| Gram Luthar |
Gram will recast Light on his horn, which hangs from his belt Bright light 20ft, dim light for an additional 20ft. He has his rapier in one hand and his crossbow in the other. I imagine we're moving stealthily, and Gram will be looking out for traps, as well as listening at corners for sounds of the enemy.
Stealth: 1d20 + 5 ⇒ (6) + 5 = 11
Perception: 1d20 + 2 ⇒ (19) + 2 = 21
| Horat "The Bulwark" |
"One method of defeating a labyrinth is to always keep to one side. Say left."
Horat firmly grasps his halberd, and seems to be working out something under his breath as he walks.
Stealth: 1d20 - 1 ⇒ (4) - 1 = 3
Stealth, dis: 1d20 - 1 ⇒ (19) - 1 = 18
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Horat is not a stealthy creature. He is an observant one.
| Halgrin |
Halgrin looks uneasy at the thought of trying to be stealthy, but decides to give it a try anyways.
DEX (stealth): 1d20 + 2 ⇒ (2) + 2 = 4
Passive Perception is 12.
| Pawn's Dilemma GM |
Whenever anyone suggests heading a direction, I'm going to assume you all head that way otherwise it'll take too long if I wait for a consensus on every turn.
You go left for about 10 feet then encounter a right turn. You can go straight or right.
I'm going to get a roll20 map for this maze as information management and point of view is so important and that will be easier/nicer than entirely theater of the mind.
| Gram Luthar |
In keeping with Horat's suggestion, Gram will lead the group straight ahead.
| Horat "The Bulwark" |
@GM: I entirely agree on both counts.
Horat seems to have reached some form of acceptance, or satisfaction.
Then he says simply: "I believe that I can incorporate my newly-learned wizardry in our next combat."
| Pawn's Dilemma GM |
Ok I'm going to assume that you guys keep this left-handed strategy until something happens. Also, I'm not yet comfortable enough with roll20 to put this over there but I'll have a map only I can edit for the maze so I can control what you've seen.
You wind along through the maze, following Horat's method and finding a couple of dead ends. You begin heading up a new passage to the north when you hear a mighty bellowing roar and a strange language shouted. A hulking dark shape begins charging down the corridor toward you, long, wickedly sharp horns leading the way.
Stealth: 1d20 ⇒ 5
Inits: 5d20 ⇒ (20, 10, 9, 7, 9) = 55
The minotaur in front of you yells over its shoulder "Intruders! Send the signal to start the ritual!"
Gram and Halgrin up first. Look at maze map and tell me your actions. You won't be able to move yourself on there.
| Halgrin |
Man, bottlenecks suck.
Halgrin quickly analyzed the situation. The others had proven they could attack effectively at a distance, while he was much better in a close up fight. So before anyone could stop him, he dove ahead of the others and struck the monster with his sword.
Sword, w/ ADV: 1d20 + 5 ⇒ (4) + 5 = 9
Sword, w/ ADV: 1d20 + 5 ⇒ (6) + 5 = 11 <--
Damage: 1d8 + 5 ⇒ (8) + 5 = 13
“Hit ‘em hard and fast!”
Edit: I remembered I could spend my inspiration, after the roll. Not that it mattered much. Level 1 play is just so swingy.
| Halgrin |
Halgrin, take a look at the maze map. You'll note that you have three allies between you and the front, meaning it would take 35 ft of movement to get up front so you can't move up there and attack. What would you like to do?
I honestly wasn't aware that spaces with non-hostile creatures counted as difficult terrain. Oh, well, I'll use a dash then. It's not like I hit anything anyway.
| Gram Luthar |
hold on Halgrin, I was gonna move out of the way anyway so you can keep your original post if you want
Gram eyes the approaching creature and lines up a shot with his crossbow. "Not today, Beast!" he says has he fires.
Light Crossbow: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d8 + 3 ⇒ (1) + 3 = 4
He then steps to the side and says"Quarters are tight, I'll cover you guys from range!"
| Pawn's Dilemma GM |
No worries. Ok so Halgrin moves to the front then while Gram steps to the side. Map updated. Halgrin, you still won't get up on the minotaur without a double move but we can say you move up and ready an action to attack. Can you guys see the minotaur on the maze map? He's fairly dark against a dark background but he's right in front of Halgrin now.
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Dam: 1d10 + 2 ⇒ (5) + 2 = 7
The minotaur charges Halgrin and swings an axe at him but his aim is off and it deflects off the half-orc's armor.
