[5e] White Plume Mountain [Completed!] (Inactive)

Game Master mishima


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Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Narnel moves closer to examine the contents of the stream and the boats, careful not to touch the water or interrupt its flow.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


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Narnel, you can see clearly now, these drowned chaps maybe used to be human beings, but are now quite twisted and have the mark of wild death...it rubs all your cultural sentiments the wrong way. One slowly bobs around and its closed eyes pop open suddenly, a fiery red glow beneath...it bursts out of the water and opens its jagged toothed mouth "*Screeeech*" and others do the same...

Inits:

G: 1d20 + 2 ⇒ (20) + 2 = 22
L: 1d20 + 2 ⇒ (15) + 2 = 17
M: 1d20 + 3 ⇒ (13) + 3 = 16
N: 1d20 + 4 ⇒ (16) + 4 = 20
U: 1d20 + 1 ⇒ (3) + 1 = 4
Enemy: 1d20 + 2 ⇒ (16) + 2 = 18

Round 1:
Godric, Narnel <--UP
Enemy
Lyraath, Molok, Urth

Map updated


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Round 1, Deft Strike

Narnel attacks quickly with his rapier.

Rap Att 1: 1d20 + 8 ⇒ (7) + 8 = 15
Rap Dam 1: 1d8 + 5 + 1d6 ⇒ (4) + 5 + (6) = 15
Rap Att 2: 1d20 + 8 ⇒ (3) + 8 = 11
Rap Dam 2: 1d8 + 5 ⇒ (8) + 5 = 13


CAMPAIGN COMPLETE! THP (82) Wounds (0) HP (67) AC (20) To Hit (+10) Damage (1d8+9) Perception, Insight (+3) Stealth (+5) Athletics (+5) HH (0/1) NS (1/1) LoH (0/30) CD (0/1) HW (1/1) W (0/1) P1 (0/4) P2 (0/2) Inspiration (1)

Holding aloft blackrazor, Godric would have smiled...if he could. He contented himself with moving towards the nearest foe as quickly as he could with murderous intent.

Smite Hit with warlock spellslot: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 2d8 + 6 ⇒ (5) + (4, 6) + 6 = 21

Hit: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 6 ⇒ (2) + 6 = 8


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

I think that Crit Damage is just 2d8+6.


CAMPAIGN COMPLETE! THP (82) Wounds (0) HP (67) AC (20) To Hit (+10) Damage (1d8+9) Perception, Insight (+3) Stealth (+5) Athletics (+5) HH (0/1) NS (1/1) LoH (0/30) CD (0/1) HW (1/1) W (0/1) P1 (0/4) P2 (0/2) Inspiration (1)

Smite: “Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot,.” So I actually forgot to make it a crit! There should be another 1d8 from that.

Crit: 1d8 ⇒ 2 23 total


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Actually the creator of DnD has confirmed that on a crit, divine smite is rolled again just like sneak attack. In other words all rolled dice are rolled again. You should be rolling 6d8+6 total for this crit. Additionally fyi moving forward, you can even choose after knowing the result of the roll whether or not to smite. But anyways, 2 more d8 please.


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Awesome! Did not know you were using it! Definitely gets doubled as well.


CAMPAIGN COMPLETE! THP (82) Wounds (0) HP (67) AC (20) To Hit (+10) Damage (1d8+9) Perception, Insight (+3) Stealth (+5) Athletics (+5) HH (0/1) NS (1/1) LoH (0/30) CD (0/1) HW (1/1) W (0/1) P1 (0/4) P2 (0/2) Inspiration (1)

Really? Wow! That’s huge. In that case...

Boom: 2d8 ⇒ (3, 5) = 8

31 damage!


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Narnel's balde pierces the undead creature with a searing arcane radiance, but his followup splashes in the floating river. Godric delivers a massive blow sending ripples through the water....

...but then something quite unexpected happens. The blade begins to laugh, audibly for everyone to hear, and a dark black glow shimmers across its surface. The glow visibly rushes straight into Godric's face, agonizingly sucking out a part of his soul "So, Wielder...the first taste you bring me is your own. Excellent! You will be the first to return to the Void..." the energy hovers across the blade before being transferred into the undead creature, and you notice some of its wounds begin to glow with the same black light...closing and rebinding. Everyone sees/hears this

Necrotic Damage to Godric: 2d10 ⇒ (8, 4) = 12
Undead Healed: 2d10 ⇒ (7, 9) = 16

Godric, its 1d10 per attack. Would you stop after the first, or just continue?


