[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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Vaneros Anteri wrote:
Would you please be so kind as to finally fail your save @GM? ;-)

He just doesn't seem to want to give it up. Might need a crit or some radiant damage to finish him.


Narnel has already posted his action, just waiting on Ember before continuing to process.


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

Rules question. This became a minor debate in the real life game I ran (last session was yesterday, someone else is running the game for a bit now).

There is an optional rule in the DMG that gives advantage to attacks as long as there is another party member threatening the target. We had been using this rule all along, the question was when the rogue was going to fire into combat. The target had two of his party members fighting it and he had a clear shot.

The debate was does he get advantage for the attack. Initially I said no, but there was a compelling argument from the table. I thought about the other circumstances that were going on and allowed it because there were two other enemies on the board that were much more of a challenge.

(He wanted advantage on the skeleton minotaur, while the party was being flanked by a wraith and vampire. The minotaur was more or less small potatoes. This was also the last encounter of the mini campaign I had written so I did not want to have a massive debate.)

This of course gave the Rouge sneak attack with his bow.

I just want to get the group's opinions on if range melee should get advantage. Also, the sneak attack with range.


Keaton Larroquette wrote:

Rules question. This became a minor debate in the real life game I ran (last session was yesterday, someone else is running the game for a bit now).

There is an optional rule in the DMG that gives advantage to attacks as long as there is another party member threatening the target. We had been using this rule all along, the question was when the rogue was going to fire into combat. The target had two of his party members fighting it and he had a clear shot.

The debate was does he get advantage for the attack. Initially I said no, but there was a compelling argument from the table. I thought about the other circumstances that were going on and allowed it because there were two other enemies on the board that were much more of a challenge.

(He wanted advantage on the skeleton minotaur, while the party was being flanked by a wraith and vampire. The minotaur was more or less small potatoes. This was also the last encounter of the mini campaign I had written so I did not want to have a massive debate.)

This of course gave the Rouge sneak attack with his bow.

I just want to get the group's opinions on if range melee should get advantage. Also, the sneak attack with range.

Ok, let me start by saying we playtested the optional rule a ton in the official playtest. It is really broken. Advantage is on average like giving the characters +5 to hit and we found having advantage from flanking was way over doing it. If you wanted to keep the flanking rule then I would give no more than a +2 for it.

Bows of any sort would not pick up advantage for flanking. Flanking is a melee tactic and range can not benefit or offer the flanking bonus to any other party member.

However again, the rogue would always get sneak attack with a finesse melee weapon or a ranged weapon as long as an ally is within 5 feet of his target or he has advantage against it.

5e is designed to give the rogue sneak damage on all ranged attacks as long as the ally is engaging or if he has advantage. (Like from being hidden and surprising his opponent on the first round.)


Narnel possible fumble

Percentile: 1d100 ⇒ 61


Hooded Man Undead Fortitude versus Narnel's martial attack DC 9

Con Save: 1d20 + 3 ⇒ (5) + 3 = 8


Skeletons fire bows at Narnel (Narnel has partial cover from the table. +2 AC) AC 17

Skeleton #1

Shortbow: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Skeleton #2

Shortbow: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Skeleton #3

Shortbow: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Skeleton #4

Shortbow: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Bald Man spell attack versus Narnel (No cover since the hand appeared next to you.)

Spell Attack: 1d20 + 5 ⇒ (4) + 5 = 9


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Narnel is the luckiest adventurer in the group.

Hooded Man finally goes down to Narnel's attack on top of 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)

Woot...woot!


Here is all of you a little something to chew on.

Crafting Magic Items: Houserule

The creation of a magic item is a lengthy, expensive task. To start, a character must have a formula that describes the construction of the item. The character must also be a spellcaster with spell slots and must be able to cast any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item’s rarity.

Formula's can usually be obtained by reverse engineering an item. When you reverse engineer an item to learn its formula then the original item is destroyed in the process. However if you reverse engineer say a +1 dagger and thus destroy the dagger the formula would be for a +1 enchantment that could be used to create any +1 weapon. Most all common and uncommon items can be done in this fashion, higher rarity items depends on the individual item. Also you will not learn the cost of crafting or the requirements ahead of time so you might reverse engineer a item and get a formula that you may not be able to use due to not meeting all the requirements. Formulas can not be bought or sold as they are a closely guarded and hard to come by secret.

