[5E] A Darkness Gathering (Inactive)

Game Master Ken Marable


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Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Maeltheron starts his bladesong and moves up next to Duncan with a smile.


Female Human (Dromaar) ; Perception +4 ; AC-16(20); HP 20/20 Champion (Paladin) /1 (Naderi ); ST+4, DX+0; CN+3, IN+0, WI+1, CH+1

Lilly retracts her senses back into her body, and stands by to see what is happening.

To be honest, it's been so long since something of import happened, I'm not sure what we're doing at the moment :-)


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Was working on post but wind took out our power. So gonna keep it simple here and get things rolling before phone battery dies. Sorry for tpyos.

The hatch in the surface of roof flips open and a thug looks up at Maeltheron rather confused and surprised.

Alvin hits the door With the fire, but unfortunately at the bottom. IT still begins to burn and starts spreading up the doors. There is commotions and frantic sounds on other side, and the gruff woman growls a curse and says, "Fine then, kill 'em. fellas!" The double doors open and 3 shoot crossbows.

At Lilly: 1d20 + 2 ⇒ (11) + 2 = 13
At Alvyn: 1d20 + 2 ⇒ (1) + 2 = 3
At Garnult: 1d20 + 2 ⇒ (11) + 2 = 13

All miss.

One at Alvyn is closest to door swung open on fire and freaks out, causing shot to go wide and him to stumble back.

So one on top with head poking out of hatch. 3 with crossbows right in the doorway. Leader not seen, likely behind door when opened. Rest of warehouse looks large but dark. With dark vision see stacks of crates. Perception check to spot anything else. PC's turns! And sorry will have better post when at work tomorrow. Hop[efully make enough sense even rushed, :)


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Round 3, Bladesong Round 1/10, Booming Blade

Mael attacks quickly with his rapier, enhanced with magical energy.

Rap Att BB: 1d20 + 7 ⇒ (10) + 7 = 17
Rap Dam BB: 1d8 + 4 + 1d8 ⇒ (5) + 4 + (4) = 13
Rap Att: 1d20 + 7 ⇒ (16) + 7 = 23
RapDam: 1d8 + 4 ⇒ (4) + 4 = 8


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult attempts to smash open the now flaming door...hopefully the fire has rendered it at least partially vulnerable.

Alright then! Have it your way! Garnult says exultantly

Smash!: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


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Sorry for the muddled post last night, was typing fast on a teeny phone screen. But am thankfully on a computer at work now. Also, sorry for the stuttering progress, I'm still getting my PbP GMing grove going, so thank you all for being patient. I will try to keep it more lively and interesting. :)

Maeltheron Timmerond wrote:

Round 3, Bladesong Round 1/10, Booming Blade

Mael attacks quickly with his rapier, enhanced with magical energy.

[dice=Rap Att BB]1d20+7
[dice=Rap Dam BB]1d8+4+1d8
[dice=Rap Att]1d20+7
[dice=RapDam]1d8+4

The thug is momentarily confused that someone other than his cohort is on the roof without them hearing anything, but that confusion quickly turns to shock as Mael lunmges forward with his rapier. He at least has enough wits to try and lower himself from his very vulnerable position. Unfortunately, Mael's strikes are too fast.

The not overly bright or coordinated thug's life is snuffed out by Maeltheron's blade, with the rumbling magic flows from the rapier over him. Now dead, his original ducking motion becomes a fall from the ladder... until in mid-air a thunderous boom shakes the ladder and twists the corpse unnaturally. It hits the ground in several pieces as terrified exclamations can be heard from behind various piles of crates.

DM fiat moment:
Yes, that's a rather liberal interpretation of "willing movement." But it seemed dramatic and what you lose in stealth will be balanced in freaking them out. :)

Garnult Tarnhammer wrote:

Garnult attempts to smash open the now flaming door...hopefully the fire has rendered it at least partially vulnerable.

