Heranmar
Click here to visit the Woldipedia Heranmar game page.
If you don't see new turns,
Reload the page here
Milo (Cayzle) AC 21 | PP 24 | HP 74/74+12 d20+7=14 ; d20+6=22 ;
Wednesday April 9th, 2025 7:40:12 PM
Milo and Chocolate stay silent and low, hoping the invisibility works.
Stealth: Milo 14
Stealth: Chocolate 22
Snark Riverstone (MarkB) AC20 - PP16 - HP 64/64 2d4=4 ; d20+6=18 ; d20+2=15 ;
Wednesday April 9th, 2025 7:57:47 PM
Snark says telepathically, "Awright. You all row to shore. I'm gonna summon a porpoise to make a distraction, then I'll see you on shore. We'll communicate by telepathy."
He first takes out his Dust of Disappearance, centers himself in the boat, and scatters the dust in the air. As it settles, everyone and every object within 10' of him vanishes from site. I assume this covers the boat and Luna. This invisibility will last for 4 minutes. Then he flies back 60' into the mist and casts Summon Beast. The Beastial Spirit takes the form of a porpoise. He tells the beast to swim around the boat, occasionally jumping out of the water and making a little noise - like a playful porpoise. Then he uses telepathy to coordinate with his friends on the boat, hoping they can find a good place to put ashore where the boat will not be seen or can be hidden before we trek inland a bit.
As he flies toward shore, he looks for any trouble (Perception 18). He also looks for a place to stash the boat as well as tracks (Survival 15) that might show where folks walk up into this island. He mentally alerts his friends to anything he finds, using shore landmarks and such to direct them.
---------------------------------
Spells/Effects Running:
Spells, * = cast/used:
0 - Minor Illusion, Mending, Prestidigitation, Thornwhip, Guidance, Mind Sliver, Mage Hand, Toll the Dead, Firebolt
1 (4) - Dissonant Whispers, Speak w/ Animals, Faerie Fire, Fog Cloud, Healing Word, Prot. F. Evil/Good, Chromatic Orb, Magic Missile
2 (3, 1 used) - Summon Beast, Misty Step, Blindness/Deafness, Flaming Sphere, Phantasmal Force
3 (3) - Summon Fey, Major Image, Fireball, Counterspell
4 (3) - Greater Invisibility, Otluke's Resiliant Sphere, Summon Abberation, Bannishment
5 (1) - Wall of Force, Telekinesis
Other Abilities
- Dissonant Whispers 1/day
- Misty Step 1/day
- Summon Beast (illusion, half HP) 1/day
- Summon Fey (illusion, half HP) 1/day
- Arcane Recovery 1/day
- Armor - Shield, 6 charges
Makis the Lucky (AC14, HP 73/73) (Harry)
Wednesday April 9th, 2025 8:42:59 PM
ooc: I have forgotten the time of day. If the lighting is dim or darker Makis can make himself invisible but is happy to accept the invisibility from the dust. Once invisibility he too will take to the air on his broom. Where he goes depends on the map.
I am leaving the boat Makis communicates through the telepathic link. And will try to take up a position where I can push the guard on the boat into the water.
***********************************
Notes:
Vision - Devil's Sight - 120' Darkvison that works in magical Darkness
Immune to Charmed Condition
Invisibility at will in darkness or dim light
Cast Arcane Eye at will
Advantage on Concentration, Perception, and Stealth
Spell Sniper - no cover except total cover and no disadvantage to casting in melee, plus 60' extra range
Magical Cunning 1/Long Rest to regain half spell slots in 1 minute
Misty Step 6/Long Rest without using a spell slot.
Detect Magic 1/Long Rest without using a spell slot
Contact Other Plane 1/Long Rest without using a spell slot
Lucky - 4 luck points/long rest
**********************************
Reactions:
IF
someone in the party is critted
Then
Use a luck point to add Disadvantage
Else
IF
Hit and a large force of enemies (3+) has closed with or is about to close with Makis
THEN
Misty Step* away after taking initial damage and become invisible for a round.
ELSE, IF
An Attack hits but would miss if Makis cast Shield
THEN
Makis casts Shield from Cube of Force (up to 6 times a day)
ELSE, IF
Makis takes a single attack of over 35 hit points or an attack that would drop him to zero
THEN
Reduce the damage by half and the attacker makes a wisdom save DC 15 or takes the same damage as Psychic. (once per long rest)
ELSE, IF
Makis takes melee damage
THEN
Misty Step* away after taking damage and become invisible for a round.
