[5e AL] Boltsmelter's Book [Completed!] (Inactive)

Game Master mishima


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Female Wood Elf Warlock 5 | HP:27/27 | AC:14 | Init: +3 | Per: 11 | PB: +3 |Inspiration: Yes

Abrel, we have to take a Dash, but we also get one bonus action as part of the chase rules.


Male human fighter 4 | hp: 40/40 (used 4/4 HD) | AC: 17 | Init +2 | Saves: S +5, D +2, C +5, I +2, W -1, Ch +1 Insp [ ] | Spell DC 12, +4 spell atk | Slots 1st - 3 (0 used) | Passive Per 11 | Second Wind [ ] | Action Surge [ ]

Okay, I was confused.


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Indeed, all the special chase actions are bonus actions.

Shal, Furgis is there running with you, yes.

Chase Round 1: ^Advantage/*Disadvantage
^Cole, ^Shal, Davin, Bhoors, Abrel, ^Elandil <--UP
Cultist 1, *Cultist 2, Cultist 3, Cultist 4, Reaver, Knight


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

Bhoors takes off at a run with the others. He moves with a lithe cunning through the urban waste, clearly used to running from people chasing him no doubt.

leap: 1d20 + 5 ⇒ (20) + 5 = 25

Bhoors sees the remains of a cart up ahead of him he makes a few scurrying steps over various debris and leaps touching off a wall near the cart and lands on the other side of the cart in stride.


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Complication: 1d20 ⇒ 4

Up ahead, the earth has fissured and hot lava has spewed forth. Luckily, it isn't in your path but it did completely melt the metal braces holding a sewer line up against a brick wall. The brick is glowing red hot and the dirty, slippery slime spreads across the cluttered alleyway.

Slick Streets. DC 10 Dex or disadvantage on next roll. Everyone rolls.


Male human fighter 4 | hp: 40/40 (used 4/4 HD) | AC: 17 | Init +2 | Saves: S +5, D +2, C +5, I +2, W -1, Ch +1 Insp [ ] | Spell DC 12, +4 spell atk | Slots 1st - 3 (0 used) | Passive Per 11 | Second Wind [ ] | Action Surge [ ]

Dexterity: 1d20 + 2 ⇒ (1) + 2 = 3

Well then... Is it a Con Save or Con Check for the end of turn?


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Thanks, you all can go ahead and roll the Pursuit Check as well, its a DC 10 Con save so prof applies.


Wood elf Druid 3 HP:21/21 AC:16 perc: +5, Init: +3 SAVES: Str -1, Dex +3, Con +1, Int +2, Wis +5, Cha +1

dex: 1d20 + 3 ⇒ (15) + 3 = 18

Elandil easily avoids the muck in the path. "What in the hells?! Lava? I thought these were water cultists!

con: 1d20 + 1 ⇒ (9) + 1 = 10
con adv: 1d20 + 1 ⇒ (4) + 1 = 5

don't worry everyone, we got the bad rolls out the way.


Male human fighter 4 | hp: 40/40 (used 4/4 HD) | AC: 17 | Init +2 | Saves: S +5, D +2, C +5, I +2, W -1, Ch +1 Insp [ ] | Spell DC 12, +4 spell atk | Slots 1st - 3 (0 used) | Passive Per 11 | Second Wind [ ] | Action Surge [ ]

Con Save: 1d20 + 4 ⇒ (9) + 4 = 13
Disadv: 1d20 + 4 ⇒ (12) + 4 = 16

Whew!

That guard mentioned Black Earth or something? Could they be related?


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Elandil, we'll keep those results but next time, the advantage earned by your Chase action should apply to the Complication check not the Pursuit check. Only if I roll for Complication and get no complication does your chase action have a chance to give advantage to Pursuit.

Abrel slips and slides but holds it together somehow zipping across the obstacle. Elandil nimbly skips across the highest cobbles as if the murk isn't even there.