Alright then! Have it your way! Garnult says exultantly

[dice=Smash!] 1d20+6
[dice=Damage] 1d8+3

Sorry for the confusing message yesterday, but they opened the doors. And then there were 3 thugs firing crossbows at you all. However, there was at least one other person giving these guys orders who opened the door and is likely behind it. So you can use this attack to either A) hit one of the crossbowmen, or B) try smashing the burning door into their leader. Your call and I will apply the attack to whichever.

Current Status:


  • Front doors are open and burning
  • 3 crossbow wielding thugs are just inside the front door
  • the apparent leader you heard through the door is behind one of the doors, swinging it open (to get out of the way of the crossbows)
  • the main warehouse room is 120 feet deep and 80 feet wide with some offices in the far corner, ceiling is 30 feet high and various piles of crates are scattered around some stacked up to 25 feet high
  • 1 thug on roof is dead, a 2nd was killed and fell dramatically
  • shouts indicate several more hiding on the stacks of crates
  • Garnult decide where your attack is directed
  • Lilly, Duncan, and Alvyn do your actions for this round
  • Hopefully that gives a clearer picture of the situation but feel free to ask for any clarification.


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Duncan swings into the opening in the roof and quickly moves to the ground floor where he disappears into the shadows..and starts to stalk the people inside the warehouse.

Acrobatics: 1d20 + 7 ⇒ (18) + 7 = 25

Stealth: 1d20 + 10 ⇒ (17) + 10 = 27


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

@GM Slamming a burning door into a bad guy would be a very dwarven thing to do...lets go with that.


Male Rock Gnome Lvl 7 Bard | Perception:+1 | Initiative:+1 | Hp 39 | AC:13 | 4/4 1st level spell slots | 3/3 2nd level spell slots | 3/3 3rd Level spell slots | 1/1 4th level spell slots | Spell Save Dc:14 | Spell Attk Modifier:+7 | 1 Inspiration

Alwyn crow triumphantly It worked He and his puppet do a little victory dance. His eyes widen as he notices the crossbows in the guards hands. Extending his hand towards the closest guard, he closes his eyes and whispers a few words. Barely noticeable strings appear, and head towards the guard.
Using soul string ability. If the guard fails a wis saving throw (It doesn't say the DC, but I guess it is my spell save dc?), the guard is under my control for a number of rounds that I roll on my Bardic Inspiration Die. I can order the guard to do anything except something that would result in certain death

Bardic Inspiration: 1d8 ⇒ 7


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Sorry, I thought I had a post up, but apparently, it got eaten. Erg...

Anyway, working on a map to help coordinate the two groups and the attackers, but in the meanwhile, I don't know what happened to the original roll, but Alvyn, you are now controlling the thug.

The thug stumbles back from the burning door and the rather more formidable opponents than he expected. He looks unsure of what to do for a moment, but faint threads reach out from Alvyn and latch onto the nervous thug. He actually calms at this, letting someone else make up his mind for him.

The other two at the doorway both fire at Garnult who is pinning their boss behind the burning door.

Crossbow: 1d20 + 2 ⇒ (20) + 2 = 22 Hit! Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Crossbow: 1d20 + 2 ⇒ (3) + 2 = 5 Miss!

Four more crossbow bolts come flying out from the depths of the warehouse towards the PCs in the doorway but land harmlessly in the street outside.

Crossbow vs Garnult: 1d20 + 2 ⇒ (11) + 2 = 13
Crossbow vs Garnult: 1d20 + 2 ⇒ (8) + 2 = 10
Crossbow vs Alvyn: 1d20 + 2 ⇒ (3) + 2 = 5
Crossbow vs Lilly: 1d20 + 2 ⇒ (5) + 2 = 7

After being slammed against the wall by the burning door (5 damage from Garnult plus Fire: 1d4 ⇒ 4), the boss tries to maneuver her way out.

Acrobatics: 1d20 + 5 ⇒ (9) + 5 = 14 vs. Garnult's Athletics

Duncan, I didn't see any way for you to see in the dark, correct? The only light source is a torch on either side of the main doors (plus the burning door itself). You are on the edge of the dim range of one of the torches, but pretty easily slide into the shadows.