ELSE, IF
Two or more enemies are within 5’ from Makis and Makis takes damage
THEN
Misty Step* away after taking first damage and make enemies 5’ from me take 2d10 psychic damage.
*Note that Misty Step is line of sight and can be up to 30’ away. Makis will normally be flying during combat so appearing up in the air above ground based melee is desirable.
Isaac Harker (Justin M) HP104/104 AC21 d20+4=21 ;
Wednesday April 9th, 2025 9:46:35 PM
Isaac tries to see who is on the aft deck of the boat. However he also spots some one else far off. Isaac didn't have a lot of practice with telepathy. Still he tries to contact Snark.
("SNARK IF YOU CAN HEAR MY THOUGHTS THEIR IS SOMEONE ELSE ON THE SHORE. ON THE ROCK JUTTING OUT NEAR THE WATER. BE CAREFUL!")
DM Bob and Carla - ” Into the caldera…”
Wednesday April 9th, 2025 11:21:55 PM
Snark alerts the others to the presence of the individuals on the ship and promontory. He can’t help but wonder what use the long oar can serve in the hands of the figure on the aft deck of the ship. It is not long enough to reach the water to either propel the boat or steer it from that position, at least not in any ordinary way. Luna didn’t notice any oarlocks on the mid-deck where an oar might just reach down far enough. The gnome throws up a fistful of Dust of Disappearance which drifts down over the entirety of the skiff and its occupants, rendering them all invisible. With that be recommends they row to shore while he retreats to summon a porpoise as a distraction.
Unsure of the area of coverage of Snark’s dust, Beatrix volunteers that she has in invisibility spell if needed. The idea is quickly dismissed by Benni and Casis who worry about giving their position away by vocalizing a spell. The discussion is made moot by the spread of the dust.
An invisible Makis takes to the air on his broom and tries to position himself near the figure on the ship so that he might be able to knock him overboard. (Please roll a stealth check, invisible does not mean unheard, and various spars, masts and lines might give a clumsy flier’s position away)
Isaac detects both the presence of the figure on the ship and on the promontory at the far northern side of the cove and telepathically shouts a warning to Snark
Those adventurers remaining on the skiff can either pull ashore near the Aguijon on the western shore (Stealth checks required by all) or they can row to the far eastern shore where 2 small rowboats can just be seen pulled up on the beach. Snark’s porpoise swims out into the cove.
The Map is just an image at this point (still working on getting it to be a grid of playable cells) but should provide a better picture of the situation for you to direct your actions (the squares are 10’ x 10’. It is early evening providing dim light across the cove.
Beatrix (Mitch) HP 84/84 AC 19 Passive Perception 10 d20=3 ;
Thursday April 10th, 2025 6:59:18 AM
Beatrix telepathically suggests they get as close possible to maximize their invisibility use. Unfortunately while she can't be seen stealth is not her strong suit and her large horse body makes noise as she gets out of the rowboat (stealth 3)
“Benni” AC 18. PP 13. HP 74/74 Onesimos (SteveK) d20=15 ; d20+9=22 ;
Thursday April 10th, 2025 8:24:58 AM
Benni is thankful the heroes and the skiff are all invisible, but knowing sound carries and that rowing and jingling aren't aren't really stealthy, steers the skiff to the western shore near the other two longboats. He is kinda nervous about the figure on the ship too. Holding an oar but there are no oar slots? Weird. Amd Weird means dangerous.
When at the shore, he hops to the sand and looks about with his elven senses.
...........
