Castle Caldwell and Beyond: (A 5e Campaign) - The Wrecking Crew (Inactive)

Game Master Terquem

The Wrecking Crew, a special last chance arm of the Solution Society, is about to take on the first task in a one year long probation.
Can they survive, let alone succeed? | Journal where details of the setting can be learned |

Journey to Limecracker Hovel


1,551 to 1,600 of 1,619 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>

Male Half-Orc Magus 1 | AC 17, T 13, FF 14 | CMD 17 | HP 10/10 | Fort +4, Ref +4, Will +2 | Init +4 | Perception +0, darkvision 60 ft. | Arcane Pool 4/4 |
Spells:
1st - 2/2

I'm in favor of bypassing the castle and continuing on towards the Black Fortress. We got some information on Caitrian, we have a decent idea of where the Fortress is, and the Limecracker Kobolds may be even better. Plus, once we get back, we can report to the government of Harrispania that the goblins and such are pushing on the southern border on the other side of the river, and may be looking to expand our way.


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

I concur, understanding that any castle is a draw for adventurers. We can let the castle weaken the goblins and visa versa while we do what we were paid to do.


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

Isaiah takes a moment to briefly remind the party of recent events regarding the Castle and it's captives before turning to Lilly. "As you are the defacto leader, the choice is up to you."

I don't mind which hook we follow. I'm just motivated both IC and OOC to not leave the Castle, or more specifically it's contents, for too long.


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

The castle is not going anywhere and I doubt the forces in contest here will settle things today. We search for the druid. She explains the situation to the hobgoblin and take her advise on how to best skirt the area.


male

The Hobgoblin does not seem concerned that you wish to move, but warns you to stay close to the river, and return to your country quickly.
Soon the group has returned to the trail that is only a few yards from the south bank of the Deer Creek River and is once again moving west.
It is only after an hour or so has past that they begin to realize that the sun is dropping lower on the horizon. It will be dark in just another hour or so, and even though they have covered a goods distance they are not completely sure of where they are going, and Lilly checks the simple map the local back in Pawkatukit drew, with the few scribbles made by the elven girl in the apple orchard along the road east of Pawkatukit.

It seems that there should be a creek, or small stream ahead of them, but you are not sure if you will reach it before the sun has set.


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

"Shall we make camp for the night?" Isaiah says, issuing more of a statement than a question.


Male Half-Orc Magus 1 | AC 17, T 13, FF 14 | CMD 17 | HP 10/10 | Fort +4, Ref +4, Will +2 | Init +4 | Perception +0, darkvision 60 ft. | Arcane Pool 4/4 |
Spells:
1st - 2/2

"Agreed. I can see fine, but we'd be better taking a rest than wandering on. Let's find a good spot."


male

While there is still light, the group moves to a high spot on the ground, near the water’s edge. Here the river is some ten feet below.

The riverbank is hard packed dirt, and large granite boulders, and there are a few small trees nearby. The elevation gives a good view to the east and west, but to the south the forest is close by, maybe not more than fifty yards.

Soon there is a small fire, from the spread of dried leaves and needles left from the fall just half a year ago. The party spreads out what blankets, rolls, or cloaks they have and begins to settle down.
The sky is clear overhead, and promises to remain that way all night, as there is not a cloud to be seen any direction.

The moon rises slowly in the east, and sheds some silvery light across the landscape. It is a waxing quarter moon, and the light from it, along with the stars overhead, fill the land with grey and white images tucked between the shadows, while to the south the forest edge cannot be seen at all anymore.

Watches are discussed, and eventually the night begins to pass quietly, with only the distant faint sounds of the forest and the tumbling of water over rocks below.

And?: 1d12 ⇒ 8

Well past the middle of the night, when the moon is in the eastern sky, you hear it before you see it.

Coming from the south, a snarling sound which ends in a deep guttural.

