LMoP 6 – Fire or Glass*

Glassstaff
Olwë Singollo, Ernault Dulon, Heddtirria, Tookit,
Phandelve-y Animals
2023-02-15


After coaxing Penelope the horse down from the tree you gather your things and make your way back towards town. As the forest begins to thin you catch a glimpse of a thick black cloud rolling around high in the air. A moment later you top a small rise and can see that the smoke is definitely rising from the middle of the town, but is also covering the streets at ground level. You start to hear the sounds of chaos and can see the forms of people milling about somewhat frantically.

Schmuckluck seems to be getting increasingly uneasy: “No like. When work for Klark we no bother town because red clothes gang too strong. They protect. They not so strong now…”

Soon , out of the ground-level haze a familiar figure comes striding towards you. Sildar shouts, “What have you done? Never mind – no time for that now – The remaining Redbrands have apparently rallied around Glass Staff and are holed up in the Sleeping Giant Tavern – c’mon, lets go clean this up”

He spins on one heel and begins marching towards the Sleeping Giant. “Hurry up! There’s no time to waste”

As you make your way through the outer edges of the town, you are met by a frantic Belsa, “Oh my lords, there you are, quick come help – the Inn is on fire and everything is going to be lost!”

Sildar interjects, “If we let these guys get away this will be a problem forever. They will come back with forces that we will not be able to contend with. It won’t matter if the Inn survives or not…”

Events

Heddterria:

17

INSIGHT (2)
Heddtirria Elrodry

Olwë:

2

INITIATIVE (-1)
Olwë Singollo

Ernault Dulon:

15.129999999999999

INITIATIVE (1.13)
Ernault Dulon

Heddterria:

20

INITIATIVE (4)
Heddtirria Elrodry

Tookit:

rolling 1d20 + 3
(

5

)

+3

=

8

Heddterria:

27

5 (ranged 30/120)
Javelin of Warning (+8)
Heddtirria Elrodry


While on your person, advantage on initiative rolls. Magically awakens you and companions in range if any of you are sleeping naturally when combat begins.

8


Piercing


When you hit a creature with a weapon, extra psychic to a creature once per turn.
2
Psychic

Dreadful Strikes (passive ability)
Heddtirria Elrodry


When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

3

Favoured Foe (concentration ability)
Heddtirria Elrodry

Ernault Dulon:

10

INSIGHT (2)
Ernault Dulon

Tookit:

rolling 1d20 + 5
(

16

)

+5

=

21
rolling 1d20 + 5
(

13

)

+5

=

18
rolling 1d8
(

5

)

=

5
rolling 1d6
(

2

)

=

2
rolling 1d6
(

4

)

=

4

Olwë:

7

NATURE (0)
Olwë Singollo

Heddterria:

11

NATURE (0)
Heddtirria Elrodry

Olwë:

rolling 2d8
(

4

+

5

)

=

9

Ernault Dulon:

20

Chill Touch (+5)
Ernault Dulon


8


Necrotic

Tookit:

rolling 1d20 + 5
(

7

)

+5

=

12

Olwë:

20

5 ft
Maul (+6)
Olwë Singollo


11


Bludgeoning

Heddterria:

26

150/600
longbow (+8)
Heddtirria Elrodry


archer +2 attack. Ammunition, Heavy, Range, Two-Handed

5


piercing


When you hit a creature with a weapon, extra psychic to a creature once per turn.
4
Psychic

Dreadful Strikes (passive ability)
Heddtirria Elrodry


advantage on perception or survival check to find them.
2

Hunter’s Mark (bonus action spell)
Heddtirria Elrodry

Ernault Dulon:

rolling 3d20 + 3
(

6

+

17

+

7

)

+3

=

33
rolling 3d4 + 3
(

4

+

4

+

2

)

+3

=

13

Tookit:

rolling 1d20 + 5
(

4

)

+5

=

9
rolling 1d20 + 5
(

14

)

+5

=

19
rolling 1d4
(

4

)

=

4
rolling 1d6
(

5

)

=

5
rolling 1d6
(

6

)

=

6

Olwë:

16

5 ft
Maul (+6)
Olwë Singollo


13


Bludgeoning

Heddterria:

13

INTIMIDATION (-2)
Heddtirria Elrodry

0

INTIMIDATION (-2)
Heddtirria Elrodry

Ernault Dulon:

Ritual Casting
Ernault Dulon Class: Wizard
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Heddterria:

22

PERCEPTION (Canny) (6)
Heddtirria Elrodry

Ernault Dulon:

7

HISTORY (5)
Ernault Dulon

Tookit:

rolling 1d20 + 5
(

1

)

+5

=

6
rolling 1d20 + 5
(

1

)

+5

=

6

Heddterria:

14

ACROBATICS (4)
Heddtirria Elrodry

Ernault Dulon:

20

ANIMAL HANDLING (2)
Ernault Dulon

Tookit:

rolling 1d20 + 5
(

5

)

+5

=

10
rolling 1d20 + 5
(

6

)

+5

=

11

Heddterria:

5

ACROBATICS (4)
Heddtirria Elrodry

Ernault Dulon:

16

PERSUASION (4)
Ernault Dulon

Tookit:

rolling 1d20 + 5
(

1

)

+5

=

6
rolling 1d20 + 5
(

7

)

+5

=

12

Olwë:

16

ATHLETICS (6)
Olwë Singollo

Heddterria:

26

PERCEPTION (Canny) (6)
Heddtirria Elrodry

Olwë:Deep Sashelas

Ernault Dulon:

12

RELIGION (3)
Ernault Dulon

Olwë:Dolphin Prince; friend of sailors

Ernault Dulon:

12

RELIGION (3)
Ernault Dulon

Tookit:

rolling 1d20 + 5
(

20

)

+5

=

25


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