The B Team - A 5e Adventure (Inactive)

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M Rattus norvegicus

Please dot and delete.


M Rattus norvegicus

You are all on the road, traveling together. You may all know each other. You may not. Perhaps one of you met the rest on that last bridge as you waited for the toll guards to let you pass (they claimed it wasn't safe to pass the bridge and you were forced to wait there for several hours). Or maybe you joined up back at the last town, having just met each other and enjoyed the mutual company over a mug of ale or cup of tea. Or maybe you're complete strangers who just happen to be on the same road at the same time, accompanied by your own attaché.

Whatever your circumstances are, you're all now traveling together. You're on the road headed to the town of Hillsfar, in the southern Moonsea region of the Sword Coast.

Please put in an introductory post, describing your character (looks, personality, etc...) and why you're now with this group.

You may or may not know the recent history of Hillsfar, and how the city was corrupted by a demon lord, which nearly caused the citizens to tear the city apart as a massive boom of chaos and construction overwhelmed nearly all other aspects of life - but either way, this adventure will not actually take place in Hillsfar, but rather the surrounding hills and countryside.


Corso walks slowly, ever slowly. Some might say that it was to take in the great vistas to be had along the road, over the plains overlooking the Moonsea. Others may instead think he's being cautious, for the roads north of the great forest of Cormanthor had a bad reputation, and bandits or worse were never far.

But no, none of those explanations could explain the sneer of disdain on Corso's face. Corso walks slow because Corso is utterly peeved at being on the road, adventuring, and bound for dreadful Hillsfar, of all places!

He takes in a deep breath, watching the Moonsea extend north, then lets a deep sigh out.

How did it come to be? He thinks, readjusting his lavish vest of red and gold and his immaculate shirt to ease his sighing, revealing a massive scar hiding under his silk cravate.

Of course, the crow did not say why. It never did.

He looks over to his companions, the other unfortunate who had had to wait at the bridge. Brought together by bureaucratic nonsense, they formed a small platoon. An island of safety, he thinks, and say: "I dare say, those guards took their sweet time at the bridge. My opinion is that they were waiting to be bribed. Perhaps one of us should have done so, hm?"

Well, not me anyway! he adds to himself.


Female GC Half-Elf Cleric (Trickery) 8 | HP: 59/59 | AC: 16 | Ins +8, Perc +8, Inv +4, Stea +5, Rel +4, Hist +4 | Saves: S-1, D2, C2, W8*, I1, Ch4* | Init +2 | PP: 23 | Spd: 30' | Insp: No | Channel 2/2 HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4), 2 (3/3), 3 (3/3), 4 (2/2) | Status: Normal

Watching a bird of prey circling over a stretch of prairie to the south, Shie replies boredly to her unhappy kinsman ”We would probably still be there if our dwarf friend would not have arrived, full regalia Battlerager.” She nods briefly ahead at Kag. ”Tymora’s work to be sure. The guards wanted nothing to do with an angry metal porcupine. Can’t say as I blame them”

Shiesha walked happily along with the others, viewing the extra security on this leg of her trip to Hillsfar as yet another boon of luck. At the mention of her Lady of Fortune she rubs her finger down a small feather tied subtlety into her blonde hair. She shifts the weight of her backpack, a crossbow and bolt case strapped to it making the weight considerable for her light frame. Her worn traveling clothes were in good condition but nothing fancy, she could easily blend into a crowd and not stand out.

Her attention returns to the bird of prey as it dives toward the ground, her elven heritage allowing clear view of the air strike. She watches as the bird flies back into the sky empty handed. The Tymorian cleric smiles to herself knowly and continues walking.


Female GC Half-Elf Sorcerer (Wild Magic) | HP: 26/58 | AC: 16 | Acr: +6 Dec: +8 Perc: +3 Pers: +8 Perf: +8 Ste: +6 | Saves: S -1, D 3, C 6, I -1, W 0, Ch 8 | Init: +3 adv? | PP: 13 | Spd: 30' | Insp: No | HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4) 2 (3/3) 3 (1/3) 4 (2/2) | SorcPo: 5/8 | ToC: Y | Status: Normal

Wow! Awesome intros, guys! Go half-elves!

Allie walked along sadly with her crooked walking stick. The young girl plodded forward in her brown dress, eyes down. She didn't want to visit her aunt and uncle in Hillsfar. They always made her do so many chores and spoke harshly to her. But things were getting a little too, hot, at home. The watch was close to connecting her to the brawl. So, much to her parents' surprise, she begged to visit her grouchy relatives in Hillsfar. It's not fair! I didn't mean to start that brawl! But her justifications didn't make her feel any better...

She glanced at the handsome man and the beautiful lady. I'll never be as attractive as her to get a man as sophisticated as him... I'm just a walking disaster... But she brightened up at talk of the scary Dwarf. "Oh yes! He looks like he's been through some incredible battles... Um, have you Mr. Dwarf?" Remembering her manners at the last minute, she blurts out "Oh and I'm Allie, by the way!!"


