[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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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 an herbalist of some degree, and I possess the necessary kit of materials. I will have to begin that process.


On the trip back Cade examines the two items they found. He searches his memory and thinks he recognizes the what power the wand holds but is unable to determine the purpose of the globe.
Knowledge Arcana Wand DC15: 1d20 + 1 ⇒ (17) + 1 = 18
Knowledge Arcana Globe DC15: 1d20 + 1 ⇒ (10) + 1 = 11


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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

As the wagon continues onward into the rain Keaton takes comfort under a three foot square whitewashed window shutter that he holds above his head. The shutter has an odd glow to it, that accents the constant birage of lightning.

Keaton pays keen attention to the instructions of potion creation.

Spoiler:

Use minor creation to create a window shutter to stay dry under. The glow is from the ability, everything created has a minor glow.


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 looks from Narnel to Lymmura, "I also know a thing or two about herbalism." and then back to Narnel "Perhaps we can work together to provide healing potions for the group."

OOC:
Looks like cade succeeded on the wand and I already tried the globe, unless we have another one that I missed?


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

That is great, Kenna. It should cut our time and increase our volume.


Cade studied the wand as they continued to walk in the rain. He finally was making some headway with the arcane abyssal writing etched into the shaft. He believed he had cracked the case.

Wand of Magic Missiles (7 Charges Remaining) (Click Here)
Command Words: Three Missile: "HoH wej" Four Missile: "HoH loS" Five Missile: "HoH vagh"
* Since the language is abyssal the command words are more of a barking or glutteral sound than actual words.


Vaneros is happy to be on the road again, leaving the grim lair of the necromancer behind. The dark clouds looming overhead unsettle him and he fears the worst for Red Larch and its inhabitants.
His companions notice that the warlock has doffed his armour and is now wearing only his long cloak. Sometimes they seem to glimpse a faint red glow between the coat and the shirt, but they're never really sure if it was really there.

Finally caught up with every post! I listed the wand in my inventory for the time being, as well as the globe. My character wouldn't have a problem using the abyssal activation word, even if it is just to insult his master. But some other character might make better use of the items.
I also doffed my armour and am now protected by Mage Armour using the Armour of Shadows Eldritch Invocation. I figured it'll be a faint fiery glow, like a spark is glowing under the shirt or mantle. @DM: Or is it a more obvious/notable effect?

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

Quick Stats:

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

Initiative +2, AC 12 (15 Mage Armour), HP 14/17, HD 1d8/2d8, Speed 30', Unencumbered, Inspired
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion 
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16
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: 2
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 + CHA (Agonizing Blast), 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: 3
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
Hellish Rebuke (Evocation, PHB250): 1 reaction when hit by a creature within 60ft., V, S, inst., 2d10 fire damage, Dexterity save for half damage, gain one additional 1d10 of damage per level of spell slot used above 1st
Invocations Known: 2
Armour of Shadows (special Version of Mage Armour, Abjuration, PHB256): 1 action, self, V, S, 8 hours, gain AC 13 + DEX when not wearing any armour
Agonizing Blast: Add your CHA modifier to your Eldritch Blast damage
Magic Items:
Necromancer's Wand - Wand of Magic Missiles (7/7 Charges, recharges 1d6+1 charges per day) - Three Missiles (1 Charge): "HoH wej" Four Missiles (2 Charges): "HoH loS" Five Missiles (3 Charges): "HoH vagh"


Having figured out the arcane abyssal symbols on the wand it was pretty easy to then determine what the orb was.

Driftglobe (Click Here)
Command Words: Cast light: "wov" Cast Daylight: "jaj wov" Light, Float and Follow: "tlha'"
* Since the language is abyssal the command words are more of a barking or glutteral sound than actual words.

@ Vaneros - It seems like a good manifestation to me.


