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 |

That sounds like a good deal to me. Its a nice axe but Shimmer certainly does not need it. I guess I could do something similar and get it to my second level dwarven cleric but I did not even know that was a thing and I see no need anyway. What do you want Vynirsia? I guess as a melee fighter I could use the ring. If you cannot use the scrolls I am happy to take them. You take the fly potion and most of the healing potions? Is there anyone else splitting with us?


DungeonMaster

Just, Shimmer, Vynirsia and Raina, Klava died and gets no gold or experience or items but gets to play part 4.


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

I can take the ring, but have little real need for it.
The axe isn't useful to me at the moment.

I can't use Lightning Bolt, but do have Misty Step and Darkness on my spell list, but if you want them to add to yoru spellbook then I'm happy for you to do so.

Will level up and update log etc later.


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

Since no one is going for the ring, what would you all say to spending some Downtime days and giving it to Klava as a consolation for dying?

Edit: no downtime days are needed. "If trading with another character playing in the same game session as you, the trade may be completed without expending downtime days."


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

Seems reasonable, assuming he's still around?

Hey Klava you there?


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 had said above that Shimmer would take the ring as she is melee and could use the AC boost. I am willing to be quite generous with the rest of the stuff though.


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

Yes, I'm still here. I don't necessarily need the ring, however, if someone needs it more.


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 |

Klava, can't you use any or all of the scrolls?


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

All of them, but you can add them to your book, so you should get them first.


DungeonMaster

Part 4 strat Castle Entrance
The castle consists of seven crumbling towers of different sizes and heights, but the upper stories are all in varying states of collapse. A short flight of steps leads up to a terrace in front of the main entryway. Past the wreckage of a pair of sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down on the terrace.

You are at the entrance, the doors are sundered and on the floor.


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 carefully steps in, keeping an eye out for danger.


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, fresh off her resurrection, will take up the middle of the pack, new scrolls in hand.


DungeonMaster

Heroes step into the castle noticing the tripwire which can be disabled easily and they do. When the reach the cross shaped hallway, they realize there are 6 doors, 2 to the north, to the east and to the west.
One room to the west is an arrow slit room, same with one room to the east, if heroes decide to check the small rooms first.


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 check the small rooms first, and if there's nothing spectacular about them, she'll go to the larger west room.


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 casts Mage Armor before disarming the simple trip wire. I can scout if you like. Shimmer offers quietly.


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 sees no reason to dispute the next room to try with Raina, and follows her quietly.
She will also cast Guidance on whoever is at the front of the group (for +1d4 to one ability check), recasting when convenient/required.


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 stealths into the front.

Stealth: 1d20 + 5 + 1d4 ⇒ (14) + 5 + (3) = 22


DungeonMaster

The small room opens, the first one nothing, the second one, 4 hobgoblins.
init: 2 + 1d20 ⇒ 2 + (19) = 21 hobgoblins
init: 3 + 1d20 ⇒ 3 + (12) = 15 shimmer
init: 2 + 1d20 ⇒ 2 + (6) = 8 Klava
init: 2 + 1d20 ⇒ 2 + (10) = 12 Raina
init: 2 + 1d20 ⇒ 2 + (16) = 18 vynirsia

However, shimmer was stealthing, so Shimmer is up first, surprise round, then we go to round 1 hobgoblins


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 |

A map would help a lot formulate best tactics. But I'll try this.

Shimmer moves to catch the 4 enemy in a Thunder Wave.

Thunderwave: 2d8 ⇒ (3, 8) = 11 DC 14 Con save for half and to avoid the 10 push

After her attack she disengages with her newly acquired Cunning Action ability and moves to the back of the group saying. 4 hobgobs incoming.

Thunderwave:

1st-level Evocation
Casting Time: 1 action
Range: Self
Target: Each creature in a 15-foot cube originating from you
Components: V, S
Duration: 1 minute
Save Constitution
Damage 2d8
Damage Type Thunder
Save Success Half damage and not pushed

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured Objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


DungeonMaster

con: 1 + 1d20 ⇒ 1 + (16) = 17
con: 1 + 1d20 ⇒ 1 + (7) = 8
con: 1 + 1d20 ⇒ 1 + (6) = 7
con: 1 + 1d20 ⇒ 1 + (16) = 17
two dead
the two left alive go up and attack shimmer hit: 3 + 1d20 ⇒ 3 + (12) = 15
hit: 3 + 1d20 ⇒ 3 + (10) = 13
all heroes are up Shimmer made a lot of noise...


