DaWay's Lost Mine of Phandelver (Inactive)

Game Master DaWay

Area Map
Phandalin
Cragmaw Castle


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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

I shrug " After you. " I say looking at Anders and Jelly.


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

Anders lowers his shoulder and rushes the door, his axe gripped firmly in both hands.

STR: 1d20 + 5 ⇒ (16) + 5 = 21

Lantern Lodge

Male

Anders breaks down the door in a surge of strength where he sees racks of weapons that line the walls of this chamber, including spears, swords, crossbows, and bolts. A dozen dirty red cloaks hang from hooks by the door.

The weapons racks hold twelve spears, six shortswords, four longswords, six light crossbows, and eight quivers holding twenty crossbow bolts each.


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 |

"Ah this brings back good memories."

Lantern Lodge

Male

where are you guys wanting to head now?

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

Well, even though weapons can't be sold, Jelly will gladly take 8 quivers as that is ammo he can use and he has the strength to carry those 160 bolts.


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

We may want to consider taking the redcloaks as a disguise for the rest of our explortion?


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

" Good plan, I wonder if They have any dwarf members. We could always do the old caught a prisoner trick. "

I help Anders grab some of the cloaks.

" let's check out that other door in the hallway. "

everyone happy to check out the door to area 4?

Marching order
Jelly
Anders
Drakr
Amber
Sahil?
With me leading our prisoner.

Lantern Lodge

Male

Area 4. Tresendar Crypts

Three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate.

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 open the crypts with a crowbar. gives advantage on str rolls
str: 3 + 1d20 ⇒ 3 + (8) = 11
str: 3 + 1d20 ⇒ 3 + (19) = 22


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

Anders looking uncomfortable, white knucles his axe in both hands.

be careful when dealin' with the dead, Jelly.

Lantern Lodge

Male

As Jelly Gelly approaches the crypts three of the skeletons rise their swords in hand ready to strike.

Initiative Order
amber: 1d20 + 2 ⇒ (17) + 2 = 19
anders: 1d20 + 2 ⇒ (13) + 2 = 15
drakr: 1d20 - 1 ⇒ (1) - 1 = 0
JG: 1d20 + 1 ⇒ (2) + 1 = 3
Sahil: 1d20 + 3 ⇒ (2) + 3 = 5
skeletons: 1d20 + 2 ⇒ (20) + 2 = 22

Two approach Jelly Gelly, one in front and the other behind. The third attacks Anders

On Jelly Gelly
1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (2) + 2 = 4
1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (2) + 2 = 4

On Anders
1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (3) + 2 = 5


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 |

Amber reacts quickly with a spell that sends three missiles at the skeleton attacking Anders.

M a g i c M i s s i l e:

1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You create three glowing darts of magical force. Each
dart hits a creature of your choice that you can see
within range. A dart deals 1d4 + 1 force damage to its
target. The darts all strike simultaneously, and you can
direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the spell creates one
more dart for each slot level above 1st.

Damage: 3d4 + 3 ⇒ (4, 3, 4) + 3 = 14


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, Reckless Att, Savage Attacker

Anders will attack the skeleton on him with reckless abandon and savagery.

If he is taken care of by Amber's attack, then he will move and attack one of the two on Jelly.

Att: 1d20 + 5 ⇒ (4) + 5 = 9
Adv Reck Att: 1d20 + 5 ⇒ (10) + 5 = 15

Dam: 1d12 + 3 ⇒ (9) + 3 = 12
Adv Sav Dam: 1d12 + 3 ⇒ (6) + 3 = 9

Lantern Lodge

Male

Amber downs one skeleton, Anders severely injures another.


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

And Sahil shoots (I think there are just the skeletons on JG?) and misses horribly.

1d20 + 7 ⇒ (2) + 7 = 9 1d6 + 3 ⇒ (4) + 3 = 7
1d20 + 7 ⇒ (1) + 7 = 8 1d6 + 3 ⇒ (2) + 3 = 5

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

Perfect, my favorite creature to fight, skeletons hit: 5 + 1d20 ⇒ 5 + (8) = 13 as I use my warhammer on the one attacking me not yet injured.
dmg: 1d8 + 3 ⇒ (4) + 3 = 7 blunt damage

Lantern Lodge

Male

just waiting on drakr


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

Sorry, work got the better of me yesterday.

I plant my feet, hold my holy symbol aloft and as I speak a prayer in Dwarven it begins to glow with a blue light. " Back to the grave foul creature! "

Turn Undead:
Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Wisdom save DC 13

Lantern Lodge

Male

1d20 - 1 ⇒ (12) - 1 = 11 Skeleton (12 damage)
1d20 - 1 ⇒ (17) - 1 = 16 Skeleton (10 damage)

One skeleton moves away there other attacks JG with it's rusty sword.
1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (5) + 2 = 7

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

attack the one that tried to hit me hit: 5 + 1d20 ⇒ 5 + (19) = 24
dmg: 1d8 + 3 ⇒ (5) + 3 = 8

Lantern Lodge

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Male

dead. again. The only one left is the one with 12 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 2, Reckless Att, Savage Attacker

Anders will attack the remaining skeleton with reckless abandon and savagery.

