Mines of Madness - D&D 5th Edition (Inactive)

Game Master wicked_raygun

A really fun adventure (For the DM, at least).
Mine Map
Mine Map 2


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Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Five of the dwarves move in to attack Randal, Vasayo and Hug-hug.

War pick Vs Randal: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 ⇒ 2
War Pick Vs Randal : 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 ⇒ 6

War Pick Vs Vasayo: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 ⇒ 8
War Pick Vs Vasayo: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 ⇒ 1

War Pick Vs Hug-hug: 1d20 + 5 ⇒ (13) + 5 = 18 Damage: 1d8 ⇒ 1

Critical Damage vs Randal: 1d8 ⇒ 8

-Posted with Wayfinder


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Hug-hug is instantly killed by the skeleton. Randal and Vasayo are grievously wounded but hold their feet.

Five additional skeletons move in behind the others and look about to start throwing axes, while the last five stay back by the skeleton ranting, "Finders keeper! Finders keepers!"

Okay, now everyone is up.

-Posted with Wayfinder


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

"Filthy dwarves! There'll be no Finders Keepers here today. Flee before our wrath!" commands Dervel as he slowly approaches the skeletons with his Holy Symbol raised. "Begone and go away," he says with his confidence diminishing the nearer he gets.
"I'm sure this is what the other clerics said..."

The elf drops his holy symbol as he draws his warhammer, "Never mind. This way is always more fun anyway. Arrrggg!"

Move in to attack nearest skeleton.
Attack with Warhammer: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d8 + 2 ⇒ (1) + 2 = 3


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

"Fall back! The entrance is narrow, we can fight them there one by one!" Vasayo shouts and withdraws to the entrance. On his way he picks up a rock and throws it at one of the skeletons.

Bonus Action: Disengage, Move 30ft. to the entrance while picking up a stone, Attack with the imrovised weapon

Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Damage (bludgeoning): 1d4 + 3 ⇒ (2) + 3 = 5

If the pick-up-and-throw-thing is not ok with you, just assume Vasayo used his bow.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Make a Perception check DC 10, with Disadvantage, and I'll allow the attack.

-Posted with Wayfinder


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

Not sure about the general positioning, but I'd like to maneuver to 2nd position in the hallway line-up.
Grith launches a fire bolt at a random skeleton. He then gets into formation with Vasayo, hoping the skeletons don't shoot lightning.
Firebolt: 1d20 + 4 ⇒ (10) + 4 = 14, Damage: 1d10 ⇒ 4


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

Perception : 1d20 + 4 ⇒ (6) + 4 = 10
Perception : 1d20 + 4 ⇒ (14) + 4 = 18

-Posted with Wayfinder


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Vasayo wallops a skeleton in the head with a rock, setting its head to spin. Grith finishes it off with a fire bolt. But unfortunately Derval's warhammer glances off the skeleton, not so much as putting in a dent.

1 down, 15 to go. The rest are up.

-Posted with Wayfinder


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

Dervel attempts a desperate-swinging-retreat, taking a position in the front rank in the bottleneck.

Attack with Warhammer : 1d20 + 4 ⇒ (8) + 4 = 12
1d8 + 2 ⇒ (8) + 2 = 10


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

whoops, overexcited here. I guess the skeletons need to take their turn yet.


HP: 24/24 | AC: 18 | Init: +0 | Saves: Str: +1, Dex: 0, Con: +2, Int: -1, Wis: +5, Cha: +3 | Hit Dice Remaining: 2d8 | Passive Perception: 13 | Spell Save DC: 13 | Spell Slots Remaining: 1st: 0/4, 2nd: 0/2

Randal aims his mace at a skeletons head with and overhead swing.

Mace!: 1d20 + 4 ⇒ (7) + 4 = 11
1d6 + 2 ⇒ (4) + 2 = 6

Randal then steps back if safe and possible.

Can I use my bonus action to cast Healing word?

1d4 + 3 ⇒ (3) + 3 = 6


- INACTIVE (finished campaign) -

Seeing his allies moving to funnel the skeletons into the passageway, Alton moves to where he can see any of the skeletons while remaining in the back of the passageway. Then he aims and releases an arrow that flies true.

Crunch:
Shortbow, attack: 1d20 + 7 ⇒ (17) + 7 = 24
Shortbow, damage: 1d6 + 3 ⇒ (1) + 3 = 4


Randal, yes you can cast Healing Word as a Bonus Action. But who are you healing? You didn't specify, I'm assuming yourself for right now.

