DDAL #01-03 Shadows Over the Moonsea [5e Adventurers League] (Inactive)

Game Master Aeshuura

An Adventurers League module for 1st - 4th level characters.


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Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

insight: 1d20 + 0 ⇒ (3) + 0 = 3

Bumbling idiot! Look what you've done! I was being MAGNANIMOUS! Uriah stresses the word

Uriah will attempt to help the Kobold put out the fire, and then Krissina

That should give advantage...

Grand Lodge

Owlbear Rodeo

1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (7) + 2 = 9

The little kobold screams and runs around, and with Uriah's help gets put out, lying in the mud as the cold rain patters on his small scales. It winces with every raindrop, barely moving. It has 1 hp left.

Verik looks wide-eyed at what he's done and runs off, howling into the night!


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

After Krissina puts her fire out

Uriah says There there. You'll be fine. to the kobold, he waves his hands dramatically over the Kobold

Cure Wounds: 1d8 + 3 ⇒ (2) + 3 = 5


Male Kenku | Cleric 2 | 3/3 1st level slots | Spell DC 13 | Warding Flare 3/3 |Channel Divinity 1/1 | HP 15/15 | AC 18 | Saves S0, D3, C1, I-1, W5, Ch3 | Pass Perc 13 | Status: Normal | Insp: None

Wisdom: 1d20 + 5 ⇒ (17) + 5 = 22

"Everything has a purpose." Sizzle says, glaring after Verik.

Insight DC 5, or whatever:
He means that Verik did that on purpose.


Init +0 | Max HP: 21 | AC 12 | Saves: str 0; dex 2; con 1; int 5; wis 1; cha 3 | Insp: [ ] Current Damage: -0

Insight: 1d20 + 3 ⇒ (6) + 3 = 9

"Later. We'll deal with him later. The others as well. For now we need to deal with their ship."


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Insight: 1d20 - 1 ⇒ (9) - 1 = 8
Dex Save: 1d20 + 3 ⇒ (18) + 3 = 211d20 + 3 ⇒ (19) + 3 = 22 22 - If I don't get advantage, either roll passes anyway

Krissina scowls after Verik, but seems little point in chasing him down.

"Let's get this over with."

Shoun/Eilren, are you happy with your HP, or do you need a heal there? I've got two first level spells remaining, and was thinking if we're all going to be stuck in close quarters on a boat...


In. +3 | AC 14 | HP 10/10 | PP 12 | Saves Str -1 Dex 3 Con 2 Int -1 Wis 2 Cha 4 | Spell atk 4 | Spell DC 12 | Spell slots (1st) 2/2

Eilren nods at the Tiefling with quiet determination. He feels that he has reached where he needs to be in this mission- an infiltration in the night to undo a curse afflicting the people- he is ready and buzzing with anticipation

Krissina- I took four damage (6/10 currently) in the last fight and I still have the healing potion from the start. Pity we can't split it between Shoun and Ren. Heal me if you can't use your song to better effect in the coming battle


Male Human Mystic 2

I should be fine. I'm not really a melee character, and I'll definitely let one of the tanky types go first.


Male Kenku | Cleric 2 | 3/3 1st level slots | Spell DC 13 | Warding Flare 3/3 |Channel Divinity 1/1 | HP 15/15 | AC 18 | Saves S0, D3, C1, I-1, W5, Ch3 | Pass Perc 13 | Status: Normal | Insp: None

Psst. Shoun: wrong alias.


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

for magic that's useful in combat I'm pretty much Thunderwave and Cure Wounds, I don't have Song of Rest yet, and I'm not sure we've got time to take a short rest anyway - don't know how long the ship stays out there for (if there's a timer on it), I'm just conscious those of us at 1st level can be dropped with a single lucky hit at the best of times, never mind if we're not at full health.
I also think I need to buy a ranged weapon once we're done with this adventure, as I'm a bit squishy

Krissina softly chants a song of healing once they're settled in the boat, and soothes Eilren's pain. Cure: 1d8 + 3 ⇒ (5) + 3 = 8 I realise that roll was actually pointless...

