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 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 |

Please note that Shimmer is female.

Shimmer moves out to where she can see the mage and cast a bolt of fire at him.

Firebolt: 1d20 + 6 ⇒ (13) + 6 = 191d10 ⇒ 9

Unsure if the to hit of +6 is right, Int mod is 4 and proficiency bonus is +2, right?


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

That is correct Shimmer.


DungeonMaster

con: 1 + 1d20 ⇒ 1 + (1) = 2 The Dragonborn breathes fire, killing the first bugbear
con: 1 + 1d20 ⇒ 1 + (20) = 21 he tanks the damage, but it still hurts. 11 damage on him
con: 1 + 1d20 ⇒ 1 + (13) = 14 and he just now got hurt and burnt, though not as badly 4 damage on him

Plus 6 to hit is right. The evil mage gets hit in the gut by a firebolt. Now 9 damage on him

The 2 bugbears will try to swing at Klava, each getting 2 hits. hit: 4 + 1d20 ⇒ 4 + (1) = 5
hit: 4 + 1d20 ⇒ 4 + (3) = 7
hit: 4 + 1d20 ⇒ 4 + (8) = 12
hit: 4 + 1d20 ⇒ 4 + (20) = 24 crit dmg: 4d8 + 0 ⇒ (5, 4, 2, 8) + 0 = 19 that was close, negative max hp means death, you just have to roll death saving throws now on each of your turns. 1d20, 10 and up is a save. 3 saves and you are stable, 3 fails and you die, roll a 20 and you auto stabilize, roll a 1 and you fail twice. You are really at 0 hp, so if you get healed for 1, you will be at 1 HP
Holgar and Vynirsia are up Holgar can get into melee with the mage


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

Ceidith slouches over, groaning as the magic missiles hit him. He places a hand on his wound.


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

Vyrnisia will blast the mage Eldritch Blast: 1d20 + 5 ⇒ (15) + 5 = 20 dmg: 1d10 ⇒ 5


DungeonMaster

The mage is hit, but survives the hit.


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 |

I believe Shimmer also hit the mage, yes?


DungeonMaster
Shimmer Darkstar wrote:
I believe Shimmer also hit the mage, yes?

I have that in there, the mage has 14 damage on him. 9+5. The nothic failed to do any damage to any of the enemies before he died, how sad.


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

1st Death save: 1d20 ⇒ 14


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

When it's Raina's turn again, she'll use a bonus action to cast Healing Word on Klava.

Healing Word: 1d4 + 3 ⇒ (2) + 3 = 5

Then she'll cast Frostbite on one of the mage.

DC 13 Con Save or take Cold Damage: 1d6 ⇒ 6 and have disadvantage on next attack.


DungeonMaster

I'll hold Holgars action, to not slow up game. Since we have 2 hereos that have yet to act in round 2 before our evil mage goes, not to mention, we have a guy going strickly after bubears.
con: 1d20 ⇒ 1 And the evil mage takes all the damage, and is badly hurt, then Raina helas Klava. Since you go after Raina, you will get to act on your turn
Ceidith and Holgar are up, and so is klava


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

Ceidith quickly fires his bow at the mage, and retreats into cover.
Attk roll: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg, if hit: 1d6 + 3 ⇒ (2) + 3 = 5


DungeonMaster

Not a hit as the mage dodges his arrow.


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 stand and again unleash Acid this time.

Dex save DC 13 vs. Acid Splash to one creature or two adj. creatures: 1d6 ⇒ 1


DungeonMaster

dex: 1 + 1d20 ⇒ 1 + (5) = 6
dex: 1 + 1d20 ⇒ 1 + (8) = 9 as the acid hits both of them.

Holgar said he would be busy, but I'm pretty sure I would know what his character would do, what barbarians do best, rage and melee.

Holgar runs up to the bugbears rages and swings his sword. hit: 5 + 1d20 ⇒ 5 + (7) = 12 dmg: 1d8 + 5 ⇒ (2) + 5 = 7

The evil mage will bolt 60 feet out the entrance. survival or investigation to find him once you get out the door, yes you will be able to use ranged

The bugbears swing at Holgar hit: 4 + 1d20 ⇒ 4 + (7) = 11 hit: 4 + 1d20 ⇒ 4 + (3) = 7
hit: 4 + 1d20 ⇒ 4 + (6) = 10 hit: 4 + 1d20 ⇒ 4 + (19) = 23 dmg: 2d8 + 2 ⇒ (8, 7) + 2 = 17 Holgar takes 8 cause he is raging
Shimmer, Virnsia, and top of next round Raina and Ceidith are up


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

Is there space to slip past the bugbears and follow the mage?


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 |

And since he just double moved wouldn't it be a simple perception to find him? Or even automatic since he has had no time to hide. I mean he has to be within 60' of his starting location and even closet than that to the door. Only so many places he could go. A map would be really handy.


