Adventures League Lost Mines of Phandelver 5e (Inactive)

Game Master DoubleGold

Parts 2 through 4.
map

Inits
Shimmer 3
Klava 2
Raina 2
Vynirisia 2


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Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Raina keeps quiet and follows the others leads.


Male Human | Barbarian 2 Fighter 1 | HP 29/34 | AC 14/15 | Saves S5, D1, C5, I-1, W1, Ch-1 | Pass Perc 13 | Status: Normal | Hit Dice: 2/2d12 & 1/1d10 | Insp: N

Perception : 1d20 + 3 ⇒ (7) + 3 = 10
Perception : 1d20 + 3 ⇒ (20) + 3 = 23

As Holgar sees the monster he starts to draw his sword, but stops as Klava and Vynirsia speak up.
He slides his sword back into place and looks left and right.
Slaying this monster would bring honour to the tribe... he thinks frowning to himself as he lookups around the dark chamber.


Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |
Shimmer Darkstar wrote:

Some of you are wounded, at least slightly. I think we have time for a short rest before we head out, no?

Shimmer also looks over the masked half elf. Well, what have we here. a handsome lad and sounds like he has some brains too. We might be well suite. I'll have to see...

Ceidith, gonna so look at your build. I am headed for a wizard (bladesinger 2) Arcane Trickster build. New to 5e but not new to D&D or these boards. Any up front advise?

So I recommended a short rest here. Were were we going to rest? And now I am confused. Thought we were going after the thugs. Where are we now?


Yuan-ti Warlock 4 | HP 27/27 | AC15 (13) | Init +2 | 2/2x2nd | Saves: S-1; D+2;C+1;I+1;W+3;Ch+5

back entrance to thug's hideout was guarded by a 'beast'. Did anyone need a short rest, I'm fine to carry on without, but if anyone wants one I've no objection.


DungeonMaster

The outside is not guarded by the beast, the inside room is. The nothic. And yes, you would have had time for a short rest before you entered this building, I forgot, so go ahead and roll hit dice or anything else that you would have done in a short rest.

Heroes notice all the secret doors.
The nothic responds. Well, you all mean well, I guess, but beef Jerky isn't going to hold me over. I could eat a whole cow, or a sheep, or a person. He does eat the beef jerky. It is good though, but this is a tiny snack for me.

The thugs are in the hideout, but they share the hideout with a nothic, so they avoid this middle room as much as possible, only passing through very quickly.


Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |

We plan to kill the thugs. When we are done you are welcome to the bodies if you fancy such things. Shimmer offers. They deserve no better.


Male Half-Elf Level 3 Rogue | Arcane Trickster | Hp:13/21 | Ac:14 | Init:+3 | Prof Bonus:+2 | XP:1400 | Sneak Attack: 2d6

Ceidith listens to the nordic, and his eyes go wide when it says that it could eat a person Wow. he whispers. He wanders over to the crouched over figure Do you know where those... he pauses, and spits on the floor (after lowering his mask, of course)thugs are? At least, where they commonly reside?

Persuasion, if it applies: 1d20 + 4 ⇒ (5) + 4 = 9


DungeonMaster

Room 10, tell them you are here to play a game of dice along with them as they are always drunk when playing that game, otherwise if you don't tell them you are there to play, they will suspect you of being intruders. When they have their backs turned, you should all strike at once. There are more in other rooms, but start with that room in particular and bring me back the bodies, they should be easy, they will be drunk and surprised.


Male Half-Elf Level 3 Rogue | Arcane Trickster | Hp:13/21 | Ac:14 | Init:+3 | Prof Bonus:+2 | XP:1400 | Sneak Attack: 2d6

Can I roll insight to tell if the creature is lying/sending us into a trap? If so:
Insight: 1d20 + 2 ⇒ (3) + 2 = 5

If not:
Ceidith sneaks his way up to the doorway of room 10, and peeks inside.
Stealth: 1d20 + 5 ⇒ (10) + 5 = 15


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Thanks for the tip! Raina says joyfully.

Then she tries to be just as quiet as her companions.