Location:Red Larch

As the group finally closes back within view of Red Larch the rain still falls but not as hard as it had been earlier. Gullys and low spots are flooded and awash with overflowing rain waters. The lighting storm seemed to have calmed down although a random bolt here and there was still present. It was around six pm when the group made it to the edges of Red Larch and could see the familiar rooftops.

At first it seemed like an ordinary evening in Red Larch except for the rains but as you were headed into the town proper the ground begin to shake uncontrollably. A second later, four small children that was playing in the rain and the old cart they are playing on slide down into a sinkhole that suddenly cracks open in the middle of the square. They disappear from sight, shrieking for help. The rain water begins to poor down the ever growing hole in the earth.

A distraught woman runs out of a nearby house (obviously the childrens mother) and sprints to the edge of the hole, which crumbles away, spilling her in as well. More people run from other homes. Calls of "A rope, a rope!" and "Get a ladder!" fill the air.

What do you do?

Active Effects:

Narnel has DM Inspiration.

Cade has DM Inspiration.

Ember has DM Inspiration.

Molok has has DM Inspiration.

Vaneros has DM Inspiration.
Vaneros has the necromancer wand.
Vaneros has the globe.

Keaton has a blessed dagger.
Keaton has DM Inspiration.

Kenna has DM Inspiration.

------------------------------------------------------------------------
Red Larch in the Dessarin Valley, 18 Mirtul, 1491 DR, 6:05pm
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)

Quick, Cade, tie this end of my rope around your waist or secure it, otherwise. I will take the other end and repel into the crevice to help them.

He hands Cade the end of his 50' rope, ties the other end securely around his waist and approaches the crevice warily.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11


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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

Keaton drops his rain cover and hurries over to the opening of the sinkhole, careful to stay a few feet from the edge. He points at the lime green buoy floating in the water next to the kids with a funny finger gesture.

Hold onto that buoy until you little monsters can get fished out.

Looking angry as he is now getting wet he starts to look around for shelter until these beastly kids can be fished out of the muck.

I hate kids.

Minor Conjuration:
Keaton will use his minor conjuration to summon a large buoy. 10 pounds of buoy, up to 3ft x 3ft. He is a sailor and would have knowledge of such things. He does not advertise conjuring the buoy.


Vaneros sprints into town with the others. As soon as he hears Narnel's commands, he advances to Cade's side, helping him in securing the rope.

"We've got you!"

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

Quick Stats:

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

Initiative +2, AC 12 (15 Mage Armour), HP 14/17, HD 1d8/2d8, Speed 30', Unencumbered, Inspired
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion 
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16
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: 2
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 + CHA (Agonizing Blast), 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: 3
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
Hellish Rebuke (Evocation, PHB250): 1 reaction when hit by a creature within 60ft., V, S, inst., 2d10 fire damage, Dexterity save for half damage, gain one additional 1d10 of damage per level of spell slot used above 1st
Invocations Known: 2
Armour of Shadows (special Version of Mage Armour, Abjuration, PHB256): 1 action, self, V, S, 8 hours, gain AC 13 + DEX when not wearing any armour
Agonizing Blast: Add your CHA modifier to your Eldritch Blast damage
Magic Items:
Necromancer's Wand - Wand of Magic Missiles (7/7 Charges, recharges 1d6+1 charges per day) - Three Missiles (1 Charge): "HoH wej" Four Missiles (2 Charges): "HoH loS" Five Missiles (3 Charges): "HoH vagh"


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)

OOC Important questions:
1. Is it discernible from above how deep the sinkhole is? If so how deep?
2. How stable is the earth around it? Does it look like the hole is going to stop expanding soon so a medium creature with a 10 ft. burrow speed could conceivably dig a sort of ramp out of the hole which narnel could use to carry the chiuldren out?
3. How quickly is the hole filling with water?


Kenna wrote:


1. Is it discernible from above how deep the sinkhole is? If so how deep?
2. How stable is the earth around it? Does it look like the hole is going to stop expanding soon so a medium creature with a 10 ft. burrow speed could conceivably dig a sort of ramp out of the hole which narnel could use to carry the chiuldren out?
3. How quickly is the hole filling with water?

