A flickering candle in the dark. (Inactive)

Game Master Helaman

This will be a PbP using D&D 5th Edition Rules but set in the Golarian land of Ustalav...

XP Tracker: 152

Obsidian Portal Campaign site
Roll20 Game Map site

The day is: Toilday, 27th Rova, 4714
Day 2


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Silver Crusade

Male HP 11/11, AC: 16/18, Saves: Str +2, Dex +0, Con +2, Int -1, Wis +5, Cha +3 Perception +3, Speed: 25ft (5 sqs), Passive Wis: 13, Passive Insight: 15 Proficiency Bonus: +2, NG Dwarf Cleric 1, Warhammer: +4, 1d8+2 or Sacred Flame (Dex Save or) 1d8 Radiant

Round 2 Init 8

Still groggy, "Turn out that damned light, will ya."

Grabbing his family's sacred hammer, and grasping his old holy symbol, he offers a short pray, asking for strength and to smite those that would attack his new family.

Ancient dwarven runes and glyphs of power begin to glow in the night's air, lighting it and the fog in a strange, yet spiritual and serene way as a single beam of pure light flies down from the very stars towards on of the serpentmen.

Ranged Touch at #2: 1d20 + 5 ⇒ (18) + 5 = 23
Radiant Damage: 4d6 ⇒ (4, 4, 6, 6) = 20

If it Hits (everyone):
The next attack gains Advantage on the target.

Using Guided Bolt. It's a Ranged Touch Attack for 4d6. I think I did this right. +2 for proficiency and Spellcasting Ability is Wis (+3) = +5 to attack.

@ DM, I wasn't sure if our Round 1 action included standing, but if I can during Round 2, I'd like to move in front of Gustav, keeping my word to protect him, even if that means taking the his for him.


Beckett Hammerguard wrote:
@ DM, I wasn't sure if our Round 1 action included standing, but if I can during Round 2, I'd like to move in front of Gustav, keeping my word to protect him, even if that means taking the his for him.

First round action for everyone except Rex was wake up

Between Rexes fire bolt and Becketts searing bolt of holy light the creatures are blown apart, leaving the rest of you no other targets...

Gusteelus 1d20 + 5 ⇒ (4) + 5 = 9
Mala 1d20 + 5 ⇒ (8) + 5 = 13
Grimm 1d20 + 2 ⇒ (10) + 2 = 12

Which is fortunate because Mala and Grimm can hear movement coming from the swamp and closing through the mist. It seems this was a failed ambush... It looks like the kid forced their hand... Err talon... in making them act before time.

It's not over yet!

Assuming the remaing characters use an Active action for perception

---

Ending Round 2. Starting Round 3

No targets yet but your actions?


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Grimm wakes and sees the weird snakemen attacking the party. He quickly grabs his warhammer and confronts the closest of the beasts.

Attack-melee: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


There are no targets left but does Grimm charge into the mist in search of a worthy enemy?

There were two. These were blown up! Grimm hears movement in the mist towards the swamp. You can charge towards it if you want


AC: 11 HP: 9/9 INIT: 0 Pass Percept: 12 Pass Insight 10: Saves: S +2 D 0 Cn +1 I +2 W +2 Ch +4 Darkvision. Immunity Sleep. Adv vs charm Male Moon Elf Warlock/1

Adran chants some words in Draconic and briefly touches his arcane focus. After he does so he appears to be covered in frost.

Casts Armor of Agathys on himself. He gets 5 temporary hit points, and any creature that hits him with a melee attack will take cold damage on a 1 for 1 basis while the temporary hit points last. Spell duration 1 hour unless hit points used up sooner.

Having moved away from the initial two attackers Adran will try to position himself more or less in the center of the group.


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Seeing no foes left in sight, Grimm will take the time to don his armor.


AC15 HP 10/10 Init -1 Pass Perception +5 Pass Insight +5 Saves: Str +2 Dex -1 Con +2 Int +0 Wis +5 Ch +3. Female Human Cleric 1

Having missed the initial chaos, Mala stands up grabbing her shield "If there are more of them out there Grimm, I don' think you'll have time to get dressed!"

"Sacred light that breaks the darkness, guide my bolts!" Mala invokes a prayer to Sarenrae.

"Close in and form a circle, ready your ranged attacks!" Mala shouts confidently loading her crossbow.

