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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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 nods at SHimmer's choice of spell and launches her own.

Magic Missile: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9

"Flee, coward, or perish from this life!" she shouts at it's disappearing body.


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 whispers in a sibilant tongue and her voice carries to the Dragon.

Delay until after everyone else has acted, then Dissonant whispers: DC13 WIS Save or dmg: 3d6 ⇒ (4, 5, 6) = 15 and uses it's reaction to move further away (1/2 dmg and move optional on a save)


DungeonMaster

The Dragon gets hit twice by magic missile. He is traveling up in the air, he is going to dive into the woods after he gets so far. 70 on him.

So what's Raina going to do? Then I solve Vynirsia's actions.


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 take a risk. She will take out her Wand of Webs and cast it at the dragon, using its legs and wings as the "anchor" point and hoping to entangle it. Whether that means it plummets to the ground or simply halts its flight, she doesn't care. As long as she can retain it in the area long enough to for everyone else to try and take it down.

It shall not escape.

DC 15 Dexterity Save.

Web:
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube
from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained
as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it
succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

She is still concentrating on the Moonbeam spell, so next round she'll move that spell over the dragon again.


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DungeonMaster

dex: 1 + 1d20 ⇒ 1 + (3) = 4 oouch the Dragon can't move and it was 50 feet in the air and it plummets. It had 70 damage on it before the fall, now... dmg: 5d6 ⇒ (2, 5, 4, 4, 6) = 21 ouch, now 91 damage on it
Then wis: 1 + 1d20 ⇒ 1 + (7) = 8 and the voices inside its head tell it to run away, but is can't run, cause it is stuck and has a massive headace 106 damage on it

On its turn it will use its action to try to break free of the web.str: 4 + 1d20 ⇒ 4 + (8) = 12 106 damage on him and his max hp is 136, and you all have a turn again. Nope I'm calling it dead, especially when you have players with magic missile left over where you can't possibly miss and auto damage moon beam.

Heroes defeat the Dragon and rid VenomFang forever. There is one last place to go, the Orc's Camp, 1 days journey from here. Another long rest in lameness terms

After defeating the Dragon, heroes deal with the Orcs camp that they agreed to take care of. Heroes can see a group of Orcs in the camp, and a tunnel in the back of the camp. Heroes estimate they are 300 feet from the camp and another 60 feet to the tunnel, they can't get any closer or they will be spotted. Heroes see 10 Orcs and 1 Ogre in the camp. However, heroes also know that the cave is said to have a secret back entrance, which requires circling around the camp at a distance and succeeding on a DC 10 survival check, in which case if they enter in through the back and come out the front, they will have a surprise round on the Orcs. You still have to deal with whatever is in the cave first however. what is in the cave: 1d4 ⇒ 3 The higher the number, the worse it is


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

"We should try to find the cave. That way, we can gain the element of surprise, which seems to work well with our group." says Klava as the group surveys the situation.


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

Not a bad idea, Raina says. Does anyone know how to find stuff like that?


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'll admit my training in the ways of the wilds is more than a bit lacking."


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

"Not my expertise, perhaps you are our best bet on this one Druid?"

I imagine you've got the biggest Wisdom bonus Raina, if you want to give it a shot, I'm guessing if we don't find it we're have to through the front way instead.


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

Sure thing!

Survival: 1d20 + 3 ⇒ (6) + 3 = 9


DungeonMaster

Raina searches and searches but finds no evidence as to where the back of it might be. anyone want to try, each one of you can


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

Survival (cause why not)?: 1d20 ⇒ 5


DungeonMaster

Everyone else keep trying, an investigation check can also find the back of the tunnel instead of using survival, but the DC is 25, cause you don't know how long the tunnel is or which way it bends, which means you are searching everywhere within a mile radius. Survival tells you approximately where the back ends and which way it bends because of the layout of the land on the surface. With survival you would be searching within a 5 foot radius and find it instantly, no investigation needed.


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 am incapable of making that DC.


