Greyhawk 5E: Shadows of the Sheldomar (Inactive)

Game Master tribeof1

It is Common Year 591 and shadows hang over the Sheldomar Valley. The Grand Duchy of Geoff is a shattered land, conquered by giants, its people refugees in surrounding kingdoms. To the north, south and east, evil stirs in dark corners once thought safe. And in the border town of Hochoch, knights and nobles squabble in their keeps while a handful of adventurers meet in the Poxy Doxie, intent on a more immediate goal: gold.


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Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Fine...if that is the party direction, I will crouch behind a rock.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9
Rolen Philandril wrote:
Fine...if that is the party direction, I will crouch behind a roc.

i dont think these lizards would be bothering us if there was a roc here. haha


Eldramin and Dragomir: I need to know which of you has the axe, and whether or not you attuned to it during your long rest the previous night.

Rolen drops behind a moss-covered jumble of stone about 5 yards from the shore, the water rising to his chest as he crouches down for cover, unseen. The others continue wading through the hip-deep pool toward the spire, glancing over their shoulders as the lizardfolk swarm toward the pool from the surrounding swamp.

The scaled brutes advance swiftly but carefully, making full use of the stunted trees and other scrub to shield themselves from missile fire. Spread out as they are, Alistair is able to catch only a few together at once. Frowning, he mutters the words of a recently-learned spell and a flowing orb of fire streaks from his outstretched hand, growing larger as it explodes among three of the lizardfolk.

Lizardfolk Dex saves with cover bonus: 1d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (14) + 2 = 161d20 + 2 ⇒ (12) + 2 = 14

One of the lizardmen is blasted from his feet and torn apart. The other two are shielded from the explosion by undergrowth and emerge from the blast with blackened scales, wounded but still in pursuit.

The rest of the attackers race ahead without pausing, except for one who wears a shaggy cloak of patched furs, strung with many bones. Reaching a clawed hand toward the sky, he seems to summon the tattered clouds that had drifted above the swamp into a towering thunderhead. ([i]Call lightning{/i], for those of you trained in Arcana, Nature or Religion).

His target, in alphabetical order other than Rolen who is hidden: 1d5 ⇒ 2 =Dragomir
Dragomir's Dexterity save vs DC 14: 1d20 ⇒ 11
Damage: 3d10 ⇒ (9, 10, 1) = 20

His arm falls and a bolt of lightning arcs from the cloud into Dragomir, sparking as it travels through his armor into the surrounding water. The big fighter is nearly knocked off his feet as his muscles spasm and his skin smokes, but he keeps staggering on. Dragomir takes 20 damage from the spell.

You're up! I'm not going to bother rolling for initiative. You acted, then the lizardfolk reacted, so now it's your turn again. You are all in the waist-deep water of the pool, 30-45 feet from the shore. Rolen is hidden, in cover, and only 15 feet from shore. The lizardfolk are about 100 feet from shore in the other direction. You should be able to reach the spire, and the ledge that surrounds it, in about two rounds if you keep moving. By that time the lizardfolk will be at the pool.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 2, Advantage from Hiding, Sneak Attack

Rolen snipes at the caster from behind the stone.

LB Att: 1d20 + 7 ⇒ (1) + 7 = 8
LB Att Adv: 1d20 + 7 ⇒ (16) + 7 = 23
LB Dam: 1d8 + 4 + 3d6 ⇒ (3) + 4 + (2, 6, 2) = 17


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Still thinking defensively Koralyn casts Mirror image and continues to move.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair moves back with the others, but as soon as the lizardmen are clear of the undergrowth he readies another fireball spell.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan wades through the water with most of the rest of the group, making his way toward the spire. As he moves, the priest implores Pelor to Bless his comrades against the scaly attackers.

Casts BLESS on Koralyn, Alistair and Dragomir. Effect: Whenever Koralyn, Alistair and Dragomir make an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Concentration up to 1 minute (0/10 rounds).


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin keeps up with the group in their tactical retreat.

When the lizardfolk are within 60ft, he will summon a Spiritual Weapon to harry them in their approach.

If Dragomir wants the axe, it's his. if he doesn't want it, i'll take it rather than it lie about unused.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

[ooc=Dragomir has the axe and is attuned to it for now. Happy to give it to someone else]

Dragomir closes on the nearest attacker and swings the heavy axe with both hands.