CAMPAIGN COMPLETE! THP (82) Wounds (0) HP (67) AC (20) To Hit (+10) Damage (1d8+9) Perception, Insight (+3) Stealth (+5) Athletics (+5) HH (0/1) NS (1/1) LoH (0/30) CD (0/1) HW (1/1) W (0/1) P1 (0/4) P2 (0/2) Inspiration (1)

Celestial Resistance, so 6 damage taken. Replace second attack with eldrich blast. Does Smite damage still hurt the undead?

If Godric had a face it would have shown pain. Pulling back he hissed ”Blade, you belong to the Raven Queen. We will have words after this!”

Also...as it was undead +1d8 for smite!

Extra undead smite crit: 2d8 ⇒ (1, 2) = 3
Total of 21 radiant damage from Smite


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It absolutely hurts undead, yes. If you want to keep your second attack roll and roll your eldritch blast damage instead, no problem.
Despite the drama its not looking good for this particular foe, indeed.


CAMPAIGN COMPLETE! THP (82) Wounds (0) HP (67) AC (20) To Hit (+10) Damage (1d8+9) Perception, Insight (+3) Stealth (+5) Athletics (+5) HH (0/1) NS (1/1) LoH (0/30) CD (0/1) HW (1/1) W (0/1) P1 (0/4) P2 (0/2) Inspiration (1)

16 Hit with eldrich blast
Damage: 1d10 ⇒ 3

Thanks :)


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The creature revels in the strange energies healing its wounds, sighing relief with evil delight. It is a short lived feeling, however, as a beam of pure eldritch power crackles across it, sending it flying to the floor. One down.

The others swarm Narnel and Godric with a mindless hunger, the soggy wet smell of death revolting. They slash out with their swords, and softly shimmering palms of otherworldy light...

Blue Drain Attack Godric: 1d20 + 4 ⇒ (3) + 4 = 7
Blue Sword Attack Godric: 1d20 + 4 ⇒ (7) + 4 = 11

Red Drain Attack Narnel: 1d20 + 4 ⇒ (5) + 4 = 9
Red Sword Attack Narnel: 1d20 + 4 ⇒ (19) + 4 = 23
Slashing Dmg to Narnel: 1d8 + 2 ⇒ (3) + 2 = 5

The pair seem to easily avoid the attacks, save a lucky swing against Narnel...the rusty blade giving him a sick scratch.

Round 1:
Godric, Narnel
Enemy
Lyraath, Molok, Urth <--UP

Map updated.


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 steps forward and slams the undead creature with his maul.

Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 2d6 + 6 ⇒ (2, 2) + 6 = 10 (re-roll 2's 2d6 ⇒ (5, 5) = 10) = 16

Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16


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

"Frigus!" Urth calls out and directs a skeleton hand on a damaged undead.

Chill Touch: 1d20 + 7 ⇒ (12) + 7 = 19
if hit, necrotic damage: 2d8 ⇒ (8, 5) = 13

If you hit an undead target, it also has disadvantage on attack rolls against you until the end o f your next turn.


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Molok steps up, crashing into the cursed spirit with a few wet slaps before Urth's projected hand swoops in and facepalms its ugly mug, interfering with its sight...the hand is sticky and it can't seem to shake it off.

Red is damaged and has disadvantage. Lyraath is up, Godric and Narnel may also act to begin round 2.


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Round 2, Deft Strike

Narnel attacks again with his rapier.

Rap Att 1: 1d20 + 8 ⇒ (2) + 8 = 10
Rap Dam 1: 1d8 + 5 ⇒ (6) + 5 = 11
Rap Att 2: 1d20 + 8 ⇒ (17) + 8 = 25
Rap Dam 2: 1d8 + 5 + 1d6 ⇒ (5) + 5 + (6) = 16


CAMPAIGN COMPLETE! THP (82) Wounds (0) HP (67) AC (20) To Hit (+10) Damage (1d8+9) Perception, Insight (+3) Stealth (+5) Athletics (+5) HH (0/1) NS (1/1) LoH (0/30) CD (0/1) HW (1/1) W (0/1) P1 (0/4) P2 (0/2) Inspiration (1)

EB: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d10 ⇒ 10

EB: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d10 ⇒ 7

”See? If you bite the hand that wields you, no souls for you. The Raven Queen commands you now, and she does not suffer the undead to stand before her!


