
Dungeon Master (GM): ok, we can get underway here and we left off with an encounter
with hobgoblins as the party makes there way down to Phandalin in the middle of
the night, it is around 3 am. Ok, so now everyone
can make Initiative rolls here Hobgoblin #01, the ,
gets ready to make an attack move!
INITIATIVE ROLL: 20 Rest of Initiative Rolls Deleted for space here. Start of Round 1 Start of Turn 1 for Hobgoblin #01 (20) Longbow Hobgoblin Attack: 12 | 17 Damage: 3 piercing Dungeon Master (GM): he fired that on either Travok or Roqar: 2 Travok and it missed Start of Turn 1 for Eimong (19.18) Eimong
the Monk, Attacks with the Unarmed Strike (Fists) at Hobgoblin #01 enemy! Strike Hits an AC of 14 | 12
For 10 Hit Points of
Bludgeoning Damage! Dungeon Master (GM): that is a miss Start of Turn 1 for Prayn (19.13) Prayn Vigim: 17 | 7 80/320ft Light Crossbow (+3) Prayn Vigim 4 Piercing Dungeon Master (GM): that just missed him! Start of Turn 1 for "Hovac" (18.1) "Hovac"
the , Attacks with the BITE at Gillian enemy! Strike Hits an AC of 17 | 7
For 6 Hit Points of
Piercing Damage! Dungeon Master (GM): just missed! Start of Turn 1 for Travok Lightbearer (18.08) Command enchantment 1 Casting Time: 1
action Range: 60ft Components: V Duration: 1 round You speak a one-word command to a creature you can see within
range. The target must succeed on a Wisdom saving throw or follow the command
on its next turn. The spell has no effect if the target is Undead, if it
doesn't understand your language, or if your command is directly harmful to it.
Some typical commands
and their Effects follow. You might issue a command other than one described
here. If you do so, the DM determines how the target behaves. If the target
can't follow your command, the spell ends.
Approach: The target
moves toward you by the shortest and most direct route, ending its turn if it
moves within 5 feet of you.
Drop: The target drops
whatever it is holding and then ends its turn.
Flee: The target spends
its turn moving away from you by the fastest available means.
Grovel: The target falls
prone and then ends its turn.
Halt: The target doesn't
move and takes no Actions. A flying creature stays aloft, provided that it is
able to do so. If it must move to stay aloft, it flies the minimum distance
needed to remain in the air. At Higher Levels . When you cast this spell using a spell slot of 2nd level or
higher, you can affect one additional creature for each slot level above 1st.
The creatures must be within 30 feet of each other when you target them. SPELL SLOT LEVEL 1 ALL SLOTS EXPENDED Dungeon Master (GM): on Hobgoblin #01? (To GM): Wisdom Hobgoblin Ability: 7 | 5 Roqar: yep the Command is “Flee!” Dungeon Master (GM): he needed a 13 so he runs off! Start of Turn 1 for Hobgoblin #05 (18) Dungeon Master (GM): ok either Travok or Roqar: 4 Roqar Longbow Hobgoblin Attack: 14 | 5 Damage: 7 piercing
Dungeon Master (GM): a miss!