GM Jiggy's The Order of the Griffon (5e) (Inactive)

Game Master Jiggy

Current location: Koriszegy Keep
The Final Day
Theme music: Battle Against a True Hero


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Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

Spidre moves over towards the bard, whose name was apparently forgotten, and attempts to administer medical care.
Medicine, Inspiration +3: 2d20 ⇒ (3, 1) = 4 = 6


Male Human Cleric of Njord 7 | AC22 | HP 24/52 | Perc. +8 | Insight +8 | S+3/D+1/Cn+5/I+1/W+8/Ch+1 | Spells: 1st (0/4), 2nd (1/3), 3rd (1/3), 4th (0/1) | Wrath 4/5 | HD 7/7 | Divinity 0/2 | Insp: [0] |

Pietro also tries to administer aid.

Medicine: 1d20 + 5 ⇒ (19) + 5 = 24

This might be a good time for a Prayer of Healing, combined with a short rest for the more grievously wounded.


Pietro manages to fend off Spidre long enough to stabilize Mirrel, giving you all enough time to murderize the sleeping snakes.

Out of combat. Gonna take a wild guess you guys might wanna rest or something.


Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

A rest - we are in sore need of a rest... and I have used my most potent magics for the day. I will need to be cautious moving forward until I can sleep

If can short rest? Use Rogue HD and 2 Wizard HD to regain HPs. 1d8 + 1d6 + 1d6 ⇒ (2) + (5) + (4) = 11


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

"Aye, rest, I'll guard tha door." Thyra will look at the snakes, disgusted at what she is about to ask "Spidre, there a way ta milk these snakes' venom. Poison's a foul weapon but we fight a foul enemy."

I am really pretty fine as far as resting goes.


Male Human Cleric of Njord 7 | AC22 | HP 24/52 | Perc. +8 | Insight +8 | S+3/D+1/Cn+5/I+1/W+8/Ch+1 | Spells: 1st (0/4), 2nd (1/3), 3rd (1/3), 4th (0/1) | Wrath 4/5 | HD 7/7 | Divinity 0/2 | Insp: [0] |

I'll use Prayer of Healing as part of the short rest. That's 2d8+5 healing on everyone, so save your HD. Should everyone roll that separately?

-Posted with Wayfinder


Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

Ok then I'll hold back on my rogue HD - so thats 9 HPs from 2 Wizard HD + 2d8 + 5 ⇒ (5, 7) + 5 = 17 - that brings me back to full.


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

After he has rested to regain his strength, Mirrel sees Spidre examining the poisonous snakes. As his companions begin trying to extract the venom, Mirrel offers words of encouragement and advice.

Bardic Inspiration - Spidre (or whoever is attempting to extract venom) can add 1d6 to an attack, save or ability check within the next ten minutes. They can use it after rolling but before seeing the results. If things go badly, I'll grant a second bardic inspiration die.


Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

Spidre pulls out his dagger and begins examining the snakes for intact poison glands.

Nature: 1d20 + 3 ⇒ (4) + 3 = 7 = 0
Nature: 1d20 + 3 ⇒ (19) + 3 = 22 = 2
Nature: 1d20 + 3 + 1d6 ⇒ (14) + 3 + (5) = 22 = 2
Nature: 1d20 + 3 ⇒ (4) + 3 = 7 = 0
Nature: 1d20 + 3 ⇒ (2) + 3 = 5 = 0
Nature: 1d20 + 3 ⇒ (1) + 3 = 4 = 0


Gonna go ahead and move on; if you've not rolled HD or whatever yet, feel free to go ahead and do so over in Discussion.

After taking some time to tend your wounds and harvest some venom, you resume your exploration of the crypt. In the very next room, you find a structure not unlike an altar: a raised stone dais supports basin in which rest several coins of various denominations. A stone likeness of Koriszegy's face is mounted above the basin.

