DaWay's Lost Mine of Phandelver (Inactive)

Game Master DaWay

Area Map
Phandalin
Cragmaw Castle


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Lantern Lodge

Male

Another series of lost posts, this is pissing me off....

Redbrand 1 (dead) due to a crossbow bolt.
Redbrand 2 (dead) due to jelly gelly's attack.
Redbrand 3 (7 damage)
Redbrand 4 (uninjured)

Waiting on two rounds from Anders, and a round from drakr

Redbrand 3 attack on Anders (could be negated if he hits AC 14 for 9 damage)
1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (6) + 2 = 8
1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (6) + 2 = 8

Redbrand 4 attack on drakr
1d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (5) + 2 = 7
1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (4) + 2 = 6


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Round 2, Savage Attacker

Anders attacks again.

GA Att: 1d20 + 5 ⇒ (13) + 5 = 18
GA Dam: 1d12 + 3 ⇒ (2) + 3 = 5
SA Dam: 1d12 + 3 ⇒ (2) + 3 = 5

Round 3, Savage Attacker

GA Att: 1d20 + 5 ⇒ (18) + 5 = 23
GA Dam: 1d12 + 3 ⇒ (8) + 3 = 11
SA Dam: 1d12 + 3 ⇒ (6) + 3 = 9


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

Again!

Spell Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Fire Damage: 1d10 ⇒ 9

F i r e B o l t:

Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within
range. Make a ranged spell attack against the
target. On a hit, the target takes 1d10 fire damage. A
flammable object hit by this spell ignites if it isn't being
worn or carried.
This spell’s damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10).

:(


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

Drakr continues to trade swings with Redbrand 4 a grimace of concentration on his face as he tries to land a blow.

Atk: 1d20 + 4 ⇒ (10) + 4 = 14
Dmg: 1d8 + 2 ⇒ (3) + 2 = 5

AC:16 (no Shield)


male Human; DCI #9100704319 Fighter 3 | HP 31/31 | AC 16 | Passive Per 13 | Init +3 |

Sahil sighs with relief as two go down, and fires,
1d20 + 7 ⇒ (1) + 7 = 8 1d6 + 3 ⇒ (6) + 3 = 9
1d20 + 7 ⇒ (5) + 7 = 12 1d6 + 3 ⇒ (6) + 3 = 9

Lantern Lodge

Male

Anders will kill the redbrand on him.

Drakr will swing landing a blow (5 damage) who retaliates against him
1d20 + 4 ⇒ (5) + 4 = 91d6 + 2 ⇒ (5) + 2 = 7
1d20 + 4 ⇒ (20) + 4 = 242d6 + 2 ⇒ (2, 6) + 2 = 10

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Jelly Gelly moves over to the last red brand. pick on somebody your own toughness
hit: 6 + 1d20 ⇒ 6 + (2) = 8
dmg: 1d8 + 4 ⇒ (2) + 4 = 6


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Round 2, Savage Attacker

Anders wades in next to Jelly.

Let us finish this!

GA Att: 1d20 + 5 ⇒ (9) + 5 = 14
GA Dam: 1d12 + 3 ⇒ (5) + 3 = 8
SA Dam: 1d12 + 3 ⇒ (7) + 3 = 10


male Human; DCI #9100704319 Fighter 3 | HP 31/31 | AC 16 | Passive Per 13 | Init +3 |

"Oh yes!" Sahil adds.
1d20 + 7 ⇒ (4) + 7 = 11 1d6 + 3 ⇒ (5) + 3 = 8
1d20 + 7 ⇒ (13) + 7 = 20 1d6 + 3 ⇒ (5) + 3 = 8

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

after the battle, Jelly will hand Sahil a quiver of crossbolts he took from the armory, after all, he grabbed all 8 of them, Sahil will have 20 replacement bolts.


male Human; DCI #9100704319 Fighter 3 | HP 31/31 | AC 16 | Passive Per 13 | Init +3 |

he will probably go through all of them. ;)

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

true, but he can't carry them all at once, while Jelly can without major issues, since he has 17 str and his capacity is treated as if he is large sized. One case at a time buddy, one case at a time, don't want you to overburden yourself. how many did you use by the way?


