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

Game Master bwatford

Current Location: The Gleaming Glade in the Hardlow Woods


751 to 800 of 860 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>
Dark Archive

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

Wolfgang nods. He speaks out loud so everyone can understand. "Dunwich, go and scout that pile of corpses. Then come back and let us know if it's safe to investigate it."

The invisible demon silently glides off into the early morning, following the smell of rotting meat.
Stealth: 1d20 + 5 ⇒ (13) + 5 = 18


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 might just sneak up a little closer, and take a look myself... just in case the imp misses something... or lies".

OOC

Spoiler:

Don't know if taking his time, and sticking to the woods on the side of the road would grant Advantage or not, so I'll roll it just in case.
1d20 + 8 ⇒ (7) + 8 = 15

Mechanics

Spoiler:

1d20 + 8 ⇒ (16) + 8 = 24 Stealth
1d20 + 4 ⇒ (14) + 4 = 18 Perception

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Jelly will shoot a body with a crossbow. "If they are not dead, they are undead, no way someone would have kept them alive." he says in a low voice towards his allies.

mechanics:
hit: 7 + 1d20 ⇒ 7 + (5) = 12 dmg: 1d8 + 5 ⇒ (1) + 5 = 6


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Dunwich flies invisibly over to the bodies to investigate while the Slice sneaks up on the side...

The bodies are those of two bodyguards the pilgrims had with them. Both wear holy symbols of the pilgrim’s faith. One is dead, the other just barely alive.

Jelly meanwhile fires a crossbow at the two men, luckily it hits the dead man instead of the one still living.

The barking of the dogs are audibly getting closer to the groups position.

Jelly:

You can not come up with a reason why the delegation would be late.

Active Effects:

Pip hitdice (2 of 3 remaining.)

Wolfgang cast falselife (8 temporary hitpoints remaining.)


Erdann looks for a nearby place to hide that isn't terribly far from the group, to set up a counter-ambush.

mechanics:

stealth: 1d20 + 6 ⇒ (3) + 6 = 9


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

"This one still lives".

The Slice motions the others forward, and moves towards the living man.

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Jelly will ready his crossbow for when he sees a barking dog or someone else coming after him or his group.


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

As The Slice makes it over to the wounded man he notices that the mans intestines lay out on the ground beside him and his body is horribly mangled to the point that even magic would not restore the man to health. The dying man is trying to mouth something which is barely even a whisper, The Slice kneels down to hear what he has to say...

". . . pilgrims . . . taken . . . the red-headed man! . . . his eyes . . . they were alive, I swear"

Then the man expires.

Active Effects:

Pip hitdice (2 of 3 remaining.)

Wolfgang cast falselife (8 temporary hitpoints remaining.)

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

Alexander, who has been covering the slice with his bow alerted by the barking, dashes over when his companion informs them of the alive man.

The warrior arrives late, though, and he assumes a guarding stance again as he asks "Who... who could have done this?" before checking if there are any tracks or clues around that could guide them.

OOC:

Could we check for tracks around using Survival?
If so...

Mechanics:

Survival: 1d20 + 5 ⇒ (7) + 5 = 12


Night Below
Act 3: Lurred Into Darkness
Scene 5: A Kidnapping on the Moors
Active Maps: Map of Harenshire
Active Battle Maps: Death Dog Battlemap
-=-=-=-=-=-=-=-=-=-=-

Alex moves up next to the bodies and begins to look for tracks, before he can find much the barking increases and six animals break from the brush about seventy to eighty feet from them....

The six dogs are ugly two-headed hounds with saliva dripping from their jaws. Tiny worms crawl on their mangy hide.

To learn more about the two-headed dogs you see the NATURE DC's are below. Do not read them if you do not make the check.

DC 11:

DEATH DOG
Medium monstrosity, neutral evil
Armor Class 12
Hit Points 39 (6d8 + 12)
Speed 40ft.

A death dog is an ugly two-headed hound that roams plains, deserts, and the Underdark. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.

DC 16:

Skills Perception +5, Stealth +4
Senses darkvision 120ft., passive Perception 15
Languages-

Death dogs are disease-ridden nocturnal pack hunters. Said to be the risen corpses of dogs or hyenas animated by monster-worshiping cultists, they are actually living creatures infested with symbiotic worms. Capable of tracking their prey for miles across barren terrain, death dogs surround stronger creatures, attacking and retreating, allowing their infected bites to wear down an opponent until it is too weak to fight. A pack's territory may overlap with others of its kind without competition, though in lean times packs may skirmish over live prey or carrion.

DC 21:

Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.

A death dog's saliva contains hundreds of tiny eggs that grow into flesh-devouring worms. The worms don't harm the death dog, but consume any creatures they come into contact with. A death dog's corpse is contagious for several days after its demise and may infect creatures that touch or eat it. Remove disease can kill a death dog's worms and remove its disease ability, but if allowed to associate with others of its kind, its quickly becomes reinfected.

DC 26:

ACTIONS
Multiattack. The dog makes two bite attacks .

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6 + 2 piercing damage.

lf the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by ldlO on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.

