[5E] DM Critic’s Happy Holiday Tomb of Horrors Bash (Inactive)

Game Master TPJ

In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil Demi-Lich.


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MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Welcome to the discussion thread. This may be a good place for your last will & testament.


dot


Dwarf Barbarian 1/Cleric 13

...---...


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

I Kraven, of sound body and mind, do hearby leave my body, should any remain upon my death, to the party to be used in whatever manner they see fit if they feel it will increase their survivability.

:D


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

Right, well I'll take the middle and do some light reading. I'm sure some big strapping lads like you can handle the dungeoneering business until you come across something that needs blowing up, cracking open, floating over, or identifying.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

What he said, but banjo playing instead..


Dwarf Barbarian 1/Cleric 13

"I just do the will of the Dwarven God of Magic. Yes, there is a Dwarven God of Magic."


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

First gameplay post is up, as promised. Say goodbye to your loved ones. :)


female Half-Elf Warlock 12 (Far Traveler)

I need one of you in front and one behind me. Another at my side should we pass a branching corridor.

If you all can manage that we'll be fine. And be we I mean me.


Male Human Sorcerer 1

Mmm collateral damage when the traps go off.


Dwarf Barbarian 1/Cleric 13

Fear not. I'll keep you alive, even though you're an elf.


female Half-Elf Warlock 12 (Far Traveler)

Mighty curteous of you.

So a question for the DM:
I took conjure fey as my mystic arcanum 6th level spell, and just checking the Monster Manual there is no CR 6 fey. The highest CR fey are hags which go only as high as 3. Volo's Guide to Monsters has Annis Hags which are actually at the full CR 6 and Yeth hounds at CR 4. As the only viable options. So I guess I could use those although they don't exactly fit the theme i was going for with my character.

So I was wondering if you happen to own a copy of Kobold Press's Tome of Beasts. Because that book would actually open a few options for this spell that would help me out.

If not, or you dont want me to use it (because its 3pp, which i understand) could i instead switch out the spell?


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

While a fighter type, I would also benefit the group by being in the center of it due to my auras and low perception/investigation scores. I built Kraven as a support pally, so I'm really here just to make you guys better :D


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Sen, I do have Tome of Beasts, so I'm alright with you using it.


female Half-Elf Warlock 12 (Far Traveler)

Great, then I do have some options.

Kraven Smythe wrote:
While a fighter type, I would also benefit the group by being in the center of it due to my auras and low perception/investigation scores. I built Kraven as a support pally, so I'm really here just to make you guys better :D

Even if you're not a vengeance pally, you still have one of the hardest hitting melee classes. Are you sure you don't want to stand between me and certain death?


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

You say that like I'm going to be using my spell slots for smiting... I'm hoping our Barb/fighter and Barb/cleric plan to be our front line while I can assist with support/buff spells and making sure we don't get statused into oblivion.


Dwarf Barbarian 1/Cleric 13

I would shame my ancestors if I let a bunch of humans and elves "protect" me. I will be in the front line, but I don't mind letting anyone who knows how to deal with traps check doors before I open them.


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

Happy Holidays everyone!


Merry Christmas everybody


female Half-Elf Warlock 12 (Far Traveler)

Happy winter solstice, everyone!


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Merry belated Xmas!!


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

As a general MO, Kraven will keep those advancing/checking for traps/opening doors/etc... just within his +5 save aura in case things happen.


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

I'm still missing what revealed Illustration 3, because that seems like the best place to explore...


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

I am entertained by this: http://dnd.wizards.com/products/tabletop-games/rpg-products/tales-yawning-p ortal

Notice the adventures listed in here.


There's some classic stuff in there: tomb of horrors, white plume mountain, against the giants...man, that takes me back to my younger years. Only thing really missing is planescape. They also, for some reason, wrote a book about the first published module for 3.0 (sunless citadel).


female Half-Elf Warlock 12 (Far Traveler)

If the module requires a lot of this precision movement we should maybe nominate a leader who takes charge of this. Otherwise we'll take forever just moving from corner to corner.


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

A caller? How very old-school! I love it! :)

Also, I'll have posts up tonight. This was on my to-do yesterday, but Paizo's mandatory timeout for most of the day didn't really help.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Honestly if there's enough traps to have to literally check every square in the whole dungeon than we will never get anywhere.. I mean have high passive perception checks in the party..


