[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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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

Would the all faiths church be able to do a heal check and get that bolt out of Kenna's neck?

Should we look into buying a cure potion with the money we just recieved for killing bandits?

I do not mind throwing in for party curing.

The only other thing I want to harass the group about is that money for my familiar. I would like to buy the 10 gp worth of stuff in town incase he dies out in the field.


Keaton Larroquette wrote:

Would the all faiths church be able to do a heal check and get that bolt out of Kenna's neck?

Should we look into buying a cure potion with the money we just recieved for killing bandits?

I do not mind throwing in for party curing.

The only other thing I want to harass the group about is that money for my familiar. I would like to buy the 10 gp worth of stuff in town incase he dies out in the field.

The bolt in Kenna's neck is just flavor for the 4 levels of exhaustion that she is suffering, they come off one per day starting with the 4th level after tonight's rest. The Allfaith's Shrine does offer spell services but even to remove one level of exhaustion will be expensive. It takes greater restoration to remove a single level of exhaustion.

Spell Cost
Cure wounds (1st level) 10 gp
Identify 20 gp
Lesser restoration 40 gp
Prayer of healing (2nd level) 40 gp
Remove curse 90 gp
Speak with dead 90 gp
Divination 210 gp
Greater restoration 450 gp
Raise dead 1,250 gp

You might want to rest for a few days if you think it will hinder her to much. She will get her max hitpoints back after tonight's rest but will still be suffering from disadvantage and half speed.


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)

The costs are pretty minimal, considering. A cure wounds spell may do it.


Narnel Falerathon wrote:
The costs are pretty minimal, considering. A cure wounds spell may do it.

A cure spell will not remove her exhaustion levels. Cure spells do not do that.


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)

So your read of the rules is that a cure spell only restores lost HPs, not the levels of exhaustion associated with damage? If so, then spending any money at all is not worthwhile, as she will regain all HPs after a night of rest.


The damage she suffered was not ordinary damage, it was a critical that almost killed her that gave her the type of wound she sustained. The exhaustion levels are just a representation of that type of critical wound.

She is currently at:

Kenna has (5 of 10(5)) hitpoints remaining.
Kenna has four levels of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.

So after tonight's rest she will lose the effects of #4 and her hitpoints will go back to maximum and no longer be halved.

After the next long rest after that she will loose #3, the next #2, the next #1

Now that being said we could flavor it that the bolt was removed but the injury hasn't healed but I think the bolt still being there gives it more of a roleplay effect until the condition is removed and the wound fully healed. Maybe she is working on digging it out slightly a little at the time or maybe she is slowly pushing it out over time. The flavor can be done a million ways.


Just wanted to let you know that I'm not able to post today. We had a great wedding and are now packing for our honeymoon. We will be on our way early tomorrow morning and I will post while on the train. (that is in about 10 hours) Sorry for the delay!


@GM: We didn't talk in any detail about Berren. If you have a clear picture in mind, let me know. I didn't put much thought into Berren's character and Thought I just give you a name as an adventure hook for you to work with.


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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)
Keaton Larroquette wrote:
I need to be on the look out for a talking squirrel, to round out the group, give it some balance.

Give it some time and I just might be able to provide.


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

Hmm... yes, I would like a talking squirrel.

Let's see. Awaken is a level 5 druid spell with a 1,000 gp spell component.

It is good to have goals!


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

If my jesting about your character is making anyone upset or annoyed please let me know or PM me. I like playing him as a ball buster without a filter, but do not want to actually make anyone upset. More than willing to tone it down if I offend anyone. Please let me know.

Thanks!


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)

@DM Asmodeus:

I have a question regarding the use of the Exhausted condition on Kenna. In the rules for 5E, Exhaustion is a condition associated with "special abilities and environmental hazards, such as starvation and the long term effects of freezing or scorching temperatures." (See Page 291 - Players Handbook) There is no mention of this condition ever being associated with damage or critical hit damage in the conditions section, nor the damages and death saving throws sections.

Is this a house rule for you that we can expect moving forward with any critical hit, or am I missing something in the rules? Just wanted to know for the sake expectations from severe damage during combat.


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

Is there a way to speed up her healing process. Like complete bed rest while we tend to her needs. Or someone with the heal skill spends the day with her while she spends it in bed.

Anything to speed this up?


Sorry guys for the delayed response today, busy Friday to say the least.

I have a home-brewed set of charts I use to determine any extra effects from critical's (natural 20's) and Fumbles (Natural 1's) during a combat situations. If you notice in my dice rolls their are d100 roles usually after them.

There are 100 possible effects, from nothing extra happening, to random events and wounds. The critical chart scales with damage if the damage was enough to take you to 0 hitpoints and scale with how close to death you come because of it.