Round 1 Initiative
PC's
Dogs

* Conditions: None
* Everyone please post your round 1 actions at this time.
* Actions will be processed IN the order that they are posted.

OOC:

Battlemap is active in the above map links. Please use grid cordinates when moving.

Active Effects:

Pip hitdice (2 of 3 remaining.)

Wolfgang cast falselife (8 temporary hitpoints remaining.)


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)

Pip takes out his crossbow, and fires a shot at one of the creatures. "Yer an ugly mutt!" he yells.

Mechanics:
Light Crossbow: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Firing at #3

Nature: 1d20 + 2 ⇒ (11) + 2 = 13

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Jelly will move five feet to not be at disadvantage and shoot at dog 1. They are four legged animals, no need to come to them, because they will come to us, though I need to get a better shot.

mechanics:
To square T2 hit: 7 + 1d20 ⇒ 7 + (5) = 12 dmg: 1d8 + 5 ⇒ (7) + 5 = 12

Dark Archive

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

Mechanics:

Nature: 1d20 + 1 ⇒ (8) + 1 = 9


Wolfgang has never heard of the these creatures before, but as they are simply carrion mutts, he feels little to fear from them.

All the same, Dunwich settles done in front of the warlock, ready to finish off any foolish enough to come close.

Wolfgang targets the middle one with a baleful Hex aura, and follows it up with a blast of tearful worry.

Mechanics:

Eldrich Blast: 1d20 + 5 ⇒ (14) + 5 = 19

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

"Dammit..." mutters the wannabe ranger at the sight of the dogs.

Nature:

Nature: 1d20 + 0 ⇒ (6) + 0 = 6

The man moves to get a better sight..."What are those damned ugly things?" he asks as the first of his arrows fly, soon followed by another.
Mechanics:

Moving to S,7
Using Action Surge to make two attacks on D,14
Attack #1: 1d20 + 4 ⇒ (7) + 4 = 11
Attack #2: 1d20 + 4 ⇒ (10) + 4 = 14
Damage #1: 1d8 + 2 ⇒ (3) + 2 = 5
Damage #2: 1d8 + 2 ⇒ (1) + 2 = 3


Erdann readies himself to cast a spell when the creatures get closer.

mechanics:

Can i roll if nature isnt trained? if so:
nature: 1d20 + 3 ⇒ (18) + 3 = 21

Readied Action: cast Flaming Sphere when a dog is within 30ft, UNLESS he learns from his roll that they are resistant to fire.
IF they are resistant to fire, then he will do Ray of Frost when one gets within 10ft of a PC, UNLESS he learns they are resistant to cold, in which case it'll be a Magic Missile.

that looks like a lot of readied actions, but really it is just that what he learns determines which single action he readies. I only threw it all out there so as not to slow down the PbP.

Dark Archive

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

OOC:
Whoops! Forgot to roll damage. ^_^
Eldrich blast damage + hex: 1d10 + 3 + 1d6 ⇒ (5) + 3 + (4) = 12
Also, don't know if I'm at disadvantage, so, if I am,
Eldrich blast Disadv?: 1d20 + 5 ⇒ (18) + 5 = 23


Night Below
Act 3: Lurred Into Darkness
Scene 5: A Kidnapping on the Moors
Active Maps: Map of Harenshire
Active Battle Maps: Death Dog Battlemap
-=-=-=-=-=-=-=-=-=-=-

Pip moved forward just enough, trying to get a shot through the brush and terrain with his crossbow, he loosed his bolt and struck one of the dogs as it let out a howl.

Jelly moved forward and fired off a crossbow shot, the bolt landed just in front of his intended target, the shrubs and terrain causing him to just miss his mark.

Wolfgang through a hex up upon dog #2 and then fired off a blast of energy in its direction, the rolling ball of energy taking out twigs and leaves in its wake before striking its target soundly.

Alexander moved forward with his bow, calling in his reserves of energy to take two shots. His first one went over the dogs head but his second managed to just graze the dog as it passed.

Erdann readied to cast a spell, he hoped they would be within thirty feet momentarily.

Then the dogs came, at full run they came, growling and chopping at the bit they did come. Breaking into two packs of three, three of the two headed dogs surrounded Alex and the other three surrounded The Slice.

Erdann let his spell loose at the closest dog, a rolling ball of fire coming into existence beside it. The dog howls as its fur singes.

Round 2 Initiative
PC's
Dogs

* Conditions: (Dog #2: Hexed by Wolfgang) (Wolfgang is concentrating on Hex) (Erdann is concentrating on Flaming Sphere)
* Everyone please post your round 2 actions at this time. The Slice please take your round 1 and round 2 actions at this time since you missed last round.
* Actions will be processed IN the order that they are posted.

OOC:

Battlemap is active in the above map links. Please use grid cordinates when moving.

Mechanics:

Dog #1 takes 3 hitpoints of piercing damage from Alex's longbow.
Dog #1 takes 3 hitpoints of fire damage from Erdann's Flaming Sphere.
Dog #1 has taken a total of 6 hitpoints of damage.

