[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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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 nods his agreement with Keena.

"Let's go and see this rock. It has been some time since I felt the earth's bones beneath my feet.

Molok can help carry whatever extras the group might need, if you do not want it on the mule.


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 sees the others gathering and approaches.

I am ready to venture to Lance Rock.


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
Vaneros Anteri wrote:

Vaneros pays the Innkeeper for another two nights, so he can leave some of his belongings here. No point in carrying fine cloths with you into a tomb.

He also buys a loaf of bread, some salami and hard cheese as emergency provisions.

He then steps out into the morning air, smelling the roasted chickens the others have brought. "Are these our provisions for today? That's really something! I bought some for us of my own, but the chickens? They look delicious!"

" Yes, the old lady, Mrs Mhandyvver, runs a poultry place. She was surprised that her granddaughters story was really true and very thankful that we checked it out and dealt with the ghost. " Ember says as she shares out the chickens.

" As for where we head today, I would like to head out to Lance Rock and see if the rumours of plague and strange magic have any weight to them. "


Location: Lance Rock

As the group left the small town of Red Larch and headed down the path toward Lance Rock they soon came to the edge of the farms as the local farmers tending and working their fields waved out a hello to the group as they passed. After a few hours of travel, out past the farm they came upon a small trail that left the main road and headed toward a tall rock formation in the distance. Lance Rock, even from here they could see it, so they headed off the main road and down the small trail toward the landmark. The trip took longer than it appeared as the rock loomed in the distance, after a couple more hours they finally arrived at their destination.

Lance Rock is a narrow, twenty-five-foot menhir of bare, gray rock that juts eastward at a sixty-degree angle right out of the ground. The area around is pretty open and bare and well travelled. The menhir is gray granite, unlike the surrounding limestone. A few hundred feet south of the stone is a ravine choked with brush. A trail leads into the brush near a neatly-painted sign that reads, in Common: Come no closer lest you catch the disfiguring plague that afflicts me! The Lord of Lance Rock

Image of Lance Rock
This is to give you some idea of what it looks like.

Active Effects:

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.

Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.

------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 3:11pm
Year of the Scarlet Witch


As they walk past the farmers, Vaneros waves back. "Think we might already have made an impression," he says to the others.

He marvels at the sight of the large standing stone as they come closer. Well, it looks more like it has grown out of the ground than anything else, he thinks while putting out the pipe he was smoking for the last hour.

"Well, the sign is pretty clear. But that won't keep us away now will it?" he asks the others while starting towards the rock. "I think I want to take a closer look at the rock first. There may or may not be someone in that ravine, but the rock is definitely there."

OOC:

Vaneros closes in on the rock. He has his staff in hand.

--------------------

Quick Stats:

Vaneros Anteri, Noble Human Warlock (Fiend), Level 1

Initiative +2, AC 14, HP 10/10, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 1
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage, lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 2
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion 
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16


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

Keaton follows Vaneros to the rock.

Well that is a strange sight. How do you think it got here? Is it a piece of one of those druid stone henges?

Keaton looks up at the sky, like he is measuring something. After a moment he approaches the rock and stands on its south side. Then surveys with his eyes if there could be other stones that have fallen in a circle.

he was the navigator apprentice on the ship he was on, he looks for north with the looking to the sky bit.


50gp I hope it's worth it. Pulling his backpack up on his shoulders he's says, "Foreword friends.


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 skirts the rock that the others stop to investigate, and slowly, in a crouch, approaches the brush-filled ravine. He is careful not to get too separated from the others.

I would not want to be surprised by something charging out of that ravine...

Mechanics:
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Perception: 1d20 + 4 ⇒ (19) + 4 = 23


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 moves towards the Rock and places both hands on the cold stone, then leans in a lets his forehead rest on the surface. In a quiet, rumbling voice he says something in his native language, then straightens and rejoins the party.

Translation:

Bones of my forefathers protect us as we unravel this mystery.


