[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)

Narnel approaches Cade at the chest and also begins to search for traps.

Perception: 1d20 + 2 ⇒ (7) + 2 = 9


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

Mechanics and OOC:
lol no traps on that chest... For sure!

Insight : 1d20 + 4 ⇒ (8) + 4 = 12 I guess Ember believes Keaton's concern :)

Cade Ravenhill wrote:
"No one else was injured." Cade continues, "That was very brave, I think with some work and a little embellishment I can compose a song about it."

Ember looks a little bashful for a second. " I'm not sure it was all tha... Well thank you Cade. " She smiles.

Following everyone into the other room she steps up to the stone coffin and starts looking over it.

Mechanics:
I'm not opening or touching the coffin yet just looking over it for any markings etc that could tell us who is buried here.

Perception : 1d20 + 2 ⇒ (13) + 2 = 15
Kn Religion? : 1d20 + 3 ⇒ (18) + 3 = 21


Location: The Haunted Tomb
Map of Current Area (Click Here)

Keaton cast light on his scarf.

Cade checks over the rusted iron chest. It was in about the same condition as the door. Rusted shut from years of being exposed to the damp conditions in the room. It had no visible locking mechanism but Cade could not detect anything out of the ordinary.

Narnel approached Cade's side but could not find anything else that Cade did not already know.

Ember came over and gave the stone coffin a once over. It was stone, had a few hairline cracks on the lid from the long time it had been here. The markings on the lid were enough that Ember could determine that whoever was laid to rest here had some noble bearing at the time of his death. Other than that she could tell little else from the coffin.

Active Effects:

Cade has used 1 bardic inspiration. (2 of 3 remaining.)
Cade has used 1 first level spell slot. (1 of 2 remaining.)

Ember has used 1 first level spell slot. (1 of 2 remaining.)
Ember is at 7 of 10 hitpoints.

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.
Keaton used 1 first level spell slot. (1 of 2 remaining.)
Keaton cast Light (59 minutes remaining.)

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

------------------------------------------------------------------------
Haunted Tomb in the Dessarin Valley, 16 Mirtul, 1491 DR, 2:45pm
Year of the Scarlet Witch


"It doesn't look trapped, but you might want to step back anyway while I try to open it"

Mechanics:
Cade will attempt to open the chest. I'm not sure what you would like him to roll so I'll just roll d20 and you can add the appropriate modifier, thanks.

Perception: 1d20 ⇒ 16


----------------------------------
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 Bullets

Potions & Consumables: Holy Water (1)

Coins: GP 34,SP 3, CP 9

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

j


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

Use the prybar, get some leverage.


Location: The Haunted Tomb
Map of Current Area (Click Here)

After a few sound licks on the chest to break the rusted lid loose Cade is able to open the lid. Opening the chest and looking inside it contains some old ruined cloth and the sodden remains of a book. Both items damaged heavily from both the passage of time and the presence of water seeping into the chamber.

Active Effects:

Cade has used 1 bardic inspiration. (2 of 3 remaining.)
Cade has used 1 first level spell slot. (1 of 2 remaining.)

Ember has used 1 first level spell slot. (1 of 2 remaining.)
Ember is at 7 of 10 hitpoints.

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.
Keaton used 1 first level spell slot. (1 of 2 remaining.)
Keaton cast Light (58 minutes remaining.)

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

------------------------------------------------------------------------
Haunted Tomb in the Dessarin Valley, 16 Mirtul, 1491 DR, 2:46pm
Year of the Scarlet Witch


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

Do we want to remove the top of the coffin and look inside? If so, Molok can try to move the lid.


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

" it appears to be the casket of a noble of some sort. It's odd that he was buried with just some cloth and a book... "

Ember say looking over Cades shoulder.

Mechanics:
Perception +2 or Investigation +1? : 1d20 ⇒ 2


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 and reaches into the chest, carefully picking up the book: "Well let's see what this is. Maybe there's more in the casket."

She puts the book down on the floor, examining the cover before opening it and carefully turning the pages.


Location: The Haunted Tomb
Map of Current Area (Click Here)

Kenna lifts the book from the chest carefully and sits it down on the floor. The cover is unreadable and as she tries to open the cover it comes completely off the book itself. The pages are ineligible faded with both time and water. The book was a complete loss.

Active Effects:

Cade has used 1 bardic inspiration. (2 of 3 remaining.)
Cade has used 1 first level spell slot. (1 of 2 remaining.)

