Aeshuura's DDEX 1-01 Defiance in Phlan (Adv League) (Inactive)

Game Master Aeshuura


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Init +1 | AC 17 | HP 28/28 | S+5/D+1/C+4/I+1/W+3/C+0 | Perc +3 | 2Wnd: [X] | Surge: [ ] | Sup: (DC 13, d8) 4/4 | HD: (d10) 3/3 | Insp: [ ]

"I'm alright, it wasn't too bad," Ander replies to Wrathmire. Narrowing his eyes suspiciously at the skeletons, he says, "As a rule I'm against the desecration of the dead; on the other hand, there are only so many reasons to leave your dead standing upright and armed. We can't afford not to act."

Ander then sets his torch down on the stone floor, pulls out a handaxe, and hurls it at the nearest skeleton.

Handaxe: 1d20 + 5 ⇒ (14) + 5 = 19, Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Owlbear Rodeo

Ceidith rushes through before Wrathmire has a chance to investigate, and he too gets wracked with that dark energy! Ceidith takes 2 hp necrotic!

As Wrathmire investigates the door, he finds that it is not a trap in a conventional sense. The walls seem to be lined with some sort of dark material. Maybe obsidian? As far as traps go, there does not seem to be any way to disable it, short of some high order magics. From his position, Ander thinks that if the rest of the group continues along the passageway it will take them to the chamber that he is currently in.

Meanwhile, after the waves of nausea subside, Ceidith moves to tap the skeletons on the shoulder, but they do not seem to react.

It becomes clear to Wrathmire that anyone passing through this door will be subject to the dark energy.

EDIT: The skeleton that is targeted by Ander, falls backward at the hit, a handaxe stuck in its sternum!


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Seeing that his allies are being harmed by the doorway...Uriah steels himself and walks through the portal.

Ouch that smarts. he murmurs


male Human Fighter/3 AC15 HP 31/31 Init:+3 PP:14 SW [ ] AS [ ]

Wrathmire walks down the passageway and examines the next doorway for traps.


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

Sir Adrian shrugs and follows the others through the doorway. He holds his greatsword before him as he enters.

Are we leaving the skeletons be? Are they a threat?


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

Ceidith drops his short swords and puts his hands on his ears, grimacing in pain.

Grand Lodge

Owlbear Rodeo

Everyone that passes through the secret door takes 2 hp necrotic.

Wrathmire finds that each of the secret doors is lined with the same black stone and comes to the conclusion that anyone passing through any of the three secret doors will be subject to the dark energy. As he checks the last door (the farthest West), the crossbowman can see light down the passageway. The voices of his companions can be heard from both directions...


male Human Fighter/3 AC15 HP 31/31 Init:+3 PP:14 SW [ ] AS [ ]

Wrathmire continues to check the passageway for other traps.

Hey folks, we can avoid the traps, follow me.


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

Sir Adrian sticks close to Wrathmire.

Grand Lodge

Owlbear Rodeo

Adrian, since you walked through the door already, you are not quite by Wrathmire. However...

Soon, the bunch of you in the chamber see Wrathmire emerge from the passageway North with Presmer and Itzal following close behind.


Going through in order to follow Wrathmire.

Grand Lodge

Owlbear Rodeo

Presmer, Wrathmire, and Itzal do not take the 2 hp damage. Make sure that everyone else has factored that in. Would you like to investigate the throne, now that the skeletons have been discovered to be inert? Or would you like to continue on through the South passage and head West? (see map)


male Human Fighter/3 AC15 HP 31/31 Init:+3 PP:14 SW [ ] AS [ ]

Let's continue to the south. Or should we disassemble the skeletons, just in case...


Female Human Ranger 1 || AC 13 || HP 10/10 || Initiative +2 || Passive Perception 14 ||
More:
Saves: Str +3 Dex +4 Con +0 Int +2 Wis +2 Cha -1 || Perception +4 Stealth +4 Survival +4 Investigation +4 Insight +4 Nature +4

Itzal moves over to the throne and inspects it and the surrounding floor and walls. perception: 1d20 + 4 ⇒ (1) + 4 = 5 As she moves, she says, Disassembling the skeletons is a good idea.