Randal swings his mace, but cannot quite land a solid hit. Alton fires and hits a skeleton. But it doesn't do much damage.

Skeletons are resistant to piercing damage. That means they take half damage.

If I understand this correctly, You guys are retreating into the funnel with Randal and Derval in the front? Do I have this correct? If so, I'll start the skeleton swing-a-thon tomorrow morning.


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

correct

-Posted with Wayfinder


HP: 24/24 | AC: 18 | Init: +0 | Saves: Str: +1, Dex: 0, Con: +2, Int: -1, Wis: +5, Cha: +3 | Hit Dice Remaining: 2d8 | Passive Perception: 13 | Spell Save DC: 13 | Spell Slots Remaining: 1st: 0/4, 2nd: 0/2

I feel like Being at the front isn't going to go well for me... Hope I'm lucky...


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

Then don't be in front? I thought Derval was front and I was 2nd.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

The hallways are 10 feet wide.

Two skeletons attack Derval.

War Picks: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 ⇒ 8

War Picks: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 ⇒ 2

And two more attack Randal.

War Picks: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 ⇒ 6

War Picks: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 ⇒ 2

-Posted with Wayfinder


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Randal takes another 6 points of damage. Everyone is up.

-Posted with Wayfinder


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

Vasayo throws stones and other debris in the general direction of the attackers to support his comrades in the front row. Aid another action, so one of them can attack with advantage. Let's say Randal.

-Posted with Wayfinder


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

Feeling better for having the support of his comrades and of the bottleneck Dervel smashes his war hammer into a dwarf skeleton.

Warhammer: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 ⇒ 5

Or maybe it's just an air swing.


- INACTIVE (finished campaign) -

Alton gives it another go with an arrow at one of the skeletons in front of Dervel.

Crunch:

Shortbow, attack: 1d20 + 7 ⇒ (18) + 7 = 25
Shortbow, damage: 1d6 + 3 ⇒ (1) + 3 = 4


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

Grith throws out some more fire at the oncoming horde.
Burning hands, exclude whoever is in front of me (that isn't a skeleton).
Dex Half: 3d6 ⇒ (4, 2, 3) = 9


HP: 24/24 | AC: 18 | Init: +0 | Saves: Str: +1, Dex: 0, Con: +2, Int: -1, Wis: +5, Cha: +3 | Hit Dice Remaining: 2d8 | Passive Perception: 13 | Spell Save DC: 13 | Spell Slots Remaining: 1st: 0/4, 2nd: 0/2

Randal looks over his shoulder looking worried before swinging his mace at a skeleton in front of him.

Attack: 1d20 + 4 ⇒ (5) + 4 = 9
Advantage?: 1d20 + 4 ⇒ (17) + 4 = 21

Bludgeoning Dmg: 1d6 + 2 ⇒ (2) + 2 = 4


Randal and Alton destroy a skeleton together. And then Grith's powerful fan of flames hits the last two in melee, disintegrating one completely and seriously hurting the other.

Skeleton Reflex DC 12: 2d20 ⇒ (2, 15) = 17

The lone skeleton directly attacks Randal, but misses completely.

War Pick: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 ⇒ 4

The 4 Skeletons in the back throw their axes.

Throwing Axe vs Alton: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 ⇒ 5

Throwing Axe vs Derval: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d6 ⇒ 3

Throwing Axe vs Grith: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 ⇒ 6

Throwing Axe vs Randal: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 ⇒ 6

One of them then moves up into Melee position. You know have two in front. One of them being pretty injured from Grith's fire.


HP: 24/24 | AC: 18 | Init: +0 | Saves: Str: +1, Dex: 0, Con: +2, Int: -1, Wis: +5, Cha: +3 | Hit Dice Remaining: 2d8 | Passive Perception: 13 | Spell Save DC: 13 | Spell Slots Remaining: 1st: 0/4, 2nd: 0/2

Mace!: 1d20 + 4 ⇒ (1) + 4 = 5
1d6 + 2 ⇒ (1) + 2 = 3

Randal swings his mace again at the scorched skeleton. He growls in frustration and quickly casts a spell.

Casting spiritual weapon as a bonus action.

A faintly glowing mace appears behind the skeleton and strikes at it's back.