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6


DungeonMaster

The creature is not trying to trick you, and no need to stealth, you just knock on the door and tell them you are new recruits to play the game. You attack when they are all facing away from you all and looking at the table, thus automatic surprise.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Book it, done. Let's do it.


NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2

Let's do this thing!


Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |

Shimmer looks ready to act.


DungeonMaster

As you all knock on the door and let them know you are here to play the dice game. They say "Welcome new recruits, grab yourselves free snacks over at that counter behind you all and join us." Alright, they have their backs turned, surprise rounds everyone.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Quick Post for short rest.

Natural Recovery to get my spell slot back, and HD for healing.

1d8 + 3 ⇒ (4) + 3 = 7


Male Half-Elf Level 3 Rogue | Arcane Trickster | Hp:13/21 | Ac:14 | Init:+3 | Prof Bonus:+2 | XP:1400 | Sneak Attack: 2d6

Do I roll initiative?
Initiative: 1d20 + 3 ⇒ (12) + 3 = 15


NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2

Klava belts out a loud, clear note that some might construe as a roar and then moves up and breathes cold on the offending casters.

DC 11 Con save or take 2d6 ⇒ (1, 6) = 7 Cold damage. On a save you take half.


Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |

Shimmer recovers a first level spell during her short rest.

Init: 1d20 + 3 ⇒ (9) + 3 = 12

Starting her bladesong Shimmer dances foward and stabs at the nearest thug.

Rapier: 1d20 + 5 ⇒ (6) + 5 = 111d8 + 3 + 1d6 ⇒ (5) + 3 + (6) = 14

Advantage?: 1d20 + 5 ⇒ (7) + 5 = 121d8 + 3 + 1d6 ⇒ (8) + 3 + (1) = 12


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Raina launches a 2nd level Ice Knife at the thug closest to as many enemies as possible, in order to hit them all in the ice blast.

Ice Knife Throw: 1d20 + 2 ⇒ (20) + 2 = 22
Piercing Damage: 1d10 ⇒ 7
Crit!: 1d10 ⇒ 1

Then he and everyone within 5' must make a DC 13 Dex Save or take:

Cold Damage: 3d6 ⇒ (1, 3, 5) = 9


DungeonMaster

Shimmer misses, AC 14.
dex: 2 + 1d20 ⇒ 2 + (16) = 18
dex: 2 + 1d20 ⇒ 2 + (14) = 16
dex: 2 + 1d20 ⇒ 2 + (14) = 16
dex: 2 + 1d20 ⇒ 2 + (13) = 15
all versus ice knife

con: 1 + 1d20 ⇒ 1 + (2) = 3 number 1 dies, as he was hit hard with the knife and got blasted with cold.
con: 1 + 1d20 ⇒ 1 + (13) = 14
con: 1 + 1d20 ⇒ 1 + (11) = 12
con: 1 + 1d20 ⇒ 1 + (14) = 15

the rest take 3

alright Ceidith is up, this is surprise round, you get advantage on attack roll


Male Human | Barbarian 2 Fighter 1 | HP 29/34 | AC 14/15 | Saves S5, D1, C5, I-1, W1, Ch-1 | Pass Perc 13 | Status: Normal | Hit Dice: 2/2d12 & 1/1d10 | Insp: N

Holgar has the Two Weapon fighting Style and the Dual Wielder feat.

Initiative : 1d20 + 1 ⇒ (7) + 1 = 8

Holgar draws a javelin and his longsword and rushes at the remaining bandits. Slashing his longsword across a Redbrands chest and following up with a jab that he mistimes...