Init +1 | AC 17 | HP 28/28 | S+5/D+1/C+4/I+1/W+3/C+0 | Perc +3 | 2Wnd: [X] | Surge: [ ] | Sup: (DC 13, d8) 4/4 | HD: (d10) 3/3 | Insp: [ ]

Ander methodically breaks the skull of each skeleton, just in case. "So, which way next?"

Since I can only occasionally get a look at the map, it's probably better if I follow rather than lead. I'll still stay near the front, though.


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

Picking up his swords, Ceidith begins to move past the skeletons. Forward! Always!


male Human Fighter/3 AC15 HP 31/31 Init:+3 PP:14 SW [ ] AS [ ]

I'll lead the way.

Wrathmire starts down the passage, searching for traps. Torch in 1 hand, hand crossbow in the other.

Grand Lodge

Owlbear Rodeo

Itzal makes a cursory examination of the throne. Satisfied that there is nothing of interest, you all begin moving down the southern passage.

Wrathmire takes the lead, with Ander and I assume Sir Adrian close behind, but finds no traps. However, the passageway opens into another chamber that seems to have been set up as some sort of laboratory. There are several tables spread out, covered with a variety of beakers, vials, cauldrons, and pots filled with all kinds of alchemical agents and reagents. There are also a few tomes scattered about on the tables.

It is uncertain how long this has been down here, the the fluids are still in liquid form.

On the central table, there lies a note, written in the common tongue, that says, Raaxil, I have figured out how to complete the process. When you are ready, simply pour the contents of this blue pot into the cauldron and stir. The effects should be instantaneous, but DO NOT DRINK THE RESULTING POTION.

Anyone who desires may make an Intelligence (Arcana) check. If you are proficient with an alchemy kit, you may make that check instead.


Init +1 | AC 17 | HP 28/28 | S+5/D+1/C+4/I+1/W+3/C+0 | Perc +3 | 2Wnd: [X] | Surge: [ ] | Sup: (DC 13, d8) 4/4 | HD: (d10) 3/3 | Insp: [ ]

Arcana: 1d20 + 1 ⇒ (17) + 1 = 18

Grand Lodge

Owlbear Rodeo

Successful DC 15 Arcana check:
The books and alchemical agents are all tied to necromantic magicks, specifically tied to dragons. It is extremely advanced magic, well beyond anything you have dealt with or experienced.


Init +1 | AC 17 | HP 28/28 | S+5/D+1/C+4/I+1/W+3/C+0 | Perc +3 | 2Wnd: [X] | Surge: [ ] | Sup: (DC 13, d8) 4/4 | HD: (d10) 3/3 | Insp: [ ]

"This doesn't look good," Ander says. "I recognize some of this stuff from my herbalism and potion-making work, and I think it has something to do with both necromancy and dragons. It's really top-shelf stuff, too. Whoever this Raaxil person is, they've commissioned some serious magic."


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

Shall we bring it with us? It could be of some value


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Knowledgeable, polite and fearless in battle! Uriah quips and then to the masked rogue

Why of course! Thank you for volunteering to carry such a burden.


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

You can see a hint of a smile beneath Ceidith's mask as he turns to Uriah I'm not THAT strong... Turning to Ander, he says But, seriously, what if we bring small amounts of each potion, would that be useful?


male Human Fighter/3 AC15 HP 31/31 Init:+3 PP:14 SW [ ] AS [ ]

Can you safely take any of this back upstairs for investigation?

Wrathmire starts heading over to the other side of the room.

Grand Lodge

Owlbear Rodeo

You could, but the passageway continues on. It would add to the time, and there are not many vials that are empty. None of them stoppered, so you best be careful in the transport. ;)


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

Sounds like it requires mixing to activate. Maybe it is ok to transport as is?


Female Human Ranger 1 || AC 13 || HP 10/10 || Initiative +2 || Passive Perception 14 ||
More:
Saves: Str +3 Dex +4 Con +0 Int +2 Wis +2 Cha -1 || Perception +4 Stealth +4 Survival +4 Investigation +4 Insight +4 Nature +4

Itzal, rather uninterested in the alchemy, follows Wrathmire across the room toward the exit.


