DDEX2-11 Oubliette of Fort Iron [5e Adventurer's League] (Inactive)

Game Master AL DM

5th Edition Dungeons & Dragons organized play adventure for 1st - 4th level characters.


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Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

Wis: 1d20 + 2 ⇒ (9) + 2 = 11

Very interesting. Now we need to find a way out of this lace.


Shoo Zahal wrote:
Sorry, I just read "religion" and skipped the "wisdom or intelligence" part, lol. Then it'll be 9+5=14, or plus if someone helps me. I don't think these knowledge rolls should use Guidance, though, but it's also your call.

Technically, they could use guidance, as the spell says Any ability check and this is an ability check. However. The last time you used it was well over an hour in game. Remember, it took Ragnar nearly two hours to retrieve the shells to use as boats, and you cast that spell while he was gone. It only lasts one minute. But you could cast it again to help whoever hasn't made a check yet. Which would be Ragnar and Rosco. Speaking of Rosco...

Rosco will use the help action to cancel Shoo's disadvantage on the religion check.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Yeah, well, the thing is I don't feel that anyone would cast a spell to check if he remembers anything unless remembering is an active thing and very important, but anyway...

The symbol on the shield catches Shoo's eye.

-Ummm... this symbol here is Deep Duerra's. This god's cult is long ago extinct, if I recall correctly.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

If being physically tired makes you have disadvantage on knowing things, guidance should work with it too.

Direction: 1d2 ⇒ 2

"I vote for a rest. But if we're in a hurry, I vote right."


Go ahead and take a short rest; everyone can use their Hit Dice to recover HP and regain any short rest abilities.


Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |

With everyone up and resting, Ragnar walks up to the corpse and scoops up the axe.
"This clearly has some sort of magic to it."
He hands the axe to Ember.
"Anything you can tell us about this?"
He then kneels to inspect the shield
Wis: 1d20 + 1 ⇒ (14) + 1 = 15
"Wouldn't the Lord's Alliance be interested in this?"
He picks the potion out of it's pouch.
"Anyone mind if I take this?"
Don't we just have the one way to go? Up through the Sinus?


Technically there are two passages, side by side, exiting the ledge you are currently on. Both of them have an uphill slant, but are easily traversable.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Shoo takes a quick look at both alleys.

[dice=Perception]1d20+5[/ooc]

-Mmmmh... which one should we take?


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

" The left nostril or the right? " Ember says, looking up and closing her spell book with a slight grin. She packs up her things and gets ready to set out again, adjusting her pack on her back.

@AL DM: Did Ember notice anything about the Axe or Shield with Detect Magic?

Used Arcane Recovery to regain one 1st Level slot.


Ember, the shield is just a valuable shield with some religious history engraved on it. The battle axe is magical; it's a +1 battle axe and requires attunement (which someone can attune to it during your short rest right now).

Shoo's perception: 1d20 + 5 ⇒ (16) + 5 = 21

Shoo:
You hear some faint chanting down both nostrils


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

After spending several minutes to regain her emotional control, Skyreaver joins the group and says "Shall we go to the left side or right side?"


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

I care not. Right sounds great. Let us proceed.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Oops, sorry about the roll xD

-I hear a faint noise, but coming from both exits, so anyone.


You pick a tunnel to enter into, and after not too long discover they they meet back up into a single tunnel. The path is ten feet wide.

Please state your marching order.

I'm going to assume you're trying to be quiet as you approach.

group stealth rolls:
DC 12 group check; 4/7 successes needed.

Assuming Shoo casts Guidance on 1d7 ⇒ 3 Ember.

Adrian Stealth, Armor dis: 1d20 ⇒ 111d20 ⇒ 13
Clyde Stealth, exhaustion: 1d20 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (4) + 2 = 6
Ember Stealth: 1d20 + 2 + 1d4 ⇒ (7) + 2 + (4) = 13
Ragnar Stealth: 1d20 + 2 ⇒ (3) + 2 = 5
Rosco Stealth, exhaustion: 1d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (3) + 5 = 8
Shoo Stealth, Exhaustion: 1d20 + 2 ⇒ (16) + 2 = 181d20 + 2 ⇒ (16) + 2 = 18
Skyreaver Stealth, Exhaustion: 1d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (20) + 2 = 22

Successes: 3/7

Results: The people chanting are aware someone is coming.

