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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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 slides the staff into the right hand.


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:

Thyra will read the inscription and grumble a bit at it, "Ai don't like this, he'sa Vamp, right? What if this "Life" is a Vamp Life"


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, accompanied by his spider, hisses at the statue.


Halsere slides the Staff of Life into the grip of the statue's right hand. Much to everyone's surprise, it vanishes into thin air. However, at the same moment, a large gemstone appears upon the open palm of the statue's left hand.

The gemstone is a whopping four inches across in a generally square shape, and about two inches thick. It's blood red, its color swirling about like red clouds inside it. Every now and then, you can almost make out the image of a skull amid the shifting crimson hues.


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 nudges Spidre toward it.


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:

Thyra, watching what happens intently, "Ai urge caution. . ."

If no one will grab Thyra will brave it and pick up the gem.


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 commands his spider to crawl onto the gem.

-Posted with Wayfinder


Spidre's spider crawls up the statue to the gem. It obeys the command to crawl directly onto the gem itself, but does so hesitantly, and keeps picking up the ends of its legs in a sort of "I don't like touching this icky thing" dance. Despite its obvious discomfort, it appears unharmed.


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 casts detect magic as a ritual and then tries to determine what this thing does.

Arcana: 1d20 + 7 ⇒ (16) + 7 = 23


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

"Anyone want to give me any odds that we've found the Death Gem? Let's hope we don't need the staff to find it's partner."

I've become a little confused on the geography. Do we still have some stairs downwards we haven't explored?


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:

Thyra, isn't necessarily scared for the first time in her life but this is the closest thing to fear she has felt, however she will put on a brave face.

"Its justa gem, can't be that bad!"

Thyra will reach forward and grab the gem, she likely has leather gloves will lobster-plate mail gauntlets so it shouldn't be touching her bare skin.

I'm also totally lost directionally, not just you Halsere!


Thyra retrieves the Death Gem, and seems to suffer no harm from it, though she can clearly feel its foul necromantic energy. I'll assume you put it into a backpack or something, maybe wrapped in cloth. Now all you have to do is find and acquire the Diamond, then get out alive and take both artifacts to the Order to have them neutralized.

Opening the other door, you find stairs that take you downward, lower than you've yet been. At the bottom of the stairs, you find yourselves at the corner of two wide passageways: one runs northward from where you're standing, and the other eastward. Each is about 15ft wide and at least a hundred feet long.

Looking down the length of the northward hallway, you see that the eastern wall of the passage is punctuated irregularly with junctions to other passageways, while the western wall is smooth and unbroken. Similarly, looking down the eastward hallway, the northern wall of the passage opens into multiple other paths while the southern wall is unbroken. Basically, you're at the southwest corner of a maze.

You also note that the stonework here is of a purplish marble rather than more "common" stone.

So, since we're going mapless, the navigation of this maze is going to be a bit abstracted. The baseline will be that whoever "leads" will make an INT check to determine the speed of your progress, but you guys can come up with whatever clever ideas you want and I'll figure out how to incorporate them. The longer you spend fumbling about in this maze, the more opportunities you have to encounter monsters or other dangers. So it's not a matter of "can we find our way through this maze?" so much as it's "can we find our way through this maze before getting ourselves killed?"

So, who's in front? Have any particular strategies or tricks to employ? (It's too bad nobody has the Outlander background to auto-memorize the layout as you go; that'd be a game-changer.)


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

"What do you think? Head along the north wall to the end? We should be ready for attack from all directions."

Mirrel will look to Halsere for any ideas, but will take the lead if no one else seems willing, suggesting the group methodically explore each branch of the maze one by one.


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:

Thyra will look at the routes open to them and then count the members of the party, "Lookins like we could split up and covah more ground" She'll heft her battleaxe and prepare herself.


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] |

"Splitting up sounds like a recipe for disaster in a maze. I think the navigation here should be left to the wizard, but perhaps I can offer some guidance from Njord."

