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

Game Master bwatford

Current Location: The Gleaming Glade in the Hardlow Woods


801 to 850 of 860 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>
Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Well look at that. Ya never know what you can do until you try. =-D


Night Below
Act 3: Lurred Into Darkness
Scene 5: A Kidnapping on the Moors
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Jelly again swings and hots the dog that was before him, the dog howled in anger as the blow landed but did not relent.

Seeing the dog relentless against the cleric Wolfgang calls forth a blast of force energy and sends it hurtling toward the beast, as the wave of energy struck, bones cracked within the dog and its form twisted and snarled as it let out a merciless howl of pain, it staggered and wavered bleeding profusely from its mouth and side but somehow it managed to stay on its feet.

Alex stood back to his feet and grabbed his greatsword off the ground, he moved over to the dog attacking Pip and swung down with great fury, cleaving the beast into two parts as it fell.

As the dog fell Pip took a deep breath to try and strengthen his resolve as he dropped his rapier and grabbed his crossbow once again. He fired at the badly wounded dog in front of Jelly, as his bolt struck the dog dropped like a rock as it was killed.

Seeing the dogs fall Erdann concentrates the next volley of missiles on the dog in front of Dunwich, each missile impacting one after the other and he caused the flaming sphere to roll into it again at the same time, hoping to overcome its defenses with the volley of attacks. The dog howled and staggered under the assault, it was hurt and whimpered heavily.

A arrow come from somewhere in the distance as The Slice fired into the fray striking the dog in front of Dunwich and killing it instantly.

Dog #4 that was already fleeing south continued its run disappearing from sight through the trees.

Combat is over

Wolfgang:

You are correct. On a critical ALL damage dice are rolled again.

Alex:

You can always manipulate one object for free each round such as drawing a weapon, picking one up, etc.

Mechanics:

Dog #2 takes 5 hitpoints of bludgeoning damage from Jelly's mace.
Dog #2 takes 12 hitpoints of force damage from Wolfgang's Eldritch Blast.
Dog #2 takes 3 hitpoints of necrotic damage from Wolfgang's Eldritch Blast.
Dog #2 takes 6 hitpoints of piercing damage from Pip's crossbow.
Dog #2 has taken a total of 44 hitpoints of damage.
Dog #2 is dead.

Dog #3 takes 12 hitpoints of slashing damage from Alex's greatsword.
Dog #3 has taken a total of 40 hitpoints of damage.
Dog #3 is dead.

Dog #5 takes 11 hitpoints of force damage from Erdann's Wand of Magic Missile.
Dog #5 takes 3 hitpoints of fire damage from Erdann's Flaming Sphere.
Dog #5 takes 10 hitpoints of piercing damage from The Slice's shortbow.
Dog #5 has taken a total of 43 hitpoints of damage.
Dog #5 is dead.

Active Effects:

Alex used Action Surge (0 of 1 remaining.)
Alex used Second Wind (0 of 1 remaining.)
Alex has 7 of 31 hitpoints remaining.
Alex is prone.
Alex is diseased.*
*Diseased - Alex has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, Alex must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. Alex dies if the disease reduces his hit point maximum to 0.

Pip hitdice (2 of 3 remaining.)
Pip First Level Spell Slot (0 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip has 21 of 31 hitpoints remaining.
Pip is diseased
Diseased: A diseased player or NPC has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang used one spell slot. (1 of 2 remaining.)

Dunwich has 3 of 7 hitpoints remaining.
Dunwich is diseased
Diseased: Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Erdann used one second level spell slot (1 of 2 remaining.)

Jelly used one First Level Spell Slot (2 of 4 remaining.)
Jelly used Warding Flare (3 of 4 remaining.)

The Slice takes 4 hitpoints of piercing damage from Dog #5's bite.
The Slice takes 7 hitpoints of piercing damage from Dog #6's bite.
The Slice takes 9 hitpoints of piercing damage from Dog #6's bite.
The Slice has 4 of 24 hitpoints remaining.
The Slice is diseased.*
*Diseased - The Slice has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, The Slice must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The Slice dies if the disease reduces his hit point maximum to 0.