The torches only give illumination in the end 1/3 of the warehouse and the other 2/3 is in darkness. Duncan does hear two thugs on the pile of crates next to him, however. They are on the other side (likely to be snipers aiming at the door but hiding behind a crate) and are, you'd guess, about 10' up on top of some of the crates. They sound particularly freaked out about their companion exploding right nearby.

PC actions (including controlled thug) GO!


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Dwarven Athletics!: 1d20 + 3 ⇒ (19) + 3 = 22

Garnult slams the woman back into place with the door.

Call off yer dogs missy. And I might let this door off ya. He growls at the woman behind the door.

HP 51/59

Garnult levels his warhammer at the bowmen.

You SURE you wanna keep annoying me with those peashooters?

Dwarven Intimidate!: 1d20 ⇒ 1 lol of course


Male Rock Gnome Lvl 7 Bard | Perception:+1 | Initiative:+1 | Hp 39 | AC:13 | 4/4 1st level spell slots | 3/3 2nd level spell slots | 3/3 3rd Level spell slots | 1/1 4th level spell slots | Spell Save Dc:14 | Spell Attk Modifier:+7 | 1 Inspiration

Alwyn forces the guard to walk up to the woman, and put his crossbow against her head.
Call off your guards He says with the guards voice


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Maeltheron climbs down the ladder.


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Taking a moment to tap into his inner powers, Duncan closes his eyes for a moment, then opens them. Suddenly the dark areas of the warehouse are no longer hidden from him...he can see in the darkness just like a dwarf or elf. With his new sight he is able to navigate easily around the crates and locate the hidden archers.

Sneaking up to their position, he silently moves in and attacks them.

Spending 2 KI to gain darkvision, as per shadow monk ability. Not sure if I need a climb or acrobatic check to get up to the guys on the crates, or if I can hit them from the ground. Will wait to attack until your ruling


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Duncan Esteros wrote:

Taking a moment to tap into his inner powers, Duncan closes his eyes for a moment, then opens them. Suddenly the dark areas of the warehouse are no longer hidden from him...he can see in the darkness just like a dwarf or elf. With his new sight he is able to navigate easily around the crates and locate the hidden archers.

Sneaking up to their position, he silently moves in and attacks them.

Spending 2 KI to gain darkvision, as per shadow monk ability. Not sure if I need a climb or acrobatic check to get up to the guys on the crates, or if I can hit them from the ground. Will wait to attack until your ruling

You do need to climb up to get to them. But with your slippers and previous Stealth check, you can get up with your move and even have advantage on your attack.


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Awesome...I will attack then!

Using the magic in his boots, Duncan silently climbs the crates and surprises the thugs there.

Attack (sword): 1d20 + 7 ⇒ (3) + 7 = 10
Attack (advantage): 1d20 + 7 ⇒ (6) + 7 = 13

Attack (Unarmed): 1d20 + 7 ⇒ (18) + 7 = 25
Attack (Advantage): 1d20 + 7 ⇒ (10) + 7 = 17

Damage (sword): 1d6 + 4 ⇒ (2) + 4 = 6
Damage (unarmed): 1d4 + 4 ⇒ (3) + 4 = 7

Sneak: 1d6 ⇒ 2


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Garnult - Go ahead and roll 1d4 + Str for the door slam damage (not a lot of space to get a good slam in, but can still hit). However, you are also starting to take fire damage as more of the door is consumed. You think it will hold together for a couple more rounds, but won't take much slamming and fire after that.

Fire damage to Garnult: 1d4 ⇒ 2

Alvyn - I'm pretty sure you can control him as a bonus action? If so, you still have your action this round. Sorry, I should probably post "Next Round" markers. Still getting the feel for PbP GMing.

Maeltheron Timmerond wrote:
Maeltheron climbs down the ladder.