Ember has used 1 first level spell slot. (1 of 2 remaining.)
Ember is at 7 of 10 hitpoints.

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.
Keaton used 1 first level spell slot. (1 of 2 remaining.)
Keaton cast Light (57 minutes remaining.)

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

------------------------------------------------------------------------
Haunted Tomb in the Dessarin Valley, 16 Mirtul, 1491 DR, 2:45pm
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)

"Nothing but junk at this point...", Kenna tosses the remains of the book aside.


"Molok why don't you see if you can pry open the lid on this casket." Cade waves the big man over."


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

" Yes, we should check that there is no more undead here. "

Ember takes a step back from the coffin and take hold of her holy symbol.

mechanics :
Move to Q13


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 pick up the book, now in pieces. Moves back to his spot in the hallway and inspects the book.

Maybe the priests could mend it back together propper.


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

"OK", the big man says as he grabs onto the lid of the coffin and heaves.

STR check(?): 1d20 + 5 ⇒ (5) + 5 = 10


Location: The Haunted Tomb
Map of Current Area (Click Here)

Keaton gathers up the remains of the book and retreats back into the hallway to look it over. The pages a little more than moist and moldy garbage, the covers were still somewhat intact however illegible that they were.

Molok made his way into the room and found a position at the end of the casket. He grabbed the lid and raised it off the top to see what was inside.

Inside the coffin is a skeleton dressed in a rusted breastplate and clasping a longsword to its chest.

Before anyone could do anything else the longsword sprung to life into the air. The sword slashing at Narnel, gashing him across his right shoulder as the blood spray hits Cade and Molok.

Round 1 Initiative:

Kenna
Molok
Keaton
Ember
Flying Sword
Cade
Narnel
Vaneros

Mechanics:

Narnel takes 4 hitpoints of slashing damage from the Flying Sword
Narnel has 6 of 10 hitpoints remaining.

Active Effects:

Narnel has 6 of 10 hitpoints remaining.

Cade has used 1 bardic inspiration. (2 of 3 remaining.)
Cade has used 1 first level spell slot. (1 of 2 remaining.)

Ember has used 1 first level spell slot. (1 of 2 remaining.)
Ember is at 7 of 10 hitpoints.

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.
Keaton used 1 first level spell slot. (1 of 2 remaining.)
Keaton cast Light (57 minutes remaining.)

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

------------------------------------------------------------------------
Haunted Tomb in the Dessarin Valley, 16 Mirtul, 1491 DR, 2:46pm
Year of the Scarlet Witch


Vaneros is still in the first room when he hears the other's conversation stopping abruptly and weapons being drawn. He races to the newly opened door and fires off an Eldritch Blast as he sees the animated sword slash at his companions.

Mechanics:

Eldritch Blast: 1d20 + 5 ⇒ (2) + 5 = 7, Damage: 1d10 ⇒ 1
Reminder: Spell Sniper (the range on ranged attack spells is doubled and ranged spell attacks ignore half and three-quarters cover)
Move to O11.

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

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 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, drawing her scimitars, clambers onto the casket and swings the weapons at the flying sword, not entirely sure, what part of it to attack.

Mechanics:
Moving to O15
Attack main: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 ⇒ (3) + 2 = 5

Attack off-hand: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 ⇒ 5


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 quickly calls flames to her hand and hurls it over Narnels shoulder at the sword.

mechanics :
Ranged spell attack: 1d20 + 4 ⇒ (5) + 4 = 9
Fire damage: 1d8 ⇒ 8

Knowledge Religion: 1d20 + 3 ⇒ (10) + 3 = 13 is this some kind of poltergeist?


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 move to O11 and fire off a ray of frost at the sword.

Ray of Frost attack: 1d20 + 3 ⇒ (15) + 3 = 18
Ray of Frost damage: 1d8 ⇒ 1
Also it's movement is reduced by 10 feet.


Surprised by the sudden onslaught Cade is at a loss for words and swings his staff twice at the sword with two quick jabs.

Mechanics:

Attack: 1d20 + 4 ⇒ (18) + 4 = 22 action

Damage: 3 = 31d8 + 2 ⇒ (8) + 2 = 10 Bludgeoning

Attack: 1d20 + 4 ⇒ (2) + 4 = 6 Bonus action

Damage: 1d4 + 2 ⇒ (4) + 2 = 6 Bludgeoning


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, a bit startled by the initial attack from the living sword, returns the favor with an overhand slash with his staff and a round-house kick.