I'll be posting the room description a bit later today.


A glowing crystal the size of a man's head rests upon a rocky, pedestal dominating the center of this round, domed cavern. The glow crystal strobes angrily at your approach and arcs of electricity crackle along its surface. A freshly dug tunnel breeches the wall, a quarter of the way
around the room from your entrance. A group of humanoids encircle the crystal, their faces smiling with ecstasy. Their apparent leader, a human in robes covered in plates of rock, kneels before the pedestal in the middle of the room—his hand reaching for the crystal.

DM Notes:
Steal, Adv: 1d20 + 4 ⇒ (2) + 4 = 61d20 + 4 ⇒ (5) + 4 = 9

Passive Perception 9:
You see a svirfneblin (aka deep gnome) hiding behind a rock, holding a clay jar in his hands

Init Rolls:
Adrian Init: 1d20 ⇒ 16
Clyde Init, Ex: 1d20 + 2 ⇒ (17) + 2 = 191d20 + 2 ⇒ (7) + 2 = 9
Ember Init: 1d20 + 2 ⇒ (4) + 2 = 6
Ragnar Init: 1d20 + 2 ⇒ (8) + 2 = 10
Rosco Init, Ex: 1d20 + 3 ⇒ (9) + 3 = 121d20 + 3 ⇒ (13) + 3 = 16
Shoo Init, Ex: 1d20 ⇒ 121d20 ⇒ 6
Skyreaver Init, Ex: 1d20 + 2 ⇒ (9) + 2 = 111d20 + 2 ⇒ (5) + 2 = 7
Badger Init: 1d20 ⇒ 13
Human Init: 1d20 ⇒ 8
Svirfneblin Init: 1d20 + 2 ⇒ (17) + 2 = 19
Troglodyte Init: 1d20 ⇒ 16

Initiative Order:
Svirfneblin 19
Adrian 16
Troglodytes 16
Badger 13
Rosco 12
Ragnar 10
Clyde 9
Human Acolyte 8
Skyreaver 7
Ember 6
Shoo 6

Map will be up tonight


Map updated. Let me know if you want to switch up your marching order

The Svirfneblin stays hidden, seemingly readying that clay pot to throw.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

To throw at us? Or the guys in the room?


Seemingly to throw at you.


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Being the last, I'll hold my post a bit to see how the combat develops, if you don't mind.


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

Everyone's passive perception is at least a 10, right? I mean it is 10 plus your modifier, if any. So, does everyone see him?


If someone managed to get a -2 Wis, then they wouldn't. Poor guy had some really bad rolls even with advantage. The bad rolls aren't just regulated to the PCs. :) So looks like everyone sees him.


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

Gotcha - I had not thought of that.

Round 1, GWF

Adrian moves in and attacks the Svirfneblin about to chuck his pot.

GS Att: 1d20 + 5 ⇒ (3) + 5 = 8
GS Dam: 2d6 + 3 ⇒ (3, 6) + 3 = 12


Svirfneblin ready action triggered

As Adrian charges in to attack the deep gnome, he launches his clay pot at Adrian.

clay pot attack: 1d20 + 4 ⇒ (9) + 4 = 13

The clay pot smashes open at Adrian's feet, missing him. In doing so, a mud-like substance splashes all over the place and three stirges fly out.

Adrian, give me a DC 15 Dex Save, if you fail, a mud-like substance from the clay pot splashes into you

The mud-like substance splashes out and the stirges seem to be attacking anyone who has the strange mud-like substance on them.

Stirge Initiative: 1d20 + 3 ⇒ (13) + 3 = 16

Adrian's attack swings wide of the deep gnome.

The troglodytes and the giant badger charge in, on troglodyte attacking Rosco, one attacking Clyde, while the Badger goes straight at Ember.

Troglodyte 1 Claw, Claw, Bite vs Clyde: 1d20 + 4 ⇒ (2) + 4 = 61d20 + 4 ⇒ (2) + 4 = 61d20 + 4 ⇒ (3) + 4 = 7

The first troglodyte wildly misses Clyde.

