[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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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)

Narnel moves quickly in behind the leader and attacks before dodging deftly aside with a patient defensive maneuver.

OOC:
move to M-20 and attack.

Mechanics:
Staff Att: 1d20 + 5 ⇒ (7) + 5 = 12
Staff Dam: 1d8 + 3 ⇒ (4) + 3 = 7
Unarmed Att: 1d20 + 5 ⇒ (9) + 5 = 14
Unarmed Dam: 1d4 + 3 ⇒ (2) + 3 = 5
Bonus Action by spending remaining ki point to Dodge (Patient Defense).


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Dashing forward, Molok moves to engage the bandit's leader, slashing at the man with his greatsword.

Mechanics:

Dash to N-21
Use Action Surge for attack

Attack-melee: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 2d6 + 3 ⇒ (1, 3) + 3 = 7 re-roll 1 1d6 ⇒ 4 = 10 damage


Current Location: Red Larch
Current Map Link: Dessarin Valley Map

Current Battlemap: Reaver Ambush Map

Narnel was the first to act, slipping quietly around the tent and up directly behind the leader before bringing his staff around for a clean shot. However the blow should reflected off the chain shirt that the leader was wearing but giving him a large fright just as Narnel brought a knee to his midsection expelling the air from him.

Round 1 Initiative
Narnel
Kenna (Hidden)
Personal Guard (Surprised)
Ember (Hidden)
Molok (Hidden)*
Bandits (Surprised)
Keaton (Hidden)*
Leader (Surprised)

- Suprised Opponents will not act during the first round of combat.
- All party members, except Narnel are currently hidden and the enemy does not know your position. Once you move or attack then you will loose this status. If you attack from your current position before moving then you will have advantage in the first round.
- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Kenna and Ember are up next. (Molok and Keaton, I have your actions posted above and will process them as soon as Ember and Kenna go.)

Mechanics:

Cult Leader takes 5 hitpoints of bludgeoning damage from Narnel's marital attack.
Cult Leader has taken a total of 5 hitpoints of damage.

Active Effects:

Cult Leader has taken a total of 5 hitpoints of damage.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)

Molok has 23 of 28 hitpoints remaining.

Narnel used 2 Ki Points (1 of 3 remaining)


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Kenna breaks out of the woodwork and pounces onto the the man in her sight claws first.

Mechanics:
Move to MN 23 24

Claw: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

On hit, DC 12 Strength save or be knocked prone. If knocked prone I will bite as a bonus action:

Bite: 1d20 + 5 ⇒ (12) + 5 = 17
Advantage: 1d20 + 5 ⇒ (10) + 5 = 15 because target would be prone
Damage: 1d10 + 3 ⇒ (7) + 3 = 10


Current Location: Red Larch
Current Map Link: Dessarin Valley Map

Current Battlemap: Reaver Ambush Map

Kenna breaks out of the woodwork and pounces onto the the man in her sight claws first. The man pivoted just in time to bring its crab shell shield up to block the blow, fending off the attack.
You only get the bite attack if the claw knocks the man prone in tiger form.
Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.

Round 1 Initiative
Narnel
Kenna
Personal Guard (Surprised)

Ember (Hidden)
Molok (Hidden)*
Bandits (Surprised)
Keaton (Hidden)*
Leader (Surprised)

- Suprised Opponents will not act during the first round of combat.
- All party members, except Narnel and Kenna are currently hidden and the enemy does not know your position. Once you move or attack then you will loose this status. If you attack from your current position before moving then you will have advantage in the first round.
- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Ember is up next. (Molok and Keaton, I have your actions posted above and will process them as soon as Ember and Kenna go.)

Active Effects:

Cult Leader has taken a total of 5 hitpoints of damage.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)

Molok has 23 of 28 hitpoints remaining.

Narnel used 2 Ki Points (1 of 3 remaining)


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

OOC:
I know, I just made the roll anyway so I don't have to wait for you to confirm the hit and the failed save. Saving ptentially days to completely resolve my action.


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

Ember moves carefully towards the clearing, she begins to chant " flamma de his mane mundare "

A ball of flame erupts between the leader and one of his soldiers rolling to slam into the soldier.

Mechanics :
move to O-8
Action, cast Flaming Sphere. Position O-20
Bonus Action, roll Sphere into soldier O-18. He must make a dex save and take:
2d6 ⇒ (1, 5) = 6 Fire damage, Half damage on a successful saving throw.

Flaming sphere will end its movement in O-19.

Any creature that ends its turn next to the flaming sphere must make a dex save and take 2d6 damage on a failed save or half damage on a success.


Current Location: Red Larch
Current Map Link: Dessarin Valley Map

Current Battlemap: Reaver Ambush Map

Ember moves carefully toward the clearing as she begins her incantation. A ball of flame erupts between the leader and one of his soldiers rolling to slam into the soldier. The man dances as best he can to keep out of the main part of the fire but it still burns him.

Dashing forward, Molok moves to engage the bandit's leader, slashing at the man with his greatsword. The sword cutting a gash across the man's ribs.

Keaton remains hidden in the brush, waiting, like a tiger stalking its prey.

