[D&D 5e] Princes of the Apocalypse DM Asmodeus (Inactive)

Game Master bwatford

Current Location: Bargewright Inn in the Dessarin Valley


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Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Well now - that certainly nerfs my action then.


Sorry For some reason I thought I got one back on a short rest. My mistake.


Molok,

You get advantage on the attack roll and if you hit it is an automatic critical. He will be denied any dex to armor but the mage armor is still in effect.


Molok Greatsword Attack

Greatsword: 1d20 + 5 ⇒ (7) + 5 = 12
Advantage: 1d20 + 5 ⇒ (19) + 5 = 24

Damage: 2d6 + 3 ⇒ (6, 6) + 3 = 15
Critical: 2d6 ⇒ (2, 2) = 4 reroll 2's reroll: 2d6 ⇒ (1, 3) = 4

19 total damage.


I will be traveling today to see by daughter and grandkids across the state. I will be out of pocket this weekend while I am there.

I will update the thread when I can.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

LOL

@Molok, out of game I agree with your actions 100%, Keaton just hates murderers.

Also, I find it completely funny defending a lawful good point of view, because he really is not.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

I know..no worries..I knew someone would be "upset" with his decision...it was the way of the tribes...makes for good Role Playing thought!!


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

I don't mind my characters dying, I see it as an opportunity to try something else. So you might want to focus on Ember, since she's the healer.


Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y

I'd probably prefer to keep playing Ember but I'm fine if this is the end of her story to.


Molok will only reach me next round with the potion... So I'm crossing my fingers...


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

I am stable. I assume someone will get around to me after the ones in need are tended to.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Wishing luck you all luck on your rolls.


1 person marked this as a favorite.

Just got back home, even got to bring the flue with me.... I feel horrible, will update tomorrow.


Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y

Rest up :)


Hope you get well soon!


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Indeed - get well!


Keaton medicine check to stabilize Ember. DC10

Medicine: 1d20 + 0 ⇒ (7) + 0 = 7


Healing Potion

Potion: 1d4 + 2 ⇒ (4) + 2 = 6


Molok medicine check to stabilize Ember. DC 10

Medicine: 1d20 + 1 ⇒ (13) + 1 = 14


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Are we keeping a group treasure list or dividing the loot as we go?

Also, did we go down the 2 chests?


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

We had been splitting as we go.


We took the loot from the bandit camp back to twon as group treasure and split the profit at the tavern after selling everything. (as I recall it)
I'm fine either way.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Did we inspect those 2 chests?

I went back to check the posts and only found that we dumped rocks on them.

Not sure if we did more and I just overlooked it.

I would like to do that before we rest, in case this guy has more mooks that will get to our plunder first.

Thoughts?


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

agreed. I think we should check those chests first.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Yes, no sense leaving them behind!


Keaton wrote:


Are we keeping a group treasure list or dividing the loot as we go?

Also, did we go down the 2 chests?

You have been splitting as you go, I have put the coin in the party treasure on the campaign tab for the moment. Yall could split it now if you like.

You have not investigated the two chest yet I do not believe.

Kenna wrote:


Yeah, crafting a single potion of healing would take ten days... I was hoping that I can make anything faster, like a poultice or anything that helps them recover, or heals a much smaller amount of HP just to get them back to their feet.

The best solution for this is the druid spell Goodberry. It makes 10 berries that restore 1 hp each. Pop one in the mouth of a unconscious character and they are back on their feet. The berries are good for 24 hours after being created.

Also to find out how to make a healing potion you might want to ask at the All Faiths Shrine. They may have a quicker way to make healing potions than the 10 day route.


Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y
DM Asmodeus wrote:

Healing Potion

[dice=Potion]1d4+2

Was this a typo? I thought healing potions healed 2d4+2?


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

They do


Typo...

Here is another 1d4 for you

Typo: 1d4 ⇒ 2


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

Yay, almost back to full. I assume with a 9 I will not know anything about the sphere, but I'd like to make sure my check has been seen by the DM at least.


Saw it, nothing with a 9.


Unconscious players will wake up in 1-4 hours.


I will catch the gamethread up on Monday but meanwhile if you are interested in what the next hardcover adventure release from WotC will be then here is a primer to Monday's announcement.