Potions require either Brewer or Alchemist Tool Proficiency to be brewed by non-spellcasters. A non-caster may brew a potion as long as he has obtained a formula by reverse engineering a potion. Thus destroying the original potion in the process. These potions brewed by non-spellcasters are considered alchemical in nature and not magical and do not detect as such.

A spellcaster that has reversed engineered a potion and has a formula and can cast the spell that the potion holds need not have proficiency with any tools to brew potions as they are magical in nature.

A formula whether it be for a potion or a item will explain how to craft that item and what amount of time and resources it will take. The time it takes depends on the rarity of the item being made and how good the formula is that you are making the item from. The time it takes to make a magic item can also depend on how proficient you are at a certain ability or skill/tool set. Players that have characters that both are proficient in making the desired item can work together to cut crafting time down as well as the use of certain buildings and organizations may effect the time it takes to craft magical items as well. Creating a very rare magical item is usually a lifelong goal of most wizards and arcane magical users. Each formula will also have pre-requisites that a character must meet in order to create the item.

The sale of magic items.
In some cases a buyer might be found for a item if you have one that you no longer need. This can be found by trial and error in local shops and villages as there is no "Magic Item Shop" to report to. It is not always possible or feasible as telling a lot of people that you have this great item might draw the unwanted attention of the undesirable folk. You may even be able to trade for other items if the person has one they are willing to trade or find a common/uncommon formula in exchange for one. Again this is stuff you will have to learn as you play.


@Keaton: During one of his videos, Matt Easton (https://www.youtube.com/user/scholagladiatoria) points out, how fighting as a group is more likely to hinder you than to be advantageous. If you really get flanked from opposite directions, you are in a grave disadvantage (you can't really defend your back, you don't have eyes there). But if multiple people attack you from the same side, it's debateable that you are actually in advantage because the others hamper their movements and get into each other's way (unless they are specially trained and fight in formation).
Just to give some real-life insight. For ease of use I generally grant advantage if the players have enough open space to really encircle their opponent. But we do play with theatre of mind and not with a battle grid.

@DM: At first glance this looks nice. I would add the ability of a smith to craft +1 weapons (and higher) with his skills alone, no magic needed. But he can't create a flaming sword or some such. Basically like you did with alchemy, but for weapons, armour and tools. (as I read it, +1 only means high quality, not strictly magic)


@Vaneros

The only reason the necro gets full cover is because he is falling prone and then spending half his movement to get up. A readied action like you did takes care of that and goes off as soon as he stands. However Eldritch Blast only goes 120 feet and you are currently 135 feet away, so you will need to move to get within range, so you might want to revise the action. You can't hold your move (only delay actions on a trigger) so you will have to provoke to move away from the claw or change your target since you are first in initiative.


Vaneros wrote:
@DM: At first glance this looks nice. I would add the ability of a smith to craft +1 weapons (and higher) with his skills alone, no magic needed. But he can't create a flaming sword or some such. Basically like you did with alchemy, but for weapons, armour and tools. (as I read it, +1 only means high quality, not strictly magic)

I like it.

Smith's tool proficiency for metal (metal weapons & metal armor) and Leatherworker's tool proficiency for leather armor and leather weapons like whips, etc.. Carpenter's or woodcarving tools for wooden weapons (staves, bows, arrows, etc.)

However you would still need the formula to learn how to make one by reverse engineering. That's what makes it all work and makes them rare. Since it destroys the original, maybe you have to break it to see the grain of the weapon or how the metal was forged or something. (Gotta think on that.)

Any ideas?


Spell Sniper also doubles the range of any ranged touch attack spells, so I'm able to hit from where I currently am. Sorry, should have mentioned that, too.


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 for the insight!

I will be sharing this with the group. I always found the advantage from flanking to be overpowered. But since we take turns DMing I usually put it up to a vote with rules questions so there is consistency across games.


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)

How heavy does the table we are all behind appear? I was thinking of pushing it over and using as a huge shield as we push it forward towards the archers, staying crouched behind it all the while.


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 was going to suggest a retreat, so the archer, if they follow, will be stuck in the narrow tunnel..but I like the table idea...Molok might be able to push it forward, but not all of us will be able to get cover from it.
Otherwise, Molok is going to so\print forward to attack the skeletons...


Narnel Falerathon wrote:
How heavy does the table we are all behind appear? I was thinking of pushing it over and using as a huge shield as we push it forward towards the archers, staying crouched behind it all the while.