*howwrt*

Followed by the slow but steady advance of large feet dragging through the grass

Basic Intelligence Check 10+:
You believe a bear, a large bear is approaching quickly

Intelligence Check, Nature 16+:
You believe an Owlbear is approaching


Male Half-Orc Magus 1 | AC 17, T 13, FF 14 | CMD 17 | HP 10/10 | Fort +4, Ref +4, Will +2 | Init +4 | Perception +0, darkvision 60 ft. | Arcane Pool 4/4 |
Spells:
1st - 2/2

Basic Intelligence: 1d20 + 2 ⇒ (7) + 2 = 9

Kerak's sight making him the best suited to the darkest hour of watch, hears the sound and begins to awaken everyone. "Something approcahes, I don't know what, but it sounds big."


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

K. Nature: 1d20 + 3 ⇒ (18) + 3 = 21

Isaiah listens to the beast and after gleaning some clue to it's identity the bard performs a minor Illusion, creating a doll like version of an Owlbear for display. "I believe it's one of these." He whispers.


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

Build up the fire. Lilly recommends as she adds two handfuls of tender to the flames and steps towards the sound. She then falls to her hands and knees and Bonus action transforms into a bear.

Brown Bear:

Str +4
Dex +0
Con +3
HP 34
AC 11
Speed 40 Climb 30
Multiattack +5/+5 Bite 1d8+4 piercing/Claws 2d6+4 slashing
Keen Smell - Advantage on perception smell checks


Male Half-Orc Magus 1 | AC 17, T 13, FF 14 | CMD 17 | HP 10/10 | Fort +4, Ref +4, Will +2 | Init +4 | Perception +0, darkvision 60 ft. | Arcane Pool 4/4 |
Spells:
1st - 2/2

Kerak looks at the doll like version of the Owlbear and says, "That's rather hideous." He then adds more wood to the fire to help Lilly build it up, then draws his short swords and moves to take cover.

Stealth: 1d20 + 6 ⇒ (10) + 6 = 16


male

At the edge of the light from the campfire a creature, very much like the one Isaiah imagined, appears

Kerak looks around for anything large enough to provide an opportunity to hide, but all there is at the moment are the other heroes standing in the area of the light of the fire

The beast is large, but not “heavy” and appears to be suffering from a lack of food. It has dense, matted grey fur, splotched with scabbed over patches of exposed skin, and here and there long stray feathers.
The owlbear appears walking on all fours but as soon as it is within the area of the light it rises up on its hind legs and snarls viciously. It then begins to move forward, toward you, while widening its arms as a way of increasing its apparent size.

Basic Intelligence Check, DC 10:
The animal is obviously on the brink of starvation, and appears to be suffering some sort of disease of the fur or skin.

Initiative: 1d20 + 1 ⇒ (6) + 1 = 7

As if in a rage the owlbear charges, on its back legs, toward you. Its behavior suggests it is not concerned with the fire, but is after something to eat.

DM Notes:
Starving Owlbear s+4, d +1, con +2, I -4, w +1, chr -2 | Beak +6, d10+4, Claws +6 2d8+4 | m 40 | hp 49 (7d10+14) | per +3


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

Lilly in bear form will toss a bag of rations towards the creature and stand ready to defend herself it it chooses to fight.


male

It is unlikely that Lilly will be able to stop the monster's rampage, but let's let the dice have a chance. If you can roll an Animal Handling Skill Check, DC 20, the Owlbear recognizes the gesture, and may pause to examine the rations


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

Animal Handling: 1d20 + 5 ⇒ (10) + 5 = 15


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

Initative: 1d20 + 4 ⇒ (14) + 4 = 18
Intelligence Check: 1d20 + 3 ⇒ (19) + 3 = 22

Isaiah casts Heroism on Lilly and moves away from the beast as it approaches."Try to keep your distance from this thing, it appears to be blighted." He shouts to Kerak.

Bonus Action: Inspire Kerak


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

Heroism - I think that means I am immune to fear and get your caster stat mod (4 for you?) in temp HP at the start of each of my rounds, right?