Troglodyte 2 Claw, Claw, Bite vs Rosco: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (7) + 4 = 111d20 + 4 ⇒ (9) + 4 = 13

The second Troglodyte lands a claw on Rosco, dealing 1d4 + 2 ⇒ (3) + 2 = 5 damage.

Badger attack bite, claw vs Ember: 1d20 + 3 ⇒ (18) + 3 = 211d20 + 3 ⇒ (3) + 3 = 6

The Badger gets a swipe at Ember, dealing 1d6 + 1 ⇒ (6) + 1 = 7 damage.

If you start your turn within 5 feet of a troglodyte, you must make a DC 12 Constitution Save or be poisoned until the start of your next turn. Clyde and Rosco need to make a save on their turns. Pass or fail, you only make this check once the entire combat.

Rosco Con Save: 1d20 ⇒ 12

Rosco Will Save: 1d20 + 2 ⇒ (16) + 2 = 18

Rosco attacks the Troglodyte who swiped at Clyde, using the flank to his advantage.
Rosco TWF, SS, Dag: 1d20 + 5 ⇒ (7) + 5 = 121d20 + 5 ⇒ (1) + 5 = 6

His Short Sword strikes true, but his dagger misses. 1d6 + 3 + 1d6 ⇒ (2) + 3 + (2) = 7

Initiative Order:
Svirfneblin 19
Adrian 16
Troglodytes 16 (-7 HP, -0 HP)
Stirges 16
Badger 13
Rosco 12 (-5 HP)
Ragnar 10 <-- we are here
Clyde 9
Human Acolyte 8
Skyreaver 7
Ember 6
Shoo 6

Adrian:
Please make a Wis Save

Map updated


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

Dex: 1d20 ⇒ 16

DM:
Wis: 1d20 ⇒ 19 Please note that I am immune to disease.


Adrian dodges all of the mud-like substance.

Adrian:
You feel something pull on your mind, but you shake it off easily enough. Not a disease effect.


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 cries out in pain as the Badger savages her arm, as soon as it releases its jaw she scrambles backwards warily, careful not to turn her back. Her arm bleeding badly.

" Please, don't let it get me! "

I'm on 1hp... Ember takes the withdraw action and slips between Skyreaver and Ragnar to stand behind them.


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

Skyreaver will summon spirits into her club again and then move up and hit the badger. Basically swap me and Ember.

Attack Roll: 1d20 + 4 ⇒ (1) + 4 = 5
Damage Roll: 1d8 + 2 ⇒ (1) + 2 = 3


Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |

Ragnar hold his action until Ember is out of the way, then rushes forward in a rage, swinging his greatsword down onto the badger.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 2d5 + 5 ⇒ (2, 3) + 5 = 10


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

Clyde sees the badger attack Ember and he swipes at it with his daggers.

Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Pfftt whatever. Dumb die roller lol


Between Ragnar and Clyde, they kill the Badger.

Clyde, your first attack hit and killed the badger, what do you want to do with the second?

Skyreaver, Ragnar moved into the spot you wanted. Where do you want to move to instead? In range to one of the troglodytes?

The human acolyte grabs the glowing crystal and stuffs it in a pouch. Then he runs to the other side of the room near the exit.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

After Clyde's first attack slays the beast, he slashes at the troglodyte engaging him.

You can use either this or the previous one.
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

He then circles around the other troglodyte and runs toward the man near the exit.

I'll end in the square on the map with the rock just south of the seed


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

I will move up on one of the Trogs.

Con Save vs Stench: 1d20 + 2 ⇒ (1) + 2 = 3 Just getting it outta the way now. Go ahead and apply my attack to one of the Troglodytes instead.


Map updated

Clyde's attacks on the Troglodyte just barely misses. As he moves off, the Troglodyte takes a swipe at him (OA).

Troglodyte OA: 1d20 + 4 ⇒ (1) + 4 = 5

But Clyde was too quick for it.

Skyreaver moves up to the Troglodyte and bubbles the attack, likely overwhelmed by the awful stench.

Skyreaver, for your next round only, you'll have disadvantage on attack rolls and saving throws.