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)

Pip sits down on the ground, and takes out some jerky. "I'm resting now."

OOC:
I propose we take a short rest.

Scarab Sages

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

Jelly picks back up his bow and relaxes. And he remembers that erandan told us to burn the corpses, so Jelly will use up one torch to burn the corpses exactly where they lay, without moving them.


Erdann uses the remaining duration of the flaming sphere to assist in burning the dog corpses without getting close to them.

"Is everyone alright?" Erdann asks, shielding himself from the smell by holding extra folds of his sleeve up to his face.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

As the last dog speeds for safety, Wolfgang isn't done with him.
"Run then! Tell the rest of your foul pack to terrorize some other branch of road!"

He throws a last Eldrich Blast at the fleeing canine to hasten his retreat.

mechanics:

I don't really expect this to hit anything. :p
Elrich Blast: 1d20 + 5 ⇒ (19) + 5 = 24
Elrich Blast damage: 1d10 + 3 ⇒ (4) + 3 = 7

"You have the right of it, Pip. Let us take our ease before we make our way back to safety.
Alex? Slice? How injured are you? Jelly, if you have any healing within you, do not be greedy with it and aid the wounds of our brave warriors."

Dunwich limps up to Wolfgang and makes uncharacteristic mewing sounds. "Yes, yes. Once we get lay camp for the night you may return to your native hell-plane and seek what aid you can there. Your work here is done, dear friend. Retire to whatever peace you can find, for you have earned it. Another shall take your place on the battlefield, but none can take your place in my heart. You were my first familiar, and that will always be special."

Seeing the warlock pet the quasit seems oddly touching, as the fire consume the corpses of the demon dogs.


Night Below
Act 3: Lurred Into Darkness
Scene 5: A Kidnapping on the Moors
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Pip sits down onto the ground and takes out some jerky, with his back against a tree while Erdann and Jelly go about burning the bodies of the dogs. The fires cause a haze of smoke to cover the area close to the ground and the smell is hideously awful.

The group then sets in to rest for a short while before returning to the keep with news of what they had found.

OOC:

Everyone post up whatever benefits you gain from the short rest or any hitdice that you are burning.

Active Effects:

Alex used Action Surge (0 of 1 remaining.)
Alex used Second Wind (0 of 1 remaining.)
Alex has 7 of 31 hitpoints remaining.
Alex is prone.
Alex is diseased.*
*Diseased - Alex has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, Alex must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. Alex dies if the disease reduces his hit point maximum to 0.

Pip hitdice (2 of 3 remaining.)
Pip First Level Spell Slot (0 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip has 21 of 31 hitpoints remaining.
Pip is diseased
Diseased: A diseased player or NPC has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang used one spell slot. (1 of 2 remaining.)

Dunwich has 3 of 7 hitpoints remaining.
Dunwich is diseased
Diseased: Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Erdann used one second level spell slot (1 of 2 remaining.)

Jelly used one First Level Spell Slot (2 of 4 remaining.)
Jelly used Warding Flare (3 of 4 remaining.)

The Slice takes 4 hitpoints of piercing damage from Dog #5's bite.
The Slice takes 7 hitpoints of piercing damage from Dog #6's bite.
The Slice takes 9 hitpoints of piercing damage from Dog #6's bite.
The Slice has 4 of 24 hitpoints remaining.
The Slice is diseased.*
*Diseased - The Slice has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, The Slice must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The Slice dies if the disease reduces his hit point maximum to 0.

Scarab Sages

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

Will do some healing, wolfgang after I see what this rest heals them I'm waiting for characters to roll short rest hit dice first to see who needs it first and who needs next.


i stayed out of the fray so no need to heal me


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

The Slice rejoins the others, and sits back with some water, and a rag to try and re-compose himself.

Mechanics

Spoiler:

1d8 + 2 ⇒ (1) + 2 = 3 HD 1 Great +3
1d8 + 2 ⇒ (1) + 2 = 3 HD 2 You've got to be kidding +3
1d8 + 2 ⇒ (7) + 2 = 9 HD 3 Finally +9

He looks a little better after the rest, but eveyone can tell that his energy is not back to where is should be and he's very pale from his sickness, and his injuries.


