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Chapter 2A - A Jaunt Into The Country

A 5e D&D campaign starting at 1st level in and around the city of Waterdeep in the Forgotten Realms.

Waterdeep: City of Splendours, seat of many thousand plots. Are they opportunities for success, or for an untimely demise?
Will the adventurers sit safely in their comfort zones? Or will they risk their all to carve out a slice of Realms history with their names on it? Puppet or puppeteer?

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Re: Chapter 2A - A Jaunt Into The Country

Post by Chris1234 »

The group has time to find good hiding places..

Something comes crashing through the forest. It's coming closer, and moving fast. A couple of breathes later a wolf, teeth and fur bloodied, bursts into view, hurtles past the group and disappears into a thicket.
More noise and crashing follows the wolf. Orcs burst into view.
Three of them are wounded, three are not.

You surprise the orcs.

Initiative rolls, actions* for the surprise round, and actions* for round 2, please.

======
*and any associated rolls (or spell DCs).

Pass Without Trace is still in effect.
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Re: Chapter 2A - A Jaunt Into The Country

Post by counterkid »

Initiative: [1d20+1] = 4+1 = 5

Attack on surprise: [1d20+1] = 4+1 = 5
advantage: [1d20+5] = 18+5 = 23
Damage: [1d10+3] = 5+3 = 8

Attack on round after surprise : [1d20+5] = 15+5 = 20
Damage: [1d10+3] = 4+3 = 7
Last edited by counterkid on Wed Aug 12, 2020 7:27 pm, edited 1 time in total.
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Re: Chapter 2A - A Jaunt Into The Country

Post by Chris1234 »

======
Don't forget that you have sdvantage in the surprise round.
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Re: Chapter 2A - A Jaunt Into The Country

Post by Squirrellord »

"Hiding" Unbar grumbles before heading off to the side of the path. Stealth(PWT): [1d20+10] = 11+10 = 21
Initiative(0): [1d20] = 15

Surprise Round
Striding out, Unbar shouts out his spell Shield of Faith(+2AC) (bonus action) on himself, pulls his warhammer and rushes the nearest orc (preferably bloodied) and takes a swing at it.
Advantage Warhammer to Hit(5): [1d20+5] = 12+5 = 17 , [1d20+5] = 4+5 = 9 , Damage(3): [1d8+3] = 6+3 = 9

Round 2
swinging at an upright foe - preferably one already damaged
Warhammer To Hit(5): [1d20+5] = 16+5 = 21 , Damage(3): [1d8+3] = 7+3 = 10
The hit is punctuated with his gravelly voice "Wrong. Wolf."
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Re: Chapter 2A - A Jaunt Into The Country

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Re: Chapter 2A - A Jaunt Into The Country

Post by Nocturno »

Initiative: [1d20] = 11

How are the situated? Are we doing stealth check?

Stealth: [1d20] = 2
Thank goodness for pass without trace....

Looking to hit with Ice Knife.
Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

So we have adv without me using Tides of Chaos?

IceKnife Adv:[1d20+5] = 3+5 = 8 [1d20+5] = 19+5 = 24 [1d10] = 2 Splash: [2d6] = 7

Round 2:

Vic will pick off a target from his friends, whoever looks the most surrounded.

Preferring to kill rather than just injure an uninjured one.

CBolt Tides: Hit,Dmg [1d20+5] = 12+5 = 17 [1d20+5] = 19+5 = 24 [1d8] = 4 [1d8] = 3 [1d6] = 2 - Force Damage from the 4.

On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.
d8 / Damage Type
1 / Acid
2 / Cold
3 / Fire
4 / Force
5 / Lightning
6 / Poison
7 / Psychic
8 / Thunder
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
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Re: Chapter 2A - A Jaunt Into The Country

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How about a Wild Magic check for Vic? (d100 ?)
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Re: Chapter 2A - A Jaunt Into The Country

Post by Nocturno »

First spell I didn't use Tides of Chaos yet, so it would just be the d20 to see if it triggers.
Surge: [1d20] = 1
So that is a surge.
[1d100] = 90 Surge

Surge for the Chaos Bolt
Surge: [1d20] = 19
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Re: Chapter 2A - A Jaunt Into The Country

Post by Chris1234 »

Should the second d20 actually be a d100 (for the surge)?
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Re: Chapter 2A - A Jaunt Into The Country

Post by Nocturno »

Only if you are saying I get an auto surge.

