[D&D 5e] DM Asmodeus's "Night Below" Group #2 Campaign (Inactive)

Game Master bwatford

Current Location: The Gleaming Glade in the Hardlow Woods


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Ambusher makes its regular turn attack using multi-attack against the mule Pip is riding.

shortsword1: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

shortsword2: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Archer versus Wolfgang

Scimitar: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Farmer versus Faey

Scimitar: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Farmer versus The Slice

Scimitar: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Carlanis attack against Alex with Mace (Multi-Attack) and Advantage from Pack Tactics.

1st attack against Alex

Mace: 1d20 + 4 ⇒ (20) + 4 = 24
Advantage: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Critical: 1d6 ⇒ 2

Critical hit, possible extra effect.

Percentage: 1d100 ⇒ 25

2nd attack against Alex if needed.

Mace: 1d20 + 4 ⇒ (3) + 4 = 7
Advantage: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Alex DC 12 Con Save to avoid critical effect.

ConSave: 1d20 + 5 ⇒ (12) + 5 = 17


Erdann wrote:
my intent (sorry if i wasn't clear) was to remain inside of the illusion to remain hidden

Ok I will move you into the illusion when I update the map again.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Not taking a turn, just saying things.
The dead mule could become a problem. Assuming we survive this. If Jellys up, we may stand a bit more of a chance.


besides the one warming the dirt in the middle of the road, which of you needs the most assistance? looks like everyone is 1-for-1 for enemies


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

I'm at 3 hp and I think I have the hardest enemy. She seems to have 2 attacks per turn and sneak attack.


Glasilock Haridensford Pip wrote:
I'm at 3 hp and I think I have the hardest enemy. She seems to have 2 attacks per turn and sneak attack.

well i suppose i can try to add my one HP to yours haha


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Ya, we may need Jelly.


Yeah, i don't have anything that can make that happen


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

A ray of frost would still help.


Ambusher first attack against Pip.

Shortsword: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Ambusher second attack against Erdann.

Shortsword: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Carlantis first attack against Alex with Advantage (Pack Tactics)

Mace: 1d20 + 4 ⇒ (13) + 4 = 17
Advantage: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Critical Damage: 1d6 ⇒ 1

Critical Effect Possibility: 1d100 ⇒ 1


Carlantis second attack against Alex with Advantage (Pack Tactics)

Mace: 1d20 + 4 ⇒ (18) + 4 = 22
Advantage: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

I think that makes two bad guys with two attacks per round?

Anyone else get the feeling we weren't supposed to win this?


Quiver: 20/20|Bombs: 4/4|Mutagen (dex): 1/1|Extracts: Shield, +1 open slot Alchemist (grenadier) 1|AC: 18|HP: 8/8|Initiative +6|Low-Light Vision, Perception +5|Fort: +3; Refl: +6; Will: -1;|

Starting to wonder...

Rules Question...on sleep it says the affect is based on hit points. Are those total hit points or current? As in, if I hit Ambusher/Carlanis with a sleep spell, do I need to roll higher than their original hit points or just their current?

*feels like a complete idiot for not asking this before I took my actions*

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

okay, it says exhaustion reduces my movement by half. My movement is currently 25 before exhaustion (wood elf, medium encumbered). Is it 15 or 10 now? And if my movement is 15, then standing up costs 10 or 5?


Jelly Gelly wrote:
okay, it says exhaustion reduces my movement by half. My movement is currently 25 before exhaustion (wood elf, medium encumbered). Is it 15 or 10 now? And if my movement is 15, then standing up costs 10 or 5?

Always Round Down Whenever you divide a number in the game, round down if you end up with a fraction. Do so even if the fraction is 0.5 or more. -091913 DM Guidelines.pdf, pg 4

There are only two exceptions:

Hit Dice recovery after a long rest: Half ECL, rounded up

Druid / Wizard spell slot recovery after a rest: Half druid or wizard level, rounded up

So if your movement speed is 25 then half movement would be 10 and half of that to stand up would be 5, so that leaves you with 5 after you stand up.