Grand Lodge

Owlbear Rodeo

The kobold looks at the half-elf bard in utter disbelief! "Whys elf-man heals Grabthak? Even Ixas nottin heals der Grabthak..."


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Because Kobold Grabthak, I am *magnanimous*. It's a good word. It means...Well that's not important. What is important is finding that boat. So, hop to and lead on Master Scalykind.

Grand Lodge

Owlbear Rodeo

"Magna-mammymous? Master Scalykind? Grabthak likes dat one!" the kobold puffs up his chest, "To der longboats!"

Krissina easily pats herself out, easily avoiding the destruction of the journals and books that she carries! Krissina, you are out, but you take 2 hp fire damage at the start of your round (reduce it to 1 hp for resistance).

The little kobold looks at Krissina and Uriah, then to the others and takes you to one of the two longboats. He directs you into the fog, putting a scaly finger to his snout in a gesture of silence. In approximately 20 minutes of rowing, you all are lamenting Ander's decision to stay on the island. Thankfully, you all are able to share the load and with a little help of timing by the bards, you are rowing like a well-oiled machine.

Suddenly, the sea quiets, the mysterious fog lifts from the water and the storm abates. For a brief moment you see the sky clearly, the sliver of Selune, the moon, shining down upon you.

Looming before you is the ship that you are searching for! At that moment, your longboat takes on a red cast, like the baleful eye of some great wyrm! A terrible tearing sound is heard, followed by a great rushing of wind and heat! Angry cries emerge from the deck and the fog returns, billowing from the ship ahead. As you bring the longboat close in to the ship's ladder on the port side, screams of fear and pain emanate from the deck above!

Grabthak seems at a loss, "Master Scalykind don't know what is going on!"

Grand Lodge

Owlbear Rodeo

Map is updated.

As the first of you peeks on deck, you see that another ship has slammed into this one, and both ships are ablaze! There seem to be two forces fighting each other, one side, are the kobolds and some humans wearing some kind of draconic iconography, while the other side seems to be some fiendish pirates!


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

"Soooo, any idea who's side we're fighting on?" Krissina will climb up the side if someone else does, but she's reluctant to go first...


Init +0 | Max HP: 21 | AC 12 | Saves: str 0; dex 2; con 1; int 5; wis 1; cha 3 | Insp: [ ] Current Damage: -0

"Not sure. We should probably destroy both ships to be sure." Shoun follows the others up onto the deck.

Grand Lodge

Owlbear Rodeo

Grabthak clambers up without fear, feeling emboldened by his new title, eager to please you all. As you each climb up on deck, you see battle in full force! They seem to notice you, but focus their attention on their opponents at the time being.

DM Stuff:
1d20 + 6 ⇒ (6) + 6 = 12
1d20 + 6 ⇒ (15) + 6 = 21
Sizzle 1d20 + 3 ⇒ (18) + 3 = 21
Balyzar 1d20 + 1 ⇒ (1) + 1 = 2
Eilren 1d20 + 3 ⇒ (14) + 3 = 17
Krissina 1d20 + 1 ⇒ (11) + 1 = 12
Shoun 1d20 ⇒ 1
Uriah 1d20 + 2 ⇒ (5) + 2 = 7
Bad guys 1d20 ⇒ 15

Initiative Order - Round 1
Sizzle 21
Eilren 17
Bad guys 16
Krissina 12
Uriah 7
Balyzar 2
Shoun 1

Would Sizzle or Eilren like to do anything?


Male Kenku | Cleric 2 | 3/3 1st level slots | Spell DC 13 | Warding Flare 3/3 |Channel Divinity 1/1 | HP 15/15 | AC 18 | Saves S0, D3, C1, I-1, W5, Ch3 | Pass Perc 13 | Status: Normal | Insp: None

Sizzle climbs up carefully, making sure to not slip on the wet decking. He looks around at the battlefield. He directs Grabthak behind him, and then gestures. Energy fills his voice, and he yells. "STOP! THERE IS NO NEED FOR CONFLICT!"