Round 1 - stand up
Round 2 - cast guidance on herself
Round 3 - wait for something to shoot at
Also, if a lizardman gets close enough to melee attack me I'll use a Warding Light to give it's attack disadvantage.


In the time available Grimm could take up his shield. Little else.

Mala's tactics and suggestion are good. You figure your foes can no better see you in the mist than you can see them (apart from the odd dim shape 40 or so feet away.

Dark Archive

AC13 HP 8/8 Init + 3 Pass Percept + 2 Pass Insight + 0 Saves: S + 1 D + 3 Cn + 4 I - 1 W + 0 Ch + 5. Darkvision. Immunity: Sleep. Adv. vs Charm Male Half-elf Sorccerer 1 (wild mage)

Sorry guys. Just wanted to be prepared says Rex.


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Grimm, seeing the wisdom of Mala's suggestion, grabs his shield and readies himself to battle more of the beasts.

"Come on ye slimy snakes. Come get yer kiss from Grimm!"

Can Grimm see anything with his darkvision?


It's not dark vision that's the limiting factor (I gave you shapes 40 or so feet away), it's the mist.

Grimm, shield now equipped, roars out his challenge!

Anyone else?

Dark Archive

AC13 HP 8/8 Init + 3 Pass Percept + 2 Pass Insight + 0 Saves: S + 1 D + 3 Cn + 4 I - 1 W + 0 Ch + 5. Darkvision. Immunity: Sleep. Adv. vs Charm Male Half-elf Sorccerer 1 (wild mage)

Rex will use fire bolt towards but not directly at the shapes until it reaches the 120 ft limit, to get a better outline. Stay away from my friends!
If there are tree's near the shapes he aims to hit one of them in an attempt to scare the lizard beasts.
He will stay back but be ready for when Grimm advances.


The bolt blazes across the intervening space, burning away some of the mist and reveals six forms, also serpent men from their shape. You can see spears in their shadowy silhouettes.


any one with a missile weapon or spell can now shoot at disadvantage or close to 20 ft from the figures and attack normally for this round only due to Rex


Mala, Beckett and Gusteelus can act.

Silver Crusade

Male HP 11/11, AC: 16/18, Saves: Str +2, Dex +0, Con +2, Int -1, Wis +5, Cha +3 Perception +3, Speed: 25ft (5 sqs), Passive Wis: 13, Passive Insight: 15 Proficiency Bonus: +2, NG Dwarf Cleric 1, Warhammer: +4, 1d8+2 or Sacred Flame (Dex Save or) 1d8 Radiant

Just before the others are revealed

"Can you turn off that damned light. Yur gonna let everything know where we are, and some of us are trying to sleep. . ." as he begins to lay down again, closing his yes.

"Bloody hell!"sitting back up, I'll begin to (take my time) standing back up, stretch, and grab my shield and hammer, and make my way back over towards Gustav.


AC15 HP 10/10 Init -1 Pass Perception +5 Pass Insight +5 Saves: Str +2 Dex -1 Con +2 Int +0 Wis +5 Ch +3. Female Human Cleric 1

Mala takes Sarenrae's guidance and fires at one of the lizardmen!

1d4 ⇒ 3

Crossbow (disadvantage): 1d20 - 1 + 3 ⇒ (20) - 1 + 3 = 22
Crossbow (disadvantage): 1d20 - 1 + 3 ⇒ (9) - 1 + 3 = 11 this roll

Damage (if applicable): 1d8 - 1 ⇒ (5) - 1 = 4


The bolt hits!

One of them yells in pain.


Male Wood Elf Monk 1 AC 16 HP 9/9 Per +5 Ins +5 Saves S +1 D +5 C+1 I+1 W+3 Ch+0

Attack Shortsword: 1d20 + 5 ⇒ (11) + 5 = 16
Damage, Shortsword: 1d6 + 3 ⇒ (1) + 3 = 4
Attack, Unarmed: 1d20 + 5 ⇒ (9) + 5 = 14
Damage, Unarmed: 1d4 + 3 ⇒ (3) + 3 = 6

I move to the nearest enemy and attack.

