GM Jiggy's Adventures in Avonali [5E] (Inactive)

Game Master Jiggy

Current location: Silverwood (lake island)
Time of day: Midday


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Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

"Let's dock and see what's what."


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Retcon hit and second wing

"I agree. They are guarding something."


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

"Well done, everyone." Alex says cheerfully. "Do you need healing, Finlogan Escalus?"


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan looks a bit surprised at Lady Hightower, "it's merely a flesh wound. Thank you for asking."

Save it for later. Fin, has healing of his own that others don't have


You moor your boat and disembark. After a few minutes of searching, you discover a section of ground that looks to have a trap door underneath, evidenced by a rectangular set of irregularities in the dirt and grass. However, no obvious handle or mechanism of opening presents itself. The trapdoor area is about 10ft on a side.

How would you like to proceed?


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

"I believe it is time to see who haunts these lands." Alex digs her fingers under one side of the door and tries to lift it.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan spirals away from the trapdoor deliberately looking for the trigger mechanism.

Survival for tracks OR Insight: 1d20 + 5 ⇒ (14) + 5 = 19


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

"We should be careful that the trap door isn't trapped. Worst case if we can't find a way to lift it, I can smash it with my hammer."

Did the undead archers have anything worthwhile? Are we tracking arrows? If so, can I restock up to 20 from whatever the archers had remaining?


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

"Maybe that's just an exit and not an entrance? I don't see any handle on this side. But I bet there will be an entrance somewhere close by."


There are definitely enough arrows among the guards for you to refill back to 20.

Gwen speaks up too late, and something resembling purple lightning surges up through Alex's arms as she touches the door!

Necrotic damage: 5d6 ⇒ (5, 2, 6, 2, 4) = 19
DC 13 CON for half: 1d20 + 2 ⇒ (1) + 2 = 3

Alex's body convulses from the surge of death-magic, knocking her over. She finds her hands to be discolored: nearly black at the fingertips; a deep, unnatural purple up the length of her fingers; and painfully swollen and darkened veins spiderwebbing across her hands and up her wrists.

A few moments of clenching and unclenching her fists successfully wears down the pain to manageable levels, though the discoloration seems to be sticking around.

Looking at the door again, you can see burn-marks in the shape of some sort of rune showing incompletely in the dirt and grass; you'd guess that this magical trap was a one-time thing, so the door should be safe to pry open now, if you're ready to proceed.


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

Alex screams as the spell courses through her and falls backwards. After the worst of the pain subsides she pulls off a gauntlet and a glove to se the damage. The purply injury matches the ones on her neck she got from the choking monster yesterday. "It seems." She huffs, forcing a small laugh, "That the entity behind all thisnis conspiring to turn my entire body purple. I think I would look rather fetching in purple." She channels a small portion of her power to heal some of the damage and puts her gauntlet back on.
Use LoH to heal 15hp.


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

"You look fetching in any color, Alex."

"Let's proceed with caution, I'm sure that's not the last trap laid for us. Pfft. Me, saying to use caution; what's happening to me?"


Sadly, the discoloration on Alex's hands is only slightly alleviated by her magical healing, despite the damage seeming to be undone.

Lifting open the door reveals a spiral staircase of old-looking stonemasonry heading down into the darkness.

Who would like to be in front, and with what light sources?


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

Teo volunteers to cast Dancing Lights to help guide everyone into the darkness.


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

"Thank you, Gwenifer White!" Alex says chipperly. "I will go first as my color transformation is not yet complete, unless someone better knows the threats of old dungeons? I am used to open fields of battle, truth be told. I would greatly appreciate your light Teo Brissett."

I don't think any of us have particularly useful anti-trap abilities. Looks like we're face-chekin'.


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

"I'm certainly not afraid but I don't have any means of trap detection. I'll follow right behind you, Alex."


You descend the spiral staircase into the darkness, Alessandra leading the way by the light of Teo's spell. After what feels like about two stories' worth of stairs, you reach a broad landing with a heavy wooden door that stands slightly ajar. Peering through, you see a corridor about 15ft wide that extends beyond the reach of your light. On the right-hand side of the corridor is a T-junction whose stem goes to the right (about 15ft ahead of your current location) and then a closed door about 20ft beyond the T-junction. There are no clearly-visible creatures or light sources in your field of view (besides your own).