Dwarf Barbarian 1/Cleric 13

Tomb of horrors is one of those modules where you have to be very specific about what you're doing, as you're surrounded on death by all sides. And yet, we should check every square before we move. Otherwise, death.


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

I'm in favor of what Morgan did, say what his intent is, and let Critic handle the rolling. If we wait for someone to post about every 5" we'll be in 2050 before we leave his hall.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Agreed.. There has to be some compromise for the sake of moving on at a decent pace..


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours
Kraven Smythe wrote:
I'm in favor of what Morgan did, say what his intent is, and let Critic handle the rolling. If we wait for someone to post about every 5" we'll be in 2050 before we leave his hall.

This.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Gm, I'm confused on how we detect traps.. Whats the Int DC's? I thought we used perception or investigate to locate traps?

Again I don't have much xp with 5th so perhaps a proper explanation on trapfinding would be wise before we fall to our deaths?


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Int DCs were used because neither Morgan nor Arak have the Investigation skill, so it's a general roll without the proficiency for Investigation.

Basically, perception is used if you walk into an unknown area, investigation if you are actively looking.

Perception: You walk down an unknown hallway and notice that a stone in front of you isn't level with the others, or you see a tripwire right before you cross it.

Investigation: You are actively checking a hallway for traps because you suspect the entire place is rigged, and so you inspect every stone tile and wall as you go forth.

Basically as I understand it, Perception is for that which you don't expect ("I hope there aren't traps in this room.") and Investigation is for that which you do expect ("I know this place is trapped, I just don't know where yet.").

Clear as mud. :)


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Ok so for that reason Sonya should be front man as much as I hate it.. She rolls investigate at +12 with advantage..


A better way to describe it would be to say that perception is a more passive skill, and investigation is a more active one.


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

Anyone still out there? It's been a week now.


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

I'm here. I don't have something to add at the moment while these rooms are swatted. I'm trying to be conservative with my spells for future dangers still.


female Half-Elf Warlock 12 (Far Traveler)

yeah still here. Have been kinda waiting for something to happen.

Also unearthed arcana has finally added an option for archer warlocks. A bit late for this character, I should say.


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

That UA for warlocks is one of the best things published for 5e right now. I hope the entire thing makes it to print.


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

I'll be honest, the map confuses me. Do we still have places to explore?

Also, Critic, I give you permission to roll any saves for Kraven that he needs. It will make things go smoother/faster if you save for him and can wrap up the results in one post, as opposed to you telling me to make a save, then me rolling some time later, and then you advising on what happens/we see. Just food for thought. I can keep going the way we have been too :D


Dwarf Barbarian 1/Cleric 13

That's a good idea Kraven.


female Half-Elf Warlock 12 (Far Traveler)

Yes rolling saves for us would infinitely expediate the gameplay. Or alternatively you could say "Dex save DC X or take [damage roll] piercing damage". That way it only takes your post announcing the trap or other effect being sprung, and when we see it we can basically immediately tell what the result on our character will be and note it into our sheets/aliases

There are probably going to be a lot more traps and going through three posts for each one will keep the game crawling at a snails pace.

Also instead of having us roll checks and only giving us the results once you've seen the post you could just post a spoiler saying "Perception DC X" and those who then roll the necessary check result can open and look at the spoiler.

Simo Icecap wrote:
That UA for warlocks is one of the best things published for 5e right now. I hope the entire thing makes it to print.

honestly I'd rather they give Mace of Dispater and Curse Bringer a once-over I don't think it should be able to be stacked with a paladin's smite.


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

I don't see how you can expend one spell slot to get both a smite and activate that ability. Costing two spell slots is a pretty heavy expense.


female Half-Elf Warlock 12 (Far Traveler)
Simo Icecap wrote:
I don't see how you can expend one spell slot to get both a smite and activate that ability. Costing two spell slots is a pretty heavy expense.

Yes it costs two spell slots, but its a surefire way to get all that damage in, since you only have to fire both after you already confirmed that you hit (or potentially even critted) and from there there is no save or anything. You spend the two slots and get in all those extra d8s. A 11th level warlock 2nd level paladin (to go by our current average level) could expend two warlock slots for 10d8 force and 6d8 radiant damage. That's an average of 72 damage in one stroke before adding the weapon's actual damage.