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

Indeed.


Male Half-Orc Magus 1 | AC 17, T 13, FF 14 | CMD 17 | HP 10/10 | Fort +4, Ref +4, Will +2 | Init +4 | Perception +0, darkvision 60 ft. | Arcane Pool 4/4 |
Spells:
1st - 2/2

Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

Kerak looks at the diseased, rampaging, hungry Owlbear and decides Isaiah's advice is pretty good. Unfortunately, he had forgotten to purchase a bow back in town, so all he had were two daggers. Deciding they wouldn't be particularly effective, he circles around behind the beast, then waits for it to attack Lilly before rushing in to stab it.

Bonus action to Dash behind it, then can I ready a charge for when it attacks Lilly?


male

Initiative Order:
Isaiah – 18
Kerak – 10
Owlbear – 7
Merrum and Vash – last

Lilly, please roll Initiative for us, thanks

Round 1…
The light from the campfire throws log shadows in to the trees near the camp site. The Owlbear comes lumbering in, moving as fast as its body will move, its eyes seem wild and it drools with hunger

Isaiah – you are up first. You can declare a starting place to be positioned, and then take actions as you wish

This battle might be tough, so for this battle we will use a grid and coordinate reference to keep track of where each character and the monster are during the fight


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

Isaiah cast Vicious Mockery on the Owlbear and steps behind Lilly for cover.

Wisdom DC 14, move to (H,8)


Male Half-Orc Magus 1 | AC 17, T 13, FF 14 | CMD 17 | HP 10/10 | Fort +4, Ref +4, Will +2 | Init +4 | Perception +0, darkvision 60 ft. | Arcane Pool 4/4 |
Spells:
1st - 2/2

Kerak decides to wait until the Owlbear is in a more advantageous position.

I choose to delay my turn until either Lilly has engaged the Owlbear in melee, or until the Owlbear engages Lilly in melee.


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

Init: 1d20 + 9 ⇒ (2) + 9 = 11


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

guide me a little here. I think it best for Lilly to delay and wait on the owl bear. That way when it closes Lilly can full attack and get two attacks. Or can she get two attacks after she moves? she has Multiattack: "The bear makes two attacks: one with its bite and one with its claws."


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

There is no 'full attack' in 5e. You can move before, during and after your attacks even during the surprise round. Just be careful of Opportunity Attacks from enemies if you move away. As long as the Owlbear is within your movement you're good to engage and attack as normal.


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

Then Lilly will close the distance, keeping the creature away from her companions.

Claws: 1d20 + 5 ⇒ (18) + 5 = 232d6 + 4 ⇒ (2, 6) + 4 = 12

Bite: 1d20 + 5 ⇒ (1) + 5 = 61d8 + 4 ⇒ (1) + 4 = 5

Brown Bear:

Str +4
Dex +0
Con +3
HP 34
AC 11
Speed 40 Climb 30
Multiattack +5/+5 Bite 1d8+4 piercing/Claws 2d6+4 slashing
Keen Smell - Advantage on perception smell checks


Male Half-Orc Magus 1 | AC 17, T 13, FF 14 | CMD 17 | HP 10/10 | Fort +4, Ref +4, Will +2 | Init +4 | Perception +0, darkvision 60 ft. | Arcane Pool 4/4 |
Spells:
1st - 2/2

With Lilly directly confronting the Owlbear, Kerak looped around behind the bear to stab one of his shortswords into its back.

One action for a Dash, then a bonus action for a Dash, then my final action is to stab the Owlbear, hopefully with Advantage. Use the first roll if I don’t have it.