T-junction, or door? (Or run home?)


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

"If anyone is here, I suspect they would be behind a door somewhere." Alex stalks to the closed door, wary of more glyph traps, especially on the closed door. as interesting as being purple sounds, she isn't sure she would survive a total conversion at this rate.

Is there a take ten or something to casually peruse for traps and other nonsense without having to make a bunch of rolls or waste in-game time?


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

"Yes, the door first." Finlogan supports. He follows behind the armored lady casually looking at any tracks in the dust that she did not disturb.

Survival for tracks: 1d20 + 5 ⇒ (4) + 5 = 9


Lady Alessandra Hightower wrote:
Is there a take ten or something to casually peruse for traps and other nonsense without having to make a bunch of rolls or waste in-game time?

IIRC, the rule is that you either move at full speed and blunder right into all the traps, or you move at half speed while constantly checking (thus allowing a Perception check before triggering a trap). I think there's a feat that lets you move at full speed while looking. You've clearly communicated your alertness for traps, so that puts us in the half-speed mode. The slowdown won't matter unless this turns out to be a pretty big dungeon (and even then it STILL might not matter, if nothing time-sensitive comes up).

4d20 ⇒ (17, 18, 9, 6) = 50

You advance down the corridor toward the door. As you pass the T-junction, you peer to the right and see that the hallway extends past the range of your vision, except that further down (maybe 80ft?) there's a thin, faint light at ground level, as though light is escaping under an unseen door.

Meanwhile, reaching the first door, you see no sign of hazards, and try the handle. It appears to be locked.


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

"One of you strong ones want to kick that door in?"


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

Sounds good Jiggy.

"If that is our only recourse. I had hopped one on you might have an alternative." Her eyes fall on Teo. The smaller races did tend to have a penchant for mischief. Alex braces herself on her left foot and drives her right leg in to the door next to the lock. "Ayah!"

Just a str check to break down doors?
Str: 1d20 + 4 ⇒ (19) + 4 = 23


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

"Nice kick!" If the door opens, Gwenifer charges in after Alex.


With a loud crash, the door breaks from its latch. It swings open and slams against the room's inside wall with a resounding thud.

The room is about 20 feet on a side, with no light source but your own. It seems to be being used as a storage room: there are barrels (marked with an insignia matching the sign on the front of Silverwood's inn), wheels of cheese, bottles of wine, crates of dried and salted meats, and so forth. There are also a few cash boxes, like the kind one might use in a shop.

As you look around, you hear footsteps approaching. Turning back toward the door you kicked in, you see armed skeletons arrive!

Finlogan: 1d20 + 3 ⇒ (17) + 3 = 20
Gwenifer: 1d20 + 1 ⇒ (1) + 1 = 2
Teo: 1d20 + 3 ⇒ (1) + 3 = 4
Alessandra: 1d20 + 0 ⇒ (1) + 0 = 1
Skeletons: 1d20 + 0 ⇒ (1) + 0 = 1
...the hell? Four natural 1s in a row? Wow. Okay, well, I guess the skeletons go last.

Party up! You're all in the room, filling pretty much all the empty space (since there's so much stuff stored here). Unfortunately, this means Alex is buried deep in the room and Teo is at the door with the skeletons, with Fin and Gwen in the middle. There's one skeleton basically in the doorway, and you can see at least three more in the hallway behind him. If you want to rearrange your ranks, you'll have to either free up some room by fighting your way into the hallway, or else clamber over the stockpiles. Good luck!


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

"Teo, give Gwen the doorway." Finlogan suggests and draws his longbow. He waits for someone to wound the skeleton or fires if everyone misses.

Longbow: 1d20 + 8 ⇒ (18) + 8 = 26 if hit, piercing damage +1d8 if wounded: 1d8 + 4 + 1d8 ⇒ (6) + 4 + (6) = 16


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

Gwenifer swaps places with Teo. "It's skeleton smashing time!"