"Hm. Certainly, there is something to be said about a war-like look, or a woodsman look when it comes to walking the dreadful empty space of these realms. I can'T say it doesn't have its advantages! For one, keeps everyone at bay, which is great if your goal is to avoid bandits. Secondly, dirty rags cannot get any worse, so it's one thing lees to worry about, I guess... And then of course, it serves to explain the smell, so people are not wondering, which is clarifying... Don't you think?" he says, and allows a thin smile.


Female GC Half-Elf Sorcerer (Wild Magic) | HP: 26/58 | AC: 16 | Acr: +6 Dec: +8 Perc: +3 Pers: +8 Perf: +8 Ste: +6 | Saves: S -1, D 3, C 6, I -1, W 0, Ch 8 | Init: +3 adv? | PP: 13 | Spd: 30' | Insp: No | HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4) 2 (3/3) 3 (1/3) 4 (2/2) | SorcPo: 5/8 | ToC: Y | Status: Normal

Allie can't catch her giggle before it escapes at the talk of explaining the smell. She turns red very quickly however and mumbles something about coughing.


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Male NG Firbolg Ranger (Beastmaster) 8 | HP: 68/68 | AC: 16 | An Han +5, Nat +3, Per +7, Ste +7 Sur +5 | Saves: S5*, D7*, C2, W2, I0, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: No | HD: 8/8 | Spell DC: 13 | Spells: 1 (4/4), 2 (3/3) | Status: Normal

Farran hears the laughter float across the open fields to where he was hidden. He smiles at the well-dressed man's explanation and looks down at his own worn, but clean clothing.

He has been following this group since they crossed the bridge at the Nala River Station. He could not understand why people would pay to cross a river when you could just trave a bit north to the ford and cross there, but there was a lot about 'civilization' he did not understand.

Standing close to 8 feet tall and just over 300 pounds, Farran was a typical firbolg. With brown hair, green eyes and large, slightly floppy ears tufted with fur, he resembled most of his kin. The only difference was the wispy beard that he sported. Most of his tribe could not grow facial hair, so this abnormality allowed him to 'show off' his difference to the others and stand out in the tribe. Which was how he got this job of watching the tradeway for any bandits and creatures harassing the merchants. The elves of the Cormanthyr had asked his tribe to take on the mantle of protectors of this stretch of the road and picked him specifically for this honour. He was sure that it was his 'beard' that caught their attention.

His daydreaming was brought to an end by a sharp pain on his leg.
"Hey! What are ye doin'? That hurt!"

Hunkered down beside him was his friend and companion, Ewan, a badger of gigantic proportions.

Ewan snuffed and swung his head to and frow as if trying to pass on some information.

"Aye, I see them moving along...I was not sleeping ya hairy pig!", Farran says with a smile as he scratches behind the titanic badger's ear.

"Ok, let's move an and keep them near at hand then.", he says as he stealthily gets up and follows the travellers onward.


Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

Sorry for the delay. I've had a couple of unexpected 14-hours days

The wood elf gracefully ambled behind the collection of travelers at literally half his normal walking pace to not outpace the dwarf. He had been exploring the forests of Cormanthor looking for pre-Retreat Elven antiques. He had not been to Hillsfar and heads there to explore their Elven ruins. It was a nice day for a stroll.

Edlethron is average height with short copper-colored hair and skin with emerald green eyes. His leather gear is well-maintained, and his fabric clothes are Elven woven. He carries a leather-sheathed handaxe at his waist and slings the rest of his gear over his shoulders: backpack, quiver, longbow, javelin and spear.

He surreptitiously observes the two half-elves wondering about their parentage and otherwise keeps to himself.


M Rattus norvegicus

The long road of the Southern Moonsea has the following features:
• Terrain. Rocky hills and narrow roads while the sea can be spotted to the north and the Cormanthor forest to the south.
• Weather. The weather is warm but often wet in the morning with a heavy fog clinging to the lands between the forest and sea.
• Light. Twilight leaves dim conditions past 60 feet. It is bright during the day and dark during the night.
• Smells and Sounds. The scent of the sea makes it this far inland, the sharpness of salt and fish mixing with the smells of plants and earth.
• Activity. During the last few days, there have been several other groups moving along the road, mostly armed merchants or nomads.

The day grows late as you make your way by road across the Southern Moonsea region upon a trade route connecting Hillsfar with Mulmaster. A beautiful sky of stars is slowing unfurling above.

The road itself has become increasingly rough, causing the route to wind around or over tall hills and rocky protrusion. Periodically, as you crest the knolls, you can see the glittering waters of the Moonsea to the north, the setting sun casting its colors across the flashing waves. To the south of you is the edge of the Cormanthor forest, an ancient woodland holding dead kingdoms and lost wonders. It is a great boundary to another world that encompasses all to the south.