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12


male

Initiative Order:
Isaiah – 18
Lilly - 11
Kerak – 10
Owlbear – 7
Merrum and Vash – last

Round 1…

Isaiah moves to the west as the blighted Owlbear, walking upright, lumbers toward the center of the camp. He shouts a warning to Kerak, filling the warrior with inspiration

Kerak has one d6 that can be added to any Ability Check, To Hit, or Save he might make in the next 10 minutes, he can roll the d20 and see the results before he decides to use the inspiration die

Lilly hesitates until just the right moment when the owlbear is almost right upon her and then she lunges forward and up bringing her own claws and teeth to the creature before it can attack, but the owlbear’s hide is thick, and Lilly’s bear claws do not scratch the beast, and her bite is timed too soon, snapping shut on only feathers and fur

The Owl bear fights back against the brown bear

Beak Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Claws: 1d20 + 6 ⇒ (9) + 6 = 15

Lilly feels the pain as the monster's beak stabs into her right shoulder and the great claws tear at her flanks

Damage Beak: 1d10 + 4 ⇒ (9) + 4 = 13
Damage Claws: 2d8 + 4 ⇒ (2, 5) + 4 = 11

Kerak, seeing that the beast seems focused on the bear, dashes to the south, to get behind the creature and attacks, wounding the beast

Seeing the wounds Lilly takes in bear form, VAsh runs up and casts a healing spell

Cure Wounds: 1d8 + 2 + 3 ⇒ (3) + 2 + 3 = 8

Merrum, who had been moving about near the center of the camp, now produces a loaded crossbow and fires

Crossbow: 1d20 + 7 ⇒ (3) + 7 = 10

Lilly, run to your left, try to draw it after you but stay out of its reachVash cries. Its too strong for you to take on by yourself

Round 2 starts now

Damage Tracker:
round 1
Lilly – takes 24 damage (10)
Owlbear – takes 12 damage (37)
Lilly - healed of 8 damage (18)

DM Notes:
Starving Owlbear s+4, d +1, con +2, I -4, w +1, chr -2 | Beak +6, d10+4, Claws +6 2d8+4 | m 40 | hp 49 (7d10+14) | per +3


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

Isaiah casts Vicious Mockery on the creature while keeping his distance from the rampaging beast.

Vicious Mockery Wisdom Save DC:14 (d4, disadvantage on the next attack roll)
Dmg: 1d4 ⇒ 3


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

Current hitpoints = 34+4-13-11-8 = 22 plus 4 more from new temps so 26 with temps.

It might go for you or Kerak if I ran Vash. With your help I think I can stand and fight a little longer. Lilly holds her ground and continues to fight.

Claws: 1d20 + 5 ⇒ (6) + 5 = 112d6 + 4 ⇒ (4, 6) + 4 = 14

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

Claws, Advantage from flank: 1d20 + 5 ⇒ (10) + 5 = 152d6 + 4 ⇒ (2, 3) + 4 = 9

Bite, Advantage from flank: 1d20 + 5 ⇒ (7) + 5 = 121d8 + 4 ⇒ (7) + 4 = 11

Those are some poor roles.

Spoiler:
Brown Bear]

Str +4
Dex +0
Con +3
HP 34
AC 11
Speed 40 Climb 30
Multiattack +5/+5 Bite 1d8+4 piercing/Claws 2d6+4 slashing
Keen Smell - Advantage on perception smell checks


Male Half-Orc Magus 1 | AC 17, T 13, FF 14 | CMD 17 | HP 10/10 | Fort +4, Ref +4, Will +2 | Init +4 | Perception +0, darkvision 60 ft. | Arcane Pool 4/4 |
Spells:
1st - 2/2

Round 2

Being right next to the Owlbear had its advantages - especially with both swords out. Kerak begins thrusting his swords into the Owlbear, trying to bring it down as it focused on Lilly.