Now given exhaustion levels are one of the worst things that can happen as far as "lasting effects go. Kenna also came within 2 points of being outright killed. Her results on the critical chart was a traumatizing injury. The exhaustion effect scaled with how close she came to deaths door.

Is it a type of injury a normal aspect of critical's as a whole? The answer would be no again because there is a 100 different possible outcomes. Hers was just one of the types of effects that could happen.

I don't release the chart to my players so they have to be ready for different aspects of things that might happen outside of the norm because of a lucky strike or unlucky one. I find that it adds more realism to wounds and to combat in general, It is much better than saying "hey I just have a short or long rest and I have no effects after it even though I took a arrow in the chest."

The easiest way for her to recover is time. She will get better with each long rest as levels of exhaustion are removed. The only way to remove a level magically is to use a Restoration Spell which is like a couple hundred gold and only removes one level. Not very feasible to do money wise at 1st level.

If you think her injury would cause a henderance to the group as a whole then the goal would be to let her rest until she is healed further before continuing.

Now the question was raised that what would be the effects of a full 24 hours of bed rest. Well if she was being tended to and was in bed with very little activity then she would loose a level of exhaustion for every eight hours of rest.

Beyond that it is a groups decision on how to proceed.


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)

Understood...thanks! We should let her rest, like I said, while we attend the haunting.


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

I like it.

Gritty.

I vote we spend one day of nursing Kenna so she can get 3 long rests.

If we break it up with the other four original members it is 6 hours of babysitting each.

I can try and get my spells back while she sleeps.


Sounds good.


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

Does anyone have the prices for the list of services at the Swinging sword? Room rates, meals, and drinks.

@DM can we upgrade our room to the multi sleeper room?

Hopefully it will be everyone except Molok because he is sleeping in the barn.

@everyone, sound like a good idea? Rent the multi sleeper for two nights.

(We need the second day because we will be staying later than the 10 am check out time.)


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 do not know that we are all in agreement to sit on our duff for three days until Kenna is completely healed. I think we should investigate the haunt without Kenna. Any thoughts from anyone else on that course of action?


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

Keatons idea is to rest for a full 24 hr period, where Kenna can benefit from three long rests.

That period would end at 6:30-7:00pm ish tomorrow. Unless people think it's a good idea to head out to the Old Tomb at night we might as well do another rest after that and head out the morning after tomorrow. (The morning of the 17th of Mirtul)


I think we can have Kenna rest for 16 hours and remove two levels of fatigue. This will allow us all to rest for 8 hours tonight and spend the morning (the next 8 hours) selling the stuff we got from the bandits and buying any equipment we might need. Then she can come with us to the haunt and after get another 8 hours of rest at the end of that day. So when we travel to the rock she will only have 1 level of fatigue left. And if she travels in the cart we got from the bandits she possibly could lose that level of fatigue on the journey to the rock.


Private Rooms
1 gold per night includes 2 meals and 4 ales.

Bunk Room
1 electrum per guest (Sleeps 6) includes 2 meals and 0 ales.

@ Keaton
If you swap room accommodations just get a refund for the first payment and then apply the second.

@ Narnel
I believe what Keaton is saying is a 24 hour wait. She looses one point of exhaustion for every 8 hours of rest, not per day. 24 hours in bed will remove 3 levels of exhaustion.


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Also so everyone knows how this will flow going forward. I will bring the constable in during tomorrows update, let everyone get paid and then let everyone ask any questions they might have.

Then Sunday we will do the first eight hour rest and do the morning scene. You have plunder to sell which will probably be best done at the sundries shop. You have weapons to sell so Ironhead Arms may be the best for that. The group can split into two teams and take care of that business quicker. However we need to play it out as there are NPC's to meet and more information to learn instead of hand waving the selling and moving on.

Once that is done, you can do any purchasing that you need to. Again lets play it out, Red Larch is full of interesting characters and roleplay.

Once everyone does their buying then we can go from there. It is a little after 6pm now. If we get the constable taken care of and Kenna in bed by 7pm, then she will have two levels of exhaustion removed by 11am in the morning. That means she will only have the following exhaustion left.
1 Disadvantage on ability checks
2 Speed halved

If you protect her she should be ok at the tomb.

@Cade
No one has went back for the cart yet, so it is not an option at this point unless someone wants to buy a wagon. She could ride on a floating disk however which will keep her from slowing down the group.


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

I will switch over to the group room. Just need the cost for drinks please.

I am fine with either option for Kenna resting. I have been the character that was injured before. It sucks, and I am more than happy to heal her up so she does not have to be placed on hold. That's really rough in a pbp game, could be two weeks before she can play again. I can justify wanting to have her healed completely with Keaton, he is a jerk but will go out of his ways for his friends.

