 8 (-1) [B]Damage Immunities:[/B] bludgeoning, piercing, and slashing damage from non magical weapons that aren't silvered [B]Skills:[/B] Perception +2 [B]Senses:[/B] passive Perception 12 Languages Common (can't speak in boar form) [B]Challenge 4[/B] (1,100 XP) [B]Shapechanger.[/B] The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. [B]Charge[/B] (Boar or Hybrid Form Only). if the were boar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. [B]Relentless:[/B] (Recharges after a Short or Long Rest). if the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. [B]ACTIONS[/B] [B]Multiattack:[/B] (Humanoid or Hybrid Form Only). The were boar makes two attacks, only one of which can be with its tusks. [B]Maul [/B](Humanoid or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. [B]Tusks[/B] (Boar or Hybrid Form Only). [B]Melee Weapon Attack:[/B] +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.[/SBLOCK] [/GM] [/QUOTE]
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