Quiver: 20/20|Bombs: 4/4|Mutagen (dex): 1/1|Extracts: Shield, +1 open slot Alchemist (grenadier) 1|AC: 18|HP: 8/8|Initiative +6|Low-Light Vision, Perception +5|Fort: +3; Refl: +6; Will: -1;|

Probably should roll damage for the spell...
1d4 ⇒ 3

Also, any word on my question above?


Faey Vallidorn wrote:

Starting to wonder...

Rules Question...on sleep it says the affect is based on hit points. Are those total hit points or current? As in, if I hit Ambusher/Carlanis with a sleep spell, do I need to roll higher than their original hit points or just their current?

*feels like a complete idiot for not asking this before I took my actions*

Sleep is always based on the current hitpoints of creatures in the area of effect.

Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

I'm not sure why my spoilers didn't show the dice rolls, so I'll post them here to keep them out of the game thread. It worked fine on the first attack.

"Come on guys! We've got to learn to fight as a team if we want to survive". As he attacks the farmer with both knives.

1d20 + 6 ⇒ (20) + 6 = 26 Dagger 1
1d20 + 6 ⇒ (12) + 6 = 18 Dagger 2
1d4 + 4 ⇒ (1) + 4 = 5 cut 1
1d4 ⇒ 3 cut 2
1d4 ⇒ 2 Critical Damage (Cut 1)

10 Total Damage

I don't guess the farmer left a threatened square when he came to aid the bandit chief did he? Also after the dual attack the Slice heads to square R-21.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Wolfgang, I would like to tell you that true strike is a terrible spell. You are better served just attacking twice.

Sorry if I come across as mean, I'm just saying that it almost halves your DPR.


Ambusher's Wisdom Save versus Vicious Mockery DC 13

Wisdom Save: 1d20 + 2 ⇒ (7) + 2 = 9

Damage: 1d4 ⇒ 4 psychic damage.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)
Erdann wrote:
my intent is not to draw an AoO, withdraw is the thing to do, right?

Its called disengage in this edition, but yes. An action to avoid an AoO.


I will be out of pocket today as we go hunting for a new house. We have several properties we are scheduled to look at. I will update late tonight when we return.

Billy


Carlantis attack #1 versus Alex (Attack versus prone gives advantage.)

Mace: 1d20 + 4 ⇒ (6) + 4 = 10
Advantage: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d62 ⇒ 61

Carlantis attack #2 versus Alex (Attack versus prone gives advantage.)

Mace: 1d20 + 4 ⇒ (14) + 4 = 18
Advantage: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d62 ⇒ 8

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Fun Fact: Definition of "Odium": A mixture of fear and loathing.

;-)


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

I don't know if you missed in the Slices post above that he moved to R-21 after his attacks last round? Don't know if that would have influenced anything else... maybe AOO on the other moving bandit, or maybe they might have stayed to fight there. The farmer was down and he was 10' away from the leader so there should be no AOO from the leader. Slices tactics are to cut and move... cut and move...

I'll wait for an answer before I post as this is important to the outcome of this battle.


The Slice wrote:

I don't know if you missed in the Slices post above that he moved to R-21 after his attacks last round? Don't know if that would have influenced anything else... maybe AOO on the other moving bandit, or maybe they might have stayed to fight there. The farmer was down and he was 10' away from the leader so there should be no AOO from the leader. Slices tactics are to cut and move... cut and move...

I'll wait for an answer before I post as this is important to the outcome of this battle.

Moved you on the map, when the ambusher moved she used the disengage action which protects her from all AoO that round, she then moved and then used her cunning action to dash as a bonus action.

Her goal was to get next to the leader so that they he could benefit from pack tactics and she would get sneak attack for him being adjacent to a enemy.


And The Slice continues to live up to his name.....


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)
DM Asmodeus wrote:
And The Slice continues to live up to his name.....