Narnel surveyed the area putting his keen elf senses to work. It was pretty dry out here and the air was quite fresh, a gentle breeze blew by every now and then as he searched. There was plenty of tracks to find, the ground around the rock was well traveled and all signs of grass was gone due to it. In fact there was so many tracks and markings that he couldn't get a bearing on what was recent and what was older however the search at the edge of the trail that led down into the brush choked ravine was more fruitful. There was humanoid tracks, definitely recent and maybe around two or three sets if he was accurate and a occasional spot of a black gooey substance on the ground or stuck to a piece of brush. He dared not touch the substance but upon closer examination it smelled horrible if you got really close to it.

Only read the spoilers if you make the check

Medicine Check DC 10:

The black substance smelled to be of rotting flesh.

Arcana Check DC 15:

The black substance had the smell of traces of chemicals used in animating dead things.

Religion Check DC 15:

The black substance has the traces of decomposing flesh and had all the markings of undead. Someone had come into contact with such a creature before passing through here.

Active Effects:

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.

Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.

------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 3:15pm
Year of the Scarlet Witch


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 speaks softly to the others as he bends to inspect the tracks and substance more closely.

There are humanoid tracks leading into the ravine, be prepared.

After smelling the substance, he adds,

This black substance smells like rotting flesh.

Mechanics:
Medicine: 1d20 + 4 ⇒ (7) + 4 = 11
Religion: 1d20 + 3 ⇒ (4) + 3 = 7


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)

"True. But what would leave such a trail behind? I would wager some uinnatural creature. Flesh doesn't turn into liquid like that..."

Mechanics:
Medicine: 1d20 + 5 ⇒ (6) + 5 = 11


"Maybe I can help..." Vaneros says as he takes a probe from the liquid with his dagger. He holds it a bit higher into the sun as if expecting some reaction to happen. As he smells on it, you can see the disgust on his face.

"It smells of alchemy. The foul sort. The sort used to make dead flesh walk again," he explains to the others. "Don't ask me how I know this. Be on your guard, this doesn't bode well."

Mechanics:

Arcana: 1d20 + 3 ⇒ (12) + 3 = 15
Medicine: 1d20 + 1 ⇒ (9) + 1 = 10

--------------------

Quick Stats:

Vaneros Anteri, Noble Human Warlock (Fiend), Level 1

Initiative +2, AC 14, HP 10/10, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 1
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage, lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 2
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion 
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16


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 inspects the black goop on the end of Vaneros's dagger.

" Yes, it does have all the markings of undeath. " She kneels on one knee next to the tracks. " It seems like whoever past this way has been I contact with such a creature... We should be wary. "

She readies her shield and makes sure the symbol of Lathander sits prominently on her chest.

Mechanics :
Medicine: 1d20 + 4 ⇒ (9) + 4 = 13
Religion: 1d20 + 3 ⇒ (14) + 3 = 17


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

Never seeing an undead that wasn't a ghost, or black residue of undead that did not come from a ghost, Keaton hurries to Vaneros. Wide eyed he looks over the sample, inspecting it greatly, he starts to pull out a book to make some notes, but catches a few looks from the group that are getting ready to possibly battle the undead itself. Keaton slowly puts his book back in his bag and pulls out his blue bandana, trying to make it look like that was the item he was going to grab the whole time. Now having a bandana he wasn't going to pull from his bag in his hand, he quickly puts it on his head hiding all his frizzy hair. After it is on his head, he nods to the group in an, I am all set now fashion.

Keaton keeps his hand on the hilt of his dagger, without removing it from the scabbard, in a ready to fight motion as he follows whomever takes the lead.


As he follows Narnel "Orc nuggets! Are we really tracking undead, we should be running the other way, after what that ghost did to us yesterday, he shakes his head.


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 also readies himself for battle. He pulls his great sword and gives it a few test swings before settling it on his shoulder.


"Ember, Molok, would you mind leading the way? I'm no use in the front line," Vaneros says, pointing deeper into the ravine. "I guess any answers we seek will be here. Oh and remember not to instantly attack a dwarf if we find one. The bandits told us he was here, warning them. He might not yet be beyond saving."
He cleans his dagger on some of the leafs and sheathes it. With a tight grip on his staff he's ready to follow Ember and Molok into the ravine.

Mechanics:

@GM: We were inspecting the standing stone, walking around it and stuff. Did I find anything unusual beyond the sign-post and the ravine?

