Curse of Strahd, Land of Horror (Inactive)

Game Master DoubleGold

Undead, Werewolves, Dark entities, etc.
Map is up

Inits:
Fang -1
Agotaras -1
Cherry 2
Fhern 3
Orsik 0
Rag 1
Talsazzar 3


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8-07 Map DungeonMaster

dex: 1 + 1d20 ⇒ 1 + (9) = 10 Felonia
dex: 1 + 1d20 ⇒ 1 + (6) = 7 skeleton
dex: 1 + 1d20 ⇒ 1 + (5) = 6 skeleton
The skeletons drop dead and Felonia is very hurt.


8-07 Map DungeonMaster

Oh right, elixir of health makes you immune to any condition/disease for 1 hour as well as cures it

Cherry will eldritch blast felonia hit: 5 + 1d20 ⇒ 5 + (3) = 8
dmg: 1d10 ⇒ 2 being barely alive she casts ray of frost on cherry and then runs 30 feet, next turn she will be out of your site as there are buildings and stuff hit: 5 + 1d20 ⇒ 5 + (15) = 20 dmg: 1d8 ⇒ 3
Izek will take revenge on Ago after being smited, 2 attacks. hit: 7 + 1d20 ⇒ 7 + (19) = 26 hit: 7 + 1d20 ⇒ 7 + (11) = 18
if hit take dmg: 2d8 + 4 ⇒ (1, 8) + 4 = 13 each time you are hit.

Orsik, Tal, Fang, Rago are up


Inactive

Orsik calls for his god's help to paralyzes Izek.

Hold Person - Wis save DC 15 or he's paralyzed. Then Wis save on the end of each of his turns for 1 minute or he's paralyzed. If he saves the spell ends.


Male Half-Elf Sorcerer 6; Medium humanoid, neutral good; Armor Class 16; Hit Points 44/44; Speed 30 ft.; Saving Throws Dex +3, Con +5, Cha +7; Skills Arcana +3, Deception +7, Insight +3, Investigation +3, Perception +3, Persuasion +7; Senses darkvision 60 ft., passive Perception 12; Spells per day 1st - 4/4; 2nd - 3/3; 3rd - 3/3; Sorcery Points 6/6;

Talsazzar conjures up rays of fire and unleashes them at Felonia.

Spending a Sorcery point to empower my Scorching ray. I can re-roll up to 4 damage dice on my spell.

Scorching Ray 1: 1d20 + 7 ⇒ (16) + 7 = 23
Fire Damage: 2d6 ⇒ (1, 4) = 5 Re-rolling the 1 here
1d6 ⇒ 3 Total 7 fire damage

Scorching Ray 2: 1d20 + 7 ⇒ (6) + 7 = 13
Fire Damage: 2d6 ⇒ (5, 1) = 6 Re-rolling the 1 here
1d6 ⇒ 2 Total 7 fire damage

Scorching Ray 3: 1d20 + 7 ⇒ (19) + 7 = 26
Fire Damage: 2d6 ⇒ (2, 2) = 4 Re-rolling both 2's here
2d6 ⇒ (5, 2) = 7 Again 7 fire damage! :P

"You shall not escape Talsazzar's wrath!" He shouts.


8 Paladin | AC 20 | 68/68 HP | Init -1 | Proficiency +3 | Passive Percep 11 | +10 Sunsword 1d8+7 | +8 Silver Longsword 1d8+5 | +8 Lt Hammer 1d5+4 Range 20ft 1/1 Channel Divinity | 3/3 Divine Sense | 1/1 Inspiration | 3/3 Relentless Avenger | 30/30 Lay on Hands 9/10 Rations
Channel:
Abjure Enemy DC13 | Vow of Emnity
Spell Attack +5 | Spell Save DC13 | 4/4 1st Level Slots 4/4 2nd Level | [

"Ouch ya blasted... thing"


Inti+1|HP:35/35|AC:15|STR+5|CON+5|Prof+2 Rage: 1 |Rage Dmg:+2

Ragna rages and swings at the nearest creature. to hit 1d20 + 5 ⇒ (17) + 5 = 22 dmg 1d12 + 5 ⇒ (2) + 5 = 7 [/occ]. He hits it hard with all. He swings again [occ] 2nd attack barbians gets an extra attack at level 5 1d20 + 5 ⇒ (10) + 5 = 15 dmg 1d12 + 5 ⇒ (9) + 5 = 14


CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

Fang will move up and introduce Felonia to his axe.