Everyone (bottom of 1 for Horat and Katra, top of 2 for Gram and Halgrin) may act.
| Horat "The Bulwark" |
If you hadn't told us there was a minotaur there, I likely wouldn't have spotted it. Really tricky to see, but we know where it is. We'll just have to render it a moot point quickly. ;)
Horat quickly says:
"It told the other to send a signal for the ritual! I will hunt that one!"
And with that, Horat dashes in the direction that the minotaur shouted a moment ago.
Yup, I know I risk AOO. But Horat is quite serious about protecting whom he says he will.
| Horat "The Bulwark" |
In that case, this is what actually happened. Which direction did the front minotaur turn its head to shout, by the way?
Horat quickly says:
"It told the other to send a signal for the ritual! Kill this one swiftly and press on!"
And with that, Horat's halberd begins swinging - and now vibrating with magical energies.
Booming blade on halberd, which causes an attack. Spend bonus action to attack with halberd end.
Halberd: 1d20 + 5 ⇒ (6) + 5 = 11
Damage, S: 1d10 + 3 ⇒ (5) + 3 = 8
Halberd End: 1d20 + 5 ⇒ (18) + 5 = 23
Damage, B: 1d4 + 3 ⇒ (1) + 3 = 4
Halberd: 1d20 + 5 ⇒ (1) + 5 = 6
Damage, S: 1d10 + 3 ⇒ (3) + 3 = 6
| Halgrin |
HP 12/15
Halgrin growls and then furiously lays into the Minotaur with his blade.
Sword: 1d20 + 5 ⇒ (15) + 5 = 20
Damage + Rage: 1d8 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Rage activated. So resistance to bludgeoning, piercing, and slashing damage.
Kinda hate to use my last rage of the day so soon, but I don’t like the idea of going toe-to-toe with a minotaur for very long either. I don’t remember how hard they hit, but I’m betting “very”.
| Gram Luthar |
Gram loads his crossbow and fires another shot.
Light Crossbow: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Seeing it miss the mark, he exclaims in frustration "Damn! Halgrin! We have to take this thing down, now! Show him what we do to enemies of Waterdeep!"
Bardic Inspiration: Halgrin now has a d6 that can be added to one ability check, attack roll, or saving throw within the next 10 minutes.
| Pawn's Dilemma GM |
Normal minotaurs do hit very hard. They're also too big to fit into this maze. This is a juvenile and hits about half as hard. Horat, he yelled over his right shoulder but I wouldn't read too much into that if I were you. He yelled behind him is the point. The way noise echoes around in here is very disorienting.
LR: 1d2 ⇒ 2
Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Dam: 1d10 + 4 ⇒ (4) + 4 = 8
The minotaur bellows in rage and pain lashes out at Halgrin with its horns, stabbing him in the shoulder (8/2=4 damage). Far off but echoing through the labrynth in a confusing fashion, you hear hoofbeats and bellowing. The minotaur snarls and laughs, taunting you in a deep throaty voice he's sure you won't understand.
"I may die a glorious death but Baphomet will have the lady in three minutes!!"
Everyone, GO!
| Gram Luthar |
Gram reloads and fires another crossbow bolt.
"Out of our way, you bastard!"
Light crossbow: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Sneak Attack Damage: 1d6 ⇒ 6
| Pawn's Dilemma GM |
Fyi, one body in the way provides half cover (+2 ac and dex saves). Two provides three-quarters cover (+5 ac and dex saves). Three provides total cover (can’t be targeted). This works in your favor sometimes and against you at others.
Dex save: 1d20 + 5 ⇒ (12) + 5 = 17
Gram’s bolt misses as he has a hard time lining up a shot with Horat and Halgrin in the way. The tough opponent also dodges Katra's acid.
| Halgrin |
HP 8/15
Halgrin grits his teeth, takes a deep breath and then slashes with his sword once again.
Use bonus action for Second Wind. And then attack.
Second Wind: 1d10 + 1 ⇒ (1) + 1 = 2
Sword: 1d20 + 5 ⇒ (17) + 5 = 22
Damage + Rage: 1d8 + 5 + 2 ⇒ (3) + 5 + 2 = 10
HP 10/15
| Pawn's Dilemma GM |
Halgrin's blow cuts down the minotaur where he stands. With a groan, the heavy dark shape falls to the floor of the labrynth. His battleaxe clatters to the floor as well. But the bellowing and hoof-pounding tell you that you're not done here. The light of the torch reveals that the passage ahead of you comes to an end soon, perhaps with a turn or T you can't quite see from here?
38 xp each. You're on a timer here, though you might not know it yet. So we're going to loosely use a turn order here. I don't want anyone to get more than two turns ahead of anyone else. Here's the tracker:
Halgrin, Katra, Gram: 0
Horat: -1
Everyone can take one exploration turn then wait for me to respond. H, K, and G can't take a second exploration turn until Horat posts at least one exploration turn. You will, of course, be communicating and cooperating as you explore.