This structure sits in the center of a large room, about 30 feet wide and about 50 feet to the opposite end, with high vaulted ceilings that peak about 30 feet above you. The stone buttresses house multiple statues of winged, vaguely-humanoid monsters; the walls bear graven images of various undead creatures. In the center of the far wall (50ft away) is a rather ornate door.

When you enter this room, a disembodied voice booms from the face overlooking the basin of money:

"Children of the night, welcome to my home. I ask that you make a donation to our cause. With your help, we will raise an army and defeat all who dare oppose us."

Donate? Walk right by? Steal? Flee in terror? Vandalize/desecrate? Something else?


Male Human Cleric of Njord 7 | AC22 | HP 24/52 | Perc. +8 | Insight +8 | S+3/D+1/Cn+5/I+1/W+8/Ch+1 | Spells: 1st (0/4), 2nd (1/3), 3rd (1/3), 4th (0/1) | Wrath 4/5 | HD 7/7 | Divinity 0/2 | Insp: [0] |

"What exactly are we supposed to donate?"

-Posted with Wayfinder


Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

Spidre shakes his head slowly. He points one sword at the ornate door.


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

Mirrel enters the room and moves towards the altar, being wary for any mechanical triggers in the floor. Keeping one eye on the stone image, he'll peer into the bowl to see how much is in there and examine the base of the altar for secret compartments.


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Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

I think its a trick... look in the bowl closely

I keep forgetting its a video game at its heart but I'd think the donation would be blood in an average game


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

In character, Thyra would never suggest blood be the donation, but I agree Halsere, its definitely blood.

"Careful of an ambush, let's not get too apart!"

Thyra has her battleaxe and shield, ready for an ambush, after snakes came from the ceiling, she is expecting the unexpected.


Investigating the basin and surrounding area, Mirrel finds no signs of mechanisms of any sort. The basin contains 2d12 ⇒ (12, 9) = 21 gold pieces, 3d10 ⇒ (1, 1, 7) = 9 silver pieces, and 3d20 ⇒ (7, 9, 3) = 19 copper pieces. There also don't appear to be any blood stains on the altar or in the basin.

Nothing's jumped out at you so far. What now?


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

"We should press on. Keep focussed on our goal," Mirrel says, his gaze lingering slightly on the coins, "but, perhaps we need to contribute in order to pass through safely....What do you think? Shall we leave couple of coins each, just in case?"


Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

One gold coin from each of us should do it, Halsere says making his offering.


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

"Torm wouldn't approve of me offering up nothing to some some.dark necromanca'

Thyra will watch Halsere and any others put coins in but she adamantly refuses..

Sorry guys, codes and all


Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

Halsere flips in a coin for Thyra.


Male Human Cleric of Njord 7 | AC22 | HP 24/52 | Perc. +8 | Insight +8 | S+3/D+1/Cn+5/I+1/W+8/Ch+1 | Spells: 1st (0/4), 2nd (1/3), 3rd (1/3), 4th (0/1) | Wrath 4/5 | HD 7/7 | Divinity 0/2 | Insp: [0] |

"You can count me out as well."

-Posted with Wayfinder


Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

Ever the pragmatist Halsere throws in another gold coin -3gp


Anything from Mirrel or Spidre?


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

Mirrel will also drop two coins into the bowl, offering Thyra an apologetic smile.

"I'm hoping Torm will forgive me once we put an end to this cult. By then I expect we'll have taken much more than I'm giving."


Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

Spidre ignores the offering of the others, unwilling even to turn his gaze towards the stone visage.

-Posted with Wayfinder


After some of you drop some money in the bowl, the voice speaks again:

"Thank you for helping our cause. You will be remembered in the new order."

Nothing else seems to happen, so you cross the room toward the ornate door. On the other side is a smallish chamber. In the center of the floor is a small pool, no more than a foot or two wide and maybe a few inches deep, filled with a steaming, boiling red liquid.

In front of the pool is a placard on the floor which reads, "If to pass the red door is what you desire, place the staff of life within the pool of fire."


Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

One wonders how they passed the door while the staff was with the wolf... Here's hoping this works. He places the staff of life in the pool, end first so it can be pulled out easily.