1. From what you can tell it is very deep. You can't discern the deepness due to the darkness and rain in your vision. You might could tell if you were at the edge of the hole looking down.

2. Not stable at all. The woman you saw got close and the ground collapsed below her spilling her into the hole as well. Burrowing right now might cause further collapse. While there is a vey large hole in the ground that has fallen in it looks to be more like a mine hole than just a sunken part of earth. Below the ground the hole looks to have no sides so there is definitely a larger cavern beneath. Also with that said depending on how large the unknown cavern is the entire section of town could go in at any minute.

3. While water is running down the hole you don't imagine the children are in any danger of drowning as you can here them screaming but with a larger cavern below it might take a lot of water before you have to worry about 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)

Try to link together a longer lead for me. I am heading in!

Narnel moves to the edge and begins to climb to the voices.

Acro: 1d20 + 5 ⇒ (13) + 5 = 18


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

Anchoring himself to the ground, Molok lashes a rope around himself and gestures to whomever to climb down.


Cade nods his head at narnel's suggestion but Molok is fater then the Bard and begins to secure the rope to himself. Cade move over and helps Molok secure the rope, "Let me give you a hand with that big guy."


"We need to stay back from the edge of the hole!" Vaneros shouts through the rain. "Kenna! You have more rope on your mule? Maybe we can tie the ropes together and onto the mule!"

He also tries to get a sense of his surroundings and the people moving about the place. There was talk of a robed man in town and he might have something to do with this.

Mechanics:

Wisdom/Perception: 1d20 + 0 ⇒ (12) + 0 = 12
I don't think Investigation would be applicable here.

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

Quick Stats:

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

Initiative +2, AC 12 (15 Mage Armour), HP 14/17, HD 1d8/2d8, Speed 30', Unencumbered, Inspired
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion 
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16
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: 2
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 + CHA (Agonizing Blast), 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: 3
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
Hellish Rebuke (Evocation, PHB250): 1 reaction when hit by a creature within 60ft., V, S, inst., 2d10 fire damage, Dexterity save for half damage, gain one additional 1d10 of damage per level of spell slot used above 1st
Invocations Known: 2
Armour of Shadows (special Version of Mage Armour, Abjuration, PHB256): 1 action, self, V, S, 8 hours, gain AC 13 + DEX when not wearing any armour
Agonizing Blast: Add your CHA modifier to your Eldritch Blast damage
Magic Items:
Necromancer's Wand - Wand of Magic Missiles (7/7 Charges, recharges 1d6+1 charges per day) - Three Missiles (1 Charge): "HoH wej" Four Missiles (2 Charges): "HoH loS" Five Missiles (3 Charges): "HoH vagh"


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

" Stay back! " Ember yells to the townsfolk. Echoing Vaneros. " We'll get them out, but if everyone crowds round the hole it could cause further collapse. "

She gets out her rope and ties it to the one Molok is holding to double the length.


Location:Red Larch

The group gets quickly to work securing a double rope around Molok and then securing it to the wagon and mule as well for extra support. The other end is given to Narnel as he wraps the loop around him and moves toward the edge of the giant hole that has formed in the ground.

Keatonn tries to move just close enough to see down the hole but gets a little to close as the ground crumbles beneath his feet and he goes tumbling into the hole. Keaton falls for about 30 feet before landing on a cushioning heap of muddy earth that has already cascaded into the underlying cavern. The children and the woman were close enough for Keaton to see there shadowy figures nearby but it was dark down here except for the fading light from the hole above.

In just a moment Keaton could see Narnel above being lowered toward them. Narnel took a moment to survey the surroundings as he was being lowered down into the underground cavern.

The dark chamber is about thirty feet below the level of the ground. It looks larger than the hole and extends into darkness on all sides. A heap of loose earthen mud is piled in the middle. The children who first fell in and their mother along with Keaton are now sitting on the mound of muddy earth, the children and the woman were coughing in the mud and sobbing with fright. "My boy, my boy!" a worried parent shouts, peeping over the edge. "Somebody do something!"