When I cast a spell that uses a slot I use a d20, on a 1 I roll on the 100.

I only used the Tides, which you the option to say that in round 2.

I'd be roilling a d20 for a surge possibility on both of the spells as well.
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Re: Chapter 2A - A Jaunt Into The Country

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Round 1 (party surprise)
Complaints notwithstanding the dwarf leaps out, war hammer swinging, and smashes one of the bloodied orcs full in the face. With a crunch and a thump, the creature collapses.

Nearer to the brook Vic steps from behind a tree and lets an Ice Bolt rip through the orc pack: bloodying one, wounding two more and killing one outright. The passage of the icy shard leaves the tinkling noise of delicate wind chimes in its wake. Without moving Vic disappears from view.

A green-fletched arrow, almost invisible against the thicket from which it emerges, takes an orc in the chest. [AC14, 9 pierce] This proves too much for the orc, already shredded by Vic’s icy blast, and it collapses. Unbar and Vic hear a noise: something large approaching quickly.

Val emerges from the bushes to tower over the rearmost orc, halberd opening up a bloody wound in the orc’s back. It too collapses.

======
Initiatives:
Unbar 15
Vic 11
Isaril 10
Six Orcs 9 [2 wounded, 4 dead]
Val 5

===
Halfogre init [1d20] = 10



Round 2
Before the goblinkin can recover their wits Unbar steps forward with a full 360° body rotation to sweep his Warhammer up into the nearest orc’s groin, “Wrong. Wolf.” Already bloodied, the green skinned fellow clutches his nethers and dies.

A coruscating bolt appears from empty air and smashes into the last of the six orcs, caving in its chest. [AC24, 9 force] Before the orc finishes dying Vic appears as if from thin air. Just when the fighting seems to be over another pair of figures rush out of the forest: another orc accompanied by a half-ogre. It’s about the height of Unbar standing on Val’s shoulders! It booms, “I hates dwarfsies. I suck dry your bones.”

The thicket produces an arrow* that sinks into the orc’s midriff. [AC15, 9 pierce] Unperturbed [failed INT check] the half-ogre plows on** to assail Unbar with a great axe swung mightily with two hands. [AC18, 18 slash. Ouch.]

The newly arrived orc grunts in orcish, "Nargrund ikin erd gurrash!" turning to strike at Val with its greataxe. [AC21, 8 slash] The big man returns the favour, polearm smashing the now-dead orc into the dirt.

Actions (and rolls) for round 3?

======
Initiatives:
Unbar 15
Vic 11
Isaril 10
Half-ogre 10
Seven Orcs 9 [7 dead]
Val 5

*Isaril’s readied action.
**As the half-ogre leaves Val's threat range Val may use his (round 2) reaction to strike at the half-ogre. This is in addtion to round 3 actions.

Orc SvDex DC13 [1d20+1] = 4+1 = 5,[1d20+1] = 8+1 = 9,[1d20+1] = 10+1 = 11,[1d20+1] = 6+1 = 7
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Re: Chapter 2A - A Jaunt Into The Country

Post by Nocturno »

Under his breath. "Oh boy."

Vic will cast Firebolt with Tides of Chaos to gain adv at the half ogre.(Unless there is an Orc alive. Not sure about that sorry. Looking to lessen numbers if possible.)

Fire Bolt(Dis)Adv:[1d20+5] = 7+5 = 12 [1d20+5] = 6+5 = 11 [1d10] = 2

He will then back off a bit to make sure he is behind some shrubbery, and not in direct sight of a foe.
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Re: Chapter 2A - A Jaunt Into The Country

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Re: Chapter 2A - A Jaunt Into The Country

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Nocturno wrote:...Unless there is an Orc alive. Not sure about that sorry. ...
Only the half-ogre is still alive.
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Re: Chapter 2A - A Jaunt Into The Country

Post by counterkid »

In round 2 when Val is hit he will use his reaction to trigger Stone's Endurance: [1d12] = 11 + 3 = 14
Val reduces the damage by 14. So he take no damage.

Round three: Val will try to get advantage on the Half-Orc if him and Unbar can circle him. "Unbar lets circle this half-orc."

Attack: [1d20+5] = 2+5 = 7
Advantage if possible: [1d20+5] = 3+5 = 8
F***** is that a bad roll.

Val will action surge and attack again:
[1d20+5] = 15+5 = 20
Advantage: [1d20+5] = 11+5 = 16

Damage: [1d10+3] = 7+3 = 10
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