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)

Pip isn't badly injured, but regains his energy during the rest.

Mechanics:
Regain action surge and second wind.

Scarab Sages

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

alright, one healing word on slice and the last level 1 spell slot for alex Jelly sings a new song onto the lord, sing alleluia. hope people are okay with me referencing christian church songs

mechanics:
healing word: 1d4 + 3 ⇒ (2) + 3 = 5 for slice and healing: 1d4 + 3 ⇒ (2) + 3 = 5 for Alex

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang just refreshes his spells, thankful he doesn't need any more.


Night Below
Act 3: Lurred Into Darkness
Scene 5: A Kidnapping on the Moors
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Short Rest...

Mechanics:

The Slice used 3 hitdice (0 of 3 remaining.)
The Slice gains 15 hitpoints hitdice.
The Slice gains 5 hitpoints from Jelly's Healing Word.
The Slice is at full health.

Pip regains Action Surge.
Pip regains Second Wind.

Jelly used 2 first level spell slots. (0 of 4 remaining.)

Alex gains 5 hitpoints from Jelly's Healing Word.
Alex has 12 of 31 hitpoints remaining.
Alex regains Action Surge.
Alex regains Second Wind.

Wolfgang regains one spell slot. (2 of 2 remaining.)

Active Effects:

Alex has 12 of 31 hitpoints remaining.
Alex is diseased.*
*Diseased - Alex has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, Alex must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. Alex dies if the disease reduces his hit point maximum to 0.

Pip hitdice (2 of 3 remaining.)
Pip First Level Spell Slot (0 of 2 remaining.)
Pip has 21 of 31 hitpoints remaining.
Pip is diseased
Diseased: A diseased player or NPC has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Wolfgang cast falselife (8 temporary hitpoints remaining.)

Dunwich has 3 of 7 hitpoints remaining.
Dunwich is diseased
Diseased: Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Erdann used one second level spell slot (1 of 2 remaining.)

Jelly used one First Level Spell Slot (0 of 4 remaining.)
Jelly used Warding Flare (3 of 4 remaining.)

The Slice is diseased.*
*Diseased - The Slice has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, The Slice must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The Slice dies if the disease reduces his hit point maximum to 0.

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

Alexander doesn't waste his breath with any words, simply sitting and trying to tend to his wounds.

The warrior is badly injured, but it is the foul beasts' putrid maws what worries him the most.

Mechanics:

Hit Dice Expended: 3d10 ⇒ (5, 5, 4) = 14
I regain Action Surge and Second Wind during the short rest.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

"Are we ready to head back to town? Maybe we can hire a cleric to help out with those who will need to convalesce over the next day or so."

Wolfgang has meditated upon the "Familiar" problem, and he seems to see a path forward....

Well, not a path, so much as a Ghost Dance....


Night Below
Act 3: Lurred Into Darkness
Scene 5: A Kidnapping on the Moors
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

As the rest comes to an end and everyone gets back on their feet the group heads back toward Palfray's Keep to report on what they had found. The trip back thankfully is uneventful and once reported the Count recalls the search parties and comes to the quick conclusion that the pilgrim clerics were all kidnapped and the soldiery was killed. The Count also sends for a priest to help with your wounds and soon a priest arrives at the keep and the party soon learns the cost to remove the disease fully from the infected is 60 gold per infected person.

The Count also allows the group to rest at the keep for the rest of the day and night to recover from their ordeal. During the evening the son of the Count comes back to you and wants to hear all the details of the story of what happened today and assures you that after they investigate the spot where he has told them then he will tell them where he thinks the bandits in the area are hold up.

Mechanics:

Alex used 3 hitdice (0 of 3 remaining.)
Alex gains 19 hitpoints from hitdice.
Alex is at full health.

Active Effects:

Alex used 3 hitdice (0 of 3 remaining.)
Alex is diseased.*
*Diseased - Alex has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, Alex must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. Alex dies if the disease reduces his hit point maximum to 0.

Pip hitdice (2 of 3 remaining.)
Pip First Level Spell Slot (0 of 2 remaining.)
Pip is diseased
Diseased: A diseased player or NPC has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Wolfgang cast falselife (8 temporary hitpoints remaining.)