As you ascend a tall hillock, shouts and panicked screams are heard ahead on the road, which narrows sharply between large hills.

A caravan comprised of five wooden-roof wagons, each pulled by two horses, is stalled in the narrow pass between the rocky hills.

The lead wagon appears stuck. Shadowy figures cloaked in tattered black robes menace the driver and passengers. Two horses are dead in their bridles and numerous guards lie motionless.

As the rearmost wagon begins to slowly pull away from the convoy, drivers struggling to get the horses to walk backwards in their bridles, more figures in ragged black come into view on a path thirty feet up the cliff face and begin to climb down towards the rear wagon.

Map updated! All PCs can act! If you want to start with surprise, then roll stealth.


Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

Stealth: 1d20 + 8 ⇒ (3) + 8 = 11

On instinct, Edlethron heads toward high ground on the left side of the road. The high ground is his best defense as his speed.

He doesn't know the caravan, the black-robed bandits, OR his traveling companions. So, don’t expect him to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

Move 50 ft + another Dash of 50 ft. Climbing costs no movement penalty due to Athlete feat. Heading toward the top center of the map behind cover to maintain stealth if he hasn't been noticed.


Female GC Half-Elf Sorcerer (Wild Magic) | HP: 26/58 | AC: 16 | Acr: +6 Dec: +8 Perc: +3 Pers: +8 Perf: +8 Ste: +6 | Saves: S -1, D 3, C 6, I -1, W 0, Ch 8 | Init: +3 adv? | PP: 13 | Spd: 30' | Insp: No | HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4) 2 (3/3) 3 (1/3) 4 (2/2) | SorcPo: 5/8 | ToC: Y | Status: Normal

Allie panicks a little and whispers to the others. "Oh no!!! I'm so scared!! But we have to help them!"

Ste: 1d20 + 6 ⇒ (19) + 6 = 25

The strange girl promptly disappears into some bushes. There's no sign of her except for occasional concerned mumblings coming from closer and closer to the apparent bandits.

Move 30 ft forward and cast a spell if we/I have a surprise round. Unsure how to move myself on the map, though I think I see the little Allie token.


Male NG Firbolg Ranger (Beastmaster) 8 | HP: 68/68 | AC: 16 | An Han +5, Nat +3, Per +7, Ste +7 Sur +5 | Saves: S5*, D7*, C2, W2, I0, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: No | HD: 8/8 | Spell DC: 13 | Spells: 1 (4/4), 2 (3/3) | Status: Normal

Following the group from the bluff above, Farran sees the caravan and the creatures attacking it. He quickly moves forward with Ewan firing from his longbow at the dark-cloaked figures.

Stealth: 1d20 + 5 ⇒ (4) + 5 = 9

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d8 + 4 ⇒ (6) + 4 = 10


Female GC Half-Elf Cleric (Trickery) 8 | HP: 59/59 | AC: 16 | Ins +8, Perc +8, Inv +4, Stea +5, Rel +4, Hist +4 | Saves: S-1, D2, C2, W8*, I1, Ch4* | Init +2 | PP: 23 | Spd: 30' | Insp: No | Channel 2/2 HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4), 2 (3/3), 3 (3/3), 4 (2/2) | Status: Normal

Shie sees the danger ahead and slips down into some foliage off the side of the road very similarly to the young Allie. The one difference is that as she does, inexplicably she still stands where she stood reaching into her sheath pulling out her dagger. The version of her still standing on the road then runs forward to battle.

she dives into cover as she uses channel divinity Invoke Duplicity.
Bonus action to run it forward to combat to distract one of the raiders coming down to intercept the wagon. The strategy here being to next round is to hide as my action and bonus action cast spiritual weapon and combine the illusion and spiritual dagger to seem like the illusions weapon is actually striking. If you don’t think this is something we can do let me know but it seemed reasonable to me.


Female GC Half-Elf Sorcerer (Wild Magic) | HP: 26/58 | AC: 16 | Acr: +6 Dec: +8 Perc: +3 Pers: +8 Perf: +8 Ste: +6 | Saves: S -1, D 3, C 6, I -1, W 0, Ch 8 | Init: +3 adv? | PP: 13 | Spd: 30' | Insp: No | HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4) 2 (3/3) 3 (1/3) 4 (2/2) | SorcPo: 5/8 | ToC: Y | Status: Normal

Love it, Shiesha! Bookrat, can I assume I have a surprise round? Or would all of us or none of us have a surprise round?

Concerned, Allie stands up out of the bushes close to the bandits and flails her arms around wildly in concern. Accidentally, she brings forth a vivid cube of colors on top of the bandits. She yelps in surprise and ducks back into the bushes to take cover.

Hypnotic pattern. I can't seem to move or place things on the map but I'd like to drop it on as many of the attackers as possible. I don't mind also hitting the wagoners with it.


