The Beginning of the End: A Pawn's Dilemma

Game Master caster4life

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Sorry folks. Looks like I won't have time&computer access to bot and update until tomorrow morning.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

No problem, DM. Thanks for the heads up.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Aye, cheers!

And looks like I missed a pile of damage that Horat accrued. Hopefully hishp are correct now.


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Liv healed him for 11 HP, so it's not. :-P


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Doh! Actually corrected now. ;)


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Part of me wants to drop the Shield of Faith (which I'm not sure is doing much anyway) and try hexing something, but with all my bonus actions engaged in healing, I'm not sure I'd have an opportunity to do so. On the bright side, I'm glad I took the DM's advice and got Healing Word instead of Cure Wounds; even though I dislike smaller die roll, it's been nice being able to blast and heal in one round.

Alternatively, I took the healer feat, so I could spend an action to heal someone 1d6 + 7 (though I can only do it once per person per short/long rest). Though I get the impression that even doing that isn't going to keep up with the troll's damage. I'm not sure if I know this IC, but I think troll's regeneration is turned off by fire damage? Makes me wonder if we should roll to know that IC and if it might be better for Wrinil to try to shut that down rather than healing (I don't have any fire spells). But unless that takes the troll down quickly (and even if it does) it seems likely that Horat and Halgrin are going to go down if we do that (or perhaps even if we do that?), at which point it seems like we're probably boned.

Thoughts from other people? I'm down to 2 spell slots, though depending on if they can be used for sorcerer spells, they may not be that useful. I also have 1 healing potion I could try handing to someone.


Male Human Cleric/Wizard Gestalt 4 | HP 23/23 | AC 10 | Saving Throws - Str (+1), Dex (+1), Con (+0), Int (+6), Wis (+6), Cha (+1) | Passive Perc - 16 | Init +1 | C1st Lvl Spl - 4/4 | C2nd Lvl Spl - 3/3 | W1st Lvl Spl - 4/4 | W2nd Lvl Spl - 3/3 |

Wrinil does have burning hands that he was planning on using, but Halgrin is a bit in the way.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Yeah, this is a rough battle. Druids are no joke, and we've also had to deal with quite a few other baddies. I feel like the troll has to be on its last legs unless it has an unusual bonus. I'm of the mind we should try to finish it off, followed by the cultist.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

The troll will hit us just as hard at 1 hp or all. So we're better off finishing it asap.


Moon druid/monks are tougher. ;) Wisdom to AC, flurry of bites, and fast movement stacked on top of an animal.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

DM, I wasn't raging during my last attacks. So please subtract 2 points of damage from each hit.


Gotcha. Thanks for catching that.


My hot take: Halgrin and Horat have done about all the tanking they can for the day. They need some of the new players to stand up and take damage. Envizer has already been volunteered for this...


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

The bad guys just lost their troll. This pleases me greatly. :D


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Meant to post yesterday, but I guess I caught in the maintenance window. Had my post ready to go in a text file sitting on my desktop.

And then I botch the roll twice. Oy.


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

We killed an internet troll? I thought it 'twas impossible!

And I guess it's a good thing I healed Horat instead of Halgrin if Halgrin didn't actually get knocked out.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

My own rolls were pretty grim!

I've remembered battle master dice, but I doubt they'd help much here.


They would definitely help here and you should use them immediately. I don't see that you picked maneuvers so do that real quick. Riposte and trip are both nice, fyi.


Precision attack is v good too.


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)
Horat "The Bulwark" wrote:

My own rolls were pretty grim!

I've remembered battle master dice, but I doubt they'd help much here.

Do you also have action surge and second wind? I forgot that I have an ability that lets me add 2d4 to a failed save or attack roll once per short/long rest. Might have been useful on one of the guiding bolts, but oh well. Haven't forgotten about my hexblade curse ability, but my bonus actions have been otherwise tied up.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Huh, it looks like I never copied in my level 3 update into my profile. I'll do that asap.

The battle is tough, but I am enjoying it a lot!


