[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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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 launches himself up it the woman, his rapier outstretched to pierce her through the jaw. "An even though its familiar, I'll not be killed by the likes of you, *****."

Mechanics:
Using 10 feet of movement to stand up.
Rapier: 1d20 + 6 ⇒ (10) + 6 = 16 for 1d8 + 4 ⇒ (2) + 4 = 6


The swell of earth Erdann summoned begins to crumble, falling into the road and embankment as if it were never there as Erdann rushes from within to the side and fires a blue-white ray at the enemy attacking Pip.

mechanics:

Move to X-20 and fire a Ray of Frost at the enemy on Pip

spell attack: 1d20 + 5 ⇒ (7) + 5 = 12
cold: 1d8 ⇒ 7


Location: Ambush On The Road
Map of Current Area (Click Here)

Round 4 Initiative: Erdann, Pip, NPC, Alex, Jelly, The Slice, Faey, Wolfgang
Names in gray have already went this round.

The swell of earth Erdann summoned begins to crumble, falling into the road and embankment as if it were never there as Erdann rushes from within to the side and fires a blue-white ray at the enemy attacking Pip. The ray strikes Pip's attacker as her skin frost over as she yells "You are next wizard!"

Noticing that his attacker is distracted by the magical attack, Pip launches himself up at the woman, his rapier outstretched to pierce her through the jaw. While missing her jaw Pip still skews the woman through the shoulder as she yelps in pain and returns her attention to the gnome. "Times up! she scowls.

The ambusher's shortsword flashes once again as she lashes out at Pip. Running the gnome through his gut as he falls on top of the dead mule. Hurtling the fallen body of Pip the woman quickly moves toward Erdann and turning her shortsword flat she lashes out at Erdann but the frost covering her skin slows her movement and she misses Erdann as she swings.

The bandit leader calls the remaining farmer to him to attack the slice and to fight with him. The farmer disengages from his current position and takes up a place adjacent to The Slice and Alex in an attempt to help his leader.

Once his ally is in place at his side the bandit leader strikes out at Alex with his mace once again. The first blow strikes Alex in the midsection which doubles him over the next blow is to the back of the fighters head as he splays out on the ground as he falls under the weight of the blows.

OOC:

Alex I need a death save from you.
Jelly, The Slice, Faey and Wolfgang are up.

Pip:

Please start death saves next round.

Mechanics:

Ambusher takes 7 hitpoints of cold damage from Erdann's Ray of Frost.
Ambusher takes 6 hitpoints of piercing damage from Pip's rapier.
Ambusher has taken 21 hitpoints of damage total.
Ambusher is slowed for this round.

Pip takes 7 hitpoints of piercing damage from Ambusher's shortsword.
Pip has 0 of 13 hitpoints remaining.
Pip is unconscious.
Pip needs to begin death saves next round.

Alex takes 13 hitpoints of bludgeoning damage from Carlantis's mace.
Alex has 0 of 13 hitpoints remaining.
Alex is unconscious.
Alex needs to start death saves on his next turn.

Active Effects:

Carlanis has taken a total of 10 hitpoints of damage.

Ambusher has taken 21 hitpoints of damage total.

Pip takes 7 hitpoints of piercing damage from Ambusher's shortsword.
Pip has 0 of 13 hitpoints remaining.
Pip is unconscious.
Pip needs to begin death saves next round.
Pip has used Second Wind 0/1 remaining.

Wolfgang has 0 of 1 first level spell slots remaining.
Wolfgang is concentrating on True Strike (1 round remaining.)

Jelly as suffered a critical effect.
Traumatizing pain. Concussion. Jelly is now exhausted to level 4 of that condition.
Jelly has 6 of 6 hitpoints remaining.
Jelly is prone.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.

Erdann has 1 of 8 hitpoints remaining.

Alex Used Second Wind 0 of 1 remaining.
Alex has 0 of 13 hitpoints remaining.
Alex is unconscious.
Alex needs to start death saves on his next turn.

Faey has 1 of 2 first level spell slots available.


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;|

"Horrid, wretched, foul woman!" Faey shouts at the Ambusher, taking a step toward her. "Born with a shriveled heart half so small as a stirge's," Magic latches on to the spite of her words, more steps, faster. "Wishing she had a face half so fine as one's back end!" The magic hissing toward her targets psyche, eating at her confidence and sense of self. After the spell is sent Faey rushes up, short sword ready to seek justice for her fallen companions.

Mechanics:

Cast Viscous Mockery on Ambusher, Wisdom Save, DC: 13. 1d4 damage and target gains disadvantage on next attack, I believe.

Then moving up to W20, or X19 if possible.


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

"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.

Mechanics:
1d20 + 6 ⇒ (18) + 6 = 24Dagger 1,1d20 + 6 ⇒ (2) + 6 = 8Dagger 2, 1d4 + 4 ⇒ (4) + 4 = 8 cut 1, 1d4 ⇒ 3 cut 2.

OOC:
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.

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

OOC:

Let's hope for nice rolls!
...
And first failure goes in.

Mechanics:

Death ST: 1d20 ⇒ 2


Location: Ambush On The Road
Map of Current Area (Click Here)

Round 4 Initiative: Erdann, Pip, NPC, Alex, Jelly, The Slice, Faey, Wolfgang
Names in gray have already went this round.

Alex's body convulses on the ground as his blood continued to leak upon the ground.

OOC:

Jelly, The Slice, Faey and Wolfgang are up.
* The Slice & Faey, I have your actions posted above and will process them as soon as Jelly post up.

Mechanics:

Alex failed a death save.
Alex Death Saves = 1 failure, 0 success

Active Effects:

Carlanis has taken a total of 10 hitpoints of damage.

Ambusher has taken 21 hitpoints of damage total.

Pip takes 7 hitpoints of piercing damage from Ambusher's shortsword.
Pip has 0 of 13 hitpoints remaining.
Pip is unconscious.
Pip needs to begin death saves next round.
Pip has used Second Wind 0/1 remaining.