AC: 14 | HP: 10/14 | Init: +2 | Perc: +0 | Spell Slots used: 1st: 3/3 | Saves: S: +2, D: 2, Co: +2, I: +4, W: +2, Ch: -1 |

"Are we done here? I feel obligated to get this prisoner to the proper authorities."


male Human; DCI #9100704319 Fighter 3 | HP 31/31 | AC 16 | Passive Per 13 | Init +3 |

26 bolts gone

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

yeah, I'm sure Anders killed that last target with his 10 dmg

Jelly hands you a second case so that you have a little over 1 and a half.


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AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

Drakr drops his hammer and holds a wound on his shoulder, blood pours down his arm.

He speaks, his voice a little quieter than usual, his face a little pale.

" Yes let's turn in Lord Albrek and then I think I need to get this patched up and have a rest. "

Lantern Lodge

Male

Ander kills the target with the aid of Sahil. The area is cleared where to?

The total amount from the game they were playing consists of 75 cp, 55 sp, 22 ep, 15 gp and a gold earring set with a tiny ruby (30 gp).

You all have leveled up.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

and what was the exact xp after dividing it up? I need to know this when I use him elsewhere in adventures league areas. Recording it on my logsheet. Or even the total xp before dividing it up if you don't mind.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

We are done with this area, I say we head back? And assuming they all agree, Jelly heads back. And agrees to take the prisoner.

Lantern Lodge

Male

It is listed in the campaign tab. As is a running total of your gold and your items collected.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

" Yes let's turn in Lord Albrek to the Lords Alliance (?) . Then I'm going to the inn to patch myself up and rest. "

Sweet Level up!

Lantern Lodge

Male

So where are you going to turn in Lord Albrek?

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Jelly Gelly does not care either way, as long as he gets his punishment, where do people want to send him? City watch, to his faction, give him death by hanging.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Oh, what the heck, I take him back to his faction turn him in and make him explain his evil acts to everyone and why he did these things and make him confess.

Lantern Lodge

Male

Sildar Hallwinter is the local representative for the Lords' Alliance and he is still in the Town Hall. When Jelly Gelly brings the man in, shackled, he says, What's this?


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Anders pipes up.

I think you need to have a talk with our friend here. He has not been good.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

" We found Lord Albrek here leading the Redbrands. It seems they've been terrorising the townsfolk here and had some of them locked up! He asked to be turned over to you. "

Lantern Lodge

Male

Iarno says, As a member of the Lords' Alliance, I request a trial by my peers. Of which none of you seem fit. Imprison me and transport me to Baldur's Gate.

At which Sildar imprisons him in the jail cell to the almost disgruntled astonishment of the Mayor.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Why do you want to be at Baldur's Gate?

Lantern Lodge

Male

It's more civilized than this back water town Black Spider has kept me at for months.

Lantern Lodge

Male

After dropping Iarno Albrek off both Townmaster Harbin Wester and Sildar Hallwinter want to discuss something with you.

Townmaster Harbin Wester wants you to seek out an orc encampment near Wyvern Tor and chase the orcs away from the area. To get there he says to head east of the Triboar Trail.

Sildar Hallwinter wants you to find Cragmaw Castle, search for Gundren Rockseeker, rescue the dwarf and retrieve his map.

Sildar will also reward your group with 200 gp for eliminating the Redbrand threat.


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Well, where to all. I am all for clearin' the area of orcs.

How many are we now - what is the equal split?

Lantern Lodge

Male

50 gp each as you are four strong now, I believe.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1
Anders Buckman wrote:

Well, where to all. I am all for clearin' the area of orcs.

How many are we now - what is the equal split?

" I'd like to find my cousin but leads on where he is seem to be few and far between. Probably Cragmoor Castle wherever that is... "

Drakr looks very weary and worried.


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

If yer cuz needs savin', then let's head to the castle first, Drakr. Does everyone agree with that?

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Yep

Lantern Lodge

Male

encounter: 1d20 ⇒ 12 no encounter

A day of hiking and you approach the castle. A long trudging, damp walk. The castle consists of seven crumbling towers of different sizes and heights, but the upper stories are all varying states of collapse. A short flight of steps leads up to a terrace in front of the main entryway. Past the wreckage of a pair of sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down the terrace.


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Doesn't appear that anyone's home.

Anders draws his axe and moves towards the openibg, looking for threats.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Someone else want to add there actions as we approach the abandoned structure? DaWay: If no one does, then feel free to let me know what I see, and we will press on.

Lantern Lodge

1 person marked this as a favorite.
Male

[ooc]Sorry been busy with overtime, it was a choice between more money and online games, money won. Sorry, I'm a sell-out I know it.[ooc]

Advancing in, Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the sourthern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead.