Longsword : 1d20 + 5 ⇒ (12) + 5 = 17
Slashing Dmg : 1d8 + 3 ⇒ (2) + 3 = 5
Javelin (melee): 1d20 + 5 ⇒ (2) + 5 = 7
Peircing Dmg: 1d6 + 3 ⇒ (5) + 3 = 8


Yuan-ti Warlock 4 | HP 27/27 | AC15 (13) | Init +2 | 2/2x2nd | Saves: S-1; D+2;C+1;I+1;W+3;Ch+5

Init: 1d20 + 2 ⇒ (10) + 2 = 12

Poison Spray: 1d12 ⇒ 9 Con Save
After the ice clears Vynisia attempts to slink in close and poison one of them.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Init: 1d20 + 2 ⇒ (1) + 2 = 3


Male Half-Elf Level 3 Rogue | Arcane Trickster | Hp:13/21 | Ac:14 | Init:+3 | Prof Bonus:+2 | XP:1400 | Sneak Attack: 2d6

Since I have advantage on the attk roll, I am going to use sneak attk
Ceidith quickly moves into the room, pulls out his shortbow, and shoots the nearest guard
Attk roll: 1d20 + 5 ⇒ (16) + 5 = 21
Attk roll, advantage: 1d20 + 5 ⇒ (1) + 5 = 6
Dmg, if hit: 2d6 + 3 + 1d6 ⇒ (6, 5) + 3 + (2) = 16


DungeonMaster

init: 2 + 1d20 ⇒ 2 + (3) = 5 No they are screwed, Ceidith killed a second one in surprise round holgar hurt one even further, by the way advantage on that javelin you used. hit: 5 + 1d20 ⇒ 5 + (12) = 17 dmg: 1d6 ⇒ 1 so yes, your javelin did hit
con: 1d20 + 1 ⇒ (18) + 1 = 19 not hurt by poison spray, but 2 are dead and 2 are hurt, they are also drunk, so you all still have advantage on the attack roll. normally I would roll everyone's inits, but I wasn't sure if they would even survive past the surprise round
klavas init: 1d20 + 2 ⇒ (15) + 2 = 17
Round 1: Shimmer, Ceidith and Klava, and Holgar and Vynirsia are up I'd be surprised if one is still living...9 damage and 3 damage.


NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2

"You are very bad at gambling." says Klava as she lobs acid at one of them, or two if they are adj.

Dex Save DC 13 or take 1d6 ⇒ 5 damage.


Yuan-ti Warlock 4 | HP 27/27 | AC15 (13) | Init +2 | 2/2x2nd | Saves: S-1; D+2;C+1;I+1;W+3;Ch+5

Vynisia hisses an attack against one of the targets
Eldritch Blast: 1d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (7) + 5 = 12 dmg: 1d10 ⇒ 5


Male Human | Barbarian 2 Fighter 1 | HP 29/34 | AC 14/15 | Saves S5, D1, C5, I-1, W1, Ch-1 | Pass Perc 13 | Status: Normal | Hit Dice: 2/2d12 & 1/1d10 | Insp: N

Ah, I totally forgot about the Adv, thanks for catching that!

Holgar continues to attack, jabbing first with his javelin and then making a massive overland swing at a Redbrand head with his sword!

Longsword : 1d20 + 5 ⇒ (14) + 5 = 19
Slashing: 1d8 + 3 ⇒ (7) + 3 = 10
Javelin : 1d20 + 5 ⇒ (1) + 5 = 6
Peircing: 1d6 + 3 ⇒ (4) + 3 = 7


Male Half-Elf Level 3 Rogue | Arcane Trickster | Hp:13/21 | Ac:14 | Init:+3 | Prof Bonus:+2 | XP:1400 | Sneak Attack: 2d6

Ceidith stands to the side, his bow in his hand, watching his companions kill the rest of the redbrands.


DungeonMaster

Heroes finish off the last of the redbrands. They finish searching the room and find some gold and a dice set.
What now, you headed back to the main room? Room 11 is 5 feet away from room 10, room 9 is 15 feet away, via south. All other rooms, you have to head back to the main room.


Male Human | Barbarian 2 Fighter 1 | HP 29/34 | AC 14/15 | Saves S5, D1, C5, I-1, W1, Ch-1 | Pass Perc 13 | Status: Normal | Hit Dice: 2/2d12 & 1/1d10 | Insp: N

Any weapons?

"Do we leave the bodies here for the Nothic to find or take them to it? It's grisly, and without much honour to feed people to a monster, but maybe we can make a trade. The monster said it had magic things... "


NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2

"Perhaps we can do without the Monster label? I have been called one a time or two, and it's not pleasant." Klava says as she begins dragging a body back towards the Nothic.