As the Cult Leader is caught by surprise and unable to get away from the flaming sphere, the heat scorches his skin as it sits in front of him.

Round 2 Initiative
Narnel
Kenna
Personal Guard
Ember
Molok
Bandits
Keaton (Hiiden)
Leader

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Narnel and Kenna are up next.

Mechanics:

Cult Leader takes 10 hitpoints of slashing damage from Molok's greatsword.
Cult Leader takes 4 hitpoints of fire damage from Ember's Flaming Sphere.
Cult Leader has taken a total of 19 hitpoints of damage.

Personal Guard #1 takes 3 hitpoints of fire damage from Ember's Flaming Sphere.
Personal Guard #1 has taken a total of 3 hitpoints of damage.

Ember used one second level spell slot (1 of 2 remaining.)
Ember is concentrating on Flaming Sphere.

Molok used Action Surge (0 of 1 remaining.)

Active Effects:

Cult Leader has taken a total of 19 hitpoints of damage.

Personal Guard #1 has taken a total of 3 hitpoints of damage.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)

Ember used one second level spell slot (1 of 2 remaining.)
Ember is concentrating on Flaming Sphere.


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)

Narnel brings his staff back across in a two-handed, back-handed swing and follows through with a roundhouse kick on the leader.

Mechanics:
Staff Att: 1d20 + 5 ⇒ (12) + 5 = 17
Staff Dam: 1d8 + 3 ⇒ (6) + 3 = 9
Unarmed Att: 1d20 + 5 ⇒ (14) + 5 = 19
Unarmed Dam: 1d4 + 3 ⇒ (3) + 3 = 6


Current Location: Red Larch
Current Map Link: Dessarin Valley Map

Current Battlemap: Reaver Ambush Map

Narnel brings his staff back across in a two-handed, back-handed swing and follows through with a roundhouse kick on the leader. Both attacks connected solidly and would have fallen most men. Bloodied and bruised and singed from the heat the cult leader still stood his ground.

Round 2 Initiative
Narnel
Kenna
Personal Guard
Ember
Molok
Bandits
Keaton (Hiiden)
Leader

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Kenna is up next.

Mechanics:

Cult Leader takes 9 hitpoints of bludgeoning damage from Narnel's staff.
Cult Leader takes 6 hitpoints of bludgeoning damage from Narnel's martial attack.
Cult Leader has taken a total of 34 hitpoints of damage.

Active Effects:

Cult Leader has taken a total of 34 hitpoints of damage.

Personal Guard #1 has taken a total of 3 hitpoints of damage.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)

Ember used one second level spell slot (1 of 2 remaining.)
Ember is concentrating on Flaming Sphere.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Kenna bites at the guard in front of her.

Mechanics:
Bite: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d10 + 3 ⇒ (3) + 3 = 6

OOC:
Sorry for making everyone wait.


Current Location: Red Larch
Current Map Link: Dessarin Valley Map

Current Battlemap: Reaver Ambush Map

Kenna bites into the guard in front of her, ripping away flesh from the man.

The leader's personal guard that was beside the flaming sphere quickly moved away from it and behind Narnel bringing his sharktoothed longsword to bear against the monks backside. Narnel quickly spun and kicked the sword aside, parrying the blow.

The personal guard that was in front of the werewolf circled his pray to put it between himself and the flaming sphere and lashed out with his sharktoothed longsword at the beast. The slash of the blade cutting into the creature's hide.

Round 2 Initiative
Narnel
Kenna
Personal Guard

Ember
Molok
Bandits
Keaton (Hiiden)
Leader

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Ember and Molok are up next.

Mechanics:

Personal Guard #2 takes 6 hitpoints of piercing damage from Werewolf's bite.
Personal Guard #2 has taken a total of 6 hitpoints of damage.

Werewolf takes 5 hitpoints of slashing damage from personal Guard #2's sharktoothed longsword.
Werewolf has 32 of 37 hitpoints remaining.

Active Effects:

Cult Leader has taken a total of 34 hitpoints of damage.

Personal Guard #1 has taken a total of 3 hitpoints of damage.

Personal Guard #2 has taken a total of 6 hitpoints of damage.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)
Werewolf has 32 of 37 hitpoints remaining.

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)

Ember used one second level spell slot (1 of 2 remaining.)
Ember is concentrating on Flaming Sphere.


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

With a sweep of her arm Ember directs the flames to roll into the leader as she moves into the clearing. She draws a hand axe and stalks in to attack one of the bandits.

mechanics :

Bonus action:
Fire damage, Dex save DC12 for half vs Leader: 2d6 ⇒ (3, 4) = 7

Move to R-14

Action:
Hand axe vs B1 : 1d20 + 4 ⇒ (9) + 4 = 13
Slashing damage: 1d6 + 2 ⇒ (1) + 2 = 3


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Molok again swings at the leader, hoping to take him down quickly and demoralize the remaining troops.

Mechanics:

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 2d6 + 3 ⇒ (3, 5) + 3 = 11


Current Location: Red Larch
Current Map Link: Dessarin Valley Map

Current Battlemap: Reaver Ambush Map

Ember directed the flaming sphere to bash into the leader once again, burning him even more. She then drew a hand axe and moved in on one of the ruffians, breaking the axe around and slicing into its arm.

