[D&D 5e] DM Asmodeus's "Night Below" Group #2 Campaign (Inactive)

Game Master bwatford

Current Location: The Gleaming Glade in the Hardlow Woods


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Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Faey, you add your dexterity modifier to damage rolls on ranged attacks in this edition.


Quiver: 20/20|Bombs: 4/4|Mutagen (dex): 1/1|Extracts: Shield, +1 open slot Alchemist (grenadier) 1|AC: 18|HP: 8/8|Initiative +6|Low-Light Vision, Perception +5|Fort: +3; Refl: +6; Will: -1;|

Oh nice, thanks! Still getting used to the new rules.

And yeah, I'm perfectly fine with the GM rolling our initiatives.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

I was looking at character sheets, and I noticed a few things.

Wolfgang, you should have 1 more skill from being a human. Also, what feat did you take?

Slice, what feat did you tale?

Faey, you are missing a weight listing for your arrows.


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant
Glasilock Haridensford Pip wrote:

I was looking at character sheets, and I noticed a few things.

Wolfgang, you should have 1 more skill from being a human. Also, what feat did you take?

Slice, what feat did you tale?

Faey, you are missing a weight listing for your arrows.

In 5E Humans either get a feat and 2 ability points at level one, or +1 to all ability scores I chose the second option.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Oops, I feel dumb. Good choice though with your scores. An overall boost is nice.


I am going to roll all NPC's on the board as a single initiative to make it easier for processing.

Initiative: 1d20 + 1 ⇒ (17) + 1 = 18


Both Archers fire at Pip

Archer1: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 1 ⇒ (4) + 1 = 5 piercing damage.

Archer2: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d8 + 1 ⇒ (3) + 1 = 4 piercing damage.

Archer2 possible fumble chance.

Percentage: 1d100 ⇒ 57

Ambusher attacks from hidden with a crossbow shot at Pip. This gives the shot advantage and also sneak attack if it hits.

HandCrossbow: 1d20 + 4 ⇒ (16) + 4 = 20
Advantage: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 piercing damage.
Sneak Attack: 2d6 ⇒ (4, 5) = 9 piercing damage.

Hide: 1d20 + 4 ⇒ (9) + 4 = 13


Farmer #1 fires a light crossbow at Alex. Alex has quarter cover from Archer #2 (+2 to AC) Target AC is now 18.

Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Farmer #2 fires a light crossbow at Alex. Alex has quarter cover from Archer #2 (+2 to AC) Target AC is now 18.

Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Carlanis fires a heavy crossbow at Alex. Alex has quarter cover from Archer #2 (+2 to AC) Target AC is now 18.

Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d10 ⇒ 3


M Humanborn

this is discussion. haha


I like to place all my rolls here so I can process as I go. The results of the rolls are in the game thread.


what action is it to use deception in speech as a means to maybe cool down the fighting?


Erdann wrote:
what action is it to use deception in speech as a means to maybe cool down the fighting?

To use deception/persuasion to try to get a result then it requires your action. The DC is set according to the moral of the enemy at the moment or who has instructed them to do it.

For example, if a major crime boss had instructed x to get y and his life would be forfeit for failure anyway then that DC could be 25 or even 30 to try and talk them into not doing it.

However if a petty thug was attempting to rob you and you seemed to have the upper hand then that DC might be 10.


Quiver: 20/20|Bombs: 4/4|Mutagen (dex): 1/1|Extracts: Shield, +1 open slot Alchemist (grenadier) 1|AC: 18|HP: 8/8|Initiative +6|Low-Light Vision, Perception +5|Fort: +3; Refl: +6; Will: -1;|

If it's alright, what I have listed in my equipment is a quiver, that weighs 1 pound. Then in my vital statistics I have the quantity of arrows, 19/20.


Faey Vallidorn wrote:
If it's alright, what I have listed in my equipment is a quiver, that weighs 1 pound. Then in my vital statistics I have the quantity of arrows, 19/20.

That is correct.


and am i correct in my understanding that those "farmers" shot at us?