Dark Archive

AC13 HP 8/8 Init + 3 Pass Percept + 2 Pass Insight + 0 Saves: S + 1 D + 3 Cn + 4 I - 1 W + 0 Ch + 5. Darkvision. Immunity: Sleep. Adv. vs Charm Male Half-elf Sorccerer 1 (wild mage)

Wow. six. hmmm. He is what Rex will do his next turn.
Rex See's the six shapes and fires another set of magic missels, each going for a different target
magic missel: 1d4 + 1 ⇒ (2) + 1 = 3
magic missel: 1d4 + 1 ⇒ (4) + 1 = 5
magic missel: 1d4 + 1 ⇒ (4) + 1 = 5
magic surge: 1d20 ⇒ 19


Gusteelus finds one of the serpent people at the outer limits of his range and attacks it in a frenzy of steel and kicks. It stays upright but looks very much worse for wear.

All of the serpent folk close through the mist to 20 feet and throw their spears except for the one fighting Gusteelus, hissing and spluttering to each other before they cast their weapons.

Gusteelus 1d20 + 2 ⇒ (1) + 2 = 3 and 1d6 + 1 ⇒ (4) + 1 = 5 plus con save vs. poison DC11 or take 1d6 ⇒ 4 poison damage and gain the poisoned condition (all rolls at dis advantage). If you succeed you still take half damage, rounded down. A save for those successful is still needed next round at DC11.

Mala 1d20 + 2 ⇒ (16) + 2 = 18 and 1d6 + 1 ⇒ (6) + 1 = 7 plus con save vs. poison DC11 or take 1d6 ⇒ 2 poison damage and gain the poisoned condition (all rolls at dis advantage). If you succeed you still take half damage, rounded down. A save for those successful is still needed next round at DC11.

Grimm 1d20 + 2 ⇒ (10) + 2 = 12 and 1d6 + 1 ⇒ (1) + 1 = 2 plus con save vs. poison DC11 or take 1d6 ⇒ 4 poison damage and gain the poisoned condition (all rolls at dis advantage). If you succeed you still take half damage, rounded down. A save for those successful is still needed next round at DC11.

Beckett s 1d20 + 2 ⇒ (2) + 2 = 4 and 1d6 + 1 ⇒ (5) + 1 = 6 plus con save vs. poison DC11 or take 1d6 ⇒ 4 poison damage and gain the poisoned condition (all rolls at dis advantage). If you succeed you still take half damage, rounded down. A save for those successful is still needed next round at DC11.

Adran 1d20 + 2 ⇒ (1) + 2 = 3 and 1d6 + 1 ⇒ (4) + 1 = 5 plus con save vs. poison DC11 or take 1d6 ⇒ 2 poison damage and gain the poisoned condition (all rolls at dis advantage). If you succeed you still take half damage, rounded down. A save for those successful is still needed next round at DC11.

Rex 1d20 + 2 ⇒ (17) + 2 = 19 and 1d6 + 1 ⇒ (1) + 1 = 2 plus con save vs. poison DC11 or take 1d6 ⇒ 2 poison damage and gain the poisoned condition (all rolls at dis advantage). If you succeed you still take half damage, rounded down. A save for those successful is still needed next round at DC11.

Your enemies then draw daggers from their waist bands, armbands or chest bands (as the case may be).


Mala, and Grimm are hit. Rex is also.

Discussion on shield spell and Rex on the discussion thread

Dark Archive

AC13 HP 8/8 Init + 3 Pass Percept + 2 Pass Insight + 0 Saves: S + 1 D + 3 Cn + 4 I - 1 W + 0 Ch + 5. Darkvision. Immunity: Sleep. Adv. vs Charm Male Half-elf Sorccerer 1 (wild mage)

con save: 1d20 + 4 ⇒ (11) + 4 = 15
here goes


Rex Tolkis wrote:

[dice=con save]1d20+4

here goes

Rex saves but still feels some of the burn in his wound from the venom.

Take half the indicated poison damage as well as the spear damage and Head over to the discussion thread Rex


AC15 HP 10/10 Init -1 Pass Perception +5 Pass Insight +5 Saves: Str +2 Dex -1 Con +2 Int +0 Wis +5 Ch +3. Female Human Cleric 1

Con Save: 1d20 + 2 ⇒ (11) + 2 = 13 vs. DC 11 Success! So I only take a total of 8 damage :)

Dark Archive

AC13 HP 8/8 Init + 3 Pass Percept + 2 Pass Insight + 0 Saves: S + 1 D + 3 Cn + 4 I - 1 W + 0 Ch + 5. Darkvision. Immunity: Sleep. Adv. vs Charm Male Half-elf Sorccerer 1 (wild mage)

Yup. Also Rex will move away from the snake men things.

Arrgg. They burn. Eveyone Ok?


