[5e] GM Infinity's SKT [Chapter 5 Completed!] (Inactive)

Game Master mishima


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Wood Elf | Hunter Ranger 6 | Spells 1: 3/4, 2: 2/2 | Spell DC 15 | HP 52/52 | AC 18 | Init +5 | Saves S8, D8, C3, I-2, W5, Ch-2 | Pass Perc 18 | Status: Normal | Insp: Yes

Jysson is still waiting to see who comes into the animal pens.


AvernusArt 2Grid

They come from the wooden gate to the east. First a frustrated rattling before the gate is sundered whole by what looks like a half-bear, half-owl monstrosity. It's wrists are chained and held by 2 orcs each, while behind a hobgoblin screams orders to attack.

Initiative:

Sohar: 1d20 + 3 ⇒ (12) + 3 = 15
Pindleton: 1d20 + 4 ⇒ (5) + 4 = 9
Jysson: 1d20 + 5 ⇒ (14) + 5 = 19
Urth: 1d20 + 1 ⇒ (3) + 1 = 4
Jax: 1d20 + 7 ⇒ (10) + 7 = 17
Molok: 1d20 + 1 ⇒ (1) + 1 = 2
Dymmathy: 1d20 + 3 ⇒ (8) + 3 = 11
Enemies: 1d20 + 1 ⇒ (18) + 1 = 19

Surprise Round:
Jysson <--UP

then,

Round 1:
Jysson
Enemies
All

Map updated. Sorry for changing scale again. Tokens are supposed to be smaller than they appear. Let's just agree there's a 5-10 ft fudge factor with the grids from now on, I'm not going to be super strict about it.


Wood Elf | Hunter Ranger 6 | Spells 1: 3/4, 2: 2/2 | Spell DC 15 | HP 52/52 | AC 18 | Init +5 | Saves S8, D8, C3, I-2, W5, Ch-2 | Pass Perc 18 | Status: Normal | Insp: Yes

Surprise!

Jysson fires his bow twice, once at each orc.

Bow vs Orc 1: 1d20 + 7 ⇒ (2) + 7 = 9
Advantage: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Bow vs Orc 2: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Then he fires two more again, and again one at each.

Bow vs Orc 1: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Bow vs Orc 2: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Damn, that's some crappy rolling. Arrows: 14/20

If it hits an injured one: 1d8 ⇒ 5


AvernusArt 2Grid

Jysson's pull arm is a little tired from all the sheep handling, though he does manage to connect with one of them. [ooc]Orc red is 10/15hp, 13 AC[ooc] The group of enemies advances, but is not quite within melee before the rest of the group has a chance to react.

Round 1:
Jysson
Enemies
All PCs <--UP


(Quit game/character)

Stepping back a few feet, focusing a small ball of energy in between my fingers.. A quick tuning note to get the harmony of the ball just right. and bam!

Fireball just behind enough to hit the whole group. Which I think I can do..

Fireball Dex DC 15: 8d6 ⇒ (6, 3, 1, 6, 6, 2, 4, 4) = 32

"Well that is a odd group.. I hope I didn't make it worse"

Dark Archive

M Half-elf NG Druid: 6 | HP: 45 | AC: 16 | Ini: 3 | Per: 6 | Darkvision: 60' | Speed: 30' |

Sohar-snake moves forward, ready to strike.

-------------------------------------------------------------------

Move: 30'
Action: Ready(Attack - if any come within reach)

Constrict: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 2d8 + 4 ⇒ (3, 5) + 4 = 12
Constrict: The target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

HP: 60/60
AC: 12
2nd: 2/3


AvernusArt 2Grid

Hob: 1d20 + 1 ⇒ (20) + 1 = 21
Orc r: 1d20 + 1 ⇒ (2) + 1 = 3
Orc g: 1d20 + 1 ⇒ (9) + 1 = 10
Orc b: 1d20 + 1 ⇒ (13) + 1 = 14
Orc y: 1d20 + 1 ⇒ (19) + 1 = 20
Owlbear: 1d20 + 1 ⇒ (13) + 1 = 14

A heat mirage flashes in the corner of your eye before witnessing the hunger of fire ravage the small group. The 4 orc and the hobgoblin are blown apart immediately, freeing the captive owlbear who screels a piercing note. As it flaps its powerful winged biceps, the chains glow a deep red from the burn. 27/59hp, 13AC


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

Without saying a word, Molok moves towards the owlbear and swings his maul at the monstrosity.

Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 2d6 + 6 ⇒ (5, 3) + 6 = 14

Attack: 1d20 + 9 ⇒ (19) + 9 = 28 (Crit)
Damage: 4d6 + 6 ⇒ (5, 1, 6, 1) + 6 = 19 (re-roll 1's 2d6 ⇒ (1, 3) = 4 = 21


AvernusArt 2Grid

The screeching beast doesn't even realize Molok has approached, its screeching too loud, only at the last second it turns "..whoo?" before getting mauled, its beak splintering like a walnut shell.

Combat over. Stink of pigs from within.


Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5

Urth could not believe it. Before he could even react, the guardians with a magical beast were destroyed. He was in powerful company and hoped that he could fight at their level.


Rogue 6 | Init: +4 | AC 15 | HP 39/39 | Saves: S +0 D +7 Co +1 I +5 W -1 Ch +2 | Perception +5 (15) | Spell slots: 3/3 | Inspiration: [N]

"Good show, my friends! Excellent work. Now let's see where they came from."

With his bow still drawn and ready, Pindleton will sneak past the burning mound of their enemies and scout just inside that wooden gate they entered from.

Dex Stealth: 1d20 + 10 ⇒ (10) + 10 = 20
Wis Perception: 1d20 + 5 ⇒ (6) + 5 = 11


AvernusArt 2Grid

The walls of this filthy room are made of packed mud with logs jutting out of them. The river seeps through a gash in the north wall and forms a stream that cuts across the eastern half of the area before spilling out through a hole in the south wall, tumbling down logs as it goes. A creaky wooden bridge spans the stream at one point. Smaller rivulets also seep into the room and connect to the wider stream, but they are narrow enough to step over. Timber pillars caked in mud support the 30-foot-high ceiling, which has three circular holes cut into it, leading up to the longhouse perhaps. Crisscrossing wooden beams cover these holes, though the beams are far enough apart that a creature can fit through them without having to squeeze.

Two 10-foot-high earthen ramps lead down to the chamber’s sunken floor, with fences erected around lower tunnels that lead elsewhere. Scores of fat pigs snort, waddle about, wallow in the mud, and gorge themselves at wooden troughs overflowing with slop.

You can count seven bugbears and an ettin spread out in here. The bugbears seem to be shoving greedy pigs around at the troughs, trying to ensure they all get a share.

Will take me a sec for exact locations on map of the enemies

Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

Jax sees the enemies coming "Man they just keep coming, are they a gluten for punishment?"
Jax will start putting the fires out with cantrip ray of frost if it is possible between fights.


(Quit game/character)

"Well it looks like things about to get real. Any ideas? Try to pelt them from a distance?"


Wood Elf | Hunter Ranger 6 | Spells 1: 3/4, 2: 2/2 | Spell DC 15 | HP 52/52 | AC 18 | Init +5 | Saves S8, D8, C3, I-2, W5, Ch-2 | Pass Perc 18 | Status: Normal | Insp: Yes

Jysson nocks another arrow, ready for the team to make the call to attack.


Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5

Seeing the scene under the longhouse, Urth offers, "I came here to kill giants. Any interest in burying this lot under the burning longhouse?"


Wood Elf | Hunter Ranger 6 | Spells 1: 3/4, 2: 2/2 | Spell DC 15 | HP 52/52 | AC 18 | Init +5 | Saves S8, D8, C3, I-2, W5, Ch-2 | Pass Perc 18 | Status: Normal | Insp: Yes

F@~@ yes, Jysson agrees. He sheaths his arrow and slings his bow.

Taking out a torch, he lights it and starts setting the longhouse on fire.


AvernusArt 2Grid

Jysson climbs the wall up to the ceiling, which is the floor of the longhouse, poking his torch about...

GM: 1d100 ⇒ 83
GM: 1d6 ⇒ 6

Despite the timbers being mud-caked, they eventually alight with a smoky blaze. This immediately gets the attention of the pig farmers. Screaming and pointing, they start to assemble to attack. However, one of them flips a grappling hook up to one of the holes above and begins a climb. Circles on map represent holes up to the longhouse above

Initiative:

Sohar: 1d20 + 3 ⇒ (2) + 3 = 5
Pindleton: 1d20 + 4 ⇒ (20) + 4 = 24
Jysson: 1d20 + 5 ⇒ (15) + 5 = 20
Urth: 1d20 + 1 ⇒ (13) + 1 = 14
Jax: 1d20 + 7 ⇒ (18) + 7 = 25
Molok: 1d20 + 1 ⇒ (20) + 1 = 21
Dymmathy: 1d20 + 3 ⇒ (4) + 3 = 7
Enemies: 1d20 + 1 ⇒ (13) + 1 = 14