Casting Thaumaturgy to make Sizzle's voice three times louder.

Charisma check?: 1d20 + 1 ⇒ (7) + 1 = 8


In. +3 | AC 14 | HP 10/10 | PP 12 | Saves Str -1 Dex 3 Con 2 Int -1 Wis 2 Cha 4 | Spell atk 4 | Spell DC 12 | Spell slots (1st) 2/2

Eilren will climb to a good vantage point as stealthily as possible so that he can witness what is going on
Stealth: 1d20 + 5 ⇒ (7) + 5 = 12
Stealth: 1d20 + 5 ⇒ (11) + 5 = 16
I rolled twice in case I could take advantage due to their distraction/ low light etc
Eilren feels that the kobolds are on the force for evil that we have been tracking, so he decides to pick them off with his magic
Eldritch Blast: 1d20 + 4 ⇒ (1) + 4 = 51d10 ⇒ 9
Oh man! A natural one! Cursed dice on this site! I haven't rolled a success in several days!

Grand Lodge

Owlbear Rodeo

As the kenku priest calls out in a booming voice, a burning barrel pops and explodes causing Sizzle to flinch, somewhat less impressive than he would have liked. Both crews, stop fighting for a second or two and look over at you all a look of puzzlement on their faces.

Eilren attempts to fling a bolt of eldritch energy at one of the kobolds, but the thing squeaks and ducks the blast!

The hesitation does not last very long, as a evil grin appears on the demonic pirates and looks of determination appear on the face of the kobolds and draconic guards. A pair of the fiendish buccaneers both stab a kobold simultaneously, throwing its body overboard!

They do not seem to be worried about you at all. (Note: the photo-negative effect on the map will signify dead target.) Though you kind of get the feeling that once they kill each other, they are coming for you.

Everyone may go.

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

Climb check. athletics: 5 + 1d20 ⇒ 5 + (15) = 20
Then I use my 30 foot line dragon breath that deals lightning damage to hit three targets to my left. dmg: 2d6 ⇒ (5, 5) = 10 dex save 12 for half

Grand Lodge

Owlbear Rodeo

DM Stuff:
1d20 + 2 ⇒ (15) + 2 = 17
1d20 + 1 ⇒ (15) + 1 = 16
1d20 + 1 ⇒ (3) + 1 = 4

Actually, the rope ladder would have put you right up in that kobold's face, since where you put yourself was the Aftcastle, which is elevated a bit.

Balyzar scrambles up the ladder and vaults himself over the rail onto the stairs leading up to the aftcastle and belches out a lightning bolt that sears his opponents! The kobold deftly leaps out of the way, but a smaller bolt arcs out and strikes it killing it, despite dodging the main bolt! The fiendish pirate ducks, similarly being struck by a lesser arc, but he yet stands! The Drakeguard at the end gets nailed in the center of his chest and drops to a knee, but stands back up!

They both are very hurt!


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Krissina scrambles up, and with an uttered word and a stamp of her foot unleases a Thunderwave towards those at the back of the boat.

added target area and moved pawn on map DC13 or 2d8 dmg and pushed back 10ft, on pass just 1/2 damage, no push, plus loud boom. Amything unsecured goes flying back 10ft as well

Yeah I was going to save my last spell, but it's just so tempting to try and push stuff into water...


Male Kenku | Cleric 2 | 3/3 1st level slots | Spell DC 13 | Warding Flare 3/3 |Channel Divinity 1/1 | HP 15/15 | AC 18 | Saves S0, D3, C1, I-1, W5, Ch3 | Pass Perc 13 | Status: Normal | Insp: None

Sizzle shrugs, and calls down fire from the sky on the nearest pirate.