Just a note about scenery, as mentioned something like a biblical apocalypse just happened recently here (I like pic on slide 2 for inspiring mental imagery). There are ground fissures all over the place, wandering elementals and undead, fires, floods, gravity inversions, lightning storms, destruction, disease, etc. Elemental chaos. Feel free to throw in any of that sort of flavor to whats happening in the chase. I will.


Female Wood Elf Warlock 5 | HP:27/27 | AC:14 | Init: +3 | Per: 11 | PB: +3 |Inspiration: Yes

Dex: 1d20 + 3 ⇒ (2) + 3 = 5
Advantage Dex: 1d20 + 3 ⇒ (16) + 3 = 19

Shaldinari starts to slip as her feet land awkwardly on the slippery street, but she quickly regains her footing and tiptoes across the soiled surface.

Seeing a narrow patch of solid ground between two deep fissures, she lowers her head and dashes forward as fast as she can to take advantage of the path before it collapses in the chaos.

Con: 1d20 + 1 ⇒ (20) + 1 = 21


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Damn, nice Shal. That's your 2 successes with that nat 20 on the Pursuit check. Now just gotta hope you don't nat 1 before the end...


Davin rushes forward with the others, attempting to bypass the slippery walkway.

Dex: 1d20 + 4 ⇒ (8) + 4 = 12

Con Save: 1d20 + 6 ⇒ (5) + 6 = 11


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Round 1 Pursuit Results: First group with all members to 2* wins!
Elandil *
Abrel *
Shal **
Davin *
Bhoors ?
Cole ?

Will get Complication and Pursuit results from Bhoors and Cole before rolling enemies.


Male Human Rogue (Criminal)/1; AC: 16; HP: 9/9; Initiative +4; Passive Perception 12; HD Used 0/1

Dex: 1d20 + 4 ⇒ (8) + 4 = 12
Dex Adv: 1d20 + 4 ⇒ (11) + 4 = 15

Cole avoids the slick path before him as he dashes onward.

Con: 1d20 + 1 ⇒ (4) + 1 = 5


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I'll roll for Bhoors if he hasn't posted by the time I get back from the store and cook dinner ;)


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

I think you missed Bhoors Round 1 of the chase. Some quality par quor there.

Bhoors Thistledown wrote:

Bhoors takes off at a run with the others. He moves with a lithe cunning through the urban waste, clearly used to running from people chasing him no doubt.

Not sure why the dice command is not quoting, but I rolled a nat 20. Just above your complication roll and description GM.

Bhoors sees the remains of a cart up ahead of him he makes a few scurrying steps over various debris and leaps touching off a wall near the cart and lands on the other side of the cart in stride.

Chase Round 2

Dex Save vs Complication: 1d20 + 5 ⇒ (15) + 5 = 20
Dex Save vs Complication Advantage: 1d20 + 5 ⇒ (13) + 5 = 18

Bhoors continues his run and notes the fissure and sees the others hitting the slick ground. He spins as he nears a wall picking up an old rusty shovel. He slides it out in front of him and hops on to the shovel putting one foot on the flat of the shovel and one on the handle and surfs across the slick.

Creat an obstackle: 1d20 - 1 ⇒ (16) - 1 = 15

Bhoors hops off the shovel.

Athletics just for style: 1d20 + 5 ⇒ (6) + 5 = 11This roll is just for me it keeps me honest as I describe how awesome Bhoors moves.

As Bhoors hops off the shovel he hits the flat of the shovel again with his foot the handle comes flying up and he tries to catch it. He fumbles it as he runs. He moves to one of the red hot bricks and smashes it with the shovel knocking it out of place sending more sludge over the path harrying his pursuers. He drops the shovel and continues his run.


Male human fighter 4 | hp: 40/40 (used 4/4 HD) | AC: 17 | Init +2 | Saves: S +5, D +2, C +5, I +2, W -1, Ch +1 Insp [ ] | Spell DC 12, +4 spell atk | Slots 1st - 3 (0 used) | Passive Per 11 | Second Wind [ ] | Action Surge [ ]

@Bhoors, I think that you needed a post round roll of a Con Save. ^_^


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

You are right Abrel I do owe a con save. What is the Con Save for. I thought the Dex save was the complication roll for Round 1. What is the con save for. Because if failing screws up my round 2 I will want to retcon it before too long.