Round 1:
Jax, Molok, Pindleton, Jysson, Urth <--UP
Enemies
Sohar, Dymmathy


Wood Elf | Hunter Ranger 6 | Spells 1: 3/4, 2: 2/2 | Spell DC 15 | HP 52/52 | AC 18 | Init +5 | Saves S8, D8, C3, I-2, W5, Ch-2 | Pass Perc 18 | Status: Normal | Insp: Yes

If we can see the climber:
Jysson tosses his torch on some nearby wood, and then takes his bow out to shoot the climber.

Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Disadvantage: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

13/20 Arrows

If we can't see the climber:

We should leave now; let them deal with the fire and the escaped sheep. Maybe do another assault from the other side.

Jysson prepares to leave, tossing the torch on the wood piles outside the cave.


Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5

"Yes. We could shut and block these gates. There's another ridge above longhouse entrance where we could take cover and fireball the wooden roof. When they attempt to escape, we can kill them all." Urth suggests. The last bit coming out more bloodthirsty than he has been before, probably channeling the revenge of the slaughter of his former crew.


AvernusArt 2Grid

Jysson spies the climber out at 200 ft, but the range makes it a tricky shot over the distractions of the pig herd and advancing combatants despite the bugbear's predictable path.

So, temporarily routing? Whats with the sheep favoritism? Going to leave the pigs to burn. ;)

Quite a few exits on both levels, but the sheep will draw out some herders. Are you guys going to multitask (with roof etc) or just concentrate on skirmishing the ones that come out a bit?


Wood Elf | Hunter Ranger 6 | Spells 1: 3/4, 2: 2/2 | Spell DC 15 | HP 52/52 | AC 18 | Init +5 | Saves S8, D8, C3, I-2, W5, Ch-2 | Pass Perc 18 | Status: Normal | Insp: Yes
GM Infinity wrote:


Whats with the sheep favoritism? Going to leave the pigs to burn. ;)

I know! My heart is torn!

Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

Jax will use his last level 3 spell slot, casting slow on as many enemies as he can, getting yellow, blue, orange and the ettin. Your joints hurt and your feet are getting tired wis save dc 14

slow:
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the Duration.

An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a Bonus Action, not both. Regardless of the creature's Abilities or Magic Items, it can't make more than one melee or ranged Attack during its turn.

If the creature attempts to Cast a Spell with a Casting Time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.


Wood Elf | Hunter Ranger 6 | Spells 1: 3/4, 2: 2/2 | Spell DC 15 | HP 52/52 | AC 18 | Init +5 | Saves S8, D8, C3, I-2, W5, Ch-2 | Pass Perc 18 | Status: Normal | Insp: Yes

I like Urth's idea the best. Leave through the door we came in and bar it behind us, trapping them all in the fire with the poor soon-to-be bacon. That is if there's an actual door there. Hard to tell in the picture.

Then we circle around and attack from the other side.


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 watches the bugbears and ettin and listens to the others talk about their plan. While not very honorable, it does deal with the threat in a quick and safe manner. He nods in agreement and starts to leave with the others.


AvernusArt 2Grid

Wis y: 1d20 ⇒ 13
Wis b: 1d20 ⇒ 9
Wis o: 1d20 ⇒ 11
Wis ettin: 1d20 ⇒ 18

Invisible threads of temporal energy pierce the bugbears joints and feet, the ettin's bearded head however ponders "What was that?" and its second, clean shaven head responds "Pssh, just a trick, move those legs..." it points with its morningstar forward as the legs do what was asked of them.

Jax has given a good opportunity to escape. The wooden gates could be shut, but the bar is on the inside.

Even unslowed, the ettin could only reach the bottom of the ramp at most in a move/dash.


AvernusArt 2Grid

Pindleton, going to cast/attack or start to leave with the others?


Rogue 6 | Init: +4 | AC 15 | HP 39/39 | Saves: S +0 D +7 Co +1 I +5 W -1 Ch +2 | Perception +5 (15) | Spell slots: 3/3 | Inspiration: [N]

Sorry, my weekend availability is usually pretty low, and we had a power outage on top of that. :)

Pindleton will take a shot at the climber for what it’s worth and then follow everyone else out.

Shortbow attack: 1d20 + 7 ⇒ (6) + 7 = 13
Attack w/ Disadvantage: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

”I’m all for wiping out all these giants, but it might be useful to find out why they keep attacking and try to prevent future attacks. Just a thought,” Pindleton says with a smile.