1d20 + 8 ⇒ (6) + 8 = 14 for 1d10 + 4 + 1 ⇒ (3) + 4 + 1 = 8


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Dragomir, you are under the effect of a Bless so you get +1d4 on to hit rolls and saving throws.


The group continues its organized retreat toward the spire, casting spells while wading through the hip-deep water. The pool is surprisingly clear for being in the middle of the swamp, and you can easily see the bottom, which appears to be made up of flat, moss-covered flagstones. Iridescent fish swim among your legs, the dying light flashing off their scales.

Wisdom (Perception) DC 16:

A flash of movement catches your eye near the spire -- a long, scale-covered tail disappears into a hole in the stone near the spire's base. Nearby, what you first took for a lump of stone is clearly a second coiled serpent, its angular black head tracking your movement as you approach.

Out in the swamp, Rolen sees the spellcaster grunt as his arrow strikes home.

Con save to maintain concentration: 1d20 + 1 ⇒ (7) + 1 = 8

Although far from fatal, the wound appears to have spoiled the scaled shaman's concentration, and the stormcloud it had summoned dissipates. Its maw gaping in something resembling a snarl, the creature growls the words to another spell.

Rolen Strength save vs. wind wall: 1d20 + 0 ⇒ (7) + 0 = 7
Damage: 3d8 ⇒ (2, 1, 6) = 9

A second later, Rolen is rocked back on his heels, feeling like he's been punched by an ogre, as a wall of hurricane-force wind erupts from the water directly in front of him. Carrying with it leaves and a gush of water, the wind wall extends 15 feet above the water's surface and 25 feet to either side, and seems certain to deflect any missiles Rolen tries to fire through it.

To either side, the lizardfolk advance, sticking to cover as they near the shore.

You're up! You are all in the waist-deep water of the pool, about 100 feet from the shore and within one move of the spire. Rolen is about 15 feet from shore, near some low rocks, with a wind wall between him and the shore. The lizardfolk are about a move away from the shore, in cover.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

Still backpedaling, Alistair prepares to fire another ball of flame at their pursuers as soon as they reach the edge of the pool.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 3

Rolen retreats to join the others at an angle to give him a shot at the caster outside of the confines of the wall.

LB Att: 1d20 + 7 ⇒ (18) + 7 = 25
LB Dam: 1d8 + 4 ⇒ (3) + 4 = 7


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14 So close...

Unaware of any danger near the spire Koralyn, with her three images, advances, climbing out of the water to stand on the land. This is a move action. Does this either provoke or allow her another roll?


Lady Koralyn Nightstar wrote:
Does this either provoke or allow her another roll?[/ooc]

No and no. Any action/reaction will take place after all of the PCs actions, on the enemy's turn (Partly because I don't want to penalize the first people to post/move). So go ahead and post the rest of your turn's actions.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Hmm. With no targets that she knows about within 120 feet she will either ready to attack with Magic Missile if that is allowed, or explore area around the spire looking for a defensible position. She will go ahead and activate her bladesong now as she has other uses for her bonus action later.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

perception: 1d20 + 1 ⇒ (3) + 1 = 4

Eldramin moves up, staying roughly even with Koralyn. He has his shield out and pact blade drawn.

If this is as far as they are going (we reached the spire platform), Eldramin will either finish his turn if he has no actions left, or he will ready an action to summon a spiritual weapon if an enemy presents itself within close range.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Wisdom (Perception) DC 16: 1d20 + 4 ⇒ (11) + 4 = 15

Focused on the oncoming lizardmen and the grievous damage done to Dragomir by the sudden bolt of lightning, Kierdan decides to call Pelor's healing light down upon the brawny mercenary.

Cure Wounds at 1st level on Dragomir

Cure Wounds: 1d8 + 4 + 3 ⇒ (2) + 4 + 3 = 9

Also, continue to concentrate on BLESS on Koralyn, Alistair and Dragomir. Effect: Whenever Koralyn, Alistair and Dragomir make an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Concentration up to 1 minute (1/10 rounds).


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Lets see if I can make that save with the Bless spell... Needed 14, got 11. Here we go save vs lightning strike 1d4 ⇒ 3... also bless for the attack got 14, now adding: 1d4 ⇒ 4

Question for DM: Did I make my save vs Lighting strike? My attack roll modified is now 18.