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Godric, please roll for crit. Ill give Lyraath a bit more before advancing.


CAMPAIGN COMPLETE! THP (82) Wounds (0) HP (67) AC (20) To Hit (+10) Damage (1d8+9) Perception, Insight (+3) Stealth (+5) Athletics (+5) HH (0/1) NS (1/1) LoH (0/30) CD (0/1) HW (1/1) W (0/1) P1 (0/4) P2 (0/2) Inspiration (1)

oops, crit: 1d10 ⇒ 5


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Molok an Narnel take down another one of the creatures, with Narnel puncturing a lung and a waterspout arcing out comically as it falls.

Godric turns his attention to the remaining undead, stepping away to line up his blast...

AoO: 1d20 + 4 ⇒ (10) + 4 = 14

..easily brushing off its rebuke and throwing a blast of void energy straight into its snarling face. Angered, it keeps after Godric...

Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Attack, Multi: 1d20 + 4 ⇒ (14) + 4 = 18

...but after slashing its claws it becomes confused "...er?" unable to quite figure out the strange metal creature and how to suck out its life force.

Round 2:
Godric, Narnel
Enemy
Lyraath, Molok, Urth <--UP


Githyanki Mystic (Awakened) 7 | HP45/45 | AC 15 | Init +2 | Saves S1, D5, C1, I7, W1, Ch-1 | PassPerc 14 | Status: Normal | Insp: N | PsiPnts 13/38 | PsiFocus: Psychic Assault

Unsure whether psionically attacking this sort of undead's mind will have any effect, Lyraath decides to psionically punch it instead.

Psychic Hammer force damage: 2d6 ⇒ (5, 2) = 7

Strength Save DC 15. Lyraath will not move the creature since that might mess up those melee.

Psychic Hammer:
(Psionic Talent)
As an action, you try to grasp one creature you can see within 120 feet of you, with a hand crafted from telekinetic energy. The target must succeed on a Strength saving throw or take 1d6 force damage. If it takes any of this damage and is Large or smaller, you can move it up to 10 feet in a straight line in a direction of your choice. You can't lift the target off the ground unless it is already airborne or underwater.
The talent’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Sorry for the lag. Catching up from vacation is always a pain!


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 steps over to the last creature and again strikes it with his maul.

Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11 (re-roll 1-1d6 ⇒ 4)= 14
Crit: 2d6 ⇒ (6, 1) = 7 (re-roll 1 - 1d6 ⇒ 5)= 11

Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 2d6 + 6 ⇒ (6, 3) + 6 = 15


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

"Frigus!" Urth calls out again and directs another skeleton hand on an undead.

Chill Touch: 1d20 + 7 ⇒ (12) + 7 = 19
if hit, necrotic damage: 2d8 ⇒ (6, 4) = 10


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Str vs Lyraath: 1d20 + 2 ⇒ (7) + 2 = 9

Before Molok's maul plummets into the horror, it seems to get slammed by an invisible force, bashing it and nearly toppling it across the room. Molok follows up with a few devastating strikes and finally Urth's spectral hand flies up and slaps it to death.

Combat Over. They floated in from the west exit, but there is also an eastern exit, or back the way you came...all the way back to the Sphinx intersection.


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

"Is anyone rukking ready to canoe on a floating river?" Urth asks. He's very pleased with all of the river adventures so far. And certain that bringing a sailor was a smart move.


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Sounds good, which way you going? east/west


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

downstream


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 will simply walk into the stream and let it carry him forward as the others ride in the canoes.


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Molok bobs up and down in the floating water and is quickly swept away into darkness, but he catches himself on the side of the tunnel waiting for the others. The party has a very hard time trying to board a kayak onto a water surface that's 5 ft off the ground, but soon Urth discovers his boots are functional in this room, and can ferry people up in short order.