Dog #2 is hexed by Wolfgang.
Dog #2 takes 12 hitpoints of force and necrotic damage from Wolfgang's Eldritch Blast.
Dog #2 has taken a total of 12 hitpoints of damage.

Dog #3 takes 7 hitpoints of piercing damage from Pip's crossbow.
Dog #3 has taken a total of 7 hitpoints of damage.

Wolfgang used one spell slot. (1 of 2 remaining.)

Alex used Action Surge (0 of 1 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

Active Effects:

Dog #1 has taken a total of 6 hitpoints of damage.

Dog #2 has taken a total of 12 hitpoints of damage.

Dog #3 has taken a total of 7 hitpoints of damage.

Alex used Action Surge (0 of 1 remaining.)

Pip hitdice (2 of 3 remaining.)

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang used one spell slot. (1 of 2 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)


Erdann fires a beam of blue-white light as the ball of flame continues to churn.

mechanics:

vs R6
ray of frost: 1d20 + 5 ⇒ (1) + 5 = 6
cold: 1d8 ⇒ 4

Flaming sphere will also roll over R6 if it still lives after the Ray of Frost.
fire: 2d6 ⇒ (2, 3) = 5

did my knowledge check earlier count, or not because it was untrained?

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

Gritting his teeth, Alexander watched as the dogs approached.
Outnumbered and surrounded, the young man still had no fear to bear... he did let loose his bow, but before the weapon hit the ground he acted: spinning on his heels, Alex drew his greatsword and brought it down on the wounded abomination with a downwards circular slash.

The attack was wild indeed, but powerful too.

Mechanics:

Dropping the bow, drawimg the greatsword and attacking Dog #1
Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 2d6 + 3 ⇒ (2, 5) + 3 = 10
As per Great Weapon Fighting Style I'll reroll the 2
Reroll: 1d6 ⇒ 6
Total of 14 damage.


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

Round 1
The Slice feeling a bit exposed moves his back against the boulder beside him, and slices out at one of the dogs.

"Hey! A little help here"!

Mechanics

Spoiler:

1d20 + 6 ⇒ (5) + 6 = 11 Shortsword
1d6 + 4 ⇒ (2) + 4 = 6 Damage
1d20 + 6 ⇒ (1) + 6 = 7 Dagger
1d4 ⇒ 4 Damage

OOC

Spoiler:

I believe this is the way this works. The Slice attacks, then uses his bonus action from Fancy Footwork to move away without evoking an attack of opportunity. Then on his next round he can move in, attack another, and use his bonus action to do this again... Stick and move...

Round 2
Mechanics

Spoiler:

1d20 + 6 ⇒ (9) + 6 = 15 Shortsword/2
1d6 + 4 ⇒ (5) + 4 = 9 Damage/2
1d20 + 6 ⇒ (13) + 6 = 19 Dagger/2
1d4 ⇒ 1 Damage


Erdann:

Yes the knowledge check counts, there is no such thing as untrained in 5e

The Slice:

If you are using your bonus action to use Fancy Footwork then you do not get your dagger attack as the dagger uses your bonus action to make the second attack.


"I've seen these before, in the underdark. Their bites guarantee virulent disease. Burn the corpses, they're contagious too. Amazing hunters, and they can use cunning guerilla tactics."

Dark Archive

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

Wolfgang continues his assault at Dog #6, throwing another blast of unworldly energy at it.

"Try and pick one and focus it down!"

Mechanics:

Eldrich blast Attack!: 1d20 + 5 ⇒ (8) + 5 = 13

Eldrich blast Damage!: 1d10 + 3 + 1d6 ⇒ (4) + 3 + (6) = 13

The Slice!:

You didn't declare a target with your attacks. Might I suggest you targeting Dog nunmber 6, so together we can maybe kill it? =)

The horror Dunwich continues to drool and scrape at the ground, convinced that there will be many deaths this day.


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)

Pip moves forward, ****, he thinks, as he moves. A spray of fire comes from his outstretched hand, and he jumps back, letting off another bolt.

Mechanics:
Moving to U-6 and casting burning hands so that it hits #3 and #4. DC 13 dexterity saving throw or take 3d6 ⇒ (2, 6, 2) = 10 fire damage.

Then, moving to U-3 and using action surge to make a light crossbow attack.

Light crossbow: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Jelly will light up dogs 3 4 and 6 with violet colored light.

mechanics:
Fairie fire, all attacks on these dogs now have advantage unless they succeed on a dexterity save DC 14


Night Below
Act 3: Lurred Into Darkness
Scene 5: A Kidnapping on the Moors
Active Maps: Map of Harenshire
Active Battle Maps: Death Dog Battlemap
-=-=-=-=-=-=-=-=-=-=-

Erdann fires off a blast of cold energy that streaks from his fingertips in a blue tinted ray of light but all he managed to do was freeze a shrub close to his intended target. Erdann then has the flaming sphere slam into the dog again.

Alex dropped his bow and spun bringing his greatsword off his back and swinging at the dog that was trying to dodge the fire of the sphere, his sword cut deep into the creature as it howled in pain but it did not fall.