Erdann wrote:
and am i correct in my understanding that those "farmers" shot at us?

You would be correct...


Just waiting on Erdann to post up before starting to process since he is first in the initiative order. It is the weekend and post are optional so there is no rush.


sorry for the delay, just posted. combination of thinking that i already posted this round and the fact i went downtown for drinks last night, which delayed me waking up today.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

The crossbow lady dealt me quite a bit of damage. I am really glad I have second wind.

Surprised the Farmers are attacking. Wasn't expecting them to do anything but cower. These bandits are actually slightly intelligent.


Ambusher multi-attack against Jelly with sneak attack due to having an ally within 5 feet of Jelly.

Shortsword1: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 2 ⇒ (3) + 2 = 5 piercing damage.

Shortsword2: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 piercing damage.

If either of the above hit then sneak attack damage is added.

Sneak: 2d6 ⇒ (4, 5) = 9 piercing damage.

Shortsword #2 was a critical strike.

Critical: 1d6 ⇒ 2

Possible chance of critical event.

Percentage: 1d100 ⇒ 49


hmm what is a critical event?


Archer #1 attacks Erdann with his scimitar.

Scimitar: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 slashing damage.


Erdann wrote:
hmm what is a critical event?

I use a homebrew system that determines the possibility of something extra happening on a critical hit (natural 20) or a critical fumble (natural 1).

The chances all depend on how much damage the critical hit dealt or if it took a character out. There are literally 100's of possible effects on both sides. Usually minor little things, sometimes nothing and sometimes you might get a lasting condition or effect to simulate a wound that is hard to heal, etc.

It goes way beyond simple critical hit and fumble charts and takes a lot of the situational effects into account as well. Like in Jelly's case I roll the d100 on a different chart because of him being taken down to 0 hitpoints by the critical. Because it was a knockout blow and not a lethal attempt then he suffered a concussion which gave him four levels of exhaustion.

In 5e exhaustion effects go away slowly at one level a day and their isn't any other way to get rid of it other than very expensive magic that typically isn't worth it. So it simulates the effects that will trouble him a few days as he recovers from being knocked unconscious by a critical.


Wow so an enemy got to drop an item, draw a weapon, move and attack all in the same turn? Seems crazy at our level. Granted i dont know much about the system i guess.

Grand Lodge

Male Male Human Fighter 2: HP:31/31, Spd:20 , AC:16 (18 with shield), Init:2, Saving throws: Str:5, Dex:3, Con:5, Int:0, Wis:3, Cha:2, Passive Perception:15 Fighter 2

We can too. Granted, drawing one weapon can be done as part of either your move or your standard action and dropping an item too. So you do one when you are moving and draw and attack after you arrive.

In 3.5/PF you could too: dropping as free and charge with drawing as part of it if your BAB was +1 or higher.


Erdann wrote:
Wow so an enemy got to drop an item, draw a weapon, move and attack all in the same turn? Seems crazy at our level. Granted i dont know much about the system i guess.

1. Dropping a item is always free. (1 per turn)

2. You can manipulate one object a round. Draw a weapon, or retrieve a small stored item like a potion or open a door, etc. You can not manipulate more than one item without a feat or using your standard action as well.
3. You get one move a round up to your speed. You can move both before and after your attack if you have movement still available. If you leave a threatened square without using your action to disengage then you provoke a AoO.
4. You get one standard action per turn which you can use to either attack, dash, disengage, etc.

Now that being said, normally if you attack then you can't disengage so you would provoke moving away. The Ambusher has Cunning Action which all rogues get at level 2. Cunning action lets you use a bonus action to either disengage, hide or dash on top of your normal move and standard action.

5e can be a lot more deadly than 3.5/Pathfinder especially at low levels. This adventure is also a really tough one, which is why we have 7 players instead of the normal 4-5.

You just have to keep in mind that most monsters/bad guys have special powers just like the characters do. They have things like multi-attack, Pack tactics (They get advantage when fighting the same target) and all kind of other stuff. In 5e your typical goblin can cause problems for 1st level characters but a gang of goblins can cause problems for high level characters as well.