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

Well, I can't do the investigation Survival: 1d20 + 1 ⇒ (20) + 1 = 21


DungeonMaster

Vyrnisia finds the cave. She goes around the camp and points out the position of the trees as the trees cannot be with 10 feet of the cave cause the roots would grow into them. She finds out which way it bends and also knows which places have the least grass, as grass and weeds on top can also be a problem. She travels the area for about 800 feet or so and then comes to a large rock, which covers almost the entire hole, but part of the hole is showing, like a couple of inches. The party moves the rock and drops down. The cave is 10 feet wide.

Who is up front and is anyone providing light?


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 can carry a torch, but she wouldn't take point.


DungeonMaster

Any takers for front?


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 point and stealths forward.

Stealth: 1d20 + 7 ⇒ (18) + 7 = 25


DungeonMaster

Moving quietly forward and left unseen, Shimmer stop at the corner leading into a 35 foot wide square room. In the corner Shimmer can spot a bear. Nature to identify what kind of bear and other info about it. DC 14 to know the name, CR, and what it can do, but not it's stats or how much damage it does.


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 also join the group trying to sneak up.

Stealth: 1d20 + 2 ⇒ (5) + 2 = 7


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

Not to be left behind Stealth: 1d20 + 2 ⇒ (12) + 2 = 14
Nature: 1d20 + 3 ⇒ (13) + 3 = 16


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

Well, I'd better go too.

Stealth: 1d20 + 2 ⇒ (18) + 2 = 20


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 |

Hmm. I suspect we are spotted. Thanks Klava. :P


DungeonMaster

As the rest of you stealth okay, Klava makes too much noise.
The bear is 20 feet from tunnel, in the corner, those that stealthed up last will have to spend 30 feet worth of movement to get to the bear in melee, cause the tunnel is 10 feet wide and it is difficult terrain to move past your allies. Unless of course, either Klava or shimmer goes first and moves out of the tunnel, then you only need 25 feet worth of movement to get to the bear.
init: 3 + 1d20 ⇒ 3 + (20) = 23 Shimmer
init: 2 + 1d20 ⇒ 2 + (6) = 8 Raina
init: 2 + 1d20 ⇒ 2 + (4) = 6 Vynirsia
init: 2 + 1d20 ⇒ 2 + (8) = 10 Klava
init: 0 + 1d20 ⇒ 0 + (12) = 12 Bear, definitely not a normal bear, nature 14 to identify it.


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

Vynirsia already made that DC.

Nature: 1d20 + 5 ⇒ (13) + 5 = 18

Will Animal Friend work on this creature?


DungeonMaster

Ah, didn't see that check being made earlier

It is a Greater Cave bear CR 4, it has dark vision, has keen smell, move speed 45 feet and climb speed 35 feet, has one claw and one bite attack.
Stats from highest to lowers: Str, Con, Wis, Dex, Cha, Int.
Int below 4, so you can try.


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 |

Knowing that we have a Druid in the group Shimmer retreats back to the back is the group and hopes hat we can resolve this without a fight. She will ready a spell if hat is allowed, in case the Druid cannot handle this animal.


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 casts Animal Friendship. DC 13 Wis Save.

Spell Details:
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends.

Hey there, big guy, Raina coos. Come here. Look what I've got for you. Yeah, that's it. She holds out a morsel of food for the bear to eat.


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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

To Bear, you look like morsel of food.


DungeonMaster

Shimmer readies a spell, then the bear goes, it moves over to Klava
hit: 8 + 1d20 ⇒ 8 + (5) = 13 Claw attack, miss
hit: 8 + 1d20 ⇒ 8 + (6) = 14 bite attack, miss

Then raina tries to become friends with the bear wis: 1 + 1d20 ⇒ 1 + (20) = 21 sorry, failure to make the bear a friend.


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 |

Unhappy that she must now try to kill the bear, Shimmer fires a bolt of magical fire at it while backing up even further. My that is a large bear.

Fire Bolt: 1d20 + 6 ⇒ (16) + 6 = 221d10 ⇒ 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

"Well, I'm sorry, but my life is more valuable than yours." Vynisia laments at the bear as she launches unholy fire at it
Eldritch Blast: 1d20 + 5 ⇒ (9) + 5 = 14 dmg: 1d10 ⇒ 4


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 breathe acid on the bear.

DC 11 Con Save or take: 2d6 ⇒ (3, 1) = 4 Acid damage. It will take half that damage on a successful save.