Dragomir: You were struck by call lightning before you received the bless spell, so it's no help on that account. Also, I totally overlooked your attack earlier -- I had assumed you were retreating to the spire with the others. In any event, none of the lizardfolk are within melee range yet. But you may have a closer target shortly ...

The lizardfolk shaman grunts as Rolen's arrow again finds its mark. Seemingly furious, it allows the wind wall to dissipate before roaring the words to another spell (Conjure minor elementals). The water all around Rolen bubbles and swirls as winged, demonic figures composed of solid steam erupt from the pool. Four of the foul elemental creatures surround Rolen, biting and slashing at the elf. Another four split off, flying toward the group at the spire where they spit streams of boiling water.

Mephit rolls:

Four attack Rolen with their claws (all with advantage due to flanking):

Mephit claw attack, does 1d4 slashing + 1d4 fire: 1d20 + 2 ⇒ (16) + 2 = 181d20 + 2 ⇒ (2) + 2 = 41d4 + 1d4 ⇒ (1) + (4) = 5
Mephit claw attack, does 1d4 slashing + 1d4 fire: 1d20 + 2 ⇒ (11) + 2 = 131d20 + 2 ⇒ (1) + 2 = 31d4 + 1d4 ⇒ (2) + (4) = 6
Mephit claw attack, does 1d4 slashing + 1d4 fire: 1d20 + 2 ⇒ (20) + 2 = 221d20 + 2 ⇒ (19) + 2 = 211d4 + 1d4 ⇒ (4) + (2) = 6 Crit, so 12 damage total
Mephit claw attack, does 1d4 slashing + 1d4 fire: 1d20 + 2 ⇒ (19) + 2 = 211d20 + 2 ⇒ (8) + 2 = 101d4 + 1d4 ⇒ (2) + (1) = 3

The other four unleash their steam breath on the group at the spire. The breath weapons are 15' lines, but for simplicity sake I'm going to say each group member is only struck once:

Dragomir Dex save vs DC 10: 1d20 + 1d4 ⇒ (10) + (4) = 14
Fire damage: 1d8 ⇒ 1 Saved for half, still 1 damage
Koralyn Dex save vs DC 10: 1d20 + 3 + 1d4 ⇒ (19) + 3 + (1) = 23
Fire damage: 1d8 ⇒ 4 Saved for half, so only 2 damage
Alistair Dex save vs DC 10: 1d20 + 2 + 1d4 ⇒ (4) + 2 + (2) = 8
Fire damage: 1d8 ⇒ 4
Kierdan Dex save vs DC 10: 1d20 ⇒ 4
Fire damage: 1d8 ⇒ 5
Eldramin Dex save vs DC 10: 1d20 + 2 ⇒ (1) + 2 = 3
Fire damage: 1d8 ⇒ 4

Rolen is wounded several times as the mephits' claws rake through his leather armor, one particularly deep wound spurting blood. (Rolen suffers a total of 20 damage, including one crit). The others are doused with boiling water, although Dragomir and Koralyn avoid the worst of the scalding. (Dragomir takes 1 damage, Koralyn takes 2 damage, Alistair takes 4 damage, Kierdan takes 5 damage and Eldramin takes 4 damage. It's all fire damage in case you have a resistance I overlooked.)

Lashing out with the black axe, Dragomir carves a deep gouge in one of the otherworldly creatures, as the other members of the group unleash their own prepared spells. (Redirected Dragomir's earlier attack roll to a mephit. Everyone else, go ahead and let me know if you are going to trigger any readied actions, who you target, etc.)

With all eyes on the new threat, the party members overlook the danger lurking near the spire, where a pair of black-scaled vipers nest among the stones.

The lizardfolk, meanwhile, reach the shore and charge on into the water. Seemingly able to move through the water more easily than you did, they appear likely to reach you in two rounds.

Viper rolls:

Target 1, in alphabetical order: 1d5 ⇒ 5 Koralyn
Target 2, in alphabetical order: 1d5 ⇒ 3 Eldramin
Bite vs. Koralyn, advantage due to surprise: 1d20 + 6 ⇒ (4) + 6 = 101d20 + 6 ⇒ (14) + 6 = 201d4 + 4 ⇒ (4) + 4 = 8
6+ hits a mirror image: 1d20 ⇒ 10
Bite vs. Eldramin, advantage due to surprise: 1d20 + 6 ⇒ (9) + 6 = 151d20 + 6 ⇒ (8) + 6 = 141d4 + 4 ⇒ (4) + 4 = 8


As the group climbs onto the spire's base, the serpents strike. One snaps its fangs through one of Koralyn's mirror images, causing the illusory image to dissipate. The other catches its fangs on Eldramin's armor, failing to find flesh with its venom.

