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Icewind Dale (Main)

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Mor'du's initiative +1

Total of 9
Hit Points: 13 / 9
Hit Dice: 1d10
Second Wind: 1d10 +1, 1 / Short Rest
Proficiency Bonus: +2

Armor Class: 16
Initiative: +1
Passive Perception: 13

Chain Mail Armor +6 AC

Greatsword: +6 to hit, 2d6+4 Slashing, Martial, Heavy, Two-Handed
--Great Weapon Fighting: Can reroll 1's and 2's once on the damage dice when using a two handed weapon.

Longbow: +3 to hit, 1d8+1 Piercing, Martial, Ammunition, Heavy, Ranged, Two-Handed, Range 150/600ft
--20 Arrows

Handaxe x2: +6 to hit, 1d6+4 Slashing, Simple, Light, Thrown, Range 20/60ft

Horns: +6 to hit, 1d6+4 Piercing
 
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Rolling for Gurk

Total of 16
Hit Points: 10 / 6
Hit Dice: 1d8

Proficiency Bonus: +2
Initiative: +1
Passive Perception: 16
Armor Class: 18

Spell Slots
Level 1: 2
Spell Save DC: 14
Spell Attack Bonus: +6

Chain Mail Armor +6 AC
Shield +2 AC

Sacred Flame Cantrip: Dex Save DC 14, 1d8, 60ft Range
Guiding Bolt 1st level spell: +6 to hit, 4d6 damage, 120ft Range

Light Crossbow: +3 to hit, 1d8+1 Piercing, Simple, Ammunition, Loading, Ranged, Two-Handed, 60/320ft range

Mace: +2 to hit, 1d6 Bludgeoning, Simple
 
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The six goblins break around both sides of the sled and take cover behind it. The all pop up and fire arrows at the party. Most whiz past the group, but Gurk, Mor'du, and Ran and all are winged or grazed by one.

[Attacks on each party member. 4 damage to Gurk and Mor'du. 5 damage to Ran.]

[Strawberri, your'e up. Ilikepie Ilikepie .]

Round 1
Initiative:

20 - Goblins (6)
19 - Strawberri <======
16 - Gurk
13 - Ran
10 - Fret
09 - Mor'du
06 - Carrie

AC 15 17 (from cover)
Goblin HP:
  1. 7/7
  2. 7/7
  3. 7/7
  4. 7/7
  5. 7/7
  6. 7/7
 
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"If it's a fight you want, it's a fight you will get". Strawberri moves her max 30ft closer to the cart. "Eldritch Blast!". Strawberri releases a blast of magic at one of the goblins, but ends up missing the small target hiding behind the shed.
 
Strawberri's blast goes wide. The goblins hunker down and watch it fly overhead.

[Gurk, you're up. Psychie Psychie ]


Round 1
Initiative:

20 - Goblins (6)
19 - Strawberri

16 - Gurk <======
13 - Ran
10 - Fret
09 - Mor'du
06 - Carrie

AC 15 17 (from cover)
Goblin HP:
  1. 7/7
  2. 7/7
  3. 7/7
  4. 7/7
  5. 7/7
  6. 7/7
 
Gurk winces in pain as the bolt strikes home and he sighs. So much for talking to them... He then raises up his hand and points at the goblins and murmurs a quick prayer, culminating with the casting of his spell, "Sacred Flame!"

Dex Save of 14, doing 1d8 damage if the goblin fails his save. I'll roll the damage in hopes that it hits.
3 points of damage if it fails its save.
Hit Points: 10 / 6
Hit Dice: 1d8

Proficiency Bonus: +2
Initiative: +1
Passive Perception: 16
Armor Class: 18

Spell Slots
Level 1: 2
Spell Save DC: 14
Spell Attack Bonus: +6

Chain Mail Armor +6 AC
Shield +2 AC

Sacred Flame Cantrip: Dex Save DC 14, 1d8, 60ft Range
Guiding Bolt 1st level spell: +6 to hit, 4d6 damage, 120ft Range

Light Crossbow: +3 to hit, 1d8+1 Piercing, Simple, Ammunition, Loading, Ranged, Two-Handed, 60/320ft range

Mace: +2 to hit, 1d6 Bludgeoning, Simple
 
A wreath of radiant flame descends upon the goblin, outlining him in brilliance as he thrashes and jerks in pain. His screeches of agony carry out into the snowy wilderness. By the time the flames dissipate, parts of his flesh are seared and charred and he is groaning.

[Ran, you're up. D. Rex D. Rex ]

Round 1
Initiative:

20 - Goblins (6)
19 - Strawberri
16 - Gurk

13 - Ran <======
10 - Fret
09 - Mor'du
06 - Carrie

AC 15 17 (from cover)
Goblin HP:
  1. 4/7
  2. 7/7
  3. 7/7
  4. 7/7
  5. 7/7
  6. 7/7
 
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There was pain. But she would ignore it as she charged forward, despite her blood that made the snow red. Too far... and if all she did was run, then she would find herself full of arrows. These other people as well.