Molok again swung at the leader but his weapon glanced off the chain shirt which protected him.

Bandit #1 swings his scimitar back at Ember slashing her across her forearms.

Bandit #2 moves forward and launches a crossbow bolt at Ember striking her deeply in her right thigh.

Bandit #5 moves forward and launches a crossbow bolt at Ember but misses as his bolt flies over her head.

Bandit #3 and #4 both readjusted their positions and fired their light crossbows at the werewolf, both bolts striking it soundly as she howled with each strike.

Round 2 Initiative
Narnel
Kenna
Personal Guard
Ember
Molok
Bandits

Keaton (Hiiden)
Leader

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Keaton is up next.

Mechanics:

Cult Leader takes 7 hitpoints of fire damage from Ember's Flaming Sphere.
Cult Leader has taken a total of 41 hitpoints of damage.

Bandit #1 takes 3 hitpoints of slashing damage from Ember's handaxe.
Bandit #1 has taken a total of 3 hitpoints of damage.

Ember takes 5 hitpoints of slashing damage from Bandit #1's scimitar.
Ember takes 8 hitpoints of piercing damage from Bandit #2's light crossbow.
Ember has 11 of 24 hitpoints remaining.

Werewolf takes 7 hitpoints of piercing damage from Bandit #3's light crossbow.
Werewolf takes 8 hitpoints of piercing damage from Bandit #3's light crossbow.
Werewolf has 17 of 37 hitpoints remaining.

Active Effects:

Cult Leader has taken a total of 41 hitpoints of damage.

Personal Guard #1 has taken a total of 3 hitpoints of damage.

Personal Guard #2 has taken a total of 6 hitpoints of damage.

Bandit #1 has taken a total of 3 hitpoints of damage.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)
Werewolf has 17 of 37 hitpoints remaining.

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)

Ember used one second level spell slot (1 of 2 remaining.)
Ember is concentrating on Flaming Sphere.
Ember has 11 of 24 hitpoints remaining.


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)

OOC:
@DM Asmodeus: I used my last Ki point last turn to dodge. You have me with 1 of 3 remaining in the Active Effects.


Current Location: Red Larch
Current Map Link: Dessarin Valley Map

Current Battlemap: Reaver Ambush Map

RETCON INCOMING

Bandit #3 and #4 both readjusted their positions and prepared to fire their light crossbows at the werewolf, suddenly Keaton's magic sprang into action and both men dropped their crossbows and crashed to the ground...... magically alseep.

Werewolf has been returned to 32 hitpoints remaining.

Round 2 Initiative
Narnel
Kenna
Personal Guard
Ember
Molok
Bandits

Keaton
Leader

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Keaton is up next. The sleep was a readied action.

Mechanics:

Keaton used one first level spell slot. (3 of 4 remaining.)

Bandit #3 is asleep.

Bandit #4 is asleep.

Active Effects:

Cult Leader has taken a total of 41 hitpoints of damage.

Personal Guard #1 has taken a total of 3 hitpoints of damage.

Personal Guard #2 has taken a total of 6 hitpoints of damage.

Bandit #1 has taken a total of 3 hitpoints of damage.

Bandit #3 is asleep.

Bandit #4 is asleep.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)
Werewolf has 32 of 37 hitpoints remaining.

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)

Ember used one second level spell slot (1 of 2 remaining.)
Ember is concentrating on Flaming Sphere.
Ember has 11 of 24 hitpoints remaining.

Keaton used one first level spell slot. (3 of 4 remaining.)


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

Keaton casts his sleep magic again on the other group of bandits.

mechanics:

cast sleep on bandit 2 and bandit 5
sleep hitdice: 5d8 ⇒ (1, 4, 7, 8, 4) = 24

Sleep
1st Level Spell
Enchantment
Casting Time: 1 action
Duration: 1 minute
Range: 90 feet
Components: V, S, M
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Material Component: A pinch of fine sand, rose petals, or a cricket.


Current Location: Red Larch
Current Map Link: Dessarin Valley Map

Current Battlemap: Reaver Ambush Map

Keaton casts his sleep magic again on the other group of bandits. as two more of them tumble to the ground asleep.

The leader steps between Narnel and Molok to pull away from the flaming sphere and then holds forth his hand as five glowing darts of energy spring forth and strike Narnel repeatedly.

Round 3 Initiative
Narnel
Kenna
Personal Guard
Ember
Molok
Bandits
Keaton
Leader

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Narnel and Kenna are up next.

Mechanics:

Keaton used one first level spell slot. (2 of 4 remaining.)

Bandit #2 is asleep.

Bandit #5 is asleep.

Narnel takes 19 htpoints of force damage from Cult Leader's Magic Missile.
Narnel has 5 of 24 hitpoints remaining.

Active Effects:

Cult Leader has taken a total of 41 hitpoints of damage.

Personal Guard #1 has taken a total of 3 hitpoints of damage.

Personal Guard #2 has taken a total of 6 hitpoints of damage.

Bandit #1 has taken a total of 3 hitpoints of damage.

Bandit #2 is asleep.

Bandit #3 is asleep.