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

"This staff does seem ratha useful. Careful with tha staff."

Thyra watches Halsere as he dips the staff into what appears to be liquid fire.

It might be lava, we used lava to power our forges back home


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Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

Spidre stands back and shakes his head, by this point a token gesture as his companions do something stupid anyway.


When Halsere dips the end of the Staff of Life into the red pool, the liquid bubbles violently. The shaft of the staff turns red and then bright orange, glowing faintly as though it were hot iron straight out of a forge, but doesn't burn his hands. In fact, it still feels no warmer than room temperature.

You've explored everywhere in this wing. Ready to head to the red door?


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

"Looks like we passed the first test. Let's head back to the red door."

On the way, I think we should check in on the bugbear, make sure he's still cowed and not in the mood to cause us any trouble.


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

Or maybe willing to join our motley crew!


Peeking into the bugbear's room on your way, you see him slouched lazily in the corner, gnawing absentmindedly on what his people might consider something like jerky and half-heartedly flipping you some sort of obscene gesture without bothering to make eye contact.

Continuing with your backtracking, you reach the chamber with the colored doors and approach the one with the red mark and the red mist. As soon as you touch the tip of the staff to the center of the red circle, the mist by the door dissipates, and the door retracts into the wall, opening a new passage.

Continuing your exploration, you pass through a hallway and an empty room toward a door which seems to carry a foul stench of rotting meat.
1d20 ⇒ 16
Just as Thyra is about to step to the door to open it, Mirrel notices something strange about the floor in front of the door: it's slighty uneven, with a hairline seam parallel to the door. You'd guess that upon opening the door, the section of floor in front of it would swing down and drop into who-knows-what.

Does someone want to try and disable this trap? Skip this room entirely? Something else?


Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

The resident spy busies himself with his thieves tools and sees if he can deactivate the trap.

+7 to Thieves tools if using Dex or Int for the skill check - will let you roll so I don't know the result


Meh, I'm fine with in-the-open rolls and trusting you not to metagame too badly, but since you asked:

Super secret trap disabling:

1d20 + 7 ⇒ (13) + 7 = 20

Examining the setup, Halsere finds a wire attached to the door that runs through a hole in the wall to the floor, presumably to pull a latch when the door is opened. He cuts it, and now believes that the lack of any connection between the door and the floor means it's safe to proceed.

Opening the door, it seems Halsere has done good work. However, in the room, you see the source of the nasty smell:

The room is 20ft by 20ft, with a floor that's about 5ft below the floor of the hallway you're standing in. Filling this pit is a swarming mass of walking corpses, their rotting flesh putrefying the air. Seems that had the trap gone off, whoever was standing by the door would have been fed to the undead.

Seeing you, the undead begin to reach for the platform, looking like they intend to either climb up or pull you down!

Halsere: 1d20 + 3 ⇒ (10) + 3 = 13
Mirrel: 1d20 + 2 ⇒ (13) + 2 = 15
Pietro: 1d20 + 1 ⇒ (18) + 1 = 19
Spidre: 1d20 + 3 ⇒ (14) + 3 = 17
Thyra: 1d20 + 1 ⇒ (2) + 1 = 3
Skeletons: 1d20 + 0 ⇒ (7) + 0 = 7
Zombies: 1d20 - 2 ⇒ (12) - 2 = 10
Ghouls: 1d20 + 2 ⇒ (5) + 2 = 7

LOL, looks like everybody but Thyra gets to go first. So, there are eight skeletons (same wimps you've fought before), six zombies (new enemy!) and two ghouls (new enemy!). They're all kind of mixed together in this pit-room. The room is 20ftx20ft. You guys are standing in an adjacent room. The walls between your room and the undead room are 5ft thick, with a little gap where the door is (that's the 5ft square with the now-disabled trap). Forms a bit of a choke-point at the door where Thyra (I presume) is standing.