#1 we give her a full 24 hour rest remove all exhaustion

#2 she sleeps until 11 am getting 2 long rests and having 2 levels of exhaustion

As for tomorrow I will sell the plunder at the sundries store. Want to look into getting more spell components incase Lemmy dies.


Weekly Posting Summary
Monday, August 24th, 2015 through Friday, August 28th, 2015

Number of Active Players: 7
Total Post From Players: 49
Game Health: Good
Average Post Per Day: 9.8
Average Post/Per Player Per Day: 1.4

Weekly Post Totals:

Kenna: 6 (Good)
Narnel: 9 (Good)
Vaneros: 3 (Fair)
Cade: 8 (Good)
Keaton: 13 (Excellent)
Molok: 3 (Fair)
Ember: 7 (Good)

* Please note: The ratings above are not meant to single anyone out. They are based on the recruitment criteria of having the ability to post at least once per day (5 post per week) M-F with weekends being optional.

The results also lets me as well as you (the players) monitor the overall health of the game. The results do not include weekend post as they are an optional part of the game requirements.


Keaton Larroquette wrote:
I will switch over to the group room. Just need the cost for drinks please.

We so far have been doing drinks by the book, but here is a more extensive list of what is available:

Ale, common: 5 cp/mug

Ale, fancy: 7 cp/mug

Ale, pumpkin spice: 1 sp/mug

Ale, imported dwarven stout: 3 sp/mug

Wine, common: 1 sp/pitcher

Wine, local mixed berry blend: 2 sp/pitcher

Wine, aged imported elven blush: 10 gp/bottle


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

Thanks

Question do familiars have personalities? Or are they like robots and just do the commands they are given?


Keaton Larroquette wrote:

Thanks

Question do familiars have personalities? Or are they like robots and just do the commands they are given?

The familiar acts just like the animal that it looks like, you can just communicate with it and give it somewhat limited orders. If you would like to develop a personality for it you can, just keep in mind its INT score.


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 do.

Been out of work this week on a stupid injury.

It will give me something to do.


Hi Everyone. I just read up on what's been going on the last couple of days. I'll make a post today and once we are on our way back home on Tuesday. After that posting will be back to normal.
Just wanted to keep you posted.


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

Cool, congratulations again Vaneros.


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)

The next few days Kenna will prepare Goodberry and Create Water and cast it every day. The spells create enough food and water between them to sustain the entire party each day. So if anyone wants to take part in that you can save yourselves the cost of your meals.


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)

Narnel would partake with Kenna for any meals created when he is in town with her.


Thank you! :)


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 yesterday. I worked an unexpected 12 hour day and was absolutely exhausted.


Narnel should be with the sneaking group and Ember should be with Molok and me.


I am going to flip Narnel and Ember around before I process the results. Sorry about that


I had rolled the initiative here but it didn't save, initiative order is correct in the thread however.


Weekly Posting Summary
Monday, August 31st, 2015 through Friday, September 5th, 2015

Number of Active Players: 7
Total Post From Players: 56
Game Health: Very Good
Average Post Per Day: 11.2
Average Post/Per Player Per Day: 1.6

Weekly Post Totals:

Vaneros: 7 (Good)
Ember: 6 (Good)
Narnel: 9 (Very Good)
Molok: 8 (Very Good)
Keaton: 12 (Excellent)
Cade: 9 (Very Good)
Kenna: 5 (Good)

* Please note: The ratings above are not meant to single anyone out. They are based on the recruitment criteria of having the ability to post at least once per day (5 post per week) M-F with weekends being optional.
The results also lets me as well as you (the players) monitor the overall health of the game. The results do not include weekend post as they are an optional part of the game requirements.


I will be out most of this weekend. I have a new Tyranny of Dragons campaign for my Saturday play group kicking off today and I have a high level Pathfinder campaign that has its final fight tomorrow. Will try to update as I can, probably be late at night.

I will leave you all with the stat block of the final enemy in the Pathfinder campaign.....lol

Myrkjartan, The Mad Dragon, Mature Adult Silver Dragon Mad Savant:
CR 20; Huge Dragon (Cold);

HD 25d12+125; hp 422; Init +4;

Spd 40 ft., fly 150 ft. (poor);

AC 42 (-2 size, +24 natural, +2 insight, +4 mage armor, +4 shield), touch 10, flat-footed 40;

Base Atk +25; CMB +42; CMD 52

Atk Bite +33 melee (2d8+9 (18) and 1 Wis);

Full Atk Bite +33 melee (2d8+9 (18) and 1 Wis) and 2 claws +31 melee (2d6+4 (11) and 1 Wis) and 2 wings +31 melee (1d8+4 (8) and 1 Wis) and tail slap +31 melee (2d6+13 (20) and 1 Wis);

Space/Reach 15 ft./10 ft. (15 ft. with bite);

SA Breath weapon, crush, frightful presence, idiot’s caress, psychotic burble, spell-like abilities, spells;

SQ Alternate form, cloudwalking,
DR 10/magic, darkvision 120 ft., immunities (acid, cold, sleep, paralysis and all mind affecting spells and effects), low-light vision, prescient madness, SR 24, vulnerability to fire; AL NE; SV Fort +19, Ref +18, Will +16; Str 29, Dex 10, Con 21, Int 26, Wis 15, Cha 24.