More townsfolk hurry up from all sides, staying clear of the edge as instructed by Ember. Among them are a few town elders, who pull people away from the edge and order the others to stay back. "Leave it to us!" says one of the elders. "We will tend to this matter! The children won't be harmed by being down there a little while, but no one must go down there. Keep back!"

One of the town elders now yells in the groups direction. "Pull him back up, he can't go down there. We will handle this." as you can hear some of the other town elders that are on the scene addressing each other in a panic. They make statements such as. "This isn't to be discussed in front of strangers!" and "The Delvers must not be angered!" and "The stones must not be moved!" Such commands elicit little obedience from the frightened townsfolk who urge the groups rescue effort forward.

Coming to his footing at the bottom of the cavern Narnel again looks around. The hole above is now 20 feet in diameter and the ceiling is 30 feet above him. Narnel allows his half-elven eyes to adjust to the darkness. This wide, irregularly shaped cavern is approximately ninety feet wide and around one hundred and ten feet long and has a floor of smooth bedrock. Damp dirt and stone, with tree roots protruding here and there, make up the walls. A five-foot-wide tunnel leads off to the north, and a stone slab of a door with a rusty pull-ring stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.

Active Effects:

Narnel has DM Inspiration.

Cade has DM Inspiration.

Ember has DM Inspiration.

Molok has has DM Inspiration.

Vaneros has DM Inspiration.
Vaneros has the necromancer wand.
Vaneros has the globe.

Keaton has a blessed dagger.
Keaton has DM Inspiration.

Kenna has DM Inspiration.

------------------------------------------------------------------------
Red Larch in the Dessarin Valley, 18 Mirtul, 1491 DR, 6:10pm
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)

Quickly, hand me a couple of children and I will call to be pulled back up! Keaton, are you alright? Can you gather with the others?


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 up to the Elders a look of concerned confusion on her face. " What are you talking about? We should be able to use this rope to pull everyone out and it won't take long. What are the Delvers? Some kind of subterranean monster? "


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

Damm all the gods! Damm all the gods! Damm your rotten children lady! Damm you all a thousand times!

Keaton walks over to the children and starts moving them to Narnel. He looks at the lady and says before she has a chance to scold Keaton.

Not a word lady! I swear if you say one thing you are going to recieve a mud covered backhand for your thoughts!

Apparently Keaton is pissed, being surrounded by children and being covered in mud.


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)

Once Narnel secures a child under each arm, he tugs on the rope and yells,

Pull me up!


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 have rope but the mule can help pulling." she fastens the rope to the animal's pack saddle and beckons the creature to move as Narnel calls for them to pull. She then grasps a section of a rope to help pulling as well.

Mechanics:
CHA (animal handling): 1d20 + 2 ⇒ (19) + 2 = 21


" Pull Molok, Cade yells as he starts tugging on the rope.


Vaneros also grabs the rope and helps pulling the children up.

"Now would you mind helping already!" He shouts over to the town elders, clearly annoyed about them just sitting on their hands while talking about helping.

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

Quick Stats:

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

Initiative +2, AC 12 (15 Mage Armour), HP 14/17, HD 1d8/2d8, Speed 30', Unencumbered, Inspired
Passive Perception 10, Senses none, Languages Common, Infernal, Draconic
Skills: +3 Arcana, +5 Deception, +3 History, +3 Investigation, +5 Persuasion 
STR 8 DEX 14 CON 14 INT 12 WIS* 10 CHA* 16
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: 2
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 + CHA (Agonizing Blast), 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: 3
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
Hellish Rebuke (Evocation, PHB250): 1 reaction when hit by a creature within 60ft., V, S, inst., 2d10 fire damage, Dexterity save for half damage, gain one additional 1d10 of damage per level of spell slot used above 1st
Invocations Known: 2
Armour of Shadows (special Version of Mage Armour, Abjuration, PHB256): 1 action, self, V, S, 8 hours, gain AC 13 + DEX when not wearing any armour
Agonizing Blast: Add your CHA modifier to your Eldritch Blast damage
Magic Items:
Necromancer's Wand - Wand of Magic Missiles (7/7 Charges, recharges 1d6+1 charges per day) - Three Missiles (1 Charge): "HoH wej" Four Missiles (2 Charges): "HoH loS" Five Missiles (3 Charges): "HoH vagh"


