[D&D 5e] Princes of the Apocalypse DM Asmodeus (Inactive)

Game Master bwatford

Current Location: Bargewright Inn in the Dessarin Valley


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Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y

Whoops, sorry. I will Ready to cast produce flame after Vaneros's turn.


Zombie Lady Dex Save Versus Keaton Grease. DC 13

Dex Save: 1d20 - 2 ⇒ (3) - 2 = 1

Zombie Jester Dex Save Versus Keaton Grease DC 13

Dex Save: 1d20 - 2 ⇒ (2) - 2 = 0


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

I have 1 spell slot left, you are correct, had an old note saying I already used one.

Thanks.


Sorry for being a bit behind on my posting schedule. I had a hard day at work to finish everything before going on vacation from today till the weekend. I'll try to keep up the posting rate, but I just wanted to let you know what's going on.


Vaneros disadvantage roll for targeting a prone creature with a ranged attack.

Elritch Blast: 1d20 + 5 ⇒ (11) + 5 = 16


Lady Zombie attack against Molok.

Slam: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


Lady Zombie Undead Fortitude versus Keaton's Ray of Frost DC 9

Con Save: 1d20 + 3 ⇒ (1) + 3 = 4


Jester Zombie Undead Fortitude versus Vanero's Eldritch Blast DC 14

Con Save: 1d20 + 3 ⇒ (15) + 3 = 18


Zomie Jester attack on Molok.

Slam: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Zombie Jester Dex Save Versus Keaton Grease. DC 13

Dex Save: 1d20 - 2 ⇒ (13) - 2 = 11

Zombie Bear Dex Save Versus Keaton Grease. DC 13

Dex Save: 1d20 - 2 ⇒ (10) - 2 = 8


Just waiting on Kenna to post up and I will process the round.


Cade sling disadvantage from the target being prone.

Sling Disadvantage: 1d20 + 4 ⇒ (10) + 4 = 14


Zombie Jester Undead Fortitude versus Cade's Sling DC 8

Con Save: 1d20 + 3 ⇒ (19) + 3 = 22


Keaton disadvantage roll for prone target.

Ray of Frost: 1d20 + 5 ⇒ (14) + 5 = 19


Zombie Jester Undead Fortitude versus Keaton's Ray of Frost DC 10

Con Save: 1d20 + 3 ⇒ (14) + 3 = 17


Narnel disadvantage roll versus prone target.

Handaxe: 1d20 + 5 ⇒ (16) + 5 = 21


Zombie Jester Undead Fortitude versus Narnel's Hand Axe DC 14

Con Save: 1d20 + 3 ⇒ (12) + 3 = 15


Zombie Jester Undead Fortitude versus Ember's Hand Axe DC 11

Con Save: 1d20 + 3 ⇒ (16) + 3 = 19


Zombie Jester Undead Fortitude versus Molok's Greataxe DC 18

Con Save: 1d20 + 3 ⇒ (5) + 3 = 8


Vaneros possible fumble.

Percentile: 1d100 ⇒ 90


Horrible Aftermath Fumble.

Effect1: 1d100 ⇒ 98
Effect2: 1d100 ⇒ 73


Zombie Bear attack against Molok.

Slam: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Zombie Bear Dex Save Versus Keaton Grease. DC 13

Dex Save: 1d20 - 2 ⇒ (9) - 2 = 7


Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y

I'm really wishing I'd picked up sacred flame. It would have been great for this encounter... I've used it before with other cleric characters (I've played a few) and enemy's almost always make the save but in this hallway against Zombies it would have been good.


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Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Really getting my money's worth out of that grease spell!


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Yep, you certainly are!


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Moloks Advantage Roll Versus Prone. (Just in case of a critical.)

Sword: 1d20 + 5 ⇒ (20) + 5 = 25

Damn there it is!

Critical chance percentile.

Percentile: 1d100 ⇒ 47

Critical Damage: 2d6 + 3 ⇒ (1, 2) + 3 = 6 reroll both 1 and 2 Reroll: 2d6 ⇒ (1, 5) = 6 Damage Total = 9


I'll update as soon as I get a positioning post from Keaton and Vaneros.


Sorry, I'm very busy at work, so I'm a bit slow with posting


Round 1 Initiative

Narnel: 1d20 + 3 ⇒ (8) + 3 = 11
Molok: 1d20 + 1 ⇒ (2) + 1 = 3
Ember: 1d20 + 0 ⇒ (12) + 0 = 12
Kenna: 1d20 + 2 ⇒ (15) + 2 = 17
Cade: 1d20 + 2 ⇒ (12) + 2 = 14
Vaneros: 1d20 + 2 ⇒ (16) + 2 = 18
Keaton: 1d20 + 2 ⇒ (17) + 2 = 19

Hooded Man: 1d20 - 2 ⇒ (9) - 2 = 7
Unknown: 1d20 + 2 ⇒ (12) + 2 = 14
Skeletons: 1d20 + 2 ⇒ (6) + 2 = 8
Bald Man: 1d20 + 1 ⇒ (7) + 1 = 8

Cade and Unknown roll off.
Cade: 1d20 + 2 ⇒ (17) + 2 = 19
Unknown: 1d20 + 2 ⇒ (1) + 2 = 3


Boss fight is on......

Good luck everyone!