Shoo's turn.


Moving forward, I recommend you post your intentions, even if the battle changes a little bit. Having the entire game slow down while waiting on one person can really drag out a game. Go ahead and post your planned actions for next round while we're waiting on Shoo to respond. If things change between now and then, you can make slight alterations as necessary.


Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |

On my turn, I'll run up to help Rosco
Con save from trog funk: 1d20 + 4 ⇒ (16) + 4 = 20
Greatsword Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 2d6 + 5 ⇒ (6, 6) + 5 = 17


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

Round 2, GWF, Divine Smite

Adrian adds the divine power of Torm to his next attack on the Svirfneblin.

GS Att: 1d20 + 5 ⇒ (19) + 5 = 24
GS Dam: 2d6 + 3 + 2d8 ⇒ (6, 2) + 3 + (6, 4) = 21
GWF Reroll: 1d6 ⇒ 2

Lol...no change, damage still 21.


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

Skyreaver will again swing her club into the troglodyte, although she is clearly effected by it's stench.

Attack Roll: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (3) + 4 = 7
Damage Roll: 1d8 + 2 ⇒ (2) + 2 = 4


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Sorry, I wasn't expecting that much updating.

Shoo catches Ember being in trouble, and praises the Morning Lord to help her. Noticing the styrges are still on their own, he moves close to them and tries a swing.

Bonus Action: Healing Word on Ember 1d4 + 3 + 3 ⇒ (1) + 3 + 3 = 7

Attack vs Styrges 1d20 + 4 ⇒ (5) + 4 = 9
Damage, if successful 1d6 + 2 ⇒ (3) + 2 = 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

Round 2:

Ember leans on her staff, blood running down her injured arm even as the wound magically heals thanks to Shoo. Focusing through the pain she begins to chant, blue energy swirls around her arm gathering into three separate motes of light. The chant ends with three forceful words, her eyes flash with firey orange light and the motes of blue energy arc out in all directions, curling about two striking one troglodyte and one striking the other troglodyte.

If I can tell which troglodyte is more damaged I'll direct the 1 missile at that one.

Magic missile x2 : 2d4 + 2 ⇒ (2, 2) + 2 = 6
Magic missile x1: 1d4 + 1 ⇒ (2) + 1 = 3

If only one troglodyte remains when it gets to my turn I'll direct two missiles at the human cultist and one at the troglodyte.

If both Troglodytes are dead by the time my turn comes around I'll target the human cultist instead.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

On his turn, Clyde runs to the human cultist and attacks of he is able. Otherwise he'll do his best to run(80ft) in front of the human to cut off his escape. Either way he'll drop his daggers and draw his greatsword.

Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 2d6 + 3 ⇒ (4, 2) + 3 = 9


Shoo heals up Ember and the rushes the stirges, but they're quick little bastards and avoid hit attack.

The Svirfneblin casts Blindness on Adrian.

Adrian, roll a DC 11 Con Save or be blinded for one round. You may make a new save at the end of each of your rounds. If you fail, your attack is at disadvantage.

Temporarily skipping the Deep Gnome Adrian interaction until we see the results of the save.

The troglodytes attack back, one aiming for Rosco and one for Skyreaver.

Troglodyte Claw, Claw, Bite vs Rosco: 1d20 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (16) + 4 = 20

The stinking creature latches on with his jaws, ripping akin out of Rosco for 1d4 + 2 ⇒ (4) + 2 = 6 slashing damage. Rosco collapses to the ground, unconscious.

Troglodyte Claw, Claw, Bite vs Skyreaver: 1d20 + 4 ⇒ (6) + 4 = 101d20 + 4 ⇒ (6) + 4 = 101d20 + 4 ⇒ (5) + 4 = 9

Skyreaver is as difficult to touch as the spirits she communicates with.

The three stirges all swarm Shoo, as he's a fresh source of blood to suck.

Stirge 1: 1d20 + 5 ⇒ (7) + 5 = 12
Stirge 2: 1d20 + 5 ⇒ (11) + 5 = 16
Stirge 3: 1d20 + 5 ⇒ (1) + 5 = 6

But none of them manage to latch on.