Dunwich has 3 of 7 hitpoints remaining.
Dunwich is diseased
Diseased: Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Erdann used one second level spell slot (1 of 2 remaining.)

Jelly used one First Level Spell Slot (0 of 4 remaining.)
Jelly used Warding Flare (3 of 4 remaining.)

The Slice is diseased.*
*Diseased - The Slice has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, The Slice must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The Slice dies if the disease reduces his hit point maximum to 0.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

How much did he pay us?

Wolfgang nods as the Count gives orders to his people. "Mmm. Indeed, indeed. Nasty business this.

Of course, it seems that these dogs represented a -deadly- threat to your realm, and even your person. They not only slew large bands of persons, but attacked without provocation or reason. In time, who knows what they might have done?

So, too, we now learn that their bite has a -violent- infection, that even now threatens the life of some of our team. And they got this infection in -your- service. True, you only sent us to find an unknown threat, but we also have countered this threat for you, thus saving you the time, cost, and need of countering it later, perhaps at great cost to the lives of thy soldiers.

Hence, does it not seem just that you would help allay the infection out of thy own personal funds? Do you really need these men to leave your keep saying that service to you has cost them more than they had gained? Or, worse, for us, bereft of coin as we are, to languish for days, saying how we gave you loyal service, and in return were cast out to die, slowly, over days, telling EVERY person we encountered how deeds in THY name has been rewarded with death?

Come now. Give the loyal warriors the healing the richly deserved and let us part as friends!"

Mechanics:

Persuasion: 1d20 + 3 ⇒ (16) + 3 = 19

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Later, Wolfgang kneels in his quarters. "Thy service is done, Dunwich. Go, and be at ease."

The quasit disappears with a puff of smoke and the scent of brimstone. Wolfgang makes the signs again for an other-worldy assistant. An hour later he finishes. He looks before him but no form appears.

Then he feels a long, snake-like neck wrapping around his own chin in a sign of affection and familiarity.

"You have answered my call, and that is good. We have much do to.

Isn't that right, Lofwyr?"

OOC:

Dismissing Familiar: Quasit.

Summoning Familiar: Pseudo-Dragon


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

Just the thought of germs... and being sick revolts The Slice, so he happily pays the 60 gp for the remove disease.

ooc

Spoiler:

Removed 30 gp, and 3 pp.

"I'm not so sure the Dogs were behind this. It seems to involved for their intelligence... still I'm adverse to a little treasure hunt".


Night Below
Act 3: Lurred Into Darkness
Scene 5: A Kidnapping on the Moors
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

The count listens to Wolfgang's parlay over the disease and cost of healing and agrees with the warlock whole heartedly and uses the keep's coffers to pay for the curative magics that some of the group needed.

Mechanics:

All disease is removed.

Active Effects:

Alex used 3 hitdice (0 of 3 remaining.)

Pip hitdice (2 of 3 remaining.)
Pip First Level Spell Slot (0 of 2 remaining.)

Wolfgang cast falselife (8 temporary hitpoints remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

Jelly used one First Level Spell Slot (0 of 4 remaining.)
Jelly used Warding Flare (3 of 4 remaining.)

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

"Thank you for your kindness, Count." said Alexander before turning to Wolfgang and winking at him.

Using the connection that the "wizard" established, Alex thinks towards Wolfgang "What now, sir Wolfgang of the Gang of Wolves? We have a promise to keep with the Count's son... but the appearance of the dogs sure is strange."

Scarab Sages

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

I agree, let's keep our promise to the boy

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Awwwwww. You waited for me. Thanks guys! =) Alright, now lets go pwn some epic mobs for phat lewts!!!1! =D

Wolfgang gives a knowing nod at Alex and gathers the party together when they have left the count's company. "Alright, now that we are well and healthy, by all means, let us see to sewing the boy's wild oats!
At this point I care little if we find the promised ancient magic from a long-lost battlefield as he has promised, but so long as we are far away from this cursed place of diseased dogs and slaughtered pilgrims on the road then all the better I say!"