Wolfgang has 0 of 1 first level spell slots remaining.
Wolfgang is concentrating on True Strike (1 round remaining.)

Jelly as suffered a critical effect.
Traumatizing pain. Concussion. Jelly is now exhausted to level 4 of that condition.
Jelly has 6 of 6 hitpoints remaining.
Jelly is prone.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.

Erdann has 1 of 8 hitpoints remaining.

Alex Used Second Wind 0 of 1 remaining.
Alex has 0 of 13 hitpoints remaining.
Alex is unconscious.
Alex Death Saves = 1 failure, 0 success

Faey has 1 of 2 first level spell slots available.

Dark Archive

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

Wolfgang takes a moment to stare at the fallen foe, wondering how his life was to this point.

Then her retreats south, his sight plagued by a variety of infinite possibilities unfolding at this very moment. He concentrates, trying to drive the phantom images away, trying to see past the illusions, to whatever path will let him live through one more moment in the chain of Time.

ooc:
Moving south to R26. Casting True Strike

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

mechanics:
Jelly will stand up and move to P 20. He will then use healing word on Alex. heal: 1d4 + 4 ⇒ (3) + 4 = 7. Oh, yes, I can use healing word as a bonus action, so I will drop what weapons I have to pull out my light crossbow to shoot at the enemy engaged with that group. hit: 7 + 1d20 ⇒ 7 + (5) = 12 did not include cover penalities dmg: 1d8 + 5 ⇒ (5) + 5 = 10

"Alex, you shall not die."


Location: Ambush On The Road
Map of Current Area (Click Here)

Round 5 Initiative: Erdann, Pip, NPC, Alex, Jelly, The Slice, Faey, Wolfgang
Names in gray have already went this round.

Jelly stands up and slowly moves a little closer to his fallen comrade. Using a word of power that echoes through the group he points to Alex and says "Alex, you shall not die!" As the words echo through the area, Alex's wounds begin to stitch themselves closed and his eyes flick open. Jelly then pulls a light crossbow from his back and cocks and fires the crossbow at the farmer that is by Alex. The arrow strikes the farmer in his neck as he grasp for the bolt protruding from his neck he staggers under the pain of the blow but somehow manages to stay on his feet.

Seeing the farmer in front of him distracted by the neck wound, The Slice quickly goes to work. One dagger entering the mans gut as he twist the blade and the other dagger flashing and slicing the man's throat as he falls.

"Horrid, wretched, foul woman!" Faey shouts at the Ambusher, taking a step toward her. "Born with a shriveled heart half so small as a stirge's," Magic latches on to the spite of her words, more steps, faster. "Wishing she had a face half so fine as one's back end!" The magic hissing toward her targets psyche, eating at her confidence and sense of self. After the spell is sent Faey rushes up, short sword ready to seek justice for her fallen companions. The ambusher shows signs of internal anguish as the words strike her and work their magic. Blood trickles from her ears but she does not fall.

Wolfgang retreats south, his sight plagued by a variety of infinite possibilities unfolding at this very moment. He concentrates, trying to drive the phantom images away, trying to see past the illusions, to whatever path will let him live through one more moment in the chain of Time.

OOC:

Erdann is up before the bandits go again.
Pip please give me a death save.

Alex:

Use half your speed next turn to stand up.

Mechanics:

Farmer #2 takes 10 hitpoints of piercing damage from Jelly's crossbow.
Farmer #2 takes 10 hitpoints of piercing damage from The Slice's daggers.
Farmer #2 has taken 20 hitpoiints of damage total.
Farmer #2 is dead.

Ambusher takes 4 hitpoints of psychic damage from Faey's Vicious Mockery.
Ambusher has taken 25 hitpoints of damage total.
Ambusher has disadvantage on its next attack.

Alex gains 7 hitpoints from Jelly's Healing Word.
Alex has 7 of 13 hitpoints remaining.
Alex is conscious.
Alex is prone.

Jelly please take off one bolt from your inventory.

Wolfgang cast True Strike.
Wolfgang has advantage on his next attack.

Active Effects:

Carlanis has taken a total of 10 hitpoints of damage.

Ambusher has taken 25 hitpoints of damage total.
Ambusher has disadvantage on its next attack.

Pip takes 7 hitpoints of piercing damage from Ambusher's shortsword.
Pip has 0 of 13 hitpoints remaining.
Pip is unconscious.
Pip needs to begin death saves next round.
Pip has used Second Wind 0/1 remaining.

Wolfgang has 0 of 1 first level spell slots remaining.
Wolfgang is concentrating on True Strike (1 round remaining.)

Jelly as suffered a critical effect.
Traumatizing pain. Concussion. Jelly is now exhausted to level 4 of that condition.
Jelly has 6 of 6 hitpoints remaining.
Jelly is prone.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.

Erdann has 1 of 8 hitpoints remaining.

Alex gains 7 hitpoints from Jelly's Healing Word.
Alex has 7 of 13 hitpoints remaining.
Alex is prone.

Faey has 1 of 2 first level spell slots available.


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)

Pips body convulses, and he coughs, making blood and spit fly from his mouth.

Mechanics:
Death Save: 1d20 ⇒ 8
1 failed.


mechanics:

Erdann withdraws to T24 (my intent is not to draw an AoO, withdraw is the thing to do, right?[/ooc]

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

Jelly wants to take care of the last ambusher

mechanics:
Jelly moves to r21 to use his crossbow on the ambusher hit: 7 + 1d20 ⇒ 7 + (5) = 12 dmg: 1d8 + 5 ⇒ (1) + 5 = 6

Sorry pip, but I have to conserve spells, I'll be over as soon as I can to spare the dying on you


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 makes a sound that would come out as affirmative, but only manages a slight gurgle.
Damn, just because I'm used to this doesn't mean I like it.

ooc:
Hope its ok with you DM that I'm still conscious. I usually play as: You can't do anything, but some roleplaying and screaming is still allowed.

