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[IC] The Odd Job


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GM: If your wanting to subdue him your going to have to first pin him down and restrain him with something, given the damage he has dealt to the cabin you would assume he is fairly strong.
 

GM: If your wanting to subdue him your going to have to first pin him down and restrain him with something, given the damage he has dealt to the cabin you would assume he is fairly strong.

OOC: I mean beat him unconscious. See page 198 of the PHB under "Knocking a Creature Out". At the moment damage would reduce a creature to 0 hp, you can decide to make the attack a knockout attack after being told the damage reduces it to 0 hp. The creature ends up with 0hp and is stable. Then we would tie him up.
 





GM: Forgot to add my init 17 is the number to beat but the first round will be taken up with his transformations so you can all act first. The werewolf is prone and the room is a 20ft square.
 

Darrowhill/Azgalin’s cave/Forest/Cabin
Afternoon
Round 0

“Bane’s bloody balls,” Hrgach growled as he watched the man thrashing on the floor in the middle of transformation. He put his greatsword away and pulled out the bat’leth. He wasn’t as skilled with it, not having trained with it yet, but it was magical.

Initiative: 1D20+2 = [4]+2 = 6

[sblock=Actions]
Action:
Move:
Free:
Bonus Action:
Reaction: Shield or Absorb Elements (if needed), or Opportunity Attack
[/sblock]

[sblock=Initiative]
[/sblock]

[sblock=Stats]
Inspiration: 0
AC: 17 (chainmail, defensive fighting style)
HP: 30/31 Vitality: 16/17 HD: 2/3d10+3
Saving Face (1/R)(+3)
Second Wind (1/R)
Action Surge (1/R)

Cantrips: Fire Bolt, Lightning Lure
L1 (0/2): Absorb Elements, Burning Hands, Shield
Weapon Bond: Greatsword, Bat’leth (magical)
[/sblock]

[sblock=Loot]
Dagger of Venom
Dagger of Warning
+1 Leather Armor
[/sblock]
 

Into the Woods

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