Provided there are no arguments against, Wolfgang goes to the rendezvous with the count's son to begin the epic adventure!

How much did the count pay us? Were we only gone one day, which means 5gp? Or did he keep the pay in exchange for the healing?

When they meet the boy, Wolfgang asks him, casually, "You know, would you be averse to showing us the battlefield first? If we can but glean some treasure from there first, it may help us in the fight against the bandits, yes?"


"I certainly agree." Erdann says to Wolfgang's suggestion, raising his own glass before taking a sip.


Night Below
Act 3: Lurred Into Darkness
Scene 6: The Gleaming Glade
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Resting and awakening the next day, the Count's son meets you at a pre-designated spot but informs you that he can not go with you to the Hardlow Woods to the battle site. The trip is 40 miles away from the keep and the journey there and back alone would take 4 days across the Moor and into the Hardlow Woods, his father would be furious if he was gone that long and not know where he was. But the boy happily gives you directions to what he calls the 'Gleaming Glade'.

He explains that you will know when you have arrived, there is a dead zone, with bare, skeletal, decaying trees covered in a phosphorescent moss that gleams at night. Once you arrive you must wait for nightfall, once the moss starts glowing, stay in the glade.

When questioned further the boy admits he doesn't know what you should do after that. That is all of the story he knows.

Going off of the boys words the group makes the trek over the next two days until they reach the spot as described, it really was a dead zone. Everything in the glade was either dead or dying. The strange moss on the trees began a eerie glow as night fell on the glade and the group made camp close to what they thought was the center of it.

They waited, almost giving up on anything being here but then they saw it... almost materialized out of thin air, or was it really there to begin with?

You find yourselves staring up at a ruined keep guarding a broken central tower, all made of smooth, green glass. (The same color as the light that is given off by the moss on the trees) It’s obvious that a grand battle took place here many years ago, and the glade around the ruin lies barren, with sickly weeds struggling to rise from the magic-blasted earth. Helping the group understand why the dead zone existed in the first place. Melted chunks of twisted glass pepper the ground, lending a green hue to the clearing’s light. Despite the damage, however, the glass of the keep itself seems to have avoided the ravages of time, with those pieces that survived the initial cataclysm unmarred by pitting or cracking, clean of moss and other clinging debris. Obviously powerful magics of some kind was used to hide the appearance of the keep except under the light of the moss that had grown on the nearby trees. Probably a side effect of the magics used to do such a tremendous task. The magics seeping into the ground was the spells own undoing, making it appear again under the eerie light. Or even yet, was it still on this plane of existence at all, or did the moss open some kind of gateway to where it had gone.

At the top of a steep dirt path winding up through the rubble, a broken open archway where large gates once stood opens onto darkness, its entrance seeming to steal the very light into its inky depths.

OOC:

Everyone take two days of rations off your equipment.

Since it has been two days, everyone is back at full everything and I have cancelled all active effects.

Everyone received two days pay for the search for the pilgrims from the Count. 10 gold coins each.


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

"Well that's a bit... weird. Still... nothing ventured nothing gained. Let's go".

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Before the boy leaves, Wolfgang speaks up. "But wait! You wanted to eradicate the bandits in their den. Shall we come back to you when we are done with the phantasmal battlefield?"

******

The dragon, Lofwyr, opens one sleepy eye to look at the tower as it emerges from the haze. The emotion that emanates from him is one of, 'Meh. Seen better.'

As the ghostly fortress becomes visible, Wolfgang says, "Pause a moment."
He snaps his fingers a few times and a demon of anger and shame engulfs his body in a hazy fog, bound to secure the warlock's lifeforce at the cost of its own.

That done, Von Goethe follows The Slice up the winding path, the dragon laying lazily across his shoulders.

Mechanics:

Casting Falselife at will: 1d4 + 4 ⇒ (2) + 4 = 6
Casting Falselife at will: 1d4 + 4 ⇒ (1) + 4 = 5
Casting Falselife at will: 1d4 + 4 ⇒ (1) + 4 = 5
Casting Falselife at will: 1d4 + 4 ⇒ (4) + 4 = 8


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)

"Hmmm." Pip rumbles, his face a grim mask staring up at the tower. "I don't like this. I can't trust my senses here."