Attack Roll: 1d20 + 7 ⇒ (17) + 7 = 24
Damage Roll: 1d8 + 4 ⇒ (5) + 4 = 9

Attack Roll: 1d20 + 7 ⇒ (11) + 7 = 18
Damage Roll: 1d8 + 4 ⇒ (5) + 4 = 9


8-07 Map DungeonMaster

Tal actually takes down Felonia with his first shot so the other two hit the big guy hurting him. Rag also hits him twice.
Fang hits the big guy really hard as well twice in the gut.
He's almost dead
Cherry, Tal, Ago are up


Male Half-Elf Sorcerer 6; Medium humanoid, neutral good; Armor Class 16; Hit Points 44/44; Speed 30 ft.; Saving Throws Dex +3, Con +5, Cha +7; Skills Arcana +3, Deception +7, Insight +3, Investigation +3, Perception +3, Persuasion +7; Senses darkvision 60 ft., passive Perception 12; Spells per day 1st - 4/4; 2nd - 3/3; 3rd - 3/3; Sorcery Points 6/6;

Excellent.

Talsazzar follows up on this man with a simple fire bolt.
Fire Bolt: 1d20 + 7 ⇒ (14) + 7 = 21
Fire Damage: 1d10 ⇒ 10


Inactive

DoubleGold, could you please roll for Wis save for Izek? Paralyzed gives huge bonuses - advantage on every attack roll against the target and any melee attack is an automatic crit.


8-07 Map DungeonMaster

oh right, missed that
wis: -1 + 1d20 ⇒ -1 + (3) = 2 which mean tal had advantage, lets see if he did crit hit: 1d20 ⇒ 6

Fang and rag did both crit twice each extra dmg: 2d8 + 2d12 ⇒ (1, 6) + (9, 5) = 21
And that kills Izek.
Combat over A bunch of guards are around cheering.


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

I'll safely set off a few victory lightning bolts in the distance.


Male Half-Elf Sorcerer 6; Medium humanoid, neutral good; Armor Class 16; Hit Points 44/44; Speed 30 ft.; Saving Throws Dex +3, Con +5, Cha +7; Skills Arcana +3, Deception +7, Insight +3, Investigation +3, Perception +3, Persuasion +7; Senses darkvision 60 ft., passive Perception 12; Spells per day 1st - 4/4; 2nd - 3/3; 3rd - 3/3; Sorcery Points 6/6;

"Heh, Talsazzar is victorious again! With everyone's assistance, of course." Tal exults, of course being joking.


CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

"That'll learn him."


8-07 Map DungeonMaster

Treasure Dm doublegold 4103-771-833
1. 30 downtime, 3 renown. I forgot to hand out some at earlier points. 2 chapters were very short, and didn't realize you completed 2 earlier
2. 1041 gold each.
3. ring of warmth. A scroll of protection from fiends and a scroll of protection from undead. A spellbook. Is anyone a wizard? otherwise spellbook is useless, if so I'll give you the spell and the name of the person who owned it.

Quests
Alright, from here you are told to gather some wine from a vineyard as this place is low on wine and needs to be delivered here. You are also told about a ruined city. They don't know exactly where it is is, but you are told the general area. And you are given directions to a werewovles Den. which quest of the three first? Or do you want to take on a much harder quest meant for level 9+ and risk dying?

Though I'll be speeding through most of these, I'll let you all play out the amber temple and as much as strahd's castle as you want, so you can explore them. Those are the most fun of the game. Really you could go to one of those places now if you want, but believe me, level 5 is way under powered.


Male Half-Elf Sorcerer 6; Medium humanoid, neutral good; Armor Class 16; Hit Points 44/44; Speed 30 ft.; Saving Throws Dex +3, Con +5, Cha +7; Skills Arcana +3, Deception +7, Insight +3, Investigation +3, Perception +3, Persuasion +7; Senses darkvision 60 ft., passive Perception 12; Spells per day 1st - 4/4; 2nd - 3/3; 3rd - 3/3; Sorcery Points 6/6;

I vote for doing these quests in order. Gather wine first, as I suspect it's not the high level one.


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

Around here, who can say? If I understood him right, though, the three he mentioned were not the 9+ one. Wine is fine with me.


8-07 Map DungeonMaster

The three mentioned are toward the lower end. Wine place it is then?


CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

I would like to do either the wine or the ruined city.


Inactive

"Ha! You are nothing before the might of Helm!" Orsik says a prayer, thanking his god for the help.