DungeonMaster

just basic longswords and javelins on them.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Be on guard, there's bound to be one more hiding in a privy or something. There always is.


Yuan-ti Warlock 4 | HP 27/27 | AC15 (13) | Init +2 | 2/2x2nd | Saves: S-1; D+2;C+1;I+1;W+3;Ch+5

"Meat is meat, we agreed to offer it our kills and I doubt these men have any who will mourn for them."


Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |

We did make a deal with Klava. I would honor that deal. Shimmer says and helps drag the bodies back.


Male Human | Barbarian 2 Fighter 1 | HP 29/34 | AC 14/15 | Saves S5, D1, C5, I-1, W1, Ch-1 | Pass Perc 13 | Status: Normal | Hit Dice: 2/2d12 & 1/1d10 | Insp: N
*Klava* wrote:
"Perhaps we can do without the Monster label? I have been called one a time or two, and it's not pleasant." Klava says as she begins dragging a body back towards the Nothic.

"Hmph, sorry. I wouldn't call you a monster, nut that thing was hideous and it eats men... "

Holgar grabs a Longsword and belts it to his waist before throwing one of the Redbrands over his shoulder to haul it back to the nothic.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

It's all a part of the cycle; things eat each other. You eat other animals, that thing in there eats you.

Where next?


DungeonMaster

Okay, to get to this room, you all had to travel upstairs in a 30 foot long, 5 foot wide hallway, this is very important, so marching order.


Female High Elf | Rogue 2/Wizard (Bladesinger) 2| Spells 1: 2/3, | Spell DC 14 | HP 22/22 | AC 17/21 bladesong | Init +3 | Saves S-1, D+7, C +2, I +6, W +1, Ch -1 | Pass Perc 15 | Status: Mage Armor |

Shimmer takes a spot in the front middle.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Raina will guard the rear.


NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2

I started walking first, so I would likely be in the front.


Yuan-ti Warlock 4 | HP 27/27 | AC15 (13) | Init +2 | 2/2x2nd | Saves: S-1; D+2;C+1;I+1;W+3;Ch+5

Vynisia has no desire to put herself in danger, she'll stay near the back (just ahead fo Raina?)


DungeonMaster

Okay, so Klava at the bottom of the steps first, then Holgar as he is melee, then Ceidith, then Shimmer, then Vynirsia, then Raina. It is 10 feet of movement to get past your own allies. So if Holgar moved to the square in front of Klava, it would take him 15 feet of movement, 10 to get to the square with him and another 5 to get to the square in front of him. The square in front of Klava is open space, thus no more impeded movement once you get past klava.

Twenty feet in front of the heroes, they see a spellcaster, the redbrand attacking the nothic. They have already been fighting for 2 rounds.
Oh, look, it is your friends coming to save you, traitor. And just as he says that, the Nothic does die and falls down into a pit.
Twenty feet to the heroes right, heroes see three bugbears, they guys were firing Heavy crossbows at the Nothic, which was 15 feet in the air, but now they drop their heavy crossbows and pull out morning stars when they see the heroes.

what happened before you arrived:

crossbow: 2 + 1d20 ⇒ 2 + (15) = 17
crossbow: 2 + 1d20 ⇒ 2 + (2) = 4
crossbow: 2 + 1d20 ⇒ 2 + (14) = 16
crossbow: 2 + 1d20 ⇒ 2 + (11) = 13
crossbow: 2 + 1d20 ⇒ 2 + (7) = 9
crossbow: 2 + 1d20 ⇒ 2 + (12) = 14
level 2 magic missile twice: 8d4 + 8 ⇒ (3, 4, 1, 2, 4, 4, 4, 4) + 8 = 34
crossbow damage if all hit: 6d10 + 10 ⇒ (4, 9, 3, 6, 2, 9) + 10 = 43
rotting gaze on bugbear: 3d6 ⇒ (2, 1, 5) = 8 damage
rotting gaze on bugbear round 2: 3d6 ⇒ (3, 4, 2) = 9 damage
bugbears con save: 1 + 1d20 ⇒ 1 + (12) = 13
round 2: 1 + 1d20 ⇒ 1 + (17) = 18