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 much for sneaking in, Raina comments.

She casts shillelagh on her oar and swings at a Hobgoblin.

Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 4 ⇒ (5) + 4 = 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 |

I was seen. Shimmer says in way of apology.

She strikes at a gobgoblin with her sword but misses. She then uses Cunning Action to get out of the way, withdrawing to the back of her group.

Rapier: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 3 ⇒ (1) + 3 = 4


DungeonMaster

Raina kills one and vynirsia eldritch blasts one hit: 5 + 1d20 ⇒ 5 + (18) = 23 dmg: 1d10 ⇒ 1 but it is enough to finish it.
Any others haven't arrived yet, so what is the plan, stay here and wait or move into another room?


DungeonMaster

Heroes move into the west room, shimmer in stealth, however at far end of the door, 2 orcs were rushing to get into the room where the blast was and to do that, they had to pass through this room. 50 feet from you, remember noise will let enemies know you are know in this room as most of them are heading to the main room where the noise came from.
init: 1 + 1d20 ⇒ 1 + (5) = 6 orcs
init: 3 + 1d20 ⇒ 3 + (17) = 20Shimmer
init: 2 + 1d20 ⇒ 2 + (20) = 22Klava
init: 2 + 1d20 ⇒ 2 + (18) = 20Raina
init: 2 + 1d20 ⇒ 2 + (3) = 5 Vynirsia
all heroes except Vynirsia 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 |

Shimmer casts Fire Bolt at the closer of the two orcs and ten readies her blade to receive them.

Firebolt: 1d20 + 6 ⇒ (4) + 6 = 101d10 + 1d8 ⇒ (4) + (3) = 7


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 slams her oar down into one of the orcs.

Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 + 4 ⇒ (8) + 4 = 12


DungeonMaster

Shimmer and Raina both miss, klava will acid splash the two orcs dex: 1 + 1d20 ⇒ 1 + (16) = 17
dex: 1 + 1d20 ⇒ 1 + (7) = 8 and gets one
dmg: 1d6 ⇒ 4

the two orcs move forward towards Shimmer and reach her aggressive. hit: 5 + 1d20 ⇒ 5 + (10) = 15
hit: 5 + 1d20 ⇒ 5 + (7) = 12 but miss
Vynirsia is up, and round 2, all heroes 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 closes in with her oar.

Attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


DungeonMaster

And Raina kills an orc. as she swings and knocks him over the head.


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

Blast one of them Attack: 1d20 + 5 ⇒ (2) + 5 = 7 dmg: 1d10 ⇒ 6


DungeonMaster

shimmer is up. map up https://docs.google.com/drawings/d/1jdOEEAjBp3EtoYGh5FGM6b4jWmdDAmtE8Vbk-tI h-qM/edit


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 |

Thanks. Was confusing the rogue ability with the wolf form from druids I guess. The get Advantage when an ally is adjacent. Still new to this 5e stuff. :)

Shimmer tries to take advantage of the enemy being distracted by Raina She strikes at it with her rapier.

Rapier: 1d20 + 5 ⇒ (20) + 5 = 251d8 + 3 + 1d6 ⇒ (7) + 3 + (4) = 14

The strike penetrated deeply.

Extra Damage: 1d8 ⇒ 4 Don't think I get to roll the sneak twice, do I?


DungeonMaster

All dice are doubled on a crit, but you kill the orc
Shimmer finds a soft spot in the Orcs ribs while he is turned away from Shimmer and kills it in one hit as the rapier is jabbed between the ribs and into the heart. There is a door at the other end of the room or heroes can go back into the main room and explore the other rooms, though it might not be safe to do that. combat over


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 leads the group forward to the door at the other end of this room.

Stealth: 1d20 + 5 ⇒ (19) + 5 = 24


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 moves forward with her.