Molok, make a strength save please to avoid losing control of your swimming in the fast stream


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

Strength: 1d20 + 8 ⇒ (2) + 8 = 10


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Narnel is quite confident that his gloves will aid him in swimming along the stream.

Athletics: 1d20 + 8 ⇒ (17) + 8 = 25


Githyanki Mystic (Awakened) 7 | HP45/45 | AC 15 | Init +2 | Saves S1, D5, C1, I7, W1, Ch-1 | PassPerc 14 | Status: Normal | Insp: N | PsiPnts 13/38 | PsiFocus: Psychic Assault

Lyraath will chug down a potion of healing to top himself off, then lets Urth help him into the boat. Getting his potion of water breathing out and clutched tight to his chest, Lyraath says, "Alright, let's go! I completely trust corpse filled streams floating in midair. There's nothing to worry about at all here!"

Potion of Healing: 2d4 + 2 ⇒ (3, 1) + 2 = 6


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The party bobs through the tunnel, the hard to control boats crashing loudly into the walls. Narnel however, seems born a fish, flitting this way and that with no trouble at all. By Urth's light, Molok at the front of the line can start to see the tunnel widening into a chamber ahead. Before he can really think, the water rushes him along and a heavy net flies out of nowhere...only Godric, through the eyes of his sword's soulcraft, can see the hidden ambushers.

Inits:

G: 1d20 + 2 ⇒ (9) + 2 = 11
L: 1d20 + 2 ⇒ (1) + 2 = 3
M: 1d20 + 3 ⇒ (7) + 3 = 10
N: 1d20 + 4 ⇒ (12) + 4 = 16
U: 1d20 + 1 ⇒ (7) + 1 = 8
Enemy: 1d20 + 2 ⇒ (2) + 2 = 4

The party sans Godric is surprised, meaning for this first round only reactions can be taken after your count has occured.

Round 1:
Godric <--UP
Enemy

Sec for map setup


CAMPAIGN COMPLETE! THP (82) Wounds (0) HP (67) AC (20) To Hit (+10) Damage (1d8+9) Perception, Insight (+3) Stealth (+5) Athletics (+5) HH (0/1) NS (1/1) LoH (0/30) CD (0/1) HW (1/1) W (0/1) P1 (0/4) P2 (0/2) Inspiration (1)

Seeing the ambushers, Godric let loose two blasts of eldrich energy. He felt the blade will him to engage in melee, but he wasn’t about to sink in the water due to the desires of a sword.

EB Hit: 1d20 + 7 ⇒ (15) + 7 = 22
Damage with Warlock Spell slot smite: 1d10 + 2d8 ⇒ (8) + (3, 7) = 18

EB Hit: 1d20 + 7 ⇒ (14) + 7 = 21
Damage with Paladin Spell slot smite: 1d10 + 2d8 ⇒ (5) + (5, 7) = 17


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Hmm, don't think one can combine smite with ranged spell attacks, let me check a few sources. Pretty sure it needs melee weapon attack.


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Godric, having hard time finding something to support the EB+smite combo. If you have some insight let me know, for now Ill mark EB+normal mod damage.

One of the heavily armed and armored men in the back shouts "Blood River Knights! Form up! Attack!" and the ambushers net encircles Molok...

Net vs Molok: 1d20 + 5 + 1d4 ⇒ (19) + 5 + (3) = 27

Molok is restrained and slips out of the floating stream to the ground. Another pair immediately hack with their greatswords at the netted goliath...

Red vs Molok: 1d20 + 5 ⇒ (13) + 5 = 18
Dmg to Molok: 2d6 + 3 ⇒ (2, 4) + 3 = 9
Red vs Molok: 1d20 + 5 ⇒ (16) + 5 = 21
Dmg to Molok: 2d6 + 3 ⇒ (5, 2) + 3 = 10
Orange vs Molok: 1d20 + 5 ⇒ (4) + 5 = 9
Orange vs Molok: 1d20 + 5 ⇒ (5) + 5 = 10

...and he frustratingly takes a few blows. Molok, you can strength check or slashing damage as action to escape. Until then you have disadvantage on attacks/dex checks, and speed 0.

A second team further down the river prepares to ensnare the next bobbing adventurers...