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

Seeing Senka and Wrathmire walk out of the room, Ceidith remarks Perhaps we shall come back later., and follows them.


male Human Fighter/3 AC15 HP 31/31 Init:+3 PP:14 SW [ ] AS [ ]

Yeah, it can wait...

Grand Lodge

Owlbear Rodeo

The passage continues West and turns North, opening up into a 30' x 50' room with some alcoves on the North wall and one large alcove on the Southern wall. The chamber's walls are painted to look like the inside of a dragon's lair: the scenes depicting piles of treasure, robed acolytes bowing in supplication, bound prisoners offered as sacrifice, etc. All of the paintings focus toward the alcove in the South wall where a pile of gold coins form a nest perfect for a large dragon!

In addition to the paintings, there are four glyphs: one each on the North, South, East, and West walls. The Southern glyph is in the alcove, while the others are on the main part of their respective wall. Each of the glyphs glows faintly in the dark of the chamber.

In the Northwest corner of the room, what looks like some sort of a magic circle has been etched into the floor. The lack of wear on the etchings implies that the circle was created relatively recently. A thick metal rod, inscribed with sigils, stands in the middle of the circle.

Presmer:
You can clearly see that it is a teleportation circle.

Lying on the floor in different parts of the room Indicated by the maroon squares on the map are four corpses. Although they are clearly humanoid, they look as if they were stitched together with some parts apparently draconic in nature.


Init +1 | AC 17 | HP 28/28 | S+5/D+1/C+4/I+1/W+3/C+0 | Perc +3 | 2Wnd: [X] | Surge: [ ] | Sup: (DC 13, d8) 4/4 | HD: (d10) 3/3 | Insp: [ ]

"Well, THIS looks like a place where only good things happen," Ander quips sarcastically.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Indeed. But next time don't steal my lines.. Uriah says with a muted voice.


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

Ceidith quietly chuckles and walks toward the closest of the four corpses. Kneeling down, he begins to investigate the draconic parts, and walks around the room, looking for any evidence that someone was there recently.
Investigation: 1d20 + 4 ⇒ (16) + 4 = 20


we seem to be at the center of the main thorough Fare of traffic. This circle has been used many times to teleport out of this location. Presmer looks for a way to interrupt/destroy the magics of the circle.

If it needs a roll, go ahead and take care of it for me with guidance spell added.

Grand Lodge

Owlbear Rodeo

Presmer and Ceidith move forward, Ceidith inspecting the corpses, Presmer inspecting the circle. They are only looking for a few seconds before the glyphs flare up and the corpses animate!

DM Rolls:
Ceidith 1d20 + 3 ⇒ (2) + 3 = 5
Presmir Maurmeril 1d20 + 1 ⇒ (6) + 1 = 7
Wrathmire 1d20 + 3 ⇒ (15) + 3 = 18
Sir Adrian Fullbright 1d20 ⇒ 16
Ander Meliamne 1d20 + 1 ⇒ (14) + 1 = 15
Uriah Lewis 1d20 + 2 ⇒ (19) + 2 = 21
Senka/Itzal 1d20 + 2 ⇒ (20) + 2 = 22
Bad guys 1d20 - 2 ⇒ (10) - 2 = 8

Oddly enough, everyone except Ceidith and Presmer may act before the zombies, for lack of better word, do! Itzal, Uriah, Wrathmire, Sir Adrian, then Ander, though post your actions in any order and I will sort them out. Presmer and Ceidith may post theirs too, but their actions will occur after the zombies have a chance to act.


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

Round 1, GWF

Sir Adrian picks a zombie and wades in with his Greatsword.

GS Att: 1d20 + 5 ⇒ (7) + 5 = 12
GS Dam: 2d6 + 3 ⇒ (3, 2) + 3 = 8
GWF Re-Roll: 1d6 ⇒ 4

Total Damage: 10


Init +1 | AC 17 | HP 28/28 | S+5/D+1/C+4/I+1/W+3/C+0 | Perc +3 | 2Wnd: [X] | Surge: [ ] | Sup: (DC 13, d8) 4/4 | HD: (d10) 3/3 | Insp: [ ]

"Saw that coming," Ander grumbles. He then quickly sets down his torch and advances into the fight.