Rosco Death Save: 1d20 ⇒ 12

One Success.

Ragnar runs up to the Troglodyte that downed Rosco and splits it in two with a single attack.

Clyde Wis Save: 1d20 + 1 ⇒ (15) + 1 = 16

Clyde rushes in to attack the cultist, but swings a little wide.

Human Wis save: 1d20 + 2 ⇒ (12) + 2 = 14

The cultist uses his action to withdraw, trying to flee the scene.

Skyreaver gags, forcing her club to miss the Troglodyte.

Ember cast magic missile, killing the Troglodyteand injuring the human cultist.

Initiative Order:
Svirfneblin 19
Adrian 16 <-- temp pause over here
Troglodytes 16 (dead, dead)
Stirges 16
Badger 13 (dead)
Rosco 12 (unconscious)
Ragnar 10
Clyde 9
Human Acolyte 8 (-3 HP)
Skyreaver 7
Ember 6
Shoo 6 <-- We are here

Map updated


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

If Shoo noticed Rosco falling:

-Oh, dear, what have I done... It's all my fault!

Shoo tries a disengaging maneuver and moves close to Rosco to try to tend his wounds.

If he didn't:

Shoo presses the attack against the little fliers.

Mace Attack 1d20 + 4 ⇒ (20) + 4 = 24
Damage if successful 1d6 + 2 ⇒ (1) + 2 = 3


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

Con: 1d20 + 2 ⇒ (1) + 2 = 3

Blind

Disadv GS Att: 1d20 + 5 ⇒ (3) + 5 = 8

well, I am NOT thankful for those rolls.


Adrian, don't forget that you get a new save at the end of your turn, including the turn you just made. Also, you're up again. So make a save for the end of your last turn, then declare your actions for this turn, and if you're still blind, make a save again.

Shoo, since it's only a five foot movement to Rosco, you can attack and move without incurring an Opportunity Attack.

Shoo slams his mace down into one of the stirges and then makes his way back over to Rosco.

Shoo crit: 1d6 ⇒ 2

The Stirge explodes into a puff of bloody mist.

Round 3 - everyone make your actions.

The deep gnome flees (if Adrian is still blind at the end of his turn in Round 2, then he'll cast blur on himself. If Adrian is not blind, hell take the disengage action).

Initiative Order:
Svirfneblin 19
Adrian 16 <-- we are here here
Troglodytes 16 (dead, dead)
Stirges 16 (dead, -0 HP, -0 HP)
Badger 13 (dead)
Rosco 12 (unconscious)
Ragnar 10
Clyde 9
Human Acolyte 8 (-3 HP)
Skyreaver 7
Ember 6
Shoo 6

Map Updated


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

Shoo has a quick look at Rosco and then proceeds to alleviate his wounds. He has already used all the help that Lathander can give today, so he'll need to do it himself.

-Ufff... okay, relax, breathe...

Medicine check (Disadv.) 1d20 + 5 ⇒ (3) + 5 = 8
Medicine check (Disadv.) 1d20 + 5 ⇒ (8) + 5 = 13


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

Skyreaver will swing her club without comment.

Attack Roll: 1d20 + 4 ⇒ (15) + 4 = 19
Damage Roll: 1d8 + 2 ⇒ (3) + 2 = 5


Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |

1= Human, 2 = Svirfneblin: 1d2 ⇒ 1
Ragnar see the human attempting to flee, and runs at him yelling.
"COWARD! DIE LIKE A MAN!"
Double move to close in on the human.


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

Go get em Ray!


skyreaver, who are you attacking?


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

the troglodyte I attacked and missed last round.

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Please select an adventure hook for your PC:

Friends of Zor Gos
Those characters that participated in DDEX2-5 Flames of Kythorn, DDEX2-6 Breath of the Yellow Rose, or DDEX2-9 Eye of the Tempest have been contacted by Zor Garwyl Gos, a Mulman noble whom they have befriended. His family controls most of the forges and blacksmiths in Mulmaster and thus they have a significant interest in the Point Iron mine. Garwyl has asked characters to meet with Leleanor and do as she asks. Any success in this endeavor can only strengthen his family's position in the city and thus the aid that he can offer the refugees of Phlan.