Magic Mace!: 1d20 + 5 ⇒ (13) + 5 = 18 it's based off my wisdom stat.
1d8 + 3 ⇒ (6) + 3 = 9


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

Dervel continues with his attack, bringing his warhammer down for a crushing blow as Randal destroys the one scorched by flames.

War Hammer!: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Crit Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

Vasayo continues his support.

-Posted with Wayfinder


Randal's spiritual mace glows ominously before destroying a skeleton. And then Derval follows up the strike with a powerful swing of his own. And just like that, two skeletons have been pulverized.

Grith is up. Vasayo, Please tell us specifically who you're aiding. That way the right player knows to roll with Advantage.

It looks like gathering up in the hall is working so far. I can only send two skeletons at a time. And they each only had 1 throwing axe.


- INACTIVE (finished campaign) -

Keep up the good work, eh? Alton says as he fires another arrow at the skeleton he can most easily take aim at.

Shortbow, attack: 1d20 + 7 ⇒ (1) + 7 = 8


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

Sorry, I keep helping Randal as before.

-Posted with Wayfinder


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

There's no penalty for shooting past allies in melee, right?
Grith fires off another fire bolt, trying his best to concentrate on any damaged skeletons.
Fire Bolt: 1d20 + 2 ⇒ (14) + 2 = 16, Damage: 1d10 ⇒ 4


HP: 24/24 | AC: 18 | Init: +0 | Saves: Str: +1, Dex: 0, Con: +2, Int: -1, Wis: +5, Cha: +3 | Hit Dice Remaining: 2d8 | Passive Perception: 13 | Spell Save DC: 13 | Spell Slots Remaining: 1st: 0/4, 2nd: 0/2

looks like they'd get half cover (+2 AC) but no other penaltys that I can see.

EDIT: I think your attack roll was meant to be +4 Grith?


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

Oops! Yes. My mistake.

-Posted with Wayfinder


"Finders keepers!" the Skeleton in the back yells.

And somehow the other skeletons interpret that to attack in mass. A group of 6 in two-by-two marched toward the party. Two of them attack but neither one finds any purchase in the tight tunnels.

War Pick versus Derval: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 ⇒ 7

War Pick versus Randal: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 ⇒ 1

Everyone is up again.


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

Grith lays down more fire, excluding his allies.
Burning Hands: 3d6 ⇒ (6, 1, 5) = 12
Dex Half


- INACTIVE (finished campaign) -

We'll be doing the finding from here out, eh? Alton takes aim at another skeleton.

Shortbow, attack: 1d20 + 7 ⇒ (14) + 7 = 21
Shortbow, damage: 1d6 + 3 ⇒ (1) + 3 = 4


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

I keep helping Randal as before.


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

1d20 + 4 ⇒ (4) + 4 = 8
Dervel attacks the newest dwarf skeleton but cannot seem to land a blow in the hustle and bustle of the melee. Instead, he shoves his shield in the way of the skeleton attacking Randall, "Find this, you bastard, and leave my friend alone.”

Protection :
When a creature you can see tacks a target other than you at is within five feet of you, u can use your reaction to moose disadvantage on the attack roll. You must wielding a shield.


HP: 24/24 | AC: 18 | Init: +0 | Saves: Str: +1, Dex: 0, Con: +2, Int: -1, Wis: +5, Cha: +3 | Hit Dice Remaining: 2d8 | Passive Perception: 13 | Spell Save DC: 13 | Spell Slots Remaining: 1st: 0/4, 2nd: 0/2

Mace!: 1d20 + 4 ⇒ (3) + 4 = 7
Advantage: 1d20 + 4 ⇒ (5) + 4 = 9
1d6 + 2 ⇒ (2) + 2 = 4

Randal strikes out at the skeleton in front of him and mentally sends the spectral mace to the back ranks of the skeletons to strike at one there.

Spiritual Mace!: 1d20 + 5 ⇒ (14) + 5 = 19
1d8 + 3 ⇒ (7) + 3 = 10

Hey Vasayo, I appreciate the assists but next round aid Derval. I'm going to heal myself.


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

That would be great, I'll use my Action Surge then too.


"Finders Keepers!! the skeleton screams madly again before Randal's spiritual mace destroyed one of the skeletons, while Alton wounded one another with an arrow, taking a chunk of his skull off.