Otherwise, he just lays there.


Location: Ambush On The Road
Map of Current Area (Click Here)

Round 5 Initiative: Erdann, Pip, NPC, Alex, Jelly, The Slice, Faey, Wolfgang
Names in gray have already went this round.

Erdann disengages from the ambusher and pulls himself south.

Pips body convulses, and he coughs, making blood and spit fly from his mouth

Seeing their current situation the ambusher looks toward her leader and makes a decision. She disengages from her combat with Faey and moves toward her leader at an amazing speed. Coming to stop between Alex and The Slice and next to her leader. "We stand together boss!" she hisses at the leader.

As soon as she is by his side the bandit leader is renewed with vigor and look down at the now awakened Alex. He raises his mace and says "Back to sleep boy" As the mace comes crashing down Alex rolled out of the way of the first smash but wasn't so lucky on the second as the mace again slammed into his chest, sending a spew of blood from his mouth once again as he goes limp upon the ground.

As the ambusher moves position Jelly holds his ground and aims his crossbow before firing, barely missing the woman as the bolt zipped by her.

OOC:

The Slice, Faey and Wolfgang are up next.

Mechanics:

Pip failed 1 death save.
Pip Death Saves (failure = 1, success = 0)

Alex takes 8 hitpoints of bludgeoning damage from Carlantis's mace.
Alex has 0 hitpoints remaining.
Alex is unconscious.
Alex needs to start death saves on his next turn.

Jelly, please remove one crossbow bolt from your inventory.

Active Effects:

Carlanis has taken a total of 10 hitpoints of damage.

Ambusher has taken 25 hitpoints of damage total.
Ambusher has disadvantage on its next attack.

Pip takes 7 hitpoints of piercing damage from Ambusher's shortsword.
Pip has 0 of 13 hitpoints remaining.
Pip is unconscious.
Pip Death Saves (failure = 1, success = 0)
Pip has used Second Wind 0/1 remaining.

Wolfgang has 0 of 1 first level spell slots remaining.
Wolfgang is concentrating on True Strike (1 round remaining.)

Jelly as suffered a critical effect.
Traumatizing pain. Concussion. Jelly is now exhausted to level 4 of that condition.
Jelly has 6 of 6 hitpoints remaining.
Jelly has used 1 of 2 first level spell slots.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.

Erdann has 1 of 8 hitpoints remaining.

Alex has 0 hitpoints remaining.
Alex is unconscious.
Alex needs to start death saves on his next turn.

Faey has 1 of 2 first level spell slots available.

Dark Archive

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

Wolfgang stumbles forward, clutching his head. The last farmer to fall had trucked with powers he had no grasp of, and his soul was being diced for by beings for whom the description "cosmic" was so inaccurate as to be an insult.

Visions of blood and pain fill his sight as ephemeral screams of the fallen and the not-yet-fallen surge forth and all but overwhelm his senses.
Only his own personal tunnel of space-time, dug with the knowledge painstakingly gleaned from the book in his satchel, keeps the terrors at bay, and through the multitude of threads woven about this moment, at last a path of advantage, if not salvation, opens before him.

After a handful of steps he stops and turns. Looking directly at the Ambusher, he says, softly, conversationally, as if he was complimenting her dress, "From this moment forth you shall know only suffering."

Almost by it's own volition, his hand comes up, rending the air with shrieks of pain and odium, filling again with the green-tinged ichor of Power and Madness, until a bolt launches out, motes of eyes and mouths playing across its surface.

OOC:
Moving to R23.

Mechanics:

Eldrich Blast: 1d20 + 2 + 3 ⇒ (17) + 2 + 3 = 22
True Strike: 1d20 + 2 + 3 ⇒ (13) + 2 + 3 = 18

damage: 1d8 ⇒ 6

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

ooc:
I should be at r21 on the map after my turn ended, unless something prevented me from me moving my 10 feet for the round.


Jelly:

I didn't move you to leave you line of sight to the target without any cover. Since she moved across the map prior to your turn. If you would like to be at r21 then I can update the map. Just let me know.

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

ooc:
well actually r 19, since I can't be in the same square as the slice, and I would need to be closer to pip.


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

The Slice moves to N22 and attacks the bandit there.

Mechanics

Spoiler:

1d20 + 6 ⇒ (11) + 6 = 17 Dagger 1
1d20 + 6 ⇒ (2) + 6 = 8 Dagger 2

1d4 + 4 ⇒ (3) + 4 = 7 Hole 1
1d4 ⇒ 3 Hole 2

OOC

Spoiler:

An interesting question here. Since Disengage itself includes no movement, then since the thug used a bonus action, I guess the dash actions, do they really serve as a threat to give the leader advantage. I know by the description in the book an adjacent ally gives disadvantage on "Pack tactics", but since that individual has no actions left should it be considered for that bonus. Something to ask the Wizards at Wizards about.


Location: Ambush On The Road
Map of Current Area (Click Here)

Round 5 Initiative: Erdann, Pip, NPC, Alex, Jelly, The Slice, Faey, Wolfgang
Names in gray have already went this round.

The Slice moves to engage the ambusher with his blood soaked daggers flashing once again. The first dagger pierced into the woman's stomach as was his usual target for his first pointed blow. She let out a howl as the blade penetrated. He went to slice her nek open with his next dagger but she had already fallen to the ground in a pool of death and intestines.

OOC:

Faey and Wolfgang are up next.
*Wolfgang I have your action posted above. I will process it as soon as Faey post up.

The Slice:

The powers that be have already answered that question.
Pack Tactics. The monster has advantage on an attack roll against a creature if at least one of the monster's allies is within 5 feet of the creature and the ally isn't incapacitated.

Therefore the only time a monster would not benefit is if the ally that was within 5 foot of the enemy that the monster was attacking was incapacitated.