The Slice quickly reacted as the dogs surrounded him, thrusting his shortsword and then swinging his dagger but the dogs managed to dodge both blows, as the dogs moved closer he struck one of them with his shortsword managing to just cut through the hide before The Slice moved away to get out of danger, stepping to just past Pip and taking up a position to help block Wolfgang from direct attack.

Wolfgang sent another blast of energy toward the dog that The Slice had cut, the blast slammed into the hound as it went sideways but it did not go down.

Pip moved toward the pack and let loose with a spray of fire that singed a couple of dogs trying to avoid the spraying fire. Then Pip spun and let loose an arrow with his crossbow but the bolt fell short and missed its target.

Jelly waves his hands as Dog #4 begins to glow with a purple light.

Dog #1 moves away from the ball of flame positioning itself between Pip and Alex one head snapping at each man. The one head pit into Pip's arm while the other couldn't get it's teeth to penetrate Alex's armor.

Dog #2 and #3 repeatedly bit Alex, his left leg, his right leg and his right hip all felt the teeth sink in as they attacked, he did not feel well as the dogs saliva carried something else with it that raced into the fighter's bloodstream.

Dog #4 broke off and moved to attack Pip, both heads biting and snapping but Pip managed to hold the newcomer at bay.

Dog #5 and #6 followed after The Slice and attacked with ferocity, they tore into him time and time again, biting chewing and shaking their heads rending flesh from bone until the rogue was dripping with his own blood. Diseased blood.

Round 3 Initiative
PC's
Dogs

* Conditions: (Dog #2: Hexed by Wolfgang) (Dog #4: Under Faerie Fire) (Wolfgang: Concentrating on Hex) (Erdann: Concentrating on Flaming Sphere) (Jelly: Concentrating on Faerie Fire.) (Alex: Diseased.) (The Slice: Diseased.)
* Everyone please post your round 3 actions at this time.
* Actions will be processed IN the order that they are posted.
Faerie Fire: All attacks against this target have advantage.
Diseased: A diseased player or NPC has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Mechanics:

Dog #1 takes 2 hitpoints of fire damage from Erdann's Flaming Sphere.
Dog #1 takes 14 hitpoints of slashing damage from Alex's sword.
Dog #1 has taken a total of 22 hitpoints of damage.

Dog #3 takes 5 hitpoints of fire damage from Pip's Burning Hands
Dog #3 has taken a total of 12 hitpoints of damage.

Dog #4 takes 5 hitpoints of fire damage from Pip's Burning Hands
Dog #4 has taken a total of 5 hitpoints of damage.

Dog #6 takes 9 hitpoints of slashing damage from The Slice's sword.
Dog #6 takes 13 hitpoints of force damage from Wolfgang's Eldritch Blast.
Dog #6 has taken a total of 22 hitpoints of damage.

Pip used one First Level Spell Slot (1 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip takes 4 hitpoints of piercing damage from Dog #1.
Pip has 27 of 31 hitpoints remaining.

Jelly used one First Level Spell Slot (3 of 4 remaining.)

Alex takes 8 hitpoints of piercing damage from Dog #2's bite.
Alex takes 7 hitpoints of piercing damage from Dog #2's bite.
Alex takes 8 hitpoints of piercing damage from Dog #3's bite.
Alex has 8 of 31 hitpoints remaining.
Alex is diseased.*
*Diseased - Alex has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, Alex must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. Alex dies if the disease reduces his hit point maximum to 0.

The Slice takes 4 hitpoints of piercing damage from Dog #5's bite.
The Slice takes 7 hitpoints of piercing damage from Dog #6's bite.
The Slice takes 9 hitpoints of piercing damage from Dog #6's bite.
The Slice has 4 of 24 hitpoints remaining.
The Slice is diseased.*
*Diseased - The Slice has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, The Slice must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The Slice dies if the disease reduces his hit point maximum to 0.

Active Effects:

Dog #1 has taken a total of 22 hitpoints of damage.

Dog #2 has taken a total of 12 hitpoints of damage.

Dog #3 has taken a total of 12 hitpoints of damage.

Dog #4 has taken a total of 5 hitpoints of damage.

Dog #6 has taken a total of 22 hitpoints of damage.

Alex used Action Surge (0 of 1 remaining.)
Alex has 8 of 31 hitpoints remaining.
Alex is diseased.*
*Diseased - Alex has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, Alex must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. Alex dies if the disease reduces his hit point maximum to 0.

Pip hitdice (2 of 3 remaining.)
Pip used one First Level Spell Slot (1 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip has 27 of 31 hitpoints remaining.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang used one spell slot. (1 of 2 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

Jelly used one First Level Spell Slot (3 of 4 remaining.)

The Slice takes 4 hitpoints of piercing damage from Dog #5's bite.
The Slice takes 7 hitpoints of piercing damage from Dog #6's bite.
The Slice takes 9 hitpoints of piercing damage from Dog #6's bite.
The Slice has 4 of 24 hitpoints remaining.
The Slice is diseased.*
*Diseased - The Slice has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, The Slice must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The Slice dies if the disease reduces his hit point maximum to 0.


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

ooc

Spoiler:

Scratch that last post. I forgot about the disadvantage on my attack rolls. That's a nasty disease that takes place immediately.