Mechanics:

Staff Att: 1d20 + 5 ⇒ (11) + 5 = 16
Staff Dam: 1d8 + 3 ⇒ (8) + 3 = 11

With a bonus action Narnel Makes a Martial Attack.

Mart Att: 1d20 + 5 ⇒ (9) + 5 = 14
Mart 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

Molok spins as he sees the sword fly out of the coffin and attack Narnel, He strikes at the weapon, hoping to knock it to the ground.

Mechanics:

Attack-melee: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 2d6 + 3 ⇒ (4, 5) + 3 = 12


Location: The Haunted Tomb
Map of Current Area (Click Here)

Kenna, drawing her scimitars, clambers onto the casket and swings the weapons at the flying sword, not entirely sure, what part of it to attack. Her first swing connects with the sword and knocks a chunk out of the blade. Her second attack misses as the blade dances around her blow.

Molok spins as he sees the sword fly out of the coffin and attack Narnel, He strikes at the weapon, hoping to knock it to the ground. The mighty blow missing as the sword danes around.

Keaton moves into the doorway and fires a bright blue light at the sword, the ray of frost striking it soundly as a thin sheet of ice forms across the blade as it dances around.

Ember quickly calls flames to her hand and hurls it over Narnels shoulder at the sword. The sword easily dances away from the flaming ball that erupts on the back wall as it misses.

The flying sword turns its attack toward Cade, slicing through the air at the bard. Hacking and slashing its way through Cade's defenses the blade slashes open his chest in a wicked looking wound.

Narnel, a bit startled by the initial attack from the living sword, returns the favor with an overhand slash with his staff and a round-house kick. The flying sword parries the staff in perfect swordsmanship and then dodges out of the way dancingly as Narnel throws the kick. Both blows being ineffective.

Vaneros is still in the first room when he hears the other's conversation stopping abruptly and weapons being drawn. He races to the newly opened door and fires off an Eldritch Blast as he sees the animated sword slash at his companions. The blast is way off as it misses wide right and high as it slams into the wall behind it, knocking away mud and dirt onto the mody laying in the casket.

Ember:

A poltergeist does not usually manifest in this way. A poltergeist is a different kind of specter-the confused, invisible spirit of an individual with no sense of how he or she died. A poltergeist expresses its rage by hurling creatures and objects using the power of its shattered psyche. The item in front of you is almost like it is being wielded or animated in some way.

Round 2 Initiative:

Kenna
Molok
Keaton
Ember
Flying Sword
Cade
Narnel
Vaneros

Mechanics:

Flying Sword takes 5 hitpoints of slashing damage from Kenna's Scimitar.
Flying Sword takes 1 point of cold damage from Keaton's Ray of Frost.
Flying Sword has taken 6 points of damage total.

Cade takes 6 hitpoints of slashing damage from the Flying Sword.
Cade has 3 of 9 hitpoints remaining.

Active Effects:

Flying Sword has taken 6 hitpoints of damage total.

Narnel has 6 of 10 hitpoints remaining.

Cade has used 1 bardic inspiration. (2 of 3 remaining.)
Cade has used 1 first level spell slot. (1 of 2 remaining.)
Cade has 3 of 9 hitpoints remaining.

Ember has used 1 first level spell slot. (1 of 2 remaining.)
Ember is at 7 of 10 hitpoints.

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.
Keaton used 1 first level spell slot. (1 of 2 remaining.)
Keaton cast Light (57 minutes remaining.)

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

------------------------------------------------------------------------
Haunted Tomb in the Dessarin Valley, 16 Mirtul, 1491 DR, 2:46:06pm
Year of the Scarlet Witch


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 once again swings at the sword, noticing the damage that Kenna did to the blade.

Mechanics:

Attack-melee: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11


Staggering from his wound Cade raises his staff to ward off more blows from the diabolical sword and slowly backs away from it singing,

"Fist a striking rings a cord
all that remains is a broken sword"

Mechanics:

Cade will use the disengage action to move to O12 and use Insperation on Narnel he has one d6 to add to any d20 roll in the next 10 minutes.

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

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 Bullets

Potions & Consumables: Holy Water (1)

Coins: GP 34,SP 3, CP 9

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

[


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, inspired by Cade's words, swings again at the sword. He then jumps high into the air with a spinning kick.