The new Dungeons & Dragons storyline will be called Curse of Strahd. I'm hearing that Tracy and Laura Hickman, who wrote the original 1983 Ravenloft adventure, have some involvement, and it will be set in Castle Ravenloft. The PCs will be sent to Strahd's realm by Madam Eva (using a tarokka deck). While the Ravenloft name is being used, I don't know if it's actually set in a demiplane or if it's set in the Forgotten Realms, but the land of Barovia certainly exists. More if I hear it!

Read more: http://www.enworld.org/forum/content.php?3162-CURSE-OF-STRAHD-Will-Be-Avail able-March-15th#.Vpu2ZiorJhF#ixzz3xW6k8TFl


Thanks for the link I hope is as good as the original Ravenloft.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Excellent!

Love Ravenloft!

Excited!


I actually just received the first Adventures League play test adventure for the upcoming season 4.

DDEX4_1_Suits_of_the_Mist

Following the fall of Phlan to the so-called "Maimed Virulence," the green dragon Vorgansharax, the five factions quickly began planning to retake the beleaguered town. Since the process of marshalling resources was slow, sentries were set at various locations outside Phlan, all watching for any movement from the dragon or its forces.

With efforts finally underway to retake the town, the factions are hearing reports of strange happenings in the lands around Phlan. Worried that these reported oddities might interfere with their plans--or be signs of more sinister impediments--the factions are sending their agents to investigate.

One of the rumor hubs near Phlan is the Crossing Inn, a waystation for travelers along the Phlan Path, which runs between Phlan and Melvaunt. The patrons and staff of the inn believe that some unnamed doom--something even more dire than the Maimed Virulence--is creeping steadily toward Phlan.

This vague uneasiness was intensified when a family of Gur, itinerate vagabonds distrusted by most, arrived at the Crossing Inn. These gypsies, as befits their reputation, committed a host of crimes against the inn and its patrons.

When the PCs arrive at the Crossing Inn to investigate the rumors, the patrons and staff provide sufficient fodder for further investigation into the Gur and what connections they might have to the approaching dread.

and then......

As you head toward Phlan, the fog and mists grow so thick that you lose track of your companions. Even the sounds of walking and talking are muffled and mangled. The mists seem to take on grotesque shapes, the sounds you make echoing back as moans of spectral pain. The tension finally breaks as the mists thin, letting you see your landscape again.

But something is wrong. The air is still cold, but the frost is gone. A few wretched leaves still cling to the trees here, where all branches were bare moments ago.

A wooden sign rests on the path before you, having fallen off a tree. Next to it is a dead dove, frozen by the frigid air and partially eaten by vermin. Some blood decorates the sign that reads in oddly slanted letters etched into the wood:

Welcome to Barovia


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Riiiight. My tabletop group has pre-ordered the adventure for use when it arrives. We are toying with an entire party of Clerics. This is consistent with a pocket dimension to get the party there from any setting or Homebrew. Can't wait.


Stop torturing me.


Just wanted to let you know, that I have a very busy month at work and won't be able to make my post every day. I'll try to make it later today (in about 6 hours).


No problem Vaneros.

Everyone please post here to confirm you have completed your level up.


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Are we rolling for HPs or taking the average?


Taking the average.


Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y

Woot level up done.

My new channel divinity ability seems cool! Hopefully I won't forget to use it :P


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Level up complete. Added Ki features and increased speec to 45'.


Sorry super busy have not completed level up will get it done tomorrow.


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Will level up Keaton tomorrow.


Female Half-Elf Druid 3
Quick Stats:
Init +2 | AC 14 | HP 24/24, Speed 30 ft | PassPerc 15, Senses Darkvision
Quick Stats:
Spell DC: 13 | Spells (0/4 2/2 used) | STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 16 (+3) CHA 10 (+0)

If I recall correctly I'm supposed to put statblocks for my go-to wild shape forms into the "Familiar, Animal Companion, or other information" spoiler?


leveled up


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Molok is leveled up now!!


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Leveled up

Really struggled with picking a school of magic; could not decide between Abjuration, Conjuration, or Illusion. They all work well with how he has developed. I went with Conjuration because it allows him the most opportunity to be lazy and comfortable. Using Minor Conjuration he will always have a comfortable seat or pillow to lounge on, or small canopy to stay dry under, or a wool throw blanket, bucket of water to wash with, random magical components, etc...

+6 hp from level and con

Spells Chosen
Comprehend Languages
Magic Missile

I say we divide up the loot after we get our reward from the inn.

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