Jelly:

Moved you to r 19.

Mechanics:

Ambusher takes 7 hitpoints of piercing damage from The Slice's dagger.
Ambusher has taken 32 hitpoints of damage total.
Ambusher is dead.

Active Effects:

Carlanis has taken a total of 10 hitpoints of damage.

Pip takes 7 hitpoints of piercing damage from Ambusher's shortsword.
Pip has 0 of 13 hitpoints remaining.
Pip is unconscious.
Pip Death Saves (failure = 1, success = 0)
Pip has used Second Wind 0/1 remaining.

Wolfgang has 0 of 1 first level spell slots remaining.
Wolfgang is concentrating on True Strike (1 round remaining.)

Jelly as suffered a critical effect.
Traumatizing pain. Concussion. Jelly is now exhausted to level 4 of that condition.
Jelly has 6 of 6 hitpoints remaining.
Jelly has used 1 of 2 first level spell slots.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.

Erdann has 1 of 8 hitpoints remaining.

Alex has 0 hitpoints remaining.
Alex is unconscious.
Alex needs to start death saves on his next turn.

Faey has 1 of 2 first level spell slots available.

Dark Archive

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

OOC:
Okay, yeah. Then obviously I'd change my target to the only target still up, the bandit leader. =)


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;|

"It doesn't have to end like that for you," Faey shouts to the remaining brigand, Did that...woman...call him the boss? "Throw down your weapons and you'll be treated better than you tried to treat us!"

Knowing there was little chance he would take the offer, she kept the words to a spell ready on her tongue...

Mechanics:
After talking, Faey is going to either ready a spell to cast if Carlanis doesn't heed the offer, Sleep. If she can't ready the spell like that, she'll just cast it now on him.
Effect: 5d8 ⇒ (4, 8, 1, 7, 5) = 25
Target: H24, which should catch Carlanis and not either of her companions.


Location: Ambush On The Road
Map of Current Area (Click Here)

Round 5 Initiative: Erdann, Pip, NPC, Alex, Jelly, The Slice, Faey, Wolfgang
Names in gray have already went this round.

After Faey gives her warning to the bandit leader he just laughs "And be taken prisoner by the likes of you? Now that wouldn't do my reputation any justice now would it my dear." at which point Faey has had enough and cast her slumbering magic against him and the bandit leader crumbles to the ground fast asleep. At least for the next minute or so.

OOC:

We will stay in initiative for the moment since we still have people that are unstable.

Everyone can post a action at this time and I will process them in order. Pip and Alex I need deathsaves from both of you.

Wolfgang:

Go ahead and retcon your action since the leader is asleep, otherwise the damage from Eldritch Blast will wake him up.

Mechanics:

Faey cast Sleep (0 of 2 first level spell slots remaining.)

Carlanis is asleep (1 minute remaining.)

Active Effects:

Carlanis has taken a total of 10 hitpoints of damage.
Carlanis is asleep (1 minute remaining.)

Pip takes 7 hitpoints of piercing damage from Ambusher's shortsword.
Pip has 0 of 13 hitpoints remaining.
Pip is unconscious.
Pip Death Saves (failure = 1, success = 0)
Pip has used Second Wind 0/1 remaining.

Wolfgang has 0 of 1 first level spell slots remaining.
Wolfgang is concentrating on True Strike (1 round remaining.)

Jelly as suffered a critical effect.
Traumatizing pain. Concussion. Jelly is now exhausted to level 4 of that condition.
Jelly has 6 of 6 hitpoints remaining.
Jelly has used 1 of 2 first level spell slots.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.

Erdann has 1 of 8 hitpoints remaining.

Alex has 0 hitpoints remaining.
Alex is unconscious.
Alex needs to start death saves on his next turn.

Faey has 0 of 2 first level spell slots available.

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

Death Save: 1d20 ⇒ 6
The Dice Gods want me dead...

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

Jelly runs towards pip. "I'm coming, just give me second."

mechanics:
I doublemove to reach pip, I don't care which square I'm in, just want to be next to him at the end of my turn.

pip, just don't roll a 1, I plan on using spare the dying, next turn.


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)

mechanics:
save: 1d20 ⇒ 9


GM (amended):

Can Erdann aid one of them on death saves? Like Stabilize, though I am untrained on Heal?

Erdann moves to Alex in an attempt to render aid.

medicine, DC 10: 1d20 ⇒ 4

Dark Archive

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

Wolfgang let's his spell fade as the bandit hits the ground snoring. He hurries over to Erdann and tries to help Alex.

Medicine: 1d20 + 0 ⇒ (15) + 0 = 15


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;|

"That... Faey spits out the word, thinking of several more apt but less polite, fellow...isn't going to stay sleeping long. We need to figure out what to do with him before he wakes. While speaking she walks over and picks up the man's weapon.


Looking unsure of what to do to help his fallen comrade, Erdann says, "Well, he didn't seem too keen on ever playing nice. Best to kill him. The roads will be a safer place having absorbed his blood."

Dark Archive

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

Wolfgang nods at Erdann's statement. "Aye. Slay him and be done!"


Location: Ambush On The Road

The group gets their wounded tended to quickly, Pip had went in to convulsions and the first edges of death before Jelly had got to him but was able to pull him back from the other side. They had temporarily tied up and gagged the bandit leader until they could decide what to do with him. Some wanted to kill him and leave him here with the rest and some of the others had not decided as of yet.

As the group accessed their immediate situation. Both Alex and Pip was currently unconscious but stable. The bandit leader was restrained and awaiting his fate. By normal means it would be a few hours before either Alex or Pip awoke. Milbourn was approximately four hours away from their present position. They also had to figure out what to do with the bodies that now lay on the road. Did they dare rest here? Were there more bandits awaiting them? How would they transport the bodies and the chest with their mule dead? What about the bandit leader? What would they do about the cart?