Faction Assignment: Emerald Enclave
Members of the Emerald Enclave are able to contact the secretive Seranolla the Whisperer (female gnome) who met them on the road. She has been investigating a poisoning of the land. The wildlife near Point Iron have also been behaving erratically and she doesn't know why. Seranolla wants the character to bring the source, or at least a sample, of the corruption to her.

Faction Assignment: Lord's Alliance
Members of the Lords' Alliance receive a letter from Dornal Whitebeard (male dwarf), their faction contact. In it he explains that the Lords' Alliance has been courting the cooperation of Groshin Lor, a powerful member of the secret police known as the Hawks. Groshin is known to collect dwarven antiquities and so Dornal asks the character to be on the lookout for any unique dwarven items that the Lords Alliance might gift to Groshin.

Dornal mentions that good work will be rewarded with a bonus of 50 GP if the character or his minions recover something suitable. (This gold is to be split evenly amongst the entire party, so long as one person in the party is a member of the Lord's Alliance).

Mercenaries for Hire
If the characters do not know Zor Garwyl Gos nor does the party contain members of the Emerald Enclave or Lords' Alliance, then they have heard of an expedition sponsored by the Whole Realms Catalogue to Point Iron. Rumors are that the opportunity for reward is significant. Interested parties are to meet Leleanor, the granddaughter of the famed Aurora, at the Tower Shield, a tavern outside the fort in Point Iron.


In your character's tagline (the race and class sections when you edit your profile), please include the following information:

Race, Class, Level, HP, AC, Spell slots (if any), DC (if any), Saves, Passive Perception, Status, and Inspiration.

Here's an example from my AL character:

Female Water Genasi | Druid 1 | Spells 2/2 | Spell DC 13 | HP 9/9 | AC 15 | Saves S-1, D2, C1, I3, W5, Ch1 | Pass Perc 15 | Status: Normal | Insp: No


Sir Adrian, did you want to spend some gold or downtime for anything?


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

-> Mercenary for Hire, since I don't qualify for any other. Hearing about the expedition and being short of coin, I guess they could use a healer.


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

I will be selecting Mercenary for Hire as well, since I'm not joining any of the factions with this character.


Male Human male | Rogue 1 | HP 8/8 | AC 14 | Saves S0, D5, C0, I4, W2, Ch0 | Pass Perc 14 | Status: Normal | Insp: No

Rosco will be working for Dornal Whitebeard from the Lords Alliance, and I will be looking into getting the tag-line set up.


Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |

Merc as well


you will want to put it into either the race or class fields on your profile.


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You can do it in both, splitting it up. That's what I do to avoid having to scroll through the field to get to the info I want when I have to change it.


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

Fresh from her adoptive fathers small Mages guild, and eager to try out arcane skills learned from long hours of study Ember heads to the Tower Shield Tavern to meet Leleanor and sign onto an expedition she's heard rumours about.


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

I have a question.

Would there be time in the adventure for me to gather the items needed to summon a familiar before we set out on the expedition or will that need to wait until downtime afterwards?

I'm starting to worry that with my dismal AC even if I hide at the back I'll end up unconcious. So I think I'd like to swap out the Identify spell for Mage Armour...


For this module, yes. Not every module has that opportunity.

However, that only matters for first level; after that you'll have downtime and gold to spend between adventures (technically at the beginning of the next adventure, like Sir Adrian is doing right now).


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0
AL DM wrote:
Sir Adrian, did you want to spend some gold or downtime for anything?

I need to look at the downtime rules. I will be taking the mercenary option because I am Order of the Gauntlet.

Dark Archive

Human Omega God Level

Just a dot for later.


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

I am not doing anything with my downtime.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

I'm a mercenary.


The opening game post has been posted. There is some additional information in the Campaign Info tab.


Tip the barman for info: 1d6 ⇒ 3


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! Nat 20 History check! Nothing worse than claiming to be smart and then rolling poorly

:D


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Skyreaver, please receive inspiration. As a note, I will be trying to make an effort to hand out inspiration to those who roleplay their character well while also drawing in others to roleplay.