From his vantage point climbing down, Maeltheron can see 3 pairs of snipers on stacks of crates, including the pair Duncan is attacking.

(Passive perception with a bonus for high vantage point. Also, if my math is right, if you want to drop the last bit off the ladder (which should be just enough not to hurt yourself), that would only take your movement, so you would still have an action but no movement left if you want.)


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Dwarven Door Damage!: 1d4 + 3 ⇒ (2) + 3 = 5

HP 49/59


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Duncan Esteros wrote:

Awesome...I will attack then!

Using the magic in his boots, Duncan silently climbs the crates and surprises the thugs there.

Attack (sword): 1d20+7
Attack (advantage): 1d20+7

Attack (Unarmed): 1d20+7
Attack (Advantage): 1d20+7

Damage (sword): 1d6+4
Damage (unarmed): 1d4+4

Sneak: 1d6

Both hits land and severely wound one of the thugs.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Continuing Round 4, Bladesong 2/10 Rds, Firebolt

Mael fires a firebolt at ond of the sniperz he spotted on his way down.

Firebolt: 1d20 + 7 ⇒ (8) + 7 = 15
Firebolt Dam: 2d10 ⇒ (5, 7) = 12


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Maletheron's firebolt strikes one of the thugs with a serious wound and they turn to take aim at the bladesinger.

The boss yells, "Fine, weapons down! Just get that heavy pile of lard off the door! Gods, man, you weigh a ton!" She gives the door a frustrated push. If Garnult opposes: Athletics: 1d20 + 4 ⇒ (7) + 4 = 11. If he doesn't oppose or gets lower than that mediocre roll, she just pushes the door an arm's length to get the fire away.

All of the thugs lower their crossbows, but do not put them away yet. The two on the crates with Duncan hold theirs up in front of them defensively (more ready to block like a shield than pointing to shoot), waiting to see if he backs off as well.


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult reluctantly backs off the door.

Aleanor. Tell us where she is. Make it snappy.


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Duncan backs off, for the moment, but keeps a ready stance in case things begin to go south again.


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The boss begins kicking at the door where the fire is weakening it, "How about you help me get this door off before you idiots burn the place down?"

It's damaged enough, so it's easily removed and shoved into the street regardless of whether any of you help or not. We can alter if you want to prevent her from doing this and risk the rest of the building catching fire, but my impression is that you do not want that. Her next actions are likely the same either way.

Once the burning portion of the front door is tossed into the street away from the structure, she looks at Garnult. "Who were you asking about again? Eleanor? Is that why you come bashing your way in here?! Your wife skip out on ya or something?" Then aside to her companions, "You know, I never could tell which dwarves were women - their beards were too thick!" The nervous and confused guards chuckle more out of requirement than humor.

She continues, staring Garnult down, "Never heard of her. Now, who's going to pay for a new door? Or clean the bits of what's-his-name up? Plus, I imagine the city guard will not look fondly on impersonating health inspectors! Hmm?"

Deception? Something else? Only the GM knows!: 1d20 + 4 ⇒ (7) + 4 = 11


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Insight, Don't lie to the Dwarf!: 1d20 + 6 ⇒ (12) + 6 = 18

Garnult narrows his eyes, and raises his hammer.

Don't think I won't smash you and make you beg for yer mammie.


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Garnult Tarnhammer wrote:

[dice=Insight, Don't lie to the Dwarf!] 1d20+6

Garnult narrows his eyes, and raises his hammer.

Don't think I won't smash you and make you beg for yer mammie.

Realize I should have saved time and did it this way:

Insight DC 11:
Unsurprisingly, she is lying about not knowing who Aleanor is... but she also seems to be stalling for time.

"You sure about that? You got a good jump on us, but the element of surprise is long gone."

She looks Garnult up and down, and glances at the others nearby. "However, you do seem better then the usual imbeciles that work for me." Then pointing at the mess that was one of the guards, "I've got at least one opening but we could make room for more. Who sent you and how much they paying? She have family or something?"