I'll take the scrolls, if no one minds. Will also buy a plate, sell my splint and silver my warhammer. That puts me at 276.55 gold.

I'm fine with wine place.


HP 136/136 | AC 36 | T 19 | FF 31| CMD 26 | Fort +13 | Ref +20 | Will +15 | Init +11 | Perc +20
Usable:
Bonded Ring (1/1), Channel (6/10), Charmer (2/3), Combat Healer (2/2), Energy Body (14/14)

Ok leveled up finally, sorry for the absence. One question Gm, are there any additional magic items for sale in the main town? Is anyone gonna take the ring of warmth?

"I am fine with either, but let's go try some wine first!"


8-07 Map DungeonMaster

Okay, heroes adventure out to gather some wine. A few hours later They see the winery building up ahead 150 feet north of their position and the door is closed.
However, 120 feet north is 9 needle blights formed 3 by 3, 120 feet east is 9 needle blights formed 3 by 3. 120 feet west is 12 needle blights by 3 wide by 4 long. 90 feet south is 33 twig blights formed 11 long by 3 wide. 90 feet directly above the heroes is vine blight with a fly spell cast on it. 90 feet southwest is 2 twig blights and one needle blight in the middle It is nighttime but not complete darkness, all without darkvision will have disadvantage on attacks. Light gets rid of that to the extent of the lights radius. Anything beyond your darkvision radius but you can see is also disadvantage
round 1 some of you spellcasters do have area of affect spells, right? The challenge rating is technically harder without it. Hit and run would be worth it to save your life if you can deal with this many things.
init: -2 + 1d20 ⇒ -2 + (13) = 11all enemies that you can see
init: -1 + 1d20 ⇒ -1 + (5) = 4Fang
init: -1 + 1d20 ⇒ -1 + (5) = 4Agotaras
init: 2 + 1d20 ⇒ 2 + (15) = 17Cherry
init: 3 + 1d20 ⇒ 3 + (4) = 7Fhern
init: 0 + 1d20 ⇒ 0 + (2) = 2Orsik
init: 1 + 1d20 ⇒ 1 + (9) = 10rag
init: 3 + 1d20 ⇒ 3 + (3) = 6Talsazzar

wowCherry is up heroes can start up to 15 feet from the center in any direction. So if on your turn you move 30 feet south, you could be 45 feet closer to the south enemies, ie starting position plus movement. If anyone needs a map, I can get one up, but for now, theater of the mind until requested.


Inactive

I have Spirit Guardians, but that's 15-fr. radius around me, so I'll have to get pretty close to them. But that's 3d8 radiant damage to every enemy in this radius and half on Wis save.


HP 136/136 | AC 36 | T 19 | FF 31| CMD 26 | Fort +13 | Ref +20 | Will +15 | Init +11 | Perc +20
Usable:
Bonded Ring (1/1), Channel (6/10), Charmer (2/3), Combat Healer (2/2), Energy Body (14/14)

So I take that as a no on additional items to purchase then?

Cherry casts protection from evil on herself and holds her ground.


8-07 Map DungeonMaster

You can't buy magic items in AL, though you would have had time to purchase any items out of the players handbook up to 100 GP. As that is what the town had
The north and east needle blights close in double moving, now 60 feet away, as well as the west ones, now 60 feet away.
The south twig blights ones move 40 feet towards you all, being 50 feet away.
The southwest ones close in doublemoving, the twig blights are now 50 feet away, and the needleblight doublemoves being 30 feet away.
The flyer doublemoves down, he is now 10 feet above the ground.
Rest of the heroes are up


Male Half-Elf Sorcerer 6; Medium humanoid, neutral good; Armor Class 16; Hit Points 44/44; Speed 30 ft.; Saving Throws Dex +3, Con +5, Cha +7; Skills Arcana +3, Deception +7, Insight +3, Investigation +3, Perception +3, Persuasion +7; Senses darkvision 60 ft., passive Perception 12; Spells per day 1st - 4/4; 2nd - 3/3; 3rd - 3/3; Sorcery Points 6/6;

Talsazzar hurls a mighty fireball into the needleblights!

Fireball!: 8d6 ⇒ (3, 6, 6, 5, 1, 5, 1, 5) = 32 DC 15 dexterity save for half


CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

Fang will move towards the most uninjured group he can reach and still attack, and then hit them with his axe. Moving next to multiple enemies preferably, so I can keep attacking if I drop one.