Male Wood Elf Monk 1 AC 16 HP 9/9 Per +5 Ins +5 Saves S +1 D +5 C+1 I+1 W+3 Ch+0

Con Save: 1d20 + 1 ⇒ (17) + 1 = 18

Not Down for the count, but I am badly injured


Gus ... You weren't hit mate. Read the d20 roll and the text in the post below it

Grand Lodge

Mala Salazar wrote:
[dice=Con Save]1d20+2 vs. DC 11 Success! So I only take a total of 8 damage :)

yep fine for now


The weakened wagoneer leaps to his feet and into the mist along the road away from Faubough.

Everyone can now act.


Male Wood Elf Monk 1 AC 16 HP 9/9 Per +5 Ins +5 Saves S +1 D +5 C+1 I+1 W+3 Ch+0

I try to finish him off.

Attack, Shortsword: 1d20 + 5 ⇒ (7) + 5 = 12
Damage, Shortsword: 1d6 + 3 ⇒ (3) + 3 = 6
Attack, Unarmed: 1d20 + 5 ⇒ (3) + 5 = 8
Damage, Unarmed: 1d4 + 3 ⇒ (4) + 3 = 7

Dark Archive

AC13 HP 8/8 Init + 3 Pass Percept + 2 Pass Insight + 0 Saves: S + 1 D + 3 Cn + 4 I - 1 W + 0 Ch + 5. Darkvision. Immunity: Sleep. Adv. vs Charm Male Half-elf Sorccerer 1 (wild mage)

as before except with some changes, as it is now his turn.
Rex see's the six shapes and after the hit moves back. He then fires another set of magic missels, each going for a different target.
magic missel: 1d4 + 1 ⇒ (2) + 1 = 3
magic missel: 1d4 + 1 ⇒ (4) + 1 = 5
magic missel: 1d4 + 1 ⇒ (4) + 1 = 5
magic surge: 1d20 ⇒ 19
Magic missle is an action, and I took my move. All other spells are actions. In this case I will do nothing, but take the final poison save
con save: 1d20 + 4 ⇒ (13) + 4 = 17


Gusteelus cuts the serpent man down!

Rex fires out three missiles at the center three.

Rex takes 1d6 ⇒ 4 damage halved and rounded down. The poison has run it's course.

Next?

[1]
[2] 3
[3] 5-------20ft-------Party-- Rex
[4] 5
[5]
[6] Dead foe and
Gus

Dark Archive

AC13 HP 8/8 Init + 3 Pass Percept + 2 Pass Insight + 0 Saves: S + 1 D + 3 Cn + 4 I - 1 W + 0 Ch + 5. Darkvision. Immunity: Sleep. Adv. vs Charm Male Half-elf Sorccerer 1 (wild mage)

These creatures are strong. Why can't they leave us alone.


AC15 HP 10/10 Init -1 Pass Perception +5 Pass Insight +5 Saves: Str +2 Dex -1 Con +2 Int +0 Wis +5 Ch +3. Female Human Cleric 1

Bleeding from the spear wound, Mala steps forward toward the lizardmen and says "If you will not accept the Light, you will accept the Fire!" She spreads her hands in a fan and seering flames shoot out in a 15' cone!

DC 11 Dex Save for Half of 3d6 ⇒ (1, 6, 2) = 9


#2 1d20 ⇒ 12
#3 1d20 ⇒ 19
#4 1d20 ⇒ 9

Two of them lurch to one side and survive but the third catches the blast of heat and fire head on and drops hissing wildly for a moment before going still and silent.

[1]
[2] 7
[3] 9 -------20ft---15ft(and Mala)--5ft--Party-- Rex
[4] 5 Dead (burned)
[5]
[6] Dead foe/Gusteelus


Mala Salazar wrote:

Bleeding from the spear wound, Mala steps forward toward the lizardmen and says "If you will not accept the Light, you will accept the Fire!" She spreads her hands in a fan and seering flames shoot out in a 15' cone!

DC 11 Dex Save for Half of 3d6

That was COOL. Also need your second save vs poison


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Con save: 1d20 + 5 ⇒ (17) + 5 = 22

Not actually sure I was hit...with my shield I have an AC of 13.....the 11 listed on my stat line is for NO armor or shield...I think a shield is a +2 bonus to AC....