I'm at home today, so I can move my token. :D

Longsword: 1d20 + 5 ⇒ (9) + 5 = 14, Damage: 1d10 + 3 ⇒ (3) + 3 = 6
Action surge:
Longsword: 1d20 + 5 ⇒ (13) + 5 = 18, Damage: 1d10 + 3 ⇒ (5) + 3 = 8

Also, if by chance I need to make a CON save during this fight, I'd like to use my inspiration on it. Let me know if that comes up.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah moves up and gives a word of inspiration to Wrathmire

Word! Bardic Inspiration +1d6 to one d20 roll

He also points his shiny rapier at a nearby Zombie

Word times two! Casting Vicious Mockery DC13 Wisdom or take 1d4 ⇒ 2 Psychic damage and have disadvantage on next attack!


male Human Fighter/3 AC15 HP 31/31 Init:+3 PP:14 SW [ ] AS [ ]

Wrathmire moves forward, drops his torch, and fires a few shots into the zombies.

Hand Xbow Attack 1: 1d20 + 7 ⇒ (11) + 7 = 18
Hand Xbow Damage 1: 1d6 + 3 ⇒ (1) + 3 = 4
Hand Xbow Attack 2: 1d20 + 7 ⇒ (10) + 7 = 17
Hand Xbow Damage 2: 1d6 + 3 ⇒ (4) + 3 = 7
Hand Xbow Attack 3: 1d20 + 7 ⇒ (20) + 7 = 27
Hand Xbow Damage 3: 1d6 + 3 ⇒ (2) + 3 = 5
Hand Xbow Damage 3 Crit Dmg: 1d6 ⇒ 4


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Seems Wrathmire and my post got crossed, Cedeith gets the inspiration then!


Female Human Ranger 1 || AC 13 || HP 10/10 || Initiative +2 || Passive Perception 14 ||
More:
Saves: Str +3 Dex +4 Con +0 Int +2 Wis +2 Cha -1 || Perception +4 Stealth +4 Survival +4 Investigation +4 Insight +4 Nature +4

Itzal inspects the glyphs, hoping to find something useful there. arcana: 1d20 + 2 ⇒ (8) + 2 = 10

Grand Lodge

Owlbear Rodeo

DM Stuff:

Bad guys 1d20 - 2 ⇒ (10) - 2 = 8
Presmir Maurmeril 1d20 + 1 ⇒ (6) + 1 = 7
Ceidith 1d20 + 3 ⇒ (2) + 3 = 5
Senka/Itzal 1d20 + 2 ⇒ (20) + 2 = 22
Uriah Lewis 1d20 + 2 ⇒ (19) + 2 = 21
Wrathmire 1d20 + 3 ⇒ (15) + 3 = 18
Sir Adrian Fullbright 1d20 ⇒ 16
Ander Meliamne 1d20 + 1 ⇒ (14) + 1 = 15

1d20 ⇒ 14
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 3 ⇒ (19) + 3 = 22
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (2) + 3 = 5

Itzal, looking from the zombies to the glyphs and back, runs to the nearest glyph, draws a knife and scrapes it in a certain way across it, breaking the glyph! The glyph goes dark and when that happens, the zombie next to him reels a bit as black smoke pours from its eyes.

Uriah sings a lively tune about Word up, is the code word... and Ceidith feels inspired! Then the bard breaks off and looks at the zombie on Ander and continues, and if you are not down with then you're totally absurd! The zombie doesn't seem to pay much attention...

Wrathmire unloads a flurry of quarrels at the adjacent zombie, rocking it back on its heels, but it yet stands!

Sir Adrian moves in next to Ceidith and swings hard, taking a chunk out of the zombie!

Ander draws his blade and moves up to the other side of the masked rogue, gripping it in both hands and takes two hits on the zombie! It stumbles back and falls over unmoving.

You all notice, as it is hard to miss, that every hit taken on a zombie causes all of the glyphs (with the exception of the one already disabled) to flicker.

DC 10 Arcana:
You think that the glyphs are linked to the "life force" sustaining the zombies. If you disable them all the zombies will fall. You further suspect that if the glyphs are not destroyed, the zombies may rise again, though it will take a little while for the energy to recharge. The glyphs may either be disabled by making an Arcana check or damaging it, marring the glyph.

EDIT: Forgot to have the zombies attack!