Maul +1: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d6 + 5 ⇒ (4, 1) + 5 = 10
Reroll 1: 1d6 ⇒ 6 Damage 15


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

Teo takes a step back and calls out. "Bring them out here! That will give us more room to deal with them."


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

"Alas! Trapped in the back again. My blade itches for combat. This is unfair." Alex tries the tread the needle with a javelin from her place at the back of the room.

Javelin: 1d20 + 6 ⇒ (17) + 6 = 23
P Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Alex throws a javelin with surprising precision, though it mostly goes through the space between bones with no flesh to stop it. Resistant to piercing damage.

Finlogan follows up with an arrow, and manages to put it right into the skeleton's sternum with enough force to crack the ribcage and make the whole thing collapse!

The doorway now free, Teo takes the opportunity to step into the hall to make room for Gwen, who steps into the doorway and crushes the nearest skeleton to bits!

Gwen and Teo can now see that there are 12 more skeletons in the hall, all pressing their way toward Teo and Gwen! They surge forward, the ones in front brandishing scimitars alongside their shields, and the ones further back throwing javelins!

4d2 ⇒ (1, 2, 2, 1) = 6
8d2 ⇒ (2, 2, 1, 1, 2, 2, 2, 2) = 14

Scimitar vs Gwen: 1d20 + 2 ⇒ (19) + 2 = 21, Damage: 1d6 ⇒ 6
Scimitar vs Gwen: 1d20 + 2 ⇒ (19) + 2 = 21, Damage: 1d6 ⇒ 3
Scimitar vs Teo: 1d20 + 2 ⇒ (5) + 2 = 7, Damage: 1d6 ⇒ 2
Scimitar vs Teo: 1d20 + 2 ⇒ (5) + 2 = 7, Damage: 1d6 ⇒ 1
That's... bizarre, but okay. Two hits on Gwen, nothing on Teo (so far).
Javelin vs Gwen: 1d20 + 2 ⇒ (20) + 2 = 22, Damage (crit): 2d6 ⇒ (6, 5) = 11
Javelin vs Gwen: 1d20 + 2 ⇒ (17) + 2 = 19, Damage: 1d6 ⇒ 1
Javelin vs Teo: 1d20 + 2 ⇒ (6) + 2 = 8, Damage: 1d6 ⇒ 3
Javelin vs Teo: 1d20 + 2 ⇒ (17) + 2 = 19, Damage: 1d6 ⇒ 6
Javelin vs Teo: 1d20 + 2 ⇒ (7) + 2 = 9, Damage: 1d6 ⇒ 6
Javelin vs Teo: 1d20 + 2 ⇒ (19) + 2 = 21, Damage: 1d6 ⇒ 1
Javelin vs Teo: 1d20 + 2 ⇒ (2) + 2 = 4, Damage: 1d6 ⇒ 4
Javelin vs Teo: 1d20 + 2 ⇒ (20) + 2 = 22, Damage (crit): 2d6 ⇒ (4, 2) = 6
Okay, looks like the grand total (including both javelins and scimitars) is 13 damage to Teo and 21 damage to Gwen.

Party up!


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

You have some dangerous dice, Jiggy.

Alex steps into the doorway and scolds the other ladies. "Get back in here, you two!" Protection magic enfolds her and she draws her warhammer to better deal with the bony beasts.

Prot From Evil and Good on self. Use reaction to impose disadvantage on the first attack against an adjacent ally.


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

"Eeek! Shut the door, shut the door," she cries out after moving back into the room. "I don't know where they all came from!"


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan readies his longbow for a target.

Longbow: 1d20 + 8 ⇒ (2) + 8 = 10 if hit, piercing damage +1d8 if wounded: 1d8 + 4 + 1d8 ⇒ (3) + 4 + (5) = 12


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

Is there enough room for us all to fit in the small room we're in?

"There's too many of them! Back into the room where they can't utilize their numbers!"

Gwenifer strikes at another then tries to back into the room. Also uses second wind.