Main Hand Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Main Hand Attack Advantage: 1d20 + 4 ⇒ (2) + 4 = 6

Off-hand Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Off-hand Attack Advantage: 1d20 + 4 ⇒ (9) + 4 = 13
Off-hand Attack Inspiration: 1d6 ⇒ 2
Off-hand Damage + Sneak Attack: 2d6 ⇒ (5, 1) = 6

Action to attack with one shortsword, then a bonus action to attack with the shortsword in my off-hand. The dice apparently decided they hate us, though.


male

Initiative Order:
Isaiah – 18
Lilly - 11
Kerak – 10
Owlbear – 7
Merrum and Vash – last

Round 2…

Isaiah makes taunting noises designed to get the monsters attention and through it off its game

Wisdom Save: 1d20 + 1 ⇒ (2) + 1 = 3

While Lilly, in short shouts, tries to reassure Vash that her decision to keep at the owlbear is best and goes in with tooth and claw once again. Her claws bite into the beasts sides

Kerak jabs again and again, finally finding a spot where his knife digs in

Kerak, I am seeing that players should know the AC of the monsters they are attacking, otherwise allowing them to see their roll and decide to add the Bardic Inspiration or not after they see it, seems pointless, so, just to let you know, the 13 hits, and you do not need to use the inspiration at this time

Decision time: 1d6 ⇒ 3

The beast rears back and attacks Lilly again, shaking its head in a confused rage

Damage Beak: 1d10 + 4 ⇒ (9) + 4 = 13
Damage Beak, disadvantage: 1d10 + 4 ⇒ (4) + 4 = 8

Damage Claws: 2d8 + 4 ⇒ (7, 5) + 4 = 16
Damage Claws, disadvantage: 2d8 + 4 ⇒ (3, 5) + 4 = 12

The claws strike Lilly

Damage: 2d8 + 4 ⇒ (4, 7) + 4 = 15

Seeing her get hit hard, Vash summons a powerful burst of healing aimed directly at her.

Lilly is healed for 10 points

Merrum struggles to load his crossbow

Damage Tracker:
round 1
Lilly – takes 24 damage (10)
Owlbear – takes 12 damage (37)
Owlbear – takes 12 damage (25)
Lilly healed of 8 damage (18)
Round 2
Owlbear – takes 9 damage (16)
Owlbear – takes 6 damage (10)
Lilly - takes 15 damage (3)
Lilly - healed for 10 (13)

DM Notes:
Starving Owlbear s+4, d +1, con +2, I -4, w +1, chr -2 | Beak +6, d10+4, Claws +6 2d8+4 | m 40 | hp 49 (7d10+14) | per +3 | AC 13


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

Sleep: 5d8 ⇒ (7, 3, 8, 3, 6) = 27

Isaiah casts sleep on the rampaging beast.

Vicious Mockery only makes the next attack roll have disadvantage.


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

I am a little confused by the attacks above. It seems that you rolled damage rolls to see if you hit. While not correct, likely worked out better for Lilly than the actual 1d20 to hit rolls.


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

lol. Good catch.


male

I just now caught my editing errors, was trying to update too many games at the same time and relying heavily on the old "cut and paste" sheesh. Let me try to fix my mistake


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

And I bet that is gonna hurt. lol


male

Corrections to Owlbear attacks, round 2…

The beast rears back and attacks Lilly again, shaking its head in a confused rage

Beak: 1d20 + 6 ⇒ (17) + 6 = 23
Beak, disadvantage: 1d20 + 6 ⇒ (2) + 6 = 8

And then attacks with claws
Claws: 1d20 + 6 ⇒ (3) + 6 = 9

Lilly is unharmed by the raging beast, and Vash DOES NOT summon a healing spell

Damage Tracker:
round 1
Lilly – takes 24 damage (10)
Owlbear – takes 12 damage (37)[
Owlbear – takes 12 damage (25)
Lilly healed of 8 damage (18)
Round 2
Owlbear – takes 9 damage (16)
Owlbear – takes 6 damage (10)

Initiative Order:
Isaiah – 18
Lilly - 11
Kerak – 10
Owlbear – 7
Merrum and Vash – last

Round 3...

Isaiah, seeing the potential for catastrophe, casts a powerful sleep spell at the monster, aiming it some distance behind the monster to avoid affecting his allies.

The creatures rage dissipates instantly, and it topples gently to the ground, fast asleep

The beast will sleep for a minute, and then proibably wake up, and still be very hungry. What will you do?