You're up! If you had readied actions, you can trigger them along with a new action for this round. Everyone but Rolen is clustered near the spire, which is about 5 feet wide at the base and is surrounded by a 5-foot-wide ledge of stone rising from the water. A pair of six-foot-long vipers are on the ledge, in contact with Koralyn and Eldramin. Also nearby, but not in melee, are four steam mephits that just got done spitting boiling water at you.

Rolen is about 30 feet away, surrounded by four more mephits. About 80 feet from him, the lizardfolk have splashed into the water near the shore. They remain spread out, but Alistair could probably catch up to three of them with one fireball.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Koralyn's missiles tear into the elemental creature charging at her.

Readied Magic Missiles: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8

She then turns to face the viper in front of her.

Longsword+Booming Blade: 1d20 + 5 + 1d4 ⇒ (10) + 5 + (1) = 161d8 + 2 + 1d8 ⇒ (3) + 2 + (5) = 10

Booming Blade:

Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Status:

Mage Armor AC is 20 with Bladesong
False Life currently at +16 hp.
Bladesong in round 2.
Mirror Images =2


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Not sure if my fireball was considered a readied action, but I did say I would release it once the lizardmen broke cover and got to the water

With the pinch of sulphur in hand, Alistair intones the words to create a mote of brightness at the tip of his finger. The mote speeds away, and grows until it explodes in the midsts of the lizardmen.

Fireball: 8d6 ⇒ (3, 5, 4, 3, 6, 6, 3, 6) = 36

If needed I will exclude any party members from the blast radius


Alistair Orm wrote:
Not sure if my fireball was considered a readied action, but I did say I would release it once the lizardmen broke cover and got to the water

It was, so you can take another action if you'd like.

Alistair Orm wrote:
If needed I will exclude any party members from the blast radius

No need, as they're still 80+feet away.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin lashes out with his pact blade at the viper that is next to him. If his first slice kills it, his second slice will be against the snake on Koralyn.

atk: 1d20 + 5 ⇒ (9) + 5 = 14
dmg: 1d8 + 2 ⇒ (1) + 2 = 3

atk: 1d20 + 5 ⇒ (10) + 5 = 15
dmg: 1d8 + 2 ⇒ (8) + 2 = 10


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair waits a moment for his fireball to impact before making a few quick motions and sending 3 glowing darts towards the lizardman shaman.

Magic Missile: 3d4 + 3 ⇒ (3, 1, 2) + 3 = 9


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Receiving the healing from Kierdan is quite the relief, his burns healing some what before he is hit by scalding water.

He swings again at one of the mephitis, hoping to drop one.

1d20 + 8 + 1d4 ⇒ (20) + 8 + (4) = 32 for 1d10 + 4 + 1 + 1d6 ⇒ (4) + 4 + 1 + (2) = 11 PLUS 1d10 ⇒ 4 and 1d6 ⇒ 4


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 4, Cunning Action: Disengage

Rolen attacks a Mephit at Point Blank Range, using his Deepwood's Sniper skills, and then he disengages towards the spire and the others.

LB Att: 1d20 + 7 ⇒ (5) + 7 = 12
LB Dam: 1d8 + 4 ⇒ (8) + 4 = 12


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Despite the advancing lizardmen, scalding steam attacks from some mephits and the sudden appearance of vipers on the spire's base, Kierdan grows concerned over the assault that Rolen is weathering. Fearing for the elf's survival, the priest calls on the Sun Father to send his healing grace to Rolen swiftly.

healing word on Rolen, range 60'

Healing Word: 1d4 + 4 + 3 ⇒ (1) + 4 + 3 = 8

Also, continue to concentrate on BLESS on Koralyn, Alistair and Dragomir. Effect: Whenever Koralyn, Alistair and Dragomir make an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Concentration up to 1 minute (2/10 rounds).