Maul +1: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d6 + 5 ⇒ (5, 3) + 5 = 13

Second Wind: 1d10 + 3 ⇒ (2) + 3 = 5


Alex takes a position in the doorway, then Teo carefully disengages and returns to the room. Gwen clobbers the nearest skeleton to pieces, then uses the opening to get back behind Alex.

The skeletons approach, and Fin tries firing an arrow over the ladies' heads, but can't hit his target!

The skeletons, swarming the door, hack at Alessandra!
Scimitar: 1d20 + 2 ⇒ (10) + 2 = 12, Damage: 1d6 ⇒ 5
Scimitar (cover): 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3, Damage: 1d6 ⇒ 1
Scimitar (cover): 1d20 + 2 - 2 ⇒ (1) + 2 - 2 = 1, Damage: 1d6 ⇒ 6

They swing shakily at the paladin, to no avail!

Party up! Down to 11 skeletons, about 5 of which are visible from inside the room. Alex can see all of them. None are injured.


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

"Hah!" Alex shouts in triumph. Between her positioning and protective magic this is an ideal situation for her. "This is more like it! Face me, monsters!" She tries to bludgeon the skeleton before her with shield and hammer.

Shove To Prone: 1d20 + 6 ⇒ (18) + 6 = 24

Warhammer(1H): 1d20 + 6 ⇒ (10) + 6 = 16
Advantage If Target Is Prone: 1d20 + 6 ⇒ (1) + 6 = 7
Bludgeoning Damage: 1d8 + 4 ⇒ (1) + 4 = 5

Does the layout of the room allow positioning where Gwen and Alex can both smash skeletons?


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

Yes, let me know if I can use melee or need to switch to ranged.


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

Does Teo have line of sight on any of them? That wasn't her main intention as she sprinted into the room, to be honest, lol


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan readies his longbow for another target.

Longbow: 1d20 + 8 ⇒ (10) + 8 = 18 if hit, piercing damage +1d8 if wounded: 1d8 + 4 + 1d8 ⇒ (1) + 4 + (7) = 12


Lady Alessandra Hightower wrote:
Does the layout of the room allow positioning where Gwen and Alex can both smash skeletons?

Barely. The second attacker would be sort of awkwardly reaching, giving a bit of cover to whichever skeleton is in the doorway at the time.

Teo Brisset wrote:
Does Teo have line of sight on any of them?

[ooc]Yes, nearly half a dozen. They'd just all have cover, so you might prefer save-based magic over attack-based magic.

Alex knocks down a skeleton and clobbers it, but the hit is a bit weak and the skeleton hasn't stopped moving.
Fin, if you want to use your attack on that one, you'll need to roll for disadvantage due to it being prone. Or you can keep holding for a different wounded target, if you prefer.


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

Teo sighted two of the closely grouped skeletons outside the room and used her acid splash to try and damage both of them.

Acid damage 1d6 ⇒ 2

Spell save 14 to resist


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

Gwenifer will take her chances with the cover. There's no much else she can do. She attacks the next nearest skeleton in the doorway.

Maul +1: 1d20 + 7 ⇒ (16) + 7 = 23
Disadvantage: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 5 ⇒ (4, 6) + 5 = 15


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

disadvantage if finlogan cannot get a better shot: 1d20 ⇒ 20


Against all odds, Finlogan finishes off the skeleton that Alex toppled, and Gwenifer shatters another!
9 left

DEX: 1d20 + 0 ⇒ (6) + 0 = 6
DEX: 1d20 + 0 ⇒ (7) + 0 = 7

Teo burns two of the skeletons out in the hall!

The skeletons continue to surge forward, focusing their strikes on Alex!
Scimitar: 1d20 + 2 ⇒ (7) + 2 = 9, Damage: 1d6 ⇒ 1
Scimitar (minus cover): 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2, Damage: 1d6 ⇒ 2
Scimitar (minus cover): 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15, Damage: 1d6 ⇒ 1
*flails*

Party up! Nine skeletons remain, again with about 5 visible.


