FA 1 Halls of the High King 5E (Inactive)

Game Master Trailjava

Pary Int rolls
Pary Int rolls
Vairs [dice]1d20 + 3 [/dice]
Lynore [dice] 1d20 + 3 [/dice]
Rolan [dice] 1d20 + 3 [/dice]
Roman [dice] 1d20 + 1 [/dice]
Feather Wind [dice]1d20+2+[/dice]


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Male Human Cleric 2

Evander gives Helesso a weird look but then turns back to the captain and asks "may I see our rooms?"


Varis continues to chat with the ladies on deck, but makes sure he is out of the sailor's way as they get about their business.


The Captain looks and says Why you may, but first why are you really sailing on my ship for?


Male Human Cleric 2

"I was told you had a large supply of weapons aboard, such things attract pirates and worse." He states, confused that the man does not know their purpose. "We were hired by Panthras, of Panthras Procuring, to guard this supply until it arrives In the hands of one Haembar "Hawkenhound" Cauldyth."


That sounds right. Now that everyone is aboard why do we get under way. The Captain says to the group.
The rest of the day goes with out a hitch. The group now has time to explore the ship if the group wants to. The rest of the day is smooth and the nighttime goes by just as smooth. The next day the watch reports a sail in the distance.


Hey guys I just got word that I am deploying there will be more to follow this week !


On the second day of the voyage, a lookout in the rigging yells, "Sail!" and points south. Soon, the dark, tattered sails of a single vessel can be seen draw- ing near, traveling swiftly on a collision course with the Mermaid Sword.
The crew all come up on deck to look. "Pirates?," t h e second asks, staring hard-eyed at the tattered sails.
"It looks like the Ghost Ship!," says one of the crew. Arenthor snorts, and looks to Veldyrina, at the helm. At her nod, he orders, "Weapons! Rig for battle!" The crew obey with efficient speed



You guys still want to play ?


male halfling 2nd level rogue

That was a hellava long trip guys, you still know how to fight?


"Ah, it was relaxing and refreshing, however I do look forward to being on solid ground once again!"


A ship with light is seen in the distance approaching fast. The ship as it closes begins to emit a mist. The mist starts to engulf the Ghost Ship, the mist is dark and smokey. A number of the crew start to yell It's the Ghost Ship Fear begins to sweep across the ship.
Veldyrina who is at the helm rolls the ship hard to starboard.

Everyone make a dex check to see if your on your feet still .
DC 20


Dex save: 1d20 + 3 ⇒ (13) + 3 = 16


Varis falls and slides to the rail. As he does he notices another ship approaching from the blindside.


Male Wood Elf Ranger 1, AC 15, HP 13/13

I'm going to make an athletics check. If that doesn't fly, just subtract two from the roll.

1d20 + 4 ⇒ (19) + 4 = 23 Athletics


Kolfax stumbles and grabs a rail. He remains upright and grabs the rail. As he looks around for his companions he sees another ship approaching.


male halfling 2nd level rogue

Dex or acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23 I am a leaf on the wind.


Roscoe keeps his sea legs.


The Captain sees the other ship and the Ghost Ship vanishes. The black smoke is stil present as the Mermaid Sword shifts to the right avoiding being rammed. The new ship is black and has a few scratches on the hull. Because the Mermaid was facing the other way the weapons are facing the wrong way.
The change in situation has the crew off balance. The party has scene the new ship and sees pirates coming over via ropes.
[ooc]
Roll Initiative !
[/occ]


Male Wood Elf Ranger 1, AC 15, HP 13/13

1d20 + 2 ⇒ (12) + 2 = 14 Initiative

Kolfax grabs his warhammer and prepares to engage.

NOTE: I'm sure he would not be wearing his Chainmail while on board ship, so we'll have to go with AC 13.


male halfling 2nd level rogue

Initiative: 1d20 + 3 ⇒ (18) + 3 = 21


Varis casts Mage Armor on himself as soon as he gets his legs under him.