DM Notes:
Starving Owlbear s+4, d +1, con +2, I -4, w +1, chr -2 | Beak +6, d10+4, Claws +6 2d8+4 | m 40 | hp 49 (7d10+14) | per +3 | AC 13


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

Bear Lilly hesitates over the creature, ready to continue to attack it, but looks at her party for approval.

I don't think the thing is not natural and I am not sure a druid would want it wandering in nature?


Male Half-Orc Magus 1 | AC 17, T 13, FF 14 | CMD 17 | HP 10/10 | Fort +4, Ref +4, Will +2 | Init +4 | Perception +0, darkvision 60 ft. | Arcane Pool 4/4 |
Spells:
1st - 2/2

Kerak does not hesitate - the beast attacked them, and when it woke up, it would probably still try to kill them for food. He thrusts both short swords into the beast's head, seeking to finish it.

Coup de grace action, if that's still a thing in 5E.


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

I think it's classified as a monstrosity and also diseased so you're fine. I think. No coup de grace, but any attack against an incapacitated creature is a critical so you still have to roll with advantage.

"Use some rope to cut off it's airway. It'll go peacefully while it's asleep." Isaiah suggests.


Male Half-Orc Magus 1 | AC 17, T 13, FF 14 | CMD 17 | HP 10/10 | Fort +4, Ref +4, Will +2 | Init +4 | Perception +0, darkvision 60 ft. | Arcane Pool 4/4 |
Spells:
1st - 2/2

Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Attack, Advantage: 1d20 + 4 ⇒ (4) + 4 = 8
Damage, Sneak Attack: 2d6 + 2 + 2d6 ⇒ (2, 4) + 2 + (4, 2) = 14

Off-hand Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Off-hand Attack, Advantage: 1d20 + 4 ⇒ (12) + 4 = 16
Damage, Sneak Attack: 1d6 + 1d6 ⇒ (2) + (5) = 7


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

Seeing that Kerak plans to attack Lilly does her best to quickly end the beast.

Claws: 1d20 + 5 ⇒ (8) + 5 = 132d6 + 4 ⇒ (1, 4) + 4 = 9

Claws, Advantage: 1d20 + 5 ⇒ (3) + 5 = 82d6 + 4 ⇒ (3, 2) + 4 = 9

Bite: 1d20 + 5 ⇒ (10) + 5 = 151d8 + 4 ⇒ (8) + 4 = 12

Bite, Advantage: 1d20 + 5 ⇒ (13) + 5 = 181d8 + 4 ⇒ (3) + 4 = 7

sigh. still pool rolls. Any advantage from the creature being prone and/or flat footed?


Male Half-Elf Bard 2 | Init +4 | AC 15 | HP 17/17 | Darkvision 60' | PP 14 | PI 14 | Str -2, Dex +5, Con +2, Int +2, Wis +2, Cha +6 | Advantage on Charms, Immune to Sleep

You get advantage with melee attacks against prone targets, so yes.
I think it's dead so it won't matter much but you only get one Sneak attack per turn.


Male Half-Orc Magus 1 | AC 17, T 13, FF 14 | CMD 17 | HP 10/10 | Fort +4, Ref +4, Will +2 | Init +4 | Perception +0, darkvision 60 ft. | Arcane Pool 4/4 |
Spells:
1st - 2/2

Oh, right. Totally forgot.


male

Once the beast is down, it is put out of its misery. An examination of the corpse reveals several more sores and areas of skin infection than were previously noticed.

It does appear that this owlbear was once a large specimen for its kind, and that it may have been quite old and perhaps near the end of its natural life.

It is still early, the sun will not rise for a few hours, but with the corpse of the dead owlbear so close to the campsite it would be foolish to try and get any more rest here tonight, as it is probably only going to be a matter of one or two hours before the smell of death attracts small, or maybe even not so small, scavengers to the scene.