"We need to save those poor souls..." says Corso, but there is a little bit less intent than should be expected in his tone. As everyone seems to go in different directions, he smiles at the giant with the bow. "Hm yes, obviously..." he mumbles to himself, then moves in the wake of the giant, making sure Farran stays between him and the assailers.

As the giant fires, he shrugs and fires as well at the same target, but instead of a bow and arrows, Corso uses his hands, gathering then releasing eldritch power, while mumbling: "Yes, exactly, just so..."

Eldritch Blast: 1d20 + 8 ⇒ (5) + 8 = 131d10 + 5 ⇒ (7) + 5 = 12
Eldritch Blast: 1d20 + 8 ⇒ (7) + 8 = 151d10 + 5 ⇒ (9) + 5 = 14


M Rattus norvegicus

Sorry guys. I was super busy this weekend.ended up doing patch repair on my road, laying down about 1600 lbs of road. Yes, you guys can get surprise. I'll be trying to update the game tomorrow. For now, I'll try to update the map before I go to bed. :)

Regarding the map, I'm using a map app on my phone and then taking a screen shot. You can't actually move your pieces.

Shiesha, that sounds like a great idea!


Female GC Half-Elf Sorcerer (Wild Magic) | HP: 26/58 | AC: 16 | Acr: +6 Dec: +8 Perc: +3 Pers: +8 Perf: +8 Ste: +6 | Saves: S -1, D 3, C 6, I -1, W 0, Ch 8 | Init: +3 adv? | PP: 13 | Spd: 30' | Insp: No | HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4) 2 (3/3) 3 (1/3) 4 (2/2) | SorcPo: 5/8 | ToC: Y | Status: Normal

Wow! 1600 lbs of road? What kind of road? Why? How did you have the resources/authorization to do that? I happen to know you don't work in construction. XD

Cool! Allie would like to accidentally plop the hypnotic pattern revonant (sp?) and wight. I don't think she can quite make it reach the other wight but that'd be cool. XD


M Rattus norvegicus

While the others move into position, Corso and Farran fires energy and arrows into the dark figures, three of them landing true. The cloaked figure turns and screeches at you, and you can see these are no ordinary bandits

Allie pops out from her hiding space and causes a beautiful rainbow to appear on top of two of the "bandits."

The revenant seems uneffected by it.

Wight Wis: 1d20 + 1 ⇒ (1) + 1 = 2
Horse Wis: 1d20 ⇒ 3

The wight and the horse both stop dead in their tracks.

The revenant turns towards you, and in a raspy, dry voices the undead warn you away, Come not between us and those who we hunt.

We deliver justice, for these greedy mortals have dared transgress against us. All who aid them are guilty. Our actions are holy, our mission sacred. It is our duty to guard the relics lain down in the barrows.

All who would compromise our duty are to be purged. We are the Order of Dawnfire, led by our Lady Alisandra Solina.

Widsom (Insight) DC 14:
The undead are distracted and disoriented. This information will be important later on in the adventure.

Intelligence (Religion or History) DC 14:
You recall the following about the Order of Dawnfire:

• The Order was mostly composed of paladins who sought to gather and secure evil relics and defend the settlements around the Moonsea.

• The order was named after the sect’s powerful holy sword and their keep, a bronze citadel that would blaze at sunrise. The leader’s name was Alisandra Solina. The paladins were sometimes referred to as the Knights of Solina or Dawnfire Knights.

• The order was wiped out six centuries ago fighting a frost giant leading a war band from the Galena Mountains. Oddly, the old chronicles mentioned the battlefield being littered with undead yet there were no known practitioners of arcane or divine arts among the frost giant’s band.

• Solina’s holy sword, from which the order took its name, had its blade shattered during the fateful battle. The hilt is rumored to still hold powerful magic.

HP Count:

Wight, -24 HP


Female GC Half-Elf Sorcerer (Wild Magic) | HP: 26/58 | AC: 16 | Acr: +6 Dec: +8 Perc: +3 Pers: +8 Perf: +8 Ste: +6 | Saves: S -1, D 3, C 6, I -1, W 0, Ch 8 | Init: +3 adv? | PP: 13 | Spd: 30' | Insp: No | HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4) 2 (3/3) 3 (1/3) 4 (2/2) | SorcPo: 5/8 | ToC: Y | Status: Normal

Insight: 1d20 + 0 ⇒ (4) + 0 = 4
Int: 1d20 - 1 ⇒ (16) - 1 = 15

Allie pops out of the bushes. "Funny! I've totally heard of those guys! My dad is a big nerd about them!" She then shares the relevant information.


M Rattus norvegicus

Map updated!

Allie - you're currently hiding in some bushes about 25 feet ahead of several of the others. Did you want to yell out the info?