Bandit #4 is asleep.

Bandit #5 is asleep.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)
Werewolf has 32 of 37 hitpoints remaining.

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)
Narnel has 5 of 24 hitpoints remaining.

Ember used one second level spell slot (1 of 2 remaining.)
Ember is concentrating on Flaming Sphere.
Ember has 11 of 24 hitpoints remaining.

Keaton used one first level spell slot. (2 of 4 remaining.)


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Kenna circles around her chosen prey and continues her attack.

Mechanics:
Move to KL 26/27

Bite: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d10 + 3 ⇒ (1) + 3 = 4


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)

Narnel, badly wounded, disengages.

Mechanics:
Disengage to I-13


Current Location: Red Larch
Current Map Link: Dessarin Valley Map

Current Battlemap: Reaver Ambush Map

Narnel, badly wounded, disengages.

Kenna circles around her chosen prey and continues her attack. Biting into the guard once again.

The guard in front of the werebeast spins as it moves around it and bites again into its flesh slashing out with the sharktoothed longsword and ripping flesh from the creature's hide as penance for the bite.

The other personal guard of the leader's was no dummy, and seeing the fire headed woman controlling the rolling ball of flame was now his priority since Narnel had moved off. He sprinted for the woman coming down with an overhand swing of his sharktoothed longsword and connecting with the woman's shoulder trying to break her concentration on the spell. The woman staggered as her collarbone was ripped open and the bone exposed, she staggered, she swayed but somehow managed to hang on to the mental connection with the sphere.

Round 3 Initiative
Narnel
Kenna
Personal Guard

Ember
Molok
Bandits (Sleeping)
Keaton
Leader

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Ember and Molok and Keaton you are up next.

Mechanics:

Personal Guard #2 takes 4 hitpoints of piercing damage from Werewolf's bite.
Personal Guard #2 has taken a total of 10 hitpoints of damage.

Werewolf takes 10 slashing damage from Personal Guard #2's sharktoothed longsword.
Werewolf has 22 of 37 hitpoints remaining.

Ember takes 10 slashing damage from Personal Guard #1's sharktoothed longsword.
Ember has 1 of 24 hitpoints remaining.

Active Effects:

Cult Leader has taken a total of 41 hitpoints of damage.

Personal Guard #1 has taken a total of 3 hitpoints of damage.

Personal Guard #2 has taken a total of 10 hitpoints of damage.

Bandit #1 has taken a total of 3 hitpoints of damage.

Bandit #2 is asleep.

Bandit #3 is asleep.

Bandit #4 is asleep.

Bandit #5 is asleep.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)
Werewolf has 22 of 37 hitpoints remaining.

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)
Narnel has 5 of 24 hitpoints remaining.

Ember used one second level spell slot (1 of 2 remaining.)
Ember is concentrating on Flaming Sphere.
Ember has 1 of 24 hitpoints remaining.

Keaton used one first level spell slot. (2 of 4 remaining.)


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

Keaton keeps his murderous glare even as Embers collar bone becomes exposed. He tries to stay hidden in the overgrowth while sniping with the wand of magic missiles. He aims to kill the guard with the shark tooth sword on Ember.

Wand of Magic Missiles:

I do not have the rules for it at the moment. Plan to expend max charges (3?), and get (5?) missiles. If I am wrong please let me know.

5 magic missiles: 5d4 + 5 ⇒ (2, 2, 4, 4, 4) + 5 = 21

I cannot tell if I am within the 120 ft for the spell range. Do the diagonals go 5ft, then 10ft? Is all diagonal movement 5ft?

If it is 5, 10, I think I need to move up one square to reach the personal guard on ember.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Seeing the guard move off and attack Ember, Molok growls in anger and slashes at the leader with all his might.

Attack-melee: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7 re-roll 1 1d6 ⇒ 1 total damage = 7

Wish I could actually do damage when I hit...these rolls are terrible...sorry everyone!!!


Current Location: Red Larch
Current Map Link: Dessarin Valley Map

Current Battlemap: Reaver Ambush Map

Ember directed the flaming sphere again causing it to circle around and slam into the leader again, again singing the leader's skin. The sphere was close enough that it caught the main tent on fire in its wake. Ember then focused on herself as she staggered from her wounds, clutching at her holy symbol and releasing divine energy that heals her wounds.

Seeing the guard move off and attack Ember, Molok growls in anger and slashes at the leader with all his might. The blow hit the man across the chest causing a viscous wound. The leader staggered, knees buckling but somehow did not fall. However Molok could see in his eyes that he was near death.

The bandit behind Ember watches the woman heal in front of him and then runs his blade through her thigh causing her to yell out in pain.

Keaton saw that Ember was in trouble and raised the magic wand and expended 3 of its 7 charges and sent five glowing darts toward the guard that was pressing the cleric. The five missiles impacted their target, killing him instantly.

The leader now coughed up blood in front of Molok has he raised his hand again and sent five glowing darts forth, one went toward Ember but in a surprise act the other darts went toward the four sleeping bandits that were upon the ground. The missile that went towards Ember struck the woman, knocking her backwards and to the ground unconscious as the Flaming Sphere faded from existence but the tent remained on fire. The next missiles went toward the four sleeping Bandits and struck each man and wounding them, even wounded the men were now awake.