Mechanics:
Narnel uses the additional 1d6 on his first attack roll, provided that the sword is not defeated by his attack.

Staff Att: 1d20 + 5 + 1d6 ⇒ (7) + 5 + (3) = 15
Staff Dam: 1d8 + 3 ⇒ (5) + 3 = 8

With a bonus action Narnel Makes a Martial Attack.

Mart Att: 1d20 + 5 ⇒ (12) + 5 = 17
Mart Dam: 1d4 + 3 ⇒ (3) + 3 = 6


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)

"It's like fencing with no-one in particular.", Kenna continues slashing at the levitating weapon.

Mechanics:
Attack main: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Attack off-hand: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 ⇒ 5


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 watches the sword fight with an inquisitive look on his face. He hopes the sword does not get too damaged so he can expire men with it later. He wants a pet flying sword...

Ray of Frost: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 ⇒ 1


Location: The Haunted Tomb
Map of Current Area (Click Here)

Round 2 Partial Update:
Round 2 Initiative Order: Kenna, Molok, Keaton, Ember, Flying Sword, Cade, Narnel, Vaneros
Names in shaded text have already went this round.

Kenna continues slashing at the levitating weapon. Her first strike taking a huge chunk out of the blade and nearly breaking it asunder. As she strikes with her second scimitar the flying sword dances out of the way.

Molok once again swings at the sword, noticing the damage that Kenna did to the blade but once again the stone man's massive sword misses its mark as the flying sword darts out of the way.

Keaton watches the sword fight with an inquisitive look on his face as he blast another cold ray at the dancing steel. This time the ray missing completely and an icy patch forms on the back wall as the beam harmlessly hits it.

Mechanics:

Flying Sword takes 8 hitpoints of slashing damage from Kenna's Scimitar.
Flying Sword has taken 14 hitpoints of damage total.

Active Effects:

Flying Sword has taken 14 hitpoints of damage total.

Narnel has 6 of 10 hitpoints remaining.

Cade has used 1 bardic inspiration. (2 of 3 remaining.)
Cade has used 1 first level spell slot. (1 of 2 remaining.)
Cade has 3 of 9 hitpoints remaining.

Ember has used 1 first level spell slot. (1 of 2 remaining.)
Ember is at 7 of 10 hitpoints.

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.
Keaton used 1 first level spell slot. (1 of 2 remaining.)
Keaton cast Light (57 minutes remaining.)

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


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 draws one of her hand axes and steps forward slashing at the sword.

Mechanics :
move to Q14

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
slashing damage: 1d6 + 2 ⇒ (6) + 2 = 8


Location: The Haunted Tomb
Map of Current Area (Click Here)

Ember draws one of her hand axes and steps forward slashing at the sword. The clerics sudden movement into the fray catches the flying sword off guard as her axe hits the blade solid and the blade breaks asunder sending the sundered parts flying around the room bouncing off the walls before coming to rest on the floor.

And just like that the battle was over.

Active Effects:

Narnel has 6 of 10 hitpoints remaining.

Cade has used 1 bardic inspiration. (2 of 3 remaining.)
Cade has used 1 first level spell slot. (1 of 2 remaining.)
Cade has 3 of 9 hitpoints remaining.

Ember has used 1 first level spell slot. (1 of 2 remaining.)
Ember is at 7 of 10 hitpoints.

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.
Keaton used 1 first level spell slot. (1 of 2 remaining.)
Keaton cast Light (56 minutes remaining.)

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

------------------------------------------------------------------------
Haunted Tomb in the Dessarin Valley, 16 Mirtul, 1491 DR, 2:47pm
Year of the Scarlet Witch


"Is everyone alright?" Vaneros asks once he walks into the room. "This would have been a real threat for anyone unprepared that might have sought shelter in here."

He starts searching the room for anything unusual, starting with the sarcophagus.

Mechanics:

Investigation: 1d20 + 3 ⇒ (8) + 3 = 11

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

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


"No, I'm not alright I was nearly skewered in half by that demonic blade! He begins to sing.

Mechanics:
Cade casts cure wounds on himself
Spell: 1d8 + 3 ⇒ (2) + 3 = 5

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

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]


Quick Stats:
Human, Sailor, Wizard 3, HP 20/20, AC 12, Initiative +2, Speed: 30, Proficiency +2,
Quick Stats:
STR 11 DEX 14 CON 15 INT 16 WIS 10 CHA 12, Spellcasting Bonus: +5, Spellcasting DC: 13, Spell Slots: 1st 4/4, 2nd 2/2

Does that chest have a fake bottom? Or maybe slide it to see if it is covering some hole in the ground below it?