Skills and Feats: Concentration +33, Diplomacy +37, Hide +6, Intimidate +35, Knowledge (history) +36, Listen +32, Move Silently +14, Search +36, Sense Motive +30, Spot +32, Swim +23; Alertness, Cleave, Flyby Attack, Great Cleave, Hover, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack.

Breath Weapon (Su): 50-ft. cone, damage 14d8 cold, Reflex DC 27 half; or 50-ft. cone, paralyzing gas, Fortitude save DC 27 or be paralyzed for 1d6+7 (10) rounds.

Crush (Ex): Area 15 ft. by 15 ft., Small or smaller opponents take 2d8+13 (22) points of bludgeoning damage, and must succeed on a DC 27 Reflex save or be pinned; grapple bonus +42.

Frightful Presence (Ex): 210-ft. radius, HD 24 or less, Will DC 29 negates.

Idiot’s Caress (Su): Any creature struck with any of the Myrkjartan’s natural attacks must make a DC 29 Will save or take 1 point of temporary Wisdom damage. The save is Charismabased.

Psychotic Burble (Su): Once per day, as a standard action, Myrkjartan can unleash a writhing stream of insanity upon his enemies, giving them a taste of the true madness that lives within his head. The psychotic burble bursts in a 60-ft. radius centered on Myrkjartan and all within the area of effect must make a DC 29 Will save or be confused as the spell, for 7 rounds.

Spell-Like Abilities: 3/day–confusion, daze, fog cloud, hideous laughter; 2/day–feather fall; 1/day–crushing despair, displacement, entropic shield, feeblemind, insanity, symbol of insanity, touch of idiocy.

Spells (6/8/8/8/5, DC 17 + spell level):
0–acid splash, arcane mark, dancing lights, daze, detect magic, ray of frost, read magic, resistance;
1st–chill touch, comprehend languages, mage armor, protection from good, shield;
2nd–arcane lock, detect thoughts, knock, see invisibility;
3rd–dispel magic, nondetection, sleet storm;
4–solid fog, wall of ice.

Prescient Madness (Su): Myrkjartan’s madness allows him to continually see a few moments into the future. This bizarre ability increases his combat effectiveness by letting him see his opponents’ tactics a few seconds in advance. Myrkjartan receives a +1 insight bonus on attack rolls and a +2 insight bonus to AC and Reflex saves. This has already been factored into Myrkjartan’s stat block.


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)

Ugh...


Vaneros natural 1 fumble spell attack

Percentile: 1d100 ⇒ 63


Half-ogre's save versus Keaton's grease spell.

Dex Save: 1d20 + 0 ⇒ (13) + 0 = 13


Goblin attack on Molok

Shortbow: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 2 ⇒ (2) + 2 = 4 slashing.

Goblin hide check.

Stealth: 1d20 + 2 ⇒ (10) + 2 = 12

Half-Ogre attack on Molok

Battleaxe: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 2d10 + 3 ⇒ (9, 4) + 3 = 16 slashing.

Narnel AOO with Staff

Staff: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Molok.... you got lucky there.... look at that damage above on that battleaxe. You might have lost some stone if that had connected.


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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

That would have been just a little ouchie!!! BTW I love the pic for our mule...it looks so mad!!!


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

I like your insane dragon, hope you win... I mean everyone has fun fighting it...


Narnel: 1d20 + 3 ⇒ (1) + 3 = 4
Molok: 1d20 + 1 ⇒ (14) + 1 = 15
Ember: 1d20 + 0 ⇒ (16) + 0 = 16
Kenna: 1d20 + 2 ⇒ (7) + 2 = 9
Cade: 1d20 + 2 ⇒ (5) + 2 = 7
Vaneros: 1d20 + 2 ⇒ (1) + 2 = 3
Keaton: 1d20 + 2 ⇒ (17) + 2 = 19
Mule: 1d20 + 0 ⇒ (20) + 0 = 20
Specter: 1d20 + 2 ⇒ (1) + 2 = 3


Kenna, mule opposed strength check to hold the reigns as it panics.

Kenna: 1d20 + 0 ⇒ (19) + 0 = 19
Disadvantage: 1d20 + 0 ⇒ (12) + 0 = 12

Mule: 1d20 + 2 ⇒ (20) + 2 = 22


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

That Mule is on fire! We should equip it with weapons and such :D

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