Attack Rolls: 1d20 + 7 ⇒ (18) + 7 = 251d20 + 7 ⇒ (17) + 7 = 24
Damage Rolls: 1d8 + 4 ⇒ (4) + 4 = 81d8 + 4 ⇒ (7) + 4 = 11


8-07 Map DungeonMaster

Talsazzar clears out the west needleblights not even a save will save them, but for reference, their dex to save was +1
Fang reaches and kills a single needleblight, the first attack killed it, then reaches and kills a twig blight, killing a southwest needle blight and southwest twig blight.
then after this fight, you'll have a chance to rewrite. Just one more day for Xanthar's guide


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

I'll throw down a 3rd lvl moonbeam (should hit four at once, if they're clumped up).

RadiantDamage: 3d10 ⇒ (8, 9, 6) = 23 DC 15 CON save for half


Inactive

Orsik summons holy guardiands and gets close to the nearest group of enemies.

Spirit Guardians dmg: 3d8 ⇒ (4, 8, 8) = 20 Radiant, 15-foot radius around me. Wis save DC 15 for half.


8 Paladin | AC 20 | 68/68 HP | Init -1 | Proficiency +3 | Passive Percep 11 | +10 Sunsword 1d8+7 | +8 Silver Longsword 1d8+5 | +8 Lt Hammer 1d5+4 Range 20ft 1/1 Channel Divinity | 3/3 Divine Sense | 1/1 Inspiration | 3/3 Relentless Avenger | 30/30 Lay on Hands 9/10 Rations
Channel:
Abjure Enemy DC13 | Vow of Emnity
Spell Attack +5 | Spell Save DC13 | 4/4 1st Level Slots 4/4 2nd Level | [

Agotaras sees the flyer and chucks a light hammer at it.

"Get back down here ya blasted thingie!"

Lighthammer: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 + 4 ⇒ (2) + 4 = 6


8-07 Map DungeonMaster

Orsik casts a spell and manages to get within 5 feet of the south creatures. will be affected on their turn, by the way, twig blights aren't surviving even with the save
Agotaras hits the vine blight in the air hard, then the hammer lands back down on the ground in front of him.
Fhern puts a moonbeam on the east ones. will be affected on their turn

Rag would be up, but lets see what survives after their turn
The front south twig blights are 5 feet from Orsik, the back ones are 55 feet. They all move forward, movement speed 20, doublemoving makes 40. All get within 15 of Orsik and get disintegrated. You then a hear command given "alright his aura is too powerful, nobody get close to his aura. and and you needleblights not in the moonbeam around it" normally they stupid, but they are being controlled And the noise is coming from inside the building.

1. South and west enemies are gone, 2 out of 3 enemies in the southwest are gone.
2. 4 east needleblights die off on the east out of the 9 con won't save them, hp 11
3. All of the north enemies are alive
Rag is up Then the enemies finish their turn and will attack, just wanted to see what would be left to make it easier


8-07 Map DungeonMaster

Alright, so I'd assume Rag would throw a Javelin at the flier hit: 5 + 1d20 ⇒ 5 + (7) = 12 dmg: 1d6 + 3 ⇒ (5) + 3 = 8 hitting it and finishing it off. Then he moves as far east as he can go to take care of that group.
Oh right, cherry gets her round 2 before they get their round 2
Cherry is up then they attack, they spent all of round 1 just moving. Technically speaking all the south ones are still alive, cause they haven't moved into the aura yet, but that is what they would do on their turn cause someone controlling them is testing the aura not knowing how powerful it is and other things. The south ones will be dead on their turn though. To make is easier, my last post shows where they would move and what would be alive after their turn before their attacks are made


HP 136/136 | AC 36 | T 19 | FF 31| CMD 26 | Fort +13 | Ref +20 | Will +15 | Init +11 | Perc +20
Usable:
Bonded Ring (1/1), Channel (6/10), Charmer (2/3), Combat Healer (2/2), Energy Body (14/14)

Cherry moves to where she can cast Burning Hands on a group of them.

Burn!: 3d6 ⇒ (5, 5, 4) = 14 Dex save DC 15 for half.