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult growls Alright then Missy. Have it your way!

Garnult is gonna continue the fight now, unless someone else wants to intervene!

GM, 5E allows nonlethal damage to be inflicted with no penalties, and assumes that the players decide if a foe is dead or merely unconscious at the end of a battle. If you are ok with this, Garnult is gonna be knocking people silly, but not killing them unless he specifies.


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Garnult Tarnhammer wrote:

Garnult growls Alright then Missy. Have it your way!

Garnult is gonna continue the fight now, unless someone else wants to intervene!

GM, 5E allows nonlethal damage to be inflicted with no penalties, and assumes that the players decide if a foe is dead or merely unconscious at the end of a battle. If you are ok with this, Garnult is gonna be knocking people silly, but not killing them unless he specifies.

Noted!

All PCs can go first. Alvyn, Lilly, and Garnult are at the entrance with the boss and 2 guards, and a 3rd that Alvyn controls.

Duncan is on a crate face to face with 2 guards. Maeltheron is on the ground on the other side of the crate pile Duncan is on.

There are more pairs of guards on other crates throughout the warehouse.

As for Alvyn's controlled guard - Controlled for 7 rounds, 1 round to threaten, and, let's say 1d4 rounds to take care of door and talk, leaves:

Rounds left: 7 - 1 - 1d4 ⇒ 7 - 1 - (3) = 3


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult's hammer glows white hot and the sound of the forge can be heard faintly as he channels the awesome power of the Forgefather!

Casting Searing Smite as a bonus action

Garnult charges straight at the "boss" trying to take her out as quickly as possible.

Raaggh!
Hammertime!: 1d20 + 6 ⇒ (5) + 6 = 11 Ugh

Searing Smite:
The next hit with the hammer deals an extra 1d6 fire damage and the target must make a Con saving throw or catch fire.


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Duncan quickly reacts to the reopening of hostilities by slashing and kicking the nearest crossbowman.

Attack (sword): 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Attack (unarmed): 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Sneak: 1d6 ⇒ 6

Will attack the wounded one first


Male Rock Gnome Lvl 7 Bard | Perception:+1 | Initiative:+1 | Hp 39 | AC:13 | 4/4 1st level spell slots | 3/3 2nd level spell slots | 3/3 3rd Level spell slots | 1/1 4th level spell slots | Spell Save Dc:14 | Spell Attk Modifier:+7 | 1 Inspiration

Alwyn forces the controlled guard to move out of Garnults way, then shoot the boss with the crossbow.
Totally forgot to mention this last time :( I'm pretty sure the guard it allowed to try and break free with a successful wis save every round. Sorry. Also, do you want me to roll for the controlled guards actions, or should I leave that up to you? Thanks


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Round 5, Bladesong 3/10 Rds, Firebolt

Mael fires another firebolt at one of the enemies engaged with Duncan.

Firebolt: 1d20 + 7 ⇒ (15) + 7 = 22
Firebolt Dam: 2d10 ⇒ (1, 10) = 11


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Duncan manages to finish off both the wounded one and his companion. Maeltheron preparing to help Duncan, adjusts and blasts one of the other snipers instead, blasting him off the pile of crates where he lands hard on the ground... dead. Hope that's fine.

As others are focused on the boss, Lilly and Eyeball attack the other guards by the front door. Which I'm sure they probably at least wounded if I had botted her earlier.

1d20 + 6 ⇒ (9) + 6 = 15Axe1
1d8 + 3 ⇒ (1) + 3 = 4 Slice

1d20 + 6 ⇒ (6) + 6 = 12Axe 2
1d8 + 3 ⇒ (5) + 3 = 8 Dice

1d20 + 6 ⇒ (18) + 6 = 24 Axe1 again
1d8 + 3 ⇒ (2) + 3 = 5 Chop

1d20 + 6 ⇒ (20) + 6 = 26 Eyeball bite
1d4 ⇒ 1 Chomp
1d4 ⇒ 3 Critical chomp!