The Slice takes a disengage, then two moves to get 90' away.


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)

Pip tosses his crossbow out of the way, and draws his silver rapier, trying to skewer one of the dogs through the brain. His rapier shines with thunder.

Mechanics:
Attacking #1 with a silvered rapier+booming blade.

Rapier: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Damage on moving: 1d8 ⇒ 3

If Pip would get hit this round, he will use shield if that would save him.


Erdann waves a hand to move the flaming sphere over to one of the dogs chasing Slice, then shoots the wand of magical missiles at one of the dogs on Pip.

mechanics:

vs R1 if he killed #1, i will aim for #3
MM wand fail: 1d20 + 5 ⇒ (4) + 5 = 9
force: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10

Flaming sphere will roll to R6
fire: 2d6 ⇒ (1, 2) = 3

Dark Archive

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

Wolfgang's jaw drops as he sees the dogs take enormous damage, yet still attack with all the ferocity of devils. And there were so many of them....

When the Slice takes his leave, leaving precious little between him and a pair of the dogs, Wolfganag's mind clears a little.

"Gentlemen!" he calls out over the battlefield. "It seems that we are outclassed this day. Mayhap if we leave the dogs to their pile of flesh...there is chance for us to leave with our own flesh intact!"

His familiar, still crazed with bloodlust, leaps into the fray, clawing at dog #6 in a frenzy.

He puts more distance between himself and the dogs.

OOC:

Taking 30' move away. Dunwich moves to X3, attack dog 6.

mechanics:

attack: 1d20 + 4 ⇒ (18) + 4 = 22
attack: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 + 3 ⇒ (3) + 3 = 6


"When they're done with it, they'll just track us. They especially love humanoid flesh."

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Jelly will fire at dog number 4 with a crossbow, since it is lit and then he will move.

mechanics:
hit: 7 + 1d20 ⇒ 7 + (14) = 21 advantage: 7 + 1d20 ⇒ 7 + (4) = 11 dmg: 1d8 + 5 ⇒ (3) + 5 = 8 My movement right now is 25 due to medium encumberance, I don't know if it is difficult terrain, but I want to move in a diagonal to 0-7 after I fire, or as close to that as I can get.

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

Alexander felt the dizzyness overcome him as the fangs ravaged his flesh.
I... cannot go... like this he thought to himself.
Gathering his strength he brought down his sword once again against the harmed dog.
"I can't outrun these beasts! I'll hold them off if we can't prevail!" he yelled as the sword flew.

Mechanics:

Using Second Wind and attacking Dog #1
Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Attack w/Disadvantage: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Rerolling 1s and 2s as per Great Weapon Fighting Style
Damage: 2d6 + 3 ⇒ (6, 3) + 3 = 12
Second Wind: 1d10 + 3 ⇒ (8) + 3 = 11


"I'm with you. If I ran, I'd only die tired."


Night Below
Act 3: Lurred Into Darkness
Scene 5: A Kidnapping on the Moors
Active Maps: Map of Harenshire
Active Battle Maps: Death Dog Battlemap
-=-=-=-=-=-=-=-=-=-=-

The Slice disengaged from the two wolves and moved as fast as he could to the west, away from the combat and the dogs.

Pip dropped his crossbow and drew his silvered rapier and stabbed it into the dog closest to him. He wounded the dog severely as it howled in pain but did not go down as it was surrounded by the glowing energy.

Erdann fires off his new wand toward the wounded dog that Pip just stabbed, the first two missiles impacted the dog killing it, the third missile turned and struck dog #3, Erdann then directed the flaming sphere toward dog #6, slamming the rolling ball of fire into it.

Wolfgang moved west putting himself on the other side of Jelly who was way more armored than himself as the quasit became visible and swooped in to attack the burning dog. Slashing across its fur with its claws, seeing the rolling ball of fire sitting there the quasit moved back from it as to not get burned.

Jelly fired off a bolt and struck one of the dogs, then to Wolfgang's surprise Jelly moved southwest toward the larger group of dog's that was attacking Alex and left Erdann and himself in the open again.

With dog #1 dead, Alex turned his fury to dog #3 as he struck out with his greatsword, slicing the dog down the side as both heads howled in disapproval. Alex readied himself and tried to catch his breath before the next attack.

Then it came, the two dogs before Alex lunged again, three of the four heads latching on and biting deeply into him, blood, bone crunching and then everything went black as he collapsed to the ground, as he fell the dogs moved to engage their next target. Dog #2 went to Jelly while Dog #3 went toward Pip.

The dog my Pip bit at him, sinking his teeth in once again as Pip knocked the second head away, the tiny worms in the dogs saliva entering Pip's bloodstream.

Dog #5 bit into the flying quasit that Wolfgang had sent against it, the flying creature was tough but the creature managed to nip it as the worms went into the outsider's wound.

Dog #6 was heavily wounded and had enough of this fight and disengaged from Dunwich and withdrew south.