Round 4 Initiative
Narnel
Kenna
Personal Guard
Ember (Unconscious)
Molok
Bandits (Prone)
Keaton
Leader

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Narnel and Kenna are up next.

Mechanics:

Cult Leader takes 3 hitpoints of fire damage from Ember's Flaming Sphere.
Cult Leader takes 7 hitpoints of slashing damage from Molok's greatsword.
Cult Leader has taken a total of 51 hitpoints of damage.

Personal Guard #1 takes 21 hitppoints of force damage from Keaton's Wand of Magic Missiles.
Personal Guard #1 has taken a total of 24 hitpoints of damage.
Personal Guard #1 is dead.

Bandit #2 takes 6 hitpoints of force damage from Cult Leader's Magic Missile.
Bandit #2 has taken a total of 6 hitpoints of damage.
Bandit #2 is prone.

Bandit #3 takes 4 hitpoints of force damage from Cult Leader's Magic Missile.
Bandit #3 has taken a total of 4 hitpoints of damage.
Bandit #3 is prone.

Bandit #4 takes 7 hitpoints of force damage from Cult Leader's Magic Missile.
Bandit #4 has taken a total of 7 hitpoints of damage.
Bandit #4 is prone.

Bandit #5 takes 8 hitpoints of force damage from Cult Leader's Magic Missile.
Bandit #5 has taken a total of 8 hitpoints of damage.
Bandit #5 is prone.

Keaton used 3 charges from the Wand of Magic Missiles (4 of 7 remaining)

Ember used one second level spell slot (0 of 2 remaining)
Ember gains 7 hitpoints from Cure Wounds.
Ember takes 5 hitpoints of slashing damage from Bandit #1's scimitar.
Ember takes 5 hitpoints of force damage from Cult Leader's Magic Missile.
Ember has 0 of 24 hitpoints remaining.
Ember is unconscious
Ember needs to start deathsaves on her next turn.

Active Effects:

Cult Leader has taken a total of 51 hitpoints of damage.

Personal Guard #2 has taken a total of 10 hitpoints of damage.

Bandit #1 has taken a total of 3 hitpoints of damage.

Bandit #2 has taken a total of 6 hitpoints of damage.
Bandit #2 is prone.

Bandit #3 has taken a total of 4 hitpoints of damage.
Bandit #3 is prone.

Bandit #4 has taken a total of 7 hitpoints of damage.
Bandit #4 is prone.

Bandit #5 has taken a total of 8 hitpoints of damage.
Bandit #5 is prone.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)
Werewolf has 22 of 37 hitpoints remaining.

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)
Narnel has 5 of 24 hitpoints remaining.

Ember used two second level spell slot (0 of 2 remaining.)
Ember has 0 of 24 hitpoints remaining.
Ember is unconscious
Ember needs to start deathsaves on her next turn.

Keaton used one first level spell slot. (2 of 4 remaining.)
Keaton used 3 charges from the Wand of Magic Missiles (4 of 7 remaining)


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)

Narnel chugs a potion of healing as he moves in quickly to attack the Leader with both his staff and elbow.

Mechanics:
Chug Potion of Healing from readied item slot as I move to M-20 to attack.
Healing: 2d4 + 2 ⇒ (2, 2) + 2 = 6
Staff Att: 1d20 + 5 ⇒ (19) + 5 = 24
Staff Dam: 1d8 + 3 ⇒ (3) + 3 = 6
Unarmed Att: 1d20 + 5 ⇒ (13) + 5 = 18
Unarmed Dam: 1d4 + 3 ⇒ (3) + 3 = 6


Narnel:

Drinking a potion takes a standard action as per the use a magic item rule. Readied item slot only means you can draw it for free.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Kenna lunges at the bandit again.

Mechanics:
Bite: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 + 3 ⇒ (2) + 3 = 5

Hey, d10, did you know you have more than three sides?


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)

Retcon:
Sorry about that. Narnel moves to K-17 and chugs the potion. The attack will have to wait until next turn if the leader still stands.


Current Location: Red Larch
Current Map Link: Dessarin Valley Map

Current Battlemap: Reaver Ambush Map

Narnel pulled the small vial of the healing mixture from his belt and downed the contents into his stomach as he moved back toward the fight. The healing magic closing some of his more serious wounds.

The werewolf lunges at the guard once again. This time biting into his arm before he had a chance to pull it away.

The guard lashes back at the werewolf but its hide protects it from the blow this time.

Embers body lay still upon the ground where she had fallen.

Round 4 Initiative
Narnel
Kenna
Personal Guard
Ember (Unconscious)

Molok
Bandits (Prone)
Keaton
Leader

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Molok is up next.

Mechanics:

Personal Guard #2 takes 5 hitpoints of piercing damage from Werewolf's bite.
Personal Guard #2 has taken a total of 15 hitpoints of damage.

Narnel gains 6 hitpoints from Potion of Cure Wounds. (Please remove the potion from your inventory)
Narnel has 11 of 24 hitpoints remaining.