AvernusArt 2Grid

Another arrow streams by the climber, who snortles and continues the ascent slowly. The bugbears and the ettin cautiously advance, seemingly using the pigs as cover.

None of them close to melee yet. I've moved the PC tokens who have acted. Remaining are Sohar and Dym. Let me know how you handle the gate and where you go, going to keep init time a bit more.

Round 1:
Jax, Molok, Pindleton, Jysson, Urth
Enemies
Sohar, Dymmathy <--- UP


(Quit game/character)

Looking around as everyone backs up.. "Um. ok!"

Dymm pulls out his wand of magic missles and releases 5 charges into the biggest creature he can see coming up the hill.

Magic Missile damage: 7d4 + 7 ⇒ (1, 3, 2, 3, 2, 1, 2) + 7 = 21

Dymm then steps back out of the gate. And would like to inspire whoever is going to going to deal with the gate. Sing a little ditty about gates.. its not very original

Dark Archive

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M Half-elf NG Druid: 6 | HP: 45 | AC: 16 | Ini: 3 | Per: 6 | Darkvision: 60' | Speed: 30' |

Sohar-snake slithers out with the rest, using his bulk to block the doors after they are shut. Ruthlesss.....


Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5

Urth positions himself, so he can see the ettin approaching. If they cannot get the gate closed, he will make sure the ettin believes that it is closed and on fire, when he gets in range.


AvernusArt 2Grid

Urth, at the sight of your illusion the ettin doubles back, perhaps towards another exit or to grab a water trough for dousing the flames.

How far are you guys falling back?


Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5

Did you want Urth to cast Phantasmal Force or Minor Illusion


Wood Elf | Hunter Ranger 6 | Spells 1: 3/4, 2: 2/2 | Spell DC 15 | HP 52/52 | AC 18 | Init +5 | Saves S8, D8, C3, I-2, W5, Ch-2 | Pass Perc 18 | Status: Normal | Insp: Yes

I think we're falling back completely, and then regrouping and attacking again from a different angle. Maybe hit the dam next?


AvernusArt 2Grid

Urth, probably need to be Minor Illusion since Phantasmal Force is concentration.

Falling completely back, we can break init order and everyone can act.

Some things that might happen if you dilly dally: 4 bugbears will encircle the sheep in an effort to herd them back, escorted by a hill giant. The fire will seem to be snuffed out, releasing a lot of smoke from behind the wooden gate. A humanoid riding a wyrven will land, perched on the rocks outside the main entrance of the longhouse.

How about every player give me the next minute or two of actions.


Wood Elf | Hunter Ranger 6 | Spells 1: 3/4, 2: 2/2 | Spell DC 15 | HP 52/52 | AC 18 | Init +5 | Saves S8, D8, C3, I-2, W5, Ch-2 | Pass Perc 18 | Status: Normal | Insp: Yes

If we see the bugbears and giant trying to herd the sheep, that'll be a great place to attack next.

We should hit them there. That group is away from everyone else. One less giant.

If the others agree, Jysson will make his way towards them, leaving the longhouse for the ettin and orcs to deal with.


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 moves towards the creatures trying to herd the sheep, readying his maul to attack.


AvernusArt 2Grid

Getting a map with 5ft squares ready for this little skirmish...
;)

Initiative:

Sohar: 1d20 + 3 ⇒ (18) + 3 = 21
Pindleton: 1d20 + 4 ⇒ (2) + 4 = 6
Jysson: 1d20 + 5 ⇒ (8) + 5 = 13
Urth: 1d20 + 1 ⇒ (19) + 1 = 20
Jax: 1d20 + 7 ⇒ (13) + 7 = 20
Molok: 1d20 + 1 ⇒ (16) + 1 = 17
Dymmathy: 1d20 + 3 ⇒ (12) + 3 = 15
Enemies: 1d20 + 1 ⇒ (1) + 1 = 2
Sheep: 1d20 ⇒ 15 Not baaaa'd

All PCs up before enemies as soon as map is ready. Sheep get the drop on Pindleton and Jysson, however ;P

edit: k, all set. Darker brown on map is difficult terrain. You are just a bit south of the main battle map.

Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

Jax is/was still concentrating on slow while we move away, as you don't have to be in range for concentration, which lasts for 1 minute, so they have to roll will saves every round until they save or until time runs out
He will use another level 2 spell slot to shatter blue and yellow dmg: 3d8 ⇒ (3, 5, 8) = 16 con save of 14 for half


(Quit game/character)

"You big idiot! Are you out of breath!?" Cast Vicious Mockery on the big one. Wisdom Save DC 15

Damage: 2d4 ⇒ (4, 3) = 7

Then I turn and look at the group. Seeing the other halfling is a bit damaged. "Hey fellow halfling, here is a little for the road"

Healing Word level 2: 2d4 + 4 ⇒ (4, 4) + 4 = 12


Wood Elf | Hunter Ranger 6 | Spells 1: 3/4, 2: 2/2 | Spell DC 15 | HP 52/52 | AC 18 | Init +5 | Saves S8, D8, C3, I-2, W5, Ch-2 | Pass Perc 18 | Status: Normal | Insp: Yes

Jysson eyes the Hill Giant, a smile emerging on his face. Now this is more like it. Oi! F!#! face! Over here!

He advances towards the giant as far as he can, bringing out his shield and flail.

Not enough movement to get to the giant, so about half way there.


AvernusArt 2Grid

Jax, thanks you are totally right about concentration, that's why I'm glad you guys are playing wizards. :) These are the 4 that were unaffected, the 3 fails are inside with ettin.

Con Save, blue: 1d20 + 1 ⇒ (14) + 1 = 15
Con Save, yellow: 1d20 + 1 ⇒ (15) + 1 = 16
Wis Save, giant: 1d20 - 1 ⇒ (15) - 1 = 14

A very low pitched hum accelerates into an intense high pitched scream before becoming inaudible, rocks on the ground explode into dust spraying violently everywhere. The bugbear's iron morningstars ring in resonance as their noses bleed from the shock wave. A sheep loses its stance and tumbles awkwardly down to the ground.

The giant cocks its head to the left, looking at Dymm as it listens to the hurtful words "N-no...me not out of breath...you're the one who out of breath..." it mumbles pathetically as its brains dissolve inside, distracting the brute from Jysson's advance.

Round 1:
Jysson, Dymm, Jax, all other PCs <--UP
Enemies

Bugbears b&y 19/27 hp, 16 AC. Giant 98/105 hp, 13 AC

Acquisitives

Male Urog Technomancer 6: Spd: 15, EAC:19, KAC:21, Init:1, DR:1, Electric Resistance:5, SP:54/54, HP:36/36, RP:6/6, F:7, R:3, W:5, Per:9 Lowlight&Darkvision

Um I assumed the white stuff was sheep and the area affected is 4 by 4 in which a sheep would have been out of range. Unless that is just roleplay from the sheep being just out of reach.


Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5

Round 1

Urth smiles and announces, "fuego!" A red bead of energy erupts from his longsword and rushes between the giant and two bugbears.

fireball Dex DC 15: 8d6 ⇒ (2, 1, 1, 5, 3, 6, 4, 4) = 26


AvernusArt 2Grid

Jax, yes just RPing the sheep, forgive me :)

Dex Save, blue: 1d20 + 2 ⇒ (2) + 2 = 4
Dex Save, yellow: 1d20 + 2 ⇒ (4) + 2 = 6
Dex Save, giant: 1d20 - 1 ⇒ (16) - 1 = 15

Sword-like white hot flames rip apart the bugbear's flesh, cooking them in their armor--they fall grasping their faces. The giant avoids the brunt of the shock just by pure dumb luck.

Giant 85/105 hp, 13 AC. 2 more bugbears at max

GM: 1d6 ⇒ 1

The distant wyvern rider takes flight, rapidly approaching. Likely arriving next round


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 makes for the giant, and with a powerful swing slams his great maul into the brute.

Attack: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16

Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 2d6 + 6 ⇒ (4, 3) + 6 = 13


AvernusArt 2Grid

Just as the giant recovers from Urth's explosion, a Molok rock sandwich flattens his neanderthal profile.

72/105 hp, 13 AC

Pindleton and Sohar still have actions before enemies

Dark Archive

M Half-elf NG Druid: 6 | HP: 45 | AC: 16 | Ini: 3 | Per: 6 | Darkvision: 60' | Speed: 30' |

Grr, I posted yesterday.
-------------------------------------------------------------------

Sohar-snake moves forward, ready to strike.

-------------------------------------------------------------------

Move: 30'
Action: Ready(Attack - if any come within reach)

Constrict: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 2d8 + 4 ⇒ (1, 6) + 4 = 11
Constrict: The target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.

HP: 60/60
AC: 12
2nd: 2/3

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