Korvosa Confidential 5E

Game Master Jam412


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Downstairs

The heavy door glides open after Paddys third knock. A stuffy looking man stands on the other side of the threshold. "What?" the man asks, clearly rather annoyed.


Upstairs

Orions bolt connects solidly with the orcs side and as he closes, Sauls sword slices a long gash across his arm.

The orc falters for a moment, but then lets out a loud unnerving lud and looks re energized! "Hehehehe!! Yoooourrre gonna paaay for that!"

DM Screen:
Bonus action to heal 11 points of damage. Now at 16/22 Hp

The orc twirls the flail over his head and brings it bear on Saul.

Attack 1: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Attack 2: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 3 ⇒ (4) + 3 = 7


HP 11/20, AC 17, Saves: Wisdom +3, Charisma +4, Initiative 0, Passive Perception 11, Passive Investigation 9, Inspiration [X]

Saul grunts, taking the blow and retaliating with his own.

Scimitar: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 3 ⇒ (2) + 3 = 5
Savage Attacker: 1d6 + 3 ⇒ (5) + 3 = 8

Dark Archive

Orion's eyes go wide as the obviously insane orc connects with a hard blow onto the paladin!

Unconsciously his hands work to reload the heavy crossbow and fire another bolt at the rampaging evildoer!
Attack!: 1d20 + 5 ⇒ (3) + 5 = 8
Orion's shaking hands can barely follow the melee as the two strive in the liquid-soaked room, but Orion forces himself to concentrate, lest none of them leave this room alive!
Inspiration!!: 1d20 + 5 ⇒ (16) + 5 = 21

Damage!!: 1d10 + 3 ⇒ (10) + 3 = 13

The bolt, corrected at the last instant, looks like it sails true!


M Human Cleric 2 (AC 15, hp 14/16, Percept +3, Invest +1)

Paddy stares the man in the eye, steadily, and runs through the same introduction routine as with the door guards. "Some of the members of out respective, uh, organizations are impressed with what you've built here. They'd like to make sure it receives the proper protection."

Deception: 1d20 + 2 ⇒ (13) + 2 = 15

Now would be a nice time for Bas to do something showy, like he's just itching to commit arson! he thinks, but knows better than to cue his companion in so obvious a manner.


Upstairs

Saul strikes back at the orc, the savagery of his blow pushing him back just far enough to make room for Orion's bolt, which slams into his chest. The orc tries to laugh or maybe yell again, but his mouth only produces a gout of blood. His eyes roll back in his head and the man falls to the ground in a heap.


Paddy O'Donnegal wrote:

Paddy stares the man in the eye, steadily, and runs through the same introduction routine as with the door guards. "Some of the members of out respective, uh, organizations are impressed with what you've built here. They'd like to make sure it receives the proper protection."

[dice=Deception]1d20+2

Now would be a nice time for Bas to do something showy, like he's just itching to commit arson! he thinks, but knows better than to cue his companion in so obvious a manner.

I'll see if Bas would like to chime in before he replies.


HP 11/20, AC 17, Saves: Wisdom +3, Charisma +4, Initiative 0, Passive Perception 11, Passive Investigation 9, Inspiration [X]

Saul catches his breath, sheathing his sword for a moment before touching his side where the orc broke his rib. His hand briefly sheds a golden light as the worst of the wound knits itself back together.
Lay on Hands used until I take a long rest.

"Oof. That guy was creepy.. what are all these crates in here?"

Dark Archive

"Well lets find out then! You search the body, I'll see to this." Orion takes out his crowbar and goes to work opening the nearest crate.


HP 11/20, AC 17, Saves: Wisdom +3, Charisma +4, Initiative 0, Passive Perception 11, Passive Investigation 9, Inspiration [X]

Saulden checks the Orc's pulse before turning out his pockets for anything of use.


Saulden Solanus wrote:
Saulden checks the Orc's pulse before turning out his pockets for anything of use.

The orc seems to have bleed out. No pulse.


Orion the Hunter wrote:
"Well lets find out then! You search the body, I'll see to this." Orion takes out his crowbar and goes to work opening the nearest crate.

Orion cracks open the crate with his crowbar and finds it full of... teddy bears?!


Paddy O'Donnegal wrote:

Paddy stares the man in the eye, steadily, and runs through the same introduction routine as with the door guards. "Some of the members of out respective, uh, organizations are impressed with what you've built here. They'd like to make sure it receives the proper protection."

[dice=Deception]1d20+2

Now would be a nice time for Bas to do something showy, like he's just itching to commit arson! he thinks, but knows better than to cue his companion in so obvious a manner.

As Paddy flashes his badge, Bas does his best to look intimidating in the background, lightly caressing the stopper on a vial.