Religion DC 11:

The gross ones with the flesh hanging off their bones are zombies. They tend to mindlessly grab and eat still-living prey, rather than trying to beat you to death first. Their soft-but-unnecessary fleshy bits make them resistant to bludgeoning and piercing weapons. Fire and radiant damage work well, though.

Religion DC 14:

The two that look the most intact are ghouls. They're cunning and vicious, able to plan and problem-solve more than skeletons or zombies. Their corpse bodies are filled with necromantic energy, and their attacks sap the life force from their victims. In the source game you lose a level, but screw that. They'll be applying levels of fatigue. A short rest recovers one level of this fatigue, while a long rest or the application of a lesser restoration spell cures it all.


Male Human Cleric of Njord 7 | AC22 | HP 24/52 | Perc. +8 | Insight +8 | S+3/D+1/Cn+5/I+1/W+8/Ch+1 | Spells: 1st (0/4), 2nd (1/3), 3rd (1/3), 4th (0/1) | Wrath 4/5 | HD 7/7 | Divinity 0/2 | Insp: [0] |

Religion: 1d20 + 3 ⇒ (13) + 3 = 16

"F@#$ these guys."

Back by popular demand, Maximized Shatter! 24 thunder damage, Con save for half. Should get everyone. Do the skeletons perhaps count as brittle/ceramic enough to get disadvantage?

-Posted with Wayfinder


Pietro Elitov wrote:
Do the skeletons perhaps count as brittle/ceramic enough to get disadvantage?

No, but they do have only 5HP, so there's that. ;)

Zombies: 6d20 ⇒ (17, 3, 12, 7, 12, 14) = 65
Ghouls: 2d20 ⇒ (7, 8) = 15

In a thunderous cacophony, all the skeletons and two of the zombies explode, with bone fragments and deathmeat flying all over the room and bouncing off the walls.

Remaining enemies: four zombies (12 damage each) and two ghouls (24 damage each).


Male Human Cleric of Njord 7 | AC22 | HP 24/52 | Perc. +8 | Insight +8 | S+3/D+1/Cn+5/I+1/W+8/Ch+1 | Spells: 1st (0/4), 2nd (1/3), 3rd (1/3), 4th (0/1) | Wrath 4/5 | HD 7/7 | Divinity 0/2 | Insp: [0] |

BTdub, don't let the ghouls touch you

-Posted with Wayfinder


Male Human Bard (6) 18/45 HP |+2 Init|16AC|+9 Perc|+2Str +5Dex +1Con +1Int +3Wis +8Cha|

Religion: 1d20 + 2 ⇒ (13) + 2 = 15

Unslinging his mandolin, Mirrel once more begins his atonal strumming, focussing his attention primarily on the ghouls.

Cast bane on two ghouls and one zombie. They must make a DC15 Charisma save or suffer -1d4 to all attacks and saving throws. First round of concentration.


3d20 ⇒ (2, 15, 14) = 31

Mirrel's spell takes hold on a ghoul and a zombie!

Halsere and Spidre, you're up.


Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

Spidre positions himself in the doorway and casts a spell on one of the ghouls, manifesting a ghastly hand that grabs onto the undead.
Chill Touch: 1d20 + 5 ⇒ (18) + 5 = 23, Necrotic Damage: 1d8 ⇒ 8
On a hit, target can't regain HP until my next turn, and undead gain disadvantage on attacks against me until end of my next turn.


Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

Halsere sends forth a bolt of fire at the other ghoul before heading away from the pits edge.

1d20 + 5 ⇒ (5) + 5 = 10 for 1d10 ⇒ 9


Spidre's spell fells a ghoul, but Halsere's misses!

The zombies crowd forward and begin grabbing and pulling at Spidre's legs!
Buncha dice (+8 vs 10+Athletics): 4d20 ⇒ (12, 16, 8, 14) = 50
Oof.
Spider is pulled from the ledge, and grabbed tightly by the hungry dead!
You're now in the room, and grappled by three of the zombies. Fortunately, "grappled" is a lot less severe in 5E than in Pathfinder.