Stealth: 15 (Breast plate doesn't confer Disadvantage to Stealth checks)
Perception: 22
Highlight to display spoiler: { Hit Dice(d8): 10/10; Channel Divinity: 3/3; Divine Intervention: 1/1; Heroic Inspiration: 0
Spell Slots: 1: 4/4, 2: 3/3, 3: 3/3, 4: 3/3, 5: 2/2 (* = Can’t Change spell)
C*: Guidance, Light, Mending, Sacred Flame, Spare the Dying, Toll the Dead, Fire Bolt, Ray of Frost, True Strike
1: Bless*, Cure*, Longstrider*, Detect Magic*, Command, Detect Poison/Disease, Purify Food/Drnk, Sanctuary
2: Misty Step*, Aid*, Lesser Restore*, Silence, Warding Bond, Calm Emotions, Spiritual Weapon
3: Mass Heal Word*, Revivify*, Remove Curse, Water Breathing(R)
4: Aura of Life*, Death Ward*, Divination, Freedom of Movement, Locate Creature
5: Greater Restore*, M Cure Wound*, Flame Strike, Dispel Good/Evil }
Eadric Wolfe (Ben V) AC19 80/80HP 10/10 FP PP17 d20+9=27 ; d20+7=12 ;
Thursday April 10th, 2025 3:30:12 PM
(27 stealth, 12 perception)
Eadric rides on the skiff with Benni, keeping as low a profile as possible on the skiff. When they get to the shore, he quickly unsheathes his short sword, attempting to keep his eyes peeled for any more people.
Casis (Jess)-- AC 16 (Mage Armor)-- PP 11-- HP 82/82 d20+2=21 ;
Thursday April 10th, 2025 6:08:30 PM
Casis stays quiet and still in the skiff.
"I have some spells that could, hopefully, prevent some of them from giving us too much trouble--for a while at least--if we wish to attack," he says. "I can create tentacles that might restrain them or some twisting patterns and colors to entrance them. But that would only cover a 30 foot cube or a 20 foot square respectively."
Stealth 21
Makis the Lucky (AC14, HP 73/73) (Harry) d20+6=14 ; d20+6=24 ;
Thursday April 10th, 2025 8:39:01 PM
Makis does not need to fly close as his Eldritch Blast has a range of 180 feet and can push 10' with each hit (two blasts per attack). Still he tries to be quiet as he flies and chooses an ideal position to target the person on the boat but does not get anywhere near any rigging.
ooc: Seal roll of 24 with Advantage
Makis the Lucky (AC14, HP 73/73) (Harry)
Thursday April 10th, 2025 8:40:57 PM
[ooc]XXX[/ooc]: Er, Stealth, not Seal
Isaac Harker (Justin M) HP104/104 AC21 d20+1=12 ; d20+4=6 ;
Thursday April 10th, 2025 9:25:03 PM
Isaac helps row to the western shore.
(ooc: Isaac is in heavy Armor having disadvantage and invisibilty igives advantage so its a straight roll?)
Once they're out of the boat he draws his sword and shield. He tries to be as quite as possible with a chainmail suit. He looks around for any pirate lookouts near the ship.
Stealth:12
Perception:6
Passive perception 14
Snark Riverstone (MarkB) AC20 - PP16 - HP 64/64
Thursday April 10th, 2025 9:55:27 PM
Telepathically, Snark says, "Makis - I'm pretty sure pushing that guy into the water is gonna give us away. I mean, it'd be fun and all, but it doesn't seem necessary unless that guy notices us.
"Plus, if you attack that guy, yer invisibility goes poof."
As we get to shore near the other boats, Snark is glad he summoned a porpoise to splash and laugh to cover our noise.
DM Bob and Carla - ” Into the caldera…”
Thursday April 10th, 2025 10:58:22 PM
Beatrix suggests putting ashore near the Aguijon but Benni steers the skiff away from possible detection and makes for the far eastern shore. Isaac and Eadric are the first to disembark and draw swords in readiness, alert to any immediate danger. Casis considers using some kind of tentacle spell if required as she slips out of the skiff and onto the beach with nary a sound.
Makis rides his broom closer to the Aguijon, ready to blast the lone figure on deck into the water from a distance, but is warned off by Snark who would rather not give away their presence in the cove.
The figure on deck (PX) is momentarily distracted by the porpoise surfacing alongside the ship and remains apparently oblivious to the warlock’s presence. He, if it is a he, stands almost 6 ft in height, a nearly skeletal pale humanoid with glowing red eyes. It wears a rotting hooded robe over burial wraps and holds a long oar in its bony hand.
The other figure on the promontory (P1) remains at his post, watching out into the cove.
The Luck Makers detect no immediate dangers from their position on the eastern beach.
The Map is now interactive. If you select your token, you can drag it to where you wish to place your PC (The squares are 10’ x 10’). if your token disappears, try to select outside the area of the map image and it should reappear, otherwise list the coordinates in your post and I will relocate your token from my end. PC tokens are green, bad guys are red.
