Overview

As soon as the fight breaks out Sarren grabs ahold HC Barkley and Mateo teleporting away with them.
2nd round Mateo covered in burn marks appears in the air dropping to the ground in a bloddy mess, those close to him notice his throat has been shreded there's slight breathing and eye movement but stops shortly after.
4th round Barkley's sword flies out with a frost covered hand still holding on stabs and kills a guard.
6th round Sarren and Barkley appear in the tent covered in sand, Sarren holds a dagger in Barkley's neck as his single hand around Sarren's neck falls limp with the rest of his body.
7th round onward Sarren grabs and teleports guards away, if there are two close to each other he'll go for them rather than singles.
Escape If the group is losing the fight Sarren returns very exhausted and holds up 1 finger, Zyllis recognises this as him saying he's got one teleport left as an escape, he can teleport the group away at the cost of his life, as he teleports the group away all remaining enemies close in on him or fire weapons. Everyone else appears safely on the other side inside a cold and rundown stone structure with a strong smell of salt, except Sarren who appears with cuts and arrows covering him and falls to the ground with no pulse. Sarren had made Alemor island his home, after it was cleared he started rebuilding it as a hide away.

Generic guard
HP1AC13
Sword+2 hitDmg5 Slash
Bow+2 hitDmg5 Piercing
Any significant damage will kill the guards
Duke Miguel Rollo
HP100AC18
Runebreaker x2
Hit+10(+2)Dmg1d8+5(1d10+5)
While atunned to Runebreaker you can cast either counterspell or dispell magic once per long rest
Villain actions
I'm hit!(Reaction) After being hit by an attack the closest ally to the attacker makes a single attack
Get in here(Top of round) 1d4 Guards come into the fight
Man Down(Reaction) If a special division member goes down the remaining members can move up to their movement and make an attack on whoever killed the member
Cleaver
Battle Master (Fighter)
HP95AC18
Actions
2x B.Axe+12 - 1d8+8
5 Uses
Commander's StrikeFor go one attack, choose an ally they make a reaction to attack and add 1d10
Lunging AttackIncrease range of attack by 5ft. If the attack hits add 1d8
Menacing AttackOn a hit target makes a DC16 Wis Save else be frightened until end of Cleaver's next turn
Precision AttackAdd 1d10 damage to a successful attack
RiposteWhen an attacker misses make an attack against them add 1d10 to damage
Sweeping AttackOn a hit you can hit another target within range using same to hit, only use 1d10 damage
Trip AttackOn a hit add 1d10 damage and target makes a DC16 Str save else be knocked prone
Maximus
Champion (Fighter)
HP105AC20
Actions
2x G.Sword+8 - 2d6+8
Abilities
Improved CriticalCrit on a 19 or 20
Great Weapon FightingReroll damage dice of 1 or 2
Randy
Hunter (Ranger)
HP75AC18
Actions
2x L.Bow+10 - 1d8+8
Colossus SlayerDeal an extra 1d8 once per turn to an injured target
Abilities
Multiattack DefenseWhen hit gain +4 AC against all subsequent attacks from the attacker
Vincent
Monk/Warlock
HP 70 AC 18
Actions
2x Martial Arts +7 - 1d6+4
2x Eldritch Blast Cantrip +7 120 ft - 1d10+4 force damage
2 Spell slots
Counterspell +7, 3rd level or lower spell fails, DC equals 10 + the spell’s level
5 Ki
Flurry of Blows 1 ki for two unarmed attacks as bonus action
Patient Defense 1 ki for Dodge as bonus action
Step of the Wind 1 ki for Disengage or Dash as bonus action, jump distance doubled
Stunning Strike 1 ki point, Constitution save of stunned (DC 16)
Abilities
Deflect Missiles (reaction) reduce by 1d10+9
Dark One's Blessing When you drop an enemy to 0 hp you regain 5 temp hp
War Mage
HP60AC13(15 with Mage armour)
Spells+7DC14
Cantrips (at will)fire bolt, mage hand, poison spray, shocking grasp
1st level (4 slots)burning hands, mage armor, magic missile, thunderwave
2nd level (3 slots)flaming sphere, hold person, shatter
3rd level (3 slots)counterspell, dispell magic, lightning bolt
4th level (1 slots)ice storm
Abilities
Self-Defense Casting(reaction) When hit can cast a cantrip against the attacker
Over Channel(bonus) Give target of spell disadvantage on save. Attackers have advantage until next turn to hit Mage
Tactical CastingExlude any number of creatures from making a save and take no damage

Initative

20 - Cleaver
19 - WarMage
16 - Maximus
13 - Sarren
11 - Vincent
7 - Miguel
6 - Randy
1 - Guards

Loot

  • Duke Miguel
    • Runebreaker (Longsword +2 1d8+2(1d10+2))
    • A teleportation circle diagram. You don't know where it will take you. (Mulburg castle wizard tower)
  • Cleaver
    • Earring of whisper
    • +2 Battle Axe
    • +2 Chain mail
  • Randy
    • Earring of whisper
    • Sending stone
    • +2 Great Sword
    • +2 Scale mail
  • Maximus
    • Earring of whisper
    • +2 Long Bow
    • +2 Plate Armour
  • Vincent
    • Earring of whisper
    • Chime of opening (3 Uses)
    • +2 AC Armour
  • High Commander Barkley
    • A water skin that can hold a barrels worth of water (59 gallons).
    • +1 Shield, once per day (recharge at dawn) when an ally within 15ft is hit by an an attack you can use you reaction to cast Shield on them (+5 AC until your next turn)
  • Mateo
    • A coin purse that sounds, and feels like it's filled, but is not.
  • War Mage
    • A pair of glasses that gives you 10’ darkvision.
    • Gloves that while worn spell attack and dc +1
  • c/ghr/secret/sessions/6/fight.txt
  • Last modified: 18 hours ago
  • by Kyle