Paddy gain advantage on your deception roll.

Dark Archive

Orion frowns a moment before saying, "Ah hellz. These are some sick puppies." He then takes out a short sword and start cutting the poor bear open.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22


HP 11/20, AC 17, Saves: Wisdom +3, Charisma +4, Initiative 0, Passive Perception 11, Passive Investigation 9, Inspiration [X]

"Huh. Weird. We're in the right house though- whoa, what are you doing?", Saul says as Orion begins cutting open the teddy bear.


Upstairs

Within the stuffed animal, Orion finds a vial of liquid.

Dark Archive

"Because of this," Orion says as he holds up the vial. "Boys 'round the fire will tell tales of drug-smuggling rings that use mundane items to get their cargo in. Never seen it myself, but, a big house of ill-repute and eleventy billion kids toys? And none of the toys are in the hands of actual kids? Yup, had a hunch.

And if didn't play out, then I get to ruin their stuff. Win-win!

Mind you, I had expected drugs. Purple lotus or gava leaf or something obvious. This? This is either poison...or some hard frakking drug that I've not heard of?

What do you think? We gota bunch of options. We could continue on. We could leave, and take this to the station. If all these crates are full of these, well, that'd be a mountain of trouble even our Boy might not get out of.

Or we could burn it." Orion grins wickedly.

"Your call."


HP 11/20, AC 17, Saves: Wisdom +3, Charisma +4, Initiative 0, Passive Perception 11, Passive Investigation 9, Inspiration [X]

Saulden looks aghast.

"Whoa, fire? No way! There could be other kids here! We gotta go room by room and see who else he's got in here. And besides, doesn't your partner want this guy arrested?"

"Let's take some of these bears and keep going. Maybe the others are inside by now, we should try to link up."

Saul drags the dead orc behind some of the boxes, saying a quick prayer once he leaves him.


M Human Cleric 2 (AC 15, hp 14/16, Percept +3, Invest +1)

Deception advantage!: 1d20 + 2 ⇒ (1) + 2 = 3
Yeah, I'll stick with the 15, thanks.

Dark Archive

Orion nods. "Alright, your call. So we're going down, ya?"

Saulden found nothing on the orc? Coinage perhaps? =)


HP 11/20, AC 17, Saves: Wisdom +3, Charisma +4, Initiative 0, Passive Perception 11, Passive Investigation 9, Inspiration [X]

"Yeah, we can work our way down and maybe see about letting the other guys in the front."


Male Variant Human Artificer/ Alchemist 2

I wonder if my rubbing this vial stopper is more suggestive than intimidating..." Bas wonders to himself, still trying to emulate the tuffs he knew back as a kid.

Back and ready!


Downstairs

Hookshank Insight: 1d20 - 1 ⇒ (11) - 1 = 10

Disadvantage: 1d20 - 1 ⇒ (16) - 1 = 15

Yargin Insight: 1d20 + 3 ⇒ (20) + 3 = 23

The gnome looks just as oblivious as ever, but at the sight of the Paddys badge, Yargin raises an eyebrow. "Ah, an illustrious member of the Korvosan Guard. Hookshanks, you colossal moron, you've let a guardsman in here. Kill them and do it now!"

Initiative!
Bas: 1d20 + 3 ⇒ (1) + 3 = 4
Paddy: 1d20 - 1 ⇒ (14) - 1 = 13
Yargin: 1d20 + 2 ⇒ (11) + 2 = 13
Hookshank: 1d20 + 3 ⇒ (17) + 3 = 20

To make up for time difference, Orion and Saul can act in the next round.

Saul: 1d20 ⇒ 3
Orion: 1d20 + 3 ⇒ (14) + 3 = 17
Orion: 1d20 + 3 ⇒ (9) + 3 = 12


M Human Cleric 2 (AC 15, hp 14/16, Percept +3, Invest +1)

So, Hookshank first, then Yargin and I. Does 5e resolve tied initiative the way 3.5 does (higher Dex mod goes first)?


The quick gnome reacts first, clearly embarrassed by being duped by the silver tongued cleric, and lashes out with his dagger at Paddy.

Hookshanks: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

But in his anger, catches nothing but air.

I was just going to propose a house rule and see if everybody is okay with it. In the case of a tie between an NPC/ monster and a PC, the PC goes first. In the case of a tie between two PCs, it's PCs decision or first come, first served. That cool with everyone?