The serenity is broken by barks and yips heard earlier in the cave, then the moment of epiphany hits you. There are goblins warning others.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

" Damn, they know we're here. Let's get moving! A dead goblins a good one! "

He trundles forward on his short legs, hammer and shield at the ready.

I'm going to head towards where the most goblin noise is coming from. If it's coming from everywhere then I'll go 1d3 ⇒ 3 South! And go through 1d2 ⇒ 2 through the south most door. ie. The one leading straight not right into the smaller tower room.

Strength to bash in the door if it doesn't open! : 1d20 + 2 ⇒ (6) + 2 = 8

Did we take a long rest before coming out here?

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

perception: 2 + 1d20 ⇒ 2 + (7) = 9 to figure out where the goblins are and I head in that direction.

Lantern Lodge

Male

I was running with the assumption that there was a long rest in between

anders: 1d20 + 2 ⇒ (9) + 2 = 11
drakr: 1d20 - 1 ⇒ (7) - 1 = 6
JG: 1d20 + 1 ⇒ (2) + 1 = 3
Sahil: 1d20 + 3 ⇒ (8) + 3 = 11
goblins: 1d20 + 2 ⇒ (18) + 2 = 20
hobgoblins: 1d20 + 1 ⇒ (12) + 1 = 13

Upon hearing the yips and howls you are beseiged upon. As goblin archers flood out of the archer posts to the NE and SE. Two each firing an arrow at each of you.

GA1 JG 1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (3) + 2 = 5 miss
GA2 Drakr 1d20 + 4 ⇒ (10) + 4 = 141d6 + 2 ⇒ (1) + 2 = 3 miss
GA3 Anders 1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (2) + 2 = 4 hit
GA4 Sahil 1d20 + 4 ⇒ (15) + 4 = 191d6 + 2 ⇒ (6) + 2 = 8 hit

Three Goblins enter from the South closing the ranks attacking 3d4 ⇒ (4, 3, 3) = 10. Sahil drawing the attack from one while the other two close in on the big man, Jelly Gelly.

G1 Sahil 1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (3) + 2 = 5 miss
G2 JG 1d20 + 4 ⇒ (12) + 4 = 161d6 + 2 ⇒ (3) + 2 = 5 miss
G3 JG 1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (6) + 2 = 8 hit

And from the North comes the challenge as four hobgoblins move to attack those who would intrude upon their territory, as one closes on each of the intruders.

HG1 Sahil 1d20 + 3 ⇒ (16) + 3 = 191d8 + 2d6 + 1 ⇒ (7) + (6, 6) + 1 = 20 hit
HG2 JG 1d20 + 3 ⇒ (18) + 3 = 211d8 + 2d6 + 1 ⇒ (3) + (1, 5) + 1 = 10 hit
HG3 Drakr 1d20 + 3 ⇒ (7) + 3 = 101d8 + 1 ⇒ (6) + 1 = 7 miss
HG4 Anders 1d20 + 3 ⇒ (13) + 3 = 161d8 + 1 ⇒ (7) + 1 = 8 hit

Anders has taken 12 damage
Drakr has taken 0 damage
JG has taken 18 damage
Sahil has taken 28 damage

Lantern Lodge

Male

I'll go ahead and post for Sahil as he is away on holiday. If you are back on and want to change the action let me know.

The sailor takes aim and releases with a shot expending a superiority dice to ensure his survival, 1d20 + 1d8 + 7 ⇒ (7) + (8) + 7 = 22 nailing the goblin threatening him square in the chest for 1d6 + 3 ⇒ (1) + 3 = 4. The goblin moves at the last second reducing the hit to but a scratch.

He takes a calming breath in order to steel himself against the oncoming challenge. Second Wind 1d10 + 3 ⇒ (1) + 3 = 4, not having enough time to properly center himself a swigs a potion and tosses the empty vial on the ground. 2d4 + 2 ⇒ (4, 4) + 2 = 10

Sahil now has a total of 14 damage.


Barbarian/3; HP: 38/38; AC: 15; Perception: +2; Rage 3/3 per Day, 10/10 Rounds; HD 3/3; Inspiration 1/1

Round 1, Savage Attacker, Rage 1/10 Rds, Resistance (1/2 dam)

Anders attacks the Hobgoblin.