--------------------

Quick Stats:

Vaneros Anteri, Noble Human Warlock (Fiend), Level 1

Initiative +2, AC 14, HP 10/10, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 1
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage, lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 2
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion 
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16


Location: Lance Rock
Map of Current Area (Click Here)
You may have to refresh the image to get the latest version.

The group gave one more cursory inspection of the smooth granite rock and overall had decided that it was just what it appeared to be. A rock. Not that it should be here among all the limestone but nevertheless it was here.

Having learned all that they could from the spot they were at, the group of adventurers made their way down the steep slope and into the ravine following the trail toward the cliffs a short distance away. The group kept an eye out for the occasional spot of black goop and worked their way through the brush. When they finally arrived close enough to the cliff Molok put his hand up to halt the advance of the group. He spied a cave mouth in the cliff at the end of the trail, about 50 feet ahead of their present position. He could not be absolutely sure with all the brush but it looked to be a pretty good sized opening.

The adventurers held their position here.

OOC:

Make sure to use the grid coordinates whenever you move so I will know your final position. We are not in initiative so you can move wherever you want regardless of your speed.

Active Effects:

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.

Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.

------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 3:20pm
Year of the Scarlet Witch


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

Keaton waits for the rest of the group to move. He is not the first but also not the last to move toward the cave entrance.

We should be quiet and sneak up on it. Let us get a good look then decide if we want to fight it. After we find it give a thumbs up or thumbs down before we all rush in. I do not think my sleep spell will work on it either.

move to when others approach the cave. 79, n1


"I'm right behind you Kaeton," the Warlock reassures his fellow mage.
He signals the others to approach the cave before sneaking off with Keaton.

He tries to move quietly through the underbrush into a hiding position near the mouth of the cave. He tries to see inside, see if there is some light coming from inside.
If we need torches to see, we might as well go in loud.

Mechanics:

Dexterity - Stealth: 1d20 + 2 ⇒ (6) + 2 = 8
I go to K1, 80.

--------------------

Quick Stats:

Vaneros Anteri, Noble Human Warlock (Fiend), Level 1

Initiative +2, AC 14, HP 10/10, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 1
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage, lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 2
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion 
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16


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

" If we are going for a stealthy look I'll hang back. This armour wasn't made for quiet. I'll be ready with a spell or a throwing axe if there's trouble. "

Mechanics and map position :
move up to L1 82


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 approaches the entrance quietly, crouched down, with his staff held out to the side, ready to pounce into combat should the need arise.
As always, he is attentive and peers into the opening ahead from behind nearby cover.

Mechanics:
Move forward to O1-86.
Stealth: 1d20 + 5 ⇒ (6) + 5 = 11
Perception: 1d20 + 4 ⇒ (10) + 4 = 14


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 moves up just a step or two behind Vaneror and Keaton.

Mechanics:

Move to Z-78


Location: Lance Rock
Map of Current Area (Click Here)
You may have to refresh the image to get the latest version.

As the group of adventurers slowly approached closer to the cave opening:

The cave mouth opens into darkness from which a breeze blows, carrying the faint odor of death. Inside is a natural cave, its floor and ceiling uneven.

Ember takes notice that the cave looks to be a natural structure, about twenty feet wide and twenty feet tall, almost like a tunnel of sorts. The ravine probably once held a lake or river in ages past and is what probably formed the cave long ago. If that was truly the case then the cave system could be vast in size.

OOC:

The dark gray shaded area of the map is for darkvision characters only. If you don't have darkvision count this area as completely dark for you as well.

Active Effects:

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.

Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.

------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 3:21pm
Year of the Scarlet Witch


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)

Kenna walks up behind the others.

"I have a feeling we will learn a lot about what has been going on around Red Larch here. Be on your guard." she comments with a lowered voice as she draws her scimitars.

Mechanics:
Moving to K1/83

OOC:
I will leave the mule at the entrance tied to a tree should we go in


Cade raises his staff before him as he moves forward next to Narnel. Seeing the darkness up ahead he casts light on his staff. Whispering to Narnel, "Careful, I've got a bad feeling about this."