Round 3 Initiative
PC's
Dogs

* Conditions: (Dog #2: Hexed by Wolfgang) (Dog #4: Under Faerie Fire) (Wolfgang: Concentrating on Hex) (Erdann: Concentrating on Flaming Sphere) (Jelly: Concentrating on Faerie Fire.) (Alex: Diseased.) (The Slice: Diseased.) (Alex: Unconscious) (Pip: Diseased) (Dunwich: Diseased*)
* Everyone please post your round 3 actions at this time. The Slice please take your round 1 and round 2 actions at this time since you missed last round.
* Actions will be processed IN the order that they are posted.
Faerie Fire: All attacks against this target have advantage.
Diseased: A diseased player or NPC has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.
Dunwich: Dunwich is immune to the disadvantage causing part of the disease but still has to make the saving throw every 24 hours.

Mechanics:

Dog #1 takes 11 hitpoints of piercing damage from Pip's rapier.
Dog #1 takes 7 hitpoints of force damage from Erdann's Wand of Magic Missile.
Dog #1 has taken a total of 40 hitpoints of damage.
Dog #1 is dead.

Dog #3 takes 3 hitpoints of force damage from Erdann's Wand of Magic Missile.
Dog #3 takes 12 hitpoints of slashing damage from Alexander's greatsword.
Dog #3 has taken a total of 28 hitpoints of damage.

Dog #5 takes 8 hitpoints of piercing damage from Jelly's crossbow.
Dog #5 has taken a total of 8 hitpoints of damage.

Dog #6 takes 3 hitpoints of fire damage from Erdann's Flaming Sphere.
Dog #6 takes 6 hitpoints of slashing damage from Dunwich's claws.
Dog #6 has taken a total of 31 hitpoints of damage.

Alex used Second Wind (0 of 1 remaining.)
Alex gains 11 hitpoints from Second Wind.
Alex has 19 of 31 hitpoints remaining.
Alex takes 5 hitpoints of piercing damage from Dog #2's bite.
Alex takes 8 hitpoints of piercing damage from Dog #2's bite.
Alex takes 12 hitpoints of piercing damage from Dog #3's bite.
Alex has 0 of 31 hitpoints remaining.
Alex is unconscious.
Alex needs to start death saves on his next turn.

Pip takes 3 hitpoints of piercing damage from Dog #4's bite.
Pip has 24 of 31 hitpoints remaining.
Pip is diseased.
Diseased: A diseased player or NPC has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Dunwich takes 5 hitpoints of piercing damage from Dog #5's bite. (Reduced to 2 resistant.)
Dunwich has 2 of 7 hitpoints remaining.
Dunwich is diseased.
Diseased: Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Active Effects:

Dog #2 has taken a total of 12 hitpoints of damage.

Dog #3 has taken a total of 28 hitpoints of damage.

Dog #4 has taken a total of 5 hitpoints of damage.

Dog #5 has taken a total of 8 hitpoints of damage.

Dog #6 has taken a total of 31 hitpoints of damage.

Alex used Action Surge (0 of 1 remaining.)
Alex used Second Wind (0 of 1 remaining.)
Alex has 0 of 31 hitpoints remaining.
Alex is unconscious.
Alex needs to start death saves on his next turn.
Alex is diseased.*
*Diseased - Alex has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, Alex must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. Alex dies if the disease reduces his hit point maximum to 0.

Pip hitdice (2 of 3 remaining.)
Pip used one First Level Spell Slot (1 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip has 24 of 31 hitpoints remaining.
Pip is diseased
Diseased: A diseased player or NPC has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang used one spell slot. (1 of 2 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

Jelly used one First Level Spell Slot (3 of 4 remaining.)

The Slice takes 4 hitpoints of piercing damage from Dog #5's bite.
The Slice takes 7 hitpoints of piercing damage from Dog #6's bite.
The Slice takes 9 hitpoints of piercing damage from Dog #6's bite.
The Slice has 4 of 24 hitpoints remaining.
The Slice is diseased.*
*Diseased - The Slice has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, The Slice must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The Slice dies if the disease reduces his hit point maximum to 0.


Erdann once again fires the wand he had planned to save for dire situations, and rolls the ball of flame towards another dog.

mechanics:

MM at R5
wand failure: 1d20 ⇒ 18
force: 3d4 + 3 ⇒ (1, 3, 1) + 3 = 8

DC 13 Flaming sphere will roll to R4
fire: 2d6 ⇒ (5, 1) = 6

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

Mechanics:

Death Save: 1d20 ⇒ 1
Disadvantage: 1d20 ⇒ 6
Well, f&~&. Even without disadvantage that's two failures.


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

ooc

Spoiler:

The Slice is effectively out of combat for now. Unless there is somewhere he can sneak in, hide up in the branches of a tree and snipe he's basically saving his life. No reason to be part of the TPK if he can help it. The Slice is not the nicest man in the world. With Disadvantage to his attacks, and 4 hp it would be suicide to rejoin the melee.

ooc

Spoiler:

I do believe that this was an unbalanced encounter. I've found myself that 5E CR's sometimes are out of whack, and depend greatly on what combinations of tools you have to defeat the enemy. In our table top 5E campaign, the GM had to use only 1/3 of the enemies called for by CR in the Adventure, and discontinue use of their most effective attack... and let us get by with something not technically legal for us to survive. In addition it is very difficult with PbP to stage tactically effective accounts as there is limited visual aid, and we can't speak to one another about tactics without slowing down the game anymore. Our mistake was thinking this was the preliminary attack to whatever was causing this encounter, so we underestimated the enemy. I hope this isn't the boss to the encounter, because if anyone does survive (And survive the CON save on day 2) then we'd have no chance at victory, and might as well retire to a farm somewhere :-).