Round 2:
Godric, Molok, Urth, Narnel <--UP
Enemy
Lyraath


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

Current HP-48/67

Being netted like some fish, then hacked at by the so-called 'knights' anger the Goliath, who strains to burst his bonds.

Strength check: 1d20 + 5 ⇒ (6) + 5 = 11

(Inspiration) Strength check: 1d20 + 5 ⇒ (12) + 5 = 17


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Molok easily bursts free of his assailants, the shocked men gasping at his display of strength. That was your action, but you could still move if you wanted.


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

Oh, ok...thanks

Molok slowly stands, the pieces of the ruined net in one hand and his maul in the other. He looks at his foes, making eye contact with each of them in turn before casually dropping the net and taking his maul in both hands. He side-steps the stream and the two warriors on the one side, glaring at them...almost daring them to try and hit him.

Not sure but can I try an intimidate roll to awe them into letting me move without attacking??


CAMPAIGN COMPLETE! THP (82) Wounds (0) HP (67) AC (20) To Hit (+10) Damage (1d8+9) Perception, Insight (+3) Stealth (+5) Athletics (+5) HH (0/1) NS (1/1) LoH (0/30) CD (0/1) HW (1/1) W (0/1) P1 (0/4) P2 (0/2) Inspiration (1)

Fine by me, ruling is fair. Also looks like I can attack in close combat now based on map?

The enemies were close enough now for sword work. Godric could feel his blade’s hunger. The Blood River Knights, were they? Well they had chosen the wrong targets.

Bonus Action Hexblade Curse. +3 damage, heals Cha modifier if Target dies. Crit on 19-20

Hit: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d8 + 7 ⇒ (6) + 7 = 13

Hit: 1d20 + 7 ⇒ (19) + 7 = 26
Smite Damage!: 1d8 + 2d8 + 7 ⇒ (8) + (5, 6) + 7 = 26
Critical: 2d8 + 4d8 ⇒ (4, 3) + (6, 1, 7, 7) = 28

His first blow was...off. The blade was far too eager. ”Calm down.” Godric hissed. The second blow? It was by far better.


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 takes cover in the canoe from the impending ambush. He bides his time and readies to jump from the canoe when the pass the blood river knights.

Dodge
Ready a Move. As soon as the canoe passes the knights, Urth bails out on the bottom left of the map. He has a swim and fly speed to land on his feet.
Ready to cast Counterspell or Shield if hit


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Molok, you would need an action surge to do that. If you do, and the intimidate is high, ill say you can wiggle out of it.

I have a conference today so will be not posting until about 8 hours from now most likely.


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Godric cleaves the plated knight apart at the waist, splashing blood into the floating stream and dyeing it a bright pink. He can feel the sword pulsate as the soul is imprisoned within, unallowed to continue to the after life.

Godric, you get a rush of energy flowing over you as well, but aren't quite sure how to harness it. Perhaps more time to study the blade is needed.

Urth prepares to fake out the ambushers with a cunning roll.

Narnel is up, one last conference today. I'll be away from posting again for another 12 hours or so... :(


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

Ok, thanks!

Intimidate: 1d20 + 4 ⇒ (10) + 4 = 14


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Round 3

Narnel swims to the nearest foe, and attacks again with his rapier.

Rap Att 1: 1d20 + 8 ⇒ (15) + 8 = 23
Rap Dam 1: 1d8 + 5 ⇒ (2) + 5 = 7
Rap Att 2: 1d20 + 8 ⇒ (5) + 8 = 13
Rap Dam 2: 1d8 + 5 ⇒ (4) + 5 = 9


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Urth, I just noticed this, but you can only ready 1 thing. So you could ready a move, counterspell, or shield...but not all three. Ill ignore this time since it slipped by and consider you using dodge.

Molok paces around the trappers, his stern stone gaze daring them to strike...but none do.

Narnel prefers to keep inside the stream where his magical enchantments give him the edge, and in a quick burst his elven rapier tip silently thrusts out into the flesh of one of the knights.

The group of armed men are quick to respond, and its clear they are quite well trained for this. There seems to be 2 teams at play: on each team some men are swapping turns at casting and recovering nets, while the others await to strike at those captured. They are timing their movements and attacks to the striking sound of sword on shield coming from a menacing figure to the south, and shouting what sounds like code words to each other in further acts of precision.