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

The skeletons swords catch on Alex' shield or the door frame. She decides not to knock anymore skeletons down so that Teo and Fin can see them better around her, so she knocks another with her hammer. This was a bit easier than she had hoped it would be. "The skeletons are not very good at what they do."

Warhammer: 1d20 + 6 ⇒ (12) + 6 = 18
Blunt Damage: 1d8 + 4 ⇒ (3) + 4 = 7


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

Finlogan readies his longbow for another wounded target. He detests the undead, perversion of life.

Longbow maybe disadvantage: 2d20 + 8 ⇒ (2, 12) + 8 = 22 if hit, piercing damage +1d8 if wounded: 1d8 + 4 + 1d8 ⇒ (2) + 4 + (2) = 8


Female Halfling Copper Draconic Sorcerer 4 | HP 27/30| AC 16 | Saves: Str+0, Dex+3, Con+4, Int+0, Wis+0, Cha+6 | PasPercpt10 | Skills: Arcana+2, Deception+6, Persuasion+6, SleightofHand+5 | Init.+3 | SpellAttack+6 | SpellSave14

Teo sighted two more of the closely grouped skeletons outside the room and used her acid splash to try and damage both of them.

Acid damage 1d6 ⇒ 4

Spell save 14 to resist


Alex batters a skeleton, but it still stands!

Finlogan fires, but misses!

DEX: 1d20 + 0 ⇒ (15) + 0 = 15
DEX: 1d20 + 0 ⇒ (18) + 0 = 18

Two skeletons evade Teo's spell!

1d20 ⇒ 11

Gwen finishes off Alex's target!

The skeletons press their attack!
Scimitar: 1d20 + 2 ⇒ (4) + 2 = 6, Damage: 1d6 ⇒ 1
Scimitar (minus cover): 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20, Damage w/ crit: 2d6 ⇒ (4, 5) = 9
Scimitar (minus cover): 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12, Damage: 1d6 ⇒ 2

One of the skeletons manages to land a blow on Alessandra!

Party up! 8 skellies left, all undamaged.


Wood elf druid | Staff (8) | Frightened, Foresight, Barkskin AC 16 & HP: 68/102 Fire Elemental | Inspiration! | HP: 122/122 | shape 0/2 | d8 1/17 | 1st 2/4 | 2nd 0/3 | 3rd 3/3 | 4th 2/3 | 5th 1/2 | 6th 0/1 | 7th 0/1 | 8th 0/1 | 9th 0/1
Stats:
AC 19 | Str +0 Dex +3 Con +8x2 Int +6 Wis +11 Cha +0 | Init +3 | PP 21, Darkvision | Insight +11

His mind wanders during repetitiveness of the battle causing him to miss.

Finlogan readies his longbow for another wounded target.

Longbow maybe disadvantage: 2d20 + 8 ⇒ (15, 14) + 8 = 37 if hit, piercing damage +1d8 if wounded: 1d8 + 4 + 1d8 ⇒ (3) + 4 + (6) = 13


Half-Elf Rogue 1 | HP 16/16 | AC 16 | Fort +3, Ref +8, Will +6 | Perception +6

Maul+1: 1d20 + 7 ⇒ (16) + 7 = 23
Disadvantage: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 2d6 + 5 ⇒ (4, 6) + 5 = 15

"When will this stop?"

Gwenifter smashes another one.


Skills:
Athletics: +6 | Intimidation: +5 | Persuasion: +5 | History: +2 | Religion: +2 | Deception: +3 | Performance: +3 | All others+0
Human Paladin/4 Init: +0 | HP: 15/36 l AC:19 | DR 3 vs Nonmagical Weapons | Saves: STR=4; DEX=0; CON=2; INT=0; WIS=2*; CHA=5* | PP=10

Uhf! That one does not appreciate its efforts being questioned. Alex remarks of the skeleton that hits her harder than expected. Maybe it's the boss skeleton. "There are only a few more left, Gwenifer White. They are a threat to others that must be dealt with."

Warhammer: 1d20 + 6 ⇒ (20) + 6 = 26
Blunt Damage w/ crit: 2d8 + 4 ⇒ (2, 6) + 4 = 12

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