Ember made one deathsave. (1 success, 0 failures)

Active Effects:

Cult Leader has taken a total of 51 hitpoints of damage.

Personal Guard #2 has taken a total of 15 hitpoints of damage.

Bandit #1 has taken a total of 3 hitpoints of damage.

Bandit #2 has taken a total of 6 hitpoints of damage.
Bandit #2 is prone.

Bandit #3 has taken a total of 4 hitpoints of damage.
Bandit #3 is prone.

Bandit #4 has taken a total of 7 hitpoints of damage.
Bandit #4 is prone.

Bandit #5 has taken a total of 8 hitpoints of damage.
Bandit #5 is prone.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)
Werewolf has 22 of 37 hitpoints remaining.

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)
Narnel has 11 of 24 hitpoints remaining.

Ember used two second level spell slot (0 of 2 remaining.)
Ember has 0 of 24 hitpoints remaining.
Ember is unconscious
Ember made one deathsave. (1 success, 0 failures)

Keaton used one first level spell slot. (2 of 4 remaining.)
Keaton used 3 charges from the Wand of Magic Missiles (4 of 7 remaining)


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Giving a look of disbelief that the leader of these brigands is still standing with all the damage he has endured, the Goliath swings his sword once again at him. A look of respect for his foe replaces his astonishment.

Attack-melee: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 2d6 + 3 ⇒ (3, 6) + 3 = 12


Current Location: Red Larch
Current Map Link: Dessarin Valley Map

Current Battlemap: Reaver Ambush Map

Molok raises his greatsword once again, bringing it down in a powerful arc at the Cult Leader, cutting into him and severing an arm in the process as the man falls before the stone man.... dead.

The bandits pick themselves and their bows off of the ground and take in their surroundings. Three of the bandits fire at the stone man that just had slain their leader while the other two fired at the werewolf creature. The bolts zip through the campsite but not a single one struck an enemy as the bandits scattered for cover.

Round 4 Initiative
Narnel
Kenna
Personal Guard
Ember (Unconscious)
Molok
Bandits

Keaton

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Keaton, Narnel and Kenna are up next.

Mechanics:

Cult Leader takes 12 hitpoints of slashing damage from Molok's greatsword.
Cult Leader has taken a total of 63 hitpoints of damage.
Cult Leader is dead.

Active Effects:

Personal Guard #2 has taken a total of 15 hitpoints of damage.

Bandit #1 has taken a total of 3 hitpoints of damage.

Bandit #2 has taken a total of 6 hitpoints of damage.
Bandit #2 is prone.

Bandit #3 has taken a total of 4 hitpoints of damage.
Bandit #3 is prone.

Bandit #4 has taken a total of 7 hitpoints of damage.
Bandit #4 is prone.

Bandit #5 has taken a total of 8 hitpoints of damage.
Bandit #5 is prone.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)
Werewolf has 22 of 37 hitpoints remaining.

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)
Narnel has 11 of 24 hitpoints remaining.

Ember used two second level spell slot (0 of 2 remaining.)
Ember has 0 of 24 hitpoints remaining.
Ember is unconscious
Ember made one deathsave. (1 success, 0 failures)

Keaton used one first level spell slot. (2 of 4 remaining.)
Keaton used 3 charges from the Wand of Magic Missiles (4 of 7 remaining)


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)

Narnel rushes past Molok and the fallen enemy and attempts to attack the personal Guard with a blow from his staff and a flying kick.

Mechanics:
Move to L-25
Staff Att: 1d20 + 5 ⇒ (6) + 5 = 11
Staff Dam: 1d8 + 3 ⇒ (1) + 3 = 4
Unarmed Att: 1d20 + 5 ⇒ (1) + 5 = 6
Unarmed Dam: 1d4 + 3 ⇒ (1) + 3 = 4

I really did not think that was possible!


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

Keaton continues to snipe with his wand of magic missiles, taking a page from the their leader, he too shares his missiles among many bandits.

magic missiles:

Using 3 charges for 5 missiles

2 missiles on bandit 3: 2d4 + 2 ⇒ (2, 2) + 2 = 6
1 missile on bandit 4: 1d4 + 1 ⇒ (3) + 1 = 4
1 missile on bandit 5: 1d4 + 1 ⇒ (4) + 1 = 5
1 missile on bandit 2: 1d4 + 1 ⇒ (1) + 1 = 2

Cannot reach bandit 1[/dice]


Princes of the Apocalypse
Act 2: Secret of the Sumber Hills
Scene 3: Reaver Ambush
Active Maps: Dessarin Valley Map / Reaver Ambush Battle Map
-=-=-=-=-=-=-=-=-=-=-

Keaton continues to snipe at the bandits, holding the wand out again and calling the command word to send forth another full volley of missiles. Bandit #2 and #3 staggered under the impact of the attack but did not fall. Bandit #4 and #5 were both struck down by the blast and fell to the ground dead.

Narnel rushed by the flaming tent en-route to assist Kenna with the personal guard that remained engaged with her, he leaped into the air with a flying kick but the guard ducked the blow, then Narnel swung overhand with his staff but the guard blocked with his crab-shell shield as he defended himself under the sudden attack.

