(5e) Hoard of the Dragon Queen (Inactive)

Game Master DaWay

Greenest
Raider Camp
Dragon Hatchery


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Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

I am ok with those.


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

House rules are fine with me...

Also, I wanted to let everyone know that I'm going to be out of town over Labor Day weekend and may not be able to check in as often, although I'll still try to post at least once a day.

Cheers!


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

House rules sound good. How are you planning on screwing with my magic? lol

Lantern Lodge

Male

Challenge accepted!


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

That's not an answer! What does a natural 1 on magic mean for me?

Lantern Lodge

Male

depends on the spell, roll a 1 and find out!


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

DaWay, did that last Kobold have advantage? If so, I'm going down. lol

Lantern Lodge

Male

Yes he did but he didn't hit your AC even with advantage.


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

I meant the second one. No matter.


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

So we waited the 2 hours for me to wake up then?

Also, I never discussed this before but, I'm mostly able to post after 5pm Pacific time. Most of you guys post when I'm at work. I'll keep up, don't worry. I just wanted to let you know why it takes me so long.

Lantern Lodge

Male

Yes, and he is giving the group two potions of healing to split how they wish.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

I thought that I had to be within a certain distance for sneak attack to apply to a ranged attack. But that doesn't seem to be the case from what I'm reading. Essentially, as long as I have advantage on the attack the sneak attack damage applies.

So if I spend inspiration to get advantage is that an automatic sneak attack?


Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

Yes!


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

So...no one is gonna answer Adricks question huh? I need to know if you guys are missing it or ignoring it, for role play reasons.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

To be fair, there's a dragon we're dealing with. I imagine that we would have told you though.


Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

I forget who stabilized you. So, I could not answer. It wasn't me, was it?


Gnome Rogue 4 HP 27/27, AC 14, Initiative +8, Perception +5

I think it might have been Zat. However, I didn't see your question but its wouldn't be out of character for the superhyperactive Zatqualmie to miss such things.


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

@Adrick: Scrolling back through the Gameplay thread, it looks like Rhen and Zat both attempted to stabilize you, but Zat's roll was the one that did it. DaWay described it as Zat sticking a finger in the hole in Adrick's body to plug it up.


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

@Gil Yeah, I the player saw what happened. Adrick, the character, did not. I'm sure he'd like to know who helped him out. You know, for the role play.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

When Darius finally gets some rest and levels up the following text pops up:

"You realize that all your life you have been coasting along as if you were in a dream. Suddenly, facing the trials of the last few days, you have come alive."


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

There are three degrees of cover in 5e. Half cover provides a +2 bonus to AC. Three-quarters cover is a +5 bonus to AC. Full cover means an enemy simply can't be targeted.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

Man, Kobold Press did not screw around with this adventure, did they? Every battle is to the wire.

Lantern Lodge

Male

Yeah, they kind of bang this section out one after another.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

Checking in for the first time since Friday. Catching up now.


Zat wrote:


Sneak attack is multiplied on a critical!? If so, wow rogues are even more awesome in 5E

Oh, yes. In 5e, it's the dice that get rolled multiple times and the static modifiers rolled only once. That's a fantastic deal for rogues.

It also serves to keep modifiers in check compared to 3e where sneak attacks were the opposite - additional dice (from sneak attack or energy damage weapons) were not multiplied but static modifiers were. High strength combatants, getting crits, were hell on wheels - crits from giants, in particular, were a harsh spike to weather. But it also works to counter the impulse to jack up your bonuses that helped drive up 3e-era min-maxing.


Gnome Rogue 4 HP 27/27, AC 14, Initiative +8, Perception +5

Rogues are now my favorite 5E class hands down!


Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

Mine too!


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

Personally, I think WOTC did a great job making all the classes a little bit sexier. I think only the Ranger got a bit of a raw deal, but that's just because the animal companions were seriously nerfed. The Hunter option more than makes up for it though.


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

DaWay, I'm out of town this weekend. Can you throw up two warhammer swings for me?


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

Sorry for the delay. Catching up now.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

Are we rolling for HP or taking the average?


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

I just finished leveling up. Not much that I had to do, really. I assumed for now that we're taking average HP, if DaWay says we need to roll, I'll do so and adjust the HP accordingly.


Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

I will level this afternoon.


Gnome Rogue 4 HP 27/27, AC 14, Initiative +8, Perception +5

Zat gains 6 HP (5+1CON) and gets Cunning Action (which is super awesome for him since he likes to hide!)

Level up is complete (I love 5E because that took all of 1 minute and required no system mastery to accomplish. You can actually level up at a face to face game in 5E something nigh impossible in Pathfinder)


Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

I could not agree more...