"Ho! Sails away!"

Initiative: 1d20 + 3 ⇒ (16) + 3 = 19



For the sake of being simple I will make the pirate crews attack etc as one roll.
Roll for Mermaid Crew 1d20 + 2 ⇒ (18) + 2 = 20
Roll for attacking crew 1d20 + 2 ⇒ (3) + 2 = 5
Roll for Veldyrina 1d20 + 3 ⇒ (7) + 3 = 10
Roll for Evander 1d20 - 1 ⇒ (5) - 1 = 4


Attack order
Roscoe 21
Crew of the Mermaid 20
Varis 19
Kolfax 14
Veldyrina 10
Pirate crew 5
Evandar 4

The ship is being boarded by the attacking crew. There is pirate that just landed in front of Roscoe. There is pirate making his way to Varis and Kolfax. Veldyrina is still at the wheel.
Your up Took


male halfling 2nd level rogue

Roscoe takes a quick shot with his bow at the nearest attacker, then moves to higher vantage point.
ATK: 1d20 + 5 ⇒ (20) + 5 = 25 WooHoo a crit.
2d6 ⇒ (5, 2) = 7
If I have advantage add another 2d6 for sneak attack,
Sneak Attack: 2d6 ⇒ (4, 3) = 7

"Hey when you're done dying I want my arrow back."


Male Wood Elf Ranger 1, AC 15, HP 13/13

Kolfax grumbles, and steps forward to engage the approaching pirate.

1d20 + 4 ⇒ (2) + 4 = 6 Warhammer

1d8 + 2 ⇒ (2) + 2 = 4 Damage

His foot slipping on the wet deck and throwing off his mighty swing.

I've got a big week long trip to the UK coming up next week / weekend, and probably won't be able to post much.


Varis looks to see if he can spot the leader and if so attacks him. If not he then fires a bolt of flame at the nearest pirate.

Perception(?): 1d20 + 3 ⇒ (3) + 3 = 6

Ranged Spell Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d10 ⇒ 9

Do spells do critical damage?



Spells don't do crit damage

The nearest pirate next halfling goes down as the arrow pierces his head. Kolfax swings and as tries to connect he slips overboard. He manages to grab a porthole. While the battle rages. Varis spell leaves his lips and the bolt of flame pierces 6 pirates killing them. The leader of the Ghost Ship appears to be behind the Wheel. The crews fight taking as good they get. Veldyrina continues to guide the ship.

I have not heard from Evandar so I will open recruitment again.
At this time we start the second round of combat


Evandar spot is now Lynore's
The ships are now side by side with gang planks sticking from the Ghost Ship. The Pirates are fighting with Scimitars and bombs being tossed. Lynore the cleric comes out the crowd. She closes to Varis there is a pirate to her left with in reach.
After this we start a new round


Female Wood Elf Cleric / 3

Lynore lashes out with her shortsword at the pirate, and yells to Varis. "I think you all need some help."

Attack with shortsword 1d20 + 5 ⇒ (2) + 5 = 7, 1d6 + 3 ⇒ (1) + 3 = 4 piercing



Round 2

Took is up!


Male Wood Elf Ranger 1, AC 15, HP 13/13

Appreciate your patience. I've got a full plate since returning from abroad, but promise I'll get the game going again before the end of the week.


male halfling 2nd level rogue

Roscoe targets a pirate he has advantage on and fire his bow again, ATK: 1d20 + 3 ⇒ (3) + 3 = 6 and misses.

"Hey keep the boat steady."


Trying to target as many of the enemy as possible, Varis summons his arcane power and casts forth a cloud of slumber.

Sleep Spell: 5d8 ⇒ (1, 4, 7, 2, 4) = 18



Took be careful using the word advantage it means you roll an extra dice


to keep things simple
Varis spell catches three pirates in its wake. That leaves the about 14 pirates left I will be using the thug from the basic rules for my pirates
Kolfax makes his way back to the deck of the ship.
Veldriya moves the ship closer. A Perception roll of 15 will allow the combatants to see the pilot of the ghost ship.
Lynore is up.