Round 5 Initiative
Narnel
Kenna
Personal Guard
Ember (Unconscious)
Molok
Bandits
Keaton

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.

OOC:

Kenna is up next.

Mechanics:

Bandit #2 takes 2 hitpoints of force damage from Keaton's Wand of Magic Missiles.
Bandit #2 has taken a total of 8 hitpoints of damage.

Bandit #3 takes 6 hitpoints of force damage from Keaton's Wand of Magic Missiles.
Bandit #3 has taken a total of 10 hitpoints of damage.

Bandit #4 takes 4 hitpoints of force damage from Keaton's Wand of Magic Missiles.
Bandit #4 has taken a total of 11 hitpoints of damage.
Bandit #4 is dead.

Bandit #5 takes 5 hitpoints of force damage from Keaton's Wand of Magic Missiles.
Bandit #5 has taken a total of 13 hitpoints of damage.
Bandit #5 is dead.

Keaton used 3 charges from the Wand of Magic Missiles (1 of 7 remaining.)

Active Effects:

Personal Guard #2 has taken a total of 15 hitpoints of damage.

Bandit #1 has taken a total of 3 hitpoints of damage.

Bandit #2 has taken a total of 8 hitpoints of damage.

Bandit #3 has taken a total of 10 hitpoints of damage.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)
Werewolf has 22 of 37 hitpoints remaining.

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)
Narnel has 11 of 24 hitpoints remaining.

Ember used two second level spell slot (0 of 2 remaining.)
Ember has 0 of 24 hitpoints remaining.
Ember is unconscious
Ember made one deathsave. (1 success, 0 failures)

Keaton used one first level spell slot. (2 of 4 remaining.)
Keaton used 6 charges from the Wand of Magic Missiles (1 of 7 remaining)

In Game Time: 7:30pm


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Kenna raises her clawed limbs reaching for the bandit and attempts to pin him down to give Narnel an easier target.

Mechanics:
Attempt to grapple

STR (Athletics): 1d20 + 5 ⇒ (14) + 5 = 19


Princes of the Apocalypse
Act 2: Secret of the Sumber Hills
Scene 3: Reaver Ambush
Active Maps: Dessarin Valley Map / Reaver Ambush Battle Map
-=-=-=-=-=-=-=-=-=-=-

Kenna raises her clawed limbs reaching for the guard and attempts to grab a hold of him and does so with ease as her clawed limb grabs him by the shoulder.

The guard uses its shark-toothed longsword against its grappler, once again slashing into the creature's hide drawing forth a jagged wound.

Ember's body begins to convulse on the ground as she slips closer toward deaths door.

Round 5 Initiative
Narnel
Kenna
Personal Guard (Grappled)
Ember (Unconscious)

Molok
Bandits
Keaton

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.
(Grappled) - A grappled creature’s speed becomes 0, and it can't benefit from any bonus to its speed.

OOC:

Molok is up next.

Mechanics:

Guard #2 is grappled.

Werewolf takes 10 hitpoints of slashing damage from Guard #1's shark-toothed longsword.
Werewolf has 12 of 37 hitpoints remaining.

Ember failed 1 death save. (1 Success, 1 Failure)

Active Effects:

Personal Guard #2 has taken a total of 15 hitpoints of damage.

Bandit #1 has taken a total of 3 hitpoints of damage.

Bandit #2 has taken a total of 8 hitpoints of damage.

Bandit #3 has taken a total of 10 hitpoints of damage.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)
Werewolf has 12 of 37 hitpoints remaining.

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)
Narnel has 11 of 24 hitpoints remaining.

Ember used two second level spell slot (0 of 2 remaining.)
Ember has 0 of 24 hitpoints remaining.
Ember is unconscious
Ember failed 1 death save. (1 Success, 1 Failure)

Keaton used one first level spell slot. (2 of 4 remaining.)
Keaton used 6 charges from the Wand of Magic Missiles (1 of 7 remaining)

In Game Time: 7:30pm


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Molok rushes to Ember's side, releasing the healing potion at his belt as he goes.

Mechanics:

Molok dashes to S-14 to administer a healing potion to Ember (next turn)


Princes of the Apocalypse
Act 2: Secret of the Sumber Hills
Scene 3: Reaver Ambush
Active Maps: Dessarin Valley Map / Reaver Ambush Battle Map
-=-=-=-=-=-=-=-=-=-=-

Molok dashes to Ember's side, pulling a healing potion from his pouch as he goes.

With the leader fallen and the last guard almost down the remaining bandits flee the scene as fast as they can, two flee into the trees to the west and the other one to the east as you loose sight of all but one of them in the woods.

Round 5 Initiative
Narnel
Kenna
Personal Guard (Grappled)
Ember (Unconscious)
Molok
Bandits

Keaton

- Names in shaded text have already gone this round.
- Names with a * have already posted actions for this round and they will be processed as they come up in initiative.
(Grappled) - A grappled creature’s speed becomes 0, and it can't benefit from any bonus to its speed.

OOC:

Keaton, Narnel and Kenna are up next.

Mechanics:

None

Active Effects:

Personal Guard #2 has taken a total of 15 hitpoints of damage.