MAGIC FIRE GOES SIZZLE: 1d8 ⇒ 1

Grand Lodge

Owlbear Rodeo

Fixed the AoE for thunderwave the cube doesn't include you. You were able to catch that last kobold though!

Krissina's thunderwave echoes across the sea as the shockwave blasts through the combatants! Two demon pirates and a drakeguard are flung overboard! The two kobolds cling to the rail for dear life!

Spoiler:
1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 1 ⇒ (8) + 1 = 9
1d20 + 1 ⇒ (6) + 1 = 7
1d20 - 1 ⇒ (17) - 1 = 16
1d20 - 1 ⇒ (20) - 1 = 19
1d20 + 1 ⇒ (11) + 1 = 12

2d8 ⇒ (3, 6) = 9

Ha ha, only the kobolds made the save with their -1 Con mod! :p

Sizzle calls down a sacred flame on the closest pirate, but it only singes him slightly!

Initiative Order
Bad guys 16 - done
Krissina 12 - done
Uriah 7
Balyzar 2 - done
Shoun 1
Sizzle 21 - done
Eilren 17

Damages updated!

Grand Lodge

Owlbear Rodeo

Oh what the heck!

Grabthak draws his dagger and stabs at the pirate right next to him!

Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Pack Tactics: 1d20 + 4 ⇒ (4) + 4 = 8

The dagger bites deep and the pirate yarrs in pain! The fiend pirate is badly wounded!


In. +3 | AC 14 | HP 10/10 | PP 12 | Saves Str -1 Dex 3 Con 2 Int -1 Wis 2 Cha 4 | Spell atk 4 | Spell DC 12 | Spell slots (1st) 2/2

Again Eilren will blast away but this time at the closest pirate
Eldritch Blast!: 1d20 + 4 ⇒ (14) + 4 = 181d10 ⇒ 7

Grand Lodge

Owlbear Rodeo

Eilren blasts the pirate above him, catching him in the side of the head! The demonic reaver falls overboard!

Waiting on Uriah and Shoun.


Init +0 | Max HP: 21 | AC 12 | Saves: str 0; dex 2; con 1; int 5; wis 1; cha 3 | Insp: [ ] Current Damage: -0

Shoun will climb up as well and aim the beam of fire that is his birthright at one of the fiendish creatures.

Attack Roll: 1d20 + 5 ⇒ (16) + 5 = 21
Damage Roll: 1d10 ⇒ 10


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah flourishes his Rapier and calls out

Ho there! You are being boarded by Uriah the Magnanimous. Throw down your arms and surrender so that we might be merciful!

Shoun has Bardic Inspiration, +1d6 on your next attack/save or whatever you want d20 roll

Uriah waits until the way is clear and then climbs aboard the vessel.

No room right now, and I don't think Uriah can target anything from where he is...if he CAN however.

You call *that* a weapon. I've seen larger...

Casting Vicious Mockery on whatever he can 1d4 ⇒ 3 Psychic damage and Disadvantage on next attack. Wisdom DC 13 negates

Grand Lodge

Owlbear Rodeo

Shoun hops on board and slips past the big Dragonborn priest and throws a bolt of fire at the demonic pirate! It hit him square in the chest! You do not think this is a costume as he seems to shrug it off and come at you! He took half damage.

Balyzar can help you past him, so you can get up onto the ship, but I understand that Uriah may just be making excuses. ;) He can and does see the drakeguard next to the railing, though.

1d20 ⇒ 3

The drakeguard stands and looks at Grabthak for a moment, puzzled, then hearing Uriah call out at him, touches his nose seeing blood. His eyes roll back in his head and he falls overboard!

DM Stuff:
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (3) + 3 = 6

This purple robed leader of the draconic folk makes his way around the flames on deck and right up to this pirate that shrugged off Shoun's blast and with hands crackling in dark energy grabs it by the throat! The fiendish reaver shrivels up and falls lifeless to the deck!

This wearer of purple looks at Grabthak and demands, "Why do you bring these nonbelievers to our ship?" Indicating you all.