Since it has been more than 24 hours without a post from Vaneros I am going to bump him down in initiative order so I can process what has been posted.


Funny, I'm just now posting :-D

Did a quick one so you can progress.


Hooded Man Undead Fortitude Versus Cade's Staff, DC 10

Con Save: 1d20 + 3 ⇒ (13) + 3 = 16

Hooded Man Undead Fortitude Versus Vaneros's Eldritch Blast, DC 14

Con Save: 1d20 + 3 ⇒ (14) + 3 = 17


Claw #1 attack on Cade

Claw: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Claw #2 attack on Kenna

Claw: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Claw #3 attack on Molok

Claw: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Claw #4 attack on Narnel

Claw: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Claw #5 attack on Vaneros

Claw: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Claw #3 Possible Fumble

Percentile: 1d100 ⇒ 16


Ember possible fumble

Percentile: 1d100 ⇒ 74


Narnel possible fumble

Percentile: 1d100 ⇒ 26


Skeletons attacking Cade. +2 AC from cover of the screen. Disadvantage from distance.

Skeleton #1
shortbow: 1d20 + 4 ⇒ (7) + 4 = 11
Disadvantage: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Skeleton #2
shortbow: 1d20 + 4 ⇒ (18) + 4 = 22
Disadvantage: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Skeleton #3
shortbow: 1d20 + 4 ⇒ (10) + 4 = 14
Disadvantage: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Skeleton #4
shortbow: 1d20 + 4 ⇒ (3) + 4 = 7
Disadvantage: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Hooded Man attack on Cade.

Slam: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Critical Damage: 1d6 ⇒ 5

Possible critical effect.
Percentile: 1d100 ⇒ 4


Cade critical hit effect.

Debilitating smash. Roll one extra die of the weapon’s damage beyong the normal critical to the target.

effect damage: 1d6 ⇒ 4


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Not sure how you rule this, so I am asking. The spell says that a creature uses its action to disbelieve the illusion, then rolls an Intelligence (Investigation) check vs my spell dc, if successful the illusion becomes faint for that person. In this situation with archers shooting through my illusion, do they still consider the illusion as real?

Asking so I will know for future castings of this spell.

Minor Illusion:

Minor Illusion 
Cantrip 
Illusion 
Casting Time: 1 action 
Duration: 1 minute 
Range: 30 feet 
Components: S, M

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object; such as a chair, muddy footprints, or a small chest; it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. 
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 
Material Component: A bit of fleece.


Keaton Larroquette wrote:

Not sure how you rule this, so I am asking. The spell says that a creature uses its action to disbelieve the illusion, then rolls an Intelligence (Investigation) check vs my spell dc, if successful the illusion becomes faint for that person. In this situation with archers shooting through my illusion, do they still consider the illusion as real?

Asking so I will know for future castings of this spell.

** spoiler omitted **

Here is the main quote from the spell that is applicable in this situation. "Physical interaction with the image reveals it to be an illusion, because things can pass through it."

Now on the attack rolls I only counted the +2 cover bonus as arrows that would hit the illusion. Two of the arrows would have struck Cade if not for the cover bonus so obviously they hit the illusion.

Anyone seeing the interaction directly would automatically know it was not real. So I would say the bald man and the skeletons know it is only an illusion now.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Yes I totally agree with that.

I guess my question is more, can they see through the illusion? Does the illusion become faint to everyone seeing the arrows pass through it; or is it still solid but they know it is an illusion?

Not trying to pull a fast one here. I like using this spell for battlefield control. Just need to know your ruling so it can be used correctly.


Keaton Larroquette wrote:

Yes I totally agree with that.

I guess my question is more, can they see through the illusion? Does the illusion become faint to everyone seeing the arrows pass through it; or is it still solid but they know it is an illusion?

Not trying to pull a fast one here. I like using this spell for battlefield control. Just need to know your ruling so it can be used correctly.

Anyone that recognizes that it is an illusion due to objects passing through it then it will not grant cover bonus any longer due to it becoming faint. It is basically the same as if they made their save.


AoO against Molok from Claw #3 as he moves out of the threatened area.

Claw: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 + 1 ⇒ (2) + 1 = 3


Hooded Man Undead Fortitude Versus Molok's attack DC 15

Con Save: 1d20 + 3 ⇒ (14) + 3 = 17


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Thanks!


Would you please be so kind as to finally fail your save @GM? ;-)


Hooded Man Undead Fortitude Versus Kenna's Scimitar (Main Hand) DC 10

Con Save: 1d20 + 3 ⇒ (17) + 3 = 20

Hooded Man Undead Fortitude Versus Kenna's Scimitar (Off Hand) DC 8

Con Save: 1d20 + 3 ⇒ (6) + 3 = 9


Cade Death Save

Death Save: 1d20 ⇒ 4


Claw #1 attacks Molok.

Claw: 1d20 + 3 ⇒ (13) + 3 = 16
If less than 15 then use inspiration Inspiration: 1d6 ⇒ 3
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Claw #2 attacks Kenna

Claw: 1d20 + 3 ⇒ (6) + 3 = 9
If less than 15 then use inspiration Inspiration: 1d6 ⇒ 6
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Claw #5 attacks Vaneros

Claw: 1d20 + 3 ⇒ (5) + 3 = 8
If less than 15 then use inspiration Inspiration: 1d6 ⇒ 3
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

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