8-07 Map DungeonMaster

Cherry moves up to the north ones after waiting for them to move a little closer and burning hands, getting 7 of them.
dex: 1 + 1d20 ⇒ 1 + (20) = 21
dex: 1 + 1d20 ⇒ 1 + (8) = 9
dex: 1 + 1d20 ⇒ 1 + (10) = 11
dex: 1 + 1d20 ⇒ 1 + (2) = 3
dex: 1 + 1d20 ⇒ 1 + (3) = 4
dex: 1 + 1d20 ⇒ 1 + (10) = 11
dex: 1 + 1d20 ⇒ 1 + (18) = 19 killing 5 out of 7

9 needle blights left, these things have range
hit: 3 + 1d20 ⇒ 3 + (19) = 22 vs cherry
hit: 3 + 1d20 ⇒ 3 + (14) = 17 vs cherry
hit: 3 + 1d20 ⇒ 3 + (19) = 22 vs cherry
hit: 3 + 1d20 ⇒ 3 + (19) = 22 vs cherry

hit: 3 + 1d20 ⇒ 3 + (7) = 10 vs fhern
hit: 3 + 1d20 ⇒ 3 + (14) = 17 vs fhern
hit: 3 + 1d20 ⇒ 3 + (4) = 7 vs fhern
hit: 3 + 1d20 ⇒ 3 + (7) = 10 vs fhern
hit: 3 + 1d20 ⇒ 3 + (4) = 7 vs fhern

1 twig left hit: 3 + 1d20 ⇒ 3 + (10) = 13 vs fang for ease, I'm using average dmg, if hit by needle take 8 piercing dmg per hit, if hit by twig, take 3 piercing per hit
All heroes are up, and yes cherry can go, since she acts on round 3 before the enemy goes


HP 136/136 | AC 36 | T 19 | FF 31| CMD 26 | Fort +13 | Ref +20 | Will +15 | Init +11 | Perc +20
Usable:
Bonded Ring (1/1), Channel (6/10), Charmer (2/3), Combat Healer (2/2), Energy Body (14/14)

They have disadvantage if they are evil.. If they aren't evil than she is hit 4 times and takes 32 damage, leaving her at 1. Need to resolve before I take her turn.


8-07 Map DungeonMaster

disadvantage attacks
hit: 3 + 1d20 ⇒ 3 + (19) = 22
hit: 3 + 1d20 ⇒ 3 + (11) = 14
hit: 3 + 1d20 ⇒ 3 + (6) = 9 okay, so 1 miss.
hit: 3 + 1d20 ⇒ 3 + (19) = 22


HP 136/136 | AC 36 | T 19 | FF 31| CMD 26 | Fort +13 | Ref +20 | Will +15 | Init +11 | Perc +20
Usable:
Bonded Ring (1/1), Channel (6/10), Charmer (2/3), Combat Healer (2/2), Energy Body (14/14)

She takes 24 damage from the attacks..

When she is hit by the first one she casts Hellish Rebuke as a reaction.

Fire: 3d10 ⇒ (3, 3, 10) = 16 Dex 15 for half.

--------------------------

Round 3

She heals herself as a bonus action and burning hands again..

Heals: 1d4 + 4 ⇒ (4) + 4 = 8

Burns: 3d6 ⇒ (5, 5, 1) = 11 Dex 15 for half.

"Take that evil plant things!"


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

I've lost track of where they're still clumped up, but I'll aim the moonbeam at four needle blights clumped up, then move into Orsik's protective aura.

RadiantDamage: 3d10 ⇒ (6, 10, 3) = 19(DC 15 CON save for half)


CG Orc Fighter 8 Max HP: 76 | AC: 22 | Initiative: -1 | Saves: STR: +8; DEX: 0; CON: +7; INT: +2; WIS: +2; CHA: +2

Hearing the voice come from within the winery, Fang will disengage and begin moving that way, doing his best to weave through the fray and relying on his armor where he can't.

Double moving to the nearest door to the winery.


8-07 Map DungeonMaster

con: 1 + 1d20 ⇒ 1 + (8) = 9 dies
con: 1 + 1d20 ⇒ 1 + (16) = 17 hurt
con: 1 + 1d20 ⇒ 1 + (8) = 9 dies
con: 1 + 1d20 ⇒ 1 + (20) = 21 hurt

A blight dies from hellish rebuke cause it is hurt, others try to dodge the burning hands.
dex: 1 + 1d20 ⇒ 1 + (19) = 20 that hurt one dies anyway
dex: 1 + 1d20 ⇒ 1 + (2) = 3 dies
dex: 1 + 1d20 ⇒ 1 + (14) = 15 hurt and only one left near Cherry

Fang moves inside door which his aggressive allows him to, inside, he finds a druid and a mage, both 15 feet away from him and both 15 feet apart from each other.