Makis the Lucky (AC14, HP 73/73) (Harry)
Thursday April 10th, 2025 11:40:09 PM
[Roger than Snark. Just in position in case this guy tries to sound the alarm or such. He is giving me the creeps too. Getting a Charon feel from him. You know, the whole boatman from the underworld thing. Makes thinks back as he watches and waits.
“Benni” AC 18. PP 13. HP 74/74 Onesimos (SteveK) d20=20 ; d20=17 ; d20+9=19 ;
Friday April 11th, 2025 8:01:13 AM
Benni stows his shield and holds onto Casis' sleeve to not be separated from the Telepathic link. He whispers to the Tiefling to relay. "Lets go into the water around this rock, then up the sandy path to take out the Lookout. I'm certain these are not honest merchantmen!"
The cleric then, with Casis, will follow his own directions.
...........
Stealth: 20 (Advantage with Invisibility)
Perception: 19
Effects: Waterbreathing (from Milo), Invisibility (from Snark)
Highlight to display spoiler: { Hit Dice(d8): 10/10; Channel Divinity: 3/3; Divine Intervention: 1/1; Heroic Inspiration: 0
Spell Slots: 1: 4/4, 2: 3/3, 3: 3/3, 4: 3/3, 5: 2/2 (* = Can’t Change spell)
C*: Guidance, Light, Mending, Sacred Flame, Spare the Dying, Toll the Dead, Fire Bolt, Ray of Frost, True Strike
1: Bless*, Cure*, Longstrider*, Detect Magic*, Command, Detect Poison/Disease, Purify Food/Drnk, Sanctuary
2: Misty Step*, Aid*, Lesser Restore*, Silence, Warding Bond, Calm Emotions, Spiritual Weapon
3: Mass Heal Word*, Revivify*, Remove Curse, Water Breathing(R)
4: Aura of Life*, Death Ward*, Divination, Freedom of Movement, Locate Creature
5: Greater Restore*, M Cure Wound*, Flame Strike, Dispel Good/Evil }
Beatrix (Mitch) HP 84/84 AC 19 Passive Perception 10
Friday April 11th, 2025 7:54:17 PM
Given her complete lack of stealth Beatrix decides to stay here where she won't give the party away until the invisibility drops.
Milo (Cayzle) AC 21 | PP 24 | HP 74/74+12 d20+7=18 ; d20+6=10 ; d20+17=28 ; d20+16=30 ;
Friday April 11th, 2025 8:22:05 PM
First, Milo lets his friends know telepathically what he intends to do.
Milo and Chocolate invisibly creep to BC6, behind the black rocks. That's out of line of sight of both enemies.
Stealth (mods for invis, cover behind boats, distance?)
Milo 18
Chocolate 10
Hopefully not noticed, Milo takes a chance on casting as quietly as he can, facing away from the water. He casts Shillelagh and Pass without Trace. He affects any friends who want to be within 30 ft of him.
Then he starts creeping toward the enemy on land.
Stealth at +10 with the spell.
Milo 28
Chocolate 30
[OOC: I put myself at AY 6 but you know better than me how far I get, so feel free to change that.
Eadric Wolfe (Ben V) AC19 80/80HP 10/10 FP PP17 d20+9=19 ;
Saturday April 12th, 2025 10:35:20 AM
(stealth 19)
Eadric communicates telepathically ”Are we taking these guys out or sneaking right by? There’s no guarantee we can sneak all the way into the cove without being discovered.”
He travels with Milo and Chocolate, hoping to receive the Pass Without a Trace from a safe distance away in case he is unable to cast quietly.
Makis the Lucky (AC14, HP 73/73) (Harry)
Saturday April 12th, 2025 1:10:22 PM
Makis begins to believe the sentry on the boat is not going to see the party and now understands that the boat is not their initial target. So he flies to join the rest of the group.
Casis (Jess)-- AC 16 (Mage Armor)-- PP 11-- HP 82/82 d20+2=13 ;
Saturday April 12th, 2025 6:23:05 PM
"A fight here could alert our true targets, if they are elsewhere, of our arrival. Unless we can be certain to dispatch them quickly and quietly, a fight here might not be worth the risk of ringing the alarm bell. Though, if we don't eliminate these enemies, we might be facing a fight on two fronts later down the line," he says over the telepathic bond.
