[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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Hope you get well soon!

Sorry I didn't post during the weekend. Quite a lot going on. But for this week, I'm back on it.


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)

Is there a potion of healing available for 50GP?


Narnel Falerathon wrote:
Is there a potion of healing available for 50GP?

Yes at the Allfaith's Shrine.


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

Than is all. Surgery went well, just have to let the eye heal. Will try to post a little, but it might be 2 weeks before I am back to full (not suppose to read/write)


Glad to hear everything went well.


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...heal up, now.


Once everyone is ready to depart where do you guys want to go? Skull Tree or Lance Rock?


Really busy today, will get the game updated to Lance Rock as soon as possible.


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 everyone. I've been really busy on this holiday. I'm completely exhausted and now I've come down with a horrible flu :/ I'm just sitting here this morning feeling blurg. I'll post in gameplay in a while.


Get well soon!
My wife is down with the cold too. I hope I'm not the next in line...


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)

My wife too...ugh, but not me...yet.


Round 1 Initiative

Narnel: 1d20 + 3 ⇒ (18) + 3 = 21
Molok: 1d20 + 1 ⇒ (16) + 1 = 17
Ember: 1d20 + 0 ⇒ (6) + 0 = 6
Kenna: 1d20 + 2 ⇒ (14) + 2 = 16
Cade: 1d20 + 2 ⇒ (17) + 2 = 19
Vaneros: 1d20 + 2 ⇒ (5) + 2 = 7
Keaton: 1d20 + 2 ⇒ (16) + 2 = 18
Zombie: 1d20 - 2 ⇒ (14) - 2 = 12

Zombie Surprise Attack Against Ember

Slam: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 bludgeoning.


Narnel fumble percentage

Percentile: 1d100 ⇒ 29


I'm getting the feeling I'm better off taking my passive scores from now on...


Remember to make sure you are giving me coordinates as you move. Would not want to accidentally put you in a bad situation. lol.


My idea was that we all tell you our formation and move on until you tell us we hit something interesting. If I just tell you the location I go to and the rest hasn't posted yet when you tell me dreck hits the fan, the rest is far behind in the last room (even though it's logical that the group advanced as a whole). I mean Kenna wouldn't just stand there in the dark, I guess she would be right behind us. Even though her player hasn't posted that yet.
Just my thoughts. I know it isn't easy to coordinate 6 people on a by-post-basis.


If you are going to take the lead that is fine but I need the formation of everyone that will be behind you.


You're right. I updated my position, where I will wait for the others to follow.
Maybe we could set a standard formation so things can move along quicker?


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 was hoping for that too.

I would like to be last in the formation (last in line) please.


X X 1 X X
X 2 3 4 X
5 X 6 X 7

1= Vaneros
2= Narnel
3= Ember
4= Molok
5= Kena
6= Keaton
7= Cade

How does this look to everyone for a formation


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)
Vaneros Anteri wrote:

You're right. I updated my position, where I will wait for the others to follow.

Maybe we could set a standard formation so things can move along quicker?

I was about to suggest the same.

Cade's sufggestion seems okay, although I think Molok and I would be more useful to the front while Vaneros is better served at range, so further to the back.

So how about

X X 4 X X
X 2 3 5 X
1 X 6 X 7


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)

Again, that works fine for me. I do not think that we need to get bogged down on moving, once an order is established. We need to advance as a group based upon the marching order. The only time the DM should do otherwise would be if we state something outside of this established order.


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

Either formation works for me.


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 in the front works for me...


Let's go with Kenna's


Alright now that I have a order listed above except for who is going to be up front Vaneros or Molok.

So for your character to fall in formation just post that you character falls in line behind x. (x being the leader of the group).

i.e. I fall in line behind Molok.

When you do this I will put you in a position behind Molok and you will stay in that position until you break formation.

Once you break formation you will have to tell me when you fall in again.

Anything else I should know?


Kennas formation looks fine to me.


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

Good with Kenna's formation as well


Molok Dex Save versus falling rocks.

Dex Save: 1d20 + 1 ⇒ (18) + 1 = 19

Zombie #1 Falling Damage
Fall: 1d6 ⇒ 5

Zombie #2 Falling Damage
Fall: 1d6 ⇒ 4


Initiative:

Narnel: 1d20 + 3 ⇒ (14) + 3 = 17
Molok: 1d20 + 1 ⇒ (3) + 1 = 4
Ember: 1d20 + 0 ⇒ (8) + 0 = 8
Kenna: 1d20 + 2 ⇒ (1) + 2 = 3
Cade: 1d20 + 2 ⇒ (5) + 2 = 7
Vaneros: 1d20 + 2 ⇒ (18) + 2 = 20
Keaton: 1d20 + 2 ⇒ (4) + 2 = 6

Zombies: 1d20 - 2 ⇒ (11) - 2 = 9


Zombie #2 Undead Fortitude versus Narnel's martial attack. DC 11

Con Save: 1d20 + 3 ⇒ (10) + 3 = 13


Zombies attack against Molok.