Fireball rolls:

Lizardfolk Dex save, no more cover: 1d20 ⇒ 1
Lizardfolk Dex save, no more cover: 1d20 ⇒ 2
Lizardfolk Dex save, no more cover: 1d20 ⇒ 6

Alistair's second fireball streaks toward the shore, exploding just as a trio of the lizardfolk reach the clear pool, blasting them into pieces that rain down on into the water. The wizard follows it up with a cluster of magic missiles that burn smoking black holes in the hide of the lizardfolk shaman, who is left sorely wounded.

Koralyn sends her own magic missiles burning into the elemental sprite Dragomir wounded earlier, killing it, before burying her blade in the serpent that struck at her. Gravely wounded, the snake tries to slither to safety, triggering Koralyn's second spell, which rips its body apart in a jangling sonic discharge.

With two swift strokes, Eldramin decapitates the second viper.

Dragomir cuts down another of the summoned elementals. Rolen wounds one with a point-blank shot before ducking beneath it and retreating toward the group. As he nears, Kierdan seals the worst of his wounds with the Sun-Lord's light.

Shaman's concentration roll: 1d20 + 1 ⇒ (7) + 1 = 8
Healing: 4d8 + 3 ⇒ (4, 4, 1, 2) + 3 = 14

The group braces for another assault by the summoned elementals, but the snarling steam-creatures abruptly dissipate, returning to their own plane as the shaman loses focus due to the pain of his wounds. Hobbling forward, the scaled spellcaster directs a rush of healing energy into his own body, reversing much of the damage. More careful than before, he stays behind the remaining lizardfolk, who advance into charge range before flinging bone-tipped javelins at your group.

Javelin rolls:

Who gets targeted twice?: 1d6 ⇒ 5 = Koralyn
Lizardfolk javelin vs Koralyn: 1d20 + 4 ⇒ (20) + 4 = 241d6 + 2 ⇒ (6) + 2 = 8
Hits image on 8+: 1d20 ⇒ 19
Lizardfolk javelin vs. Koralyn: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 2 ⇒ (5) + 2 = 7
Lizardfolk javelin vs Alistaire: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 2 ⇒ (5) + 2 = 7
Lizardfolk javelin vs Dragomir: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 2 ⇒ (3) + 2 = 5
Lizardfolk javelin vs. Eldramin: 1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 ⇒ (1) + 2 = 3
Lizardfolk javelin vs Rolen: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (1) + 2 = 3

Most of the missiles clatter against the spire or fly past, into the water, but one slices through a second of Koralyn's mirror images and another slams into Alistair. (Alistaire takes 7 damage.)

You're up! The snakes were finished off and the mephits disappeared, leaving you facing seven lizardfolk (two of them wounded by the first fireball), spread out in a semicircle about 30 feet away from you, and the shaman, who is behind them, about 40 feet away.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Is our movement halved due to difficult terrain?


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 5, Deepwoods Sniper, Cunning Action: Disengage

Rolen attacks the casting Lizardman again, ignoring his attempt at cover due to his sniping expertise.

LB Att: 1d20 + 7 ⇒ (10) + 7 = 17
LB Dam: 1d8 + 4 ⇒ (8) + 4 = 12


Dragomir Vuk wrote:

Is our movement halved due to difficult terrain?

No ... I haven't bothered with that since the water's very clear, with relatively sure footing, and also because I'm not tracking movement that closely while we're more "theatre of the mind." So, don't stretch believability too much but otherwise don't worry about it.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin creates a sword of black energy in the air in front of him, before magically sending it spinning through the air at a lizardfolk.

will aim for the shaman if he is within 60ft, otherwise aiming for the nearest lizardfolk within 60ft.

Melee spell atk: 1d20 + 6 ⇒ (4) + 6 = 10
force: 1d8 + 4 ⇒ (5) + 4 = 9


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Seeing more lizardmen arrive after his fireball, Alistair curses. He again mutters a spell and 3 glowing darts fly from his hand and strike 3 of the lead lizardmen.

Magic missile: 1d4 + 1 ⇒ (4) + 1 = 5, 1d4 + 1 ⇒ (4) + 1 = 5, 1d4 + 1 ⇒ (1) + 1 = 2


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan is greatly concerned when he sees one of the lizardmen javelins bite into Alistair's flesh, already burned by the Mephit's scalding attack. Seeking to stem off further damage, the Pelorite calls to the Sun Father to cure his friend.