Lilly kills one of the guards, and wounds the other severe enough that Eyeball swoops in and kindly removes his throat.

Garnult engages the boss and ties her up in defending herself even as he is unable to land a hit.

Missed turns. No worries!
Controlled guard Will save: 1d20 ⇒ 1
Controlled guard Will save: 1d20 ⇒ 1
Controlled guard Will save: 1d20 ⇒ 19 Success!
Controlled guard Will save: 1d20 ⇒ 17 And another?

The controlled guard is deep, sp very deep under Alvyn's control, but as the situation deteriorates and a fight looks imminent, he seems to shake off the effects. Determination flashes across his face, but is replaced with confusion as if something else is clearing from his mind. He looks around and sees his companions dying around him, and then turns and looks at the boss, even more confused at the sight of her.

The boss parries Garnult's attacks easily and prepares her own attack on him. Suddenly, her body jolts and glowing lines in intricate patterns appear on her face and her eyes turn a solid glowing purple color. She speaks with a voice that is her own, but in a strange pattern - apparently speaking someone's words other than her own. "You are not all the same creatures as attacked us in the subterranean passages. Who are you and who commands you?" She lunges in expertly to attack, but her facial expressions and head movements show no emotion or connection to the movements of the rest of her body. They are calm and studying while she strikes and attacks Garnult.

Boss scimitar: 1d20 + 3 ⇒ (3) + 3 = 6
Boss scimitar again!: 1d20 + 3 ⇒ (1) + 3 = 4

Fortunate for Garnult, the awkwardness of her gaze and head leads her to be off balance and miss both times.

The formerly-controlled guard, however, sees the change come over her and absolutely freaks out. "NNOOOOOOO!!!!' He fires his crossbow at her and begins stumbling backward.

Crossbow: 1d20 + 2 ⇒ (15) + 2 = 17 Hit!
Damage: 1d8 + 1 ⇒ (1) + 1 = 2 But barely...

Other assorted guards in the room open fire!

Crossbow at Maeltheron: 1d20 + 2 ⇒ (15) + 2 = 17 Miss!
Crossbow at Maeltheron: 1d20 + 2 ⇒ (3) + 2 = 5 Miss!
Crossbow at Garnult: 1d20 + 2 ⇒ (13) + 2 = 15 Miss!
Crossbow at Alvyn: 1d20 + 2 ⇒ (2) + 2 = 4 Miss!
Crossbow at Lilly: 1d20 + 2 ⇒ (20) + 2 = 22 Hit! Crit!
Damage: 2d8 + 1 ⇒ (5, 1) + 1 = 7 Nothing she can't handle just fine.

Your turns! Alvyn, since he actually broke control the round before, you can take 2 rounds of actions and we can retcon it in as needed. Thanks for clarifying that! Also, you all have been playing this great and fun in character (and putting up with my delays), so before I forget again You all have Inspiration!

Status:

  • The boss is significantly wounded, but is still looking in good shape - well, except for the freaky possesesion or whatever is happening.
  • The only living guard from the door is also attacking the boss
  • Looks like about 5 guards are left in three groups around the warehouse.


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult attempts to knock the boss to the ground!

Hammertime!: 1d20 + 6 ⇒ (1) + 6 = 7

Hammertime with a side bonus of inspiration: 1d20 + 6 ⇒ (20) + 6 = 26
Damage!!!!: 2d8 + 3 + 1d6 ⇒ (4, 3) + 3 + (1) = 11 and the Boss must make a DC14 Con save or catch fire.


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Con save: 1d20 + 2 ⇒ (16) + 2 = 18

Nope, not this time. Apparently she's crispy enough from that burning door. But that's still a solid hit!


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Duncan silently stalks the warehouse for the next nest of snipers and attacks them.

Stealth: 1d20 + 10 ⇒ (14) + 10 = 24

Still have dark vision active


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Are any of the attackers within the warehouse on the ground so that Mael can engage in melee combat


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Maeltheron Timmerond wrote:
Are any of the attackers within the warehouse on the ground so that Mael can engage in melee combat

Just the boss. All others are snipers up on crates. (Well, and the one who is also shooting at the boss, but I figure you didn't want to go for him yet.)