Seeing an opportunity, the ghoul pushes his way forward toward Spidre, raises a fist that crackles with dark energy, and punches!
Necropunch!: 1d20 + 7 ⇒ (4) + 7 = 11, Damage: 1d4 + 4 ⇒ (2) + 4 = 6 +Necrotic: 1d6 ⇒ 1

It's a miss!

Thyra finally gets a turn, along with the rest of the party. Four zombies and a ghoul remain, all clustered around Spidre in the pit-room.


Male Human Cleric of Njord 7 | AC22 | HP 24/52 | Perc. +8 | Insight +8 | S+3/D+1/Cn+5/I+1/W+8/Ch+1 | Spells: 1st (0/4), 2nd (1/3), 3rd (1/3), 4th (0/1) | Wrath 4/5 | HD 7/7 | Divinity 0/2 | Insp: [0] |

Pietro tries to take out the biggest threat with divine Flame!

Sacred Flame (ghoul): 1d8 ⇒ 5
DC 15 Dex save, no cover.

-Posted with Wayfinder


LG Dwarf Fighter 7 | AC 22 | HP 35/87 | Perc +1 | S+8/D+1/Co+7/I+1/W+1/C+0 Insp: [Y], 2Wind[Y] Surge[N] Superiority Die[3/5] Hit Die [3/7] Positive Conditions: | Negative Conditions:

bunch a undead bastards, let go of him!"

Thyra will jump down into the pit with the lot of them and battle axe one of the zombies fighting Spidre and then action surge to attack another.

Attack 1 with Inspiration: 1d20 + 7 ⇒ (4) + 7 = 11 inspiration: 1d20 + 7 ⇒ (4) + 7 = 11damage: 1d8 + 5 ⇒ (4) + 5 = 9

oof what inspiration

attack 2 with action surge: 1d20 + 7 ⇒ (17) + 7 = 24 damage: 1d8 + 5 ⇒ (7) + 5 = 12


Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

Spidre becomes a whirl of blades as the undead congregate around him.
Shortsword: 1d20 + 5 ⇒ (18) + 5 = 23, Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Scimitar: 1d20 + 5 ⇒ (3) + 5 = 8, Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Scimitar (action surge): 1d20 + 5 ⇒ (18) + 5 = 23, Damage: 1d6 + 3 ⇒ (6) + 3 = 9
If I kill the ghoul, I guess move on to zombies.


Lucky for you guys, the zombies have AC 8.

Thyra leaps into the pit and kills two zombies! Spidre then kills the other two before finishing off the ghoul!

Out of combat. Well, that went better than it could have. Resting, or moving on?


Female Ranger/Summoner 4 - HP: 44/44 | AC 20/21 | T 15 | FF 16 | F: +8 | R: +10 | W: +7/9 | CMD 18 | Init +4(+2 deed)/(+2 FT) | Percep +8/10 | 20ft
Resources:
Pn: 3/3; SNA: 6/6

We did spend some resources on that one though. But I don't think we need to rest.

Spidre cuts down the two zombies and stabs the ghoul, leaving his shortsword implanted in its chest as he uses his free hand to readjust his mask, slouching under his hood to keep his face obscured. He finishes and reaches out for his sword, plucking it from the re-dead body of the foul creature, then he surveys the room.
Investigation: 1d20 + 3 ⇒ (10) + 3 = 13


A bit of looking around reveals nothing of interest in this room, making you suspect the whole thing is just a trap to kill intruders.

Continuing to explore, you find more uninhabited rooms and barren hallways. After a few minutes, all that's left is a spiral staircase, which leads both up and down from this floor.

Up or down?


Human Wizard (enchanter) 6/Rogue 1 (Spy) AC16 HP 9/[37] passive perception 17 passive insight 11 Saves: S+0 D+3 Cn+1 I+5 W+3 Ch+2 Spells: 1st (3/4) 2nd (2/3) | HD 1/1(d8)|4/4(d6) | Insp: [Y] Fire Resistance

All the legends speak of worse things in the cellars and dungeons. For now? I vote up

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