If you cast spells, you also get a lot of damage out of them, but usually you have to get past a save or attack roll which halves or negates the damage.

The way i've experienced 5e so far, it is built in such a way as to not allow for level appropriate enemies to be able to one-shot each other.


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

I have a Lockadin as one of my AL options, and only bring him out if the DM says its OK/will have some tough battles. I have fully NOVA'd out entire BBEGs and found after the first time doing it, it messes with the dynamics of most encounters and the fun for most other DPS classes.


Gnomish Wizard 12 (100,000 XP); AC15, HP74/74 per.11 | 12/12 HD, 6/6 Recovery | Spells:4/4 1st, 2/3 2nd, 2/3 3rd, 2/3 4th, 2/2 5th, 0/1 6th | mage armor, nondetection ~6.8 hours

Yeah, paladins hit like trucks. An extra 2d8 compared to a Sun Sword or something similar is pretty brutal - especially with their Improved Divine Smite. Right now, at level 12, a 6th level magic missile deals between 56 and 80 force damage for me as a wizard.

They're absolutely something you need to build encounters with them in mind and have enemies approach intelligently or die from.


Active Effects:
HP 111/123 | AC 18 | Init +4 | Passive Perc: 20 (Devil's Sight)
Usable:
Bard Insp 3/5 (1d10), Lucky 3/3, Short Rest HD 12/12(1d8+5)

Sorry for my post rates folks, I've been in outage for the last week and 7-12s doesn't leave much time.

As for the game I going to pull out and offer Sonya up as an npc if one of the pc's or the gm wish to run her. I will spoil her profile etc..

This is due to not any of yall or the GM, but I just can't get into the dungeon. Never been much of a complete mega puzzle dungeon runs, so I apologize. Didn't realize that was the case when I signed up. Hope there's no hard feelings and good luck!

Crunch:

Sonya Redgrave
Human(chondathan) Bard 10(lore)/Warlock 2
Alignment True Neutral
HP 123, AC 18, Initiative +4, Speed: 30', Proficiency +4
Passive Perception 20 (Devil's Sight)
Bardic Inspiration 5/5(1d10)
Lucky 3/3
Inspiration 0

STR 10 (+0) DEX 14 (+2) CON 20 (+5) INT 19 (+4) WIS 14 (+2) CHA 20 (+5)

Attacks
Spell Attacks +11, effect varies

Proficiencies
Immunities Disease, Poison
Saving Throws Str +4, *Dex +8, *Con +11, Int +8, *Wis +8, *Cha +11
Feats Resilient(Con), Lucky
Skill Proficiencies Acrobatics +4, Athletics +2, **Arcana +12, *Deception +9, *History +8, *Insight +6, Intimidation +7, **Investigation +12(adv), *Medicine +6, Nature +6, **Perception +10, Performance +7, Persuasion +7, *Religion +8, **Stealth +10(adv), Survival +4

Armor Light Armor
Languages Common, Elven
Tool Proficiencies Dice, Thieves' Tools, Banjo, Fiddle, Harmonica
Weapons Simple Weapons

Bard Class Features
Additional Magical Secrets You learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. (Counterspell, Revivify)

Bardic Inspiration As a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d10. It must be used with 10 minutes. You can use this feature a number of times equal to your Charisma modifier (a minimum of once).

Bonus Proficiencies You gain proficiency with three skills of your choice.

Countercharm As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed.

Cutting Words When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Expertise Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. You gain this ability again at 10th level. (Arcana, Insight, Perception, Stealth)

Font of Inspiration You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Jack of All Trades You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Magical Secrets Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table. You learn two additional spells from any class at 14th level and again at 18th level. (Aura of Vitality, Contagion)

Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Song of Rest You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d8 hit points.