They are not tables per say but flat top boulders that are solid. You would not be able to move them but you could go prone behind one and gain full cover from ranges attacks, much like the necromancer is doing.


Crawling Claw attack against Narnel.

Claw: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d4 + 1 ⇒ (1) + 1 = 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)

As I did after my attack on the claw.


Skeleton #1 attacks Narnel

Shortbow: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Skeleton #2 attacks Kenna (+2 AC Cover Bonus)

Shortbow: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Skeleton #3 attacks Molok

Shortbow: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Skeleton #4 attacks Ember (+2 AC Cover Bonus)

Shortbow: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Skeleton #4 possible fumble.

Percentile: 1d100 ⇒ 49


Necromancer spell effect roll.

Spell: 1d4 + 4 + 5 + 5 ⇒ (1) + 4 + 5 + 5 = 15


Skeleton #2 attack on Ember

Shortsword: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Skeleton #3 attack on Molok

Shortsword: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Skeleton #4 attack on Molok

Shortsword: 1d20 + 4 ⇒ (19) + 4 = 23
Disadvantage: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Molok Will save versus Necromancer Spell. DC 13

Will Save: 1d20 + 1 ⇒ (18) + 1 = 19


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

Edit of last action

Seeing Molok drop the target I was going for, I would like to move to k-46 and direct that attack to skeleton #4.


Skeleton #4 attack on Molok

Shortsword: 1d20 + 4 ⇒ (9) + 4 = 13
Disadvantage: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 2 ⇒ (4) + 2 = 6


Magic Missile Damage on Kenna

Missile1: 1d4 + 1 ⇒ (2) + 1 = 3
Missile2: 1d4 + 1 ⇒ (1) + 1 = 2

Magic Missile Damage on Cade

Missile1: 1d4 + 1 ⇒ (4) + 1 = 5
Missile2: 1d4 + 1 ⇒ (3) + 1 = 4

Magic Missile Damage on Narnel

Missile1: 1d4 + 1 ⇒ (4) + 1 = 5


Skeleton #4 AoO on Molok

Shortsword: 1d20 + 4 ⇒ (8) + 4 = 12
Disadvantage: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


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Sorry for no update yesterday, the DM had a run in with a bottle of +3 George Dickel and it didn't go so well.... lol

I will update shortly.


Yeah, Ol George can pack a whallup.


Narnel possible fumble

Percentile: 1d100 ⇒ 38


Magic Missile versus Kenna

Missile1: 1d4 + 1 ⇒ (3) + 1 = 4

Magic Missile versus Molok

Missile1: 1d4 + 1 ⇒ (3) + 1 = 4
Missile2: 1d4 + 1 ⇒ (2) + 1 = 3

Magic Missile versus Ember
Missile1: 1d4 + 1 ⇒ (2) + 1 = 3
Missile2: 1d4 + 1 ⇒ (3) + 1 = 4


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

well a whopping 2 hp returned for second wind....I think Molok will be down and out next turn...unless he gets really lucky!


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 trying to get there - with a move of 35', I should catch the bugger.


Kenna's death save

Death Save: 1d20 ⇒ 6


Spell attack against Molok

Chill Touch: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d8 ⇒ 7 Necrotic.


Waiting on Vaneros to post up since he is first in the round, then I will process everyone.


Kenna Death Save

Death Save: 1d20 ⇒ 3


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 seem to be doing exceptionally well with the death saves.


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)

Kenna could legitimately fail her last death save before either Ember or I are able to reach her for a stabilization attempt.


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 wouldn't be mad, while losing a character is always sad, it always means I get to try a new character. And there is plenty of stuff that is still exciting and new in this game.


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)

@Kenna: I am coming for ya, just need a good roll on the last death save - why is the DM making the rolls and not you?


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)

Does it matter?

He's tracking the initiative so he gets to it before I do. This time I got in in time though and look at that.


I only roll it when everyone has gone and that is all we are waiting on. No sense in holding up processing over a single dice roll.

Also it takes either 3 fails to die or 3 successes to stabilize.


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)

Correct, but I did not know where she was in the order of successes and failures. Thanks.


Sorry for the slow update, busy Halloween weekend.

Hope everyone had fun. I will update shortly.


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

Correction, Lemmy is a hawk, made a mistake while posting.


Sorry for not posting over the weekend. I was a bit sick and didn't spent much time out of bed. Today's better and I'll post something after reading up on your posts.

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