Map updated. Your move.

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

A new round already. I will use my channel divinity power Radiance of the Dawn. All kobolds and Demons or whatever they are that are within 30 feet of me can make a Con save of 12 for half dmg. Radiant dmg: 2d10 + 3 ⇒ (5, 7) + 3 = 15

Then I move towards that door in the center of the ship if I can get to it, use the shortest route possible, even if that means jumping over the railing and/or provoking and I will open the door and continue whatever movement I have through that door. I moved my character 2 spaces north to the door, cause I don't know what is beyond there.

althletics: 5 + 1d20 ⇒ 5 + (6) = 11 if you need it for me jumping over the railing or moving through the crowd, etc.

Grand Lodge

Owlbear Rodeo

Balyzar, are you including Grabthak in that damage? So far, it seems like he would, but I don't want to choose for you.

Balyzar slams the butt of his mace upon the deck and a pulse of sunlight expands out covering most of the deck! The holy light sears all of your opponents, killing the kobolds, and injuring the pirate captain heavily! The heavy cleric slips past Shoun and blocks the ships door to the captain's quarters.

DM Stuff:
1d20 + 1 ⇒ (17) + 1 = 18
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 2 ⇒ (9) + 2 = 11
1d20 - 1 ⇒ (1) - 1 = 0
1d20 - 1 ⇒ (7) - 1 = 6

Initiative Order
Bad guys 16 - done
Krissina 12
Uriah 7
Balyzar 2 - done
Shoun 1
Sizzle 21
Eilren 17

Well, that reduces the enemy count... What would the rest of you like to do?


In. +3 | AC 14 | HP 10/10 | PP 12 | Saves Str -1 Dex 3 Con 2 Int -1 Wis 2 Cha 4 | Spell atk 4 | Spell DC 12 | Spell slots (1st) 2/2

Eilren will climb up onto the deck where possible
STR Athletics: 1d20 - 1 ⇒ (12) - 1 = 11
and cast a bolt of dark purple arcane energy at the Pirate Captain
Eldritch Blast: 1d20 + 4 ⇒ (9) + 4 = 131d10 ⇒ 2


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Fuelled by adrenaline Krissina dashes a wide arc around the deck and tries to push the pirate (captain?} down the stairway.
moving to the back of the deck first and taking a 10ft run up Strength?: 1d20 ⇒ 91d20 ⇒ 1 second dice if the run up gives me advantage - but that's not going to help...oops


Init +0 | Max HP: 21 | AC 12 | Saves: str 0; dex 2; con 1; int 5; wis 1; cha 3 | Insp: [ ] Current Damage: -0

Shoun continues to throw bolts of fire, this time he will move and aim for something flammable on the enemy ship.

Attack Roll: 1d20 + 5 ⇒ (18) + 5 = 23
Damage Roll: 1d10 ⇒ 3

Grand Lodge

Owlbear Rodeo

Krissina runs up and tries to shove the fiendish pirate captain down the stairs... 1d20 + 3 ⇒ (1) + 3 = 4 and he seems completely overconfident that this tiny tiefling girl would not dare attempt such a foolish act! In that instant, the look of disdain in his eyes is replaced by utter shock as he tumbles down the stair! 1d6 ⇒ 5 After quite the tumble, he looks up at Krissina from his back! He is prone, if anyone would like to take advantage of that!

Eilren, you may change targets if you'd like, since Pirate Captain is prone, giving you disadvantage. If Balyzar did not toast Grabthak, he will charge at the pirate captain, and you notice that he actually seems a little more afraid of the cultist-looking guy, but you suspect that is because that is his former leader.

Shoun sets an additional fire on the upper deck. Assuming you want to speed up the burning of the ship.

Map updated.

Initiative Order
Bad guys 16 - done
Krissina 12 - epic done
Uriah 7
Balyzar 2 - done
Shoun 1 - done
Sizzle 21
Eilren 17 - done

Waiting for Uriah and Sizzle.