M Human Cleric 2 (AC 15, hp 14/16, Percept +3, Invest +1)

Works for me!
Seeing that the cat's out of the bag now, Paddy wastes no time. Ignoring the hapless gnome, he steps up and tries to touch the stuffy-looking Yagrin. Inflict Wounds: 1d20 + 5 ⇒ (7) + 5 = 123d10 ⇒ (10, 1, 10) = 21
Attack advantage for ally within 5 ft.: 1d20 + 5 ⇒ (9) + 5 = 14

NOTE: If the room is gigantic and I somehow can't reach him, I'd use sacred flame instead: Sacred Flame: 1d8 ⇒ 2 (DC 13 save negates)

Dark Archive

Orion quickly looks at Saul. "Sounds like fighting. We better get down there." He sprints to the stairs.

That is a GREAT idea! Some of the new game systems coming out actually codify that. The new Conan RPG says the PCs go first, but the DM can spend candy to go first instead. And, yes, I'm always in favor of giving rapid posters some kind of advantage. You want candy? Then get some postings up. =)


Paddy, unless you've got an ability that I haven't noticed, being within 5' of an ally doesn't grant advantage. Maybe I'm mistaken about that?


HP 11/20, AC 17, Saves: Wisdom +3, Charisma +4, Initiative 0, Passive Perception 11, Passive Investigation 9, Inspiration [X]

Saulden nods.
"Here comes backup!", he says before stubbing his toe on the doorframe.

"Ah! Dangit..", he mutters before running after Orion down the stairs, sounding like an avalanche of metal.


M Human Cleric 2 (AC 15, hp 14/16, Percept +3, Invest +1)
DM Jam wrote:
Paddy, unless you've got an ability that I haven't noticed, being within 5' of an ally doesn't grant advantage. Maybe I'm mistaken about that?

For some reason I thought that's how flanking worked in 5e. Obviously I was the one who was mistaken!

EDIT: Wait, I see it now. "Help" requires an action on your ally's part. Oops, sorry -- stick with that 12, then.


Male Variant Human Artificer/ Alchemist 2

Rule improvisation sounds good to me

I think I go after Yargin (who hasn't acted yet) but I'll post a move for speed.

Round 1

Bas pulls out his pre-made flask of alchemist's fire and lobs it towards Yargin (including Hookshank if he can, Radius of 5 ft so a 10 ft by 10 ft area attack.

Damage: 1d6 ⇒ 6


Oops, forgot to include Red Feather in the fun.

Red Feather hears a ruckus starting inside, first yelling, then quickly followed by the sounds of battle. The man guarding the front door reacts by raising his crossbow, but seems hesitant to leave his post. He seems indecisive and distracted by the sudden conflict.

Once it become relevant for Red Feather:Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

I'm assuming we lost Elegad. If not, El, speak up!


Yargin deftly avoids Paddy's touch.

"Keep your hands off of me!" The man shrieks, as if the thought of being touched was worse the the spell that Paddy had prepared for him.

He then unleashes a spell of his own, with seemingly no concern for his ally.

Burning Hands: 3d6 ⇒ (1, 5, 3) = 9

Dex save for half damage.

Hookshank: 1d20 + 3 ⇒ (7) + 3 = 10


M Human Cleric 2 (AC 15, hp 14/16, Percept +3, Invest +1)

Dex Save: 1d20 - 1 ⇒ (9) - 1 = 8

Paddy, for all his gifts, could never be considered agile. He takes the brunt of the fire, screaming, holding up his shield which unfortunately provides about as much protection as a sheet of paper.

1 hp left.


Bas should roll a dex save too. Sorry, should have said that in the original post.


Male Variant Human Artificer/ Alchemist 2

Dex Save: 1d20 + 3 ⇒ (17) + 3 = 20

Bas knew how to duck out of the range of expanding flames. It's most likely the only reason he has braids still on his head.


Hey, the site is back!

Yargins fiery stream catches Paddy and Hookshanks full on 9 Damage. The watchman remains standing but the gnome screams and falls to the floor from the friendly fire. Bas deftly avoids the brunt of the damage, ducking away from the cone. 4 Damage

Bas flings a vial of alchemist fire in retaliation that crashes into the shoulder of Yargin and causes his coat to smolder.

DM Screen:
Yargin HP 16/20 Hookshank HP 0/9

Orion then Paddy are up!

Dark Archive

Orion clears the ceiling of the lower floor and glimpses the tail-end of someone launching fire at Paddy. He doesn't need to be told who the bad guy is.

"Hey there! Mind if I play? I brought my own toys. Here, catch!" he says, sending a heavy bolt at Yargins while making sure there is room for Saul to zoom past him.

Attack!: 1d20 + 5 ⇒ (1) + 5 = 6
Damage!: 1d10 + 3 ⇒ (6) + 3 = 9

Alas, trying to move so much foils his aim and the shot goes way wide.


