[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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@ Kenna

If you loose their trail then yes you could use survival to pick it back up if it came to that point.


Initiative
Keaton: 1d20 + 2 ⇒ (17) + 2 = 19
Ember: 1d20 + 2 ⇒ (1) + 2 = 3
Kenna: 1d20 + 2 ⇒ (19) + 2 = 21
Narnel: 1d20 + 3 ⇒ (4) + 3 = 7
Molok: 1d20 + 1 ⇒ (17) + 1 = 18

Creature: 1d20 + 0 ⇒ (14) + 0 = 14


Creature Strength Save versus Trip from Pack Werewolf. DC 12

Strength Save: 1d20 + 3 ⇒ (10) + 3 = 13


Creature uses Acid Spray.

Acid Spray: 3d6 ⇒ (5, 2, 2) = 9 Acid Damage

Svae DC 13 Dex Save for half damage.

Pack Werewolf: 1d20 + 2 ⇒ (5) + 2 = 7

Molok: 1d20 + 1 ⇒ (7) + 1 = 8


DC 12 strength save versus Fist of Unbroken Air.

Strength: 1d20 + 3 ⇒ (17) + 3 = 20


Recharge Acid Spray check

Recharge6: 1d6 ⇒ 6


Attack on Molok

Bite: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 2d6 + 3 + 1d6 ⇒ (6, 2) + 3 + (4) = 15 slashing plus acid damage.


You guys will not have time for a short rest before continuing after the water cultist. Kenna will lose her wildshape form in an hour.

Please post up anything you want to do or say at the spot you defeated the creature and then we will move forward after the cultist.


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

Hey everyone, I might miss a few posts here and there as my wife and I just welcomed our 5th child into the world. Please bot me if I'm holding up the action. I'll try to post as much as I can. :)


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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

Congrats Ember!!!!


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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

congrats

2 more and you will have one for each day of the week


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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)

Congrats!


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
Keaton Larroquette wrote:

congrats

2 more and you will have one for each day of the week

Lol, I think I'll stick with one for each workday... :D

We should all probably roll a stealth check..


I am going to get the map up of the camp in the morning. It will have highlighted squares that you can sneak too and place your token before the ambush starts.

Everyone give me a stealth check with advantage please.


Here is the map, you can place your character anywhere in the highlighted area just let me know the grid coordinates you will start in and give me an initiative roll.

Reaver Ambush Battlemap


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)

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16

Position at I-15


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

Ember will start at O4

Initiative: 1d20 + 2 ⇒ (9) + 2 = 11

She will delay until Keaton sleep spell goes off.


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)

Position DE / 23 24

Initiative: 1d20 + 2 ⇒ (11) + 2 = 13


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

Z35

initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Delay until the enemy clusters more, most likely will happen if another party member attacks first, will position the sleep spell to not include party members in AOE


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 will start at E-25

Imitative: 1d20 + 2 ⇒ (8) + 2 = 10


Initiative Rolls

Leader: 1d20 ⇒ 2
Personal Guard: 1d20 + 2 ⇒ (11) + 2 = 13
Bandits: 1d20 + 1 ⇒ (8) + 1 = 9


Personal Guard #1 DC 12 Dex Save versus Ember's Flaming Sphere.

DEX: 1d20 + 2 ⇒ (10) + 2 = 12


Cult Leader DC 12 Dex Save versus Ember's Flaming Sphere

For ending his turn next to it.

DEX: 1d20 + 0 ⇒ (14) + 0 = 14

Damage: 2d6 ⇒ (3, 5) = 8


Kenna you are up next. We are waiting on you.


Personal Guard #1 attacks Narnel.

Sharktoothed Longsword: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

If opponent is unarmored. Extra Damage.

Unarmored: 1d8 ⇒ 3


Personal Guard #2 attacks Werewolf.

Sharktoothed Longsword: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

If opponent is unarmored. Extra Damage.

Unarmored: 1d8 ⇒ 2


Cult Leader DC 12 Dex Save versus Ember's Flaming Sphere

DEX: 1d20 + 0 ⇒ (5) + 0 = 5


Bandit #1 attacks Ember with Scimitar.

Scimitar: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 slashing.

Bandit #2 attacks Ember with Light Crossbow.

Crossbow: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 + 1 ⇒ (7) + 1 = 8 piercing.

Bandit #5 attacks Ember with Light Crossbow.

Crossbow: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 1 ⇒ (4) + 1 = 5 piercing.