Insight: 1d20 + 4 ⇒ (12) + 4 = 16

Corso responds back at Allie: "Well, Allie, right? Well, Allie, don't take it personally: That's all very interesting, but unhelpful. Did your pop mention whether these guys were the real deal? I mean, they sound like they're doing the right thing, but they don't look like holy warriors! More unholy, if any asks for my opinion... In any case, something bothering them. They behave... Distracted?"

Is it our turn to act?


Female GC Half-Elf Cleric (Trickery) 8 | HP: 59/59 | AC: 16 | Ins +8, Perc +8, Inv +4, Stea +5, Rel +4, Hist +4 | Saves: S-1, D2, C2, W8*, I1, Ch4* | Init +2 | PP: 23 | Spd: 30' | Insp: No | Channel 2/2 HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4), 2 (3/3), 3 (3/3), 4 (2/2) | Status: Normal

Insight: 1d20 + 8 ⇒ (16) + 8 = 24
Religion: 1d20 + 4 ⇒ (12) + 4 = 16

Shiesha looks to Corso from her cover behind the rocks. ”Allie is right about the name, these creatures seem to be acting oddly as well. There may be truth in what they speak but who is to say? Perhaps the undead will parle? If not, I see no other choice but to defend the caravan.”

The illusion reaches out her hand and a blast of radiant energy strikes the ground in front of the nearest undead creature. Obviously a warning shot. As the creatures look at the illusion Shie points at her dagger and and returns it to her sheath as instruction to the undead for them to do the same.


M Rattus norvegicus

Yes, PCs are up. Sorry! Difficult to remember everything while bring exhausted. Guess I had disadvantage on my check. ;)


Do we see anyone alive from the caravan? Do they have anything to say in response to the undead?


M Rattus norvegicus

Up ahead a few wagons, where that other wraith is, you can see one caravan guard fighting it. There are plenty of Non-Combatants in the wagons themselves that the undead are trying to extract and kill.

At this point, they're too frightened to respond to the revenant's accusations.


Female GC Half-Elf Sorcerer (Wild Magic) | HP: 26/58 | AC: 16 | Acr: +6 Dec: +8 Perc: +3 Pers: +8 Perf: +8 Ste: +6 | Saves: S -1, D 3, C 6, I -1, W 0, Ch 8 | Init: +3 adv? | PP: 13 | Spd: 30' | Insp: No | HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4) 2 (3/3) 3 (1/3) 4 (2/2) | SorcPo: 5/8 | ToC: Y | Status: Normal

I figured Allie lost stealth when she cast the spell so yeah I'll yell it. So HP was my surprise round? Since the undead are still attacking, I'll firebolt the revenant with my round 1 action if I won init.

Fbolt: 1d20 + 8 ⇒ (13) + 8 = 21
Dam: 2d10 ⇒ (7, 10) = 17


Female GC Half-Elf Cleric (Trickery) 8 | HP: 59/59 | AC: 16 | Ins +8, Perc +8, Inv +4, Stea +5, Rel +4, Hist +4 | Saves: S-1, D2, C2, W8*, I1, Ch4* | Init +2 | PP: 23 | Spd: 30' | Insp: No | Channel 2/2 HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4), 2 (3/3), 3 (3/3), 4 (2/2) | Status: Normal

if the warning shot and request for a halt to the hostilities is not responded to, she will also continue with her attack plans. I’m waiting to see if there is a response however.


M Rattus norvegicus

The creatures refuse to parley, only wishing to (reluctantly) attack the caravan


Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

Insight: 1d20 + 4 ⇒ (13) + 4 = 17
Religion: 1d20 ⇒ 4

This is not right. Undead are a plague of life. Edlethron thinks while readying his longbow and knocking an arrow. He targets the far wight and looses two arrows in rapid succession.

Longbow: 1d20 + 8 ⇒ (14) + 8 = 22
if hit, piercing damage: 1d8 + 5 ⇒ (5) + 5 = 10

Longbow: 1d20 + 8 ⇒ (13) + 8 = 21
if hit, piercing damage: 1d8 + 5 ⇒ (1) + 5 = 6

"Fight me, undead!" He calls to the far wight to distract it from the caravan.


Corso keeps on shooting and says, unhelpful: "Damn it, Big Guy! Did you not hear them? They'll kill those travellers, then us, most likely. Don't just stand there!? Shoot at them!"

Aiming for the closest to me.

Eldritch Blast: 1d20 + 8 ⇒ (18) + 8 = 261d10 + 5 ⇒ (8) + 5 = 13

Eldritch Blast: 1d20 + 8 ⇒ (14) + 8 = 221d10 + 5 ⇒ (7) + 5 = 12


Male NG Firbolg Ranger (Beastmaster) 8 | HP: 68/68 | AC: 16 | An Han +5, Nat +3, Per +7, Ste +7 Sur +5 | Saves: S5*, D7*, C2, W2, I0, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: No | HD: 8/8 | Spell DC: 13 | Spells: 1 (4/4), 2 (3/3) | Status: Normal

Farran looks down at the Half-elf and nods. Taking up his bow again, he fires at the same creature.

Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d8 + 4 ⇒ (1) + 4 = 5


M Rattus norvegicus

Corso's Eldrtich Blast destroys the first Wight.

Edlethron's arrows both strike true on the far Wight, but don't seem to do as much damage as they should. Wight, -8 HP

Farran, needing a new target, aims at RW: 1d2 ⇒ 2 the other wight, one arrow hitting and one just barely missing. Wight, -11 HP

Allie firebolts the revenant. Rev, -17 HP

The undead ingore Sheila's gestures of peace and parley.

2d20 ⇒ (17, 18) = 35
2d8 ⇒ (6, 4) = 10

The wight attacks the guard in front of it, hitting twice and slaying the final guard of the caravan.

2d20 ⇒ (9, 15) = 24

The revenant ignored the new attackers and focuses on the caravan, reaching in and grabbing one of the occupants, an older man in dark clothing. The revenant pulls him out of the wagon and crushes his skull. The man falls dead at the wheels of the wagon.

Up ahead, beyond the first wagon, come three more of these shadowy undead monsters - another revenant and two more wights! They all close in on the first wagon!

All PCs are up! Map updated!

If your PC is in the wrong spot, please tell me! I made this post in a rush this morning and very likely could have missed something.


Female GC Half-Elf Cleric (Trickery) 8 | HP: 59/59 | AC: 16 | Ins +8, Perc +8, Inv +4, Stea +5, Rel +4, Hist +4 | Saves: S-1, D2, C2, W8*, I1, Ch4* | Init +2 | PP: 23 | Spd: 30' | Insp: No | Channel 2/2 HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4), 2 (3/3), 3 (3/3), 4 (2/2) | Status: Normal

move the illusion toward the far back of Undead about twenty feet and that should put them easily within 120ft of the duplicate.

The duplicate of Shie moves forward and places her hand into a strange pattern. Another bolt of radiant energy flies from her hands at the pack of undead creatures n the far side of the caravan. targetting the revenant on the far side of the map. Shiesha then moves to the southern side of the large rock by Allie’s bush. She’s hoping her friends can end the threat of the revenant as she focuses further up the caravan.

Guiding Bolt: 1d20 + 8 ⇒ (10) + 8 = 18
Radiant Damage: 4d6 ⇒ (1, 3, 3, 3) = 10 advantage on the next attack targetting this creature until the end of my next turn.

bonus action to move the illusion forward and action to cast through the illusion. Move action to move forward.


Male NG Firbolg Ranger (Beastmaster) 8 | HP: 68/68 | AC: 16 | An Han +5, Nat +3, Per +7, Ste +7 Sur +5 | Saves: S5*, D7*, C2, W2, I0, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: No | HD: 8/8 | Spell DC: 13 | Spells: 1 (4/4), 2 (3/3) | Status: Normal

Taking a moment to murmur a few mystical words over his bow (bonus action-cast Hunter's Mark), Farran aims at the creature which spoke to them, marking him as a special enemy of nature.

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 4 ⇒ (1) + 4 = 5

HM: 1d6 ⇒ 5

Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

HM: 1d6 ⇒ 5


Female GC Half-Elf Sorcerer (Wild Magic) | HP: 26/58 | AC: 16 | Acr: +6 Dec: +8 Perc: +3 Pers: +8 Perf: +8 Ste: +6 | Saves: S -1, D 3, C 6, I -1, W 0, Ch 8 | Init: +3 adv? | PP: 13 | Spd: 30' | Insp: No | HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4) 2 (3/3) 3 (1/3) 4 (2/2) | SorcPo: 5/8 | ToC: Y | Status: Normal

Allie yelps at the carnage. "Ack!!! Help them!"

Twinned haste on Farran and Edlethron. Can Farran go ahead and take his extra attack?


"Nice shooting Big Guy! HEY EVERYONE! STOP WITH THE TICKLING AND CONCENTRATE YOUR FIRE ON THE SAME TARGET! Geesh! It's like they never fought outnumbered?!" he comments, eyes rolling as he shoots at the same target Farran is going for.

Eldritch Blast: 1d20 + 8 ⇒ (6) + 8 = 141d10 + 5 ⇒ (2) + 5 = 7

Eldritch Blast: 1d20 + 8 ⇒ (6) + 8 = 141d10 + 5 ⇒ (6) + 5 = 11

I shouldn't roll my eyes so much. It's harder to aim... But they needed to hear it! he rationalizes.


M Rattus norvegicus

Yes, they can take their haste action immediately.


Male NG Firbolg Ranger (Beastmaster) 8 | HP: 68/68 | AC: 16 | An Han +5, Nat +3, Per +7, Ste +7 Sur +5 | Saves: S5*, D7*, C2, W2, I0, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: No | HD: 8/8 | Spell DC: 13 | Spells: 1 (4/4), 2 (3/3) | Status: Normal

After firing his arrows, Farran feels a slight tingle travel throughout his body and suddenly everything around him seems to be moving slowly. He sees his 2 arrows flying towards the enemy, and reaching back draws and fires a third arrow with seeming ease.