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

If there is enough space for Raina to move after the mage and cast, then:

Mage:
Raina will chase the mage, and then cast Frostbite (DC 13 Con Save or take Cold Damage: 1d6 ⇒ 6 and disadvantage on next attack.

Survival: 1d20 + 3 ⇒ (18) + 3 = 21

If there is not enough space to move and cast, then:

Bugbears:
Raina will move to the bugbears and cast Thunderwave in a fashion that doesn't hit her allies.

DC 13 for half; Thunder Damage: 2d8 ⇒ (6, 3) = 9 and push back 10'.


DungeonMaster

Raina reaches the mage con: 0 + 1d20 ⇒ 0 + (13) = 13 and the mage is not affected, but she found the mage alright, all others can find the mage automatically if they have movement.
To answer shimmers question, the mage exited the building and went out into the forest. Investigation is more actively looking, perception is to notice something. At times they are interchangeable, but not always.

To the rest of you, yes there is space and movement to get by the bugbears and find the mage.


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 pursues the mage. Moving outside she sees that Raina has attacked but failed to harm the enemy. She fires another fire bolt at the mage.

Firebolt: 1d20 + 6 ⇒ (20) + 6 = 261d10 ⇒ 5

Crit: 1d10 ⇒ 4


DungeonMaster

Shimmer kills the mage. The mage also has a magic item on him, so it is a a good thing you didn't let him escape.


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

Assuming Shimmer gives indication the mage is dead, Vynisia will refocus on the bugbears, lashing out with another Eldritch Blast Attack: 1d20 + 5 ⇒ (13) + 5 = 18 dmg: 1d10 ⇒ 3


DungeonMaster

That almost kills a bugbear, almost. jeez, just one more damage.
Ceidith is up


DungeonMaster

Now that the mage is gone, I doublechecked the init counts and who goes when, got messed up when skipping over Holgar a little. Everyone has higher inits than the bugbears, except Virnisia and Holgar. The bugbears went twice, so everyone above their inits should go three times before the bugbears go again. Everyone below the bugbears inits should go twice if they haven't already

Raina (went 3 times, not up)
Shimmer (went twice, Still has a turn)
Klava (went 2 times, Still has a turn)
Ceidith (went 3 times Still has a turn)
Holgar (went 1 time, after the bugbears, but Still has a turn)
Virnisia (went 2 times, but is after the bugbears, not up)
Bugbears (went twice, Raina, Shimmer, Klava and Ceidith are before them, Holgar and Virnisia after the bugbears).


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 and again send acid into the goblinoids.

DC 13 Dex Save or take: 1d6 ⇒ 5 Acid Damage from Acid Splash. I will target two adj. Bugbears if possible, if not, then the most injured looking.


DungeonMaster

dex: 2 + 1d20 ⇒ 2 + (11) = 13 dodges
dex: 2 + 1d20 ⇒ 2 + (20) = 22 dodges


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

Ceidih peeks out behind cover, rushes out, aims his shortbow at the nearest bugbear, and fires!

Attk: 1d20 + 5 ⇒ (16) + 5 = 21
dmg: 1d6 + 3 ⇒ (4) + 3 = 7


DungeonMaster

Another dead bugbear.


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 |

Not finding it necessary to enter melee with the large gobliniods Shimmer sticks to her tried and true Firebolt.

Firebolt: 1d20 + 6 ⇒ (17) + 6 = 231d10 ⇒ 7


DungeonMaster

The bugbear is hit hard. 12 damage on him.
botting Holgar to move along hit: 5 + 1d20 ⇒ 5 + (15) = 20
dmg: 1d8 + 5 ⇒ (8) + 5 = 13 and that kills him.

All the enemies are dead. heroes can definitely get a short rest if they want, holding up in a vacant room, and a 90% chance of getting an uninterrupted long rest.


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

Sorry to miss the battle!

Holgar lets out a feral growl as the last bugbear goes down and spins around looking for another foe... when there's none to be found he takes a few deep breaths to regain control...

" Shame the mons... creature is dead. " he walks up to Klava and slaps the dragonborn on the shoulder. " That was quite a blow you took, good to see you're still among the living!"
"We should search the wizard for magic. Then rest maybe... "


Holgar will use his Second Wind before taking a short rest...

1d10 + 1 ⇒ (9) + 1 = 10
I think that puts me back at max HP?


DungeonMaster

Yep, back at full, good news is you get second wind back on a short rest. Waiting for 2 more people to say short rest for the majority rules. Unless the rest say long rest.


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 |

Short rest


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 concur.


DungeonMaster

Anyone who is down HP, may roll their Hit dice if they want.