A million questions needed answering but did they have the time.

What do you do?

OOC:

We are out of initiative.
Alex and Pip are stable.
The map is no longer in play as it is not needed for now.

Active Effects:

Carlanis has taken a total of 10 hitpoints of damage.
Carlanis is restrained.

Pip has 0 of 13 hitpoints remaining.
Pip is unconscious.
Pip has used Second Wind 0/1 remaining.

Wolfgang has 0 of 1 first level spell slots remaining.

Jelly as suffered a critical effect.
Traumatizing pain. Concussion. Jelly is now exhausted to level 4 of that condition.
Jelly has 6 of 6 hitpoints remaining.
Jelly has used 1 of 2 first level spell slots.
Jelly is suffering the following exhaustion effects:
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
* This effects will be removed at the rate of one per long rest.

Erdann has 1 of 8 hitpoints remaining.

Alex has 0 of 13 hitpoints remaining.
Alex is unconscious.

Faey has 0 of 2 first level spell slots available.


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

"Let's wait till he awakens and see what worthless lies he has to share. Maybe he won't be so brave and cocky when he sees all his friends have met their fates".

Dark Archive

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

Wolfgang nods as the bandit leader is trussed. He goes about checking and looting the bodies, and he stabs each in the throat to make certain they are dead.

When that has been seen to, he opines on the current dilemma. "Let us at least take an hour's pause here. Like greedy spiders, bandits rarely overlap territory, so I think we shall be safe for some time. Hence, we have leisure to wait until he wakes up, then put him to the Question.

As for my poor, murdered Max, do any of us have skill at meatcraft? Mayhap we can build a fire and roast thick slabs of fresh meat on open flame, and so fill our stomachs and save our rations.
Indeed, if we have luck, we might smoke some and come away with more food than we arrived with.

So too, I think we have little choice but to try and pull the cart on our own. Methinks it would be faster that way than trying to lug such a load on our own.

What say you all?"


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;|

"Might be easiest to kill him, but I don't think it'll be best. Something isn't right here...I'm not very familiar with the predatory patterns of your typical highwaymen, but it seems strange that they would fight to the last man. It also strikes me as queer they made no demand for coins, or seemed to care much about what we had in our cart at all. They seemed much more interested in blood. Perhaps they were some sort of death cult?" She pauses a moment, trying to remember any of the details of her former mentor...

She looks away while Wolfgang goes about his grisly work...not entirely comfortable with the idea...but not possessing a sound argument against it.

"Not sure how much help I can be, but I'd be happy to try and assist in pulling the cart."


"oh, hook him up to the harness. He can pull our wagon."

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

I recover my dropped weapons after the battle is over, as I did drop them earlier.

I then take whatever stuff the enemy had on them.

loot:
I doubt they have any gold, but if they have long bows on them, I will take a longbow and their arrows, otherwise if it was a shortbow, I'll leave it be but take the ammo. let me know how many arrows I collect, or at least I would take half the arrows and leave Faey with the other half since she is an archer.


Night Below
Ambush On The Road

As the group wanders around the sight wondering what to do next they notice something strange, on the back of the cart lay a bundle of what looked like spider silk and leaves cradled into a nest with a few red berries cradled within. Looking around they could see no one that may have placed them but what looked like animal tracks were at the base of the cart.

The group also spent some time questioning their new prisoner and even with all the intimidation tactics they could muster the man would not give his name and would only keep repeating that they were only after the contents of the chest they carried and would say nothing else.

After a thorough search of the bodies and their leader the group found mundane weapons which consisted of 4 light crossbows, 30 bolts, 3 scimitars, 5 suites of leather armor, 1 hand crossbow, 1 shortsword, 1 mace and 1 heavy crossbow. None of which were anywhere good enough to sell at a market but might do for personal use for a short while. But to everyone's surprise the group did find 5 pp, 28 gp, 14 sp and 43 copper (79.83 gp total value, 1.8 pounds) among the pouches of the bandits.

After some debate and investigation the party realized what the berries were and administered the 'good berries' to their fallen comrades and to Wolfgang who was still suffering some effects from the blow he received during the fight and then took some time to rest for a short while and made a small fire on the side of the road.

OOC:

Everyone can now benefit from a short rest.

Mechanics:

Pip gains 1 hitpoint from good berry.
Pip is conscious.

Wolfgang gains 1 hitpoint from good berry.
Wolfgang's fatique effect is removed.

Alex gains 1 hitpoint from good berry.
Alex is conscious.

Active Effects:

Carlanis has taken a total of 10 hitpoints of damage.
Carlanis is restrained.

Dark Archive

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

OOC:
Um, I don't recall getting fatigued, but I'll take it! Thanks!

Wolfgang holds up the coinage retrieved from the fallen. "Friends, as the mule which had been purchased by me has fallen defending Pip, taking damage that had been destined for him, would you allow me to to be directly compensated for his death? I pledge that at the first opportunity, I shall again purchase a suitable mount to pull the cart. I think this is fair so that I am not infinitely poor due to paying for a number of mules."

OOC:
Hence, after the 8 gp for the mule, that would be 10.26 gp to each of the seven of us.


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)

"Thanks, that helped. Do you mind if I take some of the bolts?" Pip says, standing up. "Whats this man still doing alive? We can't take him with us, and he has no value, as all of his friends are dead."

ooc:
I would like to take 10 of the bolts, if thats ok with you guys. I will also recover half the bolts from the fight.
hit dice: 1d10 ⇒ 6


"make him drag the wagon. It is only fair."

Dark Archive

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

Wolfgang walks over to where the bandit is tied in his stubborn defiance. "Eh? What do you say to that, Mr. Big? Your soldiers killed my mule, so will you make amends and pull our cart? It's a fair trade; a few hours of labor in exchange for getting to live for that time? What say you?"

He makes a show of drawing his dagger. He already knows what the man's answer will be.