"I'd like to believe I've been worse places, but one can never be sure." Erdann says, falling in line.


Night Below
Act 3: Lurred Into Darkness
Scene 6: The Gleaming Glade
Active Maps: Map of Harenshire
Active Battlemaps: Strange Fortress
-=-=-=-=-=-=-=-=-=-=-

The group made their way in a single file line up the small path that led to the opening in the wall of green glass. The path was a difficult climb by just the light of the night, between the moon, the stars, and the glowing moss there was just enough light to manage to see the path by.

When they got near the top the group saw their final switch back ahead, but then Alex spotted a metallic object in the path that looked sort of like a pyramid, as he alerted the others the object moved, first inverting its axis as small doors on the object slid open to reveal metallic hands and legs and a set of javelins. Really the way it was buzzing and twisting its form it was hard to tell exactly what it was until it stopped transforming.

The thing before them was a strange creature that seemed to be made of bits of flesh and metal that resembled a upside-down three-sided pyramids with a single eye, mouth, and arm on three of its four sides. Six spindly clockwork legs radiate from the bottom of its body.

Then the thing spoke out in the common tongue "Intruders detected, unit 47-c1 reporting." the pyramid body then spun in the direction of the group with a different side showing and it spoke as well "Halt! This area is off limits! You must leave at once or we are authorized to use deadly force to remove you." again the central pyramid spun to yet a third side "If you move closer we will harm you, please leave this area at once. This is your first and final warning."

As it set before you with three javelins raised in its pinchers you notice that a panel is hanging open on one side of it and thin metal strings protrude out from the interior, twisted together and attached to each other in a odd fashion. As well as the unit itself looks like it has been painted haphazordly to look more minicing. From within the open panel glowed the same green colored light as the moss on the trees and the color of the glass structure.

Round 1 Initiative
PC's
Sentry

* Conditions: None
* Everyone please post your round 1 actions at this time.
* Actions will be processed IN the order that they are posted.
Enviromental Issues: Because of the dim light all ranged attacks will have disadvantage unless you have darkvision.

OOC:

I am not listing DC's because frankly this is something that none of you have seen or encountered before.

Battlemap is active above, please use grid coordinates if moving.

Active Effects:

Wolfgang has 8 Temporary Hitpoints (Falselife)


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)

"What." Pip gapes, his hands automatically loading and firing his crossbow. "Triangle golem?" He says.

Mechanics:
Crossbow: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang is dumbfounded by the mechanical oddity and, not wanting to draw it's ire just yet, decides to light a torch so the others can see it better.

OOC:
Action to light a torch. This should cancel the disadvantage, yeah?


Erdann, seeing that the itchy-fingered Pip has already elected to fire upon the sentry, doubles down on his colleague's choice by firing a beam of blue-white energy at the creature.

mechanics:

I am unsure of the mechanics for Called Shots in 5e, if they exist, but I am specifically aiming for those weirdly-connected wires.

spell attack ray of frost: 1d20 + 5 ⇒ (16) + 5 = 21
cold: 1d8 ⇒ 8

Scarab Sages

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

Jelly will cast Bless on the Slice, Alex and Pip.

mechanics:
It will last for 1 minute, you each add a d4 to all your attack rolls and saving throws.
He will then stay put since his party isn't moving, might as well stay close.

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

Alex wonders to himself and mostly everyone there "Why can't we talk things out for once?!" before he draws a handaxe and throws it while moving forward to intercept the golem.

Mechanics:

Moving to B, 10
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
In case the torch doesn't negate disadvantage: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


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

The Slice moves to (E8) and looses an arrow at the contraption. "It would have probably been prudent to wait a bit before attacking... but I guess we're in it now".

1d20 + 6 + 1d4 ⇒ (17) + 6 + (3) = 26 Shortbow

1d6 + 4 ⇒ (4) + 4 = 8 Arrow


Night Below
Act 3: Lurred Into Darkness
Scene 6: The Gleaming Glade
Active Maps: Map of Harenshire
Active Battlemaps: Strange Fortress
-=-=-=-=-=-=-=-=-=-=-

Pip fired his crossbow almost out of instinct alone as the triangle thing appeared, his position in the back line of the group made his aim very difficult and when his bolt struck the mechanical creature the bolt deflected off its hard metal surface doing no damage. The creature responded "Unit 47-c1 is under attack, please send more units to this location."