Keaton looks slightly upset, clearly he wanted to find something, anything, interesting.


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 too took quite a wound, Vaneros. I could use some healing.

Narnel walks to the wall and leans upon it for support as he attempts to staunch the bleeding from the slash he took across his chest. His exertions of the fight certainly did not help to slow the flow of blood.


Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y

" That was... I've never seen an actual weapon fighting on its own before... "

" Let me have a look Narnel. " Ember says, resting a hand on the elf's shoulder. She inspects the wound.

" If we stop for a while, maybe wait out the storm in the other room, I could bind this with some bandages and it would heal nicely. If we don't want to wait I could heal it a little faster with the help of Lathander... "

Short rest everyone?


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)

With the flying sword destroyed Kenna looks down and, becoming aware of where she's standing, startles back and stumbles out of the coffin.


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)

Short Rest would work for me.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Good idea Ember

Molok searches around the room for a few minutes before he take his post by the exit.


Location: The Haunted Tomb
At this point I am going to drop the map as it is no longer needed.

Vaneros searches the room for anything unusual, as he does so he discovers that the chest has a false bottom in it as the bottom is several inches higher than the chest should be deep. After removing the false bottom Vaneros finds within is a gold chain and locket with a portrait of a lovely half-elf female etched in profile on the inside and two rings of braided silver and electrum.

Cade cast cure wounds on himself.

The group then gathers in the other room with the stone table and takes a short rest while they ride out the rain. Keaton refreshes his light spell at the end of the rest period.

Please let me know if you are burning hitdice or what abilities that you have used that you get back from your shortrest.

Appraise the gold chain and locket. Advantage if you are proficient with Jeweler’s tools and have them.

DC 15 Intelligence Check:

The gold chain and locket are worth 100 gp.

Appraise the two rings. Advantage if you are proficient with Jeweler’s tools and have them.

DC 10 Intelligence Check:

The rings are worth 25 gp each.

Mechanics:

Cade gains 5 hitpoints from Cade's Cure Wounds.
Cade has 8 of 9 hitpoints.
Cade used one first level spell slot.
Cade has used 2 first level spell slot. (0 of 2 remaining.)

Active Effects:

Narnel has 6 of 10 hitpoints remaining.

Cade has used 1 bardic inspiration. (2 of 3 remaining.)
Cade has used 2 first level spell slot. (0 of 2 remaining.)
Cade has 8 of 9 hitpoints remaining.

Ember has used 1 first level spell slot. (1 of 2 remaining.)
Ember is at 7 of 10 hitpoints.

Vaneros has +4 temporary hitpoints.

Keaton has a blessed dagger.
Keaton used 1 first level spell slot. (1 of 2 remaining.)
Keaton cast Light (56 minutes remaining.)

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

------------------------------------------------------------------------
Haunted Tomb in the Dessarin Valley, 16 Mirtul, 1491 DR, 3:47pm
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)

Before working his way to the corner of the room with the stone table, Narnel smiles warmly at Ember while she tends to his wound.

Thank you, Ember.

Narnel then sits cross-legged on the floor and meditates quietly while resting in contemplation of his tasks.

Mechanics:
Narnel will use 1 HD on his short rest.
HD: 1d8 + 2 ⇒ (5) + 2 = 7


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 plays with the rotted book for a bit before sitting down with his own spellbook. He sits on the chest like a stool getting as comfortable as possible. He seems content looking over the rotted book, wondering what could of been so important a ghost was protecting it.

Keaton will get his spell back with Arcane Recovery.


Not feeling the need to rest Cade takes a closer look at the contents of the coffin.


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

After bandaging Narnels wound, Ember looks to her own, resting and trying to massage some life into her deadened arm.

mechanics :
HD: 1d8 + 2 ⇒ (3) + 2 = 5

" Should we try to make it back to Red Larch before dark or camp near here and continue on to look at this skull pinned to a tree in the morning? "


"I'm not really equipped for sleeping out in the open and I'd prefer to sleep in a bed if possible," Vaneros answers to the others. "So I say we wait in here and see if the rain gets any better and then make back to Red Larch before sundown."