I can keep casting Guidance for +1d4 on the check, right?


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:

Thyra will nod, "Ailright, strength in numbars"


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

While the others talk, Spidre's spider crawls along the wall ahead. Spidre nods to the others, waiting for Halsere to take the lead and keeping his spider at least 10 feet in front of the wizard's chosen direction.
That will give us some warning about teleporters, and I can call the familiar back to me with two actions.


Is the plan to be seeing through the familiar's eyes while someone leads you by the hand, or to simply communicate with it telepathically?


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

Telepathically unless noted otherwise, thanks.


Okay, trying to put all this together...

Halsere begins cautiously advancing northward into the maze, aided by Pietro's blessings, and with the Spidre spider 10ft ahead of him. Taking a wild guess that our two fighters share the front rank with Halsere, to keep him safe?

INT: 1d20 + 4 + 1d4 ⇒ (9) + 4 + (3) = 16

Halsere proceeds slowly and thoughtfully. For the first few minutes, very little actual travel is made, but he looks around corners and down hallways, learning as much of the maze as he can before inevitably wandering into a teleporter. Good start!

To nobody's surprise, eventually the coal mine canary spider vanishes ahead of you, revealing a teleporter.

Follow it, or call it back?

Don't mind me, just doin' GM stuff...: 1d100 ⇒ 51


Spidre's telepathic link to his familiar:

Your familiar reports danger!
Spidre init: 1d20 + 3 ⇒ (17) + 3 = 20
Spider init: 1d20 + 2 ⇒ (17) + 2 = 19
???: 1d20 + 0 ⇒ (9) + 0 = 9
???: 1d20 + 0 ⇒ (13) + 0 = 13
???: 1d20 + 1 ⇒ (5) + 1 = 6
You react quickly, and get your familiar out of there.

After the spider disappears, Spidre suddenly flinches, and in a few seconds his familiar has reappeared at his side.


Continuing in the direction of the teleporter, or looking for an alternate route?


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:

Thyra will look to Spidre and nod at Pietro and then charge through the teleporter, axe at the ready for whatever is on the other side.


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, accompanied by his spider, jumps through next to Thyra.
with my swords out of course

-Posted with Wayfinder


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 will follow close behind Spidre.


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

Mirrel follows the others.


You all head into the teleporter, ready to take on whatever danger lies beyond!

You appear in a 15ft by 15ft alcove on the side of a passageway that runs to your left and right. The passageway is 15ft wide (for a total of 30ft between the back wall of your alcove and the far wall of the passageway).

In the passageway stand two bugbears, a human cleric and a half-elf mage, all lined up like they had been patrolling single-file before seeing you all appear next to them. The group attacks!

Halsere: 1d20 + 3 ⇒ (16) + 3 = 19
Mirrel: 1d20 + 2 ⇒ (7) + 2 = 9
Pietro: 1d20 + 1 ⇒ (15) + 1 = 16
Spidre: 1d20 + 3 ⇒ (7) + 3 = 10
Thyra: 1d20 + 1 ⇒ (1) + 1 = 2
Bugbears: 1d20 + 0 ⇒ (5) + 0 = 5
Cleric: 1d20 + 0 ⇒ (2) + 0 = 2
Mage: 1d20 + 2 ⇒ (13) + 2 = 15

Order is:
Halsere/Pietro
Mage
Spidre/Mirrel
Bugbears
Thyra
Cleric

Halsere and Pietro, you're up! Basically, you guys are kind of boxed in, with walls to the left/right/rear, and a row of baddies in front (bugbear on the left, then cleric, then mage, then bugbear on the right).


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:

I love my consistently bad initiatives, they make me laugh at this point!


At least you beat the cleric!


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] |

Itching for a fight, Pietro casts a spell to summon the spirits of the great warrior priests of Njord before him, then sets himself to guard his allies.