Cure Wounds at 1st level on Alistair.

Cure Wounds (1st level): 1d20 + 4 + 3 ⇒ (2) + 4 + 3 = 9

Also, continue to concentrate on BLESS on Koralyn, Alistair and Dragomir. Effect: Whenever Koralyn, Alistair and Dragomir make an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Concentration up to 1 minute (3/10 rounds).


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair breaths a lot easier with much of the scalding he took healed, along with the long jagged cut on his leg from the lizardman's javelin. He looks over to Kierdan and gives the cleric an appreciative nod.


Dragomir? Koralyn? I'll give you both a chance to post tonight, then update tomorrow.


The shaman grunts as another of Rolen's arrows strikes home, but the lizardman still manages to duck out of the way as Eldramin's summoned blade harries it.

Chanting again, the shaman summons another stormcloud over the pool, this time calling down a bolt of lightning at Rolen.

Rolen Dex save: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 3d10 ⇒ (7, 10, 9) = 26 Halved = 13

The elf's reflexes save him from a mortal strike, but even the secondary shock almost ends him, in his weakened state. Rolen takes 13 damage, which by my count puts him down 34 altogether, to 3 HP.

The other lizardfolk charge in as Alistair looses his own spell, which downs one he wounded earlier with a fireball.

Lizardfolk rolls:

Lizardfolk attacks vs. Koralyn: 1d20 + 4 ⇒ (16) + 4 = 201d6 + 2 ⇒ (5) + 2 = 71d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (4) + 2 = 6
Hits duplicate on 8+: 1d20 ⇒ 19
Hits duplicate on 11+: 1d20 ⇒ 14
Lizardfolk attacks vs. Koralyn: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 2 ⇒ (5) + 2 = 71d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (4) + 2 = 6
Lizardfolk attacks vs. Dragomir: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (2) + 2 = 41d20 + 4 ⇒ (6) + 4 = 101d6 + 2 ⇒ (6) + 2 = 8
Lizardfolk attacks vs. Dragomir: 1d20 + 4 ⇒ (14) + 4 = 181d6 + 2 ⇒ (2) + 2 = 41d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (3) + 2 = 5
Alistair, Eldramin, Kierdan or Rolen?: 1d4 ⇒ 4=Rolen
Alistair, Eldramin or Kierdan: 1d3 ⇒ 2=Eldramin
Lizardfolk attacks vs. Rolen: 1d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (1) + 2 = 31d20 + 4 ⇒ (1) + 4 = 51d6 + 2 ⇒ (3) + 2 = 5
Lizardfolk attacks vs. Eldramin: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 2 ⇒ (6) + 2 = 81d20 + 4 ⇒ (8) + 4 = 121d6 + 2 ⇒ (4) + 2 = 6

The lizardfolk swarm Koralyn and Dragomir, who try to intercept as many as they can. Koralyn's attackers tear through her remaining mirror images, but are unable to land a blow on the elf herself. Dragomir is struck by claws and spiked clubs, but the blows are mere scratches against his heavy armor. (Dragomir takes a total of 3 damage after accounting for Heavy Armor Mastery.)

Two of the attackers manage to dart past the frontline warriors and rain blows on Rolen and Eldramin. The assassin and the warlock are too fast, however, managing to evade the lizardfolk's clumsy attacks.

You're up! Koralyn and Dragomir can both act twice. The two of them are a bit in front of the group, in contact with two lizardfolk each. A fifth lizardfolk is facing off with Eldramin and a sixth is in contact with Rolen. The shaman is a few yards behind their line, his attention fixed on the stormcloud hanging above your heads.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

By my count, I am at 12. I was healed for 8 with a healing word from Kierdan just before the round. I keep my HP current in the tag line. Also, I think I may be able to halve the halved damage with a Reaction - Uncanny Dodge because I was attacked by an enemy I can see, right? Please let me know so that I can put back another 6 onto my current HP.

Round 6, Deepwoods Sniper, Cunning Action: Disengage

Rolen deftly disengages from the Lizardman confronting him, and when he is safely away, Rolen again attacks the casting Lizardman, ignoring his attempt at cover due to his sniping expertise.