Female Wood Elf Cleric / 3

Lynore chants and blesses Roscoe, Varis, and Kolfax asking Tymora to bring them luck. "Tymora smile upon us and see us through to find our fortunes."

Casts Bless, concentration, up to 1 min, whenever an attack roll or saving throw is made by these three they can roll an additional d4 and add the number rolled to the attack roll or saving throw


male halfling 2nd level rogue
DM Ashman wrote:

Took be careful using the word advantage it means you roll an extra dice

The rules say I need to have advantage to get my sneak dice, so I'm targeting enemies that have their back to me or are prone or engaged in melee with an ally.

Second advantage attack roll if I have atvantage, 1d20 + 3 ⇒ (6) + 3 = 9, still probably a miss.


Male Wood Elf Ranger 1, AC 15, HP 13/13

Kolfax returns to the deck. Glad I put that wrist throng on my hammer. Would hate to lose it before I ever used it.

I'm assuming that's my round 2 action...though not sure why I fell overboard with a 2. Could understand a 1, but where does the fumble rule cut off? Let me know when it's round 3.


Kolfax can act


let me describe so everyone is on the shame sheet.
The ships are side by side with a mist encircling both ships. This mist now grants a - 2 to any one using ranged weapons to shoot from the Mermaid to the Ghost Ship. There are 4 planks (10ft) that allow for pirates to go back and forth. There are a total of 14 pirates and 21 of the crew.  Verdiyana continues to pilot the Mermaid.  The deck of the Mermaid is 30 feet in width and 100 feet length.  
Everyone tell me where are on the ship. Are you in the middle etc.


Female Wood Elf Cleric / 3

I am standing next to Varis, but reading back in the post I cannot see exactly where he was standing


Varis started near the middle of the ship, close to one of the masts, but then was knocked towards the rail...so I would put him amidships slightly off to the port side.


male halfling 2nd level rogue

Roscoe would be up by the wheel house.


Male Wood Elf Ranger 1, AC 15, HP 13/13

Kolfax slipped to one knee by the Starboard rail near the closest plank to the stern of the vessel.

1d20 + 4 ⇒ (15) + 4 = 19 Warhammer

1d8 + 2 ⇒ (7) + 2 = 9 Attack


The strike from the hammer hits a pirate from the Ghost Ship. The blow connects causing him to stumble. Dex check on Pirate 1d20 + 1 ⇒ (7) + 1 = 8
The Pirate loses his footing and he slides into two others causing them to fall overboard.
As this happens a bolt of lighting hits the Mermaid killing two crew members.

Took your up


male halfling 2nd level rogue

"Damn fog, ya always where we don't want'cha"

Shooting at a pirate that I have advantage on, if no advantage just use the first roll and ignore the sneak attack.

attack: 1d20 + 3 - 2 ⇒ (7) + 3 - 2 = 8
attack: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
bow damage: 1d6 ⇒ 2
sneak damage: 1d6 ⇒ 3


Took shoots as best as he can but the fog clouds his vision.


The Mermaid crew and the Pirates of the Ghost Ship.

MC 1d20 - 2 ⇒ (11) - 2 = 9
PC 1d20 ⇒ 17

The Pirate crew manages to kill several crew members. The battle is starting to go south for the Mermaid.

Varis is up


Holding his hands out in front of him, fingers spread and thumbs touching, Varis speaks the few words of the spells incovation and suddenly a stream of bright colours shoot forth from his hands, bathing the pirates in an arc before him in the chaotic, bright colors.

Cast Color Spray and effects 6d10 ⇒ (8, 6, 1, 2, 7, 10) = 34 hitpoints of pirates, who are now blind.


The pirates blinded and hurt start to effect the morale of the Ghost Ship.

Kolfax is up

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