He glances over the old armour and sword in the coffin. Vaneros takes out a small rag he uses for cleaning his daggers and tries to brush off the dirt and rust on the blade of the weapon as well as the armour.
If these are of fine quality or even magical, underneath the rust should be bright metal. Else they are pretty much worthless to us.

He then sits down and appraises the valuables they have found thus far.
"I'm not sure about the locket, but they appear to be golden, so maybe worth something. The rings would fetch about 25 gold each," the mage informs his companions. "But I'm not sure we should take any of it. But if we just leave it here, the next wanderer will take them anyway."

Mechanics:

Intelligence: Appraise the locket and chain: 1d20 + 1 ⇒ (8) + 1 = 9
Intelligence: Appraise the rings: 1d20 + 1 ⇒ (12) + 1 = 13
I didn't take any damage and used no spellslots. So I'll forgo my short rest.

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

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

Agree with Vaneros, I too do not want to spend the night out here but will want to see if this rain let's up. If we do stay, a recommendation, we prop something in the tomb door so we do not get locked in.


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 mind camping out. It seems like a waste of time to go all the way back, when we're already halfway there. I can find food and we have perfectly servicable shelter here. I should however bring the mule in, he still has some of my stuff." Kenna offers.

"Let me see if the rain will persist." she continues to incant a short spell.

Mechanics:
Casting Druidcraft to predict the weather.


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 continues to meditate deeply as the others discuss the plan of action after this reprieve from battle.


"I don't think you quite understand," Vaneros starts while pointing to his backpack. "I only have one single blanket and I don't want to freeze the whole night. And I don't see a whole lot of tents on the other's backpacks either, so I guess we'd sleep completely in the open or, well, inside this tomb. And in here making a fire is no option and heck, where would we even get some dry wood anyways? So yes, it makes sense to get back to a warm bed, even if it means walking the whole way. Twice!"

It takes only a moment for him to regain his composure after this outbreak. He shakes his head.

"I'm sorry. This all, well, it is kind of hard on me. I came here to search for a friend and by now have nothing to show for. Please accept my apologies," Vaneros says while lowering his head towards Kenna.

He then gets back to Cade and the coffin.

Note to self: get a freakin' tent and another blanket. And someone to carry it...

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

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

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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

Do we want to have the complete party plus new cleric be one team, and Chalaska and inn guards be another?

Or should we spilt up and mix with inn guards?


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 think we should stick together and allow Chalaska her own team.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Concur about splitting the group. It's never a good idea. :p

@DM. Question. What point in time are we in the Forgotten Realms? Are we before or after the Time of Troubles? If so, how much?


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

LOL

@Aterro, we are going to have a fun relationship. I am an insane ball of chaos.


Brother Aterro wrote:

Concur about splitting the group. It's never a good idea. :p

@DM. Question. What point in time are we in the Forgotten Realms? Are we before or after the Time of Troubles? If so, how much?

The current year in the Forgotten Realms is 1491 DR.

The time of troubles was in 1358 DR.

So it has been 133 years since them.


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

Shoalar was the gensai we bought the books from.


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)

Those are the dwarven books that were likely carried by the missing delegation we are looking for, correct? Did he say where he got the books?


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

See the June 15th and June 20th posts from the game, that is when we met him.

He said something like he took them as payment to ferry unsavory passengers across the river.

We are coming up to a year playing this game (August 9th)


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)

Yeah...I remember now...thanks.


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

What do we want to do?
Try and get a boat and chase him?
Try and get info on the docks about him, and where he would go?

Any other ideas?


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)

Let's start with the captain of this barge. Maybe he knows when and where it went.


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 agree. And if he knows, maybe we can get him to follow the fellow...and we can board his barge and check if he has our books. Also keep the other guards on station and let no one leave until we return..maybe??


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

We all have our badges in our pockets right. Nobody is proudly displaying them at the moment.


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)

Not I, but I am standing on the edge of the barge.


Sorry the updates have been slow coming this week, been really busy. I am working on the next update to the game now.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Posting to all my games: I'll be leaving for a family vacation this Wednesday, and my posting will be spotty until I get back Monday. Feel free to bot me as needed. =)


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

What does the group want to do?
Stay here the remaining days?
Or break the agreement and chase Scholar?

I think it is best to stay, we have a small name going for ourselves, I do not want us to be known as people that break their word, even if it costs us the books.