DungeonMaster

Heroes hit is hard, but it barely feels the pain, vynirsia and shimmer both hit.
con: 4 + 1d20 ⇒ 4 + (19) = 23 yep it saved for half

Round 2 Shimmer is up


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 wanting to get any closer to the bear Shimmer fires more magic. She then retreats further if she can do so and still target said bear.

Fire Bolt: 1d20 + 6 ⇒ (11) + 6 = 171d10 ⇒ 10


DungeonMaster

Shimmer lands a good hit on the bear then moves away.
It will continue to attack Klava bite: 8 + 1d20 ⇒ 8 + (13) = 21 claw: 8 + 1d20 ⇒ 8 + (5) = 13
dmg: 3d8 + 6 ⇒ (1, 2, 4) + 6 = 13

Vynirsia, Klava and Raina are up


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 casts Shillelagh on her oar and moves to attack the bear.

I'm sorry, friend, she says to it.

Oar Attack!: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 3 ⇒ (4) + 3 = 7


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

Big Bear, take too much poison to bring down, not to mention my colleagues in the way. Eldritch Blast: 1d20 + 5 ⇒ (16) + 5 = 21 dmg: 1d10 ⇒ 10


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 hit it with Cold, seeing if that shakes it up.

Con Save DC 13 or take: 1d6 ⇒ 1 Cold damage and have disadvantage on your next weapon attack roll.


DungeonMaster

All Vynirsia and Raina put some good hits on the bear
cont: 4 + 1d20 ⇒ 4 + (19) = 23 but Klava does nothing. by the way Klava, I would have disengaged after taking 13 damage. Cause if he bites you and deals max damage 3d8+6, you could take 30 points of damage and be negative your max HP and be perma dead. Of course, your faction would bring you back. But you wouldn't get anything for this module.

41 point dealt to bear and not even bloodied, might want to like use bigger spells, after all you got a long rest after the dragon fight.

Round 3, Shimmer is up


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

Casting web, everyone back up!

Raina pulls out her Wand of Web and casts it over the ground around the bear. 20 ft square, 5 feet deep on the ground. Try to avoid hitting anyone else if possible.

DC 15 Dex Save or be Restrained. Difficult Terrain regardless.


DungeonMaster

botting shimmer firebolt: 1d20 + 6 ⇒ (10) + 6 = 16 dmg: 1d10 ⇒ 5 and the blow lands. The bear swipe at Klava a couple of times.
bite: 8 + 1d20 ⇒ 8 + (19) = 27 dmg: 3d8 + 8 ⇒ (2, 7, 8) + 8 = 25 Sorry, Klava, you better hope someone has a ressurrect spell, or you get no credit, xp, gold or magic items for part 3 as faction brings you back as you just hit negative your max HP

Then moves to Vynrisia to claw her and misses
claw: 8 + 1d20 ⇒ 8 + (6) = 14

dex: 0 + 1d20 ⇒ 0 + (11) = 11 Then Raina restrains the bear with her web without getting her allies.
46 damage on the bear and still not bloodies

Vynirisa and Shimmer are up


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 |

Backing up still further Shimmer pumps magic Missiles into the bear.

Magic Missiles: 3d4 + 3 ⇒ (1, 1, 1) + 3 = 6

Sigh. This is harder than the dragon. That roll sucked but half the damage is mine.


DungeonMaster

Shimmer hits the bear as the missiles aim for the legs 52 dmg, the bear is now bloodied


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

Ah, well, such is life.


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 changes tack, how could a creature with no magic be this hard of hide? She whispers at it, attempting to overcome it's primitive mind.

Dissonant Whispers Psychic Damage: 3d6 ⇒ (6, 6, 6) = 18 and moves away (1/2 on DC 13 Wisdom save and doesn't have to move).


DungeonMaster

wis: 1 + 1d20 ⇒ 1 + (13) = 14 it wonders what that noise is, but it does hurt its head. 61 damage
str to break through web: 6 + 1d20 ⇒ 6 + (4) = 10 nope
New round, all heroes are up


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 |

Awed a the thread this creature poses and wanting to avenge her companion Klava Shimmer pours more missiles into the bear.

Magic Missiles: 3d4 + 3 ⇒ (4, 4, 3) + 3 = 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

Remember, all attack rolls have advantage while it's retrained.

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