Wolfgang took out a torch and lit it to provide some light, however the torch's light did not stretch far enough ahead to illuminate the sentry any better.

Erdann shot forth a cold blue ray from his fingertips toward the openeing in the creature's side where the metal strings protruded. The beam hit the creature as frost formed over the surface and the wires that were visable. The green glow from its opening flickered and sparks of electrical energy shot out from it with a little acrid black smoke. Again the creature called out "Unit .... 47-ccccc1 has be.. injured, please ...ispatch a .epair team immediate..."

Jelly said a prayer as a blessing passed over some of the group.

Alex flings a handaxe toward the machine that quickly dodges out of the way as Alex advances on its position.

The Slice moves up behind Alex and looses an arrow at the contraption, the arrow strikes the open panel solidly as electricity arcs over the entire creature and suddenly it disintegrates into dust as the three javelins that it was holding falls to the ground.

Suddenly an arrow lands in the ground at The Slices feet. Looking up everyone sees a small green figure with a head full of teeth perched on the path above them with a shortbow.

Round 2 Initiative
PC's
Sentry

* Conditions: (The Slice is Blessed), (Alexander is Blessed), (Pip is Blessed), (Jelly is concentrating on Bless) (Creature is prone)
* Everyone please post your round 2 actions at this time.
* Actions will be processed IN the order that they are posted.
Blessed: Whenever you make an attack roll or a saving throw roll before the spell ends, you can roll a d4 and add the number rolled to the attack roll or saving throw.

The creature above you is prone. (This puts all ranged attacks at disadvantage.) It also has 3/4 cover (+5 AC) from everyone below because of the terrain. However anyone that can reach it to engage in melee will gain advantage this turn because it is prone.

Mechanics:

Sentry takes 8 hitpoints of cold damage from Erdann's Ray of Frost.
Sentry takes 8 hitpoints of piercing damage from The Slice's shortbow.
Sentry has taken 16 hitpoints of damage total.
Sentry is dead.

Jelly used one first level spell slot (3 of 4 remaining.)
Jelly is concentrating on Bless. (1 minute remaining.)

Active Effects:

Wolfgang has 8 Temporary Hitpoints (Falselife)


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)

Pip fires a shot at the small creature. "This place is mad!"

Mechanics:
Firing light crossbow.
Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Disadvantage: 1d20 + 8 ⇒ (12) + 8 = 20
Bless: 1d4 ⇒ 4
=Attack roll of 24
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


Erdann, like Pip, turns his attentions to the creature above, targeting him with a blue-white ray of cold magic.

mechanics:

spell attack ray of frost: 1d20 + 5 ⇒ (17) + 5 = 22
spell attack ray of frost: 1d20 + 5 ⇒ (15) + 5 = 20
cold: 1d8 ⇒ 7

unless Pip kills it, then i would shoot at the robot instead

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

Reacting with quickness, Alexander moved forward and turned, dashing the last meters until he was just by the creature.

With a smug smile, Alexander prepared his sword and said "Got'cha."

Mechanics:

If I have not misread the map, using the Dash action I could end in the square adjacent to the thing.
Quick question, if it is prone can it disengage as usual? I will follow and smack anyway next round, but I am curious.

Scarab Sages

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

Jelly will move up and swing his mace if the creature is still alive, otherwise he just moves up

mechanics:
hit: 4 + 1d20 ⇒ 4 + (8) = 12 dmg: 1d6 + 2 ⇒ (4) + 2 = 6 to squard d7.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang will also move up, and cast True Strike.


Night Below
Act 3: Lurred Into Darkness
Scene 6: The Gleaming Glade
Active Maps: Map of Harenshire
Active Battlemaps: Strange Fortress
-=-=-=-=-=-=-=-=-=-=-

Pip raised his crossbow and fired a single shot that hit the creature right between the eyes, killing it dead in but a single shot.