Location:Red Larch

Narnel worked deligently grabbing up two of the children from Keaton and securing each one under a arm. He tugged on the rope. Thirty feet up. He would just have to hold on long enough to get them to the top.

Ember moves up and tries to find out more from the elders they seem to be in a continued state of panic still yelling and screaming at each other. "The stones... the stones. The non-believers will find them." and another yells "Shut up Ulhro!" and another "They will disturb their rest. This is bad, this is bad."

About that time the group spies the good constable and his boys, all with their butcher aprons on but the continued rain having washed most of the blood from them. The constable and his boys help by grabbing the rope and pulling. At the sight of the constable the town elders run off into the town somewhere looking to be headed in the direction of the stoneworks. As they dart between buildings and disappear in the fading light and rain.

The words Keaton spit at the woman at the bottom of the hole only drew more fear from her as she allowed her kids to be hauled up and she sat alone in the hole with this madman with rage in his eyes.

Quickly everyone had Narnel and the two kids back on the topside, as soon as Narnel placed the kids in waiting arms the edge of the hole again collapsed away leaving him dangling like a puppet on a string in the open hole. The lightning again flashed overhead as Narnel got a face full of water that spilled over the edge from the rain run off. Muddy wet and tired he hung there for a moment trying to get his breath.

Active Effects:

Narnel has DM Inspiration.

Cade has DM Inspiration.

Ember has DM Inspiration.

Molok has has DM Inspiration.

Vaneros has DM Inspiration.
Vaneros has the necromancer wand.
Vaneros has the globe.

Keaton has a blessed dagger.
Keaton has DM Inspiration.

Kenna has DM Inspiration.

------------------------------------------------------------------------
Red Larch in the Dessarin Valley, 18 Mirtul, 1491 DR, 6:15pm
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)

Back the mule up farther, and I will retrieve Keaton and the woman.


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

Take her first!

Pointing at the lady with a fierce jesture.

Put your runts on leashes! And do them a favor and epically tan their hides!

Keaton summons an oversized paddle, that glows dimly with inner magic, he rudely hands this horrible lady the tool of punishment.

He tries to find a place in the pit that is less wet and mud laden.

Minor conjuration = giant paddle


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 will be back for you, Keaton.

After securing the woman, Narnel calls up.

Pull us up!


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 pulls on the rope, lifting the tow out of the pit, with the help of the constable and his men.


Cade continues to help his large friend pull on the rope. "Careful of the edge," he yells to the constable.


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 close to the edge carefully crawling as she gets close and then lying down with only her head past the edge she calls down to Keaton.

" Do you see any creatures or strange stones down there? The elders are acting strange, talking of Delvers and 'The Stones' "

Maybe they're rock n roll fans :D


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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

Creatures!

Should of left the kids down here, would of solved that problem.

Keaton casts light a distance away from him, he looks around the sinkhole for creatures.

He nervously talks to himself in a quiet quick voice; he is visibly scared of being alone in a pit with creatures he cannot see.

Normally when one says creatures that implies things of an unnatural sort. Not animals, or people, but creatures! That is too open ended! I bet there are hideous monstrosities hiding in the shadows. I have heard stories in one port of these ghoulish people that took over a sewer system and we're eating the bodies from a nearby graveyard.

How we doing with my ride out of here?


Location:Red Larch

The group begins to pull Narnel and the woman up. As soon as she is out of the hole Lymurra jumps into action and tells everyone she is taking the woman and the children to the shrine to offer what aid they can and whisk them quickly away.