He creeps to his brother's side (AY7).
Stealth 13+ 10 (Pass without a Trace) 23
Snark Riverstone (MarkB) AC20 - PP16 - HP 64/64
Saturday April 12th, 2025 7:36:53 PM
Snark flies up as he replies telepathically to his friends, "Yeah Casis, all options are bad at this point. Sounds like Benni and others are gonna go take out that lookout. When they do Makis, push skeletor there into the water and I'll have my porpoise go after him."
Makis the Lucky (AC14, HP 73/73) (Harry)
Sunday April 13th, 2025 9:54:29 PM
Hearing Snark through the bond Makis heads back to where he might be able to attack and push the sentry on the boat off the boat.
DM Bob and Carla - ” On the Beach…”
Sunday April 13th, 2025 10:11:45 PM
The early evening sky provides only dim light as clouds move in from the west. Makis slips away from the Aguijon and it’s creepy sentry to join his fellow adventurers on the eastern shore. An Arcana or Religion check vs DC 15 reveals Highlight to display spoiler: { that the figure on the aft deck is indeed one of the boatmen that ferry the dead across the River of Souls and into the Lands of Rest }.
Benni encourages Casis to take to the water to approach the sentry on the promontory, however the Tiefling follows her brother Milo up the sandy bank and behind the black volcanic rock outcrops. Eadric follows the ranger and his goat and takes advantage of the Pass without Trace spell.
Snark flies up above the LuckMakers and tries to coordinate the advance from on high.
Neither PX or P1 appear to have detected anything unusual. From further behind the rocks, the party catches the smell of fish cooking over an open fire and can hear movement from some as yet unseen person.
Map
(OOC I am denying Makis’ final post…three posts is at least one too many. You can always take this action next turn if so inclined.)
Beatrix (Mitch) HP 84/84 AC 19 Passive Perception 10 d20=12 ; d20=14 ;
Monday April 14th, 2025 6:33:19 AM
Well if they're going further in then Beatrix moves off the beach to a nook she won't be seen even once the invisibility wears off (Who's tracking that duration?). She's better able to not make noise this time (12 stealth, or 3 if we're still using my earlier roll)
Makis the Lucky (AC14, HP 73/73) (Harry) d20=16 ;
Monday April 14th, 2025 10:12:32 AM
Makis, already committed to his action is forced to ignore Snark's request. He is not sure it's a good idea to start a second combat so far away from the first, and is happy to rejoin the group before the invisibility fades.
ooc: Dice roll was the Arcana Check to know about the sentry on the deck.
“Benni” AC 18. PP 13. HP 74/74 Onesimos (SteveK) d20=14 ; d20=8 ; d20+9=22 ;
Monday April 14th, 2025 10:29:56 AM
Benni, feeling Casis' tug, changes direction and follows until the others all know they have gathered. With whispered relays to him on what is going on telepathically, Benni whispers his ideas. "I think that taking the pirate ship will deny the pirates their ability to pirate, so that should be our prime target with the pirates themselves as secondary. That robed guy with an oar where there are no oar spots on the Aguijon gives me the creeps, so I steered here. But in order to get to the ship from here, we have to pass that sentry..."
"I think we take out the sentry, surprise whatever skeleton crew on the ship, and then defend our prize from the pirates who will be marooned here unless they take their ship back."
...........
Stealth: 14 (Advantage with Invisibility)
Perception: 22
Effects: Waterbreathing (from Milo), Invisibility (from Snark)
Highlight to display spoiler: { Hit Dice(d8): 10/10; Channel Divinity: 3/3; Divine Intervention: 1/1; Heroic Inspiration: 0
Spell Slots: 1: 4/4, 2: 3/3, 3: 3/3, 4: 3/3, 5: 2/2 (* = Can’t Change spell)
C*: Guidance, Light, Mending, Sacred Flame, Spare the Dying, Toll the Dead, Fire Bolt, Ray of Frost, True Strike
1: Bless*, Cure*, Longstrider*, Detect Magic*, Command, Detect Poison/Disease, Purify Food/Drnk, Sanctuary
2: Misty Step*, Aid*, Lesser Restore*, Silence, Warding Bond, Calm Emotions, Spiritual Weapon
3: Mass Heal Word*, Revivify*, Remove Curse, Water Breathing(R)
4: Aura of Life*, Death Ward*, Divination, Freedom of Movement, Locate Creature
5: Greater Restore*, M Cure Wound*, Flame Strike, Dispel Good/Evil }
Casis (Jess)-- AC 16 (Mage Armor)-- PP 11-- HP 82/82 d20=3 ;
Monday April 14th, 2025 4:14:26 PM
Casis convey to the group what Benni said to him and adds.