Move to N1,87


Location: Lance Rock
Map of Current Area (Click Here)
You may have to refresh the image to get the latest version.

Kenna and Cade moved closer to the others that were ahead of them. Cade bringing the magical light to bare on the end of his staff. They waited on the others before moving further.

OOC:

The dark gray shaded area of the map is for darkvision characters only. If you don't have darkvision count this area as completely dark for you as well.

Active Effects:

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.

Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.

------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 3:21pm
Year of the Scarlet Witch


"We need at least one additional light-source, can you cast a spell that might help Keaton?" Vaneros asks the wizard.
He goes out of his hiding spot and directly in front of the cave, peering into the darkness. He waits for the others to gather around to walk into the mouth of the cave in formation.

Mechanics:

Vaneros is now on O1, 82.
If anyone has darkvision, he could sneak a bit out of sight. But everyone without is best gathered around the light sources I guess. And hiding in the dark even with only a candle alit makes you visible from any distance. I suggest walking in here in a close formation, one light source in the second row and one in the rear will suit us best. My abilities work best when positioned at the rear.
Well, Vaneros wouldn't know that or make up such a plan. So he is just standing there, waiting for someone to take point.

--------------------

Quick Stats:

Vaneros Anteri, Noble Human Warlock (Fiend), Level 1

Initiative +2, AC 14, HP 10/10, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 1
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage, lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 2
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion 
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16


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

Keaton will pickup an egg sized rock and cast light on it. He will go to the mouth of the cave and throw it in straight as far as he can, then return to where he was standing.

All set.


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 enters the cavern

Mechanics:

S1-82


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 glances over his shoulder at Cade,

Aye let's stay out of site to the group's flank.

Narnel stay close to the wall and enters silently, still in a crouch.

Mechanics:
Narnel moves to U1-85, attempting to remain hidden.
Stealth: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 4 ⇒ (18) + 4 = 22


Location: Lance Rock
Map of Current Area (Click Here)
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Keaton moves toward the cave entrance and picks up a small rock and illuminates it with light and throws it as far as he can into the cave, the resounding thud off the back wall of the cavern echoes in the cave as it bounces around before coming to a rest, illuminating the entrance:

Inside is a natural cave, its floor and ceiling uneven. The passage leads to the west, narrowing as it proceeds. The corpse of a human male is sprawled here on its back. It wears only leather breeches and no shirt or shoes. The body is in a heavy state of decay and is obviously the source of the smell that the breeze carries out of the cave. The body also looks to have been decapitated as its former head lays to one side a few feet away.

Active Effects:

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.

Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.

------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 3:22pm
Year of the Scarlet Witch


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

Keaton slowly moves up like Narnel, crouched and silent. Not sure to how it happened but Keaton was paying more attention to his silent footfalls and not the distance of his head and the natural rock cavern walls. He gracefully moves in to the cave making no sound until he whacks his head with an echoing thud. The force of the hit makes Keaton grab his head and do a quick reflexive flailing, making him look like a marionette controlled by someone with all thumbs. He tries to be silent but some grunting under his breath cannot be stopped from exiting his mouth. It becomes one of those really funny moments that fades when it is realized the person is hurt. He rubs the side of his head trying to sooth the pain as he returns back to the spot he was starting from.

He does not say a word, and after a moment people can tell the only thing that is hurt is his pride.

Stealth: 1d20 + 2 ⇒ (1) + 2 = 3 LOL, paizo's dice machine hates us so much.

I stay in the square I am in


Following Narnel Cade stays close to the wall moving forward.

Mechanics:

Passive stealth
Waiting for Narnel to move before I move icon


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 moves into the cave standing just inside the cave mouth for a moment (U1,78) and looking down the tunnel.

If the tunnel is clear:

Then she moves over to the body to have a closer look. (X1,79)

mechanics :
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Medicine: 1d20 + 3 ⇒ (14) + 3 = 17


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 moves to protect Ember as she moves past him. (X1,78)


Move to T1,84 didn't see Narnel's move sorry


Location: Lance Rock
Map of Current Area (Click Here)
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As Ember makes her way over to the body she could see that its head had been completely severed from its body and lay nearby as if to suggest it landed right where it had fallen. The spilled blood was now coagulated and black. The scent of death hung strongly in the air at this point but the body was pale and gray and the skin had already tightened over the bone suggesting that it had been here for at least a month or more. Furthermore she noticed a flat piece of wood sticking out from underneath the body, it was laying on something.