The constable mean while begins to address the gathering crowds "Stay back, the entire ground could give way at any moment." he then addresses the group "We need to find out what is down there and what these creatures are that the elders seem worried about. Asses the threat level on the town. As for me and my men we will go and try o round up some of the Elders and find out what all og this delver business is all about."

With that the constable and his boys head off in the direction that the elders went.

Meanwhile Keaton cast his light spell down in the cavern illumination about half of it.

This wide, irregularly shaped cavern is approximately ninety feet wide and around one hundred and ten feet long and has a floor of smooth bedrock. Damp dirt and stone, with tree roots protruding here and there, make up the walls. A five-foot-wide tunnel leads off to the north, and a stone slab of a door with a rusty pull-ring stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.

Active Effects:

Narnel has DM Inspiration.

Cade has DM Inspiration.

Ember has DM Inspiration.

Molok has has DM Inspiration.

Vaneros has DM Inspiration.
Vaneros has the necromancer wand.
Vaneros has the globe.

Keaton has a blessed dagger.
Keaton has DM Inspiration.

Kenna has DM Inspiration.

------------------------------------------------------------------------
Red Larch in the Dessarin Valley, 18 Mirtul, 1491 DR, 6:20pm
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)

I will climb back in. Secure the rope here, and I will untie when I reach the bottom. This way, all of you can climb down and join Keaton and I, if you wish.


Cade nods his agreement to Narnel's suggestion. Once Narnel makes it to the bottom Cade informs his companions, "I'm next." He secures the rope around his waist and signals he is ready to be lowered.


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

Wait! WHAT! THIS IS THE OPPOSITE OF WHAT NEEDS TO BE DONE!

GET THE TOWN GUARD DOWN HERE SO THEY CAN DO THEIR JOB!

Quieter to himself.
It is wet and cold, and now we are going to creature hunt ghouls in the dark and get sick while doing it. Dammit, dammit, dammit, Dammit...
Profanity continues under his breath until he is not alone.


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)

A quick look around to better discern the problem is wise, Keaton. Plus, we are likely better equipped to handle this than the town guards.

Narnel approaches the stone door and examines the items on the floor.

Mechanics:
Investigation: 1d20 + 1 ⇒ (4) + 1 = 5


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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 waits until the others have all descended, then ensures the rope is well ties off and climbs down. Before he leaves, however he speaks to the constable.

"We defeated a necromancer in the cave. I took his head to bring back to you as proof of the deed and to ensure he did not rise again. Keaton was angry with me, and insisted that I tell you of my crime. If there is punishment for this deed, then I ask that it wait until I return from this endeavor."

He hands the sack to the constable and waits for a reply before climbing down.


Location:Red Larch

The group began to make their way down the rope. the top end secured both to the pack animal as well as to the wagon. Molok looked around to address the constable but it was already too late, the constable and his men had already headed off in the direction the town elders went. The head would have to wait to later. As the last one above ground Molok began to climb down the rope.

Meanwhile below Narnel had already made his way over to the smooth stone door in the east wall of the large natural cave and began to inspect the items that lay next to the doors. The waterskin that lay on the ground was half full of fresh water. The pair of cloaks that were beside it were standard fair. Brown and extremely well worn, both with a hood attached and were quite plain. Looking over the door before him he could see that it was made of smooth stone and did not appear to have a locking mechanism and with the rusty pull ring set into it he imagined that it would open outward toward the large cave by pulling the ring.

Active Effects:

Narnel has DM Inspiration.

Cade has DM Inspiration.

Ember has DM Inspiration.

Molok has has DM Inspiration.

Vaneros has DM Inspiration.
Vaneros has the necromancer wand.
Vaneros has the globe.

Keaton has a blessed dagger.
Keaton has DM Inspiration.

Kenna has DM Inspiration.