"If you wish to ambush him, I could cast a spell on the sentry that should prevent him from being able to move or cry out," Casis offers. "I can't do much to destroy the ship. My magic does not manifest much in that direction." He repeats this to Benni in a whisper.
OOC: Casis can cast hold person once per long rest without expending a spell slot. DC 16 Wisdom saving throw).
Arcane Check 3 Casis knows nothing.
Makis the Lucky (AC14, HP 73/73) (Harry)
Monday April 14th, 2025 5:57:24 PM
ooc: Not sure that is a person...
Milo (Cayzle) AC 21 | PP 24 | HP 74/74+12 d20+17=28 ; d20+16=35 ; d20+13=24 ;
Monday April 14th, 2025 8:23:32 PM
OOC: Did the map move? Not sure what is what on the map, so I'm just issuing orders in this post, not trying to move on the map.
Milo knows others are depending on the Pass Without Trace, so he heads towards the sentry while hiding, moving as fast as the slowest person.
Stealth
Milo 28
Chocolate 35
OOC: That means for most people taking a hide action and a move. So 30 ft move per round. Milo and Chocolate alone could hide and move 140 ft per round, but Milo is sticking with those near him.
He sends his thoughts to his friends. "Good idea, Bennie, first the Sentry, then the boat. Casts, if you are about to cast on the sentry, let me know and I'll dash over while hiding."
When he gets a glimpse of any of the opponents, P1, P2, and/or P3. he takes a good look (and a listen and a sniff) to try to figure out what we are dealing with.
Perception 24
Isaac Harker (Justin M) HP104/104 AC21 d20+1=5 ;
Monday April 14th, 2025 8:45:40 PM
Isaac moves up with the others trying to stay silent.Holding his weapon at the ready, he is poised for the time when they must quickly spring into action.
Stealth if needed:5
Snark Riverstone (MarkB) AC20 - PP16 - HP 64/64
Monday April 14th, 2025 10:03:48 PM
(The map has disappeared. Not really sure where anything is. What are P2 and P3 doing? Checking map history is confusing.)
Snark waits until the ground crew takes action against that sentry P1. The porpoise waits until an adversary is in the water.
Eadric Wolfe (Ben V) AC19 80/80HP 10/10 FP PP17
Monday April 14th, 2025 10:29:06 PM
Eadric also moves to join the others, preparing to strike whenever a decision is made on the course of action.
(not gonna mess with the map, seems like some things got moved. My intent is to join the rest of the group.)
DM Bob and Carla - ” On the Beach…”
Monday April 14th, 2025 10:58:17 PM
SORRY Folks. We won’t be posting tonight. Not sure what gives with the map but we’ll get it rectified and get a post up tomorrow night. Feel free to consolidate your plan as best you can.
DM BobW
Beatrix (Mitch) HP 84/84 AC 19 Passive Perception 10
Tuesday April 15th, 2025 7:19:58 AM
Beatrix telepathically urges the others, "We have a limited time, it doesn't matter what you do as long as you do it quickly. I'll just alert the enemy so am hanging back."
“Benni” AC 18. PP 13. HP 74/74 Onesimos (SteveK) d20+6=7
Tuesday April 15th, 2025 7:52:24 AM
Benni whispers and listens to Casis: him being left out of the telepathic link certainly has its drawbacks, but being able to keep Captain Rio in the groupchat is worth it, at least Onesimos thinks so.
"Right, to specify, the Land Sentry first, Casis and Milo hit him with a Hold Person spell and fast sneak, then it is to the Anjuin and the Boat Sentry to take over and dare the pirates to take our prize! The shoe will be on the other foot, us pirating their ship!"
….
Benni delays acting until Cadiz casts, then rushes in to attack the Land Sentry.
Nat 1 misses
DM Bob and Carla - DM Addendum
Tuesday April 15th, 2025 9:14:45 AM
Map has been sorted.