Reflex Saves: 3d20 ⇒ (15, 10, 6) = 31

And then Grith unleashes a torrent of flame that destroys another 3 skeletons.

8 Skeletons destroyed so far. 7 left including Mr. Finders Keepers.

Another group of 4 move in to attack the party. One of them attacks Randal but Derval dives in and blocks the strike with his own shield, before moving it in time to block an attack to himself.

War Pick vs Randal, with Disadvantage: 1d20 + 5 ⇒ (5) + 5 = 10
War Pick vs Randal, with Disadvantage: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 ⇒ 8

War Pick vs Derval: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 ⇒ 3

Everyone is up again. You guys have really found a groove. "Now, in that narrow corridor, their numbers will count for nothing."


- INACTIVE (finished campaign) -

Alton lets fly with another arrow.

Shortbow, attack: 1d20 + 7 ⇒ (1) + 7 = 8


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

Seeing how Randal manages pretty good, Vasayo decides to now help Dervel.

-Posted with Wayfinder


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

"Randal, can you hit that leader one up the back with the Spiritual Weapon spell?"

Dervel furiously swings his war hammer, pieces of bone shattering left and right - and somehow he still manages to shield his friend.

War Hammer: 1d20 + 4 ⇒ (12) + 4 = 16
with Advantage: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

War Hammer, Action Surge: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
EDIT:
Crit Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Protection for Randal:
When a creature you can see tacks a target other than you at is within five feet of you, u can use your reaction to moose disadvantage on the attack roll. You must wielding a shield.


HP: 24/24 | AC: 18 | Init: +0 | Saves: Str: +1, Dex: 0, Con: +2, Int: -1, Wis: +5, Cha: +3 | Hit Dice Remaining: 2d8 | Passive Perception: 13 | Spell Save DC: 13 | Spell Slots Remaining: 1st: 0/4, 2nd: 0/2

Randal's heart flutters as Dervel saves him from a nasty blow.
" I'll try! "
He chants a healing prayer to cure his wounds and directs his spiritual mace to strike at the skeleton in command.

Cure wounds form 1st slot
Healing: 1d8 + 3 ⇒ (6) + 3 = 9

Spirit Mace!: 1d20 + 5 ⇒ (17) + 5 = 22
Macing: 1d8 + 3 ⇒ (1) + 3 = 4

First Lvl slots remaining 1/4


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

Grith lays out more fire, seeing its effectiveness.
Burning Hands: 3d6 ⇒ (5, 1, 6) = 12
Dex Half


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Dex Saves: 3d20 ⇒ (1, 8, 2) = 11

Derval smashes one skeleton to bits with a satisfying slam from his warhammer. Then Grith follows it up with another sweep of fire that disintegrates three more. Meanwhile Randal's conjured mace of radiant energy chips a chunk of bone off the Mad Skeleton in the back.

"Finders keepers!"

He then moves forward himself to attack Randal but misses badly.

War Pick Vs Randal: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 ⇒ 8

The other skeletons move in as well with one of them attacking Derval.

War pick: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d8 ⇒ 6

-Posted with Wayfinder


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

Grith summons another blanket of fire.
"Keep it up lads! I'll take my warhammer to them if it comes to that!"
Burning Hands: 3d6 ⇒ (2, 1, 1) = 4
Dex Half
EDIT: Awww...


HP: 24/24 | AC: 18 | Init: +0 | Saves: Str: +1, Dex: 0, Con: +2, Int: -1, Wis: +5, Cha: +3 | Hit Dice Remaining: 2d8 | Passive Perception: 13 | Spell Save DC: 13 | Spell Slots Remaining: 1st: 0/4, 2nd: 0/2

Randal swings his mace at finders keepers while mentally directing his spiritual weapon to move and do the same.
" Come on let's finish them off! "

Mace!: 1d20 + 4 ⇒ (8) + 4 = 12
1d6 + 2 ⇒ (6) + 2 = 8

Spiritual Mace!: 1d20 + 5 ⇒ (8) + 5 = 13
1d8 + 5 ⇒ (5) + 5 = 10


Randal's spiritual mace smashes the skeleton yelling "Finders Keepers", knocking it to the ground. It whispers "... keepers," and then its glowing red eyes full of hatred and menace for all living things simply fade away. It shudders one last time and then stops moving forever.

Grith manages to burn the last two skeletons, but they hold their feet.

Alton, Derval and Vasayo are still up. Two Skellymans still standing.

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