Active Effects:

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.

Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.

------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 3:23pm
Year of the Scarlet Witch


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

Move to s1, 81; making no attempt at stealth.

Keaton still rubbing his head moved to the entranceway of the cave. He watched Ember and Molok from a distance.


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

" This person has been dead for a month or more. Ugh, wait what's this wood here? " Ember says in a hushed tone to Molok as she inspects the body. She tries to lift the body gently and pull out the wood from underneath.


Vaneros slowly makes his way to a hiding spot at the left side of the wall. Beyond Keaton's light spell lies only darkness. The thought of what might be lurking there, watching them, makes his skin crawl.

He notices their cleric touch and move the body. I hope you know what you are doing. Don't want anyone of us to catch on some infection. Especially not from someone possibly inflicted with anything undead.
He shivers. Undead. That's never good...

He presses himself against the wall, fokusing on the energy gathering in his palms. He stands ready, waiting for the Moment something comes out of the absolute darkness.

Mechanics:

Vaneros is now on T1, 79.
Stealth: 1d20 + 2 ⇒ (12) + 2 = 14
He prepares to fire an Eldritch Blast at anything coming out of the darkness looking like it wants to kill and/or eat them.

--------------------

Quick Stats:

Vaneros Anteri, Noble Human Warlock (Fiend), Level 1

Initiative +2, AC 14, HP 10/10, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 1
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage, lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 2
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion 
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16


Location: Lance Rock
Map of Current Area (Click Here)
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Ember moved up to the body and reached down to roll the body over out of the way. As she touched the body the body jerked to life standing before him, the headless figure reached out and slammed its arms toward Ember's chest but the creature had swung wild and Ember managed to somehow sidestep the creatures flailing arms.

Round 1 Initiative:

Narnel
Cade
Keaton
Molok
Kenna
Zombie
Vaneros
Ember

Active Effects:

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.

Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.

------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 3:24pm
Year of the Scarlet Witch


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)

Kenna rushes into the cave to aid the others.

Mechanics:
Move to W1/82


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

Keaton will cast a ray of frost on the zombie.

Spell Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Spell Damage: 1d8 ⇒ 2
Target's movement reduced 10 feet


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 rushes in with a flying kick at the zombie, and he continues through with a two-handed thrust into what was once it's face with the butt of his staff.

Mechanics:
Narnel moves to Y1-80 and attacks with his staff.
Staff Att: 1d20 + 5 ⇒ (1) + 5 = 6
Staff Dam: 1d8 + 3 ⇒ (8) + 3 = 11
He uses a martial attack with his bonus action.
Martial Att: 1d20 + 5 ⇒ (14) + 5 = 19
Martial Dam: 1d4 + 3 ⇒ (4) + 3 = 7


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

Spinning, Molok slashes at the animated corpse.

Mechanics:

Attack-Melee: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 2d6 + 3 ⇒ (1, 4) + 3 = 8. Reroll 1 - 1d6 ⇒ 6. = 13


Raising his staff over his head and crying out with an animalistic roar, Cades rushes after the half elf bringing his staff down with a powerful two-handed swing . With a quick twist he uses the momentum of his first attack to take another swing at the creature.

Mechanics:

Move action: move 20 to X1, 80

Attack action:
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 + 2 ⇒ (1) + 2 = 3 bludgeoning

Bonus action [from pole arm master]
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 bludgeoning

-------------------------

quickstats:

Cade Ravenhill, Bard, Human, Level 1

[smaller]Initiative +2, AC 14, HP 9, Speed 30 Unencumbered

Passive Perception 11, Senses None, Languages Common, Dwarven

Special Traits: None

Cantrips Known: Light, Vicious Mockery

1st Level Spells Known: Heroism, Cure Wounds, Farie Fire, Thunder Wave

1st Level Spell Slots: 2

Spell DC: 13

Ammo: 20 Sling stones

Potions and Consumables: Holy Water (1)

Coins: GP 32, SP 1, CP 9

STR 14 (+2) DEX 14 (+2) CON 12 (+1) INT 10 WIS 8 (-1)CHA 16 (+3)[smaller]


As Vaneros notes the dead body coming to life again, he spins around, shooting the energy gathered in his palms at the creature.