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Duncan Esteros wrote:

Duncan silently stalks the warehouse for the next nest of snipers and attacks them.

Stealth: 1d20+10

Still have dark vision active

There are 5 guards on 3 sets of crates (1, 2, and 2). None of them appear to notice you. Also, at this point Duncan and Maeltheron can see a set of doors in the far back corner as well.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Round 6, Bladesong 4/10 Rds, Firebolt

Mael fires another firebolt at the solitary enemy on top of the crates.

Firebolt: 1d20 + 7 ⇒ (1) + 7 = 8
Firebolt Dam: 2d10 ⇒ (1, 2) = 3

Fizzle...


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Duncan climbs up behind a group of two on the crates and attempts to attack with surprise.

Stealth: 1d20 + 10 ⇒ (16) + 10 = 26

Using his boots, I am not sure if still need a roll or not to climb


Male Rock Gnome Lvl 7 Bard | Perception:+1 | Initiative:+1 | Hp 39 | AC:13 | 4/4 1st level spell slots | 3/3 2nd level spell slots | 3/3 3rd Level spell slots | 1/1 4th level spell slots | Spell Save Dc:14 | Spell Attk Modifier:+7 | 1 Inspiration

Thanks GM Ken!
First round action:
Alwyn casts blade ward on himself. As he does so, he grips his horn in one hand, and makes a series of motions in his other. His marionette doll does an arcane dance on his shoulder. After he does so, he moves closer to Garnult and the boss
Second round action
Alwyn fiddles around with his crossbow. His doll pulls back the bolt, and Alwyn aims it at the formerly controlled guard, and fires.
attk: 1d20 + 4 ⇒ (16) + 4 = 20
dmg: 1d6 + 1 ⇒ (2) + 1 = 3


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After being wounded a second time, now with Alvyn's crossbow, the formerly controlled guard drops his weapon and runs towards the back of the warehouse, shouting - possibly to the other thugs/guards, possibly to you, possibly to no one - "What is wrong with you?! Everyone run! They are coming for us!"

The boss, hurting pretty bad - but eyes still a disconcerting solid purple and glowing lines winding across her face - studies Garnult and the others. "We see you are more formidable than anticipated. We will have to try a different method to eliminating you." While still defending herself, but strangely disconnected from the actions, she turns and looks at the other guards including the fleeing one.

"Useless meat." She raises her free hand and points at the fleeing guard. All of the remaining snipers stiffly stand in unison and fire at the fleeing guard.

attack: 1d20 + 2 ⇒ (10) + 2 = 12 #1
attack: 1d20 + 2 ⇒ (2) + 2 = 4 #1 Disadv from Duncan
attack: 1d20 + 2 ⇒ (2) + 2 = 4 #2
attack: 1d20 + 2 ⇒ (5) + 2 = 7 #2 Disadv from Duncan
attack: 1d20 + 2 ⇒ (15) + 2 = 17 #3
attack: 1d20 + 2 ⇒ (16) + 2 = 18 #4
attack: 1d20 + 2 ⇒ (16) + 2 = 18 #5

damage: 1d8 + 1 ⇒ (5) + 1 = 6
damage: 1d8 + 1 ⇒ (1) + 1 = 2
damage: 1d8 + 1 ⇒ (5) + 1 = 6

The fleeing guard is struck several times, quickly killing him.

The remaining snipers stand there, reloading their crossbows, in a trance-like state seemingly ignoring the threats around them.

Your turns. Any attacks on the snipers have advantage.


Wizard - Bladesinger/6; AC: 16 (20BS); HP: 32/32; Init: +4; Perc: +3; Bladesong Used 0/2; Spell Slots Used 1st 4/4, 2nd 2/3 3rd 0/3

Round 7, Bladesong 5/10 Rds, Firebolt

Mael fires another firebolt at the solitary enemy on top of the crates.