------------------------------------------------------------------------
Red Larch in the Dessarin Valley, 18 Mirtul, 1491 DR, 6:25pm
Year of the Scarlet Witch


"What is this place," Cade unwittingly asks aloud when he reaches the bottom.


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

Spoken sarcastically.

It is clear as day what this place is. It is the entrance to the Realm of the Dead. As I look around at all the faces here I spy no dead amongst us. Further poking at that observation since none of us are dead, we should not go to the Realm of the Dead, there is no false advertising in the name; REALM OF THE DEAD. By the Dead for the Dead, we do not need to be progressive and desegregate that fuzzy gray line that separates the dead and the unliving.

I like you all, let me take you west, we could see the ocean, go adventure on a ship. There are pirates, sea monsters, sea dragons, krakens, all kinds of stuff for everyone to kill. The bonus is that it is outside, not in a pit of death with a stone door and rusty ring with village elders worried about the horrible underground creatures of legend that the town does not speak of. We can go right now and NOT face the nameless horrors beyond that door, and I will also buy us all a round of drinks.

If Keaton cannot persuade the group to leaving to fight sea dragons and krakens he will begrudgingly step to the side of the door to keep cover as it is open. He will also summon a piece of cured leather that can be used on the rusty door handle.


"Deep breaths Keaton, it will be okay" Cade responds to the mans outburst. I think he is finally losing it, he thinks as he eyes the mage.


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 unsheathes a scimitar keenly eyeing her surroundings as she slowly comes up to Narnel.

"So the elders know about this place and whatever is down here..." a quiet snarl escapes her bared teeth as she subtly stoops forward.


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

" They were worried about somebody being disturbed down here and some stones? " Ember moves over to Narnel. " Will the door open? "


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 believe so.

Narnel places an ear to the door, and then grabs the ring attempting to pull it open, provided he hears nothing of note.

Mechanics:
Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Strength, if necessary, to pull door open.
Str: 1d20 ⇒ 13


Pressing a ear to the cold stone slab Narnel could hear nothing but the rain water pouring down into the cavern from the hole above. A few townsfolk could be seen peering down into the hole at the adventurers but it seemed to be stable at the moment or at least they had chosen better footing this time and wasn't tumbling in.

Kenna eyed her surroundings as she noted the rough natural small five foot wide passage to the north end of the cavern. "I wonder where that goes." she mutters under her breath. She then turns her attention back to Narnel.

Narnel clutched the rusty iron ring in his hand and as he lifted it from its rest against the door and found it to be well oiled and quiet. As he pulled the ring towards him the stone slab of a door opened almost effortlessly and very smooth. No sound could be heard as it swung open on hinges that seemed hidden in the frame.

Beyond it, a ten foot wide passage of dressed stone slopes downward, sixty feet beyond the stone door, the dressed tunnel levels out. Two stone reliefs of stern dwarves in chain mail and carrying battleaxes face each other from each side of the tunnel one on the north wall and one on the south wall. The carvings stand out from the passage walls, and they have gaps around them, so they could be doors. The dressed passage continues east past them.

OOC:

The main giant cavern has two exits. The small natural passage to the north that is 5 foot wide and the door that Narnel just opened.

I will need a marching order. I won't use a map unless combat breaks out somewhere. If you go through the natural passage to the north it is only five foot wide and I would need a single file order. If you go through the door that Narnel just opened it is ten foot wide so I would need a order that is double file.

Active Effects:

Narnel has DM Inspiration.

Cade has DM Inspiration.

Ember has DM Inspiration.

Molok has has DM Inspiration.

Vaneros has DM Inspiration.
Vaneros has the necromancer wand.
Vaneros has the globe.

Keaton has a blessed dagger.
Keaton has DM Inspiration.

Kenna has DM Inspiration.


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)

OOC:
for Marching order I suggest

Front
....M
..KI..N
C..KL..E
rear

M: Molok
KI: Kenna
N: Narnel
C: Cade
KL: Keaton
E: Ember

I think something along these lines was our previous order

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