Orange Net vs Molok: 1d20 + 5 + 1d4 ⇒ (8) + 5 + (2) = 15

Green Net vs Lyraath: 1d20 + 5 + 1d4 ⇒ (1) + 5 + (2) = 8

Blue GSword Narnel: 1d20 + 5 + 1d4 ⇒ (9) + 5 + (2) = 16
Dmg to Narnel: 2d6 + 3 ⇒ (1, 1) + 3 = 5
Blue GSword Narnel, Multi: 1d20 + 5 + 1d4 ⇒ (13) + 5 + (3) = 21
Dmg to Narnel: 2d6 + 3 ⇒ (3, 3) + 3 = 9

Cyan Net vs Urth: 1d20 + 5 + 1d4 ⇒ (14) + 5 + (3) = 22
Cyan Net vs Urth, dodge disadv: 1d20 + 5 + 1d4 ⇒ (6) + 5 + (3) = 14
Purple GSword Urth: 1d20 + 5 + 1d4 ⇒ (3) + 5 + (4) = 12
Purple GSword Urth, disadv: 1d20 + 5 + 1d4 ⇒ (20) + 5 + (3) = 28
Purple GSword Urth, Multi: 1d20 + 5 + 1d4 ⇒ (9) + 5 + (2) = 16
Purple GSword Urth, Multi, disadv: 1d20 + 5 + 1d4 ⇒ (13) + 5 + (4) = 22

Black Net vs Godric: 1d20 + 5 + 1d4 ⇒ (13) + 5 + (2) = 20 Godric Restrained
White GSword Godric: 1d20 + 5 + 1d4 ⇒ (17) + 5 + (3) = 25
White GSword Godric, adv: 1d20 + 5 + 1d4 ⇒ (13) + 5 + (4) = 22
Dmg to Godric: 2d6 + 3 ⇒ (1, 6) + 3 = 10
White GSword Godric, Multi: 1d20 + 5 + 1d4 ⇒ (14) + 5 + (3) = 22
White GSword Godric, Multi, adv: 1d20 + 5 + 1d4 ⇒ (12) + 5 + (3) = 20
Dmg to Godric: 2d6 + 3 ⇒ (3, 6) + 3 = 12

Narnel takes 14 total. Godric takes 22 total and is restrained, being pulled from the water to the ground. Lyraath is the only one still in a boat. Positions adjusted on map prior to actions for water flow.

Round 2:
Godric, Molok, Urth, Narnel
Enemy
Lyraath <--UP

The figure in the back feigns a yawn "Yes...yes...can we hurry this along?"


CAMPAIGN COMPLETE! THP (82) Wounds (0) HP (67) AC (20) To Hit (+10) Damage (1d8+9) Perception, Insight (+3) Stealth (+5) Athletics (+5) HH (0/1) NS (1/1) LoH (0/30) CD (0/1) HW (1/1) W (0/1) P1 (0/4) P2 (0/2) Inspiration (1)

Necrotic Shroud DC15:
Necrotic Shroud (Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.Once you use this trait, you can't use it again until you finish a long rest. )

Once, Godric would have felt naught but guilt for swallowing a man’s soul. But now? Now he felt mere joy at fulfilling the will of his queen. These men though, they cared little for the fate of this comrade. They swarmed him, slashing with giant blades and dragging him down. Restraining him. Tearing away at his hood...

...his hood came down, and the truth was momentarily revealed. What Godric was. What he had become. The horrific reality of what the Raven Queen had made him into.

It would be a test of their will to see if they could hold their nerve to complete their binding of the fallen Aasimar.


Githyanki Mystic (Awakened) 7 | HP45/45 | AC 15 | Init +2 | Saves S1, D5, C1, I7, W1, Ch-1 | PassPerc 14 | Status: Normal | Insp: N | PsiPnts 13/38 | PsiFocus: Psychic Assault

Is there somewhere in this room (like possibly towards the far corner?) where Lyraath could start a 60 foot cone that includes only bad guys? Not sure how precise you want to handle angled cones. Possibly including blue, white, and yellow?

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