LB Att: 1d20 + 7 ⇒ (8) + 7 = 15
LB Dam: 1d8 + 4 ⇒ (7) + 4 = 11


Rolen: I've got you taking 9 damage from the wind wall (post 11 on this page), then 20 damage from attacks by the mephits (post 20), then healed for 8, and now 13 from the lightning, for a total of 34 damage. As for Uncanny Dodge, it can only be used against attacks, not spells, so no use vs the lightning. You could have used it earlier against the mephit attack that was a crit, so I'll count that retroactively, saving you 6 hp and putting you down a total of 28, leaving you with 9 hp. Let me know if I've missed something.


AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1

Dragomir roars in fury, attacking the first of his attackers.

Pwr Attack: 1d20 + 5 + 1d4 ⇒ (10) + 5 + (4) = 19 for 1d10 + 4 + 1 + 6 ⇒ (7) + 4 + 1 + 6 = 18

IF that drops his foe, he attacks the second of his attackers, otherwise he attacks his foe again

Pwr Attack: 1d20 + 5 + 1d4 ⇒ (15) + 5 + (1) = 21 for 1d10 + 4 + 1 + 6 ⇒ (3) + 4 + 1 + 6 = 14

IF that drops his foe he gets a bonus attack action...

Pwr Attack: 1d20 + 5 + 1d4 ⇒ (12) + 5 + (1) = 18 for 1d10 + 4 + 1 + 6 ⇒ (8) + 4 + 1 + 6 = 19


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Sounds good - missed windwall - 9 HP it is! Thanks!


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

so im clear here, there is no 5ft step so i gotta either melee the dude on me, or move (taking an aoo) and shoot him, or shoot him with disadvantage (but no aoo?)? And does shooting anyone else cause an aoo, and/or disadvantage?


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Seeing the Shaman call lightning on his party, Alistair seeths and, making a number of arcane gestures and speaking the proper words, he sends 4 energy darts towards the lizardman.

Magic Missile (2nd level): 4d4 + 4 ⇒ (4, 3, 3, 2) + 4 = 16


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Eldramin: You may disengage as your action. That allows full movement with no AoO.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Thanks for covering for me in my absence.

Facing two foes but still bolstered by her magic Koralyn fights on using her Bladesong and Booming Blade ability.

Longsword: 1d20 + 5 + 1d4 ⇒ (3) + 5 + (3) = 11 Sure that is a miss

Longsword: 1d20 + 5 + 1d4 ⇒ (17) + 5 + (1) = 231d8 + 2 + 1d8 ⇒ (6) + 2 + (2) = 10


Eldramin Tarkanan wrote:
so im clear here, there is no 5ft step so i gotta either melee the dude on me, or move (taking an aoo) and shoot him, or shoot him with disadvantage (but no aoo?)? And does shooting anyone else cause an aoo, and/or disadvantage?

Correct on everything. And yes, you can shoot (or cast your spell), without provoking an opportunity attack, but you have disadvantage on the ranged attack roll regardless of your target.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

ok so let's see if i have this right...

Eldramin reaches out with his hand, two fingers shaped like claws swiping at the lizard-man's neck. As he gets close, he utters a vile word and a dark, ruddy energy coalesces around the fingers.

melee spell: 1d20 + 5 ⇒ (20) + 5 = 25 vs lizard-man next to me
necrotic damage: 3d6 ⇒ (5, 4, 1) = 10
do i roll that damage twice? it is the spell, Vampiric Touch

bonus action
melee spell: 1d20 + 5 ⇒ (5) + 5 = 10 vs shaman if he is still up, otherwise some other distant enemy threatening whichever ally is most in danger
force damage: 1d8 + 4 ⇒ (3) + 4 = 7


Rolen's arrow skitters off the shaman's bark-like scales. Alistair's spell has no such trouble, and the shaman is left momentarily staring at the smoking holes in its chest before pitching forward into the water face-first.

Dragomir and Koralyn wade into the lizardfolk in front of them. The big human kills one with two blows, the second slash carrying through to wound another than Koralyn promptly cuts down.

Eldramin kills a third with his vampiric touch, driving a claw crackling with dark energy directly into the lizardfolk's chest.

Seeing the shaman die, the remaining three lizardfolk turn tail and run, their backs a tempting target as they retreat across the pool.

You're up!

And Eldramin: Yes, the damage from the spell is doubled on a critical.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Just to clarify, damage on a crit is the damage dice rolled twice, not necessarily doubled. Well done all! What enemies still remain?

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