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah climbs aboard the vessel Not sure if that takes his action or not, if NOT

He points his rapier at the "cultist-looking guy"

You made a mistake in not accepting my quarter. Now I have no choice but to vanquish you!

You made a BIG mistake buddy. Better run.

Casting Dissonant Whispers at 2nd level. Psychic: 4d6 ⇒ (3, 4, 5, 4) = 16 Wisdom save DC13. On a successful save he takes half damage. On a failed save he takes full damage and must run as far away from me as he can using his reaction (He doesn't harm himself running away unfortunately)

Grand Lodge

Owlbear Rodeo

Nah, just part of your move.

1d20 + 1 ⇒ (12) + 1 = 13

Grabthak's former leader winces, but does not run. Blood trickles down from his ears...

Botting Sizzle.

The kenku priest, seeing the Pirate Captain on the ground, calls down a holy flame! 1d8 ⇒ 1 1d20 + 1 ⇒ (15) + 1 = 16 The pirate growls and rolls out of the way, just in time!

The captain stands up and peers at Krissina through a squinted eye and says, "Ye'll be regretting that lassie. I'll be sending you to meet yer ancestors... tell em that Captain Reeve Sar Testain sent ya!"

He bounds up the stairs to come at you... Difficult terrain keeps him from getting to you this round.

Looking directly at Uriah, the cultist grabs the remaining pirate and that dark energy crackles around his hand again, and that pirate drops dead at his feet! He steps forward toward the main group and it almost looks like a dark cloak settles over his shoulders. Shield of faith.

Initiative Order
Bad guys 16 - done
Krissina 12
Uriah 7
Balyzar 2
Shoun 1
Sizzle 21
Eilren 17

You all are up!


Male Kenku | Cleric 2 | 3/3 1st level slots | Spell DC 13 | Warding Flare 3/3 |Channel Divinity 1/1 | HP 15/15 | AC 18 | Saves S0, D3, C1, I-1, W5, Ch3 | Pass Perc 13 | Status: Normal | Insp: None

Sorry, had a stressful day.

Sizzle sends a blast of fire raining down at the cultist that just shielded himself, trying to pierce it.

Sacred Flame: 1d8 ⇒ 7

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

Open door, take whatever seems valuable inside the room, go back out, if I can. I might provoke, but I don't care
perception: 4 + 1d20 ⇒ 4 + (12) = 16 in case I need it to notice valuables.


In. +3 | AC 14 | HP 10/10 | PP 12 | Saves Str -1 Dex 3 Con 2 Int -1 Wis 2 Cha 4 | Spell atk 4 | Spell DC 12 | Spell slots (1st) 2/2

Eilren moves past the others to the rear of the vessel to avoid his attackers and unleashes a bolt of eldritch energy
Eldritch Blast- preferably at the captain...: 1d20 + 4 ⇒ (14) + 4 = 181d10 ⇒ 9


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah points his rapier once more at he "Evil Cultist Guy"

Perhaps you did not understand. It's time for you to surrender.

Or run away...or both.

Casting Dissonant Whispers @lvl1 Psychic: 3d6 ⇒ (5, 1, 4) = 10 Wisdom save DC13. On a successful save he takes half damage. On a failed save he takes full damage and must run as far away from me as he can using his reaction (He doesn't harm himself running away unfortunately)


Init +0 | Max HP: 21 | AC 12 | Saves: str 0; dex 2; con 1; int 5; wis 1; cha 3 | Insp: [ ] Current Damage: -0

Having started a fire on the far ship, Shoun will set fire to the ship that they were currently fighing on.

Damage Roll: 1d10 ⇒ 9

Grand Lodge

Owlbear Rodeo

@Sizzle, no worries, I figured that is what you'd do.

Balyzar heads for the Captain's Quarters on the ship! Captain Reeve swings at the dragonborn's head and takes a chunk out of Balyzar's shoulder! Longsword: 1d20 + 5 ⇒ (17) + 5 = 22 Balyzar takes 7 hp!