Mechanics:

Eldritch Blast: 1d20 + 5 ⇒ (5) + 5 = 10, Advantage (hidden): 1d20 + 5 ⇒ (3) + 5 = 8, Damage: 1d10 ⇒ 7
Note: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)

They call it random, but it seems to forget that there are numbers beyond 10 on a d20!

--------------------

Quick Stats:

Vaneros Anteri, Noble Human Warlock (Fiend), Level 1

Initiative +2, AC 14, HP 10/10, Speed 30', Unencumbered
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Special Traits: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Spellcasting Bonus: +5
Spellcasting DC: 13
Spell Slots: 1
Slot Level: 1st
Cantrips Known: 2 (+1 from Spell Sniper)
Eldritch Blast (Evocation, PHB237): 1 action, 120ft., V, S, inst., ranged attack for 1d10 force damage, lvl5: 2 rays, lvl11: 3 rays
Minor Illusion (Illusion, PHB260): 1 action, 30ft., S, M (a bit of fleece), 1 minute, creates an illusory sound or image no larger than a 5-foot-cube
Prestidigitation (Transmutation, PHB267): 1 action, 10ft., V, S, up to 1 hour, perform minor magical tricks
1st-Level Spells Known: 2
Burning Hands (Evocation, PHB220, gained access via Patron Extended Spells): 1 action, self (15ft. cone), V, S, inst., creates a 15 ft. cone of flame for 3d6 fire damage, Dexterity save for half damage, gain one additional d6 of damage per level of spell slot used above 1st
Command (Enchantment, PHB223, gained access via Patron Extended Spells): 1 action, 60ft., V, 1 round, Wisdom save or follow a one word command for one round, affects one creature per level of spell slot used
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion 
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16


Location: Lance Rock
Map of Current Area (Click Here)
You may have to refresh the image to get the latest version.

Narnel rushes in with a flying kick at the zombie, the kick lands solidly in the chest of the zombie cracking a few ribs in the process but the zombie does not flinch in pain or act as if it had been damaged at all. Narnel then continues through with a two-handed thrust into what was once it's face with the butt of his staff. However with the head being missing Narnel misjudged the attack and the staff hisses through the air as he misses his target.

Cade raises his staff over his head and crying out with an animalistic roar, he then rushes after the half elf bringing his staff down with a powerful two-handed swing. However the headless creature seems to anticipate the blow and turns its body making the powerful swing miss its intended target. With a quick twist Cade uses the momentum of his first attack to take another swing at the creature this time the staff connects with the zombies left leg with a resounding thud.

Keaton cast a bright blue freezing ray at the creature trying to avoid his allies. The ray sneaks by Cade's left arm and strikes the zombie, the zombie pauses with the impact but for only a moment.

Spinning, Molok slashes at the animated corpse with his great sword slicing into the creature from the exposed neck, splitting the creature asunder as the black goo spills from its insides all over the cave floor and in a spray on all those around it. The vile stench washes over the combatants as the creature falls lifeless to the ground.

Mechanics:

Zombie takes 7 hitpoints of bludgeoning damage from Narnel's martial attack.
Zombie takes 3 hitpoints of bludgeoning damage from Cade's staff.
Zombie takes 2 hitpoints of cold damage from Keaton's Ray of Frost.
Zombie takes 13 hitpoints of slashing damage from Molok's greatsword.
Zombie has taken a total of 25 hitpoints of damage.
Zombie is dead.

Active Effects:

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.

Kenna has one level of exhaustion from the traumatizing injury.
1 Disadvantage on ability checks
You loose one level of exhaustion per long rest, or until the exhaustion is removed by magical means.

------------------------------------------------------------------------
Lance Rock in the Dessarin Valley, 17 Mirtul, 1491 DR, 3:25pm
Year of the Scarlet Witch

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