How were you holding the torch while reloading the crossbow? Reloading takes two hands.
Rounds remaining for latest player: 30
| Gram Luthar |
| Halgrin |
Katra will hand Halgrin a potion from here satchel and say "Here, drink this."
Halgrin stares at the bottle for a moment, at first he wants to decline. But he remembers that they are on a tight schedule. And so he he quietly says, "Uh, thanks." And then he quaffs the potion.
Potion: 2d4 + 2 ⇒ (3, 4) + 2 = 9
He then follows right behind the dwarf, looking out for any danger.
WIS (perception): 1d20 + 2 ⇒ (18) + 2 = 20
HP 15/15 -- Thanks for the help, Katra.
| Horat "The Bulwark" |
Cheers Katra btw. Apologies all, I had less free time than I expected yesterday.
"He said three minutes. We must make haste!"
Horat advances, determined to find a way through the maze.
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Investigation to puzzle it out: 1d20 + 5 ⇒ (11) + 5 = 16
| Halgrin |
Sorry, should have been clearer. The healing draught I gave you heals 1d8, until I get some more levels under me.
No problem. That's why I put my HP in the thread so I can back track.
potion: 1d8 ⇒ 1
Ooh, rough. Hp 11/15
| Gram Luthar |
"We can cover more ground if we split up! I'm going to try another corridor!
Gram turns around and hads towards the entrance and take the first left, heading north. He's dashing cover as much ground as he can. If he comes up on another fork he'd take the left most fork.
I'll be at a Con pretty much all day today, tomorrow, and Sunday but I'll try to check in and post if I see I'm next in the turn order
| Pawn's Dilemma GM |
Gram backtracks towards where the tunnel dropped them off and discovers a couple of dead ends.
Horat believes that there is a pattern to solving this maze. He just isn't sure what it is yet.
Horat, I need explicit instructions as to where you want to go. For now, I'm going to say that you dash forward and left as much as possible as that seems to be your strategy.
Horat hears heavy breathing just around the corner he was heading toward.
Everyone but Horat won init. GO!
Rounds remaining: 29/30
Inits: 5d20 ⇒ (20, 17, 8, 20, 17) = 82
| Horat "The Bulwark" |
That's fair. And honestly, dashing to the left as far as possible is about what he has thus far, for want of a better idea.
| Katra Ironfist |
I thought about tunneling using my acid, which does max damage, but there is a time factor involved.
Each time the group turned, Katra began throwing a vial of acid at the bottom corner of the wall to mark which way they had turned. She also kept track of the number of times the group had turned with quiet count to herself.
| Horat "The Bulwark" |
Whom? Where?
| Horat "The Bulwark" |
Horat would prefer the support of his worthy companions. :)
| Halgrin |
Halgrin moves along the maze. He hears Horat's sudden alarm and dashes past him to meet the next threat.
Halgrin will dash and end his turn in the square just to the left of Horat.
| Katra Ironfist |
Seeing the situation, and her heavier armor than Horat's Katra strides right up on the creature, drawing her Warhammer as she goes.
Double moving into the corner, which should let me provide Horat some cover when he attacks.
| Gram Luthar |
Gram dashes as far as he can forward, hoping the tunnel he's in will connect to the others. If he comes to a dead end he'll turn around and head back to where he last saw them.
| Pawn's Dilemma GM |
Attk: 1d20 + 4 ⇒ (13) + 4 = 17
Dmg: 1d10 + 2 ⇒ (5) + 2 = 7
The minotaur howls and pushes forward, striking at Katra but the dwarf stands strong, deflecting the blow from the taller opponent, as nobody but a dwarf would do.
Gram finds a couple of dead ends then runs as far toward his allies as he can.
Horat (bottom of 1), and everyone else (top of 2) may act. This is a very tricky spot as your allies provide cover for the enemy. You can move through an ally's square as diff terrain but can't pause your movement in an ally's square to attack. You'll want to figure out a good way to fight in here, but I promise I won't often make you fight in tight mazes. ;)
| Horat "The Bulwark" |
I'm unsure if I should be able to see the current situation on the maze map or not.
Horat decides to try and limit the minotaur's ability to restore itself. He mutters arcane words and briefly extends his hand towards the bestial creature, past his allies.
Chill Touch on minotaur, disadvantage I guess
Spell Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Spell Attack, dis: 1d20 + 5 ⇒ (12) + 5 = 17
Necrotic Damage on hit and minotaur cannot heal until the end of my next turn: 1d8 ⇒ 8