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

HM: 1d6 ⇒ 3


Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

Edlethron feels a buzz wash over him as the world slows down. He hustles down the embankment. When he gets to the bottom, he lines up the two wights while unslinging his bolt of lightning. He throws his magic javelin triggering the a bolt of lightning.

Move 100 ft
Haste action: Lightning Bolt Dex DC 13: 4d6 ⇒ (1, 1, 1, 4) = 7

With plenty of time to spare, he knocks and fires a couple more arrows at some wounded wight.

Normal attack: extra attacks
Longbow: 1d20 + 8 ⇒ (8) + 8 = 16
if hit, piercing damage: 1d8 + 5 ⇒ (2) + 5 = 7

Longbow: 1d20 + 8 ⇒ (8) + 8 = 16
if hit, piercing damage: 1d8 + 5 ⇒ (2) + 5 = 7


M Rattus norvegicus

Ed, I think that's about where you wanted to go on the map. Close enough to the two wights to hit them with the javelin, still close enough to move to them if you need to.

Allie causes time to slow down for two of her allies, allowing them to move much faster than a normal person could.

They immediately take advantage of it, the elf firing at the wights while everyone else focuses on the revenant.

Dex Save: 1d20 + 2 ⇒ (7) + 2 = 91d20 + 2 ⇒ (3) + 2 = 5

All attacks hit.

The undead continue to ignore their own assaulters, choosing to focus on the target of their ire.

Three more citizens are ripped from wagons.

7d20 ⇒ (10, 4, 11, 19, 17, 5, 20) = 86

HP Count:

R1: -50
R2: -10
W1: -18
W2: -7
W3: -7

Civilains remaining: 16/20

Map updated, all PCs up!

The revenant who was not hit by Shiella's radiant guiding bolt seems to be healing itself.


Female GC Half-Elf Sorcerer (Wild Magic) | HP: 26/58 | AC: 16 | Acr: +6 Dec: +8 Perc: +3 Pers: +8 Perf: +8 Ste: +6 | Saves: S -1, D 3, C 6, I -1, W 0, Ch 8 | Init: +3 adv? | PP: 13 | Spd: 30' | Insp: No | HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4) 2 (3/3) 3 (1/3) 4 (2/2) | SorcPo: 5/8 | ToC: Y | Status: Normal

Allie tries to cooperate and points at the creature Corso said to fire on. "Yeah he's the one to g... Whoop!" To her surprise, a burst of flame shoots from her finger.

Fbolt: 1d20 + 8 ⇒ (2) + 8 = 10
Dam: 2d10 ⇒ (8, 9) = 17

Wild magic for hp: 1d20 ⇒ 11
WM for haste: 1d2 ⇒ 1
Surge: 1d100 ⇒ 89

The young girl turns invisible for a moment as the magic swirls randomly around her. But then she re-appears when the fire erupts from her confused hand.


Corso nods at Allie and continues to fire darkness at the undead.

Eldritch Blast: 1d20 + 8 ⇒ (2) + 8 = 101d10 + 5 ⇒ (8) + 5 = 13

Eldritch Blast: 1d20 + 8 ⇒ (15) + 8 = 231d10 + 5 ⇒ (5) + 5 = 10


Female GC Half-Elf Cleric (Trickery) 8 | HP: 59/59 | AC: 16 | Ins +8, Perc +8, Inv +4, Stea +5, Rel +4, Hist +4 | Saves: S-1, D2, C2, W8*, I1, Ch4* | Init +2 | PP: 23 | Spd: 30' | Insp: No | Channel 2/2 HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4), 2 (3/3), 3 (3/3), 4 (2/2) | Status: Normal

Shiesha’s non illusion needs moves 40ft east and 10ft north pls.

Using the faint glow in the Revenant 2 she struck befor, Shiesha’s weaves a pattern with her hands and releases a dagger of mystic energy that flies toward the target.
Guiding Bolt 4th: 1d20 + 7 ⇒ (3) + 7 = 101d20 + 7 ⇒ (3) + 7 = 10 whiff
The illusion then turns and twists it’s fingers and calls forth a less complex spell. Revenant 1 is surrounded by radiant flames.
Radiant Damage DEX DC 16: 2d8 ⇒ (3, 1) = 4


M Rattus norvegicus

Ed, Farran? You guys still around?


Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

With everything still slow, Edlethron slings his longbow and calls upon the elemental power of water and attempts to knock the wight (W2) down.

Haste attack Water Whip:
You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don’t pull it or knock it prone.