AC: 11 HP: 9/9 INIT: 0 Pass Percept: 12 Pass Insight 10: Saves: S +2 D 0 Cn +1 I +2 W +2 Ch +4 Darkvision. Immunity Sleep. Adv vs charm Male Moon Elf Warlock/1

Looks like I picked a bad time to take a nap. :-) At any rate it doesn't look like Adran was hit by a spear so ...

Adran watches with some concern as a spear goes passing by him. Then he utters a couple of words in Draconic and makes a gesture. A green beam of crackling energy streaks toward one of the creatures that Rex had already hit.

Ranged Spell Attack: 1d20 + 4 ⇒ (1) + 4 = 5


Grimm Warhammer wrote:

Con save: 1d20+5

Not actually sure I was hit...with my shield I have an AC of 13.....the 11 listed on my stat line is for NO armor or shield...I think a shield is a +2 bonus to AC....

[ooc]As you have 12/13 dex +1 dex bonus? My apologies its not a hit/ooc]

The warlocks bolt misses.

The dwarves? What do they do?


AC15 HP 10/10 Init -1 Pass Perception +5 Pass Insight +5 Saves: Str +2 Dex -1 Con +2 Int +0 Wis +5 Ch +3. Female Human Cleric 1

Con Save: 1d20 + 2 ⇒ (15) + 2 = 17 vs DC 11. Success!


Mala takes 1d6 ⇒ 1 poison damage (halved) and she feels the poison has run it's course.


Male Mountain Dwarf Cleric (War) - 3, AC 18 HP 21/[21] Init + 0 Inspiration 1

Grimm roars his anger at being shot at and attacks the nearest snakeman.

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


Grimm attacks snake-man #1 but unfortunately misses.

Beckett?

Dark Archive

AC13 HP 8/8 Init + 3 Pass Percept + 2 Pass Insight + 0 Saves: S + 1 D + 3 Cn + 4 I - 1 W + 0 Ch + 5. Darkvision. Immunity: Sleep. Adv. vs Charm Male Half-elf Sorccerer 1 (wild mage)

Rex stares at the snake men. LEAVE MY FRIENDS ALONE!!!


More snake than lizard but 'potato potata

Dark Archive

AC13 HP 8/8 Init + 3 Pass Percept + 2 Pass Insight + 0 Saves: S + 1 D + 3 Cn + 4 I - 1 W + 0 Ch + 5. Darkvision. Immunity: Sleep. Adv. vs Charm Male Half-elf Sorccerer 1 (wild mage)

Im glad that I did something. cause well... I'm dead soon, but ehh, what ever. We got this. There are only four left, two that are as near dead as Mala and I. Mala is worse off though

Silver Crusade

Male HP 11/11, AC: 16/18, Saves: Str +2, Dex +0, Con +2, Int -1, Wis +5, Cha +3 Perception +3, Speed: 25ft (5 sqs), Passive Wis: 13, Passive Insight: 15 Proficiency Bonus: +2, NG Dwarf Cleric 1, Warhammer: +4, 1d8+2 or Sacred Flame (Dex Save or) 1d8 Radiant

sorry, thought I posted last night.

Staying near Gustav, Ill call on another Divine aid, casting Sacred Flame.

Sacred Flame Refl 13 Negates:
Radiant Damage: 1d8 ⇒ 2

Posting from memory so may be a bit off

-Posted with Wayfinder


Adding 5 dmg to #2 for burning hands because Mala didn't add her proficiency to the save DC, doesn't kill it but does hurt it badly

Beckett, Gustav ran off into the mist away from the battle. If you followed him you would need to dash... Which would put you out of Line of Sight of the battle. If you single moved to the very edge of vision ie 20ft then Gustav would be close to the outer edge of the parties and halfway out of vision behind you.

I'll say for now that you do that - move to keep friend and foe in sight as I may be you are at work.

Beckett smites the near dead serpent man with holy light.

1d20 ⇒ 16

It drops.

Round 4.

[1] Grimm
[2] dead
[3] 9 -------20ft---15ft(and Mala)--5ft--Party-5ft- Rex--15ft--Beckett--20ft--Gustav
[4] Dead (burned)
[5]
[6] Dead foe/Gusteelus

Number is unengaged and moves to the swamp at a straight loping run disappearing into the mist. Gusteelus can hear a splashing sound as if it is running into water.

#1 fights Grimm
1d20 + 2 ⇒ (2) + 2 = 4
1d4 + 1 ⇒ (3) + 1 = 4

But it's attack is clumsy and he misses.


Round 5.

You are all up. No more poison saves needed for the moment.

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