3 needle blights up all hurt, 2 clumped together, 1 twig blight up, and a druid and mage inside the winery.
I'll just assume you can reach melee at this point if you need to, the land pulls it self together for a few seconds, just enough shorten the distance to everything except for the winery up north with the druid and mage, that will take a double move.
Orsik, Rag, Ago, Tal are up another druid is a single move south of you all as he comes into view, along with a regular wolf. This is the last of the enemies.


Inactive

Orsik closes the distance to have the druid and the wolf in his aura area and casts hold person on the druid. "In the name of Helm, you will be defeated!"

Wis save DC 15 or he's paralyzed. Then Wis save on the end of each of his turns for 1 minute or he's paralyzed. If he saves the spell ends.


8 Paladin | AC 20 | 68/68 HP | Init -1 | Proficiency +3 | Passive Percep 11 | +10 Sunsword 1d8+7 | +8 Silver Longsword 1d8+5 | +8 Lt Hammer 1d5+4 Range 20ft 1/1 Channel Divinity | 3/3 Divine Sense | 1/1 Inspiration | 3/3 Relentless Avenger | 30/30 Lay on Hands 9/10 Rations
Channel:
Abjure Enemy DC13 | Vow of Emnity
Spell Attack +5 | Spell Save DC13 | 4/4 1st Level Slots 4/4 2nd Level | [

"Oi, magic man. Might was well surrender to the might of Helm now."

Agotaras whispers a short prayer and disappears in a puff of mist only to reappear next to the mage his Sunsword already in mid swing for the first of two attacks.

Bonus action Misty Step and Attacks

Sunsword Attack 1: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Sunsword Attack 1: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 6 ⇒ (6) + 6 = 12


8-07 Map DungeonMaster

The first swing agotaras hits the mage across the left arm, but on the 2nd swing, the mage will cast shield deflecting agotaras's blow.
wis: 2 + 1d20 ⇒ 2 + (11) = 13 and the druid south with the wolf is paralyzed.


Druid 8 | HP: 59/59 | Speed:35 | AC: 17 | Passive Perception: 17 | Init: +3 | Wildshapes (3hr) 2/2 | Spells: 1st: 4/4 2nd 3/3 3rd 3/3 4th 0/2 Saves: STR-1, DEX+3, CON+2, INT+3, WIS+8, CHA+0 | Skills: Insight, Perception, Slight of Hand, Stealth, Survival | kits: Thieves tools, disguise kit, herbalism kit)

I hate to bring it up, but Hold Person and Spirit Guardians are both concentration spells. You can only have one or the other.


Inactive

Ouch. I'll drop the Guardians then.


8-07 Map DungeonMaster

Tal and rag are up I'll give about another 13 hours or so before botting. Just thing, after this level 6. And Xanthar's guide rewrite


Male Half-Elf Sorcerer 6; Medium humanoid, neutral good; Armor Class 16; Hit Points 44/44; Speed 30 ft.; Saving Throws Dex +3, Con +5, Cha +7; Skills Arcana +3, Deception +7, Insight +3, Investigation +3, Perception +3, Persuasion +7; Senses darkvision 60 ft., passive Perception 12; Spells per day 1st - 4/4; 2nd - 3/3; 3rd - 3/3; Sorcery Points 6/6;

Talsazzar will toss a second fireball where it will do the most damage.

Fireball!: 8d6 ⇒ (2, 5, 1, 3, 2, 4, 4, 3) = 24


8-07 Map DungeonMaster

the fireball kills the twig blight
dex: 1 + 1d20 ⇒ 1 + (5) = 6 druid
dex: 2 + 1d20 ⇒ 2 + (10) = 12 wolf
Killing the twig blight, wolf and almost the druid as the fires burn hot.
1 very hurt druid to the south, 1 druid and 1 mage doublemove to the north, and 2 very hurt needle blights to the left a tad.
Rag is up Oh, and we might as well go to top of next round Cherry is up


HP 136/136 | AC 36 | T 19 | FF 31| CMD 26 | Fort +13 | Ref +20 | Will +15 | Init +11 | Perc +20
Usable:
Bonded Ring (1/1), Channel (6/10), Charmer (2/3), Combat Healer (2/2), Energy Body (14/14)

Cherry will move and try to finish up the remaining needled blight with a burning hands.

Fire Dam: 3d6 ⇒ (4, 6, 3) = 13 Reflex 15 for 1/2

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