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

Yeah, unless you need to pick spells or multi-class, leveling up in 5E is super fast.


Tempest Cleric of Moradin 1, HP 11/11, AC 16/18, Init. +2, Perception +5, Spell DC 13

Now that we've reached level 2 I'm dropping out. I was left out this whole fight because the internet in my area was out for two days. I don't think myself and this group are compatible. The only time Adrick is interacted with is when healing is needed and when one of you has to deal with the terrible burden of rolling one heal check when he goes down. I truly hope this game stays up for a long time. I just won't be a part of it.


Gnome Rogue 4 HP 27/27, AC 14, Initiative +8, Perception +5

Well, that escalated quickly...


Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

Ok...sorry to see you go...


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

Sad to see you go, Adrick.

Lantern Lodge

Male

Sorry to see you go Adrick, happy rolling in your future.


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

@Adrick: I'm sorry you decided to leave the game. For my part, I'd like to apologize if I did or said anything that made you feel marginalized or excluded. I definitely enjoyed your posts... Maybe we'll get a chance to play together again. Take care and good luck!


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

BTW, I decided I wanted more options than the Basic rules offer, so I went ahead and ordered a copy of the Player's Handbook, which arrived today.

Since Sehanine governs omens and illusions, I'm thinking of taking Divination or Illusion as my arcane tradition. With my background, I'm also wondering about multiclassing into Cleric.

In any event, it'll have to wait until after work and the kids' bedtime tonight... In the meantime, I guess you can just assume Gilandiril is still recovering from his injuries.

Lantern Lodge

Male

Please state what gear you plan on taking.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None

I've read that a single level dip in Cleric is actually preferable if you just want to use armor and have access to Cure Wounds. Granted though, with your strength your armor choices would be severely limited anyway. You'd probably be better off just sticking with the Mage Armor spell. However, you also become proficient with shields. And that +2 to AC is pretty sweet.

The PHB lists Sehanine Moonbow as having the Knowledge domain, which I think fits her perfectly. With a single level, you'll have the Command and Identify spells always prepared. Neither spell are anything to write home about, especially with your relatively low Wisdom.

But you'll also get 2 additional languages and can become proficient in two of the following skills: Arcana, History, Nature or Religion. Your character is only not proficient in Nature, so you'll need to ask the GM if you could pick another skill. Medicine, maybe?

With a single-dip and your current Wisdom you'll only be able to prepare two cleric spells. But you do get three additional cleric cantrips. And some of those are pretty cool.

Personally, I'm a big fan of the Abjuration school. It makes you substantially harder to kill. Granted Divination certainly doesn't suck. And Illusion is a lot of fun. You can't really go wrong with either of those three. And I think it'll fit with the theme.

Lantern Lodge

Male

I have a Abjuration Wizard/Lore Bard and the guy is phenomenal. I took the additional spells from Warlock for Armor of Agathys. Which means I can essentially tank for any party between the arcane ward and temporary hit points, also dealing cold damage on any hit.


Combat:
hand crossbow +5 (1d6+3) | dagger +5 (1d4+3) | sneak attack (1d6) | Spell DC 13, Spell Attack +5
HP 21/21 | AC 15 | Saves STR -1 DEX +5 CON +1 INT +2 WIS +3 CHA +1 | spd 35 | Perc. +5; Pass. 15 | Wood Elf Rogue 2, Cleric 1 | HD 3/3 | Insp. 0/1 | Effects: None
DaWay wrote:
"Any gear you need for the trip shall be funded through the town's coffers."

Sweet. So we can requisition gear? Awesome. In that case I'd love to have a Longbow and a Studded Leather armor. Oh, and a grappling hook.


Male Moon Elf Wizard 2; AC: 13; HP: 10/12; HD: 1/2; Init: +3; Passive Perception: 13; Foretelling dice: 14, 1; Arrows: 18

After poring over the Player’s Handbook for a while, I decided to go with the School of Divination, since it fits so well with Gilandiril’s interest in omens and Sehanine’s habit of communicating through visions. Plus, the foretelling dice should come in handy.

Also, if you don’t mind DaWay, I swapped Mage Hand (which I never used) for True Strike (which wasn’t in the Basic rules), since the latter is a divination cantrip.


Male Half-Orc Fighter/Level 4/HP:36/36 /AC:17 /Init: +2/Perc:+2/HD: 4/4

I will upgrade from Chain Mail to Splint Mail. If possible, I would like Plate Mail, but I was not sure if this would be available?

Lantern Lodge

Male

You can if you want Gil, but the spell kinda sucks.

Ragar I feel as if splint mail is fair since plate mail would be the entire towns worth.

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