| AL DM |
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.
| Shoo Zahal |
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.
| Clyde Reinhart |
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."
| Ragnar the Grim |
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?
| Shoo Zahal |
Shoo takes a quick look at both alleys.
[dice=Perception]1d20+5[/ooc]
-Mmmmh... which one should we take?
| Ember Draymon |
" 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.
| AL DM |
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
| *Skyreaver |
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?"
| Shoo Zahal |
Oops, sorry about the roll xD
-I hear a faint noise, but coming from both exits, so anyone.
| AL DM |
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.
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.
| AL DM |
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.
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
| Shoo Zahal |
Being the last, I'll hold my post a bit to see how the combat develops, if you don't mind.
| Sir Adrian Fullbright |
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
| AL DM |
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
Map updated
| Ember Draymon |
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.
| *Skyreaver |
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
| Ragnar the Grim |
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
| Clyde Reinhart |
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
| AL DM |
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.
| Clyde Reinhart |
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
| *Skyreaver |
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.
| AL DM |
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.
| AL DM |
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.
| Ragnar the Grim |
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
| Sir Adrian Fullbright |
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.
| *Skyreaver |
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
| Shoo Zahal |
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
| Ember Draymon |
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.
| Clyde Reinhart |
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
| AL DM |
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
| Shoo Zahal |
-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.
Shoo presses the attack against the little fliers.
Mace Attack 1d20 + 4 ⇒ (20) + 4 = 24
Damage if successful 1d6 + 2 ⇒ (1) + 2 = 3
| AL DM |
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
| Shoo Zahal |
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
| Ragnar the Grim |
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.