Map
Casis (Jess)-- AC 16 (Mage Armor)-- PP 11-- HP 82/82 d20+2=8 ;
Tuesday April 15th, 2025 3:54:20 PM
Casis signals for Milo, Benni, and whoever else is planning to attack the sentry to move forward.
He sneaks closer—thanks to his brothers spelll—until he’s in range 60 feet. He then readies himself to cast Hold Person on the sentry. Wrangling his magic to heighten it, rendering it more difficult to resist.
Hold Person
Casting Time: Action
Range: 60 feet
Components: V, S, M (a straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.
Sorcery Points Used 2/10
Stealth 18
Makis the Lucky (AC14, HP 73/73) (Harry)
Tuesday April 15th, 2025 7:11:11 PM
Makis communicates telepathically with most of his party telling them That sentry on the boat is not human. He is some sort of boatman for the dead and must hail from the hells or some other lower plane. He flies up over the closer rock formation (assuming it is not too high) to be able to see to both sides of it.
ooc: I still cannot move my token and if I click anywhere on the map all the tokens vanish? Can someone please move me? Fly speed of 50 and up to a double move.
**********************************
Reactions:
IF
someone in the party is critted
Then
Use a luck point to add Disadvantage
Else
IF
Hit and a large force of enemies (3+) has closed with or is about to close with Makis
THEN
Misty Step* away after taking initial damage and become invisible for a round.
ELSE, IF
An Attack hits but would miss if Makis cast Shield
THEN
Makis casts Shield from Cube of Force (up to 6 times a day)
ELSE, IF
Makis takes a single attack of over 35 hit points or an attack that would drop him to zero
THEN
Reduce the damage by half and the attacker makes a wisdom save DC 15 or takes the same damage as Psychic. (once per long rest)
ELSE, IF
Makis takes melee damage
THEN
Misty Step* away after taking damage and become invisible for a round.
ELSE, IF
Two or more enemies are within 5’ from Makis and Makis takes damage
THEN
Misty Step* away after taking first damage and make enemies 5’ from me take 2d10 psychic damage.
*Note that Misty Step is line of sight and can be up to 30’ away. Makis will normally be flying during combat so appearing up in the air above ground based melee is desirable.
Isaac Harker (Justin M) HP104/104 AC21 d20+8=18 ; d20+8=20 ; d8+4=5 ; d8+4=6 ;
Tuesday April 15th, 2025 8:47:26 PM
Isaac readies to intercept the other look out if they come to investigate once Casis takes out the first sentry.
(I'm guessing we're taking out P1. Isaac will hold back in case P2 & P3 come to investigate any noises.)
If Isaac needs to Attack
Attack1:18
Damage:4
Attack2:20
Damage:6
Eadric Wolfe (Ben V) AC19 80/80HP 10/10 FP PP17 d20+9=22 ; d8+5=8 ; 2d4=5 ; d20+9=16 ; d8+5=11 ; 2d4=4 ;
Tuesday April 15th, 2025 9:16:48 PM
(just to make sure - the squares are still 10x10, right? I'm gonna take my turn with that in mind and go after P1.)
Eadric listens to the plans given out by the group and jumps into action. He uses Step of the Wind to dash as a bonus action, before striking P1 with his shortsword twice. (22 to hit, 8 slashing 5 fire damage for 13 damage total and 16 to hit for 11 slashing 4 fire damage for 15 damage total.)
Reactions (numbered in case of both happening):
1. If attacked and it hits, Deflect Attacks
2. If enemy leaves threatened space: AoO
Milo (Cayzle) AC 21 | PP 24 | HP 74/74+12 d20+16=22 ; d20+17=19 ; d20+8=23 ; d20+8=25 ; d6+6=10 ; d6=3 ;
Tuesday April 15th, 2025 9:49:07 PM
When Casis signals, Milo and Chocolate move forward, still using stealth. That's a Hide action and a move action, bringing Chocolate and Milo forward 70 feet. It looks to me like the target is 60 feet away.
Stealth
Chocolate 22
Milo 19
Then, with his bonus action, Milo directs Chocolate to attack. With luck, the stealth suffices to give the beast advantage. His attacks succeed against AC23 (if advantage, 25). The beast's damage is a base 10, with +1d6 plus knocking the target prone -- that's another +3.