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Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

Damn, I must have stumbled into a Fort Iron Mine history museum or something. I didn't see Ember's post before I rolled. Guess I was just fact checking.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

I removed the 1g tip from my sheet.


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

Looks like I ninja'd Clyde, sorry XD


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

Haha it's alright. I didn't notice until it was too late.


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
AL DM wrote:
Rosco still has until tomorrow to post, as we are counting weekends as a single day in terms of posting requirements. I'll call it 5:30am PST (1:30pm GMT).

Sorry, I wasn't meaning to be pushy. I'll ease back a little. :)

I just noticed I calculated my AC wrong when I cast Mage armour. It's fixed now.


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I wasn't trying to imply you were being pushy. :)

I'm just trying to make it fair and give everyone the opportunity it to post.


Male Human male | Rogue 1 | HP 8/8 | AC 14 | Saves S0, D5, C0, I4, W2, Ch0 | Pass Perc 14 | Status: Normal | Insp: No

Hi gang, I've been ambushed by an uncharacteristic busy weekend. Apologies! Hoping to sqeeze a post out before work just now :/

DC 10 Dex Save or take 1d6 bludgeoning damage from the fall:

1d20 + 5 ⇒ (9) + 5 = 14
1d6 ⇒ 5


Request: please include the effects of your spells when you cast, so everyone affected doesnt have to look it up.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

I have been blessed!


Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.

I thought the link would do fine, but I'll be sure to do it next time :)


The link worked great! As long as we have a way to check it without needing access to the book.


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I went back through the posts from this weekend, and I'm really happy with the level of discourse between all the PCs and how you interact with the environment. Everyone now has inspiration.


yay!


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

Awesome :) I've really been enjoying the game thx AL DM.


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
AL DM wrote:
Aw crap. Even though I said it, when I calculated damage I forgot to include the resistance to non-magical damage.

Me and my big mouth... =D


After I put the kids to bed, I'm going to pull out the lap top and actually try to make a map.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

Well that failed miserably lol


I apologize for messing things up today. Both my kids are sick, and I was up half the night last night between the two of them. So things that I normally catch got missed, and I screwed up.

As a way of apology, anyone who has acted in round 2 can redo their action and reroll any rolls. Anyone who has not acted may have advantage on one roll in Round 2.


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

Sounds rough! Hope your kids get well quickly!


HP: -11 | Spell Slots: 4/3/2 Female Golaith | Druid 5 | Spell DC 14 | Max HP 31 | AC: 17 | Saves S2, D2, C2, I2, W5, Ch-1 | Pass Perc 15 | Status: Supergreen. | Insp: No

I'm fine with my round, unless someone is dropped (which I haven't seen yet, unless I missed it).


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

Are we about to fall out of a very surprised giant's mouth...


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

So which of us is Lemmiwinks?


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

I am taking the tongue, or at least an incisor on my way out!


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

I really dislike the dice roller on this website lol.


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Not as much as it appears to dislike you! J/k

I find the diceroller likes to roll high on dramatic moments... or Really, really, really low.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

It's a joke in my friend circle how low I roll, so I'm pretty site I'm just unlucky. I started tracking the rolls. It's weighted really heavily towards the ends. 17+ and below 5, with the low rolls about 50% more often than high. I'm only about a hundred rolls in, though. Need about a thousand to be a decent sample size. I've for sure rolled more 1's than anything else though.


For you Americans, how do you want to handle Thanksgiving?

Options:
1) Treat the four days as one long weekend (only a single post required for the four days, Thursday-Sunday)
2) Treat as two weekends (one post required on Thurs-Fri and one post required on Sat-Sun)
3) Treat as normal (one post required every day, mon-fri, as normal, and one post required for the weekend, Sat-Sun)
4) something else (please specify)


I would say that I will probably post on Thanksgiving, but I would not expect that of others, so I will be fine with whatever the group decides.


Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes

I have no Thanksgiving plans so I'll post as normal. No preference either way though.


Chaotic Good Half-Elf Paladin (Noble) 1; AC: 16; HP: 11; Perception +0; Initiative: +0; Spell Slots Remaining: LV1 - 0/0; Inspiration: 0

I am fairly confident that I will be able to post as normal.

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