Night Below
Ambush On The Road

The bandit leader responds to Wolfgang's threat "I will try to pull the wagon but I ain't as strong as no damn mule! Why don't you grab the other side boy and keep me some company! Ha! You look to weak to pull your own pants up!"

Active Effects:

Carlanis has taken a total of 10 hitpoints of damage.
Carlanis is restrained.

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

Jelly Gelly grabs some loot

ooc:
only the other 20 crossbow bolts on the battlefield, and an extra quiver. I added in the 10.26 gp into my character.


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)

Jelly:
I was thinking we should give the Slice some of them If we are dividing them up without him, he should each get 15.
I would also like to take the hand crossbow.

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

Spoiler:
okay, jelly instead only grabs 15 bolts, sheet fixed.

Dark Archive

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

"Alright. I'm not wont to kill a man for no reason, so we strike a pack. We'll help you pull, and as long as you pull real nice, we don't kill you. But as soon you give a reason to no longer find you useful, I'll end your fleshy vessel and your soul will be consigned to a realm of torment and anguish unthinkable to mortal minds. Deal? Deal.

Can someone else help with the pulling or pushing? Our honored guest will help, but he can't do it alone."

Wolfgang ties the bandit to the front of the wagon using the tackle the mule had used. Then he gets behind the cart, helping to push it as best he can.

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

"I would, but I'm weak from the wounds of battle."


"I wasn't particularly musclebound even before the battle."

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First off, if you have been selected to this game then welcome aboard. Please find the posting guidelines and what you need to do to prepare for the game below.

If it is your first time here then please make a test post using the preferred posting template for your character. (See Below)

Speech = "Goes inside quotation marks and is bold."

Thoughts = thoughts go in italics and use the ooc tag to shade them.

Other Text = just goes regular

Any game mechanics such as dice rolls, should be put behind a spoiler with the mechanics tag.

Mechanics:

Great Club: 1d20 + 4 ⇒ (18) + 4 = 22 for Damage: 1d8 + 2 ⇒ (4) + 2 = 6 bludgeoning damage.

All out of character talk in the game thread also needs to be put behind a spoiler with the OOC tag.

OOC:

OOC talk and chatter goes here.


Once you have your posting format done as instructed above then the next thing you need to do is figure out your encumbrance on your Alias's character sheets.

Because this is an adventure that at times will have long stretches away from civilization then weight will be very important for what you can haul around with you.

We will be using an Alternate Encumbrance System (See below.).

First we need to figure up what your characters light load carrying capacity is. This is how much gear and treasure that you can carry without any penalty.

You will take your Strength Score and multiply it times x 5.
So if your strength is 13 then your light load maximum carry is 65 pounds.

Next we need to figure out your medium carry capacity. If you are between your light load and your medium load in weight then your speed is reduced by 10'

You will take your Strength Score and multiply it times 10.
So if your strength is 13 then your light load maximum carry is 130 pounds.

Next we need to figure out your maximum carry capacity. If you are between your medium load and your maximum load in weight then your speed is reduced by 20' and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

You will take your Strength Score and multiply it times 15.
So if your strength is 13 then your light load maximum carry is 195 pounds.

After you know what your effective limits are then you need to figure up the weight of all your armor, weapons and gear. You can find the weight for each item in the PHB or free online rules for 5e.

Coins weigh 0.02 lbs each so 50 coins will weigh 1 pound.

Dwarves do not figure in the weight of any armor to their encumbrance and never suffer a movement penalty unless heavy loaded.

Once you have all the above recorded and documented on your Alias's Sheet it should look something like this:

Encumbrance
Max Light Load: 65 (Whatever it is put it here.)
Max Medium Load: 130 (Whatever it is put it here.)
* If you are medium loaded then reduce your speed by 10 feet.
Max Heavy Load: 195 (Whatever it is put it here.)
* If you are heavy loaded then reduce your speed by 20' and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

Currently Carrying: Your equipment's weight total.
Current Load: Whatever load you currently fall at (Light, Medium, or Heavy )
Current Penalties: List any penalties from encumbrance here.

Once your encumbrance is done then make a post below to let me know that you are ready to begin play and I will check over everything on your character sheet.

While you wait on others to finish getting ready you can help out by looking over your fellow players sheets and see if they have everything correct. Especially any players that are new to 5e.


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)

Thanks for accepting me! Looking forward to playing in this game.
I've rarely played in such a diverse group of characters before. This is going to be quite interesting.
Pip is ready to play. I calculated equipment and gold cost, and he ended up quite slow. I might want to buy a mule when I have more money to carry some of my stuff.


Glasilock Haridensford Pip wrote:

Thanks for accepting me! Looking forward to playing in this game.

I've rarely played in such a diverse group of characters before. This is going to be quite interesting.
Pip is ready to play. I calculated equipment and gold cost, and he ended up quite slow. I might want to buy a mule when I have more money to carry some of my stuff.

Everything looks good. Time to get a few coins and get yourself a mastiff. They make great mount/pack animals for a gnome.

Tip: A backpack can hold up to 30 pounds of weight. A quick release setup will allow you to drop it as a free (manipulate object) action. You can also attach a bedroll, rope etc to the outside of it but then it requires a standard action to doff it and you can doff up to 60 pounds of gear total in this setup. If you do go this route then you need to mark which items are in/attached to your pack so if a monster grabs and runs with it we know whats in it. lol.

15' movement speed is a tad slow but I am sure once things get going the group is going to want to get a pack animal or wagon as soon as one can be afforded. Also carrying 10 days of rations in 5e is weighty in its own right. The others should be along throughout the weekend.

You are cleared to post in the game thread anytime you like.

Game Thread Is Located Here

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

Dotting here while I update with carrying capacity and such! I'll signal when I'm done so DM the Lord of the Nine can check it ^^


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

Will work on the weight this morning.


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

The Slice's profile has been updated with encumbrance.