Spirit Guardians. Designating all of my allies as unaffected. Everyone else who enters or starts their turn in a 15 foot radius from me takes 3d8 radiant damage (Wis half), and has their movement speed halved in the area. Moving to the middle of the alcove, in front of the party, but as far back as I can while still getting the enemies all in the radius (so probably 10 feet away from them).


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 casts hold person on one of the bugbears. Wisdom Save DC 15


Pietro summons some ghostvikings and advances on the enemy, while Halsere tries to freeze one in place!
WIS: 1d20 + 1 ⇒ (10) + 1 = 11
The bugbear goes rigid! We'll say... the left one.

Spirit Guardian damage for this round: 3d8 ⇒ (6, 7, 3) = 16
Mage starts his turn in the AOE: 1d20 + 0 ⇒ (13) + 0 = 13

The mage starts to move, then winces and slumps to the ground.

Spidre and Mirrel, you're up! Mage is down, leaving a cleric, a paralyzed bugbear, and a not paralyzed bugbear.


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

Mirrel sneers at the bugbear on the right, infusing an insult with magical power.

Vicious Mockery - Bugbear must make a DC 16 WIS save or take 2d4 ⇒ (1, 2) = 3 psychic damage and suffer disadvantage on its next attack before the end of its next turn


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 calls forth an icy hand to rip away the lifeforce of the mobile bugbear.
Chill Touch: 1d20 + 6 ⇒ (18) + 6 = 24, Necrotic Dmg: 2d8 ⇒ (3, 7) = 10 can't regain HP until start of my next turn


WIS: 1d20 + 1 ⇒ (3) + 1 = 4

Spidre and Mirrel launch magical assaults against the bugbear! 13 damage so far.

WIS vs Spirit Guardians: 1d20 + 1 ⇒ (19) + 1 = 20
Make that 21 damage.

The non-paralyzed bugbear winces in pain, then steps forward to try and break Pietro's concentration:

Cudgel (DIS+6): 2d20 ⇒ (7, 2) = 9, Damage: 1d10 + 4 ⇒ (7) + 4 = 11

He can't land a blow!

Other bugbear:
WIS vs SG: 1d20 + 1 ⇒ (12) + 1 = 13
WIS vs HP: 1d20 + 1 ⇒ (9) + 1 = 10
16 damage, still paralyzed.

Thyra's up!


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:

Thyra will move forward into a position that lets her attack the Non-Paralyzed bugbear, while continuing to defend Pietro's concentration.

Magic Battleaxe Attack: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d8 + 9 ⇒ (8) + 9 = 17

Cutting viciously into the bugbear, she'll shout at her foes.

"Ya wont be tha ones ta defeat us, betta surrenda!"


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] |

Psst, Thyra, you get a second attack now!


Also, that drops that bugbear, so the second attack can be against the cleric or the paralyzed bugbear.


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:

oops!

Thyra, remembering her greater capability will swing at the Cleric as well.

Attack: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 1d8 + 9 ⇒ (8) + 9 = 17

Goodness, two max damage rolls. . .


Thyra is a fury of steel, first finishing off the bugbear and then felling the cleric in a single strike!

Which leaves four PCs to wail on the paralyzed bugbear before its next turn, so... yeah. Out of combat.

So, do we want to take a minute to loot the bodies and look around, or rush around in hopes of squeezing another encounter into Pietro's 10min spell?


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

We should be able to give the corpses a quick once over then move on without blowing too much of the duration


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

I'm all for looting.


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:

Its either way to Thyra, we spend a minute packing everything up then we still have 9 minutes of Spirit Vikings.


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] |

Agree with Halsere. Bag everything and sort it out later.

-Posted with Wayfinder


Foregoing the obviously-worthless bugbear cudgels and such, you quickly gather up a couple of coin purses (later counted to contain 23.7gp), an arcane focus (crystal, if it matters), and an unusually nice-looking sling. Takes about a minute.

You resume your explorations with a bit of a hustle, and quickly discover that you're in an entirely different part of the maze, with no idea of your position relative to where you started. Halsere will just have to hold both areas' layouts in his mind and attempt to connect them later.