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

I will circle around dog 2 and drop my crossbow to pull out my mace and swing. I will then use healing word on Alex. When dog 2 tries to bite me, I will use my reaction to use my warding flare light cleric ability.

mechanics:
to Q7. mace to hit: 1d20 + 4 ⇒ (20) + 4 = 24 dmg: 1d6 + 2 ⇒ (2) + 2 = 4 healing word: 1d4 + 4 ⇒ (3) + 4 = 7 and with my warding flare ability, not a spell, the dog will have disadvantage when it goes to bite me. crit dmg: 1d6 ⇒ 2

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

dm:
You have under effects, dog 5 has taken damage from my crossbow, and I fired at dog 4.

Dark Archive

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

Dunwich takes a swipe at the dog before him...

mechanics:

1d20 + 4 ⇒ (2) + 4 = 6

but he can't find an opportunity.


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)

Pip growls, and lets out another blast of fire. "We'll kill them all! Keep fighting!"

Mechanics:
Casting Burning Hands towards V-6, so it hits #4 and #5. DC 13 Dexterity Saving throw, or take 3d6 ⇒ (4, 3, 4) = 11 fire damage. Half damage on a success.


Night Below
Act 3: Lurred Into Darkness
Scene 5: A Kidnapping on the Moors
Active Maps: Map of Harenshire
Active Battle Maps: Death Dog Battlemap
-=-=-=-=-=-=-=-=-=-=-

Erdann again called out the command word for the wand and once again three glowing darts spring forth toward dog #5 each slamming into it one after the other. He then moved the rolling ball of fire toward dog #4 slamming it into the creature.

Alexander's body convulsed on the ground violently as the tiny worms went to work on him from the inside, the throes of death only moments away.

Jelly circles around the dog to place himself between it and the fallen Alex. He drops his crossbow and pulls his mace as he does so, bringing the head of the weapon down upon the dog before him as he calls out a healing word toward the fallen and some of Alex's wounds heal themselves up and his eyes flick open once again.

Dunwich swipes at the dog before him but the dog manages to jump out of the way.

Another spray of fire comes forth from Pip's palm burning two more of the dogs with the spray.

The dog next to Jelly attacked the cleric, Jelly easily avoided the one head with a side step but the other head bit down on his leg, looking down there were teeth marks in the armor but the blow had not penetrated, his armor had protected him.

Of the two dogs on Pip one lunged at him while the other disengaged and ran south, one of the heads of the attacking dog bit into the gnome once again.

The dog attacking Dunwich bit down on the quasit once again.

Dog #6 continued to flee south out of sight as it darted through the underbrush.

Round 4 Initiative
PC's
Dogs

* Conditions: (Dog #2: Hexed by Wolfgang) (Dog #4: Under Faerie Fire) (Wolfgang: Concentrating on Hex) (Erdann: Concentrating on Flaming Sphere) (Jelly: Concentrating on Faerie Fire.) (Alex: Diseased.) (The Slice: Diseased.) (Alex: Diseased, Prone) (Pip: Diseased) (Dunwich: Diseased*)
* Everyone please post your round 4 actions at this time. The Slice please take your round 1 and round 2 actions at this time since you missed last round.
* Actions will be processed IN the order that they are posted.
Faerie Fire: All attacks against this target have advantage.
Diseased: A diseased player or NPC has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.
Dunwich: Dunwich is immune to the disadvantage causing part of the disease but still has to make the saving throw every 24 hours.

Jelly:

Ok I switched the damage from last round from #5 to #4.

Mechanics:

Dog #2 takes 6 hitpoints of bludgeoning damage from Jelly's mace.
Dog #2 has taken a total of 18 hitpoints of damage.

Dog #4 takes 6 hitpoints of fire damage from Erdann's Flaming Sphere.
Dog #4 takes 11 hitpoints of fire damage from Pip's Burning Hands.
Dog #4 has taken a total of 30 hitpoints of damage.

Dog #5 takes 8 hitpoints of force damage from Erdann's wand.
Dog #5 takes 11 hitpoints of fire damage from Pip's Burning Hands.
Dog #5 has taken a total of 19 hitpoints of damage.

Alexander critically failed a death save (2 failures, 0 success)
Alexander gains 7 hitpoints from Jelly's Healing Word.
Alex has 7 of 31 hitpoints remaining.
Alex is prone.

Jelly used one first level spell slot. (2 of 4 remaining.)
Jelly used Warding Flare (3 of 4 remaining.)

Pip used one first level spell slot. (0 of 2 remaining.)
Pip takes 4 hitpoints of piercing damage from dog #3's bite.
Pip has 21 of 31 hitpoints remaining.