Bandit #1 has taken a total of 3 hitpoints of damage.

Bandit #2 has taken a total of 8 hitpoints of damage.

Bandit #3 has taken a total of 10 hitpoints of damage.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)
Werewolf has 12 of 37 hitpoints remaining.

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)
Narnel has 11 of 24 hitpoints remaining.

Ember used two second level spell slot (0 of 2 remaining.)
Ember has 0 of 24 hitpoints remaining.
Ember is unconscious
Ember failed 1 death save. (1 Success, 1 Failure)

Keaton used one first level spell slot. (2 of 4 remaining.)
Keaton used 6 charges from the Wand of Magic Missiles (1 of 7 remaining)

In Game Time: 7:30pm


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

Keaton runs out of his hiding spot to assist with the last personal guard.

mechanics:

move + dash to S 26


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)

Narnel attempts to make a better showing against the Personal Guard.

Mechanics:

Staff Att: 1d20 + 5 ⇒ (14) + 5 = 19
Staff Dam: 1d8 + 3 ⇒ (4) + 3 = 7
Unarmed Att: 1d20 + 5 ⇒ (3) + 5 = 8
Unarmed Dam: 1d4 + 3 ⇒ (2) + 3 = 5


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

OOC:
I just looked up what grappled does, and it doesn't actually grant advantage on attacks against the grappled creature as I thought, so basically my last action was kind of wasted. I will update this post with my action in a couple minutes.


OOC:
Grapple is best as a two round action. First you grapple which reduces speed to 0, then on the next round you attempt to shove them down. If successful then they are prone which grants advantage and gives them disadvantage and their speed is 0 so they can't get up. The next step after that is pinned but you can't do that without the grappler feat.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Kenna begins dragging the man toward the flaming tent and pushes him into the fire.

Mechanics:
That's one thing to do, but I like interacting with the environment.

Move to JK 22/23 and place him in the fire

If necessary I use shove to push him into the fire:

STR (Athletics): 1d20 + 5 ⇒ (18) + 5 = 23


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)

ooc:
I imagine my attack will resolve prior to her dragging him off? If not, I would change my actions.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Molok gets to Ember and administers the healing potion to her.


Princes of the Apocalypse
Act 2: Secret of the Sumber Hills
Scene 3: Reaver Ambush
Active Maps: Dessarin Valley Map
-=-=-=-=-=-=-=-=-=-=-

As Keaton rushed from the trees in the southern part of the camp, Narnel brought his staff around again, twirling it behind his back before striking out with the tip in a upper pressed stab, catching the guard in the base of the nose solidly and breaking it and sending the fragments of bone up into his brain, killing the man instantly as he fell.

The werewolf grabbed the fallen guards body and moved around Keaton and tossed the remains into the fire of the tent to ensure the man was dead.

Ember's body continued to convulse on the ground blood now flowing from her mouth as she began choking. Luckily Molok was standing over her and cleared her airway long enough to pour his potion of healing down her throat. Holding her head in his hands he watched as the potion did its work and her eyes flicked open again.

The remaining bandits fled on out of sight as the combat had come to a close.

OOC:

Battlemap has been deactivated.

Mechanics:

Guard #2 takes 7 hitpoints of bludgeoning damage from Narnel's staff.
Guard #2 has taken a total of 22 hitpoints of damage.
Guard #2 is dead.

Ember failed 1 deathsave (failures=2, Success=1)
Ember gains 8 hitpoints from Potion of Healing.
Ember has 8 of 24 hitpoints remaining.

Molok used 1 potion of healing. (Please remove from your inventory.)

Active Effects:

Bandit #1 has taken a total of 3 hitpoints of damage.

Bandit #2 has taken a total of 8 hitpoints of damage.

Bandit #3 has taken a total of 10 hitpoints of damage.

Kenna used wildshape (Pack Werewolf (Lion)) (1 of 2 remaining.)
Werewolf has 12 of 37 hitpoints remaining.

Molok has 23 of 28 hitpoints remaining.
Molok used Action Surge (0 of 1 remaining.)

Narnel used 2 Ki Points (1 of 3 remaining)
Narnel has 11 of 24 hitpoints remaining.

Ember used two second level spell slot (0 of 2 remaining.)
Ember has 8 of 24 hitpoints remaining.

Keaton used one first level spell slot. (2 of 4 remaining.)
Keaton used 6 charges from the Wand of Magic Missiles (1 of 7 remaining)

In Game Time: 7:31pm


XP Award:

Everyone please record your current experience points. You started the encounter with 990xp each. this encounter earned you 160xp each, so your new total should be 1,150 each.


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)

I could use some healing, if anyone has any available, before we take a well-deserved rest.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Kenna reverts to her half-elven form and replies: "My magic is unspent."

She approaches Narnel and invokes the pale light she had cast before "Silver light, mend his wounds.", then hurries over to Ember and Molok, and repeats the same for the genasi woman.

Finally she looks up at the stone man: "How are you holding up, big guy?

Mechanics:
Cure Wounds at level 2 twice. Narnel: 2d8 + 3 ⇒ (2, 4) + 3 = 9
Ember: 2d8 + 3 ⇒ (7, 8) + 3 = 18

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