You can break camp, setting out for the west in the dark, using the sound of the river to the north to keep you from getting lost, or try to just move your campsite a reasonable distance away and reestablish it for the rest of the morning


male

The party decides that hanging about anywhere near the corpse of the once diseased owlbear is a bad idea, and as it is close to dawn, they pick up their belongings, dose the campfire, and set out to the west.

The light of the rising sun floods the countryside well before the yellow disk is even beginning to peek out above the eastern horizon. In the light of the new morning the party notices the ground has been rising ever so slightly as they walked westward and now the river, to the north, is well below them, perhaps a good twenty feet below in fact, and soon the sound of a waterfall can be heard.

The party finds a small stream, no more than four feet wide, shallow, clear and cold, flowing from the south, where the ground rises more steeply, and after twisting and turning across the landscape the small flow of water tumbles between two large rocks, over the cliff and splashes down into the river sounding like the laughter of a dozen woodland sprites at play.

Following the stream, not directly, but keeping it in view, the party goes south, and after half a mile they come to a collection of brick cottages, small, with thatched roofs, in a half circle in front of a hill side that looks as if it has been cleft cleanly from the ground . The dark earthen color of the face of this hill stands in contrast to the green grass that grows all around. A few thick trees grow in a small cluster to the west, just forty feet or so from the last cottage on the right, and high up, on the top of the hill, some hundred feet above you, there is a thicket of bushes and wild flowers that hang almost unnaturally over the edge of the hill like a carpet thrown haphazardly on the top of the hill.

In the hill side is an opening, a natural cave like, dark, and tall, hole which is partially blocked by a small metal door, flanked by two small stone towers.

Kobolds can be seen all around the cottages, many kobolds in fact, young and old, some work in small gardens alongside the cottages, while others carry jugs, some as big as half their size, splashing with water collected from the nearby stream, toward the door in the hill.

Only one of the kobolds appears to be armed, and she is a tall member of her species, and she is thick limbed, and solid of build, with a dark bluish-green complexion. She wears colorful garments, nothing that resembles armor, but instead, a few sleeveless shirts, and multiple short skirts layered one upon another. Her spear is twice her height, and the tip is a long slender, sharpened steel point that reflects flashes of the rising sun in the east.

This kobold woman walks from cottage to cottage, and seems to stop and speak with everyone she comes near.

Soon your presence, in the distance will be noticed, unless you take some precaution against approaching openly.


Male Half-Orc Magus 1 | AC 17, T 13, FF 14 | CMD 17 | HP 10/10 | Fort +4, Ref +4, Will +2 | Init +4 | Perception +0, darkvision 60 ft. | Arcane Pool 4/4 |
Spells:
1st - 2/2

Kerak glances over at Lilly and says, "Do you want to take the lead on the approach? If they were friendly with Caitriann, they may react better to another druid than to either of us."


Female Human Druid 2 | AC: 16 | HP: 18/18 | | Init: +9 Perc: +5 | Saves Str +0, Dex +2, Con +2, Int +4, Wis +5, Cha +3 | Spells/day = 3

Hmm. New posts were not showing up in my summary page for this game. Please excuse my delay.

With the fall of the owlbear the wounded Lilly shifts back from bear form to her human form and somewhat miraculously she is unharmed. It is obvious she is saddened by the creature's death even though it was not quite a normal animal. At one time this creature was mighty. A shame it was reduced to a hunger crazed monster in the end. We have done a good thing to put it down. She stands silently for a few more moments over the beast before nodding to herself, content with her actions. She then begins to break camp.

Excellent description Terquem. I feel like I can almost see the place. :)

At Kerak's recommendation Lilly agrees. I am happy to take the lead. Best we be open with these folk and hide little. The druid, no weapon in hand steps out of any cover and walks forward expecting to be seen. When she is finally spotted she waves a greeting and calls out Hello. Might we come closer and speak with you?

1,551 to 1,600 of 1,619 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Castle Caldwell and beyond: A 5e Adventure All Messageboards

Want to post a reply? Sign in.