Erdann prepared to unleash another ray of cold but found that he had no targets to fire it at for the moment.

Alexander quickly rushed up to the spot where Pip had slain the creature. Looking at it Alex could easily tell that the creature at least used to be a goblin. There were strange green crystal growths that protruded out of its skin and its mouth was much wider and had more teeth than a normal goblin, and the fact that it was green. Most goblins he had seen or heard of was brown little buggers but he had met the blue ones a few days back but they had died their skin, he wondered if these had done the same.

Jelly moved up behind Alex as they both looked toward the opening in the structure itself. The footpath climbs up to a jagged hole in the side of the green glass tower. The light outside the tower does not penetrate into the building more than a few feet. Beyond that, it’s pitch black. The darkness at the entrance Alexander's human eyes could not penetrate at all and even Jelly's elven sight barely could penetrate it enough to see that a chamber lay beyond.

Half-melted blocks of green glass lie thick on the floor. A crumbling archway to the north leads into another chamber.

Mechanics:

Goblin takes 12 hitpoints of piercing damage from Pip's crossbow.
Goblin has taken a total of 12 hitpoints of damage.
Goblin is dead.

Active Effects:

Wolfgang has 8 Temporary Hitpoints (Falselife)

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang completes his advance up the hill, getting into sight of the other sniper.

He hugs the wall, letting Alexander pass, after he unleashes a bolt of his own made of confusion and embarrassment.

elrich Blast, True Strike cancels Disadvantage: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d10 + 3 ⇒ (9) + 3 = 12


"Well, that was interesting. A metal creature and a weird goblin. I haven't known goblins to be masters of mechanical wonders, so I wonder what else is at play here..."

Scarab Sages

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

Jelly moves forward. I move to A15 to examine everything from there, assuming what is in the dark hole, if that black thing is in fact a hole.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Oh, sorry, I thought the "goblin" was the "sentry". Alright, well, nevermind all that attacking nonsense!

"I would not credit lowly goblins of this level of playing with nature. Goblins, as we have recently learned, are cowering creatures, more wanting to perform the odd raid and sulk in their caverns. Whoever did...this, is not yet known to us, but I would wager heavily they are not of goblinkind."


Night Below
Act 3: Lurred Into Darkness
Scene 6: The Gleaming Glade
Active Maps: Map of Harenshire
Active Battlemaps: Strange Fortress
-=-=-=-=-=-=-=-=-=-=-

Stepping up into the entrance Jelly was joined by Wolfgang bringing his torch with him. Looking into the opening fully the first thing Wolfgang noticed was that the darkness itself seemed to swallow up his torch light after just five feet, limiting his human eyes to only five feet of vision. Jelly's darkvision could penetrate the weird darkness a little further, possibly about thirty feet. Since Wolfgang could not see much Jelly described to him what he saw.

Half-melted blocks of green glass lie thick on the floor. A crumbling archway to the north leads into another chamber, while a door to the west leads into the round tower at the southwest corner of the building. To the east, a barricade of rubble and wooden stakes blocks a passage leading into the main tower.

Light Consumption: Inside the structure, a magical effect swallows up light. Any light source, no matter how strong, illuminates only a 5-foot radius. Anything beyond the 5-foot area is darkness to anyone without darkvision. Ranged combat and melee attacks with reach have a disadvantage unless the attacker has darkvision. Spellcasters without darkvision can not see a creature to target it beyond five feet if sight is required for the spell (i.e. A creature that you can see). Creatures without darkvision have disadvantage on Perception checks that rely on sight. The map is shaded darker where non-darkvision characters can not see.

Rubble: The tower around the Spire is one big ruin, with debris strewn across the floors. Any area where green debris can be seen is difficult terrain (movement cost 2 squares)

Active Effects:

Wolfgang has 8 Temporary Hitpoints (Falselife)


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)

Pip hurries on, down the passage.

Mechanics:
Going to keep moving till Pip gets to D-8.

1 to 50 of 860 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [D&D 5e] DM Asmodeus's "Night Below" Group #2 Campaign Gamethread All Messageboards

Want to post a reply? Sign in.