Con Save: 1d20 + 2 ⇒ (19) + 2 = 21


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Sorry for confusion. There are 3 things that I need from each player during each round: Chase Action, Complication roll, and Pursuit roll. The complication roll may or may not happen, and the type of roll changes based on random luck. The Pursuit roll is always a Con save and it represents how winded you are, sorta. Each player must get 2 Pursuit save successes before the enemies each get 2 Pursuit save successes to win the chase.

At this point you are all good Bhoors I will carry the shovel shenanigans over to round 2.


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Cult Pursuit Rolls:

Cultist 1: 1d20 ⇒ 18
Cultist 2: 1d20 ⇒ 9
Cultist 2 Disadvantage: 1d20 ⇒ 8
Cultist 3: 1d20 ⇒ 9
Cultist 4: 1d20 ⇒ 5
Reaver: 1d20 + 1 ⇒ (9) + 1 = 10
Knight: 1d20 + 2 ⇒ (17) + 2 = 19

Round 1 Pursuit Results: First group with all members to 2* wins
Abrel *
Bhoors *
Cole
Davin *
Elandil *
Shal **

Cultist 1 *
Cultist 2
Cultist 3
Cultist 4
Knight *
Reaver *

After a quick getaway the party is streaming ahead, however is getting thoroughly lost in the heart of the ruined city. The pitter patter of wet boots echoes off the dark windowed buildings like cold cliffs, and suddenly a toothless old man emerges from a side passage "Haaay, wots yer rush, speedy?!" to the party before getting trampled.

Farther ahead you turn a corner and face a huge lightning elemental locked in combat with black skinned ghouls, the crackles of energy streaming all over their undead flesh. Furgis grabs you by the shoulder, minus a pair of underpants his eyes wide and glossy like pearls "N...nay. Not this way!" Doubling back you jump off a half collapsed bridge and run the bed for a few 10s of yards before a tall, collapsed ornate fountain blocks your path. The party quickly climbs up and is back on the streets, still in hot pursuit by the unrelenting Crushing Wave...

Cultist 1 vs Bhoors: 1d20 ⇒ 20

Alright, Round 2! Chase Actions first.

Chase Round 2: ^Advantage/*Disadvantage
Cole, Shal, Davin, Bhoors, Abrel, Elandil <--UP
Cultist 1, Cultist 2, Cultist 3, Cultist 4, Reaver, Knight


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Posted the sample chase actions on slide 1 for easy reference.


Male human fighter 4 | hp: 40/40 (used 4/4 HD) | AC: 17 | Init +2 | Saves: S +5, D +2, C +5, I +2, W -1, Ch +1 Insp [ ] | Spell DC 12, +4 spell atk | Slots 1st - 3 (0 used) | Passive Per 11 | Second Wind [ ] | Action Surge [ ]

Abrel looks around and grabs a bundle of netting and tries to fling it out into a mass so that hopefully, it trips up our pursuers.

Strength (Athletics): 1d20 + 4 ⇒ (17) + 4 = 21


Wood elf Druid 3 HP:21/21 AC:16 perc: +5, Init: +3 SAVES: Str -1, Dex +3, Con +1, Int +2, Wis +5, Cha +1

The elemental and the ghouls have thoroughly spooked Elandil. First chance he gets he squeezes through some rubble and takes off down an alley before running parallel to the others.

stealth: 1d20 + 5 ⇒ (14) + 5 = 19

story about the confusion before. I'll try to get it right this time.


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors
GM Infinity wrote:

Sorry for confusion. There are 3 things that I need from each player during each round: Chase Action, Complication roll, and Pursuit roll. The complication roll may or may not happen, and the type of roll changes based on random luck. The Pursuit roll is always a Con save and it represents how winded you are, sorta. Each player must get 2 Pursuit save successes before the enemies each get 2 Pursuit save successes to win the chase.