Stealth: 1d20 + 2 ⇒ (7) + 2 = 9


DungeonMaster

The heroes reach the end of the cast, or the other side, there they see a bugbear with a siege weapon holding a owlbear hostage in a cage. This siege weapon is a large crossbow holding stainless steel bolts 10 feet long, very narrow +10 to hit, all creatures in a 60 foot line take 3d12+5 dmg, can only pierce through three creatures with medium or heavy armor or up to 6 creatures with light or no armor.

init: 1 + 1d20 ⇒ 1 + (1) = 2 bugbear
init: 3 + 1d20 ⇒ 3 + (18) = 21Shimmer
init: 2 + 1d20 ⇒ 2 + (14) = 16Klava
init: 2 + 1d20 ⇒ 2 + (6) = 8Raina
init: 2 + 1d20 ⇒ 2 + (14) = 16Vynirisia
map is up it is actually a good thing he has such a powerful weapon cause more enemies are in this castle and when you defeat him, you can just hold the door and do massive damage to all enemies that come into this room.
The crossbows can't hit you if you are within 10 feet of it.


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 |

Is there such thing as a charge in this game: double move with an attack at the end?


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 really. Orcs have something like that as a special ability.

Raina moves into the room, close enough to not get hit by the giant bolt, and casts Create Bonfire right where the bugbear is standing.

DC 14 Dex Save or take Fire Damage: 1d8 ⇒ 5

Repeat the save each round he stays in that spot.


DungeonMaster

dex: 1 + 1d20 ⇒ 1 + (8) = 9 oouch as the fire is on him. that is going to force him to move to the other crossbow, by the way it is as full round load these things, so after round 2, he will be handicap, assuming he isn't dead by then.
Rest of the 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 |

Shimmer moves up and casts Ray of Frost.

Firebolt: 1d20 + 6 ⇒ (18) + 6 = 241d18 ⇒ 7 speed is reduced by 10 feet until the start of my next turn.

Moved you Raina.


DungeonMaster

oouch as he is hit again, he wanted to cool down but not like that.
Right, Klava is on vacation, so botting. He will magic missile the bugbear dmg: 3d4 + 3 ⇒ (2, 4, 1) + 3 = 10
Vynirsia is up can you do 5 points to the bugbear? After this battle you just man the guns and take out the enemies, possibly in single round as you ready actions, then you will get a long rest and onto the caves, so use everything you have.


DungeonMaster

okay lets speed this up, I know most of you are getting tired of this game. eldritch blast: 6 + 1d20 ⇒ 6 + (19) = 25
dmg: 1d10 ⇒ 5 and the bugbear dies

Heroes man the crossbows. 10 Orcs come through and the heroes have them readied hit: 10d20 ⇒ (11, 7, 15, 19, 10, 20, 11, 5, 13, 4) = 115 any roll of 3 of greater hits an Orc all the rolls were above 3, so they kill off all the orcs and free the bugbear dmg: 3d12 + 5 ⇒ (10, 8, 6) + 5 = 29

Heroes go through the maze of wave echo cave after getting a long rest.

They navigate through the maze and at the end is 2 giant spiders and lots of orcs, they manage to stealth up though

init: 3 + 1d20 ⇒ 3 + (5) = 8shimmer
init: 2 + 1d20 ⇒ 2 + (1) = 3Klava
init: 2 + 1d20 ⇒ 2 + (19) = 21Raina
init: 2 + 1d20 ⇒ 2 + (8) = 10vynirsia
init: 1 + 1d20 ⇒ 1 + (18) = 19 enemies

round 0, heroes get a surprise round, then act in round 1 if you beat init I grouped them on purpose for area bursts and added extra enemies for massive xp gain.
final map and battle

I know Klava would move up for burning hands dmg: 3d6 ⇒ (3, 3, 2) = 8 getting 7 creatures
dex: 1 + 1d20 ⇒ 1 + (20) = 21
dex: 1 + 1d20 ⇒ 1 + (9) = 10
dex: 1 + 1d20 ⇒ 1 + (8) = 9
dex: 1 + 1d20 ⇒ 1 + (1) = 2
dex: 1 + 1d20 ⇒ 1 + (10) = 11
dex: 1 + 1d20 ⇒ 1 + (19) = 20
dex: 1 + 1d20 ⇒ 1 + (2) = 3
numbers on map signify damage on creatures, triangles are spiders, circles are orcs


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 throws a 2nd level Ice Knife at the middle circle 8.

Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Piercing Damage: 1d10 ⇒ 10

That creature, and every other creature within 5 feet must make a DC 14 Dex Save or take:

Cold Damage: 3d6 ⇒ (2, 6, 6) = 14


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

Vynrisia moves up a little, summoning the frost of the Armour of Agathys around herself (+10hp, creatures striking me in melee suffer 10 cold damage while I have any of these hp remaining).
Only Raina manages to beat Init, so no extra action for me.


DungeonMaster

dex: 1 + 1d20 ⇒ 1 + (10) = 11 fail
dex: 1 + 1d20 ⇒ 1 + (14) = 15 pass
dex: 1 + 1d20 ⇒ 1 + (11) = 12 fail
dex: 1 + 1d20 ⇒ 1 + (19) = 20 pass
dex: 1 + 1d20 ⇒ 1 + (12) = 13 fail
dex: 1 + 1d20 ⇒ 1 + (8) = 9 fail
dex: 1 + 1d20 ⇒ 1 + (7) = 8 fail
dex: 3 + 1d20 ⇒ 3 + (18) = 21 spider, pass

Raina hits the middle orcs and kills 5 more around it, leaving 2 orcs and a spider untouched.
Vynirsia covers herself with armor

Shimmer is up, and Raina gets another turn I assumed Raina was waiting results of ice knife before going again


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 starts her bladesong, moves up, and casts Thunderwave, catching all but one orc in the blast.

Thunderwave: 2d8 ⇒ (7, 5) = 12 DC 14 Con save for half and to avoid 10' push back.

Thunderwave:

1st-level Evocation
Casting Time: 1 action
Range: Self
Target: Each creature in a 15-foot cube originating from you
Components: V, S
Duration: 1 minute
Save Constitution
Damage 2d8
Damage Type Thunder
Save Success Half damage and not pushed

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured Objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.


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

I totally missed that we got a surprise round. I just through I was going on round 1. Oops!

Another Ice Knife! Hit the other circle 8.

Ice Knife: 1d20 + 6 ⇒ (15) + 6 = 21
Piercing Damage: 1d10 ⇒ 4

DC 14 Dex Save or take:
Cold Damage: 3d6 ⇒ (4, 2, 3) = 9


DungeonMaster

Shimmer creates a blast, doing massive dmg to many creatures but killing none of them.
con: 3 + 1d20 ⇒ 3 + (17) = 20 half
con: 3 + 1d20 ⇒ 3 + (11) = 14 half
con: 3 + 1d20 ⇒ 3 + (20) = 23 half
con: 1 + 1d20 ⇒ 1 + (7) = 8 spider, full
con: 1 + 1d20 ⇒ 1 + (20) = 21 spider, half

Then Raina finishes off a hurt orc with ice knife, the rest try to dodge the incoming cold
dex: 1 + 1d20 ⇒ 1 + (9) = 10
dex: 1 + 1d20 ⇒ 1 + (6) = 7
dex: 3 + 1d20 ⇒ 3 + (14) = 17 spider
dex: 3 + 1d20 ⇒ 3 + (16) = 19 spider
finishing off the orcs, but the spiders dodge

The two spider will shoot webs at raina first and if she is caught the next one goes to shimmer, if hit, you are retrained.
web: 5 + 1d20 ⇒ 5 + (7) = 12
web: 5 + 1d20 ⇒ 5 + (3) = 8
then the orc goes after shimmer with his axe hit: 5 + 1d20 ⇒ 5 + (11) = 16


DungeonMaster

game over, spiders failed to restrain any of you and the orc missed. 3 enemies left and 4 more attacks before any of them go again. I'll have gold, magic items, and exp in the morning, don't feel like looking it all up this late


DungeonMaster

800 experience each, 514 gold each, 1 potion of healing, 1 potion of vitality. Gautlets of Ogre Power, boots of springing and striding, wand of magic missiles,
+1 Dragonguard breastplate: Also grants advantage on saving throws against breath weapons of all Dragons, Dragonborn, etc. Uncommon
Spider Staff: rare, requires attunement magical quarter staff, weighs 6 pounds, deals an extra 1d6 poison damage when you hit with it. Has 10 charges, 1 charge to spider climb, 2 to use web dc 15. Regains 1d6+4 charges per day.
+1 mace, lightbringer. Also deals 1d6 extra radiant damage against an undead. And can glow bright light that can be shut on and off at will as if it were a torch

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