Firebolt: 1d20 + 7 ⇒ (17) + 7 = 24
Firebolt Adv: 1d20 + 7 ⇒ (9) + 7 = 16
Firebolt Dam: 2d10 ⇒ (10, 1) = 11


Human Male Monk 4/Rogue 3, AC16, HP 45/45, Initiative +4, Passive Perception 15, Passive Insight 15, Saves: S+3 D+7 Cn+1 I+0 W+2 Ch+0

Duncan strikes at the two immobile snipers on the crate he has climb up.

Attack (sword): 1d20 + 7 ⇒ (5) + 7 = 12
Attack-advantage (sword): 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Attack (unarmed):1d20 + 7 ⇒ (2) + 7 = 9
Attack-advantage (unarmed): 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Sneak: 1d6 ⇒ 2


Male Rock Gnome Lvl 7 Bard | Perception:+1 | Initiative:+1 | Hp 39 | AC:13 | 4/4 1st level spell slots | 3/3 2nd level spell slots | 3/3 3rd Level spell slots | 1/1 4th level spell slots | Spell Save Dc:14 | Spell Attk Modifier:+7 | 1 Inspiration

Alwyn looks at the fleeing guard. Wow....... He grimaces as crossbow bolts slam into him, and covers his dolls eyes when the body falls over. He steels himself and looks at Garnult. Granult! Go out and fight for the glory of your dwarven ancestors! Fight for honor!
Using bardic inspiration on Garnult(as bonus action). Add 1d8 to one ability check, saving throw, or attk roll
He then points to the closest guard, and mutters a few more words. The guard feels the a paralyzing energy enter his mind, which (I assume) he attempts to fight off.
Casting hold person on the guard. Has to make a wis saving throw, or be paralyzed. If it fails, it can try and break free at the end of its turns. It is concentration, and lasts 1 minute, so around 10 rounds.


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Maeltheron and Duncan each finish off another guard and Duncan wounds a third.

Garnult hammertime on the boss: 1d20 + 6 ⇒ (16) + 6 = 22 Unless Garnult chimes in otherwise
Damage: 2d8 + 3 ⇒ (4, 6) + 3 = 13

Wis save vs Hold Person: 1d20 ⇒ 2 Held!

The boss still has her hand outstretched and then closes her fist muttering in her eerie tone, "Useless meat." The two remaining guards (not under Hold Person) stiffly put their crossbows under their chins and fire -- killing themselves instantly!

The boss then drops to one knee, bleeding severely from the multiple wounds, and looks at Garnult with the disconcerting purple eyes and says, "See you again soon." She then starts to raise her sword to her own throat. But that's next round...

Only boss and the Held guard left alive now.


Male Rock Gnome Lvl 7 Bard | Perception:+1 | Initiative:+1 | Hp 39 | AC:13 | 4/4 1st level spell slots | 3/3 2nd level spell slots | 3/3 3rd Level spell slots | 1/1 4th level spell slots | Spell Save Dc:14 | Spell Attk Modifier:+7 | 1 Inspiration

Alwyn looks at the guard, the boss. He appears to be very nervous. [Ooc] can I end my current hold spell and use another slot to cast it on the boss?[/b]


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

See who?! Who the hell are ye! Garnult shouts

Oh no lass. None of that now! Garnult grabs the woman's arms

Dwarven Strength!: 1d20 + 3 ⇒ (16) + 3 = 19

Thanks for the bot GM, not sure how this one got away from me =/


CRIMSON THRONE: Table 1 Wiki, Maps, NPCs Table 2: Fishery Map, Harrow Points
Alvyn Beren wrote:
Alwyn looks at the guard, the boss. He appears to be very nervous. can I end my current hold spell and use another slot to cast it on the boss?[/b]

[ooc]Someone correct me if I'm wrong, but I believe that's possible.

Wis save: 1d20 ⇒ 14 But looks like she saved.

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