At this point you are all good Bhoors I will carry the shovel shenanigans over to round 2.

Now I get it. Though I think you missed my Round 1 "Chase Action" a leap which I rolled a Nat 20. I mistakenly thought that was the whole round.

So Round 1
Chase action Lept the cart with the Nat 20.
Made the dex save for the complication (which I applied the advantage fromt he nat 20 to not sure if that was correct now). The Dex save was flaovred with me surfing the shovel. Then Abrel pointed out that I needed the Con save which was the "Pursuit roll" which I hit with an unnatural 21.

Then round 2. I took the "Chase Action" create an obstacle and rolled a 15. Flavor hit the brick with the trusty random shovel and made the crap slick sludge worse.

If I am now following we are still mid round 2 awaiting the complication and pursuit rolls.


Male Human Rogue (Criminal)/1; AC: 16; HP: 9/9; Initiative +4; Passive Perception 12; HD Used 0/1

I missed my chase action.

Again, surge ahead.

Athletics: 1d20 + 5 ⇒ (13) + 5 = 18


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No worries guys, new mechanic bound to cause some wtf's on both sides. This is different than DMG chase even.

Abrel tosses out a net bundle with a few week old dried fish carcasses in it out into the path...

Cultist 1: 1d20 ⇒ 13

...but the inductee springs up vertically like a little water spout, flying right over.

Elandil ducks into a side passage, his darkvision throbbing a vein at the head's temple in activation...

Cultist 2: 1d20 ⇒ 4

...burning saltwater in his eyes, the water worshipper fumbles in the dark, reaching out with his hands. He only manages to find a dead dog.

Meanwhile Cole, born for the streets, adjusts his running posture and screams forward like a true athlete.

Chase Round 2: ^Advantage/*Disadvantage
^Cole, Shal, Davin, Bhoors, Abrel, Elandil <--UP
Cultist 1, *Cultist 2, Cultist 3, Cultist 4, Reaver, Knight


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Female Wood Elf Warlock 5 | HP:27/27 | AC:14 | Init: +3 | Per: 11 | PB: +3 |Inspiration: Yes

Dropping down from the fountain, Shaldinari slips to one knee and then takes off again. Dashing around a corner, she finds the road blocked by another large fissure this one much too wide for her to leap. Spinning to the left her eyes blur for a moment at the disconcerting and stomach churning vision of bricks and rubble floating up several spans and then dropping back down only to float up again. The gravitational inversion sphere blocking the only way around the fissure in this direction. Unwilling to turn back and with little thought and a gentle prayer to the Lady she leaps up and into the anomaly. Letting her momentum carry her through she twirls once to avoid a couple of large dropping bricks and then lands deftly on the other side, now standing on top of a low wall, still intact enough to provide a solid path forward.

Acrobatic Leap: 1d20 + 3 ⇒ (19) + 3 = 22


Hanging Back from the group, Davin harries the cultists by firing arrows in their direction to force them to slow down and be more cautious as they round corners.

1d20 + 3 ⇒ (19) + 3 = 22


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Shal bravely takes flight into the chaos.

Cultist 3 contested Davin: 1d20 ⇒ 20

One of the cultists following Davin makes a great show during a stand off, walking towards him slowly unafraid and deflecting arrows with his bracer. Ultimately however, Davin's volley is simply too much and a few grazes to the face sends the defender skittering back to cover while the rest of the party advances.

Chase Round 2: ^Advantage/*Disadvantage
^Cole, ^Shal, Davin, Bhoors, Abrel, Elandil <--UP
Cultist 1, *Cultist 2, *Cultist 3, Cultist 4, Reaver, Knight

Complication: 1d20 ⇒ 1

Around a corner, 2 city guards seem to be shaking down a hobo for everything he has (which isn't much). "Oy...what are you lot after? You can't be here! Halt!" and take chase along with the cultists.