Round 3
init: 2 + 1d20 ⇒ 2 + (9) = 11 Klava
init: 1 + 1d20 ⇒ 1 + (3) = 4 Holgar
init: 3 + 1d20 ⇒ 3 + (17) = 20 Ceidith
init: 3 + 1d20 ⇒ 3 + (5) = 8 Shimmer
init: 2 + 1d20 ⇒ 2 + (1) = 3 Vynirsia
init: 2 + 1d20 ⇒ 2 + (17) = 19 Raina
init: 2 + 1d20 ⇒ 2 + (14) = 16 Evil mage
init: 2 + 1d20 ⇒ 2 + (4) = 6 bugbears
init: 3 + 1d20 ⇒ 3 + (2) = 5 Nothic

Ceidith and Raina are up, it would take you a double move to get into melee with any enemy as far back as you both are.


Female Water Genasi | Druid 4 | WS 2/2 | Spells 1: 4/4, 2: 3/3 | Spell DC 14 | CDW 1/1 | HP 28/28 | AC 16 | Init +2 | Saves S-1, D2, C1, I3, W6, Ch1 | Pass Perc 15 | Status: Normal | Insp: No | WDM 3/3 | WW 7/7

Raina will launch a 1st level ice knife at the bugbears.

Ice Knife: 1d20 + 5 ⇒ (20) + 5 = 25
Piercing Damage: 1d10 ⇒ 2
Crit: 1d10 ⇒ 3

All three must make a DC 13 Dex Save or take cold damage: 2d6 ⇒ (5, 2) = 7


DungeonMaster

You would have to move up just a little there Raina to see the bugbears as you view is blocked by the hallway, but you have the speed to do it.
Raina moves up a little, just enough to see the bugbears, while still not being in the front of the line.
Hits one bugbear hard and the rest...
dex: 2 + 1d20 ⇒ 2 + (1) = 3 now has 12 damage on it
dex: 2 + 1d20 ⇒ 2 + (10) = 12 now has 7 damage on it
dex: 2 + 1d20 ⇒ 2 + (13) = 15 Still has 0 damage on it


Male Half-Elf Level 3 Rogue | Arcane Trickster | Hp:13/21 | Ac:14 | Init:+3 | Prof Bonus:+2 | XP:1400 | Sneak Attack: 2d6

Ceidith grabs his longbow, and moves towards the front of the line. He then aims towards the bugbear Raina hit with the ice knife the one with 12 damage
Attack roll: 1d20 + 5 ⇒ (13) + 5 = 18
damage if hit: 1d6 + 3 ⇒ (3) + 3 = 6


DungeonMaster

And the bugbear takes the damage as the arrows goes in his stomach
Ceidith is now out of the hallway in front of Klava, and Klava is at the very edge of the hallway.

The wizard uses another level 2 magic missile on Ceidith, then moves 30 feet towards the entrance where the heroes once came in as an attempt to escape. dmg: 4d4 + 4 ⇒ (3, 4, 3, 3) + 4 = 17 He was 20 feet east from heroes but had to move west a little over some bridges, while going south. He is now 0 feet east of the hallway and thus 30 feet south of the hallway, thus you have to get out of the hallway completely to see him.
Klava and Shimmer are up Klava is the only one of you two that can reach the evil mage in melee. Shimmer has just enough movement to be able to get out of the hallway to to see the evil mage, or he can go after bugbears if he wants, since he only needs to move up 5 feet, using 10 feet of movement to see them.


NG Dragonborn Sorcerer 2 Max HP: 16 | AC 16 | Init: +2 | Saves: Str: +2; Dex: +2; Con: +3; Int: 0; Wis: 0; Cha: +5 | Prof: +2

Klava will move to a point at where she can effect more than one enemy and then produce a cone of fire from between her spread hands.

Burning Hands (DC 13 Con Save; half damage on a save): 3d6 ⇒ (1, 3, 5) = 9

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