Dunwich takes 5 hitpoints of piercing damage from dog #5's bite. (Damage reduced to 2 Resistant)
Dunwich has 3 of 7 hitpoints remaining.

Active Effects:

Dog #2 has taken a total of 18 hitpoints of damage.

Dog #3 has taken a total of 28 hitpoints of damage.

Dog #4 has taken a total of 30 hitpoints of damage.

Dog #5 has taken a total of 19 hitpoints of damage.

Alex used Action Surge (0 of 1 remaining.)
Alex used Second Wind (0 of 1 remaining.)
Alex has 7 of 31 hitpoints remaining.
Alex is prone.
Alex is diseased.*
*Diseased - Alex has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, Alex must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. Alex dies if the disease reduces his hit point maximum to 0.

Pip hitdice (2 of 3 remaining.)
Pip First Level Spell Slot (0 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip has 21 of 31 hitpoints remaining.
Pip is diseased
Diseased: A diseased player or NPC has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang used one spell slot. (1 of 2 remaining.)

Dunwich has 3 of 7 hitpoints remaining.
Dunwich is diseased
Diseased: Every 24 hours that elapse, the victim must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The victim dies if the disease reduces its hit point maximum to 0.

Erdann used one second level spell slot (1 of 2 remaining.)

Jelly used one First Level Spell Slot (2 of 4 remaining.)
Jelly used Warding Flare (3 of 4 remaining.)

The Slice takes 4 hitpoints of piercing damage from Dog #5's bite.
The Slice takes 7 hitpoints of piercing damage from Dog #6's bite.
The Slice takes 9 hitpoints of piercing damage from Dog #6's bite.
The Slice has 4 of 24 hitpoints remaining.
The Slice is diseased.*
*Diseased - The Slice has disadvantage on all attack rolls and saving throws until the disease is cured.
Every 24 hours that elapse, The Slice must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. The Slice dies if the disease reduces his hit point maximum to 0.

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Jelly will swing at the dog before him.

mechanics:
hit: 1d20 + 4 ⇒ (13) + 4 = 17 dmg: 1d6 + 2 ⇒ (3) + 2 = 5


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

You can read the Slices actions above in the first ooc post. He is effectively out of the fray.

Dark Archive

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

Wolfgang summons his energy, finding that immovable spot within him, and concentrates all the power he can grab to coalesce upon it. He spots Dog #2 mercilessly hound the cleric, and he opens a conduit to it, channeling a universe of wrath and malice into the two-headed form.

Mechanics:

Eldrich Blast: 1d20 + 5 ⇒ (20) + 5 = 25
Eldrich Blast CRITICAL DAMAGE!: 1d10 + 1d6 + 3 + 1d10 + 1d6 ⇒ (7) + (2) + 3 + (2) + (1) = 15

Am I right in thinking that since it says for a crit that I get to "Roll all of the attack’s damage dice twice" that the dice for the Hex will also be rolled again?

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

Alexander, still reeling from the vicious attack, grabbed his sword and sprung to action.
Standing up as he lunged with his sword towards the dog attacking Pip, the warrior gritted his teeth.

Mechanics:

Grabbing the sword -if that is an action by itself, Alexander would draw his longsword-, standing up and moving towards T, 7 before attacking
Dog #3

Attack: 1d20 + 5 ⇒ (10) + 5 = 15
Disadvantage: 1d20 + 5 ⇒ (13) + 5 = 18

Damage: 2d6 + 3 ⇒ (5, 4) + 3 = 12
Damage if Longsword: 1d8 + 3 ⇒ (8) + 3 = 11


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)

Pip drops his rapier, and takes out his crossbow, firing on the dog attacking him. He grits his teeth, and fights through the pain of his wounds.

Mechanics:
Using second wind to regain 1d10 + 3 ⇒ (7) + 3 = 10 hit points.

Firing a light crossbow at #3.

Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Disadvantage: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Erdann continues to whittle the beasts down as best he can.

mechanics:

MM at R2
wand failure: 1d20 ⇒ 14
force: 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11

DC 13 Flaming sphere will roll to R5
fire: 2d6 ⇒ (2, 1) = 3


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

After losing the dogs, and running away blood streaming from his many wounds, and the sickness of the dogs already taking effect, the Slice moves back to within about 75' of the party, and tries to climb up a tree, his bow in hand.
Mechanics

Spoiler:

1d20 + 3 ⇒ (10) + 3 = 13 Athletics to climb
1d20 + 3 ⇒ (4) + 3 = 7 Athletics to climb (Disadvantage)

But finds himself to weak to climb, so he just decides to shoot a couple of arrows from the ground, then take cover behind some obstruction. Stay in square L1 and shoot at dog #2.

Mechanics

Spoiler:

1d20 + 6 ⇒ (15) + 6 = 21 Shortbow
1d20 + 6 ⇒ (16) + 6 = 22 Shortbow Disadvantage
1d6 + 4 ⇒ (6) + 4 = 10 Damage

751 to 800 of 860 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [D&D 5e] DM Asmodeus's "Night Below" Group #2 Campaign Gamethread All Messageboards

Want to post a reply? Sign in.