The zombie on Wrathmire swings wildly, as if blinded and misses the crossbowman!

The other two rush in, swinging clubbing strikes at Wrathmire and Sir Adrian, but the crossbowman slips out of the way and the paladin shrugs off the blow!

Okay, everyone may go!


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Stupid hunk of rotting meat!

Casting Vicious Mockery DC13 Wisdom or take 1d4 ⇒ 3 Psychic damage and have disadvantage on next attack!

Cedieth don't forget about Bardic Inspiration


male Human Fighter/3 AC15 HP 31/31 Init:+3 PP:14 SW [ ] AS [ ]

Shocked at the ineffectiveness of his crossbow, Wrathmire adopts a defensive posture.

We should keep them at bay until those magic symbols are disabled. Dodge their blows, then once the symbols are disabled, we then attack!

Action: Dodge


Init +1 | AC 17 | HP 28/28 | S+5/D+1/C+4/I+1/W+3/C+0 | Perc +3 | 2Wnd: [X] | Surge: [ ] | Sup: (DC 13, d8) 4/4 | HD: (d10) 3/3 | Insp: [ ]

Arcana: 1d20 + 1 ⇒ (5) + 1 = 6

Ander furrows his brow, looking quizzically at Wrathmire. "Why not do both at once?" he asks. "Our quiet friend seems to have the hang of disabling the runes, so let's focus on taking the fight to the zombies in the meantime."

Ander then does exactly that, taking a swing at one of the zombies ganging up on Wrathmire, hoping to draw some of the heat.

Longsword: 1d20 + 5 ⇒ (17) + 5 = 22, Damage: 1d10 + 3 ⇒ (9) + 3 = 12


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

Assuming it's my turn :)
Ceidith leaps over the corpse of the dead zombie in front of him, and runs to the zombie fighting Sir Adrian. He swings his shortswords, once, and one other time, hoping that the tactical advantage gained from flanking, as well as Uriah's arcane enchantment, will help.

attk roll one: 1d20 + 1d6 + 5 ⇒ (17) + (1) + 5 = 23
DMG, if hit: 1d6 + 3 ⇒ (3) + 3 = 6
Attk roll 2: 1d20 + 5 ⇒ (9) + 5 = 14
DMG, if hit: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (2) = 11


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

Round 2, GWF

Sir Adrian continues to hack away with his Greatsword.

GS Att: 1d20 + 5 ⇒ (12) + 5 = 17
GS Dam: 2d6 + 3 ⇒ (2, 6) + 3 = 11
GS Dam Re-Roll: 1d6 ⇒ 5

Total Damage = 14


Arcana 1d20 + 4 ⇒ (4) + 4 = 8

as far as actions, I will be spamming fire bolt, here is the previous round and the next.
1d20 + 5 ⇒ (4) + 5 = 91d10 ⇒ 9
1d20 + 4 ⇒ (18) + 4 = 221d10 ⇒ 4

Grand Lodge

Owlbear Rodeo

DM Stuff:

Bad guys 1d20 - 2 ⇒ (10) - 2 = 8
Presmir Maurmeril 1d20 + 1 ⇒ (6) + 1 = 7
Ceidith 1d20 + 3 ⇒ (2) + 3 = 5
Senka/Itzal 1d20 + 2 ⇒ (20) + 2 = 22
Uriah Lewis 1d20 + 2 ⇒ (19) + 2 = 21
Wrathmire 1d20 + 3 ⇒ (15) + 3 = 18
Sir Adrian Fullbright 1d20 ⇒ 16
Ander Meliamne 1d20 + 1 ⇒ (14) + 1 = 15

1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (13) + 3 = 16

Presmer flings a bolt of flame at the wounded zombie next to Wrathmire, hoping to pick it off! It stumbles backward, but seems to continue on! Undead Fortitude activated!

Ceidith rushes forward, slicing once, twice and cuts two deep gouges into the zombie! Ceidith, remember that you do not add your ability modifier to damage on the off hand unless you have the Two-Weapon fighting style from the martial classes. I am reducing your second hit by 3 damage, bringing your total to 14 hp. Still a considerable hit.

Sir Adrian, with a heavy swing of his greatsword, separates the head from the zombie's body! The body slumps to the ground, then is still.

Two down, two to go!

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