So, with an enemy in my face, what are my options? Cast and take an AoO, or move and take an AoO?


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Casting won't make you take an AoO in this edition. It just gives you disadvantage on the attack roll, but you can always use a saving throw spell.


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

Also, disengage is an move action you can take that doesn't provoke aoO. You do have to take your whole movement away from whoever you're disengaging from however.


Glasilock Haridensford Pip wrote:
Casting won't make you take an AoO in this edition. It just gives you disadvantage on the attack roll, but you can always use a saving throw spell.

Oh perfect. I was thinking of doing an illusion to obscure where i am and then backing up once i have "cover"


The Slice wrote:
Also, disengage is an move action you can take that doesn't provoke aoO. You do have to take your whole movement away from whoever you're disengaging from however.

Actually Disengage is a action. You use a action to disengage which protects you from all AoO for that turn then you use your standard move action to move away.

So basically you give up your action to attack or cast to move away without provoking.


Quiver: 20/20|Bombs: 4/4|Mutagen (dex): 1/1|Extracts: Shield, +1 open slot Alchemist (grenadier) 1|AC: 18|HP: 8/8|Initiative +6|Low-Light Vision, Perception +5|Fort: +3; Refl: +6; Will: -1;|

There is no staying engaged with someone and shifting position without provoking though?


Faey Vallidorn wrote:
There is no staying engaged with someone and shifting position without provoking though?

As long as you do not leave an opponents threatened areas you can circle them all you like.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Sorry about removing the cover, I thought you guys were in it.

Grand Lodge

Male Male Human Fighter 2: HP:31/31, Spd:20 , AC:16 (18 with shield), Init:2, Saving throws: Str:5, Dex:3, Con:5, Int:0, Wis:3, Cha:2, Passive Perception:15 Fighter 2

Ey DM! Quick question: is there any benefit from flanking an enemy? I've read somewhere that it is an optional rule that gives advantage but I'm not sure if we play with that or another rule, or none at all.


Alexander Ironwill wrote:
Ey DM! Quick question: is there any benefit from flanking an enemy? I've read somewhere that it is an optional rule that gives advantage but I'm not sure if we play with that or another rule, or none at all.

There is an optional rule which lets a player get advantage from flanking, however I do not use the rule.

During play testing of the optional rule and breaking down the math of it, advantage is equal to a +5 bonus to hit. It also doubles the likelyhood of a critical.

Flanking has been removed from 5e altogether, is is now replaced by different class abilities that give advantage in certain situations.


Quiver: 20/20|Bombs: 4/4|Mutagen (dex): 1/1|Extracts: Shield, +1 open slot Alchemist (grenadier) 1|AC: 18|HP: 8/8|Initiative +6|Low-Light Vision, Perception +5|Fort: +3; Refl: +6; Will: -1;|

And like that...all my hopes and dreams were sundered...

;)

Actually it'll be interesting to see a game played where flanking doesn't matter.


Erdann please post your actions up, you are next in initiative.


Erdann wrote:

so, im on mobile and cant look things up but i wanted to post to get things moving. My idea, which i looked up a few days ago amd it seemed to be plausible, was this:

Cast silent image, a 15ft cube. The image i want to make is of the ground rising and lifting me up 10ft, so basically make it look like i do earth magic instead of illusion magic. Once this image is complete, i will in reality move back to the back of the cube while i am out of their sight so i am no longer in melee. Theyll have a juicy target on top of this cube of earth to shoot at, and i will have him dance around to avoid shots. I will leave Faey and Wolfgang out of it since we didnt discuss it beforehand. The illusion is that the ground, in a perfect square, raised up 10ft (so if the bank on the side of the road is higher, that part of the top of the cube would be higher). With an image of me on top in my same space, reactively dodging arrows.