"Silver Mother," she said in quite prayer, "grant me the embrace of the night in my hands that I may lay it thick on my foes."

With aglow in her hands, she touched her holy amulet then pointed at the goblins. "Sleep!" She commanded.




Moved 30ft towards goblins.
Casting
Casting Time:1 action
Range/Area:90ft./20ft.
Components:V, S, M(a pinch of fine sand, rose petals, or a cricket)
Duration:1 minute

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.
1st Spell slots 1/2
HP 5/10



Target Goblins
HP Afflicted: 23
WlfSamurai WlfSamurai
 
Three of the goblins—including the previously injured one—nod off and slump into the snow. The other three exchange a worried look.

[Fret, you're up. The Dapper Mog The Dapper Mog ]

Round 1
Initiative:

20 - Goblins (6)
19 - Strawberri
16 - Gurl
13 - Ran

10 - Fret <======
09 - Mor'du
06 - Carrie

AC 15 17 (from cover)
Goblin HP:
  1. 4/7 ASLEEP (10/10 rounds)
  2. 7/7 ASLEEP (10/10 rounds)
  3. 7/7 ASLEEP (10/10 rounds)
  4. 7/7
  5. 7/7
  6. 7/7
 
Fret

Fret cried out in fear as the arrow flew past her. That was lucky. Unfortunately, some of her allies weren't so fortunate. Seeing that these goblins meant to do them harm and not talk, the young goblin steered her nerves and moved forward, seeking to gain a better visual of her targets. With three incapacitated she thought she would fire on one of the others.

"I'm sorry!" Fret shouted out as she pointed her index and middle fingers forward, conjuring a small orb of flame in front of her fingers before sending the firebolt at her target.

(Sorry for the accidental second roll on the to-hit)

-------------------------------------
Moved 30 feet towards goblins.
Action: Cast FIrebolt
To Hit total was 19 (15+4)
Damage total was 1 (1d10)
 
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Fret’s fire bolt singes her target goblin’s fur-lined jerkin and a small part of his arm. He yelps in pain and grits his teeth, staring straight at Fret.

[Mor'du, you’re up. Sherwood Sherwood ]

Round 1
Initiative:

20 - Goblins (6)
19 - Strawberri
16 - Gurl
13 - Ran
10 - Fret

09 - Mor'du <======
06 - Carrie

AC 15 17 (from cover)
Goblin HP:
  1. 4/7 ASLEEP (10/10 rounds)
  2. 7/7 ASLEEP (10/10 rounds)
  3. 7/7 ASLEEP (10/10 rounds)
  4. 6/7
  5. 7/7
  6. 7/7
 
With the goblins so far away, all he would end up doing is making a target of himself if he ran forward to get in melee range. With that in mind, he reaches out for his bow, knocking and releasing an arrow in one smooth action.

OOC aiming for the wounded one that was just hit by the firebolt spell.

16 to hit, 9 points of damage
Hit Points: 13 / 9
Hit Dice: 1d10
Second Wind: 1d10 +1, 1 / Short Rest
Proficiency Bonus: +2

Armor Class: 16
Initiative: +1
Passive Perception: 13

Chain Mail Armor +6 AC

Greatsword: +6 to hit, 2d6+4 Slashing, Martial, Heavy, Two-Handed
--Great Weapon Fighting: Can reroll 1's and 2's once on the damage dice when using a two handed weapon.

Longbow: +3 to hit, 1d8+1 Piercing, Martial, Ammunition, Heavy, Ranged, Two-Handed, Range 150/600ft
--20 Arrows

Handaxe x2: +6 to hit, 1d6+4 Slashing, Simple, Light, Thrown, Range 20/60ft

Horns: +6 to hit, 1d6+4 Piercing
 
Mor'du‘s arrow, though well aimed, plinks off the iron ingots stacked in the sled as the goblin he aims for ducks behind it.

[Carrie, it’s your turn. Firelie Firelie ]

Round 1
Initiative:

20 - Goblins (6)
19 - Strawberri
16 - Gurl
13 - Ran
10 - Fret
09 - Mor'du

06 - Carrie <======

AC 15 17 (from cover)
Goblin HP:
  1. 4/7 ASLEEP (10/10 rounds)
  2. 7/7 ASLEEP (10/10 rounds)
  3. 7/7 ASLEEP (10/10 rounds)
  4. 6/7
  5. 7/7
  6. 7/7
 
The light beneath the automaton's skin begins to glow as she sprints forwards at the goblins (30 ft towards goblins). Her chest cavity opens up, revealing a burning flame prepared beneath the skin. She points at (Goblin 4) and a small portion of the flame flies from her chest towards the goblin. (Casting Firebolt at Goblin 4.) (1d20+5)

(So I got a dirty 20)
 

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