Male Human Cleric/Wizard Gestalt 4 | HP 23/23 | AC 10 | Saving Throws - Str (+1), Dex (+1), Con (+0), Int (+6), Wis (+6), Cha (+1) | Passive Perc - 16 | Init +1 | C1st Lvl Spl - 4/4 | C2nd Lvl Spl - 3/3 | W1st Lvl Spl - 4/4 | W2nd Lvl Spl - 3/3 |

I remember that Aid was the only multi heal spell that I could find.


That sounds right, Wrinil. At this level, of course.


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Prayer of Healing is multi-person as well. It just doesn't work in combat, so I'll have to short rest before I can cast it. But I also have healing kits and the spare the dying cantrip that hopefully can at least stop people from dying (if we kill the enemies fast enough anyway).


Just in case you're curious, you get 1051 xp for this fight assuming you manage to finish off the boss.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Hot damn!

At least I've pulled out Horat's abilities now rather than after the fight. ;)


Yes definitely the right call.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Man, rough round. Don't suppose someone has a Bless spell handy? Still despite everything I think we're doing okay.


Halgrin, you've already raged twice today so you can't be resisting his damage here, yes? Please correct.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

At 3rd level Barbarians can rage 3 times per day. This is my last one though.


Ah misread the table last night. Cool.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

I updated the loot sheet. There's not much on it, to be fair. Just the boots of elvenkind and some gold.

Boots of Elvenkind:
Wondrous Item, uncommon, no attunement required
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

It's a cool little item, but not something I need. Maybe Enizver or Liv?

I know some groups like for members to "buy" off magic items, meaning that the player who takes an item gets less of a party share. But I think that's stupid, and needlessly complicated. So let's please not do that.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Yeah, magic items are cool and should be used. And having anyone in the party being more stealthy is an asset to us all. I'm fine with whomever can best use an item getting it and not being penalised for it.

Fingers crossed for a halberd of demon wrecking +lots ;)


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

As the rogue, the boots might be better on Enizver. But then, as the rogue, he's also probably already the best at stealthing, haha. I'm fine with whomever getting the boots at no penalty. I'm of the opinion that using magic items is better than selling them for half cost provided they would actually provide some value.


Yeah selling magic items is a bad idea in 5e since you can't buy them, generally. There will be more magic items as time passes. Everyone will get aome nice stuff, assuming you survive. ;)


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

So long as someone uses them, I'll be content. :)


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

Yeah, Enizver is pretty sneaky already. I'm happy to have him wear the boots, or whoever is second sneakiest can wear them to make them also sneaky.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Horat is going for the heaviest armour he can find, so likely not him. ;)


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

After spending 50 gp, my wealth is reduced to 31 gp. Bear in mind, I haven't distributed the treasure yet.

@Enizver -- I think we're all agreed that you should take the Boots of Elvenkind, so I'm going to assume you took it, unless you say something now.

The boots are easy to switch around in case someone needs it for a specific reason in the future.

---


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

Fancy footwear is a go.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Horat is also down 50 gold.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Don't forget. Everyone gets 80 gp.

I am currently at 111 gp.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

DM, how many long rests have we had since the battle?


One but there will be another one before your next fight so you'll be full on HD.


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Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

@Olivia, Halgrin wouldn't actually have that kind of information, but if you really wanna know then...

According to some UA material I found, a Galley can travel 96 miles per day, while a Longship can travel 120 miles per day. So with good wind, we're talking about a trip of 9 to 12 days.

But realistically they would stop off at other ports of call along the way like Bauldur's Gate and Calimport to rest and make some money by delivering cargo. So add another 3 or 4 days on top of that at least. So now we're talking about 12 to 16 days to get to Port Nyanzaru.

Or let's just average that out to 14 days.

I, um, might have DM'd more than one high seas adventure.


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

OOC, I totally figured the players just didn't know (or yeah, I guess that the characters might not have known either). I just thought it was amusing to have Olivia have that response IC to Wrinil's info dump of other things she didn't ask. :-) But thanks for the info nonetheless!


Anyone with background sailor or proficiency with water vehicles can get free passage working their way. Without that, you might be able to bargain for half-price.


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

...are you sure they wouldn't really enjoy a nice map of the journey?


I'm sure they would! But not enough to pay 550 gp for it. ;)


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

So far, so good!

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