Bandit #1 critical

Critical: 1d6 ⇒ 3


Ember DC 10 CON save to remain concentrating on Flaming Sphere after Bandit #1's hit.

CON: 1d20 + 2 ⇒ (10) + 2 = 12

Ember DC 10 CON save to remain concentrating on Flaming Sphere after Bandit #2's hit.

CON: 1d20 + 2 ⇒ (15) + 2 = 17


Bandit #3 attacks Werewolf with Light Crossbow.

Crossbow: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 1 ⇒ (6) + 1 = 7 piercing.

Bandit #4 attacks Werewolf with Light Crossbow.

Crossbow: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 1 ⇒ (7) + 1 = 8 piercing.


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

Question, did the Bandits 3 & 4 move first then fire?

Asking because I have been holding an action for several rounds and it may cause one of them to attack a party member.

31 Hit Points of enemy would fall asleep

date stamps:

Ugh, feel like a tool putting this spoiler button like this, not trying to be a rules lawer douche, figure it may make it easier to know what i am talking about.

Fri, May 13, 2016, 06:13 pm - declared sleep spell
WEd, May 18, 2016, 07:12 pm - declared held action trigger


Bandit four moved, bandit 3 did not. They then fired. If you would like to throw the sleep spell for them two I can retcon it in.

Let me know.


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

Yes please.

I was just trying to get a grouping of 2+ bandits.


Retcon done. Since the sleep was a readied action Keaton is still up next in initiative.


Magic Missile against Narnel (Level 3) 5 missiles.

Missle1: 1d4 + 1 ⇒ (4) + 1 = 5
Missle2: 1d4 + 1 ⇒ (1) + 1 = 2
Missle3: 1d4 + 1 ⇒ (4) + 1 = 5
Missle4: 1d4 + 1 ⇒ (4) + 1 = 5
Missle5: 1d4 + 1 ⇒ (1) + 1 = 2


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

Sorry for my absense this week everyone. I'll be back at work on Monday and I'll have more time to post. Thanks for your patience.


Personal Guard #2 attacks Werewolf.

Sharktooth Longsword: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 2d8 + 2 ⇒ (1, 7) + 2 = 10 slashing.
(Bonus d8 due to unarmored opponent)

Personal Guard #1 attacks Ember.

Sharktooth Longsword: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 2 ⇒ (8) + 2 = 10 slashing.

Ember concentration check if needed DC 10 to maintain Flaming Sphere

CON SAVE: 1d20 + 2 ⇒ (12) + 2 = 14


Hope everyone is having a great weekend. I will update the game as soon as we hear from Ember.


Don't know if any of you play Pathfinder but I am working on a 5e conversion of the Pathfinder AP "Curse of the Crimson Throne"

I have redid the players guide with new feats and house rules for the campaign, if some of you want to look it over and give me some feedback. The new feats are scattered throughout the book and the rules changes/modifications are toward the back.

CotCT Players Guide (Beta)


I am going to DMPC Ember so we can move this along.


Cult Leader DC 12 Dex Save versus Ember's Flaming Sphere

DEX: 1d20 + 0 ⇒ (18) + 0 = 18

Fire Damage: 2d6 ⇒ (4, 2) = 6


Ember cast Cure Wounds in a second level slot on herself.

Cure Wounds: 2d8 + 2 ⇒ (4, 1) + 2 = 7


Bandit #1 attacks Ember

Scimitar: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Critical on Ember

Crit: 1d6 ⇒ 2


Magic Missile against Ember.

Force: 1d4 + 1 ⇒ (4) + 1 = 5

Magic Missile against Bandit #2 (Auto Critical)

Force: 2d4 + 1 ⇒ (1, 4) + 1 = 6

Magic Missile against Bandit #3 (Auto Critical)

Force: 2d4 + 1 ⇒ (1, 2) + 1 = 4

Magic Missile against Bandit #4 (Auto Critical)

Force: 2d4 + 1 ⇒ (3, 3) + 1 = 7

Magic Missile against Bandit #5 (Auto Critical)

Force: 2d4 + 1 ⇒ (3, 4) + 1 = 8


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

That was good thinking waking the guards with magic missiles.


Had to get in the mind of a leader that knew he was about to fall. If he killed them, so be it but he would give them a chance while taking out the flaming sphere that was causing so much damage.


Personal Guard #1 attacks Kenna

ST Longsword: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 + 2 ⇒ (6) + 2 = 8
No Armor: 1d8 ⇒ 5


Ember Death Save

Death Save: 1d20 ⇒ 17

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