He keeps (4) Days rations, his book and his clay paperweight hidden in a stash in the city he remembers from his youth.

He keeps adventuring gear in his backpack, but quickly drops it if his skills are to be used, or he is in combat.

He keeps his weapons, armor, and tools of the trade on him at all times.

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

He is carrying a Medium Load, but like Slices Strategy, he can always drop his backpack to easily drop down to light load. Also as soon as he uses a few torches, eats food, that load will go down.


The Slice and Jelly Gelly are approved to begin posting in the game thread at your leisure.

Welcome aboard.


I will be out most of today and tomorrow as my real life campaigns take place this weekend.

I have 3 new tables of PbP starting on Monday (Including this one) and I will be traveling out of state on Monday as well.

So I am going to be very busy over the next 5 days or so.

Please bare with me, I will update the game at least once per day and more if needed and time permits.

For right now everyone can post and get acquainted in character in the game thread. The game will officially start on Monday.

Dark Archive

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

Happy to be here!

Oh and telepathic speech can be "Both bold and italic."


Wolfgang von Goethe wrote:

Happy to be here!

Oh and telepathic speech can be "Both bold and italic."

Welcome aboard, once you have your encumbrance done as stated above then let me know and I will get you approved for the game thread.


ew, coin weight included? this is gonna be rough.

and i dont see any rangers among our party, so with the weight of rations we are going to really have to bend over backwards to survive while we arent in town.


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)

Well, hopefully the 8th person joining will be an outlander. If not, anyone with a decent survival score can find food. I think the mechanic was, DC 10 to find 1d4 pounds of food, and DC 15 to find 1d4 + survival mod pounds of food.


Erdann wrote:

ew, coin weight included? this is gonna be rough.

and i dont see any rangers among our party, so with the weight of rations we are going to really have to bend over backwards to survive while we arent in town.

Welcome aboard. You are approved for the game thread.


Glasilock Haridensford Pip wrote:
Well, hopefully the 8th person joining will be an outlander. If not, anyone with a decent survival score can find food. I think the mechanic was, DC 10 to find 1d4 pounds of food, and DC 15 to find 1d4 + survival mod pounds of food.

yeah i hope so too, because i am a wizard with STR 9 haha


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;|

Encumbrance now listed under equipment. I'm over 30 on the back pack, so standard action to drop it? Sold my disguise kit to buy a short bow if that's kosher. Not sure if I'm just being dense, but I can't find a listing for arrows.

Chose contact juggling balls as one of my instruments if that's alright. I figure it's an item used in a performance, so not much different, but let me know if that isn't cool.

Post formatting is pretty similar to previous games I've played.

Really excited for this to start, and if I haven't said it yet, thanks for running this campaign. It's one of my favorite things from second edition.


Faey Vallidorn wrote:

Encumbrance now listed under equipment. I'm over 30 on the back pack, so standard action to drop it? Sold my disguise kit to buy a short bow if that's kosher. Not sure if I'm just being dense, but I can't find a listing for arrows.

Chose contact juggling balls as one of my instruments if that's alright. I figure it's an item used in a performance, so not much different, but let me know if that isn't cool.

Post formatting is pretty similar to previous games I've played.

Really excited for this to start, and if I haven't said it yet, thanks for running this campaign. It's one of my favorite things from second edition.

Yep if your pack setup is more than 30 pounds then it takes a standard action to doff it. If it is under 30 then you can do it with your manipulate object action.

Everything looks good on your sheet so you are approved to start posting in the game thread.


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)
Faey Vallidorn wrote:
Not sure if I'm just being dense, but I can't find a listing for arrows.

Arrows are listed under Adventuring gear, in the Ammunition section on page 150 of the PHB. 20 for 1 gp, and a weight of 1 ib. each.

A little hard to find if you're looking for the word arrows and not ammunition.


Glasilock Haridensford Pip wrote:
Faey Vallidorn wrote:
Not sure if I'm just being dense, but I can't find a listing for arrows.

Arrows are listed under Adventuring gear, in the Ammunition section on page 150 of the PHB. 20 for 1 gp, and a weight of 1 ib. each.

A little hard to find if you're looking for the word arrows and not ammunition.

Yes he is correct. 20 Arrows weigh 1 pound. If you are doing their weight individually they would weigh 0.05 pounds apiece.


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;|

Awesome, thanks guys. I was looking for ammunition, I was just looking in the weapon tables. DM, going to buy a quiver of arrows before we start if that's alright.

Also, I remember time zones being a thing in the recruitment thread. I'm in Wyoming, so Mountain Standard.

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

Okey, Alexander's gear weight and encumbrance finished. Had to sell some rations and torches to maintain it under Medium Load (Exactly 9 rations and 5 torches) but I thought it seems appropiate: Alexander is a Folk Hero who knows how to survive in the wilds.

Please DM, check whenever you can! And no biggie about waiting, life aaaalways gets in the middle, it's a Physics Law.

PS.- I've added some explanation of the weights and disposition of stuff inside/around the backpack so both you and me can check it easier, I hope it helps.


Faey Vallidorn wrote:
DM, going to buy a quiver of arrows before we start if that's alright?

If you have the coin buy whatever you like. :)


Alexander Ironwill wrote:

Okey, Alexander's gear weight and encumbrance finished. Had to sell some rations and torches to maintain it under Medium Load (Exactly 9 rations and 5 torches) but I thought it seems appropiate: Alexander is a Folk Hero who knows how to survive in the wilds.

Please DM, check whenever you can! And no biggie about waiting, life aaaalways gets in the middle, it's a Physics Law.

PS.- I've added some explanation of the weights and disposition of stuff inside/around the backpack so both you and me can check it easier, I hope it helps.

Looks good. It will take you a standard action to shuck off the backpack and the gear attached to it.

You are free to start posting in the game thread at your leisure.


I am at a medium load with my crowbar, but without it i am back to light. So i will probably ask someone stronger to carry it for me, or i will have to just drop it quickly each fight i plan on moving.