Zombie #1
Slam: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Crit Damage: 1d6 ⇒ 4
Crit Percentile: 1d100 ⇒ 64

Zombie #2
Slam: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


Molok's Con Save Versus Special Critical Effect DC 15

Con Save: 1d20 + 4 ⇒ (2) + 4 = 6


Zombie #1 AoO against Cade as he moved into and out of melee range to get behind Narnel

Slam: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Critical Damage: 1d6 ⇒ 4
Critical Percentile: 1d100 ⇒ 1


Cade COn save versus critical effect. DC 10

CON SAVE: 1d20 + 1 ⇒ (9) + 1 = 10


Zombie #1 Undead Fortitude versus Keaton's Ray of Frost DC 6

Con Save: 1d20 + 3 ⇒ (2) + 3 = 5


Zombie #2 Undead Fortitude versus Kenna's Scimitar DC 10

Con Save: 1d20 + 3 ⇒ (10) + 3 = 13


Zombie #2 Undead Fortitude versus Vaneros's Eldritch Blast DC 9

Con Cave: 1d20 + 3 ⇒ (8) + 3 = 11


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

Umm.

I hate to be a rules lawyer, but if these are standard zombies they only get that con save verses physical damage. They do not get it when they get damage from magic, or hit with a critical.

I just used a large swarm of them in a game I run, and I love them. It is great because out of a party of seven there is only one mage, that rolls crappy attack rolls. This was considered a very easy challenge per the dmg, but it also dropped 3 of 7 party members because of those zombie con saves.


Keaton Larroquette wrote:

Umm.

I hate to be a rules lawyer, but if these are standard zombies they only get that con save verses physical damage. They do not get it when they get damage from magic, or hit with a critical.

I just used a large swarm of them in a game I run, and I love them. It is great because out of a party of seven there is only one mage, that rolls crappy attack rolls. This was considered a very easy challenge per the dmg, but it also dropped 3 of 7 party members because of those zombie con saves.

Keaton, you are incorrect.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point in stead.

The only time they do not get a save versus ANY type of damage is if it is a critical hit or Radiant damage.


Zombie #2 Undead Fortitude versus Narnel's Staff DC 14

Con Save: 1d20 + 3 ⇒ (8) + 3 = 11


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

Oops.

Well then.

I shall remain silent with my tail between my legs...


Keaton Larroquette wrote:

Oops.

Well then.

I shall remain silent with my tail between my legs...

No need, it is good to learn stuff on both sides of the screen. It is not like I don't make mistakes and I am glad when they are pointed out.


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

Agree

Try using these in a swarm, that is what I just did with them and it makes them doubly horrfic.


Weekly Posting Summary
Monday, September 28th, 2015 through Friday, October 2nd, 2015

Number of Active Players: 7
Total Post From Players: 37
Game Health: Good
Average Post Per Day: 7.4
Average Post/Per Player Per Day: 1.06

Weekly Post Totals:

Vaneros: 6 (Good)
Molok: 4 (Fair)
Keaton: 5 (Good)
Narnel: 6 (Good)
Cade: 6 (Good)
Ember: 5 (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 have updated the map. Narnel can see all three with his darkvision, Kenna can only see the first two. No one else can see them.


Round 1 Initiative

Narnel: 1d20 + 3 ⇒ (10) + 3 = 13
Molok: 1d20 + 1 ⇒ (5) + 1 = 6
Ember: 1d20 + 0 ⇒ (9) + 0 = 9
Kenna: 1d20 + 2 ⇒ (17) + 2 = 19
Cade: 1d20 + 2 ⇒ (14) + 2 = 16
Vaneros: 1d20 + 2 ⇒ (3) + 2 = 5
Keaton: 1d20 + 2 ⇒ (13) + 2 = 15
Zombies: 1d20 - 2 ⇒ (5) - 2 = 3


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

Moot point now but:

Would Ember have been able to see the Zombies? She has Darkvision 60ft.


Ember Draymon wrote:

Moot point now but:

Would Ember have been able to see the Zombies? She has Darkvision 60ft.

You might have been able to have caught a glipse of the Jester the curve in the passageway blocked your sight mostly since you were higher up than Narnel.


@ Ember

I also need to point out that there is no "delay" action in 5e.

You can ready a action as your reaction either to "attack" or "Move" but you can not do both and your initiative order does not change.

No Delayed Turns

There are no delayed actions in 5e. Players can skip a turn if they want. They can also take the ready an action as an action during their turn and then use their reaction to do whatever it is they readied if the trigger should occur. You can read all about this on page 72 of the D&D Basic Rules. Readying an action will not change the PCs place in initiative.

So you could "ready" to cast x or to "dash" to x after narnel goes but you could not move and then attack as that uses a move and a action and you only can ready actions such as attack, dash, grab, etc.

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