DM Sanity Info
Spells used:
Lvl 1: 1 of 3 (goodberry)
Lvl 2: 1 of 3 (pass without trace)
Lvl 3: 1 of 2 (water breathing)
SLAs used:
Hunter’s Mark: 0 of 4
Animal Friendship: 0 of 1
Shield: 0 of 1
Sleep: 0 of 1
Misty Step: 0 of 1
Luck Points: used 0 of 4
Inspiration: used 0 of 1
Tireless: 1d8+4 temp hp, used 1 of 4
Goodberies: used 0 of 10
Cantrip: Shillelagh in effect
DM Bob and Carla - ”A Devious Plan!” P1 WIS Save d20+2=6 ;
Tuesday April 15th, 2025 11:29:56 PM
The early evening sky provides only dim light as clouds move in from the west. The Luck Makers remain hidden from view and devise an audacious plan to take out the sentries and steal the Aguijon from under the pirates’ noses! They make their way up the sliver of beach between the black volcanic rock outcrops and the cove itself then position themselves to launch a stealth attack on the lone sentry (P1) atop the promontory to their west. Casis moves to within 60’ and casts a heightened Hold Person spell and immediately becomes visible. Benni, Eadric and Milo - atop his trusty goat, all race forward and launch follow up attacks on the surprised sentry. The cleric misses badly but Eadric and Milo are both successful.
Beatrix urges her friends forward but stays out of sight, worried she will give the group away. Isaac positions himself to attack either P2 or P3 should they try to intercede.
Makis relays what he knows of the fiendish sentry (a Merranoloth) on the boat and flies up above the volcanic outcrop where he can see P2 cooking racks of fish over the glowing embers of a fire while P3 is busy arranging stores beneath a makeshift pole barn.
P1 is taken off-guard when the attack comes from an unexpected direction. A slim horned figure appears out of thin air and the sentry has time only to recognize a spell is being cast before the paralysis takes hold (WIS save =6) leaving him motionless and speechless. Three more figures appear and he is struck by a flurry of attacks from a flaming sword followed by a head butt from a goat that sends him toppling face down and bloodied into the sand.
P2 and P3 continue with their work, unaware that their fellow pirate has been set upon. The heroes remain unheard and despite some of them now being visible, remain undetected.
OOC the large squares are indeed 10’ by 10 ‘. There is about 1 minute of dust of disappearance left but much more time remaining on Pass w/o Trace.
Combat rounds
Map
P1 AC =15
Snark Riverstone (MarkB) AC20 - PP16 - HP 64/64 d20+8=24 ; d20+8=13 ; 4d10=20 ;
Wednesday April 16th, 2025 2:38:20 AM
Snark finds piling hits on a paralyzed guy distasteful, but adventuring occasionally involves distasteful things. Besides, these pirates are working with some creepy fiendish thing guarding on the ship, so he calls it even.
Snark flies to within 5' of the prone person and drops a Firebolt on him. In his paralyzed state, this attack within 5' is made with advantage and is a critical hit. He hits (AC 24) for 20 points of fire damage (no save.)
Of course, he is now visible. He then moves back away 5' (total movement was 50' per flying broom.)
Beatrix (Mitch) HP 84/84 AC 19 Passive Perception 10
Wednesday April 16th, 2025 7:00:56 AM
Beatrix moves up, staying invisible.
“Benni” AC 18. PP 13. HP 74/74 Onesimos (SteveK)
Wednesday April 16th, 2025 8:47:19 AM
Benni checks to ensure Pirate 1 is unconscious, then, visible, moves to Z,18
Milo (Cayzle) AC 21 | PP 24 | HP 74/74+12 d20+17=22 ; d20+16=33 ; d20+13=21 ;
Wednesday April 16th, 2025 2:06:25 PM
Milo telepathically alerts his friends to his actions ...
He and Chocolate hug the rock outcropping, moving to Z14, then to AI5, using cover as best as they can. That's a move action and a bonus action. With their remaining action, they hide.
Stealth
Milo 22
Chocolate 33
Milo thinks to his friends that he is in position and ready to move on P2 or P3, whatever is decided, as soon as next round.
He keeps alert, and relates what he perceives ... Perception 21
Sanity Info unchanged
Click here to visit the Woldipedia Heranmar game page.