D&D 5E Tall's PotA Campaign - IC

KahlessNestor

Adventurer
Dessarin Valley
Afternoon
Round 2

“Hurry up, hurry up,” Errol quietly urged the others as he loaded another bold into his crossbow. He aimed it into the camp, scanning for any orcs. If he saw one, he would fire.

[sblock=Actions]
Move:
Action: Ready Action to attack first orc he sees.
Bonus Action:
Action Surge:
Reaction: Attack first orc he sees
Heavy crossbow: 1d20+8 26
Damage: 1d10+4 9
Free Object Interaction:
Conditions:
[/sblock]

[sblock=Errol’s Mini Stats]
Inspiration: 3
AC: 16
HP: 36+6 thp/36 HD: 4/4d10
Superiority Dice: (4/4/R @ d8 DC 14) (Commander’s Strike, Rally, Trip)
Arrows: 34
Arrows used: 0
Bolts:
Bolts Used: 2
Action Surge (1/R)
Second Wind (1/R 1d10+4)
Inspiring Leader (1/R +6)*
[/sblock]

[sblock=Party Loot]
27 gp (Held by Errol)
200 cp (Held by Errol)
Set of Keys (Held by Illvelious) - one key opens the doors to the guard room beneath the Earth Monastery, +3 more keys
Small figurine of a one-eyed orc (Gruumsh)(Held by Illvelious)
Ring of Fire Resistance (Held by Errol)
Silver ruby ring (600 gp)(Held by Errol)
Reszor, magical rapier - Rapier (uncommon), requires attunement (Held by Errol)
Reszor was commissioned by a soldier turned assassin to enhance his ability to kill without being detected. It has a star motif etched into the blade and the handle is of blue leather. Dried blood clings to the blade and cannot be cleaned off. The weapon counts as magical and when you make an attack against on opponent while hidden the attack will make no noise. Additionally, when you make an attack with this weapon and get to use bonus damage dice, such as superiority dice or sneak attack dice, roll an additional die and discard the lowest. When you say the command word "Reszor" the blade will glow with dim light out to a 5ft radius, saying the command word again will turn the light off. Finally there is a mild curse on the blade that drives the wielder to kill. After rendering an opponent incapacitated or unconscious make a DC7 WIS saving throw to stop yourself from killing the creature.
[/sblock]
 

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TallIan

Explorer
ROUND 3

Illvilious slashes at the knots, but only manages to cut one of them, the blade catches a splinter and cuts into the wood of the cage. Gormok undoes the last knot, freeing the door and escaping. Nariah, takes out a knife and saws at one knot, but can't seem to get though it, she does manage to rouse the prisoners though and they start to head towards the fence. Thateous scans the tents for approaching orcs. It doesn't take long to find a target and he looses and arrow at a bloodstained one sending the arrow though its eye, felling it. Errol continues the encouragement. He also spots the advancing orcs and manages to send a bolt through the throat of one, dropping him among the tents.

The orcs continue their headlong rush towards you but can't quite make it.



[SBLOCK=Rolls and stuff]Cage 1: Open
Cage 2: Locked 3/3
Cage 3: Locked 3/3
No one rolled enough to cut more than one rope knot, but you could be cutting through all three knots if you roll a high enough attack roll or damage.

Illvilious: 32+6/39
Nariah: 23+6/23
Thateus: 21+6/32
Erol: 36+6/36
Gormok: 45/45

Orc 1: 0/15 Dead
Orc 2: 0/15 Dead
Blooded Orc: 12/25
Orc 5: 15/15
Blooded Orc 2: 22/25
Orc Warlord: 83/83
Goblin: 0/7 Dead
Wolf: 0/11 Dead

PC's Turn[/SBLOCK]
 

Charwoman Gene

Adventurer
Nariah casts Faerie Fire on the orcs, hoping to guide her allies attacks.
OOC: L7-O3 (I think, the labels are ambiguous) I'm aiming for both blooded orcs and the warchief.
 




Azurewraith

Explorer
OOC: I actually quite like it.

Gormok pushes his cage door open tentatively as he stares blankly at the woman in front of him before extending his hand "Gormok" he states bluntly before remembering something he was told about men shaking hands and women hugging, as the thought crosses his mind Gormok lunges forward and embraces the woman in what could only be described as a bear hug.
 



KahlessNestor

Adventurer
Dessarin Valley
Afternoon
Round 3

Errol fit another bolt into his crossbow as he skirted around the backside of the newly opened cage as the prisoners escaped. He headed for the next cage as the prisoners ran and took aim at the approaching orcs even as light settled around them from a spell. He fired and reloaded, firing again.

[sblock=Actions]
Move: To H14
Action: Attack Blood Orc 1
Attack Blood Orc 1: 1d20+8 22
If Advantage from FF Attack Blood Orc 1: 1d20+8 23
Damage: 1d10+4 11
Bonus Action:
Action Surge: Attack Blood Orc 2
Attack Blood Orc 2: 1d20+8 17
If Advantage from FF Attack Blood Orc 2: 1d20+8 10
Damage: 1d10+4 5
Reaction:
Free Object Interaction:
Conditions:
[/sblock]

[sblock=Errol’s Mini Stats]
Inspiration: 3
AC: 16
HP: 36+6 thp/36 HD: 4/4d10
Superiority Dice: (4/4/R @ d8 DC 14) (Commander’s Strike, Rally, Trip)
Arrows: 34
Arrows used: 0
Bolts:
Bolts Used: 4
Action Surge (1/R)*
Second Wind (1/R 1d10+4)
Inspiring Leader (1/R +6)*
[/sblock]

[sblock=Party Loot]
27 gp (Held by Errol)
200 cp (Held by Errol)
Set of Keys (Held by Illvelious) - one key opens the doors to the guard room beneath the Earth Monastery, +3 more keys
Small figurine of a one-eyed orc (Gruumsh)(Held by Illvelious)
Ring of Fire Resistance (Held by Errol)
Silver ruby ring (600 gp)(Held by Errol)
Reszor, magical rapier - Rapier (uncommon), requires attunement (Held by Errol)
Reszor was commissioned by a soldier turned assassin to enhance his ability to kill without being detected. It has a star motif etched into the blade and the handle is of blue leather. Dried blood clings to the blade and cannot be cleaned off. The weapon counts as magical and when you make an attack against on opponent while hidden the attack will make no noise. Additionally, when you make an attack with this weapon and get to use bonus damage dice, such as superiority dice or sneak attack dice, roll an additional die and discard the lowest. When you say the command word "Reszor" the blade will glow with dim light out to a 5ft radius, saying the command word again will turn the light off. Finally there is a mild curse on the blade that drives the wielder to kill. After rendering an opponent incapacitated or unconscious make a DC7 WIS saving throw to stop yourself from killing the creature.
[/sblock]
 

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