INT: 1d20 + 4 + 1d4 ⇒ (4) + 4 + (2) = 10

A couple of minutes into your exploration you go through another teleporter (into a swarm of dire rats, who keel over pretty much instantaneously), which seems to perhaps frustrate Halsere and throw him off his game a little, as his leading is a bit less methodical this time and you backtrack more than once.

With about a minute left of ghostvikings, you come around a corner and...
1d100 ⇒ 65
...watch 6 dire rats and 2 carrion crawlers plunge into death throes. I'm now imagining the Orkin Man telling a client to get out of the house, then walking through with spirit guardians running and clearing the building of pests in 10 minutes.

Pietro's spell runs out, and you continue exploring.

INT: 1d20 + 4 + 1d4 ⇒ (5) + 4 + (3) = 12

Halsere continues to struggle, especially after a teleporter drops you within sight of where you entered the maze. However, knowledge of the maze is itself progress, and soon you are back into its depths. Spidre's spider scouts another teleporter...
1d100 ⇒ 68
...and reports danger. Spidre attempts to get his familiar out...
1d100 ⇒ 52
...and manages to retrieve it before it's killed.

You all dive through the teleporter, only to discover yet another group of vile vermin, looking at you hungrily!

Halsere: 1d20 + 3 ⇒ (20) + 3 = 23
Mirrel: 1d20 + 2 ⇒ (20) + 2 = 22
Pietro: 1d20 + 1 ⇒ (14) + 1 = 15
Spidre: 1d20 + 3 ⇒ (15) + 3 = 18
Thyra: 1d20 + 1 ⇒ (6) + 1 = 7
Carrion Crawlers: 1d20 + 0 ⇒ (3) + 0 = 3
Dire Rats: 1d20 + 4 ⇒ (19) + 4 = 23

Okay, order is simple: rats, then the party, then the big green bugs.

The six big rats surge forward, mindlessly biting at you! We'll say two each on Thyra, Halsere (guarded), and Spidre.
Bite vs Thyra: 1d20 + 6 ⇒ (17) + 6 = 23, Damage: 1d4 + 4 ⇒ (3) + 4 = 7 Bite!
Bite vs Thyra: 1d20 + 6 ⇒ (13) + 6 = 19, Damage: 1d4 + 4 ⇒ (1) + 4 = 5 Miss!
Bite vs Spidre: 1d20 + 6 ⇒ (18) + 6 = 24, Damage: 1d4 + 4 ⇒ (2) + 4 = 6 Bite!
Bite vs Spidre: 1d20 + 6 ⇒ (20) + 6 = 26, Damage: 1d4 + 4 + 1d4 ⇒ (4) + 4 + (1) = 9 Crit!
Bite vs Halsere (DIS+6): 2d20 ⇒ (11, 15) = 26, Damage: 1d4 + 4 ⇒ (2) + 4 = 6 Bite!
Bite vs Halsere: 1d20 + 6 ⇒ (14) + 6 = 20, Damage: 1d4 + 4 ⇒ (3) + 4 = 7 Bite!

The trio is injured!

Party up!


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 fires one of his lesser spells at a rat attacking the wizard.

Sacred Flame: 2d8 ⇒ (8, 3) = 11

DC 16 Dex save, no cover.

Also, FWIW, Guidance is another concentration spell, so I couldn't have used it while Spirit Guardians was running.


DEX: 1d20 + 6 ⇒ (9) + 6 = 15

A rat is obliterated!

Remaining: 5 rats, 2 crawlers.


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:

Thyra will strike two rats down viciously,

attack 1: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d8 + 9 ⇒ (2) + 9 = 11

attack 2: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d8 + 9 ⇒ (5) + 9 = 14

"Vile vermin!"


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 puts 3 magic missles into one of the crawlers.

MM 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9


Thyra pulverizes two of the rats, and Halsere injures one of the bugs!

Mirrel and Spidre, you're up.

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