GA Att: 1d20 + 5 ⇒ (9) + 5 = 14
GA Dam: 1d12 + 3 + 2 ⇒ (12) + 3 + 2 = 17
GA SA Dam: 1d12 + 3 + 2 ⇒ (1) + 3 + 2 = 6


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

Drakr chants a healing prayer, blue energy encompasses his hand and he slaps Jelly on the back! Jelly's wounds begin to close!

@Jelly Gelly! Cure wounds (1st lvl slot): 1d8 + 3 ⇒ (8) + 3 = 11

Then his prayer changes to a vengeful tone and a blue spectral Warhammer appears near the goblin archers and with a wide swing crashes into one of them!

Spectral Hammer attack : 1d20 + 5 ⇒ (13) + 5 = 18
Force Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Standard action: Cure wounds
Bonus action: Spiritual Weapon, range: 60ft, Duration: 1 minute.


Spiritual Weapon turns: 1/10

ahh we're all gonna die!

Lantern Lodge

Male

Drakr, I hate to point this out but it came up in a home game recently.

From the PHB
A spell cast with a bonus action is especially swift. You
must use a bonus action on your turn to cast the spell,
provided that you haven’t already taken a bonus action
this turn. You can’t cast another spell during the same
turn, except for a cantrip with a casting time o f 1 action.

Ruling is that you can't cast two spells in a round unless it is a cantrip. Since Spiritual Weapon is level 2 and Cure Wounds is level 1 you cannot take those actions.

While I understands it limits the game it also cuts down the power curve to keep martial and spell casters more in line with one another.


AC: 18 | HP: 19/19 | Init: -1 | Perc: +3 (PP: 13) | HD: 2/2d8 | Spell Slots: 1st: 3/3 | Inspiration: [_] | Saves: S: +2, D: -1, Co: +2, I: +1, W: +5, Ch: +2 | War Preist: 3/3 | Channel Divinity: 1/1

Whoops. Spaced on that. Sorry. Ill just cast Cure wounds on Jelly and leave it at that. Can I save the spiritual Hammer rolls for next turn?

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

I move towards the nearest goblin who hasn't been hit yet and attack with my sword if possible, if not, I double move. hit: 6 + 1d20 ⇒ 6 + (20) = 26
dmg: 1d8 + 4 ⇒ (2) + 4 = 6 with my +1 longsword
and as a bonus action I will second wind second wined: 1d10 + 3 ⇒ (7) + 3 = 10 I'm at full again, thanks my second wind and our cleric. Hey I get 2nd wind back on a short rest, so best to use it asap.

edit: extra crit dmg: 1d8 ⇒ 4

Lantern Lodge

Male

@drakr: Yes, that's fine.

Jelly Gelly, you have 2 goblins attacking you, if you move to the next nearest. You will incur to opportunity attacks or you can attack the ones attacking you. Your post is confusing me a little.

GA1 J 1d20 + 4 ⇒ (3) + 4 = 71d6 + 2 ⇒ (2) + 2 = 4 miss
GA2 A 1d20 + 4 ⇒ (17) + 4 = 211d6 + 2 ⇒ (4) + 2 = 6 hit
GA3 D 1d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (4) + 2 = 6 miss
GA4 S 1d20 + 4 ⇒ (15) + 4 = 191d6 + 2 ⇒ (3) + 2 = 5 hit

G1 (4 Damage) S 1d20 + 4 ⇒ (20) + 4 = 242d6 + 2 ⇒ (3, 5) + 2 = 10 hit
G2 J (Dead)
G3 J 1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (6) + 2 = 8 miss

HG1 S 1d20 + 3 ⇒ (4) + 3 = 71d8 + 2d6 + 1 ⇒ (6) + (5, 2) + 1 = 14 miss
HG2 J 1d20 + 3 ⇒ (13) + 3 = 161d8 + 2d6 + 1 ⇒ (2) + (4, 6) + 1 = 13 miss
HG3 D 1d20 + 3 ⇒ (18) + 3 = 211d8 + 2 ⇒ (8) + 2 = 10 hit
HG4 A 1d20 + 3 ⇒ (15) + 3 = 181d8 + 2 ⇒ (6) + 2 = 8 hit

Anders has taken 26 damage and narrowly misses a goblin as his swing goes wide after taking an arrow in the trap. muscle, followed by a cleaving chop by a hobgoblin.

Drakr has taken 10 damage heals JG's wounds, and then is clobbered by a hobgoblin.

Jelly Gelly has taken 0 damage lops off a goblins head with one clean cut.

Sahil has taken 29 damage getting an arrow deep in the thigh followed by a stab in his left flank.

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