Yep, he hasn't missed yet in the campaign.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

We can always use heal check on characters. DC 10 Medicine checks.
Also Alex has 2 death failures now, as it does not reset until you get a short rest, not when you heal above zero.


They are both reset to 0 when you regain any hit points or are stabilized.
PHB: 197 at the end of Death Saving Throws before the bolded Rolling 1 or 20

The success and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.

So right now Alex has 1 failure.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

I vote Slice uses a coup de grâce on the bandit, as well as us all being by to attack if he does wake up.


Just for clarification for Coup de Grace.

The Slice makes an attack roll against the prone target with advantage. Any hit is an automatic critical so weapon die rolls as well as his sneak attack dice are rolled twice.

If he attacked with both daggers and hit with both the damage would be

2d4 plus modifier - 1st dagger

2d4 - end dagger

4d6 - sneak attack damage due to advantage.

Damage estimate: 8 - 40 plus modifier.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

As much as the character wants to use his last spell slot to healing word pip, because he doesn't want any one to die, and since he didn't prepare cure wounds, he also knows that keeping 1 spell slot for a burning hands might be a good idea. If we get hit with another wave before we have a long rest, we might need that burning hands to go at them. He tries to use at least one spell for massive damage before using all spells, because the longer battles go on, the more bloody the battle becomes.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Don't worry about it, Jelly. Have the PC's not die and everything is just details.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

It will take me 1d4 hours to regain consciousness, and then a 1 hour after that for a short rest, because I do not want to be adventuring with 1 hit point, and I'm guessing neither does Erredan.

You could put me in the cart and drag me if you want. The mule is dead, but I feel like dragging me normally would be detrimental to my health.

Or you could just stand and wait for me to wake up.


you're right, i am not too fond of going around with 1 HP. honestly, to play the character faithfully, i would have just stayed in that illusion until the fight was over or found another way to escape. but that isn't very helpful for being part of a team, so... haha

amended my actions in game GM. not that it mattered with that roll.


Wolfgang von Goethe wrote:
Don't worry about it, Jelly. Have the PC's not die and everything is just details.

Wolfgang can you please retcon your action for me unless you are attacking a sleeping bandit leader.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Hours till Pip wakes up: 1d4 ⇒ 1

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Guys, just FYI, Warlocks don't get many spells, but they get all their spells back after a Short Rest. Hence, after any fight, I'm always going to be asking for a short rest. Jus' sayin'. =)


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Ok, well everyone just pay for your own then, because apparently some people have already divided up the money.


Last money i got was 15 gold, 3 silver and 6 copper to your sheet (0.48 pounds) which i don't think was from the cost of living pot. So as far as i know i didn't divide it.


Ok guys and gals,

I have to address an issue right off the bat here. The recruitment for this campaign specifically stated that posting requirements were once per day Monday through Friday which amounts to about 5 post per week. Some are not meeting that requirement.

Wolfgang - 8 post this week (excellent)
Faey - 4 post this week
Alex - 2 post this week
Jelly - 6 post (good)
Pip - 5 post this week
Erdann - 7 post this week (excellent)
The Slice - 2 post this week

I put a lot of effort into these games and are running two tables of Night Before so everyone has a chance to play. However from this group I see only about five that meet the requirements.

The Slice and Alex? You still with us to play?

Grand Lodge

Male Male Human Fighter 2: HP:31/31, Spd:20 , AC:16 (18 with shield), Init:2, Saving throws: Str:5, Dex:3, Con:5, Int:0, Wis:3, Cha:2, Passive Perception:15 Fighter 2

I'm really sorry, I got trapped by a CR harder-than-life College exams.
I understand that this will count towards my strike numbers, but I swear by my nerd honour that I won't be caught again offending!

I'm really enjoying this game and will fix this problem off the bat.


so did we decide on if that money had been split or not?

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

To keep a communal pot of money, it's usually best if there is some discussion and agreement beforehand, to avoid anyone getting surprised. And since it was first split (I think by Jelly) that seems to be the way we're going. Make sure to update your character sheet with 10.26 gp.

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