Alrighty, no complication check needed from players here. Just Pursuit save at this time. Cole and Shal have advantage.


Pursuit (CON) save: 1d20 + 6 ⇒ (17) + 6 = 23


Female Wood Elf Warlock 5 | HP:27/27 | AC:14 | Init: +3 | Per: 11 | PB: +3 |Inspiration: Yes

Con Save: 1d20 + 1 ⇒ (10) + 1 = 11
Advantage: 1d20 + 1 ⇒ (4) + 1 = 5

Taking a few seconds to catch her breath after sailing through the anomaly, Shaldinari checks to see if the cultists are still following. Although one appeared to be hampered by Davin's arrows, she sees others continuing to give chase. With a deep breath she gathers her strength and continues jogging carefully along the narrow path of the open wall.


Wood elf Druid 3 HP:21/21 AC:16 perc: +5, Init: +3 SAVES: Str -1, Dex +3, Con +1, Int +2, Wis +5, Cha +1

con save: 1d20 + 1 ⇒ (18) + 1 = 19

Elandil springs from a side alley meeting up with the rest of the group. He seems none the worse for wear from his detour.


Male human fighter 4 | hp: 40/40 (used 4/4 HD) | AC: 17 | Init +2 | Saves: S +5, D +2, C +5, I +2, W -1, Ch +1 Insp [ ] | Spell DC 12, +4 spell atk | Slots 1st - 3 (0 used) | Passive Per 11 | Second Wind [ ] | Action Surge [ ]

Con Save: 1d20 + 4 ⇒ (14) + 4 = 18


Male Human Rogue (Criminal)/1; AC: 16; HP: 9/9; Initiative +4; Passive Perception 12; HD Used 0/1

Con: 1d20 + 1 ⇒ (12) + 1 = 13
Con Adv: 1d20 + 1 ⇒ (19) + 1 = 20

Cole continues in a stalwart manner with grim determination.


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

pursuit con save: 1d20 + 2 ⇒ (9) + 2 = 11

Bhoors turns the corner and sees the new chasers and spins back around and keeps running. "Do not go that way.

Just a reminder. Bhoors gave Shal Bardic Inspiration during the fight.


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Cultist Pursuit Rolls:

1: 1d20 ⇒ 11
2: 1d20 ⇒ 11
2 dis: 1d20 ⇒ 17
3: 1d20 ⇒ 13
3 dis: 1d20 ⇒ 3
4: 1d20 ⇒ 10
R: 1d20 ⇒ 14
K: 1d20 ⇒ 4

Round 2 Pursuit Results: First group with all members to 2* wins
Abrel **
Bhoors **
Cole *
Davin **
Elandil **
Shal ***

Cultist 1 **
Cultist 2 *
Cultist 3
Cultist 4 *
Knight *
Reaver **


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Alright, round 3 chase actions up. Looks like party is in good shape, could be the last round, but remember nat 1s can take away stars!

The party enters into what looks like a huge indoor warehouse, perhaps the old bazaar market. Somehow the roof is still intact but but nearly every stall has been looted.


Male human fighter 4 | hp: 40/40 (used 4/4 HD) | AC: 17 | Init +2 | Saves: S +5, D +2, C +5, I +2, W -1, Ch +1 Insp [ ] | Spell DC 12, +4 spell atk | Slots 1st - 3 (0 used) | Passive Per 11 | Second Wind [ ] | Action Surge [ ]

Abrel making sure to keep pace with Davin, spies a scaffold up the side of a house that was under renovations. As he rounds the corner, he lashes out with a lightning lash, pulling the scaffolding down on their pursuers!

Intelligence (Arcana)?: 1d20 + 4 ⇒ (15) + 4 = 19


Female Wood Elf Warlock 5 | HP:27/27 | AC:14 | Init: +3 | Per: 11 | PB: +3 |Inspiration: Yes

Shaldinari's path on the wall leads to a busted out window of the warehouse. Climbing down she reconnects with the party and makes her way through the maze of busted and looted stalls. Using the jumbled rubble to her advantage, she dodges and ducks in a further attempt to throw the pursuers off her trail.