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)

We should stay and finish, but we need to be after that delegation as soon as we can. The trail is likely growing cold.


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 am torn. We did give our word that we would stay and carry out the duties that were left to us, however these are Zhents, and as such they are untrustworthy and such an agreement could be considered void just based on their past actions. I would not, however, wish to dishonour an agreement we entered into knowingly, and so vote we stay...against my better judgement!"

The stoneman looks over at their newest addition to see what the cleric has to say.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

The cleric looks over at the stoneman. He pours another frothy mug and places it before the impressive monk. "Do you people even drink? No offense, but I've little contact with your race.

I've made no promise, and I've received no coin. Were I to remain here, I should think some agreement for the betterment of either myself or the glory of Torm would be amenable."

What? =) This is the discussion thread. We're discussing! =)


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

Whoops...sorry thought this was the game thread....


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)

Let me see if I can tempt the good Brother.


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

To all my games.

I have been covering an extra department at work. Originally it was for a week while the guy hiked part of the Appalachian Trail. But he got seriously injured, got separated from his group, spent the night alone in the woods, during heavy rain, and almost died.

I am covering for him for the rest of the week and have found posting difficult. If I am holding up a game please bot me, but I will try and stay on top of things. Hopefully things will be back to normal Monday.

As for the plan, I was thinking more of sending a scouting group that would not attack. Just get Intel so we could fast forward the week. Hopefully the scouting group could figure out a plan to get into the fort, and we could leave the inn with the correct gear nedded.


I will need a little while to draw everything up from the scouting for the group. I'll try to get all the relative information up by tomorrow.


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)

NP...we need to hear whether others plan to join me and the good Brother.


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

Sorry for the delay, hopefully things are back to normal at work.

Figure post this here to not disrupt the game thread.

With planning ahead Keaton will suggest this even before others leave. He would ask if the group would be interested in him improving his magic floating disks to be pulled by his hawk. This will allow them to make a chain of disks to go up river against the current at the flight speed of a hawk. This could be achieved by ritual casting the spell over and over again for everyone the whole journey (my disks last 2 hours each). This will allow us to travel the landscape much faster than with horses and be more comfortable.

He says that he does not have enough money to complete the research and would need gold to complete it. But he also argues that this is an investment that would be cheaper than buying horses.

Thoughts?


Please keep in mind that each ritual takes ten minutes. If there are six players then that is one hour taken up by rituals that means only one hour before the disk start expiring (one every ten minutes.)

Then there's another hour to redo them.

There is also the issue of following the hawk. The disk all follow at a set distance, they don't follow each other so it will be a game of bumper disk with all of them trying to be at the same distance.

Just a thought....


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

Taken into account,
I figure if I can do the research to change the target to another target we could make a train of disks. I would have the hawk set to one disk, then the next disk set to the person riding that disk, essentially the disk is attuned to the person in front of you.

Since they currently have a 2 hour duration it would be an hour on hour off of casting. I figured that I could cast them while I was riding one.


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

Just noticed the ooc, so there can only be one adjustment to my disks. I will look into making a second level version of it.


Ok guys, due to time restraints on my part with all the games I have going it has become a chore to find time to process all the turns each day. With that said the PbP games need to be fun for everyone involved, including the DM and at this time that is no longer the case so I am going to have to cut back drastically on the games I run.

Therefore it is with great sadness that I must step away from this game at this time. If one of you players would like to step in and take it over I would be more than happy to turn it over to you.

Right now I just don't have the time to continue and with our holiday business being right around the corner I am going to have to put this one to bed.

Billy


Male Wood Elf Kensei Monk 7; AC 16 (18-melee Kensei), HP 5/52, Str +3, Dex +7, Con +2, Int +1, Wis +2 Cha -1, Perc +5, Acro +7, Athl +3/+6, Stealth +6, Ki 1/7, (DC 13)

Understood...sorry to see you go, but I understand.


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

Understandable, but still very sorry to see this end. Best of luck Billy...hope to play with you again sometime!


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

Thank you for running this game, it was a good run and it was lots of fun.

Hope to play in one of your games in the future.

To everyone else, hope to see you around, this was a good group.


I will leave you guys with 4 newly created classes for 5e. These will be used in my Reign of Winter hope game next year.

The Witch
5e Witch Class

The Witch Hunter
5e Witch Hunter

The Oracle
5e Oracle

The Alchemist
5e Alchemist

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