Dex DC 15 bludgeoning damage and knock it prone: 3d10 ⇒ (8, 8, 2) = 18

Then, the wood elf moves up and pummels the wight.
Move to adjacent
unarmed: 1d20 + 8 ⇒ (1) + 8 = 9
if hit, magical bludgeoning: 1d6 + 5 ⇒ (4) + 5 = 9
Extra attack unarmed: 1d20 + 8 ⇒ (10) + 8 = 18
if hit, magical bludgeoning: 1d6 + 5 ⇒ (1) + 5 = 6
Bonus attack unarmed: 1d20 + 8 ⇒ (16) + 8 = 24
if hit, magical bludgeoning: 1d6 + 5 ⇒ (2) + 5 = 7

If prone, advantage
unarmed: 1d20 + 8 ⇒ (17) + 8 = 25
Extra attack unarmed: 1d20 + 8 ⇒ (16) + 8 = 24
Bonus attack unarmed: 1d20 + 8 ⇒ (3) + 8 = 11


Male NG Firbolg Ranger (Beastmaster) 8 | HP: 68/68 | AC: 16 | An Han +5, Nat +3, Per +7, Ste +7 Sur +5 | Saves: S5*, D7*, C2, W2, I0, Ch0 | Init +2 | PP: 9 | Spd: 25' | Insp: No | HD: 8/8 | Spell DC: 13 | Spells: 1 (4/4), 2 (3/3) | Status: Normal

Huh..my post disappeared...will repost...sorry about that!

Farran watches the creature before them heal itself. Still experiencing the world moving in slow motion, Farran fires more arrows at the undead creature (R1).

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

HM: 1d6 ⇒ 5

Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

HM: 1d6 ⇒ 3

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

HM: 1d6 ⇒ 3


M Rattus norvegicus

Allie's Firebolt misses, flying over the shoulder of the revenant and nearly catching some grass on fire.

Corso has a blast of magical energy hit the Rev 1.

Farran launches three arrows into Rev 1.

Shiela barely misses Rev2, but surrounding Rev1 with Radiant damage, but it seems uneffected by it.
Dex: 1d20 + 2 ⇒ (20) + 2 = 22

The quick moving elf conjures a watery whip and then slams into the wights, fists a-flying.
Dex: 1d20 + 2 ⇒ (13) + 2 = 15
The whip hits the wight, but not nearly as hard as when the elf hits the wight.

Attacks: 7d20 ⇒ (8, 3, 10, 15, 4, 19, 18) = 77

Three more civilians are dragged out of the wagon and killed.

I've decided to go with two rolls above 10 is equal to one civilian death. I'll stick with that going forward. The module doesn't give any concrete rules, it just says to narrate it.

Both Revenants start to heal. Now that you've been engaged in battle a little bit, you can see that these Revenants do not heal when they take Radiant damage.

HP Count (Players can view):

R1: -77
R2: -10
W1: -18
W2: -29
W3: -7

Civilains remaining: 13/20

All PCs up. You'll note that we're not using initiative this combat. For this battle, I'm just putting you guys in whatever order works out best for you.


Female GC Half-Elf Sorcerer (Wild Magic) | HP: 26/58 | AC: 16 | Acr: +6 Dec: +8 Perc: +3 Pers: +8 Perf: +8 Ste: +6 | Saves: S -1, D 3, C 6, I -1, W 0, Ch 8 | Init: +3 adv? | PP: 13 | Spd: 30' | Insp: No | HD: 8/8 | Spell DC: 16 | Spells: 1 (4/4) 2 (3/3) 3 (1/3) 4 (2/2) | SorcPo: 5/8 | ToC: Y | Status: Normal

"Ack! This is really scary!!" Allie covers her face with her hands but, somehow, fire still shoos out of her hands at the undead. "Accckk a what!" She yanks her hands off her singed eyebrows in shock.

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Dam: 4d10 ⇒ (5, 5, 4, 2) = 16


Wood Elven explorer | Active buffs: | HP: 0/51 | d8 8/8 | Ki 5/8 | Insp 0
Stats:
50 ft | AC 19 | Str +2 Dex +8 Con +1 Int +0 Wis +4 Cha -1 | Initiative +5 | Perception +7, Darkvision | Insight +4

The wood elf tracker continues to pummel the wight.

Haste unarmed: 1d20 + 8 ⇒ (12) + 8 = 20
if hit, magical bludgeoning: 1d6 + 5 ⇒ (3) + 5 = 8

unarmed: 1d20 + 8 ⇒ (2) + 8 = 10
if hit, magical bludgeoning: 1d6 + 5 ⇒ (6) + 5 = 11
Extra attack unarmed: 1d20 + 8 ⇒ (3) + 8 = 11
if hit, magical bludgeoning: 1d6 + 5 ⇒ (5) + 5 = 10
Bonus attack unarmed: 1d20 + 8 ⇒ (12) + 8 = 20
if hit, magical bludgeoning: 1d6 + 5 ⇒ (4) + 5 = 9

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