After the battle, you loot the chest down in the pit, it has 3 potion of healing and 1 potion of invisibility as well as a +1 longsword.
The wizard has a staff of defense on him (requires attunement by a wizard or sorcerer) Gives you +1 to ac while holding it and has 10 charges. 2 charges can be used to cast shield, and 1 charge can be used to cast mage armor, you need not to know these spells or have them in your spellbook to cast them. It regains 1d6+4 charges daily. It is a quarterstaff, and it is magical, thus if you whack with it, it counts as magical blunt damage.

From the bugbears room, you see a chained up goblin. Help, get me out of here, the bugbears had me chained up. Do you unchain him, the bugbears also had his key. After you unchain him or choose not to, you can choose to go to the north hallway or the east hallway.


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

Unless anyone stops her, Klava will free the goblin.

I'd like the staff, but I can live without it.


DungeonMaster

Ah, thank you, I can tell you stuff about this place if you need help, the bugbears and the redbrands held me prisoner here, I want them gone. What would you like to know about these rooms, the redbrands or this place?


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

"If you want these things gone, tell us what you think we should know to best accomplish that."


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

Sorry I've been absent for a short bit. Just got a new house and have been busy with all that. I'm ok with Klava taking the staff, the short rest, and the goblin freeing. I'll make an in-character post tomorrow. Hopefully.


DungeonMaster

Well the right door is empty of enemies, but there is a secret door in that room. Everyone should hide behind the barrels in that room, while one person opens the secret door to surprise the redbrands. If you go through the north door, just beware of the pit trap in the middle of the hallway, though there are nearby planks to help cross it. Then when you open the coffins, make sure you have readied attacks to destroy the skeletons and claim the gold. And there is one more room connected to the north room, as you will encounter redbrands holding people in cells, and there is no possible way you will surprise them.

Okay, which way first?


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

HD: 3d8 + 1 ⇒ (3, 2, 1) + 1 = 7

Ceidith rests a bit before following the rest of the group.

At the goblin encounter
He turns to the rest of the group
What way would you guys like to go?


DungeonMaster

Um, Ceidith, it should be 3d8+3, since your con get applied each time you roll a hit die. So really you healed 9


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 is also interested in the staff. but already has a magic item so is good with Klava taking it. She eyes the potion of invisibility, asking for it. During the short rest she can regain a 1st level spell slot.

Lets talk to the goblin before we free him.Shimmer recommends. Ok, you goblin. If you expect us to free you, how about you telling us your story. What is your name and why are you a prisoner? Are goblins routinely allowed in the town?


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

Unless anyone says anything, I'll go ahead and grab the staff, then update my sheet.


DungeonMaster

I was a crafter, but I sucked at my job, so the bugbears enslaved me. I did not go on raiding parties, the goblins I was with, either went on raiding or did crafting. I also sucked at other jobs, so they saw me as someone inferior and enslaved me. I have been kicked out of the groups of goblins here in Phandalin. There are more groups near cragmaw castle and cragmaw hideout, though I was blindfolded and ended up here, so I have no idea how to get to either, only that I'm somewhere in Phandalin. Name is Gorg by the way.
He pauses for a minute.
They would never allow me in town, so when you clear out the redbrand hideout, would you help me patch up the opening in the south wall, it can be sealed, and let me have the hideout? Don't worry about food, there are plenty of small game animals around the forest I'm good at hunting.


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 at the goblin like he is crazy. I am for letting you go, and I'd even help you get away from town and other goblins if that is what you want. But I do see myself helping you take over this hideout, unless you can convince us that you would never be stealing from the town or hurting the people there.

Isn't the hideout in the town?


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

Presume Holgar will be taking the Longsword? Holgar and the rogues may be best for the healing potions? I'm fine with Klava taking the staff.
"An ambush sounds better than a fair fight..."


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

Id love the +1 Longsword if no one else is claiming it!

"You give good information, I don't care what you do when you're free except if you bring harm to the people nearby, then I'll be back! "

"If there are prisoners I say we should rescue them before ambushing the others or putting the dead back to rest... "


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

So in exchange for your freedom, you're to give us information on the rest of the gang so we can clear them out.

And in exchange for their hideout and some construction work, you're to do what?

If you give an oath to me to protect the rivers, streams, lakes, and coastlines nearby, I'll help you patch up your hideout. If you agree, we can discuss the details later. Raina offers.


DungeonMaster

Protect the rivers, streams, lakes? Do I look like a park ranger to you that would tell people not to litter and respect wildlife? I can clean whatever litter is near the hideout that people do, but that is about it. As he gives Raina a puzzled look, like how do I do that.

He turns to Holgar. You have to go through the undead room to get to the hostages, and they will animate if you mess with the coffins or try to exit the room from the other side.
The hideout is in the city, but not really in the town, it is at the far edge of city

Alright, you all headed to the undead room then?

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