Duck in Alley - Deception: 1d20 + 2 ⇒ (15) + 2 = 17


Wood elf Druid 3 HP:21/21 AC:16 perc: +5, Init: +3 SAVES: Str -1, Dex +3, Con +1, Int +2, Wis +5, Cha +1

Elandil spots a group of bats taking refuge in the rafters. He startles them into a cloud as he passes by.

animal handling: 1d20 + 5 ⇒ (9) + 5 = 14


Male Human Rogue (Criminal)/1; AC: 16; HP: 9/9; Initiative +4; Passive Perception 12; HD Used 0/1

Break Away: 1d20 + 5 ⇒ (5) + 5 = 10

Cole again uses his athleticism to try and outdistance the chasers.


Male human fighter 4 | hp: 40/40 (used 4/4 HD) | AC: 17 | Init +2 | Saves: S +5, D +2, C +5, I +2, W -1, Ch +1 Insp [ ] | Spell DC 12, +4 spell atk | Slots 1st - 3 (0 used) | Passive Per 11 | Second Wind [ ] | Action Surge [ ]

@Cole, you have no idea how much I love that Cole has a better Athletics than Abrel! XD


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Male Human Rogue (Criminal)/1; AC: 16; HP: 9/9; Initiative +4; Passive Perception 12; HD Used 0/1

yeah...Str based rogue is not an ideal build, but I wanted to give it a try...Thug Life...


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Abrel completely crushes one of the cultists under the mass of piping and wood planks. He is only freed by a large bizarre worm-like creature that startles from underneath, quickly skittering away tumbling and tackling over the poor man.

Perception vs Shal: 1d20 ⇒ 4

The cultist following Shal rounds the corner and sees nothing but dead calm "What the hell?! I lost her!"

But before the others can laugh too hard, a crashing bat swarm flows over the entire ground level, replete with the screeching of the damned and plenty of guano.

Cole's emotionless face adorns his mechanical biomass, chugging along with 100% efficiency and barely breaking a sweat.

Chase Round 3: ^Advantage/*Disadvantage
^Cole, Shal, Davin, Bhoors, Abrel, Elandil <--UP
*Cultist 1, *Cultist 2, *Cultist 3, Cultist 4, Reaver, Knight


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Feels like everything is a bit slow on the boards for Memorial Day I suppose. Ill hold off botting a bit longer


Male Half-Elf Bard 4 College of Blades HP 14/29 | AC 14 | Passive Perception 11 I Inspiration 1 |ACP 2 | TCP 2 Current Picture of Bhoors

Leap: 1d20 + 5 ⇒ (6) + 5 = 11

Bhoors keeps moving and spots a shortcut over a wide span where the road collapsed leaving a deep scar in the ground. His legs burning beneath him he leaps. Those ahead see him drop into the fissure as he dropped short.

Then his hand reaches over the top of the ledge and he swings himself up and continues on. He smirks and waves dissmissivly at those following him.


Well crap..just noticed my post was eaten...sorry for that...will post again!

Davin, once he has fired a few arrows to keep the enemies heads down, surges forward to catch up with the others.

Surge Forward: 1d20 + 3 ⇒ (2) + 3 = 5
Re-roll Inspiration: 1d20 + 3 ⇒ (20) + 3 = 23

Well that sucks...hope I can use inspiration like this...


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Complication: 1d20 ⇒ 11=No complication

Alright, time for Pursuit save. Cole, Davin, and Bhoors have advantage. If Cole makes it, and no one drops nat 1, you guys will win the pursuit.


Wood elf Druid 3 HP:21/21 AC:16 perc: +5, Init: +3 SAVES: Str -1, Dex +3, Con +1, Int +2, Wis +5, Cha +1

con save: 1d20 + 1 ⇒ (18) + 1 = 19

yay not a 1!

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