Bard Spells
DC 17
0-Mage Hand, Mending, Minor Illusion, Vicious Mockery
1st-(4/4) Dissonant Whispers, Faerie Fire, Healing Word(B), Hideous Laughter, Thunder Wave
2nd-(3/3) Knock, Lesser Restoration
3rd-(3/3) Aura of Vitality, Counterspell(R), Dispel Magic, Hypnotic Pattern, Revivify
4th-(2/3) Greater Invisibility, Polymorph
5th-(1/1) Contagion, Greater Restoration

Bard Ritual Spells
Comprehend Languages
Detect Magic
Identify
Speak with Animals
Animal Messenger
Locate Animals or Plants
Magic Mouth
Silence
Tiny Hut

Warlock Class Features - The Great Old One
Awakened Mind You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Eldritch Invocations Agonizing Blast, Devil Sight(Darkvision 120, magical and none)

Spell Slots All of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Warlock Spells
Spell Slots 2/2(1st level)
0(at will)- Chill Touch, Eldritch Blast
Spells - Dissonant Whispers, Expeditious Retreat(B), Hellish Rebuke(R), Hideous Laughter, Unseen Servant

Criminal Features
Specialty Burglar
Feature Criminal Contact
Personality Trait I always have a plan for when things go wrong.
Ideal I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
Bond Someone I loved died because of a mistake I made. That will never happen again.
Flaw When I see something valuable, I can’t think about anything but how to steal it.

Race Features
Ability Score Increase - Dex, Cha
Bonus Skill Prof - Perception
Bonus Feat - Resilient(Con)

Staff of Power
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Charges 20/20
Spells: +11 to Hit, DC 17
Magic Missile(1 charge)
Ray of Enfeeblement(1 charge)
Levitate(2 charges)
Fireball(5th)(5 charges)
Lightning Bolt(5th) charges)
Cone of Cold(5 charges)
Hold Monster(5 charges)
Wall of Force(5 charges)
Globe on Invulnerability(6 charges)

Retributive Strike: Look up if you plan to use.

Staff of Healing
Charges 10/10
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells.

Cure Wounds (1 charge per spell level, up to 4th),
Lesser Restoration (2 charges)
Mass Cure Wounds (5 charges)

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

Wand of Fireballs
Charges 7/7
While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Robes
•window
•spell scroll(Bard-Magic Mouth/Cleric-Revivify)
•wooden ladder
•portable ram
•10 gems worth 100gp each
•silver coffer worth 500gp
•4 potions of healing
•Dagger(2)
•Bullseye lantern (filled and lit)(2)
•Steel mirror(2)
•10-foot pole(2)
•Hempen rope (50 feet, coiled)(2)
•Sack(2)

Gear
Staff of Power(AT)
Headband on Intellect(AT)
Amulet of Health(AT)
Helm of Teleportation(AT)
Elven Chain(worn)
Handy Haversack(worn)
Boots of Elvenkind(worn)
Chime of Opening 10/10
Broom of Flying
Cape of the Mountebank(worn) 1/1
Cloak of the Manta Ray
Helm of Comprehend Languages
Periapt of Health(worn)
Periapt of Proof against Poison(worn)
Eyes of Minute Seeing(worn)
Tan Bag of Tricks(3) 9/9
Ring of Water Walking(worn)
Rope of Climbing
Wind Fan 1/1
Robe of Useful Items(worn)
Dust of Disappearance
Restorative Ointment(4 doses)
Wand of Magic Missile 7/7
Wand of Detect Magic 0/3
Wand of Secrets(2)2/6
Wand of Fireballs(Must be AT)
Staff of Healing(Must be AT)
Potion of Water Breathing
Potion of Climbing
Potion of Healing(4) 2d4+2
Potion of Greater Healing(2) 4d4+4
Potion of Fire Resistance
Potion of Lightning Resistance
Potion of Cold Resistance
Scroll of Unseen Servant(2)
Scroll of See Invisibility(3)
Scroll of Silence
Scroll of Knock
Diamonds(1500)
Diamond Dust(1000)
10k spent on bonus feat
10k spent on bonus attunement
Dungeoneer's Pack
13gp

Stats
Str 10, Dex 13, Con 10, Int 10, Wis 14, Cha 15

+1 Cha, Dex from race
+4 Cha 4th and 8th bard

Human Bonus Feat - Resilient(con)
Bought feat - Lucky


MotBM Current|MotBM Map 1|MotBM Map 2 MotBM Roll20 | Evil Dungeon Master /3

I've got a project at working kicking the crap out of me right now and I get to report for jury duty tomorrow. The project is going live this weekend so I need to pause through the rest of the week.


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

Its been a long time since this game updated... is it dead? I know critic needed the rest of the week, but its been a week since that would have ended.

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