HP 11/20, AC 17, Saves: Wisdom +3, Charisma +4, Initiative 0, Passive Perception 11, Passive Investigation 9, Inspiration [X]

When it's my turn.

If there's space-
Saul barrels into the melee, his sword flashing.
Scimitar vs. Yargin: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 3 ⇒ (1) + 3 = 4
Savage Attacker reroll: 1d6 + 3 ⇒ (4) + 3 = 7

Using inspiration for the reroll, since this guy could mess us all up.
Scimitar reroll: 1d20 + 4 ⇒ (17) + 4 = 21

But his wild swing misses the mark.

If it's too crowded-
The paladin chucks a javelin at the guy menacing Paddy.
Javelin: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 3 ⇒ (5) + 3 = 8


M Human Cleric 2 (AC 15, hp 14/16, Percept +3, Invest +1)

Paddy, suddenly surrounded by allies and with the gnome down, smiles at Yargin. "You should have listened," he says, and swings his mace:

1d20 + 2 ⇒ (5) + 2 = 71d6 ⇒ 2


Male Human - AC 13, HP 17/17(23), PROF: +2, SPD 30',STR+1, DEX+2, CON+2, INT+3, WIS+5,CHA+0; INSP 1/0; Wild Shape 2/2 Druid / 2 (Circle of the Moon); Deception +2, Perception +5, Stealth +4, Survival +5

Sorry guys. Lost my dot, and thought this one was inactive. Since I'm coming in a bit late, I'll just roll my action and let you fit it in whenever appropriate. [ooc]

Finally hearing the sounds of combat, the Shoanti shakes his doubt, and raps his staff once upon the ground, calling forth the power of nature ([ooc]Shillelagh) and charges the guard at the door, before he can take further action.

1d20 + 3 ⇒ (2) + 3 = 5 Magically charged Quarterstaff

1d8 + 3 ⇒ (6) + 3 = 9 Quarterstaff blow delivered with bad intent.

And his feet slipping and sliding on the cobblestones almost make him fall.

Spending inspiration

1d20 + 3 ⇒ (20) + 3 = 23 Re-roll

Well spent!

1d8 ⇒ 5 Critical Damage Total of 14 damage


Like a stalking Fire Pelt, Red Feather leaps onto the porch and sends his quarter staff crashing into the back of the head of the inept guard. The man drops his crossbow and falls to the ground in a heap.

The Shoanti sees a swirling melee ensuing inside the front doors.

Red Feather can jump into the battle at his 18 initiative in round 3


Yargin sneers at the group of heros closing in around him and unleashes a stream of glowing darts from his hands.

Bas Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Orion Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Paddy Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2

Bas, then Saul go!


HP 11/20, AC 17, Saves: Wisdom +3, Charisma +4, Initiative 0, Passive Perception 11, Passive Investigation 9, Inspiration [X]

Saul's turn, posted earlier- all attacks vs. Yargin.

Saulden Solanus wrote:

When it's my turn.

If there's space-
Saul barrels into the melee, his sword flashing.
[dice=Scimitar vs. Yargin]1d20+4;1d6+3
[dice=Savage Attacker reroll]1d6+3

Using inspiration for the reroll, since this guy could mess us all up.
[dice=Scimitar reroll]1d20+4

But his wild swing misses the mark.

If it's too crowded-
The paladin chucks a javelin at the guy menacing Paddy.
[dice=Javelin]1d20+4;1d6+3


Gotcha. Just need to see what Bas is doing first. Also, unless something crazy happens, there will definitely be room for Saul to get in there.


M Human Cleric 2 (AC 15, hp 14/16, Percept +3, Invest +1)

Paddy drops to the floor.
Death Save: 1d20 ⇒ 12


Male Variant Human Artificer/ Alchemist 2

Bas can feel the bolts of magical energy dig through him. Reminded him of arcane duels back at the academy.

He taps a few chambers in his alchemical bag. A dab of this, a bit of phosphorous powder, heated to crystallization. Bas pulls out a thunderstone and lobs it at the caster (Yargin) as hard as he can.

DC 13 vs Con, or anyone within 10 feet is knocked prone.

Bas will run over to Paddy, and kneel down, preparing to pick him up and drag him to safety.


Yargin Dex: 1d20 + 1 ⇒ (8) + 1 = 9 Yargin drops to his keister, prone and is whacked by Saul's scimitar as he falls.

Saul, keep your inspiration since you would have had advantage due to Yargin being prone.

Red Feather, then Orion and Paddy are up next for Round 3!


M Human Cleric 2 (AC 15, hp 14/16, Percept +3, Invest +1)

Death Save 2: 1d20 ⇒ 6


DM Screen:
Yargin HP: 9/20

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