Balyzar:
Entering the Captain's Quarters, immediately, you see a man-sized statue of a dracolich with glowing eyes!

Uriah tries the whispers again! 1d20 + 1 ⇒ (6) + 1 = 7 This time, his resolve breaks and frantically begins looking for a way out! He is 'bloodied', he looks like another solid hit could take him down!

Sizzle calls down the sacred flame again, but the cultist scrambles out of the way! 1d20 + 2 ⇒ (19) + 2 = 21

Shoun, both ships are already ablaze. I don't know if you can see the map. If you would like to attack a target...

Grabthak cries out, "Master Scalykind will kill Ixas!!!"

Dagger: 1d20 + 4 ⇒ (5) + 4 = 9
Advantage: 1d20 + 4 ⇒ (9) + 4 = 13

The kobold's dagger deflects off the cultist's shimmering shield!

Eilren throws another bolt at the captain and this time it punches through his heavy armor!

Initiative Order
Bad guys 16 - done
Krissina 12
Uriah 7 - done
Balyzar 2 -done
Shoun 1 - done
Sizzle 21 - done
Eilren 17 - done


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Sorry this weekend (in fact this entire month) has been horrible to me

Torn between putting some distance and taking advantage of the captains poor footing, Krissina opts for the latter. There's precious little space to run to on the deck anyway and she's no climber.

Attack: 1d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (17) + 3 = 20 dmg: 1d8 + 1 ⇒ (8) + 1 = 9 2nd roll if I can get advantage from height/unstable footing, pretty please.

Grand Lodge

Owlbear Rodeo

What the heck, sure! Sorry that this month has been a pain!

Having the high ground, Krissina throws a flurry of stabs with her Rapier at the pirate captain! He slaps two of the stabs aside, but the amused pirate underestimates Krissina as her rapier pierces his cheek!

The amused smile fades as Captain Reeve runs his heavy blade through Krissina! 1d20 + 5 ⇒ (8) + 5 = 13 Krissina takes 7 hp and falls!

He turns to face the rest of the group and comes down the stairs. As he approaches, he looks at the cultist and whips his blade out and strikes at the man that Grabthak called Ixas, cutting deep into him! 1d20 + 5 ⇒ (17) + 5 = 22

Ixas, still under the effects of Uriah's whispers, withdraws as far from him as the fires would admit! The cultist looks to be on his last leg... Captain Reeve sneers, "Run coward! After I take care of these insects, I will finish you..."

Okay, you all are up! Krissina, you will need to make a death saving throw.

Initiative Order
Bad guys 16 - done
Krissina 12 - dying
Uriah 7
Balyzar 2
Shoun 1
Sizzle 21
Eilren 17


Init +4 | HP 33/33 | AC 14 | S-1/D+6/C+1/I+2/W+0/C+7 | Perc +5 | Insp: [ ] Consumables

Uriah gestures with his Rapier

Not so fast big boy. IS that all you can manage? Sad!

Casting Vicious Mockery on the PirateDemon Psychic: 1d4 ⇒ 1and Disadvantage on next attack. Wisdom DC 13 negates


Level 4 Tiefling Bard | Init +1 | HP 14/21 | AC 14 | S-/D+4/C+1/I+3/W-1/C+5 | Perc +0 | Insp [] | Bardic Insp 2/3 | 3/4x1st 1/2x2nd

Death?: 1d20 ⇒ 12

Krissina drops the floor clutching the wound in her side, her eyes going wide. I knew I shouldn't be getting into fights...

Dark Archive

Male Human Cleric 3: Spd:25, AC:19, HP:26/32, Fort:7, Ref:6, Will:11, Perc:9

I grab the statue and move out the door. If I see Krissina is down when I move out the door. I will use healing word on her. heal: 1d4 + 2 ⇒ (3) + 2 = 5

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