I think you are trying to get to much out of the spell. Ok you use your action to cast the illusion and your illusionary self begins to rise up. The archer who is adjacent to you gets a swing at the illusionary you as it leaves his threatened area which is interacting with the spell and automatically reveals it to be an illusion (No roll needed) it also allows the archer to see through it.

When you then move you won't provoke because the archer already used his reaction to take the attack of opportunity on the illusion but he would still see you and no longer be affected by the illusion.

The illusion also requires concentration to maintain so if you are hurt then a concentration check is needed to keep the image up.

If any of the other bandits fire/swing at the image they automatically disbelieve because they have interacted with it.

The above is just the mechanics of it, but doing it is possible if you want just don't expect it to keep the archer at bay or anyone else once they interact with it.


Wouldnt they roll to hit and only interact on a hit? And i thought silent image, while concentrated on, could be altered during the spell so as to make it look like it is hit or dodged, burned, etc?

And not sure how the archer would get a swing since an illusion cant provoke an AO unless that changed also...?

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Them critical effects seem deadlier than normal, What is the chart, or what is on it?


Erdann wrote:

Wouldnt they roll to hit and only interact on a hit? And i thought silent image, while concentrated on, could be altered during the spell so as to make it look like it is hit or dodged, burned, etc?

And not sure how the archer would get a swing since an illusion cant provoke an AO unless that changed also...?

If you are making the illusion look like you then they would absolutely get a AoO because the archer perceives it to be you and you are moving out of its threatened area. Why would they not swing at it? Because it is an illusion which they don't know is one correct?

You conjure an illusion of something, you acting like you are dodging or whatever the illusion has no mechanics to disbelieve or to hit it. It is not really you up there.

The illusion can not dodge, it is not a physical entity. Does not have your stats. You even have to use your action just to have it move from place to place beyond the preset area. It is a image of something, much like a TV would show a loop of a certain thing. It can look like it is dodging but it is just predetermined movements, can't really dodge an incoming attack or it would be given AC, etc.

Besides it is not just hitting you. If they missed and hit the hill you were on or an arrow hit the hill then it would pass right through.

The spell description says any physical interaction, which attacking definitely is considered that. No roll necessary. It is a first level illusion spell.


Jelly Gelly wrote:
Them critical effects seem deadlier than normal, What is the chart, or what is on it?

It is usually not as bad as you got hit with. I will give you an example of one of the charts that deals with a critical slashing attack.

01 – 03 • Gruesome slash. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Debilitating cut. Roll one extra die of the weapon’s damage to the target.
07 – 09 • Vicious laceration. The target must make a successful DC 10 CON Save or suffer an additional 1d8 damage. 10 • Horrific gash. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Nasty slice. Reroll all 1s and 2s on the damage roll for this attack.
17 – 19 • Savage chop. The target is also knocked prone.
20 • Inspiring stroke. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 • Ruthless assault. As a free action you may immediately make one melee attack vs. the same target. 24 – 26 • Nicked an artery. The target must make a successful DC 12 CON Save or suffer and additional 1d8 damage every rd. until it saves.
27 – 29 • Bloody trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save.
30 • Cleaving hack. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage.


Hmm then what about a ball of earth/stone surrounding the area then? They wont be distracted by the illusory "me", and probably wont attack it since they likely wouldnt picture their weapons being able to go through stone. Then i'd have room to safely disengage.


I dont mean disengage action but step back to the back of the 15ft stone encasement


That will work with no problem.


Alrighty, that is what i do. i guess i should have been more explicit in that being my final course of action. thanks for helping me out with illusion stuff, i find that tends to be one of the harder-to-pin-down aspects of fantasy games.


I'm beginning processing now... sorry a little late. Busy day.


Pip possible fumble effect chance from the natural 1 he rolled.

Percentile: 1d100 ⇒ 79


Ambusher reaction to attack Pip with Advantage due to fumble.

Shortsword: 1d20 + 4 ⇒ (15) + 4 = 19
Advantage: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 piercing.
SneakDamage: 2d6 ⇒ (2, 2) = 4 piercing.

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