Att: 1d20 + 5 ⇒ (18) + 5 = 23
Adv Reck Att: 1d20 + 5 ⇒ (6) + 5 = 11

Dam: 1d12 + 3 ⇒ (9) + 3 = 12
Adv Sav Dam: 1d12 + 3 ⇒ (10) + 3 = 13

Lantern Lodge

Male

It goes down. You are now out of combat.


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

Sahil will have a look around, looking oblivious at the ceiling.
1d20 + 3 ⇒ (2) + 3 = 5

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 will now finish opening the crypts

Lantern Lodge

Male

Amid the bones in each sarcophagus is a platinum signet ring (50 gp)


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 |

"Hmmm? Valuables that haven't already been looted?! Well done! I'll have a better look around the room then."

Perception: 1d20 ⇒ 14

Lantern Lodge

Male

Nothing else.

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 go through the double doors. Edit, wait, are those the only doors in the room, besides the way we just came?

Edit: actually no, I go through the door to area 5.


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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

i grumble under my breath and look away as Jelly raids the caskets, then I say a few prayers over the skeletons. After that's done I'll follow Jelly into the next room bringing the prisoner with us.

" Did you or your men use these areas? Nod for yes or shake for no. "

Lantern Lodge

Male

This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled human women are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks.
A heap of discarded clothing is piled carelessly against the far wall.

Jelly Gelly moves into the door and finds himself flanked by two Redbrand ruffians who slash and stab at him.
1d20 + 4 ⇒ (14) + 4 = 181d6 + 2 ⇒ (3) + 2 = 5
1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (4) + 2 = 6

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'm waiting for you to roll init now, but I'll go ahead and roll attack.

Jelly slashes the one who just bounced off of his shield and came that close to hitting him. hit: 6 + 1d20 ⇒ 6 + (11) = 17 with his plus 1 longsword.

dmg: 1d8 + 4 ⇒ (4) + 4 = 8 slashing dmg to him.

he then moves 5 foot forward still being within reach of both of them so another ally can get through the door. and he still be in melee.

Lantern Lodge

Male

Initiative Order
amber: 1d20 + 2 ⇒ (5) + 2 = 7
anders: 1d20 + 2 ⇒ (13) + 2 = 15
drakr: 1d20 - 1 ⇒ (7) - 1 = 6
JG: 1d20 + 1 ⇒ (13) + 1 = 14
Sahil: 1d20 + 3 ⇒ (8) + 3 = 11
redbrands: 1d20 + 2 ⇒ (19) + 2 = 21


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, Reckless Att, Savage Attacker

Anders shoulders his way in and swings at one of the men flanking Jelly.

GA Att: 1d20 + 5 ⇒ (5) + 5 = 10
Adv Reck Att: 1d20 + 5 ⇒ (16) + 5 = 21

GA Dam: 1d12 + 3 ⇒ (5) + 3 = 8
Adv Sav Dam: 1d12 + 3 ⇒ (4) + 3 = 7


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

And Sahil fires (no clue where he can shoot at though)

1d20 + 7 ⇒ (4) + 7 = 11 1d6 + 3 ⇒ (4) + 3 = 7
1d20 + 7 ⇒ (4) + 7 = 11 1d6 + 3 ⇒ (2) + 3 = 5

Lantern Lodge

Male

still waiting for Amber and Drakr, going to give them till after I get off work tomorrow.


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

sorry!

I call down a pillar of white flames to strike at one of the Redbrands.

Casting Sacred flame. DC 13 Dex save to avoid 1d8 ⇒ 2 Radiant damage.


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 |

Amber quickly casts Fire Bolt to add to Drakr's flames.

Spell Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Fire Damage: 1d10 ⇒ 10

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).

Crit Damage?: 1d10 ⇒ 8

Lantern Lodge

Male

1d20 + 2 ⇒ (1) + 2 = 3

Between the combined effort of Anders, Drakr and Amber both redbrands go down almost at the same time.

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 look around for some keys to free the prisoners.

Lantern Lodge

Male

You do find the keys on one of the Redbrands.

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 let them go free on there own, telling them the exact path that we cleared out and the safe route out of there, so that they don't adventure off in an uncleared path, and then search the cells, unless they prefer to stay with us.

Lantern Lodge

Male

Nothing of note save for piles of rags that serve as clothing for the captives.

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 open the doors to room 3. I then examine the giant x on the floor perception: 2 + 1d20 ⇒ 2 + (17) = 19


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

Anders follows Jelly forward.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19


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

Sahil follows.


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

I doubt that x is actually there... There probably isn't red s marks on some of the walls either ;-)

Drakr follows along pulling Glasstalf with him.


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 |

Amber keeps a steady eye on the prisoner.

Lantern Lodge

Male

Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, ad the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.

It appears as if the tiles in the middle of the floor are a bit weak and begin to sag as weight is applied to them. You should be nimble enough to skirt around the edges that look like they can support your weight.
DC 10 Acrobatics.

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