Dark Archive

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

Alright! All set! (Sry. Weekends can be bad for me sometimes.)

Yeah, that heavy (and expensive!) crowbar didn't make it. Okay if I traded it for some much cheaper candles and chalk? (Things that don't weight anything. ;-)

And that rope...we just had to leave it. Gotta make room for that 5lbs of water somehow!

Tally ho?


Jelly, just realized you were a wood elf and not a giant. That avatar threw me off haha


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;|

Hah, I kept thinking dwarf.


Wolfgang von Goethe wrote:

Alright! All set! (Sry. Weekends can be bad for me sometimes.)

Yeah, that heavy (and expensive!) crowbar didn't make it. Okay if I traded it for some much cheaper candles and chalk? (Things that don't weight anything. ;-)

And that rope...we just had to leave it. Gotta make room for that 5lbs of water somehow!

Tally ho?

Sounds good to me. Just waiting on you to make your introduction to the game thread and we will get this show underway.


@ Wolfgang

You have too many first level spells known. The Warlock starts with 2 1st level spells known.

Your patron choice gives you the dissonant whispers and Tasha's hideous laughter to choose from. (Basically expanding the warlocks spell list of spells since they normally aren't available to a warlock.)

But it does not give you two bonus known spells just the ability to choose them. Please adjust your known spells to two instead of four.

Thanks.


I will be traveling out of state today (Monday) so I will be out of pocket for most of the day. Once we get checked in late this evening I will get everything updated from G.'s perspective tonight.

Have Fun. Feel free to ask questions, interact with each other, etc.

Dark Archive

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

Whoops! Alrighty then. Spells updated!


Wolfgang von Goethe wrote:
Whoops! Alrighty then. Spells updated!

Thank you. I am sure there will be other things that characters have to address as we go forward, I was just picking on all the Warlocks in my games last night. lol.


Just a quick reminder...

I like to keep things moving along. With a group of seven it is very important that each player try to post a minimum of once per day Monday through Friday. I do understand weekends can be tough for some so they are optional days for everyone.

By posting at least once per day you ensure the story is moving and you are having a say in what is happening and others are not held up waiting on a response from your character.

I also understand real life creeps into our fun sometimes so if you are going to be away for a few days please let everyone know so that I can DMPC your character while you are away.

So far everything is moving along very smoothly. If anyone has any suggestions on how to improve things or comments on how things are running please let us all know by posting here.

Welcome to 'Night Below' everyone!!!


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 can usually post once a day. I can post more often on weekends (sadly), but you can expect 1 post a day from me most of the time.


I can post once a day like, 360 days a year.

that said, if there is nothing for my character to say, i might not post. same goes for times when i feel i should give others a chance to post.

conversely, if i feel i havent seen enough posts in awhile, i will post even if it is something OOC just so people see that (1 new)x


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;|

Normally I'm able to check in the morning, middle of the day, and at evening, though there are corner cases where it swings in either direction, but the longer we play the more I'll have a schedule set up. Weekends are normally the hardest for me as I'm never actually around my computer, though I'm going to rig it up so I can post from my phone again.

Having GMed PbPs before, I definitely recommend players read Painlord's guide on it (I'll try to dig up the link if people are interested and can't find it, but I'm pretty sure it's in his profile).

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

Just checking in so DM Asmo knows I'm around but I don't anything useful to add to the situation. I'll wait until we get to the caravan to speak!

Also I can post at almost any time because I do it from my phone and I tend to wake up in the middle of the night and use the time to check the forums and stuff.


I apologize if it seems like I am rushing things a bit in game. I still haven't found the groups pace yet but wanted to keep things moving along without getting bogged down into to many technicalities right off the bat.

There is also the fact that combat gives everybody something to do. So we shall see how the group handles their first skirmish.

Good luck!


Pip wrote:
I have a question. I'm assuming to be sitting up in the saddle, so can I just roll off? I would say that I'd land prone. That seems to be what would make sense. It doesn't really matter right now, as I wont be doing that, I just want to know for later.

If you just roll off then it would not require an action and you would land prone. (Kind of like dropping prone.) However standing up from prone requires half your movement speed in 5e.


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)

Damn, two more on my attack and I would have killed him.
EDIT: Cool. I think that would make sense for fighting archers, if I shot and then rolled, they would have disadvantage on attack rolls against me.


@Erdann

I am assuming you fired a Ray of Frost, you didn't specifically state which spell.

Also Hide is a action. You used your action to cast the spell. However you will automatically get 3/4 cover from Archer #2 because of your position behind the cart and mule.


Glasilock Haridensford Pip wrote:

Damn, two more on my attack and I would have killed him.

EDIT: Cool. I think that would make sense for fighting archers, if I shot and then rolled, they would have disadvantage on attack rolls against me.

Oh I have seen ranged combat where everyone fires and then drops prone. (Disadvantage on ranged attacks against you.) Just make sure no one can run up and melee you while you are down or they get advantage.


M Humanborn
DM Asmodeus wrote:

@Erdann

I am assuming you fired a Ray of Frost, you didn't specifically state which spell.

Also Hide is a action. You used your action to cast the spell. However you will automatically get 3/4 cover from Archer #2 because of your position behind the cart and mule.

ah, dang, you are right on the Ray of Frost. i got so caught up on whether i should put the descriptive part of my post inside the spoiler or outside (wasnt sure if you wanted to do your own summary at the end so that actual results could be included).

and understood on the Hide, i thought it was like a move action sorta thing (i know that isnt in 5e, i just thought it had been rolled up in the movement part of the turn.

Dark Archive

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

Is everyone okay if the DM just rolls initiative for us? It may speed things up a bit, and it's just numbers. =)

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 okay with it!


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

Me is good with it.


Doesmt bother me


I am traveling home today so I will process the round tonight when I get home.


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)

Cool with that.

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